#Vile Vending Machine
1598 messages · Page 2 of 2 (latest)
ye the mod
the issue is prob some very specific scenario where it bugs out and desyncs
nah i found an error in the logs
niceeeee
tiny little boy
why he so small lol
the tiny people need their own vending machine too you know
oh nah im jus asking just incase its a bug lol
I was playing with #1241004917746044988
the outside size multipliers are hilarious cuz they range from 0.5x to 3x the normal size
ah ok 😁
how does this config setting work cause i havent encountered the machine at any of these places
"just follow the format" doesnt explain it well enough
does "Level" have to be included after the moon name?
does there have to be a space inbetween the commas? cause sometimes thats also a thing
nah your config is fine, the only thing id say is put the spawn rates higher, like at least double if your not seeing it spawn
does it take 0 power? i saw that before scrolling
ye 0
honestly the best way to use this mod imo is to just set it to "All:9999" and set the spawn cap to 1
ok but i dont want it to always spawn
ok yeah so after some more testing this thing just does not spawn properly at all on some moons
i only saw this on embrion, but it trys to spawn, and it spawned floating in front of main when it did, and then it just deletes itself
it works on experimentation at least
i will try to have it spawn inside now
now its just not spawning at all after setting the weight on all moons to 9999, removing every other indoor spawn, and being on eclipsed embrion
ok i finally found open vents and yeah they just do not spawn inside properly
ye there is pretty much never enough spade inside for it to spawn
how did u see it? it supposed to be invisible when spawning
I've had it floating on some moons before
mostly modded ones though
I think it checks for where the "Main Entrance" scan node is and places the machine there, cuz it almost always happens with really big moons
i think it finishes spawning and then it just dies
ye thats the thing that makes sure it doesnt spawn in a bad place
but is it visible normally or are u using a dev tool or somethin
no, what happened was i flew away from the entrance for a bit, came back, saw it floating above the ground right in front of the doors and it just disappeared
then i saw like 2 more pop up and die in front of me
then like 8 more in the config cause i set the max spawn to 20 to make sure it actually spawns
bruh thats fucked icl
ill defo fix the shit with it being floating cuz the bad spawn failsafe thing shouldve kicked in and unalived itself, and it should not be visible unless its properly spawned
but the spawning logic itself im not rlly sure waht to do about that cuz different people setup their maps differently, ill explain what i mean with pics in a sec just to clarify what i mean to other pples aswell
i will say i thought the machine didnt spawn indoors because i was using school interior
but then it didnt in facility
imo the way you could fix it spawning outside is set exact spawn points for it on all the moons and make it not spawn via a vent for an outside spawn
i know this will make them not able to spawn outside on modded moons
but i really dont know what else you could do
also whether you make it spawn via daytime or nighttime power is your choice
its maybe possible its broken because it takes 0 tbh
also another unrelated thing i just remembered
i dont like that you cant die from the machine if you just walk away enough
it completely removes the sense of dread of gambling
sorry if this is kind of taxxing for you btw
oke so it gets the location entrance teleport of a door (which is the exact location you are teleported to when u go through it), and then gets the location of the door model, and uses those two points to make an imaginary line which the vending machine moves across until its completely out of the door, but its back still touching the door.
The issue with this is that in all vanilla moons, the entrance teleport is perfectly aligned with the door, which makes the imaginary line perfectly perpendicular to the wall. As I failed to realise, 99% of people will not make their entrance teleport location perfectly aligned with the door.
The second last pic shows how the imaginary line would look on a vanilla moon, and the last pic shows how it most of the time ends up being on a modded moon, making the placement completely messed up.
i know you want to work on haunted harpist
nah its fine 🙂
Question:
Does this mod work with poltergiest?
nah that was cuz ppl wanted it to be 0, there was the same issue when it was 1
i see
uhhhh im not 100% sure, I still havent fixed a bug that could potentially be caused by it, when I do it will 100% be compatible but i dont know for sure sry
the last pic is a better placement for it anyways
when i next bugfix it i can add it in the config as an option
anyways im guessing the mod considers adamance, embrion, and artifice as modded content
i know haunted harpist did till you updated it
nah the pic shows the imaginary line which is the line the vending machine moves across in the first stage to make sure its back is against the wall, and the middle + front aren't obstructed. If the line is angled it completelly messes it up
nah its compatible with those
For most of the vanilla moons I have
i mean the imaginary line
not the mod as a whole
but i guess you already made it work at those moons
anyways i dont think it has to be exactly against the wall
oh ye it works on those moons cuz the entrance teleport thingy is perfectly aligned
just not right in front of main
ye not exactly but good enough
unless theres no model at the back and youd see inside it
ye there is a model, I jus thought it was weird if its not against a wall
vending machines and claw machines and whatever else arent really irl
theres usually a like 50 paper sheets wide space at the back
ye i didnt mean like literally exactly against the wall, just as long as the wall is inside that box
wtf
secret subliminal messaging
wat??
joke
oh
is it a v55 thing?
im also able to grab the cola before its even dispensed, i just figured out
you're playing the v55 beta, expect some issues 😄
yeahh, but im also playing with about 20 maybe 29 other mods..
idk, i'll test it by itself sometime later
probably
Yea thats intended, i jus thought some ppl would prefer to jus grab the cola early instead of waiting
I havent made sure its compatible with v55 yet, im gonna wait until its not in beta anymore
this is incredibly easy to tell whether or not the player is gonna get killed or not, right?
cause the player can just run away if they dont see the cola
i prefer you make it so it just spawns the cola maybe before the door opens..
you still die regardless of where you are (if you are the one who used the vending machine on that turn of course)
the cola spawns 0.5 seconds before the door opens
i was really thinking thats how it worked
but i think it should probably change..
to what tho
or maybe there could be a config for it, for people that want the death to be inevitable
the way it kills
i was expecting something alot similar to jeff, from the company building
I think i was gonna do that cuz someone else said the same thing a while ago but forgot 💀
bro its a good idea ngl
ye but then its just free stuff tho
not exactly
what if there was also a range thing for its attack
or config basically
that would actually be the same thing
nvm
yea i will add that and make the range configurable, but imo it jus removes the point of the enemy cuz if u have a jetpack u can jus deposit item -> fly backwards -> repeat and u get free stuff
well you do have configs for the probability of it not giving something so idk about it being free, i guess is what i was tryna think
actually yea if I add that then it would be fine tbh
by default, maybe the probability of being killed should be increased, cause i thought to myself "you could just throw in a key, almost at the start of any day, and get a 90 dollar cola"
no you dont
i thought u did already lol
bro no way
nah
lemme check the code jus to make sure
why is desync such a big issue for lc mods
desync is an issue in the vanilla game too
bc the game is coded like ass
its why nutcrackers dont tip-toe if you arent host
or why old bird positions are desynced
idk what u mean about this really but
is the old bird position really like
thats a thing?
breh
ill test it later but it should be fine and I dont remember it being bugged with killing ppl
i was gonna say that could be a mod thing
idk about desync being a vanilla thing but i definitely come across it using mods
nutcrackers are supposed to tip-toe towards their target after theyve fired two shots
ohh yeah that
but it only happens if youre the host
..tf???
old bird position desync is them teleporting
and sometimes attacking you while "invisible"
they arent actually invisible their model is just somewhere else on the map
this does not happen if youre the host though
oh yeah also thats why nutcrackers do this like, lunge forwards
its them fixing their position for your end
@steel gorge just curious, how did you manage to do the soda rolling on the ground? Is it just an animation?
i feel like its a physical thing, cause mine keeps going through the ground.
kinda yes but mostly no. Theres an animation which opens the vending machine door and animates the cola going onto the floor. Halfway through the anim it will call an animation event to make it switch to rigidbody physics, and then apply force and torque _currentColaBehaviour.transform.SetParent(null); Rigidbody colaRigidbody = _currentColaBehaviour.GetComponent<Rigidbody>(); colaRigidbody.isKinematic = false; colaRigidbody.AddForce(transform.forward * 5f, ForceMode.Impulse); colaRigidbody.AddTorque(transform.right * 20f, ForceMode.Impulse);
Oooh pretty cool tbh
jus incase ur asking cuz u wanna do something similar, u will needa mess around with the rigidbody mass and drag and the collider physic material
otherwise it wont roll normally 😦
Yep hoverboard has a physics material, am slightly familiar with them
Pain in the ass too
you made a fucking hoverboard mod?!!?
oh shit nice
Same week I decided to make it he announced the CC, so it took me 3 weeks but I beat him by a week 😂
It's part of code Rebirth lol
i needa check that out
oh yeah thats right, now we have 2 vehicles
Will probably have more later, batby made it a lot easier to make vehicles
Well cruiser variants
still waiting for someone to make a boat for flooded moons
id like to make some sort of drone/jet thing but it would be kinda useless tbh cuz of small maps
someone was making that like months ago, idk what happened to it
like a rowing boat
Hoverboard code could be easily derived to make this be physics based boat
Elaborate?
like one of those futuristic vtol planes that have fans
never played halo before so idk but something that looks kinda like this
We do have a player riding animation now
Batby also pointed smthn out to me which makes my colliders on the hoverboard a lot more moon friendly
I didnt know I could just make two colliders ignore eachother, one of the major problems was that I needed every rigidbody and box collider to exclude all the players' colliders
Because the client loves to flip out and clip and cause shit to happen
wont that make ppl able to walk through the hoverboard tho?
Not if u only ignore the colliders when the player mounts it
Which isn't in the current hoverboard version but ywah
ooh oke fair enough
this happened after the machine was supposed to kill me, and it didnt
after about like 10 seconds or so it just crashed
please make this v56 compatible ;-;
only issue with v55/56 compatibility is that it won't be compatible with v50 anymore, which will break it for anyone not playing the beta
which is an issue because Thunderstore lacks game-version specific releases
ye as Hamnuii said, if i change it to v56 then ppl using v50 cant use it, so im gonna wait till its not in beta anymore
ah of course
this the is saddest lethal companyany modded of time
💀
Technically satisfies spawn requirements
ill hopefully get the v56 compatible version out later, and I've changed the code that causes people errors when trying to place items on the hand, so hopefully that will fix it but no guarantees
the only thing is, I cant add the v56 compatible tag and/or change the title of the thread cuz the owner of the thread isnt in the server anymore 💀
@silver gust Wanna do something for once?😝 ^^^
Wow called out
lol
@steel gorge
What do you want the title of the thread to be?
jus remove the [v50 Compatible ] pls
Vile Vending Machine
ty
I think there's an issue with the can clipping through the floor
I gave the vile vending machine an item in offense and it went through the floor, not sure if this is an known issue
ye i fixed that and the clientside item bug thingybob, theres jus a lil thing i needa also fix and havent got round to yet
Ohhh it just hasn't been pushed for release then?
figo trying to do everything everywhere all at once
Aightt just wanted to make sure it was known 😄
nah not yet, should be in the next day or so tho
ye ty 😃
yea lol
updated the mod
just encountered it for the first time and the mf already has a grudge against me. i gave this bitch a bottle as the first item and it killed me. i just wanted 1 company cola
You know it's not gamblers who quit
Did you know 99% of gamblers die before their big win?
Yippee
thats legit a 1% chance of happening lol (assuming ur using the base settings)
super unlucky 😢
does the vile vending machine has no collision?
i kinda just passed through it
the only log i got was this:
[13:52:23.5071991] [Info :Matty's Fixes] Company Cola computed vertical offset is now 0.002389908
[13:52:23.5171991] [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_00009)
LethalCompanyVileVendingMachine.CompanyColaBehaviour.Start () (at C:/Users/Louis/RiderProjects/LethalCompanyVileVendingMachine/LethalCompanyVileVendingMachine/src/CompanyColaBehaviour.cs:36)
[13:52:23.5171991] [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_00009)
LethalCompanyVileVendingMachine.CompanyColaBehaviour.Start () (at C:/Users/Louis/RiderProjects/LethalCompanyVileVendingMachine/LethalCompanyVileVendingMachine/src/CompanyColaBehaviour.cs:36)
that error is cuz I needed to add code that undid the dumb shit zeeker's added where he hardcoded all props' colliders to exclude specific layers instead of doing it in unity like a normal person. Its not related to the vending machine not having a hitbox tho, ill release a bandage fix in a bit
I think the no hitbox thing has existed for awhile, I remember seeing that months ago XD
the hand has a hitbox but not the machine itself
i downloaded this mod a few days ago 😅 , i didn't know
it technically does, its just for some reason (either unity being weird/im doing something wrong or zeeker's enemy collision script is a bit bugged), the game thinks that the hitbox for the hand (its needed so you can hover over it and the game knows ur hovering over it) is the hitbox for the actual enemy itself
if i had to guess its because the hand is what kills you
nah, vending machine script is attached to the main body. The script attached to the hand is jus the interact trigger thingy which lets u do stuff like climb ladders, open doors etc
i think i can fix it with a bandaid solution, but i needa finish the aloe bracken first
uploaded a new update which should fix that error
Running into an issue, likely a mod conflict, where the vending machine is appearing for some people, but not for others , seemingly random. Appearing offset in position visually (like in the door instead of to the side where it's node is). Mostly been running on Custom moons, not sure if it has done this on any vanilla moons. So some players can see it, some can't, sometimes it's where it shouldn't be. When there is a node it's a small invisible box that can be run into but seemingly no interactions appearing.
It did work properly a few times, which doesn't help.
sounds weird. I'd need more info to persue fixing this tho
Naturally when I try to have it broken:
its broken on all modded moons for me
same as the image but does even open up
It spawning weird in modded moons is expected, because the thing that it uses to calculate where to spawn assumes that certain things are true, that are true in all vanilla maps, but most of the time arent in modded moons (which I realised ages ago was a dumb assumption, but there isnt any other way to have the spawning mechanism work at all without the assumption)
The only other solution is to use hardcoded values, which I might resort to if im ever bothered to make some sort of dev tool item, where you can place a fake vending machine in a good place, and tben it will tell u its coordinates and rotation (which u then give to me so I can hard code it). It would use the same mechanism as moving a ship item (as in the big green thing appearing)
Does changing the config for it to appear only inside the facility can fix the placement problem on modded moons? How does it work in modded interiors tho?
The mechanics are the same for moon and interior placement, so technically it could work for some modded interiors and some modded moons
Any one looking for a modder
This might be a bit weird, but is there any chance having the VVM act like data chips/story logs could solve the issue?
I might've misunderstood how this works, but what if instead of having a shortcut "spawn next to door" there could be an option to let players choose the coordinates it spawns on for every modded moon?
It would probably come at the expense of being user friendly and difficult to use/understand, so like LQ it could have a toggle between legacy and advanced spawn logic.
Legacy would be its current itteration, but advanced would let people pick and choose its location.
It's technically what you proposed, Darth, but instead of you choosing the locations, it'd fall to the players instead.
yea that is what ive wanted to do for a while, its jus that
1). they also need to get the VM's rotation aswell as its position, which would make it even more annoying for ppl to do.
2). I dont rlly expect ppl to go running around doing this shiz for me and
3). If its a really really simple system where: someone finds a suitable spot for the VM -> they post the position and rotation in this thread -> I hard code it in, then I'm happy to do so, but if it requires more than that then I can't really be bothered (I don't expect you to obviously lol, but if you really want you can fork the git repo, make the feature you wanted and then I'll merge it and credit you in the mod readme).
If it boils down to you can't be bothered... fair XD I know virtually nothing concrete about it so it's probably much MUCH easier said than done. That said I think I could better clarify my intent.
I'm not entirely suggesting players do your work, at least not entirely? It'd be an opt in config enabling players to choose between conventional, what we have now, or customized VM placements. Everyday players could work off what currently exists while dedicated mod pack creators are given the freedom to personalize, hide, bury, or troll with their placements. Placement data could even be shared amongst VVM users... but that's all assuming you or someone else makes that possible. Again, probably much easier said than done and I can tell from how LQ does things it's a major hassle to put together.
I proposed that method because I'm unsure if making a customizable tool is easier or harder than making positions for every moon, but thought it'd be good to at least suggest the idea.
ye its a good idea, its jus i cant really be bothered to do allat for a smallish mod
yea sorry it hasnt been updated to the new version yet cuz im in like 900 different projects, but I should be able to update it soon hopefully
If you ever need a break just give me a shout bud
It'd be well deserved anyway 🙏
nah its fine lol
just came here to say how fucking AWESOME this mod is.
Do you plan to make any other like, inanimate monsters?
You should make it so you can drink the sodas and shit happens
Can you please fix the machine itself not having collision?😅 It's so weird that it's only the hand😂
Ill try to do it today
The guy who made the mod (im not the author, just the coder) doesn’t make lethal company mods anymore afaik. He quit a while ago cuz hes rlly busy
Didnt yall have that one arcade machine modeled?
I hope someone can at least pick up this mod + the arcade machine and continue them to later versions, they were honestly some of the few modded enemies I genuinely enjoyed in the game since they felt fitting to the games atmosphere, while having personality of their own.
That’s tough… I hope the vender continues to work atleast
I scroll up and it seems it doesn’t, shame
its actually been broken for months on every moon that isnt experimentation
i was the first one to report issues about it not properly spawning in that time frame
figo needs his time
bro is doing a ton of stuff
this
haunted harpist
hachiman for seichi
biodiversiry p sure also
Experimentation is the moon I wanted it on the most anyway
he did aloe for biodiversity and is doing a bunch of misc bugfixes yes
Moons with low scrap to risk ratios like experi offense and Embrion
poor Figo got s1ckboy syndrome . ..
experimentation has high risk?
yeah! he's listed with his real name in the credits
I know coding that is a hassle
I assume to use it for his future portfolio
No but it has no reward
moreso low scrap
and scrap with low value to gamble
It wouldn’t work aswell on a moon like Adamance that already has a ton imo
i get more scrap from exp than offense and march solo on average
Lucky
no im not
well that's cuz you're running solo
offense and march are just bad
if you had more people you'd get more scrap on march than exp, they're just harder moons for solo cuz they've got a lot going on and huge interiors
for solo play yes
March has bees too
i think theyre just overall bad
tier 2 should give more value on average even solo
theres no reason why especially assurance should give as much as it does
adamance is the only one that has a proper "tier 2 difficulty" payout
but adamance requires obtuse strategies to survive
There’s a lot of stuff that could use balancing but I like it not being straightforward
Experi March offense n Adamance are all b but they’re not at all the same level of difficult
yeah, you can get more than a slightly low performing experimentation's worth of money on march by collecting hives alone if you get more than a single one
but anyway, I already asked Figo if he wants and a break but it seems he's hell-bent on not slowing down at all lmao
perfect logic

Hello!
It seems that the vending machine doesn't register properly on modded moons
Is there a way that I can fix this?
I’ve heard that it doesn’t work the way it should on any moon that isn’t experimentation
oh ok
thats weird
It is, I’ve also heard that the dev is very busy right now
ok
wrong
ive had him work on many moons
he DOES break somewhat randomly tho
havent seen it spawn anywhere else
well
i have on embrion
but it kills itself
and its floating above the main entrance
yeah thats the main issue
something he shits himself
Hachiman is me lol
Which means I'm technically working on 8 mods simultaneously rn
wtf i thought you dropped out of that
ive kinda got burnt out of lethal company modding, the only stuff ive done recently in the past week or so is biodiversity stuff
o
it should work on vanilla moons fine
we've prob had this convo 10 times and then I forget the next day 💀
only issue rn is him sometimes becoming frozen and not doing anything
on modded moons
the issue with modded moons is, the only feasible solution is to hardcode the spawn coordinates
o
that might be just cuz i havent compiled the dll for the new version yet
or some shit
yeah I dont care about jank spawning
I just want him to work
its kinda random when the bug happens
hope that and harpist are patched because I love both
I could not expect him to be place perfectly on modded moons XD, that would be crazy
lol
make sure you rest up but do hope harpist can return
burnout is hell tho
ive done that on many projects
Yee
Fax
I have a massive custom card set for a card game I enjoy and after I released I have about 100 different things to patch
and I didnt save the original photoshop files
so id have to redit the base images which is a pain in the ass
Bruh that’s long 😫
like I said, you can take a break!!! it's alright!!
anybody have an issue where when the vending machine tries to kill you it just... doesnt? and it creates a crushed can even withouted killing me
maybe its just cause i spawned it in myself?
ill have to test further but anybody else know anything about this?
it wont if you just walk far away
not a bug but will be fixed i believe
i set the spawn rate to like 10
and it spawns every game
at least by the end of the game i mean,
10 spawn weight or x10?
if its only by the end of the round then its probably 10 weight
increase it by like 20 if you want to see it more i guess
Mod is currently broken for clients 
(Some RPC error. Will check if I still have it)
1.1.2
- Made the vending machine compatible with v64.
- Made the company cola compatible with the new belt bag item from v64.
- Finally figured out how to make the vending machine a solid object, so you cant go through it anymore.
Sorry for taking 5 light years to update it 💀
Thanks my boy
I Will reinable it
FUCK yeah
take as long as you want goat
so ready to play w this WOO
Would it be possible to add an optional spawning mechanism that doesn't use LethalLib the weighted random spawning logic?
i.e. a flat % chance of the enemy spawning or not, where it spawns instantly at the beginning of the day, ideally configurable on a per-moon basis.
or a spawnrate like the peepers
This made my day you have no idea.
I love this thing and my group is cheering at the news, LOL
glad you like it!
did you fix the broken spawning
I'm not sure what you mean. The spawn config is this:
VendingMachineSpawnRarity = cfg.Bind(
"Vending Machine Spawn Values",
"Vending Machine Spawn Rarity",
"All:30",
"Spawn weight of the Vending Machine on all moons. You can to add to it any moon, just follow the format (also needs LLL installed for LE moons to work with this config)."
);
It says All:30, but you can configure the chance for moons individually e.g. Experimentation:43,Titan:90,Seichi:20
as in it not working on modded moons?
when I tested it earlier it was fine, hopefully it was just an issue with the mod not being compiled with the latest version of lethal company or somethin
just to note, on vanilla moons where I have pre-configured spawn locations, I also added spawns for the fire escape door thingies
not all of them but most of em
u can disable it spawning at escape doors in le config if u dont want it tho
what moon/s did it break on?
Ill add preconfigured spots for all vanilla moons
Zeekers did touch stuff with the map colliders, thats why in v56 the colas would fall through the ground n stuff
I cba to fix the vending machine spawning if that is the case though, because it wounldnt work on modded moons still anyway
Ayyyy
that uses a weight system like every other enemy, they mean a percent chance for it to instantly spawn
yes that's what I mean. Sorry I didn't get to reply earlier
i dont know if its intended but i find it hilarious you can feed the maneater to it
that's awesome
can you still simply walk away from this enemy to avoid it killing you? or has that been fixed
Just here to ask if it's just straight up not spawning for anyone else?
its been patched 
:D
anybody have any issues with vile vending machine spawning in for the inside?
i adjusted the config properly
ive never seen one spawn indoors
its supposed to be an option.. is it still experimental?
I ended up turning them off inside since I assumed it was a problem with modded interiors
so im unsure
it can technically spawn indoors, but its very rare that it does since there usually isnt enough space
I think this still fucks up for clients when using poltergeist
can't do funny gambling
I highly doubt this would be added, but a feature where the crushed cola has a different appearance using the colour pallete or something from the skin of the player it killed would be very funny
A far simpler thing would be if you could have it named after the player, like a "Zeta Cola" if i died to it, assuming it would just take their steam name or whatever
Sry ik uve said it before but what does poltegheist thing do to mess up the vending machcine?
Is it just the poke/annoy enemy mechanic thingy
I could add that as an option yea
The name thing that is
Awesome, would love that
Im not sure what it is, but whenever I play with poltergeist on clients just can't put anything on the machine's hand
maybe it's not poltergeist? I'll have to see but it happens consistently
ah ok, ye ill look into it
i've had this happen in general, and i dont have poltergeist
Clients just cannot use the vending machine and they call me over to do it for them
next time it does i will try and get a log
yeah so this mod still for me just spawns every single time regardless of spawn rarity
i think the spawn values are a bit confusing, cuz on most modded moons the vending machine will try to spawn and not find a good placement, so it unspawns itself
and then ppl think that the vending machine never actually spawned in the first place
so they put the spawn values higher which makes it spawn all the time on moons where it does work
big fan of the vending machine. gives you a purpose for the sticky note and the training manuel in the ship. :)
These still dont seem to work with clients. There are random off-chances where they can, but at most times they cannot and they need me as the host to do it.
We never get any errors either about it
Modpack and modlist if needed: 0193708d-73e0-496d-6bfe-9a6fcec6bf2d
Is this still an issue?
@steel gorge
This too, I guess
yea both issues are still apparent i think (havent tested the mod recently, but since i havent updated the code I doubt anything has changed)
both of those bugs seem to be caused by some complex interaction between many different mods (not their fault tho), because 99% of the time when I try to test it myself it works fine
so yea prob wont be fixed unfortunately
Hopefully one day this guy gets fixed in the far future, he's honestly my favorite modded entity in LC. I have suffered many deaths though with my friends asking me to be the trader with him due to the host-client bug. 
Agree
Is the vender a daytime entity or nighttime entity?
Aka, which power slot of a moon does it fill?
I'm sad that I've seen the art from your pfp before lol
Lmfao
the one which most monsters use, not the daytime one
it should technically be in the daytime one, but i cba to move it + it dont matter
theres several failsafes that make it automatically de-existify itself
when u spawn it, it will remain invisible and wait until any other alive vending machines are finished spawning. When there are no other vending machines still spawning, it will then try to find the class in the game which holds the location of all of the doors, and sometimes it just cant find it (no idea why and how this happens, but yea). If it cant find it, it will die (instead of using up power level doing nothing)
by "spawning" i mean it will do the thing where it tries to find a nice spot next to the door
This is probably why it's hard to see this thing spawn, even with a weight of 100
if i turned the failsafes off tho, then ud just see random ass floating vending machines in the most weird positions
It either doesn't spawn, or immediately kills itself upon spawning in my experience while debugging
(The oracle tells me that a VileVendingMachine isn't there in those rounds most of the time)
yea it is quite fucked tbh; the failsafe is prob triggering too much. Even if i did fix that tho, the only feasible way to have a vending machine spawn near the door is to just hardcode the coordinates and best rotation spot for each door
I tried to do it dynamically but theres jus several big roadblocks
like for example, one issue is where the z-forward of doors will sometimes be pointing in a random ass direction, whereas its supposed to ideally be pointing in a forward direction from the door
theres also like 1 million different edge cases of whether there are big cliffs right next to the door, weird shapes, low roof, etc etc
maybe a better way to spawn it would be finding the entrance and fire exit triggers, then looking for the closest AI node?
it's super hard to get such a unique enemy to spawn properly on all moons so I totally get why it'd be hard
I haven’t tested them on Ooblterra, but that’s the only custom moon in my modpack
I was testing them on Assurance
maybe an extra fail-safe could be it spawning like the rock props on moons?
just, out in the open
I could always hop on w you sometime and try disabling different mods to find the culprit?
that would prob work tbh yea
but sometimes it cant even find the entrances and exists and then jus kills itself after trying for ~30 seconds
nah bro 💀
the problem occurs randomly and like
we will prob both lose our sanity doing that
It prob be better if they had hard-coded locations on the vanilla exteriors and interiors
and leave the normal dynamic spawning to custom stuff
Kind of like fire exit mimics
most vanilla planets alr have hard coded locations aswell 💀
idk why its not working lmao
eh I'm used to doing that
Real?
I’ve debugged my modpack so much it’s not even funny
It’s tiring
and also u cant hardcode it in interiors
Maybe not for fire, but main, you probably could?
Minecraft troubleshooting makes me wanna end my bloodline but at least I built up a tolerance for disabling and booting up then getting the same error then disabling smth else and so on
well maybee but it works differently cuz an interior is generated randomly each time
it should work for the main vanilla interior
and on the mansion sometimes
mineshaft i have no clue, but manor it sometimes spawns ye
that makes it more likely to spawn ye
cuz the main manor entrance alwasys had two big pillars right next to the door so it couldnt spawn
but now sometimes it can spawn in other places
Question
ya
Does the max spawn count for venders go both indoors and outdoors
E.g. if one is already outside, another can’t spawn indoors? CentralConfig overrides deliberate spawning techniques in favor of vanilla-like spawning, so e.g. if I wanted them to have a chance to spawn either indoors and outdoors, I would have to put their codename into the indoor and outdoor entity rosters
a vending machine always spawn outside and go invisible. It stays invisible until it finds a door to try to plonk itself next to (whether thats inside or outside). The game doesn't care that the vending machine is plonking itself outisde or inside, all it knows is that it initially spawned outside, and then it did whatever it wanted to do. E.g, a masked could spawn inside the dungeon, but then stay outside for the entire game
idk if that answers the question or not 😅
Hm…
An easier question would be: Do they take up indoor or nighttime power slots?
I know they don’t take daytime as you’ve debunked that
its the outside power slot
theres 3 different types, cant remember the specific name of the other two
but the third one is daytime
Alright, thank you
I’ll put them in the nighttime roster to see if that fixes CC potentially messing with them
noice
ye its this thing: https://lethal-company.fandom.com/wiki/Mechanics#Spawning_algorithm_(Outdoor_Entities)
Erm
Will this ever be addressed
Apparently you can just... avoid being killed by the vender, who's supposed to be a guarantee death when they get aggravated at you
Or has this mod been cast to the wayside?
nah im pretty sure i added that as a config (an optional setting) cuz ppl didnt want it to be a guaranteed kill
i dont remember you told me this
i mean i dont have photographic memory
but anyways
i guess let those people enjoy it?? really odd to desire it though, it completely negates the vending machine doing... ANYTHING basically
yea i agree with u completely lol, its just ppl wanted it anyway for some reason
its possible I made it but didnt upload the new version of the mod or somethin, ill check later
by the way im sorry if i came off as aggressive when i mentioned the broken spawning
i know that was months ago but still, was not the tone i meant to give off
i was mostly baffled no one else noticed it for 4 months
nah its fine lol, i appreciate people testing the mod
prob not many ppl use it due to the bugs
at the time it was fairly big 🤷♂️
i already feel old with lethal company help
wdym
like, its only been a year and 2 months of the games public lifespan and i already have nostalgic feelings for it and also the classic modded era
vending machine was part of that for me
oh damn, glad to hear it. Tbh i thought the vending machine wasn't rlly used much cuz i've never (or very rarely) seen people mention it, but I always saw people talking about the harpist when it came out
well, now a days i dont really enjoy the harpist all too much, but im hoping the glow up is good whenever that does happen, i know you have a lot on your plate
and even if it doesnt happen, i still think it was always a little underrated for the time
ye i always intended the harpist to be a side character, as in u might see him 1/4 times u go to rend or dine, but then pples always said that they barely see it
i more so have an issue with how easy it is to decompile its ai in your head
as in like, how easy it is to study it on a technical aspect, without actually reading code
ye its a simple character
and when you try to make it more dangerous, its kinda ehhh
but i have always really enjoyed its config
yea he wasnt supposed to be that dangerous
noice
I personally love the harpist and have kept it around for a while
Always fit in well on mansions, fills that same kinda niche a nutcracker does by being an any you can either avoid or purposefully engage with to try and be greedy for something
I really wish this had a few more failsafe spawn positions. I am trying to implement it on Desolation (which has an exterior main entrance and fire exits that all have terrain very close to them on either side so vile cannot spawn outside) combined with the awesome new flesh interior (has fleshy walls surrounding both main entrance and all its fire exits, so vile cannot spawn inside either).
Vile vending machine thematically works so perfectly for this moon and respective interior though 😦
Is it out of the question for this mod to get an update sometime in the future where, if there's no reasonable door spots to spawn, the vile vending machine will attempt to spawn inside a few feet away from the main entrance facing its doors?
or wait... does vile vending machine even have a textured backside? if not, perhaps said final failsafe would require that he spawn facing the interior main entrance doors, then just backs up until he is against a physical obstruction, then spawns?
wouldn't the cans go flying into the ravines on desolation
I don't think the cans shoot out quite that far but that's a possibility, and if it were, I'd simply make vile vending machine only spawn inside, then you only gotta feel around in those pools of blood lol
is this mod compatible with v70?
uhhhh probably not, it also has a few bugs anyway. I'm currently busy working on the Wax Soldier and Aloe improvements + bugfixes (for this delicious mod: #1276345828671225946 ). When I have more time Ill fix the bugs in this mod and add a tool so people can easily add their own custom vending machine placements
WAIT THAT FRICKING THAT SOLDIER IS REAL I THOUGHT WAS JUST GONNA STAY A THING THAT POPS UP WHEN I PUT A W IN IMPERIUM ENEMY SEARCH BAR 😭
also oooh okay that tool seems really interesting ngl
ye the tool is gonna be made for the wax soldier, so u can create custom guard posts (cuz the wax soldier guards a certain area), and then ill jus copy it and use it for the vending machine too
oh alright thats makes sense
You know me I'm not super savvy when it comes to this, but wouldn't checking for the closest AI node to the Main entrance scan node work in most cases? I think it checks for the teleport spots or smth right now right?
Anyway I am extremely thankful for all your contributions to Biodiversity, makes me feel bad that I'm keeping you from your other mods though!!
nah cuz if it went on an AI node, then it would block the pathway and also look out of place (as in cuz the vending machine is supposed to be up against a wall or somethin)
the thing for the dynamic spawning is overcomplicated but still not enough to handle alot of edge cases, hence why u will commonly see the vending machine in some weird ass places, especially on modded maps
If i didnt like working on biodiversity stuff, I wouldve left lol ❤️
Awww gay ❤️
lol
Makes sense yeah
usually there's never an ai node next to the main entrance
ye ik
I dont think this works at all with v73, though I know its not like the biggest priority for the dev, so no pressure, I just wanted to add this here for future reference
I'm starting to think v73 was more vile than the vending machine
Indeed. Everytime the vending machine spawns it doesnt do anything
i pray someone forks this mod and hopefully brings it up to date some day (with modders permission). Such a peak enemy
Ill update the mod later to use the new netcode n whatevers, but the bugs that were in the previous versions are still there
Any progress on the update,no pressure of course, just curious
ye im just having issues with netcode patcher atm, but once I get that fixed i'll update the mod
This still alive?
I think I miss my Vile Vending Machine...
I miss him as well
it’s pretty vile how the vending machine has been treated
i don’t want him to. r a relic of the past
Anyone willing to revive this man?
sry im busy with uni work at the moment, but in the summer ill fix him
