#๐ฑ Enhanced Monsters
3727 messages ยท Page 4 of 4 (latest)
Quick question, is there a way to heighten the chances of the Nutcracker dropping a shotgun?
disabling "pickupable" in the Nutcracker enemy data
Thank you ๐
For now that's the workaround
I'll work on reimplementing loots soon
I just hope you can figure out why the bodies disappear for clients when they're set to not be able to be picked up lol
That's indeed a very weird thing but I think I know why
Hoping you might get a fix out soon, cus your mod allows the game to boot quicker compared to SellBodies
does it impact loading that much?, I've never seen it cause excessively long loading times. maybe it's just an issue with large modpacks?
It's not excessively long, just slower probably cus of the large assetbundle
It takes about 3 seconds on my end, I don't think there's any issue with the mod
That's still a lot to add to boot times when you have a lot of mods lol
It's more than my mod then yeah
It makes sense as the corpses are generated during the game, and not before the game start
oh yeah we just played this mod the other day
and that client side creatures thing is a huge problem
Really ? It didn't happen to me during my previous gameplays
It happened throughout the game
I personally didnt see it cause i was the host
the manticoils doesn't have a death animation, so it's death state is the idle animation
theres also a huge error in the model of the spider
like
css error in gmod
wait huuuuh?
the "Spider"?
what is this?
that's the "Arachnophobia" mode
they are in each other
like
next time ill see it ill show u
althoualthough I thought they had fixed it
They do
It's just bugged
I remember seeing it before v45
They would flip backwards on their back like snare fleas upon death
oh
Idk why of all things from pre-v45, this is something I remember distinctly of it
it was the best version?
Absolutely not vro
The current version we have rn is definitely the best
Sure, it's nostalgic, and I have fond memories of it, but I'd be taking to piss to say it solos over v60
any version with rail cheese and titan jumps are good
Titan jump
What is this?
Rail cheese
cheese
Skill issue
Even so, you can just reenable it with ButteryFixes
There, there's your golden era of Lethal Company back, I guess
But it ultimately had to go for the greater good, whether you like it or not
I long for the day jester and coil-head trapping is patched
look up lethal company my way
Why can't you just explain it
#fixmanticoil
Well arachnophobia works on my machine
I guess I'll have to check out what's happening, good thing I'm on vacation next week
That's weird, the arachnophobia works on my end
@wooden copper Do you not remove EnemyAI compoment when creating prefabs? I checked and it doesn't from what I see.
No the enemy ai components are removed
What I do is that I search for all gameobjects with an enemy ai components in game resources, I load it, and during the copy I skip some gameobjects and remove some components
I see.
It would be funny though if my mod made slimes eat dead enemy corpses but I haven't tested interactions with this mod and sellbodiesfied yet.
And I wan't them to just for Lunxara.
Shouldn't be too hard to interact with my mod tbh
It works basically the same way than standard items
The enemy scrap names are all the same
And simple way to find dead mobs
I have a specific component class "EnemyScrap"
I assume I can search for objects with that compoment
Sure
You can make soft dependencies
I already showed how to do that
I recommend making a static inline method for implementation tho
Do you save the instantiated scrap into a list or you just instantiate them?
[MethodImpl(MethodInlining.ForceInlone)]
public static MyMethodWrapped()
{
if(DependencyLoaded)
MyMethod()
}
Ehmm
No I just instantiate them and the game does its stuff
k thats all I need
That said you can probably just add a patch on the method I use for their instantiation
But, within a soft dependency
actually youre right I dont need to search for the objects.
Searching for objects is extremely expensive
Yeah it should be only done when you have no other alternative.
Only time I use it is to generate config on booting up. I then either copy already existing lists or add them to a list when they're created
I c I c
No ive seen it without imperium
Maybe its one of imperiums dependecies, idk
u should make it compatible that would be fun prob
@wooden copper what are the prefab names for the ur scrap items anyway
Dead {mob name}
Some have spaces some other don't
The prefabs are the original mob name with "Dead " before
I have here an image of my config, as far as I can tell, it's an exact copy of Flamsey's plus some other entities from my modpack. Despite this, I still can't place any dead entities in the Meat Grinder. So far I've tested the dead Manticoli and Dead Hoarding Bug. Did I do something wrong?
@wooden copper
Hmm I'd have to check in game with Unity Explorer, I'll do that tomorrow, please ping me so I remember to do it
Use SellBodies. The spider doesnt fucking work
You see the spider in arachnophobia mode for like a split second
When u pick it up
And it glitches with arachnophobia off
@wooden copper Reminder.
Alright.
Works on my machine
Might inspect that but it works on my machine so far
Okay sooo
DoublewingedBird propized
@median beacon that's the PREFAB NAME of the dead manticoil
HoarderBug propized
for the hoarding bug
these names are all generated at runtime, that's why I don't know them
PufferEnemy propized for the spore lizard
Centipede propized for the snare flea
BaboonHawkEnemy propized for the baboon hawk
Yeah okay so I figured out what's happening
workaround: pick it up and drop it
MouthDog propized
Where can I find a list of all these names? And how would I go about finding them for modded entities?
You'd need UnityExplorer and have at least one of the dead bodies spawned in the game
then you'd have to navigate to find it
that's what I did right now
Otherwise, it's original prefab name + propized at the end
Great, thank you so much.
Or i just use sellbodies until this mod is overhauled
nah its just that my friend is deathly afraid
its so crazy
ive never seen anything like it before
Hmmm
Maybe it's not the best idea to play horror games then
@wooden copper Apologies for the bother, but I have one more question: what do you mean by "propized"?
Hey out of curiousity are you still planning to fix the issue of bodies disappearing for clients in Multi if they're set to not be picked up?
For me it mostly happens with Masked and Nutcrackers
It's a side effect I think, it's any enemy body that's not able to be picked up
@wooden copper I imagine it's just a side effect of the pr Entity gave you a while ago to fix the client desync issues, probably a missing check for if the body is set to not be picked up to not teleport it for clients most likely
Since it's any enemy that's not able to be picked up, whether that is masked Bodies, Nutcrackers if turned off, etc
@still beacon I would imagine it's just an if statement or something that needs added right?
I'll check that
Is it really only specific to those two entities ?
I think it's just any entity that's not able to be picked up, it's just in my pack it's only Masked and Nutcracker bodies lol
that's really weird
Yeah I think there's just a check missing so the body gets tped away for clients even when they're set to not be picked up, cus they're fine for me as host lol
Probably an easy fix that needs to just look for the config value I'd assume
Yeah I really don't know as I never experienced that, I just simply can't visualize what you're telling me, I'll have to try it with someone cus in local it worked correctly
I reproduced it in Lan
with 2 clients
for me as host the body would spawn, but not for the client
Hmm
I'll check both with my mod only AND with your modpack
it may be a conflict idk
I may know where this come from IF it is due to a conflict
I would be curious lol, cus SellBodies doesn't have the issue
Yes that'd make sense
Did you ever manage to look into the issue at all?
no busy with the exams of the end of the year
Well I've decided to regen the config and noticed that some of the offset and rotation values and stuff are different from before, wonder if that might fix anything lol
Rip this mod broke lol
I'm gonna fix it then
It's good to know i'll have to inspect at least to make it work again
I'm very happy that i've reached 70k downloads for the mod on Thunderstore, it's insane
I'll definitely make a patch very soon
I look forward to it, while I've been enjoying using SellBodies in the meantime while waiting for you to fix things the weird parenting stuff it does bothers me
Yeah I'll try but I never experienced such issues personally that's why I'm skeptical
idk why the bodies that can't be picked up bug out on clients
I should test if I can repro it on a Test build of my pack I have made a lot of changes
@wooden copper I see why
Apparently on the client an ownership rpc error throws
What I see as host
Client doesn't see them
oh I see
pretty simple fix
I'll fix the mod for v70 and fix this issue as well
hold on
masked are not supported by my mod yet
this is the client's side right ?
Yeah
And that same thing is probably why when Nutcrackers are set to not be picked up also is why they vanish for clients
along with other enemies when it's disabled
Hmm
there's nothing I see that could trigger such errors
Hmmm
this should prevent the rest of the code from running
I don't understand why this happens but doesn't prevent the mob to "be"
I'll add BetterServerRPCErrorLog and see if it explains what's happening
@wooden copper
maybe this helps
So it errors on the UpdateEnemyPositionServerRPC on clients, so the body is never spawned when it's not set to be picked up
Will test it as soon as I have the chance 
Does it work on V70 ?
Yes
I was testing on v72
current version
No idea if you wanna add compat with the new enemy though in some way
that might be some effort
lol
I have never met the new enemy so idk how it works
Fair
I'll release the update today when I'm free
Alright 
I'll also inspect the arachnophobia thing
Fix 1.3.10
See changelogs.
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.3.10
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters
Changelog
View diff
Ported to Lethal Company v70
Fixed some mobs not being grabbable or being invisible for clients, and only visible on host side.
Arachnophobia issues are know and still under in...
The new enemy seems to technically work with the mod but death animation doesn't play and a red box, probably collider, appears when you pick it up.
I hate when this happens
I guess I'll have to recompile every single one of my mods too, if I remember correctly that error is caused by a new enemy being added
that one is due to my mod having bad sync code
SellBodies works fine although it doesn't register anything for the new enemy if you manage to kill it
Not even a custom body drops it drops nothing lol
Does the new update make Enhanced Monsters suit your gameplay requirements @digital mural ?
This confirms that it needs to be recompiled. Sellbodies has an internal list of vanilla mob names and treats them as such, if it is not in that list and is not in the blacklist it defaults to a drop of modded enemies
Yeah, idk if any of your other mods need recomps but it doesn't hurt to check I suppose
I imagine it drops nothing for the bird cus it tries to find a drop for a vanilla enemy
btw @still beacon I have installed your Arlecchino's hast weapon mod but I never found it in game
Does this mod work? I plan to add it to my modpack if it does
Yes
the update I just released fixes it for v70 and fixes a bug that was occurring in the v1.3.9
So there's also no issues?
Oke thank you I'll be using this from now on
I'll soon release an update that allows custom drops on enemies
and it will reimplement correctly the nutcracker's drop
That's nice i guess that's for modded enemies to have their own drops like the Nutcracker
yeah and it's fully configurable
and the configs synchronize when you connect to someone btw
So like the custom ranks you have on your end for enemies will be the same on other's POV
Rank is the most useless feature of this mod yet one of the ones I prefer
It's actually pretty useful if the money the bodies give depended on the modded monsters rank
it's not really how it works
You can set whatever value you want, but the rank can give a hint on the value of the monster
it does not depend but that's how it's configured by default
The scythe has a rarity of 10, but you can buy it in the shop for 378 credits.
close enough
Still a good feature
๐
There is a bug that makes Circuit Bees killable by Giant Sapsucker. Haven't tested other combinations but pretty sure the mod makes unkillable enemies killable.
That's big oversight in design as if an enemy suck as Sapsucker directly calls the method it will set the enemy as dead regardless if the enemy would be dead without this code.
Not sure what the intent behind it is
ah yeah that's right
whats the point of this code?
this probably messes with some of my code, forcefully setting the enemy to dead at a killenemy postfix
just a check in case
no im just confused why you're setting isEnemyDead to true
the only purpose I can think of is to force immortal enemies to die but that could've been done by setting in it's enemyType canDie bool to true.
please dont do that either
yep
could there be melanie farm and cooking support in the next update?
i cant figure out the prefab name
Lmk when the update goes live that patches that out lol, since it sounds problematic
Soon
like I make the support myself ?
Nah Melanie has to make the support, I already told them abt this mod
Right now their cooking mod only supports SellBodies which I assume handles things differently than your mod
Veld has already been talking to Mel about it lol
I'm seeing it right now
Going through my wake up scroll
yeah I did the same after waking up
I'll find out no worries
Alright I have added the support
It should work now
maybe
can any1 ping me if they're down to test it now ?
or up to test it now, I never know how you say in english
So yeah if anyone can try this new version :p
(with and without MelanieMelicious' Farming & Cooking mod
Well I think I'll release it
Fix 1.3.11
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.3.11
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
Changelog
View diff
Added compatibility with MelanieMelicious' Farming and Cooking mod.
Fixed some mobs being killable when they SHOULD NOT be killable, like the Bees Clusters where kill funct...
Could you add a config to disable the ranking feature when scanning?
??
Why ?
I guess I could add that when the Rank field in the config is empty, then it's skipped on a mob
But why would you disable it ?
I just like when people have to check the bestiary to see how dangerous a monster is
it still has the rank text and the box
i said "i guess I could add"
ok thanks
will be implemented in next update
Idk i tried using the config for melanie's but the prefab names unityfinder was giving me didnt work
@wooden copper does the manticoil have its old death animation back?
I have added this to the README by the way
Cool!
it was already possible before but I did not explain how to do it
Now it's documented
Sorry for not testing a lot this, I've been... Busy, with other things :']
Thanks! We are trying to do our best on that
Perfect, now I will start working on a proper implementation of mob drops !
It's time to backup your custom settings folks !
Can't wait to test that mod ๐ฎ
i'm ashamed
Yep well the changelog file will be fixed in next update
yeah
019764a7-aaf9-259b-beb5-464f2b7a77d1
So I don't see why it does not
no mod should change this behaviour
it's from Enhanced Monsters
I just don't see why it happens
oh
yeah
oh wait
I think that it may have not been updated
hold on
it works but there is still a empty red box
The box have always been there Jori
I just decided to use it for my mod
but it have always been there
75k total downloads ๐
(the fact that I have released LOTS of updates helps a lot)
@wooden copper Seems the bug where bodies don't disappear for clients is back
lol
after they're picked up the original is there
ah if it's just that
not a big deal
it's playable at least
that's because only the host is setting the position now
ยฏ_(ใ)_/ยฏ
Yeah I have experienced the bodys it's quite disturbing in game even if it's totally playable @digital mural
I'll definitely fix that soon
Okay ^^
i have never played Lethal Company with anyone else than my highschool buddies and Monoxide, I'll maybe hop into https://discord.com/channels/1168655651455639582/1207001561109241886 someday
Do you have any idea why it happens? Cus iirc Entity's pr was supposed to fix it but then that led to bodies that can't be picked up being unable to be seen
Yes basically the solution of Entity creates this big but makes original bodies disappear while my solution fixes that bug but causes bodies to be duplicated again
i don't think scrap e is a candy dispenser
(in reality, it seems his body disappeared when he's dead)
lmao
what's the main difference with this mod and sellbodies?
this mod works with modded enemies
It also have a ranking system and is much more configurable
@still beacon do you know if I'm forced to use SyncPositionToClients() to sync pos ?
I guess that you might know a little bit of that since you're the one who made that pr back then iirc
I don't understand why it doesn't work properly
I don't understand completely that function either, I only know that it has to be executed by all players to ensure that the body placement is correct after you move it
If you don't execute that function for all players sometimes the enemy get desync
I know it's late to answer but, the two mods have the same goal but in terms of how they work they are completely different. Sell Bodies spawns custom props while Enhanced Monsters uses and generates props dynamically. Both mods are valid and you should choose based on your preferences. In my opinion Enhanced Monsters is better than Sell Bodies (and I am fully aware that I am shooting myself in the foot by saying this)
Enhanced Monsters is better but currently has a few bugs/issues that need addressed. Stability Wise SellBodies is still a bit better til then
And no your opinion is valid since you don't have as much free time anymore
Sell bodies is more stable in the current state though
If it works for biodiversity it serves the purpose I need, although I will say sell does fixed has a cute feature I wish was carried over (dead tulip snakes becoming pale)
The dead manitocoils can be held and they look like they're your pet
I was asked to add this by Lunxara or Moroxide
Moroxide probably I was wondering why they weren't actually dead lmao
Yeah
Can u turn this off
I want roadkill
There's no death animation for manitocoils so no
U can try to disable that yourself with the config but tedious
That's with sellbodies ?
Can't remember if that feature is with manticoil or the other birds
I actually asked about the rotation of the creature, I assumed the manticoil didn't have a dead body and was that way by default, so I asked to change the rotation to make it look like you had it as a pet.
But yeah, I may be to blame for not having explained myself well, dw
so for example if I wanted hoarding bugs to drop a scrap on death instead of as a body would it look something like this?
Erm
I mean
It would look like and something like that, i think approximately is appropriate, but in anycase, this feature is not implemented yet.
oh, okay
how do i do this again
oh yea that thing
here we go... 
@wooden copper Mod breaks when paired with latest Code Rebirth
Fixed it by disabling the Shrimp Dispenser
Odd
I don't see why Enhanced Monsters is hooking into this method anyways though
Which one ? Currently on phone for this weekend
Tbf this actually might be a ReXuvination issue
@wooden copper I see the issue here
Enhanced Monsters is trying to register one of the weathers as an enemy
Ugh
Tornados are also registered as enemies but they have no specific tag telling that they're not actual enemies
Hard to identify them
they should have everything an enemy needs, the problem is that you're checking stuff before StartOfRound is created and i access startofround in QuicksandTrigger.Awake patch
i can update rexuvination to null check for startofround but its a bit iffy
It works with almost every enemies, it seems to be very exclusive to few weather elements, cus it even works with the tornadoes
yeah Hurricane is an enemy that contains a QuicksandTrigger component inside it
which i patch with my other mod Rexuvination
so im releasing a fix on Rexuvination that null checks startofround.instance
red cube sapsucker jumpscare
wait that's weird it wasn't doing it before
oh well maybe it was
I never killed one
I don't remember exactly how the mod works but isn't it enough to check all the objects (even the children) to see which are visible and which are invisible?
I can't really make something that checks for MeshRenderers
Because they use exactly the same script as standard mesh renderers
@wooden copper Has this mod been updated for v73?
It should actually be quite simple, just delete all the components that have a disabled meshrenderer or that are not visible based on the Camera.main cullingmask when you generate the prop
issue is that they are disabled at runtime it seems
And even then, it may break compatibility with arachnophobia mode
But there's probably something to do with that yeah
Not yet, I wanted to see if I could fix a problem the Kidnapper Fox is having. I'm not 100% sure, but I think the base instance is "compacted" to a point because it doesn't have animations.
I didn't find the time to fix the Kidnapper Fox issue in the end, so I made the PR with the possible "fix"
Any status update on this?
one thing, since you ask, would you like to try the recompiled version of the mod for v73?
Yes ofc
besides being recompiled it also has the possible fix that removes the "cubes" from the item meshes
I only tested with the cave dweller and it seemed to work
Yeah it works
Not yet
The version Enity has seems to work in v73.
I appreciate your contribution @still beacon ! ๐
just tested
Nice !
I'll merge when they make the PR and make a new release
i made the PR 5 days ago
I dont see the netcode command updated in the .csproj
I'm sorry. I didn't check ๐
Because from what I've seen, this mod doesn't use the netcode patcher. Furthermore, it wouldn't be necessary to modify the code anyway; it would be enough to apply the netcode patcher with the right parameters to the command.
So then why was it broken in v73?
idk I have no one to try multiplayer with
99% of the time you just need to recompile the mod and that's it
it seems they use a rpc here
{ [HarmonyPostfix] [HarmonyPatch(typeof(MaskedPlayerEnemy), nameof(MaskedPlayerEnemy.KillEnemyServerRpc))] private static void KillEnemyServerRpc(MaskedPlayerEnemy __instance, bool destroy) { Plugin.logger.LogInfo("Hey. Spawn a mimic mask. now."); }
The mod is working in v73 just tested. The only thing that is not is the masked mask which is because of the netcode.
This is not a custom RPC, it's simply a patch of an existing RPC of the game (so you don't need the netcode patcher anyway)
oh, so then it was already v73, lol
Thanks @still beacon for your contribution by the way
Hey!
I'll test it soon!
๐ thank you ๐
Is there any issue with syncing ?
I've not been able to test this with friends
I'll try to do that soon
Have you been able to test ?
hey came back to this mod for the 6th time and I'm happy the gray cube is gone from the maneater!
But all the enemies bodies are completely not there for any of the clients. (idk if its a mod confliction or what)
Log from the session (I was the host, I'll bring my friends log over in a second)
What ? I'll try to check the logs asap
Thanks for your reports nonetheless !
So wait, there were not any enemy body ?
Wdym
Normally there shouldn't be conflicts with any mod except SellBodies, as we patch the same functions
As the host I can pick up their bodies, but as the client you can't even see the body in the hosts hand, it's not even an item for them. I'll double check later today. (Could be because I changed some of the data in a folder for enemy pricing and grades without sending to the client.)
the issue might be on my end. I'll test it out with my friend later today.
I was just wayy too tired to handle it or figure it out on that day ๐ญ
No worries, and I really think it comes from the mod tbh
This is not meant to happen
So yeah I think the networking is failing, I'll have to inspect
My studies have been exhausting, I'm afraid even during my vacation I won't be able to work on the mod ๐ซก
I have a question, why when killing monsters and picking up their bodies, after dropping they disappear
They probably have their models under the ground
That's a known issue for modded monsters
Yeah, that seems to be the problem.
Then I will use Sell Bodies until it gets fixed
I don't know how to fix that xd
The grab collider should still be above the ground tho
Somewhere
The best way to fix it is to see if other people modified the config file to fix the enemy model position
I was testing solo
No what I meant
Is to ask to other players here
If they have a config file with fixed transforms for the monster that has the problem on your side
@wooden copper r u coming back to fix the spider at some point?
I honestly don't know how to fix that, the complexity to fix it is downright absurd considering how many actions are required to fix this, thanks to Zeeker's code.
The weirdest thing is that the arachnophobia mode used to work, at least when I tried it
I will look into it an ultimate time but I can't guarantee anything
was the creatures only being hostside fixed?
Possibly
Spoiler alert: it was not
does anyone know if the mod is broken or not? when I try to use it it is completely dysfunctional, no features working. the enemies file is also missing aswell as the config folder. when I try adding it back the mod still doesn't work despite having the proper path to the config.
I've tried reinstalling and rebooting the game and nothing has worked to fix it.
Might be an issue with v80
I'll recompile the mod when I'm home this weekend
V80 came out???!
no
then I don't know why it doesnt work 
cus it works for other people including me, to some extent
without the logs it's hard to tell what the error comes from
its only hostsided though which sucks
Hmm that's still weird as it used to work on my end
Unfortunately, I'm really too busy to check these days
Thanks to @novel loom I have found out about the bug as he's the only one who provided me logs with bug issues
Apparently with v73 the prefabs don't register correctly
oh mr veld if youre working on this mod there another little issue i noticed
the sounds for dropping the dead bodies are global
just wanted to let you know abt that before something gets pushed
customizable
you can customize it
it's in the config files
oh ye mean
Like
okay i see
The audio source ?
I believe it's a LethalLib issue
Was it recompiled for v73 ?
my game won't run, it's locked in the logs ;-;
aight it was just taking its life
anyone down to try the mod ?
I need to do many tests to fix
Wait
they never were registered ๐ค
oh I thought it was behind the scenes with RegisterScrap
I see
Not exactly sure how to do it, but if you're willing to help me out in getting something set up, we can do a test run sometime
I'm used to launching the game through Lethal Enhanced Party Edition
but i dont know if that's good enough to use for testing things, or if there's something better
I have a little modpack for testing
What's it called?
019cf303-6c45-2087-bd8a-707e7e0cd2c8
that's not a real modpack
that's just a profile code
Okay, i think i have everything. 23 mods, right?
Yes
And you have to add the mod zip
i'd prefer someone who has experience with that but uhh...
not a big deal
You unzip this in the plugins folder
Of course if you do not trust it, do not install it
I'll ask to @little elk :)
(test networking)
Does the zip go in the lethal company files, or in the r2modman/gale mod manager files somewhere?
I'm not experienced with this, but I'm willing to try if it helps out
Are you up for testing now, or do you want to do it some other time?
Plugin folder
Unzip it there
Like any other mod
In gale, do Open Profile Folder, go into bepinex/plugins and unzip it here
On gale it should be under File > Open Profile Folder
Are you interested in compatibility with Death Animations?
Considering certain entities like spore lizards do not have death animations of their own in vanilla; you used their idle animation in place for what doesn't normally exist for their corpse item, but this conflicts with Death Animations as its death animation for spore lizards does not match its Enhanced Monsters corpse item, leading to their transformation from enemy to object looking weird
i was gonna say this
i think enhanced monsters will use deathanimations but only the last frame, and only if animate is off
if animate is on they just do their standing i think
There is a parameter in the settings of each entity that lets you set any animation state name the mod will set the enemy to when it dies
I don't know if I'm clear, my sentence sounds complicated to me... I'll try to rephrase
Oh I see yeah alright
So I should use Death animation to force these
I see...
Thing is it would be easier to just add it as a dependency
What is this parameter called
I dont recall seeing it in the json?
Also you could add it as a dependency but it depends on everythingcandiealternative
So your choice if you want that mod associated too
I don't know the parameter for the Spore Lizard's death animation though, it's not easily accessible
Uhm
@shut moat Do you know ?
if you're talking about the animation transition parameter, it's the same as vanilla
which is KillEnemy
everythingcandie pretty much sets off a KillEnemy trigger for all enemies whether or not that trigger actually corresponds to an animation
so what I did in DeathAnimations is just attach a transition into my custom animation which is called when KillEnemy is triggered
pretty much the same structure as what mortal enemies in vanilla have
I haven't looked into how enhancedmonsters handles animations but if vanilla immortal enemies are excluded from using the death animation manually (via a blacklist or something of that sort) then you could check whether deathanimations is installed and include them
if you'd like the .anim file names then I'd have to boot up unity
but yeah the animation container/controller is in the same structure as vanilla mortal enemies
EverythingCanDie compatibility is intended
I'll add it as soft dependency but it's a little complex... Hmm
DeathAnim or something
It's been a while
The death animation for all the enemy data entries are the same
That's not What happens
It waits for the end of the death animation (default one, if it finds it), replaces enemy with its generated scrap, and the scrap takes the default death anim name sets it to last frame if it finds it
ah
gotcha
is there a pointer to the default death animations in vanilla or are they set manually within the mod?
I mean how does it diffrentiate the death animation from the other animations in the container
What would we put for the spore lizard, then?
They're hard coded, I would need to check every animation controller or every enemy AI kill enemy to set it to the right one
I just don't really have enough time for that these days
And it's not reliable for modded monsters
So I have just put a setting in the metadatas of enemies
that parameter isn't present by default
do we have to add it ourself?
ahh I get it now
I thought y'all meant vanilla parameters
hmm the unity project for death animations is bugging right now but I'll take a look at what I named the animations when I'm more available to fix wtv is causing the editor to halt during load
GirlIdleDeath
PufferDeath
CoilheadDeath
ClaySurgeonDeath
JesterDocileDeath and JesterAggressiveDeath (I assume there's no support for multiple of them but I thought I'd still say)
RadMechDeath
I'm going to have to make some adjustments to the ghost girl
Alright, nice
Do you, or really anybody, happen to know if this was fixed yet?
Whether Enhanced Monsters/Death Animations fixed it
Unrelated, but is compatibility with Enemy Skin Registry possible?
I doubt it to be honest, would need to be inspected but I just really don't have time
I got no info about the patch I made so idk
Wdym?
There was nothing uploaded to Thunderstore
I mean this
testing some stuff for darmuh rn but i can test ur patch after that
Thanks ๐
I haven't been able to test this, sorry. I don't know anyone actively in here who are up for testing stuff, so i thought the best chance was to hop on with you some time and try it out. But if you're busy and if anyone's up for testing this in a week or two i'll be able to try it out with them then
so its occurring to me i never asked what its supposed to patch
i tested for deathanimations compat and still no worky
but idk what else its supposed to fix
It's meant to fix desyncs
Nothing else for now
oh, i dont have a way to test that then
i'm not due to get my tester on for at least a few days
It's not urging anyways
Maneaters aren't adults in their item state??? ๐ญ
yea theyre fucked up
last time i remember killing a maneater with this mod it had a white box around its body
It's a little complex to do that so uh
I think this was fixed a while ago
Thanks to Entity
@wooden copper Mod likely needs a recompile for v81, the bodies only show up for the host
Already existing issue
Havent figured why it happens
I can't guarantee anything but I might try to take a look at the code today to fix the various sync issues.
If I can fix this mod at least people will (maybe) stop pestering me to remove EE from my mod (sellbodies)
can you try this, unfortunately I can't test it in multiplayer so I don't know if the new networking works as it should.
I unfortunately can't rn, best I can do when I get a chance is LAN which anyone can do tbf
I'm currently rotting in bed due to being hungry and depressed so
Ah, the Easter eggs ? I don't know why they're so upset about it
I had proposed fixes but nobody tried them so the changes are still standby 

This should have fixed it but I got no return about it
I can't remember, maybe I had made various tweaks with this one too, I can't remember
@wooden copper Anyway, yesterday I did some refracting of the code to keep it cleaner. If you want to take a look at it, I can do a quick PR
I mean I might be able to look at it sometime today but y'all can test desyncs via 2 local LAN sessions. I do it all the time for things like moons and interiors that use JLL scripts that may not behave the way I think over the net
It's not like you need other people to test multiplayer sync
Yeah sure, thanks for contrib
Ah right I forgot about that
Unfortunately I'm not at home this weekend so uh
fair, I will likely test in a bit, just something to keep in mind for the future
True
@still beacon so: body technically spawns for every player now, however it does not sync properly when picked up and only the host can interact with it. logs attached
using this dll specifically
thx, I found the problems and managed to test the fixes since I had time (the PR also has those fixes)
I remember having this issue when I started making the mod
I have merged the PR @still beacon
I'll build during this day and publish the 1.14.0
Hi all !
1.4.0
https://new.thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
Thanks to @still beacon for his contribution ๐
oh I forgot to add your name to the Attributions section of the README
sorry entity ๐
I will add it right now so it's done for the next update
np, luckily I don't suffer from "main character syndrome" so everything is ok
Glad to hear it xd
If anyone encounters bugs in the latest update, please let me know ๐
Will do, haven't played it yet sadgely
No worries mate
Would you consider adding a config option for this? Bit of a pet peeve of mine to have things modifying the version number and I know one mod actually throws an error cuz it's modifying the version number string (which admittedly is a gullible way to check that, but also a setting would be nice)
I'll remove that next update
I'll just remove it
okii ^^
ceases to exist if u use emblem
Don't really currently use Emblem, just NeatMenu and NoMoreCompanyLogo 
I'd want my own Emblem theme if I did but I'm too lazy for allat
NeatMenu should work with Emblem, if it's overridden then it's a specific theme issue
ill get my emblem cfg and see if its doing anything funny
does applying colors to the buttons cause an override
Shouldn't. I know a few emblem themes change the MoreCompany logo color but the remaining buttons should be the normal colors
i add a custom menu item if that would cause it
Shouldn't but depends on how Emblem handles it
My buttons are just kinda additions to the vanilla MenuContainer
i also change the line height would that do it
