#LethalMon [v80 / 0.6.10]
3917 messages Β· Page 4 of 4 (latest)
@primal ferry already worked on it I don't remember exactly its behavior
Outside
Bee moon
Send the logs then
???
I'm on mobile so it's not easy to read but my guess is that AdvancedCompany is screwing everything up
Your logs are full of errors from this mod and it patched some of my code
If you want to test it quickly, you can install make the balls cost 0 in the config so you can buy them for free
Or install imperium then f2 -> write pokeball
So just....
Buy poke balls
Yes right
Yes they are.
Send all logs
As it screamed at me that it could not do anything
Weurd
Just ping me if we find a solution
Just don't use Advanced company. That mod is severely outdated and is full of incompatibilities
There're many mods that offer the same features and are updated consistently
It was updated for V62 just recently
And well Ive been using it for months and im super lazy to change it
Unless there's suggestions
I still see advanced company in the logs
Being calm, but hates noises. Can be calmed again by owner, but also stressed by him if shaken too much. Once enough noise has been made by an entity / player it will start hunting and kill anything in range it dislikes, even the owner
TOO MANY RULES
I mean is it the issue?
I dunno honestly?
so if you're better, why i don't see any github commits with your name on this repo huh? π
well.. that's doable.. also questionable but who am i to judge ^^
I aint a nanny!
I collect loot

I dont like taking credit, I'm just that nice
what do the ghost girl and butler do? i tried testing with them but i couldnt find out what they did
Did you check the dex on the pc?
i cant lie i completely forgot about that π
Scan the ball to unlock the dex entry
thats for the adult maneater when caught?
so, why exactly should i even catch it if all it does is get pissed off and kill me and all my friends?
it better offer something amazing to make capturing it worth that level of risk, there are no other mon's in this mod that hurt the owner and they all offer pretty good utility
It's stronger against other monsters than any other tamed monster, only with the drawback of being able to kill players too
It calms down slightly when hearing the owners voice though, so you can't anger it by talking as long as it's tamed by you
Hey I saw other people were having the issue but I cant catch any of the monsters and when we find a ball on the ground it spawns it for host only and spawns infinitley and does damage to the host idk if its a compatability issue but any help would be awesome π
OMG SAME
WEIRD
3 people now
no yeah I reported it a few days back
most likely an incompat, because it happened to us as well
This tbh
So far the pokemon have already been relatively balanced by how hard it is to catch them compared to the utility they offer, so having something be hard to catch and hostile to you after the fact doesn't seem worth the possible use against creatures- especially if it's limited to certain physical ones (ie can't kill coilheads or ghost girl). For that, one might just stick to the Bracken.
Maybe instead have the maneater function as a deterrent? Ie when it starts crying monsters in range (maybe up to two tiles away) instinctively back off, and if not calmed down it either runs away (forcing you to track it down) or automatically retreats into its ball, thereby putting you at indirect risk from other monsters.
Also, this could just be something that isn't in the dex or me bugging, but there doesn't seem to be a dismount option for the mounts outside of putting them back in their ball. Maybe bind that separately to the command key, since there are maps where putting them away immediately risks them falling through the floor?
Damn you have alot of ideas XD
Wait also?
There must be a mod we must all have or something
Crouching is the way to dismount. There should be a control tip on the top right that tells you that, but it might be bugged. Haven't tested it in a while
ok so atleast it isn't all noise, that does make it more useful
i'll have to experience the captured little guy in game first to make my opinions on his mechanics, the maneater has been a mon i've been very excited for
but the idea that it can dish out even more damage than a nutcracker is a little wild, it certainly has the potential to be the strongest mon in the mod if you play your cards right
i don't have a problem at all with a mon that encourages high risk-high reward mechanics, thats pretty much what lethal company is all about, the only part im wary on is the idea that my friends talking and dropping/picking up scrap is enough to set the little guy off, because thats not exactly a variable thats easily manageable, which would make the maneater much more useful to have when playing solo over multiplayer
but like i said, i wanna get my little grabby hands on him first before i make any judgements about his mechanics, the rest of the mons in this mod have been fairly well balanced and very creative and useful mechanically, so i don't think i have to worry
the mental image of cradling a fully grown adult maneater and rocking it to sleep is amazing
This mod has a lot of potential. Just about any time I bother with getting involved in the community, it's to spitball in places that seem open to it
Only thing it shows is the critter's picture and the action it's taking, plus the option to put it away
Can you send me your modpack?
Or someone else who have the bug too
what does the mouthdog and thumper do? Idk how to trigger their actions
yeah ofc its a thunderstore pack :) 0192383a-86af-3585-79f7-0355ed667123
Thumper breaks doors doggo distracts things
how that work for distracting ain't that going to sabotage with the another dogs? or are you talking about indoor it serve as 2nd shield mobs attack the dog first?
It's explained in the dex on the PC
we lost a run and the PC didnt respawn on the ship
So weird
The issue persist without advanced
Send logs
I forgot to get em
@thorny knot do u use thunderstore and if so could i have ur pack to see if we got any of the same mods o.o
pokeballs turn in to random items when i load a save with one in my ship
You probably added a mod that added an item
Then the IDs are not working
Found it, it's because of the "Scallg" moon
Why does a moon mod modifies the enemies...
bro wtf ahah alr ill try without that cheers man :)
@frigid dock works great now thanks man stupid ass moon ong
you sure? it doesnt have any code
Yes I tested it with and without
I don't understand either
@manic marten do you have any clues?
nope 
I made all my moons using Audio Knight guides, and I'm surprised that my moon conflicts with a mod for Pokemon mechanics
I add a component to the monsters prefab, but it seems to be removed when your mod is enabled
But the bug happens also on experimentation or any other moon
And for example it happens with the bracken but the bees are working
Maybe it's because of the copies of monster prefabs? After the release of v64 I decided to make 1 in 1 as in the Audio Knight guide
Maybe something similar is also on Tauralis because I did it there too
nah you're supposed to do those blank references
thats teh thing
LLL replaces em with the actual copies
how are u adding ur component? @frigid dock
Loop through the enemies types and call AddComponent on the prefab object
hmm problem is not all enemies use start/awake so i cant even suggest that lol
no idea
thanks coilhead btw
The components are added after GameNetworkManager.Start
yeah im pretty sure thats too early lol
Any suggestion for this hook?
uhhhh
terminal awake maybe
@hushed rock would know when he wakes up
tl;dr, they mess with the EnemyType SO on GameNetworkManager.Start, and i assume that's too early for LLL's replacement stuff
It's not even working after terminal awake
So I guess the issue is not because it is too early
Nevermind
It's working after terminal awake
lol
I compiled in release mode so I wasn't using the right dll lol
WE HAVE TO DELETE SCALLG?
π
No I'll release a fix in a few minutes
A moon mod causing that issue is so weird
twas not the moon mod
0.6.3
- Load enemies AIs later to prevent conflicts with other mods (like LLL's moons mod)
LethalMon [v64 / 0.6.3]
Its LLL?
read the chat lol
Will when i can
@thorny knot dw its all fixed now :)
uhm found a interesting bug if u recall goop whilst someones standing on it it perma bricks them and if u tp them they become a disembodied voice
Btw what was the issue/incompat
Some LLLs moons
But it was my fault because I loaded monsters AI too early
if i use imperium can i spawn a pokeball with an enemy in it?
Same
why not just spawn the monster you want and then a master ball
thx it worked
it seems that on saving and reentering the lobby it doesnt properly save the content of the balls. suddenly theres another monster inside.
0.6.4
- Fixed PC not respawning after players got fired
- Fixed a bug that spammed the console of errors if a tamed enemy agent was null
LethalMon [v64 / 0.6.4]
Is there some sort of API/pull requests i can do to add pokeball thingies to my custom enemies?
Not yet but it is in my to do list
oke nice
Which monster do you want to add?
What would be their behavior? (So I can check if all necessary functions are already here)
uhhhh im not rlly sure tbh lmao, but it wouldnt be anything super complex cuz the harpist itself is a pretty basic enemy
its just a ghost that goes round playing music with a harp and attacks u if u annoy it
Alright, it seems completely feasible
cool
it could follow you around giving you a boost when its playing a music (like more stamina or something)
tho it would be a bit too good - at least theres an idea where you can start from π
that would be a good idea for the bagpipe ghost cuz the bagpipes were originally supposed to give u a speed and damage boost + reduce fear level, but at the time v50/55 (cant remember) came out and I wanted to wait till its properly done to do the patches and then just forgor
maybe we can rename it to clownharpist?
circus music needs like a whole ass band tho i swear
i was gonna do a mariachi band but couldnt be bothered
eh too much work tbh
ye
i still need to develop a laser beam thing, been lazy about it
is it like a solid beam or a projectile type thing?
yea thats aids
true
im ngl, this game i was introduced to, 2 weeks ago
has taken up atleast 50 hours
i wouldve modded so hard
if i didnt know this existed
roblox best game ever
its alot easier than lethal company since u dont need to work around the zeekers spaghetti code π
Idea for the snare flea: Creates a hammock on the ceiling and pulls you up to make a safe spot from monsters
Caveat: Places with really high ceilings can give fall damage, and whatever you do, do Not use it in the facility interior main entrance
The snare flea is already designed, it will act like a healer by going on your head
Your idea is good thought
will you be able to see with it on?
No, that's the downside
fair, it would be kinda broken if you could walk around with it constantly on
i really like that though, we don't have a healer mon yet
once again impressive creativity π
The sound makes me think that it would bounce on the ground a little bit
If it doesn't, u could do a coroutine ongroundhit or whatever the override function is called where u change the position up and down a bit 
Made it not rotating, isn't it better like that?
Should be a bit bigger I think
The ball or the monster?
Monster
lethalball
I love it too. Agree with making the monster bigger
Would be better as a payed upgrade per ball on the pc
Would be cool
thanks!!! me and @small jay worked hard on em :D
yall did pretty good
I think if anything it should vary between monsters, but I do agree hoarding bugs should maybe be a lil bigger
I love what Nysva did with the transparency and the sfxs, great stuff :]
thank yoush !!
I still have 3 more in the backlog, I've just been a bit busy with college and other shtuff
whoa thats so cool!!!
I realize that we also probably need icons LMAO
@frigid dock Would you want the new icons to be in the style of LC's scrap items or to be renders of the balls like the tool items?
for the scrap style I'd probably go for something like this (duck scrap icon I made for biodiversity)
I think that a ball icon with this style will look great!
Great! would you like different ones for each ball tier or will a single one suffice? they're super quick and easy to do most of the time lol
it'd be neat for the balls to also have icons indicating what creature's in em.
Maybe 1 per ball so we can differentiate them?
It's planned, I'll add the monster sprite at the bottom of the ball icon
What are the new names for the balls? I imagine they'd be something like
Monster ball (Pokeball)
Great Monster Ball (Great ball)
Ultra Monster Ball (Ultra Ball)
Master Monster Ball (Master Ball)
Or something else?
I call them company capsules, personally
abreviated to com-cap, you'd have com-cap, reinforced com-cap, naval com-cap and prime com-cap
that's what I decided to name them in the doc anyway
thats a rlly cool name actually
i feel like it could just be "capsules" coloquially but official known as company capsules
definitely could shorten it to capsules
@unreal cargo I made the API public, here is the debug version. As you're the first one using this, I will take your feedbacks before releasing it.
To register an enemy, you can call LethalMon.Registry.RegisterEnemy when you want (basically when your plugin starts), but before Terminal.Awake.
The documentation should be good enough on these parameters to know how to fill them.
For the TamedEnemyBehaviour class (the AI of the tamed monster), you can check https://github.com/Feiryn/LethalMon/blob/master/LethalMon/Behaviours/ExampleTamedBehaviour.cs or other implemented monsters like https://github.com/Feiryn/LethalMon/blob/master/LethalMon/Behaviours/HoarderBugTamedBehaviour.cs.
Finally, if you enable the test room (with LethalDevMode or something else), you can change the monster in a ball you hold with 'O'
I will make a better documentation later but I had enough doc for now lol (I spent a lot of time at work doing doc too this week)
Sick
Sup 
Just wanted to say you're a bad friend

The best mod I wanna see with this is Biodiversity
I won't be the one doing it tho
I know I know
I'm just saying I'm hoping to see it
I would say football but there is no reason since like
As much as I would love it, I have to say currently its out of the scope of Biodiversity. We could get back to it once the upcoming stuff are done and Figo figures out the ins-and-outs of the API.
Oh I know y'all haven't even done all your content yet
But eventually once you guys full release I consider biodiversity alpha ATM I would love to see the compat
nice, ill have a look at it at some point
Should I add back the kidnapper fox as catchable?
- If the monster is not enabled back with yesfox or another mod, it can only be found in the dungeon in a ball that already contains the monster
- If the monster is added back with a mod, it will also be catchable
If it can be added without errors, then sure
I tested it and everything seems to work
Please bring the Fox back I beg you ! He's a good boy π
sounds good! the icon I made for it is also my favorite so I'm super down hahah
Yeah I kinda like that idea, I don't run any mods that bring it back so only being able to find it in the interiors as a rare spawn kinda makes it the legendary pokemon of this mod XD
Will the fox be added to the PC so it can be cloned?
If I follow the logic of the other monsters, you shouldn't be able to clone it as you didn't captured it yourself... But as it is not available in the wild then maybe
trueee
i don't mind either way, one option increases the rarity and the other option increases its uniqueness
HELL YEAH BOIIII DOGGY TIME
wait the fact that it stuns enemies is rlly coola actually
also kinda dangerous XD
runnin straight into danger only to buy yourself some time to get away from said danger
It's been increased a lot
It also damages them
Makes sense
tho ig its also useful as an assist pokemon - hittting the enemy while theyre grabbed
o it does? mb mb
Catching it with a pokeball with a 100% chance how much of a change we talking?
2 hp damages + 2s stun
Pokeball: 5%
GB: 20%
UB: 70%
It can be used as mount and it's really fast
yikes 
Peak
When's the update coming?
hmm wai
Hopefully in the next hours, but I have an ultimate issue that I don't find how to fix
out of curiosity does spore doggy do anythin different now
What's the new issues?
No
But now the player is sitting
Something with the dog not initializing well on clients on the first milliseconds and it makes the ride trigger go far away
Well I mean this is the first time Ive ever seen a ridable mount
Yeah it's a really specific bug
Rest in peace
does the trigger come back after its properly initialized on the client?
No it doesn't
0.6.5
- Refactored the code, changed access modifiers and added a lot of documentation for modders that want to add their own monsters (public API)
- Added Kidnapper Fox back (it can be found in balls in the dungeon, or can be captured if re-enabled with some mods like YesFox)
- Completely new Eyeless Dog behaviour
- Players are now sitting on Spore Lizard and Eyeless Dog instead of standing through them
LethalMon [v64 / 0.6.5]
When are you going to add the new lethalballs?
Not soon, it takes time to create and code
Oke
I still have to move the camera depending on the position of the viewer
(also that's what you look like in third person, but you won't be able to see yourself when it will be finished)
I also need someone to design the shape of the portal. As it be created by the barber in a wall by cutting it, I need something like a breach or a crack
If someone is willing to help me on that, it will be greatly appreciated
damn.. that looks sick already, when keeping in mind that you just started a few hours ago π
whu huh
i think my brain just bluescreened for a good few seconds trying to process what i was seeing π
thats so cool omfg
also the 3rd eprson view looks hilarious
new specimen unlocked:
Balls found as scrap that contain dogs in the facility have the old dog behavior
All of the lethalmons can't mostly cross around most of the wesley moons (Sometimes they clip through certain things that isn't just part of the ground for an example a custom building/area) Best to replicate this in on atlantica
I guess that the interaction trigger to mount it didn't appear
For whatever reason
It's probably due to the moon design
I can't do anything for this
i have an idea for coil-head:
- if you dont look at it, it just follows you.
- if you look at it, it freezes and you can use it to strategically protect yourself against some stuff (shotgun shots, turrets, etc)
- if an enemy comes too close to a coil-head, it will bounce the enemy away.
since coils are so easy to catch, they will go into "recharge mode" (the v56 thing) when:
- looked at for over 10 seconds
- "damaged" by anything other than a turret (they can't be killed but will go into recharge mode when hit by an attack)
- after it "bounced" an enemy
- after it "propels" you (more on that a bit later)
the recharge phase would last for around 10-20 seconds depending on how its recharge phase was triggered. the timer for the coil is recharging mode will continue to go down even when the coil is in the pokeball.
the coil-head also has the ability to propel you in the direction you look - useful for getting away from enemies and for... idk, miscellanous tomfoolery i suppose XD
maybe, MAYBE you could also propel other players for the funni :)
OH
manticoils could lead you back to main entrance
y'all wanted this idea for a long time but couldnt think of a monster that fit
i also kinda like the idea of manticoils acting as scouts - they alert you whenever a monster spawns
good reward in exchange for being pretty hard to catch imo
iirc we both suggested this a month or so ago
cool ideas n shit :)
so, the ideas for the non-implemented enemies are:
-
Barber: can cut portals to other locations with its scissors
-
Snare flea: Heals you but obscures you vision
-
Forest Keeper: tanks hits for you; shield
-
Coil-head: maybe it can launch you via spring and block enemy attacks? [unofficial]
-
Earth Levy: maybe a form of fast travel that also kills enemies? [unofficial]
-
Manticoil: maybe can guide you to main entrance and do smth else idk? [unofficial]
-
Old Bird: maybe some kind of battle mech/multipurpose thing? [unofficial]
-
Jester: ???
-
Maneater: ???
-
Mask Hornets: ???
I planned to make the manticoil a scout yes, by alerting of nearby enemies
oh neat
just... dont let it loose near the main entrance ceiling fan room..............
i mean manticoil is pretty hard to catch i think
it flutters away whenever you get close
i think it should have a high catch rate since its alr difficult to get close to it
hmmm... out of curiosity, what does the butler do rn again? maybe mask hornets can be tied to it somehow
It clean monsters corpses and turn them into scraps
ME ME ME CAN I I'VE BEEN BUSY BUT I can do a small sketch heheheheh
It'd be really hard to balance just using a ball to get rid of a jester, but possibly balance by making break out at full speed popped should you fail?
Sure :)
Thanks
Dogs still have their howl cooldown as a setting. Also can you make one to change the rate weight affects them?
or maybe they aren't affected by weight and I'm just clueless
Weight indeed affects the stamina used
@frigid dock
New thing...
If a person throws a masked.
It just stays behind them like its attached to them.
Eyeless dogs don't care about stamina tho
Also doesn't seem to do inside an interior
Well if you throw it
It's because it literally attaches itself behind them
no as in alltogether
Intriguing
they cannot see it no matter who throws when its catched
For me it was attached to my friend like it was being unseen
another mod is conflicting with this mod making the Masked do 20 Fps frame drops when they spawn. im testing to find the mod causing this issue
these fps drops stay until the masked is killed or destroyed after leaving in the ship
the fps drops are also stackable
i haven't found the mod breaking it but the version of LethalMon before this one works great no lag the newest version puts me at 3 fps so fast it makes me want to cry.
same issue on my end
ALso here
Ill check rq
Can't seem to see any errors on my end
no errors in the log either
the fps drops get larger the less fps you have so if you already have 40 fps it will drop you to 13 possibly 3 fps
so the fps drops are actually there with just this mod but the more mods you add the bigger the fps drops get until i hit the one mod that just break it and one Masked spawning Sends me strait from 90 to 3 fps
my experience was on Seichi, everytime the Seichi masked spawns and dies my fps start dropping
Any masked? Not only the ones from my mod?
there is numerous bugs with masked that cause fps drops
but also fun fact
any monster thats killed still has pathfinding code run
it was the ones from your mod but Idk if that's just a coincidence since they spawned first
unfortunately since seichi copy pasted the vanilla stuff for masked to make the oni, if you use a mod to fix masked bugs, which does exist, oni still have them
no wait it was the one from Seichi, my b
indeed however killing the masked removes the lag until another one spawns
i havent tested the caught masked but any masked that spawns causes large amounts of lag
There is no code running from my mod for uncaught masked, so the issue is from another mod ig
also when I tried uninstalling the mod and reloaded my save to check the effect, the PC still existed and working normally, after another reload it vanished, is it cause it was a previous save?
Send your log file
@frigid dock
uninstalling a mod and then continuing to play on that save will only cause bad things
especially with a mod like lethalmon that saves shizzle into the save files
which isnt lethalmons fault (if you thought i was hinting that)
ye we'll finish up the current save so we wont have to deal with the issues anymore
we kept changing mods on that save lol
this happens even with only your mod installed when a masked is spawned it drops the fps by 5 -10 for the first few Masked 20 for every one after this dosnt happen in vanilla lethal company
0.6.5 has this issue but 0.6.4 is fine.
AdvancedCompany is really buggy
the only bit of code in the mod which touches a masked (apart from when u capture one) is when it collides with a player, and yea theres nothing that could cause fps drops in said code
I tested it and indeed with my mod there is a big fps drop that I don't have with my mod disabled
Now, why...?
Idk
the fps drop doesnt occur when ur mod is not installed?
yeah it doesn't
bruh
yea icl i dont have a clue. There is 1 thing which u should fix but I doubt its the cause of the massive fps drop
u need to cache the TamedEnemyBehaviour objects cuz using GetComponent is "expensive", and can lead to fps drops if used frequently but idk if it can lead to the massive fps drops ppl are describing
this, is a cache dictionary thing which i use, but ye jus make a cache for the TamedEnemyBehaviours
This is probably the cause yeah, that's the only things that I added
Masked probably spams the collide function
fair enough
the base game is full of GetComponent shiz and he never ever uses a cache π
there is no issue if I comment this
I didn't know it was that expensive
And that it was spammed like hell
OnCollideWithPlayer is quite literlaly just the OnTrigger event
itll trigger every update cycle iirc
ignoring the fact that theres also zeekerss code that runs in the background of you patching that method
No offense.
But you blamed advanced last time and it wasn't even related...
π₯²
i can guarantee i can find a few things in advanced company that rape fps
I guess it probably triggers with the mask or smth
But I'm talking about the issues with Lethalmon
It was if I remember correctly
potatoepet is pretty good with code, better than most people i know from what i remember, advanced company is just not maintained rn so probably yeah
And well your code patched ai but synthesis and other moons did it first
Which caused issues.

nah i jus meant cuz it downloads loads of extra mods which add fixes
from what i saw in the log anyway, idrk what advacned company does icl
just a bunch of bloated garbage for the most part lol
fooling no one π
Is it not???
oh is that the mod that there was beef with ages ago?
I don't know bruh
it is but you a big fan of hte guy i remember 
π
What...
I like the mod moron cause I'm lazy
Lol
π
I never said I liked potatoepet
He is weird
With all the stuff he posted
It's just a slippery slope tbh
lol looking at the log its just freaking out tons because he scans the assembly and then doesnt do anything about the soft dependency explosion, lemme see what else is there
Mod conflicts are dumb
But I mean one mod patches something another mod does and it's annoying
it depends on the case, but most programmers (in lethal comp community anyway) dont really code their shit while also taking into consideration that other mods also exist
which is dumb but
whatever
A lot of mods do that in all communities it's a very strange concept
its mostly only lethal company
nah its not strange at all, its laziness lol
For people I mean
Who code anyhow
To them it's like sacrilige
lemme look up what that means real quick
violation or misuse of what is regarded as sacred.
also like not really true, update once every couple months, might change literally 1 line that would mean mods would need to just press 1 update and update their mods
From what I heard sometimes people have to remake the whole mod
ye they jus dont care and/or are lazy
What a world we live in π
yep lol
been here 10 months, nearly a year, there has not been a lethal update that has caused any mod ever to do that from what i know
Weird
If you guys need any more logs I LITERALLY GOT Atlas Abyss
The worst... MOON with lethalmon atm
I was moving at 2 frames after a bit

not enough people complain about those big maps raping fps lol
its like its done on purpose
Is atlas abyss a big map?
idk cant remember lol
Tbh it's extremely small
Atlas abyss spawns a lot of masked
i just know that like loads of modded maps are just fps killers
I'll push a fix when I'll have time
yay, let's goooo
0.6.6
- Greatly improved performances by caching a lot of things and reducing the number of AI calculations
- Fixed a bug that made the content of the balls not loaded properly and prevented other items from being loaded
LethalMon [v64 / 0.6.6]
It will fix the performance issues with the masked
thank youuu
hallelujah
Did it fix the uh
Hoarding bug not holding anything
I wont spend an hour or more searching for this
???
I mean it's a huge issue since it can't do it's job...
But at your own pace
I simply wanted to ask
My nutcracker spawned without a shotty and it tries to shoot slime and roaming locusts by just staring at them
Is there an error in the console when you spawn it?
Send me your modpack as file or code
Ok
Did it fix invisible mimics (for clients)
It's working without any other mod so idk
I'll abandon this idea:
- The performances are horrible (-50% fps)
- This is a pain in the ass to do, especially to make it looks good and natural
I'll instead make a simple portal where you cannot see what's behind
Was a good one, but relatable choice :)
thats very fair, i don't think many will be seriously upset about that, especially if the core functionality is the same
that seems like a better idea performance wise, yeah
also forgor to do this for a few days, but now since we know the portal won't show what's on the other side we could have the portal be shaped like this, with the inside being an animated texture of some tv static?
sort of plays into the barber's horror theme I suppose!
I thought about space with twinkling stars
that could work, the barber's also pretty whimsical like that
hmm
how could the barbers invisibility be incorporated into the portal texture
maybe the portal testure could always be "half-rendered"
idk
otherwise, itd be cool if the portal were some kinda trippy illusion
Hey, is it just me or whenever I try to use the mouthdog all the stamina drains insanely quickly and I can't do anything with it. (I can't even walk with the dog and he runs out of stamina insanely quick.)
no that's how it works
ig
they lose stamina over time while you are riding it, even faster while sprinting
dw tho it doesn't mean anything even at no stamina you can sprint
just have it fade in when you're near
great ball isn't capable of being bought in the store, it just says "item not in stock" whenever i try to purchase one, all the other balls can be bought fine
It's a known issue
ah gotcha
Stamina drops quickly if you are heavy
What about these effects for the barber's wall cuts?
ooh i like those
they aren't too visually distracting but they are animated and fit with the design style of the game
These are cool
whoaaa thats awesome
maybe a blue/red border would be slightly more thematic than the pink one tho
but that asde this looks dope af
ok I think I found something
itemfusion is really mad about nutcracker ai? idk employeeassignments was getting really confused after I killed the assignment target of a snare flea
[21:14:22.2912571] [Info :Starlancer EnemyEscape] Adding EscapeComponent to NutcrackerEnemy(Clone). It may now roam freely.
[21:17:09.4022032] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
AddonFusion.Patches.NutcrackerEnemyAIPatch.NutcrackerFireGun (NutcrackerEnemyAI& __instance) (at ./Patches/NutcrackerEnemyAIPatch.cs:12)
(wrapper dynamic-method) NutcrackerEnemyAI.DMD<NutcrackerEnemyAI::FireGun>(NutcrackerEnemyAI,UnityEngine.Vector3,UnityEngine.Vector3)
Maybe these two mods create bugs
I'll try without either
it works but sometimes I have to put them back into their ball because they lose their shotty
black would be better imo
You could have it screenshot both portal sides as still images perhaps?
I think it's fine the way it is
This could be a drawback for the mon
You could cut a hole and end up in a hole tile
You'll never know where the hole will lead
It will never lead to a hole but you don't know if there will be a monster, turret or anything else nearby
It can only happen in custom interiors if the designer places the vents above a hole
So the portals spawn at vent locations
Also, i think it would be cool if something got added to the texture/model to signify a monster is tamed (specifically added to avoid conflict with skin mods)
Also what creatures dont have a funcion yet?
At potential vent locations. In fact, only like 5% are potential vent locations are used
There is already the name above its
Almost all monsters are already designed
Giant, Manticoil, Earth Leviathan, and Coilhead aren't catchable yet
you could probably have the butler bees just bee circuit bees but maybe a less powerful stun in exchange for a cheaper price
I mean like a model would be cool
.
still a few more like jester, maneater, old bird and snare flea
Oh yeah
(and butler bees tho they seem a bit bland)
would it be possible to make the old bird a delivery system
like, it holds your scrap, and then flys over to the ship outside and makes it be placed securly inside
There are already 2 monsters that can carry items so I don't think so
One thing that can be used is the flashlight
well the idea is it delivers scrap to the ship for you and you continue to loot the building, making it unique from the others
but ok
Well yeah but being unique isn't the only thing that matters when you make a creature
I think what nysvaa is saying is why would you take something like a hoarding bug or a hygrodere if you could take something that does its job better, regardless of if it does it differently
I don't know what the plans are for the old bird, but I do like the idea of incorporating its flight mechanic when outdoors, maybe something like being able to jump on its back and let it fly you to wherever you tell it to go, but even that clashes with what the tulip snake already does
So yeah it's pretty hard, defo doable though
Yes that's what I meant
What are the plans for the maneater? I have an idea or two for it if nothing is planned yet.
It's already designed and a good part is already coded
An idea for Giant. He could have a mechanic where he can grab and throw the player across the rooms and while outside.
Advantages:
- A faster way for traveling
- Can be thrown upward or forward.
Disadvantages:
- Knowing where you want to throw yourself like accidently out of bounds or into quicksand can get you killed.
- Being throwing upward or forward at fast speed. Impact against any objects, walls, and ceilings can cause damage to player.
This idea just popped in my head when I got hit by an explosion from Old Bird that sent me flying.
Will the maneater be capturable as a baby? A "pet" maneater baby that won't murder you would be a dream come true.
yo is anyone up to the challenge or does anyone know whether this is possible (it should be i think but just making sure)
i feel like interior modders could use this portal trick to make some really strange interiors
0.6.7
- Barber is now catchable
- LethalMon AI is no longer added to enemies that are not catchable, in order to reduce unpredictable bugs on enemies from other mods
LethalMon [v64 / 0.6.7]
Thanks π
the barber doesn't seem to cut the walls at all. (Is there a certain condition the barber is needing to cut the wall or..)
whoops. Thanks!
Did you ever fix lootbugs not holding anything?
Send your modpack
code rebirth's shockwavegal kills tamed enemies, even worse ones still in the pokeballs
Arf
does this stand for already fixed orrrr?
No it's like a disappointed noise lol
oh ok
It's one more bug to fix in my to do list
me tring to figure out what something stands for:
it not standing for anything:
oh, oof
tho i dont know which mod would need to put code in to fix it (im not a coder)
I checked and it only exists in French, I thought it could be used in english
oh ok
Out of the box I'ld say it could be a missing check for inactive / disabled mons on their end, as that's what was causing the bracken to get angry at filled pokeballs some month ago too
But see that with a big "could" as I haven't checked it due to not being at home :)
Yeah the sphere cast I use probably doesn't exclude inactive
I just check for surrounding EnemyAI that have canDie toggled on
So this is why my pore pikmans were murdered by it 
thinking about this, is it even possible for an overlap sphere to find inactive gameobjects/colliders?
well, added this justincase
lol
Anyone having trouble catching slime? I threw a master pokeball at it but it just goes through as if it's not catchable.
Also, is there a way to adjust the pokeball throw? When I was staring a Masked in the eye and threw a pokeball at him, my guy just decided it was a better a idea to randomly throw the ball diagnal and away from the Masked. Resulting me from catching him and having him strangle me.
grabs you i got a ztar
WAIT NO WAY
THEY ADDED HIRED GOONS TO LETHAL COMPANY??
I CAN HAVE MY OWN HENCHMEN, MINIONS, UNDERLINGS, AND LACKEYS???
TO GO DO MY BIDDING???????
AMAZING!!!
Looks like he aint winning Mario Party. π
also what do masked do??
when you hire them
Captured Masked allows you to safely wear its mask temporarily and see through walls.
Yeah I need to add a new collision box for the blob as the original one is weird
Were you walking diagonally? It takes into account the player's velocity
Why not make it its damage hitbox?
This is its damage hitbox
Oh? Odd
As in why isnt it the slime itself but only parts of the slime
As it turns around and push you it hits you easily. But for a ball that hits it at a specific point, it doesn't trigger anything
Ok
Ah that must've been why.
From what I saw in the code I believe those act as an anchors for the slime mesh to stretch to. I saw raycasts being use for what I believe to determine their position but I haven't looked into the slime's code for a while
uhh for some reason i can't buy the great ball. It says it's out of stock? I even put the whole name too
Sorry the latest shipment got sold to some kid wanting to be the very best
ok thanks for letting me know, I thought it was because of conflicting mods
It's conflicting with the green suit
I heard his name was ass ketchup
Is it a currently known issue that Eyeless dog doesn't move at all when ridden?
No it is not. Please send me your modpack
0192e0ab-a15e-e2d9-8723-c4442a681a04
You're wonderful thank you!
Another known issue we still have is that when you place Pokeballs inside the locker, they sometimes clip through and fall out of bounce, causing you to lose it forever.
Afaik it's a vanilla issue when there are too much items in it
ooo thanks for letting me know
Also let me know if any assistance is required!
I don't when I'll have time to investigate this
I just tested it myself and it seems to work suddenly?...Maybe it was just the save file or multiplayer only.
Yeah, tested in solo when it works.
When playing with my party last time, none of us could move the dog
I'll try to get somebody to help test it out soon but it's a pretty busy day.
I can test it easily don't worry
How do I get the masked to lend the mask?
There's a tooltip on the top right telling you which key to press. Iirc it was P but don't mark my words
thats to retrive the ball
btw theres also this bug
I made a hoard bug, nut cracker, and a bracken. Relaunch the server and there seems to be 3 brackens instead of my bug and nutcracker, also they were in different balls.
Oh ye you're right. Thank you
Pressing B (my default hotkey) to activate certain mon's abilities (such as Masks and Baboon Hawks) causes nothing to occur, and for a weird output in the console log to be given. I forgot what it said since it was last night but I can go and re-check later.
This was done in a solo game, enemy spawned and then captured with a spawned masterball.
Anyone know why I can't seem to give my hoarding bug my item? The prompt is not showing
hoarding bugs collect items that you havent found
It should also have an interaction that you can use to give it the item you want
Not to be a hassle, but can you tell which mod that might be making it so that the bug can't take my held item?
0192f41f-9dd6-0edd-a953-02b832ffebe9
I already saw this bug but idk
okk
Currently, when pressing "P" to recall a pokemon, sometimes you get stuck into a thrown state where you cannot pick up items, interact with anything, (including doors) etc.
You can fix it by pressing P again- I've seen the bug in a few others mods and even vanilla as well with thrown items so it's not isolated to LethalMon.
But it seems recalling pokemon causes it to happen consistently for us
Hope it's not a bother posting so much Nysvaa, just figure it'd be helpful for pinning down and fixing issues.
I know that there are a lot of issues with my mod but I don't have the time neither the motivation to work on the mod currently

it's all good bestie, ya gotta take a break from time to time!!
Fair enough
deal w the stuff you gotta deal w first, that's whats most important
So, the kidnapper fox doesn't come out of its ball when I throw it
Do I need to use the mod that reintroduces the critter?
Maybe try with yesfox
I'm using yesfox but when I've used balls on the Fox they went right through it so the capture never triggered
Have you updated the mod? That was the issue for me
Lethalmon btw
Yes it's up to date
Dunno how long ago this has been said, when using Lethalmon after you throw the pokeball out to get the monster out and when you want to call it back in the ball you get bugged from picking up items oor interacting with other things. Anyone know a fix for this issue?
its bugged atm
Get terminal conflict fix
i have an idea for bigger catchable creatures like forest keeper to work fine, make them only releaseable in exterior
if u try to release them in interior, it do nothing
With this logic, dogs at full size would fit inside
Forest keeper will likely be shruken down to an appropriate size just like how they did with dog, thumper, and spider.
somehow i can charge the pokeball
automatically makes ur pokemon an electric type
Mega evolution?
Why cant i mount caught spore lizards and tulip snakes?
Na, electric type terastallisation
Damn, no updates? π
I moved to other personal projects, I sadly have no more time (nor motivation) for this project

But the project is open source, if you want to fork the project or open a PR, it is up to you: https://github.com/Feiryn/LethalMon
So, decrepitated
Afaik it's still working
I thaught decrepitated was for no longer maintained
its not deprecated
Ok
its just nysvaa lost motivation, doesnt mean its 100% deprecated
Oh ok
If an update completely breaks the mod I'll maybe take a few hours to fix it
Kk
This was a good mod
But now the only updates are maintanence
Better than none-
I think the catchable monsters we have for now are as fine as it goes. Big monsters like the Old Bird, Giant, and Earth Leviathan are best not being catchable due to their size. The other remaining monsters seemed pretty hard to come up with unique abilities for that would be appropriate to their character. Overall this is still one of the best mods out there.
I have to 200% agree with this.
yeah, just saying what about when more monsters are added
Its kinda sad to see that this popular mod is being shelved behind, tho at one point, i would have gotten Coilheads or the Forest Giant by now. π
Sorry about that :/ But looking back at what Nysvaa and i have achieved with both of us being relatively new to modding i still see it as a great project that might've been a bit behind the hype.
I'm always here to help anyone out who want to help out and continue this mod for us π
Dude, i really want my Coilhead or my Jester by then π i will definitely donate you again at some point tho. I REALLY LOVE THIS FLIPPIN MOD
Just give me till like next 2 weeks and i swear on my word, i will donate you as much as i can. You got my support Niro!

Damn, no one is continuing the mod anymore. This mod is just too good to just leave it to waste
They mentioned they would probably keep maintaining it but not adding more features. Maybe someone would pick it up later or Niro / Nysvaa would find motivation to keep working on it but for now it is what it is.
Yeah that is why i did ask in the general chat if anyone is willing to take over them and continue with the mod. This mod is too good to left to waste to be honest.
Any takers to continue this mod project? π€ We can further discuss the amount of the donation...
1 billion ugandan dollar
Lol
yea so currently balls just disppear when catching an enemy (or spawning one) most of the time.
Are there any errors in the log?
a
anyone is still have the knowledge to code for Lethalmon? I really felt bad seeing such a good mod has gone down wasted,
whats wrong with it?
The mod hasnt been updated for a very long time
Also by right, Coilhead and Manticoil should be out by now spoilers
I haven't noticed any issues with the mod
been using it for a week
only problem is as the host I cannot retrieve mons for some reason
but my friends can
Gg. Anyways, out of context, me and my buddy are developing a cool mod that even nobody modded it till today, interested?
^ update: keyboard was seen as controller and therefore the keybinding didn't work as intended. Was not a bug within the mod
i know people are upset about no new content for the mod, and i am too, but thank you sincerely niro for committing to keeping the mod functional
its still my favorite mod to have been released for this game, tying with wesleys moons, in terms of general gameplay this adds so much and had this mod been deprecated and unplayable i would have been heartbroken
No problem, will try what i can to at least fix the gamebreaking bugs. Visual bugs and incompatibilities may remain unfixed due to limited time (and interest tbh). Still there to teach other modders our code if they want to continue development on this one in the future
very respectable!
@primal ferry Umm sometimes the UI wont popup when u throw a mon out
which makes it to where u cant recall
it consistently happens when throwing out bees
Are there any errors in the log?
I'll check next time around
despite fixing the game reading me as console, most lethalmons would not retrieve for some reason
butler and hoarding bug seem to be consistent
I think its just a me problem atp
idk
I think I fixed it
I disabled controller input all across my computer as well as steam
apologies for the false alarms
I believe it detects wooting as a controller due to the compatibility
Hello, if someone encounters a bug caused by the new update, please report it there
Not sure what's causing it but so far Masked and foxes don't appear when their ball is thrown
Got a barber out of a pokeball that spawned inside, used it to cut open a portal and then when i teleported i was pushed out of the map and i fell to my death
PEAK
Hold on, this mod is still ongoing?! 
So how unlikely would it be for some compatibility mod between CodeRebirth and LethalMon?
Not made by the creators themselves of course, they have their own work and lives.
Just a fan attachment type thing done for fun, started by someone who knows nothing of code really, and is just a writer.
Anything unrealistic about that whatsoever?
So I got a bug report list
(When an enemy is brought up, assume it means the Tamed version)
Minor Bugs:
β Circuit Bees don't have any UI that shows up in the top right corner.
β Nutcrackers' shotguns sometimes disappear and stop working after teleporting to their owner from long distances.
β Kidnapper Foxes sometimes freeze up and stop working when in the facility, though the cause seems inconsistent (UI says something about an unknown behavior state).
β Brackens can get stuck on cabinets and other objects when grabbing an enemy, and will drag them in place indefinitely (in my testing, eventually they get unstuck and properly started dragging them away, but it took around 30 seconds).
β Eyeless Dogs will get stuck in their sprinting animation whilst walking after sprinting at least once.
β Tulip Snakes cannot fly you out of or into the ship, acting as if the entrance is a wall.
Minor Non-Bug Issues:
β Masked's mask becomes much too obstructive when in the light, and cannot be taken off without returning the Masked.
β Nutcrackers stop being able to move when shooting.
β Nutcrackers target unkillable monsters.
β Tulip Snakes walk on their owner's head rather than snapping on like hostile variants.
Major Bugs:
β Sometimes, seemingly at random, people will not be able to return any monsters whatsoever. This seems to target specific people in the lobby (A temporary solution would be to let people replace their current monsters by throwing out another one).
β Some Monsters seem to not save in balls on game exit, consistently the Bracken and Nutcracker seem to not save and turn into empty balls instead.
DeSync problems:
β The angle of monsters seems to be inconsistent, sometimes standing diagonally.
β Nutcrackers appear to teleport around when standing still and firing when watched by other people.
β When a monster returns automatically after the ship leaves, the ball it appears in will not exist for some players, but re-appears when picked up by a player that can see it.
0.6.9
- Fixed a bug that made clients unable to retrieve monsters using P
LethalMon [v73 / 0.6.9]
Thanks for the bugs report!
that would actually be cool
But what about these? We still need to somehow capture all the vanilla monsters if possible
Actively being worked on right now actually!
And not to forget the newly added Sapsucker
nice
I can't say any of this is official, but I've been concepting a lot of stuff for the base LethalMon recently
The CodeRebirth stuff is still planned, but being pushed to the side for now
And about the Nutcracker targeting immortal enemies bug, I think that should be a config feature, for those that have a mod that makes them able to be killed
That is also planned, adding a blacklist system
should be a bool
ok nvm this
I will say, despite the concepts, still don't have much of a team
I would want to, but not have much time and knowledge to do
barely even making and publishing an audio replacement mod, how embarassing
I'm just saying it as a general thing, so don't get too excited about the concepts stated, as none of it is guaranteed
What am I looking at in the first and last image?
mining helmet from legmr moon
bozo-apparatus from bozoros' interior
thanks
the helmet looks strange
helmets*
oh, it's just scrap, it would've looked strange if you really could wear that as equipment
@frigid dock barbers are permanently in the aggroed state from failed catch when they spawn in
caught barber doesnt seem to work in wesleys interiors very well also
So, news about the mod...
We have not done anything yet!
Yeah apologies, unfortunately we don't have a coder. We have the concepts and such, but writing doesn't accomplish much when trying to build something.
So yeah, until further notice, this mod is at a stand still (at least my variation of it). Again, sincere apologies.
Hehe, not really. Cause i just dropped a video that is about to go wow. XD
working on Snare Flea now! For more details, DM me (:
Guys, I might be coding Forest Giant though, any suggestions? π€
Hi, I see that some of you are interested to improve the mod. Thanks for writing its future! I personally moved to other projects, and I don't have the time neither the motivation to work on it. I don't even play LC anymore.
If you make changes to LethalMon, you can either make a PR to the github repo, and your changes will likely be merged and released in a new version, or you can make your own version of the mod and publish it. Please note that the license states that public releases of the mod forked from the main code must also be open source. It helps people see what's inside and continue/contribute to it if needed.
thanks but im making my own flair to it! Right now, i am working on Forest Giant as we speak! (:
well, i will be positing the forest giant update here! Technically, the "eat" animation that giants do is hardcoded on players only but hey, at least the attack logic is there! (:
and btw, this is not lethalmon update, its a mod that is like the "predecessor" to Lethalmon but in my own flair and style! (:
juat a..small update in my own mod, now the terminal allows you to purchase your own bodyguards (: its like Lethalmon but with a twist and my own flair :3 if i cant post the image here, let me know i will delete it straight away. (:
I don't mind if people fork the mod and make their own things out of it, as long as it's communicated like that to the public. Don't want to hype up people on things that potentially won't come.
To be clear, the main developers of this mod continued with other games, projects or have to focus more on their real life and thus won't have time to work more on this mod. Everything that's happening from here on is not in our hands.
You can always contact me about code related questions if you aim to work on this. For any updates from the community, I'll be there to review and accept pull requests.
For mods forked from this one please create a new thread. You can link it here for advertising purposes, though. That's fine for me
If you aim to continue this mod, please contact me or Nysvaa first and (later) get a pull request up, before posting videos, notes or anything here.
I want to avoid creating false / unfulfilled expectations, but also support those who bring new features to this mod.
Got it!
How hard are the poke balls to get?
Modded Monster compat real

Rn as of what i have seen my friend cannot join with lethalmon active
Ey how is this mod doing ? it is in my top 10 mods
You pay for them in the terminal or you find them as random scrap, sometimes already containing a lethalmon in it
i actually i did posted in the mod ideas but because people are so toxic to AI related stuff, that is why i just scrap it off. So, i might be doing it in the near future? But now i am working on a utility mod as of right now (:
People aren't "toxic" towards AI related stuff, they're sceptical. AI can be a great tool in the right hands, but it isn't fully covering the work of a developer as of now, especially when creating things not many have done yet
its not really about skepticism
its the fear of meaning behind human engenuity and hard work being tainted
especially in the art scene
wouldn't say that as of now for the coding scene. for art scene i sadly agree
it's one of the downsides of AI. some generated things feel "soulless"
I see.
Is there a new version / page of LethalMon?
Assuming it's been updated for v80 / v81, the site I have still labels it as v64 in the description.
(I do see in the changelog that v0.6.10 says it's updated for v80, but I just wanted to double check)
It's indeed v80 but I forgot to change it in the manifest. I will change it
I know this is probably a dumb question but can I battle my friends PokΓ©mon?
Also do I make it attack by hitting something or does something have to hit me
Thanks!
It is not possible to make mons battle.
They attack on sight or if you get hit
Ah Alr
Can I make them attack my friend if my friend hits me with a shovel
I don't remember if it does
But the nutcracker doesn't care if your friend is on the way
Or if you are
been having issues with hygroderes not damaging players upon contact?
gives me some warnings to do with this mod
[17:16:41.2380607] [Warning: LethalMon] No TamedEnemyBehaviour component found after EnemyAI SwitchToBehaviourStateOnLocalClient
[17:16:41.2390584] [Warning: LethalMon] No TamedEnemyBehaviour component found after EnemyAI SwitchToBehaviourStateOnLocalClient
Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!
ok this server hates fun so I can't post the link nor will it embed
Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!
but I found this cool ass pokemon fangame trailer that's called Lethalmon.
Looks fucking sick asf and reminded me that this mod is also sick asf and I need to try it again!!
maybe post it without the http / https or if it's youtube then only the query parameter (starting with "?")
okay, i see some videos when searching for lethalmon. they may took some inspirations, at least with the name ^^ may watch it later, not from work
I saw videos of this fangame at the same time I started this mod more or less, I think we both had the same name idea
oh good call! i'll look and see if there's a yt trailer yeah
