#Random Enemies Size
1747 messages ยท Page 2 of 2 (latest)
I think too, but still a strange issue
he was using a jetpack and just flew out reaaaally far, then suddenly he was teleported and the orientation he was in when he was flying the jetpack was permanently saved to his model until he died
Ike who's messing with players size lol
Wow lol
found the proof
Yeah we discovered it was MoreCompany touching it of all things
Dunno why
cuz i dont
I thought it was your mod cus TheGiantSpecimens caused NRE's before
Lol
My b
โค๏ธ
blame it when the mod itself starts causing NRE's not a 3month+ old mod
Yeah
yeah, here 2 weeks ago screenshot where host player is smaller that clients
cute
Did you ever trace down what mod caused it for you?
You had RandomEnemiesSize ?
yeah
Ok ๐ค
oh dude that's so fucking funny
yeah that's why I didn't wanna point fingers LMAO
keep getting this error code having to do with the bees size, I've tried to blacklist them from influencing the size of bees, but that doesn't work.
spams my logs and lags my game
It is every time when bees are on map ?
well, I set the chance for random size to affect to 80%, and it only happens when bees spawn on the map. So not everytime no
Hm ok,
You are host or client ?
What bees config is enabled / disabled ?
trying to reproduce it, but work well on my game
I'm the host, I don't know if my friends got it, because I usually restarted the lobby when I got them and I didn't ask them (it only happened twice with friends so far)
I've tried putting this into the config, but it doesn't change anything
mod conflict perhaps? I have no idea what mod it would be because no other mods I have affect bees except stop bees form opening doors
and maybe everythingcandie
Nop this log is from my mod
can't be conflict
ah
Yea change this won't do anything, red bees are special enemy so i had to do a special behavior for it, that's what broke
does using ; or , matter ? @drifting meadow
use ; to separate instead of ,
oh whoopsies, my bad
example ForestGiant:0.5:3;Baboon hawk:0.5:3;
but how does that affect the bees?
what do you mean ?
does using ";" fix my issue with the bees?
Oh no i don't think so, but if you use "," the config can't be used
you have to put ";" at the end of each enemy
even if you have only one
i created the generator so people don't have to struggle with these details ๐
@surreal zinc do you remember if you saw bees in the game with a different size ? To know if this issue break bees or not
Oh wait
i got it
lol thanks for telling me you set 80% chance random size, this is why it break xD
I got the issue everytime when landing the ship, and it would lag pretty bad, I could try looking for it if you need me to
huh? how come
to be simple :
Every time a bees have a random size, i store it with some info like multiplier to do some behavior things later
But if bees don't have a random size, i don't store it
So when i try to get bees that i didn't store it just can't have them and log this error
x)
I don't fully get it, but setting random size to 100% should fix it, correct?
rn yea
ill push a fix soon
allright that should do as a temporary fix, thank you!
Np ๐
v1.1.9
- Add V55 enemies into vanilla enemies check
- Fix bees spam error log
- Make the mod easier to have compatibility for other devs. Check README => MOD COMPATIBILITY for more information.
For anyone that need help with a compatibility with RandomEnemiesSize, feel free to ping me here or in my dm ๐
@surreal zinc Spam errors should be fixed, tell me for any issue ๐
How does this work for the new cave interior and modded interiors?
Like, what are the names I should be using for stuff like Mineshaft, Bunker, Grand Armory, Toy Factory, Sector, Tranquiity, LCOffice, Cozy Office, StarlancerWarehouse, Castle, etc, etc?
Are they just the internal names, in which case the thing that I can find loading in the BepInEx console? Or is it something else?
the same one that LLL use in their config for interior name
i dont remember does space matter for the names, since your generator doesnt have space in any of the name for interior @drifting meadow
nah i think its fine without space
cuz all my custom enemylist doesnt use space lol
ty
Anyone know what RedWoodGiant's called? I can't seem to get it to grow or shrink at all
PinkGiantObj, RedWoodGiant, i dont know what this mod uses in terms of name
if it's enemyName then RedWoodGiant
u can use #1191052966086586450 , open up a lobby and check its config
it'll list all available enemy name vanilla and modded
;-; it's not working
Everything Can Die says it's RedWoodGiant, LethalQuantities has its ID as PinkGiantObj
and I've tried every single combination of [space]
@glass tartan He needs water to grow big and strong
๐ข
62??? wait... since when x.x
like hours ago lol
Normaly, it work with and without space, and with upper case or without upper case
I didn't check the new interior name, i use the name that LLL use
Don't forget the ';' at the end ๐
Like RedWoodGiant:1:2;
aaaah, probably the space issue then
wait, no I'm tired and misread that. I thought you were referencing the entity needing space.
Siren Head didn't work without the space, so I think some entities require it, so that's what I tried different combinations.
Burer:1:1.2;RedWoodGiant:1.8:2.4;Men-stalker:1:1;
that's the config with the adjacent 2, but I've also tried it in isolation and it didn't work.
RedWoodGiant, Red Wood Giant, RedWood Giant, PinkGiantObj, Pink Giant Obk, PinkGiant Obj. None of it worked for some reason.
That's strange, i remove spaces and lower case each Monster name in my verification
I use ennemyName btw
Try with with PinkGiant maybe ?
@glass tartan what's red wood giant ennmyName (in scriptable object) ?
I'll try it out tomorrow again. I've been working on my pack for around 19 hours at this point. Kinda burnt out
Ok ๐๐ป
RedWoodGiant should be
That's a negative on PinkGiant, now going to bed.
can you set a chance for the pitch change? would be a nice option in the config if it doesnt exist already. i couldnt find it
Tbh i don't think so, you want to have pitch influence or not, but like have it random would be strange in my opinion ๐ค
i think the pitch change kinda messes up the deception of mirage's skinwalkers. when its pitched you instantly know its a skinwalker and not a real player. on the other hand its nice for variation and the fun
Oh this is different so, in that case i think that mirage should set the pitch to normal when playing a voice player, and then turn back to initial pitch
That would make a mod compatibility with both mods random enemies size and mirage
? I think the audio pitch should only apply to enemies not set to :1:1; right?
If the enemy is ~0.9 or ~1.1 it should be obvious anyways... wait you're talking about general enemies too, right?
Like eyeless dogs, brackens, and the like?
If that's the case I'd suggest setting all your mirage enemies to min/max 1, being more picky with which enemies have mirage features, or just disabling it outright until/if that gets sorted out
It is the case, the pitch is multiply with size mutliplier
I think he just don't want that mirage voices are affected by pitch, so it is too easy to know if it's a player or a monster
Would it be possible for the mod to individually register hazards as well?
Surfaced introduces these Sea Mines and I'd love to use them as set pieces as well as hazards. Having massive Sea Mines in Grand Armory would be pretty cool.
Yea i would like to make every map hazards affected by the mod, but for that i would need to make a compatibility with every hazards mods, or to make something so hazards mods could make compatibitly on their side
Oh i see where it come from, thanks for the report ๐
It don't broke the mod don't worry
Omg I agree
what name do you have to put in the config to customize the maneater's size?
just
maneater
i tried that, didn't work
can i see your setting ?
spore lizard and forest giant size changes work fine
thats weird it should work
this is mine(name all caps cuz yoinked from everythingcandie)
MANEATER:0.5:1.3;
tried Maneater, ManEater, CaveDweller, MANEATER, no luck
This mod was never updated to support the ManEater
good. they are undeserving of suppoirt. those stupid bas
"Maneater" should work*
Looks like the mod already support maneater without needing me fix anything ๐
It's just not in the vanilla check
So maneater is a modded enemy for the mod rn
ah that explains it, i have modded enemy size changes disabled
same
Oh yea so it's mb, did not update yet ๐
ohhh
well i guess every new vanilla enemy will be put at modded until its being updated in the mod then
v1.1.10
- Add Maneater into vanilla check
- Mod can now affect modded map hazards
- Add configs for modded map hazards
- Update README with a new section MOD COMPATIBILITY FOR MAP HAZARDS, for modded map hazards that would not be affected by default by the mod.
- Add lethal lib in dependency
You can normally custom the size of a modded hazard into the CustomEnemiesSize config, like every enemy
i tested this with surfaced and missile turret, was working fine
A bit late, but thanks for the suggestion ๐
oh yea do u have any more report about invisible bees ?
cuz i have those randomly still, not often but it happens
Hm i don't think so ๐ค
Is it on big or small bees ? Or even normal ones ?
If you set bees size to 1 it still happen ?
i hav set the bees at 1:1,
1:1; no ?
tbf i dont even know if tis this mod again but since it did that last time i just wanna make sure lol
yeah 1:1;
maybe ill make time to test it again later since it can even happen on solo
I understand, it can be my mod tbh
I remember that i already tried multiple cases with the bees without any issue ๐ค
Must be a specific thing
yea i have over 170+mods soo 
i just used my time to find a problem that made emergency dice mod doesnt generate the config properly this afternoon, dont have the sanity to do another one at the same day ๐
Omg ahah
oh btw do u know any trap mods ?
besidesurfaced seamine and lethalthings teleport pad
MissileTurrets, Piggys Variety Mod (but im not sure that resize this hazard is not a good idea)
I know there is a mod that add a "jail" trap, and also a mine that bump you, but can't remember the name ๐
I know there is a mod that add a "jail" trap, and also a mine that bump you, but can't remember the name
I believe that's #1271086422119677990 ?
Yep, thanks !
Dumb Q, if I use the CustomEnemiesSize config, does anything else not in it, use the Interior and Exterior RNG
Like if I have ForestGiant (as the only custom) MouthDogs would use the MinMonstersSizeOutdoor + MaxMonstersSizeOutdoor
I want to have set monsters have certain ranges, and the rest can be, whatever
yes
Yes, only forest giant will have a custom size so
If the Monster don't have a custom size it will take default values
@drifting meadow map hazard/trap size aint sync'd between client and host
Oh rly ? Every Hazard or only modded ?
Ill look at it, thanks for the report
Hey again,
I just checked and saw same size for client and host
In the code i don't see any way where it could be desync too
@gentle knoll @slim pewter,
I just tested with a friend the mod with surfaced, missile turret, test account variety, and it work fine
so it must be an incompatibility with a mod
or every player didn't update
well thats good to hear, ill look out again when it happen again :)
@drifting meadow @charred trellis Hmmmmm
interesting
the cart is affected by the moddedhazardsize
tho if u grab and drop itll go back to default size
from my test yea
lol, the cart must be registred has a map object, not a scrap
it's registered as a hazard, doesn't use the regular scrap spawning system
Yea ok that's why the size change x)
This is correct.
Scrap only allowed rarity which was not what the person wanted as they only wanted one spawn only.
This is hilarious tho.
ah ok gotcha ๐
umm then @drifting meadow can we get custom modded trap name config jsut like the monsters ?
yea i wwas like wtf why it so big while dragging that chonky cart back to the ship only it to be regular size again while dropped
its like getting a boss character only it to be nerfed when they joined the party ๐
that just reminded me of ARK, Gigasaurous gets nerf'd as soon as it's tamed
cuz i can see more and more people taking this map object route
and who knows what kind of stuff gonna jumpscare us in the future lol
You didn't read changelog or readme ๐
You can custom Hazard in the customEnemy config, like any Monster
You just have to know the name of the prefab, Ask the modder maybe
OH
yea i didnt read lol
ShoppingCart
at least from my mods dump of loaded items
and from the other mod but it doesn't spawn as scrap Wheelbarrow
Omg so tiny
Ok ill re-check, but still don't know how this is possible ๐
and another thing when that desync happen, explosion wont affect the others within range- just the one who trigger it
Wait that is weird, my mod can't desync the Hazard behavior, i only change the scale of it
There is any log error ?
I wouldn't be surprised if the desyncs with sizes happen when the mod is paired with your other mod SurprisingHazards that mod likes to really spam errors
Hiccubz had it explode earlier
Like it was still working, but her console was being spammed
If the Hazard don't explode, maybe this mean that the Hazards are desync from the Spawn of it, so that's would explain why the Hazard size don't Sync
@slim pewter you have suprising harzds ?
i checked theres non at all
dont have suprising hazard tho
Crazy lol
its just this with default modded hazard size
And it only desync modded Harzards ? Or only semines ?
its really weird cuz it happened randomly , rarely broke but it happens enough that its noticeable
seamine so far, many times
normal landmine once or twice
Oh so vanilla too
yea but i have dont have triggerer only death before the modded hazard update
Ok, thanks for informations im gonna check what code i changed between last version and this one
v1.1.11
- Try to fix a desync size issue on hazards
@slim pewter i tried something, not sure that it will change anything but i can't see anything else for this issue
Also, can you and your friends enable dev logs in the mod configs ? That would help to see if the hazard is affected for everyone
When you start a day, if this log appear : MAP HAZARD NOT FOUND {networkId}, this mean the hazard is desync before my mod do antyhing
if this log appear : MAP HAZARD WITH NEW SCALE : {newScale} should be good
every players should have the same logs
aight will do next time i play 
Thanks !
My small yippiebugs aint yipping in the correct pitch when they are small for some reason. made a new profile with only randomenemysize + dependencies + yippeemod
is this something bout it?
same with puffers
Hello,
Im not sure these logs is from my mod
I don't really know why yippee mod isn't affected by pitch, maybe their patch override pitch volume ?
Yeah looks like the mods change audio source, strange
v1.1.12
- Masked enemy is now affected by the mod
somebody reported that nutcrackers made bigger by this mod can't shoot you anymore in the comments of this video:
https://youtu.be/ZpQxvUeS3X4?si=YoQFcKy5W1w4lFx6
Lethal Company Mods That Are SUPER Goodโฆ (mind-blowing!)
๐ Buy games at massive discounts: https://www.gamivo.com/?glv=GetCheapGames
Here are the best mods for Lethal Company, so that you can level up your gameplay with Lethal Company mods. This is the 47th part of the BEST Lethal Company Mods series.
Lethal Playtime - https://thunderstore.io/...
I guess too big nutcracker can't see player anymore
of shotgun is too high
Can't rly do anything about this, maybe use custom enemy config
sure, I'm just relaying it onto you incase you wanted to do something about it 
Yea thanks ! Was just thinking what i could do x)
Are the giant loot bugs supposed to be running after you?
They keep following me, getting in my face and then triggering agro
If you stand near a Loot Bug for more than 3 seconds they get agro
From what I've heard
I don't change the behavior, so to answer : no ๐
But like @long cloak said loot bug chase you if are too close, so i Guess Big loot bug have a largest "close" range
Any way we could shrink it?
Giant Loot bugs are the most dangerous enemy in the game now
They constantly follow me and just aggro by accident because they're so huge
yeah there's a config and a website to set em up accurately
you can set the minimum to be small and the maximum to be their vanilla size
Oooh cool
Yep, you can find the generator in the readme of the mod https://thunderstore.io/c/lethal-company/p/Wexop/RandomEnemiesSize/
@drifting meadow Clients had this error a couple times after a Lobby Reload
Oh i see what it is, thanks for the report
It don't break the mod btw
Oki well what was erroring? lol
I made a dictionnary with some informations about Monsters currently influenced by the mod, so other mod can have an easy compatibility
I just forget to clear this dictionnary when player join game
Ah makes sense
v1.1.13
- Improve shared enemyResized dictionary
@gentle knoll should fix clients error
i tried again to fix these desync size
will see if people still report this
v1.1.14
- Better enemy names check
(especially for map hazards custom sizes ๐ )
Not sure but I think the update broke.
Yeah This update breaks lots of enemies.
No logs sadly as i'm in stream right now.
another tested it and said no errors appear either.
Rip
Yeah have to revert to previous version.
What breaks exactly ?
He said the resizing and stuff wasn't really working at all anymore
I'm not sure if he's configured it, so this could be that it's no longer applying random defaults
Strange i just changed the custom enemy name check
@tepid flicker Can you send me your configs file ?
Ans what issue you have exactly
im trying in test room, no issue with outside or inside enemies
Custom enemy seems to work
Does it work without any values in the config?
I'm wondering now if he has a mod conflicting with the new update
He did add Little Company to his pack
Ok looks like this is it
v1.1.15
- Fix an issue where monster break when customEnemy configs is empty
@gentle knoll @tepid flicker thanks for the report ๐
mod started throwing tons of errors and generally didnt work since the update but deleting the config fixed that
I haven't had it throw any errors

Config was probably setup improperly before
but it worked befor
If it was broken on 1.1.14 it had a few issues, 1.1.15 should have it fixed
i didnt play for over a month so i dont even know if i even had 1.1.14 installed at any point
Probably caused because of v1.1.14 issues, try again with last version should fix it !
well as i said i think i never even had 1.1.14 installed
was .13 the version that lasted a very long time?
And if you have error pls send the logs so i can find the issue ๐
Yeah
ye i definetly skipped .14 entirely then
Ahah ok, tell me if you have any issue ๐๐ป
the moment i added Spring:0.8:1.2; again it all just broke again
im generally getting a bunch of errors from other things too e.e
this is what i keep getting
hm still an issue with custom enemy name
oh try to remove the ";"
the moment i make it empty everything is fixed
use ";" only between two names
oh lol
can u try and tell me withtout the ";" ?
ill do a small fix if this is the issue
ye that seems to fix it
nice
ill upload a small fix for this case ๐
@novel sluice i uploaded v1.1.16, where configs from my generator works fine ๐
sorry for all the issues x)
not a problem im just solo testing some new moons that ive missed
can there be anything done about the voice pitch affecting mirage or other things
had a mimic that was normal sized use a emote from TooManyEmotes and even the music from that emote had a changed pitch
You want sized mimics to have a normal voice ?
Normaly size 1 mimics don't have any change
well, atleast it should
It don't ?
no the mimics are all default sized
but the pitch change applies to them apparently
wich wasnt the case befor i believe
Well this is normal, mini mimics with picthed voice is cute
But size 1 mimics should have normal voice
they dont
i don't have mirage on, but looks like pitch is set correctly
i can give you my entire mod code if you wanna poke around
this has not been like that in the past so this must have come from some mod update somewhere
Yeah you can send it, ill check
0192cea7-bc58-9c70-ff7d-222f0268f711
Thanks
I tried with only random enemies size and mirage, seems to work fine
lol this is so strange, so by default there is a deep voice with your modpack, but if you set in the config masked:1:1 it fix it
So what im guessing : these mimics are not default size
deep voice mean they are big
but looks like the model don't change size
ive never checked how they look with default models and maybe the model replacements are just messing with the visuals
that
actualy makes sense
i had mimics just flying
Yeah i guess this is it
Oh yeah probably why
did you change anything about mimics since .13? it used to not affect mimics in general
mimics are special model enemies, i had to do something to make them work with random size
it was already working for mimics in .13
looks like your modpack add a lots of mimics
weird that i never had this befor then
well, mirage adds alot
i need to nerf that down again lol
You can set your config like i did : Spring:0.8:1.2;masked:1:1
yea will do
Oh hell yeah! So it's safe to stay empty now?
I just use the default sizes. Only one I'm gonna want to change is mimics soon.
Yep !
curious. Why the ; to seperate and not , symbol?
looks more clear to me
nop, but i could do it
and creates the seperate lines
oh
Just don't know if your mod itself considers it.
Yeah like that
this is cool
With your mod it registers that way.
and works.
just don't know if it will actually register in game.
not that I need it lol I only want to add Mimics to the configs and nothing else.
The way i coded the custom enemy config, you need to have ";" rn
gotcha
but i guess i can do an update that take both ";" and "," one day
That might make it easier for users cause Gale won't register the ; symbol and create lines.
yeah
I just wanted to clarify before screwing up.
but if I just want mimics and nothing else I can do this to make it normal size? masked:1:1
yes this gonna work ๐
Sweet. Thanks Wexop!
Np !
It'd be cool if the exterior hazards could spawn with random sizes like the interior ones.
What you mean by exterior Hazard ? Like rocks and pumpkin ?
Ok ๐ Must be possible
W
I'm having a problem with lethal company not being able to start (crashing on startup) with this mod enabled
here are my logs
Ill check this, thanks for the logs
Looks like RandomEnemiesSize run well
But here is some mods that give you errors :
MaxWasUnavailable.LethalModDataLib, failed compatibility with code rebirth
SellMyScrap, error fail to laoding ShipInventory (again a compatibility?)
PiggyVarietyMod, can't load mod asset
GeneralImprovements, "Could not transpile SaveItemsInShip! Unexpected IL code found."
@surreal zinc you can start to look at these mods and if it happen again, send me your modpack code so i can check
Nah the LethalModDataLib error is cus CodeRebirth can't find OpenBodyCams probably I've seen it it's harmless
And yeah that reminds me @iron mango Clients still see items that were sold in the Ship Inventory if they try to access the menu and they can't take anything out of it
That should not be happening
Unless ShipInventory released another update that broke it again
They didn't I think it's just a bug from when you updated SellMyScrap, the issue is specifically with clients
TestAccount pointed it out to me one day
I think it's more of a thing with the ShipInventory mod itself. I heard other people having desyncs with it (while not using my mod)
Got you
Maybe I'll just remove it then tbh
I kinda like having it though for decluttering the ship
thanks, it seems like disabling piggy's variety fixes things for now
Ok ๐ Maybe send them a message to tell them there is an issue with your modpack
wait is it possible to make it instead of random example from between 1 to 10 u can have multiple preset for a monster so they pick either 1 or 10 or any given value? @drifting meadow
Im not sure to understand
You want for exemple to make Bracken size 1 or 2, but not any other value ?
Something like fixed values
Hm should be possible, i'll see if this fit with the others mod configs
hello i added a suggestion to the git, not sure if its possible to add
also this mod is awesome, i love how easy it is to tweak the config and how much it switches up gameplay in a vanilla friendly way
Hello ๐
Thanks for your suggestion, i'll check if this possible. Problem for this, zeekers hardcoded monster damage for each monster lol, so i probably have to patch each monster code to change their dmg with their size.
Maybe i have an idea to make it easier, i'll check
Thanks alot ! Happy to see the mod is still used and people have fun with it
can hygroderes be size changed?
What is that ๐
Oh
They do get resized tho, I've seen larger ones definetly
Yeah it should
ok I don't think they can be different sizes
atleast not smaller than the vanilla size
Hygroderes by default can be different sizes ingame or grow to be different sizes, they kinda flipflop between sizes to fit gaps and stuff but I don't think I've seen them be affected by my size changes
I set them to be anywhere from 0.1 to 1.0 size just to test and they've never been any smaller than they usually are
I'll check that !
Thanks a lot!
So looks like it work, but the values have to be very large or very small to make a real difference ๐ค
I suggest for the moment to set in customSize config : blob:0.1:4
I could try that yeah
I was trying to make Hygroderes on the smaller side so the Diversity rework for them isn't as annoying (they can grab items and you have to stand on the edge of their hitbox to snatch them back)
they count as hazards technically
I remember finding this out long ago, it was hilarious
Depends how the mod register their item, they must registred it as hazard
You still can use custom size config to disable it
What is the name i would use to turn it off
tbh i don't know, as the dev what's the gameObject name
The harbinger does not seem to be affected by RES
2.0:2.0 rn, and only their sound's pitch gets affected, not their model size
0195d9ea-5cc6-2588-b0c3-875044b2ac73
Yuh
Seems like todayโs harbinger update broke compatibility somehow
interesting, no clue what I did to cause this. I can look at this later as well. how is the scaling preformed is it done on the whole entity and at what point does the scaling occur.
Can't replicate the issue, works fine for me ๐ค
Hello ๐
In your modpack, you set harbinger size between 1 and... 1, i think this is the issue x)
Tell me is you still have an issue after changing this config
Oh I shouldโve sent the version with 2.0
I immediately revert changes when I realize they donโt work, and I forgot that I needed to send the code beforehand here before doing so
Oh ok, so what did you change ?
Also, your base enemies size will be always 1
Harbinger:2.0:2.0 > Harbinger:1.0:1.0
When harbingers were at 2.0, their model size didnโt change
Only their pitch did
Ok i'll try with your modpack
Aight
Got it ๐
So, the issue was that you used two comas in the config, but the seprator is ';'
here your new configs :
Red Locust Bees:1.0:1.0;Manticoil:0.8:1.0;Docile Locust Bees:1.0:1.0;Tulip Snake:0.9:1.1;Baboon hawk:1.0:1.0;Earth Leviathan:0.9:1.1;MouthDog:0.8:1.1;ForestGiant:0.8:1.2;Bush Wolf:0.8:1.2;RadMech:1.0:1.0;Clay Surgeon:1.2:1.2;Flowerman:0.9:1.1;Bunker Spider:0.8:1.2;Butler:1.0:1.0;Spring:1.0:1.0;Girl:1.0:1.0;Hoarding bug:0.8:1.2;Blob:0.9:1.1;Jester:1.0:1.0;Masked:1.0:1.0;Nutcracker:1.0:1.0;Centipede:0.8:1.1;Puffer:0.8:1.1;Crawler:0.9:1.1;Maneater:0.9:1.2;Leaf Boy:0.8:1.2;Prototax:0.8:1.2;Ogopogo:0.8:1.2;Aloe:0.9:1.1;Cleaning Drone:1.0:1.0;Mobile Turret:1.0:1.0;Shockwave Drone:1.0:1.0;Locker:1.0:1.0;Urchin:1.0:1.0;Bruce:1.0:1.0;Harbinger:2:2
@swift tartan this is your base configs, there was two comas so the configs was broken
bro
Thank you Ig lol
Idk how I didn't catch this
Np ! Have fun with the mod ๐
Ye, very good mod. Makes the world just a little more immersive
Hey would it be possible to have a config for per moon enemy size in future?
Hey ๐
Why not, that's a good idea ๐ค
Can't work on it rn, i'll see if this is possible, looks like a big config
I probably can do something like the interior config
Alright thank you, do it when you like since you probably have other things youre busy with
Busy with vacation ahah
v1.1.17
- New config, custom moon enemy size. Ex : Assurance#any:0.8:2.5,ForestGiant:0.4:5,FlowerMan:0.2:6;March#any:1:2,ForestGiant:1:3. This config should work with every enemy and hazard (vanilla + modded)
- This config can be made easier on the generator
- Add GiantKiwi in vanilla monster check
I'll update the generator website later
@thick robin This update is for you ๐
oh siick
Heck yeah
Hey just a shoutout to @drifting meadow for keeping the HostOnly version of this intact. Itโs working perfectly and my vanilla lobbies love it! ๐ซถ
Cool to see some players still have fun with this mod ! ๐
I just updated the generator : https://wexop.github.io/RandomEnemiesSizeCustomGeneraror/
would it be possible to add a blacklist to this mod, that i can put an enemy in and it will never be touched by this mod
was having a problem yesterday where some enemies i had set in the custom size config (which were set to 1:1, so they would stay as the base size) were still getting resized if they were spawned by mods like Huntdown
Hello, the custom size config should work as a Blacklist when you set a Monster to 1:1
Send me your custom size config so i can check what is your issue ๐
Ok looks like good ๐ค make sure to have the right name for the monster, when you scan a Monster you see his "ingame" name
i used the names that were present in LLL config for enemies like old bird (RadMech), is that what random enemy size will use as well
or will it want the name the scan node gives
Yes i use ingame name
You can try and just copy what you get from the web generator no? Even tho that broke my config in the past (not sure if that was fixed at any point)
Oh it broke ? Generator should be the easiest way yeah
But you also have to know the ingame names of the Monsters ( scriptable object)
it broke that config thing because the generator added i think a ; at the very end after the last monster and apparently the mod was not happy with that
i even figured this out with you but that has been many months ago by now xd
Oh yeah i remember this issue ahah, yeah this was fixed
had the same issue
So custom size config not working anymore for any monster ?
it still works for naturally spawned monsters
monsters that are spawned in a different way, like in Huntdown, are not getting the custom size correctly
oh then nvm, didn't have the same issue
I think I just did my config wrong or smth lol
mightve missed a ; somewhere
any news for this 
I totaly forgot about this ahah
Hm i'll see what i can do, but can't work on it right now, got some work to do this week
v1.1.18
- New config, custom fixed enemy size : Custom the size for an enemy with fixed value. Manual example -> ForestGiant:1:2:3;FlowerMan:0.2:2. This mean, forest giant can be size 1 or 2 or 3, no others values. Works with both ',' and ';' separator (use only one of them for the entire config)
@slim pewter
thank uu, will try later 
@drifting meadow yo do u think this needs an update for the netcode thingy ? or it doesnt use any of that
i havent tested in multiplayer but i was wondering about the size being consistent for each client or not cuz i reported that problem at some point (which should be fixed alr)
worked fine in single player tho 
Hello,
I don't think so because i don't use network patcher on this mod
I did not tested it so maybe, if someone see any issue i'll recompile the code ๐
I guess it will Always work in single player
aight, ill report here if i see any anomalies again lol

Ok thanks ! ๐
it seems like CustomMoonEnemySize is freaking out if i use ;
i need to use , comma separator
if i use ; the game just gonna spam those error below
just a lil inconsistent considering i can use ; on the original customenemy list
Hm strange i should use the same function to get a config
I know some peoples needed comma for games so i make it so both works
yeah it only doesnt error spam if i used comma
Ok nice
i was so used to ; since thats the first thing u used back in the early day of this mod lol
Ahah yeah idk why only comma works on this one
I m sure on the majority of configs u can use ;
could you make a option to customize damage by size?
like if an eyeless dog is small sized it doesnt one shot and instead does like 40 dmg
would it also be possible to change the size/weight/price of the sapsuckers eggs depending on how large the sapsucker is like you did with the bee hives?
Hello,
Yeah i know that was asked before, but the way zeekers made the Monsters make this a bit harder to do
I'll think about a way to do it but not sure
Oh yeah this is a good idea ! I'll try to work on it ๐
fair enough
awesome 
would you also be able to make a blacklist for enemies not to be changed cus earth leviathan and blob would be kinda impossible to get away from if they were bigger
can just use the custom setting for both
EarthLeviathan:1:1;Blob:1:1;
so theyre at default size
would also be cool if depending on how big an outside enemy is like 2x or 3x it should slightly shake the screen when it walks around maybe even picks up dust off the ground while walking https://youtu.be/LV_ReFA0BOg
could you also see if you can make the yippie loot bug mod work with this mod so that it changes depending on the loot bugs size?
Hmm i don't think there is a way to know when any monster is doing a step, im thinking also how it would work on modded monsters or flying Monsters
Oh it don't work ? You mean the sound is not pitched ?
i havent heard a difference with it i dont believe
would you ever make a random scrap size mod?
Lol that would be funny, be i Think this already exist no?
If not why not i like the idea
I'll try to work on the updates saturday or sunday
i havent seen any mod like that so not sure
awesome 
https://thunderstore.io/c/lethal-company/p/Tibnan/Lethal_Company_Randomizer/
This one randomise values but that's not the idea i would like to do
So why not, a mod that randomise scrap size, so they value scale too (and the weight too)
yis
@tepid flicker do you know if any mod looks like this ? ๐
would it also be possible to increase the nest size as well
big
yeah
v1.1.19
- Sapsucker eggs size now match the size of their parent. You can even influence the weight AND price (like for the bee hive) with the influenceSapsuckersEggs config !
@hushed kernel
@slim pewter @lime seal Have you ever seen a mod like that ? Could be an idea
Bigger omelette 
Yeahh
Im gonna need a bigger microwave
i never seen one
Ok! What u think about it
Idk if this could be fun or not, tiny item must look weird in player hands
well for average people who just want to install and be done with it then it might not be that appealing when its in your hand (weird placement etc)
but for modpack maker that shit could make a fun stuff especially with config (which items affected and what size)
but since scraps is always bigger in quantity than enemies the config feels like need to be easier to manage than the current Random enemies size has
maybe like it auto list out what scrap already there in the mods, something like what EverythingCanDie mod does
here they made it like this
the list is updated automatically each time there is new enemies added
And what the mod would do ? Just change size/weight/value ?
that can do for the basic yeah, if its popular enough u can expand whenever u feel like it
i think the formating would be close to this?
mod name/scrap name
for the sake of making it easier to read (at least in gale modmanager)
its from lunarconfig
they layout the scrap name and what mod theyre from
and when u pick it u can show the values and stuff
and as usual the general config to adjust everything that u dont wanna customize one by one
Ok i see, thanks ๐
do bees change size depending on the hive size?
Wait what? What's going on? Sorry been MIA long story slowly recovering and returning.
They do, but bees are "special", they are particules and i did not found a way to make them bigger
It's not a model 3d like others Monsters
Hey ! Someone make a mod suggestions : random scrap size, i was just Wondering if you ever seen a mod like that and what you think about the idea if it don't exist
oki
The only mod I can think of is Little Company with the shrink gun. I believe you can shrink or increase scrap sizes with it. Its not really similar to the suggested mod though as its not random and done by the player.
Me personally I don't see a point in a random item size mod unless it affects value and weight also. Might be funny to experience once. But thats just my preference. Others may like it.
Yeah of course the goal is to affect value / weight, i don't really see another features rn
Maybe add the fun mode on this one too
What does it do? Now I'm curious if ive used it or not
lool
Look readme
wait
There is some configs that are disabled by default in the mod
Huh, I can't believe ive missed that config lol.
ahah
I also rotate the mod out since I have some people who don't like it in my lobbies. Its a nice mod to throw in and not tell anyone lol ๐ then they freak out when there is a dog the size of the ship
since
Lol i can understand
small bug ive found is that sometimes the model doesnt have the animation, see the middle one
tho im not sure if thats just a bug with the egg or imperium
found out the bug happens when you despawn the sapsucker
would be cool if for some sizes changed the name of that enemy like small versions are Child/Baby Normal size stays the same and huge size becomes Alpha/Elder of the enemy
like Baby Eyeless Dog Alpha/Elder Eyeless Dog when its scanned
those are a separate enemies
not sure if game will like it
not sure if this is a bug or just the ai of the sapsucker but the huge ones bug out and cant force open the ships doors and also sometimes just goes into the ship and camps inside or just stays at the front of the ship for no reason
fair
theres also a bug were if you close the ships doors while its stuck inside the sapsucker just disappears
i think its cuz the box is bigger and its having a funi day grabbing the door
any enemies would be funky too with the navmesh if theyre too big from their usual AI
makes sense
the new enemy ||Feiopar || is going to be so much more horrifying if its like 3x its size 
I did not saw the new Monsters, i need to check it !
scary
i recommend playing it with friends without any spoilers
its a super fun update!
Ahah i'll try ! Need to find friends so x)
this survived the v80 beta so far
any chance you could show off the ||feiopar|| with this mod?
here have some
the foot alone looks huge
its random 0.1:1.5 multiplier so not sure which one of the default there lol
i thought ||outside enemies were 1x - 3x bigger?||
no i used custom modifier not the default one
ah 
the smallest one legit just look like a ||house cat|| lmao

Nice !
Yeah this mod should work with a lot of futur version, because it don't use any function from lethal code
oh yea is this about the interior stuff
looks like lethal lib error :/
idk if this mod is still updated
ya its updated now
Ok nice !
v80 is now the main version ? Or still in beta ?
still in beta
nvm its 81 now lmaooo
i guess its not over yet
lol
oh boy the new update is release i cant wait to see how the ||feiopar ||looks with this m-
i think it can be even bigger
mod seems to work fine with the other new enemies
Nice !
are you still working on the randomscrapsize mod?
thats terrifying
indeed
I was thinking about it, i'm not sure this gonna be good
I think that if we change items scale, it will look very strange in player hand + bigger item will make the player blind like with toilet paper scrap
I do like the idea, but im afraid it will just look "bugy"
thats fair
you could always make big items smaller and small items bigger and change the hold animation to two handed for small items turned big and one handed item for big items turned small
or disable items that would effect field of view like toilet paper and such
or maybe even make it so bigger scrap gets moved further down so you can see better
I'll maybe try to see if it looks fine or not
i know someone made a mod to stop toilet paper from covering the whole screen so i thought it would be a good idea for it https://thunderstore.io/c/lethal-company/p/giosuel/ToiletPaperNormalizer/
cant you make 2 handed scraps normal sized while they are being held? 1 handed scraps shouldnt realy be a problem
Idk i feel like small sized scrap just gonna "fly" close to player hand it's gonna be weird
And i wanna work on some mod right now ๐ got some ideas for ScaryLamps, but i have some issues with the unity patcher for v81
Scary Lamps?
My last mod ๐
Wexop, have you thought about taking to $100 bounty to fix XL Scrap?
What ?
^
LOL that's so cool
But looks some coders are on it
feiopars specifically are unaffected by this mod for some reason
Someone sended this so it may be an issue on your side, do you have any error logs ?
Iโll send them in the morning
I tried Puma:2.0:2.0; and Feiopar:2.0:2.0;
And neither worked
Oh maybe that's not the right name, we need in-game name it's sometimes different
I need to check it, i'll try to think about it today
it works fine for me
tho i never set a value on size for them
I think i got it, maybe you disabled modded enemy (checkbox) and i did not update the vanilla check, so rn new Monsters are "modded" for the mod
Ohhh okay
would it be possible to make the shroud bushes change size depending on the kidnapper foxes size?
@drifting meadow will you update your mods for vr support?
They are not ?
I don't add shaders in my mods, so it should work based on this doc ?
Oh ok then. I guess I will check when I get home
v1.1.20
- Add v81 monsters in vanilla monster check
Also the generator is updated ๐ https://wexop.github.io/RandomEnemiesSizeCustomGeneraror/
my ever growing list of
Im not sure to know any of this lol
These are code rebirth enemies
Oh ok !
i made a list of all enemies that i ever tried including modded and its at 112 now 
Oh wow
btw do spider webs get affected by the size of the spider?
i dont think so
the only mod i remember changing spider web stuff is Arachnophilia
and somehow it still kinda works after 2 year
or im just lucky havent seen any bug from it
Hmm i don't think so
I should look how to affect size of fox bushes also
yay
hows affecting webs/ bushes going?
Mb totaly forgot about it, thanks for the reminder
I'll look at it soon
Spider webs looks to be easy to resize
Fox bushes don't have a specific script so i might not be able to do it
massive spider webs are gonna be horrifying
small bug with the thumper is when you try and set its size it doesnt effect it
i set it to 1:1
restarted the game and all
Can you copy your config please ?
Just in case, i made a generator for this mod configs : https://wexop.github.io/RandomEnemiesSizeCustomGeneraror/
And there is also all the in-game name of the monsters
for example, thumper is crawler
EarthLeviathan:1:1;Blob:0.4:1;Masked:0.9:1.3;Jester:1:1;Girl:1:1.5;NutCracker:0.7:1.2;Braken:1:1.2;Feiopar:1:2;CadaverBloom:1:1
I don't see crawler ?
EarthLeviathan:1:1;Blob:0.4:1;Masked:0.9:1.3;Jester:1:1;Girl:1:1.5;NutCracker:0.7:1.2;Braken:1:1.2;Feiopar:1:2;CadaverBloom:1:1;Crawler:1:1
should dot it ๐
Maybe i shoud add in the vanilla check common monster names
Like thumper, sworm, bracken...
would be easier
thx
hey i have big eyeless dogs able to eat people through the ship walls, is this intended?
Hey, nop it should not happen, they must be huge x)
Oh maybe this is "normal", beacuse dog can enter into the ship, so they can kill a player into oit
i have ship windows mod, maybe that combined with the extra size is causing it somehow?
Hmm i don't think ship windows would change anything, the game know if a player is into the ship or not
How huge was it ?
x 3 ? more ?
3x is the max i have set but im not sure exactly how big it was
pretty sure we've had a forest giant grab someone through the ship too
iirc it does, since when the doors are closed outside entities are culled
i remember enemies being able to kill you through walls being a big issue with it a while ago, it probably is more likely to bug out with big enemies or something
Oh ok i didn't know that, could be the issue
x3 enemie is already too huge lol

