#Lethal Anomalies
1760 messages Β· Page 2 of 2 (latest)
And if you are using LQ or CC i would also recommend looking them and see if you have any enemies config there
i dont have lq and im not sure what cc is but i dont think i have that either, i'll see what I can do! you've been super helpful
i might finally get gale now too it might help me fix this easier lol
CC is CentralConfig, very similar to LQ but with less options, no web, and it has a mantainer so it will probably break much less than LQ
Haha yeah it has an option to add the moons with the weight without the commas, let me show you in a moment
that sounds cool! might have to look into it
also yeah this would be really helpful!! i know hardly anything about gale or if its truly worth it switch over so this helps a lot
Tbh, i may have the golden gale version bc a LOT of people are always getting errors and bug with it, but i've never had a bug ever, only one is that sometimes the configs dont save but you can just copy and paste it till they work
It also runs and loads super fast
Im nΒ°1 gale fan hehe
ooooh i see i see, yeah im willing to try it out, thank you number 1 gale fan
this is how it looks!
yeah, i'll do the change eventually but i spent so much time making the LQ config that i don't wanna make the change yet haha
that seems kinda neat! nice to know that exists
you can still edit as a text, but a list is really handy too
but yeah back to your issue
it may be LLL
if it isn't, try bumping up the weight a lot just to see if it was bad luck or it really isn't spawning
i dont believe its bad luck, i added this mod back when tourists were added and havent seen them a single time, spent a while comparing the chances between an unedited config and an edited one, an unedited config always had at least 1 sparktower on adamance on the regular and none for any other time
been installing gale rn, does it have a sort of search function for checking if certain words would be in the LLL config? from what I know i wasnt able to find something like that on r2modman
im always having to scroll this big long list of every moon and interior ive ever downloaded on this pack even if i dont have them installed and cleared my cache, honestly kinda cool as i see it as a growing little collection but it would certainly help if a search was possible
oh no it doesnt have that :c, but its a bit easier to use it
oh i see
it might be a tiny improvement, but good to know before i try endlessly looking for it myself
yeah, idk if that's on the managers doing tho
feels more like a LLL thing to change
oooh yeah you're right
also about gale, am i able to export a code and have people who are still on r2modman to download and play together? I'd rather not have them all swap to it if possible
yes!!
gale is just the mod manager
wont be any issues if others use a different mm
thats a relief! thank you!
profile codes are global in ts, so they will be the same for ts, r2 and gale
tho gale has a very cool feature where you can sync a profile with others so whenever you change a config, remove a mod or add a mod, others can just update the code themselves instead of getting a new code everytime!
but enough gale ranting
this isn't even gale's thread haha
OH WOW that is certainly cool
but yeah lol this is only for certified ANOMALIES
i think i might have realized my issue..!! theres a non-zero chance its because halation is basically entirely concrete π im not super knowledgable on the subject, but i do know surfaces have their own materials and if certain things can spawn on them like vein shrouds, i turned it up to 80 on vacuity and had them spawning perfectly there! still nothing on halation, but im fine with that
at least i now have gale π«Ά
doesnt really explain how i never got it for the other moons though.. but i'll take it they're sure spawning now lmao
it could maybe be that honestly
im not entirely sure tho
also forgot to mention but Zelda said tourist have the same spawn hours as dogs, so if you aren't playing till night you'll probably never see them
yeah ive played towards night a bunch, still havent seen them naturally sspawn aside from the first time I tried them on my own. might honestly be luck/i have also heard they spawn super duper later? like around 11 or 10 or something, dogs usually spawn earlier
oh that was actually smth i said haha, i think i had them bugged, since Zelda and Zigzag told me they should spawn earlier
tho i was testing them on exp
and exp loves spawning dogs really late
since then i haven't had that issue again hehe, probably bc i changed them to other moons where dogs spawn earlier
ohhhhhhhhhhh
that makes a lot more sense now lol
thanks! i cant wait to see this mod more in my sessions (my group hasnt even seen any of it yet since they're pretty out of the loop with themodding community, cant wait!)
hope you can finally find them! be careful tho, the tourist are really curious!!! have an amazing playsession with your buddies π
Heya! I'm glad it works better now
Sorry I'm not checking in too often here
I'm happy that you enjoy the mod, and checking out the base game 
I think I got blown up by one of those statue guys yesterday
it was strange LOL
my friend said he saw some weird coil-heads outside posing and that they followed him to the ship
very cool mod yes!!!
Yeah it's been working great now! Been experimenting them on other moons and it's been so great so far, I especially love tourists on tunere since they spawn decently early there, one time they were even there when first arriving on the ship (very fun I love them sm)
yeah that happened to me LOL

Also! I can pretty easily add modded items to the list of bright items they're interested in
So if you got scrap mods you'd like to be compatible with the tourist I'll take in the suggestions
For now it's only vanilla items and Premium scraps items (I'm not biased Zigzag is definitely not a friend)
oooo
i don't know how they work but this interests me
What moon is that? π
E-Gypt
Ty!
Meow meow!
no problem!
Drop an item that emits lights near them and they will stop following you for a time depending on how they are interested in the bright scrap
However if they got too close to you and the light on their chest is turned on they're stalking you, and they won't get distracted
They can stalk an item instead which will stop them from going anywhere else for ~30 seconds, then that specific item won't interest them anymore
this team wipe is brought to you by the tower
(I do plan on making the towers intangible when the ship is leaving eventually)
Heheh the maintenance update is almost done
I'm looking around for a way to remove the weird white glint on the tower texture, but if I don't find it I'll just send the other few patches anyways and fix that later
I think it might be the roughness value on the model
I'll check that out
Good thing about the unity part is that it's less specific so instantly there's a lot more tutorials and help around
you were correct!
well, maintenance update is complete, Imma upload this in a bit
based
anomaly bros we are so back
ayyy nice! I figured it was that cuz I had the same problem with an item we were implementing lmao
Oop I fell asleep before uploading it
What a sleepy fella!
It's been a while since i've played, but I super love this mod. Seen you finished the tourists, yeah?
Is there any plan of mayhaps adding a friendly dumpster, or the various bunny things?
I think Zelda had plans on adding a bus or something like that
But they resting from LC modding
Ah, the tour bus is a fun one. Would be neat to see
Very fair that theyre taking a break. Modding is big work
I'd love to add the bunnies but I haven't been able to find their model in the game files yet
I do have the tour bus model and that one's pretty straight forwards so while I look for the bunnies I'll try adding that
Motivation is coming back slowly dw :D
And now the project is on a github zigzag has access to so if it breaks and I'm not mentally well, he can help fixing things without it taking months
Any chance you could make the Tourists explode when hit by the cruiser?
it can be easily done, probably by detecting the cruiser collider
what moon is this? looks cool
Quasara from PowerfullMoons
It's also standalone but I recommend the full pack
Oh yeah I know that one
I like powerfull's, initially really disliked the quasara rework cuz it was pretty walkable before but now it's super cruiser centric (like their other moons)
but the vibes are great
I somehow didn't think about it but yes I'll add that
If tourists get inside the cruiser, it starts flying
Just noticed the tourists still have the "white parasite pixels" that were fixed on the towers
π€£ wtf
We never use the cruiser so I forgot to test that lmao
Do they try to walk inside the back if there's items in them?
Oh that's probably what happened, yeah
I know they don't target the cruiser but yeah I had items in the back
is it possible to consider making tourists not explode when colliding with monsters and only players? i looove the tourists but im constantly finding them mostly gone and taking out the other enemies by the time we're outside, it kinda defeats itself and everything else outside which feels like an issue
Hi sorry forgot to reply 
What version are you using! In the latest one, tourists won't explode when colliding with enemies if they're not being looked at to avoid them dying on their own
If that's still not enough, I can easily get a config working to disable that if people would like
Oh what! That's strange, yeah I've been using the latest version
Maybe I overlooked something, I'll look into it ty!
I wouldn't mind the configuration either but hey it may just be something wierd going on with my pack lol
Do not worry the mods code is slightly better than this
WHAT
who is this deranged individual?
dw this is 100% edited LMAO
it's meant to make fun of how bad his shit is
A LMAO
who actually is he tho?
gamedev streamer who boasted for years about working at blizzard for 6 years and having 20 years of experience coding
only for his code to be abysmal dogshit
||there's like so much more to it but that's the basic rundown||
Oh he works at blizzard that explains everything
yeah that tracks
He wasn't even a game dev on blizzard
He was just a tester
lmao, thats even worse for his case
He's also getting a lot more attention rn because he inadvertently lead to Stop Killing Games being considered in the EU, because he said he disagreed with it
(And also cus he got mad at someone on WoW for not using mana orb, didnt use it himself, and doubled down instead of admitting his mistake)
thank you for elaborating on the dirt I didn't have time to throw his way LOL
it's also not any of his fucking business, it's an EU initiative and he's from the US
to try and savotage it is soooo petty
He also ditched his team on a hardcore WoW server or smth to try and save his character LMAO
old stuff gaining more traction EXCLUSIVELY cuz of the SKG shit
Yes but I imagine his logic is that big regulations like these will eventually ripple to the rest of the world
Games having to have EoL plans have a good chance of being done in non EU countries just because it would be easier to have 1 unified plan then a bunch of them for different countries
Though it is funny that his main argument is that it'll permanently damage live service games
First of all, I would love to go back to a time when everything wasn't a live service, and second, just keeping the servers on or sending out the community server sdk on EoL isn't that hard
yeah honestly most of the people who signed up for the initiative in the EU dont even know about this entire drama with this guy
I myself didnt knew about it until pretty recently cause idc about what US people are saying for something not even for them
Sorry for the lack of updates again btw
It's the same thing as before, mental health and all
it's all good :] mod's in a good state right now, so don't worry!
Found this old clip of a spark tower in action
Meow meow!
Obvsly mental health totally takes precedence (take care of yourself!) but
If you do update the mod could you fix tourists killing people through the ship?
Had some ppl in my group complain about it, that's all
The explosion is a landmine explosion, idk if I could fix that easily
Wait that was two weeks ago 
I've been outed for not checking this thread it's over
(Summer has been busy for me, I'll try to get back to work now that everyone is also going back to school)
I'm working on an alternative behavior for the spark tower that would not punish large groups walking by together
And rather focus on breaking line of sight from the tower often
I'll try to make that available as a config for people to test soonβ’
The idea is that whenever a player is within range and line of sight, there'll be a small electricity arc sent towards them, and the tenth will be the actual lightning, but breaking line of sight instantly resets the count
Yeah and ive got the insiders leaks and all i can say is the full idea they had is pretty stylish, hype to see the final result
Progress report for September, the alternative behavior for the spark tower is almost complete! Also, I've been working on the bunnies, and I've slowly been adding damage types to the game
gotta polish visuals and audio still but that's what it'd look like
I'm probably gonna make the noise rise in pitch as you get continuously zapped
looks cool!
Is this a secondary behavior or this will replace the actual one?
Secondary! You'll be able to choose in the config whether you want this one or the old one
This one is I hope less confusing about how it works, and more forgiving for bigger groups
The old behavior is kinda unique because it forces people to go one by one, but it kinda just turned into an area of denial thing that people would avoid altogether
just a small request, if it's possible ofc.
On the main (Actual) behavior, I think it'd be good to some small sparks (like in the video) to make the player know when you're in range or not.
right now it's kinda hard to know if you're outside the range of the tower or not, so maybe having that mini-spark maybe at the half of the time before its main attack would be a good indicator
Oh yeah that's doable
great!
There, you'll get zapped if you enter the area, regardless of whether the warning sound is ready to play again or not
That's cool!
However, what I had in mind was a little different. π
My vision was:
[Player enters the range] - the sound effect plays.
[Player remains in the range for ~2 seconds] - the player is zapped.
[Player remains in the range for ~5 seconds] - the tower begins to charge up to launch a lightning bolt.
It's like a small warning of the result if you keep in that range
But thank you anyway for listening to me, and I apologize for bothering with this.
hey, just out of curiosity, what lightning shader are you using?
hell yeah!
oooo good idea !
i'm asking this cuz (apparently) the patcher doesn't rip the actual stormy lightning assets, so someone in the past had to actually buy the same ones zeekers used for their moon/mod
For the lightning, zelda and I are using a modified version of the vanilla lightning prefab, all of this is generated by code
yummers...
I have a friend who has an unreleased weather ready to go but their lightning doesn't show up fsr, I thought it was because it's not ripped correctly but if y'all got your hands on it then I'm not sure
If it's done entirely in the editor then idk, but if it's done with code I can help it should be an easy fix
I've bashed ly heqd trying to make a lightning effect in unity for an entire day before learning I could reuse the lightning prefab and tweak them as much as I wanted to
I haven't gotten on yet does the update break this mod
Probably

Is there another halloween patch?
Didn't really think about it but yeah could be fun
Probably nothing huge cause there isn't that much content in the mod yet
Oh you were talking ab the update for this mod mb
Ohh
You meant for lethal?
Zeekers changed the Unity version because the one he was using had a safety issue with network stuff?
I'm not sure I'm correct but it's the echoes I've heard
I'll release the v73 compatibility with the spark tower alt behavior sometime this week
Scrap bunnies I hope I can get done this month?
updated π
literally the same day 
(Also I broke the images in my readme but I'm very unbothered to update again just to fix it
Since I'm adding the bunnies soonβ’ it'll be fixed then
Guys, don't forget to check the new alt behavior for the Spark Tower (by activating it in the config) when you are playing in a large lobby, it should be more fair π€
that's def gonna be my new default, yeah
You can configure how many consecutive zaps are needed before killing the player
Set it to 1 to unlock the gatling gun mode
@pine birch im sorry π
playing on v73 with the last version of the mod (that is compatible with v73) but the game crash when a client is joining the ship
That also makes all other players in the game crash
oops it's an issue with the code of what I'm working on for the scrap bunny
I forgot to disable one patch that calls for an object I'm not registering yet
Fix has been sent, sorry about that 
Writing this changelog was a special kind of humiliating
Lmao Readme is back alive π π
I've been thinking about the visuals of the bunnies
Since they're balls of scrap metal in the game like a dust bunny is just a collection of dust
I think it'd be cool if instead of trying to rip the base model I try to make one that's a collection of scrap items from the game with a rust like teture
But since both the tourists and tower use the in-game models I'm wondering if it'd be weird to change that way of doing things
oh that would be super cute
Now I'm imagining tourists as coilheads on their last legs
Highkey I think you should try that
I think I'll go for that then
I can use flashlights to replace the emissive spots from the original model
ohhh could be fun
I fw that idea heavy
We puttin the lethal in lethal anomalies with this one π£
theres' so FCUKING MANY
sir thats not even close
you were not lying
i still dont get how they work tho LOL
and i've had em clip into the ship quite a few times, weird dudes
ahah hihi ohoh you don't evne know
Yeah if there's too much space below the ship they tend to like going under it and clip through
I'm not sure how to get rid of that
I could always just increase the height of the navmesh agent or whatever it's called but it feels kinda ugly as a solution
increasing the height wont fix it
agent size is only for collision between other agents
not world physics
they go under the ship because you allow it in the agent mask
under medium and small space

Ohh I'll try to fix that then
Adding the tour bus will also be a way to get rid of tourists
interesting!
How about
Making the tour bus blow up prevents tourists that spawn afterwards from spawning a group around them
what's the tour bus btw?
I have some ideas for where to put these
they're def fucked up on moons like Embrion that have way too much shit going on
it's these guys
My idea is to make them appear when there's a set amount of tourists on a moon
And you can make it blow up to instantly trigger every tourist
Ooooh
I also think maybe (and this is from an enemy designer's perspective) the mechanic where they get distracted by items is not conveyed super properly, esp since you don't really know it's shiny items that attract em + what items count as shiny
I thought the tour bus was smth else
oh that's cool
True
Go ahead I'm taking notes 

Idk why i confused the tour bus with a thing from another game, let me see if i can find it
Its 1 pm for him
2pm 
I was thinking of desert bus
lmao those americans
lol
BRO
Im killing you
How tf do timezones work
We had 1 hour of difference
Why do we not have that anymore
Thanks french zigzag 
π yeah no problem
i may be from the american continent but I ain't no yank
If only france was real
Content
Its from a game called once human, its a walking bus and if you get close you can go inside and i think its a quick travel idk havent played the game
Idk why i always confuse these 3 games
Pacific drive, dredge and once human
I have to play dredge at some point
Same same
Ok i think it has to do with the seasonal changes
When we first spoke, it was summer time for me so thats why i was 1 hour later, now we both are on the same time bc summer not anymore :3
I just noticed there's a slight fade at the bottom of channels now has it always been there
Thats from last year
One thing that is communicated to the player in a good way is their weeping angel behavior, I think that part is flawless. They're also effortlessly creepy, I love their poses heehee
The explosions feel like they happen a bit too randomly, though; do they happen when they're touched? after a certain amount of time? I can never tell because sometimes I'm not even close that to them and they still explode. The chain reaction is cool though, I've got some funny clips of them doing weird shit I'll send later lol!
Then you have the red light thing they do sometimes- Is it supposed to indicate when they're distracted by an item? I think if that is the case then there should be an accompanying sound effect or twitching animation (or both!) for when that happens so the player knows when switching from an empty hand to an item that they're drawn to said item(s)
Wooow you eat fast!
LMAO
i was already eating lunch when I sent that message hehe
and me i noticed the threads names are smaller than usual
Thats from 2020
Ok im joking
π
The fade in thing its from like a month ago
ah ok pfiew
And the thread thingy i have no idea i think you are hallucinating
what no it was bigger before
I'm glad I could convey the creepiness they have in the base game through the expressions changing instantly hehe
They do explode when they're touched, either by a player or an enemy, but because they'd often die on their own the latter only happens if they're actively being looked at
The red light is when they're "stalking" something, which means they reached the item of interest and they won't change their target for something shinier for a bit
Once they checked that item out they won't be interested by it again
it's been a bit since I did their AI but iirc if an item is being held by a player they pathfind towards that player, but it's still the item that interests them
But players technically count as an "item of interest" but its neutral, so some items are more interesting to them
The way a tourist calculates how interesting an item is is by multiplying the distance to that item to a specific value the item has, and then it takes the item with the lowest score (both closer and more interesting)
There's a bunch more stuff going on for certain items because I wanna check if they're on or not, like flashlights
By the way if anyone has a way of getting a list of items added by mods it'd make adding more modded scraps a lot easier
Maybe LQ
lunarconfig's item config generates entries for each one that's added
Just log out StartOfRound.Instance.itemsList.allItemsList
hmm ok
it seems a little bit complicated to balance then
here is a clip for you guys about a human missile 
bro flew like a missile π
-# I just realized you literally typed "missile" mb 
LMAO
did you just smacked your friend with the stick towards the tower? 
Nah I support that
You know the funniest part
If your friend was sunk just a bit more it wouldn't have happened
There's a point in the sinking animation where the player isn't targetable anymore iirc
That's kind of weird actually, I get it but I don't
Would be sick if a giant could "save" you from a puddle before being struck by an old bird or something
Or even skip the giant and just get blasted outta the puddle by missiles (I think too much)
I'm gonna be working on a shit post idea I've had for a bit to get my mind off this, I think I need it lmao
It should only take like a day or two
I'm all for it hehehe
Also I just realized. do tourists explode when they come in touch with like, grenades and other throwable items?
I genuinely don't know
I don't think they do
Also I did get them to stop roaming under the ship + stop being pushed into your field of view by other tourists
I'll add the tour bus as well in the update and it should be ready by Saturday for our next session with my friends
Have you played Delta rune
up to chapter 2 but yee
Ah, sadly it'll be a chapter 4 spoiler
I can describe it as a shitpost variant of facility meltdown
oh that's fucking awesome, thanks for the fixes, I'm really excited
oooo ok
Yeah they're a bit overdue 
I have been working on the bunnies, but it's nothing I can really put in an update just yet
Since the bunnies literally deal all the damage types I want to add in this mod I've been working on that but it's under the hood stuff
I've also had another idea I'd love to make but idk if I have the knowledge to make it happen
Eventually I'd like to turn the limbo layer from Ultrakill into an interior
nooo it's totally fine
It's pretty much halfway done now but I should sleep I promised zigzag I wouldn't get carried away and work on it super late
(It is currently 4am)
And again my fellow crewmate is staying awake until 4am ++ to do a shit post πΏ πΏ πΏ πΏ
I love using my free will
Yeah this is the good shit
goofy af
ok the mod is done, I'll test it with zigzag tomorrow and unless we find a big problem it should be released tomorrow
Consider it my contribution to spooky month I suppose
Holy moly actual testing time πΏ
Here's what happens if you bring the apparatus to the ship
Tour Bus should be done by tomorrow
Also on top of that I'll add a config that lets people customize the size of the groups tourists spawn with them by setting the minimum and maximum amounts
Not a huge update incoming but I'll be done with the tourists
I'll probably make it toggleable if you want mobs to be able to trigger the bus or not
By default that'll be off because it means technically all tourists on the map may just explode out of nowhere
i have no idea what the tour bus does hehe
Walking into it or shooting it will make every tourist on the map explode, and further tourists will not spawn in groups
One bus will spawn if enough tourists exist on a moon, and finding it basically rewards you but it is also a dangerous explosive
This update is basically the "nerf tourists" update
haha
i love tourist but they are sometimes really sneaky hehe
1 billion tourist and its too late when you see them
Yeah
Also they won't be going under the ship anymore so you'll be more safe inside the ship
And I'm reducing a tiny bit the range at which they explode when near a player because on certain slops they were able to blow up when you weren't looking at them
I'm trying to stop every way they'd feel unfair at times
The one billion tourists issue is something I never really caught because in the modpack I play on with my friends, their spawn chance stays relatively low so we rarely have to deal with more than two groups spawning, but yeah in other modpacks, or moons that spawn a lot of mobs, just 4 groups is enough to get you ~25-30 tourists
Being able to customize group size will allow you to really choose how you want them to act
amazing!! really cool update Zelda! i just hope you dont burn yourself and try enjoying it :3
Small groups, more spawn weights give you lots of tourists but scattered everywhere
Big group, small spawn weight can give you an army but it's rarer
Honestly making Jackenstein was necesary
I love this mod but it's kind of sisyphean because it'll never "truly" be completed
Making something that's actually finished and won't be updated (asides from maintenance or fixing bugs) was a cool break and I feel a lot better jumping back in this
amazig
zag
yeah taking some time is really good for your mental health
no more white pixels on the tourists
Oh wow, was that unintentional?
i think im cooked
Nah you are zigzag 
-# rip
yeh
This won't happen anymore
Now they'll stay here
They won't climb on the ship and won't explode through the walkway
With the two story ship mod, going upstairs would explode them if they were inside the ship
Yeah, it was generally janky with them being able to go inside
Also for some reason they had a mapdot but the gameobject was inactive, that's been fixed
it's terrifying
they're coming....
I just have to do a bit of testing to make sure nothing's desynced or broken and I'll be able to release that
oh its beautiful
i am so unbelievably happy

** Update**
"Looks like somehow our tourist problem can get worse. On moons with high concentrations of them, we've noticed some bigger, unmoving masses of several tourists merged together. Not only that's creepy, but also it hints at the existence of some sort of hive mind between them... Perhaps you'll figure out a way to use that to our advantage."
Sooo cooooool!!!!
MY GOAT MY GOAT
found some cool clips of me dying to the evil evil tourists from a session I had 3 days ago
Watch evil tourists by phomtoonlinktln and millions of other Lethal Company videos on Medal. Tags: #lethalcompany
Watch evil fucking tourists by phomtoonlinktln and millions of other Lethal Company videos on Medal. Tags: #lethalcompany
Watch evil evil fucking tourists by phomtoonlinktln and millions of other Lethal Company videos on Medal. Tags: #lethalcompany
Lmao
I love this, it really gives similar vibes to the base game
Also yesterday during our session I've noticed that with the alternative behavior enabled for the spark tower the final lightning that kills sometimes doesn't show up for everyone who isn't being killed
What's even weirder is that it happens not to everyone, not consistently, and it even happened to me even though I was hosting
If anyone encounters this, I'd be happy if you could take a clip and send it here so that I can try and understand why that happens because I'm very confused
@pine birch is this mod on v73
The last two versions of it yes
Because I tested the mod out and I got errors spammed in console about audio reverb as soon as I installed the mod
Can I see the errors?
They are on my pc give me a hour
Once I landed
Was it a few seconds after the clock appears on screen, for no particular reason

That's when I make the towers spawn
Also, was it warnings or errors

Cause I'm pretty sure the game sends a lot of warnings about it and it's kinda normal
But if it's errors then yes I should be worried
No it was error and it only happened after I installed the mod
It might be something else so I will test again later when I get the errors
Yeah, there isn't much I can say without seeing what's going on
do you by some chance have audio reverb fix with experimental settings enabled
@pine birch I sent it to 9999 but neither will spawn
019a03b5-5d2b-0ff8-d2c1-1343b545e294
I don't see any errors coming from the mod in the console but I agree they don't seem to spawn on experimentation
I'm not sure what's up with it
wdym?
then they spawn extremely late in the night
like 10 or 11 pm
idk what yall are talking bout xD
I don't remember saying that
tbf I don't mind that so much
Tourists are pretty dangerous and experimentation is meant to be chill
I am but I use Imperium
Which also means I have to play the "is this error from me or from imperium" game
What do I do
test in another moon
Without errors it's hard to tell what's going on
Could be my mod, could be another mod interfering
I know it works on its own, and it loads normally in your pack, but I'm not sure what's causing the issue
Is it still the experimentation issue? Or is it something else?
Could there be a config to disable the explosion when a tourist spawns?
Wdym? There's no explosion when they spawn
oh well i got a lot more things to look into then.. π
@pine birch
Suggestion: Have a chance for spark towers to be hit by lightning in hurricane or stormy, and once hit it will activate the zap animation. I think this could add some more dynamic play.
I'm having tourists blowing me up inside my ship, idk if thats meant to happen
are you using any ship mods?
None that edit the ship itself, just problematic pilotry
What I know is that since a recent update tourist should no longer walk inside the ship and same thing for below the ship
However I noticed some mods like BiggerShip by Mrov still have the vanilla area below the ship (idk what to call it) and this can make tourist go under the ship on specific spots (the outer areas, where the ship was widen a bit)
Maybe problematic pilotery is not moving this area along with the ship landing animation
Which will cause issues
But in any case that's not a Lethal Anomalies problem
got it, i ended up just disabling problematic pilotery, thanks for the help!
Hello! Sorry I was out for a few days cause I was sick
Yes I've noticed mods that change the ship size generally don't work well with tourists and they manage to clip under the sides unfortunately
I'm not sure what I can do about it other than making them pathfind away from the ship entirely which would be a little overkill
All good, it seems to definitely have been problematic pilotry even if with the navmesh regen option!
When in doubt it's always someone else's fault 
More seriously though, these tourists have been difficult to work with, the line between dangerous and unfairly not fun is thin
felt
I did test them with wider ship + 2-story and they didn't seem to come into the ship.
I know they did in a previous update so i guess it was fixed(?) for at least those specific ship mods?
yeah it was "fixed"
for the vanilla ship
which is the same width as 2 story
as for the area under the ship, it should be unchanged in 2 story again, but it is different in BiggerShip, like in BiggerShip tourist can roam below specific spots where the vanilla ship is supposed to be
let's ping my good old friend @fast cliff so he can fix that, lol, hello mister weather what did you do to the area below the BiggerShip? (im not sure what to call it)
it's the same as vanilla
navmesh blockers all around
you can see it in imperium
can you make it bigger please
I'll send you a screenshot of how big they are
and you can draw your desired size π€
maybe you didnt understand what i was saying then
Ok
Ok
LMAO this is the first time ive been on this thread in months and this is the first thing i encounter π π π
this is a beautiful contribution to society
gotta love hwo this is tagged as a spoiler as if literally anybody would understand why the hell theres a ms paint pumpkin yelling YOUR TAKING TOO LONG chasing u around lmfao
NEW MOD?
Thank you thank you
It's a mod for my random scrap ideas
Somewhat similar to PremiumScraps
do hope it doesnt devolve into memes like that one lol
no shade against PremiumScraps
but not my style haha
I'm biased in favor of it
For some reason
I'll keep it semi vanilla ig? Where it won't be totally immeersion breaking, but it will get relatively random
random is fine and ofc with a config im not miffed about meme stuff if its a decent balance ratio of more vanilla to random lol
I was just telling turtle that
The feliz navidad cactus should mimick your voice hehe
It prob would be way too hard to do
But would be funny
Ehhh
Would be like the real ones hehe
Maybe some soft dependency with mirage
Possible, most likely, easy, probably not
Like you say smth and it immediately repeats it after, in a goofy voice
mhmm
Like talking tom
If it instantly repeats it probably
I'll look into it
But I can't promise it for now cause this is way out of my knowledge
Thats how they work irl at least
Yeah i imagine
yeah
Gotta be hard
And not really worth it probably haha
Still good mod
(I have only seen the cactus)
The mega flashlight does need general improvements for now for clients to see the beam is someone else uses the flashlight
It's an issue that also affects the spotlight in the gratar lootpool
I'll try to figure out how the patch works to implement it in the mod
You could look into flashlighttoolloader i think was the name?
@jovial timber made it
To add more options to the flashlights
Good to have as a dependency
ohh I'll look into it yeah
Using general improvements was good enough for me at first because we have it in our modpack and I didn't have to put it as a dependency
The flashlight works without it, it's just other people won't see it as big as it's spposed to be
π₯Ί
no worries i completely understand that
Oh yeah FTL should definitely work with Wesleyβs
I need some of this shit in the item mod XD
Oh yeah I should make a thread for that scrap mod
I haven't really been working on the anomalies much because I kinda lost my obsession for Pacific Drive
does the song that this mod plays when taking the apparatus with meltdown not work with the experimental version of meltdown?
Potentially, it's been a bit since I updated this mod
Dang. Would just use the normal version of FM but it's currently broken so i have to use experimental
wait for it to be fixed then
we have been for like, months
which makes no sense to me cause experimental seems to work fine?
so im not sure why it hasn't been updated yet
rise, my swarm
are more enemies planned for this? i hope so, this is one of 4 enemy mods that actually fit the game a decent amount\
i think there were more planned, but idk if Zelda is still working on it
There are honestly so many more anomalies in Pacific Drive than I seemed to recall. I often thought, "how would any of these even work in lethal company?" But, a lot of them would actually be pretty decent outdoor enemies.
Would love to get dragged into the sky by a bubblegum buddy . Goodbye world
Anyhow, The tourists, tour bus, and spark tower are already awesome in the mod and i'm thankful to have them!
I need to beat Pacific Drive myself, tbh...
Should i play it?
Idk whats about
Looks interesting but ive only seen the trailers
Yes! Absolutely play it! It's a survival crafting game, lots of narrative and lore and stuff. It's very cool
It's been a long time since i've played it myself, but essentially the character you play as is a delivery driver and while doing his job he gets a little too close to an anomalous area and gets sucked into it.
Now trapped in the Olympic Exclusion Zone, you and your newly found and very normal car have to venture deeper in, through the various zones, to uncover the true nature and origin of the anomalies and find a way to get yourself back out.
The game looks pretty
Its very pretty and fun and cool
π©΅ π©΅ π©΅ π©΅ π©΅
I'm gonna try getting back to this mod
I'm working on making the hand flares and the honeypots to add something else than a mob
And then resume work on the scrap bunnys if I can find their goddam model in the game files
Take your time π©΅π©΅
Hope you've been doing well lately!
I've been alright ig
Focusing on other things and I think my life is a little better now but I still suck at focusing on what I want to do
It's either I'm fully locked in on somthing and I will not stop until it's done, or I completely ignore it even if I know I want to do it, and there's no in between
I'm glad you're life is a little better! that's good to hear! π©΅
I know how that is, except I'm totes forever stuck in not doing the things I'd like to π
hooray π
YAY
when new monster/thang
Uhhh
Yeah

More seriously though, I'm working on the Honeypots, the abandoned cars with loot in them, because it's easy to make and it'd get me back into this mod smoothly
I can just grab the model for the broken cruiser and use that
augh that's gonna be sick
Is it possible to register a bestiary entry for something that is not registered as an enemy?
I'm not quite sure how bestiary entries work, but it should be possible
I get the honeypot to appear at the start of the game and it spawns items inside itself
I need to make ir actually appear somewhere random on the map and improve a few things but that should be done tomorrow
π©΅ hope you're doing well!
Nice~
Will you be including different car models such as the ARDA trucks for extra loot?
Totally fair
And heck, the fact that youre working on this even more after I imagine the tourists were a pain to work on.. I applaud you. I praise you. I thank you. π
fr fr, this is one of THE best enemy mods out there
I don't even care that they're from another game for this one. I'm usually very picky about that stuff but for these ones they're just SO good I can't miss out on them
tbh they also just happen to fit like a glove
like if they werent from another game
id say zeek could add them
at least visually
to some extent yeah
idk about a sentient tower that shoots lightning but the tourists 100%
mainly meant the tourists haha
they do they do!!!
grrrr
maybe if it looked more like a tesla coil and wasn't sentient it would actually just be vanilla
probably from the game it comes from
oh but it doesnt have to be a 1 to 1 port with the same lore and everything, or has it?
i guess zelda knows more
also i mean old birds sentience is debatable in the lore right?
or is it a known fact if they are sentient or not
but their migratory behaviour is kinda weird no?
why do they fly to other moons without direction and sleep in them?
hmmmmmmm
exactly my thoughts
well idk if it's sentient but it like... just shoots lightning at you when you're near even though it just looks like a radio tower or smth
which is cool asf but it could only be explained away by it being sentient or an anomalous entity
probably just what they were programmed to do
I think their patterned behavior if anything implies their lack of sentience
the explanation i saw on the pacific drive wiki is that they have LIM's in them and use local plasma power sources
so its some seriously high voltage situation
i mean for me they are just unstable
and any electronic device that gets close to them makes them burst into shooting lightning everywhere
since our characters have electronic devices
it triggers them once we get close to them
for example ye
like, maybe thats not the actual lore of them
but it can be easily changed to fit a more vanilla style
and also, is not like anomalies dont exist in the game
could also just be anything conductive on our body
hi ghost girlll
like the whole suit cant be made of rubber
ye
tons of reasons!!!
for me the tower is just a hazard
maybe left there by the company (or whatever the lore said happened to the moons) and with time they worsened
into that state they are right now
where everything that comes close enough makes it spark into lightning
very unstable
for setting spawns should I set tourbus to spawn or do they appear when there is a lot of tourists
Tourbuses spawn when there's a lot of tourists around
I register them as an enemy with 0 weight
Personally, I can't wait for Bigfoot and Inside Out Door
-# it would be funny... it's just a door that kills everything near it when it's opened.
anyways funny interatction, just exited the interior and had a feirpar running in a circle to kepe triggering tourists
it killed my entire group XD
arent they just.. fancy-looking extra large landmines in the end? lol
That's very true
But if we think that way the Majora Moon weather is just a way to halve your time on a moon
that is....
yes
Lethal Company is a lot of simple behaviors that collide together and create complex situations
It's one of the reasons why I made the alternate behavior for the spark tower I wasn't super happy with how complex and kinda vague it was
The new one is much simpler : stay in Los for too long and you die
Fine on its own, but if there's a dog nearby and you can't run it suddenly becomes a lot more interesting
truth!!! which is why I love the new behavior
I forgor that setting was even the new behavior. I've always had it set on the slow build-up because it felt so right, and the rapid strikes made my ears bleed lol π
Was the rapid strike mode even real? I feel like I'm making it up π΅π«
The Zone works in mysterious ways
Anyone else straight up not finding any spark towers? Been playing offense like 7-8 times with imperium and not a single one has spawned. Anyone got a clue if theres something preventing it? I don't see any errors in console
go to experimentation
None there either
than get the mod

spawn it in with imperium
maybe check the config?
The spawn odds are normal ofc. I turned off the turists however, not sure if that would make much of a difference
don't think so, I also played without turists for a bit and they were fine
you using something like lunar config or a config mod of sorts?
Lunar yeah
maybe try checking out their entry on lunar config and see if there's anything going on there? if not then you can try bumping their chances thru that config and see what happens
π€€
oh what the hell
that's on the moon side, maybe try on the enemy side and see if there's any entry there lol
but that would explain them not spawning loll
no
Nothing there, should work now