#Code Rebirth [V§O∆X∆O§]
1 messages · Page 57 of 1
well you could also make it two handed tbh
mfw i split all its value off in the casino
no
I see an error from CR
from Driftwood where I'm trying to bump them via cruiser but it tried to grab but failed
whoopsie, will fix soon thanks
Its not so bad if you set it to realistic odds (lose on average)
I also severely lower the value of all scraps that have utilities, since you would just take all the value off anyways and never sell them
That mod really needs a blacklist for what scraps you can gamble though
It needs to not have an assetbundle almost as big as the entire black mesa interior bundle
That would be really nice
true
no entry allowed
nah, jimothy came 5 minutes later and took it away
||selling on oxyde solo is hell of a experience||
#1241786100201160784 message
near the end i was barely able to move cause of what i think mustve been other fans on other walls
the othe rone couldnt reach me either so if it was that one not cool
at the very start too, wasnt trying to move to the right
notice the view not bobbing like im walking, was sliding there
hmm i see
not sure how or when it happens and i didnt have logs then, sorry
but i can tell you it does happen sometimes
yeah ill investigate it
@tropic sage hi mel have a great day 
@mild storm hi mel have a great day 
Is cactus budling under the outside weight?
Yes 
Had the same thing happen except I was inside
Ah k,
Catsnail I guess is daytime?
Yes 
before you ask
cutiefly's too 

||Imagine AC shot down this ship-||
Code rebirth: the game, coming to steam in june of 2028 🗿
Is this true??
nein
I don’t believe your deception. When can I wishlist it
LethalSponge Motion Blur, it can be disabled via their config
EDIT: It seems to be Depth of Field (dof) and Motion Blur together
just disabled it and i can read all fine
it also bugs the ship windows when you get close to them, it blurs out
hmm ic
i disabled depth of field and it was the same
yeah i thought it was depth of field too
i have motion blur off and it still does that
the workaround is to hold z instead of tap
for some reason releasing z is what makes it blurry
My case:
1 Disabled dof
2 Was still seeing blur
3 Disabled motion blur
4 Was no longer seeing blur
maybe the two of them have to be disabled for it to not blur out?
maybe
i've just been using the workaround this whole time so it doesnt bother me that much
mmm yes Code rebirth souls 
It would go so crazy
me and rodrigo would take making a souls like over literally anything else, shit's fun to do, both coding and modelling/animating and concepting
guys manor lord phase 3 is hard
the more i think about manor lord's development the more i realise he's just a souls like boss
he has 2 phases, telegraphed attacks, and hit colliders are handled super similarly to stuff you'd see in fromsoftware
what is the ||mistress||?
|| The lady in blue||
||yes but also targets old birds||
cool
I’m gonna be hella annoying by asking this but might be worth asking in case it saves me the effort of learning to use the spawn curve website visualiser, but has anyone written out a set of spawn curves for all the hazards that make them a lot less common but also not impossibly rare
Trying to solve the issue of interior hazards either never appearing or all appearing at once
It’s quite subjective. I do recommend learning the website though since it is a lot easier than you think it is
And I can’t seem to make spawn curves well, i end up making them too rare or too common
On the X part of the graph, the game chooses a random number. It then essentially goes upwards until it hits Y.
Whatever number Y is will be the amount of hazards
I mean I do get the general gist, it’s just mildly confusing and incredibly tedious to do for each and every hazard in my pack so I was hoping someone here miraculously had the same idea as me and did it before me 😔
It’s hard for me to keep track of numbers or stare at numbers for long periods of time
I think I have some pretty decent curves which I can send
That would be very helpful
Not now though since it’s late where I am but tomorrow
I do have some little presets i made:
0% - 0.00,0.00 ; 0.11,0.02 ; 0.22,0.04 ; 0.33,0.07 ; 0.44,0.09 ; 0.56,0.11 ; 0.67,0.13 ; 0.78,0.16 ; 0.89,0.18 ; 1.00,0.20
96% Nothing 4% 1 - 0.00,0.00 ; 0.11,0.03 ; 0.22,0.06 ; 0.33,0.09 ; 0.44,0.12 ; 0.56,0.15 ; 0.67,0.18 ; 0.78,0.21 ; 0.89,0.23 ; 1.00,1.00
96% Nothing 4% 10 - 0.00,0.00 ; 0.11,0.03 ; 0.22,0.06 ; 0.33,0.09 ; 0.44,0.12 ; 0.56,0.15 ; 0.67,0.18 ; 0.78,0.21 ; 0.89,0.23 ; 1.00,10.00
90% Nothing 10% 1 - 0.00,0.00 ; 0.11,0.02 ; 0.22,0.05 ; 0.33,0.07 ; 0.44,0.10 ; 0.56,0.12 ; 0.67,0.14 ; 0.78,0.16 ; 0.89,0.17 ; 1.00,1.00
90% Nothing 10% 10 - 0.00,0.00 ; 0.11,0.04 ; 0.22,0.09 ; 0.33,0.15 ; 0.44,0.21 ; 0.56,0.25 ; 0.67,0.27 ; 0.78,0.27 ; 0.89,0.43 ; 1.00,10.00
75% 0, 25% 1 - 0.00,0.00 ; 0.11,0.03 ; 0.22,0.06 ; 0.33,0.09 ; 0.44,0.12 ; 0.56,0.14 ; 0.67,0.16 ; 0.78,0.30 ; 0.89,0.63 ; 1.00,1.00
50% 0, 25% 1, 20% 2, 5% 5 - 0.00,0.00 ; 0.11,0.07 ; 0.22,0.14 ; 0.33,0.21 ; 0.44,0.27 ; 0.56,0.47 ; 0.67,0.96 ; 0.78,1.25 ; 0.89,1.31 ; 1.00,5.00
50% 0, 50% 1 - 0.00,0.00 ; 0.11,0.11 ; 0.22,0.22 ; 0.33,0.33 ; 0.44,0.44 ; 0.56,0.56 ; 0.67,0.67 ; 0.78,0.78 ; 0.89,0.89 ; 1.00,1.00
50% 0, 50% 2 - 0.00,0.00 ; 0.11,0.03 ; 0.22,0.05 ; 0.33,0.08 ; 0.44,0.10 ; 0.56,0.52 ; 0.67,1.71 ; 0.78,1.74 ; 0.89,1.84 ; 1.00,2.00
50% 1, 50% 2 - 0.00,0.00 ; 0.11,1.05 ; 0.22,1.10 ; 0.33,1.14 ; 0.44,1.10 ; 0.56,1.98 ; 0.67,1.88 ; 0.78,1.91 ; 0.89,1.96 ; 1.00,2.00
80% 1-4, 20% 10 - 0.00,0.00 ; 0.11,0.99 ; 0.22,1.33 ; 0.33,1.90 ; 0.44,2.57 ; 0.56,3.25 ; 0.67,3.85 ; 0.78,4.29 ; 0.89,6.02 ; 1.00,10.00
50% 1, 25% 2, 20% 4, 5% 10 - 0.00,0.00 ; 0.11,1.02 ; 0.22,1.02 ; 0.33,1.09 ; 0.44,1.16 ; 0.56,2.15 ; 0.67,2.29 ; 0.78,2.68 ; 0.89,4.27 ; 1.00,10.00
0-100% 1-8 - 0.00,0.00 ; 0.11,1.36 ; 0.22,2.26 ; 0.33,3.39 ; 0.44,4.62 ; 0.56,5.83 ; 0.67,6.88 ; 0.78,7.66 ; 0.89,7.85 ; 1.00,8.00
i think thats right
WITH THE % CHANCES TOO
YOU ANGEL
🙏 🙏 🙏 🙏 🙏
I kneel
I KNEEL
Exactly what I needed
is the driftwood still bugged??
is he?
i had that issue and still do
But it could be a pack specific issue
is it me or does the ||driftwood do like no dmg||
||I think when he throws you, you take reduced fall damage then normally||
It should still do some tho (I think)
||his scream deals damage if you're in range, same with his slam attack deals like 20+ and then his throw actually doesn't usually do damage||
||Is no longer scream xu
||
anyone know how to disable the coins that spawn in the interior
you need to disable the merchant config and the oxyde config, so you'd lose out on a moon, dozens of new items and weapons plus an enemy
the coins are very important
agh thats frustrating
i have my config set up in such a way so that content is still available without the shop/coins
it just means the coins are left over artifacts that are gonna confuse my friends
the merchant is an essential part of oxyde
you'll need to disable both to really disable the coins
ill just have to tell them to ignore the coins then
ty for the info tho!
also all the versions of code rebirth after these, completely crash on my modpack on lobby creation
been struggling to find a fix other than keeping them unupdated
which has its own set of issues
cant even get a log either because the game kills itself before really generating anything
so basically anything before these versions seem to work fine
There is player.log or smth like that that gives you a crash log
yeah it didnt give me one thats the confusing thing
i might have my gale settings scuffed up tho so ill have to try getting one again after poking around in gale settings
yeah go to Configs -> bepinex and make sure the console.log is outputting logs
and the game crashes?
I had cases where the unity crash thing won't show up and instead the game froze and closed itself
And that led to no crash logs
NVM i took a random shot in the dark based on stuff mentioned in the log and disabled 3 things
which fixed it
so its one of these
ghost codes having an incompatibility with code rebirth makes sense to me
so ima check that one first
uh it shouldnt be
im pretty sure that comes with lethal performance
yeah i have it in my pack
yeah thats what im thinking how is that even possible
okay send the mod code ill check rn to see if theres an error that shows up right before the crash that doesnt get logged
019831ae-f001-87f3-3664-8d45df22dd94
Isn't NeedyCats broken as of V70?
yeah lethal performance/harmony x crash my pack with code rebirth latest versions thats so specific and weird
seems to work for me
LobbyCompatibility is also bad
why whats wrong with it
fiend works fine
iv tested so many of these and they work fine
i had to since i completely rewrote my pack recently
My biggest suspicion would be Woah's mod
i just know you gonna start tweaking when you see i use central config 😔 💔
It wouldn't be HarmonyX or LethalPerformance
how come?
Because his mods are very questionably coded
and he's not a trusted dev
It wouldn't be CentralConfig even though I have my own issues with it lol
it shouldnt be, but it is, or something that interacts with them at least
modpack works on code rebirths older versions
update them, it crashes on lobby creation
disable lethal performance and harmony x
it fixes
Try removing Woah's mod and LobbyCompatibility first
then start removing some other old mods
ShipLoot is quite old for example
LittleCompany I would say could also maybe cause issues, it's just known for being incompatible with a lot of things
Also replace BetterLadders with BetterLaddersFixed
lobby creation
shiploot and doorbreach have errored so far
ight
door breach aint even in my pack
He has UsefulZapGun
you might need to disable the CR compats
they won't work with 1.0
oh boy you're not wrong about the crashes
whoopsies
It might be Useful Zap Gun's compatibility patches
i did see alot of errors from LP, OpenBodyCams etc so ill try to save those first
im keeping lobby cause resonance meltdown requires it for syncing i think
i hate testing long modpacks for how long they take lol
iunno maybe
it used to be
LobbyCompatibility should be a soft dependency
far
far
far
worse
my pack was so much more broken for ages cause of v70
it was flawless before v70 🙄
used to be like 320 mods
lol
AlwaysHearActiveWalkies I would get rid of since it causes known desyncs
Lethal Weight Fix idk if that's even needed anymore
Also ew you also have Lethal Escape Updated 
Idk what QuotaRemaster does
hey starlancer escape hurts my head
its just a more forgiving increase
in quota
to let runs go on a lot longer
usually what me and my mates do since this is mainly a pack for friends
Also replace NoPenaltyOnGordion with either NoCompanyPenalty by TestAccount or NoCompanyPenalties by mrov
TerminalAPI I don't think you have anything using it
I see my Menu theme in there based lol, even though I no longer use it in my own pack cus Emblem caused such long lobby close out times I am proud of how it turned out
i fear i am the only one who still uses the orange version of your menu
orange do be my favourite color
made all the monitor text and terminal text orange too
Haha, yeah I ended up changing it to be faithful to the Vanilla theme after a while but the Orange was really good
TestAccount had helped me correct the colors
this games modding community is so wholesome sometimes
i did wanna update to the latest version
but
i would need to fix other stuff first
because theres a mod that cancels out some main menu effects and i cant figure it out for the life of me
its not game breaking so i havent looked too hard to fix it but
its mildly frustrating
i have the main menu glow and crt screen curve enabled but they dont seem to work anymore
think its from an unrelated mod that just happens to mess with the menu screen in some way for whatever reason
Possible
the crash is still there grah
Do kite's moons even still work with V70?
good question
iv actually not checked those moons
theres a fat chance they'll break like derelict did
i should probably check those
EnumUtils you can probably remove since nothing is using it
Idk why you have LCSoundTool either
but you could try adding SoundAPI Echo if you have mods relying on it
left over dependencies
Got ya
i had some old old music replacers on
like ambient something something
but
i kinda prefer the lethal resonance ambient music now
If you don't need it remove it and try setting Hide manager game object back to false then
didnt realise how many dependencies i had missed
Under BepinEx > Chainloader
UniTask I don't think anything is using it
radio furniture and boombox bside
Hmmm
im so suprised radio furniture still works
genuienly baffled
its nearly 2 years old
BabyManeater I personally pulled just cus after a while people in my group stopped caring about it and it improved performance too by removing it
But that's doubtful to cause crashes
yeah and enemy skins kinda surpass it in every way, so you right
plus i think i have mine set too rare anyways for the cosmetics
I've no idea if SnatchinBracken works okay, tbh since you have Biodiversity you could remove it and change Aloe's behavior to work that way
oh yeah snatchin bracken is bugged
i got soft locked the other night
forgot to remove it
whoopsies
ty for mentioning
Turn this on under General Settings, then set these up
Then you get SnatchinBracken as Aloe
hmmmm
thats
gonna take me a bit to debate the trade off
on one hand
funny snatching away friends
on the other
lose out on very unique gameplay
tbf i dont think iv ever been taken by the aloe to be healed 💔
its just so unlikely you stay that long alone for it to happen
She also just is rare to spawn lol
oh i have her hella buffed spawn rate wise
i have all spawn weights personally altered in some way
pretty much the main reason i use CC
because it just gives me so much control on spawns with interior/weather injections for enemies
mainly because with the amount of modded enemies in the pack
generally you see some too often since they have global rates
which i dislike
they also drown out vanilla enemies if there are too many in the weight pool
which i also dislike
so i have to limit certain enemies to certain moons to ensure weights stay balanced
there was a time where this exact issue basically caused snare fleas to go extinct from my pack because literally everything drowned out their spawns
Btw BetterLadders won't be responsible for your crashes but the Fixed version I uploaded is an older build that won't throw the constant errors in host and client logs
tyty
i only have it on to let people climb with two handed items
because
problematic pilot can be unreliable sometimes
Yeah that's what most people use it for and 1.2.3 was the last version before the Extension Ladder stuff got added which was when a lot of the problematic code got introduced
So I uploaded the version before the Extension Ladder stuff got added
thats pretty awesome sauce and i did not know that
Yeah lol
yippie
okay specifcally lethal performance just kills my game for absolutely no reason
its not harmony x
I don't think many people tweak Extension Ladders and that code introduced more issues than it's worth
That uh
its just lethal performance with code rebirth specially in my pack
That doesn't make sense btw
Cus it's fine for me and most others, maybe try regenerating the config?
iv tried
can you try disabling terminalstuff
I have TerminalStuff though, granted I turned off some things
i know but im seeing an error from LP that might be coming from it
hmm
Ahhhh yeah it could be a setting in TerminalStuff then
literally everything aside from moonsplus, storeplus and the color settings
okay for some reason celestial tint stopped working
out of nowhere
huh
did it have a dependency thats not listed on the page or smth that i just removed
imma delete the coderebirth config and let it regen too, cuz you are getting crlib errors (which should be getting handled right but just incase)
Celestial Tint I'll admit I haven't used in ages
also testaccountvariety is erroring because you dont have door breach installed
hey thats not my fault
i know
ill install it tho
just letting ya know
That's an easy fix turn off the door scraps
yeah try doing that instead then
already have
so
the error shouldnt exist
Great
oh then yeah try installing it ig
but it does
idk if t heres an updated version of shiploot or if it works for ya but that's also erroring when you're starting up
probably just an oversight
He forgot to make it a soft dep then ig
nah its not that
i lowkey dont think i need ship loot
Yeah you really don't
GI has a monitor for it
yeah i just forgot to remove it
it also
cough cough
causes performance issues
cough cough
lol
https://thunderstore.io/c/lethal-company/p/PXC/ShipLootPlus/ But also this would be a good replacement
Probably is a mod that should be deprecated
I'll make a report on the page

lemme know if these changes fix it
i hope so
right i think celestial tint for some reason requires enumutils to work
i could be wrong tho
so bizarre if thats the case
I dont think this is what you're supposed to use the report feature for...
still crashes
literally why does lethal performance do this
this makes zero sense
its like the tf2 coconut myth
humour me and disable betteremotes and disable GI too
if that doesnt do anything then i have no idea sorry
those will be my next steps
its all good dw
@fathom fjord does LP have any logging for this error?
[Error : Unity Log] ArgumentException: Cannot use any of the following characters in section and key names: = \n \t \ " ' [ ]
Parameter name: key
Stack trace:
LethalPerformance.Patcher.Patches.Patch_ConfigDefinition.CheckInvalidConfigCharsOptimized (System.String value, System.String name) (at /_/Patches/Patch_ConfigDefinition.cs:47)
(wrapper dynamic-method) BepInEx.Configuration.ConfigDefinition.DMD<BepInEx.Configuration.ConfigDefinition::CheckInvalidConfigChars>(string,string)
BepInEx.Configuration.ConfigDefinition..ctor (System.String section, System.String key) (at <fe49c90fe8e24102b42489c11910c71c>:IL_0011)
BepInEx.Configuration.ConfigFile.Bind[T] (System.String section, System.String key, T defaultValue, System.String description) (at <fe49c90fe8e24102b42489c11910c71c>:IL_0000)
SpawnableItems.Patches.TerminalPatch.AwakePostfix (Terminal __instance) (at ./Patches/TerminalPatch.cs:24)
(wrapper dynamic-method) Terminal.DMD<Terminal::Awake>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Awake>?-1346476710(Terminal)
LethalLib.Modules.Items.Terminal_Awake (On.Terminal+orig_Awake orig, Terminal self) (at ./Modules/Items.cs:496)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Awake>?355302156(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Awake>?774165276(Terminal)
LethalLib.Modules.Unlockables.Terminal_Awake (On.Terminal+orig_Awake orig, Terminal self) (at ./Modules/Unlockables.cs:284)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Awake>?1057341920(Terminal)
youve helped me fix a ton of other issues already anyways (both of you) which is pretty awesome
no need for le apology
innit
maybe its an issue with oxyde and constellations ?
which would line up with the terminal stuff theory
maybe, unsure
ill try it after this
this did not fix
time to try constellations
rip
disabling constellations better not regenerate the config
tbf
i have them backed up
I mean the Report feature is meant to report issues with mods
But yeah maybe it wasn't descriptive enough
No I mean like, all the other report reasons revolve around viruses and other malicious activities. I doubt its meant to be used just as a "this mod is broken" feature
deprecating a broken unupdated mod makes sense
If it still works on older versions of the game I don't see why it would need to be deprecated
especially if the mod is dead
stops people (like me) from breaking their mod packs by adding it
oh wait thats a good point
If you add a 1+ year old mod that's kind of on you
no just a very old modpack
that im updating
but i missed a few things
(quite a few things)
its a very large modpack im not omniscient 😔
Clean slate helps sometimes
hell no
this is my
baby
my child
its my ship of theseus
this modpack has technically existed since mods first started coming out
just been replacing stuff every update
also yeah crash still happens
im gonna go look in the change log for code rebirth
why would anything past 1.1.2
somehow
cause a mod
unrelated to code rebirth
break lethal performance
WHEN IT WAS JUST A WALLET
BEING RENAMED
losing it i am losing it
Me when I change an arbitrary line of code besides the wallet and dont mention it because it was arbitrary
Me when all i did was change the name of the wallet
i think it was a change in code rebirth lib
nah i know what it is, one of your mods is trying to generate a config for each item
the new wallet name
Wayfarer's wallet
contains a '
since it was anything past 0.9.1
which is invalid, and i clean that out when i make configs based on item names
Oh thats the new name huh
but whichever mod is making configs for every item
picked that up and didnt clean it properly
why would that cause issues with lethal performance tho
lethal performance optimises configs
so it expects a valid input
you'll just have to figure out what mod is making a config for eahc item of yours
explains why it happens on lobby creation and not game launch
because thats when most configs like that are generated
time to see if it fixed it
if its not i fear it could be CC
which
would be the end of me
IT FIXED IT OH MY GOD THATS SUCH A SPECIFC CRASH THANK YOU @wise stag
lol yeah kinda funny
i wouldnt have picked up on that if you didnt point out the changelog
i think regenerating the spawnable items config would fix this as well
or just removing the wallet entry entirely
hey you're the one who understood it
also
lethal performance being disabled is what broke celestial config
which
makes sense in hindsight
because i now know lethal performance does config stuff
tf2 coconut is a myth and isnt really keeping the game together sadly
what?
do you mean log the string that caused exception to thrown?
yeah i said that earlier i just think it a funny comparison
bababooey
also vacuity isnt bugged on v70 i just checked
which is awesome
synthesis works fine too i believe

Any luck with the driftwood thing yet btw?
Maybe if i have time tonight, i might just start disabling shit until it stops happening
im loading the modpack rn
driftwood acts as i expect in your pack when i spawn him in with zeekerss dev menu, i gotta see the moon you tested on to see what enemy spawnables it has on it
is this adamance?
oh yeah nice suits btw
iunno adamance spawns seem fine, and when i spawn driftwood + cutiefly they also seem fine
orang e
its one of the smaller moons out there, pc skill issue
No I think there's something happening with the AI???
what?
yeah but what does that have to do with the moons load time
this also sounds like you spawned something on company moon or in orbit
Nope
Just routed to Oxyde
at first it was finer
Then I checked debug and now those errors happen
I sent logs
doubt it
again, dont know what would cause that
I am not sure why, but I cannot keep the manor lord from spawning. I have him disabled in the config, but keeps coming
Our modlist can't really function with him existing
you'll have to disable oxyde if you want him to be disabled as hes an essential enemy to oxyde (or just set his spawn weights to 0 everywhere)
ahhhh, gotcha
thanks! I like him normally, but for some reason the Pikmin from Lethalmin simply touching the doll he spawns, not even attacking it, rapidly damage the player its attached to.
yea any enemy that touches it counts as a hit
i can understand the "incompatibility" there
oof, and they are technically enemies
yea
Oh, any idea as to why the monarch will spawn like
10 of them? I have it set to only allow 1 at a time
after the first one dies, a TON of them spawn
after 1 cutiefly is killed the chance is reduced to 50/50 but the first is guaranteed to spawn one
ahhh
that'd do it. another pikmin issue then. swarming the monarch, killing it and then all the surrounding cutieflies.
if we survive it its super worth it but now I need to warn people against doing that unless we're all prepared haha
you'll need a blacklist thing on pikmin then if that isnt a thing lol
CutieFly
cool
aaand fixed. awesome thanks!
now I just gotta figure out that damned tmpro before stream this week.. then I should be golden
i found a bug with jimiothy where he entered and left the main doors of facility
like in a loop
every second in and out and he was stuck
trapped me
because i couldnt get in
since he was picking me up when i went in and then brough me back outside
Monarch is still not able to spawn naturally even with weights and weather multipliers properly set up for some reason.
i dont do anything differently so there shouldnt be any problems so im unsure, i can try my own pack and set it to like 9999 to see if ti spawns
That would help, if it works on your end then it's definitely an incompatibility on my end.
send ur configs too
I gotta do it tomorrow sadly since it's 5AM where i am right now if that's ok.
yeah thats fine
Not enough suits 🗿
I see, max cutieflies is how many spawn from the body
didnt realize touching them would destroy them
now my ship has hundreds of them fluttering around it
this is gonna be one hell of a takeoff.
apparently reducing the cutiefly amount doesnt reduce how many the monarchs drop... crap
A config for that and to despawn the monarch bodies would be awesome, they pile up quite quickly.
also, nojokes or anything but, flat bodies stay as if their scrap
they don't dissappear when the person revives when leaving the moon
I've been very lost trying to find info wherever I can about this mod
Is there any guide or something to help with it?
|| Most of what I've been trying to search for was for how to get the gals. I obtained the rusty assembly parts for 2 of them, but now I'm unsure of what I have to do next. I tried searching Oxyde for something, but maybe I missed it. Could I get info or a hint to point me in the right direction? O: ||
||go to the little cabin on oxyde and find an interactable inside!
||
As for info on the mod || I know theres like notes and stuff for each enemy and stuff though I cant remember actually how to find that, aside from that you sorta figure everything else out from experience||
That's exactly the right nudge I needed! Thank you :D
|| Yeah, I've been trying to piece together what I can by exploring, but anytime I end up running aimlessly towards something, I try to use the Thunderstore mod page info, this discord channel, and across reddit, youtube, or other sites.||
||thats fair thats fair yeah, i would use the mod page and imperium (a mod testing mod if you havent heard of it?) for this to make sure they all work good, and what you do is all good dw!||
hope you've been enjoying it i sure have lol
Thats exactly what I was using to help a bit! Imperium! haha
Yeah! It's a wonderful mod! I've seen some people say it feels like a DLC to the game, and I agree
Definitely one of the top mods I've played with on LC
absolutelyyy, lethal modding wouldnt be the same without it its incredible
Bruh how
Yes
He chases RoamingLocusts, for example
Wait
How is the suit rack thing even happening?
It looks like a mod isnt importing properly
We use TerminalSuits, with the option for the suit rack to be hidden
It also happened to my friend when I shared him my modpack
I think he loaded an old save but he rehosted with a new one and everything was dine
Yes monarchs always spawn around 2 to 5 when they spawn
Dunno I has to reload lobby for that to fix itself
But yeah I can't reproduce on your pack
weird
Unless it was just the first time
strange
did you definitely have the Driftwood config imported? With all the enemies blacklisted in there?
Yep
I definitely saw how many different names u had on it
And only my defaults were the ones it cared about lol
Next update I'll add more logs that aren't extended that'll say the exact name, if even that doesn't help then your game is haunted
ok so
i tested now
And its not happening???
it might just be a specific enemy that bugs it to shit
perhaps something modded that isnt blacklisted
weird that it was chasing Roaming Locusts before though
Ok i got the config file, i double checked if i typed anything wrong on the Monarch weights but i couldn't find anything unless i missed it.
so how are you testing the weights?
I increased them and then play multiple rounds on the moon i test them on, i had them tested on Dine and Icebound, at one point i had them set to 900 on Icebound, played multiple rounds and nothing spawned. I tested them on Dine as well to make sure it wasn't a modded moon issue but i never saw him there either. I also always had clear weather so it couldn't have been the multiplier i believe.
I did it like this with every enemy in the mod and all of them spawn except the Monarch for some reason.
Ok, will do.
ill manually spawn one in and just look at the logs, it should tell me the weights
01983732-ff84-974b-9973-31b1096e9463
harmless error from garbage error handling by lethal mod data lib
i've been shown that error by lethal mod data lib so many times because it cant handle loading all mod assemblies properly ;)
Haha
Ask Skitten to fix it plz
i dont know anyone with that name
Looks like LethalModDataLib is just deadge
Creator of CodeRebirth, your boss 
i dont know anyone with that weird pet name you have for em
She was*very bald looked like this 
that person went missing ages ago
Oof
i also dont know if i'd call them my kitten, that is weird
I didnt say she was your kitten tho?
If she ever comes around tell her I said hi and ask her to do a flip
Nuh uh I call her Skitten, very different
not really
there's a difference between using the pokemon name its from and modifying it to sound like calling someone a kitten
especially on discord lmao
Not a good look s1ckboy
Hate ≠ ate, Slime ≠ lime
Its a nickname
yes, a very weird one
Suit yourself
You call me and Beanie stinky all the time
Got damn
woooow s1ckboy you just deflecting your own stink on mu smh
Lmao
yeah and there's a huge difference in implications on the word 😭
She said she likes it several times, thats why I used it, I gave her several nicknames. On the otherhand I dont like you calling me stinky
then i wont
and u can keep calling her that if you want, im just pointing out that its a weird nickname
If she wants me to stop using it I’ll just go back saying Skittles 

is there a way to disable dungeon coin spawns? such that they're only from monsters
No, the coins from monster spawns are supposed to be a bonus to collecting regular coins in facility
plus with only monster coin spawns you wouldnt be able to get enough coins for any item with their rarity
that's solved pretty easily by just upping the coin drop chance
monster coin spawns?
Answer
Remember the thing from before about the Redwood and Oxyde?
no
idk
speaking of coins, are they meant to have a value? I haven't discovered their purpose
no go to haemoglobin
Me when
I had my stuff glitch out
And used it and NOTHING happened
Isn't haemoglobin not out yet?
Yes it is not out yet
Haemoglobin
haemogoblin
Beaniegoblin
Me when I lie
⭕
⬇️
how tf? 😭
little windy inside
I knew I wasn't crazy
that blur issue is finally solved
thank you
Does tornado AI work indoors? ngl I might add them to the greenhouse interior
Like with the cornfields and everything, might actually fit
it doesnt seem to work, it was just stuck in place
i have no idea how it got inside lol, i dont use enemy escape or anything
the tornado is spawned like an enemy
as for why its inside uhm i guess jim did a good job
I am now advocating for functional indoor tornadoes
||does oxyde force the mistress on||
i think so, shes the main threat on nightshift
Speaking of which is oxyde constantly on nightshift unless its selling day
yes
Ok
I saw someone else mention the same issue I'm having
#1241786100201160784 message
Brrreaker causing my weight to permanently increase every time I use its ability while using the LateGameUpgrades upgrade that makes items weigh a percentage of their original weight
I couldn't seem to find a fix for it yet
Does anyone know of a way to fix it without removing LGU? I should also bring this up in the LGU posts O:
@hybrid flume poke, can u halp
me when "Tornado" was in fact a tornado (I thought it was men_stalker in LQ preset file 😭)
What does the ability do?
Or what is the ability, to be more exact.
Because from just a first glance, the only thing I'm seeing that affects weight is when you jump with it (?) where it calls CRUtilities.MakePlayerGrabObject to which I don't recall patching at all.
And that function seems to be replicating the behaviour of when you pick up the item.
yea, i have a utility thing to force a player to grab an item which is that, and lgu's carry muscles thing makes it give you less weight on pickup and lose more weight on loss because you cant patch my stuff
so im unsure how to rewrite my thing for lgu to be happy with it
What is the ability supposed to do though
Because I'm just seeing stuck and I don't think you need to worry about weight when you're stuck unless you allow some smaller movement.
it's a mountain pick
you jump and it boosts you up in teh air
but u can hit stuff like walls to stabilise yourself onto walls
the problem is they're gaining weight the more they use it (i think)
Hmm
And you lose weight when you use it to jump or stablize?
Because it's always adding whenever you jump but I don't see any subtracting.
it lets go of the item when you jump
i override the fall method so it stays exactly how it was when it hit the wal
Hmm
Yeah, I'm not really seeing a way to do this without knowing the other's existence.
Because you need to grab the item again after jumping but vanilla functions don't exactly work for ya.
And for me to put the right weight, I would have know your function to pick up the item again. :P
what can i grab from LGU to do it, i dont think it'd be right for you to patch my stuff
Probably BackMuscles.DecreasePossibleWeight
would that have the weight multiplier for each Item i can just multiply the carry weight for?
You just put the weight in as argument.
And it should return you the weight after back muscles is applied.
If there isn't any levels on it, it does nothing.
oh okay perfect
And you shouldn't worry about the modes of Back Muscles, I think.
As they are already handled from my side aswell.
lol
does this take in item.weight?
Some funsies with the CodeRebirth Compat with ReservedSlot
okie ill do dat
i didnt know its animation would keep going tbh lol
It even scans
oh nice
I still have to tweak the position, but I think there in the back is enough
also holy namesapces
Nice, haha.
Yippe lgu and coderebirth compat!!
for some reason this doesnt work?
oh it might be com.malco.lethalcompany.moreshipupgrades
where even is all this under lol
Should be in misc.
Ah, I didn't specify it so it went default internal.
now im just starting to get more confused lmao, it's also not com.malco.lethalcompany.moreshipupgrades
ig ill try without the .lethalcompany
This is probably more of a dev-general question but how does one do that? A while back I tried to patch LethalElementsBeta to fix its one broken function in the Toxic Smog weather but it was all internal/private. If it's easy enough to do I could possibly try again sometime.

is there such a thing as accessing the GUID too late?
or well, checking the chainlaoder
That doesn't sound right, lol
in your csproj you'd just set it as publicised and use the bepinex assembly publiciser
you need this as a package reference then whatever mod like LGU needs the Publicize="true"
alright got compat working
idk why it wasnt before with .lethalcompany
mustve not built
the 2 evil horns
florn
bro got a fog horn 😭
I might be blind but where am I supposed to get that Include string?
Depends on what you're trying to reference
If you're using thunderstore and are using Aaron's thunderstore key then the dependency string in the thunderstore page is what you'd use
I don't know that my project is using Thunderstore. How do I do that?
I don't recall ever doing that unless the template is supposed to already do that
oh, is it this?
https://github.com/XuuXiaolan/CodeRebirth/blob/8eb24def8390cdfdd6374ad817378fb5c6987817/Plugin/NuGet.Config#L5
Did the Carnivorous Plant get any changes since the recent rewrite? Like does it have any special interactions with the Monarch for example?
I have to fix the timing sound for the Carnivorous plant :,]
carnivorous plant will be entirely remade soon so its fine
👀
oh, gotcha
I still have the sound source, in case of needing it
It's the only entity so far that doesn't custom made models etc by either me or rodrigo or a friend
So we don't really intend to keep it as it is for long
I half expected it to be removed in the rewrite ngl, but I'm looking forward to seeing the rework
Rodrigo wanted it removed, but everytime we thought about it we'd also see people love it
Despite it being the most half assed entity in coderebirth
Like, seriously, I didn't even fix the sounds, that says something about how lazy I was with it
*knocks over your cruiser*
*knocks over your cruiser*
*knocks over your cruiser*
*knocks over your cruiser*
idk how much you're thinking of doing with it, but might be fun to have it spawn during the day, but uproot and become more dangerous at night
please no 😭
it will insta destroy cruisers from across the map 
Make it so weedkiller shrinks, and eventually kills it :)
Then you could give it a cool drop or smth
we'll make weedkiller affect plants like urchins from surfaced
Let me weedkiller Brackens too whilst you're at it
Actually why stop there, weedkiller kills everything
weedkiller effects urchins in the way it makes them grow
cuz people wanted weedkiller to effect them
malicious compliance
😭
That was my first time handling surfaced code iirc
make weed killer shrink upon use instead of the weeds
Lol
Use weedkiller on dormant old birds to boost them, like the company cruiser
God I'm just FULL of excellent ideas today huh
urchins aren't plants though
btw there's an annoying bug where I can't hide Oxyde using LethalMoonUnlocks
I want it to be available but hidden, like gordion (and galetry in my pack)
I still need to add that soft compat
Can you make a github issue for this
I'm not on pc but I need to add some code for lethalmoonunlocks
Just to verify this deletes config settings that have been removed and dont do anything right?
and not deleting configs for something that has been set as false, such as disabling monarchs to remove their spawnrate config.
I believe you're right, just incase save that modpack code and try it but I'm pretty sure that I made sure it doesn't delete configs set to non enabled stuff
Especially since true is the default
I have a backup of my modpacks ever since I deleted a centralconfig config file

ill try it give me a min
lol
the squeanits biter
||finally landed on oxyde, the area where the drill comes out of never stops shaking after buying something||
hmm ill have to test this, it should stop shaking after like 20~ seconds iirc
opàcqqqqqqq
Cat
Sorry, cat happened
I wanted to ask, if you download the mod but disable stuff in the configs, will it lighten the load during loading time/playtime?
this also started getting spammed out of nowhere, idk what spawned
Yes, at least it should from my understanding. Disabled stuff is not loaded when you launch the game
Great to know, thank you 👍
Might not be a CodeRebirth thing. This can happen if any enemy ends up off the navmesh somehow iirc
I thought enemies outside of navmesh had a built-in death if they were stuck for too long.
Maybe I misremember with another game.
you're thnking of the mod called lost enemies fix
by jacob
i THINK this is ghost girl
Oh, indeed!
it's LostEnemyFix, and that mod only kills enemies that spam SetDestination errors, it doesn't handle CalculatePolygonPath
uhhh maybe janitor then?
maybe it died and thought it could keep going
i could try that
Are there any specifically known mods that are fully incompatible?
Tried launching it in my regular pack and pretty much wasn't playable at all
possibly, though i did set enhancedmonsters not to make him grabbable so idk why its stillc omplaining about him (maybe the scan node function wasn't working?)
did you like, not download the right dependencies?
is this through manual downloads?
Nope, downloaded through mod manager into a pack
weird, try checking PathfindingLib
unsure if there's mod compatibilities that cause it to crash
it's saying you either dont have it or dont have the latest version
there shouldnt be any mod incompats
I have it but let me check
yeah it's not up to date in the current pack version but I'll check it now
Yeah can confirm that was the issue
nice
i think i figured out why transporter was sending so many errors
||i forgot to downgrade fairai back to 1.5.0 and it ran over the quicksand patch the drill comes out of||
What is Compactor Toby in the config? It's not listed in the readme
Same with BALD, Marrow Splitter, Mistress, Night Shift and Gunslinger Greg
Also why are the spawn weights of the Guardsman part of the Merchant? Does disabling the Merchant and associated moon also disable the Guardsman from spawning on other moons?
If I don't know what they are I'm not gonna run them in a profile with friends and risk them being some bullshit so I'll just keep them disabled til they're in the readme
compactor is essential oxyde machine
bald is 1 bald streamer plushie thing
marrow splitter is nancy weapon, mistress is mistress, night shift is night shift on oxyde, gunslinger greg is ac unit 2
I haven't run the mod since these were added and I'm just trying to disable most of the mod and keep a few of the creatures like I had it before the config reset
keep in mind that some creatures wont turn off if you didnt turn off oxyde
and also some stuff included
I made sure to turn it off for that reason specifically
mods been overhauled
more than doubled the enemy count, added proper lore and a whole ass moon with unique features, as for whats not on the readme thats because its a surprise meant to be discovered while playing
old things that were useless were overhauled
so i recommend just playing it
It's a Wesley's Moons playthrough profile so I'm specifically looking to add enemies and nothing else
I'm still curious, does disabling the Merchant also disable the Guardsman?
our mod is compatible with any mod and doesnt interfere with wesleys
yes
Unfortunate, the Guardsman looks really interesting but there's not enough information on the Merchant in the readme for me to keep it enabled
I'll be completely honest, I only got the mod in the first place to have something that kills Old Birds
Redwood my beloved
You're missing out on a lot of cool stuff then.
I'm hyper-specific about visual style in mods in games admittedly to my own detriment, I disabled all the gals, scrap and interior hazards before playing the mod even once when it first dropped
Very nice
the entire point of this update was to move the mod in a proper direction
since people said it wasnt clear
it did just that
we already have plans for the future updates and the whole storyline is written
I mean yeah, I am just looking for a couple new enemies to add to my existing profile and this mod's enemies are great from what was in the old versions
i mean we added 2 more giants, 2 more manor enemies, 3 more robots, 1 Redacted and reworked both ambient enemies
reworked coins for a merchant that sells really good items only available on the moon
added a bunch of weapons
and it all slots pretty well with any other mod
new hazards too
I find it funny that everything i used to disable in the mod is being remade like the tesla coil, biomes, farming etc.
can driftwood and cactus giants be run over with cruiser?
I'll definitely play it mostly untouched once we're done with Wesley's Moons, I still need to disable the gals currently cause the ship is almost unusable when I load our current save with them enabled
The tesla coil was cool i just felt it looked like a goofy snow globe with lightning in it compared to how nice the other hazards look.
how so

Every ship item spawns inside each other and almost crashes the game
guh?
does that when a mod updates with new ship upgrades
kinda funny cuz the gals are all locked now
needing parts to build them
Very nice
They're one of the things my group would get on my ass for having in the profile lmao
whatever is essential we force on with oxyde
stuff like gals and ship decos and the duck arent essential
lol the duck

it did?
zeekerss didnt want people one shotting the bird
now only deals 12 dmg
never seen a duck on oxyde 
yeah cuz he doesnt work outside
skill issue
but if you look around youll find his doc
krill issue
Oh also what's Compactor Toby
I'm still going through the config rn
oxyde essential
Alright cool
the compactor and the shredder are both oxyde essentials
oxyde only too
Okay but to be fair Lethal isn't known for having a very literal naming scheme
Old Birds aren't literal birds
My whole team sold enough scrap on ||oxyde|| and met quota despite all of us dying. Is this intended/vanilla?
also giants where tweaking lol
how do I spoiler an image
thats vanilla
whats also vanilla is the penalty
which highly punishes this
Oh yeah we know that. But overtime is applied so even if people died the triple loot makes overtime really high
Ye it's balanced cuz you ended up not wiping which makes it noice, also OT won't always be maintainable
Does OT decrease the higher the qouta or what?




Weedkiller