Thunderstore
Mod that makes what I want to make.
#Piggys Variety Mod
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very wip revolver
My oh my
A tesla gate!
Does it work like in Secret Labs where it activates in proximity but can be discharged immediately by typing the terminal code?
||I love map hazards tysm||
currently you cant disable it from the terminal because it's too easy to avoid
and yea it works if you are close by
Aha I see
What I meant was "discharge" i.e. instantly activating it without the "wind-up" time. Could be an interesting way to harm monsters (or humans) passing through
||up to you to include that feature or not ofc, it's good as is||
Looks dope
Is the chance of spawning very low? π€
idk if I can make it with this system π
you can ignore it
alright
Piggy, a question, on which maps can your hazard spawn?
spawns with low probability on every interiors where security doors can be spawned
Ah, okay, okay, I'm desperately looking for it and I thought it was associated with some moons. π
Thank you so much.
Ive been looking for ages and have yet to find a single one
No way ive been wanting a mod with a actual good revolver i am hype for that
Dose the lazed door work on custom interiors
If the interior has a security door spawn, yes.
Does this mod work with v50 currently?
btw great mod so far
I cant wait to see what else gets added
Also is the revolver gonna be a scrap items, or like is a monster going to spawn with it?
or like purchasable?
it released after v50 so definitely
Yeah thats what I was assuming but just making sure
damn I really hyped for this mod
good job piggy, you always releasing bangers!!!
Omg you just made my day!
Any chance for a peacemaker version (longer barrel)?
https://discord.com/channels/1168655651455639582/1219769897685614602
config is now available?
on thunderstore it still says 1.0.3 atleast on the downloaded version not on the website
yep its works now
so im assuming the revolver is just scrap right?
at least it spawns like it
Can you add config to disable/enable feature and set rarity for revlover and the hazard?
Yeah im really struggling to find a way to get the revolver
is there any mods that could help spawn it or smth like that I tried command mods and stuff but none of them worked
makes sense though its a modded item
well you could spawn it using LethalDevMode
but I don't know any mods to change scrap weights in v50
oh aight ty
lemme try that
This mod does not play nicely with emote mods (Tried with TooManyEmotes and BetterEmotes). I assume due to custom animations with the revolver. Ignore
the revolver doesnt appear in the item spawner thing so idk
Maybe it has a different name? All items should be there
idk hold up
It would be cool if lethal things changed their model to this revolver
What is the chance of the door spawning, I can't seem to find it no matter how hard I look?
idk it might but ive looked and I dont see nothing the only to mods I have on are LethalDevMode and Piggys Variety Mod
I'll go look
it's straight up called Revolver
idk if it's because I spawned it using devmode, but it has a shotgun icon
what version are you on?
Works well with TME for me
I think I'm having the same issue:
I have this gigantic error tho
using w/ imperium for testing btw
probably related to the hazard
yeah
I just found a bug
if you switch slot while reloading the scrap icon will still stay in your inventory but you won't have the bulletwithout the actual bullet
Taking another item will override the scrap icon
says smth about lethal lib im not sure if thats it im not very educated on modding but ima try installing lethal lib to see if that fixes it
wait nvm thats not lethal lib the mod is it?
wdym
in the error it says could not load file lethallib
I'm using r2modman and it usually download dependencies w/ the mod
not this time though
let me try getting lethal lib and reloading it
not getting the error anymore, but I still can't see the revolver in the shop
@bold saddle https://medal.tv/games/lethal-company/clips/287HoiBNIgEJqk/d1337GAjlmLw?invite=cr-MSxXcEIsNDkyNjY5MSw
Switching slots with numbers on keyboard btw
Watch Untitled and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
damn this mod is really cool so far
It literally just released and im actually blown away how great it is
tf, why would it break for me then. doesnt even toss red errors
Errors looks like to be related with the hazard
I relaunched the game and it works fine now. 
sometimes it just happens
If Piggy decides to add more hazards and weapons I hope he adds like a beartrap or a Baseball Bat
Beartrap could be cool, baseball bat would just be a reskinned shovel tho no?
well for the baseball bat I feel like it could have a longer range than the shovel and hit faster but do a little less damage
so if you want something in the middle of the line between a shovel and a knife the bat would be your choice
it would also probably weigh like 5 so it would also be alot easier to run with
idk though the idea is really specific and I feel like a bat would be kinda to similar to a shovel
or like maybe a sledge hammer that wieghed alot but did alot more damage and you could also use it to barge down locked doors
Ooh I love sledge hammers
Serious Sam 3 made me fall in love with them as melee weapons
It would probably also have some knockback of some kind
I also think it be cool if theres like an area at the company building where you can upgrade weapons like for example you could saw off the barrel of a shotgun or like if there was a baseball bat you could put like nails or smth in it
not sure how you would get the upgrades but maybe it would be an area that unlocked upon selling a certain amount of money
also wonder what the mod will add to LC_Office
aight ima stop blabbering after I start I just kinda cant stop
Are these warnings normal for the mod?
Bro they are listening
just got released
what are the odds
ima test it to see if its any good
For some reason it seems like revolver is either very hard or just impossible to hurt certain enemies, for example it doesnt work on butler, spider, or thumper
and maybe my aim was just really off for the spider or thumper but the butler definitely doesnt take hits from it
yeah I honestly don't know what the problem is 
butler and spider couldn't cause any damage in any way.
you can hit the thumper by crouching and firing it from the front, I think it's a vanilla bug
yeah prob the knife doesnt do any damage to the thumper or spider either
but that could have been fixed last I checked
yeah I thought it was smth with the hitbox
but I feel like the hitbox makes no sense for the butler
I can see the spider and thumper having that problem but not the butler
idk though maybe the butler has a wierd hitbox two
actually you can kill the butler with it
but it you also have to be crouching
oh and snare fleas don't hit either
so i wrote a separate code so u could remove them while they were attached to head
I guess I'll have to write other code for them first 
damn
masked have the problem to where you have to be crouching for it to register
the ones that ive tested that work really well with the revolver was the bracken, hoarding bug, and surprisingly the nutcracker
atleast the inside monsters
im thinking about making bullets into actual object projectiles
https://thunderstore.io/c/lethal-company/p/Hexi/HexiBetterShotgun/
you could probably take a look at this for reference
well nvm masked can be shot without crouching
well idk I had masked overhaul fork on though so maybe not
ok spiders are killable now to
does this work in v50 btw?
i have it in my pack but i have no idea cause i've yet to pick up a shotgun since the first v50 beta
but i dont see why it wouldnt tbh
thumpers to, piggy did you update it?
i mean there might be a reason why it wouldnt cause zeeks patched nutcrackers something something
but eh idk
the revolver appears to be working completely fine now
Just tried it, doesn't work
you straight up can't shoot
you can, the mod jsut doesnt work i guess
made an issue on their github regardless
I could not shoot with it
did you turn the safety off
yeah
weird
I doubt anyone will ever even make a mod of this but why do I want a flamethrower so bad
a flamethrower would be huge
esp considering that forest giants now have an animation of them running away engulfed in flames
I dident even think of that
I feel like it wouldent just be once piece of scrap or something bought through the store
I feel like the pieces of the flame thrower would be found in facilities and could be used to make a flame thrower but you would have to purchase like a canister from the store as fuel for the flamethrower
I must become p y r o
Do you need lethallib to get the hazard to spawn, because Iβve looked for awhile and never seen it, and I was getting errors for not having lethallib.
Does everyone here have the bug with the knife animation broken after installing the Variety Mod? It also breaks the check ammo animation from the LCAmmoCheck mod.
https://thunderstore.io/c/lethal-company/p/axd1x8a/LCAmmoCheck/
But that's not a Piggy mod. '^'
@bold saddle I love the gun, I like that it can only be found on moons and that it cannot be purchased + the bullets are found separately.
It makes it more balanced, I hope that doesn't change much. '^'/
It will be obtained in a different way eventually but It probably wont be through store because he probably would have just made it buyable already
maybe through an enemy or something? not sure yet.
Why wasn't I informed about the existence of this mod?
I broke the download mod speedrun as soon as I saw the tesla gate :3
I don't know how many games I played and I still don't see Piggy's door. π
If I understand the code correctly, it seems to have a pretty low chance π€
Day 7 of trying to find a tesla gate; hope is withering
A config to increase it would be nice
@bold saddle yeah i agree
So... Either the mod is broken and TeslaGates don't spawn, or I'm so bad at coding that my Transpiler changing the weight to float max value doesn't work π
Config for Revolver Rarity doesn't generate for me π€
I had a revolver in a game.
But when I re-entered that game.
It was no longer there.
I don't know if it was because I accidentally sold it or what, but it seemed strange to me, lol.
Hmmmm, that might have something to do with it π
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PiggyVarietyMod.Patches.RoundManagerPatch.Start_Postfix (DunGen.Graph.DungeonFlow[]& ___dungeonFlowTypes) (at <7b5793c16bdd423ba4cbf1e07a5d6a15>:IL_0012)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::Start>(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::Start>?1805920276(RoundManager)
LethalLib.Modules.Dungeon.RoundManager_Start (On.RoundManager+orig_Start orig, RoundManager self) (at <c68aa40cbbae4bd69cd2fcd50c8f1ae1>:IL_0000)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::Start>?1411084668(RoundManager)
IL_0012 is dungeonFlow, if I see this correctly π€
This line:
foreach (GraphLine line in dungeonFlow.Lines)
Hmmm, I'm late to the party then, hm?
idk if he saw it tho, he didn't answer
is config avaliable? :v
it's not
:C
need the revolver buyable... and unlimited (because im that kind of solo player)
i added buyable revolver/ammo config in 1.0.7
I wanted to try it out but the current version is borked. Whenever I try to host a game, it get perma-stuck in the loading screen and I had to forcefully close the game. I isolated it to this mod only along with its dependencies. Used r2modman. Config setup doesn't matter.
yesterday i could launch a game with it enabled but updated today crashes the game
same for me, crashes the game whenever i try to enter a lobby with it enabled
last thing in console before crash
Yea same for my group we had people crashing after we all updated the mod. Hopefully fix soon
1.1.6 worked?
this is the whole config for me π
my group had to downgrade to 1.1.6 just to avoid the crash
okay thanks ππΌ
i temporarily removed tesla gate in 1.1.9 due to a critical issue
ive never seen tesla gate since ive used the mod too
The knife animation is broken while using the mod, i don't know if anyone else has this issue.
would it be possible to add a setting to configure the revolver's damage?
same
so sad
I recoded the tesla gate spawn..?
the sheer amount looks scary
@short flicker do you think this will be compatible with ghostcodes?
π
probably not without some built in compatibility. Could you elaborate on what exactly would be compatible? I havent been following this mod
unless it completely replaces the vanilla blast doors
it has a chance to spawn those instead of blast doors i think? @bold saddle can you please tell us in detail how this works
simple, when spawning the Doorway prefab, add TeslaGateSpawn if Doorway have BigDoorSpawn (security door)
does it have a terminal code?
no
aha
out of luck i guess haha
so you cant deactivate tesla gate anyhow?
can you walk through them at all?
yes cuz its avoidable
does it dmg enemies btw
yeah if you cant disable it im not sure what ghost codes could really even do to it lol
yeah, you go near it to activate it then go through while its on cooldown
probably not
ah well, maybe in the future
I have to make it rn lol
I could maybe make ghost codes interact with that button then. If the method it calls is public and accessible to other mods
Possibly in the future once spike traps are compatible with most dungeon flows, couldnβt it be better if there was a chance a Spike trap is a Tesla gate instead? Instead of relying on blast doors which arenβt common for most flows. Though that could be a bit messy
yeah that will most certainly wont work
spike traps 100% dont use the same spawning logic as doors
you'd see tesla gates in the middle of some rooms or in random corners
@bold saddle when you get a chance lmk if this is something I should look into or not π
True, Iβm just coping that it wonβt work in the scp dungeon π
that you'd probably have to ask badham to implement tbh
i've told him about the mod already but there are no double doors in the dungeon
dang I forgot to register tesla gate in the network prefab
Is it normal for them to still be working even tho there's no power?
I don't think they should be
I can hear the tesla gates while outside..? This doesnt seem right
Oh nevermind, thats patched now
for now... yes, please think of it as an emergency power usage π
i plan to change it later
They work but they don't emit light
uhm
SCP-106 when the power goes out
now i want an interaction between the 2 mods. of course, coding would be an eyeless bitch
it appears to not be networked properly
also the audio plays across the entire facility and even outside sometimes
update the mod
Seems like the custom hand animations for the revolver are broken. The hammer and cylinder animate fine, but the player holds the revolver with the default one-handed carry animation. Tested with just the mod and lethallib by themselves
yeah but the cylinder animation for the gun works but the reloading doesn't-
if you wanna work together on some compat with the SCP foundation interior I'd be happy to implement some stuff
would probably need some custom handling, likely a tweaked model to fit the hallway and some code to handle spawning in specific locations, then I could plop some unique spawn point stuff into the tile prefabs where it fits to be located and placed
I had issues with the revolver animations. It was holding it in one hand. The reloading animation broke but still put the bullets in the gun.
Basically: It still shoots and can still be reloaded. But I the animations are broke and its only being held with one hand. (Sadly I don't have anything from the output)
how does the weight of the tesla gate work? is it a chance to replace doors? or some sort of actual weight system?
Thanks for fixing the Tesla Gate β€οΈ
Would it be balanced enough to have the tesla gates be down for only like 1-2 seconds from a ship disabler? So that you really have to time it well to actually make it past them without dying
dose this replace all doors with tesla doors or only some
only some, rarity is configurable
ok
I realized now that I accidentally deleted the player code
ok i fixed revolver thingy in v1.1.13
It should work fine now
yeah it's set to the actual spawn weight (config value x0.07. I've tested this and it works best for gameplay)
You created a new bug, the player animations when creating a new save or loading into a save won't play
oh thats an unavoidable bug lol 
I was wondering why I spawned in just floating without the hands animation playing after the update
XD
cuz it directly changes the player animator like more emotes mod
Does this mean it'll break the knife animation? Cus if so then I'd prefer a bool toggle to disable it overriding the player animations lol
knife animation should work properly
Ooh okay good good
I was working on a v49 project so I reimported the v50 animations one by one π
beautiful
MoreEmotes breaks the knife animation anyway unfortunately lol
animatiosn look epic
knife animation will probably play properly with more emotes + this mod
what's the default weight of the regular door compared to it then?
You broke some of the emotes
The Griddy, Prisyadka and Sign
I saw the bit about potentially changing how revolvers are obtained and had an idea: Make them spawn in like a glass display case in the Mansion level like apparatus, maybe sets off an alarm that makes a lot more enemies spawn or something
cool
thatd change vanilla dungeon generation mechanics, potentially making update ports a difficult task
i aint against it, but i think leaving it as a buyable/findable thing is the better move
might also be weird with some mods im not sure tho
Or have a mansion tile where itβs a master/royal bedroom and a note on a desk or something talking about the invasion in the mansion and that they hid their revolver in a safe that could be broken with a shovel or shotgun
meanwhile me here hoping for an unlimited ammo branch of it
Yeah, I agree, I'm not saying it's a bad idea, but I think it would demand too much.
Pretty sure itβs possible and I think I remember LLLβs dev saying it could be done with lll easily but I canβt find the message
Well, if so, then it may be fine.
actually spawning tesla gate is also a slight change to the vanilla generation
I don't think it will be much different than that tbh
Ohhh, oki doki
are the tesla gates supposed to do something? I always run into them but they don't do any damage
pretty sure they kill you I havent ran into them yet so Im not 100% how they work but pretty sure they kill you
I just tried it
They donβt
Could be a mod incompatibility, but me and my friends were unable to join each other with this mod enabled
Hung on the Loading... screen for a while before giving a generic error: unable to join message
Same
can I do like 0.5 will that work
no
damn they spawn way to much
they don't kill you or any enemies and they don't block you from going anywhere
Funny enough I have yet to see one spawn on Artiface
Better Emotes might have better compat
they either dont spawn at all or like half the facility has them
Aren't they also supposed to be able to spawn inside of the Mansion layout since they can replace Vanilla doors?
Cus they never do
No
They replace the big doors I think
I saw someone say they replace both but
They might've been wrong
lol
It's even more broken, none of the emotes even work at all lol
and it disables view bobbing too
Idk maybe
nah only key code doors
I think i'm having errors spammed from Tesla Gates
Nevermind just saw the update will test if it still happens
worked fine for me last time I tried
When someone joins if just gives them a error
It might be something else did you have any other mods on?
Itβs the mod or a conflict
I tried it with
It did not work
Then I tried it without
And it did
Would love to get more bullets, are they configurable or buyable?
yes you can config to buy bullets
Perfect ty
tfw cant make revolver or bullets free because setting to 0 disables them
- (?
Bug report: The mod is incompatible with vr - it causes hands to get stuck in a weird position on host/game join.
Continuesly spams [Info :Piggy.PiggyVarietyMod] Replace Player Animator!
im not going to make it compatible with lcvr, cuz revolver's hits are done via camera hitscan, this would require a lot of code changes, and it would be difficult to create a new custom animator
That would be fine too. I mean - i use better spray paint mod even though the spray is done via camera hitscan too.
Maybe just disable the animator for the VR player?
doesn't seem to be easy because revolver's reloading system depends on the parameters of the player animator, but I'll ask the lcvr developer later
is revolver buyable?
not by default but you can add it in the store and set a price in the config
would love a setting to configure revolver damage
also for some reason, shotguns seem to be invisible?
@bold saddle Now that the LLL update is out do you plan to port this mod to LLL? I think it'll help, because on custom moons the Tesla Traps don't glow
I havent either
I've been damaged at least once by them π€
To capture and share your gaming highlights, download the Outplayed app on Overwolf
1.1.17
- Tesla Gate is no longer experimental.
- Fixed Tesla Gate could not kill anything.
- Changed to require price to be set to -1 to not add revolvers and ammo to the store.
The mod dose not let people join
Did you fix that already?
so far I've only seen 2 cases like yours and I don't know the cause
free guns, my beloved
Have you managed to look into why the Tesla Gates don't glow with LLL yet?
It also happens on vanilla moons not just custom ones
I haven't fixed it yet, I don't know the cause of this either
I don't either, my guess is there's a patch it tries to run for the glow that gets overriden
Piggy's Variety messes up the Advanced Company's portable terminal animation. No error logs appearing tho
I didnβt know people still used that
Well, it's a good mod. The author might be a megalomaniac but you can't deny the polish of the mod
And it's still supported
why would you use that when there's alternatives to everything in it lol
because it's more polished than the alternatives?
im sure you know what that means outside of it just vaguely working in-game
oh, please illuminate me, oh high and mighty one
I wont, cause I also dont know. BUT ive seen people in here that do code just detest AC in every shape and form to not support it
they detest the author not the mod itself
the author caused a lot of unnecesary drama
you can say that all you want, it's not other people's jobs to fix their mod around a commonly known unsupported mod (that's not even on Thunderstore)
mate, you are being passive-aggressive for absolutely no reason. No where have I demanded support. I just informed in the appropriate channel that this mod is not compatible with another one
ok lol
pretty sure most people in this chat are just going to say they dont / wont support compatibility with AC anyways
okay? but if someone also uses this mod in tandem with AC then they'll know that they are incompatible
yeah anything animator wise you probably wont get support im pretty sure, even when potatoe was still here this was a heated topic with a lot of incompatible mods
Now I wonder if this breaks Diversity's anims
I don't use AC anymore but most problems with portable terminal animation you can fix with turning on "compatibility animation mod" in the AC option
diversity uses its own method for animations i believe (lccutscene)
Thanks! Will check it out in a few
unfortunately this doesn't fix the problem
I support it, itβs a good mod
Most
Is advanced company still receiving updates? Also I changed it out for Lethal Company Variables, itβs actually a better alternative so far for what I need it for compared to AC. Both have their bonuses but LCV is here and author is communicative so thatβs a plus for me.
Only maintaining updates
what ? On github last changes was before v50....
Go on his discord
Do you want a link Iβm in it
Potatoe updates on his discord
He just released 1.1.24
I like the sheer versatility of the mod. From adding the skill system, to adding some interesting items and mechanics such as helmets, boots and bulletproof vest
The customization of the game is definitely a big plus as well, but it's not the main reason I'm keeping it
Itβs a good mod, wouldnβt argue it, mind sending me the link to said discord so we donβt fill up this one
I still use Advanced Company, and indeed, it's still receiving updates. While they are maintaining updates, I believe there will be more new content soon. It has its own Discord, just like 'More Company' or 'Diversity,' where you can discuss it. With that said, I also wish for compatibility between this mod and Advanced Company, but perhaps it's not possible due to animation overwrites
I believe you can find it on the Advanced Company YouTube mod video
My favorite interesting item of taking 20 seconds of sustained damage from turrets so engaging and fun
(Just poking fun not being serious)
it's an item that makes the turrets less of a threat yes
So btw @bold saddle the lights for the Tesla Traps are working again after @unreal turret updated LightsOut so he was being naughty XD
I was wondering why they didn't glow lol
Not everything but most
good to know π
I didn't even have LightsOut and the Tesla Traps were also not producing light
Then maybe it's the beta update for @thick marten's TheGiantSpecimens we're using that fixed it
Not sure how that could be related but maybe
The current release on TS causes quite a few desync issues
Xu has it fixed but the update isn't going live til they finish porting it to LLL
so... i have BetterShogun (by Hypick) installed. 0 clue why, but when i order a revolver and bullets (both at 0 credits), they turn into buyable shotguns.
any ideas why?
... i found why
a story is told
fly swatter
Like weather desyncs?
Nah my desyncs are contained with purely the driftwood
Rosie's Moons user spotted, the little buglings XD
There's no actually good alternative to the head lamps.
Or the headset.
There's also absolutely no alternative at all for the portable terminal.
I've also never seen an alternative to the bulletproof vest either
I'm not familiar with AC's content specifics, but I think
- Headlamp -> LGU's NV goggles
- Portable terminal -> LT's remote radar
- Bulletproof vest -> LGU's helmet
Maybe one could also use LethalProgression or LethalThing's utility belt to achieve the effect of saving inventory slots
HotbarRD redid a nice feature AC had
The portable terminal is used to access the perks and an improved store.
You were able to easily select all the items you want instead of typing them (Which can a lot of issues if you have many mods)
I'd need to check LGU's stuff before I can say amazing about that
I think it be cool if there was like a watch for the portable terminal or smth like that
some errors after i died as a host to tesla gate
Still not emitting light for me
are ammo and revolvers supposed to be free in the shop?
You can change it in the config
alr ty
Very curious what else ends up getting added to the mod because everything so far is really good
Yeah very good mod, it's unfortunate that the revolver messes with other mods' animations tho
Piggy can add what he wants to add to the mod but I feel like he should keep adding stuff that feel like they belong in lethal company
like both of the things in the mod feel like something zeekerss would add
how so?
i didn't know it messed with anims
Breaks LC_AmmoCheck, MoreEmotes and even the vanilla animation when you join a lobby
These are the one I know of, maybe more
tis the nature of overriding player animations
yeah I like the vanilla vibe, but tbh I can't think of an idea right now lol
I will try to make it later when I think of something I want to make
will you try to make your own animator so your mod has less incompatibilities or is it too baked into the mod to try and change it at this point?
whats the last version that didnt have the revolver? Its animations break several mods I use
1.0.3
Honestly it be cool to see this mod add like emotes of its own or smth but maybe just like simple things like a thumbs up for like the 3 key
or some other hand language
especially since more emotes seems to break a lot of shit now
yeah
revolver sometimes breaks clients' inventories
and makes them unable to interact with anything
Revolver seems to cause desync between players
Oh shit
Yea
Should probably report this
here
Watch Snatched and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Didnt assume this had anything to do with the revolver but now that I think about it, it was in my inv
nutcracker with a revolver would be silly
nah nah, new enemy
the sheriff
nutcracker with a rifle would be crazy
just like a walking turret
My friends cant join when I have that version
then don't use it
Bruh
Wish it worked
we used new versions and they still dont work
it could be a diffferent mod
Does it have any know conflicts
casue removing it made it work
tried both with and without AC
BepInEx-BepInExPack-5.4.2100
Piggy-An0n_Patch_but_toggle_crouch-1.0.1
BananaPuncher714-LethalQuantities-1.2.9
Monkeytype-HideChat-1.0.0
AinaVT-LethalConfig-1.4.2
Rune580-LethalCompany_InputUtils-0.7.4
Gemumoddo-LethalEmotesAPI-1.11.5
Confusified-InsanityDisplay-1.1.4
ShaosilGaming-GeneralImprovements-1.2.3
TestAccount666-ForceGrabItem-1.2.1
Evaisa-HookGenPatcher-0.0.5
SylviBlossom-SmartItemSaving-1.2.1
Swaggies-BetterPaycheck-0.9.0
EliteMasterEric-Coroner-1.6.2
ButteryStancakes-KeepUnlocks-1.0.2
DiFFoZ-BepInEx_Faster_Load_AssetBundles_Patcher-0.5.0
fumiko-CullFactory-1.1.0
Zaggy1024-PathfindingLagFix-1.2.1
5Bit-VoiceHUD-1.0.4
BlueAmulet-LCBetterClock-1.0.3
Woecust-Immersive_Visor-0.5.2
Suskitech-AlwaysHearActiveWalkies-1.4.5
Rocksnotch-ShovelFix-1.1.0
mrov-LightsOut-0.1.3
Glitch-NoPropShadows-1.0.1
fumiko-BetterMonitor-0.1.3
Toskan4134-LethalRegeneration-1.3.0
Evaisa-FixPluginTypesSerialization-1.1.1
Sigurd-CSync-4.1.0
coderCleric-Poltergeist-1.0.2
TestAccount666-ScannableTools-1.1.0
Swaggies-BetterEXP-2.0.0
Orion-DontBlink-1.1.1
Evaisa-LethalLib-0.15.1
malco-Lategame_Upgrades-3.6.0
Command293-LocalFlashlight-1.2.21
consequential-Oxygen-1.5.5
loaforc-loaforcsSoundAPI-1.0.10
Hardy-LCMaxSoundsFix-1.1.0
LethalResonance-LETHALRESONANCE-4.2.5
FlipMods-TooManyEmotes-2.1.13
calciumsalt-ShipHomeDecor-1.0.0
Bobbie-NAudio-2.2.2
Bobbie-UniTask-2.5.0
Bobbie-RadioFurniture-1.0.0
quackandcheese-MirrorDecor-1.3.2
Evaisa-LethalThings-0.10.4
CTNOriginals-OuterDoorButtons-1.0.2
veri-ShipWindows-2.0.6
Wolf11221-SpaceShipDoor-1.0.1
Hamster-LethalPipeRemoval-1.6.3
TeamCosmic-ChessMod-1.0.2
Vegasx-Build_Anywhere-1.2.0
SylviBlossom-TerminalConflictFix-1.2.2
x753-More_Suits-1.4.3
Slendcorp-Additional_Suits_And_Prices-1.3.2
MelanieMelicious-Item_Furniture_MelanieMelicious-0.1.0
bigmcnugget-VanillaContentExpansion-0.1.8
etherealemil-UsualScrap-1.3.9
SimonTendo-LCGoldScrapMod-1.4.5
SweetOnion-LethalSnap-1.5.7
FlipMods-TooManyEmotesScrap-1.0.5
Lega-CursedScraps-1.0.5
BMX-LobbyCompatibility-1.1.0
loaforc-FacilityMeltdown-2.6.4
ShipMeltdown-ShipMeltdown-1.3.50
thej01-LethalWeight-1.0.2
thej01-DynamicFallDamage-1.0.0
Lordfirespeed-OdinSerializer-2022.11.9
xilophor-LethalNetworkAPI-2.1.7
MoonJuice-BuyRateSettings-1.3.2
Scoops-LethalPhones-1.0.9
zealsprince-Malfunctions-1.8.5
MrHydralisk-EnhancedRadarBooster-1.7.1
x753-Mimics-2.6.0
x753-Peepers-0.9.7
mattymatty-AsyncLoggers-1.6.2
qwbarch-BarchLib-1.0.0
qwbarch-Mirage-1.6.0
IntegrityChaos-LCCutscene-1.0.0
IntegrityChaos-GraphicsAPI-1.0.0
IntegrityChaos-Diversity-2.0.3
TestAccount666-PoisonPuffer-1.1.0
SillySquad-Arachnophilia-1.8.1
readthisifbad-SnatchinBracken-1.5.0
Sakura-LandminesForAll-1.0.1
Melavex-MelsEnemyPack-1.0.6
MegaPiggy-EnumUtils-1.0.3
XuXiaolan-TheGiantSpecimens-2.0.9
MoonsweptTeam-Moonswept-0.5.5
zealsprince-Locker-1.1.2
YaBoiDucki-men_stalker-1.2.1
PloufJPEG-CompanyCreatures-0.2.0
Garf-MissileTurrets-1.3.3
Bob123-Haunted_Harpist-1.3.11
Dackie-SCP106-2.0.0
jaspercreations-Scopophobia-1.1.2
mrov-MrovLib-0.0.6
MeatBallDemon-VileVendingMachine-1.0.5
Aubarino-AubPiggybackAPI-1.0.1
Aubarino-Sentinel_Mod-1.1.0
SolidStone-ShockwaveDroneEnemy-0.4.0
BaronDrakula-MoreCounterplay-1.2.1
mrov-WeatherTweaks-0.5.4
Sparble-FacelessStalker-1.1.4
PotatoePet-AdvancedCompany-1.1.24
MaxWasUnavailable-LethalModDataLib-1.2.2
IAmBatby-LethalLevelLoader-1.2.2
sfDesat-Celestial_Tint-1.3.0
ButteryStancakes-AccurateStaminaDisplay-2.0.4
Laventin-StarshipDeliveryMod-1.0.2
IAmBatby-DisplayHiddenRoutesAfterTraveling-1.2.2
aloslider-SurvivalBonus-1.0.1
AudioKnight-StarlancerAIFix-3.6.0
xCeezy-LethalEscape-0.8.5
mrov-TerminalFormatter-0.2.3
yeah not sure
banished to teh shadow realm LOL
.and more emotes can be a bit to crazy
with the twerking and griddying lol
i just looked through your modlist and got some feedback,
when you have ShaosilGaming-GeneralImprovements-1.2.3 and you dont need TestAccount666-ScannableTools-1.1.0
you dont need Wolf11221-SpaceShipDoor-1.0.1 when you have sfDesat-Celestial_Tint-1.3.0
change xCeezy-LethalEscape-0.8.5 for StarlancerEnemyEscape
Ok so, GE's scan tools doesnt work on a lot of modded items
just like the bracken's personal space
Does celestial tint let you walk outside and just didnt wanna config starlancer at the time
yes new update fixed it
im guessing pounds
from what ive been told no
I think decimals are fine, he updated the mod to allow that a few days ago I'm pretty sure
i think that's poltergeist
for the cam
Some secrets I gotta gatekeep until release
Go explore thunderstore there are some lovely under appreciated mods out there
ok
@bold saddle
Please PLEASE! Add a speed loader for the bullets.
The inventory management is killing me! PLEASE!!!!!!!
I beg you!
Make it cost a bunch of money!
i wish for randomly loaded revolvers as scrap
Russian roulette
yeah it be cool if you could just spin the barrel but I prob be kinda hard to do
Could replace the load bullet option with spin cylinder while it's closed
you gotta have some balance
@crimson kindle
The balance is already that it is weaker. The fact that you need 7 inventory slots to load the thing efficiently just makes me never want to use it.
It takes like 4 minutes of standing by a drop ship to load the thing, and then another 6 to ferry any other bullets back to storage. Plus if you find a single bullet in the interior what will that do for you? Aggravate something? It takes like 2+ bullets to kill anything. So if you want to have some chance of finding bullets you have to give up a bunch of scrap spawns for bullets by drastically raising the bullet scrap weight. It seriously imbalances scrap gathering.
Now if you have a speed loader that can randomly spawn at like 1-5% or one that costs the price of 6-7 bullets in the shop. It is still balanced but does not cause inventory management/QoL problems. As well as not destroying scrap generation on every moon.
or you could always mod the speedloader in yourself
just having one fully loaded revolver is still plenty of defense, you don't need to load it inside the building
I would suggest using SpawnableItems. if you set up the config right it lets you create a pool of items with their own spawn weights that spawn in a pool separate from the scrap loot table. you can do this for store items as well if you want, or just the ammo
the result is you can make things appear without messing up the balance of the scrap generation
or have a chance to appear, I should say
You imbue me with skills I have yet to possess.
Oh interesting
I definitely have to check this.out
Is there a way to change revolver damage/falloff?
not sure
I have the feeling that this mod caused extreme lags when loading a moon with my modpack π€
wait
maybe ur onto something
I personally haven't encountered much difference
hey just cause am dumb, whats the damage of the revolver?
well from my experience it can 2 shot nutcrackers 1 shot a bracken
so id assume 5 damage
or 4
jesus christ that's stronger than I thought
I've been reluctant to use it till I find enough ammo (removed it from store since I find buying ranged weapons pretty OP)
what the fuck
that seems hella wrong
it 2 shots hoarding bugs
actually wait no
it 2 shots baboon hawks
i may have hit the brackens 2 hitboxes idk tho Β―_(γ)_/Β―
brackens are 3hp, baboon hawks are 4
any chance this will work with lcvr?
Why?
bruh imagine being the bracken and finding out you're less tanky than some prick that lives outside who's sole purpose is to be dog food
Actually a group of 3 or 4 Baboon Hawks can kill a dog.
And now that they have a buff, I think there are going to be few situations where Eyeless Dog can beat Baboon Hawks. XD
should be 2 shovel damage
dang every week i check the Updates/changelog in hopes i see
"Fixed animation issues with the Shotgun and other player animations"
i really like the revolver and find the damage and slow reload fitting to LC
(Though a config to buy a fully loaded Revolver would be nice too)
here is hoping, but if not, still what a fun mod to mess around with!
Having log spam.
[04:09:57.4764998] [Info :Piggy.PiggyVarietyMod] Replace Player Animator!
[04:09:57.4957162] [Info :Piggy.PiggyVarietyMod] Replace Player Animator!
[04:09:57.5128583] [Info :Piggy.PiggyVarietyMod] Replace Player Animator!
[04:09:57.5396471] [Info :Piggy.PiggyVarietyMod] Replace Player Animator!
Constant
@bold saddle Hey Piggy, sorry for the ping, I just wanted to say that I really like this mod and the only thing I could say as a suggestion is that it would be nice as a configuration to be able to adjust the volume of the Tesla.
Everything else is perfect and I'm excited to know what else you're going to add. '^'
just updated it
nice
Oh wow, thank you so much Piggy. ':D
Getting NullReferenceExceptions
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PiggyVarietyMod.Patches.TeslaGate.Update () (at <fedd9c589d29495586b00e4bb1843b9d>:IL_00BB)
uh... what version of the mod your using?
Sorry if this has been talked about before but what causes the desync between players with the revolver?
@bold saddle Appreciation message about the Tesla, it is fantastic.
I don't know if the lights going out for a few seconds is intentional, but if it isn't, please don't fix it. π
idk, maybe networking issue??
hey @bold saddle how did u do your holding animations for your revolver im guessing you override the original animators? im trying to add a holding animation for one of my scrap
yes, currently
I wish someone would create a custom holding animation API, bc custom holding animation mods are not compatible with each other 

yes
ill work on compatibility later (if possible)
This is a super cool mod
You have any pointers for this? I'd be interested in a high level overview of how this could be done
hey hate to be that guy but this is incompatible with the the better emotes 1.5 update
How do you show up everywhere i go xD
i could say the same about u lol
i could say the same about u lol
lol true
great minds think alike of wanting to choose good mods
i could say the same about u lol
i see a chain starting
i could say the same about u lol
i could say the same about u lol (I have never seen you a day in my life)
I can't wait to see new content for this mod but I understand piggy is probably busy and also is trying to get to bug fixes first
@bold saddle found an incompatiblity issue just not sure what this mod is interacting with in my profile. had to go through a bunch of my mods and disabled one by one and ended up the reason another player cant join my game (pops up lobby incompatiblity) is because of the piggys variety mod
heres the code
already have piggy disabled in it
018f9414-6e90-f9b4-5b83-2a58290f5d62
@bold saddle I still wonder if the revolver is disabled if overriding the player animator could also be disabled lol
Just for better compat with other mods
how do y'all get the tesla gate lighting to work?
I've had it work once and that was for some reason because I was using imperium
actually if anything it's probably diversity's true darkness?
I don't use it's default value, I toned it down to 0.6
I don't think so but I also don't use that anymore after V50
the addition of Spike Traps made me set it to false, cus even without true darkness you can barely see them in the dark
With it you're extra screwed
XD
π
I still like the feature, just not at it's default setting cuz imo it just makes the game unplayable lol
bro USE A FLASHLIGHT
AFAIK even if you set it at 0, it still applies true darkness - I believe it's a (known) bug.
0.6 not 0
and that does work for me, it's not pitch black but it isn't normal vanilla darkness
also I tested it without true darkness and it didn't give me mah tesla gate lighting π
and also why set it at 0 but not just turn it off at that point lol
@bold saddleis there any chance to disable friendly fire? I have other anti-griefing mods up and running (shotgun/shovel) but the revolver apparently uses another logic.
I don't have enough data to submit a report, but I suspect that picking up a revolver when your inventory is empty (using reservedWeaponSlot and ExtraItemBar) causes a desync/error of some kind.
because setting it to off doesn't work with me...
really? that's weird
it worked for me
I should try disabling the whole mod and see if that does something for the lighting...
I'm not sure. I'm not using the mod anymore tho, I don't like how it looked in HDR ^^"
i think i can disable the player damage code if anti griefing mod is detected. can you tell me the name of the mode?
I'm using two - that haven't been updated for a while:
https://thunderstore.io/c/lethal-company/p/AgentRev/NoFriendlyGunfire/
https://thunderstore.io/c/lethal-company/p/Isophene/NoShovelGriefing/
Yet, they seem to be working fine (so far).
The other day I was joking and shot a (revolver)bullet during a session, cold blooded, you can imagine the result π
Besides - what about making it an explicit "NoFriendlyFire" config flag to avoid any dependencies? ^^
Personally I'd prefer that, but you're the boss π
no problem! tbh I think it might be better to add that instead
Tha! ^0^
I don't want to overstep but, May I add a "revolver damage [amount]" setting to a potential wishlist queue? I had to scale most damage (and HPs) 3 times to have a better control on how damage upgrades work (LateGameUpgrades), and the revolver is as a result feeling a bit nerfed ^^
(also, could help people make it feel more unique/stronger/fit their balance)
νκΈν¨μΉ μ΅μ
μ κ΄λ ¨ μμ΄ν
λ§ νκΈλ‘ λ°κΎΈλ건κ°μ?
( sorry i can't use english )
yo this mod is sick i always wanted a revolver in the game
my friend wasted half the bullets trying to kill shrimp lol
ooo that new icon looks nice
hell yeah
weapon/scrap idea, what about an umbrella
like maybe you could block shots or smth with it
or like hit someone with it
hey guys, any input on the revolver not working for clients? Specifically, when they pick it up they can't drop it or interact with other things like the main entrance
this thing is a conundrum (it works again???)
could anyone explain this to me?
[19:41:08.3309929] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PiggyVarietyMod.Patches.CustomTouchInteractTrigger.OnTriggerEnter (UnityEngine.Collider collider) (at <077902429c794819b3d995ed7896e278>:IL_000C)
[19:41:08.3309929] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PiggyVarietyMod.Patches.CustomTouchInteractTrigger.OnTriggerEnter (UnityEngine.Collider collider) (at <077902429c794819b3d995ed7896e278>:IL_000C)
heres full logs. error was towards the end
@bold saddle the screen shake for the Tesla Gate is happening even though you have it defaulted to false
Another issue to note is your mod seems to cause a bug with the ship too where when Stormy Weather is happening and you're not on the ship the whole screen will shake although it's not consistent
I'd still love a bool toggle to disable the player animator patch if not using the Revolver, cus I think that might be what's causing most of the issues but idk
Yeah this mod was responsible for a lot of issues I had unfortunately π¦ if the ship was being shook by stormy weather and a player wasn't on it and got close to the facility the closer they got screen shakes would become more and more intense, it also caused an invisible collider to be next to the ship if you jumped off of it early while it was landing and you would get shoved around by it til it finished landing. None of this happened after I removed the mod, it's like the mod for some reason causes the game to never properly register the player as not on the ship for some odd reason
@terse jungle We found it buddy, we found it.
@thick marten maybe you may know a way for this to be fixed, is it cus of it messing with the player animator? π€
I've never had any of these issues and I've been jumping off of the ship early and taking fall damage for months
Could be conflicting with something causing the issue though
I mean removing the mod fixed it, also it didn't happen for me when I first started using it it started I wanna say around the time 1.1.24 or 1.1.25 dropped
and it just got to the point that it got annoying, especially the screen shaking issues from lightning strikes and such
You could just be lucky, the screen shaking issue is strangely inconsistent but the being shoved by an invisible collider wasn't lol
This error spams nonstop when appearing on the ship:
[Error : Unity Log] TypeLoadException: Failure has occurred while loading a type.
Stack trace:
PiggyVarietyMod.Patches.PlayerControllerBPatch.Update_Postfix (GameNetcodeStuff.PlayerControllerB __instance, UnityEngine.Animator& ___playerBodyAnimator) (at <0e2cbad59a4e4ff78a2b8c59fce24187>:IL_0037)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
this thing still got issues w emote mods?
I mean I know TME works fine with it
sick!
idk about More_Emotes or whatever it was called
LethalEmotesAPI stuff has worked fine with this since forever ago
has anyone had an issue with clients not being able to fire weapons
@bold saddle I would like to apologize this mod was not responsible for the weird ship behavior as for some reason it decided to randomly come back lol idk why the screen shake config for Tesla Traps isn't working though I have an idea of what mod it may be now though
np
π
@bold saddle I hate to bother you but the telsa gate isn't marked as an actual hazard which means I can't set it to spawn only on certain moons via lethal quantities... Is it possible to register it as a map hazard in some way or perhaps provide a config option that allows us to define weight per moon? I'd like to have tesla gates spawn more often on the secret labs moon I have installed.
Also maybe a config to decide reload time because there's this long awkward pause after the bullet slides in where the player just can't do anything, unable to close cylinder or start loading another round for about a whole second
It's because the tesla gate take the same kind of spawn behavior as Secure Doors
which in themselves aren't a trap and are exclusively found in the facility interior
but that makes no sense, they spawn in SCPDungeon which has no security doors
maybe the secured doors are different there? like not as obvious as the vanilla one
or just specific compatibility with the dungeon
What was the mod causing this issue? Having the same one
I still have yet to find it lol
But I'm starting to believe it could be GI, OpenBodyCams, or ModelReplacementAPI
I think we only use model api out of those.
It's likely that then, I've been theorizing it might be that cus it touches player body physics and such
However
My mod list
Lemme know if there's anything else we share
I will get back to you on that.
bc SCPFoundationDungeon made their own compatibility for my mod
what is GI thingy?
GI is GeneralImprovements
oh ok
BepInEx-BepInExPack-5.4.2100
Rune580-LethalCompany_InputUtils-0.7.7
AinaVT-LethalConfig-1.4.2
notnotnotswipez-MoreCompany-1.9.1
BMX-LobbyCompatibility-1.1.0
MaxWasUnavailable-LethalModDataLib-1.2.2
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.16.0
Evaisa-FixPluginTypesSerialization-1.1.1
MegaPiggy-EnumUtils-1.0.3
Bobbie-UniTask-2.5.0
Bobbie-NAudio-2.2.2
qwbarch-BarchLib-1.0.0
Sigurd-CSync-5.0.1
Lordfirespeed-OdinSerializer-2022.11.9
xilophor-LethalNetworkAPI-2.2.0
BunyaPineTree-ModelReplacementAPI-2.4.5
NotAtomicBomb-TerminalApi-1.5.4
WhiteSpike-Interactive_Terminal_API-1.1.2
femboytv-LethalPosters-1.2.3
IAmBatby-LethalLevelLoader-1.2.4
IAmBatby-LethalToolbox-1.0.2
Zehs-SellMyScrap-1.5.16
Piggy-Piggys_Variety_Mod-1.1.27
XuXiaolan-TheGiantSpecimens-2.1.2
TestAccount666-ShipWindows-1.3.6
FlipMods-HotbarPlus-1.6.8
FlipMods-ReservedItemSlotCore-2.0.30
FlipMods-ReservedFlashlightSlot-2.0.5
FlipMods-MoreBlood-1.0.2
FlipMods-TooManyEmotes-2.1.19
Woecust-Immersive_Visor-0.5.2
ButteryStancakes-AccurateStaminaDisplay-2.1.2
quackandcheese-ToggleMute-1.3.1
Zaggy1024-PathfindingLagFix-1.2.1
fumiko-CullFactory-1.1.3
Here are the mods we have that are similiar between our lists.
Yeah I think probably ModelReplacementAPI then or maybe TooManyEmotes possibly but pretty sure I also had the issue with BadAssCompany installed as well
I am wrong. The lsit seems slightly bigger.
AinaVT-LethalConfig-1.4.2
AudioKnight-StarlancerAIFix-3.6.0
BepInEx-BepInExPack-5.4.2100
BMX-LobbyCompatibility-1.1.0
Bobbie-NAudio-2.2.2
Bobbie-UniTask-2.5.0
BunyaPineTree-ModelReplacementAPI-2.4.5
ButteryStancakes-AccurateStaminaDisplay-2.1.2
DiFFoZ-BepInEx_Faster_Load_AssetBundles_Patcher-0.5.0
Evaisa-FixPluginTypesSerialization-1.1.1
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.16.0
femboytv-LethalPosters-1.2.3
FlipMods-HotbarPlus-1.6.8
FlipMods-MoreBlood-1.0.2
FlipMods-ReservedFlashlightSlot-2.0.5
FlipMods-ReservedItemSlotCore-2.0.30
FlipMods-TooManyEmotes-2.1.19
fumiko-CullFactory-1.1.3
FutureSavior-Hold_Scan_Button-1.1.1
Hardy-LCMaxSoundsFix-1.2.0
Hexnet111-SuitSaver-1.2.0
IAmBatby-LethalLevelLoader-1.2.4
IAmBatby-LethalToolbox-1.0.2
JS03-LC_VEGA-2.0.1
LegoMaster3650-FairGiants-1.1.1
loaforc-VoiceRecognitionAPI-2.0.0
Lordfirespeed-OdinSerializer-2022.11.9
Magic_Wesley-WesleysInteriors-1.1.17
malco-Lategame_Upgrades-3.7.2
mattymatty-AdditionalNetworking-1.0.0
MaxWasUnavailable-LethalModDataLib-1.2.2
MegaPiggy-EnumUtils-1.0.3
mrov-OrbitRecharge-0.0.5
NotAtomicBomb-TerminalApi-1.5.4
notnotnotswipez-MoreCompany-1.9.1
Piggy-Piggys_Variety_Mod-1.1.27
quackandcheese-ToggleMute-1.3.1
qwbarch-BarchLib-1.0.0
qwbarch-Mirage-1.7.0
Rune580-LethalCompany_InputUtils-0.7.7
Sigurd-CSync-5.0.1
SolidStone-ShockwaveDroneEnemy-0.5.1
TestAccount666-ShipWindows-1.3.6
TestAccount666-TestAccountFixes-1.1.2
WhiteSpike-Interactive_Terminal_API-1.1.2
Woecust-Immersive_Visor-0.5.2
x753-More_Suits-1.4.3
xilophor-LethalNetworkAPI-2.2.0
XuXiaolan-TheGiantSpecimens-2.1.2
Zaggy1024-PathfindingLagFix-1.2.1
zealsprince-Locker-1.2.0
Zehs-SellMyScrap-1.5.16
If it helps I figured out what it was
It was the ShockwaveDroneEnemy, I let Solid know and he pushed a patch that allows disabling the screen shaking
Oh cool! Thank you.
Looking at shockwave drone enemy's code
It's not the shockwave drone :p
Like I said before, solid is a pretty good programmer, he didn't do smthn weird with the screen shaking
Well it's one of those mods that we share lol
@compact tundra if it helps, this person has the same issue and only shares these mods
I know there are some bugs and things to fix, but I'm so busy these days that I don't have time to maintain the mod
sry
All good, the main problem is the overriding of ur animator, when you get around to it, you should save a copy of the player animator and only override with yours when someone is holding a gun
That would fix probably your biggest problem
It's also how I do it
yeah I know the issue, but I did not try it because I thought the animator's parameters would be initialized
Btw @empty cradle since you took interest in wanting to do this update
If you would be okay with TestAccount forking it and doing the animator update ofc
Once you're back, the mod's all yours of course π
Or I can just send you a modified version and you upload it
I really like this mod, so I don't want to disable it xd
awesome! I've updated the code on github repo
Any idea what this error could be
Its constantly running through my log
I've had this as well, although I haven't played with the latest version yet, maybe it was fixed.
Is the latest version not the one on the site?
I mean the latest version is 2 days old, haven't tried it yet, but this error happened on v1.1.29
@bold saddle, would you mind pushing your current code to github so I can properly open a pull request for this fix?
make sure ur code works multiplayer
snowglobe!!!
Nah
I cant access my pc until <t:1719673200:D>
Just upload it to Thunderstore under your temp version for now and push the PR when they come back to update the code
I need that fix
Lol
he's not allowed to without permission
Ah well he had permission before so I would imagine he still does however I'm not gonna state he does for certain
@bold saddle did you ever update the source on Github so @empty cradle can push his pr?
yes
[Warning: Unity Log] The referenced script (PiggyVarietyMod.Patches.RevolverItem) on this Behaviour is missing! [Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
Yea, I had that same issue when I played last.
yeah it spams the logs, but the mod itself worked fine for me
At the moment, the mod won't work properly because the death method got changed and this mod didn't update yet, so i recommend to disable it until the beta reach the branch and this get fixed
Or you can keep it and have the game laggy 
oh yeah I didnt try it in v55
yeah for me it was just turned off the whole time
i believe thats cause they must be enabled, but im also assuming it was probably some sort of conflict for me maybe that prevented them from working in the first place, but i didnt check the console so idk
i really feel like there needs to a config, all for the revolver, but for the tesla gate aswell
there's a config
but yeah idk the tesla gates never turned on for me
even when I went thru em n stuff
literally couldn't even find it π
Tesla gates not electrocuting in V56
It needs recompiled on the new version
Kill Player was changed
@bold saddle
oh so thats why mimics we'rent working
Weird when I first started playing the initial beta launch, they worked. After a few rounds (maybe I updated during the game idk) it broke and hasn't worked since.
so any news?
I think the focus is LC_Office rn
:((
I've updated mod. Tesla Gate doesn't work, but at least it doesn't throw any errors
sry for the late update 
As long as the revolver works, everyone should be happy
yas
I mean it's their mod so not my place to complain but I only use this mod for tesla gates
Same here. I have the revolver completely disabled in my pack
same
the revolver is pretty balanced I feel, especially with the way the falloff calculation works, although I did make it more expensive in my modpack
the only thing I dont like is that it breaks the animator for some other mods
tesla gate is broken chat, its jover
if only we could higher the tf2 engineer to give it 5 wacks with his magical wrench, it might start working again
suggestion: make revolver have an option to spin the cylinder so you can russian rulet, also make it so you can point it at youself
Do yk what mods it breaks?
CodeRebirth
and I think LCAmmocheck or whatever its called, the one where you can check how many bullets are in the shotgun
by opening it
what does it break in code rebirth?
the snowglobe
how ?
the animation wont play
ooh
so you'll be holding the snowglobe but you cant see it
i noticed that
is it the same with the scarlet devil mansion snowglobe? when i pick it up its also invisible
i'm glad it's not a serious bug, just a very minor one
no idea
I dont have any custom moons or any LLL content in my modpack
well i saw the same happening with the SDM globe too
it might be related, I'm just saying I don't know
try disabling piggy mod and see if the globe works
i wonder why piggy hates snow globes so much
That's not it lol
This mod just handles the player animator in an unideal way which breaks other mods that do animate the player
yeyy
ya
I feel like you should receive damage from punching the blob...
@bold saddle 30$ if you make a fully automatic M4A1
makin rn
you don't have to pay, cuz I'm more satisfied than I thought after making it
I'll just add it to this mod as a default disabled item (bc its too op)
π
will it have mags?
or like how would reloading work
imagine having to find all 30 bullets
lmao
that means if the bullets costed 30$ each
that gun would cost like 900$ to mag dump
currently has a 30 round mag
make it cost 900$
per mag
wont be op if it costs your entire monthly income
and make finding mags as rare as finding my dad after he went to get milk
imagine finding a fucking m4a1 on the ground in the building
that would be crazy
how much damage does each bullet do?
I haven't set it yet (in the gif above it's the revolver's damage)
i think you should base if off the caliber used in real life
and determin damage based off that
actully what calaber does the revolver fire
also besides for damage, i know with the revolver you can press Q to see how many bullets are in the chamber, will it be something similar with the m4a1, like would it just tell you how many bullets there are?
know what im yapping too much ima just let you cook
imo since the m4 has a large ammunition capacity, a way to check the ammo seems necessary
actually
one last question
will you be able to aim down sights
not that i need to (csgo taught me that much)
no ads bc the only keys you can use are Q, E and left click
really?
okay then XD
is that like a hardcoded limitation?
cant wait to shoot up the hording bug mafia and kill the epic forest gaint
to achive the epic american royale
(uncle sam is with us)
what map is that?
debug map
cant wait for the rocket launcher update 12 yrs from now
π
sike
other modders allready did that in the past
some whos mods dont exist anymore
π«‘
anyways how is progress on lethal companys most deadly firearm
finally the m4a1...
omg this looks epic
Can't wait to see the next update for the triapa triple crown shotgun 
all i ask is for a soft infinite mode. where you have unlimited max ammo, but clip is still limited. in other words, reloadable without needing ammo in inventory
@bold saddle when do you think the m4a1 will be in a finished enough state to be released
YES
i just want a reason to keep using infinite revolver without feeling the limitation of finding ammo
although, revolver has precise aim. machine guns tend to not be used for precision
THIS
oops ping
accidental ping π
infinite ammo with reloading
pretty much
cant wait to get the m4a1
and get a mod that spawns masked like the zombie apocolispe
bouta have cod zombies in lethal company
i wish there was more visual bullet tracers
its kinda hard to even tell without a hitmarker mod if i hit a shot or not sometimes
plus bullet trails are silly
love the thumbnail lmao
bros bouta go gangster with it
you know
i just realised
lethal itself has flashbangs and now your mod has guns
but where the hand grenade at?
i mean the egg is close to one
But i don't know if It still work
they added a crusier, wont be long before modders make fully operational tanks that fire shelled explosive projectiles
Ahah
allthough
what i want someone to mod in the most is a fully working boat
so i can go for a drive in the lake of march
and go fishing
wait a minute
fishing for scrap
that would be funny
I don't know if Is still in work
oh no no scrap
Guess ima go fishing again
This was trying to do it
fishes 2301313 times
Fishing and boat
Check It out but i don't know if it's abbandoned
erm what the sigma
πππ
Thanks for your servicesπ«‘
Now with the shotgun, revolver, rifle, and the Rocket Launcher from lethal things i have a whole fucking arsenal
DAMN
how much damage does the rifle do?
It might be worth separating the gun additions from the tesla gates. A good number of people just want the tesla gates without the guns, and vice versa
you can disable em in the config
alrighty, LOVE the gun. i only request it to be a little less accurate. just so it doesnt replace the Revolver entirely if someone wants to use both
thanks for adding more artillery ^^
i like it being accurate
alltho
what i really want now is the ability to use the gun while in the passenger seat of the crusier
so i can commit a hainous driveby
btw
main issue with the M4A1 currently is opening doors or anything with E makes you reload unwillingly
and when you reload with bullets remaining im pretty shure it just resets your mag to 30 and the bullets you had before get deleted from existance
To fix that I think you can just check if there's a hover tip or something similar on the player before reloading 
big wisdom
also i dont know if the bullet tracers that are shown are actually acurrate to where your hitscan is hitting
because like in that clip my friend was shooting down at a eyeless dog, yet the bullets were going straight forwards visually
either way is still cool π
can i worship you?...
Piggy
since no one did it, maybe u can make an hook gun or update the outdated hook gun mod sometime?
just to give you some ideas
mounted machine gun piggy take notes NOW
you know it would be intresting if you implemented some kind of armor the player can wear thats to protect against melee attacks from monsters
or somethin like that
armor systems are cool
everytime i hear the word armor i think the of advanced company bulletproof vest
π
I never used that lol
π
:1000qoutastare:
casually checking thunderstore
piggy's variety mod now has a freaking rifle
love it
Might be a bit op, but cool, Really do think the game should have teh ability to make 0.1 damage numbers
Imo it should be extremely innacurate once you shoot it for too long. Company employees are not firearm trained
I would not spam it to be fair xD
ngl that would make a lot of sense lore wise and would make the planet actually useful
@bold saddle so the only issues iv noticed from playtesting are
1: if you have mags in your inventory and you interact with litlary anything that requires E, you accidently reload wasting ammo
2: If you drop your M4A1 in the middle of reloading, it will not consume the mag in your inventory, and will still reload the gun, causing an infinite ammo glitch
3: The visual "bullets" dont match the path of your hitscan because when my friend shoots at something the bullets visually go like 3 feet above what hes shooting at so it looks like he is missing.
other than that, in a standalone version, you cannot climb ladders with the M4A1 as it is two handed, making some ladder only areas not availble to americans who support uncle sam.
Other than these issues, is good mod

