#Legend of The Moai
1200 messages · Page 2 of 2 (latest)
1.8.0 BETA RELEASE
This update will be edited in the near future for polish and other things promised.
- Added a new secret world area (Heaven).
- Added a small interior base in the new world, containing an experimental device.
- The new area allows you to acquire 2 new body parts by undergoing surgery. Revertible.
- The body parts grant you special abilities related to the monster (more will be released in the future)
- Added a rare nuclear bomb item
- The item is guaranteed to spawn in the heaven world, to the left of the path.
- The item is a rare spawn in the interior of Easter Island.
- Added 2 paths to enter the secret world (satellite->ship->heaven or through an item in the factory)
I didn't have the time to reduce the mod's size much, but its slightly smaller. Scene management is also now a part of the mod to manage the RAM of the new world, keeping it separate from the main one
going out with a bang
did you include the weather registry thingies in this update?
which part? I mean its technically compatible with weather reg at this point
weren't you planning on adding a new weather? 🥺
Yeah
did it work
Well it isn't added : / it was next on my list as a quantum storm weather. I used to have it as a weather but it felt incomplete
fair enough
i'll try to have a nice addition released next week (hopefully)
to make it easier
Well the problem was that compatibility with weatherReg originally required it to be added as a dependency, so I did some goofy code to not require it, while also making it compatible. I like to keep my dependency reqs low
absolutely fair enough
Really annoying but the interior lighting fix broke a bunch of teleports. Fixing that ASAP
1.8.2
- Fixed an issue that was breaking a ton of teleports on the easter island and heaven maps.
- Changed drawings on easter island so they are more easily interpreted and generally look better.
- Fixed indoor lighting issues at long distances.
i hope you like bees 
To celebrate half a million downloads. I have released a new moai variant!
Version 2.6.0
- Added an orange moai variant.
- Orange moais can burrow underground, giving them a stealth advantage.
- Orange moais can shoot out of the ground, causing a damaging shockwave that launches players.
- Be careful! Orange moais can sneak up on players underground and drag them in, slowly suffocating
- and mauling them.
- Orange moais have the ability to summon electric bees to assist them.
it's the god of fucking bees lmao i love it
mod of the year
Not enough bee
Dangit
Moai Enemy 2.6.2 Update
- Fixed a bug where orange moai would permanently leave hives around that are uninteractable.
- Removed LethalNetworkAPI as a dependency
- Updated Soul Devourer Secret Enemy to have the same animations and AI as the up-to-date one
- Made Orange Moais moderately more rare, made normal moais more common
- Reduced the space requirement for the mod 19.4MB -> 14.1MB
- Added a setting to easily adjust ALL moai rarity values and chance to spawn on a day at the exact same time.
So you can just increase this value for spawnrates if you want to keep things simple
Moai Enemy 2.6.3
- V73 Compatibility update
- Boost to spawnrates (moai are generally just too rare according to feedback)
i want to report an issue with your living trap mod, is this the right place or is there a specific thread?
I just updated that mod. I noticed traps were not moving for the client
I don't mind you reporting it here, that part was fixed today (once thunderstore updates)
LegendOfTheMoai 1.8.4 Update
- Compatibility Update for V73 of Lethal Company.
- Fixed an annoying issue where baboon hawk modifications would play sounds globally rather than locally
thats exactly what i was about to say lmao
I was thinking of making toggles that would cause LivingTraps to automatically interface with popular hazard mods like surfaced. I have living berthas, sea mines, the crabs that launch you, etc. as traps
lol
Yeah why not
I just installed the mod 1 time as a test with my players but we had a mixed experience because of the desyncs
So im not sure if they ll want me to install it again in the future even if it's fixed sadly
In any case we still have the Nuke and everyone like this one (for obvious reasons you already know
)
bruh momento, v73 timing is unfortunate
I have to update nuke too, hold on.
we played on v72 so Nuke was still working
its now updated for v73. It would break on v72 or earlier consequently if you update it
yep of course
got this error when the bomb blew up
i died and everything worked correctly though, just felt like reporting this in case it was useful hehe
btw, on the topic of nukes, heres what @strong token cooked (this is the LethalBattle mod)
hooly
evil
my only nitpick w the nuke mod rn is the weird sound design but apart from that this thing is funny as hell
Fair the sounds were carried over from a different mod of mine. They should be more universally applicable
@last swallow is Living traps desync issue fixed?
yes (sorry capslock)
make sure the version is not 1.2.6
ok thanks
there is currently a reoccurring bug that has been around since the last version (v72), but i didn't know you had a thread in this server so im gonna report it. the nuke just goes in an explosion loop, that is only visual. the light that comes off the nuke remains on the ground and the explosion repeats itself when you move around for the rest of the round.
it seems rarer than the previous version from what ive noticed though and might be related to some broken enemies (like boom birds in the clip)? but in v72, had this occurring often on its own
stack trace at line 2889 in log and a few prior
i did not see this lol all i had to do was scroll up
is this on v72? I can't have this work on v72 and v73 at the same time. I can't replicate the bug on the latest version (at least for my pack)
its in both, but more common in v72, that vid was on v73 against boom birds (seems to do it more commonly, but waiting for biodiversity patch)
unsure if its specifically done every time only with boom birds, ill test more in a bit
Okay so, looking more into it.
Any modded killable enemies that use lethal lib cause this bug
v73
lethal lib:
shy guy, sirenhead - immortal, explosion works as intended
boom bird, leaf boy, soul devourer - killable, explosion bugs out with same stack trace
other modded enemies i tried but works as intended and don't rely on lethal lib:
peacekeeper + driftwood menace from code rebirth
kamikazie bugs from BCMER
masked from Mirage
The only reason it feels like it's less common on v73 now instead of v72 is because code rebirth stopped using lethal lib
Okay, final info the last time - it is very specific. So specific i don't know if its worth you bothering to fix. it's lethal lib enemies that are affected by this mod:
https://thunderstore.io/c/lethal-company/p/Lutschlon/EverythingCanDieAlternative/
shy guy and sirenhead don't produce this bug because they are set to be ignored by EverythingCanDieAlternative. Boom birds, leaf boys don't produce the bug anymore with this mod disabled. Soul devourer however doesn't take damage from the nuke at all when EverythingCanDieAlternative is disabled (it has 6 health without EverythingCanDieAlternative but could die by the nuke with it on)
I experienced the bug on a big pack of mine. Worth fixing
Wooo
I'll have time to fix this on Friday-Saturday
AWesome ilook forward to it ❤️
Did you ever end up getting around to it?
I'm sorry I really should have kept my promise. I'm releasing a fix now.
I had the bug also occur from lightning strikes with other clients. Its consistently related to an unprotected null exception in the class.
Testing with my changes shows no issues now.
Later on I can patch out the sounds so they are a little less... weird.
Thats fire to hear, its all good, glad i followed up. awesome work
Moai Enemy is updated for v80
Think we could get a option in the config to make them not attack certain enemies? At the moment the angel moai even attack pikmin from lethalmin. So a blacklist for the configs would be great to have.
Sure
Give me a day and it will be done
I didnt expect a quick response like that lol, i thank you, i look forward to it!
: D
Moai Enemy Version 2.6.5
- Angel moais no longer attack conventionally peaceful / invincible enemies (all vanilla, some modded).
- Added a blacklist in lethalconfig for you to add enemies angel moai shouldn't attack.
Default Blacklist: "mask hornets, roaming locusts, jester, hygrodere, butler, barber, ghost girl, circuit bees, giant sapsucker, old bird, living trap, pikmin, cutiefly"
Perfect, thanks for doing this and so fast!
Legend of The Moai Version 1.8.5 has been released
The mod has been fully updated to support V81 of lethal company. This means that all broken scripts should be fixed, and that the main 2 questlines of the mods
are now fully functional again. If possible, please report issues with the mod to me. I'm finally starting to get interested in working on this again.
I'm working on the idea of the (static) easter island heads on the map giving you little side quests. 🗿 🗿 🗿
I saw that your the creator behind the nuke, could that be updated for v81?
Is this for lethal_nuke or the nuke from the legendofthemoai mod? Lethal_nuke doesnt seem to have bugs from my testing with friends.
Oh i did not know there was one for the moai mod i could not find the one for the page lethal_nuke in the server, but ya that one
Nvm xD
Yeah it worked fine for v81 so I didnt do anything
fair
The golden moai head is bugged when leaving the moon and switching moons the 3 heads i had bugged vanished and when i found and picked one up i froze me, i have encountered the same issue from the pikmoons
Good chance its also effecting other scrap that moon spawns
testing this
yeah something is definitely wrong. Trying to fix this ASAP
[Error : DawnLib] Item: GoldenHeadItemInside(Clone) doesn't have a DawnItemInfo; cannot save. Contact the developer of this item.
error is related to dawn lib and saving. Seeing why its incompatible now
thank you for the report!
No prob
Patching the items is taking a while so I'm releasing the save/switch fixes in a couple batches.
Version 1.8.6
- Patch to fix the golden head quest item, morshu item, seeker quest item and the king item from failing to persist across moons and/or save in game.
Lets go
You got that from this mod???
i think yes dawnlib explode with moai maybe???
I have had this error minus the easterisland part on file 1 only when landing on moons resulting in infinite loading
same stuff brother
The first one, may i ask was this on file 1?
if i leave the run and join again without restarting the all game my game don't load the seed and dawnlib crash hard
did u delete some mod for let u work ur modpack?
My modpack on file 1 does not work
I have deleted file 1 a few times and this has not fixed it
Can you test and try file 2? also send me your pack i wish to see which mods we have in common
Ya
well nvm
Ill send mine
i only have 107
I don't have moai i belive this is another mod doing this
019e2910-0ef5-2223-b330-ee042f894bbb
Codes are still useful for me testing compatibility wise. So why not lol
this is the entire log. i truly don't understand what break dawnlib
I don't think dawnlib is having issues with just moai if it is
019e2912-5bc8-f248-a094-7e8d1b9f1d43
Ah the pain of modding and the pain of coding XD
this is mine
i think now i need to sleep i'm try a solution by 10 hours
i need to sleep O.O
Sleep
TypeLoadException: Could not resolve type with token 0100001b from typeref
(expected class 'DunGen.Graph.DungeonFlow' in assembly 'Assembly-CSharp')
Attempting to load a dungen that doesn't work will cause major issues
I believe this might be mentalhospital?
MentalHospital is deprecated. It isn't updated to support V81, not connecting to the newly updated DunGen.dll. This is your issue.
they upload literally some week ago
let me see
ah thats right
but why with dawnlib 0.19.15 work and with 0.19.21 doesn't work O.O
I ctrl + F DunGen because it is such a common V81 error X /
can i ask u help for debug the problem? (only if u r not busy O.O
Do you have this mod?
The answer is simple though. You don't add interior mods that aren't updated after V81 has been released
This can work too lol
I don't know how reliable it is tho
i already add it but doesn't fix the problem
Just to inform the pikmoons dev if he wants; The likely culprit on his end is that he puts in gameobjects which are items directly within a unity scene, that aren't manually registered as items in his Plugin class.
This used to work fine, but dawnlib doesn't like this anymore. Dawnlib wants you to have everything registered so Items can easily be saved / managed by its system.
For me, I had to create a spawner object specifically for the prefab loaded inside of Plugin.cs, in order for saving to work
I forwarded it
How do I avoid these things
@warm wasp @tranquil whale
I'm using patterns like this to set up items now. I'm not sure if the dungeon generation checks are needed but I do it to avoid potential bugs with load order.
Asking for Xu? Bruh
? O.O
the moon-based item issues?
Or the interiors bricking themselves lol
my items are prefabs with item and duskitem scripts, and i don't have any directly in a scene. i use itolib's ScrapSpawner component to spawn them in, and the issue in that video is that i was using a deprecated field in his spawner on accident, which was filled with a non-blank-reference version of the item script, erroneously bundling them in the moon bundle rather than the scrap bundle
Makes sense. I didn't @ you because I assumed you probably have a different form of the problem lol
Glad you solved it
How I avoid the moyais
I feel like I'm at the mercy of an angry pantheon of gods whenever I see those stone faced stone faces strut around the map
Which while that is a vibe my group is so confused on what the play is with those things
May I ask why the pikmin attack the void randomly inside the facility and run around attacking nothing?????
@last swallow I think what's erroring is that the moon has blank SO's that didn't end up getting replaced?
not sure this is the line taht errored:
SpawnableOutsideObjectWithRarity? spawnableOutsideObjectWithRarity = level.spawnableOutsideObjects.FirstOrDefault(mapObject => mapObject.spawnableObject.prefabToSpawn == outsideInfo.SpawnableOutsideObject.prefabToSpawn);
said person also has 411 mods so give or take something else is causing it
what moon is?
you're the one who sent the error i have no idea lol, i assumed you were saying this mod has a moon that caused this
oh wait
wasnt your error :p
oh well, same thing applies, @ivory onyx might know
this could be caused by lunar config currently rn as well
Wha
I didn't make lethalmin, no clue
What mods do you have do you have the upside down??
lol mb
yep
That explains the pikmin
bruuuuuh tnx
they can see the enemies in the upside down
no fix for this?
Not yet
mmm tnx
I was messing around with stuff and somehow we got Marchxperimentation.
goofy aah bug
it looks really cool tho
Legend of The Moai Version 1.8.7 Released
- Patch to fix the quantum cannon, quantum painting and quantum properties from failing to persist across moons and saves.
- Fixed some bugs that broke the main quest once you reached the hidden cave (Player collision issues and an uncraftable quantum cannon)
yo did u have emergency_dice_update? if u have it disable the mod. it break dawnlib
No i do not that has caused connection issues with my friend
my modpack full work now
if u wanna i can give u my code and u can use my modpack
Mayhaps
019e30a2-5940-0899-be0d-a14df42e60da
Legend of The Moai Version 1.8.8 released
- Fixed compatibility issues with LethalPerformance and other performance mods.
- Fixed many issues with the current DungeonGenerator being out of date.
Some things were also wrong on my end.
Stack trace:
MoaiEnemy.src.MoaiNormal.MOAIAICORE.pickGuardNode () (at C:/Users/User/Documents/LC-ExampleEnemy-main/Plugin - Moai Enemy/src/MoaiNormal/MOAIAICORE.cs:1031)
MoaiEnemy.src.MoaiNormal.MOAIAICORE.baseGuard (System.Boolean goldMode) (at C:/Users/User/Documents/LC-ExampleEnemy-main/Plugin - Moai Enemy/src/MoaiNormal/MOAIAICORE.cs:488)
MoaiEnemy.src.MoaiNormal.GoldEnemyAI.DoAIInterval () (at C:/Users/User/Documents/LC-ExampleEnemy-main/Plugin - Moai Enemy/src/MoaiGold/GoldEnemyAI.cs:168)
(wrapper dynamic-method) EnemyAI.DMD<EnemyAI::Update>(EnemyAI)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<EnemyAI::Update>?-1308002102(EnemyAI)
CodeRebirth.src.Patches.EnemyAIPatch.EnemyAI_Update (On.EnemyAI+orig_Update orig, EnemyAI self) (at ./src/Patches/EnemyAIPatch.cs:108)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<EnemyAI::Update>?91033376(EnemyAI)
MoaiEnemy.src.MoaiNormal.GoldEnemyAI.Update () (at C:/Users/User/Documents/LC-ExampleEnemy-main/Plugin - Moai Enemy/src/MoaiGold/GoldEnemyAI.cs:57)``` you can summon the golden moai in space
also im cursed so after i broke moai i died on the moon as it was eclipsed then after i went to land again i got my worst enemy the infinite loading, [Info : Unity Log] Easter Door Lock: Awaiting for level to start... 3 [Info : Unity Log] Moai Enemy: Awaiting to spawn gold moai - -1... [Info : Unity Log] Moai Enemy: Awaiting to spawn portal - -1... this is spamming the console but no real error ill send the log
