#Piggys Variety Mod
1 messages · Page 2 of 1
i learned its around 1 and a half mags or so to kill a forest gaint
(forest gaint beefy af)
- next update will change it to not be two-handed, it would be better to pick up a different item when interacting after the update
- I'll fix it
- bullet tracer is difficult to fix (for now) bc it uses a particle system
maybe make it being two handed like a toggle thing in config
cause some people might like it that way
plus if yo use the better ladders mod you can config it so you can climb ladders with two handed items anyways
@bold saddle is there a way you can separate the guns in a different mod?
also if we addin guns
another type of gun that would be cool is like
something like that
but besides for guns, the next thing i would love to see is like a new type of security door, (the airlock ones) but like with a glass window for the door, so you can see the other side before its opened
like one of those ^ but its glass instead of metal for the door part
(still with the letter indicator on it)
and it would be cool if enemeys could see you through it
that way when they see you you know they bouta find a way round it to come get you
and that would be spooky
i only suggest this because i know you tesla gate system does something similar so my logic is that you might be able to make it sense you allready got a basic system working
that just gavbe me a silly idea
if you do make glass big doors, what if you could break them with guns or melee weapons
so you dont have to open them
thats lookin too far into it though 😅
👆
I didn't realize how broken the tesla gates are 
@bold saddle does this mod add a gummy flashlight because I was playing around with lethal dev mode and found one, unless thats the office which makes sense
@bold saddle i think i encountered another bug, idk if its your mod or my modpack but when someone picks up the M4A1, sometimes when they try to drop it, it dosent drop on my end, and for them they say there not holding it, then they end up not being able to interact with anything
dosnt happen to me as the host
this is my modpack btw: 0190d5f3-96fb-6c6f-11a1-f0c8e9f03822
if it helps figure out if its your mods issue or not
what was even wrong with it lol
Just made a Pull Request ^^
This:
Lol yeah you don't wanna get the parent of the collider
is the square in the middle the killbox?
if so couldent you crouch under it or go from the sides
No, it's the ScanNode
#lethalcompany #horrorgaming #crappost
Lethal Company is now accepting Barbers, so we went hunting for that barber.
Mod list: https://pastebin.com/YpUXmZh9
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we shot da barber wit da m4
does anyone know why I can't see my player's hands & gun viewmodel when I am using the guns from this mod? the shotgun works, but the modded ones keep giving me this message when I equip them
What is that skin for the character? can you give me the link?
alltho i reccomend you disable custom viewmodels
or youll end up holding the gun weirdly
ok
Really loving this mod now, im so happy the player animation got fixed
now i can have an inventory of GUNS! Thank you piggy!
oh shit piggy's now has an m4a1?
yea lmao
i dont understand how the ammo will work in comparison to reserved slots
but im excited to check it out
might be peak
might have to make it 9999 dollars in my pack and not tell anyone it exists
actually i'm making it spawn on embrion, perfect idea
can you actually put specific moon weights in the revolver and rifle spawns weights?
I feel like it's just too unbalanced for a game like this even though I like the idea lol, I think the gun should be semi auto instead of fully automatic
But that's me
oh yeah it's still a wip
I might have accidentally added it to the release version
My bad if I leaked it I was just curious
no you can only do that with mods like centralconfig
you see the way embrion works on my pack is that it costs 250 to go and i changed the interior to LC Office and made a bunch of war-type enemies spawn like coil head nutcracker boomba and increased mine and turret spawns. the items that spawn are also war themed, shells, bullets, shotgun, revolver, now the m4a1. but very rare. also upped the power level to make it harder
just so that embrion isn't useless
I loved this mod with the revolver and the m4a1 :3
but to complete a set they could create a Bazooka (a rocket launcher).
and a new melee weapon, a fire axe (you know, the one firefighters use), a crowbar (HL), etc.
and we would have the following to buy in the store or find in the facilities:
a shovel and another melee weapon.
a revolver (pistol)
a shotgun (from the nutcracker)
m4a1 (assault rifle)
and an explosive weapon (rocket launcher)
But you could use a ray gun instead.
a powerful beam that generates an explosion and has few uses and needs to be recharged somehow... I also know that the game is not an fps, but it could be fun to have these weapons :3
its ok I'm just thankful that someone noticed lol
is there a chance you could add a config option to make the m4a1 two handed? I liked it when it was two handed since it felt like the raw power of it was offset by the debilitation in looting
When i adds this mod to my modpack
my friend is not able to connect to me
;w;
it will say error but with all the mod showing green
added in v1.3.4 ☑️
I've seen this happen often, but I still haven't found the cause
can you send me the log?
i add cleanlog mod so it might clean the log
0190c71c-ec6e-888d-14b2-59d284fa06ff
here's an earlier version of my modpack using r2modman
which doesn't has cleanlog mod install and has the same problem while piggy variety install
cool stuff, Grand Armory also seems like a good interior option for Embrion
since there quite literally are old birds inside as part of decoration
oh shit
yeah i've always wanted to add old birds inside but there is just no interior big enough
and also despite the fact that once it flies up into the air it'll break entirety
I was told to use Starlancer AI Fix, and it works pretty good when you put something like an Old Bird in the Armory
From what I saw it at least stops them from flying out
Yesterday when running the mod we were having bad desync issues when ever someone picked up the revolver or bullets. The stuff would just drop from their hands and then the bullets would be unable to pick up. I had gotten no visible errors in my logs.
Currently am redoing my entire mod pack in the event it was an issue with something else, but was curious if anyone else ran into similar issues.
The chemical bottle doesn't seem to have a scan node. Is that intended?
@bold saddle not gonna say what it is but another thing appeared in that Im pretty sure is unreleased to be honest though its not really much of I problem because its lethal dev mode only but im just not sure if you want it there
🤔
Actually... It does have one, but the position is off, @bold saddle
I would never-
might have to peep this then
It seemed to display well when I tested it but it seems to be slightly wrong when I changed the offset, let me adjust it a little bit
The Rifle doesn't seem to have a ScanNode though
🙂
this fucking ninja warriors or some shit
i feel like this is a wipeout map
with electric gates instead of falling into water
the hall of fate
ooh about that...
its not a mod
BUT im making it become one
its this song
I didnt have to go this hard on this one.
Disclaimer:
I dont own the game.
These themes are not official.
licensed under CC BY-NC 4.0.
So you can use This and any other piece of mine as background music of your videos, streams, movies... as long as you provide credit.
If this music is used in a youtube video then you may use this following at...
the mod is uploading
i named it
EpicNutcracker
@bold saddle
Damn that was quick, I'll look for it in the store later
What if the nutcracker could use said rifle
yeah
i remember a mod that did something similar
still using a shotgun
hold on let me find
his shotgun is different
i wanted to suggest this idea as for how to acquire the M4A1 and potentially even the Revolver but i never could think of a way to put it, would potentially solve some elements of balancing issues since you'd be risking your life just like the shotgun & knife
I'm not sure what that means, does this mean you want to separate the gun from this mod?
he wants that
the revolver and rifle
Why? Just use the config to turn on or off what you don't want. If it's the tesla gates just shut it off in config.
are separete mods
so if someone wants only the revolver
the person downloads the revolveer mod
That's why there's a config option.
also @bold saddle
No point in separating it and putting more work on the devs plate of making sure each one is updated properly. I personally shut off the tesla gate cause I only wanted the weapon.
I love this idea.
I can see it now. Nutcracker just sitting there spraying bullets from the top balcony in manor entrance 😆
not working for some reason
I thought of something like a cowboy nutcracker with the revolver
That he does a quick draw on you if he spots you by the first time
do you think there's any other 'toys' that could be used? it'd be kinda weird to see a cowboy nutcracker in all honesty (although if executed properly it'd look like it was vanilla without any questions)
Idk
one thought i had was a plastic soldier (think toy story) but thats kinda weird to even imagine as an enemy
yea with the extra skin
Adds a nutcracker as a plastic soldier
now that i think about it
eh nvm
cowboy nutcracker looks kinda cursed but a bandana and taller hat could look good
what if
something like this
lol what mod is that? the one that keeps the door close and exploded
That's MalfunctioningDoors 🙂
#1223030163860750387
cool!
this is my log file as host, but i couldn't find someone to test with me to get the client log file
looks really good but the nutcracker should hold the revolver as if theyre about to fan it so that it looks more rigid and structural instead of lanky and natural, this could also let the cowboy nutcracker have a differing ability compared to its normal variant where it can fire off 6 shots in rapid succession (but this isnt about stats atm)
the hat looks good and the clothes feel fitting, although i still think if the nutcracker had a large bandana that almost doubles as a scarf and the eye was positioned to peek above it the aesthetic would feel better
i wish the revolver had a different internal name in the game other than just "revolver" cause it gets replaced by the toy one from lethaltthings
it would be a lot easier if they changed theirs to "toy revolver" but i asked already and didn't get an answer
@bold saddle
Honestly, I got a few ideas.
New idea: Bear traps. (they spawn as a new trap type in the facility, and clamp players, making them critically injured, they also have to look down to open the trap with E to get out.)
Also as for firearms.
My Firearms ideas
The first price is how much it would cost to buy the gun + one full reload
Revolver: 730$ (180$ for 6 bullets sold separately 30$ each) +550 initial weapon cost. (double-action,heavy, painfully slow reload, small mag- well uh, cylinder i guess.....)
Glock: 900$ (200$ for 16 bullets mag) +700 initial weapon cost. (semi-auto, lightweight, fast reload, medium sized mag)
M4A1: 1400$ (400$ for 30 bullets mag) +1000 initial weapon cost. (full-auto, heavy, slightly slow reload, big mag)
This would make the revolver the cheapest but not practically affordable or reliable firearm, only good agaisnt small monsters. The glock would be a cheaper, lighter, tap fire weapon for those who want a reliable gun that works agaisnt beefy oponents, the M4A1 is actually for when you want to mag dump around 600$ of bullets just to take out one forest gaint, which your going to spend 800$ doing cause those 60 bullets arnt cheap
- Also i suggest the spawnrate of the m4a1 and glock be made mostly non-existant
and for them to be on sale in the terminal by default
(that is if you do add the glock) either way ima go watch yt or somethin
if their config is the same as the revolvers im pretty sure you can just tweak it yourself
Yeah but i feel like the guns being findable should be rare, and i feel like the gap between the revolver and the m4a1 is just too much, there needs to be a middleman for people to settle on, the glock would fill that gap
, and if you are going to find a gun, it should be the shittiest one avalible in the mod (revolver)
I like your ideas
Any gun that uses mags allready has an advantage because you dont need all your inventory slots filled with one bullet
How does the ammo in the m4a1 work?
you get a mag, mags have 30 bullets in them, you insert it, and the gun then has 30 bullets in it
and the game tells you if you have 30 bullets (full) >30 (less than 30) >20 (less than 20) >10 (less than 10) bullets remaining when you inspect it
Or I will make it very expensive to buy
its allready expensive to buy
Probably 1200
Makes sense
that means every shot you fire is 13$ terminal money
The hardest moons in my pack have outside power levels in the 40s though so it might be fitting for them
yeah
the glock needs to be a thing tho, it would provide a middle ground between too weak and too op
Yes
I noticed the Tesla Gates no longer seem to light up 😦 @empty cradle do you think you can fix this since you fixed the traps? Guessing you missed it
hey guys
the new update is fucking awesome
i just wanna know like
is it this addon thats adding this Axe tool??
if not, is anyone familar as to what addons add axes
ScoopysVarietyMod, ImmersiveScraps, and CodeRebirth add axes; this mod does not have them
dude thats so weird, i have neither of em
i just have this random wooden axe in my game lmfao
Hm, could be a hidden feature by Piggy that wasn’t meant to see the light of day yet
If it's yellow and red, Scoopy
If it's golden with 2 sides, CodeRebirth
If it's darker yellow, it's Immersive
If It's white, it's ScarletDungeon
too many mods that add axes 😭
axe is still a wip, it was originally an item that could chop wood, but I didn't release it bc it wasn't implemented yet
Issue iv noticed
if the M4A1 is dropped inside of the ship, and you go to land on a moon, sometimes the m4a1 dissipears when the map loads, and only re-appears on the ships floor back in orbit
i mostly seen it happen after i loaded a save which the item was on the floor (couldent pick it up cause loaded save, had to land first because said start game to pickup) and then i did, and it vanished
idk if its your mod or my modpack
but the mags never have the issue
only the gun itself
do the bulb and chemical bottle have any use?
From what I saw, absolutely none 🤔
Ummm... What? 😅
@bold saddle, could that be the reason why Shrimp doesn't work?
Wouldn't that code delete the current instance of ShrimpAI?
shrimp was intentionally disabled in the currently released version iirc
yeah... cuz its broken
lmao
i'm rewriting the code from scratch
Oh... Why do it like that though? 😅
good luck !
lemme know if theres any weird quirks in enemyai you struggle with
i.e. enemy looks like its "teleporting" on clients or lagging behind or some jank like that
piggy
could you make a mod that replicates the wobbly side to side walking the way the player does in scp containment breach
like the view bob tilt left and right when walking
i fidn it silly
maybe even more tilt the more injured you are, and you become slower the more injured you are
Oink oink
#lethalcompany #horrorgaming #crappost
Lethal Company ain't too scary now with guns.
Mod list: https://pastebin.com/cCXeSxZh
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😏
@bold saddle yes
There’s only 1 other thing besides the guns? 🤣
Just turn it off
I would prefer they be separated too
I don’t want to download code, assets, etc for stuff I don’t want
Most people are probably only here for the tesla gate
Yeah I'm one of those people tbh
XD
I like the scraps too though
But I disable the guns
The Revolver feels more fitting into the game than the M4
M4 is just too op and broken
Oh yeah I forgot the scraps I disabled them I just wanted the guns
This is a dichotomy with this server tho
Half the users want everything separated into several smaller mods so they don’t need the extra fluff they don’t need, then half the users want everything in fewer mods to keep their mod/config count lower
Keeping mod count lower helps lower ram usage
So
It makes sense
But for ppl that want all of the features of this mod it would be 3/4 mods instead of 1
That has been a point I wanted to test though
If installing all of Wesley’s Moons individually uses more ram than installing the single moon pack
I don’t think it will
@bold saddle would it be possible to add a trolly like this players could buy or find in the building to help transfer really heavy shit like cash registers
because be honest with me
we all been there with the 200 pound cash register fatter than caseoh, wondering how it make us walk 1 mile per 10000 hours
i mean technically you can do it with the car thats in the game, but thats only outside, and the car is jank as shit
LateGameUpgrades already has this, as both a scrap (shopping cart) and shop item (wheelbarrow)
nah nah nah this is a dolly its totally diffrent, its neither a shopping cart or wheelbarrow, thus my point is still valid
(+ i will nevr ever install late game upgrades ever)
(lategame upgrades is too bloated with stuff i dont need)
I for one had a ton of fun doing a stream dedicated to just me and my friend going full guns blazing
yes i know thats not how LethalCompany is meant to be, BUT its a fun game mode
the fact this mod gives me the option is wonderful , i hope Piggy keeps the Rifle as it is, if anything only adding a separate config for "player dmg" and "enemy dmg"
That being said, i do wonder whats next? another gun? another cool trap? im excited for the future X3!
hopefully the Company Tank
piggys variety mod does not work with AC
idk if you would even be intersted in looking into it since its ac but
Doubt Piggy is interested, most mod devs have taken a stand on not providing support for AC anymore
on the subject of guns
has anyone here played Receiver?
i thought of a gun mod for LC being kind of like that, and i'm reminded of it when i'm mashing reload on the revolver from this mod
good stuff
AC forked into individual smaller mods when? 🥺
Just played with the new rifle and it is fantastic. So this got me thinking that if more guns are to be made here wouldn't it be cool for an M1 Garand to be added?
would be dope
ww1 era weapons would feel fitting and dope
Company Tank
The revolver is bugged, not allowing me to hold it
Lethal Company: WAR edition
that sounds so fun for no reason
reasonable yea
hm
Hmm, list of stuff coulda been very good for this mod;
Hunters Crossbow
Grenade
Hook Gun
Portal Gun
The Vending Machine from SCP CB
SCP 914
Hook Gun is planned for CodeRebirth :3
If we're talking about a Grabbling Hook that is
shrapnel mine. like a regular mine, but it sends out projectiles that can injure a coworker from a distance .u.
tho the only thing i want is a minigun. fires thrice as many projectiles as the rifle, but has longer reload or requires the ship's charger
I cannot for the life of me get the guns to reload
also, does the infinte ammo config even work?
Piggy will be returning in another 2 months
yes yes that one!
@bold saddle @empty cradle I'm assuming test made the animator override controller stuff by reference on my code, and um, I kinda overcomplicated it and also made it a bit glitchy because I was using it horribly wrong.
If you'd like to change it entirely what I do now is override every players runtimeAnimator to the override animator at PlayerControllerB Update prefix (not continuously, I make a check to make sure that I only need to do it once), then when I want to run my animation clip I access their overridden animator by keeping reference to the AnimatorOverrideController when I did the playercontrollerb patch and I switch the clip with the specific name with my own clip.
yesssssss
does it work for anyone else? No matter what config, version, or other mods I have (or dont have) I cant get them to reload
Curious if everyone’s been running this mod fine, been getting an exception error on launch but haven’t had time to test
207 mods (this mod included), running smoothly
Kkkk thank you
140 mods for me and been having a blast shooting everything with a rifle
i dont see the grand armory as an interior mod?
its from wesleys interiors
💥
Does this mod rely on a newer version of LLL than 1.3.1?
All I can say is that it functions properly on the latest version of LLL
LLL 1.3.7 fixed The Company issue
So no need to stay on 1.3.1 anymore
DON'T DO IT DON'T SHOOT
It's in work in code rebirth
What mod are those cosmetics that the character uses? Could you please pass it to me?
Doesnt any version after 1.2.4 break tomb?
Idk I stopped using Tomb because it was desyncing the game
If Tomb is breaking because LLL is updated that's for Tolian to fix
EquipmentCompany ||https://thunderstore.io/c/lethal-company/p/companyemployee/EquipmentCompany/||, https://discord.com/channels/1168655651455639582/1218755832246960128 and https://discord.com/channels/1168655651455639582/1243405149066629241
Equipment Company is top tier stuff, I love it
Do any of those provide any gameplay use like holding extra items? or is everything just cosmetic?
MoreCompany Cosmetics, none of them give any gameplay uses
I'm asking about Equipment Company cosmetics not MoreCompany
EquipmentCompany cosmetics are for MoreCompany, it's a direct dependency
Oh gotcha that makes sense to me now lol.
no issues :]
thanks for answering 😄 Was so hoping they had cool features and stuff lol
The only mods that adds some useful "cosmetics" (that are purchased) are ReservedItemSlots, LethalThings' UtilityBelt, and a certain banned mod
had a weird desync issue yesterday where only the host could see/interact with the rifle and revolver (seems to happen with lethal level loader enabled for some reason)
today tested with a friend with a very minimalistic modpack where i can now see the rifle, however dropping the rifle seems buggy where the rifle is gone but i can still shoot if it has ammo, however cannot do anything else until i disconnect
this bug does not occur if the host grabbed the rifle first
Does this mean we can remove terminal conflict fix
this mod is not syncing with friends when i send them a code, is there anything thats known to cause this issue ? i skimmed over most of whats been said and didnt find anything relevant
have you guys ever had trouble picking up a rifle you dropped from the scrap or purchased from the shop for the first time? I reported the bug and there should be no issues if the host picks it up for the first time
yeah It seems like the same problem
😦
not sure why but as of a recent update yesterday, only host can see certain modded enemies as well
It's most likely an issue with LLL or another dependency, the code of the rifle has barely changed since it was first released(the rifle was working fine when it was first released)
It could be a compatibility issue with my mod. anyway
That's buyableshotgunshells if you have it
Weapons are not displayed with the BetterEmotes
that's a problem with betteremotes
good to see the tesla gates work again!
the m4 and magazine lack scan nodes
oh is there a bug report thread for this? just noticed piggys also made this mod
o wait 2 diff piggys maybe
yeah there is, it's MegaPiggy btw who made it, not piggy
this mod fails to launch for me
is your pfp intentional? 🤣
😂 yes
Piggy, are you going to add a physical collider to the Tesla Gates at some point?
Feels kinda weird to be able to walk through the sides 😅
The rifle seems to do a ton of damage for me and can't be changed in config
Bug report: Rifle does max damage as revolver, as set in config. (Ex: If max revolver damage is 4, each rifle shot does 4 at point blank.)
Ah
[Info : BepInEx] Loading [PiggyVarietyMod 1.3.6]
[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!
[Warning: Unity Log] The referenced script (PiggyVarietyMod.Patches.M4Item) on this Behaviour is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script (PiggyVarietyMod.Patches.GummylightItem) on this Behaviour is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object 'GummylightItem') is missing!
[Error :PiggyVarietyMod] Couldn't load assets: Object reference not set to an instance of an object
[Info :Piggy.PiggyVarietyMod] Piggy's Variety Mod is loaded
0190ff00-e448-0689-37fd-b0caa4215981 the profile
If you have the buyable shotgun shells that is the issue. Don't question why lol I would have never thought it was the issue.
yea disabling buyable shotgun shells and keeping lethal level loader allows me to see the rifle
still have the issue where i bug out if i drop the rifle unless the host had already picked up the rifle first though
[Error : Unity Log] NotServerException: Only the server can reparent NetworkObjects
Stack trace:
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkObject:OnTransformParentChanged()
UnityEngine.Transform:SetParent(Transform, Transform, Boolean)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::SetObjectAsNoLongerHeld>(PlayerControllerB, Boolean, Boolean, Vector3, GrabbableObject, Int32)
GameNetcodeStuff.PlayerControllerB:DiscardHeldObject(Boolean, NetworkObject, Vector3, Boolean)
GameNetcodeStuff.<waitToEndOfFrameToDiscard>d390:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::SetObjectAsNoLongerHeld>(GameNetcodeStuff.PlayerControllerB,bool,bool,UnityEngine.Vector3,GrabbableObject,int)
GameNetcodeStuff.PlayerControllerB.DiscardHeldObject (System.Boolean placeObject, Unity.Netcode.NetworkObject parentObjectTo, UnityEngine.Vector3 placePosition, System.Boolean matchRotationOfParent) (at <0b5b829887344817a21214132ea92eef>:IL_0571)
GameNetcodeStuff.PlayerControllerB+<waitToEndOfFrameToDiscard>d390.MoveNext () (at <0b5b829887344817a21214132ea92eef>:IL_0039)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
is what happens when i try to drop it (is this how to report console logs?)
@winged prism I don’t have time to read this whole message but it seems relevant or your mods
Hi! just curios, is the connection error got fix?
could you give me a profile code or mod list?
I will at all costs fix these bugs
0191021e-0475-1946-1b51-c4a18e87de03
we also tried it previously running just late company and more company
Hero
finding rifles in my pack as a client causes them to be stuck with rifle in their hands, teleport them and they drop the rifle and then still have the model as if theyre holding the rifle still and cannot interact with any items until a lobby reset
I guess it shouldn't be like this but tesla gates constantly glow in dark even if I am far away from them
i like it tbh. better warning
This isn't really a bug, just a side effect cus of how it needed to be fixed. I think it's better with the constant glow lol
encountered this same issue, had to disable the rifle
does the mod support any emotes mod?
hey, if i remove the chance of the rifle and revolver spawning as scrap, will it make the game consider it as tool?
@winged prism @bold saddle new idea for new weapon
So i actually have new idea for the Ultimate weapon: The Flamethrower. Can be found on Artifice only, with lowest spawn chance ever. Will use Gas Bottle (idk a better name) as ammo, found with same spawn chance as Rifle. It'll gonna be so powerful, that it melts anything (even unkillable enemies with mod that makes them killable ofc.) and the check ammo system is now gone as you need to focus on small bar that will be on upper back part when weapon will be equiped (idk how to indicate how many ammo specifically but i thought some type of small display that will show the ammo). There will be 200 ammo in Gas Bottle, and Flamethrower will shoot(throw flames idk) with speed 4 Ammunition per second, leaving 50 seconds of active use. It will NOT explode by overusing it.
I think it's perfectly balanced, isn't it?
About the model: i think you can use Flamethrower/Phlogistinator model from Team Fortress 2, as it fits very greatly (Degreaser and Backburner is meh, but Dragon's Fury SHOULD NOT be used at ALL costs)
About the flame itself: You can mix Turret ammo and fire particles (from Old Bird's rocket explosion) and make it long but not infinite (i think that code which stands for flame range can be similliar the way Easter Egg flews when thrown (but flame don't need to fall, watch other flamethrowers like M2 for reference))
whenever my friends pick up and drop the mag or m4a1 they are unable to use E :(
it doesn't happen to me, the host, though
Is there a possibility to rename the revolver? Lethalthings' revolver scrap has the same name, and it's stopping the revolver from spawning, and nearly everyone has the lethalthings mod because of our beloved boomba.
^
thank you
@bold saddle not too much to ask is it 😁
could name it to like six shooter or something
but have it still be revolver when scanned
it's internal scrap name just needs to change
Might as well call it Magnum, like Resident Evil would, 6 bullets, hits like a truck, slow reload
@bold saddle here's a client side log output
im not sure but try removing LobbyCompatibility
ok thank you!
we test again
yo what about my idea?
;w; sad
i really like this mod and the perks system in advanced company ;w;
it is wired. Everything is working great as a host. The animation is correct, the rifle and revolver function. But the client just can't join.
idea is cool but I don't feel like making anything rn
I hope I can make it later
gl then
Any word on the issues with picking up the rifle
Have you tried disabling the revolver scrap in Lethal Things?
It's useless anyway so not much would be lost
they both spawn perfectly fine for me XD
really? I got the rifle spawning and the toy revolver, but Ive never seen the normal revolver spawn
is there anyway piggy variety can work with advanced company in multiplayer?
advanced company support is unlikely to happen
yeah, seems to be random generation, try changeing the spawn weights in the configs or somethin?

it doesn't matter if i disable it or turn its spawn rate to zero, they are both "revolver" and the game recognizes the lethalthings revolver first when spawning scrap
even if i could disable the lethalthings revolver, the game would just spawn it anyway based on name
the only solution is them not sharing the same scrapname
but then why do they both spawn when using my modpacl ?XD
not sure
do you use something that lets you determine where things spawn
like changing spawns of scrap yourself
I'll just put a blank letter after the name and see if it works
I did have a similar case happen where host was the only player who could see the dropped life
Only once though, so far
😔
yeah @bold saddle After multiple sessions testing it does seem that if someone dies with a rifle it becomes completley invisible for any other player regardless of being host or client
wrong piggy
lol
hahaha funny thing is a did it the other way around a few days ago too XD
Ok small question - it's a weight, or some kind of % chance?
thank you!!!
it might not but thank you for trying
doing this has made your equipment not work with the reserved item slots 😦
i have even added them in to the config with spaces
weight
Did you use "ㅤ"? It is not the same as " "
ohhhhh is it a tab space?
Also is it possible to add an option for setting minimum Revolver damage? It works really similiar to shotgun, you have to be close to enemy to actually deal a good chunk of damage, while shooting from the distance only tickle by 1 hp. Would be cool if there was an option to make it deal like 2 damage minimum for example. That way Revolver won't feel too much like a shotgun (in gameplay sense).
that would be really nice
lmao
Is there still a conflict with buyable shotgun?
i'd just like a config toggle or separate mod for all these additions people are suggesting. i have this included in a modpack, and would like to avoid unwanted feature bloat when possible.
disable the ones you don't need in your config by setting their weights to 0
yeah it's fine as it is now, just saying in the future
So when's the Flamethrower? I want to look like this:
What about just you can't see the loaded in bullets
And that you can also spin the chamber
I mean it's hard to implement, but russian roulette can be more simple
Just make the animation and it would have a chance to fire, based on the amount of loaded bullets
So if you load 2 bullet, you will have 2/6 chance to die, and if you live - the chance become 2/5 (and etc.)
I think it's easier to implement, but it's just me dreaming
Asking for MegaPiggy to make Flamethrower day 1:
He's not megapiggy
Just wanted to throw out there that your weapons don't have scan nodes when spawning as scraps
Which really bothers my OCD
I second this 😂 and would also love to know how to make them not count as scrap so they don’t disappear on a wipe
does the revolver not have an animation for anyone else? for me im just holding it next to me as if i wasnt holding anything. still funcitons though but you can really tell if the chambers open or not
working fine for me 🙂 litterally just tested it
Did you fix the scan node for the chemical bottle yet, Piggy?
chemical bottle is from piggy's variety?
Yeah
been wondering where those came from
Well, do they have a scan node for you?
uh, I can't remember
Okay 😅
Wait I have one in the ship right now, I can scan the light bulb but not the bottle
my rifle disappeared when reloading the save file. rip 600 credits
the rifle also some how DISSAPEARS WHEN I START THE SHIP??
apparently it aint attached to the ship once dropped on it
As a developer I find this gif very relatable 
@bold saddle do you know www that guy who suggested m4a1
Could you make a mod that will change the mouth dogs name to (the dreaded dog) also i want you to give him a hostile eyesight so if he sees you he tries to get you i will pay you
when will glock ?
600? chat, real chads respect the config file and set the price to 1000
well my friends suck so bad at the game that it's hard to even get to 600
what if there was a turret players had and it could be bought from the item store, and is visually diffrent from normal turrets, and you have to buy ammo for it, and it could take out hostile threats automatically, and could be dragged around as a two handed item so it could be placed anywhere @bold saddle
also another item idea
Bug spray: Works on any insect related bug, like circut bees, hording bugs, centipedes and it kills them or injures them.
after extensive testing, ive learned that Tesla Gates like to split certain interiors into "mini dungeons"; more noticeably with any of @twilit cloud's interiors. say you enter thru main, and hug the wall all the way, you'll likely not come across every fire exit. enter thru another fire exit, hug the wall, and you'll never come across main. after setting the Tesla Gate spawn weight to 0, i have not come across this issue.
my guess is theyre trying to spawn in the dungeons, but given the latters' unique compositions, certain tiles and the gates cancel each other out. potential solution: internal blacklist of interiors known to cause problems
This was also causing an issue with @fallow plaza's SDM that made loot spawns feel very sparse and like the dungeon wasn't generating properly
well, idk for certain if those issues share the same culprit as mine, unless you tested for yourself
Never had any issues with SDM in my solo testing after disabling Piggy's
Good to know
Piggy when Flamethrower?
No flamethrower 
Although I'd loved to become the pyro I feel like piggy deserves a break
A blacklist for it would be a good fix
I agree a blacklist would be greatly appreciated
fr, i hope he finally gets on after, like, week
Is it just me or is the rifle not showing up in the store even though I have a price assigned to it in the config?
happening to me too
@bold saddle Every version after 1.3.9, You cannot buy revolver and rifle from store
please fix
nor spawn on dev console
unable to buy in 1.3.12:
- Rifle
- Magazine
- Bullet
- Revolver
downgrading to 1.3.11 fixes that issue
1.3.12 also breaks the scraps and you will be unable to land the ship when they spawn in
1.3.12 is extremely broken
It seems that fixing the chemical code name opened the pandora's box
yes I am having this issue too
woops
wrong thing
lmao
[Error : Unity Log] ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue.
Parameter name: minValue
Stack trace:
System.Random.Next (System.Int32 minValue, System.Int32 maxValue) (at <787acc3c9a4c471ba7d971300105af24>:IL_001D)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnScrapInLevel(RoundManager)
RoundManager.GeneratedFloorPostProcessing () (at <0b5b829887344817a21214132ea92eef>:IL_0009)
RoundManager+<LoadNewLevelWait>d__125.MoveNext () (at <0b5b829887344817a21214132ea92eef>:IL_030D)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
lmfao it was just a random video of a dollar yapping
I didn't mean to send that
Does setting the weapon and ammo prices to -1 not add the item to the game? I thought it just removed it from the store
latest version of the mod is bugged so nothing works
use version 1.3.9
Oh ok. thanks
not really this mod but is shrimp still broken?
Idea: Item Highlighting goggles
Gives you short range vision of collectable objects through walls with a thermal like view and also shows price of item, with an option to disable the origonal scanner from the basegame so that this new "scanning" becomes a paid item and the only way to scan for loot
-(The vision would have a blue hue, and objects would be a bright orange even rendering through walls with the price showing constantly)
plus it would be better than the normal scanner because the vision is constant and shows thru walls
@bold saddle what do you think of this idea?
yes I figured out what the problem was, the name of Chemical was Checmical
That broke everything?
☠️
Yes it broke everything by preventing code execution lmao
Oof
Piggy when Flamethrower?
reminds me of Artifrice incident
yeah thats exactly what i want to see when i burn Coil-Head
Add a railgun which explodes if you charge it for half a second too long >:)
you mean like the Karma-1 in (one of) the MoreItems mod(s)?
yes but better quality
it's fiiiiiine.
adding to this, holding the gun out makes this appear in the console?
from what i can find, it might be a conflcit with better emotes. will have to see
Better emotes is old and does things in a bad way
is there a better alternative
This mod is amazing, but I have some concerns with it. I had to disable the Tesla Gates because they seemed to drop my fps whenever I looked at them.
Also, the guns work great, but they had an incompatibility with the Better Emotes mod; the guns look invisible and you can only see them when you crouch. Removing Better Emotes fixes it though.
Lastly, is it possible to enable a config option to adjust enemy's health and/or make invincible enemies killable? This would make the guns more viable since certain enemies like the Fox take so many bullets just to kill one.
pretty sure you can adjust the gun damages in the config if you wanna kill more tanky enemies like eyeless dogs or forest keepers
Now that I think about it, that's true. Thank you.
But, do you know any working Enemy Health mod (makes enemies kill-able) that plays well with this mod and the latest LC update?
Also, you can adjust shop prices for bullets if you want
Personally I have them way lower than the recommended. I'm a solo player though, so I need the advantage.
I love the revolver, it's so satisfying to use. Thank you piggy, that alone makes this mod great
Piggy Flamethrower when?

do Flamethrower in mod
is this issue still present?
happened again yesterday. honestly, ive given up trying to pinpoint it. it happens most on Ganimedes but i dont think it's exclusive to it (with my memory anyway). it also only happens with @twilit cloud's interiors, but they cant find any problems it seems.
im still certain it has something to do with Fire Exit count, but i aint smart with Unity so idk
that or dungeon size according to moon
just letting you know, it never happens with any of DemonMae's interiors on my modpack or those of my friends, so maybe its a different issue?
been to Ganimedes?
yeah, the interior works fine, though ganimedes seems to bork out a bunch of random stuff so i don use it anymore XD
Starship-13?
coincidentally, they both have their interior sizes set to large 🤔
larger than large, even
not been to starship yet, but maybe the size could have an effect?
that's what im thinking.
i'll need to check with a veteran interior maker on this
i have a theory, but again i aint Unity experienced
what does it bork ooc
How many rounds are in the magazine for the rifle
30 iirc
ok so why and how and when did people start asking for flame throwers
Dude it's a flamethrower🔥🔥
Imagine chasing a giant while you burn the thing alive
Imagine being pyro from tf2 and you burn everything on your way
Burn coilheads and spiders
Hell set that Bracken ablaze!
I can imagine that it can overheat and just explode the longer you use it
If we get a flamethrower it should kill vain shrouds because their entry says they're flammable
And because I need a defense against kidnapper foxes
if a flamethrower is added i hope it's not super powerful
It should start a wild fire that can hurt everyone lol
Of course
got this error on dreary pipeworks from UT99 interiors. i have the tesla gate spawn weight set to 0
Any chance of ammo boxes to store multiple bullets/shells/magazines in one item so you don't get a fugly stack of ammo on the shelf?
Also, weapon racks?
this work with v60?
It probably won't work properly because of the ||maneater||
I expected the ||interior|| to be the problem 
Shovel and shield! What a fun idea, now that mod that adds shovel knight can also include shield knight
But that aside, a shield sounds like a cool idea
These guys are strong asf to carry a shovel one handed. Unless the shield is attatched to the arm
@bold saddle
Piggy, I got a interior idea, what if in the main entrance there was a monitor and you could toggle thru cameras in the facility on it, Each generated room prefab would have a camera in it that this monitor would look for and be able to switch thru, thus making being in the main entrance like five nights at freddys, just add two big seal doors with buttons in the main entrance and it is fnaf 😄
anyone tested if this works ?
i was using the revolver earlier and it seemed to work just fine
Any word on the update for this mod?
At the very least the revolver works fine
I killed a hoarding bug and a nearby ||maneater cried until it did the scary thing and instakilled me||. So at the very least the revolver does that trigger fine
IDK how it works so... shrug
Ah. I'm solo so ig I can't speak for multiplayer working
Yeah worked fine for me as host
As guy who actually suggested it, it will be OP but be the rarest thing overall
Also, Piggy when Flamethrower? I've been asking for it very long at i made sure to describe it in details
Or ur just making updates so Flamethrower will be released in 1.4.0?
Nah not happening, due to Flamethrower needs to be working like one's that in TF2. Read my post
Damn dude, it's just a silly quirk suggestion. It's not that serious.
If the creator were to make one, it'll probably be in line with his vision. If it takes inspiration from tf2, then that's cool lol
this mod is not a request, but something I made because I wanted to make it, so I think I'll make it if I feel like making it. It was originally a mod that brought over things that were too unrelated to things I wanted to make in lc_office and were scrapped due to balance issues. I wanted to make a minecart with a new interior, but in fact, I'm fixing bugs so I'm not making anything properly(other mod also delayed bc of other projects, and variety mod and office mod are low priorities)
but tbh I'd like to try competing with the flamethrower and old bird
(they don't die though)
A mod that makes unkillable enemies killable sounds cool though ngl. Making death animations and such.
But yeah, mods are passion projects lol
If you wanna make something, it's by your own will and choice.
I swear I saw that and didn't think it was made by Piggy lmao
Well- I guess I take back the idea since the concept is already being explored lol
Hey guys the pistol still appears to be broken
understandable
Although, weapons won't make sense if they were in office interior, but if lc_office wasn't the office itself but more like Starlancer warehouse or Wesley's grand armory it would make sense now.
I think the current weapons are just fine anyway
yeah but i feel something's missing. I also would like to see some kind of Ammo Box that would reload all weapons in player's inventory.
I'm mad because I got a v60 map that seemed to do the rare "oops it's all x scrap" thing but with revolvers. I was so happy, I had 5 empty guns... And then a spider spawned between me and the exit.
Rare weapons factory lol
Flamethrower would be very nice addon because Piggy was the first to actually make fully-functional assault rifle in Lethal Company, and if he actually implements (makes) Flamethrower it would be so cool and mod download would go high up (at least, due to hype around the Flamethrower)
F
I play on v50 cuz i wait for all my mods to actually get compitable with v55 and then v61.
Spider wanted its pals to stand a chance
Also do you play Subnautica?
Try it, it's one of the best survival games i ever completed, it won't get boring after several days
Eh. I like modded lc better because I can have things like a revolver if I want (which I ALWAYS do).
Who here has the problem that the bullets being loaded into the revolver don't save? After I load the ammo into the revolver, save the game, and then load the save, the revolver has no bullet in it
I thought I had that but it wasn't reproducible
i forgot to get on my knees and thank for this, i was on vacation
i actually haven't seen this
do these names fix any issues with the rifle?
mainly being unable to drop it
I've read the recent messages here but I'm not certain:
- Are there known issues with v60+?
- I can't get the rifle and revolver items to show up in the store, do I need to revert to a prior version of the mod?
The mod is currently broken after V60 from what I understand you'll need to wait
That's too bad. Totally understandable though. Thanks for the answer.
Any way to get infinite ammo for these weapons? (Like a config option. You still gotta reload it but you have infinite ammo) I was planning to add this to a hide and seek game mode thing with my friends.
good idea
Anyways, Piggy, when Flamethrower?
Just wanted to drop by and say that those electric doors are such a great hazard idea, well done
Make the Old Bird killable and make the flamethrower a drop from it 
does anyone know what issues they're having with v60?
I can confirm that I had to use version 1.3.9 in order to get the rifle, revolver, and ammo items to show up in the store or appear in the dev console. I haven't tested anything beyond that yet.
But based on the messages above, that problem isn't unique to v60+
ive had no issues with this mod in v60
everything is working in my modpack 🙂
@little veldt and @torn pumice are you able to buy the rifle/revolver/ammo from the store?
yup
yep, im able to
I appreciate the replies, I'll have to start hunting for the conflict in my list then.
As i wrote before, Flamethrower will be the rarest scrap with lowest spawn value possible, and Gas Cans(or ammo idk) will have same spawn value as rifle. If there was some kind of crafting system, i would actually make main part drop from Old Bird.
idk if Piggy can even make some kind of crafting system, one thing is just a new weapon and another is whole new global mechanic.
you seem really insistent for the flamethrower to be a very specific way
is there a reason for it
Bro is NOT getting his flamethrower 😂
Are you chronically online or what?
im not having any issues
@bold saddle i jsut had a dream where i was playing lethal company with the rifels, and then i found the partical disruptor from scp:sl or whatever it was called. you should add this gun to the game...
i think it had a limited number of shots but did massive ammounts of damage
havent played that game in forever
but that gun would be dope, and to shoot doors off their hinges
also that gun has no mags, it just comes loaded and is a one time thing- (the mag reloading is a visual thing if i remember correctly)
(Im only asking for something simular but a 1:1 recreation would be dope)
oh it's been a while since I've seen this
I really like that, sound design is really cool
So when Flamethrower?
Piggy seeing notifications, only to see its more add on suggestions
( to be on topic though, i am curious what Piggy will genuinely add next tho )
That scp weapon thingy, or my flamethrower, or wall (?) landmines that one guy suggested
💀
i just want more weapons. they fun. happy with what we have, too
just a hunch, but I think piggy didn't exactly plan to make a whole arsenal mod, since the mod is titled "Piggy's variety"
I want more stuff like the tesla gate, aka, the reason most people download this mod
Maybe an alternative to the steam valves, or a turret or landmine alternative
Adding onto this, I'm pretty sure this mod is just piggy adding whatever the frick they want, so I don't think the mod is open to suggestions or demands. If piggy wants more guns piggy will make more guns, but they are the head chef and we should let them cook instead of constantly asking about the same idea until it gets annoying
please flamethrower please!!!!! pleasee!!!!!!!
what is this error?
my character no longer holds the rifle or revolver in the correct position... its just attached to his forearm
are you perhaps using a custom player model with the custom viewmodel, cause if so thats it
nah, using the default suit
dont know then
try removing every mod in your modpack 1 by 1 until it seemkngly magically works again (on a copy of your modpack)
thats how i troubleshoot things
Hello Pork, creator of gun mod, I have request that has not been mentioned yet; Addition of flammenwerfer, it werfs flammen. I attached an illustration to illustrate.
Why use ‘E’ to reload instead of ‘R’?
Hi , i just want to say that the Better Emotes mod, conflict with Piggys mod, i have it in my modpack and i have to deactivate it in order to play ^^
has the change of damage dropoff of the revolver been suggested yet?
i think it would bring great Variety to this mod if the difference between the revolver and the shotgun be that the revolver does max damage from farther away but not as much damage as the shotgun
Counterpoint: water gun /j
you're so brave for this
does nobody know what this error means and if I can ignore it?
i dont remember what it means, but i do remember you can ignore it XD
anyone else have the issue where the revolver and rifle dont have a holding animation?
when i pick up the revolver or rifle, they appear in my hand but i caan see them in first person
what gives :(
must be conflict with another mod
hm
it would have to be a mod relating to player animations
i have an emotes mod
could that be it?
okay thanks xD
i was only able to see the revolver in my hand due to me doing a double middle finger and just seeing the revolver glued to my hand
so maybe that is that mod that fucked with it
but god damn it my friends would kill me if i removed the emote mod
i can confirm it is the better emotes mod that conflicts with it
do you know anybody who could fix the compatibility or is it just a choice i'd have to make
choice atm
Flamethrower is good wdym
With it you can get revenge on Forest Giant
its funnier to let the old bird do it for you
Old Birds will kill you, Flamethrower lets you become the Old Bird
maybe its a difference in mindsets, that i think a flamethrower would be op against giants
It wont. Read my post
that's if a modmaker decides to listen to you
look buddy, if i had at least some codding skills i would make it by myself.
i wouldn't tell this idea to Piggy if i had some coding skills
that's fine and all, just that this is a thread for a mod where piggy does what they want
you would probably have better luck posting it in a #1188298686560739389 thread
already posted. no result
well, can't help you there, but you're most likely gonna get the same outcome here
u cant force people to code ur feature
There is no shortage of free online resources for learning how to make that mod yourself, regardless of your current knowledge or ability. You can find everything from YouTube videos about modding Lethal Company to Harvard's computer science courses available online for free.
Judging by other people's reactions at the least, you've gone a little beyond "telling this idea to Piggy." Piggy even said they might be interested in doing something like that, yet the very next day you said "when flamethrower?"
As I didn't knew. Due to me still being school, soon enough ill have no free time so i can actually forget about learning how to code. I want to, but I can't.
15 mins a day is enough to learn
First time coding is this good?
how do you disable an item from spawning? I thought I set the rarity to 0 for the machine gun and it still appeared
Creepy.
Hey I was loving this mod, I played it on VR which was kind of weird. Was playing with some friends and I was shooting them with a revolver, but in order to kill them you have to be looking directly at them
Makes me wish lethal company guns shot out the barrel instead of your eyes
Thanks for adding damage configs and store prices. Love when mods do that stuff
How do you get the tesla gate to spawn in like once or twice in a facility at a time? I don't really understand spawn weight that well, 100 just spawns in a bunch. But 1 spawns in like 7 or 9
i have it set to 0.3
depends on luck. at default it has a weight of 1, i believe the regular secure door also has a weight of 1, making the tesla gate spawn 50% of the time.
new piggy's idea, gau-8 gatling gun that weighs 4500 pounds and melts anything it shoots, it incorporates a whole new mechanic that destroys the map when you shoot at it. shooting too long makes it hot, burns your hands, also new mecanic. also shooting it pushes you back. also it causes permeant hearing loss. also you have to load each bullet into the chamber. uh i ran out of ideas for this joke.
I will check in every single day to see when this gets made 😁👍
What if piggy just screenshots all the sugestions and adds a paper with the suggestions on it as scrap. technically then piggy wouldve added your suggestions to the mod
based
here's your flamethrower! ... cardboard cutout
okay a real suggestion i'd like to ask is speed loader chambers for the revolver
dis ting
many have asked. many have been declined
I also want it😞 it would just be so much better for inventory management, hoping the bag will make it better too
the revolver should be as inconvenient to use as possible
I have the ammo as scrap rather than a purchasable, so it's more annoying than anything
if it was real though, the speed loader, i would've made it like 2.5 times as much as 6 bullets
i have bullets and shells as purchases and scrap
Purchasable ammo is just too convenient for my group😞 it being scrap was the best balance for us
But no one uses the revolver ever because of the ammo :/
Yeah we'd just clean house with purchasable ammo once we find a gun😅
i feel so badass using it
ITS LITERALLY COOL
It is sick, I just don't like how the ammo works😅
I just load it before the day begins
Usually I don't seem to use all 6 bullets in one trip unless something really bad happens that's above the revolvers pay grade
is this working for v64?
gummylight from PiggysVarietyMod is not loading, but everything else should load
I saw the item, but it's not currently used
okay thanks alot!
is better emotes support ever planned?
Was going to pop in and ask the same. Better Emotes is the source of a lot of laughs in my group and I want the Revolver but I've had to pick Better Emotes instead
will the tesla gate work on other peoples interiors?
Ive been getting some perma loading issues some moons, not sure if its due to a combination of a custom moons, interiors and things that change the map like tesla gate
+1 👆
Toomanyemotes seems to work if you need an alternative emote mod. Not 1 to 1 but there are a lot of emotes... Almost "too many" to choose...
Revolver is worth the emote mod switch imo
Also I can't recall the exact time and date but it was mentioned in the past that better emotes was "old and does things in a bad way" so compat might not be worth the effort.
It used to work on betteremotes after previous patches but for some reason it stopped working at some point 
tbh I only want better emotes for the sign emote
I already use TME
Only if it’s whitelisted, and I think only the SCP interior is whitelisted
@bold saddle hey bit of an odd request but would there be anyway to ask you to help me add a gun into the game for a mod im making for me and my friends? if not maybe a template or something?
not today or anything just in general, weekend be best for me if possible
I developed it based on a shotgun. you should be able to make it easily if you have a little bit of knowledge of Unity (and Csharp).
first of all weekdays are better bc I work on weekends
ah, while unity i have a bit of knowledge, csharp not really, weekdays are fine, only said that bc day and tmr im busy
next week im free
tbh I think you can do it simply by looking at my github repo and the LethalLib/LLL custom item tutorial thingy
ight ty
how would you set max ammo?
add a conditional statement to the code that attempts to reload
like if (ammo < 4)
we have plenty already. im open to more, yes, but im super happy with what we have
I kindawant a pump action shotgun
How about a cannon ball for the ship lol
Or wait, I guess just a canon. But an old one that uses cannon balls
Not really whitelisted, I manually added a room and handling to support the Tesla gate, other interiors would need to do the same
does the rifle still cause the issue where people can't interact with anything? or was it fixed (by this mod or another one)?
do we?
I've only seen 3 guns in total from modding
WELL
if you don't include the freaking explosive rocket launcher from the lethalthings mod(?)
How many guns do you need?
my friend loves guns 💀
and as such
I need to be a good friend and find him more guns
Do you though...? We have revolver, rifle and shotgun. What other gun style would exist that isn't a reskin?
I guess energy guns are a bit lacking in variety.
New mod ideas post ig
i think a pump shotgun could be cool, just a better version of the double barrel, and it could use the ammo already in the game.
A Glock-19
or a USP
fr
im gonna pull a fortnite chapter 1
and double pump these entities fr
Wouldn't that just be another rifle?
What I think would be good was if the rifle had a safety like the shotgun, but q is check ammo so idk how that would work.
yo when flamethrower?
Piggy, is it at least approved as new weapon? Will it ever be added to the mod?
Patience is a virtue
||i also feel like the constant demand for it is putting Piggy off >.<||
agreed
never
Stop asking
Sincerely, no one asked you.
Sincerely, I didn't asked you
I don't want much, i just hope he will add 1 day
I don’t even know how to respond to this. Nobody asked you to keep begging for the same thing over and over, then be mean to the other users in here.
I don't beg it, it is my idea, i just hope Piggy adds the weapon one day, and that's also mean to hate me because i made a cool weapon idea and i ask him if he even considered to add it into mod.
You are begging, repeatedly. He saw your suggestion and he’s not adding it, now just let it be
I wouldn't post the idea if i had at least some coding skills
Repeatedly? When was last time i asked him?
I mean if I get into modding new content instead of just patches. I might try my hand at more guns
Pretty sure that it was more than 2 weeks ago
Where he texted that he will not add it?
I did a quick search of your messages in this discord and my god, there is a lot of flamethrower begging. I didn’t even think it was as much as it is
In first days yes, i know that overall my idea is great, but then some of you start to get rude and literally harassing me (or how it's called idr)
But you didn't answered my question. Where did the Piggy wrote that he will not accept the idea?
Where did he write that he would? He’s ignoring you because you keep asking. And people aren’t harassing you, you are harassing everyone else
Bro you keep begging for it he's not adding it shut up cornball
U want him to go exactly by ur suggestion and to follow it 100%
Not true. I don't think that would be logical to ignore, he could've just wrote "No.". And how i am harassing anyone else? Yall literally being rude to me
Mm yeah another example
yea bro cause you been saying this shit constantly
take the hint
ur shit is not getting added 🤣
I mentioned that he can do it his own way
bro who cares what you mentioned that shit is not getting added in
Nuh uh. I am not saying this constantly. Maybe in past i was, but today - no
Flamethrower is a great idea. Imagine you burn every killable enemy to ashes
I can only find something vaguely that it was an idea, but I don't think it's direct enough? #1230485133233225749 message
Anyways, shouldn't really be arguing about if or if not. Also as a mod creator (elsewhere) I can attest constant asking actually puts a damper on committing to the idea. It adds a sense of unneeded pressure
I do think a flamethrower would be cool as well
it's a good idea but you asking for it over and over again is not going to do anything he's not adding it in
he's never once aknowledged it bro
I think you should realize by now
it's not getting added in
It's not over and over again, i just want to check if Piggy actually replies
yea he won't reply
He didn't answered. Maybe he's just thinking about it
or he doesn't care
Are you Piggy to decide?
Bro💀
What are you gonna do? Dox me?
Yeah you got me
Thus what i did so much for many ppl to hate me
I'll dox you bro
Gl then
Be quiet before I dox you
Oh look, are you trying to be intimidating?
Tell my name then
You tryna get doxxed bro?
Doxxing doesn't work like that how would I discover your name within 3 seconds
I'm not elliot alderson
Then tell my real name, by that way you would dox me
How it works then hm?
It's like you didn't read my message
A magician never reveals his tricks
Prove it.
Now Alexander, if I see you in this channel again YOU'RE done for
You hear me?
DONE FOR!
Alright volkanovski calm down
I am NOT trying again
yeah man it's not very consistent right now
Don't worry vlad I got you tomorrow
Dmitri bro just end it here
No
👀
If i wont reply you guessed
I am about to drop timeouts
Hm?
I don't need you to reply
Now like I said Ivan
If I see you in this channel saying the same suggestion again
Guys this is stupid
You're done for
Just remember that you aren't guessing my real name
Fr
😱
Else mute?
maybe idk I'm not your mom
W reply
Sincerely fuck you


