#Sell Bodies Fixed / Entity378's mods

1862 messages · Page 2 of 2 (latest)

high cipher
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Could you have the mod generate configs for the value of a enemy remain for each scrap

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still happened

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oh wait

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after

long hawk
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It should work if you type: Rat,ClownHornFish,

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Or it could be that it doesn't work since I don't recall ever testing whether the blacklist worked or not.

high cipher
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no it still happened

high cipher
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rat does not drop but clownhornfish does

long hawk
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I'll see what I can do tomorrow to fix it, if you can send the mod pack code

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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

long hawk
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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

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Since you have the role "Code" I think you could take a look and see what I mean

rugged coral
long hawk
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It's not me who compiled that dll, it's simply the one from the mod you download from thunderstore

rugged coral
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Wait so who compiled your files ?

long hawk
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I just looked at the decompiled code of piggys variety with dnSpy and noticed that the Rpc functions were not compiled

rugged coral
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Piggy's variety ?

rugged coral
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Ah my bad

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Didn't read the entire context mb

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Well then they probably don't have the NetcodePatcher CLI

sick depot
subtle timber
long hawk
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It should still work

rain canyon
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thank you for the dope mods

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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?

high cipher
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@long hawk Was this mod causing the game to crash but it got fixed?

long hawk
long hawk
rain canyon
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I did not have this issue

rain canyon
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But anyways it worked perfectly for me after you renamed the shotgun

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Maybe it’s another terminal mod keeping it functional

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Here’s my mod profile if you wanted it for whatever reason

rain canyon
# long hawk Ok

Did you have that shovel issue with Piggy’s Variety Mod active?

long hawk
rain canyon
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Cuz it finally works almost perfect for me 😭🙏

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I just can’t change the price of Shell

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but it doesn’t matter that much

long hawk
long hawk
# rain canyon 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)

long hawk
rustic dune
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why is there a coilheadcore? it's unkillable

pure flame
long hawk
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I wonder if people can read the description of the mod or not

rugged coral
rugged coral
long hawk
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The nutcracker is the only exception as it already existed in the original version of the mod

rugged coral
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Hmm

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So you don't want to support mobs that already have a loot ?

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that's right ?

long hawk
rugged coral
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Why don't you let users configure that ?

long hawk
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Let's just say I don't know how much it would be worth to introduce the buttler's body.

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His drop would probably be a helium tank or something similar, if I ever introduced it.

rugged coral
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Hmmm

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helium tank ?

long hawk
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When you kill it it explodes like a balloon, so I would find it appropriate

rugged coral
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Oh i didn't know it exploded when dying

long hawk
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Also, I wonder if anyone found the easter egg I put a few patches ago

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I don't think so since the probability is 1 in 1000000

rugged coral
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I didn't see any reference to this easter egg in the decompiled assembly of your mod

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Unless it's the confetti effect when an enemy dies

long hawk
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Because in the code it is not so explicit that it is an easter egg

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But I can assure you 100% that it exists

rugged coral
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Hmm

rain canyon
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This one however has been great, but it doubles damage

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So shovel = 2 dmg, shotgun pellet with HexiBetterShotgun = 2 dmg etc

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So just need to account for that. Personally I set everything to have 11 HP and nerfed the shotgun a bit

long hawk
rain canyon
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guy who made the alternative version had the same issue apparently 🤣

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probably a cross compatibility problem with another mod like MoreCounterplay or something

long hawk
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Unless there is another mod that overwrites them "incorrectly". And then it is no longer an ECD problem.

pure flame
long hawk
rugged coral
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Wait I must hardcode the compatibility with ECD on my mod too ?

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Originally unkillable mobs don't use the "OnKill" method ??

long hawk
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It is for that reason that I find it virtually impossible for ECD to make an enemies immortal.

long hawk
long hawk
rugged coral
rugged coral
rugged coral
long hawk
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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)

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The only reason I think that variable exists is to determine whether or not enemies should be killed by the Gigaworm.

rugged coral
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I mean...

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That's the purpose of the mod anyways ?

long hawk
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The problem is when the hitEnemy function does not call the killEnemy function

rugged coral
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Ah I see yeah

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But why can't ECD make enemies killable at all ?

long hawk
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But it's something you decide in the configs, otherwise it's impossible for a bug to occur where they become immortal.

rugged coral
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Yeah that's fair enough

rain canyon
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@velvet shale

velvet shale
rain canyon
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Ahhh that’s right

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I use almost every single modded enemy as well so that makes sense why I would notice it

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@long hawk

long hawk
long hawk
long hawk
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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

pure flame
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not sure if its mantis shrimp or the blue lobster u mean but both works fine for me

long hawk
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Hypothetically any other mod that overrides the original methods

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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?

dire rapids
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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.

long hawk
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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.

pure flame
long hawk
junior wave
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is there a way to make dead bodies smaller? like thumper or spider

junior wave
rain canyon
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Double damage?

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He hasn’t updated it yet

rain canyon
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I was just saying the Alternative version works with all modded enemies I’ve tried

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I can actually kill everything

pure flame
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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

pure flame
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no actually nvm every bodies is gone

pure flame
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aight i found the mod conflict

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#1197731003800760320 made the bodies and nutcracker shotgun doesnt drop(vanishes)
not sure what is happening

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code :
01953b22-75fd-96cb-3e8b-590ca65fd5ee

step to reproduce:

  1. start a game
  2. open debug room and spawn a weapon
  3. spawn any enemy and kill it
  4. death animation ends and the body doesnt drop anything (for nutcracker only the shells dropped)
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@long hawk @proven ice yoiled

low perch
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I personally don't have the Nutcracker drop a body so I never knew there was a conflict tbh

proven ice
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What

junior wave
low perch
pure flame
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Idk i was just testing ECD on debug map and then i noticed everything just vanished after being killed

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could be a me problem or these 3 mods now decided to not play nice together for testing

pure flame
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aight i tested again with imperium i guess its just doesnt play nice together with the devtools Fish

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got trolled by devtools again agony

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yea it doesnt drop anything if i use both sellbodies and sellmyscrap in the testroom

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wow havent heard that name in a good while

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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

long hawk
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I'll see what I can do to fix it.

proven ice
long hawk
long hawk
low perch
long hawk
junior wave
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but im okay with that

long hawk
low perch
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that's a mood tbh

junior wave
long hawk
dire rapids
junior wave
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is there a way to make dead bodies smaller? like thumpers or spiders

long hawk
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Only extremely large enemies have a smaller body (like the dog's body, it was too big and I changed it)

junior wave
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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

junior wave
rugged coral
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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

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Don't really know how you implemented modded enemies, did you limit to max 3 modded enemies being sellable ?

long hawk
rugged coral
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Ah so it's not a modded enemy's corpse

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I see I see

long hawk
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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)

rugged coral
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Yeah basically in my mod every scrap enemy is generated on start

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It took way too much time to create but now it works really fine, just needs config values

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That's why the config file is so large

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Tbh I think the config file is larger than the mod dll

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No I'm saying shit it can't be

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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

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But your mod works better than mine with vanilla enemies

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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....

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Messing with the animator is the hardest part

long hawk
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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

rugged coral
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True, but sadly I can't make my mod compatible with yours yet

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I could totally let the vanilla enemies to your mod and I only do the modded enemies when my mod detects yours

long hawk
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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

rugged coral
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And your mod has a main issue that would probably mess up stuff with mine: your configs aren't synced that's right ?

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I think I read that on your mod page

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My mod syncs all the configs, including holding rotation and position offset, mobs ranks etc.. to avoid desyncs

long hawk
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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

rugged coral
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I see, I had to make my own so I understand lol

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Thanks to the wiki, it was easier

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But yeah it makes a 20KB call everytime a player joins

long hawk
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Then most people use the mod manager so I never had too many problems with syncing the Sell Bodies configs

rugged coral
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Yeah if the modpack owner gives the config it's really fine

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On my side, the mod managers can't open the config file, it's a json file with one object for each enemy

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I made it very configurable but it's probably too much for random users

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So I'm writing a wiki page on how to edit it

long hawk
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I mean, if a good samaritan would create a syncing system for sellbodies configs it wouldn't bother me

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On the contrary, I would appreciate it.

rugged coral
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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

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Anyways I won't merge if it makes breaking changes

long hawk
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if you want, you can try, it's not a problem if you touch the way the configs are managed now

rugged coral
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I'll fork that in the afternoon

long hawk
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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.

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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.

rugged coral
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I understand, don't worry I'll do that and all you'll have to do is verify the PR

long hawk
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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

low perch
rugged coral
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But you're right I haven't the feature to disable bodies

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I'll add it real quick

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Didn't think about it

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When Pickupable is disabled it basically leaves the vanilla behaviour

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If it's meant to be destroyed it will be destroyed by the game

low perch
low perch
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For some reason it creates a config directory under plugins

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😆

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If you get that fixed that will allow it to properly be searched and openable through Gale too

rugged coral
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in the latest version

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You can even go to LethalConfig or LethalSettings and copy the path to the file

low perch
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Hooray

rugged coral
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Gale doesn't like my mod

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It only reads the cfg file

low perch
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Gale didn't like it cus the config directory was getting put under plugins

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so the json was unable to be found by it

rugged coral
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that issue was fixed in like version 1.2.0

low perch
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I was just using the latest version with Gale though

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🤔

rugged coral
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you probably had an old version installed previously

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lemme see

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oh wait you were right

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How did I not see that lol

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I really thought I fixed it previously

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Hmm is there away to get the Config path of Bepinex easily

long hawk
rugged coral
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The best would just be to have the working dir of BepInEx

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relative paths can be messed up quite easily

rugged coral
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Found it

long hawk
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in the debugzone, the prop container is disabled by default (it used to be enabled)

pure flame
long hawk
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It's VERY useful for understanding when something isn't working

pure flame
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ill pass on that for nowimhuhimwuh i wont know what im looking for anyway

long hawk
open needle
long hawk
low perch
# rugged coral Found it

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

rugged coral
low perch
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Yeah I figured that out lol, btw a recommendation might be to default modded enemies to start off as false instead of true

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cus I had quite a few that were immortal it was setting to true

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XD

rugged coral
low perch
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Haha

rugged coral
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I should make a popup on first game start to explain how to make modded monsters sellable 💀

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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

long hawk
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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

rugged coral
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For genshin songs ??

long hawk
# rugged coral 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

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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

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Furthermore I think I'm the only person so far who has managed to change the looppoints on that game

rugged coral
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I saw a mod that lets you add custom ambience music to some moons

long hawk
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If it wasn't clear, I like to mod other games besides Lethal Company.

rugged coral
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Ohhh I understood

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it's not a Genshin mod for LC

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Okay !

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Sure yep

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Yeah I also do mods for other games 👍

long hawk
rugged coral
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What does it do ?

long hawk
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Adds a weapon (a scythe) with abilities similar to a playable character from Genshin

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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.

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But if you don't consider the visual part, the functional one is perfect

long hawk
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And this is the proof

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Only if you play genshin you know what that screen means

rugged coral
rugged coral
raw pond
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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

rugged coral
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Imo even Arle C0 is better than mavuika

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Arle is just OP, it's blood debt make her even stronger than Hu Tao

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Just give her her artifacts and you're the best

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CritDmg%, CritChance%, PhroDmg% and Dmg%, it's everything she needs

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Level up her abilities

long hawk
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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.

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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

rugged coral
raw pond
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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

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ECD worked fine for us before but now it's wacky

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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

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also

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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

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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

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also I unimmortaled the Coilhead and set "hittable" to false but "shootable" to true yet it will never die to shotguns

junior wave
raw pond
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I believe we used this one when this issue occured

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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

dire rapids
# raw pond I'm also not sure which mod does but my friends get this log when they're litera...

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

low perch
dire rapids
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or is moreshipupgrades = lgu? i wasnt realising if so.

raw pond
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I'm using the Maneater damage patch for a long time and everything was fine until recently

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so I would say that's also not an issue

raw pond
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it's probably Buttery or LGU that broke it I think

low perch
raw pond
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which is a problem because we use LGU a lot to make the endgame content more interesting

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I think I will roll LGU back a few versions then

dire rapids
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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.

low perch
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Honestly if you're not using much from LGU

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I would just get rid of it

raw pond
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we use a lot of it usually

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sadly

low perch
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It's a great mod but it's also quite bloated and after a while my group and I stopped using it

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so I pulled it

raw pond
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often going for certain LGU upgrades sooner than things like Jetpack or Cruiser

low perch
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Like we only would use very few things from it

dire rapids
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this is why i avoid big grouped mods, i hate bloat.. 😦

raw pond
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I guess we could get rid of it for now

low perch
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Cus it's a large mod but none of it is really bloat

dire rapids
# raw pond I guess we could get rid of it for now

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.

dire rapids
# low perch GI is the best exception lol

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

raw pond
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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?

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I feel like there should be an option to just change the mod's version in Thunderstore itself...

dire rapids
dire rapids
low perch
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Oh wait you were talking about GI, yeah you can turn off features you don't want in GI

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LGU is the one that if you disable something it doesn't truly disable it lol

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Which for a mod that large unregistering disabled features would be nice tbh

dire rapids
rugged coral
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Added your Arle's Scythe mod to my buddy-only modpack @long hawk 🔥

long hawk
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Can anyone please confirm if the Sell Bodies configs work properly? Unfortunately I'm at work and can't test for myself.

marble cargo
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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

long hawk
long hawk
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Last time I tried to export everything, it filled up my RAM and my PC went into bluescreen

rugged coral
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Wow

raw pond
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my modpack does have Sellbodies

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I also fully reconfigured it

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(like made dog teeth and hoarding bug 1 handed, changed the prices to match the difficulty of killing it, etc)

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also reconfigured the scrap spawns, spawn chances, interior spawn chances and enemy spawn chances on each moon

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buuut my modpack still uses old Wesley's moons for a bit

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since I didn't have time to explore and config the new ones yet

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if you don't mind

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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~

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01955dae-0838-0607-6d63-9803eba8ba2f

marble cargo
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it's already working

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I had a modpack in my modpack with randomg config from a guy that made that modpack

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...

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he already fixed that

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but it was a problem on his side

high cipher
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@long hawk Could you add a config to set the price for each enemy remain based on monster instead of power level?

raw pond
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it would be funnier at this point if you could just configure which entity drops what scrap

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imagine making mobs drop their plushie after death

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or making the spectral dog/bracken also drop ectoplasm

long hawk
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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

stoic bluff
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there's already a mod where you can do configurable loot drops for killing monsters

stoic bluff
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completely configurable as long as you know what the ids for monsters and items are.

long hawk
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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)

long hawk
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In the sellbodies configs

rustic dune
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also the selling config is the drop config or what?

stoic bluff
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that's on you to figure out not me

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i ain't google

inner sun
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Does this make invicible enemies killable

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why is there a jester corpse

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option

raw pond
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this mod in itself doesn't make anything killable

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or you can add them to the scrap pool

inner sun
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Is there an arachnophobia option

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cause my friend is deadly afraid of spiders

inner sun
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@long hawk

grim gust
inner sun
grim gust
long hawk
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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

inner sun
glad rapids
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Maybe for now you could just stop bunker spiders from spawning with something like LethalQuantities?

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Like just until this mod gets an arachnophobia mode

noble hound
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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

rugged coral
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Enhanced Monsters has the arachnophobia support, even if it bugs a little bit sometimes

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I'll do that and the config sync at same time, but I need to find time

inner sun
rugged coral
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yeah well i mean

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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

long hawk
inner sun
rugged coral
obsidian surge
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@long hawk Out of curiosity do body prefabs contain any EnemyAI scripts?

obsidian surge
#

What a shame I wish they did for the sole purpose of annoying Lunxara. Hygroderes in my mod can eat dead enemy corpses.

keen crown
#

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

long hawk
keen crown
#

thank you very much for letting me know.

long hawk
#

As soon as I can I'll update the mod and add the body for him

native geyser
#

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.

long hawk
native geyser
long hawk
native geyser
inner sun
#

@long hawk does Lethal Doors Fixed break with the new enemy?

long hawk
long hawk
#

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.

rugged coral
#

from experience it didn't but Lunxara seemed to tell that it gave slight frame drops when there were many bodies

long hawk
rugged coral
#

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

low perch
#

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

long hawk
low perch
#

Very possible lol

long hawk
#

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)

inner sun
#

was the arachnophobia added

tulip knoll
#

@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?

long hawk
#

Also the butler is a big balloon, so it makes sense that he gets oneshotted if I shoot him with a shotgun.

tulip knoll
#

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

long hawk
brave viper
#

it would be cool to have actual bodies for modded enemies instead of being given a pile of sperm when u kill them x3

open pewter
#

.......what

vocal dust
#

........what

haughty temple
#

........what

open needle
#

........what

wispy perch
#

yummers

#

i mean
........what

brave viper
#

:3

subtle timber
long hawk
brave viper
#

Bro what are you talking about🙏

#

I just wanted to make a joke

#

It's not that serious

#

🥀

vocal dust
#

no coding required

#

wait

#

nah it would require coding

#

i read it wrong

#

but

#

a different model would work too

#

agony i dont think they were very serious

low perch
brave viper
#

I wasn't serious no

#

Just wanted to make a joke

brave viper
#

I actually like the design

#

I just think its looks a bit funny

long hawk
#

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

dire rapids
#

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. 🙂

brave viper
#

im also sorry if i hurt you by accident

safe wraith
#

This mod can cause the weight bug where picking up a bunch of corpses and dropping them results in weight staying

long hawk
safe wraith
#

mk

long hawk
#

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.

safe wraith
#

Its all good no worrys

rapid lark
#

Hey mind if I ask a question out of curiosity?

rapid lark
#

Does the Nutcracker drop both his shotgun and a body or just one of the two?

pure flame
#

both

rapid lark
rapid lark
#

Just wanted to make sure

rapid lark
#

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?

dire rapids
pure flame
#

just tested with imperium it dropped both but u might need to be fast grabbing the knife on their dead body before it poofed

pure flame
# dire rapids 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

dire rapids
long hawk
#

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.

dire rapids
# long hawk Every entity in the game that drops something works that way, even the nutcracke...

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?)

long hawk
#

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

dire rapids
# long hawk in my mod the nutcracker spawns a new shotgun and completely deletes the old one

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.

dire rapids
long hawk
dire rapids
long hawk
dire rapids
rapid lark
dire rapids
rapid lark
#

So maybe if Sapsucker was added for the bodies, a pile of its feathers?

pure flame
#

sounds good

rapid lark
#

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?

rocky sigil
#

Hey, used this mod today and everything I picked up was worth nothing

dire rapids
open needle
#

lethallib should be fine as is

dire rapids
rocky sigil
#

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

long hawk
#

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.

long hawk
#

I made a general update to all mods that use custom RPCs. so now all my mods should work correctly

dire rapids
rocky sigil
#

So everything is fixed now, right?

long hawk
rocky sigil
#

Got it. thanks a million!

long hawk
#

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?

native geyser
open needle
native geyser
long hawk
#

those animations definitely can't work for first person, so I'll probably look into implementing third person instead

native geyser
#

Ok thats pretty bad ass.

long hawk
long hawk
open needle
#

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

long hawk
open needle
#

interesting, that's good to know, thank you for the code snippet

long hawk
#

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

open needle
#

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

long hawk
pallid imp
long hawk
rugged coral
#

I've actually been waiting for an update for this mod of yours

brave viper
#

whenever i connect the truck on the ship with enemy corpses they get teleported on the other side

long hawk
brave viper
#

Bruh nooooo

pallid imp
#

It's a good reminder to bring them in the ship lol

native geyser
# long hawk This is a known bug that I will probably never fix, it would take me too long to...

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.

long hawk
native geyser
#

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.

north wadi
#

Wait
Maybe I know
Is FallToGround used?

long hawk
#

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)

north wadi
#

im not sure then

long hawk
#

I found the problem and fixed it

rugged coral
#

I wonder if that problem happens with enhanced monsters too 🤔

long hawk
rugged coral
#

I see

long hawk
#

I released the fix, I don't know if it fixes the cruiser too but it definitely fixes the problem with SelfSortingStorage

native geyser
# long hawk I released the fix, I don't know if it fixes the cruiser too but it definitely f...

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.

long hawk
native geyser
#

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.

long hawk
#

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)

native geyser
long hawk
north wadi
soft kettle
#

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?

long hawk
soft kettle
#

I will try, but Sell bodies always have had a special place in my list of favourite mods, that's why I asked

native geyser
#

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

long hawk
soft kettle
# native geyser As cool as it would be for custom bodies for modded enemies im content with what...

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.

native geyser
# soft kettle I mean, there is no reason to add custom bodies for modded enemies from ALL mods...

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

soft kettle
# native geyser I get that, im not saying they need too add any custom bodies at all was just sa...

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.

soft kettle
# native geyser Also if you're familiar with coding it shouldn't be that hard. Actually would be...

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.

long hawk
#

As for the configuration of bodies added by addons, it must be handled by the addon itself

long hawk
#

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)

rugged coral
#

Interesting

long hawk
rugged coral
#

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

native geyser
native geyser
#

@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.

long hawk
long hawk
native geyser
#

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.

long hawk
native geyser
#

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.

long hawk
# native geyser Lobby Control.

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.

native geyser
# long hawk So, I admit there seems to be a slight desync issue regarding the direction of t...

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.

long hawk
native geyser
#

@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.

long hawk
native geyser
#

Hows it suppose to work?

long hawk
native geyser
#

testing again right now

long hawk
native geyser
#

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???

ancient mist
#

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 🤔

brave viper
#

what is this?

rugged coral
#

It's a card with a Yoasobi music track on it

long hawk
native geyser
#

@long hawk good news! Theres a dev adding compatibility thru your mod to add custom corpses! During testing it appears to work great!

inner sun
#

i want to make vanilla modpack but this goes against it

long hawk
subtle timber
#

i request for it to not be removable greed

native geyser
long hawk
#

and as I had hinted before, the easter egg is an easter egg and therefore it will not be removable

inner sun
rugged coral
#

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

rugged coral
grim gust
#

@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?

long hawk
long hawk
#

small spoiler, the mod will weigh a little more but in compensation now the gameboy plays VideoClips (sellbodies)

still bridge
#

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.

grim gust
#

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

long hawk
grim gust
#

Oh interesting
Wait, why does it do that?

long hawk
#

Because otherwise the shotgun would not have a value

still bridge
#

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

still bridge
native geyser
#

@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.

long hawk
native geyser
# long hawk I'll implement the config to disable price overwriting tomorrow. The update won'...

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.

still bridge
#

@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

native geyser
still bridge
#

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

native geyser
#

Science Bird Tweaks sets the zero to priceless and I think it changes them so they don't reset.

still bridge
#

ah

native geyser
#

So it is def Sell Bodies after all.

still bridge
#

I don't have Science Bird Tweaks installed

native geyser
#

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

still bridge
#

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

inner sun
#

Item Lights And Effects Fix has a bug where it makes the Drama mask glow

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this one

rugged coral
#

Is that a mod by Entity ?

inner sun
rugged coral
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Ah okay

#

Well that must be an issue with the drama mask mod

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Reason 1: the mod was not updated since v56

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Reason 2: it's quite easy to misconfigure materials however they end up looking good ik lethal because the shaders are wonky

long hawk
#

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.

inner sun
still bridge
#

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

long hawk
#

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)

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of course I also added the shotgun config

patent bronze
long hawk
long hawk
patent bronze
long hawk
#

the reason is because I would like to avoid making custom code dedicated for specific mods

patent bronze
native geyser
#

@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.

patent bronze
#

@final galleon just to let you know this too :]

grim gust
#

@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?

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i think an option for the value of enemy bodies to work with Weather multipliers would be neat

long hawk
open needle
grim gust
long hawk
grim gust
brave viper
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is there a way to remove these?

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@long hawk

long hawk
brave viper
#

how does it work

long hawk
#

It's an easter egg, so you'll have to find out for yourself

inner sun
#

Though Entity should just add a config tbh I mean i understand its an easter egg but come on

brave viper
#

im not really familiar with that mod

inner sun
#

I just stopped using sellbodies

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But people say lunar does everything and anything so

long hawk
brave viper
long hawk
final galleon
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you can soft remove it by setting the weight to 0 so it just doesnt spawn

long hawk
final galleon
#

rough, felix accept yoasobi

long hawk
#

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

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they had 1% spawn when you kill an enemy and now after udate it's 0.75%

brave viper
#

i just think it breaks immersion 😭

brave viper
#

your mod is really cool, but i really dont like having random references/memes in my modpack

long hawk
#

I think I've always been willing to make changes/updates to the mod if anyone asked

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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.

brave viper
#

not trynna make you remove it, just asking for a little config so i can do my own thing

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please

inner sun
#

Whats your modpack btw

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Id like to check it out

long hawk
inner sun
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Just uninstall if you dont like it

brave viper
#

@long hawk

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why is it 0$?

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ive never had this issue

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every enemy is 0$

long hawk
#

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

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I have to go to sleep now but tomorrow I'll do some debugging to see what's wrong

brave viper
#

is there a way to download the previous version?

long hawk
brave viper
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I did so, but then when I got into the game, the data was all over the place

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I had baboon hawks that were double the price they were supposed to be

long hawk
long hawk
long hawk
#

Anyway I released a patch that should fix the problem, I still recommend regenerating the config file just to be sure

open needle
long hawk
#

I haven't done anything other than add that, but I'll try to figure out a way to fix the multiplier curve

grim gust
long hawk
#

but I could make an option to apply all the various types of multipliers separately

grim gust
# long hawk However, I'd like to make it clear to people that **I** like that kind of EE and...

My main concerns would be..

  1. 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-
  2. 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

grim gust
final galleon
#

What is in this easter egg that makes it 50mb lol

long hawk
long hawk
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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

inner sun
#

BRUH

#

making us download lethal television clips basically

final galleon
#

never forgetting the time i found a tv mod with a full season of anime on it for like 8mb lmao

long hawk
# final galleon really? with webm files?

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

long hawk
final galleon
final galleon
long hawk
#

fun fact, one of the models must have been bugged and instead of weighing 64KB it weighed 64MB

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I imported the same model into Blender and re-exported it with the same options and now the file size is correct.

grim gust
long hawk
long hawk
long hawk
# grim gust Aw damm

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

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the update is up, if you find any problem let me know

grim gust
long hawk
grim gust
#

Nice nice

final galleon
long hawk
final galleon
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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

long hawk
final galleon
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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

pure flame
#

from 140 to 90mb, very nice update greed

shy flicker
# long hawk Let me be even clearer: I don't intend to remove/provide the ability to disable ...

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.

long hawk
shy flicker
long hawk
shy flicker
rugged coral
#

It's a file, it's the file used by TS for the mod main page

grim gust
#

@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

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Yet the value is always higher (40 here)
I've noticed this consistently with every body i have come across

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The current weather + moon multipliers are 1x respectively

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and this only happens with bodies from this mod
All other scraps from other mods that use weather/moon multipliers dont have this issue

grim gust
long hawk
grim gust
#

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

long hawk
grim gust
#

oh sure, i can in a bit yeah

grim gust
thin laurel
#

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.)

long hawk
timber pond
#

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)

plush grail
#

I love Angels of Delusions

alpine girder
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anyone test this with v81?

timber pond
#

The corpses spawn

pure flame
#

nothing explodes yet

alpine girder
#

wicked

long hawk
#

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

alpine girder
#

well, current version seems to work plenty fine, so there is no rush for miles

river orbit
#

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?

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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

long hawk
river orbit
#

fair

valid verge
#

please add an option to remove the gameboy

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i don't want this in the shop

long hawk
#

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

valid verge
#

buhh...

long hawk
#

I've released an update for SellBodies
The most important part of this update is the addition of 3 new bodies

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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.

long hawk
#

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.

valid verge
#

All you get is the Gameboy sorta thing

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No more info is given

long hawk
#

You also have to be lucky, let's say, the Gameboy is just a part of the EE

pure flame
#

best i can found is 2

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unless u have more

long hawk
#

I can only say that the third one is very special

timber pond
#

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.

long hawk
rugged coral