#Terra's Scrap

2916 messages · Page 3 of 3 (latest)

hot cave
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Besides, that mod is pretty sloppily made and I figure it's prone to being incompatible with a bunch of stuff.

prisma birch
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Ahh

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That's unfortunate

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The nutcracker rework was very well done and added much more challenge to taking him on

hot cave
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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.

turbid citrus
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?modder 263959239637073922

orchid ginkgoBOT
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Gave Modder to @hot cave, please use #role-picker to select the modding disciplines you are interested in!

digital kite
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return of peak scrap

pine perch
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It makes fighting them more engaging and fun

hot cave
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With how fast paced I usually play, I like knowing one shell will take down one nut.

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Especially when Bracken is involved and you might wanna save a shell for Bracken.

pulsar wraith
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I initially liked Last Stand, but now I have it turned off. It just does not feel satisfying

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Nutcrackers are not too OP (Shotgun has limited ammo and is heavier than Shovel), so making the game less fun (imo) is not warranted

hot cave
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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.

rain harness
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tuba..

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i love it

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i've played tuba for 7 years, so i am very happy

gaunt rose
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guba

pine perch
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guba

warm haven
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i think it's too satisfying to just instakill with meatshots

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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

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i think the next version of the mod is going to remove like half or more of the settings

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though i'll keep the specific AI tweaks since you can't really do that with lunarconfig or similar mods

hot cave
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One scrap I'm not sure of is the ||coffee pot||

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Like it is Zeekerss styled imo but something about it seems really off.

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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.

prisma birch
warm haven
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this is a butterybalance thing

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and also yeah i guess it's pretty possible

pulsar wraith
# warm haven for what it's worth i think it's good for gameplay but i dont use it either 🤷‍♀...

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

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Lunar Config lets me do 7 health but not the shotgun weakness

hot cave
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Alright it's getting a bit off-topic here.

pulsar wraith
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My bad

warm haven
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personally

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the only thing i was a bit iffy on is the ||frying pan|| equip sound

hot cave
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Oh I just realized I had it on the wrong "shovel pick up" sound

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||I mean I did wanna make it so you could attack with frying pan originally but that involves adding custom animations and stuff||

fervent oak
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should add a box collider to the pan to complete the collision on it

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on the handle i mean

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i did this with a bunch of items and it makes it infinitly more immersive in order to grab items with handles

hot cave
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Hmm, I could

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doesn't Lethal use the colliders for collision checks though or are they purely for interacting

warm haven
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they are used for collision checks too but enemies and players dont have collision with the item layer

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so it shouldnt really matter that much

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you can also have more than one collider per gameobject

fervent oak
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it's just better for immersion

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is it optimized? idk

warm haven
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if you want to match the shape of the pan using only box colliders you dont need new gameobjects for that 🙂

fervent oak
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but 2 colliders instead of 1 wont change much

hot cave
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I mean I could just extend the collider to include the handle.

fervent oak
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yeah just put multiple colliders on the root, not on another gameobject

fervent oak
hot cave
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Yeah I know

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I mean... idk

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The point of this mod is to emulate Zeekerss's style of scrap

fervent oak
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there are some items that have colliders that make no sense

fervent oak
hot cave
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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

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Lethal already has a massive issue of not giving the player a crosshair.

pine perch
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Encountered the coffee pot for the first time

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It was jarring and I got taken aback, like "What the fuck is this?"

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and then i realized, lol

warm haven
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the only thing i'd maybe change about the coffee pot is using a different material for the "cap" or "lid" or whatever

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like what the perfume bottle does

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because otherwise the post processing doesn't work on it

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transparent materials don't reflect the shaders correctly

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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 🙂

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the odd-one-out is actually the diamond, for me

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even still i like how it looks

gaunt rose
hot cave
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Oh yeah I've already changed the lid

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I'm updating the visuals of some of the scrap

hot cave
warm haven
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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

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like, zeekerss sacrificed fog looking correctly on the kidnapper fox to give it fluffy neck fur and i think that's a good trade

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i think it works really well for the diamond, so it's uniquely dazzling and unlike other items

hot cave
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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.

pine perch
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zeekerss has consistently over the past major updates "gone against" what people have considered vanilla in terms of aesthetic

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like gunkfish having dang near the same quality as peepers/mimics

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i think as long as like it just fits into the game's world, it's fine

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but thats just my opinion

pine perch
gaunt rose
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you put the Butler next to the eyeless dog and the difference is crazy

pine perch
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yeah lol

hot cave
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Wait

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Will the player prefab play any animation so long as a custom clip exists and is called to play it?

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If that is the case then I will absolutely do something with that knowledge

pine perch
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be low poly, maybe have some decent detail, use the game's posterization, and boom

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straight bullshit /pos

warm haven
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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

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which gets really dicey when more than one mod wants to override the player animator

hot cave
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Can more than one animator override affect animator without issue?

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I assume it can be made to work but under specific circumstances.

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If it's easy enough, I can make the frying pan into a melee

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Immersive scraps tried to do something like this with the wrench but that had apparently ran into issues with animations too.

hot cave
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I assume that if I want to add a custom item script, I'd need to compile a dll for it?

warm haven
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ya

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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

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i've never tried packing a prefab with a custom script in it and then tried loading that directly

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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)

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you can just add the scripts to your prefab and then when you import the prefab it'll automatically resolve the reference

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might want to double check that with xu though, since she is definitely aware of how to do that sort of thing with dawnlib

hot cave
pine perch
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||toy firetruck?||

hot cave
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||ye||

pine perch
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swag

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||nice to see more manor items||

hot cave
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||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||

pine perch
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||any plans for mineshaft scrap?||

hot cave
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||Maybe? It depends, at most I could add a lantern.||

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||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||

digital kite
hot cave
gaunt rose
digital kite
hot cave
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Then again I say all of this when I originally wanted to make the frying pan a melee lol.

digital kite
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||At least in the case of a Pickaxe, you should be fine using the default 2 handed weapon animations||

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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.

hot cave
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I could create an override and apply it if the pan gets equipped and then remove it if the pan gets deequipped.

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But that would also involve storing the original player animator

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which might present issues on some weird bleeding edge cases

hot cave
pine perch
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I love it lolll

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oh jesus christ it's a worse clock

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you masochist

gaunt rose
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oh my god

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that's so fucked dawg

pine perch
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WEEWOOWEEWOOWEEWOOWEEWOOWEEWOO

mellow fossil
warm haven
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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")

pulsar wraith
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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

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A more vanilla-like snowglobe would be fire imo

pine perch
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more than likely thats just what sigurd called big bolts

digital kite
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Visually they look more like Scrws rather Nails in my opinion

hot cave
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Although I'm not really sure how to do particles in Unity

fervent oak
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i could help with that

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but particles in items are generally a bit.... fucky...

hot cave
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How so?

fervent oak
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you see the red overlay that shows up when you collect an item?

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if that item has a particle effect on it

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every single particle will show up as a square on that render

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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

hot cave
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I could settle for little white dots as particles

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Im also at work right now, and I got other stuff on ny agenda this week.

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Wanna set aside time to do art lol

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~~This is where I shill my art thread lolol #1319597759065489428 ~~

gaunt rose
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so I'd love it if a mod added them

hot cave
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Box of stamps is like really vague

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I mean it's obvious in what it is but like is it a box convered in stamps that got stamps in it?

weary niche
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i'd say a box with stamps in it

gaunt rose
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yeah

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like a box carrying a ton of stamps

warm haven
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the image i've always had in my head is something like a tiny matchbox where somebody was just collecting a bunch of stamps

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the other day i was thinking it might be fun if those stamps kinda played into the aesthetic of the v80 trailer

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like a "visit scenic vow" stamp with a photo of the dam and forest

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if you're looking for inspiration i guess 😅

gaunt rose
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im a bit fan of stamp designs so some for the moons in this game would go so so so hard...

warm haven
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while looking for "matchbox of stamps" i also found this

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rather than postage stamps this is more like ink stamps

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maybe that's what zeekerss meant

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🤷‍♀️

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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!!

gaunt rose
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one of these but with the feiopar for vow would go crayy

gaunt rose
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gunfih for march (i don't actually know where it's most common)

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tulip snakes and flowers (reference to cadavers) for adamance oh baby

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sorry I just really like stamps

gaunt rose
warm haven
gaunt rose
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yeah!!!

warm haven
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also yeah gunkfish is most common on march by a pretty wide margin

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it's like 17% on march and 9% on titan and much lower everywhere else Lol

gaunt rose
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you don't even gotta change jack about this one, but I doubt embrion would even have stamps of their own :P

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always loved how this one looks exactly like the outside map objects mod's crystals

gaunt rose
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did not expect that tbh

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but then again I didn't really expect cadavers on dine either and I've been told they show up there aswell

warm haven
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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"

warm haven
gaunt rose
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also just. yknow it's nice to have an enemy show up in more than one spot in the game's progression

warm haven
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"rare" they are actually like the third most common spawn on dine but anyways i digress

gaunt rose
gaunt rose
warm haven
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butlers are like 16%, then barbers like 12%, then cadavers like 11%
on rend and artifice cadavers are like <5%

warm haven
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and this is a respectable goal imo even if it feels like the sapsucker/feiopar are currently the only examples of that

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i assume it will become a lot more of a forefront decision with v85 adding even more creatures

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this is probably best discussed in another thread though

gaunt rose
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making each moon have unique threats is nice, or at least a signature threat

gaunt rose
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stamps cool, scrap good

hot cave
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There is one image in particular I saw is what I thought box of stamps would be

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It's really low resolution but I was thinking something like this?

toxic finch
gaunt rose
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lol that's a classic

fervent oak
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I thought it was unique to some places

hot cave
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I just realized that transparent textures do not have the cel shader applied to them

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well...

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fuck

warm haven
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ya

hot cave
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Oh god

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||That means I might have to actually model out the fire truck ladder||

warm haven
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even if some central mod (like lethal sponge, i guess??) decided to take up the mantle

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i imagine this is part of why perfumes use a separate material for their cap

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if not "the entire reason"

warm haven
hot cave
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Wait what

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oh my god I didn't even notice that

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Oh wait it does work now

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🤔

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I did make tweaks to it since then

gaunt rose
hot cave
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Damn

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||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||

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||Not to mention I'm not really happy with it's model in general||

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||It's changed a bit since I posted that one preview video but I still can't get it to look right.||

hot cave
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I'm gonna be pushing an update soon, only a visual and tweaks update so no new items.

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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.

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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.

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Agh this is tough

warm haven
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is there a way to manually define weights for the vanilla moons and then automatically categorize stuff for custom content

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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

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especially since a lot of custom moons tend to have pretty focused design

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but i dont play a ton of custom content and i also don't really make modpacks so that's just my perspective

hot cave
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Afaik, not really.

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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.

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So technically yes it's possible but it's in a very obtuse way.

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I can also set them to spawn based on interior but I'd rather not do that.

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It'd be cool if they could be set to spawn based on the interior chance rather than the interior directly.

hot cave
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Curiously, is there any balance changes to the scrap you guys would like?

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Any value or weight changes?

pulsar wraith
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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

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iirc I buffed Cash Register base value in my mod pack

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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

hot cave
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Tuba is kinda like a diet cash register.

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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

pine perch
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I feel like the briefcase is a diet cash register

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It's so heavy, I often don't look forward to bringing it back to the ship, honestly

pulsar wraith
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Yeah I think Briefcase should be lighter now that you say it. I like the idea of a light but lower value 2-handed

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Like the Plastic Box from Wesley’s Fission

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Only thing we have like that in vanilla is Toilet Paper

hot cave
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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/

pine perch
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Now these are good changes

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Good job c:

hot cave
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I forgot to mention the diamond got visual changes in the zip's changelog xd

pulsar wraith
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Glad it got adjusted, I thought it was a little eh

past knoll
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That new icon POPS

gaunt rose
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fr

hot cave
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I wanted the icon to be more than just text.

mellow fossil
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Tuba > words

hot cave
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Trying to figure out how to make a bundle of cords that is not gonna be overloaded with triangles.

hot cave
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Alrighty, so I am still working on a bunch of new stuff for this upcoming update to the mod.

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I was contemplating what to do with setting weights on custom moons.

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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.

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Since it wouldn't be hard to do.

hot cave
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Either way, I'm hoping to have the next update out sometime this weekend.

gaunt rose
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you can consult people yeah

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I think that's the safest way to do it

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other way is using very specific tags like GenericInteriors

hot cave
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I was thinking more so if any moon devs like this mod, they can just tell me what weights to add for their moon.

hot cave
warm haven
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13...

hot cave
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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.

digital kite
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From the name lineup, that is pretty awesome. ||Really glad that the firetruck made it in||

dusk nymph
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You treat us so well

modest flower
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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()

hot cave
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When does the error show up?

modest flower
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on startup

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loading all mods

hot cave
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It might be an issue with dawn because I'm getting no errors on my end.

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Is DawnLib on the latest version?

modest flower
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actually, I figured it out. This mod requires FixPluginTypesSerialization to be enabled

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didn't thought that was the issue

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sry

hot cave
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Oh wait does it now?

modest flower
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At least on my end that's how it's working

hot cave
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Wait lemme see something

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Ok it's already a requirement of DawnLib

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Phew

warm haven
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i love the ||coffee creamer||

pulsar wraith
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We’re eating well with this update

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My favorite it probably the ||Fuzzy Dice||

hot cave
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I'm glad you guys are enjoying it 🙏

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Hopefully the scrap doesn't come up as too rare but I also try to not disturb the value of moons too much.

warm haven
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is there a reason there's no price randomization for ||bonsai trees|| or ||anvils||?

hot cave
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It's a design choice.

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Technically they do have random prices if you put up the scrap multiplier.

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But it's mostly "artistic choice" if you will for why they're at fixed prices.

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||Anvils are stereotypically heavy, so I thought giving a flat 100 value to an item that is 100 lbs would be fitting.||

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||Bonsai tree is kinda meant to be a special unique scrap to Artifice, and so I gave it a flat 75 price.||

warm haven
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i see

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i suppose i could just change it in my config but i do think the price randomization adds a lot to the "feel"

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even something subtle like ||$74-78 for bonsai trees|| would play "just about the same" but be less noticeable as an outlier in game

warm haven
hot cave
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Yeah, I mean if multiple people prefer if they were random prices I could always change it in the next update.

warm haven
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possibly just a mod conflict but the ||fuzzy dice|| do not appear to drop correctly

warm haven
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just dropped them

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doesn't seem to be affected by any angle

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dropped on floor, tables, etc. always seems to float above the surface

hot cave
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Strange..

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Out of curiousity, do you have Matty's Fixes?

hot cave
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That's the only mod that I can think of that would affect item positioning.

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I don't normally use Matty's Fixes though so that's why I'm wondering.

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Aha it was.

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Oh I think I know what's happening, and if it's what I think then it's gonna be real annoying to fix.

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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.

hot cave
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Agh that is so annoying.

warm haven
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well

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with matty fixes

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you can set a vertical offset

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so if you know how many units it's off

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i can just fix that in my config 🙂

hot cave
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You could, but i'd rather push a fix for it.

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Matty set's it vertical offest to 0.9'something.

hot cave
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Wait I think I just found a really clever fix to this.

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ack nvm

quartz zealot
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talking about terra's scrap

hot cave
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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.

quartz zealot
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oh no I was talking about you I should've made that clear

warm haven
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well i think they mean terra's scrap would have code to edit the matty fixes config

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i think it's technically possible but not very good practice

quartz zealot
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like have a script to edit the config of matty fixes

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ah damn

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what fix is causing this anyway

hot cave
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Vertical offsets.

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I'm not sure what's happening, but it's related to the animations.

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I found out it's not just ||fuzzy dice|| that has this issue.

warm haven
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purple asked me to let you know that the ||fuzzy dice|| makes global audio when dropped

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unrelated to the other thing

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might be worth checking all the rolloff settings on each item, in case it affects other items too

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but it seems to at least impact the ||fuzzy dice||

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suppose i should spoil that too

hot cave
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Ah right, fixed that.

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Alright I'm gonna try to fix this tomorrow.

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I can't figure out how Matty Fixes determines it's vertical offsets for items.

hot cave
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The whole vertical offset issue with Matty Fixes seemed to be something on both our ends.

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Because it didn't account for any scrap whose animation goes below it's resting pose.

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However, some vanilla scrap also has this issue, primarily the tongue lol.

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So it's being fixed on Matty Fixes's end.

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Out of curiosity, has anyone actually found the boot recently?

steep mist
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i recall finding it sometime before this update

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that was with ArduousHardships though so things might've been adjusted

hot cave
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Before it switched to DawnLib?

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I'm only asking because I have not seen it spawn naturally once since I switched

steep mist
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not sure when that happened but it was april 20th

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i think purple was messing with the spawn stuff so that might not be a great point of reference but i have seen it

pulsar wraith
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You could easily test it by adding Boot to Dine with Lunar, even at 1 weight it probably will spawn if it can

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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

hot cave
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DawnLib does spawn it if the weight is set higher.

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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.

toxic finch
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besides the tuba

hot cave
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6, including the tuba.

toxic finch
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yours is just one

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I havent used the mod in a while XP

hot cave
#

Anvil, Egg timer, Fire truck, Power drill, Rocking horse, and Tuba.

hot cave
#

Most of the custom sounds are interaction related.

#

Exception are anvil and rocking horse.

toxic finch
#

oh yeah here is meant to be pickup and drop sounds mainly

hot cave
#

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.

warm haven
#

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

hot cave
#

Pocket and unpocket?

warm haven
#

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

hot cave
#

Is it making a sound without light?

warm haven
#

ill have to ask for clarification

#

i havent seen it myself

hot cave
#

Sometimes it will just not activate on pickup, that's normal.

#

It's similar to the robot toy and teeth

warm haven
hot cave
#

???

#

Strange

warm haven
#

ya

hot cave
#

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.

warm haven
#

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

hot cave
#

I can't really think of what it would be either other than isPocketed got desynced from what the equipped item is.

warm haven
#

yeah

#

weird

hot cave
#

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.

toxic finch
#

unpocket sound and drop sound

hot cave
#

The first one sounds more like a thud.

toxic finch
hot cave
#

Yeah that's a bit more appropriate.

#

I'd say the vanilla grab sounds are more like sliding or rustling rather than thudding.

toxic finch
#

ill prob cut it down a bit less and itll prob be readt (overcliped it here)

hot cave
#

Having no grab sound works just as well since the player makes a small grab sound too

ebon wind
#

this only has sound in the right ear, and there is also some buzzing in the background

toxic finch
#

in my headphones

ebon wind
#

is your audio set to mono?

toxic finch
#

stereo

ebon wind
#

well this is strange then

toxic finch
warm haven
#

it's also panned completely to the right for me

ebon wind
#

yeah i think you'd have to be on mono if you can't hear it only in the right

toxic finch
hot cave
#

Yeah I only hear it on the right too,

#

sorry I didn't mention it but I assumed you already knew.

toxic finch
#

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)

ebon wind
#

i dont wanna like, steal your thunder or anything but i am curious if i could make a good couple of wallet sounds now

toxic finch
#

didnt think the mic would pic up the AC bc its pretty quote

toxic finch
#

I aint got a good way to record myself

ebon wind
#

alrighty

toxic finch
#

mostly have it as a backup if my headset dies

ebon wind
#

understandable

ebon wind
#

maybe it should be lowered by a couple db but idk if this is something you'd actually wanna use

hot cave
#

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.

ebon wind
#

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

warm haven
#

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||

hot cave
#

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

fervent oak
#

ATP i'm gonna have to scrap my scraps mod

hot cave
hot cave
#

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

fervent oak
#

fair

ivory quartz
#

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

hot cave
#

Nope, none of the scrap are weapons.

ivory quartz
#

ahh okay okay, thats good to know ty!

pine perch
ivory quartz
#

lmao yes i LOVE the little firetruck, that was the one i was most excited to config (to set on dog-heavy moons)

hot cave
pine perch
#

Oh, was it changed?

#

I haven't encountered a fire truck yet

pine perch
#

I know about that one

#

What's the new one look/sound like?

hot cave
#

Just to not spoil it as much, ||it resembles a more vintage fire truck, and has a bell sound now instead of... that siren.||

pine perch
#

PEAK

#

More fitting thematically, too :p

warm haven
#

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||
hot cave
hot cave
hot cave
#

Should I add more gimmicky scrap to this like the egg timer?

fervent oak
#

tbf gimmicky items are cool, but having too much could turn your mod from vanilla styled to vanilla + styled

hot cave
#

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.

digital kite
#

(and gimicks)

fervent oak
digital kite
#

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

gaunt rose
#

I feel like scrap nowadays don't tend to have much of a use :P

warm haven
fervent oak
#

i feel like item

gaunt rose
#

and if they have a use it's not the best choice/very inconsistent

warm haven
#

and i dont really think it's distracting or anything

#

from the vanilla style

gaunt rose
#

I do fuck w items that have uses because it forces you to choose utility over money

warm haven
#

i could see zeekerss adding an item that works just like the egg timer

gaunt rose
digital kite
#

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

gaunt rose
#

i mean maybe? I'm not sure if increasing the price really fixes a scrap being more powerful than a tool

fervent oak
#

i made 2 versions, a scrap and tool one

#

tool one allows you to store two handed, scrap version only allows 1 handed

gaunt rose
#

oh then yeah that seems fine?

fervent oak
#

oh well eh

warm haven
#

the tool one can also be stored in a belt bag

#

which is very funny

fervent oak
#

but i thought "eh i'll give it until next update"

gaunt rose
#

🧐

#

the 45 credit item needs to be more OP, trust!!!

warm haven
#

i was telling him he just needs to use bagconfig to get around it

hot cave
hot cave
#

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.

warm haven
#

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

hot cave
#

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

dusk nymph
#

i love mold

gaunt rose
#

half the corpse parts should be decomposed

#

but if you're worried about continuity cans would probably work!

hot cave
#

That is true

#

Rations might not be a bad idea

#

But I was thinking more oddball like ||cake|| or ||gelatin||

gaunt rose
#

ye I think those fit!

gaunt rose
#

||cake|| on dine surrounded by body parts

#

what a sweet treat!

hot cave
#

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)||

gaunt rose
#

im interested

#

oh that's neat!

#

that's a really good gimmick

#

it's really subtle

hot cave
#

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||

gaunt rose
#

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||

worthy linden
#

Usual Scrap does that thing in a lot of their scraps for its mechanics

warm haven
#

i like this mechanic but personally i dont think ||a cake|| is aesthetically all that consistent

gaunt rose
#

maybe i'm biased towards it cuz ||fiufki scraps|| had one and it felt like it fit in pretty well

warm haven
#

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

gaunt rose
#

bottles look empty yeah

warm haven
#

meanwhile ||a cake|| would be super perishable and probably totally spoiled by the time it was discovered given the timeframe of lethal company

gaunt rose
#

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

warm haven
#

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

gaunt rose
#

fair fair

warm haven
#

to be fair i dont really think zeekerss knows what is going on on dine either

hot cave
#

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.

gaunt rose
#

I do agree tho, like I said, just feel like it could be brushed off potentially

warm haven
#

in v90 all the body part scraps will be removed and replaced with a bunch of collectible party city costumes

hot cave
#

But, there are also implications that Lethal's reality might not even be real.

warm haven
#

and the game will fully release with dine and rend still having the same lore despite being totally different

gaunt rose
gaunt rose
#

i do think it'll be adressed but it's one of those things that would just slip by

hot cave
gaunt rose
warm haven
#

anyways i would be more open to stuff like ||gelatin|| personally but apparently it's not that nonperishable either

warm haven
hot cave
#

Either way, ||cake|| is likely to be a rare scrap anyway so it's not something that'd be common place.

gaunt rose
#

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

warm haven
#

i feel like the "step on it and it loses value" idea could also work for items like glasses

gaunt rose
#

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||

warm haven
#

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

gaunt rose
#

completely understand ye

#

i've been pickier over less

hot cave
#

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.

gaunt rose
#

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

hot cave
#

Yeah lol

#

It only spawns on 3 moons

gaunt rose
#

if it's blank tho idrm

gaunt rose
hot cave
#

Oh I mean you can see in the configs what moons each thing is defaulted to spawn on

gaunt rose
#

ohhh i just saw you added a ||rocking horse|| that's so nostalgic fuck

gaunt rose
#

tho it's a pain in the ass to keep track of if you rebalance spawns lol

hot cave
#

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.

gaunt rose
#

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

hot cave
#

It's also why I'm hesitant on adding spawns based on route price.

gaunt rose
#

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

hot cave
#

If only Zeekerss hadn't v73'ed Dine, I would definitely add stuff there too.

gaunt rose
#

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

hot cave
#

It's why I'm so grateful for stuff like Lunar Config, because I can just enjoy the sort of Dine I prefer.

gaunt rose
#

yerr

#

butterybalance also had a few good settings for Dine

hot cave
#

Yee, but I like making my Dine sort of akin to the v49 one, minus the exterior changes.

gaunt rose
#

you a real one I see...

hot cave
#

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```
gaunt rose
#

that's p similar to how I had mine set up too yeah!

#

also we love keeping docs for our changes

ebon wind
#

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

warm haven
#

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"

ebon wind
#

that is quite a lot, but not as much as i thought so that's kinda good

warm haven
#

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)

hot cave
#

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.

warm haven
#

i dunno

hot cave
#

Uh oh

warm haven
#

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

hot cave
#

Oh god

#

I'm more worried about the egg timers not syncing properly.

warm haven
#

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

hot cave
#

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.

hot cave
ebon wind
#

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

hot cave
#

The default color is red.

warm haven
#

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

hot cave
#

Is it enough to atleast have every general color available?

warm haven
#

i mean, prolly yeah

#

maybe not all 360

hot cave
#

That's fine.

warm haven
#

you could add the y position

#

to increase the range of possile numbers

plush hearth
#

got a moon with only diamonds

#

holy peak

#

🥹

gaunt rose
hot cave
plush hearth
hot cave
#

What the

#

Oh did you put it on Egypt

plush hearth
#

i was playing with the moon installed

hot cave
#

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.

plush hearth
#

nah i tweaked the spawns for the scrap

hot cave
#

ohh okie

hot cave
hot cave
#

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.

ebon wind
#

I feel like it makes sense as a one-hander

hot cave
#

Yeah, when I get around to updating this again, I'm probably gonna make it one-handed but nerf it's value a bit.

warm haven
#

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

hot cave
#

I had increased it's size while developing it because originally it was smaller.

naive ridge
#

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

warm haven
#

that is not possible

ebon wind
#

like what cruiseradditions does with the toy car replacing a v type engine

#

or minecraftscraps iirc also replaces the model of vanilla items

naive ridge
#

I mean something that could work with this

ebon wind
#

oh you mean like converting an existing mod's items into vanilla variants

#

yea no i dont think so

naive ridge
#

Damn

ivory quartz
#

I dont mean no harm in asking this but im genuinally curious why someone would want that

plush hearth
ivory quartz
#

Ohhh that makes sense

shut ferry
#

Would I be able to change moon weights for the scrap through LLL or does it have to be through the mods own config?

shut ferry
hot cave
shut ferry
fervent oak
#

big difference between the two

shut ferry
fervent oak
#

happens to the best of us

hot cave
#

squib

vocal iris
hot cave
#

Woa

hot cave
#

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

hot cave
#

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?

warm haven
#

i have no strong opinion on it

#

just being real

hot cave
#

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

fervent oak
#

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)

hot cave
#

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

hot cave
#

Actually, I've hard decided on not including it since it really isn't like that special anyway

hot cave
# hot cave
poll_question_text

Should I add the Golden Bolt?

victor_answer_votes

4

total_votes

11

#

Worst comes to worst, if people want it still, I can always release it separately lol

weary niche
#

terra's golden bolt

hot cave
#

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.

ebon wind
#

:O omg thank you this is awesome

hot cave
#

It's only 3 items that lack pickup sounds now, being the body pillow, fuzzy dice, and light bulb

ebon wind
#

does that mean those 3 don't have the emptypickup thing? nvm i see what u mean

warm haven
#

no sloshing sound for coffee creamer? 🙁

hot cave
#

I didn't look for any sounds for it, the jug ones don't really fit it either

warm haven
#

i see

#

that's unfortunate

#

i think itd be really cool

#

alas. everything else sounds very exciting

hot cave
#

Oh god do I open up SoundIdeas again and go diving

warm haven
#

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

hot cave
#

The jug has sort of a metal drum sound to it.

#

I don't think pitching will help much.

warm haven
#

maybe

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i suppose it has been a while since i heard them isolated

hot cave
#

I did find some potentially suitable sounds though

hot cave
warm haven
#

sounds a bit aggressive when you're not sprinting

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but i know you can't do separate sounds for sprinting/walking

#

maybe could just do with a volume tweak

hot cave
warm haven
# hot cave

ya personally i think this is pretty good 🙂

ebon wind
#

lol that's fun, i like this sound

hot cave
ebon wind
#

oh that's what you meant by clink

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i thought clink was referring to something else

hot cave
#

That's what the game calls it internally

ebon wind
#

interesting

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makes sense though

hot cave
#

I believe it's called "clink" because of the bottles.

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Which makes me think that was the first scrap he added "clink" sounds for.

ebon wind
#

that sounds about right

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just makes me wish it was consistently named

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because it being called "jiggling" for the bell and cash register audios is just. kinda odd

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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

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but zeeker is a silly goose

hot cave
#

Don't worry, when Lethal goes open source and we fix it up, we will make it consistent.

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/j

ebon wind
#

heheh wonder when that'll be

hot cave
hot cave
#

Btw idk if 2-handers can be recharged so I apologize to any fan owners whos fans die

warm haven
#

you can't interact with the charger coil while holding 2-handed items

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i have tried making jetpacks two-handers before and it did not work out

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lol

hot cave
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Ok yeah I thought it wasn't possible

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I made fan's life time 8 minutes so I hope that's plenty of fan

gaunt rose
#

yeah that should be enough I feel

hot cave
#

gonna make a small update to one of the newer scrap

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Dammit, I just got an idea now

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What if there was like a bunch of stupid different plaques it could have

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Do you guys wanna make help contribute plaque messages lol

warm wyvern
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make this bronze or something with a plague saying award for most lazy/useless employee

hot cave
#

It's already bronze

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In fact you can only find bronze lol

fervent oak
#

stuff like that

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would fit in with the game's lore sorta with how ironic it is

gaunt rose
#

I like the #variety

gaunt rose
fervent oak
#

most gibsonest gibson of 1968

ebon wind
#

cleanest fridge award

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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

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thank you for coming to my ted talk

hot cave
#

public variables get saved to save data right?

hot cave
#

image that may or may not be relevant

digital kite
hot cave
#

They call this moon Manhattan, they say there's a lot of THUGs there.

gaunt rose
#

there should be a fucking skateboard in this game why hasn't anyone done this yet

hot cave
#

Would a skateboard be one-handed or two-handed

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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

gaunt rose
#

but maybe you could say the employee can tuck it inbetween their oxygen tanks and their straps

ebon wind
#

The back of the frying pan look funkyyy

warm haven
#

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)

hot cave
#

I'll look into it

hot cave
#

Somehow, the frying pan's materials got jumbled

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Well I got a few things to add anyway so those are definitely gonna get fixed

hot cave
#

I need to come up with better presentation for my mod lol

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I'm still using the old image from way back on the mod page lol

warm wyvern
#

could you make the frying pan a weapon?

hot cave
#

I had planned to originally

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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

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The problem is that getting the player to do custom animations is not simple at all and is prone to causing conflicts

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Unless there's a commonly used library for adding animations, it's a no go.

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Plus if I make it a weapon, it's definitely gonna be made rarer to compensate.

warm wyvern
#

oki stare

fervent oak
#

only issue would be that it would one tap butlers

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unless i make a custom script for knives that allow you to make custom knife items that can't pop butlers

hot cave
#

I don't want it to be like a knife though, I was thinking of having it be a shorter range shovel

errant sapphire
#

neither of which is really within your control

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anyways you only really have "two ways" to go about this

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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

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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

errant sapphire
hot cave
errant sapphire
#

for just simply replacing an animation yes, this is probably the most appropriate way to go about it 🙂

hot cave
#

The thing is though, doesn't that still cause conflicts with more emotes?

errant sapphire
#

more emotes is basically better emotes but outdated

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and it's not within your control

#

the issue is ME/BE replace the animator every frame if it doesn't match

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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

hot cave
#

Damn..

errant sapphire
#

i just don't worry about it because there's nothing i can do about it

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mods that use EmoteAPI should be fine

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because it uses a completely different way of playing animations

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and doesn't really touch the animator at all infact

hot cave
#

Yeah I was thinking the object could apply and remove the override on equip/discard/pocket

errant sapphire
#

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

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upon exit

#

or maybe my setup already works with it

#

i unno

hot cave
#

The jank method I have in mind is keeping the original animator and applying it if the item unequips

fervent oak
errant sapphire
#

it's something BE has to fix on their end

fervent oak
#

if there were a good API for it then maybe people would do more custom anim

errant sapphire
#

it is replacing the animator every frame if it doesn't match its own

#

which is a really bad way of doing it

modern lichen
#

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

fervent oak
modern lichen
#

and look how far we've come 🥹

merry atlas
#

i should still have the draft mod csproj somewhere on my drive

modern lichen
#

sucks that almost none of this can be done at runtime

merry atlas
#

you mean placing a second animator beside the vanilla one?

modern lichen
merry atlas
#

or redoing all the vanilla clips and completly replacing the animator?

modern lichen
#

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

hot cave
#

how does an Animator Override Controller get applied actually?

errant sapphire
#

it's pretty simple

hot cave
#

Oh

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so I shouldn't create one in the unity project itself should I

errant sapphire
#

for an animator override probably not

hot cave
#

Ah I think I get it now

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Wait, because of how Unity works, am I able to store the original player animator controller?

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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.

errant sapphire
#

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

hot cave
#

Hmm

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I would need to be able too since I only look to replace shovel animations but only when using the frying pan.