#LC : Surfaced [v73]
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I guess it's a way to make them spawn while not interfering with other spawns or smth
power level is designed to interfere with spawns but that was not our intention.
Ah that makes sense
fun
go my swarm
an idea i had is letting stun grenades kill urchins, without splitting
maybe a setting to configure urchin damage too?
or zap gun
what if you could crack urchins up with a shovel
They have 2 HP. aka two hits with a shovel
thought it wasnt added yet
we have pathing changes in the pipe to help them from congregating as much and you can bump up the Ship padding config to deter them from the ship as well. refer to these examples. #1253438625958592522 message
Ship padding is live so you can use that one to help right now.
some people like that higher chaos. we'll continue adding configs to help people match Surfaced to their prefered playstyle.
not bad. Seems possibly too effective tho? ๐ค
Isn't the current solution spending like 2 ingame hours killing 50 of em
No the solution is to kill them earlier than that or have a shotgun for groups.
Or dont camp the ship. They go to where people are.
give the zap gun more of a use please ๐ฅบ
Zap gun can only affect one target though?
ye what is this zap gun love u speak of xD
erhmm make it targer more than one
image of bald man with light bulb saying urethra
Listen man that item's so useless
yah but that's boring, they're used everywhere
I'll make a brand new item but I dont wanna mess with vanilla items
truee
zeekers can have those
zap gun kinda niche
wouldnt be useful for any of our monsters
so what i do want to rework on mantis shrimps is them walking away from the player after being in warn state long enough, to avoid blocking a player. Theyre getting a particle revamp for their punch. The warn range will be slighlty bigger to give more reaction time and their power can be 0.5
the rest would remain the same
as for Bruce, I feel he's in a good state, new configs for his health detection and range are coming in the next update also
and i dont think him being rideable can really be a cheese strat or anything because you cant control him
also its just fun
its only as cheesy as standing on the main door. or standing on pipes in the cooridoors or standing on bookshelves.
most people don't use em
so its not a worry of mine.
So we are making a few changes to bruce, most importantly, his bite.
right now when he chases, if you hit the attack hitbox at any time you get bit
we want his bite to only register when the actually bites
right now it feels unfair when you get insta killed for touching him
version 1.1.0 boutta be a big update
Bruce has 5g
using bruce with radar boosters
Can a config for Urchin move speed be added? I feel like they are really fast
they need to be at least 2.0 
It would be funny
might actually be a goated strat
Hi can we have an option for setting damage of mantis ? I don't Like the fact it one shot and there are a lot
that would remove their entire purpose but if there are too many you can change the spawn configs
you can change spawn weight, group sizes and max amount of mantis
these are all the planned changes for the mantis shrimps
the defaults in some setting descriptions don't match with their actual defaults
Or another ways to dodge them
? screenshot?
did you change any configs?
what other way could you dodge them?
Maybe sometime they sneak out in there houses
And may also hide
And attack in random moments
The Peacock Mantis Shrimp is a puny pugilist with a ferocious attitude. They are more than a little territorial, they know exactly whoโs moving through their patch...Unaware of the mantis shrimpโs presence, the crab strays close. Too close. With the velocity of a .22 caliber bullet, the mantis shrimpโs strike is the fastest in the animal kingdom...
the entire point of our mantises is to be visible, they are brightly colored and make a distinct sound
they only serve as obstacles to those who dont pay attention
found the issue
we have defaults written manually when they are auto generated\
There was some weird bug that I had earlier, while using this mod. My friend and I were at adamance, and he told me saw a giant shark down below the bridge (bruce) but when I looked below the bridge, I didn't see bruce, instead I saw "the wicked" from another monster mod that was also created by you
Then when we went down to go look at it, it started chasing us, but on my friends screen it was bruce who was chasing him
while on my screen it was the wicked that was chasing me lmfao
Is that why whenever I boot up lethal company, in the bepinex logs it says something about failing to load bruce because of some duplicate?
I don't remember the exact message log
but it always says something like that
yeah theres a duplicate id
i thought it didnt have any effect but i guess not
had a time where Wicked was bruce
we could also have a config to tweak Bruce detection range 
yippe
Imagine urchins popping the cruiser tires
Would be hella annoying tho because the cruiser is my death machine
you can run them over
hooray!
thats really my main reason for having a cruiser is to run over stuff
vehicular manslaughter
I love it when Im getting chased by something and my only path to safety is blocked off by 150 million urchins
this is what happens when you dont take care of them early lmao
there can only be 4 max at the start of the day
Yeah but sometimes my friends and I just forget about them since they are hardly noticable when you first land
then once it reaches 3 pm you go outside and see the entire map is covered with those fuckers
it's a good entity and unique I like it
but man they just have to be in the wrong spots at the worst time
I was getting chased by a giant on adamance and the pathway up to the ship was just blocked off by 50 of them
so it was either let the giant catch me
or run through them
were releasing a slight change to their ai next version
I ran through them and died
well now u know lol
just like masked or any other mob, u need to learn the mechanic (altho yea first time experience can be funny or frustating as hell)
nah I kinda think its good to have them clumped up
presents more of a threat
the clumping they meant is clumping near the ship, blocking your way back/out
this
aint no way youre going back barely alive but theres no way back cuz theres a wall of urchin lmao
submit to the urchin
also Bruce is the only monster that can easily go through the urchins
the urchins act like a barrier for everyother monster
which is a neat plus
you could make a moon where the entire premise is riding an actual giant enemy around between ship and entrances
the masked finds ship/entrances right? you could modify that code so a giant mob like a turtle etc pathfinds between entrances and ship, stopping for a bit at eather
would be a great fit for all the moons that are coming out that are geared towards the Company Cruiser
make that a whale, and make bruce a bit smaller to contrast
i think a humpbacks giant fins and flipper would already be perfect to jump ontop of him
+1 for ambience whalecalls
as an excuse for the convenient movement from Exits to the ship you can make another entity or obstacle that spawns like the vain shroud (growing mechanics?) at the ship and entrances
the giant transport creature will on its own, passively, migrate between these spots and linger there while grazing
eating the grass/ schools of fish or just pretending to
i want to the bruce
its bruce the sequel 
see their back being stabbed with weapons, he survived the event where the photo took place
i just enable everything can die and make it killable like the rest
i feel like Bruce needs more weapons jabbed into him. doesnt look tough nuff
(/j (unless))
thats because very few have managed to deal any damage
still havent written the bestiary but bruce is a legendary creature
hunted by many
... put a laser pointer on his head :3
fricken shark with a fricken laser attached to its fricken head
"For the few tools that have successfully penetrated Bruce's tough hide, the strangest one by far is a standard laser pointer. Only someone truly Evil could have possibly achieved this."
has ||FEAR INCARNATE|| damaged Bruce-
imagine if you could aim bruce with a laser pointer
no but a future planned monster has
something similar in size to bruce
I can't believe ||FEAR INCARNATE|| is no match for Bruce ๐
That's because it sees itself no match for bruce, it does not wish to hunt the weak for unesscesary purposes
bruce has eaten it many times but it just keeps teleporting away
Bruce needs a smaller model with giant eyses so he looks cute
(and way more weapons jabbed into him so he looks like a cute pinscushion plush)
aiming bruche with the laserpoitner would make him the best ridable mount
bruce needs a bigger model with small eyes
i mean a shark egg that you hatch into a tiny bruce that follows you would be cool, but dont expect it anytime soon, we already have a long list of enemies
In an exhausting attempt to make a material that looks identical to the zeekers Brass Bell. I stumbled upon how zeekers makes the scrungle tone mapping for his materials. Trying to do said task has led to this. https://cdn.discordapp.com/attachments/1243251863600758884/1261133829490343936/image.png?ex=6691d9e7&is=66908867&hm=c13943b78c77bb8631f97a1aa6b45bfa6fb6069bf4f9fdf41c2636780e3e79b3&
https://cdn.discordapp.com/attachments/1243251863600758884/1261134426151190558/image.png?ex=6691da75&is=669088f5&hm=c35293b66fe358077ae1cddd5e40006d9c55595935d58aca8874f48b3df4a542&
https://cdn.discordapp.com/attachments/1243251863600758884/1261135834955120704/image.png?ex=6691dbc5&is=66908a45&hm=ce0aeb235099a0aa196ce0064c4fa05eea337f429a088e6c840d4003509bc2fd&
If we do this its permanent mod wide unless we separate materials by project with the default unity render settings in one and LC render settings in the other.
This is a few of the creatures with the LC scrungle tones.
we'd love to hear your thoughts.
I have since figured a work around to just access the original bell material so I dont have to recreate one.
this makes them fit in so much more
my main issue with the models that weren't made by rodrigo or you were that they looked insanely out of place
esp mantis shrimp, bro looked kinda bad
this helps them fit in a lot more
they look out of place cause they're just normal xD
yah lmao
Pika approves 
I think using Zeekerrsโ way should make all models feel more lethal-like. Even if its a downgrade for some.
Id say with the Lc lighting that most look good except Bruce which is just a downgrade
Yeah same but its not too big of a downgrade
crunch that shit ๐ฅ
I like scrungly bruce a lot
the scrungle is the post processing sobel effect from the posterization filter shader
color sobel effect as well
what does he do im curious
yes pls
You could say your reducing pixels in a way.
Oooough, i was hoping the latest office update didnt have those hazard clusters
yeah i does that often since many weeks xD
Its the only interior that makes me wish flash bangs doubled as EMP grenades
yeah
should Bruce be able to pass through the ship?
how does zeekerss make the scrungle tone mapping for his materials i must know
Hes not supposed to, we thought we prevented that, but Bruce does not care
bruce is too powerful
a longshot, but whats bruce's nav mesh agent Quality set to?
oh that's not as long of a shot as u make it out to be, both quality and mask contribute to it going there i imagine
i didnt even think of the quality lol
forgot about that
im just saying it just incase it doesnt work lmao
i'm using Problematic Pilotry with a random ship location, so maybe Bruce isn't identifying the ship because of that
๐
oh lol
oh ok
both i think
yeah you'll have to ask the creator if he also moves the navmesh blockers i think they're called?
on second thought, bruce isn't inside the ship
he's travelling on the navmesh under teh ship
i think it does but it doesn't move the blockers on most custom moons because the objects are static
the pilotry mod likely just doesn't remove the navmesh from under the ship
well, he passed through it multiple times ๐ , but yeah he couldn't enter the ship
yeah if u notice bruce's elevation, he's under the ship technically
^
which comes down to bruce's navmesh agent quality i think

@unreal harness come on vc and clear this up dumbass
ye in the code he moves the NavMeshColliders thingy with the ship: ```c#
private static void AddLevelObjects()
{
levelObjectsToMove.Clear();
levelObjectsToMove.Add(GameObject.Find("NavMeshColliders")); // <-- here
levelObjectsToMove.Add(GameObject.Find("shipWindTrigger"));
levelObjectsToMove.Add(GameObject.Find("shipWindTrigger2"));
ScanNodeProperties[] array = Object.FindObjectsOfType<ScanNodeProperties>();
ScanNodeProperties[] array2 = array;
foreach (ScanNodeProperties val in array2)
{
if (val.headerText == "Ship")
{
levelObjectsToMove.Add(((Component)val).gameObject);
}
}
}
Bro is busy???
The other day me and my friend were in a room with a sea mine and a fake fire exit, I told him to hit it with a yield sign to show him how to tell which fire exits are fake, and he hit the mine instead, killing both of us
yeah I wanna use it heehee
Damn
i need this knowledge
didn;t see this, but
the shrimp looks very weird with it
the lobsters look kinda good but i can't put my finger on what looks weird about it
bruce is awesome i like bruce
i think the shrimp looks weird cuz of the amount of color it have
It wasn't anything special lol, they had the Unity rip setup wrong, u don't have to do anything
Killer whale? Killer Tuna? KILLER FISH FROM SAN DIEGO??!!https://tenor.com/view/killer-fish-from-san-diego-gif-26518168
was supposed to be a reply to the anchorfish
Killer fish, Killer fish from San Diego I don't know what I am but I taste really good I'm Killer fish hello I'll be ur Killer fish for the evening thank you.
#killerfish
#sandiego
#meme
#dankmeme
#fish
#hello
new enemy spoiler?!?!
killer fish from liquidation
What about a group of piranha as enemy
like they just roam the facility in groups of 5, and are 1 shot dealing 5 damage a hit every .5 seconds
try not to get swarmed O_O
We've designed an idea for a piranha enemy. It's just further down the list rn.
When the next update for this mod?
Let's go
hopefully in the next few days, our newest enemy is almost done, just needs testing
you know, the ocean theme just reminded me of this game called monstrum from years ago, where your stranded on a procedually generated ship, where one of three monsters could spawn and come after you, and it was horrifying.
each monster had unique traits
simulator closing valves7
Our upcoming enemy is basically done feature wise, it works well for the host, but now we need to fix it for the clients
v1.1.0 should be done soon
big changes and balancing
big changelog
Noice but when?
once the enemy is working
Ok
we dont want to release a broken enemy
im on tv hi mom!!!!
missing with siphon's stream with context
What Urchin max do you recomend?
base of 50 is pretty good
Oh ok
any plans on adding passive creatures like crabs
passive kracken in the works rn
aw
you get moonlord
Just played the new unreleased version of Surfaced - shiz crazy
hi siphon
there's some entities to consider in this one
add the reaper leviathan from subnautica
New surfaced patch is lookin great
Reaper Levi is more iconic, but consider this Reaper https://murky-divers.fandom.com/wiki/Monsters
looks like if the rolling giant and reaper leviathan had a baby lol
tho if a sea serpent is to be chosen, then the Reaper Levi is easily a 1st choice
grabs a player or vehicle, does damage to it, then lets go to swim around a bit before doing it again
THATS WHAT I THOUGHT TOO
no urchin damage setting \๐
this isn't real
it deals scaled damage depending on its size
goes from 5 to 15
i wish we could implement water stuff like this in lethal
Saddly right now water is underused
i do think that the mantis shrimp should be shootable
having been playing with it for a bit
im poor
i tried leaving him alone but he was in the way oof
if it was a big directed effort then it could prob be done
well that was his spot
and he has the right to be there
i beg of people to make water usable
I swear zeekers is making a water map type thing anyway or nah?
idk considering the limitations ive heard about water, he would need to do a lot of work to make it versatile
Oh, idrk tbh lol
ultrakill reference in my lethal company
Dude I hate the fucking shrimps so much there always in the worst spots
Im running from a thumper and these little fucks are just sitting at the only pathway to the main entrance
i used other stuff to kill it with shotgun but u still need to be at range 
As far as I can tell theres no Errors
it could be a logical error in which case we need a detailed description of what led up the event and if possible a way to reproduce it. OR its probably just Lethal Company jank as per usual.
[Error : Unity Log] DivideByZeroException: Attempted to divide by zero.
Stack trace:
SCP999.Patches.EnemyAIPatch.HitEnemyPostfix (EnemyAI __instance) (at ./Patches/EnemyAIPatch.cs:25)
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::HitEnemy(EnemyAI,int,GameNetcodeStuff.PlayerControllerB,bool,int)
Surfaced.BruceAI.HitEnemy (System.Int32 force, GameNetcodeStuff.PlayerControllerB playerWhoHit, System.Boolean playHitSFX, System.Int32 hitID) (at ./src/BruceAI.cs:349)
(wrapper dynamic-method) MouthDogAI.DMDMouthDogAI::OnCollideWithEnemy(MouthDogAI,UnityEngine.Collider,EnemyAI)
EnemyAICollisionDetect.OnTriggerStay (UnityEngine.Collider other) (at <0b5b829887344817a21214132ea92eef>:IL_0093)
idk why it didnt show up in that log i posted
this time the error mentions scp 999 and the dog? it didnt happen until i forced the game to spawn a radmech on artifice
im p sure its a scp999 issue, not a bruce issue cuz the scp999 patch that it mentions tries to do this: c# int maxHealth = __instance.enemyType.enemyPrefab.GetComponent<EnemyAI>().enemyHP; float multiplier = 2 - (__instance.enemyHP / maxHealth); In that code it doesnt check if the maxHealth is 0
I think so to because when I disabled scp 999 the errors stopped. Do you think it is some conflict because they both deal with determining the health of the player?
Did... this mod just, go from enemy ai, to enemy Type, to enemy prefab, to enemy ai????
Pickle on a stick, planning to add this with the flotation device
Yeah seems like it because it other errors it mentioned different enemies. Apparently scp 999 is supposed to be able to heal enemies too so maybe thatโs part of whatโs causing the error too?
wdym
yea its cuz it tries to heal an enemy that has 0 health, and that variable is used in a division so it causes the divide by zero error
ye the code of the patch itself doesnt make sense, im jus sayin what causes the error
[HarmonyPostfix]
[HarmonyPatch(nameof(EnemyAI.HitEnemy))]
private static void HitEnemyPostfix(EnemyAI __instance)
{
if (NetworkManager.Singleton.IsServer || NetworkManager.Singleton.IsHost)
{
if (__instance.enemyType.enemyName == "SCP-999") { return; } // TODO: Get this working
int maxHealth = __instance.enemyType.enemyPrefab.GetComponent<EnemyAI>().enemyHP;
float multiplier = 2 - (__instance.enemyHP / maxHealth);
float range = configEnemyDetectionRange.Value * multiplier;
foreach (var scp in RoundManager.Instance.SpawnedEnemies.OfType<SCP999AI>())
{
logger.LogDebug(__instance.enemyType.enemyName + " took damage, hp: " + __instance.enemyHP + "/" + maxHealth);
if (Vector3.Distance(scp.transform.position, __instance.transform.position) <= range)
{
scp.targetPlayer = null;
scp.targetEnemy = __instance;
scp.EnemyTookDamageServerRpc();
return;
}
}
}
idk why he doin that
yeah max health is also like, not right, that's not what max health is lol
they need to patch enemy spawning or grab it from enemytype (i think its there)
You should point this out to her in her thread 
ye both are good
nah im gucci

๐ฉ
Hello, I have set Max Urchins allowed on Moon to 0 but Urchins keep spawning, does someone know any fix for this ?
@deft torrent remove teh spawn weight instead
their max count config only accounts for urchins spawning other urchins
ooooooooo, so I just set spawn weight to 0?
Thank you!
ye
I think thats also a bug with how we had naturally spawning urchins not count towards that config
I think we fixed that, will be released in the next update
But for now spawn weight works
Always use spawn weights to disable creatures. Natural spawns count now but dont prevent spawning becauae natural spawns never exceed 4. If we prevent spawn based on quantity it will eat up spawn cycles that would have otherwise produced a creature.
Robbing potential spawns from other mods/creatures.
oh no... taking potential spawning from the uh... docile locusts!
U never know
although, you could just, clamp it to 0 and 4 depending on the config option lol
outta curiosity, what's the power level of Bruce and the Urchins?
correct
Power level wouldn't matter for Urchins anyways as they are not an Outside enemy
they're power level doesn't add up with dogs and such
They are a daytime enemy like bees and locusts and manticoils.
We are about to upload v1.1.0
just one last test to make sure we arent releasing a broken ass release
lol
easy fix
nobody saw that
we gucci
LC : Surfaced [v1.1.0]
uploading, should be available once thunderstore wants it to
rest time is over
back to work
1.1.0
Added a new monster
Added Configs for Bruce's range and player health threshold
Made Bruce rideable and able to carry objects dropped onto him
Changed how Urchins path to avoid clumping behaviour
Fixed issues with Urchins going over the limit set in the configs
Bruce will no longer target players on the ship
Mantis Shrimps will now back away after a long time when in warn mode
Adjusted Bruce's biting, speed and stun hitbox
Fixed Bruce having the same Network Id as Wicked, causing visual issues
Mantis Shrimp punch effect has been reworked
Bruce will now chomp players in half
Updated our enemy lighting to be like Zeekerss lighting
Bruce can now path in the Artifice warehouses
*Mantis Shrimp punch VISUAL effect.
Is the new monster outdoor or indoor @unreal harness
indoor
He's a very illusive type. gl finding him 
fun awaited inside
Goodbye one use mine at the front door
Helloooo mantis shrimp.
Fun (TM) ๐
its moments like these is why we gather.
the new slime camp
what is bellcrab
is it a monster or just scrap ?
||there is no spawn weight and only max spawn so im a bit confused
the lethaldevmode seems to not be able to spawn it too, only the scrap||

||I haven't check this yet, but everytime you pick it up and drop it (before hitting it) the value changes. What determines the value of the scrap? Could you technically drop it and pick it up till you have a good value? Tbh when testing it I didn't even realize you could hit it๐ ||
||the value of the alive crab is a trick, its real value is only when killed||
"It's behind me, isn't it" aah clip ๐ญ ๐ญ
oh god that is so gold i cant
i think the old bird was the thing that killed you
Holy mother of god. Im dieing. That is amazing.
Bruce wanted a ride
He wanted to know if you had games on your phone
Little info dump from Takey:
- Bellcrab needs a config
- Bellcrab cannot be dropped, he either jumps off after a few pecks or kills you slowly (lol)
Bellcrabโs spawning also needs to be lowered by default because if you know that the bell is a monster everytime it wont be that impressive and scary
Also they would just leave it on the floor when they dont have a weapon
Oh so you press E to drop it, hmm can you change it to G?
Yeah i was thinking it would be difficult
It spawns like a hazard, max is 3 so it ranges from 0 to 3 crabs
Doesnt use typical spawn weight
Thats on siphon
I was never asked on how to do it, otherwise woulda been 10 minutes implementation
Seriously though, it's nothing crazy
well i guess we can fix it once siphon comes back from his appointment
โAre we there yet?โ
Go take a break
Fix it in like, 3 days
Plus I'm kinda taking a stellaris break rn
Guys do i Need to set bellcrab spawn on LQ or does It spawn already normally
Because on LQ i can find bellcrab name on inside enemies
Bellcrab isn't registered as an enemy
It's an inside map object
You won't be able to configure it with outside tools properly
I believe your only config tools are gonna be in this mod with the possible spawn amount
No
The config is just for spawn amount, picks a random number with your given number being the highest it can go
So if u type 9, it has a 10% chance of being 0, 1, etc
its really cool
ahah
the first time that you scan it you just get spoiled by the bestiary
ahah
and you have to press the wrong button to drop him
yup
Ywah,
Yeah like the gifs shows
Well you'd need to lock the player rotation
nah
Unlock the mouse from the centre
nah
lick your monitor
Mines too big
sounds like her problem

rofl
Keep rolling mega mind
Who Is that?
something big
Damn
Bigger than Bruce?
Something... wicked
titan from lethal company!?
this mod has made it so that from now on I won't ever be picking up any bells no matter what
The crabs sell for a good price
Noticed what I'm assuming is a bug,, I picked up the bell crab and dropped him and he ran away into a steam cloud. He then started scurrying back and forth in said steam cloud for the rest of the session.
hes just being silly
Thats a regular navmesh agent doing navmesh agent things.
yea he did that with me as well
It's like he refuses to go into the steam clouds lmfao
he just starts tweaking
but if you just turn off the valve then it fixes him
so not really a huge issue
crabs like the moist enviroment of the steam filled rooms
Not
the mantis shrimp immediately crashes me and my friends' games when it tries to punch
you just see the white punch effect and then poof
Can we get some padding so the urchins don't swarm the fucking entrance??? I was at like 20 health and got murdered immediately upon stepping outside
safe zones are a good idea yeah
Would still be funny if your trapped inside the save zone because you didnt bring a shovel and urchins surrounded the entrance
i felt bad for bruce i think they should at least fight back when u attack them lol
hitting him on the nose doesnt actually hurt him, it just snaps him out of his bloodlust for a bit, shovels and knives arent powerful enough to hurt him
oh sorry my head is empty
i have this mod #1191052966086586450 the whole time and thinking he can be killed normally lol
he cant be killed, unless that mod somehow gives him hp
however we do have a planned way for him to be killed
in the future
๐
wink wink
so Bruce is killable and so are the mantis shrimps with the kill everything mod, but my other monster, Wicked is not
I increased his spawn chances because I wanted to see him more often
I regret doing that
Bell crab tooltip fixed thanks to xu, should be in the next patch soon
most people thought u couldnt
it's G in the next version
But that's farther away than e 
use your third arm
straight ๐ฅ
queer ๐ฅ
one punch shrimp
right for the balls
Surfaced 1.1.1
- Fixed issues with the Bell Crab tooltip
- Made the drop key while holding the crab "G"
- Numerous bug fixes for the Bell Crab
- Fixed Bell Crab animation desyncs in multiplayer
- Bruce's tail now has dynamic bones (Jiggle physics)
LC : Surfaced [v1.1.1]
is there anyway to counter bruce other then not taking damage in the first place
ever tried bopping him?
sharks dont like being punched on the nose
also can bruce open doors
yes
wow yea that makes sense then
i figured that out the other day
I was at artifice and was hiding in a warehouse
then I hear the door behind me open
and just die to bruce
I was so confused
this is supposed to be our next monster and most ambitious creature yet, but Siphonife is a little busy with life at the moment, so me and Solid will work on smaller things in the meantime
heres what we are working on in the meantime, small and simple creature that i think will be a fun addition
what does it do? You'll see
we've also put the company flotation device to the side for now due to lack of gameplay purpose and coding complexity also because we want to implement it with our future moon, since thats where it will be the most useful
not sure if this mod causing this error but i get this
seems to be something wrong with Surfaced, SolidLib and ShockwaveDroneEnemy because i was able to land the ship properbly when disabling these mods
it didnt happen yesterday
Bruce eated our code ๐
This is what happens when you do a release build without testing it first
Worked fine in testing
Probably something broken on my end

it works pushing
12kb of code being a ghost
LC : Surfaced [v1.1.2]
A horseshoe crab. Interesting choice for a new creature.
i dont know if anybody else tested v1.1.2 but on my end, the release is still broken
oh wait could be my mistake
yeah false alarm
i had a second instance of surfaced in my profile
I suppose you could say another instance of the surfaced mod washed ashore. 
So is the new update working ok then?
giant squid enemy when
why do you make the spawn rate for the enemies so common?
because we use spawncurves, which mean its not 100% the spawn rate all day, also so that are monsters actually appear more
apart from the shrimps, most of our enemies arent that dangerous
needing certain scenarios
me after dying to bruce 500 times
skill issue?
dawg he always catches me lacking
I was on that offense pipeline just now and dropped down and he was just sitting there waiting for me
Jumpscare monster is the most dangerous ngl
it has 2 kills on takerst
that guy is a veteran
think of the young citizen
One of my friends picked up the crab and then they couldn't pickup or drop anything
Idk there are always 2-4 bells, and on ecplised moons there are like 20 urchins lol
apparently its not perfect yet
it seems to be low chance tho
default max is 3
urchins natural spawn a max of 4 early day if you get 2 you'll have max of 50 urchins between like 6-8
eclipse doesn't effect max spawns or growth rate
and since Urchins are daytime enemies
not outside enemies
eclipse should not up their spawn rate
bells don't use spawn weight is why.
They spawn like a hazard aka landmines, seamines, turrets
Iโm probably just gonna set a maximum amount of them
Ye ima set it to 1
if you want a greater chance of no crabs I suggest a value of 1
yeah
you beat me to it
Oh damn
thats why you either get turret hell or not lol
hazards used flat chance instead of spawn curve no
if they use spawn curve imagine a random turret just gonna randomly spawn behind u or something lol
'someone said the more late it is the more likely your way out being blocked by a spawning turret' ๐
Yep
so i tested our release in multiplayer and there seems to still be desyncs and breaks for the clients
what desync ?
the crab looks at the players when hidden on the client
and theres issues when the client picks it up and drops it
the crab cant be grabbed anymore by the client
poor client
did you happen to get logs?
any errors in the console?
so did it bug out when your friend grabbed it or after the crab was dropped?
He has the crab in his hands but couldn't drop it
All it said was "Drop crab"
But he wasn't holding anything and the crab was on the ground
Stuck in his peeking state
Couldn't interact with it either
and he was pressing G?
Yeah
He couldn't interact with anything either, doors, other scrap, etc
It also didn't fix even after death
Had to reconnect
I could see why you guys do that but it's just gonna mean this mod adds a lot more threat on top of the normal entities
is there a power level to hazards?
Nada
I know there's an average to how many turrets and landmines spawn and it's per moon but does the amount of mines affect how many bell crabs can spawn or how many sea mines can?
Another thing I forgot to consider though
If you kill a bell crab it probably makes more inside enemies spawn
Depending on how siphon and rodrigo feel I can just make the bell crab add weight to make it properly a monster
so:
let's say assurance always spawns 5 land mines per round on vanilla, when I add surfaced would 5 land mines still spawn, just with more hazards on top of that?
by hazards I mean sea mines and bell crabs
jesus
hazards don't have power
yeah that seems kind of whack, I can get why these could get overwhelming
more hazards equals more objects
if we end up doing a lot of hazards the idea was to create a powerlevel within surfaced
yeh I assumed so, I moreso meant if there was a way to cap hazards at a certain amount while not having other hazards also appear when that cap is filled
The more important issue that i realised imo is the fact that the bellcrab (like I expected with how we have it registered) doesn't use up inside power when it spawns
But it does give inside power when it dies
Which means more inside enemies than were possible before
haha what function does enemy power get subtract and added if I may ask
mhm yeah that might be a problem
God knows
but we def don't add it, the fix is just either me patching the method after looking into which one it is, or just probably appending an increase in Start() to the power level
well we don't use killenemy
for one
we just despawn
which is a network object thing
I would assume kill enemy is where it would be
inside kill enemy
so no.
we are not subtracting
I think the fact that you trigger a death animation let's the game know it died
There's some weird functionality with enemies
Where there's some built in trigger it looks for
I call a death trigger in the animator
how is that speaking to the game state
It just does sometimes lol, some ingame stuff waits for stuff like that to be triggered iirc
Like I think there's a generic stun trigger
It looks for the name so obv not foolproof
Renaming from "Death" to something "BellCrabDie" or whatever would probably change thay
there is a way to set callbacks on .settrigger() or blend states?
It wasn't like that, it was a month since I last looked at it but I remember being shocked seeing the game has some generic stuff that it looks for you calling/triggering
We could also just
but its just creatureAnimator.SetTrigger("Death")
Set the power level of the crab to 0
Ik, I think it looks for "Death" and "Die"
I don't think anywhere there is API to do that
I remember seeing and being told about it and testing it out a bit a month or two ago, but I could be wrong
creatureAnimator isn't a custom subclass of Animator so he hasn't overridden SetTrigger behavior somehow
default amount of bellcrabs is 3
so you can get anywhere from 0 to 3
I want to add a "Bell Curve"
peaking at 1 crab
and making 2-3-4 less and less likely
lol
I dont know if there's any actual good way for us to set these curves without the Unity editor
no not a typical bellcurve which usually rises from 0. this would start to rise around -2 with a center of 1 and an end of 4
3 width on both sides of 1 crab
that's fine, I moreso mean sea mines and crabs in conjuction with landmines and turrets and spike traps
if the amount of sea mines affected the amount of landmines I think it'd be fine
but I can't say with certainty cuz I haven't played Surfaced yet
There's always the option to make them enemy like and make them affect enemy inside power but up to siphon and rodrigo
its like not an enemy tho xD
once you know its there is not even a persistent threat.
no reason it should remove power
Ehh that's not really a prerequisite to being an enemy, there's a few examples in the game for harmless/near harmless and still taking up power, but it's more so that like monty said it'll get a bit compact if everything is allowed to start spawning with no fallback like power
yeah, especially on hazard heavy moons
smth like old dine (idk if new dine has a large amount of hazards) would've been heeeeeell LMAO
slimes are basically just big landmines yet they take up power
AssignRandomEnemyToVent() is reponsible for adding power.
i also seem to be getting 30 fps from 120 fps when going inside interior with this mod activated
I dont think our mod would cause framedrops, from our testing the enemies dont affect fps that much, even the urchins, it tpok over 300 urchins to start seeing framedrop and it was still over 30
Are you using a modded interior?
Modded moon?
Also are you using outside hazards?
what's the horse spawn weight? and is it meant to say bruce in the description? since bruce already had another spawn weight config
posiden spawned horses out of seafoam duhhh
Seashell with pearl when?
sea horse
Bellcrab do not work ๐
Cannort be seen by clients
Also I have changed the mantis shrimp group spawn size and I swear they still spawn in big groups ๐ญ
elaborate
more details
did the mod load all the enemies in?
no sounds either? Host only visibility.
Yep
how many instances of this happening? how many different moons?
This has happened with every single bellcrab
On every moon we went
I have the spawn rate up and all of them could only be seen by host
0190e268-3a93-d693-4d86-72febb1156c6
Idk how to get logs tho ๐
(I also had control company on)
%appdata%\LocalLow\ZeekerssRBLX\Lethal Company\player.log
This is very important if you want developers to fix issues you want to report.
sometimes we can fix without but this is a huge issue that you are the first to report. so there is something more complicated than just our mod here.
I'ma take a look at the pack now
ALSO WTF IS FEAR INCARNATE
DOES IT ||MIMIC MONSTER SOUNDS???|| enemy spoiler
I will try and get logs after we're finished playing
we need a log from a client and the host.
Gonna try to get that!!
hm it says that is unavailable
also if I send the logs to you will it show you anything about my computer? (I do nort knwo how logs work)
also chickenlord I just got a report from a streamer they are currently having the same issue will all modded monsters
some mod updated and borked everything
hm. I thought they saw the mantis shrimps but they might not've...
Logs have been sent if you need them still
how about a multiplier setting then? like 2x or 0.5x
new urchin pathing feels alot better, they're actually spread around instead of swarming a single point
also, earth leviathans can't eat urchins. i think they should be able to
Turns out buyable shotgun shells is whats causing modded enemies to not be visible on clients
RISE, MY SWARM
is this without spawn cap?
200 spawn cap, 4x growth rate
It would be good if the mod has a config option to make the cap moon dependent just like the spawnrate
because 50 on a big nonvanilla moon is nothing
vs a small moon like submersion its a very different thing entirely
how easy are urchins to crunch with the CC? would it be possible to make them so easy to crunch that you can driv unhindered?
I think cc gets stopped at any enemy it hits
But youd need to test
They are killable by the cc
Maybe it would require coding an additional mod but making this enemy a nonhazard for the cruiser would be really fun
i didnt test it but i bet driving across more than one of them wouldn't be possible
i can probably go test the cruiser right now
it seems like old birds can't kill urchins
should that be changed?
i think it should
maybe change it so oldbirds don't hunt them but can kill them by stomping (idk if possible) and with rocket explosions (probably possible, like dogs)
cruiser cannot kill urchins ๐ just pushes them around, they can still hit you in the cruiser if they're big enough
i think having the cruiser be completely safe would be nice
They were killable by the cc before
you cannot kill them at all, however if they are big enough they will stab you while driving
hes inside and riding with me
cant kill them when driving into themk
ah i see, this is where they are stored
they can still damage the player and move
We'll look into it, make urchins killable by earth leviathans and the cc
i dont see them displayed as dead in imperium
Not radmechs tho, because they act as a sort of barrier against other enemies
i dont think this is something u can pick and choose but we'll see
Urchins have a hidden positive of blocking everything but bruce
I mean why arent they dying already? Like radmechs should be dealing hits to them
Baboon hawks can kill them
why would radmech automagically deal damage while walking around? 
no
do they do that to enemies? im not sure
just slight knockback from stomps
also the rockets can kill urchins, but they hardly have aoe so they basically never will unless they get a direct hit
u can opt out from old bird being aggressive to urchins, but the rockets will always be killing em
Yeah thats fine
i'd just like the rockets to kill them with a bit of aoe
direct hits on the urchins aren't common
also no making two little urchins when being hit by an entire rocket
I think rockets do kill them yeah
They would still split no matter what so long as they are big enough
after testing it looks like rockets do kill urchins
i think only players are effected by stomp damage normally
then an exception for that for rockets!
i set the cap at 250 urchins and its definitely too much for my system
it can't damage players, it only knocks them back a little
No. Urchins split and are more resilient than they look
stomps do 100% damage players, irc its 30 damage
coughing urchin vs nuclear bomb
We dont want every outside enemy killing the urchins, thats on the player to do early in the day
Would also make them less deadly because they would always be killed off
as long as the outside enemies aren't actively seeking out urchins and instead just passively kill them when the hitbox touches them it should be fine
huh, it does. but only when the player is DIRECTLY on them
clearing a path by getting a dog or mech to walk/shoot somewhere would add to gameplay. seeing enemies like dogs/rockets exploding on them without anything happen would be lame imo
Also were making urchins deal damage to enemies, because right now they dont fight back
really? if you do that you definitely have to make some enemies passively kill them. theyll just slaughter every baboohawk, dog, giant, etc in existence
if there are to many Urchins enemies gest stuck in them and cant move
they'll just walk on the spot pushing against urchins
I think urchins are fine as is, the only changes i think that are necessary are making them killable by earth leviathans and fixing them not being killable by the CC
will you fix them poking you while in the cruiser too?
Theyll be killable by cc so i guess that shoukd fix it
not for a parked cc, or them approaching from the side
have you guys thought if it would be possible to add an outdoors obstacle similar to urchins, but more like solid obstacles you can walk on?
Like unmoving multiplying corals or barnacles.
you can walk on them, they can block paths and they can be smashed with the shovel.
I thought about it but we already have urchins
I think just making them killable by the CC might be more frustrating them leaving them unkillable, because they'll actually be a roadblock then. clearing one by one with the crouser would take a long time and might just blow it up
unless there is a way to make them get deleted with a crunching sound when the cruiser touches them
i plan on trying to add more varied vain shroud designs at some point
Also plan on making weedkiller affect urchins
pretty corals. maybe even some animated bubble chain sprites
reskinned fox 
the walking clams from spongebob
or idk, sea anemones with a killer clownfish standin inside
the enemie doesn't even kill you, it just drags you around the anemoe hazards until you die from its stings
yeah when are u guys adding bikini bottom to surfaced
i mean, clams can walk and swim** in real life**
i dont think they have extensible tongues though
it looks wild
seem like some also have giant extensible... tongues? guh?
pseudopods
I mean we already have 7 enemies lined up and if we want to add enemies they need some imteresting gameplay to back them up
Yeah but asset replacements arent our goal
2 titans, 1 hazard, 1 equipment and 4 enemies
And also for urchins and enemy interactions were saving that for the 3rd titan
For clarificatiom bruce is the 1st titan, anchor fish is 2nd
i know it's not your goal but would it be possible to replace map textures like trees and different ground textures and the skybox without needing to redo all the vanilla moons and have different versions in a mod?
I dont know
Probably
But we plan on making a surfaced moon eventually
So no need to do asset replacements
what's the difference between titans and enemies?
i hope the 3rd titan is massive enemy crab
They are also bigger and unique monsters as in only 1 of each can spawn
Its not, its something more interesting
We already have a crab
massive-er enemy crab
Giant enemy spider Kingcrab
I told you seashells / clams with pearls as scraps :3
A reward for killin em
not you too s1ckboy 
I was the one who started it 
we need a moon for Surfaced. something underwater, but at the same time you can breathe in it
and it should have water, like the goo algoon
Hey guys, is there any way i can make the seamines only spawn on desired moons?
I only want them to spawn at water themed moons so
ill test it
and come back to you on that
apparently it's just vanilla, modded, or specific vanilla levels that can be set in the hazard abundance
we'll have to look into changing that with Solidstone
Got them now that it happened again
This happens the moment I pickup the crab
Can't drop it or interact with anything
All it says is "G to drop crab"
I can still walk around and stuff
but can't drop it or interact
Did u do anything special beforehand
Nope
Just picked up the bell
I was playing on a custom interior but I don't think that matters since last time the bug occured it was on vanilla factory
Exact same bug
Do u have a mod that messed with interacting?
Not that I know of
Are u using an old version of the bellcrab?
is this latest version?
Yeah I'm lost on what went wrong here
Try the profile once you got time
Yeah rodrigo
@iron relic


