#[v50!]Shattered Company
1933 messages Β· Page 2 of 2 (latest)
(ive been doing enemy skins and landing positions for the past 2 days straight)
im gonna kill someone
Rosie
This is the first ever time I have seen this.
No it isnt
You goober
look at football
it says football is a "bracken"
It also says the walker is a "bracken"
That is the archetype it is based off of.
Well then apparently it also believes the snare flea, driftwood giant, and slenderman are based off of the hoarding queen
yeah.... Unless these are 4 different hoarding queens from 4 different moons.
no
While unlikely is possible.
because those are literally just the enemies they say they are
Its literally LQ being high idk
I can assure you those are not 4 different "hoarding queens"
I was hoping there were so I could just move on.
Now I have to wait for @near forge to help me.
Ok mob weights delayed.
@misty field
Agreed
LOL
that hotfix getting a bit cold innit bruv
everything alright in the kitchen
@frozen lagoon #1213985212686532638 message
@ruby narwhal you wouldn't happen to have any suggestions on my horrible fps on this modpack would you (2070, i7-8700k, 16GB of ram)
Maybe it was just black mesa though
Black mesa can be ruff.
Are you using the v49 pack or one of the v50 builds I have dropped in chat?
some of the v50 builds
I added a nightmare freddy mod on top of it and probably am going to remove it as they had bad pathfinding and it could've contributed a bit on my end, for some reason everyone but me, the host, had decent frames on black mesa
I am still working on the FPS in the v50 packs. Check to see if you are running out of v ram. Disabling Celestial tint can help as it uses about half a gig of vram
Gotcha, I'll try that for sure
Celestial tint is client side as well so only you would need to disable it.
By the way how has the v50 packs stability been?
noticed any issues?
other than absolutely horrible frames on some maps,
we had an issue on this circus map
where uh
the interior never loaded for anyone but me
so they all fell through the map and died
oh very interesting
but gloom or the vegetation map had everyone at 8fps consistently
vegetation map?
I'm going to try disabling that celestial tint
and I'll relaunch real quick and see what that moon name was
Gloom was being laggy for my group today in my pack too
it was indeed gloom then
I think Gloom needs some optimizations lol
I rock this.
While I do not have the best GPU the Ram and CPU hide problems for me.
So I like having the opinion of others who play the pack.
AMD Ryzen 9 3900X 12-Core Processor
GeForce RTX 2070 SUPER 8191 MB
64 Gigs of Ram
wait did I say I had 16GBs of ram
cause I lied if I did
I have 32
I was a tarkov player I can't play on 16 LMAO
Haha
where do I go to disable this?
oh I assume it's a mod itself
The more times you launch it the more files get unpacked by BepInEx_Faster_Load_AssetBundles_Patcher
It will launch faster each time.
But it is jam packed with mods and Bepinex has limitations. π
just click the slider on the right
yeah I found it idk why I thought it would be a visual setting in game lmfao
It makes outer space look good with planets. But it is hungry
and you think that could help with non-orbit moments?
Yeah a lot of resources are loaded into ram and Vram all the time in LC
Plus it will eat more memory if you have it
LC is terribly optimized π¦
yeah let me relaunch and test some more
I have had this pack run at 6gbs, I have had it run at 20 gigs of ram. π
Streets of Tarkov ate all 32GBs of my Ram at times so I'm used to it
Yeah newer Indy games are brutal.
I hope to have v50 uploaded on the Thunderstore in a couple of days. Just depends on how long the Enemy overhaul takes to set up. As well as any issues that may arise from updates.
Then once I have a foot in the door I plan to add more features and optimize the pack. As well as get some long-awaited configs flushed out.
Looking forward to it, I liked TheMostLethalCompany modpack before it broke completely from I guess Advanced Company drama (why are people so weird)
I will drop a new code to test as soon as the Enemy overhaul is done.
Haha I have no idea. π
Yeah my goals are different from TMLC.
I am trying to jam as much cool stuff in here as possible and make it work.
I am used to like 400+ modpacks with Minecraft and Skyrim. That is what I am trying to do here.
Still soooooo much to do though haha
hey I'm consistently above 48 frames on black mesa now instead of...... being at 15
which is good because black mesa fits so god damn well into this game
what helps a lot when Diagnosing LC problems is the Process monitor.
Just a glance at how much it is using helps narrow down the possible problems
Yeah I noticed there were entity issues with a door last time
just spamming the hell out of it
Opening and closing a door?
I should've taken a screenshot of it but it might've been
all I could catch was Entity keywords and door keywords
It was first time we played it I was constantly at 15fps and dropping below that at times, everyone else in the lobby was fine, and in the bepinex console it was spamming Entity red error lines at the time
The next time I was about double the fps and no errors from an entity, so it led me to believe there was just a problematic enemy on the map fucking my client up
Ahh yes I know this error. A lot of moons have been adding passive entities. Like the mushrooms on Mychordia, the crabs on Aquatis. They do not sync properly between users. They also spam the logs. I am waiting for the moon devs to fix them. It should not impede gameplay I believe.
Ah that makes sense
Hmm I will have to see if it causes an FPS drop
If it does I will ask them again to look into it some more.
Having some problems with the Enemy Weight system that is delaying the release.
Progress is being made. Just slowly.
We are back in the Almost there territory where I want to give a release date but I will probably miss it. So SOON!
Will there be custom 914 recipes ππ
Its the first thing I am working on after release.
I cut a lot of what I wanted to add just to get it out the door. Since it's taken so long to be stable.
@strange shoal helped make a spreadsheet to expedite the process though. So as soon as I pull out an updated item list it should just be a matter of how fast I can hammer it out
Going to try to push to do the last bing chunk of work today.
Literally all I have is the Spawn Weights and then this pack is ready for pretest and release.
But man does it take Time and Willpower to set up over 70 moons.
Just waiting for https://discord.com/channels/1168655651455639582/1192948703309344859 to update so I can include any custom items they add as well. π
this is kinda unrelated to the modpack itself, but im wondering if you've ever seen more than one bracken and spider spawn in v50 after installing diversity and lethal level loader moons?
Diversity messes with the spawnrates / messed with? Not sure if Chaos fixed it already
Same as mirage
yeah well i was so confused wondering if it was a problem with the modded moons wondering if it was something they added (as in more brackens spawn naturally) or if it was something else
but is it really just a diversity problem? (plus mirage)
I only know what i saw people say about diversity, havent encountered it myself just yet
For mirage yeah it fks with the spawning rate
hm
with mirage alone i never seemed to encounter it up until i installed diversity and a couple modded moons
Well for custom moons, some have special stuff for them but i dont think they mess with the spawning rate
yeah that's why i was confused, idk if the bracken spawn rate was specifically modified for that moon or if something was screwed up with the spawning rate in general
but even in vanilla moons it seemed to happen
Yea i think it should be diversity
In this modpack specifically, I have separate spawn pools and total spawn values. So I have brackens that spawn inside and outside. Currently, a Max of 2 can exist at ounce.
I had implemented this as mods that allowed monsters to escape had AI issues. They were fixed with StarlancerAI if they were Spawned in and not if they were moved between areas.
With StarlancerEnemyEscape this is not necessary, however I like the challenge so I kept it. π
The current v50 test version does not have this feature currently.
I am recreating it now.
so i tested it out, with diversity installed and mirage, and the mod that seemed to mess up the spawn rates was rosie's moons, and im guessing its cuz of the hoarder queen and bugling that that mod adds
(sorry for the ping)
Yeah that could be as well π€ i havent tried it so im not knowledgable about it
I know it has those sub-monsters but idk how they are implemented exactly
okay COMPLETELY scratch everything i said up until now, apparently it was just me downloading the rosie's mods mod, and on top of that downloading the standalone moons that bugged the hell out of spawn rates
MY BAD
Enemy Spawn Progress
7/75 Moons fully configured.
Will be hammering out more when I wake up.
Generic moons is probably coming out soon as well. Will add those to the list.
Should be fast now that I have all the prep work done
I had to get rid of Lethal Quantities....
I will now restart my work on enemy weights somewhere else.
π
why
There was no way to properly update Moons and Enemy lists with updated listings.
I would have to delete and remake my listings for all 70+ moons regularly.
Too much gut wrenching work.
There is an easier way....
oh damn and whats that
Plus the amount of time it took to roll out changes was insane.
Some mods are in dev atm, for now I am switching my focus to polishing up other areas of the pack and adding features while I plan my next move.
oh alr
hyped for it
Cant beleibe im saying this, but u have created the best modpack
you even suprassed mine
which i did not think anyone could, but you did it by a lot
I appreciate this greatly. π
Right!
I have decided to release the pack without the custom spawn weights (for now) and then add them in later
Unfortunately, this will make the Buglings and Queen be everywhere for now. But hey such is life.
whats buglings and queen
Enemies added by Rosie's moons
Sorry big things were happening and I was holding pack release back to get them sorted out.
Doing a final check on the mods and will release the pack without the monster overhaul very soon.
I will then continue to rework the monster overhaul and release it when it is done.
It just takes a while to migrate the data.
75 moons of default spawn strings for each enemy, then my custom weights, and then a polish to add new enemy weights.
Just copy pastes that is 450. Then about 1000 edits. And finally another 225 copy pastes
So that's why things are taking a while.
I have been too busy to test for new bugs. I plan to drop a test code here for bug testing. After fixyos I will release.
what's the monster overhaul about again?
Custom spawn weights for all of the 75 moons
Using modded enemies they usually have a single number weight. This can break other moons.
Some moons spawn enemies in the range of 1-15 other spawn enemies with weights of 80-150 so... Dropping an enemy with a weight of like 20 could take over a moon or do nothing.
I just did a quick and dirty Modded enemy implimentation.
Here is the code for testing
018f9d0e-5f0c-a723-094d-b903883c7238
honestly i gotta applaud this effort you're going through just to give us the ultimate modded moon experience
playing modded moons and interiors without configuring them beforehand feels too raw and unbalanced if that makes sense
I completly agree
I really like top-tier mod packs. I have enjoyed many on Minecraft and Skyrim.
The effort put into those is amazing.
I wanted to have a similar experience for Lethal Company, however nothing was out there that fulfilled my needs. So I went out to make it myself.
@rich canopy and @latent depot told me to publish it. Tolian went as far as to give me everything I needed and go DO IT! So they are the reason it is public. π
I never compromise quality so I am excited to deliver a high-quality product. π
yeah just take all the time you need to configure this, you'll need it for a modpack of this magnitude
Also since it is lost now
TEST PLEASE!
018f9d0e-5f0c-a723-094d-b903883c7238
__
Let me know of any crashes
Thinks you Like/Dislike
Things that feel imbalanced
Feel free to enable some of the testing tools that are disabled.
Also, I have Selenes Choice Configured but disabled as I do want it tested as well however it limits the Moon Catalogue to 10 planets.
ayyy happy to be the catalyst for someone's actions π
i do wonder though, for your complaints about LQ, isnt that something you could ask the author about? and suggest a ux change for it maybe?
or is there already a more user friendly spawn control mod that you plan on using?
Given enough time LQ could become what I need it to be if the developer chose to. However, it is a lot to ask and I need something that works now not later.
There is a config mod in the works that will provide all this functionality for me. I and @dusty laurel are working with the Dev to make sure it is mod pack creator-friendly and feature-rich.
It should be out in the near future.
The main desire
TLDR yes. Activate it, its already installed.
lol im dumb I didnt read that last part ty
Hello ! Out of curiosity, what's the minimum config that you need to play this modpack ?
Minimum pc requirements?
[v50!]Shattered Company
All right Boys and Girls! ITS HAPPENING!!!
V50 SC BETA Now on the Thunderstore!
All packs have been updated for v50.
https://thunderstore.io/c/lethal-company/p/SourceShard/?section=modpacks
Changelog!
This is the first Shattered Company v50 release!
While there is still work to be done I did not want to make anyone wait more then necessary. The bulk of the features are in and working.
Absent Features:
Balancing
Monster Weight Overhaul
Scrap Config
SCP 914 item Config.
Please report any bugs/crashes you find to my thread linked in the readme.
Mods have added many new items, if you find equipment that does not go into a reserved slot that should please also let me know.
Updated All Mods!
Updated Moon Packs!
Updated Suits Pack!
Updated Cosmetics Pack!
Added Mods:
StarlancerEnemyEscape
JetpackHMD
LobbyOffensiveNames
IAmBatby-LethalToolbox
LethalFixes
BetterEmotes
TeleportDecline
RevisitStingers
HazardsOutside
SnowyHolidayDropship
SpiderWebFix
FeedFish
VileVendingMachine
LogNeuter
BetterSprayPaint
TerminalDisplaySync
ApparatusFix
ColorfulEnemyVarietyWIP
AutoKnifeAttack
MeleeFixes
CodeRebirth
Removed Mods:
Flashlight Fix
LC Mask Fix
LethalLevelLoaderFixed
Piggy-Celestial_Tint_Edit
mrov-WeatherTweaks
HolographicWings-LethalExpansion
Speakers-IndieGameScrap
jockie-LethalExpansionCore
ArticFox_Monix-FelixAndFriendsScraps
NutcrackerFixes
JetpackFallFix
DoorlessStorage
ScannableFireExit
SmartItemSaving
Lethal_Resonance_Meltdown
LCLightsStartOffMod
FacilityMeltdown
DeeperMeltdown
ShipMeltdown
MaskedAIRevamp
--
This also includes the Embrion Rebalance! π
nvm, i see now looking at the modlist
Yes, I updated it to BetaWTBeta. π
Do they have white coats?
not yet hahaha
Yes ! I tried the test modpack but sadly it lags too much for me. Is it ram demanding ?
I have the release out now and there is a lighter version.
It is ram intensive but most people should be able to play. It is more heavy on the gpu's memory.
I reccomend checking how much ram and gpu memory you are using and adjust accordingly.
To free up ram run SC light. You can experiment with the modules to see what fits your setup.
To run less gpu memory, disable celestial tint, and LCUltrawide.
Now because Celestial tint is currently what let's you walk outside the ship in space, you will loose that feature unfortunately.
I see, thanks ! I'm planning on upgrading my setup anyway in next few months so it's all good !
If you are looking to play at any cost. All that light removes is the cosmetics/suits and the expansion moons/their interiors.
All of the core pack is still there. It totals 40 moons
So still quite a lot of content
I've been having trouble with my own curated modpacks not working perfectly for everyone in my friend group, so I'm trying out more actively maintained modpacks like this one. I downloaded Core + ModularMoonslight, but as soon as I loaded in, I got a black screen and the log was spamming
"[13:30:28.8749970] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LCOffice.Patches.PlayerElevatorCheck.Update () (at <602a4d41bc7447b89a9e6dda8de2a5a7>:IL_0006)"
what happened to facility meltdown
LateGameUpgrades Running Shoes upgrade does not work.
It didn't matter how I modded LGU, my movement speed did not modify.
Also, what mod did you use to limit the moon count and to cycle through?
A lot of interiors are including their own effects for taking the Apparatus so I removed it so they do not conflict. If you would like it in the pack you can add it back in manually. π
I will look into this.
Selenes Choice.
Thanks.
Could you send me a complete log. I have had someone report an error with the office interior before however I cannot repeat it on my end.
Did you try updating any mods that could be updated?
It fixed it on my end when I had this same issue with that kind of error showing up.
Interesting. I will download the packs today and try to re create this. Thanks for the tip.
I didn't, since I thought updating when the author of the modpack hasn't done so could possibly break things..
Somehow fixed it on my end.
This usually is the case. I will give this a test in a couple hrs.
Just a heads up. I noticed when downloading my modpack on a fresh profile that it seemed to be broken. After trying to find a problem I found it was just a bad download from Thunderstore. I recommend if these problems crop up to reinstall the modpack first to see if it resolves the problem.
Oh, I see! This must have been what happened then. Could I reinstall it, confirm it works on my side, and then share the profile code? Or is there still a risk of it breaking then? Some of my friends are on slow internet or HDDs so reinstalling it multiple times would take very long for some of them...
A profile code does mostly the same thing as DLing from Thunderstore. It just sends them a list of mods and the Mod Manager Downloads them. What you could do is if you want to be the one to test updates for your friends. You can update my pack in between my TS updates to have all the features of the new mods, and test it to make sure no updates break it before sending the code to your friends. That way you have all the new content from the updates I have yet to release on TS and you have tested it so they should not have problems after DL'ing it.
unfortunately when trying to download r2modman dies everytime
Interesting. I am not sure if it will help but you can try the Gale Modmanager and see it it works. Could be that R2 broke?
New version of SC Cosmetics is out!
It now has 900+ Cosmetics to choose from!
https://thunderstore.io/c/lethal-company/p/SourceShard/ShatteredCompanyCosmetics/
what the advantage of GMM over r2?
besides exporting as a modpack to thunderstore
ohh thankya, that one seems much more stable!
Did you figure out what happened with LGU running upgrade isn't working?
Double checking now.
It has advantages and disadvantages. I went back to R2 because I work better it it, I have to wait for Gale to get more features. However it adds a lot of QoL features. It would be better to DL it yourself and give it a whirl. It is amazing for changing configs.
I expect that somehow the R2 install got corrupted. if Gale fails you will have to deep dive remove data and get everything sorted.
Confirmed broken will send a report to LGU
Yeah it takes your money but does not give anything.
Yes bigger Lungs
Also by default with the BetterStamina mod I have in the pack the stamina regen is increased a bit.
So I can bandaid work around my buffing the movement speed multiplier to coincide with how the LGU system would've worked.
Also, Sector-0 doesn't seem accessable anymore.
For any modpack.
Yes.
Why?
I believe this is intended. I believe Rosie made it a hidden moon that you have to discover by obtaining a log.
@rich marsh Am I correct?
Probably on Asteriod 13 if I had to guess.
Yeah
Thats a different moon pack.
Honestly, that should be a feature with Artifiace.
Rosies moons are Affliction, Eve, Sector, Summit, and [REDACTED]
& Summit
yeah
By the way, what's the soundtrack for Affliction and Sector 0?
Hastily edits post. It was always there..... π
The custom music is great! I also do not know.
The music is so good.
Honestly, the new update to the planets outside the ship, whatever mod handles that, I don't like the new change.
I liked the old one, especially with Bozoros.
Are ship malfunctions part of Shattered?
the music is gone for now, but I have a msg somewhere which lists the music tracks
xD thanks
yes
They are currently set to default settings at the moment. You can customize what you want on if you wish. By default, it will reroute you and allow you to route back for free if you left a paid planet. With Selenes choice on now, it is very close to 50/50 to land on a paid vs free moon.
Also in the next update, I intend to remove the DO NOT UPDATE PACK warning.
Seems like some mods that have outdated dependencies Downgrade the Core mods in SC and break things.
So I am going to request that players always hit update and I will deal with the aftermath of my choices.....
Disable enhanced TZP and see if that fixes it.
Alright.
is there a fix for this or should I just download the gale one
Interesting you are having a problem as well?
Gale will bandaid fix the problem. But R2 will need to be reinstalled to work again of its the program.
I installed the pack from thunderstore on R2 fine.
New Bug: Bracken cracks the players neck so hard you need to reset the game to regain movement. WASD broke even after restarting a server. Also, whenever you die, the game completely unloads.
Ok, disabling TPZ fixed the running shoe problem.
Well I will remove the tzp addon next update. Then check the braken bug out.
Do you have a log?
No
Haven't ran into a Bracken since.
thats actually funny as hell i aint gonna lie π
having this issue, someone knows what it could be? I installed the full version
Update all the mods first.
See if this fixes it.
ok, updating
You want to play together?
Also, disable EnchancedTZP, as it causes LGU running shoes upgrade to malfunction and not work.
yooo of course
hmmm okok
I didn't found Facility Meltdown in the modpack, it has been removed?
No
downloading rn
It is a part of the modpack.
Waut
Wait, it has been removed..
What the hell.
It was a part of the modpack.
Nvm, it was removed.
hmmm I did not found this one
Ok, I setup a crew.
Ah, Source must've removed it.
oww nice nice
I've kindof been acting as an unoffical bug reporter for this modpack.
I can play later, cause right now I'm going to work ;-;
Ah, ok./
I thought u were a kind of developer
hahah congrats man
can someone put a share link to the full pack
maybe someday u can actually be a official tester
you might need update the installed mods
what i mean is can you go to the pack on the thunderstore app and click share
yo PWFS can you do this
I don't know what you are trying to ask.
Go into thunderstore manager app, go to the Shattered Company full profile, and click share
You mean you want the code for the modpack?
Ye
018fc4af-c616-283d-b7a5-161f6fdf5cdf
Go to the crew chat
I'll put a link to join the lobby in there
Ok hold on, r2 is not launching LC with the mods.
Ok.
Can you put the link in here
Yeah
Ok
Ok one min
Nvm, here steam://joinlobby/1966720/109775242441454382/76561198023722325
Put this into the steam browser.
its not working
Why?
the link wont work in the browser
steam://joinlobby/1966720/109775242441454382/76561198023722325
Try again.
You are typing it into the browser on the steam browser when you are in game right?
yes
Can you live stream what your doing in a VC?
nah but how can the full pack even run without 32 gigs of ram
I wanna give this a try so bad but im skeptical as my own pack has like, quarter of the listed moons in this pack and I already struggle a lot to start a game with 16 gigs of ram
@ruby narwhal π
There's a lite version.
that doesnt answer my question
It does, as it's a lighter version of the main modpack. Better for performance.
???????????????
I'll just wait for sourceshard to reply instead, you legit didnt even understand my question
You want to try and modpack and have performance concerns, correct?
nope
I'm wondering why this modpack with about 40 more moons doesnt have memory issues
That is very different to what you asked up there.
Weird argument lol
This was the case but due to some important files getting rolled back I will be changing that on the next release.
Also π
This is a lot of chatter. I must have missed a lot.
It can but it will use up all you have. Highly dependable on your ram speed. If you have low fps and stutter a lot.
You can try getting rid of LC ultra wide. And worst case Celestial tint. However everyone you play with will have to have it turned off.
Other then that there is the Light version.
There's an issue with loading utility belts after closing a server.
What happens?
Just doesn't load.
I need more context
Usually when I have the belt and I leave the game.
The save does not load? The belt is not present in the save? You cannot put items into the belt slots? What does not load?
The belt is not present in the save.
Are all other items previously on the ship all present and accounted for?
Have any changed?
No, a flashlight I had on me one time also deloaded with the belt.
Base game light or modded light?
No, full version.
Plus we're these items in vanilla slots? Reserved item slots? Or was it in the added utility belt slot when it disappeared?
Sorry I meant was it a base game flashlight or a mods flashlight
Base game
Ok, I think there's a problem with the item data saver mods.
The equipment you spawn in with just changed into a Diving Kit, Hoarder Bug Egg, Comedy Mask Plushie, and a Snare Flea Sample.
Also, I can only now access 3 moons at a time instead of 9.
The ones on the side of the ship?
I've been keeping my mods up to date.
The items that you spawn in with when you create a new file.
You want a log?
There are some bugs when creating a save, leaving, and reloading that save. Try landing and then going to space then leaving to see if the problem repeats.
Then send the log
Do a fresh save.
Thish should bot happen. I will have to see what the updates changed.
I do not have any item data saved by other mods. Only Lethal Level Loader.
Lethal things has had some problems before however I thought they were resolved. Hmm
How do I send a log?
If you are using thunderstore/r2 mod manager it is in settings > debugging > log
Like this?
Ahh
Ok.
I'll try a fresh new save.
Also, I am sorry if the amount of bug reports I'm submitting is causing you stress over your modpack.
Also, figured out the moon choice problem.
In the LethalConfig, each setting was lowered to 1.
By you or an update?
An update likely.
I keep all the mods in the modpack up to date.
Should I reinstall the modpack?
@crystal jewel
Did a recent selenes choice update reset the config?
I'll let you know later today after testing.
You can fix selenes by changing it to 4 free, four paid, 2 random choice.
Alright, did that.
partially
I changed a lot of stuff
oh yeah i moved the general stuff to the top of the file so it would end up resetting yeah @ruby narwhal
since its now _General_
I will release an update to the pack later today to fix this and the TZP issue
Ok, so I'm going to install the main Shattered Company but not update it in a seperate profile.
I'll see if I run into the same bugs here.
Got my neck cracked by a Bracken, movement glitch occured. Got the log this time.
I think it has something to do with the mod that causes getting killed by a Bracken to take you to the hall you need to run into.
whenever one of my friend loads in they spawn in middle of nowhere. We playing the lite version and it works fine for me and my other friends. I have even tried sending them the code of my mods so it defo exact same.
Update the modpack. All the mods.
they have which is the issue
018fcb46-d08d-b2e2-7e23-c75b4500f7e4
Try this.
k i will get them to try it
This is the code for my Shattered Company modpack, which works.
Also, you mind if I join you guys?
Also, one of the interiors the modpack comes with is breaking the game.
still probably a bad install. Delete the asset bundle folder in the Lethal Company folder, you can find it through the games steam properties. Completely uninstall and reinstall Lethal Company, then use the code to reinstall the modpack.
That should fix everything. π
Had to go do family tech support. Update postponed to tomorrow
Unfortunately the log does not list the interior
Btw, new bug with the outdoor button.
New lethal pipe removal broke it. Disable lethal pipe removal for current fix. I sent a bug report to the dev.
Bug fixs for SC and new feature update should be coming out today.
I am off to sleep for now. π
Disabling Wesley Interiors to see if the mods is causing the game crashing when loading.
Also, again, I am really sorry if the amount of bugs I'm reporting is causing you stress.
nope. It is great. I usually have to do this myself. π
Ok, Wesley interiors is integral to the modpack functioning. You can't launch a server without it. It will crash to desktop if not enabled.
I think it's the bunker interior. I haven't seen that one yet at all.
Also, no ship malfunction has occured to me yet.
I think ship malfunction may be broken.
Scarlet Mansion works, I've seen that one before.
Bunker is not in the pack.
I just had one testing yesterday.
Made 1858 on Experimentation.
I think the mod that introduces the dead bodies of previous crews needs to be nerfed.
I see like 7 bodies each moon.
Yeah recent updates imbalanced it. I have fixed it in the upcoming update. π
it surprised me as well haha
Mod updates made it 5-15 remnant corpses could spawn. I changed it to 0-6.
I also made each corpse only contain one item.
I sometimes find 2 each.
yeah its insane
Sometimes I get wheel barrows and RPG's from them.
They're worth over 200.
Like this one rocket launcher I got is worth 342.
yeah I think I will nerf that as well.
not too much though since I made them more rare.
Also found two wheelbarrows on this quota run.
lolk
Bro, gambled one wheelbarrow I found and got a perfect 21 blackjack from the Casino and nearly doubled quota.
hahaaha
Man, if Quotarollover was in this modpack, I would've been able to reach quota 8 by now.
scrap value was set to 20-40% of store value. I just knocked it down to 10-30% to test.
Wait..
haha I do not have it in the pack for that reason. Since the extra cash is supposed to be for upgrades. π
20-40%.
The RPG I found is worth 235.
And the Wheelbarrow I found was worth 412 before putting it through Blackjack..
yeah meteo multiplier is in the pack as well. So it also adds on to the value
of spawned scrap.
I may have to drop lower than this but we will knock 10% off for now and see how it feels.
Ok, so I'm going to mod the MeeoMUltiplers to be really weak, leaving Eclipsed as is.
That will imbalance all other scrap in the pack as I usually do the opposite. I make things work with Meteo.
So far I have updated the Suits, Cosmetics, Core Packs. I am currently working on adding more moons and interiors to MML and MME.
So this will be a big update today. π
is there an ETA for the monster overhaul and scrap balancing?
Ok, changing the Meto values gave me scrap worth no more than 10, not changing it.
Probably at minimum another week.
its just the 1000's of edits, balancing, copy and pasting. It takes forever.
The scrap starts after that.
I plan to work with @flint crystal for the scrap balancing.
If I had fewer planets it would be easier. Fut I basically have to configure 3 spawn pools for each moon, and I am close to 80 moons now.
So 240 spawn lists and then the balancing of 58 enemies each. so that is 13,920 edits at minimum.
Btw, whenever restarting a server, the ship will auto-route to a planet.
interesting. With Selenes or no?
With Selenes, so let's say I route to Wilay, land, loot, and leave, and then restart the server, it will reroute to a different planet.
does it keep the same moon list?
Yes.
I changed the settings to do that.
But it will reroute me away from a paid moon to a free moon.
If I reset a server.
i get what it's like to do that kind of tedious work, so i gotta applaud this tremendous effort you're doing
Godspeed man.
Many thanks.
just one question regarding enemy balance; do you think the moons would still be just as balanced if someone removed most modded enemies?
It should be.
ty!
If you wanted to disable modded enemies you would just have to disable the mod.
huh?
Apparently when reloading a save Selenes choice forgets the last navigated planet and loads a random free one.
So you loose your paid planet.
Unless you changed the moons in the pack since then
oh what do they not have permanent moons?
It is unbuying it?
yes
strange
it must have not saved then
unless a seperate mod expires the permanent moons
hmm
Could you explain more on this Permanent moons?
I may be making the wrong assumption
I think the issue would be that they just didn't save and reverted back a day
Are you referring to whatever moon you save on is supposed to be permanent? Or something else entirely?
Not sure, its definetly not from selenes at least
since it doesn't set route prices
You seem to be misunderstanding
I am not talking about route prices.
I am saying that Save States Differ.
I thought the issue was that a moon was bought then they left and rejoined and it cost the price again?
Holy shit, got 2230 from Wilay.
Yep, can confirm, ship does auto-route to free planets from paid planets.
They left after one run of a purchased moon. Reloaded the save to no longer be on the purchased moon, but instead on a different moon entirely.
yeah, the same planet from the previous shuffle that was saved
Just tested it with just Selene's Choice, If you route to Titan on Day 1, land the ship, take off, then quit out of the save after the day changes. When you load back into the save it auto routes you to a free moon
The day is still decreased
Happens if you reload a server after taking off from a planet.
I have it shuffle after quota though.
but its shuffles on Start
otherwise you can go to any moon until you finish a quota in that play
@crystal jewel
We are wanting it to retain our last saved position exactly.
It's AFTER I land on a paid planet, I take off, I am BACK in orbit, the NEXT day, I reload the server, and I am auto-routed to a different, free moon.
uhhhh is there a seperate method that dictates if it is the first ever start method on the save file?
Because the issue is that I'd need to make another seperate thing in so that start is only for the save has only been opened for the first time ever OR the player is a client
then another method that distinctly executes if the player is the host and they are going onto an existing save
When playing without Selene's, with just LLL, the last planet you visited is saved when quitting and loading a save
Yes so I'd need a solution
Yes, and the problem I'm having, with Selene's installed, it's not routing to the planet I was previous at, instead routing to something else.
I know, see my above message. I just reproduced it
I think the auto-route function, whatever it is, only needs to be executed when leaving Goridan.
and on a new save.
Exactly.
but then you can stay on the same moon
i see
I paid to go to a moon.
I know what you are talking about now
you gotta ignorelist it then
I want to stay there if I have to restart the server.
you need a different system for New Moons Only on New Quota
the system you are referencing only works if moons change all the time
oh I see now, then yes I would need a seperate "Start" that is specific to existing saves
@crystal jewel
Ok so this is the desired Outcome
New Moons only on new Quota β
Clear Weather on Safety Moon β
Player can run any planet back to back or in any order they choose.
When player saves the game on Titan. They should return to the game on Titan.
Not reroute to the safety moon.
Safety moons should only be routed too on save creation and when planets are reshuffled.
Welp, there goes 700 credits I spent to get to Wilay.
Worth the 2230 loot run I got.
lol they were never coming back hahaha
The sacrifices I make...
You owe me 700 credits.
rofl
You can just make it constant
Also, the mod that alerts you of weather on the top of the screen can alert you of the accurate weather that says [Unknown] or weather with a ?.
Yeah @autumn hill needs to fix that one.
It's AnnounceMoonAndWeatherChange
@crystal jewel Just in case. A visual example
If there's an easy way to check for the unknown weather, I'll fix it ^^
But if that is a private variable inside an internal class, I probably won't fix it
@latent depot π₯Ί
yeah, I'd need some bool to check if the save exists already
What programming language does LC use?
C#
Please someone ping me again so I don't forget to check tomorrow
Dont forget to check tomorrow.
Holy, got 2490 on Adamance.
Are you planning on using Central Config for this? I was thinking of it but haven't tested it yet
Yes. It is still being worked on atm so I have not started to use it yet.
there will be an easy way soonish
Too tired to finish the update job today. Pushing to tomorrow.
What's Central Config?
Wait... Is this about WeatherTweaks?
I thought I already had compatibility with that one π€
New Problem: Found a Forest Giant on Embrion.
just had an extremely annoying error that forced us to leave the game, the bell sound when you collect scrap got stuck and just spammed over and over again. The log was spamming this error:
[20:23:59.4984452] [Debug :me.loaforc.soundapi] Audios:UIAudio:CollectScrapSmall == *:UIAudio:CollectScrapSmall?
[20:23:59.4984452] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) HUDManager.DMDHUDManager::DisplayNewScrapFound(HUDManager)
HUDManager.DisplayScrapItemsOnHud () (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_001E)
(wrapper dynamic-method) HUDManager.DMDHUDManager::Update(HUDManager)
also, this happened after someone teleported a dead body to the ship
Did you try putting in more scrap in to override the sound?
they tried teleporting other people but it didn't really do anything
voting & leaving got stuck as well
overall though the pack has been pretty stable!
teleported a dead body to the ship
so the scrap was technically a collected dead body
A player dead body or a spawned in one?
player dead body, you can't teleport the remnants ones I think
Try and teleport another one.
As I've said, they tried, didn't do anything
Sorry but no, we're not even native English speakers lol
Ok fair enough.
Ok, got the Lockdown Malfunction, but I managed to open the door from the outside button. The door did not open (as intended) from the inside of the ship.
I believe by default that has a chance of happening.
This is a known bug that rarely happens. I have been trying to figure it out for a long time.
alright! Thanks for the continued support. We've tried out the core pack only today (with the light one some had issues with joining the lobby and seeing a black screen) and it worked really well aside from that bug
Interesting that should not be happening. I will check it out.
Could have been only on their side. I first had the same issue with the light one, but after reinstalling it worked. They said they reinstalled multiple times but always had a black screen, they don't have a very powerful pc though
Yeah because I have everything in modules as you go up it just installs more modules. So if Full is confirmed working everything below it should work because it is a bunch of lego bricks. When you go to lower versions it just removes modules. When you get to core, it is only vanilla maps and all of the mods that change gameplay.
So if Core works, Light, and Full should too.
I see. Core worked perfectly for them but one said using Light always resulted in the black screen
I will test on my end.
DId you update the modpack? The modpack needs to be updated to work properly.
they didn't! that might have been the issue
I am not aware of how modpacks specifically install. Even if I include the proper dependencies in its list it will still download Outdated dependencies if another mod specifies a specific version. So in order for things to work currently, after an install the pack must be updated to function.
If I am made aware of a load order or a way to fix this I will.
Finished pushing updates to fix bugs and add features to SC
Moon packs will be updated soon with new moons and interiors.
Changes
# ShatteredCompanyCore
Added:
- JetpackFixes
- ButteryFixes
- SpikeTrapFixes
- BlahajPlush
- UpturnedVariety
- MalfunctioningDoors
- ReviveCompany
Removed:
- EnhancedTZP
Config:
- Disabled Bracken room - (Diversity)
- Added Regeneration Limit 2.5 health bars (LethalRegeneration)
- Added revive mechanic requires 30 secconds to revive, 3 total revives. (ReviveCompany)
Mod Updates:
- VileVendingMachine 1.0.11 > 1.0.12
- Piggys_Variety_Mod 1.1.24 > 1.1.27
- DeathNote 0.3.4 > 0.4.0
- CustomStoryLogs 1.3.1 > 1.3.2
- ScannableCodes 1.0.3 > 1.0.4
- Emblem 1.5.2 > 1.5.3
- LethalLib 0.15.1 > 0.16.0
- Remnants 1.2.16 > 1.3.0
- ShockwaveDroneEnemy 0.4.2 > 0.5.0
- Lategame_Upgrades 3.7.1 > 3.7.2
- Interactive_Terminal_API 1.1.1 > 1.1.2
- LethalPipeRemoval 1.6.8 > 1.7.5
- Lethal_Doors_Fixed 1.0.8 > 1.0.9
- HotbarPlus 1.6.7 > 1.6.8
- TooManyEmotes 2.1.17 > 2.1.18
- ReservedItemSlotCore 2.0.29 > 2.0.30
- LETHALRESONANCE 4.3.4 > 4.4.0
- BlahajPlush 1.0.1 > 1.0.2
- UpturnedVariety 1.0.0 > 1.0.1
- JetpackHMD 1.2.0 > 1.2.1
- ButteryFixes 1.0.2 > 1.1.0
# ShatteredCompanySuits
Added:
- ClassicSuitRestoration
- HelldiversModelsSuits
- ToadSuits
- Krista Inspired Suit
- RandomSuits
- NASA Spacesuits
- New Mithzan Suit
- Pjonk Suit
- Seigi Suit
- X33N Suit
- Yahsass Suit
- Fizzy Suit
- Giga Suit
- SSPSuits
- Pigeons HighVis Suits
# ShatteredCompanyCosmetics
Removed:
Gridian Cosmetics
Cute Cosmetics
BandaidsMegaCosmetics
Added:
InsomniaxCosmetics
RandomCosmetics
PigeonsCosmeticsAddon
cherry picked cosmetics
DanteCosmetics
ToiletPaper
SonsCosmetics
SillyExpressionsCosmetics
LoweysLitsman Kamina Glasses
Splicer Mask Cosmetic
CatEarHeadphones
HatFortress2
Kirby Cosmetics
MeguminHat
I was also asked to add a Dono Page.
If you like the work I do in my modpack feel free to use Thunderstore's Support the creator β€οΈ button to buy me a Ko-Fi. π
Alright, I'm going to install this update on a separate config and still keep the all mods updated version.
Same issue as initial release. Game does not run properly. Ship does not load.
Selence's Choices also needs to be changed again.
Did you update the mods?
I swear I changed this before uploading. I'll have to take a look.
Both problems or just the ship loading?
I know the fix for the update issue and it will be coming out next update. π
Ship loadong.
Selenes redefaulted to 1 each, which I think is because the mod is probably designed around the base game
no. just a bug
If you update, may I suggest the removal of the ghost mode mod? I don't know if anyone else has this problem, but it always broke the death cam at the end of the "round" for me. Instead of seeing the ship leaving, I'd just see the bottom of the map. I've removed it now and it's back to normal
when I used it in a previous modlist, my friends didn't feel like it added more value than something like spectate enemies anyway, but that's obvs subjective
Trying to keep all the mods up to date has caused the terminal to stop working.
Here's the log.
FlipMods-TooManyEmotes (2.1.18), Confusified-InsanityDisplay (1.1.4), Magic_Wesley-Wesleys_Moons (4.0.14), fumiko-CullFactory (1.1.2), Yorimor-CustomStoryLogs (1.3.2), Tolian-Tolian_Moons (1.9.7), Wydrop-MANTIF (1.1.2)
These mods were updated after launching the modpack when the malfunction happened.
Will do. π
Will take a look shortly.
Slowly working on a bug fix and feature patch. I have been working on Shattered Company for the past 6 months without much of a break. So I am taking time with friends and family, updates will be slower for now but I am still plucking away. A break is very much needed so I am doing the best of both worlds and doing some work here and there. π
As soon as I can motivate myself, the install bug should be fixed. I also have some new moons and interiors I was working on releasing in the moon packs. The monster overhaul is waiting on a lot of spreadsheet work and Central Config to be updated and bug-fixed.
Thank you for your patience. πββοΈ
pls dont burn out yourself π
@ruby narwhal I count the days in a save file and only change the level if its day 0 in the save file
they have a weight of 6 there yeah
radmech is like 100ish
its out now
I had to make and increment my own counter that is upped when the day ends and save that to the save file
but yeah now if have played at least one moon on the save file, rejoining will do all the other stuff with getting the last random moons but will simply not reroute the ship
ShatteredCompanyCore v5.2.0
Updated:
- StoreRotationConfig 2.1.0 > 2.2.0
- CullFactory 1.1.2 > 1.1.3
- TerminalFormatter 0.2.11 > 0.2.13
- Haunted_Harpist 1.3.13 > 1.3.15
- InsanityDisplay 1.1.4 > 1.2.2
- AnnounceMoonAndWeatherChange 2.0.3 > 2.0.5
- EnemySoundFixes 1.2.3 > 1.2.4
- LethalFixes 1.1.1 > 1.1.3
- SnowyHolidayDropship 1.0.3 > 1.0.4
- ShatteredCompanyCore 5.0.0 > 5.1.0
- CustomStoryLogs 1.3.2 > 1.3.3
- ScannableCodes 1.0.4 > 1.0.5
- ShockwaveDroneEnemy 0.5.0 > 0.5.1
- TooManyEmotes 2.1.18 > 2.1.19
- MalfunctioningDoors 1.2.1 > 1.3.0
- ButteryFixes 1.1.0 > 1.2.2
Added:
- TestAccountFixes
Removed:
SpiderWebFix By TestAccount666 (Replaced with Test TestAccountFixes)
Config Changes:
- SyncExtraMonitorsPower - False (Turned off due to this bug https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/issues/195)
If set to true, The smaller monitors above the map screen will turn off and on when the map screen power is toggled.
As such Extra monitors will not work with the power switch and not be affected by Lightning Strikes
Know Issues:
- BetaWeatherTweaksBeta 0.14.11 > 0.20.0 ( Not updated yet due to problems present in release version )
Do not update this mod in your modpack.
the video is so bad I can not read the text to see if you are still on mantif XD
I wasn't on mantif π
if I don't record in like 60p it will take 4 years to upload any clip
So after taking off, this happened.
YOu most likely updated weather tweaks
it is broken atm. stay on v0.14.11
How do I download a specific version?
Ok, so I updated all the mods except WeatherTweaks. If you want to use this config for testing, here: 018fffe8-e333-481a-5eb9-796b357f1de1
Nvm
I can't got this modpack working.
I'll test it today. I have been working on an updated release.
source how exactly are you setting up the interiors for each moon
do u use LLL config or some other mod
Currently LLL
why not LQ or CC?
I used to Heavily Use LQ but I ran into an issue with moon updates that would require me to re-enter large amounts of entries when moons or the game version changed. I have a lot of moons in the pack and that creates a lot of work.
I plan on using LLL and CC. Using LLL for the moons pack allows people to DL the Moons pack and add it to their modpacks or profiles without any bloat. My Light and Full modpacks will use CC as it overides LLL's config.
@versed shadow Would you be able to add a prompt on the Camera Screen for players to buy the camera upgrade? I do not think all players natively understand why the camera mod does not work as it used too.
Looks like since Tolian Moons updated and took over Development of Orion, Celest, and Aquatis there are duplicates of them in the pack. You need to delete these three separate moons and then the pack will launch.
that's not a bad idea, feel free to put an issue up on GitHub so I don't forget (a bit busy at the moment so I'm not sure when I'll get to it)
Will do. π
so if im understanding correctly, you'll use LLL for the moon pack side of the mod (interiors and all), and central config will be when there's more monsters and such available correct? or what?
Correct
So I am back and working on the big update I mentioned earlier. I plan to add 9 new interiors and about 20 more moons. I found that the Selene's choice problem was because of me having different configs in different uploads that overwrote each other... sad...
Also, The installation issue should be resolved soon as the next version of Full and Light I release should have all mods in its mod list and not the modpacks. I had used this system for its simplicity, however it seems that thunderstore, R2mod man, and Gale are not set up to handle modpacks in modpacks in modpacks. It ends up getting installed so very much incorrectly.
I am nowhere close to dropping the Enemy overhaul but it is being worked on. I just keep making the project harder on myself with added moons and interiors soooooo. YOu know it will be released eventually......
I will be making a modpack for CurseForge when and if most or all of the mods host a copy over there.
I hope I have answered most of the questions that I have been asked. As well as given you some idea of what is happening behind the curtain. π
Since v55 is on the horizon I will shift to releasing the next update as a v55 release. As it seems as some mods may be dropped from the modpack.
Wait, there's a v55?
yes
What happened to the last 4 versions?
We jump from v50 to v55, it adds brand new features so theres that
zeekers just like me fr with versioning
have you seen my patches? π
i swear there is logic in it
im the same way, my version numbers are all vibe based depending on how much i feel like i added 
riiight the "smol weekend patch" with a changelog long enough to reach the moon
πππ
to be fair that was after a couple month log hiatus
all of my changelogs specifically mention that I do NOT adhere to semantic versioning 
even if i do use the same format
how dare you
π
are in this modpack much mods in it for different interiors?
can someone pls send a profile code with this mod? My friends and i having problems downloading it
@ruby mirage maybe you?
no i dont ._. just deleted my profiles recently
sad
i hate thunderstore ngl
suggest trying https://discord.com/channels/1168655651455639582/1246088342458863618 as your mod manager
might make it easier to download the pack from thunderstore
also better on performance than the base thunderstore app or r2modman
are you on v50 or v55
v50
I'm not the curator of this modpack but i'm pretty sure it's set up for v50
im on v50
also would make sure you're not updating any mods after downloading the pack
i did not
how many mods do you have
and which one did you download
i see a couple different choices here
@tiny escarp uninstalled everything and know it is working. Also thanks for the launcher recommendation. Gale is so much better
I am the one who is hosting the games and only i am allowed to let the ship leave on a planet and to use the terminal. Can i change this somehow? Everytime someone else tries tries to leave the planet with the ship it says on the lever ship in motion. @ruby narwhal
For my friends the ship never lands on the planet so the ship is for them everytime in motion
i think its because lethalleverloader
and ShatteredCompanyLight is not even loading in a game. My friends and i gets stuck in nothing
Here's a code of the full version that works:
0190753e-7d5e-67d5-25b9-168710a3e74a
Atleast works for me.
Can not play the Full Version. Only the Light Version. The Full Version is too much for my PC
Ok.
For some reason, Pings were not being sent to me from this channel Hmmm.
sorry for missing all this chat.
I plan to get started on the v55 version soon. I will have to bug @dusty laurel π
I got youπ
are they any updates to the release date?
This ^
I had to take a break from modding as I did it for a long time. Every time I pop in to do work there is a new update to the game haha. But I will be using @dusty laurel to get me back in the know for v60. It is always hard to release a stable pack just before an update.
thanks the info π€
Work on v60-61 has started. π
I plan to do a quick cleanup of SC Core to get it stable. I will upload it to the TS to get it in the hands of testers. Then I plan to add more enemies and finally add the spawn overhaul in a follow-up update.
From there I am going to work on the moonpacks. I may split them up more we will see. I want SC to be Content Stuffed to the gills but not so much that you can't play it haha.
After that I will setup light and full for easy download and play.
Since I am doing this as one big batch I am throwing out all the configs and starting over. I am making a lot of changes and rebalancing it all.
I believe I have SC core stable. I am now working on its configs.
v62 released and broke a lot of things..... So I will keep working on the pack but Core's release is on hold for now. Sad....
@tiny escarp @dense mist @foggy whale
Ohh I am interested
you can actually change the font size of your ascii art
found out how to do it while messing with the terminal font sizes and recommended it as a possible change in LLL so that my font size customizations would stick with LLL present
I plan to dig into the other color settings you have there as well. π
Rich text documentation for TextMesh Pro.
I dont think all work, but a lot of the tags mentioned there work
Also, recommend adding https://thunderstore.io/c/lethal-company/p/LethalCompanyModding/UnityDebuggerAssistant/ to help troubleshoot issues with your pack
it's being developed by the admin team of this server
Cooking on the visuals now as well.
thats sickkkkk
Right one will be used for the header. Left is the logo for the modpack now. π
solid work for sure
@ruby mirage Is helping me get things to fit better
So visuals should be much better soon for the pack. most will be AI generated as I am not an artist. But Sickboy is. π
This should be the most pollished release of SC to date when i get it out. I have the creative fire lit again. ;D
hell yeah
ohh interesting
selfish question: are you considering trying out LethalConstellations for this pack?
I took your advice and removed Ghost codes. Looks like it big broke with v62s update as well.
I orgionally was using Selenes choice but there are a lot of options now. I think I might support them all with pre configured configs and have them all drop and play. So players can play how they wish too.
i'm not surprised. It really needs a rework unfortunately
I will drop it back in when you have given it some love.
all good, was just curious. It's kind of a mod only really made for modpacks
SC is designed to push the game to its limits with as many mods as possible in a cohesive experience. Its deffinitly a mega modpack. So I have a lot of room to play with. As well as a lot of ways to do things.
What else is broken besides lobby compatibility?
I only saw that broken in my modpack
Quoted from @broken sun "Enemy closing door server RPC --> nonplayeropendoorserverrpc + nonplayeropendoorclientrpc
that'll screw with anything that was patching RPCs in DoorLock "
π
So any enemy that uses doors.
That did happen. Check #dev-general 's pins for 1A3's diffs.
oh yeah that'll def break ghostcodes
You may want to depreciate it for now.
oh, I see
tbh I would have sooner but is that something that can be undone?
yes, you can de-deprecate it
I did that with ResonanceMeltdown
okay, i'll go ahead and do that for now then
every now and then I get questions regarding the mod since it's my most downloaded
I use it and I don't see any problems, but I understand your decision :,]
there's a lot of issues with it even without the updates
Deprecate gets undone automatically by publishing a new version, yup.
a couple of core functions can break because I didnt set random ints properly which choose outside the bounds of an array at times
good to know
...wut
if normal enemies work fine, then so do custom enemies, lol
Would not zeekers have adjusted his enemies to work with the new changes. Mod developers would have to update their code to do the same. Hence un-updated enemies are broken?
i was gonna say if inundated was some fancy word then you're conversing with the wrong human being
but nah
door opening is based on collision
we collide, we open
no code on anyone's end except zeekerss
Inundated is a word. Spell check told me I was saying. π
Questions for the community. As a lot of maps and interiors have come out I am faced with some choices.
While I had originally sorted more preformant moons into the Light Moonpack, and the more beefy resource intensive moons into the Expanded pack. I have run into a wall. I can continue to make the pack modular by releasing small moon and interior modules which would mean that the player can assemble a custom fit modpack to code share to their friends. Or.. I could simplify the process down to two or three modpacks like the Full and Light SC where what you dl is what you get.
Obviously the latter means less customisation. But easier install for friends and players as it would just be pack gets downloaded and done.
I would have to cut a lot of content to do this however as their are about 30+ interiors and 80+ moons.
So what player are you? More choice less convenience, or less choice with dl and play?
Should SC become more modular or simpler to use?
7
10
3
Both. Both is good. π

@ruby narwhal I thought this was abandoned since 3 months of no updates, I just uploaded the main menu theme as a seperate mod π€ cus s1ckboy's latest update for the theme was missing it and I wanted people to be able to use it that also don't wanna use the full pack XD
I'll update the readme XD
I'll also dm the song to s1ckboy, so he can fix the issue when he updates the Theme again
https://thunderstore.io/c/lethal-company/p/Lunxara/ShatteredTheme/ I'll also post this in here, for those that want it ^^
It's definitely cool that it's basically a remix of BetterMenuSong :3
Small error in the Readme but I don't feel like fixing it XD
Haha np all good. I took a break from working on the pack to play other games and spend time with family. I am working on it again. π
Finally stopped being lazy and fixed the Readme error π€
Shattered Company is coming along Great!
This is more a less a complete redesign of my entire modpack for v64. All new configs and rebalancing.
The core module is almost done. All I need to do is make the moon packs and enter in enemy spawn weight data and I can begin to release modules of the modpack.
Expect more balance and Quality in this update of Shattered Company!
Here is a sneak peak of the new menu.
@ruby narwhal Btw fixed version of the song is gonna be sent to s1ckboy, we fixed the looping for the track
Honestly it really would
Right? So there's still a lot of work to do to get the pack where I want it to be.
However, in response to the poll that I had up earlier.
I will be releasing the full and light mod pack. As a download and done experience. Players will be able to choose their flavor install and play. Other than configuring LC Ultra wide for better visual clarity. No configuration will be needed for the player to enjoy the mod pack.
For those who want things modular. I will be releasing Shattered Company Core. And a bunch of readme documents. This will allow you to configure every aspect of the mod pack, as much as i'm willing to create guides for haha. For example, for those who don't like the hostile monster experience that I will have outside. Inside my readme will be a link to my Monster Weight Spreadsheet. Those who are inclined can make a copy of that spreadsheet, Remove the monster spawn weights that they would like to not exist, and simply copy the code at the bottom and paste it in central config to remove or modify spawns entirely.
Expect more config experiences like this from the modular modpack.
I am making sure to configure every aspect of every mod, and try and work them together. This is taking a lot of time and will eventually be done at some point.
I look forward to everyone's experience with Shattered Company. I plan to have a Test release available by next week, if everything goes well.
@ruby narwhal Heads up, ShatteredTheme is getting a V3.0.0 update with a huge quality bump to it. I'm replacing the track with the V2 version entirely that IsAmDead sent me cus it sounds better, includes a second section to the song that was missing that is really high quality and also makes the song properly loop ^^
@tiny escarp
Has ghost codes had any work on it yet?
I havenβt made much progress yet
Interior setup for the now " 107 Moons " in Shattered Company is now done!!! This took days! π
Now on to the Monster Lists. I expect this to also take Days.
π₯²
Decided to add more moons
many moons
I think I am just going to release the pack finished instead of beta builds. I want to get it out before Halloween so we can enjoy the spookies.
So I am going to go ahead and push on with no bug checking! I am sure everything will be fine! haha....
I also plan to write Readme's, Wiki's and notes about the mods in the pack for those who have not played with all of these mods. As well as to get used to all my changes.
I will also be posting these doc's in a Steam guide for players that want to pull up this info while in game.
Monster weights are half done.
Going to tidy them up over the weekend, and polish off the other configs.
Up next is the SCP 914 Mega List of scrap conversion and Loot Drop Tables for Killed enemies.
After that I am pretty much ready for release. I will add some Halloween Flare and drop it like its hot!
@inner stirrup @ruby mirage
I am having fun placing Biodiversity monsters. π
hope you get better soon dawg!!
I have recovered.
I will continue tomorrow. The plan is to drop the pack before halloween.
Sadly late recovery took longer than expected. Working on pack to try to drop a Partial release today.
May have to cut some expected launch features for a future patch as I need to do some testing on balancing but it may be possible. π
Looks like I may not make the halloween release I wanted. Darn covid! Soonβ’οΈ
Currently the release is broken as hell
Working on the new one.
So instead of finishing Shattered Company I got distracted and made this with @dusty laurel
Back to work haha.
https://thunderstore.io/c/lethal-company/p/PureShard/LethalCompanyVanillaPlusPlus/
Feel free to check out Vanilla Plus Plus here!
https://discord.com/channels/1168655651455639582/1307078182100537394
π
Not dead but not worked on atm. I ended up falling and injuring myself pretty bad so I have been in a lot of pain and just doing the basics atm.
Thanks for all the love guys! I hope your games/projects are going well!
I have had some requests for the pack from a number of users.
I will open the project up either today and tomorrow and see if I can get it released.
I will update with progress. Also LC Vanilla ++ should be updated tomorrow. π
https://discord.com/channels/1168655651455639582/1307078182100537394
LCV ++ has been updated to v69.
Work has started again on Shattered Company. I am still working on the Monster list. It is the largest chunk of the project.
After that is done I have to do updates and configs. Then we can launch.
do you know whats the code for this modpack?
Does not exist yet.
Ok good news. Almost all health issues resolved and @strange shoal is back.
If there was a time to get this ship off the ground this is it!
The three biggest challenges that have been holding me back are the custom enemy/weather spawn lists, item loot lists for item drops from enemies and moons, as well as every single item counting towards research and interact able level mechanics.
This will take some time to get done but we are in a much better spot.
Also looks like we have more mods to add haha.
The first version to release will be the full version. I will then pare it back to the light, as well as release the modules after that.
Thanks for sticking with me through this process.
I will be dropping another update for LCV++ as well soon. Check it's modpage for updates.
Hey! Can I use this in combination with the Lethal Enhanced Party Edition Mod Pack? Or is it going to create some bugs?
Probably not
is there a code for this modpack?
you have to look it up on thunderstore


