#Code Rebirth [V§O∆X∆O§]
1 messages · Page 16 of 1
Have you seen the moons I include in my pack? I usually make sure they all feel LC themed, the only ones that kind of don't are Bozoros and Gorgonzola but I still like them
They're edge cases tbh
smh the hypocrisy
I mean with the effort Nikki has put into Gorgonzola it's meant to be LC themed
so I like the effort she's put into it
to be fair everytime I've seen a clip of your modpack it was a bunch if really wacky shit going on, people with like super non-LC cosmetics and wacky enemies like big eyes and stuff
not to say that's a bad thing, I'm just commenting on that
Bozoros was something I added for Spoopy Season but decided to keep
here you go lore lovers
don't call me that don't ever call me that
I mean older clips maybe where we had Cute Cosmetics but I took those out due to optimization issues
biolore monty
Those have been gone for a few months now so 
and as for Big Eyes tbh it's in the scope of something Zeekerss would add
But I may take it out now that Halloween is over
He's kind of run his course
Like you saw how derpy the fox was
i mean, just use what's fun really
never said anything as a complaint
Got ya
like I said before I'm just commenting on that
but I mean... you're gonna tell me shape-shifting floating eyeballs is a visually more grounded enemy than a fox with a sideways mouth? LFJSKF
halden deez
they're silly yea
They're on equal grounds
XD
suree lmao
Haha
The eyeballs just used to cause a lot of funny chaos and death
But tbh nowadays Big Eyes never does much
on my lore
I love the big teeth monster it's always jump scaring my friends XD
reminder this exists
that looks so much cleaner
thank you
You're not Generic
hi wesley
Quick question, I don't see the Shockwave gal in the shop, does she have a chance of appearing?
Sorry if I missed anything lol
Its the swrd-1, try typing in swrd on the terminal
alright
If that doesnt work then there mightve been issues with the mod loading
Yeah, nothing. Could a mod be preventing it?
Check configs for it maybe see if its enabled
☝️ Same here, no hazards, flora, crates or day monsters since i updated
I'll send code and log in a sec
0192f1e9-e801-8ecb-5297-83ccb10bfac8
Interesting to finaly see someone encounter 999 ^^
So with the new update, I think the entire mod stopped working
Castle Grounds from Mario 64 https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/
I dont see the modded weathers or any content from the shop too
RIP 😔
uh oh
looks like xu forgot to put in a try catch for the OpenBodyCams compat code
the update containing the API she's using is almost ready but I need to do some testing
Weirdest part, I made sure to test this
oh huh
Like I was going to message you
Saying that for some reason the try catch wasn't needed
With or without openbodycams installed
Cuz this isn't even the first version of the mod that has that compat code
well I'm making breaking changes in OpenBodyCams API (for stuff that I don't think anyone is using), so next version is 3.0.0, if you want to use a version check to further predicate your compat code
or try catch yeah
what I'm thinking is maybe you didn't check with the shipped version of OpenBodyCams? that's where this issue would crop up, since OpenBodyCams would be loaded but not have the API you use
I specifically put on a new profile to test too
Like I made sure it's not my development environment
Schizo mod manager
I had an issue with deleting the mod cache in Gale not working, so if you replaced the OpenBodyCams dll in an existing install then it might not have changed from that version you replaced it with even in a different profile
it seems to update the cache when I do that for some reason
:/ that could be it then, thats annoying lol
I had to go into the cache folder and manually delete OpenBodyCams
Though I was sure I watched people also play with the version that had that compat code but maybe not then
Alright whenever my brother finishes overwatch I'll reupload lol
ahh, the low upload bandwidth life? :(
Yeah thankfully dont gotta have Internet problems anymore since I went to a new provider
uploaded fix, should be available within 40~ mins on thunderstore
Ah so it was bodycams
Thought my modpack straight up had a mod that disabled coderebirth lol
i just did an oopsie with bodycams, was my mods fault technically lol
how many hits this box needs to be able to open it?
I hit that 20 times and nothing
hit higher
should just be 4 hits, u sure the hits registered?

ill test it out rn
yup
Error

Error
forget it, now it's working. There are no
Error
Error
Error
Error
Features
25
88
2
Remove Biomes
Has anyone else had a problem with the gals selling feature? Sometimes she gets stuck and just hovers at the door for me
I can get logs if needed, I have the sell all option enabled
Some mod must be moving the node of the door :/
You can deactivate her qnd just trigger the counter, the items are on there just not visible
I'll try that if it happens again, but this is all I have enabled:
I removed about 80
Hmm weird
% of the mods to see which was causing it
I'll test it again soon to make sure I didnt break it then
Thanks! Just tell me if you need logs, I can run it in debug mode if needed
Nah debug mode is smth else xd
lol dont activate debug mode
debug mode makes weapons spawn hazards, you want extended logging
debug mode is for hazard testing
Ye but dw about it for now, I don't have any logging for her company pathing
That makes more sense
this sometimes happens by itself during the game
ha? howww
😔 idk
is there something near the door i can reliably grab? lol
well, my party sometimes drops loot right in front of the door, but most of the loot is right in front of the monitors
nono i meant like a Transform lol
without the use of navmesh, i need to guide the gal outside the door of the ship
so far i just went a little bit forward of the door node lol
ShipInside.002 i think
hmm alright
The door frame is actually a separate model, but I gave it an approximate name
there are also door from v4 but it is disabled
What’s a door
a door is a jar
a jar is a door
@wise stag I think you messed up the crates
had a wooden one that behaved like a metal crate
the wooden crate and metal crates swapped
thats intentional
it makes more sense for wooden crates to be opened by brute force and have shop items
and metal crates/safes to REQUIRE a key and some time to open
the old switcheroo
Is the mod working with body cams now?
It works ye
@wise stag apologies for the sudden ping but i ran into a bug with the safes in a run and wanted to report it
I kept hitting it since on a prior moon it also wouldnt open if i held e
probably
im still in this run so idk if its tracking it
hmm if u wanna have ur host try opening the safe instead that might work, ill look into it in the meantime
gotcha, i think i got a fix going, ill upload it when i next can, ty
@wise stag Nikki had this same bug earlier when trying to open it
You were lurking at the time
@reef hatch If you still have your log it might be useful just so Xu can make sure you got the same error
nah its not any errors, its just clients dont run the code while host does
Ahhhh
Btw I'm readding ImmersiveScrap, was the fix for the multi-hit bug you did what TestAccount used to fix the Crowbar?
ye
from looking at it, its understandable that that would be the cause
Yeah ^^ I think UsualScrap needs the same fix for it's Crowbar still cus I got multi-hits with that and had to disable it lol
idk who made that but they just need to disable the Sync options in the Item ScriptableObject
what they said ^
👍
Will this mod add giant epic rideable dragon that i can lead to battle?
You already have a super cool huge flying shark, why do you need a dragon?
Why not both?
Fkying dragon shark
Guess ill have to settle for robot gals instead of a dragon...
😔
Life aint fair
v0.7.9
- Fixed metal crate for clients.
- Slightly updated metal crate textures.
- Changed how I handle pathing for the gal and redwood giant, so let me know how those feel.
- Disabled Cutiefly, SnailCat and Biomes in teh config by default.
I'm curious.. as someone who uses "LethalHands" (By SlapItNow) i cant help but find the ability to punch (to dig out) the crates implemented by Code Rebirth to be rather broken (stupid easy, not.. malfunctioning).
Are there any plans to add a config that could prevent punching crates from doing this so players would be forced to use a tool like the Shovel rather than just "Pressing J and punching them" for free?
what if players received dmg if they used something different than a shovel
why would you punch a metal or wooden crate to get it out of the ground
if the ground is rock solid as well it would make sense for you to be in pain, by trying to dig it out
There is already
Its a config option
"Opening requires shovel" or something like that
Exists as a config
Not too possible to tell 100% that a player was using hands
could you tell me what that map is
Its the dev test room, not a real interior
ohhh
I saw someone play a moon where they found a red square on the ground an opened up[ to that interior long time ago
Just need to sand her down, prime her and colour her
Hmm actually i can detect if you're using lethal hands and thus damage you a tiny bit, people would probably get a lil confused though lol
first activation of gal on the planet by the client, does not move, after deactivation and activation it is fixed
Clearly the result of a faulty flux capacitor
not sure how that happened tbh but i've put safeguards
Shouldve had todays sponsor : ExpressNordShark Vpn
Use code "rebirth" at checkout for 0% off
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You pay more
oh the unity rotation stuff is base game logging
i dont do unity logs
thats the player's uhhh logging when its not moving the camera up and down ithink?
you said the door node might move on its own sometimes, you reckon the ship's trigger might also move on its own sometimes? 🤣
Birb!
this was spammed exactly when gal was active
must be coincidence, i've seen that happen a lot with just base game, and again, its a unity log
this was the only debug log in my mod, and its not included in the mod but an editor tool lol
Quick question
Does Robot lady lose a charge when she misses a shot, or only when she hits and kills the target?
if she misses and hit
They use a charge whenever they fire.
thanks gal
No, actually.
It's when you provide a zero vector to lookRotation.
Could the game be doing that? Maybe.
I think i will have her have a low number of charges, but have her exclusively target invincible creatures
Whiiis, get the jester killer

Or a rotation method, I guess is the better word.
those are considered in the counter >.>
for clients they are in the ship, but I am the host and I see this
she specifically cant kill those 
I can't pick them up either
bleh, if you trigger the counter itll sell for everyone atleast i think
You must provide offerings to our good lord and savior Companius Christ.
yeah since they are actually considered to be in the counter, i just havent set the right position 
seamine gal will be for killing invincible creatures
they despawn after takeoff for everyone
rarghhh but what if i put them in the config

the game doesnt consider them killable so i dont do anythin to let em be able to die
💔
cant sell items
huh for some reason one of the items that she was trying to sell just stopped existing while she was holding/going to grab it
and this is spammed after the quota failure, although I was not stuck on the failure screen (the error was spammed after the screen too)
I remember you asked for a long time to send logs about the defeat screen 
Wait for the next gal
Who is also surfaced themed
one of demonmaes apparently
Oh ok cool
i am so very sorry. I clearly missed it.
I didn't mean to waste your time 💔
i clearly missed it and that's my fault*
its fine lol
Danke ;w;
But your name is Barko Sharko
Its such an epic name i think you should be able to get away with anything
except tax evasion
Except tax evasion.
Well.. Well heck-
I thank you for that. I've never been complimented on my name before.
Mmmm... i just went into the game to test it out (turns out yeah, its set to "true" be default) but the wooden crate wouldnt come outta the ground all the way.. I dont assume that's supposed to happen. I tried using a key too and that didnt work. kept getting this..

wooden crates yer supposed to just keep smashing em now
the way to open got swapped with metal crates
how many findobjectsbytype can we have
so i finally got around to making a blacklist for the crates before the update that swapped their functions, and the blacklist wasn't changed in config, will moving the metal blacklist to wood blacklist still disable the tools I don't want to appear there (since the wood crate holds tools now)?
So there was nothing wrong wit hit? because i kept hitting it and it wasnt changing at all.. I'll keep testing it out.
more findobjectsbytype please
if i may, might i suggest some form of cracks in tye crate (even if ajust flat textures in the form of black lines that look like cracks). At least that way we would know progress is being made. i kept slapping it wit hthe shovel and it felt like i was making no progress at all.. Hmm..
it should only be 4 hits, ill look into it i saw someone with the same bug
ye
cool, thanks
ok, yeah. i got it to open this time but it was right away. last time it somehow got stuck in a loop and it never opened no matter how many times i hit it
next crate also worked fine too.
👍
i think bro was bored
it's all beginning to make sense.
chat i cooked with my drawing
might make it official in the read me
baby's first lore
I found two mods so far that seem to be breaking the gal's selling feature:
- MelanieMelicious 2 sToRy ShIp works w Wider Ship Mod
- LCGoldScrapMod
I have no idea why, both just make the gal hang at the door
I'll see if I can find more
Nope that was it in my pack
LCGold seems to be on and off, I'm not too sure
according to fumo the node for the door randomly decides to switch its own location and its what i grab rn so it could just be random ig
:/
o no
Yes
If you don’t like certain features the mod can be configured down to just disabling the entire thing
Smarter idea than Xu maintaining 50 different mods.
Lol
Hey I mean some of the laziest people made the best things just because they were lazy.
The person who made “=“ was tired of writing “is equal to”
i wish i could use a lockpicker on the safes
lol
Me and the others tried the new stuff yesterday
We loved it
Only lil things to note are:
-The microwave felt quite underwhelming, tho we only encountered it on the Warehouse interior whereas i am sure it feels more oppressive on a smaller interior. Dmg and range seemed rly low and it felt more like a shitpost. If it is supposed to be then thats fine, otherwise I would say to maybe increase the damage/range or something
If you wanted it to be funnier have it explode after a bit if you put a conductive item in it or something
-The fan pushed 2 players through a wall, one going out of bounds and teleporting to main whilst the other was trapped in a wall the whole time, might have some clips of it later. Also had people pulled through the shut doors. This was on the Black Mesa interior.
-Bear traps were fine, was just a lil dissapointed they can't be used to harm outside enemies baited onto it, would be nice if it could impair their movement and then break or something after a while.
They also have a brutal synergy with stormy weather if you get caught when carrying metal, could maybe amplify that by having it so they attract lighting on their own
evil
-Flash camera thing was fine, tho for me i was blinded for like 15-20 seconds straight from 1 flash, so i'm not sure if that was a bug or from proximity or what, but everyone else said it didnt do it that long for them
-Lazer, Tesla and AC unit were all fine for us 
yeah hosts sometimes for whatever reason like very rarely get skyrim flash banged
having encountered microwave in facility before, it is more dangerous in a cramped map but can still be easily avoided since its so slow, so i don't think it was meant to be very intimidating
exploding if you stand near it with metal would be pretty funny though
I see i see
Yeah makes sense
A trap that doesnt immediately murder you and everyone else if you dont react to it is nice and fine
I just feel it could do a bit more damage or have something else to it or else i would probably only delegate it to early game moons at a low chance
Or maybe for funnies give it a low chance to have a tonne spawn in somewhere
the microwave isnt meant to be that dangerous but its funny and can still be quite a threat, it slows and does chip damage but can also block doors and passages
Ah interesting, i will bare that in mind
A low-ish spawn rate and only on moons with primarily claustrophobic interiors
And then a low chance for microwave hell on said moons

*Correction, looking back at the clip someone actually opened the door on BlackMesa
Pure was still stuck in the wall from the fan tho
https://cdn.discordapp.com/attachments/1226670728019972218/1303505858516353105/PureSuffering.mp4?ex=672bffee&is=672aae6e&hm=77c38d77f583b67db522dd0b7e946e56b5b75f8489b274687c582ae954124acc&
Tho not too different from vanilla object placements outside tbh sometimes
Idk if i have the logs still from the session, but we did have some funny AC unit moments
I dont think it was that buggy, i think it was mostly a performance thing since we had log spam from some other mods
https://cdn.discordapp.com/attachments/1226670728019972218/1303506030155661443/ACUnit1.mp4?ex=672c0017&is=672aae97&hm=d15798c45aae77abde07e72e7d408efbcd9a492dd7ef1c7dee285ae6df334645&
I think in the second clip he got launched in the air by the old bird which then caused the AC unit to go mental
https://cdn.discordapp.com/attachments/1226670728019972218/1303506142651088997/IThinkHeIsDead.mp4?ex=672c0032&is=672aaeb2&hm=7ea0d593eb8766c73f71c57a841779366ea27f0bb8ff4ce4337a19031e43e6fc&
yeah also ac unit rn is bugged
it shoots and then just blows you up for 8 seconds when you touch the ground
blame s1ckboy lol
should be fixed soon
I have found there might be a bug with the scrap value of items from the crates
The value seemed SUPER high for the items we got from it
https://cdn.discordapp.com/attachments/1226670728019972218/1303385371098484746/SafeValue.mp4?ex=672b8fb8&is=672a3e38&hm=c11a76890ae34ba78b1bbf211bb558561a7172f59f8e3d6180b4c73a7159dc31&
For reference, the Cookie fumo is between 100-250 in LQ (Thats 40-100 when x0.4, yet was worth 148)
Kurimdou Yukari Fumo 100-150 (40-60, yet was 132)
Jill Fumo 50-150 (20-60, yet was 125)
The Weather was also clear, and we dont multiply scrap value in WeatherRegistry for clear weather ofc
We dont have any other mods that mess with scrap value to my knowledge
I assume thats not intentional?
I could probably test it better by limiting the items on a moon to just 1 item, and then compare the value of the ones found inside to the ones that come out of the crate
i think i increased the value of all items that come out of safe crates lol
(while they're coming out, not permanently ofc)
it made more sense at the time, i can make it a config option
Ahhh i see okay that makes more sense
i mean yeah, or else i would probably decrease the amount that spawns in the config, tho that would be feel more underwhelming
im working on a few fixes update so ill include it in there
Also the config is a blacklist for items in the crate? So its just listing IDs of items to remove from it?
safe with 1 marisa in a bee costume
The best one
I love the sound when you pick it up
okay i called it a fixes update but theres a few things in there lol
if the safe can be closed from the inside... does that mean it can be used as a shelter from mobs?
If we could get an option to swap the blacklist to a whitelist to list off items it can spawn that would be great, sort of like WeatherReg has for its Weather blacklist "Filtering option"
I want to add Emergency Dice to the crates that give you gear
hmmm, emergency dice you cant buy in the shop afaik though is the problem, i could make a config that does it similarly to weather registry and have default generate when u first open a metal crate ig
i meant the other die
the ones you find as loot
ohh
Sacrificer, Rusty, Chronos etc.
The normal one would also be neat if it can be added to the utility crates
well yeah they are gear!
i suppose cuz we use casino and gamble the value off
they arent really considered scrap to us in that sense
i put them in the utility slots n all that
okay just so i dont forget, they are on teh colliders layer so i THINK enemies cant see you inside one
but can eat me if i make a noise 😔
okay so, the way that the crate works, is that it grabs the item pool from your current moon to spawn stuff in, and then doesnt include any of the items that are in the blacklist, but instead you'd like an option to make it a whitelist so you dont have to list a million scraps so you can have it drop specific scraps only?
oh i cant even do a whitelist technically, since the item that spawns from the crates is dependent on the moons item pool so it'd change for every moon
No i just meant for the utility crate, i believe thats the wooden crate now
i dunno why i said for both
okay so you want the wooden crate to be able to drop items in the whitelist instead of giving it a blacklist of not to drop?
Yes, an option to toggle it to a whitelist and then have it ONLY give you equipment you put on that list
Whereas the default blacklist would simply remove items that are added by default from the list
if that makes sense
can you add a purplelist?
and to be clear, the whitelist will still only include shop items because thats the list im grabbin from
orangelist>>>
yellow and red
sea mine list
Is there no way to let it specify non-shop items in it, so scraps basically? Like the "scrap" dice for example, weapons from this mod, etc.
Rg is probably gonna ask me to put Rodriguez in it "The utility is it lets me KILL people i dont like"
i mean in the game im playing rn someone got a dice from the crate
1-up shroom from ReindogAndFriends
Weapons on other mods
Ah they probably work then, i just havent seen it yet
LethalThings bloating the utility pool is probably why 
this is gonna be overly complicated on my end and i hate it but i can do this:
if the config is a blacklist, do as it currently is, if its a white list do the following:
If the entry is empty, generate a default whitelist and use that list
if the entry isnt empty and includes stuff that arent shop items, i can try finding and spawning them
last session i cracked open some utility crates and every piece of gear was worth 80 bucks.
i love being able to sell equipment i don't need
Fr?
lol i didnt even know that was a thing
ye
huh that makes sense, 0 + 200*0.4 is 80
If possible yes 
But if its too much pain dont worry
since i was playing solo i didn't need defibrillators or bandages
well, wont happen in the new version since the config is a multiplier now 
and i kept. getting. both.
so 0 * 1.4 is still 0
ill do it i just cant guarantee itll work lol
that makes much more sense lmao
when will it be changed to be additional
never 😔
Actualy serious question
oh lol
though i think some of the ladders from Giant Extension Ladders will still end up being worth a little extra cash
since i thiiink they come out base as like. 12 dollars.
not a LOT but.
Possible to get it so the Hazards can be disabled like Turrets etc. via Terminal or whatever?
might be really hard, i havent looked into it yet so i cant promise anything but if possible ill do it
all g
Not that big o thing since they're all semi-easy to not die to already
Minus AC Units exploding me 15 times all at once
idk what that's about
acu's are fine so long as a horseshoot crab doesn't get any funny ideas.
or a driftwood giant
yeah

honestly horseshoot crabs were my best friends on experimentation, once
and then they became my worst enemy when one tucked itself against the entrance of the black mesa door and launched me to my death
and that was before ACUs were a thing
now i'm terrified of them
v0.7.12
- Added config for safe item value multiplier, default is 1.4f value;
- Turned all flora into static shadow casters, should help with performance a bit.
- Reduced fan push force into 3 from 4 to help with not clipping through walls.
- Beartraps are hopefully more synced up.
- Redwood giant no longer lingers forcefully around the ship.
- Fixed problems with metal crate.
- I left a present for if a player enters a metal crate.
- Fixed problems with hitting wooden crate part 2 electric bogaloo.
- Fixed ACU being an explosive mess.
- Added whitelist option for wooden crates, auto generates if blacklist field is empty and whitelist is toggled on.
gonna upload this soon
hoping i didnt forget anything
lol
- I left a present for if a player enters a metal crate.

the locking mechanism i initially intended to just lock a player and have them get fucked over
but i think its fine to let them be able to open it from inside
so its just a time waster
when do we get to bash it with a shovel to open it faster
never
With the bear trap, i noticed undoing it a bit then releasing causes it to damage you again, including bystanders doing it to you
Is it possible to then murder someone quickly by spamming it if they're stuck in it?

@wanton dune new tech
Also we had this
I think the forest giant got spooked and went into the ship or something so the Redwood titan followed, unsure how tho
Funny regardless
oh yeah redwood rn just guns it for the ship at vector3.zero, figuring that out currently lol
womp womp
if the forest giant guns it for the ship itll follow tho
Do Redwood Titans respond to the Whistle?
some moons let enemies walk under the ship
nah not rn
also if u close the ship doors
the redwoods feet colliders
dont trigger
assuming you're inside the ship ofc
I see i see
its probably the biggest thing in the rewrite lol
disable all colliders for players inside the ship once they close the door etc
Having some way to bait the redwood titan again would be neat
Unsure what tho if you dont add the Whistle back
it continues to drive me crazy to this day
if rodrigo models a whistle ill add it back, just currently lazy about it rn
Tomatoes 
More incentive to farm
a whistle or whatever looks fancy to him
lol maybe
v0.7.12
- Added config for safe item value multiplier, default is 1.4f value;
- Turned all flora into static shadow casters, should help with performance a bit.
- Reduced fan push force into 3 from 4 to help with not clipping through walls.
- Beartraps are hopefully more synced up.
- Redwood giant no longer lingers forcefully around the ship.
- Fixed problems with metal crate.
- I left a present for if a player enters a metal crate.
- Fixed problems with hitting wooden crate part 2 electric bogaloo.
- Fixed ACU being an explosive mess.
- Added whitelist option for wooden crates, auto generates if blacklist field is empty and whitelist is toggled on.
update should show in the next 40~ mins
Is the Meteor Shower audio also fixed? 
for a few versions afaik
I know it was still bugged before and I had to turn them off, I think that was with 0.7.10
lol
Could be wrong
I will test
the audio was never bugged, just layered more than it should and i got rid of the layering
so... you can put nontools in the wood crates?
using the whitelist stuff yea
buried treasure pool, here i come
not doing that with the metal crate, too much effort, you take what u can get
i hold no complaints
this took longer than it should
im thinking of adding her as a dependency on thunderstore (so a soft dependency)
Gal model replacer? lol
tis for those who wanna use the model
LMAO, would add it instantly to my modpack
guess im releasin 'er
lol
i might give her a custom health icon on the top left
if rodrigo is willing to draw a nice little outline
10 shots with great aim too please 

@fresh thunder my model next bingo 
I prolly wouldn't make her model replacer a soft dep though, I'm kind of actively avoiding ModelReplacementAPI cus it's not supported as actively as it used to be and has caused me some issues in the past
This is true, but R2 and TMM recently had issues with failing imports if mods were disabled
Was that fixed?
dunno, i dont import mods often
and i only heard those problems were with gale
but i could be wrong
Gale was fine, it was when people imported the pack into R2 and TMM they didn't like mods being disabled
R2 did update though recently
why
why are u looking at source code

lol
thats the gameobject name
and im too lazy to change it
as it was the fbx' name
when rodrigo sent it
no reason
backflip
pov acu
v0.7.13
- Added a new thunderstore dependency, keep in mind it is OPTIONAL, you can get rid of it if you dont like it!
Meteor Shower is still really loud
well it no longer layers over itself so thats just a volume in config u can adjust lol
Hello i have a question, if i want to deactivate one type of tornado, not all of them, what do i put instead of *All" ?
Uhh can you show which config you're look at?
It's been a while since I made em
Oh just get rid of the field
If you wanted to get rid of windy you'd get rid of Windy: All, |
okay great, thank you ^^
hihi, i wanted to ask how farming works since i think the config mentions something about it?
Yeah so when u break a tree with a weapon from coderebirth there's a small chance a seed drops
U can plant the seed in a plant pot you buy similarly to ship upgrades
Which after a few orbits grows into money every time u get into orbit, its not a lot but it helps a decent bit
Ohh, thats actually really cool!!
I actually thought it had to do with using a shovel on the new plants honestly, although itd be cool to see that kind of functionality in the future too
Maybe at some point, it'd just depend on what I feel i wanna do next lol
It's not optional in a modpack🫠 Can you at least have a config to disable the model replacement? That way it can be disabled in a modpack :/
You can't just have the mod disabled?
You can't have a dependency automatically disabled or not included :/
Bleh, thunderstore really doing their best not to support soft dependencies
Yeah that really annoys me too
The description says it replaces the default player model
I feel like instead of making it a soft dep it would just be better to recommend it on the mod page
If it's just a suit I don't really care
Yeah it's just a suit u can equip, I dong force it
I just don't want the default changed
maybe change that description tho😅
I mean it does do that, but yeah I can change the wording a bit later lol
"Adds a player model" instead of "Replaces the default player model"
Lets goooo
why's the suit a dependency for the main mod?
how many times do i need to hit the wooden crate to open?, i hit it with shovel for like 20 times it never open
What about making the fan push force relative to distance?
aim higher
right in the lid?
aim your camera higher
setting ShockwaveGalModelReplacement as a dependency when it's not required is a bad move
now I have to remove it every time I update
It’d be better to just make it recommended on the mod page
You can just remove it and ModelReplacementAPI but it can get annoying to do so every time CR updates.
Thunderstore needs better support for soft dependencies similar to other modding communities
Just keep it but disable it
Well yeah but it’s at least 3MB
Xu might as well take my whole hard drive
In seriousness some people might not think to. And adding a suit mod as a dependancy when it isn’t needed feels flawed.
It’s not a big deal since as you say I can just disable it and ModelReplacementAPI but that feels like a bandaid solution.
Anyway having wooden crate hp set to 1 seems to break it
Hmm true that's a good idea
Because its a soft dependency, not actually required, u can just keep the mods disabled, or just ignoring them, the mod doesn't force the player model on you anyway
Thunderstore doesn't really give me a better way to do this, keeping the mods disabled doesn't re enable them on update tho iirc, also what I said above
Not sure how difficult this would be to make, but maybe have the fan check distance to whatever wall it's facing and adjust the push force depending on that?
I don't see why it's there at all
Easy but if its clipping into a wall it might get break-y, though I guess u wouldn't be on the other side to tell
Just do what I did with LR and have it be linked in the description under a recommended section
Because its part of the mod, I'd likely make it part of coderebirth and configurable if I have time to figure that out lol
Do people really look at that though
i do read the description of mods
the way I understand it, dependencies are for "this mod won't function at all/properly without these" not "I think you should use this too so installing this mod will automatically install that mod too"
I agree, but thunderstore indeed has no option for that :P
dependencies literally mean dependent on something
Soft dependencies exist, which mean "this mod isn't necessary but interacts with the main mod"~
I think it would be best to not have it as a dependency, do it the way JacuJ is suggesting and keep working on trying to add it to this mod as a configurable option if that's really what you want to do, but I don't see why you should shove 5 million unrelated things into one mod
Which is what this is
every other mod I've seen with soft deps just links them in the desc, like LR and LGU
It's not really 5 million unrelated things though? Just disable the features of the mod you dont like?
that's how you get a mod with a bloated file size for the one or two features you want though
that's not really good modding practice
and I'm not saying this to be mean, I hope this isn't coming across as such
Well I mean this mod is one of the only ones that if u disable a feature, the bloat is literally gone
lots of small sizes add up, xu
It doesn't load into ram
while i do agree that its not a big deal, since the suit isnt IN CodeRebirth at the moment, just dont make it a dependency but thats just my opinion
its fine tho i'll just disable it
you're saying the exact things the Optifine devs tried to say. there's a reason most people don't use Optifine anymore
The only bloat exists on you downloading the 3mb into your disk
I get being able to remove it is an option, but the fact it automatically installs makes it feel like bundleware
I dont know about the optifine drama but the arguing is about 3mb into your disk, and sure, I KNOW small numbers add up, which is why coderebirth is designed in a way that you can disable something and it doesn't load into RAM ingame
sorry this is off topic but i really love the new hazards
you did a fantastic job on them
I mean that's the same thing with all other features in coderebirth, I just haven't had time to make it actually bundle into the main mod is all
Thanks! Me and rodrigo put a lot of work into them (and solid)
but it's also the fact that you didn't force one new mod into my pack with this dependency update, you forced three in
cough
Anyway
I didn't have, nor want, any of these
I keep forgetting to get rid of that from the readme lol
Yes but u can disable them, it's not like any of these 3 actually bloat anything disk wise or ram wise if you disable em
Like at most it's just a spot in your thunderstore that has 3 disabled mods and you might think that's an eyesore
And to that maybe I agree? I'm not sure if people care about having disabled mods in their pack lying around
you can disable them but it's still spooky
Trust me if soft dependencies existed in thunderstore I'd do it this way, and the reason it's not just recommended in the description is because I think more people would like to look and check it out then do whatever they want with it than not
Yeah I really wish soft dependencies existed properly lol
I'll have to make a note on both mods readme that it's disable-able just fine
we trust that
I think you should really do the opposite and list it in the description as a suggested mod instead of a dependency
just inconvenient and a bit misleading but i get it's mostly the fault of the store
soft dependencies are by nature not dependencies
Maybe, I don't really think most people read the descriptions much tbh but I could be wrong
It's in the name lol
They're dependencies you don't need enabled
look up mountain chicken.
That's a horrible argument lmao
just cos a human decided to call it that doesn't mean they're right
so is "it's in the name lol"
Yes, but it literally fits this time
dependency means it depends on it, how does CR depend on the suit mod?
soft dependency means it soft depends on it
You can't just grab whatever words ya want and make a conclusion
There's 2 types of dependencies, soft and hard
you're still going against the commonly accepted method for soft dependencies though!
Just because thunderstore is bad doesn't mean its the commonly accepted way though
look at LR, LGU, 2 story ship, ship windows
all of them have soft deps, none of them require them be downloaded if you don't want to use them
Yeah I know there's the method of putting it in the description, and that works to some extent, but I'm trying it this way right now and seeing what people think and why people can't just leave it disabled and live in peace
Just because something is out of the norm doesn't mean that it's bad
Everything in this mod is out of the norm
I'm constantly getting asked to separate this mods features because people are either too lazy to config or just too lazy to config
i think the usual player is not gonna notice this
i think the best middle ground is to just rename the model description to be more accurate
that's it for now
well it does change the default plater model
so id be pretty obvious lol
Maybe not, but you'd also have only 20% of the features if I didn't do it this way
Nah its just a suit you can choose not to use by default
The description just needs a bit changing to reflect that
yeah see you gotta change that description
ah alr
I just woke up ill change it when I get some more stuff to include into the mod later today lol
Gonna try adding a custom health icon
I'm not saying it's bad because it's not how others do it, I'm saying it's not how others do it because it's a bad way to do it
Based on what though?
Why is it bad?
I've gotten one problem pointed out to me so far
because it's forcing people to download software they do not want to use
That it's a bit scary to disable cuz it warns it might not work
The whole mod is literally this
that is not required
yeah i don't think an api and a model is software
That is such a way of wording things lmfao
if it were currently part of this mod, it would be different, but it isn't
while I disagree with making it a dependacy this is true
So you'd prefer I shove it into the main mod and allow it to be configurable etc
Like it IS part of the mod, just not code wise
notice #2, a mod fits into that definition, also, moresuits is not just an api
Coderebirth could probably be split into 10 different mods
I really don't see the problem
yes, I already said that's something I'd be fine with, but the current implementation is what I have a problem with
I just packaged 10 different "softwares" into one
honestly if you were willing id take it but it isnt something id need XD
Never have I ever seen someone call a mod a software lol
it's not "a software" it's just software
That's what I said yeah
reminded me of the guy who accused wesley of downloading stuff onto his pc without his permission when he added the rubber rooms
I don’t see the issue tbh. I just downloaded the update and deleted the model afterwords. If people are too lazy to do that much it’s really a them problem 🤷♂️
😭
Also moresuits IS just an api
It doesn't load any other suit with my mod
should be easy to disable with more suits config
It's an option I chose when making my model mod
Shockwave gal is also a really good model I think a lot of people would like it lol
personally just dont like model replacements
but ik many love them
That’s also true
That's completely fair and why it's a soft dependency
just a minor inconvenience for when I publish the pack as thunder will install it by itself, but thats why cfg exists
Disabling it in the mod manager instead of a honestly kinda bloated config is the only current difference
Yeah I plan to figure smthn out for that
Not sure what
Unless you guys can just disable the suit like you said?
make it a link in the desc instead of force installing it and that would fix it.
thats my plan its just a minor annoyance, aint mad tho
Yes that's one solution
hell, you could make a popup when you launch the first time without the model mod that tells you about it
Alright, I'll try thinking of something just incase
That could be an idea yeah
something I forgot to mention is that I am also currently working on a modpack to publish, which is the main reason this is bothering me so much
yea i dont think it being a dependency is really necessary, but its just a suit i guess?
a minor reason it bothers me is a few of my friends are extremely tech-inept and immediately panic as soon as anything that looks even slightly like an error pops up, which the R2MM dialogue about disabling deps looks like an error at first glance
It's weird that sharing a profile code allows you to share disabled mods but modpacks dont
Though ig that's just cuz thunderstore wasn't developed with any regard to modpacks
thunderstore's infrastructure makes me irrationally angry
thunderstores a bit odd but we have to deal with it
tho using gale makes it a bit more bearable
we should make our own mod repo with blackjack and hookers soft-deps and modpacks
Lol
I'll add a message when you pop into the game that you can freely disable the model mod without any reprecussions
Only will pop up if the mod is enabled
again, I think you should do the opposite, remove the dep and make a popup if the model isn't enabled letting players know it's a thing
but I also think it should be a first launch only popup
but you should probably do the first launch only thing either way
Idk if I can see whether something is first launch rather than creating save but I'll see what I can do
make it part of the config, that autogenerates
something like "firstlaunch=false" and if it doesn't see it it shows the popup
That could probably work
why's the mod require a suit
In hindsight it’s the same thing as all the other features in the mod, just as a dependancy not in the config.
Only issue with it in general is it forces the mod to have MoreSuits and ModelReplacementAPI as dependencies but people can at least disable those.
I think many people myself included might’ve been overreacting a little.
yeah they wont be dependencies when i merge it, itll just give you a couple notes that you can download em
updated the description of the model replacement mod and updated its readme for now
You forgot something
you didn't added a soft dependency on code rebirth on the model replacement mod
oh you dont need coderebirth for the model, but its fine since im rewriting a soft dependency for the code in coderebirth to just include the model similar to all other features
As others have recommended, it would really be preferred that instead of a dependency (because modpacks will force all dependencies to be installed and if uninstalled, the main mod will be uninstalled) a direct link to the model replacement mod be used.
There are modpacks, including mine, that have a hashcode dependent on the amount of mods you have had, and now knowing that it will install multiple mods that, to be honest, will not be used by many due to preferences (shockwave gal mr mod + moresuits + model replacement api).
It is your decision and I respect the actions you take within your mods, but something that may possibly negatively affect the proportional amount of downloads you can get, is to be advised and recommended.
It is not because of the fact of deactivating the model suit, it is more because the loading of these mods that will not be used will be added and run in the background, causing unnecessary lag.
yes as only really zac has said, modpacks dont do well with it, and im currently writing it into coderebirth, its just gonna take me a bit of time
What are you planning on the next big update?
probably the seamine gal
the next 3~ big updates are supposed to be more companions for the player
thats why we're on 0.7.14 and not 0.8.0, 1.0.0 will be the final gal's release and maybe i can rest 
though rodrigo wants to make deadly flora at some point so honestly i have no idea
Nice
What about Driftwood tho?
its jover for cactus tree giant
Wait, can someone explain what this Shockwave Gal thing is. I haven't installed CodeRebirth yet since I restarted my modpack
i think some companion you buy in the store?
i dont know i've always ignored it
but im curious to what it does
ye its a companion that is sold for 999
or free if you configure it .u.
alright, gl
Bro, that is sick. Do we buy her from the store?
Had to read so many messages
I do models, textures, find the sounds and animate
Toggles the robots collision
She wont block you and you can walk through her
We never had any reports about anims not working before, its strange
Yeah we know it shoots through doors and through walls if its too close to a wall
And we cant really do much about that
Sure
Nah you aint, suggestions are better than complaints lol
As for the suggestions, first one i dont really understand, if its an upgrade system its probably way too much work and would make the bot too complicated for what we want her to do. As for the constantly charging, while probably more balanced, i think people would get annoyed, plus we already limited her attack charges to a set number per round
backflip
Now do a backflip as the gal player
she just does it sometimes rarely
i also have a commanding voice over delilah
yeah?
the robot has massive boobs where was the confusion
lol
if rodrigo says no im with him, hes ideas central
But what i wonder is what that would add, because rn she doesnt need to
It just seems to add a tedious aspect
ideas central is so much funnier than ideas guy
Apparently people are surprised by how many ideas i have
What i mean is that i want to know what the charging would add to the gameplay
How would it make it more fun
Or balanced
From what i see it would be annoying because she would constantly be leaving you to charge
And how many sea mines
I got 74 more sea mines planned
Where tf did ubercharge come from
i am lost
you also have to consider that this robot will not be the only one
we have 3 more planned
with each having their uses
so we dont want 1 overpowered one
Pie Mine (Pie'ne)
Scrap/Utility
Functions like a landmine. Can be picked up. Can be thrown a considerable distance. Explodes immediately upon landing/contact. Burns Forest Keepers. Does 5 damage to enemies. OHKO's players.
no i just think it's a weird way of phrasing the concept overcharging her
this is incoherent
i just think its all too much, especially for xu to hav to code all of this in and have to eventually fix bugs, and a bit much for players
i like what we have right now which is a simple and good companion
the robot is not the main focus of the mod, but a very nice an cool addition
and xu has already put way too much work into making it work
3 more sexy robot daamn
you 2 have done a shit ton for this pack. even if there werent 3 slated id say it's in a good spot for just polishing alone
only one ive told publicly is sea mine gal
but havent told anybody was it does and i havent shown her model yet to the public
gal with sea mine attached prob
she probly just gives hugs
I think its about time i show off her model
peak
now she literally has an explosive temper
i also made her jojo pose
Is it just me or does her breasts seem bigger than swrd1?
rotund
big boomies
light fish
possible alternative keys to open safe? like lockpicker or padlock from usual scraps
can you make her pose like that one char in chainsaw man before explosion
maybe would need a ref image
i think i know someone who'd appreciate this gal's design. they love personifying geometric shapes
What a nice robot.
design wise i wanted her to be rounder because of sea mines being round, the shockwave gal is more straight edges cuz the og drone is a cube
Bro has a point
i will say though the sea mine gal is the most risqué design of all the gals
but goddamn she got style
I couldn't find better
bomb demon pin pull?
yeah
Can we have more gals
4 total planned
1 for each player
maid gal costume when
There was a uh spike trap gal I saw
but i wont show the other 2 yet because their designs can still change and also because you never know with developping, stuff cuz just never be finished
nah didnt hate it, just didnt have any good gameplay for it
Shy Gal (096 reference) 
The design was peak
a robot
its from the surfaced mod
that i worked on
sea mines see with echolocation
the fish is her pet, its based on the clownhorn fish
Fish hater confirmed
also the ridge in the middle of the sea mine looked like a bandana of sorts and made me think of 2b so i rolled with it
Give her katana
Like imagine
Sea mine with katana run to you at full speed
lol sadly her claws are not delicate and would probably crush the katana, instead she booms
Damn
katana fish floating behind her
would be a good sparring partner for hachiman
V0.7.14
- Added to README about the model replacement feature.
- Added a first time message saying what mods you can enable.
- Added compatibility with shockwave gal with openbodycams camera.
Microwave Gal. specializes in Maneater extermination 
also deprecated the model replacement mod since its part of coderebirth now
complain and perish
Hoorah no more extra bloat to my pack
your 200 mod pack lol
My pack is large enough tbh and LobbyImprovements exploding Nikki's new interior was definitely not expected so I've been going through just removing some stuff lmao
Which is stable 99.9% of the time, did not expect LobbyImprovements to be responsible for all my recent performance issues
We've done a shift to focus on keeping it performant and stable a while ago, that was Eva's doing lol
funny image i found
carry items and bring them back to ship and kill killable enemies
She dances to a boombox
a functional pat no less
Why would she
||accident||
@wise stag CodeRebirth update still downloads the model replacement lol
Just delete it
looks like xu forgot to change dependency
I forgot to remove the dependency lol
Just delete it for now
under dependencies
old video i had while testing, microwave alley
I'm sure you can find people to hang out with
Whenever I hear someone mention AC Unit I think of the industrial fan instead. It’s the buildings air conditioning but big and hurts people.
It’s driving me insane
same but i can't think about gun when i hear ac unit
thats why i called it AC unit
Run it back. Is this out?
cause it sounds like an ac unit
Or soon?
Your name gives me QWERTZ keyboard vibes
thats my AlterRigo
I accidentally turn it on so many times
360 no scope...
I think for some reason the shop items list got desynced?
Either that or the config for the blacklist/whitelist made it so no shop items got picked
hmm, these are the only things i have in the blacklist
What's the isWhitelisf config look like?
i have it off



