#Sell Bodies Fixed / Entity378's mods
1862 messages · Page 2 of 2 (latest)
It should work if you type: Rat,ClownHornFish,
Or it could be that it doesn't work since I don't recall ever testing whether the blacklist worked or not.
no it still happened
it happened with Rat,ClownHornFish,
rat does not drop but clownhornfish does
I'll see what I can do tomorrow to fix it, if you can send the mod pack code
Other than that, I plan to update piggy's variety if piggy himself doesn't decide to update it. I find it a shame that that mod is buggy
what is buggy about it
Maybe I'm stupid but yesterday I took a look at the decompiled code of the dll and the Rpc don't seem "compiled". (basically it doesn't sync correctly between the various clients and the server). In addition, the function that should replace the custom animator with the original one doesn't work
Since you have the role "Code" I think you could take a look and see what I mean
Maybe your NetcodePatcher didn't run correctly on compile ?
Maybe I wasn't clear, what I'm saying is that if I open the mod dll with a program like dnSpy I can see that the Rpc fields are not as they should be
It's not me who compiled that dll, it's simply the one from the mod you download from thunderstore
Wait so who compiled your files ?
I didn't compiled anything
I just looked at the decompiled code of piggys variety with dnSpy and noticed that the Rpc functions were not compiled
Piggy's variety ?
.
Ah my bad
Didn't read the entire context mb
Well then they probably don't have the NetcodePatcher CLI
clownhornfish is named Nemo internally if I remember correctly
does anyone know if this mod still works with the updated shotgun+?
https://thunderstore.io/c/lethal-company/p/Entity378/HexiBetterShotgunFixed/
It should still work
hello
thank you for the dope mods
the readme of BuyableShotgunPlus says that the shell and shotgun got renamed but I still see the ammo in my store as Shell and im unable to change the price since updating my mods. Is it called something else?
@long hawk Was this mod causing the game to crash but it got fixed?
In some cases (rarely) the game was at risk of freezing (and crashing), now this should be fixed
I had renamed them but i revert it since the name caused conflict with the shovel and therefore you couldn't buy ammo
Hmm
I did not have this issue
Last time I had this issue it was somehow Piggy’s Variety Mod
But anyways it worked perfectly for me after you renamed the shotgun
Maybe it’s another terminal mod keeping it functional
Here’s my mod profile if you wanted it for whatever reason
Ok
Did you have that shovel issue with Piggy’s Variety Mod active?
Works great
Maybe, I personally never noticed it. It's probably a bug with the custom animator
Well worst case scenario could you add a config Boolean for Rename shotgun?
Cuz it finally works almost perfect for me 😭🙏
I just can’t change the price of Shell
but it doesn’t matter that much
Strange, as soon as I get home from work I'll see if there's any problem
Hell yeah
sorry but today I just can't, it's 2 am and today when I got home I had problems with my PC (it will be the 3rd time in a month that I formatted it)
Maybe bad RAM?
I also thought it was one of the things that was causing problems. I recently changed the RAM and nothing changed
why is there a coilheadcore? it's unkillable
use this #1191052966086586450
If you knew 💀
Because he already has a reward when you kill him
The nutcracker is the only exception as it already existed in the original version of the mod
Exactly
Why don't you let users configure that ?
Let's just say I don't know how much it would be worth to introduce the buttler's body.
His drop would probably be a helium tank or something similar, if I ever introduced it.
When you kill it it explodes like a balloon, so I would find it appropriate
Oh i didn't know it exploded when dying
Also, I wonder if anyone found the easter egg I put a few patches ago
I don't think so since the probability is 1 in 1000000
I didn't see any reference to this easter egg in the decompiled assembly of your mod
Unless it's the confetti effect when an enemy dies
Because in the code it is not so explicit that it is an easter egg
But I can assure you 100% that it exists
Hmm
never been able to get that one to work fully as intended
This one however has been great, but it doubles damage
So shovel = 2 dmg, shotgun pellet with HexiBetterShotgun = 2 dmg etc
So just need to account for that. Personally I set everything to have 11 HP and nerfed the shotgun a bit
What's wrong with the original version, last time I tested it it worked perfectly
i honestly cant remember which enemies specifically just sometimes would encounter an immortal enemy
guy who made the alternative version had the same issue apparently 🤣
probably a cross compatibility problem with another mod like MoreCounterplay or something
The mod does not overwrite the original methods, for this reason I find it impossible to make immortal the enemies that in vanilla can be killed
Unless there is another mod that overwrites them "incorrectly". And then it is no longer an ECD problem.
what enemies that doesnt work ?
The double damage problem occurs because it doesn't check which mobs can take damage and which can't (which the original version of ECD does)
Wait I must hardcode the compatibility with ECD on my mod too ?
Originally unkillable mobs don't use the "OnKill" method ??
The biggest change that ECD makes is the canDie variable on enemies (which makes any enemy killable). So it doesn't actually override kill methods.
It is for that reason that I find it virtually impossible for ECD to make an enemies immortal.
Also I think the function that kills enemies is called killEnemy()
If you haven't figured it out, the answer is that you don't need to change your mod. A while back, I rewrote part of ECD to make it work with sellbodies
I'm not sure to understand that part
Yeah but there's a function afterwise that is called when the enemy died
Oh nice then ! I haven't tried yet that's why I was asking
ECD does not overwrite the original functions of the enemies, both hitEnemy() and killEnemy(). Also, the harmony patches are all postfix, so it is impossible for the ECD to make the enemies immortal.
The canDie variable is variable in enemyType that should indicate whether the enemy can die or not. If the variable is set to false then when the killEnemy and killEnemyOnOwnerClient functions are called, the function is skipped. The thing is that that variable is not consistent in determining whether an enemy is killable by the player or not. This is because the basic hitEnemy function does not have the function to decrease HP from enemies (each enemy type overrides that function to decide whether to decrease HP when you hit it or not)
The only reason I think that variable exists is to determine whether or not enemies should be killed by the Gigaworm.
It cannot make them immortal
I mean...
That's the purpose of the mod anyways ?
I see I think I understood
Actually yes, setting the canDie variable to false makes enemies immortal, setting it to false instead makes them killable if the killEnemy function is called
The problem is when the hitEnemy function does not call the killEnemy function
ECD makes all enemies killable by default, but you can configure it so that even normally killable vanilla enemies become immortal.
But it's something you decide in the configs, otherwise it's impossible for a bug to occur where they become immortal.
Yeah that's fair enough
@velvet shale
Iam working on fixing the double hit issue atm. The original ECD does not work with every modded enemy like shrimp or the fiend. Iam currently at work and cannot read everything here right now sorry.
Ahhh that’s right
I use almost every single modded enemy as well so that makes sense why I would notice it
@long hawk
Some modded enemies do not have a HP variable and therefore ECD marks them as invalid and skips them.
If you want a challenge, don't read what I wrote above and don't look at the original ECD code (I'm talking about the double damage fix. )
I made a change to ECD that should increase compatibility with modded enemies. You'll have to wait for the ECD dev to release the update
shrimp ? the scary shrimp ? it works for me 
not sure if its mantis shrimp or the blue lobster u mean but both works fine for me
Now the question is: if it's not ECD that breaks the enemies, what other mod can cause this problem?
Hypothetically any other mod that overrides the original methods
Anyway I know it has nothing to do with this but I want to ask the question again, has anyone found the Sell Bodies easter egg?
Regarding the suggestion that everythingcandie makes enemies "immortal", I don't think it does, I use it every week.
But.. I have seen sometimes, enemies that we have whacked, and they seem to just not die in the amount of hits they should.
I have never attributed it to everythingcandie though, I just assumed some of those hits didn't register for whatever reason.
The hitboxes of some enemies (especially those that shouldn't be killed) can be very strange and inconsistent. This can make it seem like the enemy is immortal, when in reality they simply have a smaller hitbox.
i honestly havent seen it 
maybe my friend does but they wont know if its a easter egg or not
maybe I'll change the chances in future versions since at the moment they are 1/1000000
is there a way to make dead bodies smaller? like thumper or spider
yup for me this much better, but the issue with damage also persists
Issues with damage?
Double damage?
He hasn’t updated it yet
I never suggested it makes enemies immortal unintentionally haha maybe that was a misunderstanding
I was just saying the Alternative version works with all modded enemies I’ve tried
I can actually kill everything
Yayyy
i think sellbodies is conflicting with something in my pack and nutcracker not dropping anymore(the body and shotgun vanishes)
ill report again if i found the mod
no actually nvm every bodies is gone
aight i found the mod conflict
#1197731003800760320 made the bodies and nutcracker shotgun doesnt drop(vanishes)
not sure what is happening
code :
01953b22-75fd-96cb-3e8b-590ca65fd5ee
step to reproduce:
- start a game
- open debug room and spawn a weapon
- spawn any enemy and kill it
- death animation ends and the body doesnt drop anything (for nutcracker only the shells dropped)
@long hawk @proven ice 
I personally don't have the Nutcracker drop a body so I never knew there was a conflict tbh
What
yes and also for some reason i cant kill slimed
I never have had this issue with SellMyScrap, bodies spawn for me just fine
Idk i was just testing ECD on debug map and then i noticed everything just vanished after being killed
could be a me problem or these 3 mods now decided to not play nice together for testing
aight i tested again with imperium i guess its just doesnt play nice together with the devtools 
got trolled by devtools again 
yea it doesnt drop anything if i use both sellbodies and sellmyscrap in the testroom
wow havent heard that name in a good while
aight so in conclusion its only a problem when trying to test killing in the 'testroom'(while ship still in orbit)
its fine on normal play
I'll see what I can do to fix it.
I have no idea why SellMyScrap would be causing any issues like that 
What I can't understand is the null reference exception. All the parameters I pass to the function should be non-null in any case
The main problem is not with ECD but with the hitboxes and how hits are calculated in the vanilla game. It is not an issue of the mod and cannot be fixed.
How did this mod end up becoming nearly 75mb btw? 😅 What happened? lol
The problem is that I never wanted to optimize the asset bundle
ohh, but ecd original it worked fine like i could kill slimes but my friends non-host could not kill nothing, i downloaded the alternative ecd and everything is good except the damage and slimes
but im okay with that
Can you try to download the new version of the original ECD and tell me if the problem persists?

that's a mood tbh
okay i will try in a couple of hours with friends
Either it's an optimization problem or it's simply the fact that all bodies have custom models/textures/materials ecc...
And that sounded like you were saying modded enemies can't be killed.
I use modded enemies, anything I make unimortal, is killable
That's all I was saying.
is there a way to make dead bodies smaller? like thumpers or spiders
Not with my mod, and I don't even think about implementing a resize function, the size of the bodies is one of the few things that balances the mod (and it remains unbalanced anyway, given the amount of money you make just by killing enemies)
Only extremely large enemies have a smaller body (like the dog's body, it was too big and I changed it)
dang alright reasonable, because my modpack is unbalanced but very hard also like i disabled two handed items and if someone dies with full inventory of bodies it looks very odd
oh boy i remember that in earlier days
Well Enity378 bundles all the enemy as a new prefab
Technically it's more efficient than what I do but in practice it takes much more space and doesn't really work with all modded enemies, theoretically
Don't really know how you implemented modded enemies, did you limit to max 3 modded enemies being sellable ?
I implemented 3 drops with different values, the drop is chosen based on the power level of the killed modded enemy
No it's just a generic drop for modded enemies, I could have added a grabbable object to the body of modded enemies but I never liked the idea since I would have had to create a separate system just for that (I guess that's what's done in your mod)
Yeah basically in my mod every scrap enemy is generated on start
It took way too much time to create but now it works really fine, just needs config values
That's why the config file is so large
Tbh I think the config file is larger than the mod dll
No I'm saying shit it can't be
But yeah it works with modded enemies, and also has the ragdoll effect of some mobs sort of, like the hoarding bug and eyeless dog, since it's only taking the mesh of the mob and it removes all the collision and enemy ai from it
But your mod works better than mine with vanilla enemies
I haven't set default values for all the unkillable enemies yet so they just look weird. Bracken dies in T-Pose, Manticoil is still alive when dead....
Messing with the animator is the hardest part
I want to be clear, I'm glad someone else created a mod with the same goal as mine but that works in a completely different way, at least all people can be satisfied without destroying the mental of a single dev
True, but sadly I can't make my mod compatible with yours yet
I could totally let the vanilla enemies to your mod and I only do the modded enemies when my mod detects yours
Just don't do it, our mods have the same goal and it's up to the player to choose which one they prefer. They're not really made to be compatible since they do the same thing
And your mod has a main issue that would probably mess up stuff with mine: your configs aren't synced that's right ?
I think I read that on your mod page
My mod syncs all the configs, including holding rotation and position offset, mobs ranks etc.. to avoid desyncs
I usually try to create mods with synched configs but I've always used an old model to do that and it doesn't scale well when there are too many entries. In the case of Sell Bodies, there are too many configs to use that method
I see, I had to make my own so I understand lol
Thanks to the wiki, it was easier
But yeah it makes a 20KB call everytime a player joins
Then most people use the mod manager so I never had too many problems with syncing the Sell Bodies configs
Yeah if the modpack owner gives the config it's really fine
On my side, the mod managers can't open the config file, it's a json file with one object for each enemy
I made it very configurable but it's probably too much for random users
So I'm writing a wiki page on how to edit it
I mean, if a good samaritan would create a syncing system for sellbodies configs it wouldn't bother me
On the contrary, I would appreciate it.
I think I can make that easily, but I don't know if I won't have to touch the rest of your config system
Anyways I won't merge if it makes breaking changes
if you want, you can try, it's not a problem if you touch the way the configs are managed now
I'll fork that in the afternoon
Furthermore, it's not even the same system that I usually use, it was the one from the original mod and I simply adapted to using that.
Lately I don't even have much time to dedicate to my projects anymore since I started working and the free time I have left is really little.
I understand, don't worry I'll do that and all you'll have to do is verify the PR
Anyway I don't know how your mod works specifically but I wanted to warn you anyway, do not despawn enemies for any reason unless it is absolutely necessary. I tell you this because despawning enemies tends to break a lot of things
The thing your mod unfortunately doesn't have is the ability to disable bodies you don't want to drop, nor are the prices configurable
The prices are configurable
But you're right I haven't the feature to disable bodies
I'll add it real quick
Didn't think about it
When Pickupable is disabled it basically leaves the vanilla behaviour
If it's meant to be destroyed it will be destroyed by the game

Why is the json getting created under the plugins directory? shouldn't it just go to the normal config directory?
For some reason it creates a config directory under plugins
😆
If you get that fixed that will allow it to properly be searched and openable through Gale too
Well... it's inside /config/EnhancedMonsters/ now
in the latest version
You can even go to LethalConfig or LethalSettings and copy the path to the file
Hooray
(no)
Gale doesn't like my mod
It only reads the cfg file
Gale didn't like it cus the config directory was getting put under plugins
so the json was unable to be found by it
that issue was fixed in like version 1.2.0
you probably had an old version installed previously
lemme see
oh wait you were right
How did I not see that lol
I really thought I fixed it previously
Hmm is there away to get the Config path of Bepinex easily
I don't know if it's a question, but isn't it enough to figure out where the dll is (which is really easy) and then based on that go into the config path?
The best would just be to have the working dir of BepInEx
relative paths can be messed up quite easily
Found it
I don't know if it's related to the error (because I didn't encounter any error) but this is the reason why nothing spawns and the bodies just "disappear"
in the debugzone, the prop container is disabled by default (it used to be enabled)
i see
well now we know i actually dont mind if u dont change anything
depends on you really
i can just not do the killing test in the debugzone
I have a debug profile with unity explorer installed, so if you want to test something create/use a debug profile and install unity explorer manually
It's VERY useful for understanding when something isn't working
ill pass on that for now
i wont know what im looking for anyway
It's not the most user-friendly thing to use, so that's understandable.
You don't gotta install it manually, we have unity explorer ported as a mod by noop then someone else ported a more maintained version
ok I didn't know that, it doesn't change anything for me since I have no problems installing mods manually
Hope you get an update out soon that addresses this as well as adds the option to disable selling some enemy bodies such as Nutcrackers, I prefer Nutcrackers to just drop the shotguns lol
The option to prevent selling them is really just turn "Pickupable" off, I start believing nobody reads the README
Yeah I figured that out lol, btw a recommendation might be to default modded enemies to start off as false instead of true
cus I had quite a few that were immortal it was setting to true
XD
People asked me the exact opposite, they were asking why modded monsters weren't pickupable 💀
Haha
I should make a popup on first game start to explain how to make modded monsters sellable 💀
Anyways, I've started working on the config syncing for your @long hawk but as expected there are conflicts, I'll see what I can do to avoid breaking stuff
Np take your time
I forgot to mention this in this thread so I'm rewriting it. if there are any issues with my mods I can't fix them this weekend because I have to create a hashmap for the Genshin Impact songs. To give you an idea of the situation, I have to listen 1280 audio files by hand and write different information about them into a json file
For genshin songs ??
Sound mods on that game sucks at the moment, you have to go and check every single pck file by hand, there are 32 of them and each one contains about 40 ost. You don't know the names because they are encrypted and so you can only read the id and the hash (it's the id in hexadecimal) of the ost. Since the ids never change, my goal is to map the ids and hashes into a json, which will then be read by a tool that allows you to change the audios more easily
And I don't want to talk about the part where I had to create a program to edit the looppoints of the OST. You have to edit the bytes of the file to be able to change them
Furthermore I think I'm the only person so far who has managed to change the looppoints on that game
I saw a mod that lets you add custom ambience music to some moons
Yes but with LC it's simple. I'm talking about modding genshin
If it wasn't clear, I like to mod other games besides Lethal Company.
Ohhh I understood
it's not a Genshin mod for LC
Okay !
Sure yep
Yeah I also do mods for other games 👍
I also already made one for lethal, it's one of my favorite mods, even if it's probably the one with the least downloads
What does it do ?
Adds a weapon (a scythe) with abilities similar to a playable character from Genshin
Unfortunately I had to stop developing it since I don't know how to animate the player and make the effects in a decent way.
But if you don't consider the visual part, the functional one is perfect
Arlecchinoooooooo
Yes, I really like that character
And this is the proof
Only if you play genshin you know what that screen means
Same bro same
i do dw i do
I can't get Constellations but I've spent quite some time building her so she's nearly as strong as my Mavuika at least
Imo even Arle C0 is better than mavuika
Arle is just OP, it's blood debt make her even stronger than Hu Tao
Just give her her artifacts and you're the best
CritDmg%, CritChance%, PhroDmg% and Dmg%, it's everything she needs
Level up her abilities
The main problem with Mavuika is that it is too Burst reliant, i.e. if you have Natlan characters in your team then it does about the same damage as Arle. However, if you have no Natlan characters (and therefore cannot burst), Mavuika's damage is comparable to what a dart would do to a tank.
Also, in terms of character design, it makes me vomit. It should be the interaction of Himeko from HI3 but on Genshin, instead it's simply a generic girl with red hair and who has a moveset taken from DMC5
Mavuika gameplay
Lmao
I like the chara design but yeah she doesn't have many things otherwise
I'm also not sure which mod does but my friends get this log when they're literally unable to kill something (masks, baboon hawks, hoarding bugs)
it's a very annoying glitch and I'm trying to fix it for a while but I have no idea what mods actually break it
ECD worked fine for us before but now it's wacky
I'm suspicious of a few mods that I had to tamper with to make them work together (downloading previous versions), like ButteryFixes, BetterStamina and Lategame Upgrades, but it may also have been caused by Huntdown Addons that I downloaded
also
at one time my friend's Hitmarker was registering hits against a Hoarding Bug but the mob didn't get damage and didn't even aggro at them
it also seems like I'm unable to kill the Shrimp right now despite ECD making it unimmortal (in theory) and setting its hp at 6
also I unimmortaled the Coilhead and set "hittable" to false but "shootable" to true yet it will never die to shotguns
yep also had the same issue, didnt fix it also
Send the mod pack code
01954944-ed5e-4977-f69b-07ea45f1f089
I believe we used this one when this issue occured
do note that I had no problems as the host, but for my friends the suit rack was broken & abnormally long and didn't load the pages, and the aforementioned issue with hit registering occured
HitEnemy is the patched method thats erroring there... its also patched by.. ButteryFixes x 3, ModelReplacementAPI, MaskFixes, DiversityRemastered x 2, EnemySoundFixes x 9, MoreShipUpgrades, ManeaterDamagePatch
so its likely one of those mods making that patch break.
I use butteryfixes, enemy sound fixes, and mask fixes, so i would say they dont break it... so that leaves modelreplacementapi, diversity remastered, moreshipupgrades and maneaterdamagepatch as likely culprits (assuming its a conflict.. not just a problematic config, but i looked at the config and didnt see anything that could break anything xD
LGU seems to conflict with things a lot lately so I would point fingers on that tbh
it doesnt patch that method though x.x unless its patching something else thats then conflicting with that method.
or is moreshipupgrades = lgu? i wasnt realising if so.
I'm using the Maneater damage patch for a long time and everything was fine until recently
so I would say that's also not an issue
yes
it's probably Buttery or LGU that broke it I think
Not Buttery
which is a problem because we use LGU a lot to make the endgame content more interesting
I think I will roll LGU back a few versions then
ah.. well.. then id try disabling lgu + modelreplacement api -> open game with a friend also disabled them, see if the suit rack is still busted, if its not, turn back on model replacement api+ the suits that depend on it, see if it still busts the rack, if it doesnt.. pray all works fine.
It's a great mod but it's also quite bloated and after a while my group and I stopped using it
so I pulled it
often going for certain LGU upgrades sooner than things like Jetpack or Cruiser
Like we only would use very few things from it
this is why i avoid big grouped mods, i hate bloat.. 😦
I guess we could get rid of it for now
GI is the best exception lol
Cus it's a large mod but none of it is really bloat
as i say, just turn off those two mods (LGU and MRAPI) and see if it fixes the rack, if the rack is fixed, reenable the model replacment stuff, and see if the rack is still fixed..
if the rack works after all that, then you know it was LGU for both probably.
depends how much you use xD i just dont like that it has aspects other mods cover.. and because i didnt look at the code, i dont know if turning off x feature truly disables it. :P, i should probably give it a go at some point.. only been a year plus of playing with mods.. xD
is there a way to change a mod's version other than downloading it from its website and replacing the files in the folder of the mod in the profile?
I feel like there should be an option to just change the mod's version in Thunderstore itself...
It doesn't
in gale you can switch between them, in tsmm though you need to uninstall and reinstall the specific version im pretty sure.
ah then, maybe sometime soon ill be replacing 60 mods with GI >.> lmao
Oh wait you were talking about GI, yeah you can turn off features you don't want in GI
LGU is the one that if you disable something it doesn't truly disable it lol
Which for a mod that large unregistering disabled features would be nice tbh
yeah, as i said, always my concern with big mods, conflict after conflict xD
Added your Arle's Scythe mod to my buddy-only modpack @long hawk 🔥
Can anyone please confirm if the Sell Bodies configs work properly? Unfortunately I'm at work and can't test for myself.
yea would be nice to find someone that made a modpack with tweaked SellBodiesFixed config and uploaded it and made it work for everyone downloading it
Maybe I'll resume the development of the mod and add at least the correct sound effects. Even if that means decompiling genshin.
180GB source niceee
Last time I tried to export everything, it filled up my RAM and my PC went into bluescreen
Wow
hmm?
my modpack does have Sellbodies
I also fully reconfigured it
(like made dog teeth and hoarding bug 1 handed, changed the prices to match the difficulty of killing it, etc)
also reconfigured the scrap spawns, spawn chances, interior spawn chances and enemy spawn chances on each moon
buuut my modpack still uses old Wesley's moons for a bit
since I didn't have time to explore and config the new ones yet
if you don't mind
I advise you to either put all moons' names in a name wheel and use that to select moons or download random moon routing though~
01955dae-0838-0607-6d63-9803eba8ba2f
it's already working
I had a modpack in my modpack with randomg config from a guy that made that modpack
...
he already fixed that
but it was a problem on his side
@long hawk Could you add a config to set the price for each enemy remain based on monster instead of power level?
it would be funnier at this point if you could just configure which entity drops what scrap
imagine making mobs drop their plushie after death
or making the spectral dog/bracken also drop ectoplasm
Unfortunately the drops are "hardcoded" so unfortunately I have to answer with a no to both suggestions. I would have to rewrite the mod (almost) from scratch and now that I have a full-time job I just can't do it
there's already a mod where you can do configurable loot drops for killing monsters
completely configurable as long as you know what the ids for monsters and items are.
In that case, just disable the drop of bodies from sellbodies and use that mod by inserting the drop of sellbodies you want to use (even if disabled, the drops are still loaded by the game)
Where do you disable it
In the sellbodies configs
okay, what is the id for the bodies and monsters?
also the selling config is the drop config or what?
that's if you pair it with EverythingCanDie
this mod in itself doesn't make anything killable
or you can add them to the scrap pool
@long hawk
You can just read the config, and see that is not an option listed there
Nor on the thunderstore page
ok well it should be implemented because my friend had a panic attack

Another guy asked me some time ago to implement the function to change the spider's body. Lately I'm not feeling very well and i stopped working on my personal projects since I'm at work all day and when I return home I'm really tired
My friend literally cant handle it tho
Maybe for now you could just stop bunker spiders from spawning with something like LethalQuantities?
Like just until this mod gets an arachnophobia mode
Yeah, I'd say don't bother the dev about it right now, like Entity said they work all day and come back super tired
if the spider game object is the exact same than the original spider, I could make an arachnophobia mode compatibility by redoing what i've done in Enhanced Monsters
Enhanced Monsters has the arachnophobia support, even if it bugs a little bit sometimes
I'll do that and the config sync at same time, but I need to find time
yeah well i mean
it's really not hard to implement so I can just implement that on the fly with the changes I planned to do on SellBodies
If I can, I'll implement it today (it's 6pm where I live)
Pikmin mod guy already did it
It's not an "official" implementation
@long hawk Out of curiosity do body prefabs contain any EnemyAI scripts?
Nope
What a shame I wish they did for the sole purpose of annoying Lunxara. Hygroderes in my mod can eat dead enemy corpses.
Hello @long hawk since there was no thread that I could find to another mod you have I got a simple question about this mod of yours here https://thunderstore.io/c/lethal-company/p/Entity378/Item_Lights_And_Effects_Fix/
does this mod work on default or do I have to add the objects I want the mods fix to apply too in the whitelist?
if you could let me know I would greatly appreciate it thanks ;D
It works regardless unless it is an item that has a battery. However it is configurable through its blacklist and whitelist
thank you very much for letting me know.
As soon as I can I'll update the mod and add the body for him
Hey found another issue
So remember the bug you fixed foe bodies vanishing from your hands when orbiting?
It happens to the shotgun too. Took awhile to figure it out but its cause you despawn the Nutcracker and his shotgun and respawn it back on the ground. I believe this is where your previous method that broke the bodies is affecting the shotgun too.
I just woke up and I have to go to work, as soon as I get home I'll take a look at it
No rush, just wanted to report it.
could you test if it works for me, sorry but today was a bad day and I don't feel like opening lethal and testing if everything works
I can later when im home 🙂 also dont push yourself take time for yourself. Your health is more important than modding.
@long hawk does Lethal Doors Fixed break with the new enemy?
I don't know, but I doubt it unless there's the bug that requires recompiling the mod with the new dlls
Can anyone tell me if sellbodies cause problems in multiplayer?
Unfortunately I have no way of verifying first hand whether there is a problem or not.
from experience it didn't but Lunxara seemed to tell that it gave slight frame drops when there were many bodies
some models have too many polygons and that's why it lags, I've never wanted to fix the meshes because I'm not a fan of blender and the last time I touched it was to make a arlecchino mod for genshin
Yeah I think it's not an issue coming from that
I don't really know
Can't verify by myself either
And there's also the loading time at startup due to the size of the assetbundle
but I think it's fine
Honestly my main issue has always been the weird way bodies parent to the ship
Like for example if you have a body in the back of the Cruiser and magnet it and the body teleports into the ship almost completely in the floor making it hard to grab
I've never really known why the bodies in this mod do that stuff
I don't even know why that thing happens, it's probably because of the scene where they spawn
Very possible lol
since i found a job i can't update the mod and fix bugs consistently anymore. So until i find some free time where i'm not tired, i don't think i'll fix those problems (the cruiser one has priority over the mesh lag one)
was the arachnophobia added
@long hawk Quick question: When using Hexi Better Shotgun Fixed and hitting the butler with a shotgun blast, if even a single pellet touches him he instantly dies. Is this intended behavior or a bug?
I think it's the same as vanilla, so it's intended.
Also the butler is a big balloon, so it makes sense that he gets oneshotted if I shoot him with a shotgun.
I just realized that I'm stupid and entirely forgot about solo butler HP because I'm sleep deprived. Tested it out with multiplayer HP and everything works as intended, nvm everything that I said lol
Sorry for bothering you
Np
it would be cool to have actual bodies for modded enemies instead of being given a pile of sperm when u kill them x3
.......what
........what
........what
........what

The what
Do you need help ?
there are really so many ways to ask for something and you have chosen one of the worst. my answer is that if you really want you can code it yourself if you think it is necessary
Bro what are you talking about🙏
I just wanted to make a joke
It's not that serious
🥀
bro he ironically asked for you to change a model 
no coding required
wait
nah it would require coding
i read it wrong
but
a different model would work too
i dont think they were very serious
You have to consider how this came across to Entity though who is very busy iRL
And im not insulting your work either
I actually like the design
I just think its looks a bit funny
sorry, when I read that message I was quite stressed and I didn't take it as a joke
anyway, at most i can slightly change the models that are there now, but dynamically generating them, based on the enemy, opens up a world of problems that i'm not willing to fix. also things like the position of the body when you hold it in your hand would almost always have to be set manually by the user.
I can replace the drops with gems or something more suitable, although the current models do an acceptable job in my opinion
i think the current models are fine tbh.
what would be nice is if, there could be a dynamically generated list of monsters based off what monsters are added to the game (im sure other mods have examples of doing this for their configs), then for each enemy found, you could set a seperate price + maybe a different colour of the scrap (if its possible, otherwise same colour is fine), but i realise thats a lot of extra work (and for some people might flood configs, which you may not desire), was just an idea.
i just find i want to nerf the prices of some modded enemies, but that then affects other enemies that deserve a higher price. 🙂
its okiii
im also sorry if i hurt you by accident
This mod can cause the weight bug where picking up a bunch of corpses and dropping them results in weight staying
I'll be honest, I have no idea what could be causing that bug, I haven't played LC for months now and my mods are pretty much discontinued
mk
If it's a known problem I can try to fix it but I don't want to spend hours trying to find the cause of the problem.
Its all good no worrys
Hey mind if I ask a question out of curiosity?
Does the Nutcracker drop both his shotgun and a body or just one of the two?
both
Ah
Just wanted to make sure
Would this also apply to other modded monsters like say the Maid from the SDM mod? As in will she drop the modded scrap and her knife?
havent seen the maid in a long time, but i d k, butler drops knife, no body... so i think maid is the same? ive definitly gotten the knife, but dont think ive got a body for maid, could be wrong tho, as i said, been a while since ive seen one.
Fair
just tested with imperium it dropped both but u might need to be fast grabbing the knife on their dead body before it poofed
why would the knife poofed?
cuz the default behaviour is the knife sticking to maid body but this mod send the body to oblivion to be replaced by the new drop as far as i can see, different from the butler who dropped its knife onto the floor
ah. I wasnt aware the knife stuck to the body.
Every entity in the game that drops something works that way, even the nutcracker's shotgun works in that way. Perhaps the buttler is the only one who doesn't follow that rule.
nutcracker drops body and shotgun though... apparantly maid does not due to the replacement for the body in your mod. so i wouldent have assumed they work the same way, as i would then expect them to behave the same way. (because the item should still drop seperate)
I would have thought nutcracker dies with the shotgun in its hands.. then it is dropped.. or a seperate one is spawned on death... either way i guess this means the maid needs to drop their knife on death, or a seperate one needs to be spawned? (ie, not your issue to fix?)
in my mod the nutcracker spawns a new shotgun and completely deletes the old one
It's been a while since I updated the mod, so I'll see what I can do this week to update the mod to the latest versions of the game
oh, i see, I didnt realise, now it all makes sense.
i dont know if its possible, but, I assume the item held by enemies are of the type and name of what they normally are.. so perhaps (for future proofing), its possible to detect any "grabbableobject" parented to an enemy, and then spawn that exact object with the body replacement when it dies?, if the enemy is holding a nongrabbable fake object, then that wouldent work, but then that would require working on anyway if that specific enemy needed adding. perhaps a config, where you can specify strings like "Nutcracker:Shotgun, Nutcracker:Shell, Nutcracker:Shell" (using the proper names of course) to make new enemies spawn with the items they require? then the mod wouldent need to be updated, and people can configure which enemy drops what items? (this would also make the below paragraph unrequired.. as i could set nutcrackers to drop your shotguns and shells..)
also, while we are discussing nutcracker dropping items.. (and if you dont want to do this, i understand 😄 just would be nice :))...when your shotgun mod is installed (BuyableShotgunPlus incase you have more than one), is it possible for the dropped gun and shells to be the ones from that mod instead of the vanilla one?.. i assume that would just be a check to see if BSP is installed, and if it is, drop that item instead... and if its not, do whats done already.
tbh, i dont know if anything new has been added thats missing a body or anything. I know there is 1 SCP that drops nothing,but thats a modded enemy.. so maybe thats by design.. and the maid is also a modded enemy, not a vanilla one, so i think only one that may need looking at is sapsucker for bodies, either way, gl! 🙂
I thought it was a new vanilla mob lol. In the case of modded enemies, just blacklist their name and it should keep the vanilla body.
nah, i think only new vanilla mob is the sapsucker, not sure, forget what was added, will do regarding the maid.
also for that 1 SCP enemy (and also other modded enemies), if the "center" of the enemy is underground the body could spawn underground, I had made the body spawn 2 units above the center just to avoid that problem
yeah, i d k, if i still have that enemy installed, i will try test, but the enemy just seems to vanish, so i d k
Sapsucker is currently the only new vanilla mob
are the eggs also sapsuckers? or just sellable items? i heard they can hatch... but then if they do, i would assume they are baby sapsuckers? or full grown ones? not seen it happen xD
Sell, they hatch if you steal them while the Sapsucker is alive but it's only to call the parent to your location
They do not go beyond that though
So maybe if Sapsucker was added for the bodies, a pile of its feathers?
sounds good
So to double check, if I black list a monster in the config they won't drop the modded drop right? Or would setting Body Enablier to False be better?
Hey, used this mod today and everything I picked up was worth nothing
mod relies on lethal lib, which isnt updated, so probably related to that as the bodies are scrap, and scrap is registered via LL when its a dependency.
this was put here..
#announcements message
so things like that may need to be waited upon and v72 is reccommended for a while.
lethallib should be fine as is
oh, i figured that was one affected
I was AFK for a while. Anyways, yeah i have LetahlLib
Is there anything else that's messing up the mod?
Also, please ping me. I am a tad busy
Small update, I'm trying to update sellbodies, apparently the reason why the bodies have no values is caused by an RPC error (usually recompiling and patching the mod is enough). However, this time it seems it doesn't want to do it and keeps giving me the error.
I made a general update to all mods that use custom RPCs. so now all my mods should work correctly
ah yeah, there were some RPC changes, when i get around to playing v73 with mods again, will let you know if i have any issues, ty for taking the time to updat them 😄
So everything is fixed now, right?
Yes
Got it. thanks a million!
Hi everyone, it's been a while since I've seriously worked on one of my mods, this time I'm going to try something a little more complex than usual, I hope you like the idea (it's actually an update for one of my mods)
Only thing, do you prefer that I add custom animations just for the skills or you prefer that I recreate the entire attack system?
Hold up you've my attention here. 😆 so this is an enemy we have go against? Im a little confused to your question though cause wouldn't the two go hand in hand?
if this is changing the player animations i'd actually love that made as an api (just as an aside), last time i tried changing the players' animations i was having issues where it'd break occasionally :p
also pretty cool shit
Oh I see now player animations. Damn that looks sick. I was thinking we were about to get some bad ass enemy that was gonna rekt our shit.
These would be the animations for the scythe (the player's weapon). I've been meaning to implement them in the mod for a while, but dumping the animations and making them work on the Lethal player model is pure agony.
The only thing is, I don't know whether to replicate the entire attack combo or just the animations for the scythe's skills.
those animations definitely can't work for first person, so I'll probably look into implementing third person instead
Ok thats pretty bad ass.
besides that, if someone wanted to create an enemy with that I could easily pass them the whole model with the animations
What did you try to do? Because for the Piggy's rewrite I reimplemented the animations from scratch but the only way to make them work 100% correctly was to replace the animator and use .Play(anim) instead of .Trigger(anim)
i tried replacing anims through an AnimatorOverrideController, it would've been the most mod compatible thing i could think of
but then had issues where, if i replaced the anim while crouching, and uncrouched, it would auto crouch when moving and looked really fucking weird lol
When you replace the animator it also resets its states, that was the reason. This is what I did to make it work:
interesting, that's good to know, thank you for the code snippet
Anyway, getting back to the library issue, it's quite a mess because everyone should use a personal custom animator (it would be nice to just use the animation clips instead)
I've also never created anything to be used as a library,
but I might consider it if someone could list the required features and how the library itself need to work.
However, one thing that should be done is to rework the entire animation system of the vanilla game, I still wonder why the player is rigged as generic when it could have easily been made as humanoid
anyway, for the library you could also ask the person/people who made TooManyEmotes since it seems to be done quite well
The problem for the emote ones is that they essentially duplicate everything and force a separate rig on top of the normal one and force set every players' bones on lateupdate to the new rig
Which is fine but not happily performant lol
ok I didn't know that, I'll keep that in mind
Is there a piggy's without the sliding animation bug?
it's not public at the moment, but it exists even if it only has the tesla gate and the M4
Hi, this is my monthly interaction on this server to say "POG"
I've actually been waiting for an update for this mod of yours
whenever i connect the truck on the ship with enemy corpses they get teleported on the other side
This is a known bug that I will probably never fix, it would take me too long to debug something that very few people use
Bruh nooooo
It's a good reminder to bring them in the ship lol
Its not just with that. When using the Self Sorting storage and with the ship inventory back in the day it sends your stuff to this point including the shotgun since you touch it with the Nutcracker (which is very inconvenient). Tbh I've been hoping you'd figure this out cause of all mods that add scrap this mods the only one that does this and behaves weirdly with the scrap it creates.
And will say lots of people do use that feature with the cruiser mod. These sort of bugs with the corpses are why I actually stopped using it 😞
@north wadi would you possibly have any ideas to why items stored in the SSS would get teleported to position 0 next to the ship? Would probably also solve the other things causing it to teleport there too.
I'll be honest, I have a vague idea of what's causing this problem, I just haven't bothered to check it out. It's probably because the object spawns in a different scene than the "correct" one. Since it's causing more problems than I thought, I'll see what I can do to fix it.
That would be awesome. Before it wasnt as big of a deal cause we used wider ship so that position ended up being in the ship still. Now that we are using bigger ship (not as wide) though that stuff ends up outside.
Also if you want it can run tests later for you to test before you release a fix if you wanted. Won't take me long at all to test it all.
I don't know
Wait
Maybe I know
Is FallToGround used?
I wouldn't say so, definitely once the item has spawned I don't do anything else
Wait, does your mod respawn the item? Because then it might cause problems
Honestly, I don't understand why it should be at (0 0 0)
it does
im not sure then
I found the problem and fixed it
I wonder if that problem happens with enhanced monsters too 🤔
I doubt it, the problem was caused by several factors that are only in my mod
I see
I released the fix, I don't know if it fixes the cruiser too but it definitely fixes the problem with SelfSortingStorage
it fixed it 😄 thanks for the update! Tested both cruiser and SSS. Only problem is if you store the shotgun it refills its ammo. Only happens with your mod installed since you touch into the shotgun. Without your mod the shotguns ammo capacity saves. tbh I'll just black list shotguns from the SSS unless you think its something you can fix. Theres a few other modded weapons that do the same so I just black list them and store the ammo.
It's because the SelfSortingStorage respawns the shotgun, my mob spawns it with all the ammo inside because I never thought about the case where another mod would respawn it
Its weird cause the vanilla shotgun it saves the ammo so storing 4 of them it will remember each ones ammo capacity. but any modded weapon with ammo it doesnt
tbh its something i've come to accept I'll just black list the weapons and store them else where lol. The other stuff you fixed was more important imo.
It's probably because both mods overrides OnNetworkSpawn() and his mod overrides OnNetworkSpawn() before mine (it's a theory but it seems the most plausible)
ah makes sense. thanks for the update btw! Next we need a Sapsucker corpse xD
I was thinking about it, but I don't know if it's right to do it since he already has a "reward" in the form of his eggs
Shotguns are saved because of the save item data function
It's something like SaveItemData or LoadItemData? Something like that I don't remember the correct name
SSS relies on these functions to save data for items, vanilla shotguns do the same so it works
I am actually curious if SellBodies will ever add custom bodies to at least some modded enemies?
Also I wanted to say that for some reason the Aloe from Biodiversity doesn't drop anything after getting killed or dying at all
Also does the Sapsucker and the Circuit Bees not drop anything due to them already having thr Beehive and the Eggs as scrap to steal, and having them also drop their body will be too much, is it because of that?
I never intended to support modded enemy models. However, if you want, you can replace SellBodies with Enhanced Monsters (I find it a great alternative to SellBodies).
I will try, but Sell bodies always have had a special place in my list of favourite mods, that's why I asked
As cool as it would be for custom bodies for modded enemies im content with what drops from them. To make compatibility for every modded enemy would be nuts lol. Im just glad it despawns the corpse cause some modded enemies have collision and its so annoying. Sell Bodies fixes that 😄
Also isnt the enhanced monsters one broken right now? Ive never really tried it cause i prefer sell bodies. Also has a special place in my pack too. Was very sad to remove it but grateful for its updates and fixes. Thank you @long hawk
Also just a question but what if you made an API so devs could make their own compatibility and include their own corpse model for if sell bodies was in the pack.
Then all that extra work would be on devs who want to make a compatible corpse
Enhanced monsters should work right now. I also updated them to fix the white blocks on the body meshes, and when I tried it, it seemed to work fine (though I was playing single-player). As for the potential API for the modded enemies, I'd have to rewrite a good portion of the code because it's hardcoded right now.
I mean, there is no reason to add custom bodies for modded enemies from ALL mods or at least not all at once. They could at least try to add for popular mods, like Code Rebirth and Surfaced for example. Maybe adding sapling variants for the redwood, driftwood and cactus badling giants like the forest keeper has, or a group of shark teeth for Bruce from Surfaced, and there is no need to rush, the creator can do it at they're own pace.
Also I just tested Enhanced Monsters rn and it's kinda broken, many modded enemies after dying you can grab their corpse only once and then you can't grab it again after dropping, also vanilla invincible enemies don't drop anything after getting killed, so I am still gonna use Sell Bodies.
If I knew how, I would have made custom bodies for modded enemies myself since coding is one of my favourite hobbies before video games, and combine that with making mods for your favourite video game is the best. If someone would be so kind as to explain how to add custom bodies myself, I will do that.
I get that, im not saying they need too add any custom bodies at all was just saying that would be nuts to do all that work.I was also just suggesting an API that way other devs can do it themselves if they wish to add their own corpse so if their mod and sell bodies are installed together. Its a tool suggestion to let other devs make their mods work together and the sell bodies dev wouldn't have to try and make any corpses from other mods since that would require so much work on their end. Sorry if you misunderstood me lol. I again am content with the state of the mod and can live without modded enemies having corpses too. I actually like what drops from the modded enemies currently. Much easier to collect and store and doesnt take up much space. Can you imagine trying to carry back a Redwood Corpse 😆 gotta strap that sucker to the the rooftop
Also if you're familiar with coding it shouldn't be that hard. Actually would be pretty cool if you'd be able to make like a Sell Bodies Extension Mod thats just for modded enemies. I'd totally be hyped to see it. Could maybe hook ya up with some people that could help ya out. Are you good with modeling? Probably need to actually speak with the devs of the mods you want to make corpses for and see if they would be cool with sharing their model
Abou the Redwood, did you forget that the Forst Keeper is also a giant and it just drops a sapling that you can also carry with one hand since it's small? So no need to carry the whole body of the Redwood, just a Sapling variant for it.
About the API, yes that would be amazing, but I hope Entity would try to do that, seems like a hard job and I encourage them to make it.
And what I don't like about what Sell Bodies currently has for modded enemies is how limited you are to configuring them, for example why is the Carnivourus Plant from Code Rebirth just a...Common Enemy?! It should at least drop a Very Rare Enemy body, also you can't change the weight, and min/max price for the bodies of individual modded enemies, it's just for Common, Very Rare and Ultra Rare Enemy in general.
That's why I made this suggestion, Sell Bodies is very limited when it comes to modded enemies in general. Again, the API idea is brillian and I only wish good luck to Entity in trying to do it.
Not really, just a beginner in coding, but I learn fast if there is someone to explain how things work since trying to learn by myself takes too much time trying to figure out how and what to do, and most of the times I get bored from wasting too much time learning something simple that could've been explained in under 5 minutes and then I start playing Lethal Company instead of making mods for it, which kinda sucks that there aren't many detailed and easy tutorials in modding LC. Also I can try modelling in blender, shouldn't be too hard I think, but with my enthusiasm, a loving community and with free time, I think I can do it.
thx bro 🙏
I'm trying to rewrite the body initialization code to allow other mods to initialize bodies for enemies that don't have them / modify the drop of the existing ones
As for the configuration of bodies added by addons, it must be handled by the addon itself
I uploaded the update and now it should be possible to create addons. To add a body/drop to an enemy, just use this function:
RegisterBody(string enemyName, string assetPath, int minValue, int maxValue, float weight, bool twoHanded, bool enabled = true)
Oh that's a new feature of your mod ?
Interesting
Since I was asked to create an "API" and I didn't know what to do, I thought I'd rewrite the code and create a function that can be used by other mods too.
That's cool
I created Enhanced Monster mainly because Sell bodies didn't work with modded monsters, but as it's going, I might not need to keep working on it 👌
Even if the times where I worked on it have become very spaced now
Some epic work here! Im curious whos gonna be the first.
@long hawk
[05:19:35.8407770] [Error : Unity Log] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "Environment/HangarShip/ShotgunItem(Clone)/ScanNode"
Had a weird issue with the shotguns for a client yesterday. They were a late join and had reported some shotguns were desynced for them, and this error kept spamming their logs. It would also result in them falling through the world into the void. I could visibly see them in a weird falling/stuck animation too (happened to another late join client also) and once I sold the shotguns the errors stopped and they were fine finally. At first I had the shotgun in a cabinet then moved them to the floor then moved them else where. Nothing worked until I finally sold them. Not sure if this is something on your end since you do respawn the shotgun when a nutcracker is killed.
I have no idea why this happens either, I can't even tell you if it's caused by the sellbodies or not since I haven't changed anything regarding the shotgun colliders or anything like that
Wait, maybe I understand why this happens, but could you tell me if it also happened with masks or bodies? Theoretically, those should have the same problem.
I don't believe they did.
We also have the ragdoll desync fix mod so that could be why nothing happened to the corpses. granted we have a new issue with our ragdoll corpses but I know thats unrelated and most likely due to the ragdoll desync mod needing an update.
What mod do you use for the"late join"?
Lobby Control.
We've had the issue of players falling through the floor before and narrowed it down to furniture with storage placements on them. If having more than one it would happen to late joiners. But normally storing them all would fix it and we just continue without those furniture items. But this time it didn't work and kept happening until the shotguns were all sold. No idea if it was once specific one that was broken or not, should have sold 1 at a time.
Also normally it would happen to players when landing on company but this incident ended up being every planet too.
So, I admit there seems to be a slight desync issue regarding the direction of the shotgun when dropped, but I haven't been able to replicate the error.
interesting. For now i've made a fix in my pack that should fix the issue should it happen again. Not one i personally like lol. I removed the black list on our SSS so storing it should in theory reset and fix it then during lobby as it has fixed other broken items before. My reason for not liking it is that it refreshes the ammo in it and is exploitable, but f it lol my lobby tends to kill each other more than help with shotguns lol.
I continued to investigate the issue. The shotgun rotation desync doesn't seem to be caused by Sellbodies or some other mod. I don't know if that problem is caused by the fact that I run two instances of LC on the same PC for testing or if it's a vanilla bug, but the fact is that it shouldn't be my mod causing problems similar to the ones you reported.
@long hawk I have found your mod adds a Strange Device (Gameboy) to the shop. It does nothing, and the cartridge can not be picked up. I spawned one in to test it and it was broken, and somehow one got spawned in during our lobby and it could not be picked up either. I'm assuming a present spawned it.
but I tried now and everything works correctly, was there some error in the console?
No error. I just couldn't pick up the cartridge
Hows it suppose to work?
the real problem is that the cartridge cannot be picked up, everything else is normal (I tried again now and this problem does not happen in my case)
testing again right now
As for how it works, it's not too difficult but since it's a sort of easter egg, I'd rather leave it up to you to discover how it works.
For testing purpose can you DM me. Normally i'd be up for the suprise but i want to help debug
still can't pick it up either also the Gameboy is a store item but can be spawned as a scrap???
I kind of obssesed with the combination of this mod with "Remnants", I saw there is an option inside that config which lets you add scrap items to the pool.. And I'm having no luck with figuring out exact names of body remains, is here any list?
I think it would be so cool to get it working, so like a natural murder scene spawns from time to time...
Right now I have a line like "CentipedeRemains,BlobRemains,MaskedRemains,ManticoilRemains,ManeaterRemains,PufferRemains,BaboonHawkRemains,TulipSnakeRemains,SpringRemains,FlowermanRemains,NutcrackerRemains,HoarderBugRemains,CrawlerRemains,BunkerSpiderRemains", is here any mistakes? It feels like one error and entire "Remnants" stops to spawn anything 🤔
what is this?
It's a card with a Yoasobi music track on it
It's an EasterEgg
@long hawk good news! Theres a dev adding compatibility thru your mod to add custom corpses! During testing it appears to work great!
how do i remove thi
i want to make vanilla modpack but this goes against it
Not at the moment, and I don't think I'll implement a way to remove it considering it's not a feature but an easter egg
i request for it to not be removable 
Im with them! I vote keep it. Only thing I'd ask for is new cartridges for different songs 😆 🤣 😂
I was already thinking about adding more cartridges, I'll see what I come up with in the next few days
and as I had hinted before, the easter egg is an easter egg and therefore it will not be removable
Already hopping into Enhanced Monsters
Mate
It's not a competition
Choose whatever mod you prefer, personally I'd recommend Sell bodies because it's actively maintained and more stable
But if you want an "any-mod" support you can pick Enhanced Monsters, it's just less stable and has bad support for arachnophobia

@long hawk i think Lethal Doors Fixed might need a quick recomp for the v73 netcode stuff
The other day i had a player "die" to the door, but they were put in a weird state of not fully being dead but being unable to interact with anything, i imagine a desync of sorts
Not had that prior
I dont have the log of it though byeah, from what i could tell the mod does network some stuff?
there is no custom networking whatsoever, but just in case I'll recompile it.
ty ty 
small spoiler, the mod will weigh a little more but in compensation now the gameboy plays VideoClips (sellbodies)
Is there an option to disable shotguns gaining 60 value on them? Or is that not possible?
I use Lethal Washing to remove a shotgun's value off it and be put onto a coin instead, meaning the shotgun has 0 value and can be kept. Upon reloading a save with shotguns that have 0 value... they regain that 60 value. One can reload & rewash the shotgun to gain 60 value coins off it as many times as they want, if one decides to do that.
Idk if that issue is specific to any Entity378 mod
Like i dont use BuyableShotgunPlus or anything like that, but i had this same issue when i used to have LethalCasino and basically did the same thing
No clue what makes the value reset
Honestly this might be something DawnLib could fix with it's save system maybe? @open needle
Or, hell, for all i know it might already do that
Worth a try
Sellbodies overwrite the shotgun's value when it spawns, I could add a config to disable the value overwriting if needed.
Oh interesting
Wait, why does it do that?
Because otherwise the shotgun would not have a value
ButteRyBalance I think gives shotguns a value unless I'm mis-reading what the config thing says for it
...and I did see it's price get randomized for shotguns, not any of the 60 value shotguns, only when it had 0 value then it gets the 60 value re-added onto it
Would be nice to have as a toggle
@still bridge @long hawk I use both mods you're discussing. There is another mod causing this as i do NOT encounter this issue either. Could be fixed if entity does a config but I honestly doubt it if its another causing the value to return.
And I do the exact same thing you're doing with washing them to have zero value and be kept.
One thing I could think is its possible Washing Machine with its save zero scrap setting cause I use Science bird tweaks for that instead. Would just need to test it with configs off.
I'll implement the config to disable price overwriting tomorrow. The update won't be released until later, though. Right now, I need to add more cartridges and optimize the video "quality/weight" ratio.
Hopefully it helps them but if it doesnt then its a different mod breaking it cause as I mentioned it doesn't happen to us and we are doing exactly what they are doing. I do feel its probably the difference between Washing Machines saving method and Science Bird Tweaks saving method so in theory yeah the config should fix it, but its sort of a band-aid fix if anything and just gonna happen later with other items.
@still bridge has it happened to other items? Is it just the shotgun? Do you use Science Bird Tweaks or lethal washing machine to keep items worth zero? I'll run some tests my self later cause if its the Washing Machines config I can let Snowy know.
@native geyser
14 mods in use, though it was 17 as a temp since I used Imperium to spawn in the shotgun and that mod needed two other mods.
019bf855-6b43-a8de-5feb-5858559415b2
For Lethal Washing config's, the only changes were allowing use of the washer outside company days and un-ticking the "Prevent item despawn on time wipe" in case that config was doing something
Wash the shotgun, get it's value as a coin, save the game by being in orbit, reload the file, shotgun has 60 value again while also having the coin with 60 value.
I did try this again but I reload the save with Lethal Washing Disabled this time... shotgun still got it's value re-added. One mod I can try with removing value is either lethal casino or that gambling machine at the company fork and see if it still happens
Ok So this does change things then. I believe Science Bird Tweaks is fixing the issue in my pack.
Still happens, shotgun got their 60 value back after gambling the value on it and I don't have Lethal Washing in use this time
Science Bird Tweaks sets the zero to priceless and I think it changes them so they don't reset.
ah
So it is def Sell Bodies after all.
I don't have Science Bird Tweaks installed
Try out Science Bird Tweaks and use their config for scrap at zero stuff.
It turns all zero value items to priceless instead. My apologies. I didnt think science bird tweaks would be preventing me from experiencing this bug and was accidentally fixing it lol
Whenever I encounter a mod conflict or a bug, I ensure to use only the required mods to see if it's not like... conflicting with the other eleven billion mods added and if it happens with only the mod itself or ones that are needed.
I can give Science Bird Tweaks a looksee, though I wonder if I should worry about any config overlaps with other mods that I have that do other tweaks
Item Lights And Effects Fix has a bug where it makes the Drama mask glow
this one
Is that a mod by Entity ?
Item Lights and Effects Fix is yes
Ah okay
Well that must be an issue with the drama mask mod
Reason 1: the mod was not updated since v56
Reason 2: it's quite easy to misconfigure materials however they end up looking good ik lethal because the shaders are wonky
It would mean that the mask has a light component inside it (that seems strange to me). However, you can simply disable those two items from the config so that my mod doesn't affect them.
do i disable vfx and light or just light
Even though Science Bird Tweaks is a workaround to prevent shotguns from re-gaining their value, I feel that a config toggle for giving the shotgun value via Sell Bodies Fixed itself could still have a use
I posted the update, unfortunately due to the size of the asset bundle I only put 1 new cartridge (which may not be definitive as I used it to test the video part of the Gameboy)
of course I also added the shotgun config
Hey Entity.
Do you know if there's a way to make this mod only work if you active the "Hunter" upgrade of LategameUpgrades?
I'd say there's no easy way to do this right now, but I could create a function that allows you to disable and enable the mod at runtime. Would that work?
at runtime?
yes, in the end a simple "true/false" flag should be enough to handle the situation you described
hmm, I think it'd be good enough
the reason is because I would like to avoid making custom code dedicated for specific mods
What if I try to do it? (or ask for a friend to do it?)
@long hawk @patent bronze LGU did set up an API for custom upgrades just no ones used it yet except Slayer for the GUI mod. Could potentially make a new upgrade through it that just toggles the Sell Bodies stuff if you really wanted to do it.
@final galleon just to let you know this too :]
@long hawk
Question
How come your sell bodies scrap values never got compatibility with WeatherRegistry scrap value multipliers?
Has it never been requested, or have you declined doing that before?
i think an option for the value of enemy bodies to work with Weather multipliers would be neat
because my multiplier uses a custom formula and in general when you do .Spawn() the value of the item is 0
if you multiply that formula by RoundManager.Instance.scrapValueMultiplier * 2.5f you'll probably get weather registries multipliers and not change your value in vanilla occasions
It would be really cool to see the above value multiplier added in, like for me SellBodies is the only outlier where it doesn't scale with weather multipliers compared to everything else
LunarConfig similarly also has a moon scrap value multiplier, I wonder if that would also work with it
I'm working on several projects (not related to LC), and they're taking up a lot of my time. I'll probably just remove the custom multiplier and adapt theRoundManager.Instance.scrapValueMultiplier * 2.5f
Oh awesome
I guess we can see if it works with Lunars+WeatherReg multipliers, would be interesting to see
No
how does it work
It's an easter egg, so you'll have to find out for yourself
LunarConfig probably allows you to remove them
Though Entity should just add a config tbh I mean i understand its an easter egg but come on
would you be able to show me how?
im not really familiar with that mod
Idk i dont use it either
I just stopped using sellbodies
But people say lunar does everything and anything so
I made the change, now it only uses the vanilla multiplier. I also added the config to use the legacy multiplier in case something goes wrong.
can you add a config for the catridge/gameboy stuff pretty please?
I'm pretty sure it can't remove it and if it tries it'll likely throw a nice null reference exception in the console when sell bodies tries to spawn it
you can soft remove it by setting the weight to 0 so it just doesnt spawn
where can i do that
those items don't spawn like the rest of the other items in the game
rough, felix accept yoasobi
the fact is that those cartridges value is 200 and now after the update is 378. Even if you don't like EE you can always sell it and make a lot of credits
they had 1% spawn when you kill an enemy and now after udate it's 0.75%
i just think it breaks immersion 😭
your mod is really cool, but i really dont like having random references/memes in my modpack
I think I've always been willing to make changes/updates to the mod if anyone asked
However, I'd like to make it clear to people that I like that kind of EE and it's the only thing I don't intend to remove from the mod.
not trynna make you remove it, just asking for a little config so i can do my own thing
please
Same
Whats your modpack btw
Id like to check it out
Let me be even clearer: I don't intend to remove/provide the ability to disable the EE. I ask you once again to respect my decision.
Just uninstall if you dont like it
I made an update to see if I could implement a different multiplier from the custom one I had made. if you want you can try to re-enable the legacy multiplier from the configs
I have to go to sleep now but tomorrow I'll do some debugging to see what's wrong
is there a way to download the previous version?
It's not necessary, just go into the mod's config and you should find "LEGACY MULTIPLIER" and set it to True
I did so, but then when I got into the game, the data was all over the place
I had baboon hawks that were double the price they were supposed to be
I understood exactly what the problem is and I will release the patch that fixes it.
Sorry to ask, but why should I do that * 2.5f? I tried to see if the value of scrapValueMultiplier changes but it always remains 0.4 (and checking the source code didn't help to understand how that value is defined)
Anyway I released a patch that should fix the problem, I still recommend regenerating the config file just to be sure
Because 0.4 * 2.5 is 1, so what I'm saying is to multiply your existing formula by 1, it won't end in 1 when mods like WR edit that multiplier though
ok thanks for the confirmation, that's what I thought but I wasn't sure because by doing *2.5 if you change the 0.4 the multiplier value can become too high
I haven't done anything other than add that, but I'll try to figure out a way to fix the multiplier curve
In my case, i have the custom multiplier option disabled, so the body min/max value is just between whatever is set in the config
Would the new scrap value adjustment thing still apply (like from weather multipliers)?
Or is that new functionality exclusive to using your multiplier?
only if the multiplier option is active
but I could make an option to apply all the various types of multipliers separately
My main concerns would be..
- the filesize increase is quite drastic, like 90mb --> 140mb for an easter egg, thats like a 50% increase
It doesnt matter much for small minimal modpacks, but for large ones with people on lower end systems it does push the limit. SellBodies was already in my top 5 for filesize, top 3 if you exclude cosmetic stuff, which is kinda nuts in proportion to how much content it actually adds- - Its not the worst thing balance wise, it works out like +$3 on average for each kill when you account for the low chance of getting one. I still think a simple toggle for it would be wise though, the mod has largely up until now been fairly vanilla-feeling in it's appearance and everything
Like, rn i am neutral on the changes, but if the filesize keeps going up a bunch and the drop chance gets higher and affects the balance more i probably wouldnt wanna run the mod, personally, or rather i would stick to 1.13.2
That would be awesome ye
Idk how many people use the custom multiplier thing, i might be in the minority for having the values just be between the min/max
But thats much easier to balance imo than some custom formula thats using the moon's power level info, since it can vary a lot between moons
What is in this easter egg that makes it 50mb lol
I know the filesize is big and I was looking into how to optimize it but then I didn't have time to do it anymore due to unforeseen IRL issues.
because two video files, no matter how compressed they may be, are still "heavy"
I was considering the option of using URLs instead of having the files in the asset bundle but I don't know how big the desyncs would be
really? with webm files?
never forgetting the time i found a tv mod with a full season of anime on it for like 8mb lmao
Let me explain my situation better. Sellbodies is a project I can only work on in my free time, which is now very limited, considering I have two other projects to develop (which I consider more important). Right now, I'm trying to fix everything I can, given that I have a little more free time than usual
No, and I feel like an idiot because I didn't even think about using webm. I'm trying to optimize the mod now for the rest of the models and textures too.
I understand, i never try to juggle more than 1 thing at a time if i can help it, to avoid this stress or burnout, best of luck, takes real brainpower to do that
happens, it will be beautiful soon... never look at the file size of lethal casino
fun fact, one of the models must have been bugged and instead of weighing 64KB it weighed 64MB
I imported the same model into Blender and re-exported it with the same options and now the file size is correct.
that fix alone basically offsets the filesize difference from the EE stuff lol
Apparently that doesn't fix the problem once you build the asset bundle, I'm still working on reducing the bundle size
Aw damm
so far I've managed to get it to 82MB from 140MB
after optimization the size goes from 143MB to 92MB, I did what I could without compromising too much the quality of the textures and models
the update is up, if you find any problem let me know
yayyy
does that include the multiplier thing?
yes
Nice nice
do you crunch your textures?
I used 2048 * 2048 resolution for diffuse and for the other texture I used 1024 * 1024
Oh yeah, its pretty fine, i was pretty brutal with texture stuff. ticking crunch and even leaving it at 100 quality would massively reduce texture file size by 30-50%, definitely worth checking out. setting it to 0 makes it unbelievably small but you can see the quality loss
I'd seen the option, but not knowing the result, I preferred to scale the texture resolution manually. If I ever need to add anything in the future, I'll take a look.
awesome. the game is rendered at like 500p, seeing really any kind of quality loss is very hard to notice as a player unlike in unity editor
from 140 to 90mb, very nice update 
hi i just spent over an hour trying to find the mod that added the gameboy because there was no information anywhere about it, your mod only states it makes enemies sellable. I came to this discord hoping to find you and request an option to disable it, but I see now that you don't care. I respect your decision, it's your mod after all, but at least I wanted to ask you to add this information to the thunderstore page.
Just writing "Adds a strange device to the store" on the mod page wouldn't spoil your easter egg and would save people's time finding it.
On a separate note i want to thank you because this was one of my favorite mods and i appreciate the work you've done.
in the next update I will add it to the "README"
Thanks for replying, I don't think adding it to the readme would help search faster, if it was written on the page then one could easily find it with a google search
the README is literally what is used for the mod's mainpage
Ah, alright. I thought it was a file. My bad. If you could do that it would be wonderful then, thank you.
It's a file, it's the file used by TS for the mod main page
@long hawk Something is going wrong in the calculation of the body value
See here, the lootbug value is 20-30
And the only multiplier that should be taking effect is the Vanilla one
Yet the value is always higher (40 here)
I've noticed this consistently with every body i have come across
The current weather + moon multipliers are 1x respectively
and this only happens with bodies from this mod
All other scraps from other mods that use weather/moon multipliers dont have this issue
The multiplier was originally 1, i set it to 0 but it had no effect
I already found the problem and I'm fixing it
ah nice
i was just about to test with the min/max value both at 100 to figure out if the offset was random
I figured from the values its realted to the whole 0.4x value multiplier thingy in vanilla
could you try this? theoretically it should work but I don't have time to test it
oh sure, i can in a bit yeah
Yep, this fixed the issue!
I tested with a 1x weather multiplier and a higher weather multiplier, the values were consistent
Any chance to make the time of enemy drops configurable? (As in when the enemy dies you can have it drop said body maybe a couple more seconds after it dies or make it shorter.)
I'll work on it today when I get home from work
Small feature Suggestion for Lethal Doors Fixed:
Just like: https://thunderstore.io/c/lethal-company/p/baer1/Killbind/
Which has a config that lets you set, what happens with your Body after death.
For example have the body be split in two just like with a barber death, be turned into mush like with the Sapsucker or have the head be poped like with the little Girl.
Those were the ones that made most sense for me but I'd already be happy with any of these(or even have a random Option)
I love Angels of Delusions
anyone test this with v81?
Yes and it works as far as I can tell
The corpses spawn
nothing explodes yet
wicked
I've been working on an update for a while now to add drops for the enemies that i hadn't implemented in previous updates, but I had some serious problems with the Unity project and I only managed to solve them yesterday
well, current version seems to work plenty fine, so there is no rush for miles
for enemies that drop scrap that they're either holding (barbers and their scissors) or are inside them (coilhead cores), would it possible to add a config that keeps their corpses around after they die, similar to how nutcrackers do?
theres a compatible mod that i use that adds death animations for some previously immortal monsters, and it looks kinda weird to see their corpses vanish along with their drops appearing from thin air after they die
Implementing a system for that would require too much time and effort compared to the result you'd achieve. Essentially, it's not worth it.
fair
the gameboy is part of the Easter Egg of the mod and (as I have already said several times) I have no intention of adding the possibility to remove it
buhh...
I've released an update for SellBodies
The most important part of this update is the addition of 3 new bodies
There is also another feature that I consider the best part of this update, but I won't even explain what it is since it would interest very few people.
I was wondering, has anyone found the new cartridge? Just in case, I confirm that I won't be implementing anything else for the EE, partly because I consider it complete and also because people don't seem to be happy with it.
I'm ngl I have no idea how to go about performing this Easter egg. Is there supposed to be a hint of any sort?
All you get is the Gameboy sorta thing
No more info is given
You also have to be lucky, let's say, the Gameboy is just a part of the EE
I can only say that the third one is very special
Weirdly when I have my config like this:
I can also hear the yippe sound and not only that, I can hear it globally.
When something dies anywhere by any means, I can hear it.
weird, I'll try to fix it in a future update
I'm really sorry for you mate, on my end people have been yapping about the ranking mechanic of enemies
