#TestAccount Variety
1 messages Β· Page 2 of 1
Should I keep that in? xd
Yes
That's funny
Update incoming!
1.31.0
+ Added Hypercube
* Fixed funny interaction with Imperium
# Rewrote Telepad. Should work properly now
@proud bear, let's hope we won't find any issues when using the Telepad in your stream 
Lmao gonna be going live in like 30 mins
I wonder if your update will push in time
Noooouuu, that probably means it won't update in time π¦
It might, still waiting on Rosie's moons to pop up
Let's hope you got in the same cycle
out of curiosity - what was the proper vision for the telepad? I tried it in its broken form so I have no frame of reference yet
What is the hypercube? Does it do anything?
thankies for the info \o/
It's a cube variant.
Something will happen, if you throw it :>
In case you just want a proper answer:
||When thrown, it will cause an explosion that pulls you towards it instead of pushing you away||
Oh... And I forgot to make the item drop configurable... Again....
Any error messages?
Also... What exactly isn't working?
It just won't let me friend connect. I can ask him what's going on next time we try
oh lol
i don't know where to ask this but when storing 'bomb' scrap item from Testaccount's Variety to the ShipInventory and sells them via SellsMyScrap sometimes (i forgot if we reloaded the lobby) the item becomes the 'bomb' item from Lategame Upgrades' contract. is that normal?
already have SmartItemSaving
That might have to do with how Ship Inventory works.
SmartItemSaving does not affect Ship Inventory afaik
i see
I made it much easier to trap enemies in the cage mines
-# (Previously, they usually just teleported out since they got stuck inside the Nav Mesh Obstacles)
I think thats wonderful and makes sense
If you wanted, you could add a config for how long enemies are trapped for, and have it be a different amount of time than players, as well as a cooldown or whatever to balance it better
At that point i doubt there could be any complaints
I could do that, yeah
Honestly, with no prior knowledge, i assume stuff caught in a prison mine (namely players) would be trapped in them indefinitely until someone came and released them by interacting with it
I could see that being incredibly bs in some situations though so i think the way you did it makes alot more sense
I suppose you could make it not do that if it detects that its a solo player / 1 left alive
Being able to indefinitely trap an enemy if you lead it there (or stumble across something awful thats already contained and choose to release it just to be evil) also sounds rly fun though
I'll happily take the current way it works though
The initial idea was similar, actually, but my experience with the Backrooms Mod and the Inverse Teleporter made me reconsider.
Being stuck without a way out is very boring
Added a separate collider for enemies in response to @sour tartans feedback
Not sure which one will become the default option though
I'm unsure what I broke...
For comparison
Enemy Collider:
Player collider:
this will also make one of the bingo cards with maneater in a cage quite easy (although it was already quite easy if I remember correctly)
Fair enough
Yeah
However previously it was to trap an invincible non-slime enemy
Trapping slime is even easier 
Aka shy guy
Jester
CountryRoadsCreature
Rolling giant
But then i found they just went straight threw it
Yeah
Slime has one for just being led on the Teleporter trap
As well as to have someone dance in it with a boombox
Both easy ones
Lemme test a popped Jester real quick. Wanna know if you can trap those now
Nope... Jesters are still way too fast 
They just outrun the bars
Even with the teleport
Damm
Tho tbf...
If you stand right next to it, they might kill you but still get trapped
Sacrifice play
Such is the way of bingo 
Yeah, that works
Next TestAccountCore Update, you will probably have to re-generate your configs.
This affect all mods that use this mod to register map hazards!
-# To my knowledge, only TestAccountVariety is using TestAccountCore for Map Hazards
Yippee, new system seems to be working

@quick mason this might interest you lol
Since you said you use similar methods or something
Xu theorised it might be a LethalLib bug with spawn curves
since its been happening in CR with the trap spawns too
Well, guess I'll register the hazards myself then 
...
send me the code later thx
I think the way CR does it is fine.
I was probably just too confused to register properly using LL
If you still wish to have a look at my Spaghetti Bolognese code:
Im hungry now, thanks
I'm hungry too π¦
Spaghettichi when? :>
well I also use LL and it didnt work out, and yes your code is spaghetti
but i was wondering how u added it to vanilla moons yourself or with LL
Xu forbid me to make more versions after the ones Im doing rn 
I basically just do the same as LL without their confusing system 
gotcha okay
Thanks, I worked really hard on that Bolognese
Looks fine to me, tbh
yeah but for some reason a moon gets given the wrong curve i think
That's very weird
You can try to unspaghettify my code and test it out in CR, I guess
so you use LL?
For everything except hazards now
oh okay, yeah that'd be why hten
Keep it like that?
12
15
1
Yeah
1181287712943259738
yoiled
@molten stump turns out its a bug with LL
it assigns the very last curve it registered from the last level it looped through and applies it to all levels
because it never made unique instances
Oh... That explains why my code works π
@molten stump hi!
Question about mimic-gift, the streamer sent a report about the fashion that the same monster appeared 7 TIMES. It's either luck or I have no idea what was wrong...
The default config is in my opinion
Spawned this monster 7 times
Mimic gift boxes are entirely rng
In terms of?
Do they prescribe which monster will appear during generation?
Not on opening time
It's completely rng what you get when you open them I believe
LethalLib got updated recently so the same monster thing happening might be related
By the way, yes, I noticed the update
then is it better to report this in another conversation? or is it not so scary and just an accident - that he appeared 7 times in a row
Yeah either bad rng or something with the fix in LL
No it would be something for @molten stump to look into still
@proud bear by the way, I wanted to ask
decided to add this, just for variety
You never had any problems with SkinnedRendererPatch?
My hazards don't use LethalLib anymore.
And what spawns isn't controlled by LethalLib either
Then it's just a strong coincidence
@azure flare, the GiftMimic chooses a random enemy as soon as you open it.
It is not predetermined or anything.
As soon as you open it, a random enemy gets chosen.
Every enemy should have the same chance
Well then, Iβll assume that the streamer had it as a wild accident 7 times
ok, thanks for the information!
Either that or Country Road Creature somehow appears multiple times in the list.
(Or the random isn't as random as I thought)
I'll definitely have a look
0193b73d-7b2a-0f7e-2bff-5e9fd259a6f8
Just in case, I'll leave the assembly, maybe some other mod breaks something
But it's unlikely
boxes began to appear often...
or is it just an event for the same items
Is there a setting for the number of appearances of mimic-gift in the config?
I understand this is the main chance for scrap and monster
very funny mod 
The spawn curve
does the hypercube have a scan node? it's not showing up as anything for me π€
It should. I'll have another look though
Oh... Oops π
Looks like I somehow deleted the Scan Node Properties
scan node just in 4 dimension
Ah yes, just move a little bit through the 4th dimension to scan the hypercube :>
Gonna need a hypercube collider instead of a box collider
Does anyone have an idea for more decor on the ship? 
Hmmmmmm
Btw... It depends on where you are.
If you are inside the facility, it will toggle the breakers.
If you are outside, it will toggle the ship lights.
Should I keep it like that?
(And what about death chance? xd)
:3
perfect timing for my game to lag with the ships lights on for whatever reason
me myself I would probably disable the death chance because funny spam thing, but Id say it should be low to atleast alow you to spam it for a few seconds
Yeah, I'm going for 5% probably
we already have the premium scrap fake airhorn exploding us
1.33.0
+ Added birthday easter egg to Shiba Plush (Activates on my birthday :>)
+ Added config more options for Cage Mine
+ Added Light Switch
* Fixed Hypercube Scan Node
* Fixed Telepads looking like they're enabled when bought/spawned
# It's now easier to trap enemies using the Cage Mine
# Made changes to map hazards for that one person
Have fun, guys
Lesgoo
Not sure if it's fixable/caused by another mod but the Rock behaves rather weirdly when you add the mod to an existing save at least it seems? Without buying it it's already present and tends to come back after a bit if I move/store it, unmovable and with wierd collision sometimes
Introducing new unlockables to an existing save usually means something will break
(same goes for scrap, but that's usually not too extreme)
Suits count as unlockables too btw
The collision being weird is something I'll look into though.
It's just a simple Box Collider though π€
It's weird because normally you can walk over it like a step, but in that weird state it's like a small wall, have to manually jump on to it to get past
Figured decor is just like that, since melanie's stuff shows up as if already bought but the game knows it's not bought, those at least can be permanently relocated though... really not sure if it's just a mod that interacts with saving that's being wonky thoyhh
@molten stump uhhh, I don't exactly know how to replicate it (and the log is probably a mess to look through), but the telepad does this weird thing where a hoarding bug picked it up, I killed the hoarding bug, and then the hoarding bug disappeared
I made another telepad and it sent me into the great unknown (infinite void of death)
I'm guessing it might've done something weird with symbiosis, idk lmao
Probably need to make sure the teleporter deactivates, if a hoarding bug grabs it l 
That's also something good to know
I did indeed have sell bodies
so it probably sold itself to the spirit realm and then I infinite blasted myself into oblivion
imperium severely disliked when it happened, it was angry af lmao
Wait that sounds hilarious. What exactly happens?
It probably teleports away with the telepad 
If not, it will probably teleport upon death (There is currently no alive check when teleporting enemies)
Or after dropping the telepad, which also sounds very funny
Lol
Eepiy
I can tell you that upon killing the bug holding the telepad, it either sinks into the abyss, or flies somewhere far off in the map. When I spawned another telepad to try and get to it, I ended up being somewhere far beyond and out there that Imperium kept beeping at me to an alarming degree, lol
Lol
Guess what I'm currently working on 
I think this is a new type of mine
Nope, not a mine this time
Button to activate mines all at once
10-sided cube
interesting
i love the hazards you make
I swear, it's not the same ;-;
only one of these two lasers does not go through walls

how would it work with armory
Look at this laser and think how well I can do visuals 
It ultimately failed at lightning particles π
it wouldnt, nothing works in armory
radmechs works
just buy the effects ez
That's actually kind of cool
content warning laser
except they move
its gonna go trough the floor
I feel like the movement may be too fast and sudden
maybe some indicator that they are about to move, or just slower overall
1.34.0
+ Added Evil Yippee
+ Added Laser Emitter
* Hopefully fixed Telepad for Hoarding Bugs
Thank you, @sour tartan for the new laser visuals
With the new visuals, it is slightly going through the floor, but not in the preview I showed you
I'll make them more configurable next update.
It is a random speed though. I think the one in the preview is at max speed
Evil yippee will also become configurable next update
just realised slimes move so slow they get infinitley trapped in the prison mines
They basically did that already π
make all your hazard meshes on the map hazard layer 
so code rebirth's sea mine gal can scan em
Part of this Update:
#1271086422119677990 message
I wanted to ask if there's a possibility to make the propulsion mines deal no damage for a config
I like using them as indoor horseshoots
also silly
I can do that
Too tough... At this rate there will be no monsters left in the complex
could you make it to where it don't hurt the monsters?
easier than ever
I go to Eclipsed all the time, all the monsters that can die die from lasers
So I have a question @molten stump
Is it possible to add it in the config so that monsters do not take damage?
telepad how does it spend energy? from the number of jumps?
What is it called in the config?
Actually adding onto this idea, a way to customize how much damage (per tick) it does to enemies would also be cool. Would be nice to have this since I play with 10x enemy spawns and I don't want all of the enemies dying by random traps.
But I do think the laser idea is cool
@lapis quiver @azure flare @tall valley
You can already configure the damage the laser does to enemies.
I'll also add a cool down config next update
Oh ok, I didn't know that mb
I haven't played it yet
I didn't expect my laser to be deadlier than the spike trap, ngl 
Fully intended. If you teleport to a telepad while another player is standing on it, one of them will die.
The more people, the higher odds the teleporting person dies btw
fun
Since the config class became a little cluttered, I decided to split it into smaller pieces:
(For you, as a user, nothing should change though ^^)
it seems if you use the evil yippee on or nesr the ship, the traps will still be there in orbit or on different moons until you restart the lobby
dont know if thats intentional or not :P
Definitely not intended π
Fixed next version π
1.35.0
+ Added damage config options for Propulsion Mine
+ Added more config options for Laser Emittery
+ Added a configurable chance for Evil Yippee to spawn a hazard - Defaulting at 100%
* Fixed hazards spawned by Evil Yippee persisting between rounds
# Changed how configs are done. Shouldn't change anything for you
I think I personally prefer Rodrigo over the Evil Yippee, Evil Yippee just doesn't make much sense where as the Rodrigo Bird is original XD
But that's just me

Both are still funny 
Yeah I was gonna say it's not a bad idea lol
yay, thank you 
does the bomb always explodes when thrown/dropped?
When thrown, yes. When dropped, no
but there's a chance when dropped?
Yes, there is a low chance when dropped
it seems im so unlucky then π€£
Yeah... It's like a 4% chance π
next time I'll put it in the shipinventory first π
[19:43:37.2184900] [Error : Unity Log] SpawnStateException: NetworkObject can only be reparented after being spawned
Stack trace:
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkObject:OnTransformParentChanged()
UnityEngine.Transform:set_parent(Transform)
TestAccountVariety.Items.Yippee.EvilYippeeParticles:SpawnHazard() (at ./Items/Yippee/EvilYippeeParticles.cs:81)
TestAccountVariety.Items.Yippee.EvilYippeeParticles:PlayParticlesServerRpc() (at ./Items/Yippee/EvilYippeeParticles.cs:38)
TestAccountVariety.Items.Yippee.EvilYippeeParticles:__rpc_handler_3143191247(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
TestAccountVariety.Items.Yippee.EvilYippeeParticles:PlayParticlesServerRpc() (at ./Items/Yippee/EvilYippeeParticles.cs:36)
TestAccountVariety.Items.Yippee.EvilYippeeParticles:OnEnable() (at ./Items/Yippee/EvilYippeeParticles.cs:27)
i get this everytime i use the evil yippee, it seems to work fine though
also i think something maybe broke the repulsion mines? they dont work for me anymore :<
tangentially, I'm surprised at this point that you haven't made any sort of item or gimmick involving the cat emoji lmao
Oh... I thought I had to parent it before spawning π
I wouldn't know what 

You're not entirely wrong
But you do it as part of the instantiate
4th parameter iirc
It also depends on your network object settings
You'll want to turn on auto object parent sync and only instantiate with the parent transform + spawn on hosts end
That happens with a bunch of traps for some reason including turrets. Glad that's fixed
love the addition of the kool aid fountain hazards
lol it looks like koolaid and also sounds like a liquid
Yes
Prison Mine - what if you make it secretive? let's say it's transparent, but it's slightly visible, like the effect of glass - and when it's activated, it shows as in the regular version. After recharging, it takes on the camouflage of transparency glass again... I'm not sure if it's possible to do this on Unity in LC? @molten stump
and lately they have started to appear 2 next to each other...
Tbh, I like that they are more helpful than an issue in most cases 
That's just how Lethal Company likes to spawns hazards :/
Even if you configure them to not spawn next to each other, it likes to happen
Well, is there a chance that some will be in camouflage? 
yo testicles
if you come up with a design I could make a model for the laser emitter (if its still the 2 cylinders)
or any other existing hazards or future ones (as thats what im here for trolley~1 )
Lemme know if you figure it out, struggling to consistently replicate to figure out the cause myself :/
are you talking about my mistake?
#help-and-troubleshooting message
hmm
I couldn't really think of any other design than the one I made tbh 
Well, the cage mine probably could benefit from a re-design...
It's currently a ||smoke detector|| 
And for future hazards, I'll definitely keep you in mind ^^
For a redesign idea I think the cage mines should be more hidden
Thats too big of a mine to get surprised by
I have cage mine disabled because I find itβs more annoying than anything
Super easy to avoid and just kinda blocks a small area
I used it to avoid a full speed jester last night
An evil thing you could do is make it cloaked, like very very hard to see
And then it becomes visible when tripped
That would 1) scare the shit out of people and 2) means you gotta bare in mind where they are, and use bait an enemy back over to them
Could be interesting, tho i'm 100% sure some would find it too annoying so would definitely need to be a config
Also ty for the changes before
There is now 2 challenges for the prison
I just need to think of one for the new vertical lazer

can we get a cup scrap that u can fill up with the new slushie hazard?
Make it so you gotta pay to bail people out, OR have a lawyer
i call, Eight-Handled Sword Divergent Sila Divine General Lawyer Mahoraga, to bail me out!
You know i wanted addie to draw you doing that, holding a rodriguez and summoning a big bertha
the work day never ends for addie
I'm going to make round cubes instead
Me and Temmie are the brains
Addie is our art slave
Rg is the certified ideas guyβ’
As a cube expert, I can guarantee you, this is in fact a round cube <:
A sphere, on the other hand, looks like this:
Completely different
The size is a result of it requiring enough size to hold a player and several other entities 
Make it on the roof so it drops down onto your ass
You touch a pressure plate on the floor and a trap drops on your head that you have to push off fr fr
No, this is bear trap gal or smth 
yeah I'm aware, I was thinking the bars could come out of the ground while only a bit of the center is visible
how will this work on guardia
what does the prepulsion mine do? I stepped on it twice and it didn't do anything
propel you
Is there a unique requirement? I've found multiple but stepping on them did nothing
they just beeped
like occasionaly beeped I mean
Bugged maybe
dang ;-;
oh wait mb, I forget to update the varietycoremod
That's probs why it wasn't working
I tried it out even with an updated testaccountcore, they don't seem to be working
They should propel you as soon as you step down from them.
They may bug out due to a feature I wanted them to have...
I'll remove that soon
yeah can confirm
anyone have any idea on how to disable the cosmetics from this mod when using more company
You can apparently configure that in MoreCompany itself
Other than that... Only deleting the cosmetics files π€·
I tried that, but its not clear on what format I should use
plus I have no clue what they're called in the files
it just says separate by list of commas but it didn't work
im unsure if im using the wrong names
or if the commas need spaces after them
or if its different combinations of those variables
What names are you using?
Looks like I accidentally named the cosmetics quite inconsistent...
Those are the names of all cosmetics I add:
testaccount.testaccountvariety.cubeshoulder
testaccount.testaccountvariety.cubehead
testaccount.testaccountvariety.shiphat
testaccoun666.shouldercubealt
testaccount666.pikachuhat
Even have a typo 
TYTYYY
yeah thats defo not how i wrote them down
a,b,c,d,e
the name that shows in the logs when the cosmetic loads
my modpack is like 250 mods
i rarely go looking in the logs its a mess π
π€·ββοΈ was just saying how to find it in-case you want to disable cosmetics from other mods in future
as an example with the default morecompany cosmetics https://i.gyazo.com/88397e56dd92c8307f1050b39f7d7b92.png if you wanted to disable only the 3dglasses and bunnyears you'd do builtin.3dglasses,builtin.bunnyears
you should defenitley make a 3-story wider ship toy π
just blocks your entire sight
Lunxara would kill me for the increase in AssetBundle size π
Actually, it might not be that extreme since most of it is already included
Since they aren't working rn, what does the prepulsion mine even do? I figured it would bounce you away but how does that even work in interiors?
I'm just curious. They look cool
Launches you directly away from it, whatever angle that may be, and hurts you
i can only imagine it as xl scrap
That would be genius
Not having this bool activated may be the issue 
Lemme test rq
1.35.3
* Fixed Propulsion Mine
# LaserEmitter now calls HitEnemyOnLocalClient instead of directly ClientRpc
Did laser emitters hit clients if the host walked through them?
No, but technically, the Rpc is supposed to be called by the method I'm now calling
I havent played in a bit what do things like the light switch do (you should maybe make a more informative readme)
I see it just has a chance to kill you if I look in the config lol
light switch toggle lights in the ship
and maybe kills
Could work for CodeRebirth too

better suited for like a custom interior enemy, it just randomly smashes trough walls
Hears an "Oh yeah!" In the distance
And hears wall after wall smash slowly getting closer
It can toggle the facility or ship lights depending on where you are.
Also has a small chance to kill you 
The light switch is like the perfect item ngl. It looks vanilla, and has a quirk/gimmick just like the presents
Dang ngl, your hazards are goated
So many unique ideas
Cage Mine
"Bouncy" Mine
Those lasers
all goated fr
I especially love the cage mine
I wish I could get trapped a bit easier since they so big but even with the cage comming up, I can just menuever out of the way. But yeah, I rly like them
Especially the cage mine
Or wait
Prison mine
I forget it's name oop
I keep switching between cage and prison anyway

I didn't even know that lol
Prison mine should be a INSANELY long duration cage mine that traps you for a VERYYY long time
That would be funny
One is the internal name, the other is the one in the config and scan node 
Pretty sure I made that configurable in an update 
The only thing I see is changing the cage mine's duration. I meant like a rare varietion of the cage mine
but idm I mean I have my cage mine set to max
Oh 
Propulsion Mine started to work strangely
that is, it doesnβt work at all in some cases...
Could you give the prison/cage mine the same kinda "trap anyone that barely touches it" that monsters have? You can literally run over a cage mine and not be trapped. Atm, it's not even something I have to avoid, I can just run through. It looks like it kinda snatches enemies. Idk, just maybe a buff to cage mines if you can π πͺ€
is the big enemy collider config where the cage mine traps enemies like the player? Like it won't pull them in?
Trying to get the opposite
Where it'll pull players in
The big collider just makes it easier to trap enemies by using the same collider as the players
testicle accountant
Christmas update coming today :3
yeahyea
Meanwhile it's not out before stream time

Hope the wait is worth it though
Yeah... Had to fix an issue with one of the items and am waiting for one voice line for the last item
Uploading the update any minute. Just one last quick test
An error occurred just as you send this message btw 
1.36.0
||+ Added christmas radio
+ Added two cookies||
Don't uncover, if you don't want your christmas additions to be spoiled ^^
still wanna make a better laser design
I dont use it because its visually 2 cylinders so it makes my silly brain upset
You can make one for me, if I can't get the one Xu sent me to work 
oh xu sent you one?
reveal?
If it works, something like this
orbital laser weather confirmed
oh I thought he meant model
Not meaning to sound like I'm hating, but can someone discuss their thoughts on the prison mine with me?
Like running over a mine or a propulsion mine will garentee a hit, but a prison mine can just be ran over and you wont' be trapped despite it's huge size
and the fact it seems to catch monsters a bit easier
It seems like an addition more than a hazard in my opinion
If it pushed the player in the middle and the cage was activated faster it would seem more of a hazard imo
I like the idea as well as the other hazards, just need some like opinions of others
You can get damage free from the propulsion mine 
You just need enough speed 
Yeah... I'll probably speed up the animation in the future so it's harder to escape
Anyways... Weird question... Are your laser emitters on the ceiling or the floor, guys?
you might be onto something π€
Ceiling
I think with some interiors it may be floor but I think I haven't seen any low
I think Xu was making a God Rays weather and some point. It looked sick
But idk what happened. Maybe in the future
ceiling for me
The splash particles are on the floor, and it tends to cut through unven geometry, and iirc I was seeing the puck on the ceiling so
Even the same color, lazy ass
Tripled the filesize wha
I understand everything, of course, but they don't have enough space to appear in another territory? @molten stump
What do you mean?
I made a christmas radio too, and yours has the same color apparently lol
Oh... Yeah, I just took the blue color and swapped blue and red 
Convergent evolution
Wait, I didn't even realize π
@sleek ruin fix my file size 
Will do as soon as I'm on PC :3
I was able to cut down a lot on file size, but I cannot get it smaller than 41MB :/
Only if I streamed the christmas music from internet π€
1.36.2
# Reduced vertices count for cookies
# Reduced file size caused by christmas music
^
That also made the christmas music quieter btw
Just found one after hearing it from across the map, so maybe the quiet will be fine lmao
Cant you use unity crunch compression?
He does
No, since the issue isn't images, but audio files 
Too much crunching results in extreme detail loss
Oh no, what I have I done 
CrunchAccount
Nuh uh, spherical cubes 
https://youtube.com/shorts/lOJNt6D9GQw?si=KpIAS6U3A9IqqyAE
spherical cubes are icky
In PlanetSmith everything is made of hexagons. You might be wondering, why? There's an answer, and it's not just because hexagons are the bestagons!
Join our Discord to learn more: https://buff.ly/4isvNG9
Wishlist on Steam: https://buff.ly/4isvNWF
PlanetSmith is a sandbox survival crafting game set on spherical planets. Explore your world, i...
Hexagonical cubes
This seems to be uncritical and everything works fine
he just farts in the console sometimes xD
Yeah... It tries to get the MeshRenderer, but fails, because it's at a different location for my christmas radio...
I would say this is for the YPlayBoombox dev to fix
he disappeared
Hey, I noticed the Smoke Detector scrap is gone
That isn't part of this mod I don't think
You sure? I swore I had seen it with this mod
That and it kinda fit
weird
oh mb
It was fiufkis
mbmb
The only smoke detector in this mod is the cage mine 
Except it looks nothing like one so I don't believe you when you say it's a smoke detector model
XD
I can see it, just mangle the dimensions
Does that look more familiar to you?
I think I've only seen 1 or 2 smoke detectors that look like this
that model is hoenstly ancient
Yet it is still a smoke detector 
Good thing there's batteries in my mod :>
I've still never found what the battery is used for
It never does anything when I try to use it
XD
You use it on an item...
What items have you tried it on? Maybe it's incompatible somehow
but I kinda gave up on it
You just left click a chargable item π€·
It's just a portable one-time charger basically
Usually flashlights and walkies that are in the Reserved Slots? Or does it work similar to the tickets where you hover an item and use it?
Yeah... Drop the chargable item, hold the battery and just left click
battery has some weird visual lighting ngl

this a new hazard or just an addition to the spike traps?
Also did you ever decide on the prison mine speed boost?
I'm trying to minimalize my hazards atm and the prison mine is very hard to be caught by
is this new model for the prison trap?
The thingymabob
That the doohickey or the watchmacallit?
Ah I see you know your jiggery-pokery well
Wait until you see the green slushie :3
Radiation slushie
cleaning drone?
ah yeah i was gonna say
Got to experience the pyramid earlier, ||genuinely terrifying experience i have grown a hopefully very healthy fear of both pyramids and wesley||
||both you and wesley did a fantastic job on making that scrap :DDD||
Meow!
Meow!
good cat
Great to hear that 
in the core api thing it says enemy loading as recent changelog
Are you making an enemy or am I missing something here
There's enough clues to figure out what I'm working on tbh 


was for moonswept btw
While testing with Wesley, we noticed the slushie laser seems to have massive desyncs for some reason 
Desync in what way
Slushie was in one part of the room for host, but in a different one for the client
1.37.0
* Fixed laser emitter desyncs
# Changed hit detection
# Heavily turned down the spawn weight for christmas cookies and radio
Ive been cooking something up...
What's wrong? 
I was just mentioning the cage mine through a gif. All good though, I shouldn't be pushy about it π
Yeah... The cage mine is going to take some work...
Just like the new laser emitter model Smxrez is working on 
Also... I'm currently moving millions of files as I'm going to try switching distros 
Mbmb. What are distros?
presumably changing version of linux
Linux comes in a morbillion shapes and sizes and varying degrees of user-friendliness to my knowledge
I've only ever had to interface with linux like once and it was because my college made me get a raspberry pi because it'd be cheaper than getting a specific software my course demanded I use since it comes free with a pi
I get the appeal, it seemed super customisable just that it's weird to get things installed on it
- the pi is a goddamn toaster compared to my main pc
yeah there current one is not playing very nice with them to say the least lol
sounds annoying
Whatcha moving to?
Not sure yet. Testing a few things in a VM while I move millions of files 
Hey, i was wondering if you could add a cool down timer to the evil yippee item
cause whenever my friend gets it the moon starts to look like its being invaded by an alien species π
There is a 3 second cool down.
Unless you installed a mod removing cool downs
well thats not much when it becomes my friends objective to spawn as many traps as he can instead of playing the game π
1.38.0
+ Added firework rocket (Shop item)
# Renamed the bombto Zort due to poll :>
Good
Nice
Is the bomb scrap now called Zort
Like
In configs
Like will I have to change bomb to zort in my central config scrap configuration
It is now completely called Zort. Scan Node and Config
I shall change it in my configs then tyty
Yeye PremiumScraps Bomb supremacy
Wow Testy wow still no updates? After a whole year
I couldn't find a thread for it but when I scan an item normally the green circle is really like fluent even moving my cursor around. But it seems with gooditemscan, that green circly is really jittery. I don't think it's decreasing my fps and it seems to be only the circle. Just figured I'd let you know because it's a bit noticable
This is scanning in vanilla then scanning with gooditemscan
#1255870550199242892 
I cannot seem to reproduce this at default settings.
Did you change any?
No, I haven't changed anything. It's not necessarily jittery, it just isn't as fluent enoough to the point it noticable ;-;
You can configure it to update more often
Won't that have a noticeable decrease in performance?
Is that when I only scan?
It will decrease performance the more Scan Nodes you have on screen
That option isn't necessarily increasing scan nodes is it?
I mean this happens with just one item
No, it's a separate thing.
When I'm done configuring my new distro, I can also check what option you have to change
Any chance the christmas radio could stop defaulting to on on save load at some point? ha
FInally decided on a distro? neatto
Yeah, I'll try to figure something out
Yeah, though I might have to replace the desktop environment...
It feels great, but has some quirks that might be a deal breaker
Not a distro with a bunch of default DEs either?
Not one where I can press a button to change it easily
It will work like that on any interior like that
Including the vanilla caves π€
was this I forgot to post about it...
is a remodel for the laser hazard btw
Those values might be before the game multiplies it with it's bizarre number that's below 1
With a min of 60 I think it could go down to like, 24? If .4 is correct
What?
It is indeed 0.4
The game multiplies the values with .4.
60 * .4 = 24
128 * .4 = 51
I thought about changing it for the sake of easier configuration, but it would cause issues with existing configs 
oh yeah, the good 'ol value multipliers
testaccount.testaccountvariety.cubeshoulder,testaccount.testaccountvariety.cubehead,testaccount.testaccountvariety.shiphat,testaccoun666.shouldercubealt,testaccount666.pikachuhat
Thank uuu
GOD'S LIGHT
Wtf is happening π
Holy 
oh that makes sense
do you amp the ship lights for black out?
I see no problem :>
i hope you've compressed the mesh and everything of that small ship though 
I can confidentely say that I did not even touch that Mesh as it consists of so many parts 
@quick mason, I can, of course, change that if you at least told me how I'd do that with the weird Unity format 
Wdym weird unity format
Oh honestly, make smores do it, it's gonna be a whole thing
It won't be hard just so time consuming
They aren't FBX files, so I cannot edit them
Just export your item as an fbx, the root of it
You can right click and do that with a unity package I think
Fbx exporter it's called iirc
Then just remove some unnecessary stuff inside the ship in like blender
You don't need super minute details
Just keep the big stuff if you really need em
Merge it all, export out of blender as an fbx, and use that
I like the idea of people seeing stuff inside the sho tho 
Hehe, that looks funny
Can also decimate modifer some things then
You know what?
Remove whatβs not visible and decimate whatβs visible ig

Do it for me please, SmxrezGPT :>
Get home quicker
yo i saw this and was wondering whether it would be possible to aim the firework rockets (i hate giants i want to see them burn to the ground i hate giants so much)
I was wondering if twe wockets werwe meawnt to bwow me up? π₯Ί
Oh yeah also forgot to report, but the firework doesnt seem synced between client and host. Host will see the firework go up in the air while the client has it blow up on the floor and vice versa, been seen in 2 different modpacks with lunxara and glitched
No clips of course
Fitting of my name 
Heres a doodle of whats happening
blow up i think
dude test what the fuck
I see the yippie model that you put in as a joke
why are the eyes and face features individual models and not a texture
π
need high quality version (not from phone)
True my bad
me when I am subjected to more horrid zeekers modeling
Thats why theres no lethal enemy gals
Cruiser and terminal sucked so hard to use the models
You dont need to model in every rivet in the zap gun
For the love of god
Use textures
zeekers more like freakers
seeing other peoples topology always makes me feel better about mine
ok I decided to hit it with a sledge hammer because zeekers topology sucks balls
lmk if I accidetally broke everything
or if it looks like shit ingame
thats true because he made a good game
Its ass
zeekers is an example of not needing uhh
insane coding / modeling skills to do well
make a fun game and boom
Zeekerss got that roblox modeling
zeekers is a roblox dev
I know
Needs more deep fry
ngl idk how things manage to look decent consitering the topology under the hood
Well, they always fly forward.
So... It is possible to shoot it at Forest Giants :3
Oh yeah... They're so desynced 
Post processing
And shade smooth
if you ever need an ego boost of your modeling skills just like
The only syncing is the initial rotation and position 
Eyooo, deleted everything 
I deleted alot of the inside aka things you cant see
and decimated the remaining model
trust me when I say you cant see inside the majority of the time
Bring the stuff inside back, please... You can see it 
you can only see like the shelf from my experience
Deleted the Easter Egg, but kept the switch π

I forgot about the switch
zeekers topology sucks to work with so like ya gotta understand me
Just make a new model 
Naaah, we need to bring back the furniture somehow π¦
Smxrez ruined it
if it looks like ass without the furniture then
ill fix it
but I feel like it wont be noticable
Ill know
furniture was a large amount of the verts
If you don't actually look at the model...
nuh uh
you cant see inside
the way its held
and when its on the floor its too low
like I said ill fix it if it looks bad ingame
I literally threw a decimate modifer lol
and removed some things
very unprofessional job but like
z**kers topology
I put it on the cabinet once and looked inside and joked about why the ship was empty and where everyone was
Now youre taking that special moment away smh
π
π
fine liberal
Sir, I'd like to introduce "Furniture" to you :3
that actually proves my point that everything is a grey blob
other than like the
shelf
Youre a gray blob
im a gay blob
Which is why it's good to tune down on the complexity, but don't remove everything pwease 
but yeah idk you really cant see the terminal at all
bunk beds maybe
what things can I remove I feel like alot of it isnt noticable

Every furniture removed i remove one of smxrez limbs, cutely of course
π₯° tee hee
- The posters
- The gas tank
- The desk helmet
- The shoes
- The lightswitch
Those can definitely go
Thats 5 limbs
Is it possible to replace this with a flat surface?
Surfaced?!?!
good thing I have 205
Flat surfaced
We can also probably remove some of the pipes on the underside
why do you need so much
I am le creature
lethal expansion creature π₯
yeah I am the bloat in your api mod
How much effort would it be to replace the terminal with a simpler model?
Put the Ship Speaker on that list too
Is it an amount too great for you to do? 
its kinda just like not worth it
the test account topology
π
3600 verts for this motherfucker
thats more than the terminal
I didn't make this 
oh I assumed you did lol
I can barely make a Pyramid 
well its unoptimized asf
that shits like 500 verts on a bad day
fool! we all doomed
I'm gonna de-summon him in a second
That's the only model I made parts of 
didnt you make the laser emitter
Slushie 
I can barely make a Pyramid :haf:
Laser emitter gal
that doesnt make any sense what I just said but it sounded funny
Oh, right... With 2 cylinders 
Shouldve stolen the laser from code rebirth
recharger?
@quick mason, Laser Emitter Gal when? :>
its pretty dense
i dunno hownid model that
can I nuke the recharger
Laser and fan idk what to do
I'm guessing the main issue is the spiral?
Is that a separate Mesh?
oh yeah I guess I can just like do that lol
im just gonna remove a bunch of stuff from the terminal
mainly the buttons that you cant see
dense mfers
bro what is this fucking model
the yippies eyes are like 1000 verticies
when it could be a texture

somebody will pay for there blender sins
I like that the eyes are protruding from the head tho 
can still do that with a texture and even if not it could still be like 20 verts
Normal map
Fakes depth
ye that or just like a less topoligied version
Can I eat that?
after looking at zeekrs models I getr suoprised the game runs as decently as it does
Gift Mimic gal when?
Aaaaah
gal gal when?
Smxrez gal when?
Oh... That was an actual suggestion? π
eventually
Already exists
It was a joke but low-key I could see it being a thing, maybe have the vanilla gift box model with like teeth and a tongue sticking out of it for her head. Idk what she would do though lol
should i post dice gal here
I havent shown her model publically yet lol
Been done for ages
How can I recusively selected Meshes, Smxrez?
The dice gal is actually really well done
You just need to pester Slater to update Emergency Dice lol
wdym
I have this selected, but when I go to the "Modeling" tab, no Mesh is actually selected
flight animation π
Testy gal when? 
Okay... Guess I'll never actually do anything in Blender then, because this sounds like garbage 
thats why I joined every mesh on the ship
Thanks, Blender
the only thing I have to represent me is my fursona that I dont have as my pfp atm
Well, technically the Shiba Plush
I can fix the topology for it
I think the Shiba dog represents him most atm cus he voiced it
Wesley is not right
Can you fix Blender only selecting half the stuff? 
Wesley was right!!!!
its probably because things are mirrored
He won the coin toss
How does that work?
The eyes are separate in Unity
Also... Why would it select the right leg, but the left eye
btw, what did that coin decide?
only a little bigger than last time with alot of objects kept
because I was a bit smarter with what I did
cuz thats how the original modeler set it up
its not a mirror like what your thinking of
I think the proper term is linking but I forgot
Smxrez maybe you can help test fix his ship you cosmetic too
It's broken in a funny way where the top half of it always keeps vanishing
i need to fix the entire mod is hes letting this in it 
skill issue
As long as you don't break the Evil Yippee, you can fix it all you want :3
if this was not a public server I would have posted a picture of myself as a joke in response to this lol
wdym
Well... Evil Yippee and Normal Yippee share the same Mesh
idk how it would break
You broke it
Wrong thread lol
what if you made it so cage had the ability to use the texture of the floor it was so it could blend in
Not sure how well that would work...
Also, I already have a new design.
Just need to work on finally implementing it 
Same with laser emitter 
Speaking of I have to fix the texture / mat iirc

The new laser emitter is giving me slight headaches, so I started playing VR games instead of working in the mod 

