#Company Hauler
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I've always liked the Seat Boost Scale at 0.5 cus I felt 1.0 was a bit too high and Vanilla is too low
that's usually what i have it at
around 0.4-0.5 makes the camera around where the employees eyes would be
Yeah 0.5 feels just right
Almost feels like a deliberate nerf tbh, on top of that no way to look back in a vehicle that doesn't even have a mirror.. Cruiser improved was always an essential mod for me.
if you hold the ignition on the hauler while not sat in the truck it'll play the ignition chime, then when you sit down and put the key in it won't play until the trucks started
minor thing but, still
## 1.0.4 - 2025/8/3
- Raised the vertical driver camera position component to better allow you to see over the hood
- *Note: this makes the sunroof button a little harder to see. Not interested in changing the whole vehicle mesh for this right now though.*
- Added a config for vehicle health, changed default health from 200->100
- *This stat only reflects small amounts damage. If you drive into a wall at full speed, you will always explode.*
- Fixed being able to trigger the chime sound when not seated in the driver seat
- Removed glare on the windshield
- Increased headlight range, intensity, and width, and angled them toward the ground more
- Added a few more game objects to hide when the vehicle blows up
Yippee!!!!
Does the health change mean the vehicle now has the same health as cruiser??
Oh wait no
Cruiser has 20 yeah??
cruiser is 30, so its still over 3x the health
hauler health was just ridiculous before this, maybe I thought cruiser was higher than that
I also forgot to add the bird platform but that's not a huge deal right now
Nifty!
Not interested in changing the whole vehicle mesh
Yeah fair, modern American trucks have pretty god awful visibility, so this is fine, lul
Yeah every generation the visibility gets twice as bad
Just slightly raising the camera and fixing the glare alone is already probably going to help alot
The glare was really bad
Essentially made the lower half of the windshield useless to look through unless you turned the lights off
the changes are lovely, these headlights are so much better than before
the camera height is a nice change too, although i think you forgot to set it for some animations (mainly the sitandsteernohands) but other than that it's great
might have to increase the range on my trucks headlights
oh god the mirrors have collision, that's so mean lmao, i'll be taking notes
forgot that animaton oops
Hey, I think the recent update may have broken the Mirror config, for some reason the mirrors are on again even though I have it set to false, do you think you could look into this?
yeah, ill check it out, but i dont recall modifying the behavior
one thing to note is that it does not get changed at runtime, only when you join the game or purchase the vehicle
Noted, but it really has been off for a while and suddenly after updating it was like this, unless another mod of mine is somehow incompatible.
Truly is a great mod though, the truck is really fun to drive.
awesome
I dont think mod updates reset configs so its probably a me issue
maybe adding the new health config caused a reset?
Unsure.
I just disabled any recent mods I added to test if it is incompatibilities, but I see no change.
I think I found the problem, and it may not be from your mod at all, I'll try to test it out to see if I get results.
I'd like to try to record this issue, but why is it so hard to successfully get the hauler with Imperium-
I cannot get footage, but I am pretty sure it may be conflicting with this mod
https://thunderstore.io/c/lethal-company/p/quackandcheese/MirrorDecor/
It was after I spawned in the mirror on my file did the Hauler begin acting up, I do not know why.
Imperium is incompatible with the default cruiser which also affects mods like this
I forget why, but it is annoying
Back with unfortunate news, even after the removal of what I thought it could've been, I was wrong, somehow it seems like maybe the Cruiser just defaults to using the mirrors somehow regardless of if you have it disabled.
I think it might happen when you purchase the hauler, complete a day, or maybe a quota (sell then orbit), leave the game and rejoin, that was how it seemingly would happen to me, I’d then crash the bugged hauler and order a new one that didn’t have mirrors.
Can you lean out the window and look behind you while driving this thing?
It's a feature added by the Improved Cruiser mod that makes reversing and looking around soooo much easier
CI now has a patch to prevent that behavior for Hauler, but maybe I could clone that ability over if its not too much work
ok, can confirm it happens when you rejoin a game with the hauler magneted to your ship and then land
this implies that Start() is not getting called for the object when you rejoin, which doesn't make a whole lot of sense to me
nvm i'm pretty sure the conditions are more complex than this..
if you find a consistent way to make this happen lmk
only runs if the vehicle id is zero, but it's easy to implement on your own vehicle
just copy the code, remove the seat boost (since you did this already through animations) remove the id check and change vehiclecontroller to haulercontroller
if you want to make it based on whether X window is open you gotta get a little hacky
might've figured out part of the instability with the hauler
seems like it's something with the sunroof container
also, you don't need these wheels, they don't do anything but cause instability
just make sure to remove them from the otherwheels array
yup, i'm confident it's the sunroof
either one of these 3
causes major instability
especially at high speed, it causes all sorts of weird behaviour
i did this but.. honestly it is kind of underwhelming lol, it just seems to offset your camera position a bit rather than really letting you lean
I may end up writing my own code for that
i mean, it's probably the easiest implementation of it, i think it's fine for CI
yeah i'll keep it for now
making the player actually lean seems like too much of a hassle
especially for what CI is
when I first started working on this I was so confused why there were all these tiny wheels
This mod is probably one of my favourites since i've liked messing around with the cruiser so an entire new vehicle was just awesome.
I'm noticing that the hauler keeps getting stuck on the magnet when it's trying to be unlatched and it can kinda easily be shoved around by moving players (sometimes this can make the hauler launch)
I don't know if Cruiser Additions and Cruiser Improved are causing the magnet issue.
I had to set the Seat Boost config off in Cruiser Improved because sometimes I would leave the cruiser's seat and get stuck in the roof and there was no way to go out.
While playing with a friend they kept saying how I was in the passenger seat instead of the driver seat? But I don't have any footage from my friend's PoV.
the seat boost config doesn't apply to anything that isn't a vanilla CC
huh, weird
if you find a consistent way to reproduce the sitting in the wrong seat issue lmk, but there is a chance that is just a normal desync issue that also affects the cruiser
might of been a desync issue since I was using LateCompany instead of LobbyControl.
I'll ask my friends next time we play lethal company to record the wrong seat issue
just thought about the "getting stuck in the roof" this may be the improved exit logic detection that CI implements, that the Hauler also uses for the front seats. the Hauler may be able to accomodate this by adjusting the exit point position (since it does a check around the exit point) to make sure it's clear to get out
i haven't experienced this issue with the Hauler, but if you're encountering something like this, then it's probably that
only real issue i had with the Hauler is the sunroof, which appears to be making the truck extremely unstable at speeds
and causes really really weird behaviour
yeah, maybe. I don't think I had any issue with getting stuck like that when I disabled it
the seatboost config shouldn't do anything to the hauler
if it isn't a vanilla CC it doesn't touch the camera
and the seatboost only changes the camera anyways
unless you mean disabling the entire mod
the seat boost yeah
i really don't think it is that
you probably disabled it, and then by coincidence it stopped happening
maybe lol
as for the magnet, it is probably CI, i could probably add a vehicleID check to this too if it's required
CI overrides the magnet position and rotation to prevent the truck getting stuck
idk if CA does too, if it does, you'll have to tell the creator of CA about it
or Train could add their own logic
whatever works
cruiser improved only seems to save and load the magnet rotation in the config
i feel like Train adding their own logic may be a slightly better solution since then they can account for their vehicles dimensions and whatnot
it also messes with the position and rotation when the trucks magnetised
it stops the truck going nose first into the truck and makes it less likely to rotate into the floor
CI shouldn't be trying to save or load any saved data onto modded vehicles anyways
it has those checks in place
so the only thing left would be it overriding the position/rotation when magnetised
to stop it going nose-first
which would happen even if it wasn't trying to save/load data
ah, right. I usually just check the configs.
so should I disable cruiserimproved?
if it's affecting the hauler?
i honestly don't find the magnet thing much of an issue, it's up to you if you want to disable it, but i can add more vehicle id checks in place for the next CI update
it's only affecting the hauler since the hauler uses vanilla cc code for this stuff, and for stuff like the magnet CI has no checks in place
yeah usually I just gotta shove it a couple times and it'll break free
i liked using CI with the hauler, since it fixes various issues with the vanilla truck that the Hauler inherits from the vanilla CC code it uses
yeah, I like the temp Iframes after small hits and also ofc it fixes issues
but the hauler being stuck in the magnet is a small inconvenience at most
even if train implements his own logic for the magnet, i'll probably add a vehicleid check regardless onto CI
to prevent it happening to other modded vehicles, that use the vanilla magnet code, that may come in the future
i'll address it next update if i can
alr, sick
but yeah it's up 2 you for now
it's not game breaking and it's not difficult to get it free from the magnet
and if you disable it, you lose out on alot
probably gonna keep it in, it's not crashing the game or making the hauler explode
so I'm fine
ideally (for me, lol) Train would just implement their own logic, but i'll see if i can do anything on my end
infact i might just be able to do this
[17:34:35.2054682] [Error : Unity Log] SpawnStateException: NetworkObject can only be reparented after being spawned
Stack trace:
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkObject:OnTransformParentChanged()
UnityEngine.Transform:SetParent(Transform, Transform, Boolean)
VehicleController:OnDisable()
CompanyHauler.Scripts.HaulerController:OnDisable() (at ./Scripts/HaulerController.cs:472)
UnityEngine.Object:Destroy(Object)
Unity.Netcode.NetworkSpawnManager:OnDespawnObject(NetworkObject, Boolean)
Unity.Netcode.NetworkSpawnManager:DespawnAndDestroyNetworkObjects()
Unity.Netcode.NetworkManager:DMDUnity.Netcode.NetworkManager::ShutdownInternal(NetworkManager)
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
While in ignition animation will change the key from hauler to the cruiser
If you put the collider on the Vehicle layer, does this stop happening? I've had a hard time getting the instability to occur in unity test zone/vanilla moons
when does this happen?
When you turn the key to try to start the hauler
do you have any other mods like betteremotes that may be replacing the player's animator?
If I quit, no matter if it's in orbit or mid-game, it will generate this log if I have the hauler.
that's a custom key turn animation, it just looks a little silly because the player's arm isn't long enough to reach the keyhole so I had to angle it
it also changes because those are 2 separate key turn animations and I didn't get them to align perfectly (yet)
ah
you can move the players first person right shoulder, just make sure to set the shoulder pos on the other animations
and then you can also tilt the players full body (for the anim other clients see)
i pretty much did this for my dashboard shifter animation
It looks like CruiserImproved try to save something about the Hauler
when i quit the game
it isn't
?
yup, sapsuckers launch you out of car seats
did you read their bestiary?
sapsuckers have psychic attacks
it's like the first thing in the entry
Since you're the only one that can make custom vehicles check this
these are cool, but that first one (carrier) having "multiple at once" basically means it can't inherit any cruiser code
not only that, it would require some new systems to make it work properly
as it would be a vehicle, but not technically a vehicle like the other vehicles, such as the Cruiser, and i imagine it would make sense to be able to have both at the same time
and it would need a proper way to mount it in the ship
yeah its like between a vehicle and an item, there isn't even a system like that aside from maybe the jetpack
the thing is, a jetpack doesn't have wheels
a jetpack doesn't need the ability to roll around freely
it just needs to be able to be dropped like an item, and already has all the special functionality coded in for when a player uses it to fly around
i'm not trying to shoot down the idea, i think it's really cool
it just needs alot more systems in place than just adding in a new vehicle via LLL
well, i should word this a bit better, i think it would make sense to be able to have one bike at a time and an actual vehicle
i don't really see the need for multiple bikes
there's also the fact you need to work out actual vehicle vs bike interactions lol
used lobby control, still there
no audio and in my friend's PoV.
I'm in the passenger seat when driving, and my friend sitting in the truck makes the hauler shoot up, and for some reason driving was difficult even though i've drove in this moon before, felt like constantly bumping on something although it's relatively smooth ground
this was the same day we first called in the cruiser
but I think the driver/passenger seat swap happens anyway even if it's not the first day you've had the cruiser in the game
vehicle and player interaction has always been super wonky in this game
as for the "constantly bumping on something" i might know what this is, was the truck like, flying all over to the side and doing really weird physics shit while driving?
there's currently a bug with the sunroof on the hauler that causes it to be extremely unstable when driving, and makes it borderline unusable sometimes
the driver and passenger seat swapped over is a really weird one, i can't provide much info on that, maybe train messed up something with the driver/passenger seats?? unfortunately idk, since it's an odd one
if you mean the trucks huge size colliding with terrain, this isn't really a bug
if you have it in Unity, do you notice a difference when putting the PlayerSunroofCollider on the Vehicle layer or just straight up disabling it?
I've tried to get the instability to occur on my own but haven't got it to happen on any vanilla moons
i haven't messed around with the colliders, i've only tried disabling the entire sunroof, the instability is most noticeable when you drive at speed and then try to turn
the truck will act like its being sucked towards a point, freak out and usually can kill you
watch this video
skip to 0:14
watch what the truck does
that's not normal
it's more tame in that video but it can get really bad

ok yeah i DEF know what you are talking about
did some testing and i'm pretty sure I fixed it
it happened consistently, so it shouldn't be hard to test
## 1.0.5 - 2025/8/22
- Fix instability at high angular velocity
- Removed extra wheel colliders causing instability
- Added collider to prevent the giant bird from erroring
Hi guys, i just got the hauler mod ! Amazing mod honestly good job, the first good vehicle mod on lethal company ! I just have an issue, for some reason the delivery ship delivers nothing, no hauler, no cruiser, this bug stems from imperium, it works fine without it
its entirely imperiums fault
unfortunately
Jumping in the back still seems to glitch out the physics lol
the truckbed?
Yeah
Someone jumped onto it and it flipped all around
This thing has been buggy everytime I try it
haven't seen this one before
i knew for sure the sunroof collider was causing issues
like, really bad instability
caused the truck to get thrown around erratically as if it was in the middle of a hurricane
even if you drove like a granny
i could look at it but i doubt i can fix it, some of that is just vanilla jank I had to inherit
player and vehicle interaction has always been extremely janky, and it has remained that way ever since the cruiser first came out in 55
Yeah the cruiser isnt all that different
True but with the Cruiser it's only with the host somehow lmao
host has ownership over the truck
clients don't unless they're in the drivers seat, in which case the host loses ownership
so clients can't really push the truck around with their own body
unlike the host when no one is driving
the passenger seat one is because it doesn't set your collision off for some reason
i might have to fix that on CruiserImproved
it's pretty easy to do
That has been something Jacu suggested to fix a while ago so I would love that lol
yeah it's piss easy to fix but it just keeps slipping my mind
I do wonder if all the jank with the hauler is just inherited.
Like, people standing in the back causing it to no longer reverse properly doesnt seem like just an inherited bug
Hold on, I had a good clip of it
The latest update with the wheel changes fixed the issue when people are in the back
From what I could tell
wheel changes?
Yeah the collision changes and stuff
ohhh
yeah so basically
in vanilla
the cruiser has all these, tiny random wheels dotted along the middle of the truck
The Hauler was extremely more janky than the Cruiser before
the hauler had those too for some reason
they aren't required at all and they just cause issues
I was holding W pretty much the whole time here, little response until I got pushed
Cruiser would have been well on its way
that seems pretty steep and it doesn't look like your wheels were grounded at the front
either that or it was beached
the 6 second mark you can see me literally get knocked backwards. That only happens when someone is in the back
Wait was this in our lobby? The placing of the health text is so odd lol
Nah this was glitch'
i might know what happened
when you lurched it may of disabled the physics region for a split second due to the angle
and it considered the person in the back "not on the truck"
and it "collided" with them
and vehicle collisions obviously throw vehicles around in this game
No, its someone being in the back.
It also cant reverse properly when someone is in the back. It keeps "colliding" with whoever is in the back, so you just keep bounding back and forth
Glitch so rarely streams now it's like a once in a blue moon scenario lol and when he does announce it it's also out of the blue
Cus he's so busy with work
you can quite literally see them stand upright as the physics region gets disabled lol
well that time he announced it a few hours earlier
at this point they're no longer considered on the truck
Ah
When reversing it tends to happen even on flat ground
although i wonder if the vehicleid check on cruiserimproved stops the fixes to "hitting players in/on the truck" from working
since that is also a vanilla issue
Probably
I kinda miss DemonMae's moons I might have to readd them tbh
Ultimatum is such a cool moon still
Also wouldn't hurt to rotate out Wesley's for a bit since some people struggle to boot the pack up
i could try add vehicleid checks only on the extra features that CI adds, so only the sole fixes apply
1.1gb of moons is a lot but I love that man's quality too lol
it's a little suboptimal but i might see if it makes a difference
since rn ci won't do anything to the collision trigger if it's not a vanilla cc
so no fixes apply
unless train wants to investigate it himself
sick flip
this was a massive issue for the hauler i had to fix, unbelievable that its a vanilla issue
the 0:08 LMFAO
If you look around in loon's clips you'll find like a dozen clips of that happening to her lmao
but that fuckin push at the end killed me
@fast onyx I could be wrong so correct me if I am
but after reviewing the Haulers code, i see you sometimes have private/public new void bla bla bla function
but, these never get called anywhere, as the "new" keyword does not override the function, so it needs to be called on the haulers controller, this will cause some stuff like damaging backseats players (iirc) from working
I may open a PR which would include tons of bug fixes, general improvements and some tons of optimisations, since I've already been doing that since last night haha, just need to polish up some stuff
I'm open to merging those if you complete them
awesome! just need to polish up some areas, it will make the Hauler 'less reliant' on vanilla CC code as well
which means you won't need CI to fix a lot of the vanilla CC's issues that it would otherwise inherit
btw, i'm not sure what happened, but the normal sit and steer clip does not have the raised camera lol
changing gear, messing with the ignition key etc does, but not just sitting and steering normally
New is weird because it does work for some things (anything deriving from base unity behavior like Update()) but when I started working on this I assumed it was the same thing as overriding, which it isnt
yeah haha, that's just unfortunately how it is, i will be trying to fix as much of it as i can anyways
i'll obviously try be sparing with how many new functions i use
i've also just cleaned up alot of code to make it "more readable"
i would like to do more to the Hauler, but there's only so much i can do thru code lol
if and where i can i'll just prefix stuff
rather than run a billion new functions
okay yeah, i see what jacuj meant by you can't reverse with someone in the back, lol
not sure what causes that on the hauler, since i implemented the fixes from CI to the hauler, so it's not that
probably some funky collider issue
i also added networking to stuff like the wheels (steering direction, skidding effects etc, this also fixes issues with the traction control light not working lol)
i need to fix the radio timestamp desyncing
i fixed the radio not changing properly, just need to fix the timestamp not being the same
oh cool, because i run alot of new stuff in Update() the infinite steering bug isn't technically an issue any more since it's no longer trying to play the sit and steer right hand on gearstick clip
that might be the clip that has the raised camera, so this may be sort of a weird issue that i caused but sort of didn't at the same time @fast onyx
anyways yeah, the radio desync has now been fixed, along with some other stuff that was desynced
also, two things:
not sure what's going on with the clipboard, but it keeps spitting out errors for clients
and, there is a null audio clip when you lurch the truck up in the seat
it's supposed to have the same audio as the player getting into the seat
the clipboard has the NetworkObject hash ID error that I never seemed to fix
ill give it a look
nah not that
it spits out some errors about server reparenting and stuff
you can mostly ignore this issue for now, i'll apply an override to the sitandsteer clip as well
since that might "fix it" for the meantime
yeah it did
i'm not sure why the dial needles flicker so bad at low speed
might be the super low weight of the truck
hehe
i also added a variable so you can adjust the front wheels max steering angle if you'd like
right now it's set to 35 degrees at full lock
which is normal for something like this
i also redid a bunch of the ignition logic so it has its own (also fixed some issues that the vanilla logic has like variables desyncing and the cabin light not turning on as soon as the key is first inserted) the chime will now also only play if the key is inserted, not as soon as you hold e on the ignition while the key isn't even in
i also fixed some issues with the ignition audios like them stacking instead of resetting properly (i would really recommend redoing them, i don't remember which ones are named what because zeekerss named them weirdly, but it's meant to be like:
initial ignition crank (like a 1-2 second clip of the starter engaging)
an ignition crank loop
and then an engine start success audio
right now on the hauler it's:
cruiser ignition audio (initial crank + loop in one which is wrong, it's meant to be the starter engaging) (which is also off of a vw polo lol)
then a looped audio of a truck trying to turn over
then the vanilla cruiser start success
which sounds really awkward
the vanilla cruiser is no better, it goes:
cruiser ignition audio (initial crank + loop in one)
then switches to some really weird looped ignition audio
then the start success
so uhhh with my testing pack the game crashes every time i purchase the hauler, im not sure what i have that could be causing that though, heres my log
and heres the profile code: 0199abd8-1de3-46af-c2de-98f7d9fde3d4
is it when you go into orbit with it on the magnet?
i ordered it and i believe it crashed right as it was starting to drop on the itemship
every time, tested about 10 times to be sure
ah, i've had it crash my game upon trying to enter orbit with the magnet on
There are no crashes here, but when I go into the hauler, a lot of RPC errors show up.
if you're on v73 the hauler hasn't been updated for v73 yet
:p
did v73 nuke it? im not in the loop on what changed
We neeeeed to fix the company hauler
hauler for the most part needs netcode patcher updating
i'm going to go over my fork i was working on and see if i can push a PR tonight, along with an update for v73
i would want to do more but, only so much i can do through code
I can send the prefab if it would help out
if you want, sure! i would like to look into fixing a bunch of the collision problems as well
i'd also be interested in redoing some of the player animations n such
i'd also like to make a couple fixes/tweaks to the model its self
that's cool
I didnt plan to do anything else really I was more in maintenance mode but apparently that didnt work out
icic, fair
i.e. remodelling the wheels, steering wheel, maybe some small proportion tweaks (not overhauling, as i like the original design, but feel it could do with some tweaks)
enemy protection was something i was going to redo as well
workin' away at fixing up the model first, haha
This looks extremely promising ^-^
should i increase the height of the haulers windshield?
it would provide a little more visibility
i also personally think it looks a little nicer
I would agree, higher looks better
okay, i'm quite happy with this!
Shaping up pretty well
i love visibility
for april fools we need a car that turns really well and is super cheap and visible because its made out of glass but it constantly shatters
would you rather drive a cybertruck for a year or get your tires stolen
box of death or major expense
ngl i like the cybertruck
Tires stolen
You could pick up some cheapy cheap tyres
oh wait your a good person for this scandal
do you think me and my friend can fit a 7 foot barbell into a 2019 honda civic
Maybe you could try lay the rear seat down flat
Then slide it through the trunk and into the rear seat
ight
Idk how much space that'll give ya, so good luck with it lol
also is it bad my friend just spent 300 dollars of his savings on this barbell 😭
ight i’ll send a picture on how it goes btw wish us luck 😭
fold the seat down
Hey @drifting berry can u add a config for the price?
If u dont know how to do configs, maybe ask around. Its not toooo toooo difficult from what i know.
Id appreciate it if you could. If not, no worries.
It's handled by LLL afaik
I can set a price but the registration in the shop is handled by LLL
Ah, but can there be a price config? Or not possible?
It's probably possible but I don't really want to do that
There's probably another mod you'll be able to use but I'm not sure
Ok. Damn. Well thx for responding
Nope. Tried all of them
ALL OF THEM
But it is what it is
Im not going to pretend I know how to alter the price of the vehicle via a config
Like for my v55 cruiser for example I had to change about three different prices for it to work properly
The registration in the shop is handled by LLL
Yea thats fair
And there's not really a direct way to modify it at runtime
I just wanted to make it cheaper than the cruiser
The rework of the hauler I'm doing should make it way nicer to use
If you want to keep up to date with progress I'll be posting about it in my thread for now
Alr, but will u add a terminal or smthn possibly?
Bc the cruiser terminal is my selling point on why the cruiser
No lol
Its the lack of features on the hauler that make me want to have it be cheaper. Bc the cruiser has the launch button, and terminal optionally. But hauler only has horn.
What are you thinking of adding to balance this issue?
Maybe a built in extension ladder?
That could be cool
And way more durability
It was so crazy it had to be nerfed
Also it has a tiny jump
Not full on boost like the ceuiser but it can jump
Ah the hauler
Well yeah sorry i thought we were talking about the hauler xD
Smthn like this and maybe other tool things could possibly fix the lack of features issue
We were
Just makin sure
If it was Scandal decision, he would remove the boost from the cruiser for balance
XD
And actually he already did
Wait he did?
Iirc his truck does not have the boost feature
Idk if his 55 cruiser also doesnt have it
I'll clear up the air in a minute
stuff like an ext ladder feels too gimmicky and probably really buggy, a terminal would be a little buggy and wouldn't fit anywhere in or on the hauler and would look severely out of place since it's an open bed pickup truck
i've seen what happens when you put ext ladders in a cruiser
it causes some weird shit
it just has more health
right now it uses the default vanilla code, so it does have crazy durability rn
i will probably rework that
the hauler can lurch yes, but it cannot fly like a cruiser
(intentional)
my version-55 cruiser has no weed killer functionality at all
and cannot lurch
my Scanvan has the boost/weedkiller functionality, but i want to rework that at a later date
the hauler also has double the seating capacity of the cruiser
and with my rework will have significantly improved and more consistent enemy protection
i might even be able to fit a fifth seat in the back
in the middle
Yeah but you can put people in the back of the cruiser
also, i'm open to suggestions for the hauler, as long as it's not too gimmicky or something
yes but that's not seated, and in the hauler that makes you extremely vulnerable
and it's not enclosed
The enclosure is protective
True
Built in extension ladder
i go in depth about it
i already addressed this and said not smth too gimmicky lol
again, i've seen what happens when you pair an extension ladder with a vehicle in lethal
it causes it to just fly into orbit and do all manner of weird things
I have not
Ah
Well, for now i do suggest lowering the price until it can fully outdo the cruiser
haulster
What is that beauty!?
Is it an upgraded version of the hauler?
it is being redone from the ground up
Ooooooh
it IS going to be the hauler
Ok ok ok i like this
this IS going to be the hauler in the next update
all the animations
code
everything
is being redone
The pallet on the top for the big items is genius
all the collisions
etc
oh that
is different
that's my Scanvan
i just have it there as a donor vehicle
Oh
the black truck is the hauler
Ohhhhhh
old hauler
I was talkin bout the scanvan
oh yeah no ignore that haha
Is it a scrapped idea?
Yea
the scanvan is my baby 😭 no it's not scrapped
No
Lets move the discussion to the thread
it's so awkward to answer a question like this
How so?
i think a better question would be "what features does it have" but whatever ig
hi. when you get in the truck in any seat (except the driver's), the truck starts levitating lmao
this mod is really broken on v73 rn
dont use it
wait for the remake
remake? uh okay
model is being remade as well as prob most of the code
is this the new model? hell nah
xD
no, its not
its a seperate mod
and it looks really nice actually
not released yet
neither
maybe this should be deprecated until its updated? :P
agreebious
No, that's my other truck that im using as a donor. You can also tell it's not the remake as it's not even the main focus of the picture.
If you'd like more pictures, you can go on a scavenger hunt for them in my vehicle thread. And any future updates will be posted there (on the hauler) up until the update is pushed out.
It's a shame you don't like the look of my other truck, but whatever
Would probably be ideal
I would do a hotfix to keep it running in the meantime but I haven't found an explanation for what v73 broke/how to address it, and I would have to repatch my unity project which I also have no idea how to do correctly
It's just that I saw the word ‘remake’ and thought you were going to change it completely. I mean the Hauler’s design is amazing , I just meant that I preferred the original Hauler over the remake version
This is the updated model. The other truck in that picture is a donor vehicle that I'm using for stuff like its physics collisions. It is my own seperate truck though, nothing to do with the hauler
Everything else is being redone
Physics/Collisions
Animations
Code
Etc
This is the old model.
love it
The most obvious alterations to the model are the front end proportion changes
I thought it looked better with a lower front end, but you also get better visibility as well
I also fixed every single tiny issues with the model hehe
The only difference I really nocie is the windows and the headlights tbh
Maybe the hood is different?
The front is alot lower/the windshield is also taller
I need to get a better pic since its hard to notice
I just hope it also no longer tweaks the hell out ingame lol
The physics will be somewhere between my v55 cruiser and the scanvan
So, way more stable
There will probably always be some jank with vehicles in lethal company, and that's not something I even want to attempt to look into because it's not necessarily an easy thing to tackle at all (i.e. host interactions with unoccupied vehicles)
But it should be better when I'm done with it
hope this makes the front end changes more clear
first image is the old one, second image is the new one
added a line for better visualisation
This is what i meant with the tiniest details hehe
You reslly treat your cars good hehe
Why is the mod deprecated?
doesn't work in v73 as of right now
also didn't realise train deprecated it for the meantime, appreciate it!
tried to return to this recently, its really fantastic how a normal functional unity project will spontaneously combust and stop working out of nowhere
Yoooo welcome back! My friends beg for me to add this back in, so a fix would be awesome!
train returning to this has weirdly given me a spark to continue working on my overhaul
splendid
we get double the foods
## 1.1.0 - 2026/30/1
- Undeprecated
- Finally fixed out-of-date networking problems relating to v73 unity version change, which solves issues such as back seats causing the car to fly
- Implemented multiple QOL stuffs with the assistance of ScandalTheVandal:
- Protect seated players from getting hit by the giant kiwi bird
- Protect seated players from getting bit by mouthdogs
- Protect seated players from getting grabbed by radmechs
- Fix visual issues caused by vanilla interactable objects that messed with animations
- Improve network syncing for various things, including car health & wheel speed
- Better collision
- Mute audio in orbit
- Wheel physics improvements
- Hauler no longer passively heals while in orbit
- Some other things
In addition, Scandal is now a maintainer of the project and is overseeing major changes from this point forward.
yippieyippieyippieyippieyippieyippieyippie
this is not the overhaul, if that wasn't obvious, it's just the old fork i had laying around
it should improve the behaviour of the Hauler for the meantime, but it won't be perfect
i had no access to the model at the time either, so i was just doing as much as i could via code
have fun in the meantime though!
btw, has anyone used this yet? havent used it but this is the only other standalone vehicle mod I have seen so far but it somehow doesn't use LLL
https://thunderstore.io/c/lethal-company/p/bcs4313/Cyber_Truck/
god damn that is big
it has zero custom vehicle code
it's just a slapped together cruiser reskin
using the base vehiclecontroller
steerim wheel remodel :)
also, just a heads-up, while I haven't tested that old fork in a while, if there's issues with your game crashing from stuff like the gate on the moon Kanie after it collides with the hauler, I am aware of this and it's an old fuck up on my end as I was reusing code from one of my other vehicles that had an oversight that I didn't realise till much later
There may not be any issues as I'm not sure if I actually ran a custom destroycar method for the hauler, but on the off chance I did and I forgot about that oversight, there may be issues and I will be fully aware of it and how to fix it (it's easy)
Nice
Trying to enter the lobby after buy the hauler won't let the player join
BetterEmotes comparibility?
BetterEmotes issue
exact same thing will happen with my Scanvan and my V55-Cruiser vehicles
and anything else that tries to add custom animations
BE overrides the animator constantly
Raaaah so happy its back!!!
and this one?
this is a new one to me
i can test the Hauler on a LAN lobby real quick
but i know i tested my fork ages ago on a LAN lobby and it worked fine
and, if anything, if this is an issue, it may not be the Haulers problem
the Hauler handles nothing regarding being implemented into the shop n' whatnot
@zenith totem either i misunderstood what you meant but, here's what i did:
on the left, the host, i bought the Hauler
on the right, i joined after the confirmation node
and there was no issue
I've had that happen with my Scanvan
Idk what causes it
LLL is what handles vehicle registration
working on the trucks materials (roughness maps)
will also stop the interior being all shiney
currently working on getting its bare shell ""working"" ingame
pretty much finished with the vehicles own animations
there's some smaller details i still need to implement, but they can come later
i'd be really happy to just atleast see this thing ingame
apparently, in 1.1.0 there is a new issue that causes the truck to permanently break & float in the air when you leave the game with it saved to the magnet
sounds like somethins getting disabled
this is ignorable for the most part
wasn't this an issue beforehand?
i can test this myself ig
just a quick note did you delete the old vehicle controller patch (you should only have VehicleControllerPatches) and spraypaintitem patch from your current version
if not, that could cause issues in its self
oh i didnt
silly train
it was more just consolidation
probably not
i'll test it right now anyways
it could be though
who knows
just testing now anyways
yup, okay, can confirm this does happen
lmao
that's so strange
okay, well, i guess i can try and quickly figure this one out
😭
that just seems like classic hauler physics funkyness
okay, i might have an idea of why it's breaking, will just test 2 confirm
nope, that didn't fix it
huh, weird
going to bust out the unity explorer for this one
its still using the 1.0.5 assetbundle btw
that physics issue is something i can't really investigate and i'm redoing the physics anyway as you know
as for the reload issue, uh
i'd change it but... my patched project suddenly went nuclear and thats a separate thing for me to work out later
i'm trying to investigate that now
oh ofc, i fully expect that jank
oh. i know the issue
hasBeenSpawned is never set to true upon reload
woopsie
yup, that was the issue
okay, uh
@fast onyx in Start()
below the return, so in the section where it calls to magnet the truck
just add
hasBeenSpawned = true;
like this
and this will fix it all
aight
thx for narrowing that down super fast
oversight completely
i figured something wasn't being set properly especially since there was nothing in the console
unityexplorer made it pretty easy to figure out
since setting it to true immediately fixed it lmao
another thing, just before you push a patch out
uhhh, one mo'
@fast onyx can you fix the hand icon being stretched?
pretty sure his entire patched project borked its self lol
i dont think he can even touch the current prefab he has
ya i'll be able to fix it, but it wont be in v1.1.1 cause i have to deal with unity issues
guess i may be wrong then
Idek why it is happening. It actually ran perfectly fine (even with hauler), but when i imported the hauler project as a unity asset to fix referencing issues, it caused a ton of code to completely break in Assembly-CSharp for no reason
my guess is that maybe it caused assembly-csharp to literally revert to old version? lmao
its so fragile
I think around 40-50% of dev time on this damn mod has been dealing with unity not working or VS failing to build with witchcraftian error messages
```
1.1.1 - 2026/2/1
- Fixed issue causing hauler to permanently break when loading a save with one magneted to ship
- Removed redundant patch files
- Fixed issues caused by modded damage triggers
yippee! hopefully no more serious issues for the meantime
on a separate note, powered moons are so good
so real
Now its working nice
they are 1920s/30s public domain songs
i got them from the internet archive:
https://archive.org/details/78rpmCollection1920s1930sPopularMusic
I assume Zeekers did something similar because some cruiser songs are also in this
Nice
Me also noticed it's really bad at killing monsters, and can start getting freaky if someone gets on the roof while it's in use
Because when i was starting it/driving it, whenever someone went on the roof, the whole thing starts jittering everywhere
Apart from that i love the hauler frfr
yeah zeekerss has had his eye on a very specific song (Babyface) for a while now
but he hasn't been able to use it yet
because while the arrangement has been made public domain i dont think any recordings are yet
someone should record themselves doing it and then enter it into public domain
he made a remix for it then realized it got extended to 2027
sadness
very very aware of physics issues
as I've stated six million times I'm reworking the physics in my overhaul
yay
but they're not something I can just quickly patch in the meantime
as for being bad at killing monsters, that's probably my fault, but I'll address it in the overhaul again
i feel like turn speed is also very slow unlike the cruiser, which makes it more precise but a lot more painfully slow
or maybe it's the really slow start and sheer size that makes it hard to turn
okay, let me address this
the steering wheel has the exact same rotation as the cruiser
however, on the cruiser
it uses a secondary steering value that desyncs from the steering wheel
which moves alot faster, and its what drives the actual front wheels
on the hauler, the front wheels turn angle is proportionally linear to the steering wheels
therefore yes, it will feel "slower" to turn, but it's because the haulers has the "correct steering fix"
imo, it's the correct one
as it doesn't sacrifice steering wheel rotation/ 2/3 of the steering wheels animation
in my overhaul, i'll probably add an animation curve, similar to my other truck, plus the overhaul has a slightly tweaked steering system anyways
atm on the hauler, the steering wheel turns the same speed as the cruisers
i am not reverting this behaviour to the vanilla behaviour
i despise the desynced steering wheel
and i do not like limiting the angle of the steering wheels rotation
oh, another thing that i guess contributes to it, the haulers wheels just dont turn as much as the cruisers
well i guess you could make it a slight pinch faster then to make it maybe a bit more similar to cruiser, though i feel like the Hauler actually feels unique with its more clunky physics of it feeling a lot heavier
i think they turn like 40 degrees rather than 50
the overhaul does have slightly faster steering
but i also smoothened out the inputs, so the wheel can continue rotating a small amount after
i've been toying around with it, and i enjoy how it handles
the overhaul also uses a new wheel collider script, and it's also rear wheel drive, so that makes it feel way more unique to the cruiser
you can do donuts and all sorts of fun shit
just praying my suspension bump stop setup will be sufficient for public release lmao
for the meantime, im just going to argue the current hauler has no power steering :)
things i noticed too is that it has basically not a lot of zones to push it
it also gets knocked over very easily by monsters, this with the inability to kill them easily makes the hauler get bullied by everything
okay i just got the funniest possible knock from a giant
it knocked me with such strength that, i cannot stress this enough : i literally flew for 3 seconds
and then proceeded to explode
how does that happen blud 🥀
this is something i can only address in the overhaul
unsure on this one, i'd have to look into it
it's either two things
torque force too high
or
high center of gravity
or neither, and it's just something else
either way, i'll look into it on mine
lol, i just realised making the hauler rear wheel drive is essentially false advertising
since the words 4x4 are plastered on the rear bed quarter panels
um wtf?
lmfao
bro put the car into manual
its trying to leave the page
I guess thats why the clipboard was not rendering lol, im not even going to pretend to know what caused that but I fixed it by deleting it entirely and making another one
oh that network error is a classic i never figured out why it does that
Doesn't even break anything
the clipboard on my trucks are working fine
so idk what happened on your end lmao
no idea how, and I just noticed, but the key mesh somehow turned into an amorphous marshmallow
the key melted
what?? 😭
ive learnt the hard way to backup vanilla assets that i use
becomes a nightmare when updating versions otherwise
## 1.1.2 - 2026/2/8
- Added sittable 5th seat between the two rear ones, great for MoreCompany
- Chime for driving away with one of the side doors open
- Fixed manual
- Fix key mesh being the wrong mesh
the fifth seat i have in mind for mine too :)
the key wasn't the wrong mesh btw
thats just an issue in you updating the project
and not having uh, vanilla assets backed up
the chime when driving away with the door open is a nice detail, i'll add that onto the overhaul as well!
middle seat is awesome you can actually see out the front
my scanvan has a middle seat :3
3 seater
its pretty funny being crammed into the front cabin
anyways - i might've figured out a decent solution to host and vehicle interactions, something that i'll defo be taking into account with the overhaul of the hauler
the general idea is that the player doesn't collide with the colliders on the truck, but rather a secondary gameobject that is kinematic and has the colliders on it, and is moved via the vehicles fixedupdate
which means that no matter how many times the host collides with it, they cant apply any forces to the truck
ill always be reminded of how awkward it was to be in the middle seat of my grampas old truck
you just get no personal space
i've also just hacked together a script to gently push the host out the way under a certain speed threshold
lmao
I guess its so long they had to invent a new month? lol
most of this is a reference to murder drones haha
13 is a made up month in the show for copper-9
seramorris
since copper-9 has a different orbit
...something along those lines
||13/13/3071 was also the name of one of the teaser videos for ep4 :p||
I've only watched circus but maybe i'll pick up MD one of these days
on an unrelated note, I've thought about making another car mod but also wonder if its better to hold off to see what matures with hauler/dawnlib
back when i started on this i was a bit overly ambitious and though i'd make a pack of cars instead of just hauler but obviously I had to downsize
I was thinking of making a stupidly overpowered tank of a diesel truck that has a bunch of mobile equipment like a terminal and a bunch of feedback screens
Kind of meant to appeal to the type of player that prefers to stick back on the ship but a bit more exciting
lifted hauler "the american patriot" special
equipped with a diesel engine that doesn't start on any snowy moons and struggles to start on sandy moons
something like a doppler on wheels, albeit a bit different
lol, that's pretty funky
seems like a nightmare to drive on any of the moons, love it
maybe buying something on it causes the dropship to spawn wherever the truck is?
i had a really silly idea to make like, a metro bus for some reason
i'm holding off on making anything right now though since i want to get my truck and the hauler done
then i can consider my options haha
i think my truck is like, getting very close to being done?
i had a 4hr+ play session last night on a modpack with my truck, and i didn't have to stop midround to fix some stupid issue or anything
the only issues i had were host player and vehicle interactions, but now i think i've mostly got the ""fix"" for that
which i'll need to apply to my v55 cruiser ofc
i also need to just finish up some compat
(LethalMin mainly)
which is easy
will just need to check that uh, i didn't break anything in MP with my host/player solution, i dont imagine anything will be broken
okay, one thing is broken and that's dropping items in the truck, cool lmao
glad to see it come this far! i will def promote it in my readme when you release it, if you alright with that
yeah that's fine with me! lmao
okay, figured out how to fix the item issue nevermind i lied
semi easy to fix ig
so many colliders though 😵💫
okay, actually figured out the issue, time to see if i can uh, work around this
might wanna change that description to 5 seater :) @fast onyx
beautiful
authentic
icl i can't be bothered to update the manual photos with a picture of the updated model
it looks close enough imo anyways
i wouldnt even bother
just pretend they put the manual in for an earlier generation
... or thats its been modded given its been like 600 years
"artist depiction of the hauler"
fixed it by changing the layer :3
apparantly, hauler always gets 1 person stuck in it but it doesn't show in console in any way
it's a bit weird
(talking still after the update i believe)
there's also a weird thing where when you exit the vehicle it just makes the item you held while you got in it just disppear and you have to switch off then back to it in your inventory for it to show
kinda weird
wdym by this? is it new behavior?
always been there, forgot to mention it
but basically yeah it just does that
i'd sit in front and then hear someone say "i can't get out"
i tell em "just use the door" and they'd say stuff like "my head is above the truck"
the sesh i just had nobody said their heads were popping out of the truck but someone was stuck somehow, so idk about that
never sat in the passenger sits so i wouldn't know myself
hopefully thats just a mod conflict, i havent seen that happen in my playtests yet
as for the held items breaking, ive seen this, i didnt bother to find a fix but its probably possible
was it the standing up in the seat bug
if so, this is an easy one to fix
im pretty sure i fixed this several versions ago, but any other mod that modifies animation controller states could be responsible
oh dang 50k downloads
the real fix is
resetting SA_stopAnimation
i've never had the bug happen ever again after doing this
this is the fix
i can get in and out of the truck a billion times as fast as i possibly can and it won't stand me up
additionally
can you provide
a modpack
oh sure i can
019c3f4c-004f-21de-82d0-0f4c97e7c55c
its got a lot of things and been optimized by a lot of mods, though we don't know what can cause problems with others in general
@fast onyx uh so the hauler's clipboard breaks the vanilla clipboards
You just cant read it, its blurry for whatever reason
Same thing happens with Lethal Phones
do you have a picture? everything seems to be okay for me
If you are talking about it affecting the ship clipboard, i think the specifications table on that is supposed to be blurry:
I remember someone saying you need like to hold z or smth like that, if not it looks blurry, i think @fringe tree knows bout this, sorry to bother you :3 you are the smart niche issues guy hehehe
yeah ship clipboard has the same specs as cruiser but blurred, but if it's affecting the lethalphones clipboard then that would be unrelated
I would guess it's an issue with lethalsponge or something making the depth of field effect apply when inspecting something
Smartcar
smart forfour
yeah I wouldn't compare this mod to the hauler.
Its a joke mod
The hauler on the other hand slaps
-# and it'll be much better when i'm done with it :p
anyways yeah, i know its a joke mod lol
sick : D
it'll be a-lot less
buggy
i'm debating whether to keep the revamp of the hauler rear wheel drive
despite 4x4 being plastered on the bedsides
it makes it alot more fun to drive
tailhappy, sure, slightly less capable offroad, maybe
but its for sure fun
got a video where i have a small cut moment where i play with hauler, and half of my time starting the thing results in people dying or having the it flip over uncontrollably
8:33
most cuts after that is just the hauler flipping or having weird gravity basically
note : we're not speaking english in this
again, I'm aware of the many issues regarding physics
and it's not something I can address for the meantime, but it's something I can address in the overhaul
I mean, this is mostly a big cut i made for fun and showing the wacky situations that happened because of these glitches
At least i know now it's now exactly on the roof that it's glitched, it's on the windshield
the first time it flung was a vanilla issue
(passengers not getting collisions disabled)
ok that's intresting, what about the other ones
cuz i'm sure the vanilla issue happens almost everytime with any vehicle ever
my vehicles don't have this issue because i implemented the fix for it lmao
yeah but are they released?
no, but what other vehicles are there :)
and if you say the cybertruck, that's a joke mod that's just a cruiser reskin with no custom vehicle controller
lol
i'm just joking around btw, ik there's no other vehicle around that does have this fix
funnily enough i've implemented a fix for this in cruiserimproved, i'm about to push an update for CI in a moment
mmm cruiser improved, my beloved
having to use cruiserimproved to fix issues with other vehicles that inherit vanilla jank is for sure not ideal
if only zeekerss had coded the cruiser properly
after using unity explorer i found the hauler radio's song names, although for some i'm unsure whether i've found the originals or not
these ones are definitly right
they'll just be from the 1920s archive lmao
ik
the same archive with thousands of songs
and many use the same name
which makes it kinda annoying to find honestly
that right side of the road is the wrong one
sounds slower and sounds really crackly
this is the one i have on my scanvan
which is the same as the haulers, but mine is the full version
is it not the right one but just edited?
i dont think its edited, i'm not too familiar with old music, but i assume it was recorded differently or something
this is just from the archive
i didn't change anything except the volume
since i wanted all my music to match in terms of volume
i found the crazy people song though
i know it's the right one because it has french in it
i really wish i could include the original songs i had on my scanvan, but, mainly for file size reasons, i cant
actually i do have the right version
listenning back to back with the hauler in game
i took both versions and the first one i sent is definitly the right one even if it might not be obvious
although i can't find the vo-do-do-de-oblues song
that's not a name i can find in the archive
@fast onyx you forgor to remove the old giant ai patch btw
just a quick note as of for now
the spray paint patch is still there on the github as well despite not being needed
will remove in 1.1.3
mint!
i love testing the use of the Hauler on my maps, because one time i order the hauler and it lands perfectly
one time i order it and just bounces off into the lake and immediatly explodes
Regarde What in the heck is happening de Lassie et des millions d'autres vidéos Lethal Company sur Medal. #lethalcompany
what are those bird sounds from
its familiar
a single hill stops you (i had to spam jump to get there)
the birds are the flamingo scp
is this not just the truck bottoming out/beaching?
either that or the really busted physics lmao
when half the time i use the damned thing i flip upside down, i think the centerpoint of gravity might not be well established
it's the funky broken physics 🥴
my scanvan has a decently high center of gravity but it doesn't feel like the hauler
my scanvan will roll during harsh cornering
well, not roll over
but has alot of bodyroll
I mean it's a 6 ton truck
i ain't expecting it to exactly roll over when i'm maneuvering
because the main thing i like about cruiser IS that the entire punishement is you getting pretty much turned into a soap bar if you fuck up too hard
but if a vehicle turns me into soap the moment i try turning i'm out bro 😭
my scanvan doesn't roll over easily
but, big heavy trucks have soft suspension lol
mine has alot of bodyroll but it's kinda hard to flip it on it's side
bodyroll is just how much the body tilts during cornering
the hauler on the other hand just has super busted physics
cruiser is pretty forgiving today, v55 was way more punishing, any collision enough to break the windshield one shot seated players. In v56 it was adjusted to damage you a certain amount dependent on velocity
I may make it a little easier to roll, since it's really fucking hard right now even while going fast and turning
during normal manoeuvreing however it will not roll over no
so just like a real silverado
good job glojam and scandal the realism is immaculate
in the next update if you drive on a snowy moon, then an interal timer will start to count down. after a while, chassis will start very quickly corroding and rusting, which will ultimately lead up to the truck splitting in half
for the true body on frame truck experience
me when the snow is actually road salt
true
