#LethalMon [v80 / 0.6.10]
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Sick~

LethalMon [0.4.6 - alpha]
0.4.6
- Masked is now catchable (thanks to @NiroDev)
- Fixed a bug that desynchronized the balls when a client died with a monster out
- Hoarding bug is a bit easier to catch
3rd one: YIPPEEE
We Yippeeing tonight with these change notes
LethalMon [0.4.7 - alpha]
0.4.7
- Fixed a bug that made the host freeze if they died with a monster out
What's the next monster on the list
Giants and baboons
Any ideas on what they could do?
Baboon could just be an outdoor loot bug but idk if that's exciting enough
Baboon hawk allows to see close items through walls and giants can take damages instead of the player but they can die
You can see enemies only with the mask
Oooh
I see
I also wanted to ask something. Does this mod have compatibility with Extra monster skins?
baboon hawks tend to be group-centric enemies, maybe they would function as more than one when out?
like they could instead of allowing you to see items thru walls they could just scatter and make noise near items
Maybe the baboon makes other baboons passive towards you
that could be cool too yeah
It was also to reuse code that we already made. It takes a lot of time to do 1 enemy
ye fair enough!
unique mechanics are hard to do
It will be an echolocation in order to stay coherent with the monster
@primal ferry sent me a first prototype: https://gyazo.com/8e654fd500132775720bfd8308b85f45
An idea for the Jester like In the lore, it could be a type of security guard. Whenever the player sends it out indoors, it would roam and attack any threats to the player while the player is exploring and gathering loot. It would also do the same outdoors, making it one of the only lethalmons to attack giants and dogs consistently.
oooo neato
i'd say include a different baboon hawk sound effect as opposed to a radar sound, or combine both
but that's super cool
That kind of idea sounds very hard to balance
Getting the jester basically makes you win the whole game since you'll essentially be invincible
Unless you use the EverythingCanDie mod and make the jester's health a balanced amount
Maybe 50 to outhealth the giant
The jester would have to do balanced damage too otherwise it'll just one shot everything and never die
Maybe like 1, 2, or 0.5 shovel hit per second spent touching the enemy
Would be cool if you could tell the jester to pop in and out as well. That way you could also use it as a platform to place your loot on
To make it balanced, let the Jester take a few seconds to wind up with a slow start, then gradually get faster.
if it runs out of threats, it'll then go for the player

after like, a second shorter wind up time
i think that'd be a cool way to balance it
That's an interesting balance that would make it much more useful for eclipsed moons specifically
it would make it useful for eclipses, but then you'd have to deal with your own jester chasing after you hehe
you'd have to try and recall it when its closeby and risk getting killed by it
good risk vs reward gameplay I like it
Jester will grant you the ability to see other players through walls. It's the third (and last) with this ability, to cover enemies, items and players. But it will need something more with it, as just that is a bit lame. Might even think about a drawback, as taming the jester is already a huge win for that round
Maybe it will be uncontrollable sometimes like the thumper, and still going for your teammates if they stay too long with it
unless the range for seeing players thru walls is insanely large I fail to see the usefulness of it when you could just talk
but i'll wait to see what you guys come up w!
It will be large. E.g. useful for pathfinding purposes, once you get lost
But ye, as it's not the most useful one it will need something else
More of a nice gimmick
it poses a few questions, mostly related to how you would go about treating solo play with this mon
Maybe making it's secondary feature more useful the less players there are
But solo play also negates it's drawback, which in itself is already far better than the benefit for seeing players
Drawback of attaching team mates
if you really think about it seeing other people ain't that helpful, think of it like the equivalent of being able to see the end of a maze
it could've been a side feature to the masked I think, but I'll have to see when I play it I guess?
you still have to figure out how you even get there I mean, it's only a little useful esp from far away
But masked only targeting you after seeing you. So logically it wouldn't fit
ye I know, but Jesters also aren't the "visibility support" type, they're moreso just outright aggressive
a passive supportive ability's kind of weird for it
also seeing enemies and seeing players is kind of up the same alley in my opinion
the "seeing things thru walls" ability is fun but I feel like 2 enemies are enough for it, idk about reusing the gimmick for a third one
also there's other enemies (mainly just the bracken) that always know where you are, but it doesn't mean they should have a gimmick like that in this cuz it's not their defining feature
A slight bug with the captured Masked. Once you put on the mask and retrieve his pokeball before the duration ends, the mask will stay on the players face indefinitely.
Thanks for the bug report
Sounds like a feature ^^ (just kidding, ty for the bug report)
Fair point. Will see in the future if I can make use of it on some enemy. It will remain a minor feature and not the main defining one though, as the benefits of it are quite low ππ»
Thanks for sharing your thoughts on this topic :)
So far it could possibly be an optional feature for bracken when clicking an action key, as the bracken is a support enemy already. That way it won't be there the whole time and be more of a niche feature for the rare occasions where you may benefit from it
What about the jester winding and popping and then sprinting in the facility in order to find exits or other players, and then screaming or indicating the path by another way
Sounds more supportive too. I think monty (and others) want some more destructive behaviour for it ^^
Friendly sprinting towards your teammates while winded up would be a huge troll though.. and very scary ^^
Then it can kills enemy. Maybe if it takes a lot of time winding before attacking it can balance it
Idk
Idk too yet :) but we'll find something unique for it
I agree the jester fits a more attacking/security guard type of mon
We already have a lot of support mons and more on the way including the slime/snare flea wouldn't hurt to have another attacking monster that can roam and do it's own thing
For those who played with this mod, what are your global feedback?
I'm asking because with my friends it's a bit frustrating as we are not really good and we always lose our items. So we can't really play with this mod because we have to find balls, successfully capture a monster and keep them more than 1 round
It's a lot of things to do and it's easily losable
I think what you could do is have the jester auto target anything but the owner and run towards their position to kill them
you could follow your jester so that you could find your friends, but they could also get killed by it if you're not careful
it would also take out enemies for you, but you can't leave it unchecked because it'll just keep goin berserkand eventually get kill everyone including you
Haven't played because I don't play lc but maybe focus on something that aren't the monsters themselves.
I.e. inside map objects that spawn which are pokeballs, interact and they spawn a random "loot" that u can maybe sell, apply on a pokemon, use as a temporary buff, etc
ye that's a good idea
hmm that's a predicament
maybe you could implement some sort of system to save caught mons? like the pc from pokemon
You could buy an upgrade through the terminal and it's a little machine that allows players to "scan" their mon and save it to a database
when they lose their mon they can hold the same type of capsule they caught it with up to the machine to "copy the monster data" over to it
I think its best to shift the focus a bit away from the mons
I mean, the problem he brought up is with losing said mons
Yeah but look at the actual problem, it's a long process to even access any real content in the mod
I dont think a system that allows you to permanently keep access to stuff u caught would help much in that regard maybe
Plus a little of variety goes a long way
I mean realistically you just buy the item and catch a thing, it's not much different from like
the CR wallet
but I get what you mean
True I just think the solution you've necessarily come up with is more a bandaid rather than actual content that buffs the experience, maybe there's a better solution
Uhmmm maybe it'd be cool to have a rare chance to find abandoned capsules with mons already inside? Rare chance though, and they should def be lower tier ones
Yeah something like that would be cool
How so? You'd just be able to keep your mons forever as long as you maintain a steady revenue stream to have pokeballs to transfer data to in the first place
Well when I do play I don't usually tend to stick to a single savefile much especially if there's clears etc so I don't really ever see myself using that feature much personally
And then as a side thing on the development side, the amount to work needed to.make that system would equal a couple other things that would help expand the mod a bit more from the constraint of "needing to opt in by buying pokeballs" rather than natural playthrough style features
ye my main problem with it is that it's reaaally complicated and idk how it would keep track of all dat
you can also find pokeballs as scrap afaik
Nah it's not insanely complicated to make it functional, it's just a lot of work to make it pretty
only other pokemon feature that could fir in this and wouldn't require some 250 hours of work to get done is berries
I do think the mod shouldn't drive focus away from the mons, it looks like they're trying to fill up the whole vanilla enemy list atm which is fine
Yeah I was thinking like berries
if they don't maintain a sole focus on the mons that's also s good way to steer it
the other thing would be a leveling system but since it's already complicated to keep the mons I don't see a point
held items is another, which I don't think has much potential unless you wanna make half the store items an item a mon can hold and "add to their kit"
Pokeballs already spawn naturally yes
I like the idea of being able to find already filled pokeballs
The PC might be a good idea. It could be a DNA scanning machine, that can then duplicates the monsters if you bring an empty ball
Yeeee
DUDE that would be siick
like they're twice as expensive as the normal balls and it could have like a rotation every quota or smth like the terminal's decorations
reminds me of the casinos in pokemon
would go kinda crazy actually....
As someone who has played this mod for hours, one major frustration (aside from the Bracken killing the player bug) is losing your lethalmons when you die. Just like in the PokΓ©mon games, there could be a hot bar that shows a certain number of mons on the side let's say three for now to keep it less cluttered. I think this works well, not too big, not too small. When the player dies, the lethalmons would still be with them on the sidebar, saved and ready for the next day. A good balance for this is that if you don't make quota and get fired, you lose your team of mons and must create a new one (you can make it configurable if you want to keep them after the reset). For example, you have your giant that tanks, your nutcracker that attacks, and your hoarding bug that gets loot, and you'll be able to switch them out.
It's a good idea, thanks for the feedback. I agree, it's frustrating to lose a mon
Is there a way to make the balls register as shop items so that you don't lose them when dieing?
I know they're already in the shop but they also spawn as scrap
And I'm guessing that marks them for removal upon death
Omg that's such a cool idea!
There is an option in the config to keep them if you die
But only if they're in the ship
yooo just started watching sheff austin's video, this looks sick!!! cant wait to try it out
i have a few ideas that i wanted to share:
- masked prevents butler from attacking you when you're alone (since you're accompanied by a "player")
- idk if its a feature alr but you should have a greater chance to catch monsters depending on how damaged they are
- idk if this is a feature alr (again) but itd be cool if certain monsters had hp that you had to heal up at the ship
- a special purchasable items for the dogs could be a dogsled that you can mount and ride, works better if there's snow, the more dogs there are the faster you go (you can place one item onto the dogsled, but your hands are full while driving it)
- spore lizard could emit the purple cloud, which would give TZP effects to anyone standing inside it
- spore lizard could spray weed killer or smth
- butler could carry dead player bodies for you
- shiny variants!!! (very rare textured variants of monsters)
-=-=- - spider: makes webs to slow enemies and reduce fall damage
- hygrodere: can nullify fall damage, encase the player in a temporary gooey shield which they can move very slowly inside, and can groove to jukebox and disco ball
- old bird: is much smaller than usual, allowing it to go inside facilities. acts as a near-permanent flashlight as well as a giant eradicator
- giant: like the old bird, it is much smaller. it can carry two items for you or one two-handed item
- lasso man: MissingNo
the greater chance with low hp is a great idea, yeah
no idea if it's a thing yet either
also you can check out some of the already implemented enemies in the TS post
ye thats where i was getting the info from
all the enemies i mentioned are TBD
There's a list of current behaviours on github
yep that's right :)
except spore lizard, which is mountable rn
ye everything after the -=-=- are TBD, everything before are suggestions/imporovements to alr existing ones
i really like the masked idea and the hp one
I think Hoarding Bug could already carry a dead body since dead players count as scraps. I do like the slime idea with being able to soften one's landing.
I def agree spore lizards should do something with their spores, it's a little bit of a missed opportunity imo
or should*'ve*, don't know if it's in the cards to tweak em rn
yup, but it giving you benefits is a bit odd if it usually damages you in vanilla gameplay
maybe damaging enemies and other teammates, while owner is unaffected by it
also iw as watching sheff austin and i think one of his lethalmon vanished--
I mean, spore lizards bit you if you're near and rn it's mechanic is riding it, I don't see the logic in that one either
oof
Oooh cool, I didn't know
they're usually shy, right? when being tamed they trust the owner enough to be mountable
yeah now that i think about it, them being mountable wouldnt be of much use if they could emit TZP gas
I would love to see Old Bird being a kamikaze. As it spots an enemy, it rushes towards an enemy and explodes like a land mine. Getting caught in the explosion puts your character in a red state or critical. Or you die if you've already taken damage.
also hygrodere could make you be able to floar
we can always make another enemy ridable though, if they fit the scheme better
so a one-per-round-use last-ditch self-destruct button? love it
our current plans for hydrogere are being an item transport support. you can drop items on it and it will carry them
also thought about adding an "entrance finding" mechanic to one of the remaining enemies, where the tamed enemy will somehow guide you to the nearest exit
but unsure on which one it would make sense, if even
hmmm
masked
wait no they alr have a use
frick uhh- maybe baboon hawks? they like find their way to their nest or smth?
^
working on that right now, but maybe add it on top if it wont get too overpowered then
damn thats way cooler actually
glad you like it^^
maybe manticoil? bc it senses like fresh air or smth XD
kinda makes sense ye. their need of fresh air constantly dragging them to the entrance.. impatiently waiting for you to follow them
quick question: should baboon hawks echo lot (item scan) be only visible for the owner / only apply to them, or to anyone?
i dont see why not everyone
i think the hardest ones are gonna be the mask nornets and le barber
the barber can give you a haircut π
snare flea could latch onto a monster to distract them, and then run off, aggroing the monster onto itself
alternatively snare flea could be like a grappling hook XD
now that i think about it, jester would prolly work better for this
but it seems kinda dumb to have a lethalmon that can only be used once per moon
oo wait i have an idea
stunned enemies should have a greater chance to be caught
gives the zap gun, radar booster and stun nade more uses
snare fleas idea was to make it heal the owner while clinging to them
nice one
really like that idea too :)
yup, agreed. would be better to find something less destructive. could maybe work if the jester gets exhausted afterwards, or stunned
oh also theres a glitch where you cant buy great balls
im pretty sure it has smth to do with the green suit - you cant buy a great ball if a green suit is in store
oh that could be cool actually
it could slow the player down and the flea could be knocked off if the player is damaged
to balance it a lil
also i have a rlly funni idea for the jester: it gets progressively easier to catch the longer it winds
and rlly difficult once it hatches
LET'S GO GAMBLING--
sheff noticed that it was kinda nnoying for the bracken to take away the monsters he wanted to capture, so maybe brackens ability shouldn't be passive but rather have a keybind or smth
also i have an idea for the hornets: you cant capture them by themselves, but rather they attack monsters after the butler "dies" (faints)
i only have one major complaint with this mod: theres no clear way of telling whats a tamed lethalmon and whats just an enemy besides scanning; i feel like there should be an outline/glow/arrow/some kinda indicator to show whether something is a lethalmon or not without you having to scan
ye that's fair enough
I remember when the fox first came out I suggested making it rideable cuz of the yoshi tongue xd
in retrospect it woulda been funny but that's about the extent of it
maybe the little dog?
ooo that's genius
tryna think of what entity could be rideable
maybe masked hornets could kill bees?
also i watched austin's vid and uhh i think the fox might need a lil nerf lmao
old bird I say is a pretty neat rideable one
hmm mayve
When a tamed monster dies, they return into their pokeball so it shouldn't be necessary to go the extent on the butler. Plus, the Circuit Bees from outside already target other monsters by stunning them.
can you link it in here please? :)
or via dm
good point -- maybe you riding them makes them to heavy to fly very high up or smth
I'd already suggested an old bird ability way back when I'm p sure
My most diabolical work in the intro, lol.
Stream - https://www.twitch.tv/sheffaustin
Discord - https://discord.gg/sjJPZAgUXU
Books - https://www.amazon.com/shop/sheffaustin
LethalMon - https://thunderstore.io/c/lethal-company/p/Feiryn/LethalMon/
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thanks a lot!^^
i feel liek old bird should have a bunha cool abilities but a limited battery life
sure, you can ride back to the ship real fast, but its gonna waste like half your fuel
a stamina bar wouldnt make much sense bc yknow, robots
maybe the birds recharge while in pokeball and while at the ship
old bird becomes a better, more stable jetpack (real)
old bird abilities:
- ride (2.5% fuel spent per second)
- shoot missile (2.5% fuel spent per missile)
- torch (effective close-range flamethrower, 10% fuel spent per second)
- flashlight (1% fuel spent per second)
once they run out of fuel, they go into your pokeball
ye thats what i was thinking... except tulip snake alr does that. i was thinking the lore is that your added weight is too much for the 'bird, so it can only fly around on the ground or smth idk
i still feel liek old bird isnt the best candidate for riding...
perhaps instead of a jetpack you could instead use the oldbird's charge/boost that is utilized when chasing down something
sort of like a cruiser that doesn't explode if you accidentally sneeze on a rock while going above the safe speed limit
hmm
maybe you could have teh cruiser boost, but the higher up you go, the more fuel is required to ensure a safe landing
dont have enough fuel for a safe landing? looks like your lethal mon is going into the ball and youre dropping out of the air :)
i still rlly like the idea of just an entity you can RIDE ride liek the current spore lizard
the only other quadrupedal monster apart from the lizard is the dog
i feel liek the dog has a buncha missed potential in that sense
i alr proposed a doglsed idea but i reckon it'd be rawer to just straight up ride on the back of it
ye I sorta came up w smth like that
.
Wut
watched it and adjusted a couple things:
- Nutcracker targeting is now more accurate
- Fixed NullReferenceException when taking damage without an enemy involved
- Fixed deactivated enemies being targeted (e.g. the thumper inside the pokeball being targeted by the nutcracker somewhere near the end of the video)
Those changes will be part of the next version.
Also felt like some enemies were too niche (looking at you, dogs & butler), which made them feel "useless" when not knowing their exact usecase. Kinda wanna rework that slightly.
Also felt like bees only defending you when you take damage is a bit meh. Maybe they defend you all the time, but with a cooldown?
Will rewatch some parts of the video again tomorrow to find more things to tweak, for better gameplay. But for it's already very late here ^^
Also had constant nutracker reloading sound at some point (which might've been a result of the NullReferenceException.. will see how the next version turns out regarding that). Anyone else having one of the issues i named here and above, too?
By default the game doesn't allow us to scan Masked enemies. But I think it would be nice if we could scan our own so we don't get tamed masked confused with enemies.
me and ham actually thought of cool lil abilities for biod enemies in this lmao
okay hear me out: there should be a lethal-ball station on the ship. a place where you can store your lethalmon safely
perhaps the lethal-balls you put in the station will only register for you, making it so that other players can't see nor take your precious lil babies
also the lethaldex should have short descriptions for wheat the lethalmon do (i can try making some)
Bracken
TYPE: GRASS-DARK
USE: Drags nearby enemies away from you.
Ghost Girl
TYPE: GHOST-PSYCHIC
USE: Teleports and damages enemies.
Hoarding Bug
TYPE: BUG-FLYING
USE: Brings you nearby loot.
Masked
TYPE: NORMAL-PSYCHIC
USE: Lends you a mask that can be used to see enemies through walls.
Bees
TYPE: BUG-ELECTRIC
USE: Stuns and damages enemies.
etc.
There are no types, it doesn't really make sense
Also I take some ideas from PokΓ©mon but I don't want to make it a copy
there aren't any types but i feel like it's still a goofy lil' addition
- An ingame description of what they do sounds like an useful idea.
- The additional typing info would be a nice gimmick for pokemon fans, but i'm not sure if it fits well in the Lethal Company scheme.
- The pokemon machine for storing balls sounds like a super cool concept! Only drawback: There has to be a model for that machine and optionally a store animation
The model should be easy to do
i could try making a model (i dont think its gonna turn out very well considering i have like 2 hours in blender lmao) and i dont think we need a store animation - just put the balls straight in the machine
I definitely like the idea of making a PC that can:
- Copy captured mons DNA
- Duplicate it as will in empty balls
- Store balls
- Show the dex
Regarding that "shiny" idea someone mentioned: I'ld like to postpone this idea to a later point, once we got all vanilla enemies covered. It has to be tested for EnemyColorVariety compatibility and might be more effort to change their colors than it seems.
Could think about something like "Umbra" in a game called "Temtem", where we completely replace their model with a purple shade / ghost effect. But i feel like those should have something special to them like a sparkling effect when leaving the ball, a star in the HUD and maybe an extra ability.
Since all of this requires a good amount of effort, it would make more sense to go for that at a later point :)
that's fair lol
i sometimes forget this project is technically in alpha bc it's alr so good
- it's just Nysvaa & me working on it (+ awesome sounds from @weary bloom), beside our full time jobs and real life
Yes the Nutcracker targeting wasn't accurate for me aswell, glad it's getting fixed
I suggest that the EnemyColorVariety team work with you on this. They could make it so that if you catch an enemy with a different color, it retains that color. For example, if you catch a toy soldier nutcracker, it would always remain a toy soldier nutcracker in that color, as you initially caught it.
I expanded on a concept like this a bit ago as a way to keep lethamon even if you lose them on a previous round
.
it would be #1220501885753098250 that would have to work with them
EnemyColorVariety are just people who use the API, for actual compat they'd have to look at the API I'm p sure
unless you mean you want extract and disco to make some colors specifically for shiny colorations
but really any color from their could be a shiny coloration
Yep, have to come up with something else for shinies very likely
As this mod alone would make any one a shiny if it's a basic color change
Thought about adding
- particles
- weak light source
- sparkles at spawn
The light source itself might be good enough of a buff, so that there's no need for extra abilities for shinies
Also an audio clip at spawn for the sparkles
Ah yes my mistake that's the mod i'm looking for
i dont think theres any need for depending on any mod
Also maybe small sparkles around the ball if it's a shiny inside
it depends on how the enemy skin registry replaces textures and models, but it can't be doing it in a way that u cant just access without knowledge of the mod existing, it just replaces the current references
my assumption anyway
no, there wouldn't be
I was just clarifying it cuz a lot of people don't know enemy skin registry is an api that enemy color variety uses
I like those ideas. The light source could be something between a flashlight and a proflash. For the ball, I think it should change into a Premier Ball with a faint lamp glow, and then have a sparkle effect when you send it out.
I want people to recognize my goat antlershed's work π
lol
that's actually a great idea
them giving off light is a great side ability and I'm fairly sure we have no mons with flashlight abilities, right?
particles/sparkles at spawn would be cool
if you want recolor ideas for the shinies I'm all for working on those
you know I'm sneaking an ugly ass green shiny in there though

the spirit of game freak compels me to
Will look into it later today π
No that guy is too cool to be someone like me haha
A friend wants to try to do a PC model for the ship
I'll try to do something cool to keep or duplicate mons, with an host option that allows to bring them from other saves
bio-monty why did you block me π₯Ί
My friends and I were so shocked when it happened the first time
it didn't happen to me during my tests, but i've patched the method that kills you and added a check for being tamed in there, so it should never happen again, if the bracken is tamed
new version once Nysvaa is back at pc and had time for double-checking my changes :)
Sounds good! I really appreciate the fix, and Iβm looking forward to it!
Sunday evening or monday evening
wait thats a pretty cool idea to give shiny lethalmon a bit more to them
also coil-head could like... boost/bounce you
you can look at it to stop it boosting you
Fixed being stuck in ground after using an entrance while flying with the tulip snake
Also in next version
Thanks for working on the bugs :)
If you have time I noted two "big" bugs:
- If you capture a bracken dragging a player with SnatchinBracken, the player will be stuck. As the author doesn't answer, I think we can fix it ourselves
- Pokeball clip through the ground if the ground is a catwalk
What's a catwalk in lethal?
actually i think the metal grate in the facility main entrance room is technically a catwalk
the walkway around the ship is also a catwak
ya get the point
Yes grounds with holes like that
Or in the entrance
If you throw the ball it sometimes clip
I only noticed that it clips through the ground while the ship is still moving
Maybe there is something to do with layers
Oh it makes sense lol
But I'm sure that it already happened to me while the ship landed in a normal game
If you throw it with left click
will throw balls a hundred times now βΉπ»ββοΈ
Or maybe try in other places
ahhhh okay, got it
Idk
it happens when you aim at the yellow borders
cause the game might calculate the drop position at the wall on the sides, while the ball always collides with the yellow borders, making it simply drop
How can we fix that?
not sure, but here's a preview
maybe this quick&dirty fix π€·π»ββοΈ have no clue what exactly happens in that item throw calculation (yet)
maybe just make it so that whenever the balls hit a kill barrier, they teleport to the nearest player or smth?
and if that player dies within a timer, the ball doesn't tp
(so if a player dies, the ball wouldnt teleport to some other guy whos currently at ship watching the terminal or smth)
very likely
hmm, the kill barrier one is a good idea, but might get quickly complicated. but also better solution than mine from above
Maybe we should rework the throw algorithm entirely
imma test rq
could get it to land on top of the banister
was my aim that bad or does it just not work?
(prolly my aim lmao)
gn8
It's due to the raycast code iirc
It was something weird
Doing it at specific angles resulted in it forever falling down
Happens with Easter eggs
Stun grenades
I've been meaning to rewrite that but so far the fix is just don't aim the Throw at certain angles from forward view +-15
the balls clipping thru the ground on catwalks happens to a lot of items on catwalks, they're really messed up hehahah
happened to me with a fucking engine yesterday π
Oh wait
This isn't the thing about throwing items?
U mean literally just dropping?
Yeah that's just raycasts hitting "nothing" therefore the item drops in front of you with a raycast pointing down, which hits waaaay down
mhm
sometimes if you drop things at a weird angle you can make shit just drop thru catwalks
it HAS mostly happened to me with eggs and stuns
but it happened to me once or twice w items
It's not really about the item
mind you I wasn't close to an edge
I assumed it would be harder to get bigger items to clip thru
Which is why if you dropped while inside the cruiser looking up
yee
The item will automatically be above the cruiser
Nah, basically same idea
makes sense
Happened to me with an engine too once.. even recorded it, but it's somewhere hidden in subfolders on my pc
Also on catwalk
Probably because the railing collisions dont actually contain the entire railing, just the top part of it
Did you guys make the Pokeballs Heavier?
No they're supposed to be 11 lbs currently
Update time! Gonna check later what changed and if the mod is still fully compatible.
If anyone knows what the new enemy is and does then DM me the spoiler please^^
|| https://gyazo.com/0036acd33f34caf68a91c1e7df1c96c2 ||
Time to work on some v60 stuff ^^
Any ideas for the behaviour?
My suggestion: ||It hates loud environments. Any voices (except owner, who's voice decrease it) increase the stress level. Silence or shaking it from time to time decrease it. If it reaches a certain point, it morphs into the aggressive phase and kills the last voice source, no matter if player or enemy). Goes back to chill phase afterwards.||
It can be like a Magikarp, not useful until it enters the aggressive phase and starts attacking anything that makes a sound in close proximity to its owner, similar to the final phase of an eyeless dog
I like it, ||rock it|| if you dont want it to attack, let it get mad otherwise
Ye, ||rocking would decrease the stress level. If someone other than the holder holds it out will drastically increase the stress level towards that player, if someone else rocks it, it would attack within a second or so I could imagine||
I'm working on the design of the PC. Should I keep a terminal or can I do a basic GUI interface like a windows 98? I prefer the second idea but idk
As it's an "advanced" technology it may be ok
Or buttons on the model itself that will get triggers added to them?
Otherwise both seems fine to me :)
I like the incorporation of that
Even though you cant capture the baby yet. Does it still work with v60?
so far i haven't found any incompatibiliteis, but i've only done the very basic tests. Nysvaa will do some when he's back at home. Lmk if you guys find any or if it's fully compatible :)
LethalMon [v61 / 0.4.8 - alpha]
0.4.8
- v61 compatibility
- You can now find filled balls in the dungeon
- Nutcracker stops shooting at invisible enemies and its line of sight is now more accurate (thanks to @NiroDev)
- Tooltip are now properly hidden when a monster is called back (thanks to @NiroDev)
- Fixed a bug that could make the player go underground with the tulip snake (thanks to @NiroDev)
- Big code refactoring and cleanup (thanks to @NiroDev)
Is there gonna be a feature where a player dies with a pokeball, it returns into their inventory instead of being dropped? Or will that be too broken?
I'm currently working on that. On making the mod less punishing. It can be a possibility actually
But I prefer the idea of having a PC where you can duplicate monsters as will (as long as you have empty balls). It'll be less broken, and it'll require money in order to keep your monsters
0.4.9
- Fixed a softlock on ship ladders if a player has a monster out
- Bees now stun on sight and have a cooldown
How common are the filled balls?
I hope it's not something I find once in a lifetime
Haven't tested yet but hopefully it's high enough to feel fun
50% by default but it's configurable
Oooh nice
My friend was very greatful to find a thumper I really love this update
Yo maybe lethalmon insurance could be a thing? Where you buy insurance for your monsters so they don't disappear when you die
Pet insurance
Will lethalmon allow captured monsters to follow you around at the company building? For now they just stand there idle and can't move. I know NavMashInCompany fixes this issue, but wondering if Lethalmon will have a similar feature built-in it so others don't need to individually install a separate mod for them to work there.
As it's not a simple code adjustment to make it work it would be the best to disable having your tamed mon out in the company building as long as this mod isn't enabled. Could add it as a note on the readme then.
A hard dependency on Thunderstore would also solve this, but I'm not a huge fan of those and rather want to keep them as little as possible
Will have to check that again π
Could be another mod doing an even earlier patch that skips ours entirely, or a desync from our side.
Is there any other mod in your modlist that could change the brackens behavior?
I'll do more checks when home again. Do you remember if you were the host this round?
Once we found the cause for this it could be a neat config option to set a percentage for this to happen intentionally π
The best fix would be to find where in the code the bracken behavior is set to 1
@frigid dock i was fairly sure it would've been fixed with the second patch in here: https://github.com/Feiryn/LethalMon/blob/master/LethalMon/Patches/FlowermanAIPatch.cs
nah no mods the affect brackens
As this patch tells for OnColliderWithPlayer: If there is an owner of this bracken, then don't run the code for killing the player.
So it's either "client owns bracken but host has ownerPlayer set to null" or "there's another code part that calls the kill rpc" or "another prefix skips ours" imo
Have you restarted the game since then? (if not, can you please share the LogOutput in the BepInEx directory)? Maybe there's an exception in the log preventing our code to run correctly π€·π»ββοΈ
it was are first run wth the mod but heres the log
Hmm, haven't found anything in the code yet that could cause it.. but found an exception for masked in it, so it already helped a lot ^^
And.. baboon hawk and dog fighting each other heavily in the logs (there are like 50+ exceptions in a row for that :p)
yeah got a dog it was also like really small is that suppost to happen?
Yep it's a pet dog :)
LethalMon [v61 / 0.4.9 - alpha]
STEVEN WHAT DID YOU DO
I also love that he's so calm afterwards, like it's the most reasonable and acceptable thing ever to kill a crewmate if they cross its path
At least it will be optional now I guess
https://gyazo.com/dd03176d1351a8df486db09c5cf6cc6f
enjoy this unnoticed bug that happens when you retreive a tamed masked while they're lending you their mask :p
i love how it looks like they're rotating, while in reality they aren't ^^
That's so trippy bugs like this are cool
I need more bugs that break ur game instead
thats kinda goofy lol
0.4.10
- The less an enemy has health, the more it is easy to catch (thanks to @NiroDev)
- The nutcracker's steps are now less loud
- Fixed a bug that didn't remove the mask if a player retrieved the masked while wearing the mask (thanks to @NiroDev)
- Fixed a bug that made the balls collide with the cruiser and sometimes make it go upside down
- Mirage mod compatibility: prevent tamed monsters from mimicking the players voices
- SnatchinBracken mod compatibility: Make the bracken drop dragged players when captured
- Fixed bees behaviour
LethalMon [v62 / 0.4.10 - alpha]
Baboon hawk is in testing phase.
Maneater behaviour is round about 75% done i'ld say. Animations and finetuning left
What will the man-eater do?
EAT MAN
close enough :p
it will be mostly passive, but once it attacks you better haven't stressed it earlier
when it's done, it will go back to its baby phase. it will also be the first tamed enemy that ||can kill the tamer under some circumstances||
very interesting mechanic curious to see how it will play out
ooo super cool, been away since v60 came out cuz I wanted to avoid spoilers
Hope I didn't spoiler you too much with it
I don't think so no hahahah
New throw algorithm in progress π
send me the code afterwards thx
Sure
Send me credit card info afterwards thx
it okay, im used to recoding stuff
There is an issue with the bracken when using the NymphBracken model for some reason it's stuck in a T pose state I tested it with another bracken model changer (Freddy bracken) and it works perfectly fine with that one
0191865f-305c-1aba-fc34-c8699d4eaabf
I know modded enemies cannot be captured but pls make this biodiversity compatible
It's not a "modded enemy" technically it's a model replacement of the bracken
?
?
Im talking abt biodiversity like the aloe and that
if i had to guess probably just a bug since the nymph uses custom animations
ah makes sense
Maybe later, we first focus on vanilla monsters
Yay
most biodiversity enemies are very similar to vanilla enemies and im assuming finding unique ideas for them that dont just copy vanilla will be quite a challenge
The aloe can hold you and protect you
kinda lame though...
also shes supposed to heal you
but just healing is also kinda boring
Fair
heads-up: if y'all are planning on adding the ||maneater|| make sure that it ||won't eat scrap bc yes maneaters eat scrap lol||
It's one of the most difficult thing I have done yet
There are a lot of physics calculus it makes me crazy lol
whoa that's smooth af
it won't :) i'm working on it's behaviour and i'm familiar with the code and know it could.. but implementing its behaviour itself is already a ton of work as its base code is so complex
wanted to ask, what is up with the ghost mask thing ?
The ghost appears if you fail to capture a masked
Thanks a lot :3
So cool
This mod just keeps getting better and better
I love it
One of my favorite mods
Will players finally stop attacking tamed mobs after this update I wonder lol
Does using the bracken to drag enemies away work with the snatchingbracken mod?
Yes, if you try to catch a bracken dragging another player away, it makes him release the player
Is that the "Freddybracken"-mod? Still working for the current game version?
Oh nice thanks
Oh yea i see it now
Cool mod dude
And the allies just stay on the moon when you leave with the ship?
Tamed monsters? No, they are automatically retrieved on the ship
Or you can retrieve them manually with P (configurable)
Oh so they accompany you all the time? How many tamed monsters can you have? 1? How do you untame?
Yes, 1, you can't, you can only retrieve them in their balls
But you can lose them if you die or leave the moon without the ball
So the balls in the inv say what monster they contain?
Yes
Currently you need to place the ball and scan it but later it will be visible on the ball
What if you get a ball from another player and throw it on the ground? Is it your monster then?
It is yeah
Copy this algorithm to the eggs for the sake of it pls
https://www.youtube.com/watch?v=fgVXwJSNcB0 Lethal mon mentioned
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It really does! Thanks for sharing it with us :)
so damn good π π₯
Scrap going through doors is a vanilla issue I think
Throwing eggs also goes through doors, I believe
The ThrowEverything mod has this problem too
I fixed the issue
If they're remaking the throw algorithm, they may as well look into it tbh
I think I will release the algorithm for everyone and make a small mod to fix the egg
Like a library
That's a very good idea
I wonder if the maker of ThrowEverything can use this to their advantage
Maybe also find a way to add different weights to different items
Actually my algorithm only works for spheres
But you said earlier that you could make any item count as a sphere
Yes but it will look weird on non sphere items
Like clipping through walls or floating above the ground
that's so fucking COOL dude
I would look into making the throw a little faster? it looks a tad floaty but the fact you guys got it to bounce off the fucking wall is insane dude
you're so insanely cool
I can try to increase the gravity.
I had to go back to school with physics formula like parabolas or projection of vectors on planes haha
that sounds like some complicated ass shit
ye if it's not smth that's hard to do for you that'd be really cool
also, prepping a doc to show you about the stuff I told you in dms
Thanks! I can't wait to see the result
Can this get lcvr compatibility where you have to actually throw the ball
I say can as in, can it be done, and can we pls do it
I won't make it a priority, sorry. There are much more important features to release first.
Also I don't have a VR headset
Awwe man
yoooo this is amazing!! !
im not even gonna begin to think about the math it took for thatβ
i think every time a player dies, every creature returns to their ball? i watched a friend die and my eyeless dog vanished.
also, should probably change it to actually say the player name instead of player0 or player3 for clarification.
I will check that, it's a possible bug
Do you talk about the text above monsters that Niro developed but that isn't released yet?
kinda, i did see that, it's pretty cool. wasn't sure if you were replacing that with the scan text or not.
btw, random thing but wouldn't it make more sense to have the bracken always standing upright instead of doing their sneaking animation?
make people more aware of his presence n whatnot
My text probably only shows the player with a number because it was in LAN mode without steam involved, as I started it directly from the exe
We will see when it comes out, but I'm confident it will show the correct name :)
I tested it and it's the correct name yes. I fixed it on the scan node however
perfect ππ»
Quick survey. I want to make an optional reserved slot for the balls, with ReservedItemSlot.
Do you prefer to have a config field (true/false) to enable it (available only if you have the not required ReservedItemSlot mod) or do you prefer an new mod (like LethalMonReservedSlot) that you have to include in your modpack and that depends on LethalMon and ReservedItemSlot?
Downloading more mods for a feature that can be added to an existing modpack would take up less space, so players modpacks won't get too big.
Both arguments are valid, the first one makes it hidden, because you have to both have the soft dependency and look into the config.
The second one takes more place into modpacks
I'm personally not a fan of people who ask fix mods etc to merge into one mod just so their modpack can appear to be smaller, the content is the exact same
It's not a personal issue for me. I am just speaking for players who complain about too many mods being in a modpack and that have low end PCs.
Is it really impacting performances? I'm not sure
The more mods/modpacks you have do take up storage, which can impact performance, especially if your storage drive is close to being full.
There is almost 0 difference between the two implementation in file size lol
0.5.0
- Baboon hawk is now catchable (thanks to @NiroDev)
- Throw algorithm has been greatly improved in order to prevent clipping and make it more natural
- Tamed monsters now have {owner}'s {monster} above them and parameters are configurable (thanks to @NiroDev)
- Balls are now smaller
- Balls now fall correctly after a capture
- Masked xray distance is now configurable (thanks to @NiroDev)
- Fixed tamed monsters owner's name in the scan node
- Fixed tulip snake being stuck in air when stopped controlling from too high (thanks to @NiroDev)
A big update π
As a lot of things changed, please tell me if it is incompatible with another mod
LethalMon [v62 / 0.5.0 - alpha]
100+ mods are nothing compared to that 
What does Baboon do?
It's on the mod page: Echo-localizes items and defends you
Oh cool
Does he attack any monster, including non hostile ones?
I don't want him massacring my loot bugs ;w;
Can I has link to throw code
Yep he does, but in a smaller range from you (a bit less than the start room of the base interior). The damage is very low and the cooldown for attacking quite high though
The code is for spherical items so yeah it makes sense in this case
I'm looking for people to help with this mod, as it takes time to develop and all.
I currently need:
- A modeler for a PC (a bit like the terminal, and no animation). More info in DM if you're interested (and you can obviously refuse even after DMing)
- Coders willing to make vanilla monsters catchable. It can be a good exercise for people willing to improve their coders skill, as the base code is already done. So no need to be an expert
- Eventually testers, if some people are motivated to test the mod
I don't know if it's better to make a post in #1210315682613436446 or elsewhere
i got dms when i put it in my mods page
i wrote this at the top of my mod's thunderstore page and got dms of people wanting ot help
most didnt really do anything at the end but u might find people
(please ignore the shitty model)
Such modern, very wow ._.
Compared to the terminal...
But it won't be really modern, it will be more like a windows xp or 98
yooo this is a pretty cool start
This PC will have the following features:
- Mod tutorial (with images)
- LethalDex (3D model of the monster rotating (or just an image if it's too hard), catch rates, behaviours...)
- Scan balls in order to copy monsters DNA. Then it will be unlocked forever. But only original monsters can be scanned, not duplicated or balls already filled as they are missing some DNA parts
- Duplicate unlocked monsters with the previous feature in empty balls (maybe with a small cost)
- A secret feature later :)
broooo WINDOWS XP???
3d model of hte monster rotating should be available on the bestiary of every enemy btw
I love testing for bugs im in
Thanks, I'll ping you when we'll need tests
Does someone want to work on this model or on the screen wallpaper or icons ?
Sure I can work on the wallpaper and Icons but i am not good at 3D modeling
It has to be in the industrial and dark theme of the game, and relatively simple
Also the icons are : tutorial, scan, duplicate and lethaldex. Square icons, I will put them side by side
In the middle
^
9
16
2
New mod
Closer than i thought it would be
forever as in this run or forever as in for as long as you have the mod downloaded
Forever like until the end of the world
But I'll maybe make it host based to prevent cheaters
fair enough
wouldn't the lethal dex just be the bestiary entries?
Yes but graphic + with lethalmon info
Is there a bug where ghost girl haunting other players can be heard by everyone for some reason last time I played this most we had a issue where everyone could hear ghost girl but when I stopped playing with this mod ghost girl sfx worked as normal we recently started playing with this mod again as of the new version 60 update and this issue reoccurred
I will take a look later if it's accidently triggered for everyone
Is this gonna be included as a dependency when people install Lethal Mon?
No, you add this mod only if you want to
Gotcha
Alright thank you
Does the captured bracken still kill their owners or teammates?
I don't know. I spend a lot of time trying to reproduce the bug but I can't find why
@primal ferry tried to fix the issue but idk if it worked
It didn't.. will have to add more logging for the next version. Also I'm playing today with my group so if it happens I may know more
Balls you purchase from the terminal disappear when you die
Is this intentional?
I thought they'd count as proper equipment
I was so sad when I lost my balls

Check the config, you can keep them if you want to
Thank you!
doesnt each monster have their own capture probability? so when you set something else than 0 in this slider it overwrites every capture probability so that every monster has this one capture probability of this slider?
It adds/subtracts to it. Internally we have a difficulty of 1-9 where 9 is the hardest. If you set this to let's say -2, then an enemy with a 9 will have a difficulty of 7 now, while an enemy that previously had a 4 will have a 2 now :)
oh okay nice thanks
How do the spawn weights in the dungeon actually work. I assume they are not their own pool? So the weights work in the context of all other spawnable scrap? how do i know if a weight of 20 is much? @primal ferry
20 is normal for a vanilla game. But the more scraps mods you have, the lower the chance of spawning a ball there is. In my own modpack, I found that 40 is good because we often find balls. I think that the solution is to test it yourself by playing. If you don't see enough balls then you increase this weight
is there a way to empty the ball to get another monster with it? @frigid dock @primal ferry
No
Hey thank you for the mod it's amazing !
Just wanted to report in case it's not already known that mounting the spore lizard seems to make me invincible to certain enemies like the jester because they are bodyblocked by the lizard and can't reach me. Is it a known issue ?
I wasn't aware of it, thanks for the bug report!
Glad if I can help !
Good guy lizard trying to help out more than it should, ye
oh ye, noticed that too in my tests. The collision detection is a bit "not so on point" here π₯² Will temporary replace it with "checking distance" again till we found a reliable solution for this one. Currently reworking the ghost girl a bit internally
Gj ghost girl... gj
The teleport happens when it's too far away from you though, so at least that's intended ^^ it's the same for any tamed enemy
no i knew that
the "tamed" nutcracker seems to not shoot masked enemies... maybe its because im using lethalintelligence but its still a masked enemy.. so it should recognize it right? the nutcracker just doesnt do anything to them when theyre standing right beside him. also the hoarding bug rarely goes to get items.
Anyone having their pokeball clipping through the ship when sometimes dropping it? I've been having this issue since this new update. A pokeball is sometimes lost in the process.
I got this bug too
It seems to happen when you put it in the cabinet
The pokeballs appear outside the ship for whatever reason
Is it happening over time or already when placing it there?
I place it there and then a few seconds later it's gone
I forgot to test this π’
Maybe wrong object parenting π€·π»ββοΈ
your network object
show the settings
you're the last message so imma ping you @primal ferry
https://github.com/Feiryn/LethalMon/blob/master/LethalMon/Items/PokeballItem.cs
It's in here. I'm not at home currently
Line 56
you guys scare me
also there's no code there for the NetworkObject lol
im pretty srue yall just have a bad setting turned on in NetworkObject
nvm, just checked through the unity assets
What are you scared of?
why is it a generic component function lol
also a lot of tryget from networkobjectreference to networkobject, but kinda can just use it the same way/cast it straight up
Because we have 4 types of balls
i usually just assign that stuff into the prefab π
Oh ye, have to tidy that part up a bit^^
I think I can remove the generic part of it completely. There used to be some other things in that method that I sorted it earlier, so that it's not really required to be generic anymore
I like this generic part
Having all the balls registered at one central point is nice ye, just the T might be obsolete. I kinda like it too though^^
uhhh i think my pokeball just noclipped-
How did it happen? You threw it?
that pokeball is lost to the backrooms
I cant wait for the Spider and the Coilhead mons, i wonder what they can do to help with our scrap runs XD
spider is obvious
coil head can block doorways so stuff cant go through it maybe
i will say
im really impressed by how little errors there are in this mod
i kept checking the log for specific things and i didnt get many at all
i still would kind of like something thats not just
yknow
pokeballs
kinda too on the nose i think
but whatever
also expected a lot of monsters to be op but they arent really
minus bugged stuff like the spore lizard
speaking of bugs
baboon hawk echo location isnt working im pretty sure
and eyeless dogs are disfunctional
More is coming, but it takes a lot of time to develop
@jovial ledge the only thing i cant wait is i wanna have a pet spider or even best the Forest Giant to protecc me π
Very soon, @quick lake is working on it
oh ok
he still hasnt finished his design?
Probably i think the Spider can slow dosn enemies with its web and attacks them? π€
i thought he worked on it a few weeks ago
Design is done, he is working on the models right now
yeh, I was gonna make em w Sipho but he got busy, so I asked ham and he's been p quick w it, he did 2 models on monday and one today, then we'll probably do the last one later today
just gotta texture paint em n stuff
We all have a personal life, it can takes time
Not sure about Coil heads and Jester but i would see one of these monsters can actually packed a punch to the monsters that actually cannot be killed lol
jester can be an extension ladder
i just think that would be really funny
you can already stand on top of it when it isnt popped
Or maybe, the Jester can scare away the enemies tho
Oh wait...we have Bracken who drags enemies away..
that
isnt the same thing?
This happened to me at the company casino when I retrieved it. Retrieving the monsters on uneven ground seems to make the balls clip through the ground
yeah
Can you stand on the jester while it's moving? Don't think I've ever tested this, if that's even possible in vanilla
I ask chatgpt of what the Spider would do in Lethalmon and this is what it gives...
What do you guys think? π€
Why tho? π€ Not accurate?
How tf did it know what lethalmon is and what you mean
I explain to it
When i try that it forgets instantly
Ye then there some that actually quite make sense and theres....not really that makes sense lol
Like this one for example
these were all things we said in this thread so I'm convinced discord is selling all of this thread's data to companies for AI training
Thought the same^^
That.. or some people here are chatgpt bots disguised as real people π
When is Nintendo sending the cease and desist
We'll change the balls models soon enough
And then we will have nothing in common except the idea
and Nintendo doesn't own the concept
Does anyone here have a bug that makes capture balls fall through the ship floor and disappear?
This currently happens with a fair bit of terrain
Didn't know the ship was one of them
Does it clip through after calling the creature back into the ball?
Or just when you drop it
Does it happen often?
i dropped it while the ship was in orbit. The ball fell through the ship floor and into the void.
Haven't had this issue. I thought most items weren't allowed to be picked up in orbit
No, atleast not for me yet
Oh, I use the mod to pick up items in orbit.
This mod probably didn't account for that then
Just wait till the developer responds though
I'm just guessing here
Before the game starts?
It also happens when the ship is on the ground too, but at least it can be picked back up by going to the bottom of the ship.
As I rewrote the code for the fall, the mod maybe didn't fill all the required fields
Yeah, both that when while between quota, I am using this mod to pick up stuff before ship land. https://thunderstore.io/c/lethal-company/p/NutNutty/AlwaysPickup/
For now, I put those capture balls on the table or on the terminal to prevent it from falling off the ship.
I don't know if the bottom ship window from the ship windows mod causes the ship hit box to be weird, but that's just my guess.
It can be
Maybe it's on the transparentFX layer π€·π»ββοΈ
I don't think so, else all items would clip
Also true
@wild ruin can you send me your modpack?
o yea i actually had the same idea
i also thought it'd be neat if the cobwebs reduced your fall damage
Or...more like the cobwebs helps to slow down enemies
OR...The Spider can be able to help you to navigate through the entrance, in case you get stucked.
This is just my opinion, i mean its up to the developers
ah yes, thx chatgpt
Ask it for the other remaining enemies please^^
Jester, robot, manticoil and barber
And doggo maybe too, as it's too niche rn
I think blob as item carrier, earth worm as fast traveling option with oneshotting outside enemies as usual, forest giant as shield and Maneater as hardly controllable offensive mon would be fine enough already. Maybe another idea for the worm π€·π»ββοΈ
honestly i think dog should also get spore lizard riding mechanics and spore lizard should get smth else
it doesnt know what the odl bird is lmfao it just made up an entity
Robot
ok well i feel like old bird has a lot of uses
it has a flashlight for a head, speakers to lure dogs, a claw for items, it can fly...
nto to mention a flamethrower
I came up with a few non AI ideas
I feel like there's only one thing the old bird can and should do
Make it controllable! Left click could be one move (fire rockets) and right click could be another (flamethrower)
Make it the hardest entity to catch though since it'll probably be op
Maybe the crewmate could sit on the old bird's shoulder when you're mounting it
Could also just give it an autopilot mode where you just send it out and it goes out and kills everything
Manticoil could remove fall damage and maybe carry an item while following you at all times (it's basically an extra inventory slot)
Manticoil could also make you floaty like you're in zero gravity
i had a rlly similar ide actually
you could like look thru its camera and fly it back to the ship
jester could have two modes: carrying loot (like a box) and super crazy ape kill everything before it gets tired mode
If it does have that killer mode it should be a one time use per moon
Otherwise it'll be far too op
either that or u have to manually wind the jester
and it'd get really tired after going ape
Oooh I like the idea of manually winding! This could also play into the negatives that the author was trying to add. (Like the Nutcracker killing players if they get in the way)
It'll take precious time out of your scrap run
But in return you'll have a clear facility until the monsters respawn in a couple in-game hours
Failing a jester capture should make him pop out instantly
But he still starts at his slow speed and then ramps up
Maybe Old Bird can be an exosuit of some sort since it'll likely be smaller once caught. Its lore can be some what of a smaller prototype used for warfare compared to the big ones. When mounting, you'll be put into 3rd person view
Advantages & Disadvantages:
- Higher defense (or have 150 hp since 100 HP is internally the max for the Employee). Like, it takes two hits from the spider to kill you But instead it takes 3.
- Rocket Fire. Two shots is all you have until cool down resets. Teammates caught in the blast can be accidentally killed
- Jet Pack gimmick (hold the jump button to trigger and use like a Jet pack). Can run out and has cooldown.
- Weight is increased heavily and you're more vulnerable. Can still instant death by land mine, Bracken, Dogs, etc.
Do you have a code or mod manager file?
It takes too much time adding them 1 by 1
Also I can't manage to make the balls clip
I tried a lot of things and it doesn't work, I don't understand
Become old bird
I like that too
ooo that could be rlly cool actually
would also be neat if you could use the claw to grab an object/player (no entities tho)
just run up to your teammate, pick 'em up, fly them away from the ship and leave XD
Oh wait, what aboit Coilhead tho? π€
still collecting ideas ^^ so far we got:
- Support (blocking way of enemies / less likely targeted by others)
- Attack (react to enemies the same way it does to players, while in a specified range to the owner)
- (lmk if i forgot a good one)
I want to have like a monster that can be able to navigate player either to the Fire Exit or the main entrance tho (which is nearby)
had that idea too, just no idea on which enemy it would make the most sense
without making it too op
blob would be savage xd
Oh
I forgot about the water jelly monster
Hmmm....i mean its movements are slow, unpredictablity.
Hmmmm.. π€
idea so far is to make it an item carrier though
but no time yet for the implementation :)
i kinda want the blob to also be like a kind of trampoline/fall dmage cushion
yep, just dumping items on it and it will carry them for you
Ahhh, but its movements are slow tho π€
will you make the hygrodere react to boomboxes positively (i.e. speed up) just like its wild counterpart? could make it interesting and the boombox more useful
OH
Like we can use the boombox to make it go faster
That makes sense -
Oh and also maybe one more thing to adf
Instead of just 1 monster to help maybe 2 instead?
But cannot be the same creature? I guess? Idk, just an opinion
will do xd
if i can make it balanced ofc
might get unbalanced real quick
Damn xd
ohh riiiiiiiiiiight completely forgot about that game mechanic XD
sounds are a first version from what i found on the internet.. they're probably improvable by a lot from someone with actual experience ^^
0.5.2
- Fixed balls clipping for some players
- Fixed thumper not working in mines
LethalMon [v62 / 0.5.2 - alpha]
Nice
I cant wait to get da Spider XD
Its annoying how it cannot be catched atm
But i leave it up to you guys, youre the developers
Could work on it before continueing with the others, as it should be a relatively fast one if it remains a full support mon
I can see the Spider being useful ngl
I believe the Spider could be a
- A monster that can slow enemies by shooting its webs and attacks them
OR
- A monster that can help the player to navigate either Fire Exit or Main Entrance
Either way, yup, the Spider will be a great assest to help the player lol
So far i'm mostly with
- slow down enemies
- help negate fall damage by shooting a web below you (maybe)
the navigation part could be nice too.
Just not sure about making it a full support as it's two-shotting players, so it's quite strong
Huh, i didnt even thought of that tho
I thought of the Spider as a supportive side like the web can slow down
But the falling down part is literally i didnt thought of that too
Just me giving out some ideas
But seriously, the Spider is quite annoying to deal with especially since we dont have any monsters that can insta-kill the enemies XD
Is there someone here native in english and willing to help me with the dex descriptions?
I think using it as a jump pad would be really funny
like it comes out with its head coiled and then if you jump on top it shoots you upwards
I'm not native but I study English, maybe I could help?
Sure, the goal is to make descriptions like in the video
The basic descriptions are here: https://thunderstore.io/c/lethal-company/p/Feiryn/LethalMon/
If it's not precise enough I can explain it with more details
hell yeah, will add it to my to-do list π
Updated the UI π
I am so damn looking forward when Spider is catchable, im so in love with this mod already. Whoever created this mod needs to get a raise XD
Ahh that's some great stuff!!
Made some good progress with spider today. It follows me and shoots webs at enemies (with cooldown) that slow them down ππ»
Should we be able to bounce off the spider or it's webs? And if not on the webs, how should they behave instead for players?
So it only shoots webs?
Bounce off? Like elaborate?
If its possible, can you be able to send a sneak peek of it? π€
So basically does the Spider slows down and attacks them or just slowing them down only?
I mean it will be good still regardless if its slow down + attack tho
Just saying
Yeah but we already got so many attackers
Hmnm... Thats valid i guess
Agressive monsters that don't attack look weird. Like the thumper for example, I think it looks weird
But i mean it does its job like destroying doors and disables turrets
And yes, it does seems to look a bit weird
Maybe because if it does, then its too OP? π€
Anyways, cant wait for the next update where Spider can be catchable :3
I agree it's been on my mind for a while. It wouldn't hurt to have more monsters attack and be aggressive ( since they are LethalMons after all ). We still don't have any monsters that can fight a dog or giant consistently (nutcracker).
Oh yea....now that i can think about, there arent any mons that can actually put up a fight with the Forest Giants and well, the dogs
I think you could have them go after specific enemies if you wanna nerf them or prevent all monsters from just being killing machines
like, the spider could attack only hoarding bugs, snare fleas and man eaters
thumper could try attacking maskeds and butlers (untrustworthy of human-likes and also rebellious)
I think a full support spider would be cool, and bouncing off the webs would be neat
imo I still think it'd be reaaally funny if you could get shot up by a coil head's coil uncoiling
Okay guys hear me out.
The skills for Coilhead -
- Coilheads can be able to block enemy's path when being chased.
Idk if there's anything else i can think about it
Or maybe i ask chatGPT? π€ Idk if that will gave a meaningful answer
I think it would be cool if our monsters weren't invincible
And could only be revived in the ship or at the company
Btw what do you think of my opinion of the Coilhead skills?
It's a bit of a boring ability if that's the only thing a coil head can do
Then any ideas?
Also it won't really work to its best ability on wider maps like mansion or mines
I don't have any ideas for the coil honestly
So what do you have in mind? Because thats the only think i can think about them XD
It's a hard monster to think of abilities for
Well, time to use chatGPT then XD
Well, i have found some answers, im not sure if the answers are legit or not but at least i gave some context as how the Coil-Heads skills are :
This is from chatgpt by the way
looks pretty okay to me π€
honestly fuck it, make coil heads just a head
you can put em on the ground and they'll just look at other coil heads, they can bounce around for movement and you can even spring jump on em for outside functionality
bonus points if you can grab them after letting them out of their ball and throw em by themselves to deal damage to enemies
would even come back to you afterwards as long as you ain't looking at it
That....kinda works too i didnt thought about that XD
Using the head of the coil as a weapon...XD
I like the idea of coil heads being able to watch other Coilheads
the first, second or third one?
Kinda like the peeper item from LGU
Oh lol
Does anyone here have the same problem as I do? The capture ball teleports when it is put in the cupboard
How does this happen
Do you have a mod for the cupboard?
Like to increase the limit or idk
there is no limit to it
Oh
you can store an infinite amount of items on it by hovering your place item prompt on an empty part of a shelf, then moving your camera to the area you want the item placed
you can do this both vertically or horizontally but vertical is easier
anyways im pretty sure whats going on is a vanilla game bug
on occasion when you place an item in the cupboard it becomes invisible and everyone else is able to see it but you cant
you can hover over its interact prompt but its unable to be picked up by you, someone else has to
the exact same bug actually happens with the cruiser, company building counter, and the mineshaft elevator
because all of them reuse the code the cupboard uses
i think it also happens with the new item in the v64 beta because it drops items out using that code also to place them
but idk about that 100% might be its own thing
but both are similar for why it happens
swapping your inventory slots too quickly
dragging out the item too quickly for the new item
then the elevator has a whole separate issue of desyncing some items positions
its a fuckin mess lol
i dont think so
im surprised no one has made a fix for this yet
the elevator desync makes sense it hasnt been fixed
but the invisible items has been a thing since launch
and no one has fuckin fixed it
btw as for why it happens when you drop an item i have no idea
maybe also just fast inventory swapping
No, the cupboard is not touched by any mod, as far as i know
generalimprovements removes its doors
but that wouldnt change this specifically
..it just removes the doors
I'm still looking for someone to work on the model of the computer
I will let Nysvaa do this soon when i gave my okay π
Currently making it stable. It will behave as following:
- Shoots a web at a nearby enemy, that slows them down a lot
- Shoots a web below the player shortly before hitting ground, if they would take damage. The web makes the player jump and gets destroyed afterwards.
- Can shoot a web on command (action key) in front of the owner, on which any player can jump on (10 times)
Now that is pretty nifty, like using the webs as a jumping device? That also works in those buildings where you need to jump on that metal beam....why did i not think of that? π
Will it be possible to use the web to replace the extension ladder? Like to go to the fire exit in the map that I forgot the name
Oh yea...mayhe i think the Spider can shoot at the end of the metal beam before jumping across
Also i feel like this is a very good mod that i feel like i just wanna donate a small tip to the creator who made this possible...may i know who?
I'm the original creator but @primal ferry helped me a lot, I think we worked on this mod 50% each
Okay, i will donate to the both you next week onwards. This is the perfect mod for me to play my solo runs
Like i have a monster that can keep me company throughout my entire solo scrap runs
Im not just happy bro, i am VERY EXCITED.
And me being a total idiot be like -
"Hey, i wonder what skills should i request for this particular monster blah blah blah and etc...the inner child in me is showing.
oh wow, didn't expect to get a tip. Thanks a lot! π
Glad you enjoy ARE EXCITED OF the mod
Wait, you guys dont get tips?
π€
we haven't asked for any and nop, not yet :)
So...im the first? π
yup pretty much^^
Can a small donation of $10 is okay?
Singaporean Dollars i mean
Yeah but I'll not refuse a coffee from an happy player... To get more energy to work on the mod π
Anything is okay