#Terra's Scrap
2916 messages · Page 3 of 3 (latest)
Ahh
That's unfortunate
The nutcracker rework was very well done and added much more challenge to taking him on
I don't know, I mean with how Nutcracker takedowns usually go now I usually don't even get to see it in it's mid phases.
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return of peak scrap
Your nutcracker buff + Stan's nutcracker buff really makes out for the best iteration of nutcrackers Imo
It makes fighting them more engaging and fun
Oh god I don't know.
With how fast paced I usually play, I like knowing one shell will take down one nut.
Especially when Bracken is involved and you might wanna save a shell for Bracken.
I initially liked Last Stand, but now I have it turned off. It just does not feel satisfying
Nutcrackers are not too OP (Shotgun has limited ammo and is heavier than Shovel), so making the game less fun (imo) is not warranted
That's more so why I don't like it either, it's not really a fun mechanic and it feels like a punish for trying to use a shotgun against a nutcracker.
guba
guba
for what it's worth i think it's good for gameplay but i dont use it either 🤷♀️
i think it's too satisfying to just instakill with meatshots
there's a lot of stuff in that mod that exists more for conceptual reasons and not because they are actually what i consider the "ideal way to play" and that's one of the reasons im having so much trouble working on the v81 update
i think the next version of the mod is going to remove like half or more of the settings
though i'll keep the specific AI tweaks since you can't really do that with lunarconfig or similar mods
One scrap I'm not sure of is the ||coffee pot||
Like it is Zeekerss styled imo but something about it seems really off.
In fact there's a few scraps I'm considering updating the visual looks up next time I get around to the next batch of scraps.
This is a bit of a weird question, but would it be possible to add in a feature to buttery rebalances (or even melee fixes) for shovel input buffering?
I think the way I would do it right now is make Nutcrackers be like Butlers, having 7 health but instantly dying to gun blasts. Knife would not instant kill them unlike Butler. Makes relative logical sense since the eyeball is protected from melee weapons by its shell, but guns can just shoot it. Now Butlers and Nutcrackers represent similar threat levels but Butlers are 2 power and make Mask Hornets
Lunar Config lets me do 7 health but not the shotgun weakness
Alright it's getting a bit off-topic here.
My bad
i think it's fine
personally
the only thing i was a bit iffy on is the ||frying pan|| equip sound
Oh I just realized I had it on the wrong "shovel pick up" sound
||I mean I did wanna make it so you could attack with frying pan originally but that involves adding custom animations and stuff||
should add a box collider to the pan to complete the collision on it
on the handle i mean
i did this with a bunch of items and it makes it infinitly more immersive in order to grab items with handles
Hmm, I could
doesn't Lethal use the colliders for collision checks though or are they purely for interacting
they are used for collision checks too but enemies and players dont have collision with the item layer
so it shouldnt really matter that much
you can also have more than one collider per gameobject
i have items with multiple collisions
it's just better for immersion
is it optimized? idk
if you want to match the shape of the pan using only box colliders you dont need new gameobjects for that 🙂
but 2 colliders instead of 1 wont change much
I mean I could just extend the collider to include the handle.
yeah just put multiple colliders on the root, not on another gameobject
don't do a zeekerss
Yeah I know
I mean... idk
The point of this mod is to emulate Zeekerss's style of scrap
there are some items that have colliders that make no sense
yeah but i think visually is enough
I'm split because while I do see where you're coming from, I feel like for gameplay purposes extending the collider to the handle rather than creating a new one in the root would be better
Lethal already has a massive issue of not giving the player a crosshair.
Encountered the coffee pot for the first time
It was jarring and I got taken aback, like "What the fuck is this?"
and then i realized, lol
the only thing i'd maybe change about the coffee pot is using a different material for the "cap" or "lid" or whatever
like what the perfume bottle does
because otherwise the post processing doesn't work on it
transparent materials don't reflect the shaders correctly
in terms of shape and texture i think it looks just fine with all of vanilla's existing scrap, and all of the previous terra scraps 🙂
the odd-one-out is actually the diamond, for me
even still i like how it looks
yeah that's the only bit that bothers me
The thing is, I wanted it to look really attractive, so much so I looked up how to make a shader graph for it.
yeah don't get me wrong it looks super cool and i think sacrificing some "vanillaness" for a unique effect like that is totally worth it
like, zeekerss sacrificed fog looking correctly on the kidnapper fox to give it fluffy neck fur and i think that's a good trade
i think it works really well for the diamond, so it's uniquely dazzling and unlike other items
The issue is the tutorials that were out there used emission for the effect rather than color so I spend like a day tinkering with the effect. I had to end up using another mesh object to get it to look right.
im ngl, i wouldnt go as far as to say it's out of realm of zeekerss' artstyle
zeekerss has consistently over the past major updates "gone against" what people have considered vanilla in terms of aesthetic
like gunkfish having dang near the same quality as peepers/mimics
i think as long as like it just fits into the game's world, it's fine
but thats just my opinion
23-Symbiosis by Beaniebe is a good example of this
he has been, to be entirely honest, doing this since v50
you put the Butler next to the eyeless dog and the difference is crazy
yeah lol
Wait
Will the player prefab play any animation so long as a custom clip exists and is called to play it?
If that is the case then I will absolutely do something with that knowledge
it just needs to look like it could exist in LC's universe really
be low poly, maybe have some decent detail, use the game's posterization, and boom
straight bullshit /pos
the player uses the animator component which cares more about states than clips
you have to replace it with an animator override controller with states for the clips you want to add and then transition into those states
which gets really dicey when more than one mod wants to override the player animator
Can more than one animator override affect animator without issue?
I assume it can be made to work but under specific circumstances.
If it's easy enough, I can make the frying pan into a melee
Immersive scraps tried to do something like this with the wrench but that had apparently ran into issues with animations too.
I assume that if I want to add a custom item script, I'd need to compile a dll for it?
ya
im not aware of the entire pipeline because i usually try to do everything i can with code - i just pack assets (like textures/meshes, sometimes materials) into asset bundles
i've never tried packing a prefab with a custom script in it and then tried loading that directly
but i assume as long as you include the same DLL with the same namespaces and scripts as a plugin in your unity project (or as a script directly)
you can just add the scripts to your prefab and then when you import the prefab it'll automatically resolve the reference
might want to double check that with xu though, since she is definitely aware of how to do that sort of thing with dawnlib
wip
||toy firetruck?||
||ye||
||There's a few I'm planning for next batch but I wanted to show this model atleast because it's definitely gonna be the most troublesome of the bunch to model||
||any plans for mineshaft scrap?||
||Maybe? It depends, at most I could add a lantern.||
||The thing is I don't wanna add extremely generic things like minerals and what not, the diamond was only an exception because of it being very valuable just in general and the fact that Zeekerss did mention of adding one before, although he never ended up doing it||
||I've yet to see anyone do a decent looking pickaxe. Lil' stick of dynamite could be cool too, balancing it would be difficult though.||
||You see, that's kinda what I'm a lil scared of. If I add something like a pickaxe, it's gonna come with the expectation that it needs to be a weapon||
Then again I say all of this when I originally wanted to make the frying pan a melee lol.
||At least in the case of a Pickaxe, you should be fine using the default 2 handed weapon animations||
The animations needed for the pan and getting them to work in a way that plays nicely with other mods and vanilla stuff would've been quite the hassle as far as I'm aware.
I could create an override and apply it if the pan gets equipped and then remove it if the pan gets deequipped.
But that would also involve storing the original player animator
which might present issues on some weird bleeding edge cases
This feels like a war crime
WEEWOOWEEWOOWEEWOOWEEWOOWEEWOO
TOY ROBOT 3 LETS GO
not sure how much more work you intend to do on this... but since it's been a while i hope you dont mind me bringing it up again
there are still several items mentioned in the sigurd logs that do not exist in-game:
- "a big nail" (maybe just sigurd misidentifying big bolts?)
- a pair of scissors
- a box full of stamps
- a bundle of cords
since you added frying pans (which used to be on this list 🙂) i was wondering if you'd still be interested in implementing the rest of these at some point?
additionally, as of v80, there's a new one ("a rusty metal grinder")
I remember Purple had wanted a snow globe a while back so we didn’t have to install all of CodeRebirth just to get it
A more vanilla-like snowglobe would be fire imo
big bolts are not actually bolts but instead nails, so
more than likely thats just what sigurd called big bolts
Visually they look more like Scrws rather Nails in my opinion
I could do snow globe
Although I'm not really sure how to do particles in Unity
How so?
you see the red overlay that shows up when you collect an item?
if that item has a particle effect on it
every single particle will show up as a square on that render
equally, depending on how you set up your item and particle effect, it could cause whacky shenanigans, which is why i settled for small and easy ways to make them
I could settle for little white dots as particles
Im also at work right now, and I got other stuff on ny agenda this week.
Wanna set aside time to do art lol
~~This is where I shill my art thread lolol #1319597759065489428 ~~
I had it in my to-do list to add some of these to Biodiversity but it never came through
so I'd love it if a mod added them
I have a todo list, that has some of those things
Box of stamps is like really vague
I mean it's obvious in what it is but like is it a box convered in stamps that got stamps in it?
i'd say a box with stamps in it
the image i've always had in my head is something like a tiny matchbox where somebody was just collecting a bunch of stamps
the other day i was thinking it might be fun if those stamps kinda played into the aesthetic of the v80 trailer
like a "visit scenic vow" stamp with a photo of the dam and forest
if you're looking for inspiration i guess 😅
god that would be so cool
im a bit fan of stamp designs so some for the moons in this game would go so so so hard...
while looking for "matchbox of stamps" i also found this
rather than postage stamps this is more like ink stamps
maybe that's what zeekerss meant
🤷♀️
all i know is it's a crazy immersion breaker that sigurd is talking about all this mundane shit he found that we can't ever see!!
one of these but with the feiopar for vow would go crayy
maybe we can't see it cuz he took it already 🧐 /j
gunfih for march (i don't actually know where it's most common)
tulip snakes and flowers (reference to cadavers) for adamance oh baby
sorry I just really like stamps
this would probably work well
this with the adamance flowers and a tulip snake would be actually so good
yeah!!!
also yeah gunkfish is most common on march by a pretty wide margin
it's like 17% on march and 9% on titan and much lower everywhere else Lol
you don't even gotta change jack about this one, but I doubt embrion would even have stamps of their own :P
always loved how this one looks exactly like the outside map objects mod's crystals
TITAN?
did not expect that tbh
but then again I didn't really expect cadavers on dine either and I've been told they show up there aswell
honestly i think that's pretty cool it probably helps you get through the massive interior a lot faster and it helps reduce how often you're running into "Really Bad Guys"
yeah not a bad spawn at all
and yeah, cadavers are guaranteed on adamance but rare on rend/dine/artifice
also just. yknow it's nice to have an enemy show up in more than one spot in the game's progression
"rare" they are actually like the third most common spawn on dine but anyways i digress
sapsucker only shows up on vow, assurance and adamance right? and no other moons after that which is a bit sad cuz you don't get to interact with it much
it's a low number for most moons but not for dine I guess right?
butlers are like 16%, then barbers like 12%, then cadavers like 11%
on rend and artifice cadavers are like <5%
also yeah i think it'd be cool for the sapsucker to present on artifice sometimes (if he fixed their wack ass behavior with old birds), but i think zeekerss is trying to move towards giving each moon unique sights to see instead of having everything spawn everywhere
and this is a respectable goal imo even if it feels like the sapsucker/feiopar are currently the only examples of that
i assume it will become a lot more of a forefront decision with v85 adding even more creatures
this is probably best discussed in another thread though
and I think that's what he should do too yeah
making each moon have unique threats is nice, or at least a signature threat
was goonna say yeah we're kinda straying away from the main topic here lol
stamps cool, scrap good
There is one image in particular I saw is what I thought box of stamps would be
It's really low resolution but I was thinking something like this?
reminded me of those grandma cookie tins they keep sewing stuff in
lol that's a classic
Bro why is this experience universal?
I thought it was unique to some places
I just realized that transparent textures do not have the cel shader applied to them
well...
fuck
ya
apparently it [isn't an easy fix](#1345089401100701778 message) either
even if some central mod (like lethal sponge, i guess??) decided to take up the mantle
i imagine this is part of why perfumes use a separate material for their cap
if not "the entire reason"
and that's why i mentioned the coffee pot all that time ago
Wait what
oh my god I didn't even notice that
Oh wait it does work now
🤔
I did make tweaks to it since then
that looks sick
Damn
||I might have to exclude fire truck for now until I can figure out what to do with it's model because I didn't know that was a thing with the renderer||
||Not to mention I'm not really happy with it's model in general||
||It's changed a bit since I posted that one preview video but I still can't get it to look right.||
I'm gonna be pushing an update soon, only a visual and tweaks update so no new items.
However the big thing is that now that DawnLib supports setting up scrap to spawn by route pricing, I'm thinking of maybe switching over to that but I'm also not sure.
I do like being deliberate to an extent with how I set up my scrap weights, but I'd imagine people would like to mess around with my scrap on custom moons too without having to fenagle with configs too much.
Agh this is tough
is there a way to manually define weights for the vanilla moons and then automatically categorize stuff for custom content
i like the "intentionality" of manually assigning weights to the vanilla moons and i wouldn't want to miss out on that just for ease of use with custom moons
especially since a lot of custom moons tend to have pretty focused design
but i dont play a ton of custom content and i also don't really make modpacks so that's just my perspective
Afaik, not really.
The best I can do is define a weight for pricing, then adjust it for each of the vanilla moons either by adding, subtracting, or multiplying.
So technically yes it's possible but it's in a very obtuse way.
I can also set them to spawn based on interior but I'd rather not do that.
It'd be cool if they could be set to spawn based on the interior chance rather than the interior directly.
Curiously, is there any balance changes to the scrap you guys would like?
Any value or weight changes?
Tuba’s value range is a bit crazy, I think normal scraps should not have more than around a 40 credit range personally. Seeing a Tuba worth less than 80 gives me the same “aw man” feeling that a below 100 Cash Register does
iirc I buffed Cash Register base value in my mod pack
I also thought the Diamond would be closer to Gold Bar value, but that is just a personal thing. It is a good trade-off for it being much easier to carry
Tuba is kinda like a diet cash register.
I'm more worried about stuff like the briefcase which is pretty low value for a 2-hander that spawns on high-tier moons only
I feel like the briefcase is a diet cash register
It's so heavy, I often don't look forward to bringing it back to the ship, honestly
Yeah I think Briefcase should be lighter now that you say it. I like the idea of a light but lower value 2-handed
Like the Plastic Box from Wesley’s Fission
Only thing we have like that in vanilla is Toilet Paper
Version 81.1.1
- Updated the visuals of the Bucket, Coffee pot, Diamond, Frying pan, Pizza box, and Top hat.
- Adjusted the colliders of the Coffee pot and Frying pan.
- Added item groups to the Briefcase, and Pizza box.
- Briefcase value buffed from 50-80 to 60-84 and weight decreased from 34 lbs to 28 lbs
- Icon updated!
https://thunderstore.io/c/lethal-company/p/Terraformer9x/TerrasScrap/
I forgot to mention the diamond got visual changes in the zip's changelog xd
Glad it got adjusted, I thought it was a little eh
That new icon POPS
fr
I wanted the icon to be more than just text.
Tuba > words
Trying to figure out how to make a bundle of cords that is not gonna be overloaded with triangles.
good luck vro ✌️ 😭
Alrighty, so I am still working on a bunch of new stuff for this upcoming update to the mod.
I was contemplating what to do with setting weights on custom moons.
I was thinking of maybe just asking moon devs that if they want me to add weights for my scrap to my moon I could.
Since it wouldn't be hard to do.
Either way, I'm hoping to have the next update out sometime this weekend.
you can consult people yeah
I think that's the safest way to do it
other way is using very specific tags like GenericInteriors
I was thinking more so if any moon devs like this mod, they can just tell me what weights to add for their moon.
Version 81.2.0
- Added 13 new scrap!
- Check the wiki for more details (and spoilers!)
- Moved credits to their own wiki page, also provided a CREDITS.MD in the zip file.
https://thunderstore.io/c/lethal-company/p/Terraformer9x/TerrasScrap/
13...
Some stuff I was gonna add originally didn't make it because I wanna develop their models a bit more, like the lunch box I showed myself modelling didn't make it because I thought the model was too lacking.
From the name lineup, that is pretty awesome. ||Really glad that the firetruck made it in||
You treat us so well
For some reason everytime I try playing with this mod enabled this error appears
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Dusk.DefaultContentHandler..ctor (Dusk.DuskMod mod) (at ./src/API/Auto/DefaultContentHandler.cs:11)
Dusk.DuskMod.RegisterNoCodeMod (Dusk.DuskModInformation modInfo, UnityEngine.AssetBundle mainBundle, System.String basePath) (at ./src/API/DuskMod.cs:49)
Dusk.AutoDuskModHandler.AutoRegisterMods () (at ./src/API/Auto/AutoDuskModHandler.cs:31)
Dusk.DuskPlugin.Awake () (at ./src/DuskPlugin.cs:57)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:DMDBepInEx.Bootstrap.Chainloader::Start()
MonoMod.Utils.DynamicMethodDefinition:TrampolineBepInEx.Bootstrap.Chainloader::Start?-212075848()
AsyncLoggers.Patches.ChainloaderPatch:DetourStart(Action) (at ./Preloader/src/Patches/ChainloaderPatch.cs:42)
MonoMod.Utils.DynamicMethodDefinition:HookBepInEx.Bootstrap.Chainloader::Start?-2115835088()
UnityEngine.XR.Management.XRGeneralSettings:Awake()
Hmm, I'm not getting that on my end.
When does the error show up?
It might be an issue with dawn because I'm getting no errors on my end.
Is DawnLib on the latest version?
actually, I figured it out. This mod requires FixPluginTypesSerialization to be enabled
didn't thought that was the issue
sry
Oh wait does it now?
At least on my end that's how it's working
i love the ||coffee creamer||
I'm glad you guys are enjoying it 🙏
Hopefully the scrap doesn't come up as too rare but I also try to not disturb the value of moons too much.
is there a reason there's no price randomization for ||bonsai trees|| or ||anvils||?
It's a design choice.
Technically they do have random prices if you put up the scrap multiplier.
But it's mostly "artistic choice" if you will for why they're at fixed prices.
||Anvils are stereotypically heavy, so I thought giving a flat 100 value to an item that is 100 lbs would be fitting.||
||Bonsai tree is kinda meant to be a special unique scrap to Artifice, and so I gave it a flat 75 price.||
i see
i suppose i could just change it in my config but i do think the price randomization adds a lot to the "feel"
even something subtle like ||$74-78 for bonsai trees|| would play "just about the same" but be less noticeable as an outlier in game
but i suppose i get what you mean
Yeah, I mean if multiple people prefer if they were random prices I could always change it in the next update.
possibly just a mod conflict but the ||fuzzy dice|| do not appear to drop correctly
Hmm, how did you drop them?
just dropped them
doesn't seem to be affected by any angle
dropped on floor, tables, etc. always seems to float above the surface
That's the only mod that I can think of that would affect item positioning.
I don't normally use Matty's Fixes though so that's why I'm wondering.
Aha it was.
Oh I think I know what's happening, and if it's what I think then it's gonna be real annoying to fix.
So the animation for the ||fuzzy dice|| actually goes below the on ground pose in it's prefab, and so Matty's Fixes is probably thinking that's the bottom of it.
Agh that is so annoying.
well
with matty fixes
you can set a vertical offset
so if you know how many units it's off
i can just fix that in my config 🙂
You could, but i'd rather push a fix for it.
Matty set's it vertical offest to 0.9'something.
you could probably modify config values of another mod if yours is installed right?
talking about terra's scrap
She could, but then it becomes a whole thing of having to let everyone know that certain scrap have to have values added to their configs for them to work properly.
oh no I was talking about you I should've made that clear
well i think they mean terra's scrap would have code to edit the matty fixes config
i think it's technically possible but not very good practice
like have a script to edit the config of matty fixes
ah damn
what fix is causing this anyway
Vertical offsets.
I'm not sure what's happening, but it's related to the animations.
I found out it's not just ||fuzzy dice|| that has this issue.
purple asked me to let you know that the ||fuzzy dice|| makes global audio when dropped
unrelated to the other thing
might be worth checking all the rolloff settings on each item, in case it affects other items too
but it seems to at least impact the ||fuzzy dice||
suppose i should spoil that too
Ah right, fixed that.
Alright I'm gonna try to fix this tomorrow.
I can't figure out how Matty Fixes determines it's vertical offsets for items.
Version 81.2.1
- Adjusted the visual of the Fuzzy dice.
- Fixed Fuzzy dice having global audio.
- Adjusted the vertical offset of the Top hat.
https://thunderstore.io/c/lethal-company/p/Terraformer9x/TerrasScrap/
The whole vertical offset issue with Matty Fixes seemed to be something on both our ends.
Because it didn't account for any scrap whose animation goes below it's resting pose.
However, some vanilla scrap also has this issue, primarily the tongue lol.
So it's being fixed on Matty Fixes's end.
Out of curiosity, has anyone actually found the boot recently?
i recall finding it sometime before this update
that was with ArduousHardships though so things might've been adjusted
Before it switched to DawnLib?
I'm only asking because I have not seen it spawn naturally once since I switched
not sure when that happened but it was april 20th
i think purple was messing with the spawn stuff so that might not be a great point of reference but i have seen it
You could easily test it by adding Boot to Dine with Lunar, even at 1 weight it probably will spawn if it can
It might just be that moons have so much scrap in their pool now that the Boot’s 1 weight is more and more insignificant
DawnLib does spawn it if the weight is set higher.
I'm already having to experiment a bit with LunarConfig due to a weird issue it's causing with enemy max counts seemingly being doubled.
how many of the items have custom sounds
besides the tuba
6, including the tuba.
(can I know which ones, im making a sound pack to give modded scrap all unique sounds)
yours is just one
I havent used the mod in a while XP
Anvil, Egg timer, Fire truck, Power drill, Rocking horse, and Tuba.
perfect thanks
Most of the custom sounds are interaction related.
Exception are anvil and rocking horse.
oh yeah here is meant to be pickup and drop sounds mainly
Oh, well just anvil and rocking horse then.
Every other item uses vanilla sounds.
Although because of how asset bundles work, it's actually duplicates of the vanilla sounds but there's really not much that can be done about that.
also the ||fire truck|| has a bug i noticed
its not gamebreaking
...
well the bug is when ||you pocket it and unpocket it the light doesnt remain||
another bug report purple wanted me to pass along
Pocket and unpocket?
like, keep it in your inventory, scroll off (to another slot), and then scroll back on
the item becomes pocketed, and then it is "unpocketed" when you are holding it again
Is it making a sound without light?
Sometimes it will just not activate on pickup, that's normal.
It's similar to the robot toy and teeth
yes
ya
The code for it is really simple as it's just an animated item but with a few extra things in the update.
{
base.Update();
if (itemAudio.isPlaying && !isPocketed)
{
light1.gameObject.SetActive(true);
light2.gameObject.SetActive(true);
}
else
{
light1.gameObject.SetActive(false);
light2.gameObject.SetActive(false);
}
}```
light1 and light2 are plugged in from the Unity editor.
Unless they somehow were holding it with it's isPocketed state still being true.
not sure
i was wondering if maybe isPocketed doesn't sync right across the server
but apparently he got this issue while he was holding the item himself
so that's probably not it
I can't really think of what it would be either other than isPocketed got desynced from what the equipped item is.
In hindsight, maybe I should have the lighting be handled via the proper functions rather than just having Update check it.
I could also just turn off the lights by setting their intensity to 0, but I don't know if Unity still computes them.
unpocket sound and drop sound
The first one sounds more like a thud.
(so do a lot of the vanilla unpocket sounds, but lemme try something else)
Yeah that's a bit more appropriate.
I'd say the vanilla grab sounds are more like sliding or rustling rather than thudding.
ill prob cut it down a bit less and itll prob be readt (overcliped it here)
Having no grab sound works just as well since the player makes a small grab sound too
this only has sound in the right ear, and there is also some buzzing in the background
wait what I dont hear that
in my headphones
is your audio set to mono?
well this is strange then
well I dont think I can get that hum out shit
it's also panned completely to the right for me
yeah i think you'd have to be on mono if you can't hear it only in the right
its not, at least not for other programs
Yeah I only hear it on the right too,
sorry I didn't mention it but I assumed you already knew.
yeah I realized that now but cant turn off the Aircon, noise cancelling wasnt enough
so I just decided to work on something else I aint got a good place to record
(since my mic is wired usd I cant exactly hook it up elsewhere)
i dont wanna like, steal your thunder or anything but i am curious if i could make a good couple of wallet sounds now
didnt think the mic would pic up the AC bc its pretty quote
I dont care I changed my mind about doing this lol
I aint got a good way to record myself
alrighty
tbh the audio kinda sounded like crap anyways, this mic is cheap
mostly have it as a backup if my headset dies
understandable
here's what i got for drop
maybe it should be lowered by a couple db but idk if this is something you'd actually wanna use
I mean, maybe I'd use it idk
The whole point was to emulate Zeekerss's style of making scrap and that included using vanilla sounds.
But obviously, Zeekerss is changing up the sounds of some of his items, especially with the introduction of clink sounds.
yeah i get that
i'll probably just add this to my uniqueitemsounds mod, but if you do end up wanting to use it then feel free
im glad you mention it because i wanted to say
i think it'd be cool if you assigned "clink sounds" to some of your items
like the ||coffee creamer|| could use ||the sound of sloshing liquids from the chemical jug||
I was thinking about it last minute and I might consider it for a future update.
I'm taking a bit of break since this did take a while and a bit out of me
Wanna focus on art and other games for now
13 scraps? Damn bro moves faster than me
ATP i'm gonna have to scrap my scraps mod
Please don't, I don't wanna discourage other people's creativity.
Besides, I was only able to get so much done because I locked in on making scrap and only making scrap.
Had to sacrifice other hobbies lol
fair
hello! love this mod, but are any of the scrap in this mod able to be used as a weapon like the stop sign? trying to set these scraps to some moons and I dont want to suppress the spawns of weapon scrap too much if its moon that benefits from weapon scrap a lot (like masked-heavy moons)
also, didnt this mod used to have a throwable glass at some point? was it removed? i might be confusing this with another mod, but thats what I remember from the last time I tried this mod i think
Nope, none of the scrap are weapons.
ahh okay okay, thats good to know ty!
Maybe save for that firetruck giving someone a heart attack, lol
lmao yes i LOVE the little firetruck, that was the one i was most excited to config (to set on dog-heavy moons)
Lol, oh they would've hated the old one
It was originally gonna resemble a modern fire truck but I didn't like the model.
This was the original
Just to not spoil it as much, ||it resembles a more vintage fire truck, and has a bell sound now instead of... that siren.||
couple more bug reports
- the ||fuzzy dice|| are still broken in v81.2.1, when matty fixes v1.1.40 is installed. i wasn't sure if you intended to fix that with "adjusted visuals", or if you're just waiting for v1.1.41 to release 🙂
- the ||power drill||'s mechanics do not seem to work correctly. it appears to ||always have 0% battery when first spawning, and after being used for the first time, it stops working. when it's recharged on the ship, you can use it multiple times in one go, and it appears to have pretty forgiving battery life.||
- i assume the problem is that the prefab's ||"Inserted Battery" has "charge" set to 0, but "empty" is still false||
- if the idea is ||it needs a recharge before it can be used, then "empty" should be set to true||
- if the idea is ||it starts with full battery, "charge" just needs to be set to 1||
- It's a bug under Matty's fixes end, items with animators with parts that animate under the resting position in the prefab get unnatural vertical offsets, the tongue has this issue too. It's fixed in Matty's Fixes Experimental.
- I know about the ||Power drill|| having no battery, I plan to fix it.
Version 81.2.2
- Fixed Power drill having no battery.
https://thunderstore.io/c/lethal-company/p/Terraformer9x/TerrasScrap/
Should I add more gimmicky scrap to this like the egg timer?
tbf gimmicky items are cool, but having too much could turn your mod from vanilla styled to vanilla + styled
I mean yeah
Tho at this point this is more just Zeekerss styled stuff than strictly vanilla
I won't ever add anything that's like insanely game changing
There are 2 gimmicky items I have in mind, one I might know how to make but the other needs me to learn about how explosions interact with other stuff.
not necessarily, depends on their spawn weights
(and gimicks)
well, would you say an item that allows you to place items in it (like a placeable surface) is too gimmicky for instance?
It's hard to say, with the sorta stuff Zeekers has added recently
well not recently but i'm just fucking old or some shit
it's so subjective, everything
I feel like scrap nowadays don't tend to have much of a use :P
i feel like the egg timer is probably the most interesting scrap item in this mod
i feel like item
and if they have a use it's not the best choice/very inconsistent
I do fuck w items that have uses because it forces you to choose utility over money
i could see zeekerss adding an item that works just like the egg timer
stop sign and yield sign are worse than the shovel, flashbang is worse than stuns, eggs are inconsistent, etc
400 buck storing unit?
I've not had a chance to check it out, I'm assuming ||that is explodes like an egg after a set timer||
the egg timer
i mean maybe? I'm not sure if increasing the price really fixes a scrap being more powerful than a tool
no it's a tool i'm referring to
i made 2 versions, a scrap and tool one
tool one allows you to store two handed, scrap version only allows 1 handed
oh then yeah that seems fine?
oh well eh
yup, that's technically not intended and purple did tell me
but i thought "eh i'll give it until next update"
mod that lets you store the cruiser into the belg bag
🧐
the 45 credit item needs to be more OP, trust!!!
does dawnlib add some way to blacklist stuff from the belt bag?? because normally the belt bag allows any item that's:
- not scrap
- not player bodies (these are scrap so it doesn't matter)
- not the maneater
and all of this stuff is hardcoded
i was telling him he just needs to use bagconfig to get around it
No, I was referring to a hypothetical future scrap
Is it possible to check for explosions with colliders though?
I recall someone saying not really, but then again how do landmines set each other off?
Unless they just check for each other when they explode.
Landmine.SpawnExplosion looks for other landmines in the explosion radius and then detonates them if it finds them
that function is used for all explosions, but if you want to add additional detection behavior to it, you'll have to patch the explosion itself
How would y'all feel on more food related scraps?
It's weird to think about since contextually they would've been untouched for likely 50+ years atleast
i love mold
i mean there's weirder stuff
half the corpse parts should be decomposed
but if you're worried about continuity cans would probably work!
That is true
Rations might not be a bad idea
But I was thinking more oddball like ||cake|| or ||gelatin||
ye I think those fit!
something like MREs would be kinda cool tho idk where you'd exactly put em
||cake|| on dine surrounded by body parts
what a sweet treat!
Well my idea for the ||cake|| is a bit gimmicky.
||It would be similar to the whoopie cushion, however the sound it makes isn't as pronounced. However, stepping on the cake will reduce it's value. (Atleast until you go into orbit where it's value is locked)||
I just need to think about how I wanna handle it's value because I don't want people potentially griefing in orbit.
||Especially decreasing it's value before you even land||
mmm right
well if you have it generate on table tops that's not very likely to happen, right?
and if you're ||locking the value in orbit then that shouldn't be a problem really||
||maybe lock the price when the cake is notified in the ship?||
Usual Scrap does that thing in a lot of their scraps for its mechanics
i like this mechanic but personally i dont think ||a cake|| is aesthetically all that consistent
maybe i'm biased towards it cuz ||fiufki scraps|| had one and it felt like it fit in pretty well
lethal company typically only has "borderline non-perishables"
pickles are preserved for the sake of longterm stockpiling
lollipops arent perishable
there's soda cans and the bin of soda bottles but those might even be empty
bottles look empty yeah
meanwhile ||a cake|| would be super perishable and probably totally spoiled by the time it was discovered given the timeframe of lethal company
I agree completely tho that's why I suggested doing canned goods or MREs instead but ||cake|| seems like it would fit on a place like mansion even if it doesn't make too much sense
like. it wouldn't be a scrap that really makes sense, just like the beating heart or the severed corpse parts
i agree the dine scrap doesnt really make sense but it is also a single type of scrap restricted to a single moon and it is possible that dine is just "anomalous" in nature to some extent
i dont think it makes much of a difference toward the feel of perishable food items
fair fair
to be fair i dont really think zeekerss knows what is going on on dine either
Yeah, it's why i'm sort of iffy on whether I wanna go through with the idea because lore wise it doesn't make sense.
I do agree tho, like I said, just feel like it could be brushed off potentially
in v90 all the body part scraps will be removed and replaced with a bunch of collectible party city costumes
But, there are also implications that Lethal's reality might not even be real.
and the game will fully release with dine and rend still having the same lore despite being totally different
finally, playzone will be canon...
i feel like that's not unlikely
i do think it'll be adressed but it's one of those things that would just slip by
Then again this is really ambiguous and I ain't even really sure if this is what Zeekerss is implying.
atleast our perception of it? ye there's a few arguments for that
anyways i would be more open to stuff like ||gelatin|| personally but apparently it's not that nonperishable either
so im not sure how much "the reality matters"
Either way, ||cake|| is likely to be a rare scrap anyway so it's not something that'd be common place.
ye that sounds fine
they're toggleable anyway right? I haven't really tried this new update yet lol I have not modded v81 at all
i feel like the "step on it and it loses value" idea could also work for items like glasses
that do be true
I think ||cake|| is a bit of a funnier scrap to add that gimmick to personally but I wouldn't be opposed to something else that's super fragile like that
imagine if you step on the ||cake|| and ||you get little footstep decals that look like frosting for one or two seconds||
i do like that mechanic applied to ||a cake scrap|| more too, yeah, but i think the sheer existence of it as an item is kind of an immersion breaker for me
The immersion breaking factor is kinda why I wanted to make it a rare occurance.
I mean, probably the most questionable thing in this mod is the ||body pillow||
but even then, it's blank.
oh i haven't seen that one but I did read it in the wiki and I did question it a little just from the idea of one
just cuz when someone says body pillow I immediately think of the fuckin anime ones lmao
if it's blank tho idrm
which ones? I tried checking the wiki to see where each spawned but i can't find it
Oh I mean you can see in the configs what moons each thing is defaulted to spawn on
ohhh i just saw you added a ||rocking horse|| that's so nostalgic fuck
well ye ik, it's just useful to have that sorta info on a wiki
tho it's a pain in the ass to keep track of if you rebalance spawns lol
That's why I try to make them not too invasive, unless it's really in the theme of that moon.
Like wine bottles are really common on Rend.
ye that makes sense
i've only seen some of the rarer scraps like the boot, briefcase and wallet one or two times each with out of the box chances
It's also why I'm hesitant on adding spawns based on route price.
yee
generic did that at some point and I don't usually mind but some of my moons would get swamped with his items from time to time
so I had to bump the base scrap weights like 20 each to remedy that
anyway, staying on topic!!! regardless of what you apply it to I think the mechanic is a super fun idea and i'm excited to try it when I eventually move over to v81 + dawnlib
If only Zeekerss hadn't v73'ed Dine, I would definitely add stuff there too.
yeahh...
if it was a 50/50 split of the new shit vs the old shit it'd be justifiable but it's so hard to fit shit in that moon's pool now
It's why I'm so grateful for stuff like Lunar Config, because I can just enjoy the sort of Dine I prefer.
Yee, but I like making my Dine sort of akin to the v49 one, minus the exterior changes.
I even have a doc for how to setup my dine lmfao
Max outside power: 9
Outside curve: 0.00,-2.90 ; 0.50,0.05 ; 1.00,8.40
Min scrap: 21
Max scrap: 28
Spawnable scrap:
Magic 7 ball:24, Airhorn:15, Bell:40, Big bolt:4, Bottles:45, Brush:18, Candy:25, Cash register:14, Clown horn:12, Large axle:11, Teeth:35, V-type engine:9, Golden cup:36, Fancy lamp:45, Painting:46, Plastic fish:16, Laser pointer:5, Hairdryer:43, Magnifying glass:35, Mug:48, Perfume bottle:28, Old phone:17, Jar of pickles:9, Pill bottle:4, Ring:18, Toy robot:23, Rubber Ducky:25, Red soda:33, Tea kettle:30, Toothpaste:38, Toy cube:15, Gift:19, Tragedy:37, Comedy:29, Garbage lid:4, Toilet paper:14, Whoopie cusion:12, Easter egg:42, Zed Dog:1, Briefcase:30, Bucket:9, Coffee pot:33, Fan:13, Frying pan:30, Pizza box:6, Toaster:16, Top hat:7, Tuba:12, Wallet:13, Wine bottle:34, Fire extinguisher:21, Lava lamp:19, Fuzzy dice:11, Egg timer:25, Fire truck:22, Power drill:4, Watering can:7
Spawnable interior enemies:
Flowerman:25, Centipede:52, Crawler:48, Hoarding bug:48, Bunker Spider:64, Blob:39, Girl:18, Spring:53, Jester:66, Puffer:16, Nutcracker:60, Butler:100, Clay Surgeon:60, Maneater:30, Stingray:26, Cadaver Growths:20
Spawnable outside enemies:
MouthDog:68, ForestGiant:31, Earth Leviathan:50, RadMech:11
Possible interiors:
Level1Flow:7, Level2Flow:300, Level3Flow:17```
that's p similar to how I had mine set up too yeah!
also we love keeping docs for our changes
does the lava lamp have a set number of variations in color, or is it like a spectrum of like a billion shades? curious because im trying to get renders of them but dunno if i'm missing something
it can be randomized to any hue 0-359
according to source
on that note, i am noticing
i think randomizing in GrabbableObject.Start() doesn't always guarantee every client has the same randomMapSeed
i think purple was saying the lava lamps don't synchronize their color between host and "all clients"
i see
that is quite a lot, but not as much as i thought so that's kinda good
i think using GrabbableObject.InitializeAfterPositioning() is safe (and probably should be used if you want targetFloorPosition anyway)
alternatively you can do what Upturned Variety does and patch SyncScrapValuesClientRpc() and initialize variants there (technically this is what vanilla does with materialVariants and meshVariants)
359 icons?
I'll be waiting
It's randomized by hue.
To be honest, I don't wanna go straight to patching stuff right away since I literally don't even reference BepInEx in the .dll.
InitializeAfterPositioning is probably a better choice anyway
That makes me wonder though if the egg timers sync properly.
From doing LAN testing, they seem to work fine enough.
i dunno
Uh oh
though i should mention
gift box andthe dine scrap (for flies) use InitializeAfterPositioning() and do not reference the random map seed at all
im pretty sure it still wouldnt be synced at that point
well for what it's worth i haven't seen them desync as of yet
also it looks like even vanilla items would have desync issues
AnimatedItem also randomizes in Start() based on randomMapSeed
lol
I'm really scared of the prospect of having to touch networking on a patch level.
Especially since it doesn't work straight out of the box since it needs external patching before it can even begin to work due to how Unity RPCs are.
Actually how are you getting renders of each of the colors?
With runtimeicons after ive spawned in a bunch of random lamps
im honestly just gonna leave it out of my renders folder though bc i dont know which would be the "correct" color
The default color is red.
postfixing existing RPCs is fine and doesn't require the netcode patcher
you can even prefix them "in a certain number of contexts" without causing issues though it's a bit iffier
but yes, i didnt realize terra's scrap was totally avoiding patching
in that case i guess you could just use targetFloorPosition in InitializeAfterPositioning
although that's probably gonna limit the number of total lava lamp colors
since there's only so many valid integer positions they could spawn
Is it enough to atleast have every general color available?
That's fine.
literally gem alert
Titan Diamond SID holy shi...
it was sadly on egypt on first quota
i was playing with the moon installed
wait a minute, what did the diamond look like
because it might not be the same item, I know other mods add gems.
Diamonds are only set to spawn on Titan by default.
nah i tweaked the spawns for the scrap
ohh okie
oh my god
it's so much better than mine
am i chopped
Wondering what I should do with the lava lamp.
Part of me wants to make it a one-hander because it's not really that big.
I feel like it makes sense as a one-hander
Yeah, when I get around to updating this again, I'm probably gonna make it one-handed but nerf it's value a bit.
i think it's okay as a two-hander
the idea behind "two handers" is moreso "this is unpocketable" and less "you need to hold it with both hands"
and i feel like it makes sense that you can't really sensibly stow a lava lamp on your person
it is small enough that it would also be okay as a one-hander
I had increased it's size while developing it because originally it was smaller.
Is there a mod where I can make mod items client side or something
Where they like appear as some other vanilla item to someone else who doesn't have the mod
that is not possible
kinda, with item variants
like what cruiseradditions does with the toy car replacing a v type engine
or minecraftscraps iirc also replaces the model of vanilla items
I mean something that could work with this
oh you mean like converting an existing mod's items into vanilla variants
yea no i dont think so
Damn
I dont mean no harm in asking this but im genuinally curious why someone would want that
To play in public lobbies without feeling bored of the same scrap I guess
Ohhh that makes sense
Would I be able to change moon weights for the scrap through LLL or does it have to be through the mods own config?
I checked, I can't do it through LLL oh wellll
Yes
You should use LunarConfig
basically identical to Gale mod managers built in config menu so I don't have to
Unless it's better to do it in-game for some reason
he said __Lunar__Config, not __Lethal__Config
big difference between the two
My reading skills are unmatched
happens to the best of us
squib
||btw, shameless shill im doing right here but you guys should check my art thread for some of my cute art xdxdxd
https://discord.com/channels/1168655651455639582/1319597759065489428 ||
🦆 𝗠𝗶𝘁𝗵𝘇𝗮𝗻 𝗗𝘂𝗰𝗸𝗮𝗯𝗹𝗲:
https://www.duckables.com/product/mithzan-duckable-limited-edition
🔢𝗠𝗼𝗱𝗽𝗮𝗰𝗸 𝗨𝘀𝗲𝗱 𝗶𝗻 𝗩𝗶𝗱𝗲𝗼:
019dff6b-c38d-da3f-0c6f-69e9b012e462
🌟 𝗦𝗲𝗿𝘃𝗲𝗿 𝗛...
Woa
I'm trying to make it so the light emits from the center of the lava lamp, but I'm having an issue with the light shining through the mesh
How do I prevent it from shining through faces?
I have a flat face inside the lava part of the mesh
but it still shines through it
nvm I found it
Heya, if anyone remembers the old Black Label modpack I tried making, the core mod for that also added a "Golden Bolt" but I didn't add it into the scrap pack because there's already another mod that adds golden scrap and what not.
However, would you guys want me anyway to add it to this mod?
The diamond is sorta meant to be the replacement for it strangely.
Originally, the golden bolt was a spawn I put on Titan.
and Embrion lol
imma be honest just keep the diamond vro 🙏
(jokes aside it be way more original having a Diamond rather than a Golden Bolt as an item to find on Titan)
Oh I agree 100%
I'm just contemplating adding it because it was in the Black Label mod originally
If anything, this would most likely get added to Embrion only if I am to add it with spawn rates
Actually, I've hard decided on not including it since it really isn't like that special anyway
Should I add the Golden Bolt?
4
11
Worst comes to worst, if people want it still, I can always release it separately lol
terra's golden bolt
Version 81.3.0
- Adjusted Lava lamp.
- It is now a one-handed scrap.
- It's value has been decreased from 72-100 to 70-90.
- It's default spawn rate has been decreased on some moons.
- Adjusted it's light so that it emits from the lava.
- It's a little smaller.
- Adjusted the visuals of the Bonsai tree, Frying pan, Toaster (Green), and Wine bottle.
- Adjusted the default spawn rates of some of the scrap.
- Added "clink" audios to the Toaster and Fan.
- Added a pickup sound to the Egg timer and Lava lamp.
- Added empty audio tracks to items that do not have pickup sounds so that they can be modified to have them via loaforcsSoundAPI.
- The empty audio track is called "EmptyPickup".
- Added 2 new scrap!
- Check the wiki for more details (and spoilers!)
https://thunderstore.io/c/lethal-company/p/Terraformer9x/TerrasScrap/
@ebon wind You can now modify the pickup sounds of my items that don't have any.
:O omg thank you this is awesome
It's only 3 items that lack pickup sounds now, being the body pillow, fuzzy dice, and light bulb
does that mean those 3 don't have the emptypickup thing? nvm i see what u mean
no sloshing sound for coffee creamer? 🙁
I didn't look for any sounds for it, the jug ones don't really fit it either
i see
that's unfortunate
i think itd be really cool
alas. everything else sounds very exciting
Oh god do I open up SoundIdeas again and go diving
have you tried pitching the chemical jug sounds
i feel like they are kinda deep but could work if it was just a bit higher pitch
otherwise idk, maybe there is a Sloshy Liquid library sound out there
I did find some potentially suitable sounds though
@warm haven how is this
sounds a bit aggressive when you're not sprinting
but i know you can't do separate sounds for sprinting/walking
maybe could just do with a volume tweak
lol that's fun, i like this sound
Version 81.3.1
- Added "clink" audios to the Coffee creamer.
https://thunderstore.io/c/lethal-company/p/Terraformer9x/TerrasScrap/
That's what the game calls it internally
I believe it's called "clink" because of the bottles.
Which makes me think that was the first scrap he added "clink" sounds for.
that sounds about right
just makes me wish it was consistently named
because it being called "jiggling" for the bell and cash register audios is just. kinda odd
i would think you could also describe the clapper of a bell or coins in a drawer as "clinking" with the other parts of each object
but zeeker is a silly goose
Don't worry, when Lethal goes open source and we fix it up, we will make it consistent.
/j
heheh wonder when that'll be
Version 81.3.2
- THE FAN NOW SPINS!
- Oh yeah, it's model is a little updated too.
https://thunderstore.io/c/lethal-company/p/Terraformer9x/TerrasScrap/
Btw idk if 2-handers can be recharged so I apologize to any fan owners whos fans die
you can't interact with the charger coil while holding 2-handed items
i have tried making jetpacks two-handers before and it did not work out
lol
Ok yeah I thought it wasn't possible
I made fan's life time 8 minutes so I hope that's plenty of fan
yeah that should be enough I feel
gonna make a small update to one of the newer scrap
Dammit, I just got an idea now
What if there was like a bunch of stupid different plaques it could have
Do you guys wanna make help contribute plaque messages lol
make this bronze or something with a plague saying award for most lazy/useless employee
freeloading award
draft dodger award
tax avoider award
stuff like that
would fit in with the game's lore sorta with how ironic it is
this is good cuz there's another trophy in another mod but it's more golden
I like the #variety
dirtiest bathroom 1985
most gibsonest gibson of 1968
cleanest fridge award
this would open the possibilities of roleplay such as putting the trophy on/inside the ship's refrigerator while it's either empty or filled with human body parts
thank you for coming to my ted talk
public variables get saved to save data right?
image that may or may not be relevant
cityscape interior and rideable scateboard in the next terrascrap update 🔥
They call this moon Manhattan, they say there's a lot of THUGs there.
there should be a fucking skateboard in this game why hasn't anyone done this yet
Would a skateboard be one-handed or two-handed
I'd imagine two-handed but with Tony Hawk Underground logic part of me for some reason thinks it could work as a one-hander
2 handed imo
but maybe you could say the employee can tuck it inbetween their oxygen tanks and their straps
Yes, I am baboon hawk
The back of the frying pan look funkyyy
we also encountered a bug with egg timer showing "Drop egg timer" on everybody's screen (seems like it's missing an owner check to handle tooltips)
I'll look into it
also holy moly wtf
Somehow, the frying pan's materials got jumbled
Well I got a few things to add anyway so those are definitely gonna get fixed
Version 81.3.3
- Added a plaque to the Bronze trophy.
- Message varies from trophy to trophy!
- Lava lamp colors now persist in saves.
- Fixed Frying pan having messed up materials.
- Fixed Egg timer displaying hud messages for everyone.
- Added 1 new scrap!
- Check the wiki for more details (and spoilers!)
https://thunderstore.io/c/lethal-company/p/Terraformer9x/TerrasScrap/
I need to come up with better presentation for my mod lol
I'm still using the old image from way back on the mod page lol
could you make the frying pan a weapon?
I had planned to originally
The issue is that I don't wanna just settle with making it another shovel, I'd want to make something a bit high effort and so I would want custom animations for it
The problem is that getting the player to do custom animations is not simple at all and is prone to causing conflicts
Unless there's a commonly used library for adding animations, it's a no go.
Plus if I make it a weapon, it's definitely gonna be made rarer to compensate.
oki 
make it a knife item like i did mine then
only issue would be that it would one tap butlers
unless i make a custom script for knives that allow you to make custom knife items that can't pop butlers
I don't want it to be like a knife though, I was thinking of having it be a shorter range shovel
the main conflicts would be from mods like BetterEmotes that constantly override the animator every frame, or from mods that wrecklessly handle animation replacement
neither of which is really within your control
anyways you only really have "two ways" to go about this
one. use unities override controller, which is the "correct" way if you just want to replace an animation
two. replace the animator, this is better if you want to expand upon the current animations if simply replacing isn't enough, this is not considered the "correct" way, but there is no other way to expand upon the existing animations in an animator
the way i've handled it for my vehicles is simple:
clone the players current animator and save it to a global reference, and save all the local players variables/states
apply the new animator
upon exit, replace the players animator with the cached one, and if it doesn't exist for WHATEVER reason, use the vanilla games reference to the default animator in StartOfRound, then apply all the saved variables/states
this has turned out to be pretty stable and i haven't really had "many issues" aside from the aforementioned, which are completely out of my control
I was thinking of going the override method, since I can just reference it via a custom grabbableobject script
for just simply replacing an animation yes, this is probably the most appropriate way to go about it 🙂
The thing is though, doesn't that still cause conflicts with more emotes?
more emotes is basically better emotes but outdated
and it's not within your control
the issue is ME/BE replace the animator every frame if it doesn't match
there's nothing you can do about it
on your end
it completely nukes my vehicles animations because it instantly replaces the animator with the wrong one
Damn..
i just don't worry about it because there's nothing i can do about it
mods that use EmoteAPI should be fine
because it uses a completely different way of playing animations
and doesn't really touch the animator at all infact
Yeah I was thinking the object could apply and remove the override on equip/discard/pocket
though this reminds me, i have not actually tested to see how overriding and then replacing work with each other
what i mean by this is say an item has an override animation, but then you sit in a vehicle that replaces the animator
maybe i have to add a case to handle overrides seperately
upon exit
or maybe my setup already works with it
i unno
The jank method I have in mind is keeping the original animator and applying it if the item unequips
me when i make a mod that recklessly changes something of the game that anybody could just change at any time
this isn't something you can easily just change at will

it's something BE has to fix on their end
if there were a good API for it then maybe people would do more custom anim
it is replacing the animator every frame if it doesn't match its own
which is a really bad way of doing it
maybe 🙂
me and @merry atlas had talked about making one long ago
it honestly wouldn't even be a hard thing to do it's just a bit of a time sink
it's been 2 (almost 3) years since the game released btw ✌️ 🥀
and look how far we've come 🥹
i think we even had a good starting point for it. but then pivoted to other projects.
i should still have the draft mod csproj somewhere on my drive
if we get back to it, i'd want to have it be using our own animator separate from vanilla, i've always wanted to add float parameters to control the speed of some animations rather than modifying the speed of the whole damn animator lol
sucks that almost none of this can be done at runtime
you mean placing a second animator beside the vanilla one?
nah just replacing the vanilla one with an identical replica that has stuff like speed parameters for all the animationstateclips
or redoing all the vanilla clips and completly replacing the animator?
hmm i was gonna say something that involved creating a copy empty replica and filling it in at runtime to avoid rebundling every animationclip, but that wouldn't 100% work
we'd need to treat "null" as the original animationclip, which isn't that bad since we'd be handling everything already, but other mod creators that don't use the API wouldn't expect this
oh well not the place to talk about this anyway
Heya, I was actually wondering
how does an Animator Override Controller get applied actually?
from Unity docs, like this 😄
you then have to match the string name of the animation you want to replace and then you can use a reference to the animation clip
it's pretty simple
for an animator override probably not
Ah I think I get it now
Wait, because of how Unity works, am I able to store the original player animator controller?
Because if I try to store in another variable, and then change it to the override, it gets changed in the stored variable as well.
i can't fully remember everything to do with overrides but i'm pretty sure there was a simple way that allows you to return to just the original animator controller