#๐Ÿ”ฑ Enhanced Monsters

3727 messages ยท Page 4 of 4 (latest)

wooden copper
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Good question

heavy linden
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Quick question, is there a way to heighten the chances of the Nutcracker dropping a shotgun?

wooden copper
heavy linden
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Thank you ๐Ÿ˜

wooden copper
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For now that's the workaround
I'll work on reimplementing loots soon

digital mural
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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

wooden copper
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That's indeed a very weird thing but I think I know why

digital mural
wooden copper
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eeee

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hopefully

still beacon
digital mural
cyan cloak
digital mural
wooden copper
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It's more than my mod then yeah

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It makes sense as the corpses are generated during the game, and not before the game start

hybrid cloak
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oh yeah we just played this mod the other day

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and that client side creatures thing is a huge problem

wooden copper
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Really ? It didn't happen to me during my previous gameplays

hybrid cloak
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I personally didnt see it cause i was the host

hybrid cloak
outer hare
# hybrid cloak

the manticoils doesn't have a death animation, so it's death state is the idle animation

hybrid cloak
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like

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css error in gmod

karmic nest
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wait huuuuh?

outer hare
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the "Spider"?

karmic nest
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what is this?

outer hare
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that's the "Arachnophobia" mode

hybrid cloak
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like

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next time ill see it ill show u

outer hare
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yeah

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It's bugged

outer hare
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althoualthough I thought they had fixed it

hybrid cloak
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nah still broken

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idk

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cool mod tho

austere ermine
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It's just bugged

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I remember seeing it before v45

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They would flip backwards on their back like snare fleas upon death

outer hare
austere ermine
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Idk why of all things from pre-v45, this is something I remember distinctly of it

austere ermine
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Absolutely not vro

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The current version we have rn is definitely the best

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Sure, it's nostalgic, and I have fond memories of it, but I'd be taking to piss to say it solos over v60

hybrid cloak
austere ermine
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Titan jump

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What is this?

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Rail cheese
cheese
Skill issue

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Even so, you can just reenable it with ButteryFixes

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There, there's your golden era of Lethal Company back, I guess

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But it ultimately had to go for the greater good, whether you like it or not

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I long for the day jester and coil-head trapping is patched

hybrid cloak
austere ermine
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Why can't you just explain it

hybrid cloak
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#fixmanticoil

wooden copper
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I guess I'll have to check out what's happening, good thing I'm on vacation next week

hybrid cloak
wooden copper
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That's weird, the arachnophobia works on my end

long wraith
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@wooden copper Do you not remove EnemyAI compoment when creating prefabs? I checked and it doesn't from what I see.

wooden copper
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No the enemy ai components are removed

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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

long wraith
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I see.

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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.

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And I wan't them to just for Lunxara.

wooden copper
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Shouldn't be too hard to interact with my mod tbh

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It works basically the same way than standard items

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The enemy scrap names are all the same

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And simple way to find dead mobs

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I have a specific component class "EnemyScrap"

long wraith
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I assume I can search for objects with that compoment

wooden copper
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Sure

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You can make soft dependencies

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I already showed how to do that

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I recommend making a static inline method for implementation tho

long wraith
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Do you save the instantiated scrap into a list or you just instantiate them?

wooden copper
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[MethodImpl(MethodInlining.ForceInlone)]
public static MyMethodWrapped()
{
  if(DependencyLoaded)
    MyMethod()
}
wooden copper
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No I just instantiate them and the game does its stuff

long wraith
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k thats all I need

wooden copper
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That said you can probably just add a patch on the method I use for their instantiation

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But, within a soft dependency

long wraith
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actually youre right I dont need to search for the objects.

wooden copper
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Searching for objects is extremely expensive

long wraith
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Yeah it should be only done when you have no other alternative.

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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

wooden copper
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I c I c

outer hare
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It may be a Imperium issue

hybrid cloak
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Maybe its one of imperiums dependecies, idk

hybrid cloak
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u should make it compatible that would be fun prob

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@wooden copper what are the prefab names for the ur scrap items anyway

wooden copper
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Dead {mob name}

hybrid cloak
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so like this?

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or no spaces?

wooden copper
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Some have spaces some other don't

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The prefabs are the original mob name with "Dead " before

median beacon
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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

wooden copper
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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

hybrid cloak
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You see the spider in arachnophobia mode for like a split second

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When u pick it up

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And it glitches with arachnophobia off

median beacon
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@wooden copper Reminder.

wooden copper
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Thanks I forgot about it

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I'm doing that when I'm home in a couple minutes

median beacon
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Alright.

wooden copper
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Might inspect that but it works on my machine so far

wooden copper
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Okay sooo

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DoublewingedBird propized

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@median beacon that's the PREFAB NAME of the dead manticoil

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HoarderBug propized

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for the hoarding bug

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these names are all generated at runtime, that's why I don't know them

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PufferEnemy propized for the spore lizard

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Centipede propized for the snare flea

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BaboonHawkEnemy propized for the baboon hawk

wooden copper
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workaround: pick it up and drop it

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MouthDog propized

median beacon
wooden copper
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You'd need UnityExplorer and have at least one of the dead bodies spawned in the game

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then you'd have to navigate to find it

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that's what I did right now

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Otherwise, it's original prefab name + propized at the end

median beacon
hybrid cloak
wooden copper
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that too

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if you're too picky yeah

hybrid cloak
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its so crazy

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ive never seen anything like it before

wooden copper
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Hmmm

wooden copper
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Maybe it's not the best idea to play horror games then

median beacon
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@wooden copper Apologies for the bother, but I have one more question: what do you mean by "propized"?

wooden copper
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It became a prop

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That's just the name

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name of the prefab + "propized"

digital mural
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For me it mostly happens with Masked and Nutcrackers

wooden copper
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Masked is not changed by Enhanced Monsters yet iirc

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And Nutcrackers, I'll see

digital mural
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It's a side effect I think, it's any enemy body that's not able to be picked up

digital mural
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@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

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Since it's any enemy that's not able to be picked up, whether that is masked Bodies, Nutcrackers if turned off, etc

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@still beacon I would imagine it's just an if statement or something that needs added right?

wooden copper
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I'll check that

wooden copper
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Is it really only specific to those two entities ?

digital mural
wooden copper
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that's really weird

digital mural
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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

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Probably an easy fix that needs to just look for the config value I'd assume

wooden copper
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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

digital mural
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with 2 clients

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for me as host the body would spawn, but not for the client

wooden copper
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Hmm

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I'll check both with my mod only AND with your modpack

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it may be a conflict idk

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I may know where this come from IF it is due to a conflict

digital mural
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I would be curious lol, cus SellBodies doesn't have the issue

wooden copper
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Yes that'd make sense

digital mural
wooden copper
#

no busy with the exams of the end of the year

digital mural
wooden copper
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Honestly I don't know lol

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Maybe yes

hybrid cloak
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Rip this mod broke lol

wooden copper
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I'm gonna fix it then

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It's good to know i'll have to inspect at least to make it work again

wooden copper
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I'm very happy that i've reached 70k downloads for the mod on Thunderstore, it's insane

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I'll definitely make a patch very soon

digital mural
wooden copper
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Yeah I'll try but I never experienced such issues personally that's why I'm skeptical

digital mural
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idk why the bodies that can't be picked up bug out on clients

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I should test if I can repro it on a Test build of my pack I have made a lot of changes

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@wooden copper I see why

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Apparently on the client an ownership rpc error throws

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What I see as host

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Client doesn't see them

wooden copper
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pretty simple fix

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I'll fix the mod for v70 and fix this issue as well

wooden copper
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masked are not supported by my mod yet

wooden copper
digital mural
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And that same thing is probably why when Nutcrackers are set to not be picked up also is why they vanish for clients

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along with other enemies when it's disabled

wooden copper
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Hmm

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there's nothing I see that could trigger such errors

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Hmmm

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this should prevent the rest of the code from running

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I don't understand why this happens but doesn't prevent the mob to "be"

digital mural
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I'll add BetterServerRPCErrorLog and see if it explains what's happening

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@wooden copper

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maybe this helps

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So it errors on the UpdateEnemyPositionServerRPC on clients, so the body is never spawned when it's not set to be picked up

wooden copper
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interesting

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good to know alright

digital mural
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Will test it as soon as I have the chance lunxara_love_with_tail

digital mural
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@wooden copper Yeah this fixes it

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So you should be good to push this update

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c;

wooden copper
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Does it work on V70 ?

digital mural
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I was testing on v72

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current version

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No idea if you wanna add compat with the new enemy though in some way

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that might be some effort

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lol

wooden copper
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I have never met the new enemy so idk how it works

digital mural
#

Fair

wooden copper
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I'll release the update today when I'm free

digital mural
#

Alright lunxara_love_with_tail

wooden copper
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I'll also inspect the arachnophobia thing

wooden copper
#
GitHub

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...

long wraith
wooden copper
#

I hate when this happens

still beacon
# digital mural

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

wooden copper
#

that one is due to my mod having bad sync code

digital mural
#

Not even a custom body drops it drops nothing lol

wooden copper
#

Does the new update make Enhanced Monsters suit your gameplay requirements @digital mural ?

still beacon
digital mural
#

I imagine it drops nothing for the bird cus it tries to find a drop for a vanilla enemy

wooden copper
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btw @still beacon I have installed your Arlecchino's hast weapon mod but I never found it in game

dire grail
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Does this mod work? I plan to add it to my modpack if it does

digital mural
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Yes

wooden copper
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the update I just released fixes it for v70 and fixes a bug that was occurring in the v1.3.9

dire grail
#

So there's also no issues?

wooden copper
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i'd not say there 'no' issues

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but it's honestly playable

dire grail
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Oke thank you I'll be using this from now on

wooden copper
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I'll soon release an update that allows custom drops on enemies

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and it will reimplement correctly the nutcracker's drop

dire grail
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That's nice i guess that's for modded enemies to have their own drops like the Nutcracker

wooden copper
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yeah and it's fully configurable

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and the configs synchronize when you connect to someone btw

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So like the custom ranks you have on your end for enemies will be the same on other's POV

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Rank is the most useless feature of this mod yet one of the ones I prefer

dire grail
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It's actually pretty useful if the money the bodies give depended on the modded monsters rank

wooden copper
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it's not really how it works

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You can set whatever value you want, but the rank can give a hint on the value of the monster

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it does not depend but that's how it's configured by default

still beacon
wooden copper
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oh fr ? dang

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I'll continue to look for it then :p

dire grail
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Still a good feature

wooden copper
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๐Ÿ‘

long wraith
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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.

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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.

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Not sure what the intent behind it is

wooden copper
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I'll fix that

midnight quiver
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this probably messes with some of my code, forcefully setting the enemy to dead at a killenemy postfix

wooden copper
midnight quiver
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no im just confused why you're setting isEnemyDead to true

wooden copper
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Idk it was just in case

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I'll remove that then

long wraith
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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.

midnight quiver
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please dont do that either

wooden copper
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yep

hybrid cloak
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could there be melanie farm and cooking support in the next update?

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i cant figure out the prefab name

digital mural
# wooden copper yep

Lmk when the update goes live that patches that out lol, since it sounds problematic

wooden copper
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Soon

wooden copper
pine sinew
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Right now their cooking mod only supports SellBodies which I assume handles things differently than your mod

digital mural
pine sinew
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Going through my wake up scroll

digital mural
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peepoGiggles yeah I did the same after waking up

wooden copper
wooden copper
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Alright I have added the support

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It should work now

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maybe

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can any1 ping me if they're down to test it now ?

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or up to test it now, I never know how you say in english

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(with and without MelanieMelicious' Farming & Cooking mod

wooden copper
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Well I think I'll release it

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GitHub

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...

coarse sphinx
wooden copper
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??

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Why ?

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I guess I could add that when the Rank field in the config is empty, then it's skipped on a mob

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But why would you disable it ?

coarse sphinx
wooden copper
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hmm

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skeptical hmm

coarse sphinx
wooden copper
coarse sphinx
wooden copper
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will be implemented in next update

hybrid cloak
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@wooden copper does the manticoil have its old death animation back?

wooden copper
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I have not changed that

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Ans the melanie mod should work now

wooden copper
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I have added this to the README by the way

outer hare
wooden copper
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it was already possible before but I did not explain how to do it

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Now it's documented

outer hare
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Sorry for not testing a lot this, I've been... Busy, with other things :']

wooden copper
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No problem !

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I've seen really cool stuff in #mod-showcase :p

outer hare
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Thanks! We are trying to do our best on that

wooden copper
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Perfect, now I will start working on a proper implementation of mob drops !

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It's time to backup your custom settings folks !

wooden copper
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i'm ashamed

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Yep well the changelog file will be fixed in next update

coarse sphinx
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@wooden copper

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its still not working even with the update

wooden copper
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Hmm

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you are the host right ?

coarse sphinx
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yeah

wooden copper
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I don't see what could cause that then

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it should work

coarse sphinx
wooden copper
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So I don't see why it does not

wooden copper
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it's from Enhanced Monsters

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I just don't see why it happens

coarse sphinx
#

oh

wooden copper
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Inside the config, you've set the rank to "" right ?

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not " "

coarse sphinx
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oh wait

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I think that it may have not been updated

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hold on

wooden copper
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sigh

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alright

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going back to the new features

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1.3.12

coarse sphinx
wooden copper
#

The box have always been there Jori

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I just decided to use it for my mod

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but it have always been there

wooden copper
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75k total downloads ๐ŸŽ‰

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(the fact that I have released LOTS of updates helps a lot)

digital mural
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@wooden copper Seems the bug where bodies don't disappear for clients is back

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lol

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after they're picked up the original is there

wooden copper
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ah if it's just that

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not a big deal

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it's playable at least

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that's because only the host is setting the position now

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ยฏ_(ใƒ„)_/ยฏ

wooden copper
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Yeah I have experienced the bodys it's quite disturbing in game even if it's totally playable @digital mural

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I'll definitely fix that soon

digital mural
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Okay ^^

wooden copper
digital mural
wooden copper
pine sinew
#

i don't think scrap e is a candy dispenser

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(in reality, it seems his body disappeared when he's dead)

wooden copper
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๐Ÿค”

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Looks like the body is under the map maybe

obsidian sail
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pre-buried

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even cleans himself up

wooden copper
#

lmao

dreamy coyote
#

what's the main difference with this mod and sellbodies?

pine sinew
wooden copper
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It also have a ranking system and is much more configurable

wooden copper
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@still beacon do you know if I'm forced to use SyncPositionToClients() to sync pos ?

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I guess that you might know a little bit of that since you're the one who made that pr back then iirc

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I don't understand why it doesn't work properly

still beacon
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If you don't execute that function for all players sometimes the enemy get desync

still beacon
# dreamy coyote what's the main difference with this mod and sellbodies?

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)

digital mural
#

And no your opinion is valid since you don't have as much free time anymore

wooden copper
dreamy coyote
wooden copper
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The dead manitocoils can be held and they look like they're your pet

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I was asked to add this by Lunxara or Moroxide

digital mural
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Moroxide probably I was wondering why they weren't actually dead lmao

wooden copper
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Yeah

hybrid cloak
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I want roadkill

wooden copper
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There's no death animation for manitocoils so no

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U can try to disable that yourself with the config but tedious

hybrid cloak
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K

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But then how does this image exist

wooden copper
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That's with sellbodies ?

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Can't remember if that feature is with manticoil or the other birds

outer hare
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But yeah, I may be to blame for not having explained myself well, dw

dreamy coyote
#

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?

wooden copper
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I mean

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It would look like and something like that, i think approximately is appropriate, but in anycase, this feature is not implemented yet.

dreamy coyote
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oh, okay

shut umbra
#

how do i do this again

wooden copper
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it's better to check in game

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like with Unity Explorer

shut umbra
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oh yea that thing
here we go... agony

digital mural
#

Fixed it by disabling the Shrimp Dispenser

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Odd

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I don't see why Enhanced Monsters is hooking into this method anyways though

wooden copper
#

Which one ? Currently on phone for this weekend

digital mural
digital mural
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Enhanced Monsters is trying to register one of the weathers as an enemy

wooden copper
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Ugh

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Tornados are also registered as enemies but they have no specific tag telling that they're not actual enemies

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Hard to identify them

midnight quiver
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i can update rexuvination to null check for startofround but its a bit iffy

wooden copper
#

It works with almost every enemies, it seems to be very exclusive to few weather elements, cus it even works with the tornadoes

midnight quiver
#

yeah Hurricane is an enemy that contains a QuicksandTrigger component inside it

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which i patch with my other mod Rexuvination

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so im releasing a fix on Rexuvination that null checks startofround.instance

polar berry
#

red cube sapsucker jumpscare

wooden copper
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wait that's weird it wasn't doing it before

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oh well maybe it was

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I never killed one

pine sinew
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dead maneater

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looks a bit weird

wooden copper
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Yeah, known issue

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Quite annoying problem that is quite complex to fix

still beacon
wooden copper
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I can't really make something that checks for MeshRenderers

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Because they use exactly the same script as standard mesh renderers

coarse sphinx
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@wooden copper Has this mod been updated for v73?

wooden copper
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Not yet

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I'll make a quick update when I'll be in vacation

still beacon
wooden copper
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And even then, it may break compatibility with arachnophobia mode

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But there's probably something to do with that yeah

still beacon
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I did it lol

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It took longer than expected but I was sure it could be done

wooden copper
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Oh okay, impressive

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Did you make a PR ?

still beacon
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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.

still beacon
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I didn't find the time to fix the Kidnapper Fox issue in the end, so I made the PR with the possible "fix"

coarse sphinx
still beacon
still beacon
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I only tested with the cave dweller and it seemed to work

wooden copper
coarse sphinx
wooden copper
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I appreciate your contribution @still beacon ! ๐Ÿ˜„

coarse sphinx
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just tested

wooden copper
#

I'll merge when they make the PR and make a new release

still beacon
coarse sphinx
wooden copper
still beacon
coarse sphinx
still beacon
#

99% of the time you just need to recompile the mod and that's it

coarse sphinx
coarse sphinx
still beacon
coarse sphinx
wooden copper
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Thanks @still beacon for your contribution by the way

wooden copper
#

๐Ÿ‘ thank you ๐Ÿ˜„

wooden copper
#

Is there any issue with syncing ?

outer hare
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I'll try to do that soon

wooden copper
#

Have you been able to test ?

polar berry
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hey came back to this mod for the 6th time and I'm happy the gray cube is gone from the maneater!

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But all the enemies bodies are completely not there for any of the clients. (idk if its a mod confliction or what)

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Log from the session (I was the host, I'll bring my friends log over in a second)

wooden copper
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Thanks for your reports nonetheless !

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So wait, there were not any enemy body ?

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Wdym

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Normally there shouldn't be conflicts with any mod except SellBodies, as we patch the same functions

polar berry
# wooden copper So wait, there were not any enemy body ?

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.)

wooden copper
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Ah so there are sync issues

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Hmm

polar berry
#

the issue might be on my end. I'll test it out with my friend later today.

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I was just wayy too tired to handle it or figure it out on that day ๐Ÿ˜ญ

wooden copper
#

No worries, and I really think it comes from the mod tbh

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This is not meant to happen

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So yeah I think the networking is failing, I'll have to inspect

wooden copper
#

My studies have been exhausting, I'm afraid even during my vacation I won't be able to work on the mod ๐Ÿซก

real void
#

I have a question, why when killing monsters and picking up their bodies, after dropping they disappear

wooden copper
#

That's a known issue for modded monsters

real void
real void
wooden copper
#

I don't know how to fix that xd

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The grab collider should still be above the ground tho

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Somewhere

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The best way to fix it is to see if other people modified the config file to fix the enemy model position

wooden copper
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No what I meant

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Is to ask to other players here

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If they have a config file with fixed transforms for the monster that has the problem on your side

wooden copper
#

Please check out my new mod yoiled

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#1463096427965059103

hybrid cloak
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@wooden copper r u coming back to fix the spider at some point?

wooden copper
#

I will look into it an ultimate time but I can't guarantee anything

hybrid cloak
wooden copper
#

Possibly

hybrid cloak
fresh relic
#

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.

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I've tried reinstalling and rebooting the game and nothing has worked to fix it.

wooden copper
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I'll recompile the mod when I'm home this weekend

hybrid cloak
pine sinew
#

no

wooden copper
#

then I don't know why it doesnt work NazrinShrug

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cus it works for other people including me, to some extent

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without the logs it's hard to tell what the error comes from

hybrid cloak
#

its only hostsided though which sucks

wooden copper
#

Hmm that's still weird as it used to work on my end

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Unfortunately, I'm really too busy to check these days

wooden copper
#

Thanks to @novel loom I have found out about the bug as he's the only one who provided me logs with bug issues

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Apparently with v73 the prefabs don't register correctly

pine sinew
#

oh mr veld if youre working on this mod there another little issue i noticed

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the sounds for dropping the dead bodies are global

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just wanted to let you know abt that before something gets pushed

obsidian sail
#

oh hell yeah

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about finding out the issue, not about the global dropping sounds

wooden copper
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you can customize it

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it's in the config files

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oh ye mean

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Like

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okay i see

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The audio source ?

wooden copper
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I believe it's a LethalLib issue

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Was it recompiled for v73 ?

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my game won't run, it's locked in the logs ;-;

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aight it was just taking its life

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anyone down to try the mod ?

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I need to do many tests to fix

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Wait

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they never were registered ๐Ÿค”

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oh I thought it was behind the scenes with RegisterScrap

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I see

novel loom
#

I'm used to launching the game through Lethal Enhanced Party Edition

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but i dont know if that's good enough to use for testing things, or if there's something better

wooden copper
#

I have a little modpack for testing

novel loom
#

What's it called?

wooden copper
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019cf303-6c45-2087-bd8a-707e7e0cd2c8

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that's not a real modpack

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that's just a profile code

novel loom
#

Okay, i think i have everything. 23 mods, right?

wooden copper
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Yes

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And you have to add the mod zip

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i'd prefer someone who has experience with that but uhh...

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not a big deal

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You unzip this in the plugins folder

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Of course if you do not trust it, do not install it

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I'll ask to @little elk :)

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(test networking)

novel loom
#

Does the zip go in the lethal company files, or in the r2modman/gale mod manager files somewhere?

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I'm not experienced with this, but I'm willing to try if it helps out

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Are you up for testing now, or do you want to do it some other time?

wooden copper
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Unzip it there

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Like any other mod

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In gale, do Open Profile Folder, go into bepinex/plugins and unzip it here

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On gale it should be under File > Open Profile Folder

austere ermine
#

Are you interested in compatibility with Death Animations?

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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

pine sinew
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i was gonna say this

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i think enhanced monsters will use deathanimations but only the last frame, and only if animate is off

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if animate is on they just do their standing i think

wooden copper
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I don't know if I'm clear, my sentence sounds complicated to me... I'll try to rephrase

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Oh I see yeah alright

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So I should use Death animation to force these

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I see...

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Thing is it would be easier to just add it as a dependency

pine sinew
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I dont recall seeing it in the json?

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Also you could add it as a dependency but it depends on everythingcandiealternative

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So your choice if you want that mod associated too

austere ermine
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Uhm

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@shut moat Do you know ?

shut moat
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if you're talking about the animation transition parameter, it's the same as vanilla

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which is KillEnemy

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everythingcandie pretty much sets off a KillEnemy trigger for all enemies whether or not that trigger actually corresponds to an animation

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so what I did in DeathAnimations is just attach a transition into my custom animation which is called when KillEnemy is triggered

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pretty much the same structure as what mortal enemies in vanilla have

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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

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if you'd like the .anim file names then I'd have to boot up unity

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but yeah the animation container/controller is in the same structure as vanilla mortal enemies

wooden copper
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I'll add it as soft dependency but it's a little complex... Hmm

wooden copper
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It's been a while

wooden copper
wooden copper
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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

shut moat
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ah

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gotcha

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is there a pointer to the default death animations in vanilla or are they set manually within the mod?

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I mean how does it diffrentiate the death animation from the other animations in the container

austere ermine
wooden copper
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I just don't really have enough time for that these days

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And it's not reliable for modded monsters

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So I have just put a setting in the metadatas of enemies

pine sinew
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do we have to add it ourself?

wooden copper
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Oh hmm

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Ah right, so I forgot to set it correctly

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Ah sike

shut moat
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ahh I get it now

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I thought y'all meant vanilla parameters

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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

shut moat
#

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

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I'm going to have to make some adjustments to the ghost girl

wooden copper
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Alright, nice

austere ermine
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Whether Enhanced Monsters/Death Animations fixed it

austere ermine
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Unrelated, but is compatibility with Enemy Skin Registry possible?

wooden copper
wooden copper
austere ermine
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There was nothing uploaded to Thunderstore

wooden copper
pine sinew
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testing some stuff for darmuh rn but i can test ur patch after that

wooden copper
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Thanks ๐Ÿ˜„

novel loom
# wooden copper I got no info about the patch I made so idk

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

pine sinew
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i tested for deathanimations compat and still no worky

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but idk what else its supposed to fix

wooden copper
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Nothing else for now

pine sinew
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oh, i dont have a way to test that then

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i'm not due to get my tester on for at least a few days

wooden copper
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It's not urging anyways

austere ermine
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Maneaters aren't adults in their item state??? ๐Ÿ˜ญ

pine sinew
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yea theyre fucked up

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last time i remember killing a maneater with this mod it had a white box around its body

wooden copper
wooden copper
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Thanks to Entity

unborn heron
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@wooden copper Mod likely needs a recompile for v81, the bodies only show up for the host

wooden copper
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Havent figured why it happens

still beacon
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If I can fix this mod at least people will (maybe) stop pestering me to remove EE from my mod (sellbodies)

still beacon
unborn heron
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I'm currently rotting in bed due to being hungry and depressed so

wooden copper
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I had proposed fixes but nobody tried them so the changes are still standby perceivestare

wooden copper
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I can't remember, maybe I had made various tweaks with this one too, I can't remember

still beacon
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@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

unborn heron
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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

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It's not like you need other people to test multiplayer sync

wooden copper
wooden copper
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Unfortunately I'm not at home this weekend so uh

unborn heron
wooden copper
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True

unborn heron
still beacon
wooden copper
wooden copper
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I have merged the PR @still beacon

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I'll build during this day and publish the 1.14.0

wooden copper
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oh I forgot to add your name to the Attributions section of the README

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sorry entity ๐Ÿ™

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I will add it right now so it's done for the next update

still beacon
wooden copper
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If anyone encounters bugs in the latest update, please let me know ๐Ÿ˜„

unborn heron
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Will do, haven't played it yet sadgely

wooden copper
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No worries mate

unborn heron
#

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)

wooden copper
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I'll just remove it

unborn heron
#

okii ^^

pine sinew
unborn heron
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I'd want my own Emblem theme if I did but I'm too lazy for allat

pine sinew
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didnt know about neatmenu

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i might need this

pine sinew
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ok nvm

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emblem overrides it

unborn heron
pine sinew
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ill get my emblem cfg and see if its doing anything funny

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does applying colors to the buttons cause an override

unborn heron
pine sinew
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i add a custom menu item if that would cause it

unborn heron
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Shouldn't but depends on how Emblem handles it

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My buttons are just kinda additions to the vanilla MenuContainer

pine sinew
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i also change the line height would that do it