#Jacob's Moons & JLL
1 messages · Page 3 of 1
Happy Birthday! 🎉
to celebrate this occasion, ill be releasing the future source code of JLL for the next 2 years to save jacob some work for the next 2 years
if you see no changes, then i have bad news 😔
happy birthday, rat... wait a minute
Happy age increase day!
Happy Birthday!
Happy Birthday J Man!!! 
@lean bone i found the problem with the door script lmao, bro this shit is eating like 0.01 seconds every frame 😭, i havent seen anything this bad in a while, your mod is EATING
and thats just PER script, it gets worse everytime it's assigned to another door
not the doorscript! I use it everywhere 
bro I knew those door scripts were unoptimized
lurkin reference 😮
Honestly I am not familiar. I just looked up “ominous door” gifs and couldn’t find anything that great but then saw this and thought it worked
.
jacob after door script breaks
Hi Jacob
Yakuub?
there's still a lot of poll time but damn.
i had a cool moon idea too 😔
No you stinky!
im rigging this poll fair and square
I'll vote on my own pole lmao
I mean you do you, but if you've got something that is just unreleased (maybe needs some final touches) I don't see why you wouldn't just finish that and then do a moon
Nah they stinky.
Get out of here cross!
Go back to your vacation
smell bald
i’ll be back after tomorrow don’t worry
What the hell?! Why am I being targeted now!?
i have so many publically unreleased mods i don't even know which one I'd do if that wins lol
i mainly put that there because nikki gets mad about how i don't post the things i make
go away stinky is winning
What happens if go away stinky wins?
Nah he makes a stinky moon then 😆
We already have gorgonzola
i guess you get no new content and i go take a shower?
True. And we also have Seichi too right @woven sparrow ? 😛
finally we’re telling someone else to do that
You're not off the hook
i would tell you to bathe but i need you to rig polls
But see he will take a shower unlike you
gib me funni mod plz
vote 3
Where is the update seichi option?
no seichi updates
yeah because that's in my control clearly lmao
add godzilla to seichi
you control the community

Sure it is. You just pester S1ckboy until he finally does something 😆
nah i use all my ghost power on pestering wesley to update
Ah so that's why you stinky
JUpdateSeichi
wesley i’m trying to watch family guy funny moments
do that one more time mr. esley and i’m going to send you the family guy funny moments
#ReleaseTheBarfBind
i’m done
only when jeb says youre done
Ayo random update. I finally found why the breakable object thing isn't working. I had it placed in the level naturally, but when I tried using a "Spawn Synced Object" script it worked A-okay!
What should I work on?
16
32
2
Release one of your unreleased mods
🥺
can it atleast be the tenticler
is there a nutcracker butler version?
or wax butler
the nutler
wutler(?)
das me
is this how to roll one event from "Weighted Events"?
What is this? The code in my brain? Always randomizing despair 😞
Yes
oke
Alright i allowed you guys to vote and well.... You definitely picked an option...
This one's been fermenting for a while and you can blame yourselves for voting for this one. Literally any of the other options would have been better.
https://thunderstore.io/c/lethal-company/p/JacobG5/Glow_Pickies/
can you deprecate it
democracy has spoken. it's too late for us
any of the other options would have been something cool yet here we are lmao
Whe n glow picles two
@mellow path as you can see Jacob has released peak
you voted for this
No regrets
can i touch pickie
you can even touch your pickie to someone else's pickie
be careful to not get impaled by glass shards btw
Wesley wants to make a one man, one jar reference but is a coward
what. the fuck. is ||the Pickler||
||pickles||
|| pickles ||
Another pickles mod?
GLOW PICKIES!!!

The Colorful Jar glows though
So
More Glow?
I made this mod like the day that the original glowing pickles mod came out as a joke and we messed around for a while but i never uploaded it... until now because yall voted for it lol
Exactly on that day
we were melting in vc 
||These are more like glowsticks compared to Colorful Jars which don't have a use||
Not using coloful jars is blasphemy 
Disagree, I liked it until they added a hundred variants, although I might add it if the weights are configurable and just have a low chance for the dancing jar of pickles, that's all I want
You'll need emotional support afterwards
You need pickle jesus
dancing jar of pickles is probably the only one i like
lol
The dancing jar is pretty good
The weights are all configurable
That one is the best one, the pop one is also cool
Pop one is phenomenal
hmm, doesnt appear to replace the vanilla jar of pickles completely. just found a regular jar. found a glow jar on a prior moon. this intentional?
||nvm. one is spelled with an 'i' instead of 'l'||
pickies and pickles are not to be confused for they are vastly different things
after an hour of trying to get ||the pickler|| to spawn naturally, i used imperium. a prime example of how to properly mod lc
he's beautiful
Pickies have trouble syncing between players
(client log)
This is devastating news and my day is ruined 😔
Probably a JDoorScript issue
I blame Junxara
I blame Ju Jiaolan 
im pretty sure the fix is literally just a check box lmao
(Yes)
As long as your pickle ain't a shovel
It'll work wonders
fun fact my throwable item script in jll is actually re-used pickle code
have fun with that knowledge

JPP (Jacob’s Pickle Punter)
Jacob's Moons & JLL & Pickles
think them pickie jars being thrown desynced
Pickies*
just playing with the snailcat, dont mind me
I love other types of cake, but that kind scares me. I'm good
yaaay they're smaller now!!! love them sm
weird fucking creature
I can't believe you're scared of cake
@lean bone 🤔
that would be a wesley issue for trying to put multiple network objects into one prefab
Ye I just brought it up in here since it mentions the scripts lmao
wesleymoonsissue
yeah that's nothing to do with me complain to wesley
@broken ether Looks like you got something to fix 
how do i correctly build a JLL Mod
wdym build a JLL mod
like jll mod asset, how do i correctly build it with my mod
Label that too with the assetbundle you want to put it in
you dont really have to put the dll in the assetbundle, it gets auto referenced just by building your stuff that uses the scripts
They're talking about the JLLMod scriptable object, it's a little different
ah
It's the thing that lets us set up configs or other options
okay makes sense, as the next maintainer i should've known about such a thing 
It's okay, you'll get there one day
Configs, networked objects can be added thru JLLMod
you piggy backing off of nikki's help is NOT appreciated 😡

You going to rename it to XLL and all the scripts to things like X Action Events?
now now, play nice, you 2. dont make me bring mom into the room
Dont give her ideas
She started it 
um

amazing
doesn't generate a config when left to get auto referenced
still haven't figured this out
ah i missed that sorry
All good ^^
can no longer build the mod after doing this
🥹
Can you show pics of how you have your stuff set up?
what do you mean exactly?
🥹
I’ll hop online in a bit you can show me your unity in vc
NotServerException: Only server can spawn NetworkObjects
at Unity.Netcode.NetworkObject.SpawnInternal (System.Boolean destroyWithScene, System.UInt64 ownerClientId, System.Boolean playerObject) [0x0002f] in <895801699cfc4b4ab52267f31e2a4998>:IL_002F
at Pickies.Components.Pickie.ShatterJar () [0x001ec] in <69b83c2bf0b54688b8e9228fb875acd0>:IL_01EC
at Pickies.Components.Pickie.OnHitGround () [0x0001e] in <69b83c2bf0b54688b8e9228fb875acd0>:IL_001E
at GrabbableObject.Update () [0x0018e] in <bdf6a080e98a49fd84b92b24894f768c>:IL_018E
at DMD<>?-576137422.Trampoline<GrabbableObject::Update>?1804925274 (GrabbableObject ) [0x00025] in <55d89409ae9c4d2ca0f267c37a457da4>:IL_0025
at moe.sylvi.SaveItemRotations.Features.SaveRotations+Patches.GrabbableObject_Update (On.GrabbableObject+orig_Update orig, GrabbableObject self) [0x00001] in ./Features/SaveRotations.cs:338
at DMD<>?1590448740.Hook<GrabbableObject::Update>?-275270404 (GrabbableObject ) [0x0000f] in <7fd9e034efd045bdaa532ac82ff54fe7>:IL_000F
at Pickies.Components.Pickie.Update () [0x00001] in <69b83c2bf0b54688b8e9228fb875acd0>:IL_0001
(Filename: ./Features/SaveRotations.cs Line: 338)
Jacob why do you LL on us
ricky pick
?
honestly what i should have done from the start is remade the mod using JLL components because all of the things that are issues with it were things found in early testing for JLL that i've already debugged and fixed. i just wanted to be lazy and posted this mod as is with the old code because it was a shitpost anyways and i didn't care. but i should probably just move everything to the working stuff at some point
picklection
JL why do you library on us
@lean bone looking charming
what the fuck is that
Lmaooo
there will be a Jeb reaction to this sentence
WHAT
isn't there a jeb reaction to every sentence
Back in the days of yore, my messages would get exclusively steve'd
name one message with a steve reaction
@halcyon remnant dum dum
oh damn lmao
Targeted harassment or a sign of respect?
Wesley will say sign of respect
He definitely respects me
I'm like a father figure of sorts
why every message here has a reaction
Because Welsey
can i get a reaction?
can i have 4?
i don't even have nitro let alone access to :jebrealemotion: to react with unless someone else does, and even then i'd only be able to do 1 :(
I know! :jebrealemotion: is doing more to tempt me to get nitro than any Discord advertising has
I posted updates for Pinnacle & Elasticity.
truthfully these updates were done a long time ago. I just never posted them to thunderstore. Things like pathfinding fixes for Pinnacle that were done technically last year at this point lol.
Both of these updates also include the TerraMesh stuff that vox was working on. Massive thank you to vox btw for updating TerraMesh only days after the release of Elasticity to allow compatibility between the two. That was fantastic.
me waithing for item shop fix
me waiting for the stevy
Me waiting for JRE (JebRealEmotion) to become the JLL replacement
Java Runtime Environment:
Jacob Reference Exception
Jesus Revival Expedition
[20:57:25.5529376] [Error : Unity Log] SpawnStateException: NetworkObject can only be reparented after being spawned
Stack trace:
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkObject:OnTransformParentChanged()
UnityEngine.Transform:SetParent(Transform, Transform, Boolean)
Unity.Netcode.NetworkObject:ApplyNetworkParenting(Boolean, Boolean)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkObject:SpawnInternal(Boolean, UInt64, Boolean)
JLL.Components.JRandomPropPlacer:SpawnProps()
JLL.Components.<SpawnNextFrame>d__8:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
it's probably wesley's problem, due to auto parenting flag? not sure
PlanetName: Oldred ,Facility
for my first act as the JLL maintainer, ill be renaming all the scripts to be an X instead of a J, sorry but you guys are gonna need to redo all your scripts, every single one, trust me though tis worth it
JLL Update:
- Added Fans for Beanie
- Did the fixes Diffoz told me to do with network spawning
ReservedJsonSlots Update:
- You can add keybinds for your slots now. Functionality is pretty basic and likely won't work for some items but you can mess with it.
- Bug fixes
SimpleCommands Update:
- /route & /fly commands
- Consistency fixes
Pinnacle Update:
- Removed April Fools Joke Ladder
There's more too but that's for the real changelogs. these are just the highlights
@wide flame Time to push the new interior bud
i know!
im studying rn gotta get it out tmr!
The Ladder affecting the length of the ship ladders was genuinely so peak tbh lol
... that one wasn't me
Oh wait I bet that was the update Wider Ship got lmao, they just happened to be the same length
no that was PhysicsAPI
LOL it's great stuff
Was still peak though
you had to climb the pinnacle ladder to experience it
i couldn't get to try peaknnacle ladder in time 😔
You got examples for setting up the keybinds btw?
I wanna test that lol
the walkie and flashlight examples in the readme were updated
oh huh the thunderstore page doesn't have the updated readme idk if that's on me or things not processing quickly
Lol I was about to say
ik sometimes it takes a while for the changelog page to update but the changelog is updated :/
It didn't update the readme
I just manually downloaded 1.1.0 and checked the updated date
time for the most epic readme update of all time

i think this is my first time doing an infamous readme update
there the readme should update shortly (hopefully)
Hopefully 
i say this in the changelog but just a reminder triggering the use rpcs when an item isn't in your hand probably won't work with every time and im not going to do any patches for compatibility with any items. you can try it and if it works yippee, if not i'm likely not going to do anything aside from tell you "don't use it on that item then"
congratulations, you're officially one of the big boys now
jeb real emotion
jeb real emotion
Hello!
I'm starting to use the ReservedJsonSlots
By any chance do you have a json for the main items? (flashlights, walkies, etc.)
th mod auto generates a toolbag slot as an example. the readme also shows you working examples for a key, flashlight, and walkie slot. by looking at those you should be able to make basically anything you want
thanks!
just a small question, what's the "repocket" thingy?
that applies specifically to the use item keybind. basically sends the pocket item rpc right after sending the use item rpc to the server. i noticed that the flashlight behaved funny like the light was parented to your hand instead of acting like it was in your pocket. and since i don't want to do any individual item patches i came up with that as a get around. it may also help with some other items. i only did keybind testing with walkie and flashlight as they are shown in the examples
gotcha
Is it recommended to use it if I do a "weapon" slot?
for example, shovel, stop sign, even something more specific like the shotgun or the rifle from the Piggy's Variety Mod?
i think the piggy's variety weapons, specifically the guns, replace the player animator and may behave weird. also for a weapon slot i might recomend not using the use item keybind at all and just putting an equip keybind. that keybind will make you hold the weapon when you press the button and then everything should behave pretty normally
ok, so it'd be something like
"equipKeybind": {
"defaultBind": "t",
"toggle": false
}
the usekeybind is for interacting eith your item without it being in your hand. this may not work with some items.
the equipkeybind lets you select that slot with a hotkey
yes
now I understand, thanks for the explanation
and reguardless of the default you also will be able to rebind it in the in game menu too
in inpututils, right?
yes
thanks!
man I've been wondering why so many questions about how it works keep happening when i wrote a whole explanation in the readme. it's just not there. i added it back to the examples at the bottom when i updated but i didn't realize my explainer was also just gone what the heck
did i not save it or something before 😭
oh my god LMAO
@lean bone ReservedJsonSlots looks like causing item equip sfx to play every frame
or probably not
love it when a problem solves it's self
also side note that mod has 0 patches so I'd be very suprised if it did anything like that
o wow, seems wesley finally caught up with jebs
no he didnt
wow what a lazy worker behind already smh

man i love getting repeat notifs from webley jeb reacting my messages here
hi wes o/
hi
Gdi s1ck
😭


jebley
ley
bald
the nefarious nitro non-advocate (me):
Awwwww
the more nefarious pretend nitro advocate (me):

i did a silly willy with jll level events in the last updates but it's hotfixed now. sorry about that!
is that why uh... cosmocos...
what happens on cosmocos stays on cosmocos
also idk what you're talking about but maybe
people were saying cosmocos introduction sequence was broken
idk if it uses jll event scritps
what do those do specifically again?
idk probably
events for a ton of random stuff that can happen in game. level loading, ship landed, apparatus pulled, breaker flipped, ship leaving, and hourly events
oooh
wait
does that mean the one i have in my interior unity file is broken?
its from when u posted the jll fan script early for me
haha no silly the fix is live so it never happened :)
but uhh
what is the glitch
hold on
if the scripts for the level events in my interior are the old ones wont they just auto reference the new ones in JLL when its a dependency?
so no need to worry
yah
goodie
yeah everything's fine
have you fixed your missing scripts after importing incorrectly btw?
I actually like being able to see the reserved items
i just manually redid all of them
helped me organize propsets better anyways
i mean, the interior is out so i had to have finished it up 
a while ago demonmae told me they found a nice package on the asset store that i wish i had installed while working on the LC Office rework. If you ever mess up an install again you should give this a shot: https://assetstore.unity.com/packages/tools/utilities/ng-missing-script-recovery-102272
(i am not related to this asset in any way i just think it's helpful)
i assume this is about reserved json slots? i like the spraycan
yup :]
I'm currently tweaking the weapon position
I still need to do some fixes
tell me if there's anything else you think i should add to that mod btw. i can't think of much else you'd want but it's a fun little thing
the only thing I've found is the light being separated from the flashlight, but I'm not sure if it's fixable
the lights emanates from the hand instead of the shoulder
pretty sure it is cuz that's how the vanilla works
im pretty sure reserved flashlights and reserved walkies include patches to fix small details like that as they persist to those items.
i don't really want to include individual item patches like that in this mod. otherwise i'd just be making a reserved everything slot mod rather than a tool for making slots without code
Something funny, but it is not patched, I've checked with the ReservedFlashlight mod and it has the same issue
oh interesting
Hey, I'm getting some issues here...
I'm trying to make the shovel have a slight horizontal tilt, like this
the grades are -70,0,90
but when applying it in the json it tilts vertically
I tried million ways, but I could not solve it
no more jeb
jeb gone
Discord temporarily gone
im pretty sure reserved slots also applies the rotation of the parent bone to it. did you try rotationg it on a different axis?
lmao. it's good for me
Thats just my internet

Or lack of it
He's there for me
Fumo also probably had bad service
Jeb censorship 😔
Russia hates Jeb confirmed?!
since when is this a thing?
JebTriggered
Yup, it is not the same
I used Blender as a base to get my rotation
ok, something weird happens when you have a shovel and a shotgun in 2 different reserved slots
It ain't just the shotgun, if you're holding something with a different grab animation, switch to an empty slot, and then switch to a different item, you'll be holding that item with whatever grab animation the other item had
makes sense
ButteryFixes has a fix I found for that
I think it should be working just fine with ReservedItemSlots?
oh, I don't have ButteryFixes on the testing profile
It's just this: https://github.com/ButteryStancakes/ButteryFixes/blob/0aea6d206350ffaadfe3f37720e91d3164412333/Patches/Objects/ItemPatches.cs#L62

Oh, a last request.
I don't know if it's possible, but I would like to know if it is possible to make a slot able to obtain several of the same object, for example, have 2 or more keys.
yup, I like how it is rn :]
will tweak the keys a little bit more
also
I gave up doing it diagonal lol
but it works for signs too :]
even knifes!
yup, I like this (Batteries and keys)
my last slot will be utilities (flash grenade, lockpicker, extension ladder, etc.)
I tried this again, and I've found out that the issue is the Y axis
I did this step by step
the X and the Z synced correctly
but when I change the Y axis, it changes
This is 90,15.0
and this is 90,0,15
something strange is happening here
so...
It's something with unity or I'm wrong?
Seeya helped me with this lol
iirc it's technically right, the -90 was the problem for why it looked like it was controlling the same axis
wonder how the chainsaw basher will look 
I could add it :]
excellence
so wait, is there a reserved knife slot that's released and i dont know about?
i think these are all with the json slots
aaaah
no, I added the knife with a custom possition in the weapon slot (same as the shovel)
aaaah
these are with the json slots right? do you think you'll release them when you're finished?
will be adding other utilities in the utility slot
let me make a list of utilities:
- Stun grenade (done)
- Lockpicker (needs to be rotated, but done)
- TZP-Inhalant (done)
- Zap gun (done)
- Weed killer (done)
- Radar-booster (done)
- Extension ladder (done)
- Boombox (done)
- Jetpack
- Belt Bag (possibly another custom slot)
after that I'll be adding some modded ones
these are great man, you're cooking
love how the shovel and shotgun are held by the straps
super cool
Is it okay like this or would you prefer to turn it over? (the tzp inhalant)
If i made the hand motion to grab & huff it without thinking about it, I think upside down would work best.
Btw @lean bone What was the repocketing feature for?
held by the straps on the player's back maybe?
I have a plan where to put it, but due to
THIS ISSUE
I haven't gotten it
I noticed that in Unity, when I type 90,90,0 or 90,0,90, the object rotates horizontally.
I can't do that with this mod; the axis is always fixed on the x side, and I've been unable to rotate it horizontally.
nope, I'm still confused
@lean bone does your mod not use y offset field?
So there's this weird thing moroxide
The items rotation is basically a vector you give the item in unity
But zeekerss doesn't use the y value
Of that vector
When rotating
There's a separate y field tor it
Though idk how this mod rotates the items so I could be wrong
this is my plan, being below the air tanks (I have plans for it to be horizontal but it is not possible at the moment.)
like tied on the bottom strap
Ok, I thought the extension ladder was smaller lol
the bawx.
well... not too bad, I may rotate it (if possible) soon
It looks like it has a backpack, but it's not bad.
ye rotating it would make sense
btw, I love the stop sign lol
it looks like a cosmetic
poor back lol
zap gun done, it was easy
that is not what I meant by rotate LMAO
but if you think it looks good go for it
oh wait it's the exact same nvm
or is it? i've never looked at the model too hard im ngl
I can't rotate horizontally, it seems that there is a bug with that
Keep stacking stuff on the player's back 💀
Comically long backpack
that's the max stuff you can have in the back (1 weapon, 1 firearm, 1 big utility)
oh so you can't do smth like this?
not atm
I think it's more of a bug than a Skill issue of my part
I tried EVERYTHING but I couldn't :,]
weed killer done
another back pain!
(radar booster)
Also fixed height :]
Boombox A**cheecks!
hmm... Jetpack does a funny dance when it's in the reserved slot, but not in hand
gotcha gotcha
I made the decision not to show the jetpack and the BeltBag (this one is already shown in Vanilla) on the reserved slot
I'll start with the modded items soon, staring with the flashlight (I think Elite Flashlight will be enough, right?)
the item display on the player is just part of flips api. you can regester slot items with a bone enum, position, and rotation vectors and it does the rest.
i haven't sat down and looked into it yet but i might look into flip's github if it's a serious problem and see if i can find the cause and maybe pr or smthn
elite-flashlight done (also can confirm Belt bag works on the utility slot)
guess this modded item (it's in the wrong spot)
handheld tv
ok, found another bug.
It seems that this item "Handheld TV" from "Black Mesa Half Life Moon Interior" mod can't change its position or angle. (but the hotkeys works, something that normal WalkieSlot doesn't)
I know this item is special because I can't spawn it from the debug, and it disappears if you leave the Black Mesa moon.
So I added it so that it can be saved in the reserved slot, but it won't be visible on your player.
Added Generic Scrap Items onto their respective slots
Added Piggys Variety Mod (The rifle is not visualizable but it's reserved)
@lean bone is there a way to specify a mod specific item?
For example, If two mods have an item that happens to have the same name, make the slot only search for the item of the desired mod.
tbh i kinda had the same question myself. iird the documentation of reserved slot core only mentions being able to do it by item name but i wonder if i look into the source code if there's any other way i can do it based on custom conditions
What exactly are you trying to make? Is this an external mod with reserved slots?
@umbral pond in short. This, this will be a folder with a good amount of slots that I will give when I finish it.
Compatible with multiple mods
I'll also use it for my modpack
And how many slots are there currently? Cause this all looks so interesting!
They are custom positions of various objects similar to how the reservedflashlight slot on your shoulder and reservedwalkie slot on your chest are right now.
The image shows all the slots, in total there are 9 slots, 3 on the left since they are consumables and 6 on the right since they are utilities.
Fascinating! I'll keep my eye peeled for this then. I've been looking for something like this for a very long time! Rather than just being able to see the flashlight and the walkie-talkie.
Oh Temporary Xu, I seem to remember at some point something about there being a way for moon makers to override the spawn limit of entities on their moons. Am I making this up or was it just that the enemy spawner script can ignore the limit? I couldn't find it when I went to look for it after talking to someone about it. Though I am now also curious about what the "purge children" script is.
tbh i didn't mean for purge children to make it into a release build... that was just for personal use. that's why it's also not mentioned in the changelog lmao
there is a thing for changing entity spawn limits but it's in with the experimental stuff. there's a jlevelpropertyoverrides scriptable object you can make with your jllmod that has some settings for that stuff. you can use it if you want but just be aware things in there may have their functionality changed in the future at some point. (meaning it might stop working if i make a better system)
i think one of nikki's moons uses it to increase bracken counts
Ok, yeah I didn’t intend to use it, just was curious because I got talking about changing the entity caps in another thread
yeah you absolutely can if you want
Custom reserved slot compatible with Wesley's Moons weapons and some scrap!
since when do people carry revolvers on their backs
Since now (I already have something on the waist, so I couldn't find any other better spot :'] )
thigh
i looked through reserved slot core's source code and it seems like it's pretty hard coded around using item names which is unfortunate. I'd love it if there was the ability to do more with the api :/
i didn't look into the rotation thing, for that i also want to check out the thing xu mentioned. I'll do that some other time tho
the thing i mentioned is probably irrelevant, but basically when zeekerss is deciding the resting ground rotation of an item, he ignores the y-value of the vector you give in resting rotation
instead he made another float field for the y-value
why does he does? i uhh umm err ye
epic
it would be really funny if reserved slots did the same thing lol
i peeked at it on my phone just now and it doesn't seem like it at least.
that being said it's like 5 in the morning and i don't want to try to remember how quaternion math works rn. i want to sleep
I was looking into a potential small feature and I have a question. I see J Random Prop Placer and that it can spawn prefabs, but is there a way to make it or a similar script reference Scriptable Objects like what levels use? I was thinking about making the snowmen spawn on snow moons during December through JLL instead of manually needing to update but my project predates the snowmen, meaning I don't have their prefabs. I don't know that it's worth re-running the patcher for them, and unfortunately they don't seem to be network prefabs so I can't let empty references spawn them through the Spawn Synced Object script, but I imagine if there was a way to utilize the empty Scriptable Object then I could make them spawn that way. Kind of like how the Item Spawner script uses SOs.
Ok, my next mod has multiple items which I can't place correctly due to the angle bug. atm I can't nothing to fix it :,]
@lean bone you don't need to check out the angle bug.
It was just a fucking skill issue of mine
Thanks @wispy thicket to guide me
oh that's good, i was looking at some of the source code of the api and wasn't seeing anything that looked wrong at least at a glance so i was a lil confused
It's just horribly confusing and unintuitive to the way I understood angles.
but at least I kinda get it now
Sorry to ping you @lean bone but since you're online do you know if I overlooked a way to do this? It's not a big deal or anything but figured you probably know your scripts better and I don't want the message to get too buried.
@split bear so...
tbh i'd rather stay away from using the blank refs in jll. there was a thing a while back where we found a bunch of mods that were using find objects of type calls to grab blank references and not check if they are blank references, then they break horribly when they find them. which technically isn't my fault, they shouldn't be doing that in the first place. but it does make me more weary of adding a feature like that incase someone else is doing something they shouldn't.
this is why things like name fields were added to item and enemy spawners
Ah, I see. Makes sense. If you want to avoid blank refs would it be possible to add a name field thing because I know the name of the Snowman Scriptable Objects, so if I could just put that in somewhere and have that work that would be cool. Though I get this is a very niche use case as I can't think of any other time someone would want to spawn a vanilla outside map object and not just do it through the level. No pressure or anything, just felt like a cute, festive thing to do and saves me from manually updating when the time comes (though tbf by then V70 will probably be out and I'll have to re-patch anyway lol)
fucking siiick
if you have a second patcher you could also just slide the snowman files over to your old one and not have to fix all the things patcher would break too.
iirc that jll component works for both network objects and normal prefabs
maybe ¯_(ツ)_/¯
Fixed ALL the Remaining Items from:
- Vanilla
- Piggy Variety Mod
- Generic Scrap
- Wesley's Moons
And Added: - UsualScrap
- MotionTracker v3
- RestoreMapper
Custom possition support!
Custom ReservedSlot position for ReservedJsonSlots
With this mod, you can replace absolutely all ReservedSlot-related mods (except the Core) and keep a single one with some new improvements and QoL features.
A total of 9 ReservedSlots have been created, with customized accessible price and priority for a rewarding experience depending on your needs.
All Hotkeys can be changed with InputUtils.
I must personally thank Seeya for showing me how the angle system works within Unity (since it is different from others I have used)
1. Flashlight
Priority: 500
Price: 500
Hotkey use: F
Compatible Mods:
- Elite Flashlight
- PiggysVarietyMod (Gummy Flashlight)
- Wesley's Moons (Heavy Flashlight)
2. Walkie-talkie
Priority: 450
Price: 500
Hotkey use: R
Hotkey take: Z
Compatible Mods:
- Black Mesa Half Life Moon Interior (Handheld TV)
Note: Custom position don't work with this mod due to weird behavior with its spawning
3. Weapon Slot
Priority: 400
Price: 1000
Hotkey take: T
Compatible Mods:
- PiggysVarietyMod (Axe)
- Generic Scrap (SledgeHammer)
- Usual Scrap (Crowbar & Candy Dispenser)
- Wesley's Moons (All their weapons)
- CodeRebirth (all their weapons)
4. Firearm Slot
Priority: 350
Price: 1000
Hotkey take: Y
Compatible Mods:
- PiggysVarietyMod (Revolver & Rifle)
5. Utilities
Priority: 300
Price: 500
Hotkey take: b
Compatible Mods:
- Generic Scrap (Homemade Timebomb)
- Wesley's Moons (Some special items)
- MotionTrackerV3
- RestoredMapper
- UsualScrap (All its buyable items)
- CodeRebirth (Wallet)
Note: The Wallet item is rendered on your 1st person screen like the BeltBag
6. Spray Paint
Priority: 250
Price: 500
Hotkey take: v
7. Key
Priority: -20
Price: 250
8. Batteries
Priority: -30
Price: 250
9. Ammo
Priority: -40
Price: 250
Compatible Mods:
- PiggysVarietyMod (Magazine & Bullet)
Installation Guide
You just need to extract the zip and paste all the slots into the folder with the same name (i.e. "JsonReservedSlot") located in the Config
@wispy thicket :]
Amazing work! I will definitely try it. 
Any questions or mod requests about this pack, please let me know.
As someone who uses a model replacement, how difficult was this process? Thinking of trying my hand at it for my pack.
I think the only issue would be the back accessories (Weapons, firearms and some utilities)
Cuz the position is set after the air tanks
Good to know, thank you. 
would it be good to publish a mod with this?
The mod will only have the folder and ReservedJsonSlot as a dependency
With that I could update the things more easily
oo nice
Yeah, I'll leave this thread alone lol.
If you ever want to review or add something to the reserved slot, check to see if it's possible to make it possible to obtain multiples of the same item. For example, a slot where you can store multiple keys.
The only way to really do that would be to make multiple key slots. ig at most i could add like a number you can add to your json that just registers x copies of your slot. but even that wouldn't be good bc every copy of the slot would have the same position and rotation values
For my part it wouldn't be much of a problem if it works.
It's like showing that you have at least 1+ keys
My only question is that if it would have multiple slot spaces that cover the hud
it would have to yes
there's a config in reserved slot core to not show the empty slots that i'd probably recomend if someone is using a large number of slots like this
@lean bone sorry for ping, but I found a bug when I press "F" on the flashlight in hand when it is not on a reserved slot (not bought)
the flashlight dissapears from my hand even when It's selected in the hud.
It's like it still there, but invisible
Something tells me it is the "repocket": true
oh you're so right i'll do that later
Can I delete the Repocket for now?
you can but you'll notice when it's in your slot that the light stays parented to your hand
im going to post an update but im busy so i didn't do any testing. if something else breaks lmk and i'll post another l8r
gotcha
@lean bone Just wanna let you know your update for simple commands causes conflicts with other mods like LethalSponge that add / commands and also makes Melanie'sVoice error
for example it will throw a warning that /sponge isn't recognized if you try to toggle between the shader using /sponge shader
melanie's voice isn't an error. it just logs that bc i made it not tts commands bc i found it annoying.
the sponge thing is the exact reason i added the ability for you to change simple command's prefix in the config. just make it something other than / and it won't error on mods doing slash commands in their own systems
if the mod other of another mod wants / commands simple commands has api for them to add their own easily. but if they don't want to that's also fine and you as the user can just change the prefix to prevent your own conflicts
Ah okay
Yeah I also didn't like TTS going off for / commands
lol
@mellow tinsel Maybe you could update to add compat
👍 I'll look into adding compat for that
if you want help feel free to dm me since i didn't do any sort of documentation and it's a little weird bc i made the mod originally in like a day lol
found a really small issue, flashlights and (use) items gets used when typing on the terminal
oh nice, i bet that's an easy thing to fix
If you have any time.
How hard would it be to make a mod checker?
For example, enable the Battery Slot if the Battery mod is installed
It probably wouldn't be too hard. I just question why you'd need it when you could just not put the json file with the slot for a mod you don't have in your folder to begin with?
This isn't a no either btw, just a question of if it's necessary.
The ReservedCustomPossition adds automatically all the json slots, even the battery one.
This is more for people who don't know how to add or delete it (even if it is easy)
So if you have the battery slots but without the slot, it will be literally wasted space on the HUD
@orchid widget Just pushed an update. Fixed the typing in terminal thing + added requiredMods. add that as a list of bepinex guids as strings and as long as at least 1 of the mods you list is loaded in the game the slot will get registered. I did it this way incase you have items from different mods in a slot but no vanilla items. you can list both mods and as long as you have at least one it will add the slot
gotcha, thanks!
like this?
{
"reservedSlotName": "batteries",
"slotPriority": -50,
"purchasePrice": 250,
"requiredMods": "eXish-Batteries-1.1.1",
"itemsForSlot": [
{
"itemName": "Battery",
"bone": 1,
"position": {
"x": 0.23,
"y": 0.05,
"z": 0.15
},
"rotation": {
"x": -20,
"y": 0,
"z": 0
}
}
]
}
it's a list of strings
Sorry, I didn't quite understand that part, is this right?
{
"reservedSlotName": "batteries",
"slotPriority": -50,
"purchasePrice": 250,
"requiredMods": [
"eXish-Batteries-1.1.1"
],
"itemsForSlot": [
{
"itemName": "Battery",
"bone": 1,
"position": {
"x": 0.23,
"y": 0.05,
"z": 0.15
},
"rotation": {
"x": -20,
"y": 0,
"z": 0
}
}
]
}
yes. the only other thing is it looks like you've put a thunderstore dependency string in there. What you're looking for is a mod's bepinex plugin guid. this is usually formatted as "ModAuthor.ModName" but some people don't follow that and do their own things. i believe bepinex logs the guid + version when it loads a plugin so you can either get it from that or peek at a decompile of a mod's dll and see what it registers it's plugin as to bepinex. We are not looking for version here though just GUID
my bad, is there a way to get the Bepinex plugin guid?
I wanna make sure I'm getting the things correctly
if you go to a mod's source page on thunderstore
and look for GUID
or PluginInfo and looking for GUID near that
thanks!
i checked out the github for this particular mod and it does follow the "ModAuthor.ModName" thing. it looks like it's just "eXish.Batteries"
example with my mod
also the technical correct formatting is com.github.authorName.modName but it's fine
(unrelated to you moroxide)
{
"reservedSlotName": "batteries",
"slotPriority": -50,
"purchasePrice": 250,
"requiredMods": [
"eXish.Batteries"
],
"itemsForSlot": [
{
"itemName": "Battery",
"bone": 1,
"position": {
"x": 0.23,
"y": 0.05,
"z": 0.15
},
"rotation": {
"x": -20,
"y": 0,
"z": 0
}
}
]
}
jacob send a message
no
I'm pretty sure both are valid
Yes but u can always be more correct
🤓 ☝️
lmao okay
well, actually... 🤓 👆
Thinking about it, isn't it possible to assign a slot to an item from a specific mod using this?
This happens to me with the battery, since two mods have an item with the same name ("Battery" from Batteries by eXish and "Battery" from Wesley's Moons by Wesley).
Likewise, thank you very much for the effort, I really appreciate what you have done.
I know you said it was not possible cuz that's how it works on the og ReservedSlot
and it was harcoded
but I wanted to be sure
reserved slot core only gives me api for item names. if flip updated his api to allow say write my own checks for if items are valid for slots then i'd definitely add more to this but for right now there's not much to be done.
gotcha
btw, I can confirm masked mimics the reserved slots, even the custom ones
Hi not sure if this is a Wesley's Moons or a JLL script issue - only the first tape played after landing at Galetry plays with audio. The rest play and unlock, but have no audio.
This occurs with just Wesley's Moons + dependencies installed (01962c5f-e30f-25d3-a1ec-4b63140c2b89)
@teal vector better get on that 
hold on im making a new unreleased mod that adds all of repo into lethal
Except without the Photon Networking I assume, cuz I've heard you hate it
And by you I mean Jacob, which is you
new bug found
It seems that the Rada Booster bugs out when pocketed on the reserve slot
also this
lol seems like teh collider's layer was changed incorrectly
I feel like I could be doing something wrong, but does J Random Prop Placer only work at the start of the day? I'm trying to use it to spawn some decoration late in the day but it just never seems to, despite the object becoming active. If I just start with it enabled it seems fine.
that script only triggers post dungeon generation. Even though it's not necessarily intended you could probably manually trigger it with a unity event at a later point in the day.
I double check to make sure and none of my code does anything with layers so it's likely another mod or something higher up in the food chain since im basically just reading json files and interacting with other people's apis. I'm pretty sure a radar booster slot mod already exists so maybe you could just use that? It probably has necessary patches to fix things like this if I had to guess.
Ok. Yeah, I was able to trigger it through Unity Explorer and it seemed fine. I got to brainstorm how I want to do this.
you can probably use a unity event to trigger thePostDungeonGeneration method on the script and it'll do all the things it normally would after dungeon generation
just be aware im pretty sure that uses the level generation seed so if you trigger it multiple times it will just be placing them in the exact same locations since it was not meant to be reused.
also keep it disabled at the start, that should prevent it from triggering in it's intended manner
Got it. Yeah, I think it's working! Thanks!
is it possible to make a flickering light using jacob script stufff
you could use an animation for that if its just gonna loop
Hello!
really small bug report (idk if it's this or Piggy's Variety mod) but when I press R (to reload) when the rifle is in the reserved slot, it makes the sound when it's trying to reload but without an ammo
from looking at the code you can probably replicate this without reserved slots
so it's most prob a PVM issue
gotcha
si
entiendo
agreed
@orchid widget found the problem with ButteryFixes due to not repocketing flashlight
adding "repocket": true fixes the issue
the problem was that it causes softlock because game doesn't know of flashlight item that needs to be used for helmet light
gotcha
@lean bone I think Glow Pickies is broken, I've had it in my pack recently and it just doesn't seem to work or have them ever spawn
@teal vector fix plz
I'll do an indepth check out soon to replicate those bugs
working on a small simple commands rework and adding count parameters to spawn commands may be a mistake but here we are lmao
@lean bone
random chance to get flongulated by the rats
its a feature
trust
no random, it can be done on commnd
yeah if you just run towards it it happens
this should make up for excluded jeb
i noticed something really nitpicky about reserved json slots a bit ago
that when you use the bind to activate the flashlight (i used moroxide's custom positions as a basis) you hear the flashlight click but also the sound of pocketing it
which you don't hear the pocketing sound when using reserved flashlight slot
again, nitpicky, but i figured i might as well point it out
that's the "repocket" function
Is that something I should turn off
I don't recommend to turn it off, but it's up to you
I got used to it quickly, just ignore it and you'll get used to it pretty quickly
yeah. I'm used to it and none of my friends complained about that
Yeah it only bothered me the first few times tbh
but I can understand if someone gets bothered with it
again its a nitpick
i didn't know thats why it makes that sound
and i guess reserved flashlight slot has some patch or something that disables that sound specifically when doing the bind?
Not sure tbh
I think Reserved Flashlight Slot hooks into rpc's to sync it so it doesn't do that, Jacob didn't wanna mess with RPC's which is understandable
sure if that and maybe the walkies are the only things that would be affected by a bind like that, i can understand not wanting to mess with the rpcs
THEY FIGURED ME OUT
matching a.b.a. and paracelsus pfps detected
gay people
Hi, I'm trying to use the itemspawner script from JLL and it's acting really strange, hoping someone here might know if I'm doing something wrong
At first I thought nothing was happening, but now I've found it's spawning a random amount of items, all on top of each other, and at a random spot in the interior that isn't in the same tile as the game object, usually above the ceiling
Right now I'm testing it by spawning a specific item, but originally it was set to all items, and I think it was doing the same thing then too
Is there something I'm missing, that will make it spawn one item on top of the game object with the script attached?
how are you triggering it?
if you're invoking one of the methods passing a gameobject gameobject or behavior then it will spawn the item at the transform position of the object you are giving it. if you want it to spawn at the spawners position use the normal method that doesn't have a passthrough object.
it only spawns the ammount you tell it to so if it's spawning multiple then however you are intending to trigger it is being fired multiple times. remember it only spawns when run on the host. when run on other clients it simply does nothing.
Wait, that sounds kind of like what was happening way back when I was trying to use the spawn network objects script for some paintings in my interior. They all ended on top of eachother (or, like 2 or 3 groups) in a seemingly random location. Never figured it out and ended up dropping it, opting to instead just prefab all the paintings together and using the random local prop script to always pick one, and putting that prefab wherever I wanted paintings to potentially spawn.
I wonder if you could use the spawn synced object script and have it spawn a prefab that is nothing but the item spawner instead of placing the item spawners in by hand in your tiles (if that's what you're doing)
The transform thing makes sense, I was starting to realize the position wasn't actually random
As far as triggering it goes, it's just on a gameobject, that's all
I assumed that it simply spawned one item and that was it
That actually worked perfectly, it spawns one item right where the gameobject with the spawn synced object is, thanks.
yes that is what it does
Hey just an fyi I'm probably going to go dark for a few days until i can get a crew to blind run the update myself just to avoid spoilers. I'll fix any problems in due time. In the meantime I'd recommend trying out the update vanilla for a bit anyways since it seems like a juicy one.
I've also wanted to put a lil explainer here for a while and just haven't gotten around to it but now seems as good a time as any. I'd like to apologize for just kinda vanishing for a while and not posting much. Some of you know I hinted at big projects in the works and for reasons partially out of my control I've had to put them on an indefinite pause. The big one I was super hyped about I haven't opened the cs proj for in approaching 4 months which is really disheartening for me. When the pause started is when i contacted piggy and funneled all that creative productivity into lc office rework (That's why that update got blasted out so fast). But I reached a point where that interior was in a good place yet i still can't go back to the other project, and I haven't come up with anything new that I'm truly excited to work on (I started on shrimp a little bit but have been low on motivation to see him through). Its really a bummer that a lot of my moons and other things may never see the light of day either. Nobody is more bummed about this than me.
After I get a chance to play v70 I'll work on and post updates as they're necessary. I will continue to provide maintenance updates to my mods for the foreseeable future. If something changes and I can go back to working on the stuff I want to work on I probably will do that, otherwise I will probably go back to working on stuff outside of lethal company.
I probably won't respond to some stuff just to avoid spoilers as I said but as always feel free to report any problems in this thread for any of my mods with the new update.
& moon/interior devs feel free to dm me if you need anything and I'll likely be willing to help.
You can join us tomorrow since we'll probs be playing Vanilla
or well later today I guess
im going to decline that offer bc idk if i want to experience it in the chaos of a live lobby. im probably going to try and get a smaller group of friends outside of LCM and record it or something
Fair enough 
I don't know if there was anyone who cared about my stuff but that's why I've seemingly vanished and never released any of the things I talked about. Like my moons for example. I figured there's already so many good modded moons that I'd need to include interesting gimmicks and concepts in order for them to not just be another mid moon. And i had a lot of that stuff built off of features that now don't exist. I could cut some stuff down but I'm not sure it'd still be interesting enough to be worth it. It's basically lost media at this point.
I do wonder if JLL will at least be easy to fix, it's interesting it causes that soft masking spam
is it JLL causing the softmasking
Yeah
i thought that was a unity package
FinallyCorrectKeys also causes it
I do care jason 🥹
I'm sorry about your moon situation, I always look forward to you releasing new stuff cuz they always are of really really high quality
if it makes you feel better I don't think you need to include overly complex gimmicks to justify making new content, esp modded moons
People will still like it even if it's just another forest or desert moon, cuz it's designed by someone else snd there'll be intricacies to it that no other moon has
well atleast that's how I feel about it
yeah i made slop and people liked it for some reason
could i go back and fix that slop and give them unique gimmicks?
yeah
am i going to?
uh... probably not
that's not what I meant at all 😭
but sure, that applies too I guess
is jll actually broken or does it just spam errors in logs
Well it's some run order execution thing that causes it
JLL and EnemySkinRegistry are the 2 main mods that like to change the load order of softmasking then softmasking returns null and error spams
which breaks the game quite hard
Xu is currently getting to the bottom of it, so we might get a proper fix mod
Shoe shaolan will save us!
True!
And bababam
Watch in a few days we find out that nuking it was actually a very bad idea lol
It's just there to add a semi-transparent mask to the compass
and it seems like the difference with and without it is barely noticeable
@urban cloud This should make updating the rest of your stuff a lot easier lol
So if I install this fix mod with JLL it won’t crash?
Yes, or that’s what it should fix at least
Unless there’s some other JLL issue but I don’t think anyone’s seen one
It fixes it
Hey, might've found an issue with JLL in V70. On Phuket I use the random prop placer to spawn in random bushes and stuff but upon the moon loading was hit with these. Other JLL stuff seems fine, like config stuff, weather matching, item/enemy spawners. But I do not use a lot of the other stuff so couldn't test that.
Just saw someone mention a similar error with LethalElementsBeta: #help-and-troubleshooting message
to me it looks like both mods are trying to call the same function that can’t be found. Is it a base game one that got changed somehow?
right on the $$. Seems that method got a new property override. all it'll need is mods to recomp for new build, doesn't even need any code updates.
Well that’s good 🙂
[03:55:26.9728030] [Error : Unity Log] ArgumentException: An item with the same key has already been added. Key: Teddy_Bear
Stack trace:
System.Collections.Generic.Dictionary2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <787acc3c9a4c471ba7d971300105af24>:IL_015A) System.Collections.Generic.Dictionary2[TKey,TValue].Add (TKey key, TValue value) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
Simple_Commands.Commands.SimplePrefabs.RegisterSimplePrefab (System.String name, Simple_Commands.Commands.SimplePrefabs+SimplePrefab prefab) (at <c7a50fea55b140aca2e4dd251cf8522c>:IL_0023)
Simple_Commands.Managers.LethalLibCompatibility.RegisterLethalLibPrefabs () (at <c7a50fea55b140aca2e4dd251cf8522c>:IL_004D)
Simple_Commands.Commands.SimplePrefabs.RegisterBasePrefabs () (at <c7a50fea55b140aca2e4dd251cf8522c>:IL_0123)
SimpleCommands.Managers.SimpleCommandsNetworkManager.Awake () (at <c7a50fea55b140aca2e4dd251cf8522c>:IL_0007)
UnityEngine.Object:Instantiate(GameObject)
JLL.Patches.StartOfRoundPatch:StartOfRound_Start(StartOfRound)
StartOfRound:DMDStartOfRound::Start(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:TrampolineStartOfRound::Start?1849420000(StartOfRound)
LethalLib.Modules.Items:StartOfRound_Start(orig_Start, StartOfRound) (at ./Modules/Items.cs:146)
MonoMod.Utils.DynamicMethodDefinition:HookStartOfRound::Start?-2026591800(StartOfRound)
MonoMod.Utils.DynamicMethodDefinition:TrampolineStartOfRound::Start?1900591922(StartOfRound)
LethalLib.Modules.Utilities:StartOfRound_Start(orig_Start, StartOfRound) (at ./Modules/Utilities.cs:77)
MonoMod.Utils.DynamicMethodDefinition:HookStartOfRound::Start?-1020963816(StartOfRound)
We are going nuts trying to find what mod this teddy bear is from and this error only drops when JLL and Simplecommands are both active in the pack, but whats weirder is there is a teddy bear item (in debug menu) but it cant be spawned. we have tore the pack apart trying to fund the culprit so now i'm just dropping this here to see if I can get answers to our mystery xD
@lean bone Please help put me out of my misery and tell me you know what it is xD
I've never seen a teddy bear error
If you search for it in the log you might find when it loads
and what mod it's from
If you use Notepad++ just open your LogOutput.log and try searching for Teddy with Ctrl + F
4 of us have been digging through everything. We found LGU has a teddy bear but its not the culprit. LGU teddy bear ends up replacing the broken one.
The teddy bear of despair and mystery
nope does not work.
Weird
Is it happening when you try to land on a specific moon or get a specific interior?
Its not breaking anything but now its just the sake of my sanity
nope the error just pops on loading a save
I almost wonder if it's one of the moons you added from other media like Mario or smth
nope
since I haven't ever used those
as i've stated we tore everything apart
It doesn't happen with Simple Commands disabled.
Well it's not SimpleCommands lmao
but the teddy bear is still present
Cus I use that actively
no shiiiiit
it makes no sense and i'm gonna legit go bald over it
Regardless it's quite a funny bug, I would almost guess maybe something in a scrap mod or something lol cus I see LethalLib being called in the stack too
Lmao inb4 it's Xu and Rodrigo doing a troll on you, or Slayer
we found it!!!!!!!!!!!!!!!!!!!!!
Lmao what was it?
You can’t just leave it at that!
Luigi's Mansion + LGU
Sorry it got weirder
Both Luigi Mansion and LGU have a teddy bear, and you can spawn a teddy bear with both items but its the same bear, remove one of the two mods and the teddy bear breaks
I'm a flip my table over this one i'm so confused
Hmm. I don’t know how it all works internally, but could it be something with them having a duplicate name and, like, one is overriding the other?
ones internal name is teddy and the other teddy bear.
Like one of those mods it’s fine, the other is broken, but combined the broken is replaced?
correct
Oh, then not that
which is so weird
at least its not game breaking lol
I just wanted to solve the mystery
Yeah. That’s true. I should make a teddy bear that randomly crashes the game.
i will flip my table.
hold up which mods where yours again so i can remove? xD
Wait, that is funny, or, you can squeeze it if you get scared and that closes the game
Eh, why not both actually
would be worse if it said You're Bald.
i regret my choice of words now
“You’re bald” game closes
FUUUUUUUUUUUUUUUUUUUUU
interesting, i do have a simple commands update that i made and never released. I should've put a check for that when generating those dictionaries but ig i forgor. I'll put it on my list for when i go through updating things
UPDATE JLL IS WHAT FIXES IT WHEN BOTH ARE INSTALLED!
Without JLL both mods teddy bear breaks xD
Awesome xD
wait what?
The mystery of this teddy bear is weird.
JLL is a dependancy of simple commands why were you running simple commands without it? lmao
No we have a different mod with Debug menu
simplecommands honestly was not being used in my pack for anything.
Sorry for the thread explosion lol
nah nah dw abt it it was a vailid issue
i even just checked and this issue i don't think would happen anymore in my beta version without me even doing more changes
Ok I can type up the scenarions
JLL and Simple Commands
LGU and Luigi mansion both add a teddy bear. Error throws but teddy bear can be spawned.
Remove 1 error throws and neither 1 can spawn their teddy bear,
remove simple commands only then JLL doesn't throw the teddy bear error.
Oh nice.
I'm going to post JLL recompiled for v70 + that simple commands update.
I had a little bit of unfinished work on both but I think commented out anything that'd cause problems but please lmk if any issues arise.
I've got less time on my hands rn so I'll get to it whenever i get a chance.
Oki ^^
Simple commands update is actually a cool one i just forgot to upload so you can enjoy that :)
/speedcommand for changing player speed multiplier for individual users- cool rewrite for spawn commands (
/item/spawn/prefab) that reuses code between them for optimization + you can now specify a number of things to spawn + defaults to look pos instead of player pos for spawn point - Bug fixes including a fix where opening ui while in flight causing the player to fall
- an easier alternative api for 3rd party developers to register commands easier.
- more you can find on the thunderstore changelog
Oh that's a nice update 😀
I mainly used it for the money side of it so I can test stuff easier that required money like moons or ship upgrades like gals. Thanks for the update btw 😀
Unsure what's going on but when starting a session I get spammed to hell and back with NREs when specifically LLL & JLL are both enabled. Continues to happen even after landing:
Here's a log with JUST LLL and its dependencies enabled. (Having one with JUST JLL also doesn't produce error spam either
until a point i have time to look into softmasking properly xu made a tempfix you can use
#1273213762542895104 message
I thought the new update you released fixes the softmasking. Is the tempfix still needed?
I don’t think anything can fix the soft masking error except a mod that tells that thing to shut up. It’s a vanilla thing that just… be volatile. I don’t think anyone really knows what causes it. Seems to just be as simple as certain mods loading first even though they don’t really touch it
It's been 3 days my guy
Of course nobody knows what causes it
Inevitably there will be someone that can circumvent it in a less destructive manner
read the changelog. it's just a recompile for v70. It'll fix errors with changed sourcecode like this one and that's it rn #1273213762542895104 message
Oh, I thought that the recompile meant that the error would be fixed. I understand now.
@broken ether what in the hell are you doing lmfao

quick put a new message so he won't end
ahhhhhhhhhh
Catching up
Shit now this means some new evil has arrived.
wait ARE YOU BACK TO LETHAL MODDING?!?!
Every message in this thread must have a jebrealemotion
hes to fast
I was forced by zeekers
the moons tag prophacy is being fulfilled
@teal vector @coral wren you know the drill
whar
let me get one
star it. orders from slayer
but i just learned you guys got restricted
xD
lol, yeah
always fuckin loved the consistent reacts on every single message in this thread specifically
they're peak
i ruined the consistency
If enough reacts are placed, there is no more room for jeb 
Jeb can never be silenced
yet it has
A fully reacted message is equal to a jebbing in my eyes
true
I thought this said “a jabbing in my eyes”
Ouch
jeboingo
Heyo could someone please kinda give me a break down of what is goin on with the soft maskin error? I did find the mod that helps make it yk shut up so would that just be all that i need? Just wanting to make sure as a group of friends want to play and stream later tonight so just wanting to make sure it will run somewhat smooth and not spam in the logs. Thanks :))
thats all you need yah
thank you!!
also i would like to give a lil shout out to wesley!! you're moons are so much fun and i enjoy seeing what you come out with! 
the fucking checkpoint thing with the non working conveyor
its just a doorway
if u walk thru with metal you die
the TSA should really implement this
it has a tray where you can leave items
apparatus on the other side
mhm
so it was innacessible as a result
... no it wasn't, unless for some reason you couldn't pass without items
you just walk through without items
also it kills you by shocking you do death, it even crackles a little i think?
so without the apparatus plugged in it wouldn't kill you since no power = no electricity
I assume
ough idk
but still
an instakill with no proper way of conveying it in the middle of a doorway is kinda..
unfair
could add a big sign next to it saying "please drop all metal equipment"
me nor my friend saw a sign like that
I mean it humms and crackles, but yeah it could be conveyed better I suppose lol
I think a way to better convey it would be...
less shocking
adding a red blinking light above the tray, and having it turn green when items are there
why does nobody know what a metal detector looks like? lmao
Why don't they? It's literally a long metal rod with a disc on the bottom
And a handle at the top
i think because its called a metal detector not a "fuck-you-i-hate-metal-you-go-boom-now"
i would've done something like gone through every enemy and if they dont have a target playerr and are inside, just set their destination to be the player's current position
I think it's a wonderful addition, just could be conveyed better? for some people anyway, I have no issue with it
I thought it was fucking hilarious LMAO
the hypnotization metal detector
lol
enough people have complained about it i swear im going to slap like a bunch of signs on it or smthn to make it painfully obvious
though fr insta deaths are really punishing in lethal compared to games like repo, even if mostly warranted
but i guess we are in lethal company...
eh keep it
it is in the name lmao
i havent played this game in months okay
just have it have more obvious sound cues I guess
and it's like the easiest death to avoid, just don't have metal.
i forgot what we were playing, i've been in abalancing mind for thel ast month
but people will always complain about insta kills even though most of the game is instakills already LOL
people keep saying Ogopogo is unfair even after multiple encounters when there's. like. two warnings before it attacks
holding metal in stormy weather is also an instant kill and that happens everywhere outside on random intervals, this is a spot inside a stationary object you have to choose to walk inside
but this game is literally called safe company 😔
LMAO
metal detectors generally dont cause you to instantly explode 💔
that also has an audio AND visual cue AND a delay
not the same thing as walking through a door and just... dying
if it repeatedly zapped players for high damage walking thru thats fine imo
its just odd having the player be punished for something they cant visually see before it occurs
it's not just walking through a door it's walking through a big ass humming airport tsa machine lmao
plus i already agreed that it could maybe use a sign or something idk what battle you're fighting lol
fighting?
im just saying its a little weird

it is kinda funny tho
but
not fun for the person on the recieving end



