#LC : Surfaced [v73]
1 messages Β· Page 8 of 1
Hmm but a turtle would be quite a slow boomba, needs a bit more speed, so hear me out: buff turtle
Or a skateboard, that works too
Bertle
Big Bertha Bertle
Code Rebertha
sounds funny, what would it do
Yes
works for me, give us waxolotl
but we already have scary
Scary 2
awww it's a silly little thang
my dad used to have one w a color super close to that
Yo is that me
Looks cool tho what does it do
Be a little shit lol
It keeps its distance shooting wax puddles at players that slow them down, killing it makes it melt and turn into a hydrogere type enemy
are you some kind of chat gpt now?
But if anybody has other ideas
I really dont think we need more "slowing down" enemies in LC, but I like the idea of it turning into a slime upon death
You can grab it and shoot projectiles at enemies 
Thats a funny idea i just had will need to see
What if it builds obstacles
That you have to break with your shovel
Like a wax wall
Shoots candle walls lol
Can someone deprecate this old ahh Pawsy
Can someone bury this dead boy

Candle walls could have a wick and slowly burn down meaning you can use a shovel to break it quick or have to wait for the melting candle
Oo
What if when it turns into a blob it also drops a candle item that lets you construct said walls
Idk if making walls messes up enemy AI though..
vanila doors literally
big one
in factory
I thought you were talking about roblox for a sec lol
If you bring it outside while it's rainy, stormy or flooded, or you bring it into water in the caves, it dies in your arms, just without the melting animation
like a charmander
Thats soo cute
bug: config for horseshoe crabs spawn weight and max number dont actually take effect
cant believe threads aren't searchable lol
seems to spawn a minimum of 5 every time
The illusion of choice
Yeah odd how it isn't a feature
clownfish also spawns every time but seems to respect the max num
Meow!
would you like a banaynay
nom
am i really unlucky on my testing or are mines always spawning?
if thats the case just having a max for mines isnt enough lol id like them to not be in every moon
tried three...
Since the config doesnt use a spawn curve, its just a random value between 0 and whatever is set
So even if you make it 1, its a 50-50 between 0 and 1 seamines
Without editing a spawn curve in something like LQ, you will get seamines most of the time
oh thank god i can use lq with this?
Yes
they should show up under traps as "Seamine" or "Sea bauble" depending on what version of the mod you are using
A simple thing you can do is just give them the same values landmines do, so they will have a similar spawn curve there
i also like to remove seamines from Snowy moons, and keep them on more Wet/Desert moons
ty....
sorry, havent used lethalquantities much, what is the mine's value?
any recommendations to make them marginally rarer anyway?
uhhh, the key is the X value of the graph, the "value" is around how many to spawn
Like these graphs
you're plotting points on it
the game then picks a random number between 0 and 1, and it uses the value off the graph
ooooooh i hate math π dont wanna be lazy id love to learn but maths the one thing i hate having to bother with
the first graph looks like:
0, 0
0.76, 4
0.9, 12
1, 24
it isnt rly math
you're just putting in coordinates for the graph
so in this case, if the game rolls a 0.2, you will get 0, maybe 1 mine
if it rolls a 0.9. you will get 12
how would this look like here?
oooh ok wait that was my first guess but i got confused cause i didnt see the + next to key
yee
yeah i see
so to make seamines marginally rarer, i assume ill just have to lower the amount but keep the key the same and that might do?
yeah keep the keys the same
something like this
awesome
one last thing, not really sure if i shold be using ladmines as reference for big bertha lol
got any guesses?
π might be good enough
actually 0.65 for the first key
alright enough thread hogging
sry to keep you around thanks for the help, really didnt wanna just uninstall the mod i love the mines
so with that, from 0 to 0.76 (3/4 of the time), you will only get between 0 and 3 mines
The last 1/4 you wold be getting from like 4-18 mines
Here, if its 0.65, you will get 0 mines 1/3 of the time, 1 mine 1/3 of the time, and then between 2-3 mines the last 3rd
Or close enough
YAY
It hurt very much
mantis shrimps are known irl for being able to hit like a fucking truck
The mantis shrimp's second pair of thoracic appendages has been highly adapted for powerful close-range combat. These claws can accelerate at a rate comparable to that of a 0.22 caliber bullet when fired, having around 1500 newtons of force with each swing/attack.
from wikipedia
depending on the species of mantis shrimp that's typically put into either stabbing or blunt force trauma
i only actually knew about the latter until just now when i looked it up
Mantis Shrimps are experts in the art of Spinjitsu
Maybe not to the point they can literally kill a human in one punch/parry a road sign wielded as a weapon but still
Surfaced mantis shrimps also parry shotguns
should see when they parry the rifle from Piggy's Variety Mod 
fucking hell at this rate you're gonna tell me they could kill an old bird all mgr-like 
if only
only Betty can kill the birds, but she only references Surfaced and is not full on part of it
what about earth leviathans
i'm pre sure if things line up those fucks can and will eat an old bird
or at least i've heard that
i meant in relation to Surfaced
ah yeah ig so
what
is that
mod
a new rifle?

I love this thing
a surface-like mod themed around insects would be so cool
thankfully crustaceans sorta do the job
Bugfaced
bugrrowed
Lethal already got plenty of bugs
Bee, locusts, hoarder bugs, hornets, spiders, worms, snare fleas
when
hopefully soon
youll get it after me and xu finish janitor enemy and cruiser gal
idk what janitor is but bc its an enemy ok cool
but another gal is just another thing im gonna disable lol, as you want
oh looks interesting
we have manor lord for mansion and janitor for facility
ye, lets hope janitor isnt as op as manor lord then
janitor falls under the category of "little shit" enemies
manor lord is under the "oh fuck" category
old bird for grand armory when
oh wait
earth leviathans inside when?
ah cool thats better imo
i mean i think manor lord isnt actually too op, he's difficult but the fact hes chill after doing his thing means he's barely a direct threat
just debuffs you in a way
thats... true
but i know what he does when you try to kill him
thats just a bit too much lol
well he only goes for the puppet and his final enemy phase, just kill the enemies spawned or avoid them till hes done and just 1 tap him
i thought hed be alot harder but somebody solo'd him with a shovel only day 1
Lethal Company CodeRebirth mod, newly added Manor Lord enemy.
"just kill the enemies spawned" lmao, he spawned 1 thumper and another manor lord what was i supposed to do
ah that explains it
2 masked, with 1 of the masked having of chance of being : butler 30%, nutcracker 20%, jester 5%, barber 1%
also was this latest update or when it first came out?
cuz i think xu tried to fix it
i dont remember lol
ah ye
its a weird issue
but yeah it spawning another one of itself is funny
not intended
but def funny
infinite manor lord glitch
steam id system for manor lord, so that if a steam id player hits it, it spawns 2 manor lords
mitosis
lmao cool
My friend and I found this mod and we think it's pretty cool.
We'd like to adjust some of the mobs, and restrict one of them. Sadly changing the appropriate value in the config doesn't do anything.
Any thoughts on what we could be doing wrong?
We were using the mod that lets you access the config and edit it through the game.
I see, we knew bout the restart but not the new saves.
Thank you a lot :3
funny
Can we get proper enable / disable configs please?
I use a mod that lets hazards spawn outside because im weird and like putting some code rebirth hazards outside but it picks from all modded hazards loaded meaning even if I set the weight to 0 they can still spawn
its like a few lines of code you could just "borrow" them from a mod with an MIT license
I would appreciate it alot
xu says we'd have to change alot
si
notice how surfaced has 1 assetbundle, and coderebirth has 1 for each content thing (like 30~40 rn)
i wanna say i doubt that
not doubting that it has 1 assetbundle, but that disablign content disables shit from loading lol
u cant just pick and choose what u load from an assetbundle
if u open it u open it
i dont think there is a single mod other than coderebirth that does it lol
Disabling something only makes it stop processing it.
Prefab(s) don't get registered and stuff.
Though, they're technically still present
so then another question
disabling stuff that way does it make load times faster and use less resources because the thing isnt being loaded orrr
idrk how this stuff works
technically load times gets faster if you disable something but it'll still be loaded into memory
only reason it loads faster is because lethallib doesnt have to put it into levels
which is negligble in terms of speed
if another mod attemps to search / call for it will it be able to be used?
like the hazard mod for example
it searches for all modded hazards
If they do it properly, the mod should never interact with it
tbh we kinda need a remake of that mod it has like no config options π
its so insanely unconfigurable
hence why lethallib shop items are still in the ship even though they're disabled, but that's ab it of something else and it still being loaded
ill try it with your hazards then and see if they
spawn
when disabled
if that works would yall mind adding some quick lines of code to have enable / disable options for the stuff in surfaced?
pretty sure the option already exists for disabling things in surfaced, itll still be loaded into memory though just like every other mod except coderebirth
tbh i dont really wanna disable seamines I like them
honestly id rather just not use the hazards outside mod
despit it being funny
unfortunate
if u set teh abundance to 0 that's basically the same as if i added the option to disable in surfaced lol
the mod is just so unconfigurable
still spawns with haz outside
hmm i guess they're doing it a bit weird lol
idk maybe next update, but it wont do anything outside of just helping with that mod
yeah I realize now that it also means no more seamines and id rather not do that lol
Registering with abundance of 0 is still registering 
maybe someday somebody can rework hazards outside to add a blacklist or something
π
it'll be loaded no matter how ya look at it lol
Hello, it appears that with the newest BetterStamina update, the Clownhornfish's movement speed and jump height buffs are compatible with it now (I tested it just now myself).
The effects wear off after a while as well.
BetterStamina 1.5.5 Changelog:
Made various code changes to help with combining modifiers from other mods with BetterStamina.
Note: Depending on how other mods implement changing speed/jump force, they may overwrite any modifiers from this mod.
nice
BRO BAITED
#lethalcompany #lethalcompanygame #lethalcompanygameplay #gaming #shorts
yep its finally fixed
god
I really love the seamine "ding"
with landmines you are already in a panic, but when you hear the "dink" you just have this moment where you stare at the seamine and accept your fate
"Waiter waiter, another non flashlight user"
I swear, I even miss them while using a flashlight ;-;
i hit one with a shovel thinking nothing wouldh happen
the dink paralyzed me
No 
Chat i have this issue with my mod
Where people come into my thread, and suggest things
How do i fix this?
This is clearly a bug
"Mod is broken"
Looks inside
300+ mods
Somebody told me my mod has an incompa
And they had 450 mods
Iβm not kidding
I just told them I dont care and Iβm not fixing it 
I also love feedback on a mod when itβs just like
β[feature] sucks make it betterβ
β[feature] is assβ
"Too many gals, make other content"
Looks in box
Other content
People really want 57 more hazards to whine about
I fucking hate them all π€
the config lets you turn the moff
i turned off all the gals lol
and for hazards the tesla thing it looked weird
i have it just for the hazards
and the tornado
had*
too much filesize when im gonna use 3% of the mod :(
i like when mods split, big variety mods are a hassle
still a great mod
easier for xu to have their stuff in 1 unity instead of managing multiple
yes makes snse
Also no gals smh
Not even shockwave
Also you dont use duck and manor lord?
Or any of the crates and weapons
I stopped using crates after I got 2 jet packs from 1
^
nothing in the config about that
disabled the ducksong because i dont like stuff that goes so far from vanilla and thats just a meme
Best part about surfaced is the snow globe real
Configs 
Weird request but can we get an opinion to let hazards spawn outside

Outside laser turrets fan flash turret
oh right you gotta disable the items bit by bit...

weapons, disabled them
shovel & signs were enough
we dont need something complexc like farming in our group
still too big of a mod and we disabled most of it so
its fine to throw away for optimization
its a super great mod were just not the target audience
Wdym it doesnβt optimize anything lol
To remove it
i want a hazard that crashes my computer and makes it unusable π₯π₯π₯π₯
I would actually like more hazards they are cool
π₯Ί
if we end up missing the beartraps well go get it back
im probably just tired of configurating lol
Making more than 7 hazards is difficult especially when people say you didnt put effort in the 7 hazards you made 
what about a hazard that sends you pizza from the lowest rated pizzaria next to you
Fuck yiu mean didnβt put effort π
They have more effort than vanilla hazards
Not just you lol

But your friend narpy has been very vocal
They clearly have a lot of effort and are good
they might need a bit more polishing or have a few bugs, the laser goes through walls and the turret itself appeared to float for my friends, but they definitely have effort and cool concepts
Barnacle black mesa interior
Whar
we already got a ceiling enemy thats usually a guaranteed death if you arent looking for it
Snare flea
No and no
Snare flea is not an insta death you can hear it drop and avoid it and any weapon saves you
You can hear spike traps too
duh not always sprinting
If your walking itβs also not bad if you hear it
"Hazard is op and spawns at entrance"
Looks at base game*
Same thing
Both arnt that hard to avoid
Lmao
i dont like entities that are item dependant
thumpers are super easy to lose
3 turns and done
snare fleas... im not always super attentive n anxious looking at the ceiling
sometimes im walking talkin with a friend and none of us bring a shovel lol
The sfx they make is enough usually
Me when another enemy that attacks you on sight and is killed with shovel releases
(its very creative)
i like the concept of mimics but i uninstalled it because i found the tells not good enough to justify it existing
And due to the existence of nutcrackers and butler shovel is a good idea to have on standby if you have several people
This is why mobile turret is the best enemy because you canβt kill it with a shovel
π£οΈ
Midbile turret
small color change, super tiny change in the duration of holding E......
i dont wanna be anxious playin thru and looking for clues lol
again not always bringing a shovel + #1253438625958592522 message
too clunky its fuckin tf2 anims n sounds LOL
Also spike trap literally makes a sfx when your below it
Not to mention it slamming is loud so you know itβs around
i love the idea but id like if they were way more obvious clues and maybe pressing E immediately kills you lol
its just not fun when things like these instakill you because you werent paying maximum attention to things and now one of your friends has to wait 4 minutes
i aint using it !
Bracken in a nutshell
Nuh uh
brackens way easier to tell
even if you glance in its general direction and cant see it you get a big scary sfx
i agree spike trap is easy to see it makes a noise
but its a bit too fast n annoying so im playing with spiketrap tweaks or whatever its called
I hate baboon hawks
either way all the 'annoying' enemies are fine existing
Not always, some spike traps only trigger with motion
The most complicated enemy in the game
ye
Itβs way to much to manage
but when all mobs' hazards and enemies are very similar...
#1324545412111143034 message
had a mob idea that isnt close to anything in the game imo
roams around aimlessly without care for players unless youre actively making noise around it or shining a flash directly at it
Locker
Dog x locker
it is similar to the dog in the noise regard
but im thinking its like the company where you have to be super loud
and locker isnt vanilla lol
cheating atp
Locker is peak
Trying to avoid mod overlap is a good idea
Still one of the best modded enemies
? no just put on another mod 
It is the best
Zeek add locker to vanilla
the walker is one of my fav enemies but it has shortcomings
not to mention the stairs and spawn mechanics
Alan walker
it has barely any setup
barbers have a loud ass horn blaring through walls to let you know the jumpscare is impending
I do want an enemy that reacts to sound inside
blind pup
the sleepwalker is the perfect candidate tho
sleeping mannequin that strides around the place
Bring the fun of crouching around and not speaking inside
just means you gotta go shhh while it struts around and turn your flash off/away

crouching and not speaking is fun
when its momentarily
dogs have a small reach of hearing you
Dogs create funny moments
Not when theres other enemies inside
Having to go silent is funny
Other enemies exist outside
applies to like every enemy
Just donβt make it an insta kill
nutcracker isnt fun when theres a thumper/anything else chasing you
coil isnt fun when everything else is chasing you
I mean alot of surfaced and code rebirth is designed with other enemy interactions in mind
bracken is the one that doesnt interfer
Enemies synergize to kill you
sam way with players
Manor lord is a good example of enemy synergy
if you got a stun gun guy on a bracken and another with the shovel theyre donezo easy
Or just 1 guy with a shovel 
one very sweaty guy with brightness on full and 942 hours on the game...
I use default brightness
Or just use sea mine gal, easy win
I also canβt kill a Braken
not into anime girls sorry 
- mah immersion

Im trying to think of a funny enemy releated to sound for inside
Dont get me started on immersion
only immersion breaking thing i use is family guy on the tv because its on the tv
and emotes because.......my friends really wanted that
wasnt my plan
it dont; i changed it 
Maybe they can see and being too loud upsets them and makes them aggro on you
But then if you scream loud enough it stuns them hurting there ears and makes them retreat
Could be funny lmao
i dont need to get sucked into the game like a creepypasta
i need it to feel as 'realsitic' as the vanilla game
i made your stuff almost exclusively spawn on moons with water
including the hazards
makes them special
Basically forces you to break your vocal cords
That sounds funny
Thoughts
I once retorqued at someone saying redwood jumping is unrealistic by stating that the earth leviathan can jump too
i think its harder to ask of players to scream than to be quiet
id play with it
but ppl without mic/not home alone are powerless unless theyre lucky enough to have a horn or something
No mic players
item dependa
Eyeless dogs also have the issue of no mics lol
nah crouching is a detriment already
When designing a sound enemy I donβt care about no mic players
Well they dont get triggered
As it puts too much restriction
You play with narpy
Chat message could work too but thatβs kinda lame
And They have a mic
Skill issue
Some people arent comfortable using their voice
I heard it, it even smells
Or cant scream
Stinky mic 
Yeah thatβs why they can just disable the enemy if they donβt wanna use it


It wonβt be for everybody
But I do t see how else you could design it
To keep its mechanics similar
And have it work with no mic
What if its a cool enemy though
How would you make it work with no mics while keeping its design
Not to mention to trigger it in the first place you have to make too much noise
So if the no mic player is alone there fine
If there in a group they are also fine
Well i hope it more than just a if you dint do x i attack/kill you enemy
Teammate can scream
Needs more originality
enemies are there to change how you play around collecting scrap, punishing behaviors, forcing new ones, or being a clearly visible/audible threat meant to make you run or counterplay it
- the bracken and the snare flea both force you to look around
- mines punish rushing without a light on
- thumpers make you run away and use your ears for your advantage
- lootbugs let you be creative to steal their stuff or just kill them and make scrap collection harder in general
- nutcrackers halt your movement and put you on edge
- dogs halt communication and force you to slow down and pick where you run
- girl forces a player to multitask focus and occasionally run to safety and abandon the party
- jester and baboon hawk
Itβs a silly guy who has sensitive senses
Overloading his senses makes him attack you
If you overload them even further while heβs aggro he gets stunned and retreats
Senses include sound and light and touch
Is that a thing in zort
Its just the bunny guy from zort
Iβve never played zort
But is this a good idea
Spawns if theres too much noise, is stunned by airhorns and loud noises
Ok but is the idea good 
Make it in midswept then
If you see him you basically wanna reduce your sensory stuff so reduce your sounds and lights to not upset him
If you accisnrdaly upset him then you gotta blast him with all sounds lights and weapons
Also coming into contact would aggro him too as touch sensory
i think hawks should be simpler in design
strength in numbers is a good idea for an enemy, make them be spread out but seek eachother if players approach them then return as a horde
so you just dont bother them too much and avoid groups til they split up
thats all they need
Baboon hawk simplification /rework:
Baboons have a "threatened meter"
if they feel too threatened they will attack but if they dont feel threatened enough they will also attack
there meter goes up if
- they are out numbered (more than 1 player per 2 hawks)
- you have a weapon
- you make any form of loud noises
- you are looking at them
otherwise if none of those are happening it will go down
they still steal scrap and sleep that behavior is unchanged
loot bugs are way easier to handle and more interesting
More interesting? Id say simpler
ive lured them out of their shelter by dropping scrap and taken all their loot lol
Could take some of this for the other enemy concept
Or would that be too much mechanics?
As in he will feel threatened if you have a weapon out or look at him for too long or outnumber
complex with 50 ai nodes doesnt equate interesting gameplay
when i see more than one hawk i turn and leave or find another way in
Itβs hard to see how concepts in paper would play out ingame sometimes
I will once Iβm happy with the concept
This is why there hasnt been any other surfaced enemies, not hapoy with any of the concepts
what makes them angry? why did they run from you that one time? youll never know unless you watch an ai analysis video or check the wki
Making interesting and unique enemies is hard
and i dont wanna look the ai up because that breaks the game for me
Our accursed diver idea turned into manor lord
i think lethal could use a big rework thatd make enemy overlap less of an issue
Concept:
- Silly guy who has sensory issues
- Overloading his senses/making him feel too threatened will cause him to attack (Lights, sounds, touch etc)
- When aggroed if you even further overload him then he will retreat
Thoughts

angler fish π³
Not really the concept I was going for
yeah but it can have a similar appearance
Nah not for surfaced
That wouldnβt really work itβs also not for surfaced
We somehow got into discussing enemy designs
And then into an enemy concept for my own mod
oh. Alright
Was about to make a joke if not for surfaced then maybe for submerged 
That is very true yeah
Thatβs why enemy mods have the lowest success rate for actual good enemies
isopod entity
Submerged is a mod where we put land animals in water
Ok but does anybody have thoughts on this π

i mean it could just be a passive mob like manticoils
Iβll make it real if people and I like it
ocean manul
hijacking a dead thread
This aint biodiversity, if we make a passive mob it will have something special
when i first got the game i expected each moon to have very different fauna and interiors. this is demented and ambitious, i know that now, but thats the impression i had at first. i think itd be cool if what the monster list looked like was more like:
- moon 1
- lootbug, spider, flea, rarely thumper
- moon 2
- lootbug, hawk rarely bracken
- etc
but limiting the moons enemies spawn in a lot, so you go "oh lootbugs spawn in (only 3 or 4 moons)"
this means a lot of enemies have to be made, but they can concept overlap easily, just vary them a little
oh well ig
biouniversity
Seal canon was funny but again not good enough gameplay
Going to hack Rodrigo and delete surfaced if nobody provides feedback to my idea smh
Rodrigo what do you think of it
doesnt sound convincing at all without examples but a smarter lootbug type thing that "trades" is a good enough variant to warrant lootbugs and this thing being in different places
I think, therefor i am
-rene descartes
bit generic feels like you could play around it the same way as a dog
in practice
new entity idea
You also have to limit your lights and things thatβs threatening (ex: backing it into a corner, holding weapons, out numbering it)
@sick knoll how about its small and it hates seeing people looming over it and follows you
bracken maneater combo 
crouch
Thatβs literally an entirely different concept
Small sensitive creature that when pissed summons and attracts a big scary creature

ik
And then how do you deal with the big creature
those sound like the maneater
see this overlaps with the maneater but i think we should accept overlaps and just push the maneater somewhere else so some moons have one or the other
True
Kiss it on the cheeks
As for serious thoughts this does sound incredibly similar to an eyeless dog just expanded?
Don't get me wrong this idea can definetly work. An enemy who can be avoided but if you do aggro it then you have to keep focusing it, so it leaves you willingly
This enemy would definetly need to be immortal, so you can't just kill it, but rather have to fill up that imaginary aggro meter so it leaves you alone for a moment
I feel like this doesnβt have much overlap no?
my friend once suggested a creature that would snatch you like the bracken, and lock you up somewhere
It sounds more like a reverse maneater
Whereas you have to avoid triggering the maneater, here you have to aggro it so it goes away
Itβs affected by lights too and if you make it feel threatened such as cornering it out numbering it holding weapons etc
And if it does aggro you gotta scream like a monkey or do something to get it to fuck off
What about solo players?
Though a warden would be cool
thats what i asked him lol
but ig you could maybe picklock your way out
Also something based on an enemy from dark souls 3 lemme find it
and it would be disabled on muliplayer, like how the butler has less health in solo
And also yes it is similar to the dog but the dog didnβt invent audio based enemies not to mention its inside and not outside
Alright so spamming the flashlight in it's face would work too. You could also make it so it actively tries to interact with players but is extremely skittish
Wait a minute that's starting to sound like a cat
Big bird
Keyword "planned"
content warning's entities dont work as well on lethal because the maps are different and harder to traverse
just change them to fit lc
ez
How tf you gonna make the big bird attract feature? For the players camera to look at it and walk towards it?
How would it try to interact with players though
Could be cool if it was something that would be friendly if you didnβt upset it
id design lethal company a lot differently if i made it, but in practice if i made it it wouldnt be done 
smash
3 updates away π€·ββοΈ
voices of the void also has some cool event ideas, like BAD SUN and the end is coming
Texture upgrade and fixes -> WCCA -> Big bird is the plan
what if there was an entity that copied all your moves and if it contacts you, something horrible happens
Similarly to maneaters it could come up and observe the player
Initial aggro could be easy to achieve, any loud noise, sudden move or flashlight from close range straight to it's face could pop it off
If the player avoided all of the above, the little guy could maybe start healing the player at a slow rate?
Worth mentioning when I say he gets aggroed when you overload him
This means you can talk but making too much noise will upset him
Same with flashlights and theatentjng him
Hmm yes big bird, waiter waiter another hidden instakill enemy
All senses add up and can cause overload
thats NOT instakill
Big bird is
something like uhhh idk reversed controls?
Chomps you
oh you talking about big bird lol
big is good
Instakill but plently of time for counterplay
It relies a bit more on multiplayer
He could maybe just go and find a scrap for the player
I drink solo player tears anyways
Healing would be hard to like
Put into the design
That's fair
they should find friends
Hear me out on this one
The entity could steal from the hoarding bugs without upsetting them
Fuck solo players skill issue
Maybe it could just like not kill you if solo and let you run free
Nah it would upset the bugs then bro would beat the shit out of the bugs
is there even a way to escape it lol
that's even cooler
maybe the entity could also growl when getting close to reaching the initial upset stage?
if vanilla enemies were more limited and moon weights didnt look like outside spawns: [almost every single enemy with random weights from 1 to 76] and more like outside spawns: lootbug:50,flea:15,bracken:5 (just three) wed have way less issues with overlapping enemy skills and concepts and moons would feel more like their own areas in the inside rather than just the exterior being different, then wed be able to have more enemies similar to existing ones
Yeah it would be telegraphed
And not just fuck you
Would an isopod enemy thats chill just walk around but then start to roll and slowly charge up speed to launch itself in a ball at you sorta like how minecraft goats kick you when not looking be funny for outside?
Very funny
sounds amazing
And just because why not, how about the entity is grabbable like the maneater
cant wait to be headbutted into the void
and pettable with m1
Too many pets would upset it
I was planning for them to be on the larger end
So itβs like kinda terrifying but then heβs friendly and happy :D
then if you upset him bros gonna fuck yiu up
oh so it's a big monster
i think enemies should exploit our human nature
Alright didn't think of it
human hear cry
I put em in the microwave 
I have a mod that lets you bring baby outside
shadow enemy that only exists in light :P
We considered making the maneater be able to be put in the microwave, would take like a minute as you hear it cry. A dilemma of morality vs getting scrap
Well... if the entity gets upset from noise...
And the first instinct when seeing a big monster is to... I dunno... Scream?
I think that works exactly like you're describing
Kinda depends on flashlights
Scanner could make it visable too maybe ?
facility lights:
it only EXISTS in lights, not thati ts only visible in lights
to save yourself you run to a dark room
turning the breaker off has no purpose
with this it does
Yeah that was the point
Big and intimidating but friendly unless it feels threatened
So your instinct is to freak out but you gotta suppress that and stay calm
and even then it may haunt your flashlight
And if you do heβs your friend and brings you a gift :D
look at the maneater and tell me what differentiates it from the rest
thats right
everyone loves it since its a baby
but once they fuck up big time
its no longer the cutesy lil baby anymore
Babeh
basically it uses our human nature of taking care of defenseless critters
everyone's first reaction to it is either "aww lil baby :]]]" to "aww lil baby (drops it in a hole)"
let's add to the fear factor.
what if it could sometimes mimic other enemy sounds
I feel like itβs hit the point of doing too much
So summarized
- Large enemy
- Friendly and curious at first
- If you make it feel threatened it will aggro (overloading its sensitive senses with sound, light, touch etc) (holding weapons / cornering it)
- if you overload its senses while aggroed it will retreat
- if you donβt make it scared after a bit it will go and find an item for you and once it gives it to you it fuck off to the other side of the facility (so you donβt always have to deal with it)
When making an enemy its important to have simplicity in function and design
Too much and the enemy can become a chore
Too little and its redundant
What bout this rodrigo
Could work
I also really like this btw
The fucking creature
mantis that lends you a tool it has in exchange for playing with yours, follows you around and if you dont return it in a long time, it takes it along with the other item and runs off to another place in the facility, running from you whenever it sees you
Real
Hoarding bug and shrimp mash up
yep
if you give it a flash, it lights the way for you
if you give it a shovel, it may hit stuff
That wouldnt work for the light much
Cuz it would follow behind you
And the light would be blocked by you
aware
Same issue we have with seamine gals light
but the main point is it likes playing with scavengers' stuff
if it gets bored, visibly and audibly, its time to swap items
pressing e on it swaps held item, yours and its
Give it a shotgun
yep
Lol
Doesn't know how to switch shotgun safety so you have to give it one with the safety off and it has a chance to shoot you in the back 
And make it laugh while it runs off
it kinda steals the item it lended you AND the one you let it play with if you ignore it
i think it should have an internal mood counter for each item type
obviously giving it anothe rshovel doesnt make shovels fun again for it
if you give it scrap it looks at it fora second and ddrops it
unless its a noise maker
but those make it bored faster than normal items + its gonna make noise
Give it a rocket launcher
Give it a Jetpack
Complicated
it spawns with nothing
if it sees you holding nothing it ignores you
but if it sees you holding something for a little bit it follows you and knows you have it forever
it doesnt do much but gert in the way til you give it an item
maybe makes noises or nudges you
actually more fun idea for that
as it follows you it runs for scraps before you take it
and it demands a trade 
The issue is having to program interactions for every item
eh id be fine with the enmy not even using the items
just being like wooooaaah new flashlight (doesnt know how to turn it on)
Tbh Symbiosis gets away with it by just calling "UseItem" or whatever its called on the item for Hoarding Bugs
It could just randomly βpress M1β
works
Thatβs what I was gonna suggest
giving it a shotgun is a fucking death sentence
but its on you honestly
give it toa kid without safety on
it could have a placeholder interaction for items it doesn't handle. Such as inspecting the item, flailing it around etc
also
giving it an item and trying to take it back early doesnt work
it just clutches onto it
thinking its killable but for its death animation it eats the item just to fuck you over
ifit blowsu p from an explosion the item just vanishes
no anim
since im not a modder idk hwo hard the shit is
idea dispensing thats all
For the visual design I donβt really have the skills to make anything not mechanical
It couuuulddd be a robot? But I think something organic would be better
I do have access to the moonsneer model if you know what that is and it could maybe work if modified
it could have acid blood that just disolves the item and leaves a puddle which deals damage if you walk over it
Because of who its associated with
Thatβs fair but they didnβt make it
Itβs not there model
good shit
Plus moonsneer looked goofy
And not really what your enemy should look like
Tbh lol
Probably
I donβt really remember well
Tall lanky rake looking mfer
With multiple eyes
Big mouth
What about for the funny robot design could that work
A robot
We need more mechanic enemies
I mean yeah its what were doing with the janitor
Could be more sentient in lore
Funny little robot
The other mechanical enemies that come to mind are locker and sentinel, and sentinel leaves to be desired
And shockwave drone and cleaning drone and mobile turret
True
And the cleaning drone thatβs different from my cleaning drone
That siphon is doing
π₯
Janitor, cleaning drone, sweeper drone
Real
Janitor cleans up items
Cleaning drone cleans up the walls and the roof along with bug repellent
Sweeper drone cleans the floor
It works
very big frog that runs around with its mouth full, jumping on it causes it to release what its got, usually 1-2 scrap or an enemy 
janitor also enforces cleanliness, cant spoil too much
I had an idea for an enemy kinda based on metal sonic.
Robot Employee who when spawned would go around the facility, taking random loot. He would have a built-in flashlight, stun grenade launcher which he would use if he met an employee and lockpicker hand which he would use to unlock doors in his way.
Once he fills out 4 inventory slots, he would rush outside, call in the delivery ship, deposit the items to it and then go back into the facility
You could kill it for a free stun grenade and lockpicker + any items he had already found.
Bro is the robber
Basically a direct competition to the player
interesting concept though
suitcase scrap/hazard/enemy that, upon activation, displays a 30 second timer for a bomb. can get a safe distance from it, or just let it explode. you have to cut two of three wires to disarm it and take it as scrap, the wires you have to cut are shown on a paper that's now in the facility's breaker room
more hazards are great, but the issue for me is that the more i add, the more the interiors are unusable. not an issue with the mods at all, just me not knowing how to do anything with hazard configs
i walk into the facility and see 15 billion traps
That's why I painstakingly set every trap's animation curve for every planet in LQ
we had an idea for a surfaced hazard that was like inside quicksand but quicksand was deemed not fun
i feel like i be in the matrix dodging these traps
i mean xu's hazard configs are great for randomizing
dear god, my condolences, i did spawn rates for enemies and i can't even fathom how the spawn curves work
hazard hell usually ends up with complaints from my friends, so im probably not gonna have many of those days
they're pretty cool once you understand them. It's just that doing the same thing for every moon several times can be exhausting
yeah trust me, i feel your pain
i have a spreadsheet for all of my enemy configs
the real pain is getting interior sizes right
dw im producing gallons of them
well at leasy now the interiors aren't empty!
LQ is literally my comfort mod for when I don't like something about a moon
Nothing else works as well
I once made aquatis full of seamines.
It was very funny and fitting
i use central config, makes it much less confusing for me
especially when using Gale
I heard CC is intrusive with it's implementation so I prefer using LQ, when I can't use the built-in configs for items, enemies and most importantly spawn curves
this is what I do with interiors
idk it works well for me so i just use it
I have common rare and legendary interiors I call them
based on the global weights lol
okay turning the hoarding bug's famous "trade mechanic" into a whole ass new entity is amazing
What i did to make it easier was i came up with like 10 presets, stuff like "50% of the time there is 1, 50% there is 2",
"90% 1-3, 10% 3-10"
Etc. etc.
And then just copy and pasted those for each trap/moon combo
its rad
what if there was a mech, that would be rad
zeekerss
"that bird is quite old, what an old bird"
what if we added a bug, that would hoard
join vc rene
im not intern slayer
@solid crypt if we're sorting z to a on last names, which one goes first:
jennifer zuumba
or
jennipher davies zuuma
errrm thats not very vanilla friendly


surfaced and moonswept buddies
Does anyone know what mod the puppeteer comes from?
My guess is Code Rebirth
I haven't played Lethal in months and all of a sudden there's a bunch of new stuff
Duck song enemy, fans, lasers, microwave oven?!
yeah me and xu made alot
7 hazards, crate redesigns, all the gals, duck, puppeteer, janitor enemy
Craaazy
Personally I think the traps spawn far too frequently and the config is confusing
theres a whole tool on the readme for it, but defaults make it like base game, where theres chances of hazard hell days
can be configured
Puppeteer is a really cool idea but I don't really understand it fully yet. ||Once it touches you it binds you to a wooden doll that follows you around and if the doll takes damage you take the same amount?||
Is that all to the puppeteer
Can other enemies hurt the wooden dolls?
|| find him again and youll see ||
||it also cant take damage til it makes a doll||
I like just kicking the dolls around
I was scared at first
I thought the dolls would try and kill me
Ah, I see. Also I noticed that the lasers are not clientside
Friends were telling me there was no laser but I could clearly see it
They could walk through it and stuff too
hmmm, recently?
Monday
thats weird, never had any report of such an issue
i had the same issue the past 2 sundays. thought it was just conflict in my pack so i didn't bother
Oh hecc that's 2 reports now
i mean laser got an update to stop it from shooting through walls
skill issue
yea, but that was yesterday. issue is at least 2 weeks old. and again, idk if it's some kind of conflict
theres no way thats coderebirth, laser turrets have been working from atleast last week lol
Zort model replacement also doesn't work


