#[V81] Boom_Moons & [V81] Variants
1810 messages · Page 2 of 2 (latest)
I've had it happen before with the vanilla cc
-# my trucks have masked protection :3
I always find a way
me when i introduce Boss Variants :
inhales
I ALWAYS FIND A WAY
Except for the bracken variant
You definitely got me there lol
I wonder if you would consider doing solo uploads of your moons for the grand finale update
well actually?
maybe
are the masked enemies in this compatible with mirage?
yes but their unique visual differences won't be visible
this means their hats/particles won't show, and their unique suits will be replaced
so i don't recommend it
but you can do it if you feel like suffering
is that for normal masked or for the variants? I dont mind if the variants are just the bugged ones
for masked variants
they won't be bugged
they will just have their very specific details not show up
details that are unique to each type in order to differenciate them from regular masked
alright thanks
Also are the variants able to spawn on modded moons?
all of em
some weights aren't configured though, as i think they're more or less not built to be played with in normal gameplay
(at least for now)
variants are just reskins or do they have differences?
mostly just unkillable/very hard to kill versions
in short they're recolors of vanilla monsters with changing variables for some (those i could alter basically)
thing is i made them mostly harder versions of existing monsters
testing them in sessions myself i can say that most of em are pretty much not too hard on you, mostly either just slightly harder, or Expert version of a monster
i'm adding 7 different tulip snake variants

i'd like to also personally thank purple for his hard work and efforts on making renders of every single enemy variant/items related to them
(his suffering on the tulip snake variants' renders will not go to waste)
Greeb
I HATE YOU
you don't need to do a render anymore cuz he just made one for you
no i made that
you should be grateful!!!
no he didn't ujm cuz I said soooo
dodges
1.2.0 - Dinosaur Update
- Added multiple monster variants : Retro Masked, Masquerrino, Gardine, Marauder, Distortipede, Shadow Bug, Cloud Dragon, Air Croc, Kite Lizard, Breeze Dino, Glider Geko, Flying Komodo, Wind Wyvern, Winged Skink, Rattle Rat, Mouette, Silver Soldier, Dark Soldier, Birch Brother, Mud Serpent, Phantom, Sturgeon Hunter.
- Added images to every monster in description
- Reinstated Frost Pecker from old Boom_Moons versions (not given any weights/unused due to networking issues not solvable by me unless someone either comes up with a custom Sapsucker AI script that works as this one is broken when introduced through LLL/Dawnlib :/)
- Fixed some enemies' shader-based materials to be broken due to being bundle incorrectly.
- Improved perfect masked visuals.
- Slight changes on some monsters.
- Fixed the Super Mech's fire rate.
- Upgraded the Super Mech by adding a mortar on its back that fires grenades periodically.
- Upgraded the Iron-Maiden by being full of spikes hurting players who touch her whether moving or not (weirdo).
- Added a dependency to Itolib and JLL in order to upgrade less enthusiastic enemy designs.
important info : dependencies to Itolib and JLL are important in order for the Iron Maiden and Super Mech's new abilities
later improvements on other existing monsters will also be using that
Question,
Do these creatures spawn on their own or have to be added manually via level loader?
most have weights yes
those who are stated to be "unused" on the README will not be receiving weights by default ever unless i remove them of this category
you can ofc add them yourself but they're unused for specific reasons
also some are Tag-based which means if you're playing on a modded moon from a creator who doesn't care about tags then you prolly wont see those
currently looking into adding images to the readme so it can show every monster so some of the next patches might just be all coming quickly to test it out
aight with the 1.2.3 patch, image thumbnails should now be all working correctly
ofc it's thunderstore so imma just have to wait until the mod page is refreshed
i removed the stoopid links under thumbnails
lmfao
at least now it displays normally
you can now view every single monster in the mod without having to download it
i added a new variant in the 1.2.5 of Boom Variants
a new spider Variant, because errmmmmm
idk
before any of you ask : yes it's very obviously unkillable/very hard to kill, and intentionnaly designed like this due to lack of design knowledge ofc
Why do we need more unkillable stuff
this is why i love 2nd degree humour
it's a purely non-internationnal experience that other people will not understand ever even if i exaggerate what i say to an unbelievable degree
add /j to everything you say, even if its not a joke /j
y'know like : what if i added 27 unique nutcracker variants that all only spawn on every single moon ever with 300 weights for no particular reason at all
For some reason, in version 1.2.5, I can't spawn any of the entities from Imperium, nor the debug menu from Emergency Dice. This isn't a big problem but it concerns me if they can even spawn or if they aren't being registered.
I can spawn them in 1.2.4 but not 1.2.5
i realised about 2 minutes ago that the variants mod's bundle was not included in the package
what the in the fucking hell
fail
oopsies :>
woopsies
at least i didn't forget the dropship inside of the ground
Boom Variants 1.2.6 Dropship on Deluge incident Patch
- Changed mod icon
- Fixed the mod not having the asset bundle
- Added new sounds for Mouette
- Added bestiary entries
how about we add a glass varient of something that just dies as soon as a gust of wind hits it
that fixes the main problem of the mod
Rent free
@solid jacinth i am quite tired of this whole thing, i think got off on the wrong foot since the beginning and never quite learned any sort of mutual repect or established common grounds, i would like for there not to be any beef and to stop all jabs thrown at each other further down the line and maybe start working things out together
before anyone asks, yes i apologize for actions on my account
it was wrong for me to engage in immature behavior like this and i should've been better, but that's done already and you can't undo that

Ho a wild stocking appeared , what do i do ?
Ho
proceed to throw pokeball
I shatter your pokeball before it can even touch her
Too late , i use :
I block it with my entire body after putting on a metal cap
Then I put 50% tarrifs on you
this is what happens when you even make an attempt a failed one at that to take my queen
CHIBI MITA GO !!
I WILL be going all out
LMAO
🤣 ^*
What if i abandonned making moons altogether
Like genuinely what if i come back tomorrow and deprecate my mod
then your mod would be deprecated 
Sounds like a plan
i will keep making updates for v73 until both FULL v80 update and updates to registry APIs such as Dawnlib and LLL get updated for it
if LLL ends up deprecated i'll switch over to Dawnlib thank you
I very highly doubt it does go deprecated
me too but you never know quite frankly
Hry @rare plaza will u add optipns in boom achievements to disable certain items from appearing jn the shop?
which items
The recorder, monocle, and the scanpad. Thise are the ones added to the shop right? Im prob gonna keep the scanpad enabled bc it looks cool, but the others dont fit the theme for my modpack
Only if its not too much trouble. I dont wanna overwork ya
I mean you could logically be able to disable them if you just use lunar config methinks
Like in their item config there should be something about them being a shop item, and if you remove that they should be disabled
(also they're from Boom_Scraps)
Didnt work unfortunately
If u do, can u do it before updating the mod for v80?
there's like no reason not to get ahead, most of the changes will still be there when the full thing drops
what i meant by that is i'm just gonna wait until the full thing drops
boomlib coming soon
i don't wanna rush things like everybody seems to be doing with what is essentially just a "hey guys check this new content out before i drop everything"
I don't get people who try and play heavy modded packs in betas
nah, SpectreLib, when i'll be good enough for it
like why are you building a 15 mod modpack for a beta build cro
like 2 mods is enough
like I have no idea who would be running CR in the current beta for example
requirements to be a lethal company modder professional extraordinaire:
must create a library/API
must be friends with magic underscore wesley
must only speak in technical phrases common folk wouldnt understand so theyre confused
day 1 only
must not die
no dying
must fast before they get home
like it makes sense for it to update obviously I just don't know who would be jumping into a new version with heavy mods involved already
damn i fail at being friends with magic underscore wesley 😔
guess i'm just a rando
Ngl, im siding with u all the way
Yeah me too lowkey
frfr
I mean I got like 50 mods in beta but its just a stripped down qol and visual pack 
stripped down mostly bc GI and sciencebird are gonna release once its fully out
I saw Purple imply that the guardian is quite different from the regular nutcracker, what is different about it? These variants look neat and I like the idea of vanilla+ style enemies
so there's 2 types
"Regionnal Variants" basically variants based on the type of moon, like a cold bracken the "Ténébreux"
"Expert Variants" variants that are just beefed up or alternate versions of monsters
exemple being the Guardian, it's a 25HP Nutcracker with a unique gun that uses its own bullet type
also its hitbox is modified and other variables are often touched
so for a lot of monsters, stuff like size for exemple is something that often changed, hitboxes, speed (if i can), and many of the variables that are changeable in the enemy's script
thanks to @grand ruin i realised the current version of Boom Variants is missing some enemies, and has some broken ones too
new patch coming shortly
another fix i should mention is the Super Mech not shooting grenades anymore and missing some audios
patch out
do you have a thread for your new interiors?
There's some cool ones in there, I really like the Belleville apartments one, that one seems excellent, love the liminal vibe--feels more appropriate in terms of capturing the vanilla spirit than other attempts I've seen at a similar concept.
also for anyone wonder i will make the transition to v81 now that it's official release is out
but patching the project somehow made the project restart so much, i wonder if it's actually working
also i have a thread for my scraps https://discord.com/channels/1168655651455639582/1390026652494463118
(and vehicle mod)
i'm gonna have to do twice as much work to redo all the prefabs for the mob variants, i sure do love patching my project
After an entire day (and all night) of working, i've been able to recover my project and get it to V81, which will allow me to add a few changes to it that were added in V81, adding some of the new monsters, and mostly just updating it for people to be able to play it in that version
i'm gonna release a V81 Update for the monster variants first, that will include variants of the new monsters
prepare for pain everyone
endless pain and suffering for those who hate cadavers
oh and also all my trees will be able to be climbed on by the Feiopar
my moons mod is broken by the hardcoding zeekerss made
more specifically : footstep sounds on the Terrain
it'll either sound like grass or rock dependant on the texture painted on the terrain
which is madness
reason why it doesn't affect other moons that aren't the green witches (forest moons) is because the other moons don't use the terrain tool as they never got redesigned :/
so moon updates will be slow not just for my moons but for everyone else's
in other news : my cadaver variant's plants aren't showing up with a regular material
so i have to rely on the existing shader
for some reason i cant find the config for this on thunderstores config?
how often do the variants spawn btw
thanks
also thanks for updating I really like the mod]
Error :LethalLevelLoader] System.ArgumentNullException: Null ExtendedContent Could Not Be Registered To ExtendedMod: BoomsModssMod Due To Failed Validation Check!
Parameter name: newExtendedContent
at LethalLevelLoader.ExtendedMod.RegisterExtendedContent (LethalLevelLoader.ExtendedContent newExtendedContent) [0x0016a] in ./Components/ExtendedContent/ExtendedMod.cs:143
at LethalLevelLoader.LethalBundleManager.RegisterExtendedMod (LethalLevelLoader.ExtendedMod extendedMod, LethalLevelLoader.AssetBundles.AssetBundleGroup source) [0x0019b] in ./AssetBundles/LethalBundleManager.cs:150
[Error :LethalLevelLoader] System.ArgumentNullException: Null ExtendedContent Could Not Be Registered To ExtendedMod: BoomsModssMod Due To Failed Validation Check!
Parameter name: newExtendedContent
at LethalLevelLoader.ExtendedMod.RegisterExtendedContent (LethalLevelLoader.ExtendedContent newExtendedContent) [0x0016a] in ./Components/ExtendedContent/ExtendedMod.cs:143
at LethalLevelLoader.LethalBundleManager.RegisterExtendedMod (LethalLevelLoader.ExtendedMod extendedMod, LethalLevelLoader.AssetBundles.AssetBundleGroup source) [0x0019b] in ./AssetBundles/LethalBundleManager.cs:150
think i got an error associated with your mods (running booms variants and boom scraps)
keyword : my mods aren't updated yet
also for the Variants mod i will be waiting for Dawnlib v0.9.3 because it patches smth for one of the variants which otherwise would break its behavior and render it literally unbeatable and almost invisible
Oh shi mb
Can I keep them enabled and just wait for the update or should I disable them in case it fucks something up?
It’s running fine other than the error so uh
Is your interiors mod compatible with v81?
Oh right
i am profoundly mentally ill
All good
I swear mones interiors are the only interior mod working
still working on the variants rn
Is there a cadaver variant 🙏
there will be variants of every monsters
Oh sick
except maybe bees and locusts
What are the plans for the cadaver variant or is it still in the oven?
because they require a VFX which i don't have
Is it like a different type of infected like one that spits
well can't say much now
What about just recolouring the mask hornets from the butler
Or something
Or is that vfx too
i used a particle effect
which is not the same, also the mask hornets don't require a VFX, so it was not too hard to do
Oh
although the RedLocustBees and DocileLocusts require a VFX which aren't ripped properly, and therefore can't be accessed
meaning no variant til either Dawnlib implements it (which means no recoloring, same as the spores for cadaver variants)
Damn
Do you have any plans for the other enemies like the gunkfish
or someone like zeekerss comes out and just gives all the shader graphs and VFX graphs for absolutely free for modders to use
keyword : every
but as in every monsters from the update
that comes with unique variables for health, speed, and other stuff which zeekerss put for me to tweak i assume
I kinda meant like as in are you gonna give it a custom gimmick
Or is it just going to be a buffed version
it's hard giving unique gimmicks to monsters
True
Idk some acid thing for the gunkfish could work ig
Btw what do the man eater variants do I never got to see them
Super Mech was fairly obvious, i had made a grenade launcher item beforehand and figured it wouldn't hard to just stick a mortar on its back
one is more of a joke (Croquette) the other one is more balanced version of it in my opinion (Bottom Feeder)
I don’t know if this is too goofy but like since bottom feeder sort of sounds like an underwater ish thing maybe like have it spawn in the deep waters of March or something
Idk if it’s possible but maybe some sort of like kidnapper fox type thing where it just fucking drags you underwater like a crocodile
Just an idea but could be fun ig
all interiors work, just download the mod "DunGenReferenceFixer" By Zaggy1024
important info on cadaver variant/s
any cadaver variant i do will be registered via Dawnlib due to a VFX being required, this means there's gonna be a config to modify any of the Cadaver variants i make
Since dawn got updated is this working now?
variants v81 patch out
@night grove would it be possible y'all inspect my moons mod whenever i update to V81?
cuz the designs have changed well enough that i think you could find it intresting
no longer making icons for everyone
ykw that makes sense
there are way too many moons now
i understand if you don't wanna do my moons no more
I was bashing my head against a wall trying to figure out why Dine is made of actually infinite Masked and Tulip Snakes. Well, after really paying attention.... it's only variants. No normal masked or tulips. Can we maybe get a config to fix the spawn weights or like... a fix for this? I play solo a lot so having a conga line of Masked Hunters come after me at all times has been very painful.
Slight exaggeration above, but we are averaging about 40 masked per Dine run, and they begin immediately, usually atleast 1 sitting by the door when we get to the entrance, sometimes up to 3.
idk about the number of tulips, I don't mind them except on Embrion where they are rainbowy and invincible (I didn't see a rainbow variant on the modpage, so maybe that ones not yours?) and the tulips do not leave the moon after a certain period.
To confirm, I do not have any other mods that mess with either of these outside of MaskedInvisFix, SoftMaskKiller, and MaskFixes
If the above issues are actually just a vanilla addition that somehow left playtesting, my bad.
i will investigate further, to answer questions yes they are my variants
but i think 40 hunter masked is a bit much so yeah i might as well change that
genuine infestation level of masked lol
lol
I'm unsure if its also related to your variants, or something from LGU or something completely unrelated, but I seem to be unable to use weedkiller on the cadavers. I'm posting the issue in both threads with logs so that we can figure it out faster
it worked on my side so unsure
i'd advise you ask other devs as i'm not qualified to answer anything about this
it's the standard Cadaver AI, and all i did was change a few variables and rebundle it through Dawnlib, there's no way for me to do anything regarding fixing since i didn't technically create any asset that changes the monster considerably
also i did notice 1 bug in particular regarding weeds
my guess is something with weedkillerfixes or LGU. or something entirely unrelated because modding is magic
one where you'd try spraying em and the particles would get spammed and the weed wouldn't go away
but you would just have to use the spray once more to kill em correctly and it'd stop the particle rain
Hmm, I didn't get that bug so far thankfully
again, ask either of their devs
i'm just as confused as you here
Yep, got it in the LGU thread already and looking for the weedkillerfixes one, if it has one
weed killer fixes was made by buttery, so surely either on one of buttery's thread, or a centralized thread by buttery
or just ping her
ig
got it posted in their weedkiller fixes now. Hopefully it's figured out soon. I liek the game being hard but it always irks me when something becomes uncounterable. Looking at you old birds
old birds are not "uncounterable" but they're also meant to be a really difficult enemy that only really spawns on harder moons
they have pretty piss poor turning and you can lose LOS with them pretty easily half the time
they also aren't the best at actually grabbing you
idk if you use the cruiser but as of v56, while it's not indended, completely negates old birds as any real threat as well :p
Accuracy is also pretty dogshit too
And a good chunk of times when they do hit you they send you away from them and the rest of their damaging rockets
what kills you most of the time is the fall lmao
new moons update coming up
biggest one i've done yet
Boom Moons V2.0.0 - Grand Finale Update ~ Part 2
- Added new moons : Argon, Dawn, Saturation, Wander.
- Removed Batolfil.
- Fixed moons for V81.
- Fixed a bunch of missing reverb presets on Dedication.
- Added decorations to multiple moons.
- Tweaked ambiant audio to multiple moons.
- Tweaked spawns to multiple moons.
- Added foggy weather to multiple moons with custom fog color.
- Made many changes and stuff.
New list of moons :
- Dawn 0
- Excellance 0
- Wander 100
- Argon 275
- Malice 300
- Validance 750
- Kronodile 850
- ??? 1750
- Saturation 2000
- ??? 200
Regarding variants, a few of them are gonna get special items that drop on death, items valued depending on the difficulty required in order to kill them
Also fixing marauder's missing tex next patch because yeah the pink glowing thing inside of it was not intended :/
cool. also, I was wondering if you plan on adding variants for the blob (AKA slime, AKA hygrodere)? I don't know difficult it would be to code, but a mechanism where every time the blob deals damage to someone, after a short delay, it permanently grows in size would be cool, IMO. It could grow only by a slight amount each time, and the overall growth could have an eventual limit (which could maybe be somewhat minor so that the enemy isn't too overpowered).
Wanted to make a smaller slime before
Lack of shader graph prevents me from doing so
oh I see
That reminds me... is the gun from the variant nutcrackers any different internally from a shotgun? Like, if say something like LGU buffs the shotgun, would it also buff your gun? It's hard for me to tell, because I've only recently started to pay attention to how long it takes to kill the variant nuts... which is 4 shots from your gun when I can kill a normal nut with a normal shotgun in 1 (2 if I'm too far)
Basically I'm asking is if it's its own gun or if the variant nuts are just a lot harder to kill
the variant has 25HPs
so it actually takes 5 shotgun shots
holy shiieeeet that'll do it LOL
the shotgun that's carried by the Guardian uses the base Shotgun script
sweet, good
so
i can't change any of its damage variables, which i wanted to do
although the upside is that LGU can affect it with upgrades
as it targets the script, rather than the item itself
We have LGU set up to have most important upgrades go to 5 (as opposed to 3-4) so that stuff like Shotguns and whatever uses Shovel are really good
so it's actually better than custom damage weapons most times.
That explains why the nuts were so hard to kill, I kinda like it lol. makes the upgrades feel more necessary
rn Shotguns are at 3/4/6 damage but we can get it up to 7/8/10. and I think shotgun damage ranges can overlap?
bear in mind that Guardians are supposed to be an "Expert" version of the Nutcracker, so the HP buff is normal
Right
I love that honestly, makes nuts dangerous again
now I just need working grenade mods
something you might be likely to hate is that LGU doesn't offer any sort of compat with my mod, because Hunter targets the enemy type, not the script
this makes it so that my variants don't drop samples with that upgrade
Thats fine honestly. Hunter is extremely powerful even with that issue.
to combat this "issue" i've made a decision to add scraps on kill for some monsters in the next update
the scraps will be unique to each monster that spawns one on death, and the drops are random dependant on monster, some always drop, some don't
awesome. I love this sorta thing xD
oh and also new variants in the next update, but that's to be expected, i'll also try reworking the looks on some older variants to make them able to be differentiated from reskins with enemyskinkit
which will just be : adding props/details on them outside of different material basically
cool
and yea i think this mod is super underrated/cool, fits very well within vanilla while implicitly adding a lot more to vanilla as an experience
but yea if you ever are able to figure out the blob a growing or bigger blob would be cool, food for thought 😛
dont the blobs already grow if you whack em v:?
slightly but not permanently afaik? like they will revert. they also don't grow when dealing damage to you
but an alternative would just be to have a blob that is bigger from the beginning
bad news, i can't do it lol
the Hygrodere, just like Circuit Bees, Roaming Locusts, Kidnapper For, and Cadavers, share a thing i cannot get
all these use either a Shader Graph
or a VFX Graph
and i cannot use either, because i cannot get either
and if i can't get/use any, the AI breaks and spams errors
"but how did you manage to get Cadaver Variants?"
Xu was feeling nice ig
i just said it didn't work becoz i thought Dawnlib had an issue, it did not in fact have an issue with it, but Xu helped with Dawnlib registration and then when told the VFX was mandatory for the AI they just made a unique patch that makes it so that if a monster is registered through Dawnlib using the Cadaver AI, then it'll just replace its VFX Prefabs with the vanilla ones, which fixes it
and so because of that, i've been able to make Cadaver variants, but not any of the other monsters
Enemies not doable :
(Due to Shader Graph)
- Hygrodere
(Due to VFX) - Circuit Bees
- Roaming Locusts
(Due to Spawn Mechanic) - Kidnapper Fox
I wonder how enemy skin variety was able to do it then
Ig just coding to modify certain specifc values
Slime has a gradiant color field
the difference is, what boom is doing is not enemy variants
it is new enemies
by definition that is what is being done
DawnLib will do what ESR does and more, it's just these aren't variants, they're their own enemies
Well by definition, they're vanilla enemy variants, not reskins
I see ESR as a skin mod, hence why i call mine Variants
well no im mainly referring to this visuals here
like with the shader graphs and vfx being an issue
skins never touch the prefab
or well, the creator of the skin never touches the enemy's prefab
that's not something that's ever bundled into a "skin bundle" i guess
all it is just some info that's saying "do x, change y and delete z" about enemy properties, ESR or DawnLib reads that and does those changes
the reason the shader graphs and vfx are an issue for boom, is because they're creating the enemy prefab by duplicating it to match the original enemy then doing their changes, but we dont have shader graphs and vfx in the rips
mmmm yeah that makes sense
Exactly
Main problem i have is that i wanted to do variants for Circuit Bees for a long time, and had to settle for the Hive Spawner script from Itolib on select moons of mine
For that reason i hope one day some lib like Dawnlib for exemple, have a script that lets you use a shader graph or vfx reference, and lets you modify a certain property from it, like texture
If @unkempt laurel made that though, it would have to be a priority, which it's not and i'm 100% fine with this because they shouldn't have to quite frankly
it just do be a thing you wouldn't see in DawnLib unless it's part of the skins stuff, which you probably would not wanna use since it's skins not variants as you said
That too
I'd see it more in itolib
Since it's just a more multipurpose lib
While dawnlib is mainly a registry
yeah
Also if anyone's wondering "Why not make Boom Skins instead?", it's just funnier seeing a Guardian (for exemple) as a threat rather than a color swap.
fades in
Hunter API 
fades out
Dork lmao
you can run

but i will fly
tbh i could do models for unique hunter items if compat is agreed upon
already started the process of adding items by making the items' models
You can add multiple to the same one so it's up to you.
i also think this concept is way more interesting lol, it's subtle but it adds more dynamics to how you encounter certain enemies
but yea understood with what is impossible for the time being
hi boom
fixing missing navmesh on some moons rn
moons patch in the upload process
what were the issues with this and mirage? Does this make mirage enemies spawn with masks?
No, it's that my masked variants will spawn with suits according to the settings of mirage
That's kind of it, didn't test it though so i wouldn't know the extent of what issues would be with it apart from that
thanks for the reply but i managed to get to the bottom of it
also will there ever be a guide on the gimmicks of the variants?
i got absolutely bodied by a blue thumper
lmao
uhm well yeah i kinda didn't document the gimmicks on any of the monsters unfortunatly
some of them being kinda obvious at first glance
but for some others there aren't really any
i just plan on making each have intresting enough gimmicks
i could just add it to the wiki page of the thunderstore
please do v: some of the community I make my list for kept thinking the nut variants were invincible (even though I was mowing them down because I'm basically Doomslayer)
some creatures already have a wiki page on the thunderstore link to Boom Variants
did that just tonight quickly so only more essential info are there
bro is late to the stoning
it's funny because I've killed them without realizing it while fighting the freaking hordes before when I kept getting the conga lines of them lol
LGU carrying me
LGU genuinely be busted if you don't change the config lmao
I made most upgrades a little more expensive and then gave stuff like Protein and Hollow Point upgrades up to 5 for WAY higher prices
mostly because me and one other player I frequent with always end up in runs that have just... like, way too much money sitting around
I really want a mod with good consumable items liek grenades and such to use
i mean, i could just do shameless self promoting and tell you about mine
but it's not currently updated to v81 sooo
grenades are broken
I think I have yours, the gren-
yea
Whenever you do get around to fixing them... idea
Incendiary for forest giants 👀
ah
I crave seeing those other weapons
I'm hoping your mod just replaces all the other outdated ones I've been trying to get work xD
we need an arsenal
but i juuuuuust need some time to finish some items
for sure for sure
just to be sure i don't have any issues, and that some just don't look like shit lol
another idea.. flamethrower to work on cadaver blooms v: if its not too much pain
not this patch ofc but in the future
well i'd say it works on it, it be a rly good counter to them
because of the stunlock i'd say it does
it doesn't burn them perpetually but it does stunlock them pretty well
ohhhhh
the actual monsters aren't too hard to deal with unless multiple people get turned
yeah i'd have to ask mr pacoito to make a script that destroys plants in lethal, which idk if he's down to it
i think he might be occupied with working on other things
Right. Just an idea. I know they can be countered with weedkiller but it doesnt work for host for some reason
you mean
non-host?
sidenote on the variants, preparing an update which features monster drops so it gonna be funny
As the host, I'm unable to get rid of the cadaver plants at all
or treat players for some reason
weird
do you have weed killer fixes?
then try without weed killer fixes
if it's resolved when you remove it, then go see buttery about it
but i doubt a lil that's their mod doing it
can do
Right
its annoying because again, no errors when I try
just doesnt work with no explanation lol
true true
the Variants mod's wiki page was updated, i added some enemies to it and added a lil note that tells you what kind of Variant it is to simplify the tell on variant types
wrong thread buddeh
lelllll
Variants 1.5.0 - Wild Update
- Added new monster variants : Pine Man, Soldier, Bounty Bot, Bloodskittos, Corpse, and Carrion.
- Tweaked particle effect on the Rotwasps.
- Added special scraps that drops from the Ténébreux and Sandman being the Ice Core and Sand Core respectively.
- Added a custom shotgun to go with the Soldier : Armsel Shotgun, using Garden Shells which are unique to this gun.
Moons 2.0.2 - Foliage
- Added foliage to Kronodile, Dedication, and Excellance.
- Tweaked foliage shader graph.
- VR support (suggested by TKronix).
@elfin yew i added that stupid compatibility to VR
okay i will add it to the filter on my mod when i update it next as a default
[V81] Boom_Moons & [V81] Variants
also for the Variants fans i have disappointing news
Paradesman uses a normal map, but it fucks up and BarberMaterialTweaks doesn't fix it unfortunatly
so uhh, idk what to say it's just broken
The latest version is broken?
Surely you can just revert?
No it's just the material for the Paradesman
It's not visually broken like a missing texture
He just looks like a he's smooth that's all
does this mod not come with a config for enemies? I wanna disable some enemies and the guardians weapon but don't see the config
yo i just got assaulted by the white man group on epsteins island bruh wtf was i supposed to do
Kronodile moment
LLL/Lunar Config
your call
cadaver variants are unique because i was basically forced to do this
through dawnlib, which has a config by default for all registered stuff
Hey @rare plaza can u add a shotguns only version of the scraps mod?
Bc lunar wont let you disable any scraps from the mod
Ik ik... but it would be useful af for me and my mates, and the lever action and hyper shotguns are too cool not to ask u
They r my favorite weapons out of all the (modded and vanilla) guns
Or would it be difficult to do that?
I mean jf you'd let me, id love to make a fork of it for u. Id get everything done and send u the zip to upload
just delete their spawns from the moon's scrap list?
lemme get this straight
you want a mod with only the shotguns
and you're asking this on the Moons/Variants thread
Fuuuuuuuuuuuuck
Soooo........ wrong thread.....
But yes, this could work most likely. I shall try
0 reason to have 2 threads
And makes less sense to have 1 for 2 mods and another for 2 mods hehe
i have 3
idk man
updated the Variants' wiki with new descriptions for some monsters
link to the Variants' wiki for those who are unaware
https://thunderstore.io/c/lethal-company/p/BLB_Thunderstore_Mods_LOL/Boom_Variants/wiki/5119-readme/
getting an error when unlockjing the door on determination and its pink
you canty unlock the door on determination at the moment
pink thing on the door/missing texture is due to an incompat error that i don't understand and not really my fault
as for unlocking the door it's useless because that door is just useless
it's a treasure hunt, all i can provide is : flick all 3 switches hidden around the map (the one that opens the fire exit hangar doesn't count)
well Ive got two out of three at least
oh that's unfortunate. I really thought it would lead to some really cool underground area
I already know where the third might be lol
based on my previous nutcracker message yeah probably
could you like, adapt it into some sort of cryptic hint?
because I'm low-key so lost
Good idea, although i've stopped altering my first generation of moons for a bit now
any hints you could give me? because im so lost right now
w a tt e r
waffle fries, clearly
are you taslking about the waterfall? bnecause if so i found that one
i know that one and the building, but i dont know the other one
I'm saying look in the water
we love image artifacts
Boom, Have you ever done a kidnapper fox Variant?
yes and it doesn't work
for more info : contact no one because the only way you're making it spawn is most likely by having a custom thing with dawnlib
which i'm too lazy to ask the brilliant mind behind it
also cuz they have better things to do
(registering petabytes of whateverdataisneededtorunXmod)
i could still ask but y'know
I tryed to use dawnlib but still don't know how to bundle with it also it is too big for my small modder brain
would try and explain how to bundle stuff for dawnlib, but i'm also not gonna do that because it's a pain in the ass to even do if you're tryna bundle existing content
although there's only 1 enemy i'd recommend you bundle via dawnlib
cadaver
otherwise it'd break because of missing VFX which is required for its AI
oh, Cadaver bloom or Growth?
Ok
Even the bravest workers known their limits.
i updated EVERYTHING (except moons)
Does anyone have a list of all variants from Boom variants?
search in this channel posts from profoundlypurple with the word "boom"
this might not account for newer enemy variants and doesnt mention their mechanics/stats
I maybe will get down to making an updated list of the enemies
not updated btw
dw the mod's README has renders from Purple AND names
(although descriptions and some other stats are stored exclusively in the wiki page on thunderstore)
Not all creatures tho
yeah i rushed latest updates
will make a small patch to address that
if you want atp
i don't mind you noting stuff on my enemies
if you got anything ya wanna say (feedback on monster variants and stuff) you can
Sure thing!
So first thing I want to give feedback on are Dark mudferns and Slugewater Leafbushes
The Bog crawler spawns
I think good idea would be to make destroyable with weed killer
Or give them a lifetime
Because from what I notcied the bog crawler spawns them infinietly
And that means either an impact on performance or absolute no visibility whichever kills the run first
10 seconds of lifetime and Bog crawler managed to spawn around 8-10 plants?
This will destroy weaker PC's
For reference
What I would suggest is giving those plants a lifetime of like 10 seconds
Where they grow, in like 2.5 sec, last 5 sec and shrink for another 2.5 sec
Giving the Bog Crawler the trail of plants that will make it harder to see while not destroying people's PC
If 10 seconds feels too short you can try 15 or 20
Just don't make it permament
well i did think a lot about all that is why the thing was nerfed a bit in last patch
but my main idea with them is for them to be invasive plants that stay for the rest of the game and are there to make your visibility impacted
although i don't feel like giving them lifetime, i do feel like making them spawn a lost less fast would make it better performance wise
in that case you will need to make them spawn a lot less often and maybe give the player counterplay with weed killer.
trust me adding the ability to remove them with weed killer is not gonna make them any less annoying considering how people don't even bother most of the time to remove growths
Which are arguably way more dangerous
idk about the counterplay personally, the thing is mostly making them able to be a nuisance but not letting you fight them directly, only prevent them
In that case you could try making it so whenever the player gets damaged the Bog Crawler spawns a couple of them where the player was hit
Or, the plants spawn only when the Bog Crawler reaches high speeds, not the deafult walking speed but the chasing phase faster speed
Good because I have shitty PC 😭
losta people do lol
Finished 8 entries for now
@iron estuary i be coding a new script out for the plants
fire
one of the main reason the plants are cost heavy is because by default they us an animator
which uses affects their scale
but that's really stupid and unoptimized to do because animators are costly when it comes to huge numbers
Yeah
maybe you could try using the new system Zeekers introduced to make foliage on Adamance, Vow and March?
If possible
the "new" system
is really just a lie imo
it's a bunch of scripts of which only 1 is ever used
and it's used for Vain Shrouds and Cadaver Growths
the grass on moons is painted as detail
on the terrain
so it's basically like telling people "i made something" and it ends up just because a wet fart
if i were to use that one script tho, it'd need to be on every plant spawned since they're not under a single parent
got it
Why do maneaters take so long to turn?
From what I can see I am done documenting at least 1/4 of the entities with at least 1 photo of each
It's simple info
Dmg, HP and their ID name
With photo
i have all their renders btw
they are "non-official" since it's not exactly me who made them but i do endorse them
yeah every time i add something new, my friend makes a render of them
do as you please
i do wish you refer to the Wiki page i made for them for some more context/"lore" explanation for stuff for those i wasn't lazy to forget lol
I will give them rankings like X and stuff in their .txt files (Planned)
I have noticed a repeating pattern
Why are there so many Tulip snakes 😭
I really like the idea of Iron Maiden
The ultimate door blocker
Also coming back to the Maneaters. Giving them more HP and increasing their grow up timer is actually nerfing it. The normal Maneater is far more dangerous then the modded equivilents
The maneater does not need more HP as shotguns only deal 1 HP and they are incredibly hard to kill due to their speed and instakill. What makes normal maneater way harder is the fact if you don't enter facility in time after one was starting to cry it will grow up and you have a very VERY hard monster to deal with.
But the variants have significantly longer timers so they will be less of a hustle to deal with and unless someone deliberately tries to kill it (Only really new players) it will not be a problem
You could make it so they have different calming mechanics like getting sprayed with weed killer or similar (If that's possible) to make them more distinct and harder but that's just my opinion
because it's really funny, and it pissed off the person that made the original renders
one thing like many other ideas people have recommended to me is that
i love the enthusiasm to add ideas like that, but i have one word : code
Yeah I get that
I mean, you're slowly learning to code duder
tried coding something myself
Very proud of you of that
Never again 😭
i will NOT code this kind of shit bro 💀
Not with that attitude
You will never get good at something by giving up
I am too short sighted to be a coder
I'm short sighted 🙂
I drop things after a week
so am i dudes
My point still stands 😄
i'm just very uhhhhh
a person that works with logic and when met with problems that aren't inherently obvious i will generally try to reason
that reasoning sometimes falls under idk
like why do i need to do "yield" what does that even mean
So like problems with understanding the overcomplicated wording?
phrases that could be replaced with step by step what to do?
if it's not obvious, idk how to do it unless i see an exemple
EXACTLY
That's what I hated about this
I was flooded with the fancy looking words and sentences that could be replaced with simple instructions on how to do it
Or have some kind of tutorial next to them to show what this phrase means
But no
All has to be in words
So you have to struggle understanding what it even does
I do wish that more coding tutorials would just show you an example and then let you understand it instead of just saying and hoping you will understand. At least put a bullet point of how to use it
I noticed something strange. Whenever I have enemies on green background without the natural light the hue is blue shifted
That also means I will most likely have to redo most of the renders as their colours are not True
wait what 😭
@rare plaza sr for ping but is permafrost falcon by deafult cyanish light blue?
Or is it yellowish brownish greenish
wrong ping bud
methinks
Damn it
erm
There we go 😭
kinda expect this when you're tryna greenscreen green enemies
it's not that
nice renders tho
It's the fact that inside light of the greenscreen map seems to be hue shifted making them look blueish
While the global light seems to be just white
perhaps use the Unity Explorer mod
and tweak the light component of the map
with that it's good luck lol
I mean most enemies don't look that much different
if i do remember correctly, Purple (the one who does my renders) does it on Adamance using a regular flashlight from a bit afar
and without just the skybox in background using imperium
The most problematic ones are permafrost falcoln and iron maiden that get hue shifted
Yeah that one I used
^^^
show me iron maiden bro
i gotta see this
Tbf arctic ravager looks 🔥 🔥 🔥 when blue shifted
prolly here
sick
I thought the Arctic ravager looked like this by deafult
Icy furr and watery skin
most cold variants i made are dark/blue
on another note, next update will have a new dependency to a lib i've been making for a few days
and will make some monster variants behave more uniquely
Sick
this includes : Iron Maiden, Velvet, Garnice, Soldier, Guerrier/Poilu, Guardian and their respective guns
bog plants will also be using their own unique script (which i will test rn)
I do wish there was a way to disable shadows
How hard is it to make a map?
or moon I guess?
Because I believe it's time someone made an WBRGB Render map and if it comes down to it I may be the one to make it
My question is how to spawn growths?
They don't want to pop up
Swamp
I accidentally pinged you, my bad 😭
bro pinged a random person on accident and revealed that person things they wouldn't have found otherwise
bog plants?
No, cadaver growths variants
they spawn as an object, not entity
ohhhh
type growth in the spawn menu of imperium
Yeah
it's a hardcoded indoor monster
can't do much about that
unless a madman decides to patch the base AI script
i'm also doing a slight change on the reload anim of Guerrier and other nuts
nobody cares about my moons so i ain't postin nun about it here
it's all about the variants now, the variants, let's go variants
one of the plant types for the bog crawler's plants sprays particles that are visible and particles that are only visible on radar in order to bloat it, good or bad idea?
Is bloating the Radar a good idea?
4
4
1
Yeah
✅
WHY IS IT SCREAMING IN LETHAL COMPANY?!
New mod update makes maneater scream!
#lethalcompany #clips #shorts
why do they always have add unnecessary sound mods bro 🥀
