#Piggys Variety Mod
3976 messages · Page 4 of 4 (latest)
yes, but the death animation would be the same when the creature actually dies
I mean, it works
or it should
yeah
does this mod still cause issues with the player animator?
im not using any fancy emote mods or anything
i jsut like dont wanna install this if its gonna make players slide around a-posing
@orchid torrent
?
i hotfixed that less than a day after that happened. iirc there are still some issues with animator stuff but it's minor compares to that
for me atleast it still seems to break your walking animation, you just slide around instead
ah
if you dont mind i have one more thing
not related to this but
you should make the camera frame speed -1 by default on lc_office
iirc it actually hurts performance for you to manually render the camera and limit the framerate
all the option does is make the game run worse
That does still happen but I think only if you pick up one of the items
Idk if gummy flashlight can cause it but the rifle and revolver can
Something about their animation sets got messed up and doesn't have the looping animations
That doesn't make any sense, I'd love to do some direct side by side comparison to validate that claim before i make that change
I'll just ask zaggy about it then next time i chat with them. I had brief talk with them about camera performance a while back where i told them there was frame rate limiting which they seemed to agree was a good thing. But it does currently use the methods refrenced in this post so I'll have to ask them which is better.
Maybe instead of triggering Camera.Render() i could toggle enable the camera component for a frame or smthn?
This is coming from someone who it obviously isnt their forte, but I recommend checking how LethalSponge does cameras. I'm not sure what magic it does but the performance is insane
isn't lethal sponge a client mod?
I think it reimplements the ship cameras
i know very little about what that mod does other than it's a performance mod. I've just seen a couple of friends play with it, thought it made the game look really bad, and never looked further
Yeah the posterization replacement is rough. you can turn that off though
at that point it just looks the same
lmao i was right on the money with the idea i had at the end of my other message it's doing exactly that
loll
i think GI also does some changes to the ship cameras, idk if sponge overrides it or not so should i just set GI's settings to their default?
idk GI is kinda cursed sometimes i dont understand how it works fully
i think someone in the past said GI's defaults set it to not touch what it modifies so hopefully that applies here
cus i had a limited fps and disabled postprocessing in GI
Cursed improvemets...
I just tested this mod out, and it doesn't seem to show any first-person animations of any kind. I can still see the item when I crouch, but my model is just holding it in his hand with arms down.
Anyone else getting this issue?
No. I figured my description of it would be enough to figure out what's going on.
Whenever I hold, pick up, or even switch to the revolver or rifle, it just doesn't appear at all in front of me like it should. The model is there if you crouch and look down at your hands, but the playermodel doesn't hold it up like a gun.
I can at least open the cylinder on the Revolver and kinda see how many bullets there are, but other than that, there's no animations.
Well, here's the log but I don't know how much this is really gonna help.
01968416-001f-11e6-5dc3-aa4a8c07bbac
And here's my code for the Mod Testing profile.
you have better emotes
remove it
this mod and betteremotes are incompatible
then you're not gonna get any animations
Unless there's a good replacement that does the same thing
This sounds like a bug that needs to be fixed on either side of each mod
you'll have to wait
cus this mod has no maintainer right now
and afaik betteremotes doesn't either
Yeah, I'm aware that Piggy has disappeared from the very public, and whoever made BetterEmotes has also disappeared and the mod has been marked as deprecated.
Oh wait
Nevermind
I was thinking of a different mod
the rundown i'll give you is that betteremotes replaces the player animator in a weird way that this mod doesn't like
because piggy's also replaces the animator
it's something betteremotes needs to fix that probably never will be fixed
unless it gets forked
but that's 100% the problem you're having
Well, can you point me to a mod that adds all these emotes in a way that doesn't mess with it?
And nothing more, because I don't like "TooManyEmotes"
So why did Piggy opt to replace the animator so that the guns could be reloaded instead of finding a way to integrate the animations into the game so that it doesn't cause compatibility issues?
i don't know
they probably weren't considering any other mods that replace animators when making it
but given that TME also replaces animators and doesn't have issues with piggy's its probably a bad integration on better emotes side
i think most mods that replace animators anymore restore the original when the new animations aren't being used anymore
but betteremotes might be replacing it constantly instead of only when it uses new emotes
(though i'm not 100% on this)
Are there any other mods that replace the animator that I should know about, besides Piggy's Variety Mod and Better Emotes?
Cuz I haven't run into any issues with anything else except these two guns
toomanyemotes and lethalemotesapi do it but i think they do it in a compatible way
LCCutscene probably will eventually once quickscenes get fleshed out more
I've never looked into this too much but from what I know if you want to add animations for the player the only way is to compile the base animator with your own custom animations. Basically the only way to add custom animations is by overwriting the vanilla animator
That kinda sucks...
implementing new player animations is a very cumbersome thing to do, I can't imagine there's was a super good alternative back then.
yeah p much
lethalmin for example replaces the lever pull animation
I could see the revolver mimicking the double-barrel's reload animation if a few things were shifted around a little.
shifting it around would probably involve doing animator shenanigans still lol
originally I was going to do this by changing the animation in the existing animator. It would be good for compatibility with other mods, but it would be very cumbersome and not very scalable so I thought it would be difficult to make updates for content that uses player animations in the future
this method was abandoned during the consideration phase. it was very difficult to make animation branches with complex structures (like the revolver).
What if you made the game think the revolver was a Double-barrel shotgun?
double barrel doesn't have a state for just having it open and then another for inserting a shell
so you'd end up having to add more branches instead of just using the same branching structure
Why would you need it just open for anything other than reloading?
because the revolver has a state that is just having the cylinder open

it's not like the shotgun where it opens, inserts, and closes all in the same animation
But that could change if the creator so chooses
yeah I know it exists... but python is cooler 
and I wanted to make it so you could check the ammo unlike the shotgun
Hey @blazing flame @charred current the mod is not workimg with v70. The guns do not appear in view when held. They are just below. Also when I pick a 2 handed item while holding a gun it makws the 2 handed item into a one hamded item.
I love ur mod so much and would be very happy if u guys could fix it sometims soon
I understand if u guys aee busy tho
hi glark
wait what, i have nothing to do with it xD
shut up stinky
Yea. Sry i thought u were
its cool lol
glunch 
v70 added new player animations so it doesn't surprise me. Piggy is away rn and nobody is currently maintaining this mod so it may not get fixed any time soon.
It works for me rn?
At least the revolver works fine, I've not encountered a rifle yet
Anyway, I came here to inquire if the axe is any different than a shovel since I've been away from lc awhile
I can't find info about it on the mod page
Pretty sure Axe does more damage than the shovel
And weights half of a shovel
actually I still here, at least until the 24th. and I just pushed the update
oh shit
thanks so much
does the animations update include a fix for players sliding around after holding the rifle/revolver?
i had a recording of it, i'll get it
it happened whenever someone had previously held the rifle
this
it also caused players to appear standing when they are crouched
i do notice that the transition animations are still present
like i can see them start to run and then they slide
so i guess it's just the looping animations weren't working
ive had this issue too, i think it only started happening after 1.4.0
might be related to this in 1.4.0 then
it was probably the entity's pr
entity did say they couldn't test it because the netcode patcher wouldn't run on their end
so it only got compiled when it was pushed out in 1.4.0
There was a very nice guy who compiled and fixed that animator problem for me. He is the same guy who made updates for LC Office
tbh I don't know the cause right now, entity's code was fine before
maybe i need to see how animator work in unity
Hey, 2 things. 1. I actually figured out the problem was incompatibility with better emotes mod. 2. The 2 handed feature for the rifle does not work
Any chance btw that u could make the mod compatible with better emotes. I really want to be able to give my friends the middle finger and then shoot them.
-And maybe add value configs to all the scrap? (This request is less urgent tho)
@blazing flame
unfortunately i have been trying to do this for a long time but it is difficult. also betteremotes is not compatible with v70+
Aw damn
Well thx.
Btw idk if it is one of my mods or not, but the axe was invis when i picked it up
Anyways, i chose ur mod over better emotes. I prefer the option to shoot my friends.
Lol
Hey @blazing flame I just realized that for better emotes, the only issue is that the hand with the guns are lower than they are supposed to be. Maybe u could raise them higher when the mod is on
Better emotes is incompatible with this mod
That's not the problem, better emote replaces the animator and therefore piggys animations. It's the creator of the better emote that has to solve the problem and piggys can't do more than it already does regarding compatibility.
I've said it a bunch of times already
i've noticed the rifle just spits out the entire clip instantly now for some reason, any idea what's conflicting with it to cause this?
i think you have pin this tbh, because everyone will talk about that everytime.
Hi @blazing flame , I'm looking into creating my own custom guns, and this is the only other mod I know that successfully does this. I don't know much about code, but it looks like you just modified the vanilla shotgun, right? I think I understand some of the important parts I'm trying to do, but I was wondering how you got the M4 to be automatic?
Unfortunately piggy's not gonna be around until about December next year so you might not get a timely response on this
Oh okay, thanks for the heads up! It seems a little bit out of my depth anyways. Bit of a shot in the dark lol
I'm not 100% sure, but Coderebirth next update will bring some Guns according to the trailer, you can ask the Devs for that
The main problem with custom weapons is the animations as you might have already guessed. If I remember correctly I saw that the type of animator used by lethal is dynamic so maybe you can add animations without replacing the whole animator. As for the M4 being automatic I think it's enough to check the code of the M4 itself to understand how it works
i'm working on my weapon pack too, and have some problems... with scripting and animations, gladly there is chatGPT and DeepSeek that help to research Piggy's code... for animations... I think with some asset extraction app you can get the character bone rig and do your animations, then, if you weak in coding as me, try to get help from neuron network... it helped me already to realise some subsystems for my mode that works fine
what

The three messages above me makes me feel like someone said something bad ?
Deathmark idk what you said but your probably cooked
not bad, but incomprehensible
yeah, i was thinking so too...
Im not a professional in unity and coding, i just try to make it from what i know and what i can find myself. Thats because i can say something incomprehensible...
I want to make animations to my gun. So i think i need main character bonerig to animate hands, but im not sure where, or how can i get it...
Maybe this is more understandable...
is it possible to make it so Tesla Gates don't kill enemies?
I know piggy is away but I'll ask anyways
make Cruiser Map mod to only spawn with vanilla cruiser like Cruiser Terminal (thank you fumo)
since we have a modded vehicle like Company Hauler now
yep it spawn on company hauler
Hoping on Piggys return
hoping or waiting?
both!!!
I suppose I can endure the forever slide as long as I get cool revolver
It’s a shame that this is the only mod that only adds guns + traps and nothing else… and it’s not being maintained 😭
There are mods that add traps
But guns...
I mean
Coderebirth has
But not that kind of gun
At least not a realistic one
Wait, the sliding bug is still present?
What was the last version that didn't have it?
a previous game version
i don't know a specific version that didn't have the sliding but downgrading without also downgrading the game will break it more
Oh okay so having the game and mod as the most recent versions has no issue?
no, you still have sliding
the slide might not be present in a version before v70, but if you try to run an older version on v70 you'll have more problems because the player animator got more animations in v70
so variety mod won't change the animator correctly
Aww that's a shame that it's still an issue 🙁
yeah i wish that was fixed at the very least :<
I wonder if making a fork of this is allowed with the animations fixed
not permissively licensed
nothing can be done until piggy gets back
unless jacob or someone makes a pr
if anyone wants to fork the mod and upload it feel free to do so 

but some code in my repo may not be up to date (not sure)
Ah, nvm then
better emotes doesnt work with the gun mod right?
Because betteremotes is constantly replacing the player animator
If it only replaced the animator when doing it emotes and then restored the original when they stop it would probably work
wym?
bet didnt know
It also doesnt work with the hauler
The mod
The car
Vehicle
Company hauler
yea the gun mod doesnt work with the hauler?
Better emotes dowsnt work with the hauler
Im not sure if piggys does tho
Probably? Idk
it might to some degree
idk if piggy fixed the issue of the missing motiontimes on the other client animator
i mean both work fine for me, but i dont use the guns
i work around this by:
saving a reference of the current animator
replacing it with my own with all my stuff on it
then once you hop out:
if it exists, apply the old one
(i need to add a fallback to the original player animator, which is easy)
the hauler just attempts to override any animations on the players current animator
afaik there were issues with:
if a player held an item like a gun with custom animations, then if they got into a vehicle, then on any other clients screen they would be infinitely turning the wheel and changing gear animation wouldn't work properly either
the hauler has an issue with the steering animation looping forever on other clients screen but that's a vanilla bug that would require replacing the animator to fix
the custom gun animations usually break on other clients and people start moving with no animations
This is similar to what Piggy's does with the guns
Though for some reason when it restores the old animator it is missing looping animations for walking, running, and crouching
i save a reference of the players animator when they get into my vehicle i meant
piggys does it when you first load in
but if i did that, then it won't save a custom animator
Still odd then that piggys doesn't restore correctly
Anyone who has held a gun at least once ends up in their standing animation when walking, running, or crouching
i don't recall having that issue
Its very easy to replicate so
Is this mod still active? I do got a really weird and annoying game-breaking issue, the axe this mod adds is very broken. It cannot be stopped from spawning for one, and it also just softlocks any player who picks it up in my pack? Can we maybe have a config option to disable it completely?
I'm planning to pick it up during Piggy's absence.
As a Fork
You mentioned needing help with the guns. Is there a thread/place for these discussions?
Not yet. You can create one or just dm me, I guess 😅
#1420012056932909179
Finally made a post for it 😅
Really wondering how Piggy managed to make this AssetBundle...
If I see this correctly, there's a teslagate.prefab and TeslaGate.prefab in the same directory, which breaks Unity 
Tesla Gate rewrite is almost done.
It's been reduced to like 10 lines of code. The rest is handled through Animations
* The timing is extremely off right now 
You hear the windup sound, wait for like 3 seconds CRACK
Oh yeah, are you fixing the entire mod or just a few things?
You gonna change the original time?
as I've seen, not guns
idk about the other scraps
I saw a bit about the guns yeah
I'm fixing as much as I can.
Starting from the errors at startup about some asset mismatch stuff
Well, I'd prefer not to touch the guns, but I'll probably have to, if I can't find anyone to do it for me 😅
I'm also unsure about the player animations 🤔
I'll try to keep it close to the previous timing
Yeah, I'd love to help, but I suck at unity
A few have recommended to use what toomanyemotes uses
Idk if its the best option
Well, considering it seems to have the best compatibility, it probably is 
Might have to bug Xu, if I can't figure it out 
Yeah, people have wanted betteremotes to port to it
Isn't that mod broken?
But the devs aren't really that active and they dont really know how to do it iirc
Yes and no
It works fine
Its the incompatibilities thst break it
Ah, the broken one must be MoreEmotes then 
Sounds great
And for a time v70 bugged it out
Oh yeah, betteremotes is the fork
Oh... I think TooManyEmotes isn't reyling on any animations, but manually moving the character bones 😅
Yeah i thinks idk
The thing with betteremotes is thst it plays the animations frame by frame
Thats like the issue
While toomanyemotes does smth different
It replaces the player animator every frame, overriding any other one - Including the vanilla one
Yes!!
And because the guns and the hauler have animations it just bugs out
Also a bug i found with piggys, the axe is really broken when paired with SelfSortingStorage, it would be neat if you could find a fix for it!!!
this ☝️
Infinite Axes? 
I think it is that it drops but it keeps stuck on your hand, so it multiplies
I'll definitely have a look. Might fix itself as I handle some thing differently in general 
gotcha
It might be easier to just delete the axe's current item code and replace it with a new one
Since i dont think it has any special behavior
And its unreasonably buggy for being a shovel clone
Only special behaviour is double the damage so yeah
it also doesnt work with doorbreach lol
in what way
iirc it just wont do any damage when you hit a door with it
in the same way none of the code rebirth weapons work with doorbreach
how the fu-
Hm?
Tesla Gate now turns off, when Appy is pulled ~
will it turn off when you don't have line of sight (like it used to a really long time ago)?
This is so nice to see ^^, seeing smoke coming from it along with the extra sfx really adds immersion
Currently, it will always stay active
i honestly forgot it did that, its been so long
Guys, should I upload my Fork as soon as the Tesla Gate is done, or should I wait until full parity?
wait
id also say wait
parity
Someone knows if this mod is working correctly in v73?
People are saying it doesnt
make it compatible to better emotes🫠🙇♂️
That's on better emotes to do
They replace the player animator every frame which is what makes it incompatible
No it doesn't just tested
Fogured out recently :']
Are you maintaining the mod, and if so will v73 support be out soon? Thanks.
What do you mean help with guns?
Like testers? Or just making it?

Chat, is this real?
revolver is fixed? 😮
No github link and the changelog indicates it's just a reupload of the last version of the mod
Probably fixes nothing
I literally think they took 1.4.2 added Fork to it and reuploaded it
lol
💔
I mean, its not testaccount so yeah
I'll do a test
careful. make sure nothin malicious dwells within
first test, at least it's on store
seems to work
rifle aint my concern
revolver cant open its cylinder
and gives a block of red text when attempting on v73
it opne
I'd like to test in mp if the animation bug is still present
could also be an incompatibility
I mean the old sliding animation bug
it seems to work correctly, I don't see any bad red logs on the console
i always wondered why this happens
maybe it's the animator that piggy applies to the player
even though (iirc) startofround has a reference to both the local and client animator
not sure tbh
my guess is the animator states were getting messed up when they get copied?
cus it mainly affects looping animations
the transition animations for walking and crouching are fine but the looping ones are replaced with standing
also is it really working?
yes
cool
Tested here
I probably won't add it since they have no link to the source
understandable
Also this fork isn't permitted either since the mod has no license
I think only someone who was given access to the project would be able to officially update it
so people like Jacob and TestAccount
Most prob they just did the rpc thingy update and uploaded
piggy doesnt have a MIT?
Yeah
lets see what test says about this
@empty cradle 
Piggy said that we're free to fork. I can grab the message, if you want
I thought you two had like permission from piggy
Didnt know anyone was able to grab and fork them
as confirmation
Ah
Still would have been good for the fork mod to get a proper changelog and be linked to a github where the changes could be seen
I'll try to rewrite the code for the weapons. But I don't know when, as I need to be in a decent state of mind to endure the agony it will cause me.
Did you make the fork?
Or are you talking bout helping test
none of it, Entity said that they'll try to rewrite the code for the weapon.
It's not in the fork and, afaik, It's not in the test's version yet
Okii
Btw were you able to test in mp?
nope
Ok, I was finally able to test this with a friend.
The sliding bug is still present
but things still work
guns and all that
the fork doesnt fix bugs, it just makes it functional on v73
As long as the mod works im chilling
I've tolerated the sliding for this long, I'll keep tolerating it
ive tried but its really hard to take the game seriously when all my friends are sliding around xd
That is true but at least its a non intrusive glitch
Like its not gonna break the game at some point
Hey would anyone know why my revolver wont reload or open cyclinder?
mods broken'
Oh u mean incompability or in general this mod
mod is generally busted atm
there is but it doesnt fix the sliding animation bug
Does revolver work there?
yes but unless you want all player animations broken
not worth it lol
users who want guns can sacrifice a lot
Wdym by that o.O
My friend is sometimes gliding on the floor
all players will slide instead of walk
Yes
after picking up any item with special animations
its an issue with the main mod
fork, knife, spoon
all have sliding
no fix till it gets rewritten
but its a long way for that
so for now, if you want guns, youll have to slide hehe
But in the forked version the revolver works atleast or what?
I wanted to ask something, would you be interested in having the mod rewritten in a "short" period of time but with only the M4 and the Tesla Gate? I ask because I don't think I'll be able to code the other items in a short time.
I'm good with that :]
also, I don't even know if I should remove the "ammo check" in the M4. On the other hand, I was thinking of adding the ability for the M4 to switch from automatic to semi-automatic.
We dont really mind waiting more time, but if its something you cant put as much time then i guess its fine for it to have only M4 hehe
Lets see what test says
I'd like to know how much ammo does the m4 has, but at the end of the day it's your decision :,]
I clarify, you always know how many ammo are loaded but there is no need to manually control them by pressing the button with the animation
it's one less animation to manage more than anything else
I see
gotcha
I'll update you a bit on how it's going, the functional part of the M4 is practically done and i "just" need to implement Animations, SFX and VFX
I don't remember if the M4 had recoil and bloom before but now it does
you should talk with testaccount
yeah
they were working on updating this mod (except the guns)
so your work would be appreciated on their part
oh i think they know, they offered to help test with this
entity is reworking the guns, while test is reworking everything else hehe
i still think they should talk with test
i havent been very active in here the last week or so so i wouldnt know if they did talk
ye hehe, most was talked in the mod collaboration thread
I've been bugging him for almost 3 days straight because I needed the unity project, so I think he knows by now lol
but what you were saying was a question for him or for everyone?
It was a general question to see if the changes I wanted to make were okay. If something wasn't right/good in the original version of the mod, we might as well rework it now that we're rewriting the mod.
I would like to see the axe and gummy flashlight fixed too hehe
But if not i guess its fine
I mostly use it for the tesla gate so hehe
I have good news, I have implemented animations without having to replace the vanilla animator (for now only for you and not for other players), this should greatly increase compatibility with other mods that add custom animations
Anomalies?
I've been coding the rifle all day and the translator in my brain has stopped working (it's 3:42 in the morning where I live)
classic hehe
besides betteremotes 😔
I'll definitely have a look at the Gummy Flashlight ^^
It should be pretty simple to implement, the animation should be vanilla and for most of the code you can use the flashlight one
you can replace the animator and still have it compatible with mods that replace the animator, aside from BE but that's a BE issue in its self
(allows more flexibility, too)
on my truck, when a player gets in, it creates a new animator of the players current animator and stores it to a variable, then i replace the animator with mine, upon exit, i replace the animator with the one we stored, and i have a fallback to the vanilla animator (found in StartOfRound.Instance which stores both client and local animators)
I just realized how most of the things in this mod have some kind of animation
i specifically did it this way for compat with mods like PVM
if i tried to use an override, it doesn't give me the flexibility i want, and i run into issues with piggys animator having a bunch of shit stripped from it
imo it's a good way to go about handling mods that want to add more animations, if BE did something similar and shit it would probably play nicely with other mods
but those other mods would have to do smth similar
etc
I noticed it, in fact that's what I tried to do today since with the other method it was becoming unmanageable in MP
when you say "recoil", you mean just visual, right?
with recoil and bloom I mean that they have recoil and bloom
bloom i understand. recoil can either be visual or character affecting
briefly said, if you want to use the rifle in "automatic" mode you have to control the bloom and the recoil
both the recoil and the bloom are not exaggerated and I think it gives the gun a bit more personality.
Okay, we're talking about two different things, and I'll try to be clear:
Recoil moves the camera upward based on how far you shoot (and also slightly horizontally).
Bloom simply means the gun doesn't always fire in the same spot, even if you keep your aim in the same position.
thank you for the clarification
and bloom was certainly something i wanted from the start
I was thinking of adding the fact that it moved you too but then I discarded the idea because it could become too frustrating
thanks. Ceasefire from CR does that plenty already XD
and bloom on M4 will give the Revolver more reason to exist in terms of precision
I should have finished all the animation management, now I have to add the sound effects and the rifle is done
I'll also start working on the Gummy Flashlight soon
Right after this play-through of Pokémon-
Jokes aside, the Flashlight should be somewhat easy, so I hope to finish it quickly :3
Ah, and I think I still need to test if the Tesla Gates spawn properly...
Will the tesla gate work in other interiors? Or is it still only facility
it works with the scp interior too
idk if that interior still works tho
Theres an updated version
A fork
Idk if it wprks but yeah
It also used to spawn on the mental hospital interior
Tho it spawned quite weird sincr the hallways were bigger than the tesla gate so it would have a few opening to the sides
i'm surprised that so many people are still interested in my silly mod (and its messy code). thanks to everyone as always.
though I still have a year left before I can go home 
Stay safe piggy
Uuuh, we'll have to check that...
Should probably work with every interior that spawns vanilla Secure Doors ootb 
So... Support for interiors like Grand Armory is highly unlikely (Where would you even put it? 💀)
Grand armory could work if the was like a half-way open variant or something but that'd be much more effort X3
Yeah i can only see it working with size changes
Would still be cool to have a few more compats
Grand armory of course is not possible
Certainly
But uhmm idk DULL interiors they are more likely
Giant ass Tesla Gate not only blocking the main entrance, but also blocking your frames from generating 
xD i was thinking on the opposite but yeah
like for smaller places make smaller variations
but maybe if a interior has a slightly bigger hallway it could also change the size a bit
just so it doesnt look rough around the edges
fractured complex, lc office, storage complex, storehouse, sector 0, tower, the dam
those would be my picks for tesla gate to work
but all of them would prob require some kind of tweak to fit in the hallways, and also they dont have the gates so it should be added in some other way
so yeah maybe its way too much effort
but its also kinda sad to only see them in facility
It works with scp interior because it's hard coded in the interior itself
I recompiled that mod recently because the original verison is broken in v73
Also, I'm on vacation for my birthday, as soon as I get back I promise to release a version with the new rifle, after all I just need to implement the sound in the code (they are all already present in the asset bundle)
Uuuh? Would be nice to discuss how exactly we're going to release since you're not the only person working on the mod right now 
MB, I actually hadn't thought about that lmao, I'm not used to having collaborators
Surely before sending you the rifle code I have to see if the networking works correctly since it is the only part of the code that I have not tested
Anyway, @empty cradle how is the new Tesla Gate implementation going?
I still haven't been able to test the spawning, but it should be working perfectly 🤔
The axe is the big one with me. And it's pretty vanilla in implementation.
There are lots of mods that add axe but this one is cool enough
Like an upgrade to the shovel, rather than a scrap
I want it in the store only. And when scrap axes is on in the mod as it stands, weird animation issues start happening?
Yeah it isnt actually all that bad compared to the others, its just a shovel that deals double damage and costs a bit more than the shovel
I actually want a sledgehammer in the shop more preferrably which I don't know a mod that does. A 2x damage with 2x swing delay
The biggest issue for me is that it usually breaks and bugs your inventory
Specially when using things like selfsortingstorage
We turn the price up to 150 because the double damage is really powerful without a swing delay change.
Generic scrap, but idk if its on the store
Yeah its extremely powerfull
Yep. I've talked with SSS's author and it's because the current implementation is bad...
We use it and no.
Yes ive talked with ziggy too :3 so yeah the fix gotta come from here
Sad, but yeah it has that and does exactly what you said
Well its actually not 2x swing, but the opposite
0.5x
Honestly good way to balance it
If I can figure out why MoreAds stopped showing mods on the clients, I would love to help here.
Yep. I just want it in the store. shrug
Yeah. half speed, double delay, however you want to say it. The sledge is still a huge upgrade particularly for nutcrackers and thumpers where you're kinda dancing with it instead of just hitting it.
Got wrapped up in axes breaking our save again just now...
Good news, I finished the Rifle and the animations should work. I did my best to manage the animators correctly (if it breaks again, I don't know what to do about it this time)
Is there any intention to fix Jester Stomp Shake?
Unfortunately, there is no megathread for all of your mods, so we have to ask here
Jesters still shake the screen as if they were running in their boxed state
Having issues with Gale, so no testing right now...
Bad news... The Tesla Gate spawn code doesn't seem to work...
It's not too noticable, but I also now made Tesla Gates desynced.
-# So they don't all fire at the exact same time
Next up is integrating Entity's Rifle code.
We're doing things a bit differently, so I'll need to either modify his prefabs (and some of the code) or work around them.
I'll probably choose the first option for consistency

Seems to have been a me ooopsie 😅
As soon as I saw this, I wanted to get the rope + chair combo. I'm glad it wasn't a problem with my code
Just random things and if everything networks properly
or just like, yk, make sure nothing breaks?
Mostly this
I'll test it on my modpack, atm I don't have anyone to test with
In any case, here's the files
(I might try to optimize the AssetBundle size later)
targz?
Oh... Yeeee, was the first archive format my PC suggested 😅
Any modern archiver should be able to handle it tho.
Just extract (Possibly twice) and throw the directory inside your plugins profile
Haven't made any manifest or anything yet
got it
rhx
is this a newer version of your core?
Yes
kk
Required for the Tesla Gates 
can confirm rifle works
I was slightly confused for a second 
I didn't know what price to put on it so I used the same values I had used for the shotgun
Dw :]
Seems to be working good on my +200 mods modpack
Saw no bugs nor error logs related to this mod
anyway the rifle should be compatible with the mod that adds the hit marker (I don't know if the old one did it too but I doubt it)
I tried my best to make it compatible with as many mods as possible
Wait, why's there isConductive twice? 💀
wait lol
idk
I've just noticed that
found a very niche issue with the rifle
Hm?
there is a frame when you pick the rifle that makes the "Drop Rifle" repeat twice
The game just really wants you to know that you can drop it with G :3
that's why I said it's a really niche issue lol
but I can guess someone will report it
@honest leaf did you find any other issues? 
none from what I've seen :]
is it not possible to fix this?
I'll have a quick look, but it's mostly a non-issue, so I'll not put too much effort into it 😅
I'll try to upload the mod tomorrow too :3
Well, I haven't heard any other complains, so I'll optimize the AssetBundle a bit and upload
Btw, found the reason why it does that, but it's a vanilla LC issue 
Oof
Before: 2.3MiB
After: 2MiB
Sadly not too much to gain :/
Mod pushed!
I used the MIT license, because I'm unsure what license Piggy had in mind.
I'll change it according to their wishes, if they complain ^^
@tawdry obsidian don't you dare find a quadrillion bugs now, you had a ton of time to test 
@noble heart, in case you're interested in the Tesla Gate, I'll ping you 
Yippee Insert SylviaHeart when it's finished
Is your update for TestAccountVariety also gonna be getting pushed soon? I saw you mention you fixed a lot with it
I'll try to push it today
Yeah no rush ofc, idk if you gotta test anything else with it lol
Pun not intended XD
I also wish for the day that you and @unreal turret get Bigger Ship compat going for ShipWindows, I miss it
My API should allow them to add full support 
Hopefully they'll do it less cursed than 2SS does tho 😅
If they want, I'll help setting it up
Mel plans to do a rewrite at some point to make 2SS less cursed, but she's busy with RL stuff I think
i'll do it someday methinks
Today, since I have almost nothing to do, I'll also reimplement the revolver
after that I think there is nothing else that needs to be re-implemented
Just the scraps iirc but idk if you're doing that or if Test is
Just look at my scraps résumé 
Hiiiiiii
Why am i the bug finder now what did i miss xD
What does it have?? The mod
I want uhm tesla gate :333 is so cooool
You always find all the bugs, no? 
I did find a few in your mods hehe thats true
Currently only Tesla Gate and Rifle 
Aww thats cool tho!!
My fav things about piggyvariety are tesla and gummy flashlight x3
Well axe too but there are so many axe mods that its not as big of a loss
Tysm for the fork!!!
Ill test it when i get back home
Yeee, Gummy Flashlight is next
Yayy
https://www.twitch.tv/lunxara/clip/TangentialCleanArtichokePeteZarollTie-HIQCVbQWeQmpvewx
https://www.twitch.tv/lunxara/clip/FrailHeartlessJayDBstyle-D8YNb8cPih-Ygnwr Just a couple major problems with the Tesla Gates rn
Doing some testing with @noble heart
And yes, I'm standing in a slime 
THE SUN IS LEAKING
1.1.0 is out .-.
+ Added enemies dying from Tesla Gate
* Fixed Tesla Gate having a huge death-window after zapping
- Temporarily removed random offsets from Tesla Gate timing
# Reduced default spawn weight of Tesla Gate to 3
that's why I fucking died to the disabled tesla 
last time I played
Nah, that was just your Schizophrenia 
ah yeah, heart attack
I helped him do so much testing earlier this morning after I showed him the Whovian incident
It is indeed fixed now
lol
It was a client only problem
Why is the revolver not in this fork, isn't the revolver already in the original mod?
Entity has to finish it iirc
The weapons got redone
*Notices the double "Is conductive" in the config files
Yes double conductive! now i will get shocked twice as fast!
(i know this was brought up before, i just found it funny XD)
Jokes aside thank you for making the fork! however i do imagine you will later allow to change Damage values to players and enemies? i love this mod, but i gotta make sure my friends dont get silly and delete me in a few shots XD
oh and any chance would you add compability with the ammo tin mod?
this one for reference
(I booted up and tested and it doesnt work at the moment, which makes sense, considering all the changes you made to the rifle)
u should prob ask the dev of ammo tin if they can target the fork instead of the fork adding compat
that does make more sense, though i did saw that Hugo posted that they lost the unity project back in october, so im not sure if they would want to remake it and even if they did, i should probably wait until the revolver is back. Which is the main reason i like the Ammo tin in the first place, it makes the revolver easier to have, since i dont have to carry 6 individual items to reload it.
Yet i agree, if its not convenient to make it compatible with ammo tin, then all i hope is that the revolver gets a faster "reload" option. but i'll wait, i know these things will take time X3!
Hehe, the double conductive will be fixed with the next TestAccountCore update
@ebon phoenix, what do you say? Should we include this natively?
I was trying to implement the revolver as well but the animations are a little buggy at the moment
It's not a priority right now, but in the future I might consider adding attachments that modify the weapon (like a scope or a larger mag).
I also want to say that when a Hygrodere died to a Tesla Gate when I lured it to the gate, instead of dropping a body, it just disappeared and then appeared again as a blob mess, like someone exploded the blob and the liquid was spread in different directions and didn't look anymore like a liquid mass. Don't know if SellBodiesFixed is the issue or PiggysVarietyMod
Also a shame that I don't have that modpack anymore, I played on a stranger's modpack and after we played I deleted it, but I think he had teh same version of these 2 mods as I have in my modpack
Most likely this mod. If they are doing their own custom death animation for it and despawning it to respawn a corpse then its this mod. Basically they are despawning the corpse before sell bodies can despawn it and trigger. I forget the exact time Sell Bodies needs the corpse there for in order for it to work. If they just extend the time before they despawn the corpse themselves then Sell Bodies should be able to take over for them.
Hopefully they will cause I'd love to be able to get the Sell bodies corpse from it 😄
This will be the new config btw 
Because some sections have overlapping entries and I standardized how the options are called.
e.g. enabled
And imo, it's much easier to figure out what you're configuring that way 
Did this to prevent the Is Conductive from popping up twice, for example
Was curious @empty cradle with the configs (at work and can't directly look my self) if you disable the Rifle does it completely disable it from loading so other mods won't spawn it if possible? I know you usually do that with your mods so I was just curious. I mainly want to try the Tesla Gate and I'm excited for when the revolver returns but I was never a fan of the Rifle. For my personal view the Revolver felt pretty good and fit well. Felt pretty balanced too imo.
Disabled = No registering
You could probably join a vanilla lobby, if you disabled everything in the config 
Ewwww who plays vanilla 😆
Also thanks I'll definitely be giving this another shot again.
this will be nice
it was frustrating in the original mod with disabling the axe and it was still registered
Players that maybe want a challenge? Because vanilla for me personally is just a new level of challenge after using mods that make the game easier, that's the only time i like to play vanilla, when I want to immerse myself and give a challenge
We've been so accustomed to modded that Vanilla just feels boring 😆 plus my packs tend to fluctuate between very hard to easy and back. I rotate stuff out and constantly balance cause I dont want it to be impossible yet I dont want it to be boring easy.
Vanilla players don't have kidnapper fox.
Probably my modpack is easier than vanilla but I always play with true darkness host-side
yesfox, but some modded moons she stay still but vanilla moons she's working normally
hmmm
My modpack is random, one day you can be lucky, one day it's easy and one day it could be The End Of The World™

Any advice as to why the rifle isn't in the store?
what fork are you using?
The one being maintained by testaccount, version 1.1
Is it enabled in the config?
It is
Well then... One more bug to look at
Does version 1.1 require dawnlib? it isnt listed but i realize the rifle is not present in game at all
Change the weights for Modded: to Custom: right now until he updates TestAccountCore
Had to do this for TestAccountVariety after the DawnLib port, it will also affect this mod
Can do, though i tried to spawn a rifle manually and imperium didn't even reigster it as a spawnable item
Oh odd
That helps thanks
right, I wonder if there's an incompat somewhere
Yes, it requires DawnLib
That explains it lol thanks
First the expectionfixer now danwlib hehehe
Yeah I reported it for Robin to take a look at. They are trying to fix the old version thats deprecated and probably dont know that its been taken over by new devs.
Its the second fork by now, without counting test one
@uncut cypress you're depending on the wrong mod

wdym it works
the other one doesn't work
no it doesnt
theres three versions, two of which doesnt work
Look at the page, mate
This is the Fork I am working on, maintaining it
Original Piggys doesn't depend on DawnLib
It does, it was recently updated by @empty cradle
i used it and when i bought the rifle it had the same bug as the original
I used it standalone, it works fine.\
Well, then show me your logs, please
but in my pack it breaks
Without knowing what the issue is, I cannot fix it...
It doesnt work because in my pack it breaks
Crazy
Tbh weird that you are having the same issue when this is a complete rewrite on the mod
While the other ones are the exact same mod just recompiled for v73
No bugs fixed
in my opinion it's just a 👨🦼 moment. Due to various issues in the old code the animations would always cause bugs of some sort, which is why I rewrote the entire rifle code from scratch
so I agree with you, the recompiled version will always have the same problems as the original one
thats probably why its not working for them
the compat probably still looks for the old rifle code
instead of properly targeting the refactored code
Well... It's still their mod 
yeah
that im saying is that its probably not much of a fix for compat at all
its just aiming at the fork that keeps getting deprecated
I don't know why and it's only ever been with this mod enabled that sometimes it'll make it so you can't hear people when it shows they're talking until you reopen the lobby I've had that happen in the past with this mod and today.. and then in the past there's always been desync issues with the tesla gates having different timings for different people and eventually instead of walking people would be walking without the animation so they would just be sliding that hasn't happened today yet at least so I'm not sure about that
don't know why any of that happens when using this mod in my pack
what version are you using
the newest one I believe
thats weird
thougth those issues were fixed
code and logs would prob help quite a lot
well so far it's only been the mic thing none of the other stuff has happened so far
I was just bringing it up
oh what
why you mention it then if it hasnt been an issue
im confused!!
the tesla and animation should be fixed
no idea bout the mic
unless the animation issue is related to betteremotes
maybe it was a one off thing I just thought oh no in my head because I haven't had it happen since I stopped using this mod
I just started using it again
I have issues as the host, that I cant use the guns (the rifle does no damage and the pistol can not reload) but the non-hosts can use the guns just fine
019c7e48-96a4-4de7-148b-30e016442734
thats the modpack I use, but i just dont know whats going on
unless things have changed u shouldnt be using the version with the revolver
use the one that has the m4 but doesnt have the revolver
cus that one is the most stable version
unrelated to the issue but shiplobby 🥴
(use LobbyControl+chuxiafixes instead)
also insanity remastered is
broken
very broken
ik, i have most of the features disabled
i just kept it for a few niche things
also lobby control breaks things
like..?
shiplobby will break even more things
specifically the multiplayer if i do remember correctly
what
like the inability to join
yeah
lol
sounds like you could have a conflict then
i haven't had issues with lobbycontrol aside from me forgetting to increase the timeout ms
and im not damned enough to figure it out
shiplobby is going to be extremely buggy and broken anyways 🥴
thats not really a good thing tbh
lobbycontrol should be the best and only option if you even need latejoin
if thats not working for you
i meant revolver btw
rip
breaks things
a lot of things
yes and it shouldnt
use piggyvarietymod by piggyvarietymod
any news on when the revolver will be added?
@ebon phoenix
I've already mentioned it in my thread, but just in case, I'll add it here. Lately, I've been working on projects that I consider more important than LC's, so I haven't worked on the revolver lately. Eventually, when I find the time, I'll re-implement that into the mod as well.
@sand panther, could you maybe pin Entity's message? I think it's important enough while Piggy themselves is gone and we maintain the mod 
Wait is piggy like super gone or something? The user that posted this originally is deleted
Piggy's original account was deleted afaik.
They came back with a different one, but gotta sort out some RL stuff right now
rip
Fair enough. Im a little sad its gone but the rifle shall keep me satisfied for now
I hope to update this weekend.
Want to finally add the scraps 
maybe sometimes ill make ballistic guns pack, but now i'm working on laser weaponry pack for this game >:)
awesome!!!
i have all the logic code for the pistols (heavier guns will be ready sooner). all animations and sounds. it's fully working and have plenty of functions, but now i have problem with visual effects. i dont want to make it poor. so when i learn how to make tasty VFX ill release it 🙂
what's up with the tesla gates
they shocked alot faster back then
and had a setting that allowed a screen shake when they did shock
They did? 
Wasn't the screenshake buggy? 😅
I might be able to bring that back tho
Yes!!! Iirc you said you were gonna change their speed
They used to attack like 3 times faster
I think best option, if its possible, would be a config for users to change speed
I did make them faster after that 
But it's problematic to do because of the smoke particles, you know?
Guys, should the Light Bulb have a slight glow?
Nop, but maybe a way to turn it on? Hehehe
what does the axe do gng
isnt it just a shovel reskin
(Should cost more imo, but that's configurable.)

basically yeah
Really? I should have noticed this.
Honestly, it should be slower. It's still OP if it's slower. I just wanted a Sledgehammer-like that's in the shop.
We set the cost to 150 cost, which still felt low after getting stuff going.
[Error : Unity Log] TypeLoadException: Could not load type DunGen.Dungeon, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null while decoding custom attribute: (null)
Stack trace:
System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <1071a2cb0cb3433aae80a793c277a048>:0)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:0)
System.RuntimeType.GetCustomAttributes (System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:0)
HarmonyLib.HarmonyMethodExtensions.GetFromType (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor..ctor (HarmonyLib.Harmony instance, System.Type type, System.Boolean allowUnannotatedType) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.CreateClassProcessor (System.Type type, System.Boolean allowUnannotatedType) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.PatchAll (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
TestAccountCore.TestAccountCore.Awake () (at ./TestAccountCore.cs:21)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()
Looks like Piggys Variety Mod will need additional affection to work in v80 
Hmmm, should I post the update already? It's probably going to break support for v73 
just let the ppl know it won't work on v73 and if they want to play it on v73, they shouldn't update it

Nah, I'll specifically say it's compatible /j
Updated TestAccountCore for v81! Keep in mind that this WILL break v73 compatibility!

can confirm that the rifle works on v81
the electric traps have a fog/shadder issue generating these strange squares
Yeah... Still trying to figure out how to fix that...
Currently have a bigger issue though. Unity crashes every time it renders a tooltip 
oof...

Has the mod been updated for the most recent version of Lethal Company (V80/81)?
Also, why has it been marked as deprecated on Thunderstore?
because there is an official fork
the og dev wont be here till like christmas of this year
so it was marked as deprecated to drive people to use the official fork
which doesnt have all features but its maintained and a complete rewrite on them
may i ask what the name of the official fork is
gun works
gate is fucked with the rendering changes
will be fixed sometime soon :]
ye
We believe!!!
"I gotta believe!"
starts rapping
Why aren't the chemical bottle and revolver included in the latest version?
Haven't had the time to add them yet.
Also, revolver is Entity's department 
(Check pins for more info)
Thx!
WHAT!?
How the fuck did it survive???
dawnlib
the gates particles are fried
id not be surprised if its spawns are fucked
I mean mimics had that same issue
It's working correctly
They work fine, but can cause visual issues 
👈🏽

