#Code Rebirth [V§O∆X∆O§]
1 messages · Page 69 of 1
i wasnt expecting that
i expected it
did these back when the updated dropped though i dont think i have time to do more
really love the designs though each one is so fun
these look amazing
tyyy! 
Dude, fuck yes..
happy halloween lmao
you're peak has reminded me of that skin so i made this
its peamnits...
whyd he turn into artful
worst killer in the game
fartful crucifixion
^^ won twice on temple with artful
pursuer when the map is grandma's backyard
(hes gonna get looped for 1 second of eternity)
((ifykyk))
LMAOO THIS IS GREAT
even if it's fated to not be released, i still gave it a whirl on how i would imagine it. 1 major decontamination facility with several smaller ones connected for some reason. arid environment. craggy. R E D.
used a larger template due to being a planet
sick asf
@wise stag hi, I need help regarding the gals in CR
I played the mod before the big recent update when Oxyde was added
And I could buy them
But now I can't
yeah, you gotta get their parts and unlock them on the builder in oxyde's director cabin
super low chance for them to do that, the main way to get them is not that though but buying them from the merchant in oxyde
Because I played recently multiple times and didn't se them, but idk, maybe I am just blind
Mhm
Ok
Thank you very much for helping with my confusion
Also on an unrelated note, will Surfaced mod get updated to work on this version, or does it work now? Because I didn't test it but somebody said it doesn't' work
and also opening up safes
Omg, I hate them, I don't understand how you can distinguish them from mimics
I don't hear them breathing or growling if anything
So both mimics and normal versions are the same for me
So I don't risk anymore and just leave the boxes and safes alone
before the last hit of wooden they growl decently loud but still quiet enough that u gotta pay attention, and for metal safe you can just open it while out of range (but the voice prompt still exists)
eventually™
Ok, maybe it's because I played with low volume because I can't play loudly when my parents are near, it irritates them smh
Also my headphones™ are broken 💔
rip
I disable the mimic safes
No matter how many times I tried to open them out of range, their tongue still gets me, but one time I tried to jump from getting grabbed and didn't help, but somehow I got bugged inside the mimic and got outside when I was locked, still got some damage afterwards matbe because the game still registered as me being inside the thing? After that I escaped the moon tho
Only the safes?
you find out waaay too late into the opening process if they're mimics or not, to where you already wasted a relatively significant amount of time on it so it doesn't feel good at all
well and crates too
lol lucky
it doesn't work on the latest version, no
:(
Should'e recorded that, also that happened on the CTF moon made by DemonMae, you modders are very cool, lots of talent, maybe I will also try to mod, first I wanted to start with adding custom music to the PizzaTowerEscapeMusic mod but I don't understand why it doesn't work, even when I don't delete the default songs from the .json file but just change the game event to be when the apparatus is taken and still doesn't work. Too bad
unfortunate, yeah im not familiar with any of the music/sound modding
literally anything else would be something i'd know but not that lol
apparently pizzatowerescapemusic's apparatus music replacement doesn't quite work in current version
I installed a few and they didn't work, even if they did before
But is he working on it or he just left?
if I have
Vanilla - 0.00,0.00 ; 1.00,1.00 | Custom - 0.00,0.00 ; 1.00,1.00 | Experimentation - 0.00,0.00 ; 0.00,0.00
Will experimentation won't have any crane?
you'd probably break the mod from loading
what you wrote basically says "on experimentation, have 0 cranes from the point 0 to point 0"
you need to tell it to have 0 cranes from point 0 to point 1, because the game selects a random number between 0 and 1
so Experimentation - 0.00, 0.00 ; 1.00, 0.00 would do it
have not heard from the dev. So they might've just left
I don't understand the point thingy
but thanks!
oh man, so what is the solution? to wait for the Facility Meltdown to update and then we can make custom escape song mods, or does it entirely just not work? because that would be very sad, I like made an entire playlist throughout the week only to be met with this problem when actually trying to add any of the songs in the mod, also isn't it possibl for someone to make a similar mod like this one? I'm actually very sad right now, my favourite mods to be broken isn't what I expected from this new update😭
is the mod open-source or not?
whhich one, facility meltdown?
the pizzatowerescapemusic mod
Use SoundAPI, it should work the same as PizzaTowerEscapeMusic
You think?
Also wait no
Yes, LR Uses it
The experimental version is broken either way
With any sound replacer
Pizzatower or soundapi
experimental?
Yeah, thats the version of facility meltdown that works on v73
oh, I see.
I no longer use that mod so I'm not sure
The issue is with the experimental version
Something happened and now you cant replace the audio
Maybe they changed the names?? Idk
I see
what about the Updated version of PizzaProbability that uses the experimental version of FacilityMeltdown? Their set of music for when the Apparatus is taken works. The Meltdown++.json file works. so why doesn't my music work?
with PizzaProbability I use Default+,Meltdown++ in the PizzaTowerEscapeMusic config file and they both work. both when the ship leaves and when the apparatus is taken
so what do i do
the updated version tho, the old one still uses the original FacilityMeltdown mod
there is an updated version of pizzaprobability?
i have no idea sorry, you are the first person to find this
i'll probably be seen, as an idiot, but do you need to stare at the mistress to make her go away ? or she is just a very agressive ghost girl ?
staring at her is bad
ho
break line of sight
so you have to avoid glancing at her even thought she is ||HOT AF||?
Yep
you have to get behind something to break eye contact
if you see her in an open space youre basically screwed
alright alright, so thats why she always decapitate me 
She actually didnt like the way i looked at her, clearly
she's not into people starin


was testing my modpack and I thank imperium for giving me god mode for the time being
@wise stag you still up? sorry for interrupting
Are there any known issues / incompatibilities causing the Oxyde scrap cubes to cease existence?
Haven't tested it yet myself but I've been told it's broken and was wondering if it's a known problem
If not I can try and recreate it myself later
I'm getting spammed with this when a Hoarding Bug and Jimothy spawned at the same time
@wise stag just to let you knlw about this.
This made a lot of lag and the hoarding bug was not moving
Dunno that's a bit of a Unity error so no idea what could possibly cause that, I don't think it's be jimothy but it's probably related to it trying to target an item in a specific spot or smthn
I havent seen em stop existing but lemme know
@wise stag was wondering if there an option to not have monster spawning in Oxyde or maybe have them to spawn in nightshift only. My friends said that the monster spawned so much since your mod do have ton of monster and is tedious or "annoying" while we doing the "delivering" just to get money.
you could use a mod to alter the power levels of the moon to 0 so no enemies can spawn but by default the monsters are there for a reason
what kind of mod that alter the power level? since I using rn is Lunar config
@wise stag for some reason Oxyde don't exist to be config in any of the config mod
it should be in lunar
wait how to get his moon to be in config?
oh since its in dawnlib now it might not show up in lunar config anymore
what you have is probably old sice it says oxydeextendedlevel which definitely doesnt exist anymore
oh from when it was in coderebirthlib
yes
which one i need to search? sorry Im quite new to config stuff
uh dawnlib doesnt offer that type of config natively for moons
you might just have to wait for lunarconfig to update for dawnlib
tag configuration 😔
so i just play the game normally while the lunarconfig just doing the update for dawnlib?
i dont think the tags are up for config'ing gale just shows all json's lmao
actually i guess that would allow them to be config'd huh
tbf this is like a pretty convoluted way of changing tags there's gonna be people who make a cleaner way of doing this 💀
it's only for manual tags too anyway
ngl Oxyde is neat until the monster spawn alot
had to go for the killallenemies and piggymod just to push through everything
my friend said also indoor enemies like the braken spawn in
i mean personally my issue here just comes down to users being able to do this ends up taking away the responsibility from the authors
can't stop it though so oh well
that wouldnt be me adding them to the spawn pool, i dont allow brackens by default there
can be that biodiversity mod
yea, but atleast the jsons here are only from dawnlib, other mods that use dawnlib dont do these jsons
@wise stag so far been waiting and oxyde didn't get updated into the lunar config
no its not on me to add
checked into the lunar config nothing so far
Uhm yeah, crafty is working on it but he is busy with irl stuff
In the meantime use coderebirth's own amazing config
Or LLL
Oxyde in the config but nothing about removing monster. Idk what other alternative beside Lunar Config
@wise stag Can I ask something about oxyde since I am a litle confused?
yeah
Since Oxyde is a moon similar to Gordion where the company is located, but with just a high risk since there are entities...
how do you sell your scrap, I saw the machine that squashes your scrap but I don't know what to do from there, since when going to the merchant, you can't sell him anything, you just buy what he has with your wallet
I forgot the machines' name (forgive me💀 )
so first shredding scrap, then compacting it/squashing it, then you gotta give it to the sell cannon's elevator and shoot it through the cabin's cannon button
also in the cabin what is that fire button, is that linked to the cannon you are talking about?
yes thats the button you need
if I compact first, shredding won't be necessary?
yeah
you say that it's more safe to shred first, does that mean that the monsters that appeared after compacting is the consequence of not shredding first?
yeah compacting without shredding causes more enemies tos pawn
sweet, I have sellbodies mod, so additional entities will just mean more risky money for me to get in dire situations, like a last resort for meeting quota, going to oxyde at day 0.
Also can the compactor squash items? not just scraps?
I didn't test that yet
uhh i think so
ye
yeah, pretty neat
but
after i grab my items from it, the doors close immediately and I don't have a chance to escape
after that I am just suffocating in mud
with no way out
did you take too long to get out of it?
oh if you have a mod that makes the dropship leave immediately it'll screw with it lol
no, just 2 seconds after opening the cabinet, the doors close
this is what it sounds like u have
oh
I do have
I'll just make it leave after more time had passed
so after all of that my quota will be done, right?
ye
one last question about oxyde (maybe).
is every note from the cabin that you can grab part of the mod's lore?
ye
cool
there's other spots where they spawn too with differnet lore etc
also I found a way to know which crates are mimics by using emotes that let's the camera phase through it and it shoes it's insides, but I can't do that also with safes
lol
the safes are more risky now
safes are probably the least risky thing i've ever made
just open em from the side of the save
the hitbox doesnt extend past the door
oh
like in interiors?
so that's why I kept dying, I distanced myself from safes far enough to reach them to open but also to stay away at a safe distance, but I always stayed in front of them but not to the side
🤦♂️
lol
thanks for everything Xu
all good
your mod is fun, you are working alone or in a team?
right now? development of coderebirth is mostly halted and probably finished
but there was a team of me and a friend
props to you 2
one of my favourite mods
I am also playng it with Wesleys and DemonMaes mods
thanks
@wise stag There something about the Cabin saying about "Assembling the parts". So I put a broken robot into the workshop and nothing happen. Idk what else does it need.
also whats the point about those trashbin scatter around the facility?
For you to get thrown in by the janitor enemy
Did they get consumed?
i just hold interact and the part just get consumed by it
nothing happen
is that or I already got the ship upgrade unlocked by default
Do you have it unlocked already?
when starting the game or downloaded CodeRebirth. Its already set to Default
as unlocked
but I haven't buy the upgrade yet
Yeah the builder is for unlocking
So if you're unlocking them automatically yourself then it won't do anything
so I've read some messages from before, Xu isn't gonna work on CodeRebirth anymore?
Unlikely I would yes, I'll maintain the mod but not likely to do any more major updates
I would've liked a snow-like or Christmas-like weather or something, and I wanted to suggest either Wesley or Xu to add that weather to their mods
yeah, that's what I've read actually
that's why I asked about the mod
there is also mrov and zigzag hehe
tho both are also busy
I don't know what kind mods they did
I'll have to take a look
both of them made a lot of weather mods
oh, that's nice
#1203871322841808906
mrov is the person who made modded weathers possible
and zigzag has made some really cool weathers
and also tools for weather tweaks that are really cool
also that
hehe
yeah mrov made WR, before that it was LL which also worked but WR is more convenient for some things here and there
Lethal elements has 2 snow weather
oh trueee, i knew i was forgetting the craziest weather mod
tho voxx is very MIA
paco has a fork hehe, but idk if he plans on adding more features
I am asking because I want to add a lot, and I say A LOT of custom music to the game using jaydenbgn's PizzaTowerEscapeMusic mod, and i wanted to add custom escape music when the current moon's weather is something related to winter themes. I don't know if I can add custom music when a certain moon has a custom weather but if it will work, then it's going to be interesting nonetheless
use soundapi
thats the mod for changing sounds
iirc pizzatowr is more for just like meltdown or a few other things
but can't you add custom music to every game event that's written in here?
or does soundapi do the same?
I am just more accustomed to jaydenbgn's mod in order to make such things
I will try but my main focus from this list are: "ApparatusTaken", "ShipLeavingAlertCalled", "ShipLanded", "ShipTakeOff" and "PlayerDied". If soundapi can do these things for me then I should be good since I want to add custom music mainly to these game events
you are talking about these?
which one or should i use both
yes
i noticed after loading my save today after like a week or so of not playing and all the bots we had no longer exist it seems, was there something last update that unlocked all of them by default or something?
You mean the gals?
Yea
Not sure, if it updated then configs probably reset
Is there still sort a way to edit Oxyde. I still want to remove the monsters from that moon. Yes I did use Lunar config and so far doesn't work
i think they are hard coded in to spawn when you begin compacting? Or shredding? I dont know its one of those two
@wise stag would know

Usually @/glacialstage have the lunar cofig with Oxyde inside in the old version but the mod creator said they move everything into Dawnlib instead
that was because i loaded lunarconfig when code rebirth still used CRLib
since CR uses dawnlib now it won't be recognized
I didn't check if the patches actually applied or not though
@vestal python is it possible to have that config while using the new version
if you downgrade to whatever version used CRLib, run it to get it in Lunar, and then update again it might work? as i said i don't know if the injection still works on my end
shit.. so far I use other config and Oxyde and other monster can't be able to be changed
any idea what might cause this?
Stack trace:
(wrapper dynamic-method) DoublewingAI.DMD<DoublewingAI::DoAIInterval>(DoublewingAI)
(wrapper dynamic-method) EnemyAI.DMD<EnemyAI::Update>(EnemyAI)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<EnemyAI::Update>?-665329112(EnemyAI)
CodeRebirth.src.Patches.EnemyAIPatch.EnemyAI_Update (On.EnemyAI+orig_Update orig, EnemyAI self) (at ./src/Patches/EnemyAIPatch.cs:126)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<EnemyAI::Update>?-870838100(EnemyAI)
(wrapper dynamic-method) DoublewingAI.DMD<DoublewingAI::Update>(DoublewingAI)```
i was just walking around n it kept popping up XD
the gals cause lag when there's more than 2 active at a time, is there a fix or do i just deal with it? [also sometimes they stand up and don't move even though they're active and i have to restart the lobby for them to work again]
no idea, not related to coderebirth
host and i'll check logs next time i obtain them, just lost the run, the lag only happens when 3 of the code rebirth gals are active [the dice gal from the dice mod doesn't cause any lag] but also sometimes the lag doesn't happen? it's very strange
@wise stag hey i set these spawn curves for the autonomous crane but they arent showing up
"Haul - 0.00,0.00 ; 0.11,0.34 ; 0.22,0.69 ; 0.33,0.95 ; 0.44,1.06 ; 0.56,1.03 ; 0.67,0.99 ; 0.78,1.05 ; 0.89,1.32 ; 1.00,2.00 | Dirge - 0.00,0.00 ; 0.11,0.06 ; 0.22,0.12 ; 0.33,0.20 ; 0.44,0.33 ; 0.56,0.40 ; 0.74,0.60 ; 0.78,0.89 ; 0.89,1.06 ; 1.00,1.75 | Feign - 0.00,0.00 ; 0.11,0.06 ; 0.22,0.12 ; 0.33,0.20 ; 0.44,0.33 ; 0.56,0.40 ; 0.74,0.60 ; 0.78,0.89 ; 0.89,1.06 ; 1.00,1.75"
in general im not exactly sure how the curves work
i also set these for the sector 0 bear traps but im not seeing any ingame either
"Sector0 - 0.00,0.00 ; 0.11,0.34 ; 0.22,0.69 ; 0.33,0.95 ; 0.44,1.06 ; 0.56,1.03 ; 0.67,0.99 ; 0.78,1.05 ; 0.89,1.32 ; 1.00,2.00"
has it always been called this? lol
I think its like a 1% to randomly be called that
And you're testing on haul dirge and feign right? Cuz this looks fine, haul has like an 80% chance of spawning one, dirge is 30% and feign is also 30%
why are there two enables for oxyde
1 is oxyde the moon, 2 is oxyde as it is
There is a bit of a mess as it is rn but I'm doing config cleanup next update for oxyde
The move from LLL of DawnLib gave me more freedom
i see
i refreshed haul like
5 times and it never showed up
same for dirge but i lowered the spawn rate for that one so it kinda makes sense
Do you have debug logs enabled? If not, enable debug logs in the bepinex console config, then enable every debug logger in dawnlib, and land on haul a couple times and send that as a log
uhhhhhhhhhh
is it the bepinex window that pops up when i open the game?
also lemme enable the dawnlib ones yea
Yep
It needs to have the debug logs enabled so it actually prints em out
Scroll down a bit
There should be an option for info logs etc
Make sure you also have debug ticked lol
alright i refreshed it like 3 times
how do i send the logs
@wise stag 
i just decided to copy the bepinex window
not sure if thats what i was supposed to do or not
Oh right I forgot, reload your game with the debug stuff and send me your consoles logs as soon as you're fully loaded into a lobby
Haul by itself wouldn't work
do i just copy and paste my bepin window once i load in?
Yep
It should hopefully copy paste enough for me to find what I need
If not we'll manually send the log file
If that's what it says
vodkacornsmod or smthn I cant tell too well
Ye
The way I find it is just looking up "registry " in my console and looking for the moon's one
is there a way to blacklist some planets from having the extra flora?
check the config
I checked, there isn't a way
omfg im slow I thought the curve was just for all planets that had that tag and didn't think I could change it on one specific moon
thanks for the help I somehow wouldn't have noticed if you didn't send a picture of the configs 😭 (no this is not sarcasm I know it sounds like it but it's not)
from what i know, now you gotta put like the name of the mod where that moon comes from
dawnlib shenanigans
idk if its still like that
yeah, it's like that
so you need to enable debug logs in your bepinex config, launch the game and when you load into lobby look into your logs, just search for like registry and look for the moon registry
and from there it'll have stuff like:
lethal_company:experimentation -> 54 Experimentation, where the left hand side is what you need to put into the config
why so lazy cheese, just launch your game and look at your logs
but honestly like what is the reasoning behind this?
why does it have to be like this?
so that people can add content of the same name and stuff like libs and api's dont break
i got called a lazy ass a few days ago because someone didnt like that i renamed immersive scrap's anvil to ImmersiveAnvil, but if I hadn't, it would've broken other anvil named items
this solves shit like that, so you can have stuff of the same name and it belongs to different people
it's also just the standard in other communities
it's giving things a more unique name
sounds good
i would love to have a more user friendly way, but if this brings more good than bad then peak either way hehe
Wait, you got called lazy because you did an action? Pretty sure the definition of lazy doesn't work here lol
I have some mods that adds a "Toolbox" scrap, it conflicts with the "Tooblox" store item from UsualScrap, wich I have in the reserved slot, bugging out a lot.
In the worst case you can tell them that they can change the name of the item with LunarConfig, I changed the other toolbox to "Box of tools"
The idea of using a user facing config mod to change the value used for indexing/primary key is frightening
Yeah I agree with batby like this will fuck up someone's code pretty badly at some point
The solution is to use a namespace system where from there they get a unique identifier
That doesn't stop some people cough wesley cough on making 2 items with an identical name and in the same mod
A lot of things are starting to make sense now lmao
Time to tidy up the pack this is useful info 🫡 I get the reasoning behind it seems good
:3
is there any issues with oxyde right now, it looks like none of the enemies can move in the my modpack so idk if theres a known issue with a mod or anything
uh i know there's like, a couple small issues but i havent heard of anything like that
can you send logs?
This is basically being spammed in the logs, how should i send the logs here? (also where would I be able to view it)
what mod manager are you using?
the monsters just stay in the same spot as they spawned, tho I know every other map is fine
r2modman
there should be a settings option somewhere that lets you copy the log file i think
can you send a modpack code?
sure
and also try without mirage, it's either mirage or something else causing it, and i might be able to tell from the code you send
got it, ill disable mirage to test
019a5179-c9c4-6664-c4ad-69d489067f36
Heres the code as well
oh actually it might be problematic pilotry
if you're able to disable that on oxyde, i think it'd work
gotchu ill test it out!
yup looks like its problematic pilotry, whats the correct moon name for oxyde, is it just "oxyde"?
This is what I put in both blacklists but it doesnt seem to work: gordion,oxyde
with dawnlib you gotta put the exact name with the modname too, gotta
oh wait, i think this is not what you gotta do
uhm
lmao
i just disabled nav mesh regeneration and its working fine, at least for now thats my solution
Can you please help me? I want these items to be found on other planets, but I did not find in LLL where they are registered, the planet Oxyde was simply not on the list (
Maybe someone has a list of these items, I would be grateful.
I also haven't figured out how to disable piggy bank, coins and wallets.
the machine parts spawn naturally with a weight of 1 if im correct
in cr config
There are a lot of parameters there, and I haven't found any that would be responsible for junk or items.
check merchant options
i dont exactly remember where is each scrap is but im pretty sure that gals unlockables is under corresponding gal options
"gals unlockables is under corresponding gal options" This is true
just check every single one, there is not that many
As far as I understood, based on the names. these are the items, I hope it's true, otherwise I do not know what I just included)))
its values, not weights but yeah
Do you know what it does? It doesn't have any description(
something about achievements i think
I remember finding those in the moon the weapons are sorta OP
In this case, the chance of it appearing is just very small, since I haven't found anything for 2 quotas so far
one of my friend found the pogoaxe
and the climbing axe
if you have other scrap mods
is likely the chances to find them is small
It's true, I have 2 scrap mods + some more from the two interiors.
yeah thats why your chance to find them is very small BUT if you go to Oxyde
you might need that wallet'
I think they guarantee spawn on the mechant shop
What's cargo crane listed under in the config?
oh boy I struggle to find this one but already found it. "Autonomous Crane"
just type Crane and it will help you find it
guess you also hate the crane lol
A large crane with a magnet that appears in random places on the planet, when you get close enough, it slowly turns towards you and tries to crush you with a magnet.
But you can climb on it and turn it off for a while.
I like it more than a carnivorous plant
you can!
how??
while it is deactivated (with the lever inside the crane) it will no longer move or crush
i remember only deactivate the magnet
what about laser
and microwave
pretty much i like the concept
but they pretty much a blockage
you can deactivate each one in its respective config
I still trying to figure out how to config the Oxyde to have no risk/no monster. So my friend would finally stfu and aleast try it
I dont think there's a mod that'll let u do that rn, you'll just have to wait until lunar config updates for it
Coderebirth have so many monster but not one leviathan monster?
it has the primordial worm
idk i made that up to create a false sense of expectation :3.
I was also wondering when I added that
There is technically a primordial creature or sovereign of the world in the lore that was supposed to show up at some point, but that's a bit of a far future
is there a way to counter the laser turret and microwave?
Or deactivate the crane to make it stop
Crane doth have a button inside its main control for turning it off for 30 seconds yeah
Laser turret just gotta crouch
People call that oppressive but like, base game turrets are so much more oppressive tbh
Microwave uh just don't be infront of it, it moves do easy to dodge but can corner u accidently
Pretty sure they also just too big as well
The ever so humble redwood titan
nah that just variant of a forest giant
It certainly is big though
And it has enough differences to be considered different
Sort of like how the ogopogo is technically an earth leviathan variant but they’re definitely different and can still fit different niches
yeah is pretty much what I was thinking about when come to leviathan variant
the ogopogo did creep me out lol
Ogopogo is still the only modded enemy which consistently scares me lmao
even is not even present on your face. the sound just make you piss yourself
i shout at my friend to just stay away from the water
just to see it just bust out and ate him
Play it with LethalResonance it’s so much worse
does it effect performance?
Most uses up quite a bit of ram, so I’d check first that you aren’t using a lot of moon or especially interior mods for example. It also changes all of the sounds in the game (you can disable certain ones) so it’s not for everyone
Well almost all of the sounds
They change biodiversity’s audio too, and the ogo is terrifying
jeez
Hey @patent ember can u add the shop items as optional things in the config?
I mean have them on by default, but maybe add the option tk disable them
Bc none of the store rotation config mods work
did you ping the wrong guy?
is your picture that halo 2 map 😭
Correct
The best halo map in my opinion. Best halo game too in my personal opinion .
Anyways if u can ping whoever for me, id be grateful
Well now it says ping girlkisser xu for help as his @ but i cant tell if thats just a joke so forgive me @wise stag
you are spitting facts so 👍
Next update does toggle every single possible config on
But will the shop items be optional?
Which means there's gonna be a lot of bloat people aren't interested in, but since the mod isn't gonna go in much more content detail I'm fine with it
Yeah that's what I said
Its alright
Yes his config was mistakenly removed last update ig
Ok, thx
I have to admit, u guys did amazingly
Your mod adds weathers, correct?
Is there any way to add some animations for the fancy weather screen from general improvements?
Yes
No
Iirc it was hard coded in GI
Damn, alr
I'm also currently not really working on coderebirth for the foreseeable future other than maintenance
fix my bugs
also hello!
hope you're good :]
they're almost fixed lol
dawnlib ones though are waiting a compat update from LLLU so cant do much about that personally
gotcha, at least good to know It's almost fixed :]
@patent ember as the new maintainer do you plan on merging this mod with LR?
It’d help a lot with modpack bloat
Moroxide can you fix redwood titan pls thank youuu ❤️
just out of curiosity, what's the behavior of the rabbit magician?
the only think I know it's that ||first it follows you until you see it, then it plays dead, but when you stop looking at it it gets stuck on your head and a music box starts playing.||
Kills you if your friend looks at your back and sees it
And gets transferred to your friend
Iirc it stops working when a person goes outside though so I still need to check that
oh, that's why it wasn't doing anything when playing solo lol
Ye would do nothing solo
another thingy, do you have plans to fix the transporter (jimothy) wrong warping a player when it's going inside/outside and a player is in it's wooden plate?
I hate this mod
is that the world famous Jimothy of JimothyRebirth mod real?
I hate this mod
and he looks absolutely IMPRESSED with this mod
say your iconic line Jimothy C. Ode R. Ebirth
I run orphans over with my forklift
way to go jimothy!
jimothy, i think we need to kill this guy
@wise stag is there a way to choose what moons the janitor can spawn
I love/hate her
i had to rewatch that omfg
same for the cutiefly
@wise stag i cant get the peace keeper and nancy to spawn on trite help
wait i think i fixed the trite issue
just need this
My reaction before I blow a fuse and delete the mod out of fear
I swear Xian and Wesley planned this shit
nevermind no i did not
yeah no peace keeper and nancy refuse to spawn on trite for
some reason
idk why
show ur config
next update
you probably need to do magicwesleys_mod:trite not just tritte
enable debug logs in your bepinex console
load up into a lobby
and then ctrl f for registry into your console
and look for the moon registry
and it'll log what format trite needs
ah
i tried searching it with "dawnlib" but couldnt find the name
i think i got it though
nice
Choose wisely:
magic_wesleysmod:trite
magicwesleymod:trite
magic_wesleys_mod:trite

family feud buzzer
Lmao
you forgot the secret choice.
therubberroomsmod
💀
@wise stag debug tells me this, and im using this for manor lord, monarch, and rabbit magician
but they dont spawn
magicwesleysmod:acidir=+(whatever spawn rate im using)
wont spawn for some reason
same thing for industrial fans on polarus
im using this but they dont spawn
send a modpack code, but this should work
it's my friend's modpack
they wanted a dose of modded moons/interiors/enemies so I prepared them some samples
lemme send the code
019a5def-f3e8-d5c6-e065-f39d7bf94c76
I do love this mod. We need more shop mods and stuff to bring life to the company. Like add lounges, and minigames and stuff to do as a little break from the company. Like a big building called "the break room" or something
Also make sure to have compatibility for the lethal casino mod. Bc that is the mod u should all look to as a reference for how to do it right.
wasnt lethal casino broken
It’s fixed now
dunno if this is something to be put here but just leaving it incase:
[Debug : BepInEx] Skipping loading C:\Users\lloyd\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\Acalians Company\BepInEx\plugins\qwbarch-OpusDotNet\opus.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[Info : BepInEx] 151 plugins to load
[Warning: BepInEx] Skipping [LethalLevelLoader 1.4.11] because a newer version exists (LethalLevelLoader 1.5.3)
[Fatal : BepInEx] Error occurred starting the game
[Fatal : BepInEx] System.Exception: Cyclic Dependency:
- com.github.teamxiaolan.dawnlib
- imabatby.lethallevelloader
- MrovLib
- mrov.WeatherRegistry
- CodeRebirth
at BepInEx.Utility.TopologicalSort[TNode] (System.Collections.Generic.IEnumerable`1[T] nodes, System.Func`2[T,TResult] dependencySelector) [0x0009e] in <cebe69d7792f4abca78b685257766c60>:0
at (wrapper dynamic-method) BepInEx.Bootstrap.Chainloader.DMD<BepInEx.Bootstrap.Chainloader::Start>()
[Message: BepInEx] Chainloader startup complete```
you have to get different version for levelloader
the new version is actually buggy rn
get the latest version
for now you need either 1.5.1 or 1.5.4
@wise stag at work rn but update if u can
i'll need to reproduce it and submit a github when i git home, but Manor Lord's getting stuck in phases again.
Eep
@wise stag
I have oxyde disabled at start but when I make a new save, it has it unlocked already
019a6179-43ed-1cfb-6664-f6d2f99e3119
EDIT: nvm, pacoito said its lethal level loader fork
oxyde is automatically enabled due to halloween
afaik it will be disabled on the next update
okay i got ganged up by every code rebirth enemy possible on every moon
noctis?
500 redwoods
kiln?
literally the entire fucking biological kingdom
this is what i get for not balancing my modpack.......
New bugs to report.
2 Things related to the Mistress so I'll add a Spoiler for it.
- If I have Devmode menu enabled, ||if a mistress kills the host, the godmode gets activated just at the exact frame the host gets decapitaded, not dying lol.||
- ||It seems that the Mistress will always focus to the host first, no matter insanity, order, or anything else.||
is ther a away o remove the halloween stuff. the wallet is still a bucket for me
how do monarchs work, how do they spawn and all that
theres a config to remove halloween stuff
||they spawn if you kill/run into a cutiefly. iirc, theyre guaranteed to spawn when a first cutiefly is killed, and then theres a 50% chance everytime you kill one after||
ahh got it
I gotta ask now because i have been wondering about this for a while but am i the only one who doesn't have the option to add weights for the Janitor and the Cutiefly or did i miss something?

found an issue yesterday where the seamine robot would constantly try to kill invisible snailcats
huh i thought that was fixed already, but thats because snailcats arent put it the shockwave/seamine gal blacklist correctly
its "SnailCat" when its supposed to be "Real Enemy Snailcat"
yeah, i checked the configs
can items spawn on the autonomous crane?
I dropped my hair dryer sorry 
What was blud doing up there
Drying hair
i found a beltbag on there once, it was really cool it felt magical. it was a personal gift for me from the crane. thank you crane
won't be doing anything about both, the mistress stuff is very finnicky and debugging an issue that only happens with devmode menu (which doesnt happen when i have the devmode menu enabled, i always have that enabled) is kinda pointless, and she doesnt prioritize sanity, she has a few conditions, forget what they were but it relates to who was last targetted, if someone is inside or outside, if they're using any gals, etc
urchin might've had merchant and tornado packaged into it during some testing
Thanks for answering
sanity might be a good thing to add as a priority for the mistress
but uh sanity is bugged in base game iirc
@cold zealot go my scarab, explain why sanity is bugged
iirc its just not a reliable value really, keeps going up infinitely or doesnt reset, smthn like that
Thunderstores permissions allows others to demote and kick me out of my own team, nice
intelligent design
Sorry Xu, you’ve been fired. Didn’t meet the rebirthing quota. This message is from lead dev @tender kayak btw
lmao what
do it, kick rodri-g ooooohhhh
I see
too powerful
Yeah 😔
i love code rebirth
Coderebirth loves you too
😂
i dont know what you mean 😭
Isn't sanity bugged in base game? I thought it was lol
I heard stuff like it never goes down or something like that
that was fixed
That’s just me
That was fixed ages ago, it was a problem in like v45 I think but got fixed all the way back in v50 or smth
Sanity's pretty bugged irl too, it's only realistic for it to be buggy in games too 

I’m pretty sure he already is
can i ignore thise?
When will we be able to bake a pretty cake in CR
You are late with that question unfortunately
Should ask like 2 months ago
i think this is the best moment
because it always is the best moment to bake a pretty cake
But you need to do the cooking by the book and the book says you are late
i mean thats just lazyness, and you know you can't be lazy
Eh, kinda messy recipe. Your cake will end up crazy in cr
how are you suppose to get items from the drop ship on oxyde? the items dropping makes it leave instantly with the door closed
my wager is its from lgus making the dropship faster, which is a shame
yes it is an incompatibility
@wise stag any updates 
No I'll take a look at it soon though, I forgot, are you able to make a GitHub issue incase I forget again?
Can we add a football that nukes your friends
Football nuke in Fallout!
#fallout4 #falloutfunnyshorts #fallout76
Those who know
i had no idea LGU's faster dropship was incompatible XD probably because ive not bought it in ages hahah
You will die
Like take the items out
And boom
Dead

hahaha ok, ill disable that one then XD, do you know if there are any other upgrades that are incompatible?
Not that I can think of
for some reason ive loaded up my modpack today and oxyde is available from the start.
I've checked all configs and none of them are allowing hidden/locked moons to be seen from the get go so i have no idea what could be doing it XD it's only showing Oxyde its not doing it for any other modded hidden/locked moons XD
yes thats fixed next update
and redwood :c
do moon names in this mod's config require the mod name before it, and if so where do i find it
Enable Bepinex debug logging, then when you load into a lobby just search your log for registry and look for the moon registry
alr
so for configuring things like where cactus giant spawns i would have to use kenjismod:kiln instead of Kiln, for instance?
Can't land on any moon, console shows this.
Yes
Something else broke, I need a full log
great work
LMAO
how do you kill a redwood titan?
ideally you dont
It's kinda easy with a crane
you can crush their pinky toe
Tried some troubleshooting myself with stuff i added because i thought there was some sort of incompatibility but without luck, i found this in the logs as well, not sure if i am reading this wrong or if that's the issue but it seems something is defined twice in a config somewhere? If this also doesn't help i'm gonna try to get a full log.
You out lament twice in a config
Try turning on all of DawnLib's debug logging and turn on Bepinex debug logging
That might say what it is before erroring
Alright, gotta see what i can do, thanks!
Managed to fix it, turns out i messed up on the Cactus Budling values, managed to find it with debugging and corrected it.
Noice
Also to be clear, I hope you understand typing lament doesn't work by itself
It needs to be modName:lament
Oh, it used to work like that in the old config, no? I thought it would still work like that.
Nah the switch to DawnLib made it required to use a bit of a different format
It's for the better for future stability but it is a bit more difficult to use at first
DawnLib does debug logs for every registry though when you load into a lobby, just search for registry in your log
So that means we need the internal mod name then, right? Not what the mod is called on Thunderstore.
Yeah internal
And like I said above, it's logged plain as day through the debug logging of dawnlib
The other option considered for configs would've been a lot harder to use lol
It would've been json configs, so not supported by any modmanager or lethal config, and would've been ModName.ModAuthor.Lament
I think that's what Jacobs library that he's working on is gonna use
That definitely sounds much worse lmao
Well, that's good to know at least. I will have to change everything to the new format then.
Yeah I disagree with the usability for that, I'll take suggestions for making the current options easier though, I could try to do a matching thing where it tries to see if anything in the registry matches
But if someone does something like two items with identical names (has happened often by now) it'll pick the wrong one half the time
Oh and u don't have to work about it for vanilla, vanilla is internally lethal_company:embrion but only embrion is needed
That's cuz I just embed lethal_company onto any without a namespace behind the content name
Which is how I noticed your issue here
I see, that's nice actually! Also yeah even though i don't know anything about code stuff, i did notice some janky stuff happening ingame when i had scrap mods which both had scrap with identical names. I remember defining those for the crates in CR and i would only get one and the same but not the other one because of the same name issue lmao.
Yeah, I need to make stuff like the crates use those names too but it'll take time for me to remember all the places I need to do these things in
Just to make sure, the hazards and stuff still use the old format, right? Since they seem to be the same as before.
I think you always needed internal names, no? Like whatever Thunderstore says the mod is called isn’t necessarily indicative of anything. It’s a separate string in the mod’s manifest.
You just need a new flavor of internal name for this
Anything spawn weight related uses this naming scheme
Or should
Someone reported it not working for hazards so I have to look into thag
I believe so yeah but i only ever worked with weights related to the ingame moon names which you can get from the terminal so it was usually just time consuming but simple. I think the only internal thing i remember are the interior specification for the mimic mod.
But I keep forgetting
Hmm, i see.
Honestly this is technically faster to find since it's just loading into the lobby lol
Once you know how it works, i would agree actually.
Since you can also just copy paste unlike the moon names on the terminal.
Yeah, I wonder if I should make a terminal command to display stuffs internal names
All these ideas I'll probably forget by the time it's tmrw though lol
Sounds like a fun idea though haha.
I usually write down ideas i have that i don't wanna forget.
Because i am just way too active and forget stuff because i focus on other stuff first.
I should but too lazy sadly
I can relate a bit to that.
Thanks
well where else do you think those cranes in the distance come from 
I can finally touch a piece of glorious Cedar Bridge!
My friend got his ass turn into ashes by Laser turret in an instant right after he JUST enter the facility
at least you could get in
And this is why the cranes don't exist in my mod pack
Hey btw beef since you're here, I ended up making an Artist role in my server and if you ever rejoin it I'll gladly give it to you since you post a ton of amazing art work
can you dm me the link
Says your dms are disabled
lol
Can always just click the Discord button on my Twitch panel if you don't wanna enable dm's for the shared servers we're in rn
I really should have an artist roll. I mean, look at the pure art of this icon: https://thunderstore.io/c/lethal-company/p/Sniper1_1/WaterAssetRestorer/
Don’t even get me started on https://thunderstore.io/c/lethal-company/p/Sniper1_1/LEBWeatherFix/
Lol I could've sworn cranes were removed from titan in the config by default
I like them, but I increased the time of the crane deactivated :]
Can I ask why? Cranes are good 
Btw, no rush or anything...
But are there any news with the coderebirth update?
I'm hoping to get the things fixed so finally I can upload my modpack, after setting correctly the enemies ofc
Uh honestly I'm unsure on what some of the things left are so I'll probably just update it and let any problems get re-reported
My pinged message :']
Well yeah I went through that but I don't remember which parts I already fixed since I already went through most of it lol
Should be I believe
Gotcha, will wait gladly for the update!
@wise stag bear traps keep showing up on other moons despite the fact i have them listed for vigilance only
All of em or just boom traps?
And how does Ur config look luke
Like*
looks like this
Why do you have the cranes enabled on Titan? 
That and offense are the worst moons you can put it on
Because they were
Kinda stupid that they’re enabled by default there, albeit funny
theres alot of moons that they can just uhh
cause “minor” issues
but thats to be expected its a huge trap
yeah ill be disabling em on titan by default, not intended
Lol I realize the reply I made was a bit snarky but I do love them they just kept spawning horribly on custom moons, typically on vanilla ones they’re fine this is just an edge case 💀
Should probably give it a minimum distance from ship too. We had it spawn right next to the ship 3 times that session, immediately getting people killed
it has a minimum distance where it should be deactivating permanently if close enough
but i can increase it
it spawned like a 3 second walking distance away from the ship
frankly it shouldnt be in range of smashing players on the ship at all
3 second walking distance seems like quite a long distance, but again, i can increase it i just have no idea what unit of measurement 3 seconds of walking distance is to you
like... not even half the ship's length
And that was the base of the crane, so it could reach all the way to the back of the ship
i still have no idea where it spawned, if you get a screenshot i'd love to take a look at it
it can reach the entrance of the ship from there?
Bro the crane is MASSIVE
and by entrance i do mean where the player exits from
its range was practically like this
It also smashed us through the ship. Though weirdly enough it just spawned flattened bodies instead of killing any of us?
uhh it's not supposed to target anyone that's considered inside the ship, and if it did spawn a flattened body it's supposed to have killed said person, there's probably quite a few things going wrong there
but the range and positioning of that crane itself there seems fine to me personally
Oh heeelll no, it spawning that close to the ship is insanely unfair
The doorway, yues
talking about cranes.
Maybe make it unable to spawn where the ship moves?
it happened more than once that when landing a player lands on a crane and past through the ship
I dont want to be at threat of dying the moment I step out of the ship at the very start of a round
from the screenshot and explanation you just give me, you're not at threat of dying after exiting the crane
the circle was its range. the ship front thing is misleading, thats the "back", not where the door is
ill likely turn off collision until the ship lands, i cant predict the route of the ship as someone could edit the animation
door is red
that'd be good enough
okay, to be clear i did ask to clarify what the ship front was and you said that was the doorway, but yes i agree thats unfair in that scenario
Thus far ive experienced the crane being within range of main entrance/fire exit/ship well over 10 times
yeah that makes sense, it randomly spawns outside and its been out for a long time
Not to mention it can sometimes spawn in areas that completely block important pathways, like the titan example.
Ive found the ladder to get up is also inaccessible sometimes, be it in the ground or clipped into a map object
for that its not meant to spawn on titan, i must've just forgotten to set the weight of it there to 0
Maybe its just me, but most of the default values in CR just dont feel fair 
you're free to come up and suggest new ones
For instance, 6 max cutiefly spawns is diabolical considering how insanely powerful the monarch is. (not to mention it can kill people through the ship walls)
are you talking about the laser? cuz it's been for the last few updates where the monarch got rebalanaced ot not fly when the player is at the ship
and also, when playing and seeing others play, i almost never see monarch because everyone's careful enough to not trigger them
like through the bite?
I think so
This would be a fair point if
A. the cutiefly was easy to see
B. the cutiefly was possible to see at night
xu, which config was responsible for enabling the coins/candies or whatever
it's enough to turn on oxyde or...?
I wish for clarification cuz I'm too lazy to playtest it and check if they're here
Ive stepped on one multiple times without ever seeing it, usually because its been hidden in grass or smth
merchant, and oxyde force turns it on
oh okay
then I have it enabled
thanks 
this sounds like the outlier and not the normal thing that always happens, which is normal because if you were a god and could avoid literally every single thing ever then why is the enemy even spawning to begin with
and it is easy to see, it's colourful, and flies around most of its lifecycle
Colourful is very debatable considering most of the time the shading makes it look dark purple
im like fairly sure they have a bunch of different colours that are very different
On the moon where we got fucked by it, it not only got crushed by the dropship (apparently?), but the moon was dark to begin with, so it was basically a dark spot on already dark ground
My only encounters with cutiflies have been seeing it right in front of my face and its already too late
^^
Have been aware of what it does since the first time we triggered it. Still stepped on it basically every single time after
only player collisions can trigger it
and if the moon was dark enough to begin with you should remove it from the spawn list in the config
cutieflies are beings of light and crystal, i forget the exact biology but the monarch draws on light for its power
i honestly diagnose skill issue
Then why can monarch murder people at 8pm :P
I love cutieflies :3 but it is kinda really hard to see them most of the time
cuz you angered it and it had enough light stored from existing earlier in the day, assuming the moon it spawned on was a valid moon that had daylight
notice how on every vanilla moon, daytime enemies dont spawn on enemies without light
which is what a cutiefly is
to be clear you arent talking about hte halloween skin yes?
i think it would be nice if the monarch would leave you alone once youre in the ship, once its at the ship door while chasing you it just camps there until its open, feels unfair :<
True
this literally blocked the entire map
kinda funny
Tiny moon 🤏
under construction
Maybe the cranes should have a minimum of AI nodes like the oldbirds, so small maps don't get them spawned as much
Dont get me wrong, I like the visual design and "dont touch it" mechanic, but it just has many of these icks in practice.
You can blacklist it in config, yes, but that's not a very good solution for players who don't want to spend dozens of hours testing and digging through configs.
Modpacks are an option, but there are only a few good ones that include CR, and they're all quite specialized.
My main issue with it is;
The punishment for not seeing this tiny thing that can easily be hidden in grass and flowers (present on some vanilla and many modded moons) is basically guaranteed death for the whole team unless they can afford to throw bodies/heavy weapons at it, or just straight up leave abandoning any players/loot left behind.
Deep Rock Galactic has this mod that spawns a bulk detonator (big tanky fucker that can teamwipe in a bad situation) for killing a passive maggot enemy that dies in one hit. It's a joke mod.
The monarch is a concerning parallel to that and its a fully standalone enemy.
Repo has good parallels that I think were implemented really well - the duck and the dog. Duck you just ignore and it fucks off, dog you pet 3 times and it fucks off. Both are passive and punish you for being careless, but they can't cause teamwipes by themselves
something like a minimum of 30 or something
that is honestly a good idea
Just remove it from spawning on that moon, thats like an unfixable thing
crane too big for smol moon
yeah i also dont know how many AInodes court has so idk what the comparison is for too little, i guess it could be like 50 is the cutoff? not sure
@tacit badge do you remember how many AINodes court has?
Court has like 20-ish if i remember correctly
Im pretty sure it has like 20 xd
a normal sized moon, in general afaik has something like 60+
not many
it's like 20 smth
there's not enough surface area to put more
so i would say having the crane spawn in maps with 30/35+ maybe would be ok?
it doesn't matter how many AI nodes court has though the surface area is just way way too small to actually work with the crane
that's part of why I suggested that tag system for spawns a while ago
but ik you've got bigger fish to fry
Deep Fried Ogopogo
the giant cheese stick
i disagree for multiple reasons.
A. i can reliably kill a monarch with a shovel and it has specific mechanics in place to dodge its attacks, which yes, require skill that you will not have at the first encounter or you wont have if you just run away.
B. i can reliably kite it away from the ship and my friends and then lose it as im faster than it.
C. It's only meant to be there on moons with high visibility, I can not do anything to remove it from like moons without any light, it's just not a thing I can check, people will just have to blacklist it from the super dark moon that has daytime spawns for any reason, this is keeping in mind no dark vanilla moon that's set to be mostly nighttime has any daytime spawns, because, as their name suggests, they are daytime enemies
I could probably come up with more reasons but I have no intention of nerfing the cutieflys or monarch in a way that makes them stupid easy, I think learning the enemy is part of the game, same how people have had to learn to deal with bracken by doing stuff like closing all doors, constantly checking their back, making sure they dont engage in fights with enemies like nutcrackers that reduce visibility etc.
yeah i've wanted to do more stuff like that, i'd like to also improve the tag system a bit more in dawnlib just focusing on the more important aspect of things
im also gonna get rid of the need for the namespaces in tags in dawnlib i think, i think it defeats the usecase of tags for what you specified and i dont see the point in needing to specifically say what mod the tag came from when doing spawn weights etc unlike when it comes to moons items etc
this is what i meant by improve the tag system in dawnlib, i dont have any more ideas than this for it lol
Am hungry now 
same
That’s a good idea
hehehe sorryy
im eating rn and im hungry fromt hat too... cheese sticks are mad good
wdym namespace?
the format of specifiying content is called NamespacedKey
which is the: lethal_company:experimentation format
namespace:key
oh yeah i hate that
it's not nice but its sadly needed, especially as time goes on
it just means I have to type so much more shit when configing
but i do agree its unnecessary for content tags
yeah :/
i tried to make it as convenient as possible, still trying to come up with more ways, i might create a fallback system where if there is no namespace it tries to look for one
but this is keeping in mind the reason why they exist is necessary
is it just for duplicate names?
for the most part yeah
it's meant to be a robust system, and it's used in other places too like minecraft modding, that's where the framework comes from afaik anyway
it's existed in lethal modding before too but it's always been internally used except in few mods and places
would anything break if you just added a (1) to the second item registered with that name? kinda like how folders and images do it when you download smth with the same name
you're gonna be holding an item and on the top right it's gonna say Holding Axe (1)
sounds REALLY stupid, im just saying shit while im eating, but maybe?
the internal name is used in some places ingame
and i'd prefer not to edit it
i already get shit on for naming the anvil Immersive Anvil instead of leaving it as Anvil, now imagine if i named it Anvil (1)
wouldn't this mean you'd also hold an item and on the top right it'd say "Holding PiggyVariety:Axe" with the current system?
or do you just kill the stuff before the colon
there's a difference between the items i see internally and the items the game has internally
tbf you could've used any other adjective and it would've been better
it's also needed to identify where an item comes from, so if i did Anvil (1), i lose the ability to specify what anvil im talking about
hmm that makes sense yeah
maybe but the point stands, i dont think its that disruptive for it to be called anything slightly different/similar personally but some people take it seriously
it's also really good for the saving system
well it's the fact they're called immersive scraps and the name completely breaks immersion that's the problem
like if im saving an axe from piggy's mod and there's like 3 axes, and both of the other 2 axes are gone, it won't get confused about which axe was saved
could've just called em "Heavy anvil", "Antique lamp", "Rusty food can", shit like that
if you ever want to fix that just give me a list and I can give you a proper list of adjectives to differentiate them from potential dupes and re-do all their names
at this point it'd be arguing semantics, I just honestly don't see it, I get your point that the name could be more Immersive and avoid conflicts, but the core issue could still happen if someone did the same thing later
the fix is just using DawnLib and switching it back to anvil so its fine
the reason it was specifically Immersive and not any other adjective was to make it unique for the mod it came from so no one tries to do the same thing
also, to be clear, i tried pretty hard to make the namespace system as convenient as possible, the other option was even more convoluted, which was to do ModAuthor.ModName.ContentName, which is yet more robust but i dont think it's needed at that point
ye I can see other mods trying to make their items distinct and accidentally having the same name as one of the immersive scraps
A is a moot point because literally every killable enemy is, in theory, killable with just a shovel. Just because you can, doesn't mean you should. Nor does it mean everyone can, nor does it mean you should design the enemy under the expectation that everyone can.
B. Is very situational. Not all moons can give you that opportunity, and it doesn't even diffuse the threat.
It's still an active risk to anyone traversing to and from the ship, and as far as I can tell it makes its way to nearest players eventually, so it will return to the ship.
C. I'm not expecting you to account for every moon. I'm expecting the enemy to be designed in a way where that isn't absolutely necessary for balance.
For instance, it could be made more visible (glowing spots on wings), less or not at all punishing for uninvolved players, or just eventually give up chasing and move away from the ship.
I'm not trying to simplify it, I'm trying to make it more fair. No enemy should be able to singlehandedly ruin a round just because one player made a mistake. (This last point isn't even exclusive to the monarch tbh)
but it's still really, really funny for the immersive scraps mod to kill the immersion completely
that's also why i think i switched from Immersive to just I, a lot less noticeable but if you're really paying attention to the name i guess it will just also still bother you lol
for A im not saying just because you can hit a dog you should be able to outskill and kill it, the monarch is easily kill-able
it is not a moot point
the mod even provides tools for making it a lot easier
I've yet to see anyone kill it by themselves
yeah because not that many people try, i've seen people kill it before
@cold zealot it's your call, I need to see you kill every killable CR enemy
like yes, redwood is killable but you shouldnt try, the giants are moving obstacles, the monarch is a slow "get the fuck away and lure it elsewhere or out skill and kill it"
Oh I've killed it before, just not without casualties. Our team put several magnum rounds into it and I smacked it probably a dozen times with a shovel. Didn't die, nearly teamwiped us because we didn't want to leave half the team behind
tbh it always just felt like an active enough threat to where it didn't seem feasible to kill it
the way the thing's designed always seemed like once it transformed you could do nothing against it and that was the point
(mechanically, not visually)
did not know you could even kill it, but it's good that you can
yeah it's super intimidating, because the easier option is to lure it elsewhere not kill it, but i've been asked to make it possible and easier, so it's very much so possible and kind of easy once you know how to
does it have any "armor" or anything like the sapsucker does to tank hits from the cruiser or shotguns?
nah
does it die to one or two shotgun shots?
im checking the health rn because i dont remember but i dont think it was super tanky

