#LC : Surfaced [v73]
1 messages · Page 3 of 1
bruce, mantis shrimp, urchins, scary and bellcrab have spawn weights that u can adjust per specific moon
bellcrab not RN but soon
i misread what u said
on weather? no
on moons, yes
I meant on certain weathers
For example i would love to have an option that basically replaces the normal mines with seamines when its either flooded, raining or stormy, as for the new enemies this mod adds i kind of want to make it so they too spawn when its only one of these weather types
Beg @quartz depot for it 🥺
Well, if this were to get added as a config option it would really help add more uniqueness to these weather types, help add more variety to the base game's gameplay which is what im really looking for in my modpack 
we werent able to recreate it but we did get a bugged bell crab once, it was supposed to spawn as a hazard but it spawned as an enemy, which broke it
uploading 1.1.4 where its now an enemy and hopefully that fixes it
I hope so
also test if the testaccount fixes affects the crab, because there is something with the interact in that mod
I'll try it tomorrow if I remember
LC : Surfaced [v1.1.4]
hope nothing broke
1.1.4
-
Made the Bell Crab spawn as an enemy instead of a hazard
-
Changed Bell Crab configs
-
Fixed bestiary errors with terminal mods
Did you also fix the grab bug?
what grab bug
When the bellcrab was grabbed it was bugged out on the floor and you couldnt interact with anything
when was this
im pretty sure that happened client side no?
Only watched others didnt try it myself
Host side
was teh crab like undera spike trap?
It didnt matter where it was
anyways im going to bed, if its still bugged in 1.1.4
imma force ask xu to help me fix it
lol
just wanna say nice icon u got there 
why am I needed for it 🥺
yeah this is a me problem lol
surfaced uses a lot of code that i just havent tried adding weather etc weights involved into
You are the fixer 
Because what I was replying to would be awesome for Registry 😅
weather stuff gives me an idea, urchin weather. a ton like ten spawn at the start of the day and have a slightly increased growth rate and max count
stop asking for content on an API 
Hello 👋
I think the mod is broken right now. I get this error when the game starts up:
[Error : Unity Log] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Could not resolve type with token 01000070 from typeref (expected class 'SolidLib.Components.ExtendedEnemyAI' in assembly 'SolidLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null') assembly:SolidLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:SolidLib.Components.ExtendedEnemyAI member:(null)
Stack trace:
System.Reflection.Assembly.GetTypes () (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
Surfaced.Plugin.InitializeNetworkBehaviours () (at ./src/Plugin.cs:171)
Surfaced.Plugin.Awake () (at ./src/Plugin.cs:39)
UnityEngine.GameObject:DMD<UnityEngine.GameObject::AddComponent>(GameObject, Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
And then ingame it seems that the enemies aren't added to the spawn pools.
I also just tested installing 1.1.3 and that fixed the issue so I guess it's caused by some changes in 1.1.4
ah, yeah, it's caused by a dependency not updating, just stick to 1.1.3 for now
yea, will do
it's already possible to implement it on top of Registry
someone just needs to do it 🤭
One must imagine a surface of happiness.
😔
Was working on my end
get rid of the horse
Is it the horse? My stuff was working and spawnable even with it
On the release build
like i said, there was a class called "ExtendedEnemy" that came outta nowhere
@maiden jay i just tested the actual release on my end and its perfectly fine wtf
i can spawn all of them
even the borked horse

the code wouldnt be called upon if it doesnt load the enemy in the first place?
dunno
the code is only called by the enemy prefab, if you dont have the enemy type registered it doesnt load the enemy
therefor the code wouldnt be used
Solidlib just got updated, once you can get it updated, try the mod again
sure I'll take a gander
looks good
SolidLib 1.2.0 fixes it yea. Thanks for the heads up
yw
Add mantis shrimp that vaporizes anything that it touches
Nooo the crab Is now an enemy?
is the current version of surfaced working?
agreed. i was kind of assuming that was how the shark worked.... until we saw it gliding over the grass
Ye, just update solidlib
Bell crab probably still has bugs tho
Hm bellcrab scrap apparently teleport out of the ship for clients? We went to seichi and they said all our crabs were floating beside the ship
Yeah ive seen that happen with other scraps before, ill look into it later
Check if it happens on other moons if youre still playing
Are bell crabs supposed to spawn outside now
Nah
Two of them spawned outside embrion for me but it hasn’t happened since
So maybe it was just a one time thing
If it happens again I'll let you know
We've uninstalled surfaced for the time being tho because it's caused a lot of bugs and we kinda got tired of it
My friends love the bellcrabbies tho
what bugs ?
they're not bugs, they're crustaceans, silly modder
ill just put bell at 0 
I haven't encountered bugs so far with the Bell Crab at the current version, so I guess that they're working mostly
I say mostly, but my modpack is literally 40 mods at most with Imperium being the usual suspect for breaking mods
and yet, no breakage
I mean like i said I decided to turn it into an enemy because i got a crab spawn as an enemy when it shoudlve been a hazard
And that one was broken
huh. peculiar. I would think that would be a mod conflict?
because it would have to spawn as a hazard first, then switch to be an enemy.

A crewmate said they couldnt drop the bell after picking it up. But another one and me as host did
this for real we fixing it
this for real we fixing it
this for real we fixing it...
gonna try xu's fixes
Same bug crew!
dont hit bruce
(was using the kill everything mod)
just dont hit it if youre on him
sent to the shadow realm
Anglerfigh would be terinfing
An angler fish that drains batteries of flashlights to make its own light brighter
Maybe like a passive enemy
is this with the new dll that they send ?
im currently using the new dll and it seems tobe fine if i make bruce unkillable again
where is he going?
that an in development moon?
yes
On most maps I think bruces model is too big, and his detection ranges are also too big sometimes spamming 60% of the walkable area(without you having Line of sight on him when he starts chasing from far away). Imo bruce would fit better into the game and still be ridable/scraptransporter if he was? Changed in this way:
Bruce is now about mouthdogsized, with detection range threshholds similar to the runningsound detection from dogs and the smaller walking sound detection.
Bruce is a tiny bit faster when roaming. There could be a small glowing detail stuck in his back to make spotting him at a distance at night possible
I think these 4 small changes would make his gameplay more fun and fit in the vanilla game with its small maps better
The model might look odd when scaled down though. But IMO him being huge but not collosal how he is currently would make him much scarier, and he would look much faster when chasing
i mean we think his range is fair, but theres configs for all the health thresholds and their ranges
he was actually slowed down alot in one of the latest updates and can be easily outran or even negated by a good whack
as for his size, i feel like its a good size, hes about eyeless dog
its just that hes floating
also hes meant to be big
thats why hes a titan
Hes much much bigger than the dog. I think gameplay about spotting and avoiding him similarly to what you do with dogs would be much more fun. Currently on most maps the average line of sight at any current point in the map is half of his max radius, and he will just instantly aggro? When you step outside, from behind a hill where cant see him until hes in your face
hes a stealthy one, but mostly passive until injured
like a real shark
also his spotting from anywhere throws a mix up with other enemies, you cant hide scent
not from bruce
giants see, dogs hear and bruce smells
anchor fish will be another titan like bruce, but louder and more agressive, requiring line of sight
Well thats my feedback from my playtime. Imo it doesnt work well and i explained why and how I propose to change it
also if you dont like the size you can always use Wexop's enemy size randomizer
I hope the other planned giants wont be all bigger In size or volume than the forest keeper without good reason, as it does not fit the vanilla game
Bruce is more dog sized imo
like hes taller than a dog because hes floats
you can stand on him and not get attacked by dogs
ah true
I forgot about that, definitely will use that if the situation presents itself
can come in handy once we release the pickle on a stick
bruce loves pickles
so yeah bruce is pretty big model wise, about between giant and dog, but hitbox wise, especially attack, its very similar
similar to dog*
bruce is NOT dogsized. he's similar in VOLUME to the giant but still more voluminous. He's much longer than forestkeepr is tall, and about as wide and thicker. while forestkeeper is a thin solid slab.
Like i said, we like bruce's current size, hes a chomker
he's like 8 time the volume and 4 times the lenght of a dog, and probably 6 times as wide from fin to fin
just use wexops size mod
his collision hits boxes are not the rectangles, those rectangles are leftovers, he uses a capsule inside his body
and his bite is the square at the front
sphere is nose boop hitbox
I'm giving mod feedback, not asking how to change it myself but thanks i guess. the description does not state if colliders hitboxes and speed values are changed btw
Well feedback is welcome, but for Bruce we think he's in a good spot
in line with our mod vision
we offer configs and other mods for those who dont fall perfectly in line with our defaults
well I hope it will make better gameplay later down the line in development, as it's now i think it could be improved in the way I suggested. imo gameplay > planned visions
Oh and i think Bruce should have a more noticable audio cue when he starts hunting you like the mouthdog. It would even be a fun idea to make the soundcue global with the weedkiller bug so everyone can hear it.
||currently range+speed+ lacking LOS make hin an instant heatseeking missle, finding and killing you 5 seconds after you step outside the facility with hardly and counterplay, much worse than the fox if you're inexperienced with him, or giants that take a while to see you, could just look the other way, have soundcues, are loud, are the same speed as burce?? etcetc. bruce is fun as a gag instakill but thats about hit and I wish he was more than that.||
i repeat myself cya bye
ok shovel seems to counter him well but you'll still be stuck babysitting him forever because you cannot outrunhim, ever
can you outrun his range when looping him? i don't think so
and wouldn't you just be stuck looping him forever
bait a bite
get to his side to loop and regain stamina
run
rinse and repeat
you can even get under him and just sit there
not towards the front though
hmm idk if that makes him too goofy and nonlethal, i'll keep playing and find out
have you thought of somehow making pickerod a "craftable" item
by combining a rare outdoors scrap spawn "stick: 0value" and jar of pickles by dropping them ontop of eachother. (idk how youd implement that)
you gotta buy it, its a state of the art pickle, engineered by the best of the company
it looks like a pickle, tastes like a pickle and even smells like one
but its all high grade plastic
though because of the cost of the pickle, the stick is made of good old 2x4's found on the ground
having to find pickles and not being able to buy them would be more fun imo, it's not a terribly rare scrap
also adding the stick to be 0 weight shovel that does no damage at all or just 1/4th of 1 damage would be goofy ahh and fun
we thought about it, but finding all the different parts and making it, which is also hard to code the crafting, would be tedious, luck based and annoying
especially when you can die and lose it
i mean bruce ignores the pickle if theres blood nearby
no i'm not talking about pickle on a stick, i was talking about woode-stick^tm
0 or 1/4th damage, 6/3lbs weight rare outdoor scrap that functions as a terrible but light shovel
0scrap value
Home, there's nothing left.
How does the fisticuffs mod do less than 1 damage?
doing 0 damage would be cool if it could still stun
maybe they make it a 1/2 chance to deal damage
I can add a poking stick that just pokes, doesnt do anything but aggro enemies lmao
If you poke it with the stick and it doesnt react, its dead
Most conclusive test
some enemies get stunned after being hit like thumpers, bruce
uh, hawks do
well, they become immobile for a brief moment
foex
Because they made a separate system that allows for that, which isn't in the scope of surfaced
If liquidation out do you plan to add these monsters on it on water?
LC : Surfaced [v1.1.5]
1.1.5
- Added failsafes for Bell Crab reference errors on grab
its a brute force method implemented by Xu, should fix picking up bellcrab bugs
let us know if anything is broken
our last resort would be to rework the bellcrab grab or just scrap it
whats the bugs with bellcrab again?
breaking peoples interact, making them unable to use anything
friend picked it up. inventory froze for them
tested in lan and it didnt lock
(tho i have testaccountfixes)
were you the host or a client?
im picking with both
even with test account fixes ?
if u have it there is also a manual button which is comma ,
i dont have that mod
i might recommend using it
but yeah if it prones to lock without the mod then...
what does inventory freezing mean? couldnt scroll through the inventory or pick up anything?
correct
we think the bell crab issues may be due to a mod incompatibility or a specific issue with our code but we dont know
FWIW i'm running a pack with 110 mods and we've never had an issue with the crab
A clownfish? What could he possibly want?
Damn It somehow looks kind of creepy
Next update is themed around helpful things
with the clownfish, Horseshoe crab and pickle on a stick
🥒 🎣
will the BRUCE destroyer be added or nope
anchor fish?
anchor fish will probably take the longest out of any of our monsters
also Siphonife is the one working on the model, but he's currently pretty busy
so me and solid are doing smaller stuff in the meantime
a family
How many monsters do you have planned for this mod or are you kinda just thinking of stuff as you go
is it a known issue that the pistol shrimp can bring the player's health to literally 0 but cannot kill them? I can die to sea mines, but not mantis shrimp. Is this just a poorly communicated feature where they work best in tandem with Bruce who targets low-health players? Or is this a legit glitch and mantis shrimp are supposed to be able to kill the player themselves?
best gimmick ever
theyre supposed to kill you instantly
might be a bug with the damage player
also its mantis shrimps, not pistol shrimps
mantis shrimp on the left, pistol shrimp on the right
Are you using any mods that affect health?
hmmm
well TECHNICALLY Lategame Upgrades has an upgrade that raises the player's health, but at the time of testing I wasn't using any upgrades at all, so my hp was 100
just use KillPlayer next time
perhaps GeneralImprovements has something buried in its huge list of changes that alters how players receive damage from very specific sources?
yeah true, we werent using killplayer because our mod was v50 and v56 compatible at first
its an easy fix
is Urchin split time based on the day timer (meaning effected by mods that slow the day speed down like LGU Quantum Disruptor) or is it a completely independent timer (meaning Urchins have more time to grow and split if the day is artificially lengthened by other mod functions)?
independant timer that is a config
Never thought i'd see someone riding a floating shark using a pickle on a stick as bait.
finally I can inject bloodplasma in veins to rehydrate in lethal company
thank you Horseshoecrab
that COULD be another cool enemy addition
eh.
imagine an actual "pistol" shrimp xd
I suggested it yeah
proyectile enemy
Too many shrimps
we need shrimps tho ._.
archerfish 0-0
Just found a new space ship cause of this mod! Bruce swam into the back of the cruiser then just took off into the sky with it. The player in the cruiser was confused and scared 😆 gotta polish up the clip. It was amazing!
He was even more confused and scared when he looked back to see Bruce's head in the cab window 😆
Shotgun shrimp lmao
😨
I was thinking like an organic pistol scrap that was shaped like a shrimp
but this is terrifying.......
canon shrimp
Oh boy a 3rd shrimp
see, the only thing you're doing here is making this concept more desirable
Fastest claws in the west
How about
Shoots u on smell
Bruce but with a gun
Can we give Bruce upgradeables
Like that one shark game
Mobile game
Bleed effect - hits you for 20hp and you slowly lose hp as time goes on (would need a bandage to stop the bleeding)
Have them duel when they're near players
problem is the player would need a weapon
Noo you misunderstand
Have the cowboy shrimps duel to death
When they are near each other
Sudden western duel music comes up - and they shoot each other
😨
Players are just.. collateral damage
uhhhh they patrol for anything to duel against, being other cowboy shrimps and players with weapons held out
if they spot any of the above, they do a totally not copyright western shootout kind of tune
if the tune is fully played out, they'll shoot and deal 90 damage (they're not very good at aiming at the head)
if the tune isn't fully played out, they'll attempt to chase down the player with a laser sight emitting from the barrel. compared to Nutcrackers, they do not chase as long, and are way slower
they fire significantly faster in the chase state (because they're fanning the hammer)
think of it as a sort of wandering turret. when it sees ya, itll aim and fire six consecutive shots. after that it'll take some time to reload. that's your chance to either run or fight back. stand right on top of it tho and it'll pistol whip ya
i was thinking its spotting sound would def be a western duel stinger
naturally, call it the Revolver Shrimp
but my idea was that it would spot you, play the stinger and you have to stare it down or else it considers you a coward and blasts you
hmmmm
ultimate staring contest
i spose that'd be more unique than having it be a moving turret with a long reload
i mean my idea is basically an outside long ranged coil head
i do like the cross fire idea
of them dueling
if this ends up being the case
give em different hats
in a pool for the game to choose from
1/100 chance for the infinite dimmadome hat
rodrigo, thoughts?
what is that
amogus
stubbers...
yummers
forgot Revolver Shrimp in the names, if you want that instead just react to this message
Name for the Pistol Shrimp (Cowboy themed with a revolver claw)
4
10
3
Pistol Prawn
🤠
this is a monster and not another map hazard right ?
oh wait i think i spawned the guy and theyre still white boxes lol
1 in 30 million !!!!!!
YOU CAN'T ESCAPE!!
🫡
are you gonna add the blue lobster jumpscare
already did
locked away in a config
that thing is pure evil
had to seal it away
if you do legit add the pistol prawn, make his moving animation be that silly tilty high-step thing like an exaggerated joke cowboy walk where the legs go way higher than necessary before coming back down for each step, and obviously do some cowboy boot clang sound effects for each step taken lol.
I think a 'forcing you to stop moving and stare it down to not get shot' gimmick could be cool, though ultimately it may just end up being obnoxious so he'd turn into a meme monster instead of an enjoyable threat that switches up gameplay decisions
this config is for sure broken
it's hard to convey through screenshot but there were wayyyyy more than that. and also it does not say that
It spawn 1 mantis naturally which counts towards total and probably exceeds the max because it spawns other shrimps around it which do not count to max
So i guess do 0 4 for now
other shrimp should count towards max
We'll look into it was an issue with urchin before as well
Oh
RoundManager.Instance.SpawnEnemyGameObject
I'm unsure about what could cause this I'll have to give it some thought.
Check if the config is actually implemented in the configuration code
Big Claw (on his hip)
He is absolutely amazing! Took me awhile to realize what he actually does and it's beautiful! Did have one trigger a landmine behind someone and kill them lol 😆 we have a mod on that allows them to trigger them.
Anybody got any fun ideas for possible buffs that could help the player?
only idea i have is custom scraps.
treasure chest, anchor (super heavy), ship in a bottle, starfish, sand dollar, deactivated sea mine, barnacle, coral chunk, dubloon, compass, cutlass (melee weapon); i can go on, honestly 🙂
Angler fish that lights up dark areas?
Could be like spore lizard and only bites if you irritate it
Angel Fish. if someone who's haunted passes by it, it'll follow them around. if spooky bitch makes contact with the haunted player, bitch is destroyed but so is the Angel Fish
cannot leave facility
I like this except instead of ghost girl it protects the player from coil heads. Leave poor ghost girl alone lol she already has it rough. Tbh I love when people die from her cause it's just so hilarious when you don't know she's haunting someone. Plus for my group Coil heads got a way higher death count than ghost girl.
i. hate. her.
😆 she just wants to play!
Well Lategame Upgrades already has a diving helmet that lets the player breathe underwater indefinitely as long as they are holding it. That WOULD fit perfectly into this mod but it already exists over there as a purchasable gear item in the store. Perhaps you could provide the same gameplay benefits as the diving helmet but even better.
I'm thinking some sort of item or ability that not only disables drowning entirely, but mitigates or outright disables the slowdown effect caused by walking through water of any height or at any depth as well, thus making flooded moons no longer any kind of detriment and therefore slightly broadening up risk-vs-reward options which are always in constant consideration by a crew of players as per the Lethal Company gameplay loop.
Maybe a special sea shell implied to have some mermaid charm applied to it? Perhaps for balancing sake, the ability is tied to holding an item so it isn't team-wide and won't just basically function as a 'delete flooded weather from the game' feature?
Or perhaps a fall-damage countering upgrade where the player slowly drifts safely downward whenever freefalling as though they are sinking while submerged. Could produce some funny effects such as a player falling into a pit but having LOTS more time to scream out their mistake before touching the death trigger at the bottom, but obviously also doubles as an on-foot traveling bonus in certain situations like Titan where, with this upgrade, you can just jump off Titan's top entrance platform and float slowly down to the ship instead of falling to your death.
I do like the idea of an infinite light source, though... an Angler Fish you can hold in your hand that casts light in a shorter distance than a flashlight, but radiates all around you, effectively brightening up your surroundings in all directions and for all players to benefit from. That could work, too. Though, it'd be better for balance if it was a rare-spawning monster you had to bash with a shovel in order to tame and safely pick up to keep, as opposed to just being a living, immobile angler fish scrap item you can happen upon.
The idea of an angler fish slowly floating down an otherwise dark labyrinth hallway sounds so cool to imagine, so if it had mechanics or value tied to it that excited players, it'd accentuate those encounters really well.
Gliding
Hook gun
Portal gun
Ghost girl counter
how would you even notice
2 fewer ambient noises per minute?
i dont know what you mean by player buffs. if its something to do with hp or stamina i don't want it
that's the neat thing, you don't
In what biomes should urchin and Bruce spawn?
Between Forest snowy and desert
Bruce's main biome is forest
Urchins, urchins spread everywhere no matter the biome
oh okay
is bruce able to kill himself? i feel like he would if that was his natural habitat
Seichi has water, so i made all Surfaced enemies spawn there
that's my logic
https://youtu.be/LzRQUJ40oKQ?si=OyLYs4tr0NXCwjMH&t=858 from this video
LETHAL COMPANY 44
Lethal Company With Every Monster Mod Is Insane
↓↓↓People In This Video↓↓↓
Shadow King: @ShadowKing8309
Shadow Saiyan: @Shadowsalyan
Cake: @Cake_CheeseFR
______________________________________________________________________...
clam
strangely I have an issue that I cannot make the Bellcrab stop spawning. I have it at 0 weight in the config but it still spawns mutiple on maps, any idea why?
also just realised i left the bellcrabs base spawn weight at 100
oops
that was from testing
it will be decreased next update
you fine x)
But really nice mod btw, especially the seamines which give a new mechanic to interiors
damn, was hoping theyd keep spawning instead of ghost bitch 
oo oo oo, idea
holy water squirt gun. shoot ghost girl when you see her and she poofs 😄
we already have liquid shooting mechanics via weed killer, after all
"Liquid" mechanics
The inevitable anglerfish inclusion could fill this better maybe,,,,,,,,,, use butler knives to cut anglerfish lanterns off, the light of which dissolutes phantoms (barbers included)
Do enemies trigger seamines?
And if not, is there a way to make it compatible with NonRacistAi?
enemies dont trigger seamines normally, as to if they work with fairAI that would need to be tested
dont work
though it did kill the coil head when i touched it
probably cuz i have kill everything installed
gonna re-draw this for the sea mine art
you mean fair ai?
ye
Is the creator of FairAi on the server?
I wonder if you could work together to add compatibility for the seamines
Oh that would be interesting 🤔
Fair Ai has support for Lethal Things boombas already
Is kill everything balanced? I've been holding off on downloading it since it feels like dealing with Coilheads and Jesters would be way too easy
I think it would be more fair if Jester could only die if he was outside of his box
That way you'd need a perfectly timed shotgun shot
yeah not very balanced, you can edit the configs for how many hits it takes
but thats about it
coil heads and jesters dont have anyway of fighting back in their main states
I'll be staying away from the mod in that case
Would be cool if the Coilhead shot out nails when damaged or maybe only hitting it's head makes it take damage
just, make them HP chonky or turn off their killable config
yer talking about balance...
But I wanna balance it not disable it
then ramp up the HP, make it a group effort 
I suppose that could work
That way it could make you have less time to get scrap while eliminating an annoying enemy in the process
It's a risk reward thing
yeap
and while youre busy shoveling, another enemy might get u too if yer not careful
i usually go for 90ish for small group and on above 140 for big group
I could try 90
Usually it's only 2-4 people I play with
Dunno if that would take too long or not
Lol I still need to fix my soft dependencies and stuff but I will see what I can do for this when I got time. Started college again so finding time for much is hard. Interesting thing to do though
Gotcha
https://www.youtube.com/watch?v=6YsNRnZRgg8 next surfaced enemy?
This is a tribute to Earth's first super predator, and without doupt the strangest predator to ever live, anomalocaris. The song is Bring me to life, and is by Evanescence.
This is my first tribute vid, so I hope you like it. And as always, all pictures belong to their respective owners.
the greatest comeback of all time
what if
a whale
that breaches from below the ground
and makes a water spout
that launches players upwards
or
a puddle that's just there during the day
but
as it gets later
a large tentacle spawns
and slaps anyone that gets too close
[another sentence fragment goes here]
the first aquatic arthropod creature for Surfaced?
hell yea
dunununnnnnnnn
||friend spawned a ton of those with ControlCompany before it started breaking the pack||
...I kinda forgot that crustaeceans fall under that category

Yooooooooooooooo
So I heard there are a lot of talented texture artists in here ^^
I mean, solid is good at substance pantter
hes busy though
Wanted to give a model I have a metalic look
depends if you have a type of metal in mind
otherwise you just turn the metalness up on the material in Unity
well a metal that looks though enough to resist explosions 🤔 I am not picky
my favorite snack, lead💀
helps to have references
Can't spoil my community xD
it can be artistically referenced but not used
it is its own UV unwraped texture with the worst UV islands imaginable
Is there a level where your sea mines spawn most commonly? Trying to test if it works with my mod after I updated it to use yours as a soft dependency
Oh I see lol thanks
there should be loads
Thanks for the help hopefully it works
Hey while your at it can you write a patch we can steal that makes all explosions blow up sea mines
landmines cannot blow up sea mines but sea mines can blow up landmines.
since I assume you want the explosions to be 'fair'
I have your mod already so I know what it looks like. Thanks for the help anyway and your code already takes into account enemies I just want them to be set off by enemies too lol
Good idea lol
@unreal harness are horeshoe crabs supposed to send you to outer space
current version we have in our dev builds, no
older version in our release
maybe
Do you happen to know which layer your mines are on? Is it on layer 21 like land mines?
Well I updated my mod to set off your mines and maybe land mines will set off yours? No clue honestly but thanks for being very chill and helpful with your mod
Our sea mine is on layer 21 : MapHazards
anyways thanks for including our sea mines, i know alot of people will enjoy other enemies suffering from our mines
tink! BOOM
Lol ok then I think my mod should possibly make it work? It was an interesting mod to tinker with so of course I added it. Happy modding and thanks for the fun
Yaaaay
if urchins are spawned indoors, would their multiplying effect halt all other spawning from happening because the number would surpass 20 and prevent any further indoor spawns once that number is reached? Or do urchins work differently where the game doesn't count them as a proper enemy so they don't contribute to that invisible soft 20 enemy cap for the respective category they spawned in?
and I don't mean their power level which is 0, I mean this
No idea
welp, time to find out I guess
doesn't seem like it does
yup, confirmed, urchins do not count toward the overall number of enemies indoors, or those 50+ woulda blocked the mantis shrimp and blob from ever spawning
what is up with your camera angle bro
was capturing the printed enemies on the terminal and also the clock in the same frame just to compare what was alive at what time of the day
ah that makes sense
@unreal harness Bell Crabs are broken and tend to hard lock players
The drone scrap has had the same problem for us I think it's a SolidLib issue
@wind sphinx.
Just disable it
It works fine for some people and its probably a mod incompat but we dont know which one
Nah it happens on a lobby reload, for anyone that isn't the host they see it floating out in space
if they pick it up it breaks them
The drone scrap from the ShockwaveDrone mod has this exact same issue, and that started with one of the recent updates for SolidLib
So not the actual crab enemy but the crab scrap?
So I think it's an issue on SolidLib's end
Yeah
I'm guessing the scrap for both mods works in the same way, which is why the same issue happens if it's not related to SolidLib
@night badge Do you still have your log? Cus you were the one that got broken
Player-prev.log
Should still have it right?
Ye
Cus if we can find out why it desynced for you and broke you then maybe the issue with the ShockwaveDrone can get fixed too
Since it's the same bug for the scraps for both the drone and crab
Idk if this helps any but I saw this error in my logs, that I think was from the bell crab scrap

If it's being considered as removed and unable to update the item states then that alone explains a few things
WhiteSpike's log should definitely have more info though
I also noticed some lag while the scraps were on the ship too, which I think was due to the issue related to syncing
We'll look into it
Logs won't help in this case, side of the ship means parenting went fucky, it really can't be this mod though, all scrap works the same, I'll give it one more look but I'll need to talk with matty privately and see if he's doing something with parenting conflicting with this
It's only the scraps from this mod and the shockwave drone though which makes it strange
But yeah hopefully you can figure it out
Apparently the fix was a single toggle in unity
Had to have auto object parent sync off
Oooh, did you let Solid know to do this for the drone scrap too?
He'll check
Okay ^^
Cus I know the drone scrap has the same issue so it's likely the same thing
Glad it was an easy fix
I expect you'll push the update with the fix soon? I'll reenable the Bell Scrap if so ^^
ye
Perfect 😄
Shut it healthyboy
🤐
@hasty lotus You may wanna check if this is why the rifle desyncs btw, it may have the same issue
I think the Revolver is fine from what I was told
left or right side of the ship?
purple
purple?
I did for me
It was the right side for clients
Still waiting on that update to go live that fixes it btw
UwU
hmm
Qwerty already found the issue and fixed it lol the update just needs pushed
i've had an issue where items get teleported to the right side with cupboard fix and the pictures from lethal snap
Weird
yeah ik, i've just had an extremely similar experience lmao
Lmfao
It could be the same issue but idk I've never used the CupboardFix mod or Lethal Snap
tysm 
Yvw 🤍 I hope that's the fix the rifle needs lol
If anyone tests it, if you Teleport the corpse of a player who's been broken by the crab it severely breaks the game for host and spams the bepinex log and creates an annoying loud sound.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) HUDManager.DMDHUDManager::DisplayNewScrapFound(HUDManager)
HUDManager.DisplayScrapItemsOnHud () (at <0b5b829887344817a21214132ea92eef>:IL_001E)
(wrapper dynamic-method) HUDManager.DMDHUDManager::Update(HUDManager)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) HUDManager.DMDHUDManager::DisplayNewScrapFound(HUDManager)
HUDManager.DisplayScrapItemsOnHud () (at <0b5b829887344817a21214132ea92eef>:IL_001E)
(wrapper dynamic-method) HUDManager.DMDHUDManager::Update(HUDManager)
This was the error I got when we teleported the corpse of a player effected by the bell crab bug.
the enigma of crab
I was sad to experience this bug. Bell crab is my absolute favorite....I lied.....Blue Lobster is number 1!!!!!
the horror indeed
Blue Lobster is an absolute menace. I've actually got a clip save where he even got a kill.........fairAI is a Hell of a mod.
Player jumps over the mine and thinks she's safe, but little did she know the Blue Lobster was right on her tail scaring her. After the boom he just shows off his impressive skills but realizing his jokes went to far this time he retreated in a puff of smoke.
Bell crab is still breaking people interact?
maybe crustacions are the bugs of the sea after all
Bell crab the singlehandedly most buggiest enemy in Lethal Company history
Broken in what way btw
Not sure what happened to him to be exact, but he had a bell crab stuck to his hand and reloading wouldn't get rid of it, Then when his corpse was TPed back it bugged out back cause the bell crab was stuck to him. Flooded my logs with errors that resulted in a loud annoying dinging until I closed out the lobby.
Interesting
so its a scrap issue?
not the actual crab enemy
wait im confused, is it when the enemy is alive and attached to you or when its dead as a pickable scrap?
Yeah scrap form. My bad, I was just clarifing that its the bellcrab scrap not any other scrap.
He could constantly look down and have an option to pick it up
if youre able to test, can you try it out with the Shockwave drone scrap?
i think the scrap might have the same issue
I actually don't rock that one, but if I get any of my people on for testing I can try to run some tests.
Rodriguez uhh
Can u post the mp4 or ogg or whatever sound
For the death sound
I wanna see if that's the same sound that was being spammed
thats the item getting registered in the ship sound
It happened when corpses were being teleported back to the ship.
the error log spammed with the above that I had posted.
Hmmm I see....
ye, i guess it kept detecting the players body over and over again
then followed with the player having the bugged out crab on their hands
Do you know if the bell crab died in his hands?
Not sure to be honest.
We had a pretty big group last night. That actually makes sense though of it dieing in their hands. That would be why its such a rare bug.
Yeah I can see that being the reason
@unreal harness lol ||https://clips.twitch.tv/HomelyStormyFalconKeepo-73VS9TT3SIfW_u3G||
||that lombter is easily one of the best entity additions this community has ever produced||
so our Horseshoe crab is done ai wise
im doing the sound effects
and then i just need to tweak the sounds for our old monsters to stop client desyncs
and 1.2.0 should be ready
gonna try and get it done by today
Noice 😄
oooo
I love lobster too. My only recommendation is a longer cooldown between scares. Or maybe have that as a config option? Would be great
Does the lobster work like the Bracken?
Except he doesn't kill you
Just spooks you
I was spectating a friend and they didn't even notice the lobster behind them the whole time XD
It's such a good monster
i guess it sorta does, in the sense that it knows where you are at all times
however lobster teleports if it gets stuck
so if theres a locked door it teleports randomly to try pathing again
doesnt have any ambush ai like bracken, just goes straight for the player
lobster bracken when
Let's goooo 😄
Luckily i tested before release, Bruce and mantis had an issue that would just crash the game when they spawn
Glad you tested too
did you see it?
We lub Lobster lol
lombter
make it extra small
alright im uploading
1.2.0
-
Added 2 new monsters and 1 equipment
-
Fixed BellCrab scrap desyncs for clients on the ship
-
Changed how sounds are handled to avoid client desyncs
-
Tweaked spawnrates for most enemies
-
Fixed BellCrab's default spawnweight being 100
LC : Surfaced [v1.2.0]
i love my new bellcrab fix
equipment?
Sea mine equipment, you just throw it at your friends & hope for the best
its in the store
what is it though
all ill say is that its bruce related
oh that one
My friend died to Bruce on Atlantica and got tossed into the Ocean recently XD
he works so well on there
Lmfao
🥒
What spawn pools are the 2 enemies suppose to be in? Inside for the Clownfish and Outside day for the horse?
theyre both daytime, so they spawn early in the day outside
however clownfish can follow you inside
Nice! Thanks 😄
@unreal harness Apparently Seamines can spawn on staircases in the facility and block off being able to go to that section
it requires a sacrifice
I will say for a lot of interiors they like to just spawn right next to each other, guessing they don't spawn the same as regular hazards do
they spawn the exact same
they just spawn more than landmines
so issues in interior hazards spawns are more apparent
modern mod require modern solution :
push someone to the mines
This! I like this! Or just rock FairAI and wait for some poor Yippee or Braken to to trigger it lol
Does he disappear when spotted?
he poofs and tries again
The new enemy will only launch players once then doesn't work. Only host can launch everytime.
haven't found a Bell crab to test yet.
@unreal harness
Ill check
i think this is correct
we do have desyncs
horseshoot crab has some janky code for networking
and clownhorn fishes buffs are randomized for each player, but that was Xu's intention, which i didnt know of
we'll fix those soon enough
Bitch it wasn't my intention, it was just a happy accident
L code
Networking is a nightmare
networking is actually really easy if you're the best at everything
Dunno, but it keeps happening with this mod installed
The mine is my other main reason for this mod pack lol
@unreal harness Is your mod using ServerRPC's that require ownership?
We had some pretty bad networking problems today in multiplayer and @true summit caught some spam in his logs
Eeesh I may have to disable it cus it was causing a lot of networking spikes and other problems
I was wondering if it could maybe be the Surfaced update that did it cus I was confused lol
weve had takerst playing with it earlier in multiplayer
and he didnt seem to have any issues with lag
Odd, well I still also have a hunch it could have been AdditionalNetworking Experimental too lol
Btw they seem to only work once for clients, incase you werent aware
lol
sea mines are made to be sneaky, while mantis shrimps are meant to be visible
I just dont like how mantis shrimp 1 tap u lol
Do mantis shrimp only kill you if they're in their defense stance?
I've had some walk right through me when just patrolling
Just limit them to moons they work on
like Atlantica, Cambrian, the final boss moons, etc
what
You can set specific moons for them
they work fine, I just dont like their mechanics
I also dont have many moons in my pack
just vanilla plus my own moons
I use to have a bunch, as well as a bunch of enemies and interiors
but I lowered it all down
mantis shrimp are so annoying because they just stay in 1 area
like I had 2 of them just camp the pathway to the fire exit
and I couldn't get past them
then I got chased by a thumper and died lmfao
Are the Mantis shrimps supposed to glow in pure darkness?
yes
Good
they slightly glow
I already know on Saturday the clownfish is gonna get unintentionally murdered so many times
lol
Cus of people not knowing what happens when you squeeze it
XD
Turns out the horseshoot crab has an issue with the framerate, the lower the framerate the higher you go
30 fps sends you to space
Clownfish don't follow you if you go through a fire exit
They only follow you inside if you go through the main entrance
There's a lot of edge cases to consider with going through fire exit
It'll find you through main entrance when u go through fire exit
Just give it a minute
My only issue with the ClownHornFish as cute as it is
it doesn't feel like it fits LC
Visually it's too vibrant and stands out too much
I like it though
does anything from our mod fit LC though?
Yeah I'd say most of the other stuff fits in pretty well visually, Bruce might be the only other thing that stands out unless you put him on moons he really matches on lol
mantis and clownfish are by deisgn vibrant
they have a slight emissive to glow a bit
Yeah the mantis shrimps I put on specific moons
What natural advantage does the clownfish even have being vibrant
Irl dunno
i blame evolution
they blend in with anemones
Nah I clearly mean in lc, with the famous bracken fishermen taking them all out its a bit unbelievable that they just evolved to be bait yknow
magic clownhorn
Hmm maybe yeah
idk
LC : Surfaced [v1.2.1]
1.2.1
-
Fixed Horsheshoot being broken for clients
-
Fixed Clownhorn fish not giving the same buff to everyone
-
Made Bruce go to the player holding the pickle on a stick
-
Added configs for the clownhornfish buffs
-
Fixed Bruce's biting being high pitched
-
Blahaj :3
Note : Horseshoot still has the framerate issue and clownhornfish cant follow you through fire
we'll try to fix those soon enough
Everyone in my group has killed the poor guy at least once. I've now stated that anyone who pops him will die by my hands!
i always kill him 
having LC surfaced + imperium installed made me infinite load on landing
Error?
not sure where the relevant message is
it would be when its infinitely loading
what moon was it?
it happens when i tryo t land on art
probably just an imperium thing then i guess 🤷
try it without surfaced
it worked without surfaced
Are you using imperium?
Nop
Ill look into it later when im available
Clown fish bug to report:
When squeezing him as the ship is going into orbit we all got his death buff permanently.
We attempted to fix it by finding another one to squeeze but it instead stacked the buff making us faster. The 2nd buff wore off and went away but the first buff was still active. Even death didn't fix it. Had to reload game.c
Clown fish now dies on site cause of this 😆 others try to protect him from me.
Also love Horseshoot crabs. Got trolled by them. Hit one to get closer to ship but landed on a second one 😆
Are the horseshoot crabs supposed to send you into the fucking stratosphere when it's on green tail??
there should be a config for how powerful the horseshoe crab launch is, and the green on it looks really out of place
no, its a weird behaviour when the lower your fps cap are the higher u go lol
I find it hilarious
The fps stuff is fixed next version
is there any way to disable the stupid pickle on a stick or does it just have to waste space in the shop?
Uhh I can add that to the dev version but it's not up to me
Answering lightning round
Thats a bug, were gonna fix it
We know about this issue and have fixed it, will release fix next patch
The colors could be made darker and i can add launch value configs
Nope, pickle on a stick
please add a setting to disable it
Why do you have a problem with it?
It's so you can ||Ride Bruace||
The blahuce plushie has had an oopsie with its values
which is why it breaks some stuff
probably including imperium
Whats the blahuce plushie?
its a scrap
from which mod?
config for it is base spawnweight 10
Oh. ok thanks
Is that whats causing us to not land????
I'm a be so upset lol I just tore my modpack apart trying to figure out what broke last night lol
I ripped so much out of my mod pack I want to cry lol
lel
I used to have an issue where everything broke as soon as I added a new mod, so I just threw out all the old mods, looked for error codes, removed erroring mods, and threw out unescessary mods. You got this, be proud that your modpack unites your friends!
The new "enemies" are PEAK
so the clownfish is fixed and so is the bruce scrap, ill try to upload those without updating the horseshoot
because our changes arent fully working on the horse yet
What where the problems the update Just works fine for me
well the blahuce scrap freezes the gmae if it spawns, due to value issues
clownhorn fish can perma buff you if you leave the planet while buffed
and we made clownfish follow you through fire
also horse's launch power depending on framerate
the lower the fps the higher you go
Interestingly my group found one last night and had no issues🤷♂️
Ohhh thats why when i go on him i Jump straight to the moon
I thinked It was intended🤣
nah
if you try it with higher fps its way lower
30 and 60 fps launch you
anything above is fine
rn all that is left is syncing everything with the horse on the client
and that has proven to be a mess
it seems that bug was due to the blahuce scrap
ngl i kinda like the crab absolutely launching you
Well its because it has 3 power levels when you smack it
The 3rd is supposed to be the once launching you to space
tink
a con of us using zeekerss lighting on our enemies is that the mine is way harder to see
damn what happened here
thats a lot lot of blood
people gotta scan more often
funnily enough i dont think seamine ever got a scannode
perhaps it should have a bit more scan range
Its using the landmine's range
Alright, ill reduce it next patch
Great idea!
Took yall long enough to complain about seamines lol
We knew how devious they would be once we updated the lighting
So next patch seamines will have bigger hitboxes, have no scan node, move around at high speeds and make no sound
We will also switch mantis shrimp's ai for the lobster, making them find you and punch you from anywhere
And as a bonus bruce will now have a giant instakill death laser
@hollow swift put a giant death laser on bruce instead of a turret
For science of course...
Bruce is so big you could put an entire fortress on it
8 turrets, giant laser, mortar and canon
Where did the floating device go?🦆
In a statement a while back we postponed it due to the lack of utility and the complexity of the task
We want to save it for our moon where it would be where its most useful
Lmao forgot about this bruce
Oops, i accidentally pushed a 0 range scannode


