#Chillax Scraps
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It's not breaking when placing it with Imperium though
But it does constantly in stream sessions
๐ค
Wait
I pulled VoidLeak
You don't think...?
Was Testy doing something?
Let me test with it in the pack
can you still try and take a screenshot with imperium visualizations of both Item and Triggers?
I will yeah
if the boxes are super close it could be just a matter of rounding errors
Ye
I confirmed why it never repros when just dropping it though, cus it is technically floating
Well uhhh
Maybe this is why?
LOL
is that trigger or collider? also i belive there is a separate one for PlaceableSurface
Yeah it was just showing triggers
Oh yeah the triggers are really close
That explains why it breaks without Imperium
I love when Imperium magically fixes things
Lol
try bumping the setting in mattyfixes from 0f to something in the 0.0Xf range
0.05 or 0.07 maybe ๐ค
or well Zigzag could shift the trigger up so it sticks above the object. there are only demerits for it to be extending below the item anyways
Is there an easy way to just set a manual offset for both the Uno Cards?
Yeah that would also work
lmao
Yeah I think your solution is to shift the trigger up like Matty said
lol
yeah im gonna do that lol
it was too long to clip the full part when glitch used it like 2 more times and got murdered after but still very fun lol
@devout moth i made the cards collider 2 x bigger, let me know if its working now for you when you will play

Omg my realization of everything was beautiful. At first I was sad cause I thought it just did the original swap, then the realization of no it swapped everyone to the follow up of IT HAS A COOLDOWN NOW! Oh hey a fan ๐
@orchid breach watch the videos xD
yeaaah glad you liked it !
btw the cooldown is between 1 and 3 min ๐
gotcha lol. Its so great! It was evil for Infected Company xD
im planing to add lens of truth, or at least i will try to do something fun with that
Also maybe the spirit flute
Hey just wanted to let you know we figured out what causes clients to see random explosions outside
It's CodeRebirth's Microwaves
lol
lmaoo ๐ rip xu
Updated Chillax mod just reached 100k ! Thanks everyone!
(we are still very far away from the downloads of the original mod but one day we will catch up lol)
Whats the old download count?
daum
yep
@mild spire Freddy the bear has appeared, music is playing - invisible - pick up in advance, invisible
As I understand it, as soon as the music ends, he appears, right?
A CullFactory issue
Already reported to Zaggy, in progress
I found 2 issues with Uno DX that will be fixed in the next update
Also, on @unique temple recommendation i'm planning to add a small sfx to Dance Note when the dance is over + a recharge over time feature
hell yeah!
I think the song is too long and loud :ั @mild spire
Ok
The song is like a warning cause it will do bad things at the end if you don't grab it in time, and since it can spawn absolutely anywhere inside the facility well... Gl
But if you find it too loud I can reduce the volume a little bit ye
it is necessary to add at the end some kind of distortion, fear, something so that it would be straight
Do I even have to reduce it by 10-15% of the norm?
a fear effect? its possible but since the distance from the item can be, in theory, as big as the facility size i dont think it's a good idea
what do you mean?
Okay, it doesn't matter anymore, let's leave it as it is.
i can still reduce the volume a bit if you want, it's not hard to do
but also if you want it to not play the music at all, in the configs set Freddy invisibility chance to 0
If possible, turn down the volume by 10%. I just didn't understand the mechanics - the closer to the subject, the louder the music?
done
@mild spire Bug with the Ocarina
Someone played the Song Of Time and it caused us to be unable to play day 3, it skipped to Company day
hmmmmm? im not sure what happened here, Song of Time allows to go back 2 hours in the past thats all
when was it played?
I think it's cus of the LLL bug tbh, it's prolly an issue when you use it with LLL
I never used Ocarina without LLL installed so surely not
@unique temple did you got this aswell?
Well in my pack I'm using WhiteSpike's patcher to fix the bug that skips days when making days slower in LLL
My guess is there's some weird behavior if you use the Song of Time
I'll just readd Central Config later and that should fix it
hmm ok so what im seeing in https://thunderstore.io/c/lethal-company/p/WhiteSpike/Moon_Day_Speed_Multiplier_Patcher/ is that it changes to global time calculation by adding another time multiplier on top of the vanilla one
Song of Time just do this globalTime = time, where time is currentDayTime - 120, what that means is that i set the time to 2 hours in the past, im not changing the time multiplier so it shouldnt be an issue
@digital wadi can you help with that?
It happened to us once so might be a weird interaction with it thats rare.
Using Central Config should fix it, I'll be testing later to make sure lol
Lmao another dark and strange incompatibility
Eh it's a known bug with LLL
With the amount of times I use the ocarina it's not a bug we've experienced enough to warrent adding central config. I can only recall 2 times it's happened. I'm just more curious to what actually triggers it cause it's not common.
lmao true, mister ocarina 24/7 
globalTime and timeUntilDeadline are updated per frame. So if you're gonna mess with one, you have to mess with the other.
public void MoveGlobalTime()
{
float num = globalTime;
globalTime = Mathf.Clamp(globalTime + Time.deltaTime * globalTimeSpeedMultiplier, 0f, globalTimeAtEndOfDay);
num = globalTime - num;
timeUntilDeadline -= num;
}
So in theory if we reverse time to many times it can cause us to lose a day?
We have had runs before where we got multiple ocarinas and i remember I kept reversing time 2 hour over and over with each ocarina ๐ then we lost a day i believe.
You essentialy have two clocks, one for the moon, other for the deadline.
They both move at the same pace such as they will end at the same time.
If one of them goes back by some amount of time, they will not end at the same time as the other will end much further.
Yep that makes a ton of sense. So basically just needs to make sure that the time reverse effects both clocks then.
It's a tool of great power and great trolling. It's awesome a bunch of my players don't fully understand the abilities yet and know i won't troll with it so they give them to me ๐
ah thanks i didnt know that, thats probably the issue
so basically i need to modify timeUntilDeadline the same way as globalTime gotcha
ahah lmao, you also ask them to give it to you sometimes
but thats true i saw so many times a player coming to you and droping an ocarina on the floor for your reaction "ooooooooooooooooh๐ฎ "
Not exactly, if you increase one side, you decrease the other.
Because globalTime goes up while timeUntilDeadline goes down.

From what I am reading from this issue right now, if you use the item to reverse time and stick around til the end of the day, it will cause to eat up two days rather than one. If you use the item and leave early enough that you didn't reach the amount of time obtained from the item, you wouldn't get this issue.
yeah probably, and since multiple ocarinas can spawn if every is used then its gonna reverse time a lot more, this is why glitch npc told he saw this one time when having a lot of ocarinas
since its supposed to reverse time it's almost garanted that people will stay until later
but anyway, thats an easy fix, so thanks for your help
All ocarina run once
wa ๐
1.5.4
- Updated
- Removed the charging batteries effect of Ocarina's Sun's Song
- Buffed Ocarina's Sun's Song clearing weather effect so it can now be used with 2 times less altitude
- Greatly increased stamina regeneration by Cup Noodle
- Freddy Fazbear and Super Sneakers got some special upgrades when used by unlucky players
- Fixed
- Changed how time is calculated when reversing time with Ocarina's Song of Time, should fix some issues
- Added a custom condition for ShipInventory to prevent certain items from being stored
the sun's song update was on @unique temple recommendation and i think its a good idea, the required altitude is now the size of the 2 story ship
and song of time should now be fixed but i havent tested it
Any chance the number of uses could be configurable for the death note/ocarina? It's balanced as is I just wondered if it could be changed for comedy purposes
or reduce cooldown somehow, im not 100% on how it even works
Death Note can be used up to 5 times, each use has to be perform by a different player
(if there is less than 5 players then the max usage is the number of players)
When everyone has using it, the texture will become gray showing that it has enter the recharge state between 30 and 60s, after this the texture will be normal again and anyone can use it like before
Ocarina has different max usage per songs, some are 1 max per moons some are 2 etc
This will reset when in orbit
There is a config for allowing infinite ocarina usage if you want
Do you still need to have configurable usage after this discovery?
I see I see I think it's alright then, I thought it might be one use per moon per person but if death note recharges it should be okay!
clarification, does the max players count how many there were at round start, or is it how many players are currently alive?
Like, if there were 4 at round start, and 2 die, if the 2 living players use the book will it then recharge, or does it have to be used by all 4 players?
it counts the number of people connected in the lobby so dead players are included
dont worry tho since they will be able to use it on the next moon when they revived
if the death note does not enter recharge state it means that other players havent used it yet
Hm it might not work properly as you describe but I'd need to properly test before giving any report. Watched a stream earlier with 2/5 players alive and both living players were able to use it multiple times, the recharge was quicker than expected as well
I will try to reproduce this when I get home later
Maybe that was the Dance Note ? It's usage is a bit different from the death note
If not then yeah it's not supposed to be like that
Okay
Well in trying to reproduce that issue I seem to have run into an entirely different, possibly related issue
Three players (LAN)
- Round 1
- P1 collects death note, leaves it in the ship, goes out and dies
- P2 collects death note, uses it on an enemy
- P3 collects death note, uses it on an enemy
- Death Note does not go on cooldown as expected, and P2 and P3 cannot use it as expected
- Round 2
- P1 uses death note, but the death note now goes on cooldown, which is not expected. P2 and P3 also still cannot use the death note
Came across this one while trying to reproduce the above
Three players (LAN)
- Round 1
- P1 currently the only player, collects the death note, ends the round and exits lobby (doesn't matter if P1 is the only player, tried with both P2 and P3 in the lobby same result)
- P1 hosts new lobby using the same save, which P2 and P3 now join
- Round 2
- P1 goes out and dies
- P2 collects the death note and uses it on a MouthDog
- Death Note enters recharge despite there being a P3
idk if death note somehow acts differently in LAN compared to Online
come to think of it the second one could just be because of LAN weirdness with save data
Only Error/s I can find that isn't related to LAN save data weirdness is this:
[Error : Unity Log] [Netcode] Failed to spawn NetworkObject for Hash 25980135.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkMetrics.GetObjectIdentifier (Unity.Netcode.NetworkObject networkObject) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
Unity.Netcode.NetworkMetrics.TrackObjectSpawnReceived (System.UInt64 senderClientId, Unity.Netcode.NetworkObject networkObject, System.Int64 bytesCount) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0015)
Unity.Netcode.CreateObjectMessage.Handle (Unity.Netcode.NetworkContext& context) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0025)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <895801699cfc4b4ab52267f31e2a4998>:IL_00B2)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <895801699cfc4b4ab52267f31e2a4998>:IL_00FF)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()```
Unsure if this error has anything to do with Chillax though
Let me know if there's anything else you might need
For your first report, i dont think i understand the last part
Since Death Note has already been used 2 times, and we have 3 players, when P1 uses the item it goes into cooldown this is totally expected because the death note has now be used by all 3 players
When on cooldown no one can use it until the death note comes back to normal, which reset the cycle. So whats the issue here? ๐ค
For your second report thats def an issue, im not sure why it happened but ill try reproducing this myself just like you did to see if i can fix that
There was only 1 difference but that was already fixed
im curious, what was found differently in LAN and Online?
i know lots of people love to report errors and assume lan vs online is the issue when its not
The only difference was that i was getting players with their steamID compared to getting them with allPlayerScripts, so it was not possible to kill a LAN player
Idk whats that, it seems to have failed spawning something but since you were able to spawn the death note thats probably not my mod
i will try to see if i can reproduce your test
makes sense
it's a brand new round, so uses are supposed to reset, no?
round 1, 2 players use it
round 2, only 1 player uses it and it goes into cooldown
when i say round 2, i mean we left the moon and landed on a new one
death note usage is not reseted between moons, it only reset when the cooldown ends
its the ocarina that reset between moons
oh i see.. that's a little unintuitive imo but at least it's not a bug
I'm not sure it makes much of a difference in power level, one makes sense to the player the other is harder to intuit, unless there's some indicator to help the player know who else needs to use the book before they can use it again
hey, i was wondering about the nokia's old sound-- the global spam sfx you could do was really funny, and my group that i play with was wondering if there were plans to reimplement that? :)
the old sound was a bit too offensive, that's also why the item got removed in the original mod, so im not sure if i want to reimplement it...
hmmm that's a bit hard to do, since im just counting the number of usage
but i see your point
ok! thanks for the response.
i managed to reproduce your 2nd report, what was supposed to happen was that Death Note had to be used 2 times more for it to enter the recharge state, since no one used it before P2
idk what i did with the code for having this issue lol but i will try to find the bug
ah found it
also @delicate cape im gonna add a config, off by default, that if turned on allows the death note to recharge itself when in orbit so you can have some fun just as you wanted
glitched steam id me a few days ago, and i used the freddy fazbear plushie to troll
10/10
mistakes were made
so many turrets
@unique temple yeah, so, https://www.twitch.tv/a_glitched_npc/clip/InexpensiveAuspiciousAlligatorBCWarrior-aTgSOhWgri6ft0RP
the nokia has an unlucky feature with steam id
but its different from other items lol ๐
"can we have this instead of walkie talkies honestly"
๐คฃ
lol i found it so much fun https://www.twitch.tv/a_glitched_npc/clip/CallousGiftedPartridgeMcaT-N8gnqXoCmHOL455W
https://www.twitch.tv/a_glitched_npc/clip/AmazonianSoftJackalRaccAttack-jDs9B59BQ0DRIqn1 ok wtf guys stop squeezing it 
๐คซ
At the very end of that stream i spammed freddy in the ship
In orbit
It was glorious
oh shit i need to find this
thank you very much
oh shit its working in orbit?? ๐คฃ
Yeah it works in orbit ๐ it's horrific
None of us knew either when he first squeezed it here. ๐ this murdered so many people. On the ship part only 1 survived.
How do I trigger the music from Nokia lol
Glitched was so bewildered when I left clicked and got it
"Where is this music coming from???"
๐ fantastic
hey out of curiosity what does "evil boink" do in the config for this mod
I assume it changes smth about the angry bird boink scrap
yep it makes it sometimes boink you in the wrong direction
oh damn
question, do you want me to remove that in orbit? cause in a way this is funny but im not sure cause its causing too much noise 
Might be for the best ๐
ah, i just had an idea about that 
@mild spire hey, im making my first mod and using your github as, like, a reference i can use to see what a working mod looks like so i don't start doing something entirely off-base, cause the tutorials im following are either old or a little too non-specific for me. i had the idea to try to procedurally generate config entries rather than making them all manually as it might get cumbersome as i add more and more scraps, although im struggling to figure out how to do it. i noticed in your Config.cs that you did this:
cs
{
entries.Add(cfg.Bind("Spawn chance", scrap.asset.Split("/")[0], scrap.rarity));
values.Add(cfg.Bind("Values", scrap.asset.Split("/")[0], "", "Min,max value of the item, follow the format 200,300 or
empty for default.\nIn-game value will be randomized between these numbers and divided by 2.5."));
}```
but i cannot for the life of me figure out how you defined the Scrap list in a way that Config.cs can access it. i am new to C# as well. i know you define the list in Plugin.cs but is that alone enough for it to be referenced in Config.cs? thanks and sorry for the long question for probably a very simple answer
fuck i think i just found it
oh i think i get it, you can treat public classes like functions and pass variables through them?
i probably have terminology botched but it's beginning to wiggle my brain noodle
Oh the scrap list is created in Plugin and I'm passing it to the Config via parameter that's pretty much all there is to it
That's not how I made it but if my list was public then ye I can access it outside with an instance of this class, or without instance if it's also static
idk what you just said but i got it working anyhow
lmao ok, anyway if you got any other questions dont hesitate to ping me
i take it back, i wanted to have a rare chance of spawning it in orbit but it only works for when the host just opened the lobby, any other orbit will throw an error
i can remove the error but it will make turrets unable to be despawned, so not a good idea
sorry mister john @formal rampart

Hello!
I've come to ask what the Elegy of Emptiness does in Lethal Company?
it spawns a Masked of yourself
Idea for the Song of Time - restore lost HP, stamina, some recently spent credits, revive a dead teammate but spawn them in a random part of the facility (to balance it out), delete a random / most recently spawned monster, reverts new quota back to previous one (253 back to 130, only can use ONCE), reset the Jester, puts all coilheads on cooldown (possibly extended), resets Old Birds even after apparatus pull
Becuz song of Time izz kewl
๐ฟ man
some great ideas but also very complexe to do all that
esp old birds reset
I'm sorry, something small is DEFINITELY okay
(Respectfully i very much dislike what epona's song does, scarred me)
yee dw, and Im sorry for Epona's song, im okay to replace it with a real horse if someone actually wants to create epona into the game
Noo don't! It would make a great troll
well there is no modded horse right now so we are good
What's up with Zelda's lullaby tho, how does it work?
||if you play it after 12:00 its going to teleport you back to the ship||
||but also if you play it in front of a locked door you can open the door||
2 max usage
I'm playing lethal company with the mod right now, and as soon as you said that
I LOVE THE AUDIO โค๏ธ
That's soooo cool, chad for adding that
๐ glad you like it
Or what if the Song of Time went forward...?
Launch the ship from anywhere outside early, spawn nighttime enemies during the day (lol trolling), teleport a random friend to the main entrance, loot intact, pop a jester, kill a random player coil-head style (the flash), tp yourself to random fire exit, buff a melee weapon with x3 damage for ONE hit (speed run a whopping), adult-ify the Maneater, erode mines/turrets through time, effectively disabling them for x amount of time
Or the breaker box.. ๐
advancing time forward is possible but whats the point besides making the day harder?
A random effect good or bad? Ur probably right
And like you said, I bet it's not easy to pull off
a lot of your ideas are not that hard to do, but i will need to research how to actually do it
and song of time right now is used mainly to help people a little bit when in the night
thats prob one of the best "positive" effects right now
lmao ๐ you tried which one?
ah wait
you didnt know the song of time effect
||song of time reverts two hours||
๐
Thank you, you've given me my to-do list
I saw the goron song had an affect, but didn't know what it did
Could only use it indoors
||if youre using it inside the dungeon and if you have starlanceraifix installed then it will spawn """gorons"""||
||if you use it outside and if there is baboon hawks on the map they will enter sleep mode||
EVERY song has an ability? Can u give vague hints? (Thx btw)
I'm nervous
sun's song and song of storms are the reasons why @kind halo hates me btw 
nuh uh
(it works now)
now we are friends ๐ค
Ocarina is the best item in the game
@unique temple be like :
Gotta ask: wil you be adding more Zelda-themed items in the future (or adding THE REAL EPONA)?
It's either the best or worst depending on who has it lol. It can be used for good or for evil! With great power comes great responsibility!
truuuuuee
i wanted to make lens of truth, its planned in PremiumScraps
But apart from that idk
What would the Lens of Truth do?
And what if someone made one of the masks from majora's mask? Or midna's helm or twilight weather or the scroll of the Hero's Shade, or the master sword had Fi inside and she told you if scrap/monsters was nearby in a certain radius, or the Wind Waker?!?!?!#*$&%
lmao calm my bro
Secret
Im actually planning some modded weather stuff like that, but i need to look how to do that
Alright-y
@mild spire Funny bug but Rodrigo used an Uno Reverse Card DX on me while I was sitting in the Cruiser and I got teleported under the map and fell to my death
on Espira
Blame Rodrigo lol
No for real, idk what happened there, does any other people getting teleported got killed as well?
I don't think anyone else got teleported by it cus he teleported into the cruiser lol
and everyone else was there
Idk
Noone else seemed to have gotten teleported except me
XD
We only had a DX at the time and he used it a few times to get people killed lol
oh boy oh boy i dont like this issue
Iirc I think I was teleported but like you said we were all in the cruiser so it was like
Oh I started sitting in the back and got tp'ed to the shotgun seat
Ah
everyone else i'm pre sure got shuffled within the cruiser
Rodrigo was the only person not in there when you tp'ed so maybe that's worth noting
Since I think he popped up on the driver's seat
Pretty sure he used it from the ship, but from what it looked like
Instead of it teleporting me to the ship I just got tped directly under the map
likely cus I was sitting down
mayhaps
Maybe check between both seats since it seemed to have not killed the person who was sitting in the shotgun seat (since maybe they would've been tp'ed into the back where i was?)
Idk
the shotgun seat is the passenger seat?
It didn't kill Jacu who was the driver but he never got teleported out of his seat
okay lol it seems i will need to boot up 4+ instance of lethal to actually test everything
i launched 4 local players and used the card while having 2 people seating in the cruiser, one on the back of the cruiser and one using the card somewhere on the moon
everyone swaped with someone else without any issues lol? i dont know whats happening with espira terrain
In the latest Premium scraps update, i changed job application weather manipulation to be a combined weather effect
I can do the same with Song of Storms, do you guys think it's a good idea? and if i should do it?
Yes but no at the same time lol ๐
lmao i know why ๐คฃ
for example Song of Storms could summon lightning and stormy effects, but at the same time you can still have the snowy weather or any other weather effects
buuuut i kinda know why you also said no lol
bruh
Imagine a harry potter wand as an item. that could do some small stuff like idk open closed doors, avada kadavra,teleport player aimed at
ofcourse somehow balanced and not op
looks very cool but idk anything about harry potter
๐
Time to bingewatch all 8 movies! ๐งโโ๏ธ โจ
Make a wand that summons a bertha on everyone 
is there a list somewhere that details what some items do? ocarina songs, freddy "bad things" etc?
the list for the ocarina is there #1262101270769045647 message
and freddy bad things is simple ||"if you hear freddy fazbear music inside the dungeon you basically have a little bit more than 1 minute to find freddy and grab it, if not then it will spawn a bunch of enemies"||
there is also the freddy unlucky effect, but thats different from the bad thing
thanks zigzag! yeah we learned the freddy bit the hard way after failing him inside the caverns of the mineshaft
๐ yeaaah
Put your steam ID in the unlucky section and Freddy can do more fun things ๐
put my steam id in freddy
No
Now fill up mels wider ship + 2 story
lol good luck with that
Bet
I released a small Chillax update to add a "dangerous" config mode for the Death Note
And to improve the master sword "selecting a hero" effect
For the master sword i was not able to test it properly because it uses players steam ID and i don't have anyone available right now to test so let me know if you find issues with it
Update for Chillax Scraps adds compatibility to ShipInventoryUpdated and for the SSS (of course)
Also, you can FINALLY scroll the Death Note list with the mouse wheel๐ซก
no, bye
I'll be honest I downloaded this mod only for the ocarina and master sword initially but I really enjoyed the rest. Still curious about Freddy's effects, using default values and nothing bad happened for a few games.
Speaking of the Sword, I can't be one hundred percent sure since we didn't get it that often but every time the chosen one died the ownership was transferred to someone else (only 40% chance according to changelog ?) there was even one instance when we got murdered one by one trying to retrieve it. Having the "key item get" jingle play every time to die mere seconds later was very funny at least.
Lmao hello again
Freddy bad effect can't be missed, you'll hear it very well
And yes the Sword will change the hero 40% of the time if he dies
Having the "key item get" jingle play every time to die mere seconds later was very funny
๐คฃ oh boy
Hello again lol, just joined and saying hi to my favorite mods creator XD
Mass produced chosen one I am right ? ๐
1.5.9
- Ocarina update
- Added 1 more allowed usage for Zelda's Lullaby (for a total of 3 max per moons)
- Sun's Song can now be used by simply playing it outside, there is no need to be in altitude anymore
- Sun's Song will now fail if you try to play it during the Majora Moon weather
- Song of Storms weather change is now a combined weather effect if you have WeatherRegistry installed
- Song of Storms "super stormy" effect is now more dangerous
- Added a new variation effect for Oath to Order when the Majora Moon weather is active, use it in altitude when the moon is about to crash to destroy Majora
- Updated
- Added particle effect when using Boink
- Added particle effect and sound when jumping with Super Sneakers
- Added particle effect when Freddy Fazbear hurts the player
- Added particle effect when activating the Totem of Undying
- Improve material visuals for some items
Neat !
Will have to try this out soon ^^
No๐ฟ
yes yes
more boom more boom

BOOM!
BOOM!
BOOOOOOM!!!
i dream of seing Samus canon and light sabers
I think there is alreayd a light sabers mod out there no? i saw something one time
@atomic holly I noticed in your videos that Epona's song spawn 2 dogs instead of 1, and more importantly, the dog's sfx are not replaced? It's supposed to have horse sfx
You probably have a mod conflict
I found the "double Eponas" weird as well, I do hear the horse sound most of the time tho
Could the Kittenji's NavMeshInCompany Mod cause this ?
We only used Herobrine and Locker as custom monsters in these + any custom monsters tied to interiors or moons (Seichi and Scarlet Mansion iirc)
And by dog sfx do you mean the spawn only or all sounds ? It was only the spawn sfx for us
The only sound related mod we have is the LCMaxSoundsFix by Hardy
No, both these mods are compatible
And by horse sfx i mean ALL sounds, not just the spawn one
I'll try the song again next session and see if it was that one time only ๐ค
Ok, let me know
Better late than never but I can confirm the sound doesn't work as intended, both for 'Epona' and the Giants when used with the Majora Moon, couldn't find where in the log since we played for several hours but I'll try on my own next time and make a screen of the log
the only thing related to audio I can find several times is this :
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
but the Oneshot moons/interiors were off this time
lmao ah no
PlayOneShot is something called for audio, it's not related to oneshot moons ๐
For Epona i assume it's the double dog that don't sound like horses ?
And what's the issue with Oath to order ?
Only one dog this time but normal doggo sound
for Oath of order we have the music but not the giants singing
Welp, here goes my only guess ๐คฃ
For the giants singing you need to have CodeRebirth, otherwise it's just vanilla giants that will don't have custom sounds
But for the dogs idk, can you share your pack so i can check ?
oh okay, works as intended then
sure
01970eaf-2c5a-2311-480b-69825f21c219
mostly the same mods as last time, just different moons/interiors
Thanks, ill check and get back to you
Alright, curious to know which mod is causing the issue ๐
@atomic holly The problem should be fix in the latest release 1.5.11 let me know if you have any other problems
Will try next session !
Was it a mod conflict in the end ?
i forgot that Code Rebirth was a soft dependency ๐ญ
it ended up crashing 1 method which was the one to replace enemies sfx
i think someone actually already said that before (maybe it was even you lmao?)
Thats fun and why not doing it, but unfortunately im doing other things atm
Why not make your own mod my friend? ๐คซ
trust me i wish for it, but i have zero knowledge about modding in general
its painfull to have a full catalogue of ideas but not being able to concretise it
I know the feeling, but if you're reaaally passionate about this I think you might find in you to learn modding and see what you can do on your own at first.
Collab mods are also a thing, so splitting tasks can be done if someone wants to help with your ideas
well the thing is at the beginning i wanted to do a moons pack since i already did mapping unity back in 2017, but the lethal SDK is confusing as hell, and i didnt find any proper tutorial.
you might want to look up Audio Knight's How to make a Custom Moon in LC, it's a bit long but I found it quite interesting and well done
nobody asked but no I don't do mods, I enjoy to know what goes on behind the scene and like to give feedback and minor headaches bug reports to the modders lmao
Dance Note says "Going disco mode is highly recommended, else your innards are going to be the thing stepping on the dance floor..." however I cannot find such an option, I thought maybe it was a mod but I couldn't find a mod with that name either. How do I enable going disco?
Oh, going disco mode simply mean using the item ๐
When you use it on a friend, they will go disco mode or else they will die ๐ค
I am confused. What item? Because I used the book on my friend and he just died... was he supposed to do something to not die? Do you mean he has to use the book too? I am very confused by your response...
Dance note
The affected friend is supposed to do vanilla dance when it tells them to do so + music pops in
And to dance until music dance
I've been affected once by that and did TME/BadassCompany dance and it killed me lol
Oh oki
Last time I saw they didn't worked
But it was months ago maybe even almost a year
I think you missed something lmao no problem I'll explain
There is 2 items, the Death note that kills and the Dance note that will make people dance (or die)
The dance note is a separate item so you can find it separately from the Death note, it's not a variant
You probably only found the Death note so far, that could explain your confusion (if it's not that, then maybe you found a bug)
Note that with the Dance note you can avoid the Death by performing a dance emote
This was fixed dw
No it was the dance note I used, I guess he just didn't notice the prompt to dance. I thought it just made them dance (instead of die, and against their will) if you had whatever disco mode was.
Ah ok
Then yeah you are supposed to do the dance emote or a custom emote yourself, if not then big boom
Big boom in question while it was just POOF!... scorched body
1.6.0
- Updated networking to work for v73 of Lethal Company
- Ocarina
- Added a new variation effect for Song of Storms when the Blood Moon weather is active, use it outside to spawn a disturbing blood rain [requires Wesleys_Weathers]
- When this effect is triggered, the Song of Storms will not be able to be used again until the weather is cleared and if the number of allowed usage was not already exceeded
Note that the Forsaken combined effect might not be rendered correctly until a fix by WeatherRegistery
More boom?

The Famous and mighty stick "by one of my crew"
he really has that monkey laugh bruh
BRAH
@mild spire Could we get a DMCA mode for the Dance Note? 
Wh- ๐คฏ
I do love the Dance Note a ton but I've had to disable it cus of the copyrighted songs in it causing vod mutes and youtube flags to go off lol
Holy boy I didn't know
I could replace the songs but with what? I need suggestions
Ill look at some stuff tonight and send them to ya
Ok
Shit I totally forgot about this lol. Works been getting hectic again.
dw
Just try to get the clips/songs for me before the End of the year (lmao?)
I gotta update the mod to be compatible with the latest version of Ship inventory and so the best would be to update this at the same time
Sounds good!
I cant pick this up once its placed down in a cabinet
lol its grab collider needs to be bigger
This was already a thing in the past and I 1lre1dy fixed it to be bigger
wht then?
ill see next time i work on that
Question how does the ocarina recharge? i was on a moon with the majora moon and tried twice to remove it with the ocarina and it did not do anything as it was out of charges
Other songs worked
The ocarina recharges when in orbit
And for the song to remove the moon, you need to play it when the timer is active when in altitude
This i know i was always using it when the timer was active
Ok then i guess you were not high enough
If you manage to reproduce it easily please tell me where you tried it on a moon, maybe the system is broken with a conflicting mod
yep
Hey everyone!
After a test session with friends, we encountered several minor bugs after testing the new v81 update of this mod. I don't know if it's just me, but I prefer to post it here with my modpack;
019d794d-51ee-d41c-8a77-380cc0e700d4
The bugs I found:
-
Ocarina has a real problem with the weather. When you try to disable the weather, it becomes bugged and not only remains on the current planet but also affects all subsequent planets. For example, if you try to disable the thunderstorm, it will remain for the current planet but will also persist on all subsequent planets, sometimes even affecting facilities. The same goes for Flooded, which escalates to the point where you land directly on a planet completely covered in water and die one after another. (Even on Gordion)
-
The Uno card isn't necessarily very safe either; for me, it caused the floor and walls to glitch and become completely invisible until either I left the facility or teleported back with another item.
I hope this helps, and if it's only on my end, what can I do to fix the situation? Have a good evening! 
hmmmmmm i hope its not something very bad, ill check in a sec
Ok so after a bit of testing, i wasnt able to reproduce anything sooooo.... i dont really know?
Did you like had a specific sequence of events to have these issues? Cause if no, this is possible it's also a mod conflict
ill check your pack rq
For the Uno card, I don't think it was at a really specific moment 
but for the ocarina, it was definitely the sun music that caused the weather to glitch 
Yeah i guessed that
Your pack is really small, i dont see anything wrong with it, ill test it give me a sec
Thank you, it's really kind of you to be so quick
It's not urgent at all; I just felt I should mention it if it was due to the mod in particular
No worries !
So, i found the problem with the ocarina sun's song
Basically, it's supposed to work in vanilla but if you have WeatherRegistery installed it will instead use WeatherRegistery's code to safely change the weather
Having WeatherRegistery installed became the "norm" as i started to test every new version of this mod and change ChillaxScraps code to be compatible
But since then something has broke the normal non-WeatherRegistery code and i never noticed
So basically, it's supposed to work without WeatherRegistery installed but apparently it's broken, so until i fixed that you'll need to either install WeatherRegistery or don't use Sun's Song/Song of Storms
I'm pretty sure the Uno reverse effect (or any other teleportation effects such as the ocarina's Saria's song) is the same problem
Because a teleportation from outside the facility to inside the facility is supposed the disable the weather visuals (otherwise, you'll see rain in the dungeon for example)
If you have WeatherRegistery installed, it's handled automatically so no bugs
But if you don't have it, the normal non-WeatherRegistery code is supposed to handle it but it's broken as I already mentioned
So, half of the teleportation code is broken if you don't have WeatherRegistery installed, resulting in an error during the teleportation and thus a lot of bad things will happen (causing your issue most likely)
Im very sorry for this because it's my mistake, hope these issues didnt caused a lot of trouble in your game 
Oh wow, I honestly didn't think it was going to be this complicated. I'm glad I was able to help find this little problem
Really, don't worry; we know very well that it's not easy to foresee everything and that bugs are things that can easily happen without warning! Honestly, these little bugs made us laugh a lot
I hope it won't be too complicated to fix 
I don't know, i'll see ๐ but thanks for this report !
I suppose you can install WeatherRegistery in your pack for now to fix these problems
By default it shouldnt have any effects on your game because you dont have any modded weathers, so it's chill and it will fix your issues
Thank you so much for the solution, I'm so glad for the quick answer! Good luck with your code! 
I pushed an update to fix this issue (hopefully)
You think we need WeatherRegistery even after your update ?
I'm eager to test it 
You should be able to play without it if you want
It'd be cool if there was a separate config for the Dance Note that lets you swap a song with a different one like how NeedyCats have their own sound files
Does this scrap work in v81?
yes! 
bet
I am trying to get invisible Freddy to play music and do bad things, but waiting for a whole day near it does nothing, nor does it throw any errors.
I am running a barebones modpack consisting of ChillaxScraps + Imperium + dependencies
Oh, well
Freddy will go invisible and do the bad things when its spawned naturally inside dungeon without getting grabed
But it's a 70% chance
So sometimes it will not do anything, or if you spawn it with imperium it will not activate
It did spawn naturally.
All I did was: walk into facility and tp myself using Imperium to Freddy which was invisible+unscannable+ungrabable, and so I waited.
Was it tested after v80?
I see, ok
So, it should start the music in 30s
If you stay in the facility
If it does not work then yeah something is broken, i didnt knew
Soo, I, uh, have recompiled your mod with added logs and discovered that StartOfRound.Instance.inShipPhase is always true when the ship is landing, so the while loop breaks immediately and forever.
Removing this condition allows Freddy to play without problems, although I don't know why this check was needed beforehand.
It came to my knowledge that before v80 inShipPhase was updated as soon as the lever is pulled, but now it is updated much later - when the ship doors open
Oh this is a problem
Like I added this check to avoid Freddy going bad mode when you reload a save with it inside the ship in orbit
Thanks for the info then, I'll try and fix it as soon as I can
This check is redundant because there is already a check for transform.position.y < -80f
ok