#Natural selection - food chains and ecosystems / EEI
2594 messages · Page 3 of 3 (latest)
Natural selection
0.4.9
Reworked data containers
- All data containers are stored in single dictionary
- Fixed EnemyAI and Spiderweb issues getting their containers
- Enemies will destroy their data containers when destroyed
Library
- Added option to use Pathfinding to find and determine the closest enemy
- Added PathfindingLib support
- Highly recommended when using pathfinding to find closest enemy
- Coroutines are required to be turned on
- Global enemy lists are now accessed with methods instead of directly
Other changes
- Reorganized and cleaned up code
- Added killswitch for logs
- Stops all logs from logging
- Added coroutines
- Enemies will asynchronously find the closest enemy
Fixes
- Fixed sandworms not targetting immortal enemies
- Some small fixed I forgot
If you're using EEI switch to NS until there's another update. I wont bother to update EEI too.

I just dunno why you keep the lib seperated for normal NS lol
So other devs (Dopadream) can use my library.
oh she's a girl?
AFAIK no and its been like over 6 months or so
I don’t either tbf, though I have trained myself to check them for pronouns
Damn are caves this big now or is this modded?
Or am I actually just stupid, but I could've sworn mineshaft is much more cramped than this
It has always been like thwt, he is crouching so that may be why you got a bit confused
playing for a bit longer, it seems like it's killswitching on every enemy spawn
Fuuuuuck!
0.4.11
- Fixed loggers falsely triggering unsupported type message
- Instead of triggering kill switch on meeting an unsupported type, it adds the source to a blacklist and ignores logs.
- Blacklist is cleared after user leaves moon or disconnects fropm the game
Seems like circuit bees can't hurt the giant sapsucker no matter what after vers 0.4.8 and lib vers 0.7.1
the bees still go after the kiwi they just push it around
Also idk if this is patchable but, worms can eat each other if they happen to attack the same enemy. Whatever worm pops first the other is also eaten lmao
Try to add to the blacklist
wut
You can ignore these errors. It's just an oversight in logging the items.
umm your game is haunted
You could even say there's a ghost... In the code...
today i discovered the mod works off client as well
sorta
the worm seems to never play its grumble noise
and some monsters targeting each other is a bit janky
but yea pretty cool
safe to say i'll be using this mod only when i host tho
it works better like that
[23:54:15.3394360] [Error : Unity Log] InvalidOperationException: An RPC called on a NetworkObject that is not in the spawned objects list. Please make sure the NetworkObject is spawned before calling RPCs.
Stack trace:
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0026)
Unity.Netcode.ServerRpcMessage.Handle (Unity.Netcode.NetworkContext& context) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0037)
Unity.Netcode.NetworkBehaviour.__endSendServerRpc (Unity.Netcode.FastBufferWriter& bufferWriter, System.UInt32 rpcMethodId, Unity.Netcode.ServerRpcParams serverRpcParams, Unity.Netcode.RpcDelivery rpcDelivery) (at <895801699cfc4b4ab52267f31e2a4998>:IL_00FE)
NutcrackerEnemyAI.DropGunServerRpc (UnityEngine.Vector3 dropPosition) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_00C5)
(wrapper dynamic-method) NutcrackerEnemyAI.DMDNutcrackerEnemyAI::KillEnemy(NutcrackerEnemyAI,bool)
EnemyAI.KillEnemyOnOwnerClient (System.Boolean overrideDestroy) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_005E)
(wrapper dynamic-method) SandWormAI.DMDSandWormAI::OnCollideWithEnemy(SandWormAI,UnityEngine.Collider,EnemyAI)
(wrapper dynamic-method) EnemyAICollisionDetect.DMDEnemyAICollisionDetect::OnTriggerStay(EnemyAICollisionDetect,UnityEngine.Collider)
This doesn't mention Natural Selection at all
Have you even seen if it's fixed with 0.4.13 and Lib 0.8.1?
I haven't looked at it yet
Btw I've seen this throwing for clients a lot recently
Idk if it's caused by your mod or not though it doesn't mention the culprit
Yeah, I tested it with the latest versions, still wasn’t
Actually the clip showcasing the bees just pushing around the bird was in the lastest versions lmao
Mb for not mentioning that
Something else I noticed is regardless of the sap-sucker being blacklisted, the bees will still attack and hurt it
does kiwibirdtweaks default values match the vanilla sapsucker?
Not sure what I would've changed recently, but Bunker Spiders can't actually attack any enemy they are chasing after now.
Log from that test session (I think I enabled the right debug options when I got this log)
Pack code: 0198c033-da78-10c8-79fc-c5415d749b87
I get the same issue
just tested with Natural Selection and dependencies and saw the same thing. Unless Imperium's doing something, but I'm pretty sure that's unlikely as it worked before
They're playing! They're friends 🥹
you know, I can't seem to figure out when this broke. even rolling back versions on Natural Selection, the library, and Spider Position Fix it still seems to occur.
im glad people are noticing this cuz it happens to me as well
but they even chase enemies that aren't on their blacklist, and this goes for other enemies too. Like the circuit bees still "attacking" the giant sap-sucker even tho it's blacklisted
i noticed the weird behaviour every since the blacklist update
plus the fact bees just push around the sap-sucker now instead of actually hurting it
i think the blacklist update just somehow messed up a lot of interactions and stuff
i downgraded to 0.4.7 and everything works fine so
ah yeah. I didn't go back that far. 0.4.7 and the corresponding 0.7.0 for the library seems to make it work again.
remove RadMech from sandworm blacklist
blacklists got changed a bit ago i believe
yes
and now they work like every other mod
what
so if radmech is in there at all its blacklisted

like this
oh
so that's what that meant
i was typing it as the old blacklists the whole time
ty
also use gale it's sm better
no
🥀
so if i type it like that
and not do like, radmech:false
it'll work
it should
ty vaporion pokemon

my only real pokemon experience was on leaf green on my gb advance sp
and i caught a dido with a master ball cuz i was an idiot
never beat the game,.,..,
so it does i was just dumb
it works perfectly fine but the circuit bees and bunker spider both seem to be broken in general
they just push around whatever enemy they target instead of hurting them
and ReXuvination's compatibility is on
so idk wsp
the slime and worm are fine tho
I never see this type of errors anymore after remove natural selection from my modpack
Could be another mod getting an allergic reaction to natural selection

i just got this error message spammed a billion times and made the game go at 1 fps per sometimes
this was on oldred, i can send the log if necessary
wait actually i cant send it, its 300 mb xD
I'll look into the issues sometime in the future but rn I focus on other thing or just gaming.
Hehe np, its gaming time!!!
nice little suggestion for spiders is if they could ignore snare flees attached to the celling
when that happens they just stare at it for eternity
or if the spider could actually reach it on the celling after staring at it for a bit, that'd be cooler actually
does this work with modded enemies?
Nope
Can things like earth leviathans and spiders not hunt modded enemies?
Leviathans have grabbed Driftwood menaces multiple times.
And I've had spiders mess up Scrap-E bots too.
Oh yeah
It depends on what you mean by "work with modded enemies"
Bit maybe yeah it works
Idk if everything works wirh modded enemies
But it works hehe
Heyo everyone long time no see. Still not quite out from hiatus but I at last looked at some of the bigger problems I found rn and pushed a patch.
Experimental Enemy Interactions
0.5.31
- Fixed spider webs slowing down enemies that haven't finished vent animation, resulting in deformities
- Fixed Bees and Spiders not being able to damage enemies
- Added try/catch block so the body will destroy properly in case of failure
It's not much but it will at least work as intended now.
Btw I meant to report this sooner, when I was playing with my friends a while ago one had an issue where they got completely immobilized in a Spider web and had to wait for someone else to hit the web with a Shovel. I am not sure if it was your mod but it is the obvious culprit, nothing else in my back touches webs
Nice to have you back though
This is a completely vanilla issue
Update pushed to main branch
i gotten this error just now, i don't know if you fixed this one already
Nope. Should be patched next update
1: modifier for how long the spider will chase an enemy
2: modifier of enemy movement speed when caught in a web
3: modifier of enemy movement speed when caught in a web (again)
i might be wrong
Is the spider's chase for entities the same as the player's by default?
Also what is the point of two movement speed configs
idk
Maybe a base multiplier for all entities but then you can tweak it by increasing/decreasing the multiplier for the enemy in that list? Idk
Chase after enemies modifier is there to balance the chase timer for enemies relative to normal chase timer. Without it because of how enemy AI works would chase enemies would spend more time chasing than doing their usual activities. For instance since it's only used for spider they chase players for 12.5 seconds. The modifier divides it by the value in it (in this instance 3) so it would chase enemies for 4.5 seconds.
Web speed modifier and Spider web strength is for calculating movement and animation speed of enemies stuck in spider webs. The formula is [(Enemy speed when entering/colliding with spider web / ( (1 + number of traps enemy is stuck in) * web strength ) * web speed modifier]. In short web strength is used in calculation while web speed modifier multiplies the result of it. This way it's much more customizable for players.
Sizes are used in enemy behaviors and largely depend on the implementation. V70 coincidentally also introduced sizes but for the purpose of the mod there are too few options so I made my own. Sizes are first calculated from health and vanilla size of the enemy and range from 0 to 5 are: Undefined, Tiny, Small, Medium, Large, Giant.
Sorry to bother, does anyone know if this mod is working on v73?
It works from what I've seen, but there may be some small issues
hello :]
It seems that the blacklist is no longer working on v73
Blacklists seem to work on my end. First make sure you don't have any spaces next to comas. If it's still happening let me know what enemy ignores the blacklist and the enemy it should've ignored.
Not sure if it's something else on my end.
The issue was with bees.
I have Biodiversity, and they are always aggresive to the Leaf Boys
That might be something Biodiversity does, but I don’t really know. If that’s true idk if this mod’s blacklist would override it
another thing, there is a spamlog related to the spiderwebtraps that appears always when leaving a moon
I'll check if I can find it
just out of curiosity, I'm re-doing the blacklist, isn't the blacklist per modified enemies automatically generated?
That was changed while ago. Now you have to add names to blacklists. Enemy names generate automatically though.
so it's no longer needed to add
[enemyname]:True/false?
Nope. Just add enemy names you want to be blacklisted
so it may be that
let me give you the logs of the spiderweb thingy
I had a the same thing but I only noticed it on the next moon.
Which interestingly there were spider webs but no spider
Don’t look behind you…
Finally was able to find it.
This happens when the spider web is being removed after leaving a moon
I have always gotten this at random intervals, and found it was just easier to keep it turned off
wait, what exactly did you turn off?
the enhanced spider web/rework insdie natural selections ettings
right now dogs look kinda awkward just nonchalantly walking away from the bees actively stinging them so I hope the changes for them come sooner in a future update lol
It is working, I haven’t found any issues so far
There’s been a few error spams with spiderwebs that might be from either this or arachnophilia but those are scarce and I haven’t found the source yet
Hmmm
Ye, the mod seems pretty stable atm
yippee!!
its fine since you can turn off the spider web and spider changes in config, everything else work
the spiders visually function fine but they will throw null exceptions nonstop when something goes through their webs and when a blob consumes a spiders body
But is it broken or is it just a harmless error
well it spams every frame so i wouldnt say its harmless nya
Is it like something
Niche?
Idk what im saying
Is it niche tweaks time or
i did try to patch it... but i failed... it would be easier to directly edit it and reupload it
at the end of rounds usually, the compat script for ReXuvination will also spam every frame but only for 2 or so seconds, i have accepted this however since its only at the end of round
i hope soo too...
yess spider + webs
the worm one is wodnerful
its a bit like broken though... not in the glitchy way but it can really make things easier with how often it just eats up giant things outside loll
i think theres a blacklisthowever
Oh yeah worm one is peak
Its so cool to get outside and see worms attacking everywhere
Interesting...
still alive
also they do some spam logs when removing the webs after leaving the moon
Yayy!! Hope you are doing well!
Package got rejected for a minute lol
Natural selection
0.4.15
- Fixed NREs caused by spider webs in several cases
- Changed how Slimes delete enemy bodies
- Previously it directly deleted the network object itself. Changed to invoke server-side kill with destroy parameter to hopefully avoid unintended behavior
- Updated descriptions in config file to be more detailed
Removed Herobrine and updated localization files
- Yes I've been inactive for some time and this mod has been stagnant. I'll keep updating the mod as needed to keep it running.
thanks!
You can't remove Herobrine
He exists in my pack as a main stay

Which version are we talking about?
Warez, Bedrock or Java?
Well now the spider webs are no longer an issue
im gonna stress test this teehee
@dense path Do I need to change any settings if I'm also using AntiSlimeCamp?
I dont think so
Isnt anti slime camp broken?
i havent had any issues with it but some people have said its broken
Yeah some have said it softlocks or smth like that
❤️
Thats how slimes eat :3
Lemme talk here so I remember to add this mod
he don't eat the corpse he only make a very bad noise when he near a corpse
Thats how they sound when they eat hehe
(Im joking)
Seems like the hit sound is getting triggered every frame
Making that sound
Do you have soundfixes?
I havent played yet so im not quite sure
Classic modding experience
Did you play solo or lobby? If So were you the host?
I changed how the enemies are actually deleted from the world.
lobby we are 13
im not the host
@dense path
I get this error on boot up
[20:30:25.9790631] [Error : Unity Log] TypeLoadException: Failure has occurred while loading a type.
Stack trace:
NaturalSelection.Script.Patch () (at ./Script.cs:231)
NaturalSelection.Script.Awake () (at ./Script.cs:124)
UnityEngine.GameObject:DMDUnityEngine.GameObject::AddComponent(GameObject, Type)
BepInEx.Bootstrap.Chainloader:DMDBepInEx.Bootstrap.Chainloader::Start()
MonoMod.Utils.DynamicMethodDefinition:TrampolineBepInEx.Bootstrap.Chainloader::Start?-2123192976()
AsyncLoggers.Patches.ChainloaderPatch:DetourStart(Action) (at ./Preloader/src/Patches/ChainloaderPatch.cs:42)
MonoMod.Utils.DynamicMethodDefinition:HookBepInEx.Bootstrap.Chainloader::Start?-1308530496()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
Do you have typeloadexceptionfixer?
(I think thst was the name)
He does yes cus he’s using some mods that have it as a dependency
Actually maybe not. I was helping someone test their pack let me check
Yep they have it.
I saw that in the dev category, there is an option to enable the spore lizard, nutcracker and hoarding bug. Does this enable them to attack other monsters? If so then how stable is it, I haven't seen anyone talk about it.
Cause they're not implemented and mostly don't even work.
Oh ok thx for letting me know
14 Vues - Regarde Dupplie Slime + autre mobs de Prince940 et des millions d'autres vidéos Lethal Company sur Medal. #lethalcompany
Slimes dupes lgu samples
i can confirm that slimes are really buggy rn
they dont seem to be able to eat enemies
lagging the game like crazy
yes
I also had an issue with the spider webs but it seems to be tied with sector-0 moon, which is outdated
natural selection (+rexuvination compat) + rexuvination + sector0 drops a million errors and lags the game a lot
019b9eb3-6ee3-46ed-158d-37813c41531f
0.4.16
⦁ Hopefully fixed slimes not actually eating corpses due to client/server shenanigans
:0 lets goo
I hope the 5 minute fix will actually work in multiplayer and not just in local mode
lets hope!
also do you know anything bout the error i just sent?
its different from the slime
says its the spiderweb
it happens consistently in sector0
null check should fix that
0.4.17
⦁ Added a null ckeck in ReXuvination compatibility script
⦁ its been barely 5 minute since last patch lol
been doing fine
After recent changes from Natural Selection I was curious to read the whole description and saw the WIP section, what enemy will be the most likely to get a new interaction soon (or not soon)?
Nutcracker most likely
are there any spoilers for what they will do?
:3
im guessing uhm
shoot enemies hehe
and kick them
nutcracker vs bracken
bro, there's a list of what every enemy will do
(unless its outdated)
Reading this after some time i can’t wait for these other changes
It’s a complex mod so I don’t expect it soon but it’s still really cool 
thanks!
Oh those are cool! I’m not sure I’m crazy about all of them, so hopefully they’d be configurable. But iirc most of the stuff so far is, so I’m not too concerned
I would imagine the Bracken would stand still when nutcracker is inspecting
Masked would do the same but when they're chasing a player they would ignore the nutcracker completely, giving an opportunity for the masked to aggro a nutcracker when player is involved
Now that is something the nutcracker would need to have more interesting interactions
Will the Eyeless Dogs get a rework with this mod? Like will they aggro on other monsters when they make noise? Since in vanilla I saw them kill Baboon Hawks when they hear them make sounds, but that wasn't the case for all monsters
Or maybe Idk everything about the Dogs and I am just uneducated fully about their behaviour
Its not hearing baboon hawks
Is thst baboon hawks attack them and that triggers them
Are you sure? Cause I was spying the wild life of Lethal Company once and the Dog aggroed on them without the Baboons even touching the Dog
That shouldnt happen
@vivid field sorry to bother you but you might know better about this :3
Or maybe I was blind, I was seeing that from the ship on Adamance all the way across the valley to the other side
they do hear baboon hawks
😭
after.. gods... months of trial and error me and my friend have found that Natural Selection is the culprit that gets them silently disconnected by unity netcode almost every moon, but we still aren't sure why. We imagine it's 99% desynch but if that were the case, stuff like LethalMin and a couple other heavy changing mods should do it too but we're able to play fine now
Any chance that might be able to get explained and hopefully fixed? We love this mod because we enjoy the chaos
I have no clue. Maybe some suboptimal code in my implementation of LethalNetworkAPI could cause it?
Is this something to be worried about
Hey so there's like a bug with hydrodere's just continuously consuming bodies which in-turn lags the hell out of the game and it's pretty bad 0_0 (Not sure if it's conflicting with something else so i'm reporting it anyway just in case)
Would much appreciate if you made a patch to make these organisms less gluttonous 
Hey i found a bug can you fix
dont have a code, logs, screenshots or proof tho
fix it fast thanks 
Physical bug in your computer
Have you tried using the PathfindingLib compat stuff?
Also the samples spawning are part of LGU
If it relates to Auto Cone's report try disabling the Hygrodere stuff
it looks like it is related to the slime eating dead bodies
Yeah so they should disable that feature for now
I think fandovec is on hiatus like most devs til v80
Kinda why I also went on hiatus, the lack of new content is really causing major burn out
As much as I love this game
For now just toggle off Enable Slime
That will Kill Switch the mechanics for the Hygrodere since it's causing issues
@ruby trout @unique dune Hope this helps you both
take your break, im sure game will come back with a vengeance soon enough
Thank you for the response, i will check those out
Yeah, let's just hope that it's also with a dozen or so bug fixes/overhauls cuz the game really needs it in some areas...
i got this error then manage to removed it by not enabling SellBodyFixed compatibility
since blob seems broken
I hate how I have to tell the network object SPECIFICALLY to delete itself when THE VANILLA FUNCTION DOESN'T WORK FOR SOME REASON! I even tested it out on local with multiple instances and it worked so WHY IT DOESN'T IN MULTIPLAYER! Worst part Is despawning the network object will cause other issues like NREs. I hate this.
I simply cannot comprehend how calling the KillEnemy function with the destroy parameter DOES NOT WORK when I call it but when the game itself does that and IT DOES.
Hm, okay. Wouldn't it be better then to disable only blob in both NS and SB instead of an entire compat? If Hygrodere is the issue, that is.
Here and here
Oh @dense path what is this most recent update? I didn't know you pushed one before I changed those configs.
Just manually deleting the network objects to at least delete the bodies that way
blacklisting Hygrodere on SellBodies wont do anything since it just disable the "dead hygrodere" item when hygrodere "dies" (if you have a mod that can kill slimes).
also I tried only disabling slime on natural selection config but the error stills shows (before the latest update)
didnt try the latest update yet
still shows with latest
something with Sellbodies compat shows that error
would you make it so forest giants go after and eat baboon hawks and masked that move near it?
is this mod when enabled always spawns entities which are enabled?
This no doesn’t change enemy spawning in any way
It just modifies the behaviour of entities to make them hunt or interact with each other in various ways
aight
I’m on phone right now can someone translate this with onomatopoeia
and this ^

||Company Monster eats all the moons in the end||
is this mod required on all clients? if so, can the clients disable the dependency SpiderPositionFix as it's a host mod?
Assuming all clients are able to install the mod, why would they need to disable SpiderPositionFix?
@dense path You should make Brackens get infected by Cadaver Growths and enemies slip on Backwater Gunkfish vomit
do brackens count as plants or mammals?
I would say they are more plant
Omg wait YESSSS
Scientific name “Rapax-folium”suggests they are akin to plants
when they get infected they act weird. Looking at them doesn't seem to anger them, but they stop in their tracks for a while or just slowly approach. Slowed down audio maybe for creep factor?
Chance for SnatchinBracken shenanigans..... where it instead pulls you to the cadavers and holds you in them until your infected before just... letting you go, off to catch another player.
sounds like pain to make but also wonderful
Hey soooooo
if this mod does end up getting updated
Could we get Feiopars sneaking and scratching at Baboon Hawks, Dogs & Masked?
I wanna hear the shrieks of the Feiopars from afar >:3
Fire suggestions unironically! Really do hope that this mod get's updated someday 🙏
Y'know another thing i'd also like is if there was a feature where spider-webs got turned into passively spawning hazards without the need for a bunker spider to be present to make them.
-# ||And maybe also do that for the gunkfish's gunk too.||
who is saying this mod doesn't work?
there's only one way to know it
oh i thought you meant it was working
there is no way this is working!!!
no chance
i would scream if it does
It works xd
I will do it
at least in a surfaced way
SURFACED MOD RFERENCE-
wait so
they still like
attack the other enemies?
Like the worm emerges
and shit?
uhm
spiders hunted a puffer
Huh
Me when Spore Lizards can’t die

also wait
ACTUALLY
wait
I wanna ask
except on my modpack cuz I have death animation :]
Now that I really really think about it
why the fuck can’t they die???
I mean like
I get Barbers
I get Old Birds
But
why the actual fuck
can Spore Lizards not die

is there something I am missing here??
Fiend
Spore lizards are actually made of metal
If you actually read their bestiary you’d know that
WAIT WHAT????
Toasty
You have
full permission
to insult me in the most vile and diabolical way possible
about anything
I failed in everything 
They are not composed of metal
They are just invincible in vanilla for some reason
ok, don't run this mod with coderebirth lol
It fuck ups the AI of the hydrogere
what?
I ran this mod with CodeRebirth in my Ultra Modded Modpack back in v73 didn’t do shit to Hygrodere
xD
It's with something with v80
key word "v73"
shouldn’t even work with v80-
silly fefofa
Halloooo

haiiiiiii x3
:3
beehive bees attacking dogs worked in the beta branch
source: I pulled that information out of my ass
I accept being able to insult people though
I do it to cheese without his permission regardless
Yeah it's likely something called "new toy syndrome" where zeekerrs just adds something in for an update and then proceeds to barely even touch it ever again in any significant manner and moves on to the next thing 😔
And i get that it's a solo dev and that the game is partially "meant to suck/be difficult" but i mean come on, at least attempt to have a bit more nuance with more of the mechanics 
I am certain some method got changed and since the mod hasn't been updated yet for v80. I saw some method got an extra parameter while browsing changes in code.
A rare sighting of an absent dev
Hahaha
Do you think it will get updated to v80?
This is one of the best mods, i love it :3
You did an amazing job
sup!
Yup, something changed in the Hydrogere code
No rush tho
I love your mods, but take yourself as a priority first
Bet when I try to compile the current version it will throw errors. Should be a quick fix.
StarlancerAIFix didn't had the same luck :,]
It was likely one of the functions used in all enemy AIs
Been too busy playing with spiderpositionfix for 2 days straight. I still am still running into the problem with refVel parameter.
i actually meant to say, at the very least the worm changes still work
cus i saw it eat something nowhere near me when i tested last night
It seems it's only the slimes that are actually broken with this mod.
I've seen spiders and bees hunting other creatures on my tests
0.4.19
Recompiled for V81+
lets goooo
does this mod affect fps for anyone?
Not noticeably
It might have an impact if there’s a lot of enemies, but all of the ones with changes don’t spawn in large groups
You don’t usually see more than 2-3 bees, worms and spiders
Fandovec 🤝 goldenkitten
Making awsome enemy interaction mods.
Chat can you list all the problems in the current version of NS and the version before? I never made a To-do list.
I'll do a deep check on this mod soon.
Sadly I haven't had much free time lately.
found this
found someone reporting a bug
found someone who reported me for reporting a bug
Here!
Wrong list
found someone sending the wrong list
Found the mod creator themself saying that this is, in fact, the wrong list 📜
I WILL RELEASE THE PROOF ALIENS ARE IN FACT REAL AND HAVE BEEN OBSERVING US FOR A LONG TIME! 🗣️
@dense path do you need to update this mod for the new vr update?
Flamsey chill bro
I don't touch anything else besides enemy behaviors.
This only impact mods that work with shaders in any capacity.
Good news. The compatibility with SellBodiesFixed is fixed in next patch. Entity must have changed how bundles were loaded and because i was inactive for so long it broke the compatibility.
I think they did, iirc they optimized the bundle a while back
I was working with an older version so thats why the mod compiled but broke in bootstrap
and since LobbyCompatibility is deprecated I am removing the compatibility for that
Oh shit it got deprecated?
I was surprised too
Cheese's journey finally yielded favorable results
Because of spider bullshittery I have to remove prefixes skipping the original method so SPF (and in extension any mod patching enemy behavior) can work. I had to quickly learn if its possible to create custom states and I am happy to say yes, it is in fact possible.
Seems like spiders have some trouble pathing onto masked enemies
I am aware of this and it will be fixed. Because I skipped original functions with prefix SPF patch wont be fired when its skipped and this is the result. That's why I rewrote prefixes to not skip the original method and skip the original behaviors by creating a custom behavior states instead.
I just have trouble figuring out bees to take into account both players and enemies and switch states as needed. Rn bees are stuck committing to either one or the other, not both.
Working with IL code is such a pain in the ass but I have to if I want bees to work as intended.
I have sucessfully delobotomized bees!
now that the hardest part is done I am able to implement behaviors seamlessly. No more bees ignoring players when targeting baboon hawks and vice versa.
sure it took 3 days of modifying vanilla code and recreating the changes with Transpillers but it will be more than worth it.
The only downside to this will be keeping up with the changes Zeekers may make in the future but that is a risk I am willing to take.
would it be possible if you could make it so spore lizards eat cadaver growths?
or when it sprays its mist it kills the plants
Oh that would be kind of cool. Useful spore lizard!
Honestly i'd take anything to at least make them more impactful then they already are (Which isn't a whole lot).
This could also fit here
Zombie^2
The mask will possess a body with a brain full of weeds.
Masked hosts seem to be in a form of stasis due to not decaying, recieving diseases, or becoming dirty in any way shape or form over the past 600 years
Their supernatural abilities likely shield them from natural elements.. besides the head of a shovel :v
Maybe they could become a carrier but not actually transform
Now that would be cool
Every time they laugh, they blow out a burst of spores, like how infected players do when they speak
And if they grab you, even if you manage to break free, they could still infect you with spores
Though, this seems to come from the mask itself, as they still laugh/cry, even when dead/hostless
It could release spores when they body takes damage
Yeah
Or maybe just when it dies (again)
I think releasing spores upon damage taken would be both more dangerous and fun :3
I personally would like to see more similar interactions that combine monster abilities to create a new threat
Like if a snare flea drops onto a masked, it acts like a helmet that can take a hit for the masked (and potentially jumps off to chase a nearby living player).
We live in fear of intelligent bees 
Just thought of some possible interaction ideas and wanted to share:
Wouldn't it be cool if butlers could kill both the hydrodere and cadaver growths by sweeping them up with it's broom, would make a lot of sense since they do try and keep the place clean.
-# And maybe also make butlers clean the gunkfishe's floor gunk with it's broom too.
Butler's pull out bug spray to kill bugs and other hornets
Carjack Bloke pull out weed killer to send the cruiser flying directly upwards 500 meters
small bug, the bees seems to stay on corpses
tbh I might copy the vanilla code and have full control over the bee behavior for the dev branch instead of patching and debugging it endlessly. I still haven't figured out how to implement the bee behavior seamlessly.
Ok look i know you don't gotta do this but it'd still be pretty dope tho...
https://discord.com/channels/1168655651455639582/1279913189261181019
omg my idea 
forgot i made that
Good news! I figured out both how to modify bee behavior without fragile and complicated Transpillers and more importantly I have figured out Networking without using LethalNetworkAPI!
That's some great news!
We're so back
The heatwave is cooking me!
🔥
he's getting cooked (literally)
im confused on the poll, if the update will have a rework on the custom behaviour and rewrite the networking code, why do we have to vote on those?
as of right now the mod doesnt really have bugs, maybe with the rewrite and rework it will get new bugs, i think compatibility with other mods and performance would be the coolest thing, but that should come after the rwrite and rework hehe
It's just a survey
I am going through a lot of technical debt I have left when I started this project
yeah im just confused on the wording
i mean i think the update should have the rework and the rewrite
and from there you can more easily fix bugs, and later on add compat and performance
I am working on everything at once. I want to know what part of the next update is most important and should be a priority. Of course everything I have done will be in the update when it's ready.
oooohhhhh ok yeah so you are asking more of priority
well what i said before still stands
im not good with code so i dont really know if a rewrite is harder than a rework, but definitely those go first, then the bug fixes and compat last
You can take as long as you need to, don't worry
We've been here for too long
We can wait a bit more
I don’t know how the mod is coded, hit reworking a major system (I assume) like the first option should fix some of the bugs and create new ones anyway
Take as much time as you want though, quality over quantity wins any day


