#LC : Surfaced [v73]

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thorn dew
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Looooool

valid kindle
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I guess it's a way to make them spawn while not interfering with other spawns or smth

thorn dew
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power level is designed to interfere with spawns but that was not our intention.

valid kindle
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Ah that makes sense

balmy dove
unreal harness
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lol

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this is what happens when you dont kill them early

proper spire
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go my swarm

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an idea i had is letting stun grenades kill urchins, without splitting

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maybe a setting to configure urchin damage too?

twilit timber
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what if you could crack urchins up with a shovel

thorn dew
twilit timber
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oh you actually can?

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neat

thorn dew
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all weapons can deal dmg to them

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shotgun is a good way to mass murder

twilit timber
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thought it wasnt added yet

thorn dew
# balmy dove _fun_

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

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Ship padding is live so you can use that one to help right now.

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some people like that higher chaos. we'll continue adding configs to help people match Surfaced to their prefered playstyle.

thorn dew
maiden jay
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Isn't the current solution spending like 2 ingame hours killing 50 of em

thorn dew
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No the solution is to kill them earlier than that or have a shotgun for groups.

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Or dont camp the ship. They go to where people are.

valid kindle
maiden jay
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Zap gun can only affect one target though?

thorn dew
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ye what is this zap gun love u speak of xD

valid kindle
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erhmm make it targer more than one

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image of bald man with light bulb saying urethra

valid kindle
thorn dew
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so a shotgun

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LOL

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a shockgun

valid kindle
thorn dew
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I'll make a brand new item but I dont wanna mess with vanilla items

valid kindle
thorn dew
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zeekers can have those

valid kindle
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meh

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I guess that's a no for zap-gun lmao

unreal harness
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zap gun kinda niche

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wouldnt be useful for any of our monsters

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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

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the rest would remain the same

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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

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and i dont think him being rideable can really be a cheese strat or anything because you cant control him

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also its just fun

thorn dew
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its only as cheesy as standing on the main door. or standing on pipes in the cooridoors or standing on bookshelves.

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most people don't use em

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so its not a worry of mine.

unreal harness
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So we are making a few changes to bruce, most importantly, his bite.

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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

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right now it feels unfair when you get insta killed for touching him

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version 1.1.0 boutta be a big update

unreal harness
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Bruce has 5g

strong dome
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Shiny Bruce

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Gotta capture that

unreal harness
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using bruce with radar boosters

atomic shoal
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Can a config for Urchin move speed be added? I feel like they are really fast

unreal harness
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Urchins are fast?

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maybe

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we'll look into it

unreal harness
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their speed is at 0.7 right now

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could test 0.5

native pilot
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they need to be at least 2.0 yoiled

unreal harness
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urchins going to the ship

atomic shoal
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It would be funny

valid kindle
craggy veldt
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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

unreal harness
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that would remove their entire purpose but if there are too many you can change the spawn configs

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you can change spawn weight, group sizes and max amount of mantis

unreal harness
proper spire
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the defaults in some setting descriptions don't match with their actual defaults

craggy veldt
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Or another ways to dodge them

unreal harness
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did you change any configs?

unreal harness
craggy veldt
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Maybe sometime they sneak out in there houses

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And may also hide

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And attack in random moments

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The Peacock Mantis Shrimp is a puny pugilist with a ferocious attitude. They are more than a little territorial, they know exactly whoโ€™s moving through their patch...Unaware of the mantis shrimpโ€™s presence, the crab strays close. Too close. With the velocity of a .22 caliber bullet, the mantis shrimpโ€™s strike is the fastest in the animal kingdom...

โ–ถ Play video
unreal harness
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they only serve as obstacles to those who dont pay attention

unreal harness
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we have defaults written manually when they are auto generated\

muted heron
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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

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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

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while on my screen it was the wicked that was chasing me lmfao

unreal harness
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yeah i might know whats causing that

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they have a same id

muted heron
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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?

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I don't remember the exact message log

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but it always says something like that

unreal harness
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yeah theres a duplicate id

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i thought it didnt have any effect but i guess not

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had a time where Wicked was bruce

atomic shoal
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we could also have a config to tweak Bruce detection range yoiled

unreal harness
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already made

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going to be in the next update

atomic shoal
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yoiled yippe

desert granite
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Imagine urchins popping the cruiser tires

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Would be hella annoying tho because the cruiser is my death machine

unreal harness
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you can run them over

desert granite
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hooray!

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thats really my main reason for having a cruiser is to run over stuff

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vehicular manslaughter

muted heron
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I love it when Im getting chased by something and my only path to safety is blocked off by 150 million urchins

unreal harness
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this is what happens when you dont take care of them early lmao

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there can only be 4 max at the start of the day

muted heron
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Yeah but sometimes my friends and I just forget about them since they are hardly noticable when you first land

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then once it reaches 3 pm you go outside and see the entire map is covered with those fuckers

unreal harness
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yep

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thats their purpose

muted heron
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it's a good entity and unique I like it

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but man they just have to be in the wrong spots at the worst time

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I was getting chased by a giant on adamance and the pathway up to the ship was just blocked off by 50 of them

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so it was either let the giant catch me

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or run through them

unreal harness
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were releasing a slight change to their ai next version

muted heron
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I ran through them and died

high sorrel
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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)

unreal harness
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they will be less clumped up

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and be more spread

muted heron
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presents more of a threat

high sorrel
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the clumping they meant is clumping near the ship, blocking your way back/out

unreal harness
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this

high sorrel
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aint no way youre going back barely alive but theres no way back cuz theres a wall of urchin lmao
submit to the urchin

unreal harness
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also Bruce is the only monster that can easily go through the urchins

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the urchins act like a barrier for everyother monster

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which is a neat plus

turbid marsh
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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

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would be a great fit for all the moons that are coming out that are geared towards the Company Cruiser

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make that a whale, and make bruce a bit smaller to contrast

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i think a humpbacks giant fins and flipper would already be perfect to jump ontop of him

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+1 for ambience whalecalls

turbid marsh
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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

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the giant transport creature will on its own, passively, migrate between these spots and linger there while grazing

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eating the grass/ schools of fish or just pretending to

wintry hare
obsidian tulip
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i want to the bruce

high sorrel
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its bruce the sequel UAHGHHUAHGHHH
see their back being stabbed with weapons, he survived the event where the photo took place

wintry hare
cloud lintel
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i just enable everything can die and make it killable like the rest

wintry hare
unreal harness
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Deep in the March woods

native pilot
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i feel like Bruce needs more weapons jabbed into him. doesnt look tough nuff

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(/j (unless))

unreal harness
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thats because very few have managed to deal any damage

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still havent written the bestiary but bruce is a legendary creature

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hunted by many

native pilot
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... put a laser pointer on his head :3

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fricken shark with a fricken laser attached to its fricken head

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"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."

maiden jay
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We need truce

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Toil bruce

glossy shale
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has ||FEAR INCARNATE|| damaged Bruce-

dark moth
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imagine if you could aim bruce with a laser pointer

unreal harness
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something similar in size to bruce

glossy shale
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I can't believe ||FEAR INCARNATE|| is no match for Bruce ๐Ÿ˜”

desert granite
unreal harness
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bruce has eaten it many times but it just keeps teleporting away

turbid marsh
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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)

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aiming bruche with the laserpoitner would make him the best ridable mount

proper spire
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bruce needs a bigger model with small eyes

unreal harness
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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

twilit timber
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plushie scrap

thorn dew
#
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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.

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This is a few of the creatures with the LC scrungle tones.

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we'd love to hear your thoughts.

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I have since figured a work around to just access the original bell material so I dont have to recreate one.

valid kindle
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my main issue with the models that weren't made by rodrigo or you were that they looked insanely out of place

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esp mantis shrimp, bro looked kinda bad

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this helps them fit in a lot more

thorn dew
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they look out of place cause they're just normal xD

valid kindle
strong dome
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I think using Zeekerrsโ€™ way should make all models feel more lethal-like. Even if its a downgrade for some.

thorn dew
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more excuse for me to crunch the texture size kekw

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I like optimizing too much

strong dome
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Come and help me out optimizing my fkin moon plz

unreal harness
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Id say with the Lc lighting that most look good except Bruce which is just a downgrade

strong dome
valid kindle
turbid marsh
unreal harness
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Bruce

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haha

wind sphinx
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color sobel effect as well

solemn lake
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hummmmm

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seems dangerous

sharp stream
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Oooough, i was hoping the latest office update didnt have those hazard clusters

solemn lake
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yeah i does that often since many weeks xD

sharp stream
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Its the only interior that makes me wish flash bangs doubled as EMP grenades

solemn lake
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yeah

atomic shoal
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should Bruce be able to pass through the ship?

proper spire
unreal harness
proper spire
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bruce is too powerful

dark moth
maiden jay
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i didnt even think of the quality lol

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forgot about that

dark moth
maiden jay
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i honestly wouldnt know any other reason either if its not one of those two

atomic shoal
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๐Ÿ‘†

maiden jay
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oh lol

maiden jay
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that mod moves the actual ship?

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i thought it like, moved the dropship

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๐Ÿ˜‚

dark moth
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both i think

maiden jay
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yeah you'll have to ask the creator if he also moves the navmesh blockers i think they're called?

maiden jay
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he's travelling on the navmesh under teh ship

proper spire
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i think it does but it doesn't move the blockers on most custom moons because the objects are static

maiden jay
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the pilotry mod likely just doesn't remove the navmesh from under the ship

atomic shoal
maiden jay
strong dome
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he uses these

maiden jay
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which comes down to bruce's navmesh agent quality i think

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@unreal harness come on vc and clear this up dumbass

dark moth
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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);
}
}
}

unreal harness
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Im not home but Siphon can probably fix it

maiden jay
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Bro is busy???

obsidian pasture
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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

valid kindle
unreal harness
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Something big is in the works

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Something to rival Bruce

odd trout
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Damn

lyric shore
high sorrel
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i think the shrimp looks weird cuz of the amount of color it have

maiden jay
turbid marsh
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was supposed to be a reply to the anchorfish

unreal harness
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new enemy spoiler?!?!

proper spire
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killer fish from liquidation

odd trout
analog raptor
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like they just roam the facility in groups of 5, and are 1 shot dealing 5 damage a hit every .5 seconds

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try not to get swarmed O_O

thorn dew
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We've designed an idea for a piranha enemy. It's just further down the list rn.

muted heron
unreal harness
unreal harness
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Its shark day everyone

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yay!

fluid tapir
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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

unreal harness
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Our upcoming enemy is basically done feature wise, it works well for the host, but now we need to fix it for the clients

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v1.1.0 should be done soon

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big changes and balancing

unreal harness
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big changelog

odd trout
unreal harness
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once the enemy is working

odd trout
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Ok

unreal harness
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we dont want to release a broken enemy

maiden jay
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im cancelling it

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sorry

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its never releasing

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wait

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hi mom

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im on stream

maiden jay
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im on tv hi mom!!!!

maiden jay
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missing with siphon's stream with context

odd trout
unreal harness
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base of 50 is pretty good

odd trout
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Oh ok

desert granite
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any plans on adding passive creatures like crabs

maiden jay
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passive kracken in the works rn

unreal harness
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we do have some passive creatures planned

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but none that are purely decorative

strong dome
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I need Cโ€™thulu

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Pls add ty

desert granite
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aw

unreal harness
strong dome
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Just played the new unreleased version of Surfaced - shiz crazy

maiden jay
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hi siphon

unreal harness
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little guy

native pilot
dark moth
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add the reaper leviathan from subnautica

unreal harness
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grabs the ship before it evens lands

strong dome
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New surfaced patch is lookin great

native pilot
#

Reaper Levi is more iconic, but consider this Reaper https://murky-divers.fandom.com/wiki/Monsters

Murky Divers Wiki

<- back to Entities Next entity -> MD-001 Previous Entity <- none Reaper is an entity with tentacles for movement. It features four main appendages designed for attack, ending with sharp claws...

dark moth
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looks like if the rolling giant and reaper leviathan had a baby lol

native pilot
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tho if a sea serpent is to be chosen, then the Reaper Levi is easily a 1st choice

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grabs a player or vehicle, does damage to it, then lets go to swim around a bit before doing it again

strong dome
unreal harness
proper spire
maiden jay
proper spire
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this isn't real

unreal harness
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goes from 5 to 15

vivid rivet
unreal harness
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Saddly right now water is underused

jolly finch
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i do think that the mantis shrimp should be shootable

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having been playing with it for a bit

unreal harness
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they parry bullets

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theyre too fast

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just leave them alone

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poor little guys

maiden jay
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im poor

jolly finch
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i tried leaving him alone but he was in the way oof

dark moth
unreal harness
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and he has the right to be there

vivid rivet
dark moth
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I swear zeekers is making a water map type thing anyway or nah?

vivid rivet
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idk considering the limitations ive heard about water, he would need to do a lot of work to make it versatile

dark moth
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Oh, idrk tbh lol

vivid rivet
unreal harness
#

the mantis shrimps might make an ultrakill parry noise when shot...

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maybe

muted heron
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Dude I hate the fucking shrimps so much there always in the worst spots

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Im running from a thumper and these little fucks are just sitting at the only pathway to the main entrance

high sorrel
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i used other stuff to kill it with shotgun but u still need to be at range greed

slim fjord
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hey i appear to be having an error with bruce and the rad mech. can anyone help?

unreal harness
#

whats the actual error?

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it would be red in the console

thorn dew
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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.

slim fjord
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[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)

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idk why it didnt show up in that log i posted

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this time the error mentions scp 999 and the dog? it didnt happen until i forced the game to spawn a radmech on artifice

dark moth
slim fjord
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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?

maiden jay
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No it's just a problem with that mods code

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Also it does it for all enemies?

maiden jay
unreal harness
#

Pickle on a stick, planning to add this with the flotation device

slim fjord
# maiden jay Also it does it for all enemies?

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 thatโ€™s part of whatโ€™s causing the error too?

dark moth
maiden jay
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isnt __instance enemyai

dark moth
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ye the code of the patch itself doesnt make sense, im jus sayin what causes the error

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[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;
            }
        }
    }
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idk why he doin that

maiden jay
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yeah max health is also like, not right, that's not what max health is lol

dark moth
#

ye lol

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๐Ÿ’€

maiden jay
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they need to patch enemy spawning or grab it from enemytype (i think its there)

strong dome
#

You should point this out to her in her thread pikaVibe

strong dome
deft torrent
#

Hello, I have set Max Urchins allowed on Moon to 0 but Urchins keep spawning, does someone know any fix for this ?

maiden jay
#

@deft torrent remove teh spawn weight instead

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their max count config only accounts for urchins spawning other urchins

deft torrent
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ooooooooo, so I just set spawn weight to 0?

maiden jay
#

just do All:0

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should work

deft torrent
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Thank you!

maiden jay
#

ye

unreal harness
#

I think we fixed that, will be released in the next update

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But for now spawn weight works

thorn dew
#

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.

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Robbing potential spawns from other mods/creatures.

maiden jay
#

oh no... taking potential spawning from the uh... docile locusts!

thorn dew
#

U never know

maiden jay
#

although, you could just, clamp it to 0 and 4 depending on the config option lol

glossy shale
#

outta curiosity, what's the power level of Bruce and the Urchins?

maiden jay
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I think urchin is 0...?

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And Bruce is 3

thorn dew
#

correct

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Power level wouldn't matter for Urchins anyways as they are not an Outside enemy

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they're power level doesn't add up with dogs and such

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They are a daytime enemy like bees and locusts and manticoils.

glossy shale
#

rahhh 0 power level, not consistent with the vanilla daytime enemies

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joking

unreal harness
#

We are about to upload v1.1.0

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just one last test to make sure we arent releasing a broken ass release

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lol

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easy fix

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nobody saw that

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we gucci

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LC : Surfaced [v1.1.0]

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uploading, should be available once thunderstore wants it to

thorn dew
#

it takes about 15-20 minutes

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its pretty quick

unreal harness
#

doing it rn

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Uploaded

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๐ŸŽ‰

unreal harness
#

rest time is over

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back to work

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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

thorn dew
#

*Mantis Shrimp punch VISUAL effect.

muted heron
#

Is the new monster outdoor or indoor @unreal harness

thorn dew
#

indoor

muted heron
#

Alright

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Thanks

thorn dew
#

He's a very illusive type. gl finding him kekw

unreal harness
#

fun awaited inside

sharp stream
#

Goodbye one use mine at the front door
Helloooo mantis shrimp.

thorn dew
#

its moments like these is why we gather.

valid kindle
high sorrel
#

what is bellcrab
is it a monster or just scrap ?

unreal harness
#

||both||

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||you can kill it for its scrap||

high sorrel
unreal harness
#

it spawns like a hazard

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so happy hunting

high sorrel
clear copper
# unreal harness ||you can kill it for its 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 it๐Ÿ˜… ||

unreal harness
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||the value of the alive crab is a trick, its real value is only when killed||

twilit dragon
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"It's behind me, isn't it" aah clip ๐Ÿ˜ญ ๐Ÿ˜ญ

high sorrel
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oh god that is so gold i cant

proper spire
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i think the old bird was the thing that killed you

thorn dew
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Bruce wanted a ride

unreal harness
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He wanted to know if you had games on your phone

strong dome
#

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)
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Bellcrabโ€™s 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

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Also they would just leave it on the floor when they dont have a weapon

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Oh so you press E to drop it, hmm can you change it to G?

unreal harness
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We tried

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Couldnt figure that out

strong dome
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Yeah i was thinking it would be difficult

unreal harness
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Doesnt use typical spawn weight

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Thats on siphon

maiden jay
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Seriously though, it's nothing crazy

unreal harness
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well i guess we can fix it once siphon comes back from his appointment

unreal harness
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he wanted a ride

strong dome
maiden jay
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Fix it in like, 3 days

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Plus I'm kinda taking a stellaris break rn

odd trout
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Guys do i Need to set bellcrab spawn on LQ or does It spawn already normally

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Because on LQ i can find bellcrab name on inside enemies

maiden jay
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Bellcrab isn't registered as an enemy

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It's an inside map object

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You won't be able to configure it with outside tools properly

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I believe your only config tools are gonna be in this mod with the possible spawn amount

odd trout
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Oh ok

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I Need to find it

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It's rare?

maiden jay
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No

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The config is just for spawn amount, picks a random number with your given number being the highest it can go

odd trout
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ohh

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i found it

maiden jay
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So if u type 9, it has a 10% chance of being 0, 1, etc

odd trout
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its really cool

maiden jay
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Yeah, uses same system as turrets and mines

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Except the graph is a straight line lol

odd trout
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ahah

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the first time that you scan it you just get spoiled by the bestiary

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ahah

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and you have to press the wrong button to drop him

thorn dew
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yup

maiden jay
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Ywah,

thorn dew
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what if I made it an OSU prompt to drop him.

maiden jay
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Wdym?

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Oh as in like, place a random thing on screen that needs to be pressed?

thorn dew
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Yeah like the gifs shows

maiden jay
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Well you'd need to lock the player rotation

thorn dew
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nah

maiden jay
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Unlock the mouse from the centre

thorn dew
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nah

maiden jay
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How press without mouse

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Lol

thorn dew
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lick your monitor

maiden jay
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Mines too big

thorn dew
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sounds like her problem

maiden jay
thorn dew
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rofl

maiden jay
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Keep rolling mega mind

odd trout
unreal harness
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something big

odd trout
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Damn

odd trout
maiden jay
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Something... wicked

unreal harness
#

same category as bruce

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which is the Titan category

proper spire
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titan from lethal company!?

muted heron
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this mod has made it so that from now on I won't ever be picking up any bells no matter what

unreal harness
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The crabs sell for a good price

ruby pier
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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.

unreal harness
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hes just being silly

thorn dew
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Thats a regular navmesh agent doing navmesh agent things.

muted heron
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It's like he refuses to go into the steam clouds lmfao

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he just starts tweaking

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but if you just turn off the valve then it fixes him

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so not really a huge issue

unreal harness
#

probably something to do with this

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it cant see through fog

turbid marsh
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crabs like the moist enviroment of the steam filled rooms

maiden jay
severe apex
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the mantis shrimp immediately crashes me and my friends' games when it tries to punch

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you just see the white punch effect and then poof

unreal harness
#

anything in the error logs?

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cuz that seems like an error

ruby pier
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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

unreal harness
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unlucky

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but could be doable

valid kindle
turbid marsh
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Would still be funny if your trapped inside the save zone because you didnt bring a shovel and urchins surrounded the entrance

high sorrel
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i felt bad for bruce i think they should at least fight back when u attack them lol

unreal harness
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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

high sorrel
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oh sorry my head is empty
i have this mod #1191052966086586450 the whole time and thinking he can be killed normally lol

unreal harness
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he cant be killed, unless that mod somehow gives him hp

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however we do have a planned way for him to be killed

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in the future

high sorrel
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๐Ÿ‘€

unreal harness
unreal harness
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so Bruce is killable and so are the mantis shrimps with the kill everything mod, but my other monster, Wicked is not

muted heron
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I fucking hate wicked so much dude

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Dude always fucks me over lmfao

unreal harness
#

thats his goal

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which is why he is rare

muted heron
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I regret doing that

unreal harness
#

Bell crab tooltip fixed thanks to xu, should be in the next patch soon

high sorrel
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i panicked and jumped around cuz i dunno u can drop it lmao

maiden jay
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most people thought u couldnt

fluid tapir
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wait till bruce sees my 44 magnum revolver

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and my 12 gauge shotgun

ruby pier
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I just hit e again

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And it would drop

maiden jay
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it's G in the next version

ruby pier
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But that's farther away than e whar

fluid tapir
valid kindle
unreal harness
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I asked monty for some cool drawings for the mod page

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and he's cooking

valid kindle
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I also prepped standalones

unreal harness
#

straight ๐Ÿ”ฅ

thorn dew
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queer ๐Ÿ”ฅ

vivid portal
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one punch shrimp

wind sphinx
unreal harness
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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)
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LC : Surfaced [v1.1.1]

muted heron
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is there anyway to counter bruce other then not taking damage in the first place

unreal harness
#

ever tried bopping him?

muted heron
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yea and when I was about to hit him he ate me

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๐Ÿ’€

unreal harness
#

sharks dont like being punched on the nose

muted heron
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also can bruce open doors

unreal harness
#

yes

muted heron
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wow yea that makes sense then

unreal harness
#

i figured that out the other day

muted heron
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I was at artifice and was hiding in a warehouse

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then I hear the door behind me open

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and just die to bruce

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I was so confused

unreal harness
# unreal harness Something big is in the works

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

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heres what we are working on in the meantime, small and simple creature that i think will be a fun addition

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what does it do? You'll see

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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

glossy anvil
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not sure if this mod causing this error but i get this

glossy anvil
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seems to be something wrong with Surfaced, SolidLib and ShockwaveDroneEnemy because i was able to land the ship properbly when disabling these mods

wind sphinx
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does this happen with the latest release of surfaced?

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i mean previous

glossy anvil
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it didnt happen yesterday

unreal harness
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Bruce eated our code ๐Ÿ˜”

high sorrel
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yea latest surfaced did it

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theyre holding the ship hostage

unreal harness
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This is what happens when you do a release build without testing it first

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Worked fine in testing

high sorrel
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pointing at my friend whomst suffering from updating blindly

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without testing

wind sphinx
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Getting a patch ready to fix this

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upload was corrupted/broken

unreal harness
#

Probably something broken on my end

wind sphinx
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the fuck i just rebuilt the dll and it increased by 12 kb

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weird stuff going on

high sorrel
wind sphinx
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it works pushing

high sorrel
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12kb of code being a ghost

unreal harness
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LC : Surfaced [v1.1.2]

gentle tapir
unreal harness
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i dont know if anybody else tested v1.1.2 but on my end, the release is still broken

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oh wait could be my mistake

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yeah false alarm

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i had a second instance of surfaced in my profile

gentle tapir
slim fjord
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So is the new update working ok then?

unreal harness
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yeah

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1.1.2 should be fine

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tested it this morning and worked

muted heron
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giant squid enemy when

delicate matrix
#

why do you make the spawn rate for the enemies so common?

unreal harness
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because we use spawncurves, which mean its not 100% the spawn rate all day, also so that are monsters actually appear more

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apart from the shrimps, most of our enemies arent that dangerous

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needing certain scenarios

muted heron
unreal harness
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skill issue?

muted heron
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dawg he always catches me lacking

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I was on that offense pipeline just now and dropped down and he was just sitting there waiting for me

strong dome
unreal harness
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it has 2 kills on takerst

high sorrel
iron relic
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One of my friends picked up the crab and then they couldn't pickup or drop anything

thorn dew
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How was the crab detached

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need context

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This was a major problem during our testing.

delicate matrix
thorn dew
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apparently its not perfect yet

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it seems to be low chance tho

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default max is 3

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urchins natural spawn a max of 4 early day if you get 2 you'll have max of 50 urchins between like 6-8

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eclipse doesn't effect max spawns or growth rate

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and since Urchins are daytime enemies

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not outside enemies

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eclipse should not up their spawn rate

thorn dew
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They spawn like a hazard aka landmines, seamines, turrets

delicate matrix
thorn dew
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yes the max is the abundance config

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set to 3

delicate matrix
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Ye ima set it to 1

thorn dew
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if you want a greater chance of no crabs I suggest a value of 1

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yeah

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you beat me to it

delicate matrix
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lol

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I like the shrimp, but I would prefer if you could kill em

thorn dew
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sadly harzards don't support spawn curves

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they are flat af

delicate matrix
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Oh damn

thorn dew
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thats why you either get turret hell or not lol

high sorrel
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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

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'someone said the more late it is the more likely your way out being blocked by a spawning turret' ๐Ÿ˜‚

delicate matrix
unreal harness
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so i tested our release in multiplayer and there seems to still be desyncs and breaks for the clients

high sorrel
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what desync ?

unreal harness
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the crab looks at the players when hidden on the client

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and theres issues when the client picks it up and drops it

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the crab cant be grabbed anymore by the client

high sorrel
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concern poor client

unreal harness
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any errors in the console?

iron relic
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I didn't catch them at the time

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Sorry

unreal harness
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so did it bug out when your friend grabbed it or after the crab was dropped?

iron relic
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All it said was "Drop crab"

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But he wasn't holding anything and the crab was on the ground

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Stuck in his peeking state

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Couldn't interact with it either

maiden jay
iron relic
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Yeah

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He couldn't interact with anything either, doors, other scrap, etc

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It also didn't fix even after death

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Had to reconnect

unreal harness
#

LC : Surfaced [v1.1.3]

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another patch for the other patch

valid kindle
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is there a power level to hazards?

maiden jay
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Nada

valid kindle
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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?

maiden jay
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Another thing I forgot to consider though

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If you kill a bell crab it probably makes more inside enemies spawn

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Depending on how siphon and rodrigo feel I can just make the bell crab add weight to make it properly a monster

valid kindle
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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?

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by hazards I mean sea mines and bell crabs

maiden jay
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Yes

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You can just keep piling it on

valid kindle
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jesus

thorn dew
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hazards don't have power

valid kindle
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yeah that seems kind of whack, I can get why these could get overwhelming

thorn dew
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more hazards equals more objects

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if we end up doing a lot of hazards the idea was to create a powerlevel within surfaced

valid kindle
# thorn dew hazards don't have power

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

maiden jay
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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

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But it does give inside power when it dies

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Which means more inside enemies than were possible before

thorn dew
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haha what function does enemy power get subtract and added if I may ask

valid kindle
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mhm yeah that might be a problem

maiden jay
thorn dew
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well we don't use killenemy

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for one

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we just despawn

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which is a network object thing

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I would assume kill enemy is where it would be

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inside kill enemy

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so no.

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we are not subtracting

maiden jay
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I think the fact that you trigger a death animation let's the game know it died

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There's some weird functionality with enemies

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Where there's some built in trigger it looks for

thorn dew
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I call a death trigger in the animator

maiden jay
#

I kmow

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Know*

thorn dew
#

how is that speaking to the game state

maiden jay
#

It just does sometimes lol, some ingame stuff waits for stuff like that to be triggered iirc

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Like I think there's a generic stun trigger

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It looks for the name so obv not foolproof

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Renaming from "Death" to something "BellCrabDie" or whatever would probably change thay

thorn dew
#

there is a way to set callbacks on .settrigger() or blend states?

maiden jay
#

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

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We could also just

thorn dew
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but its just creatureAnimator.SetTrigger("Death")

maiden jay
#

Set the power level of the crab to 0

maiden jay
thorn dew
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I don't think anywhere there is API to do that

maiden jay
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Think I remember seeing and being told about it and testing it out a bit a month or two ago, but I could be wrong

thorn dew
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creatureAnimator isn't a custom subclass of Animator so he hasn't overridden SetTrigger behavior somehow

unreal harness
#

so you can get anywhere from 0 to 3

thorn dew
#

I want to add a "Bell Curve"

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peaking at 1 crab

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and making 2-3-4 less and less likely

maiden jay
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Pov in vc 15 hours ago "nono not actually a bell curve that wouldn't work here"

thorn dew
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lol

maiden jay
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I dont know if there's any actual good way for us to set these curves without the Unity editor

thorn dew
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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

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3 width on both sides of 1 crab

valid kindle
#

if the amount of sea mines affected the amount of landmines I think it'd be fine

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but I can't say with certainty cuz I haven't played Surfaced yet

maiden jay
#

There's always the option to make them enemy like and make them affect enemy inside power but up to siphon and rodrigo

thorn dew
#

its like not an enemy tho xD

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once you know its there is not even a persistent threat.

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no reason it should remove power

maiden jay
#

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

valid kindle
#

yeah, especially on hazard heavy moons

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smth like old dine (idk if new dine has a large amount of hazards) would've been heeeeeell LMAO

valid kindle
thorn dew
#

AssignRandomEnemyToVent() is reponsible for adding power.

glossy anvil
#

not sure if it caused by this mod or starlanced enemy escape

maiden jay
#

something allowed the bellcrab to spawn outside

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its not supposed to spawn outside

glossy anvil
#

i also seem to be getting 30 fps from 120 fps when going inside interior with this mod activated

unreal harness
#

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?

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Modded moon?

unreal harness
#

Also are you using outside hazards?

hasty lotus
#

what's the horse spawn weight? and is it meant to say bruce in the description? since bruce already had another spawn weight config

unreal harness
#

unimplemented enemy

#

ignore it for now

#

it doesnt spawn naturally

strong dome
#

Hmm yes the Horse the most famous seacreature

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With the spawnweight of Bruce peepoGiggles

limpid olive
unreal harness
#

HORSE!

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Trident that allows you to control all surfaced enemies when?

strong dome
#

Seashell with pearl when?

proper spire
#

sea horse

ruby pier
#

Bellcrab do not work ๐Ÿ˜”

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Cannort be seen by clients

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Also I have changed the mantis shrimp group spawn size and I swear they still spawn in big groups ๐Ÿ˜ญ

unreal harness
#

more details

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did the mod load all the enemies in?

ruby pier
#

From what I could see

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Bellcrabs just could not be seen by clients at all

thorn dew
#

no sounds either? Host only visibility.

ruby pier
#

Yep

thorn dew
#

how many instances of this happening? how many different moons?

ruby pier
#

This has happened with every single bellcrab

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On every moon we went

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I have the spawn rate up and all of them could only be seen by host

thorn dew
#

modpack code?

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and logs if possible

ruby pier
#

0190e268-3a93-d693-4d86-72febb1156c6

#

Idk how to get logs tho ๐Ÿ˜”

#

(I also had control company on)

thorn dew
#

%appdata%\LocalLow\ZeekerssRBLX\Lethal Company\player.log

#

This is very important if you want developers to fix issues you want to report.

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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

ruby pier
#

ALSO WTF IS FEAR INCARNATE

#

DOES IT ||MIMIC MONSTER SOUNDS???|| enemy spoiler

#

I will try and get logs after we're finished playing

thorn dew
#

we need a log from a client and the host.

ruby pier
#

Gonna try to get that!!

ruby pier
thorn dew
#

%userprofile%\appdata\locallow\ZeekerssRBLX\Lethal Company\player.log

#

try this

ruby pier
#

also if I send the logs to you will it show you anything about my computer? (I do nort knwo how logs work)

thorn dew
#

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

ruby pier
#

hm. I thought they saw the mantis shrimps but they might not've...

#

Logs have been sent if you need them still

proper spire
#

new urchin pathing feels alot better, they're actually spread around instead of swarming a single point

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also, earth leviathans can't eat urchins. i think they should be able to

unreal harness
proper spire
#

RISE, MY SWARM

turbid marsh
proper spire
turbid marsh
#

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

turbid marsh
unreal harness
#

I think cc gets stopped at any enemy it hits

#

But youd need to test

#

They are killable by the cc

turbid marsh
#

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

proper spire
#

i can probably go test the cruiser right now

#

it seems like old birds can't kill urchins

turbid marsh
#

should that be changed?

proper spire
#

i think it should

turbid marsh
#

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)

proper spire
#

cruiser cannot kill urchins ๐Ÿ˜” 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

turbid marsh
unreal harness
#

They were killable by the cc before

turbid marsh
#

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

unreal harness
#

Check if they didnt bug out

#

They might be dead but still stay there

proper spire
proper spire
unreal harness
#

We'll look into it, make urchins killable by earth leviathans and the cc

turbid marsh
#

i dont see them displayed as dead in imperium

unreal harness
#

Not radmechs tho, because they act as a sort of barrier against other enemies

maiden jay
unreal harness
#

Urchins have a hidden positive of blocking everything but bruce

unreal harness
#

Baboon hawks can kill them

maiden jay
#

why would radmech automagically deal damage while walking around? Think

unreal harness
#

It does stomp damage

#

No?

proper spire
#

no

maiden jay
#

do they do that to enemies? im not sure

proper spire
#

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

maiden jay
#

u can opt out from old bird being aggressive to urchins, but the rockets will always be killing em

unreal harness
#

Yeah thats fine

proper spire
#

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

turbid marsh
#

I think rockets do kill them yeah

unreal harness
#

They would still split no matter what so long as they are big enough

turbid marsh
#

after testing it looks like rockets do kill urchins

turbid marsh
proper spire
turbid marsh
#

i set the cap at 250 urchins and its definitely too much for my system

proper spire
unreal harness
turbid marsh
#

stomps do 100% damage players, irc its 30 damage

proper spire
#

coughing urchin vs nuclear bomb

unreal harness
#

We dont want every outside enemy killing the urchins, thats on the player to do early in the day

proper spire
#

wahtever

#

i suppose it makes sense

unreal harness
#

Would also make them less deadly because they would always be killed off

turbid marsh
#

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

proper spire
turbid marsh
#

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

unreal harness
turbid marsh
#

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

unreal harness
#

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

proper spire
#

will you fix them poking you while in the cruiser too?

unreal harness
#

Theyll be killable by cc so i guess that shoukd fix it

proper spire
#

not for a parked cc, or them approaching from the side

unreal harness
#

We'll look into making them not wander into the truck

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The front seat im assuming

turbid marsh
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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.

unreal harness
#

I thought about it but we already have urchins

turbid marsh
#

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

maiden jay
unreal harness
#

Also plan on making weedkiller affect urchins

turbid marsh
#

pretty corals. maybe even some animated bubble chain sprites

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reskinned fox concern

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the walking clams from spongebob

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or idk, sea anemones with a killer clownfish standin inside

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the enemie doesn't even kill you, it just drags you around the anemoe hazards until you die from its stings

maiden jay
#

yeah when are u guys adding bikini bottom to surfaced

turbid marsh
#

i mean, clams can walk and swim** in real life**

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i dont think they have extensible tongues though

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it looks wild

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seem like some also have giant extensible... tongues? guh?

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pseudopods

unreal harness
#

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

turbid marsh
#

i mean it could just be a kidnapper fox asset replacement

#

but wow 7

unreal harness
#

Yeah but asset replacements arent our goal

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2 titans, 1 hazard, 1 equipment and 4 enemies

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And also for urchins and enemy interactions were saving that for the 3rd titan

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For clarificatiom bruce is the 1st titan, anchor fish is 2nd

turbid marsh
#

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?

unreal harness
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I dont know

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Probably

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But we plan on making a surfaced moon eventually

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So no need to do asset replacements

proper spire
#

what's the difference between titans and enemies?

unreal harness
#

Titans will have special interactions between themselves

#

Wont spoil anything

proper spire
#

i hope the 3rd titan is massive enemy crab

unreal harness
#

They are also bigger and unique monsters as in only 1 of each can spawn

unreal harness
#

We already have a crab

proper spire
#

massive-er enemy crab

turbid marsh
#

Giant enemy spider Kingcrab

strong dome
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A reward for killin em

maiden jay
#

not you too s1ckboy KaguyaPensive

strong dome
native pilot
#

we need a moon for Surfaced. something underwater, but at the same time you can breathe in it

turbid marsh
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and it should have water, like the goo algoon

hollow cedar
#

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

unreal harness
#

ill test it

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and come back to you on that

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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

iron relic
#

This happens the moment I pickup the crab

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Can't drop it or interact with anything

maiden jay
#

Odd

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I'll look into it

iron relic
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All it says is "G to drop crab"

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I can still walk around and stuff

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but can't drop it or interact

maiden jay
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Did u do anything special beforehand

iron relic
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Nope

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Just picked up the bell

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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

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Exact same bug

maiden jay
#

Do u have a mod that messed with interacting?

iron relic
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Not that I know of

maiden jay
#

Are u using an old version of the bellcrab?

unreal harness
#

is this latest version?

iron relic
#

Yes, it's the latest version

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0190ed92-d2a0-dc85-a4f5-676f0869ecf8

maiden jay
#

The line u error'd on is like

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Impossible to error on

iron relic
#

Whaaa

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How does that make any sense

maiden jay
#

Yeah I'm lost on what went wrong here

iron relic
#

Try the profile once you got time

maiden jay
#

Yeah rodrigo

unreal harness
#

๐Ÿ‘

#

is all this on client side or the actual host?

unreal harness
iron relic
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I was host

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But it also happened to a friend that was the client