#Lethal HUD
1 messages · Page 3 of 1
Mr sicksboys
That looks amazing
Also wanted to ask, i saw that you can change the scan figure, when scanning, but its a global change, could it be possible to make it different depending on the item? Like equipment, keys maybe, scrap, or have a list where you can put which object use which figure

its wacky right now, that would be possible but I'd need to do a massive rework and would be very overengineered 
I'd also need better textures for those ngl 
but anyways I'm currently working on the networked features, I'll test them out with someone later, right now in lan everything seems to work (well almost)
Makes sense pr3ttyboy 
Couldnt it be simplified with the use of other mods like the one that changes the scan node of items to blue?
Like maybe just having that option for the meantime
Oh hell yeah, THE update is coming 😎
If you are at any point bored you know what you can work on lol
Currently testing waters with the event system I mentioned in my changelog
👁️👁️
Very nice ^-^
Okay here comes a massive text wall
{
"Events": [
{
"Name": "Halloween",
"Start": "2025-10-01",
"End": "2025-11-01",
"Overrides": {
"UnifyMostColors": "#FF7518",
"ScanColor": "#6A0DAD",
"SlotColor": "#FF7518",
"GradientColorA": "#6A0DAD",
"GradientColorB": "#FF7518",
"HandsFullColor": "#6A0DAD",
"HealthColor": "#FF7518",
"SprintMeterColor": "#6A0DAD",
"WeightStarterColor": "#FF7518",
"GradientNameColorA": "#6A0DAD",
"GradientNameColorB": "#FF7518",
"ChatMessageColor": "#6A0DAD",
"GradientMessageColorA": "#FF7518",
"GradientMessageColorB": "#6A0DAD",
"ClockNumberColor": "#FF7518",
"ClockBoxColor": "#6A0DAD",
"ClockIconColor": "#FF7518",
"ClockShipLeaveColor": "#6A0DAD",
"SignalTextColor": "#FF7518",
"SignalText2Color": "#6A0DAD",
"SignalBGColor": "#FF7518",
"SignalMessageColor": "#6A0DAD",
"LoadingTextColor": "#FF7518",
"PlanetSummaryColor": "#6A0DAD",
"PlanetHeaderColor": "#FF7518",
"SpectatorTipColor": "#6A0DAD",
"SpectatingPlayerColor": "#FF7518",
"HoldEndGameColor": "#6A0DAD",
"HoldEndGameVotesColor": "#FF7518",
"SeperateAdditionalMiscToolsColors": "#6A0DAD",
"MTColorGradientA": "#FF7518",
"MTColorGradientB": "#6A0DAD"
}
},
{
"Name": "Winterfest",
"Start": "2025-12-01",
"End": "2026-02-01",
"Overrides": {
"UnifyMostColors": "#00BFFF",
"ScanColor": "#74C0FF",
"SlotColor": "#00BFFF",
"GradientColorA": "#74C0FF",
"GradientColorB": "#00BFFF",
"HandsFullColor": "#74C0FF",
"HealthColor": "#00BFFF",
"SprintMeterColor": "#74C0FF",
"WeightStarterColor": "#00BFFF",
"GradientNameColorA": "#74C0FF",
"GradientNameColorB": "#00BFFF",
"ChatMessageColor": "#74C0FF",
"GradientMessageColorA": "#00BFFF",
"GradientMessageColorB": "#74C0FF",
"ClockNumberColor": "#00BFFF",
"ClockBoxColor": "#74C0FF",
"ClockIconColor": "#00BFFF",
"ClockShipLeaveColor": "#74C0FF",
"SignalTextColor": "#00BFFF",
"SignalText2Color": "#74C0FF",
"SignalBGColor": "#00BFFF",
"SignalMessageColor": "#74C0FF",
"LoadingTextColor": "#00BFFF",
"PlanetSummaryColor": "#74C0FF",
"PlanetHeaderColor": "#00BFFF",
"SpectatorTipColor": "#74C0FF",
"SpectatingPlayerColor": "#00BFFF",
"HoldEndGameColor": "#74C0FF",
"HoldEndGameVotesColor": "#00BFFF",
"SeperateAdditionalMiscToolsColors": "#74C0FF",
"MTColorGradientA": "#00BFFF",
"MTColorGradientB": "#74C0FF"
}
}
]
}
JSON looks a bit off, I'd like to change the names for them to make it a bit more readable. Also made a config to opt out of the event based system and a force event option where you can force whatever setup you've made. Everything in the JSON is up to you guys. You can modify them, add new ones etc.
I also have some issues rn with swapping back to original settings, but I'll figure that out later
hey i think the weight decimal is broken, each item always shows .00 after the original number.
left screenshot is lethalhud, right is playerhudtweaks (both holding a wedding ring)
The decimals are not broken; Vanilla weight, as you probably know, is dealt in pounds. It is never half a pound or similar, being the same case for mods. Thus the decimals go unchanged for the pound display
well in vanilla if you hold 2 wedding rings (each of which is 16lb) your total weight is 31lb, so it definitely is using some rounded up numbers, which i can only assume is how playerhudtweaks gets their decimal numbers
Now I get what you meant; Strange! Okay, that is indeed worth looking into; Sorry
Last time I played it seemed fine. Are you sure there isnt any other mod like GI that has a similar feature enabled in its config?
Though I’ll look into it regardless
Little info about the next update:
- Some refactored code (not important for you guys, its for me as I want to tidy some things up) [WIP]
- Eventsystem Json file which will be in the regular config folder, this is an editable json where you can add / remove / modify events, which are timebased (two examples will be added by default, Halloween and Winterfest) [SEMI-DONE]
- config option to opt out of the eventsystem’s overrides [DONE]
- config option to generate a dropdown list of what events you have an force apply them on [DONE]
- networking! (This means the mod will not be client sided no more)
- ping counter probably will work [DONE]
- custom name colors show up for the others nicely and you will only color yours from now on [DONE]
- Signal Transmitter shenanigans [WIP]
- Hide Tooltips (do you guys want a boolean config for this or a configurable keybind?) [WIP]
- ShipLoot with the same visual for total counter when outside ship [SEMI-DONE]
Would be nice
- A more minimalistic approach to HUD elements
- Little triangles for inventory slots at the bottom and a tiny circular background behind the item icons
- Global notifications changed from the bulky rectangles to something more pleasing to the eyes
- PlayerNamePlates colored the same way you colored your chatname (networked)
- Will probably ask if we still need some features that are still present in the current one after the event system with the force apply will be used. I feel like some will become a bit unnecessary (main color for example?)
- WebUI would be neat for the json file
The minimalistic approach stuff are low-prio, would also be a config option so dont worry if you dont want it.
I also didnt mention small fixes that could still be present in the current version
And webui is only a concept rn as you’d put the json file in, modify it however you want and then export it, completely conceptual as I never touched JS in my life 💀
can i get a config to hide players i dont like? they just really clog up my camera view sometimes
Skitts is not a hud element unfortunately 
:(
@flat swift Pawsy is sleeping again, cant pin
we finally killed him
Poor Pawsy RIP 
No more client-side? 
Nouu 
Its a necessary sacrifice for what I want to add now and in the future
in the s1ckboy I trust
unless it is waiting 5 minutes

5 minutes in s1ckboy standard time 
i'm sorry i don't use that!!!!!!!!!!!!!! it's always changing!!!!!!!!
Its uuhh its a dynamic timezone
depends on the random seed
could there be some config to just disable all network things 
No 
so does that mean we won't be able to use lethal hud if the host doesn't have it? 
Unfortunately 
st1nkboy 😑
wouldn't it be possible to not enable networking if the host doesn't have lethalhud installed?
🥺
PR it.
Noouuu lmao
oh no
I’ll push it once im home
noooo not the css
Wait until you see what it has
don't make a website
Wait not css like that
Apx 3 hours
Maybe a day
We sat down on a new train and we have people going to different places and noone knows which train this is
Wish me luck
the L0stboy.
My adventures every wednesday is something straight out of a movie
@ionic bear I havent looked at your code yet (lethalmin) but I do remember it having like pretty nice hud elements, even animations if I recall correctly. Are these ui textures and what not public or private? I’d like to add a proxy so people could recolor those as well to fit their theme 
LethalMin's HUD is mostly public fields, the only private ones being internal counters/lists. Including the Counter HUD which is usually under the inventory. The UI Sprites should be under the Container gamobject in the CounterHUD script.
The Onion's HUD also has mostly public fields.
If you are also referring to the clock HUD then that's it's own mod Which does have configs to recolor it.
Oh you do have config to recolor it, do you mind if I make a proxy to your color configs to base it on whatever they chose in mine? 
-# i did the same for BetterScanVision
sure
@sterile mesa r u ded?
looks fine to me ¯_(ツ)_/¯
probably cuz I don't validate the input and you're sending something wrong
what are you sending in the command? It should be a message link like this: #1400904379124678716 message
yeah s1ckboy pawsy's arguments are for some reason set to optional iirc so make sure you're doing it right
its been a while since i did a bot i dont remember if you could force one of the arguments to be required in an optional way there's two
/pin-bot pin #1400904379124678716 message
but that has been an annoying thing when pressing enter for it to just go through
Also tried the previous very which is the message id
uh worked when I did it
She hates me
skill issue
lemme try my thread
lemme read the log I guess
I added a new feature a day or two ago where pawsy will ignore messages older than 24 hours to stop the fucking "meow at a 3 year old message" thing
Welp this message is new and wanted to pin after I posted
lul ur command somehow gave her an exception
Cant believe she hates me
Thank you?
exceptional should really be an insult
Somehow command.Data.Options.First() is nothing in your message
so I guess I could make it FirstOrDefault() cuz I have null checking later and it would hiss at you for a null input but I dunno why its null to begin with
Are you on mobile or something?
Aye
¯_(ツ)_/¯
I have an update on deck so next time I push a build I'll get better logging if options is null but I legit don't know how that can happen unless you sent the command with no link
All of this sounds awesome ^-^
I think a boolean is enough for the tooltips but offering a configurable key would not be bad either
i hate this thread
its the only thread that discord doesnt automatically mark as read when i scroll to the bottom
no other thread does this
literally still happening
i gotta manually mark it as read
@sullen kraken fix your thread
Get notified bozo

i hate this thread
sorry i forgot to check yesterday, i just installed lethalhud and imperium on a fresh profile and the decimals still show the same, so no other mods are causing it
Alrighty i’ll fix that up 
should've just fucking killed the poor thing...
@sullen kraken Hey, do you think you could add an accurate stamina function in your mod? and why not a setting to enable or disable it? 🤔 I don't know if you are interested in that
Btw for the performance I did some test again when I saw you fixed the issue (I'm really sorry if I sound like a FPS bitch but someone need to make the testing), I tested with just performances and fixes mods just basic stuff with some unlock FPS, from 310FPS - 295FPS to 280FPS - 245FPS with the mod, I know it's like insignificant with those high numbers but that with an "empty" mod pack just in the ship not landed and in idle when spawning, the mod is cutting a fair bit alone, Full mod pack with the mod : 170FPS - 160FPS, Full mod pack without the mod 185FPS - 175FPS, again just from the ship, when going out when landing and idle outside with the mod ~138FPS without the mod ~153FPS, I don't know if that could be because of conflict with performances or fixes mods or just because it's a heavy boy ahah here is my new profile code if you want to test on your side when you can ofc and thank you for your work: JKLDJM
that is actually quite significant, with those numbers or not, thats a ~20% performance loss
Will think about the first one.
For the second I’ll definitely look into the fps issue, and I appriciate the report. I am not sure whats causing it 
Yup that a lot 😅
i mentioned an offset for the stamina once too.. ❤️
Thank you! it's a pleasure trying to help report things out
It's gonna bit a bit tougher cuz last time I checked the stamina is parented to the player sprite and if you offset it, it'll scale and rotate weirdly
but probably not hard to fix
Also for some reason (idk if it's my fault) when I set the stamina bar to the section one it never appears, it did with the Halloween stuffs but not anymore for me
wdym by that?
The "section" setting is not working for me it seems, let me get a screenshot
I have the "section" option in the stamina bar but it doesn't seem to work. The gradient one works
wdym section option?
The one that the end section is colored different
I'm not on my pc I don't remember the name
thats accuratestaminadisplay
So I need it for that setting to work?
I dont have a setting like what you're discribing tho

i can't change the settings in gale what
what's this option then?
You need to enable this setting, it's going to make a cfg you can edit in gale
ye just did that, thanks 
that is a bit similar to gradient but different
elaborate
about to just in a peak game
- Sprint Meter Coloring – three styles:
- Solid – single static color
- Gradient – hue shifts while sprinting
- Shades – darkens with sprint use (or lightens if already dark, then turns red)
oki oki thanks s1ck love you
Isn't the performance issue caused from calling many stuff every frames maybe? I'm no expert in coding mods but I know using many function to update every frame kill the performance in games 🤔
could there be an option to change the color of just the "system messages" (like when someone joins/starts the ship, gets kicked/disconnected)? because in vanilla those messages are a different color from normal chat messages
I thought that said chicken jockey
that's dr minecraft for you
is the perfomance issue still not fixed?
Not for the moment
I’ll be reworking my postfix for it anyways since Lunxara is encountering an issue where chat sometimes disappears for her lol
So I’ll probably try to make this more user friendly as well
yippee ewahooo :D
Most of my stuff are called in lateupdate and I tried to make most of my stuff as performance friendly as possible (clearly I failed somewhere, I also did sone sloppy work in some features ngl, which I promised to change for the next update already)
WAT
NAUER
Pacoito has been reviewing my code briefly, he’ll make a pr later for me to fix some small issues here and there, I just have to push my uncommited changes to the github so he can see what I’ve been cooking up lol
just doing some testing for some of my own things, seems like lethal hud is adding a lot of gameobjects with mods that add/remove item slots, e.g. utility belt from lethalthings, though to do this you do have to drop and pick it up a... significant... amountof times
Oh lol
Good catch
just experienced it myself with... a lot of general improvement lightning slots
reuse yer gameobjects, instantiating new ones can be costly :p
Yeah s1ckboy has a few gullible things he’s gonna have fixed for the next update, he’s been having pacoito help him but idk if this specific issue got caught or not
I think I've got this
h4ckerboy
sl0tboy
Tested performance, it seems to be much better now. I still need some time to fix some of the small issues others mentioned (some I forgor ngl) and I remove the event system for the time being cuz I accidentally broke it and I dont know if I'll have time for fixing it so uhm.. Update is gonna be on friday regardless :p
(On the currently updated version i got 120-125 fps)

Looking forward to it ^-^
amazing
Yippee 
v1.3.6
- Fixed performance issues (garbage collection / allocation / frame drops) thanks to Pacoito
- Networked name colors
- Probably fixed some issues but some were not really reproducable or at least I couldnt figure out a way so uhm.. if you encounter the previous issues again, let me know
- I know this update doesnt seem much but I did a lot and I might sound lazy, and thats because I am .-.
(also ping counter is still not working cuz apparently I broke it, no clue how, and like I said am lazy rn im going back to mooning lmao)
im so glad paco made lethal hud, what a goat
it was Mu really just had to give credits to someone else
people can never know Skitts made lethal compagny
Awesome update :3
Very very glad about the performance update. Always lovely to have ^-^
I was hoping I could get the eventsystem along with some other stuff but maybe in the future 
Better to have smaller updates that improve somethings than plan big for that one update and have it delayed by months while good changes just rest in the back, I think
You got plenty time and I think everyone will still appreciate the features when they eventually come :3
As long as things work as they should I'll be happy :p
Performance is indeed better, but colors are messed up, idk why.. When I tested with Kenji they worked fine
The player text colors?
the chatname colors
Ah. Welp, sad but not the worst that could happen
I've got no idea whats wrong with it, will get some sleep and figure it out. Its essentially applying colors to the right players but its not getting synced for everyone accordingly which is very odd
I'm leaving some other tiny issues others pointed out while I was melting about this:
- Lunxara experienced chat wipe again even tho I tried to fix that (this issue came with my "fix" for other mods where I tried to make sure <size=12> and stuff like that wont show up) and her chat goes blank for a while and then fixes itself after some time
- Kiszony experienced HideHUD blinking instead of hiding which he's been telling me about for a while, I only experienced it once and I have no idea why that happens cuz I literally just call a base game function on key press
Chat Wipe issue is an incompat with loading info
@true jungle Maybe you can look into this, cus the fix he did is fine when it comes to TME
I’m not really sure what’s going on
LoadingInfo only intercepts and processes the messages that it sends itself.
Is it my birthday again? 
-# you’re supposed to see that only on 21st of october lol
yes you are
Would it be possible down the line to include hud bars for the spray paint, weed killer, tzp etc?
It would be a really awesome inclusion :)
나는 I installed Lethal HUD, but I'm not sure what the difference is from the default HUD. What are the differences?
LethalHud is for custom your Hud in the config
You can custom all
yes, by default I tried to make sure everything stays vanilla but in lethalconfig you can change anything mid-game
probably 
uhh sure give me a second
tks sick
but this is local config not global
I went for a winter themed style
you can just copy paste this into the regular config folder but makesure bootstrap.cfg has local on
Actually, changed the scancolor to #A3FFA3 (also noticed a small issue I just did .., will be pushing a fix soon)
thanks pickachu
@sullen kraken S1CKBOY-SAN!!!!
i come to you with a suggestion
#1443399191761256610 adds pop-up texts for when you get an achievement, would it be scope creeping to add customization for the color, size, etc of those pop-up texts?
Mayhaps
v1.3.7
- Merged Pacoito's PR #9
- Fixes chatnamecoloring
- Replaced reflections with publicized calls (for compats)
- using sharedMaterial instead of material for scan as it was gullible in the last rework with lazy init and is better overall
pacoito, every mod's active developer
A very interesting bug, LethalHUD 1.3.7 seems to disable all fog on every moon
narrowed down by process of elimination of recently updated and downgrading to 1.3.6 fixed it
Wwwha
Is it smth with the scanner change?
W a t
I feel like this is more likely to be a conflict than a LethalHud problem
Pacoito’s changes didnt touch anything that could be doing that i dont think
I briefly skimmes thru it just now
Yeah I will run a quick test
Im gonna go get some coffee
I thought it was my latest update to my mod and i went "fuck" but i disabled it, then betterfog, then sponge... remained... then i swapped to latest updated stuff from last day or so
Are you sure it's LethalHud though and not smth else?
I don't think Lethal Hud touches fog whatsoever
Yeah cus you said you downgraded a handful of mods
It could be any of those
lol
it's fine on my end
durrrrrrrhre.... ill test more soon ❤️
i wonder what could even conflict with it like this lo
I would see if there's an error in your logs when all the mods are updated
True i only checked for betterfogs logs but saw it was all working and put my thinking cap on
These are all the recent updated things on my side and it's all okay, so it's prolly an edge case mod somewhere that I don't have in my pack
We love when Lethal Hud catches false strays

I wonder what it could be tho
Same lmao
OH WTF
What is hooking into this?
HUHHHHH
s1ckboy is this LethalHud?
Lmao
Oh yeah i saw this one too
@scenic sleet What did you do? Your pr was Gullible
Hope it's an easy fix at least but ye pretty sure this is the networking in Lethal Hud
I need to also check when this throws
As soon as I load into a lobby
every frame
What is trying to remove PlayerControllerB from the player object? 💀
Glup
I mean should stop if you remove the [RequireComponent(typeof(PlayerControllerB)] at the top of the class
But like
I kinda expect the player to be a player 💀
Oh wait it's mentioning
What is a player if not a player
Probably unrelated
Well yeah for the emotes it changes the animation
But like it shouldnt be that I dont think?
It ain't that
It's just side effect of something fucking up at the start with the player
Still would be good to know if it's MoreCompany or smth else
I'm guessing MoreCompany
Whatever it is prolly needs to change up how it is patching shit
(But also these should all be hashed with Animator.StringToHash() instead of using strings
)
@wind delta
The "CrouchWalk", "Sprint" and stuff I mean
Can you disable lethalperformance for a quick test?
It's really not hard to get 💀
No but like still it shouldn't log that lmao
It's not that
It's probably MoreCompany
Wow it is not MoreCompany
lmao
I’d be surprised if it would be that
It wouldn't be patches for the player class, something's trying to destroy the class for some reason 💀
I know not why
It's just a normal Unity Log so it's prolly a vanilla function tbh
I'm not gonna try and sort out if a mod is doing it, you're free to look and see if smth stands out
Which can be caused by any mod trying to remove it

I doubt a mod is doing that
I'm pretty sure shit would explode if that was the case
Shit is exploding
No 
Nothing is logging it so I would assume it is vanilla
But yeah I guess do this then @sullen kraken
I do wonder what mod would even try and do that though if it is one
it'd be weird
I'm more likely to suspect it'd be an older mod
fog is restored with LethalHUD 1.3.7 when i disable BetterSprayPaint
Does that also fix the PlayerControllerB error on your end?
Cus when I disabled it on my side I still got it
But BetterSprayPaint was what I figured might be one of the culprits
this has been present every test ive done
Yeah it'd be good to find the mod causing this
Cus yeah s1ckboy can do a fix but the mod doing this really needs to be updated or deprecated on Thunderstore
No mod should be removing PlayerControllerB
Its hilarious ngl
Why does this mod even mess with fog volumes 
Also can you share your pack? If it's smaller I would prefer to test with it cus I'm too lazy to try and isolate what it might be with mine
Who even knows..... lol
nd yeah sure
019ade41-f26d-f323-0896-da85bf66f9c9
i take a break off pc however
cant even launch a game with that rn so if anyone actually tries it, disable brutal company
Oh boy
I see a couple mods we share that I think could be responsible
I'll see if disabling them yields anything
Yep
I found it
I had a feeling
@scenic sleet @sullen kraken
I turned that off and it's fixed.
@uncut leaf Why are you removing PlayerControllerB....?
I still see fog with it enabled, but it does error with this upon landing:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
BetterSprayPaint.Utils.SyncWithNetworkObject (Unity.Netcode.NetworkBehaviour networkBehaviour, Unity.Netcode.NetworkObject networkObject) (at D:/SteamLibrary/steamapps/common/Lethal Company/projects/LCBetterSprayPaint/src/Utils.cs:59)
BetterSprayPaint.Ngo.NgoHelper.AddScriptToInstances[TCustomBehaviour,TNativeBehaviour] (System.Boolean updatePrefabs, System.Type excluded) (at D:/SteamLibrary/steamapps/common/Lethal Company/projects/LCBetterSprayPaint/src/ngo/PluginNgo.cs:72)
BetterSprayPaint.Ngo.NgoHelper+<>c__DisplayClass4_0`2[TCustomBehaviour,TNativeBehaviour].<RegisterScriptWithExistingPrefab>b__0 (UnityEngine.SceneManagement.Scene _, UnityEngine.SceneManagement.LoadSceneMode _) (at D:/SteamLibrary/steamapps/common/Lethal Company/projects/LCBetterSprayPaint/src/ngo/PluginNgo.cs:86)
UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) (at <c39a522eee05469b8171a6cfeb646c59>:IL_000E)
Hmm
youre right, i got that too... i never checked log after i narrowed it... interestingggg....
I got that in your pack 💀
Odd
Gotta land
I did
I landed on Snowfall then Foggy
it didn't error for me
lmao
Funny issue is funny
Maybe cus I turned off TME it fixed it erroring?
@uncut leaf It's the player preview in the UI throwing a fit because of a component added to the player class during Awake() that has the [RequireComponent(typeof(PlayerControllerB))] attribute so it can't destroy the player class when lobotomizing the preview player: https://github.com/cmooref17/Lethal-Company-TooManyEmotes/blob/main/TooManyEmotes/UI/AnimationPreviewer.cs#L127
You could probably just add check after it gets done destroying components for if the preview player still has a PlayerControllerB and destroy it if so, since the required component is presumed to be destroyed by this point lol
Fixed from LethalHUD's end by just not having a component with [RequireComponent(typeof(PlayerControllerB))], but any mod can cause the player class to potentially not be destroyed
I dunno if it actually is the cause of some of the issues prior though, but still not ideal to have a bonus instance of PlayerControllerB just hanging about
yup, will update today with something noice as well
I did originally want to create the player preview object from scratch without having to delete the components, but I ran into various issues so that's what I ended up with.
Maybe I can look into that this weekend to try to get that going again.
I wonder if LethalEmotesAPI does it differently at all and if their method could be reused
I noticed this earlier too
I saw an error happening while the moon is doing something with the fog
Gonna update soon, just need to take care of something first
I just removed BetterSprayPaint
Can we get a compass fade option similar to the inventory fade? So that you're able to make it always visible. This could completely replace the compass alpha option
@sullen kraken Where update Lebronboy?
on it
I'm just making 100% I dont implode it
@sullen kraken update faster
@sullen kraken god you're so fucking slow update already
@sullen kraken where. da. update
Uhm maybe? Im not entirely sure what you mean, but I could probably get back to the compass at one point
update cancelled, Skitts ate it
@sullen kraken my grandma updates faster than you
@sullen kraken blaming your faults on the bald cat person isnt cool
but she made this mod 
I'm John DelayTheStream
Come help me figure out why client is being gullible
it was delicious and i will do it again
do not test me
that's paco's job not mine
daym
yeah you're not jacob buddy why would she test for you, get real pacoboy
see the difference is that i was at my pc when that happened
she doesnt like you @sullen kraken
and not on a bus
which is why you're on one
you like people being mean to you
icic
told you @sullen kraken
i kinda need it to go to and from college every day
replacing me just like that
come
how commanding
like that, out of the blue?????
lmao

kenji test s1ck's thing or i'm eating the update again
s1cks thing?????????😳
lmfao
I am absolutely losing my mind btw
ayo
I think I wanted to solve an issue that was only a lan issue for a few hours now
and I cant tell at this point
I'm have 3 lethal open rn
99% of the time when someone says lan issue, such things dont exist
atleast i dont think i've ever encountered a lan issue with all my time modding
i'm ready when you are 
Welp I have absolutely no clue what the fuck is this when a vertex gradient moves up and down for client-client but it wont for client-host but it will for host-client
I'm coming to dc in a sec
definitely not a lan issue then
but also wdym for client-client, what does the - mean
regular client to regular client
I mean that for the inventory you can set fade to 1 so it's always fully opaque or 0 to remove it, essentially. The compass could have something similar for either players who wanna remove it or make it more apparent, because even with "Compass Alpha" at max it still fades out quite a bit
oh yeah I can probably look into that 
Freaky Mu strikes again 
that one wasn't on purpose though 😭
v1.3.8
- Added coloring to nameplates (with a new config option in the misc section)
- name coloring is hooked up with that chatname gradients and the chatnamecolor boolean config
- Fixed up an incompat issue with TME
v1.3.9
- Manul
- Idk
- Chu
- Web
- (thank Jacob, Kenji and Generic for this amazing update)
-# @bright vapor you know what time it is
...you renamed the bundle didn't you
yeah i don't remember it being called that last i checked lmao
oh my fucking GOD
@ everyone
you are SICK IN THE HEAD
always had 
Lmao who cares

i swear if this causes file path issues
probably does on some people's devices
terrible
br3akb0y
It doesnt
I’ve been doing this eversince this mod’s initial release
Only issue comes with people manually installing
And they might mess up
Windows does have a file path length limit
But like you gotta be trying at that point lmao
tis only 256 characters
which would start becoming very possible with this assetbundle name lol

Thought it was longer for some reason lol
Or like I know there's a way to make it longer
Uh, I think
you can get rid of the limit y4eah
you can get rid of it but it still causes issues on windows
Fair point
I do think you should give that bundle a way shorter name as well lol, this is just silly anyways atp 
make it longer 😈
At least if there is ever a file path crash we'll know where to look first.
Its shrinking time
you have been chosen for the shrinkage
Gotta also consider the uncompressed bundle (with BFLAP)

Yeah this is absurd
is that naranj?
No
then whAT IS It
manule
s1ck last time I was testing stuffs with LethalHUD, it seems like the "hide HUD" button is not working properly? I hit it and nothing happens, and if I click it again it flickers a bit looking like it was hidden and just reenabled but it never hid
Oh I have that issue too! It usually works right at the start of our sessions but eventually it stops working
Either after a death / a day, imma do more testing
Yeah, it's after dying
the same thing happens to me with another hide HUD mod
Yeah I heard about this but i’ve got no clue why, im using a very simple logic for it and most of the times its fine
I feel like because your HUD gets hidden when you die the logic gets messed up afterwards
It shouldnt matter but I’ll dig in later
can you give me a modpack to test? I cant reproduce it in a simple modpack with just this and lethalconfig in it
People said it occurs after dying and reviving in orbit so try that
yeah I just did .-.
it was fine for me xd
-# bok.
it's because of alpha
still not fixed 🧐 try emote from TME
019aeb74-30a7-de0e-cfcc-0e1a61b298c6
kenji's files 💀
what
what
Bol
Balls
Is it possible to have some kind of christmas related scan graphic
When christmas comes
Would be nice, but I dont really have time to make something like that. If someone would make it I’d be down to implement it ig?
can i? :)
How do you imagine it exactly?
but do you mean it as scanlines or scannodes or something else?
scan node that appears on an item
could also do scan lines tho
@sullen kraken what do you think of it rn
those are made up of 2 images. One inner and one outer part.
what's the inner, and what's the outer part look like, for say the hexagons' one
both are 256x256 iirc
wait no, i was referring to like
when you scan, the lines that show on your screen right?
the ones that go all accross the screen, what about those
ah
that's why i made a whole ass long mspaint stuff for it
heres the default one
It doesnt stretch 
you also see something like just the middle of this (I could be wrong but thats what it felt like while I was messing around)
@sullen kraken Quick question: what does billboard gradiant mode do?
Nameplate above your head will either be animated or static. The billboard text is the nameplate and its affected by this config, the Colored Names config and the two color configs for chatnames
for some reason I get stuck on this screen when joining public lobbies with this mod on, and I have to alt F4 out of the game. Whenever I disable specifically this mod and then join back the exact same lobby, it's all of a sudden fixed. I then downloaded an older version (1.3.3 to be specific) and it worked there too, so something with the newer versions is preventing me from being able to play public lobbies for some reason
probably to do with the multiplayer connected stuff
ok it seems like up to version 1.3.6 works fine, then version 1.3.7 results in this softlock
'Tis in fact due to the networking
Network prefabs must match between host and client that attempts to connect
Could mayhaps do like a client-side config setting that just doesn't do networked stuff (kinda like ShipWindows for instance)
Mayhaps
Could the compass alpha be increased further and not be affected by the scanner? Like... the 1.0 alpha is still sorta not visible but when you scan the compass becomes much more visible.
I guess what I am saying is that could it be more visible and not change or something when using the scan?
...also something fitting for LethaHUD, could a percentage value be added for the Battery Meter if using any tools that use battery?
uh probably
Prob a gradient from yellow to red as the energy bar lowers, since you have that for the health
(Like the shake visual it does when you take damage btw)
Actually, wonder if maybe having the compass be it's own color might work out better? Right now it's shared with the frame color
I'd rather keep it's logic work with the frames instead (well I could just add a config ig to seperate it?)
Config option could work? If it's not too much
Is there a way to change the color for the item value? (Maybe the size as well? I feel it's sorta too big)
no, not right now maybe I could add some way
for size its either there or I just wanted to add it and forgot? probably the latter lol
Ah
oh yeah I just wanted to add that
if you'd ever want to make it work as a client-side mod I can help you with that
If you want to make a pr for it feel free to do so :p I'll probably set up a branch for other things I wanted to do but are very much broken lol
Can there be a way to move the clock hud position?
Compact's... like that, would like to move it up more
Prob same for the default clock too
LCBetterClock can work with hud position... sorta, but... it kinda conflicts with LethalHUD
there is one
wait
no thats just the size
Yea
yeah I can add that too ^^
yeah thats understandable as we both are touching the same mod in a similar yet different way
Can there be a option to make the stamina bar act like the one from...
This mod?
The red portion is the stamina bit that isn't visible in vanilla, but basically in vanila stamina is like... 20%-80% visible. Accurate Stamina Display makes it so you can actually see 0%-100% of the bar, with the red portion... if enabled in the config showing the "low" stamina portion where you can't sprint while it's in the red area
Could work nicely if you were able to mess around with colors for it too
...huh, it sorta works with Accurate Stamina Display. The Red Portion overlay's over it which changes the color... somewhat
dis game and stamina bars... big troll face
You should see what Jacob made for a scannode 
Its named “Idk” and its absolute cinema
Epic
Do any lethal huddians know if there's a way to make the hazard level blue like it is in base game (I have the dynamic risk colors config turned off)
Oh thats on me, I’ll fix it for the next update
Sweet ty!
Would it be possible to add a toggle to turn on/off name plate coloring? I've found myself wanting custom text chat colors but I don't want the name plate itself to be colored
Yup, planned for the next update, wanted it in the previous just wanted to push it for others to play with it before
Looks like this feature don't works with hotbarplus
idk if it's something with my mod pack but whenever i join someone else's lobby i get that black screen where u can't interact with anything or pause to quit the game
i figured out it was this mod, so i downgraded and it fixed it
ver. 1.3.6 works fine but past that it causes the softlock
and also people can't join my lobby too so uh... yea lol
019b2e05-ae26-c8fc-637a-e2d2a99b7465
here's my pack, keep everything that's already disabled, disabled, and uh upgrade the hud mod to see what i mean
Yeah the mod became a server-sided mod for some features, @red oyster wanted to make a PR for me about that but he’s prolly busy (still pinged you tho :p) and im also a bit busy with life rn
Now its working :/
Looks like if I reopen a lobby this feature won't work with hotbarplus. I need to restart the game to work again
Im not 100% but for clients even if I restart the only looks like it will still work.
Reopening lobbys is weird and kinda scuffed anyway in LC
Especially if you switch from host to client or the other way around
NOW THATS A GREAT CATCH
Idk why its like that rn but at least we have the root of the problem, will have to check my code later
Thats what they say
Eye opener
That looks like a lethal company...
Figured I should mention it here too https://thunderstore.io/c/lethal-company/p/s1ckboy/Shisha/
Released an old ambient creature with some new stuff. New model, new animations (thanks to Rodrigo), changed some behaviours. Now they spawn in a pair (male and female). There are some small issues that I know of but I've been holding it back for a while and I thought since its the winter time, christmas and all that I should just release it in the state its in. Issues are visual stuff nothing gamebreaking.
the gaming is back 🥲
I didn't find the post about this mod but it log this error
Stack trace:
LethalCompanyShisha.Enemies.ShishaServer.Start () (at ./src/Enemies/Shisha/ShishaServer.cs:97)```
oh fk
I don’t know how you handle injection or what it even looks like on your end but would it be possible to have like a blacklist or something? They show up everywhere and on a lot of moons that don’t make sense (submersion, repress, deserts, etc)
I think they’re fine in forests and certain snowy moons but they’re literally everywhere
When I was doing my stream yesterday idk if there was a time where I didn’t see one
Will probably add something like that but we also want to finish what was planned for them which is
but theres also a config option which you can mess around with
Not sure if I mentioned this before or not, but a really nice inclusion for next update would be hud bars for TZP/weed killer/spray paint etc
Hope you're doing well sickboy
It’d definitely be nice to have. Currently what I want to finally do for lethalhud is to finish the reworked shiploot / total value stuff
Happy new year to everyone!
we be cookin in 2026, gonna change connect the diagonals so they look pretty next
I couldn't really do much with it UI wise but maybe you could do a compat with scannableluck to make it look nicer
scannableluck?
Mod I released a bit ago from a commission, it grabs a furniture's luck (if it isn't 0) and creates a scannode to display it
And if there's multiple scannodes with luck it puts it under the scrap value total
i'll check it out later, i also want to give this like a positional config
-# I still would love to have my config in vector2 but im lazy to pr lethalconfig
yeah that would probably be the best and I imagine modmanagers are fine with vector2 / vector3 configs
If Bepinex is then they should be
I like this a lot 
Very
It's perfect...
Is there a setting to make the clock more red as the day goes on
I wanna give some urgency
I’d love to do that at one point so its definitely a planned feature
Are you able to move the clock placement via XY Coords? Or not yet?
.
Dw thats gonna be in the new update
ah
Coming in 2027
/j
So do I :3
Next update already sounds awesome :3
its only for the host
oh yeah I still gotta fix this one
Okay so I gotta do two more things before uploading: hour coords and that silly stuff with the scrapvalues
hopefully I didnt forget anything else
but I've been mostly focusing on the new stuff 
Gonna update rn, and will deal with those two things tomorrow
v1.4.0
-
Added different billboard mode (static, wave, pulse) and layout (vertical, horizontal, diagonal) and networked them properly thanks to pacoito's previous help and tip
-
Finally added LootInfoManager:
- Shiploot
- Replace total scanned amount with the visuals of shiploot
- config option to change the display time of these two
- animcurve for them to fade in and out nicely and not just pop in and out of existence
-
Added a billboard color config so you can still have your chatnames color but not your billboard
-
Added a basic fallbackcolor which is the original color for planet info stuff (hopefully this is good lol I did this like a year ago, I dont even remember doing it)
-
In the next update I want to declutter the screen a bit more by touching up the global notification
-
Fixing an issue with rejoining the lobby with hotbarplus (on the additional bars the scrapvaluedisplays dont show up)
-
Adding a clock x and y positional config (was messing with this one for a bit but its a bit tricky and I kinda wanna fix it with a proper way I can later reuse on other parts of the ui)
ofc these have configs that are changeable midgame, oh and I forgot to mention the color config for these oh well have fun and let me know what do you guys think ^^
The S1ckboy. Fades edition
Oh i also forgot that I added positional config to the shiploot and the replaced total scanned value lmao
I don't see the Clock XY Positions in the config?
Oh, next update
I'm blind
Yeah i’ll do that tomorrow, was messing with it but it had some issues as it scales weirdly when I just move them
Neat that you can move the ship loot hud
So no more overlap with the ship loot plus(?) mod
I wanna add cruiserloot as well later
Idk if I want to do the quota, deadline stuff they seem a bit unnecessary there 
But if theres demand for them ig I can implement those as well
No need to be fair, Ship Loot Plus Mod already does that
Also that mod makes all the scarp scannable if I recall? Since by default only a certain amount gets scanned
Prob not for the scanning bit
Mine tho doesnt use the same rotation cuz as you can guess it had the same issue with the scaling stuff as the clock has so its always just facing the camera
ah
My total scan is just a replacer so visually is the same but it works the same, for the shiploot its probably the same, it just scans every scrap thats inside the ship
You dont need to face it for that one similarly to every other shiploot version
What does this do exactly?
oh wait
The scan nodes do the fade out thing
That's prob it
If you go outside or in an interior and scan an item that big total scan display wont show up instead mine that looks like the shiploot one
yea, just noticed that after toggling the option
I dont know how much people will like it, personally I want to make the ui a bit less busy
I like it tbh, feels more compact and not... like... in the way
Vanilla total display, global notifications are a bit too big for my taste but I will always try to keep my mod as vanilla for default configs as possible
Yea
I wonder... Late Game Upgrades let's you upgrade your max health with the Stimpack Ability (Amount & level can be config'd). I wonder if maybe the health number color could change if it goes above 100?
Like.... 100 is green due to the config
I could add something like that easily for sure
as it goes lower than 100 it turns to yellow to red, so... if going above 100 it goes... to like... green blue to light blue?
or something
I have marriage on Seichi where you share hp with someone but you guys have 200 together
Rn i have like dark red, bright red and the starter color which by default is green but you can change it to whatever
I do want to add that yellow in the middle that would be nice
Yellow is usually the halfway mark, yea
Now that I look at it my code is done for 4 colors while Im only doing 3
So uh yeah I’ll do that
What I did is have below 20 dark red, 20-30 dark to bright red, above 30 goes back to whatever color you have as a starter but I could do some small stuff and another addition for “overhealing” where your hp is above 100 to add yet another color
And ofc move that 30 to 50
You know how the hud shows the "Oxygen critially low" when in water? Would it be possible to show a percentage or something between 0% to 100% Oxygen when in water?
People have asked me to incorporate an oxygen bar and i’ll probably do at some point, dunno when tho
ah
Prob one for the vanilla oxygen (Only shows when in water) and prob one for that Oxygen Mod
Would it be possible to recolor scan nodes? (Icon and text box?)
Would be neat, since the text sometimes blends in with the background
There's different colored boxes though, green for items, blue for... equipment, red for mobs and... yellow which I think is modded only?
I only ever seen yellow box & text show for Code Rebirth Coins
There might be a purple box for some items, though I forget which mod did that
Giving it more thought, dunno how easy that will be if you gotta account for modded ones
It'd be nice but that'd take some heavy work to make sure it compatible with CR's and vanilla. Definitely doable tho.
What’s CR?
Code Rebirth
ah, alright.
Even with colored name turn off
the name is red
when the option is off it just reverts to the default lethal name colors which are red i think
above the players head
Misc section, billboard names
ah
Colored name is for chatnames, billboard names or whatever its called im not near my pc rn theres a seperate
Oh yeah just to get back to you about the compass, the reason why its more visible when you scan because the light effects it but by default it is kept on 1 visibility. It gets pinged on to like change its alpha with a logic but nothing special
this update is sick, boy (almost forgot it updated lol)
@sullen kraken i'm tryna use global config but it doesn't work, is there anything to do in particular except this
Wdym it doesnt work?
well i'm trying to make it work but it only makes my local config work
which isn't what i rly want on a modpack
So if you have global config and then start up your game you SHOULD have the global config modifications
That is very odd
Havent had an issue with that before and I havent touched it pretty much since I added that feature
imma try just deleting configs
The global config is in a different place tho
where
\AppData\LocalLow\ZeekerssRBLX\Lethal Company\LethalHUD
And once you have that config option and start the game the lethalhud config will swap to that even in modmanager
Or wait no
Thats a lie
Modmanager cant show it
pls patch it 🙏
it sucks so much having to explain to a noobie he has a compass in this game
Out of my control
For global config you can only do it in lethalconfig
But local config is for modpacks
Names might be confusing but I wasnt the og who came up with it. The logic is that global is usable cross multiple profiles it wont get affected as long as the local config is disabled
While local is local to the profile
Meaning if you want to share your setup you’d use local which is changeable in modmanagers
s1ck i found a teeny bugge
when you have the ship scan like setting, when you're scanning a group of objects
if you then scan nothing, the "total" hud thing still marks the last group of scraps you scanned
lol this reminds me of the vanilla bug where if you scan some stuff that doesn't have any value at the start of the round, it gives you the number 300 because that's just whatever number zeekerss left it at in unity instead of smthn like 0
Can you show me it in a vid? Cuz when I tested this specific issue I solved it lol
i don't have one rn, i'll send it a bit later
Yeah I noticed that too and when you start up a lobby and scan the total scanner shows thst 300
And then updates itself to 0
What I’d probably need to do is when its fading out it goes down to 0
Should be fairly easy to do
will there be compatibility for Notezy’s Pikmin Clock?
Was thinking of doing it, havent gotten around doing that just yet
Prob related, but you know how the player icon turns red as you take damage? Wonder if it could be more of a fill-in bit, like... for example...
If at 100 health, the player icon is filled green, 50 would be yellow and is like... halfway filled, 25 is... orange and is somewhat filled, 10 if more close to red and is barely filled
Mock-up example, if above 100 health the icon starts turning towards blue, caps out at 200 where it's like a light-blue coloring and any that is above 200 remains the same color, light blue
(The white number is how much of a fill-in the icon is, not the green number, also I didn't want the icon to be too bright so I did like... 127 max hex value, prob can pair well with the HP Number if it were to go to light blue for 200+ health)
Yes!
In the next update (tonight / tomorrow / sunday idk when) I want to do:
- adding this newly requested feature with the playericon coloring with config to disable the change
- coloring rework for the hp respectively to how you showed this since we already talked about it before
- clock replacement (this will be annoying)
- check the issue Kenji mentioned
- something else I forgor
fixing that problem with hotbarplus?
Oh yeah that too
I have an idea whats happening with that
Will have to check tho
XuGPT prolly know

Here be the color ramp
I’d prolly make it bluer at 101
Each square is 25%, so range is 0% to 200%
Since its already overheal and it’d be a nice visual cue
Yea
In code heres a little snippet:
_hpText.color = Color.Lerp(_midHPColor, _lowHPColor, t);
This basically changes the color from one end color to another per healthpoint

Oh hey, Crouch HUD
ah
okay coloring stuff done for hp and also for the red canvas (player icon)
now I gotta reverse its visibility as rn it fills up from bottom to top
could you make it a config so it can be reversed or not? :3
aye
yippee
you know me :p
hes getting low on hp...
only testing stuff rn, what do you guys think of this? is it too much?
its
certainly something
i kinda thought it was gonna be empty and then fill up (or other way around, be fill and drain with damage)
having both colored and both change colors feels very odd
yeah I kinda feel the same
originally it sounded like a good idea but now i have second thoughts
probably best if I just stick with the drain version
This one looks better
Can it be set backwards?
(I like the Swaggies HUD)
thats the plan to have it go from full to yknow feet level
and change its color in the meantime
oh, I saw it in the image start from the foot
yeah I was just messing around but I dont really like this look
I've been messing with the total scan issue and had melted my brain so uhm thats gonna be tomorrow's problem, now we've got this:
lethal company limb damage update
the game actually has something like that unused
Yooo i wanna be able to break my arm, pierce my lungs and twist my foot, let me do it zeeker
I meant as in ui stuff 
I think it would be kind of cool for the limb you get damaged to flash red for a few seconds in the UI, but i can totally see this being a pain in the ass to do
Yeah maybe in the future, it also looked unfinished in unity
yeah thats the good shit
Could prob do this as config options.
A. The icon is fully filled in and doesn't drain, it's colored and goes from green to yellow to red as you take damage. (Goes to light blue if above 100)
B. Fill up from bottom to top as you take damage, the color would have to remain red in this case. (Will remain empty if above 100, prob can do dark red to bright red as the damage builds up starting from 99 to 0)
C. Starts out filled but drains as you take damage from top to bottom. Color goes from green to yellow to red. (Goes to light blue if above 100)
D. Vanilla
In these images I can see A & B being applied here at the same time, A being the already filled in part while B being the "fills in as you take damage" part
This here is pretty much C, so... that works.
For B, a possible red color ramp to show could prob be this?
Prob the bottom ramp shown here can work, going from 100 to 0 health with the color being 255 R when at 0 health. (Or close to it at 1 health)
Or top ramp can work, I dunno
I gotta fix when you switch back to vanilla where the alpha sets back to 0
but otherwise its pretty much good

I see peak being made
this one is finished, time to fix up the total value issue and then the rest
Neat
Does it go to a light blue if going close to 200? Or nah?
Ah
I'll be pushing the update in a bit, only thing I have left is the clock which Im gonna look into rn, but I might push without that
v1.4.1
-
Added Player Icon coloring config (thanks SonicX8000 for coming up with the idea)
- Vanilla
- ColorFilled - which is pretty much how the hp is done (also reworked) 100: green (or custom color) which goes yellow orange bright red darkred or overheal is done with two light blue
- RedFillUp - While ColorFilled was filled to slowly unfilling, this one fills up with bright red to dark red as a player gets lower and lower on hp
-
HealthColor default color slightly tweaked, and the coloring is changed as ColorFilled player icon works
-
Fixed an issue (well two in one) with ScrapDisplay when you rejoined a lobby the numbers started shifting weirdly and on hotbarplus slots they didnt show up at all
-
Fixed an issue with the Total Loot info (the replacer config) where previous scanned number lingered around, also changed the speed of the counter (base game uses 1500 and I went with that but for some reason its a lot faster for me so we are going with 500 for now)
-
Next update I finally want to do
- the clock position configs
- gloabal notification and warning changes similarly to the total value one probably
- readme / description overhaul with gifs
Size change is already there
A percentage number next to the battery meter would be nice
(Prob stamina as well?)
ah
The icon doesn't change to blue if you have more than 100 health, it remains green
Unless that's not possible to do?
was hoping it would be like this if you have more than 100 health
Wth
I specifically tested it lol
Yeah thats been on the todo list for a bit
Guess I'll load up lethal hud & late game upgrades and see if it works there
...though I dunno what would even be conflicting the hud
No conflict with just Lethal HUD & Late Game Upgrades, it seems. Icon just remains green
Though I wonder if the two-tone blues are a bit too close to one another
Left is 140, right is 200
Prob not a big deal, but... eh
I feel that RedFillup should be dark red to bright red, kinda like how the vanilla red fade-in works.
Yea, I think if it was reversed / inverted it would work out better
Oh wait nvm I tested the custom color for health and I thought thats what you did
I thought 50 was gonna be yellow?
Wonder if a gradient color option to define HP thersholds to apply the hex colors could be an option?
I have the health color set at 00FF00, which is green
I have them set as 0.65 yellow turning into starter color (default which is #33ff33 now)
Then 0.4 orange, 0.2 is bright red and belove that is dark red
I had that dark red bright red logic before since 20 is how far you’ll heal back up and anything under that is critical
So i slightly tweaked some numbers to make some sense hence why 50 is orangeish
ah
And yeah I should do something about updating the playericon for overhealing
I think bright red if going more towards 0 rather than dark red would prob work out, though there could be another way for critical injury to apply
what the game does is just make it less visible but the color stays the same, and I was just going with my og logic what I had for the health number
The player icon could flash during critical?
Try this color ramp for the colored fill in (Left is 100, right is 0, middle is 50) The color prob would change accordingly as it reaches the thersholds
Green is 00FF00, Yellow is... FFFF00, Red is FF0000
Now for blue...
If accounting for being over 100, to a max of 200. Could use this ramp though I feel like the higher number might be a bit too dark, but that's just me
(Blue is 0000FF, Light Blue is 00FFFF)
An alt blue to try, though...
...is this. Not too blue 'ere.
(Light blue is 00FFFF, Teal? is 00FF7F)
5 Colors, 5 Thersholds being 200, 150, 100, 50, 0
Rough mock-up example
12 is like... the one color before hitting the actual red coloring
FF3F00
...also, found a funny
It does account for health being over than 100, but only if you aren't at the health cap
Here it's 150/200 due to late game upgrades, if I had 200/200 the icon will turn green or whatever you have set for the health color config
Current colors are:
- Starter Color: default #33FF33 (previously it was 00ff00 but I tweaked it cuz I like this brighter green more)
- #FFFF33 yellow
- #FF801A orange
- #FF1A1A bright red
- #660000 dark red
And for overheal
- #80D9FF starter light blue
- #3399FF ending light blue
Now it’d be nice if we’d have a secondary that’d fill up imo like one of my try looked like before but only for overheal
So imagine that orange be light blue instead
At like 120 hp
Yea, I can see that
Prob cap at 200 since it'll be a bit crazy to account for higher than 200 if one configs stimpack to give you... I dunno... 1000 health per level
Wonder if in this case there could be a config option to define the color ramp
It might not need to be capped idk, will need a bit of thinking how it can be done. Its kinda fun thinking about this tho
Probably could do something about it but idk
The green I feel is a bit bright for me, even though I can set the max health color to not be as bright, the other color thersholds are hard-set and can't be changed so I can't have it change color on the same color brightness, if that's even the word
...wait, why does it work suddenly?
oooooh
It doesn't account for the upgrade when it's active for the first time, only when you take damage then it accounts for it
First time being when you buy the upgrade, or reload your save as it takes a few frames for it to re-apply the upgrade
So... it works, but doesn't know about the health upgrade till later
Blue to purple to pink to white. (Like in some fighting games where if a mob has too much health it just cycles through many colors, white > pink > Purple > Blue > Light Blue > etc)
Yeah I figured thats what was happening as the function to update the icon only happens when you get damaged. I had to specifically call it when your hud gets enabled as well so it does update it
And I havent tested the health upgrade thingy so that went by me, but I should be able to do something about it
It's the stimpack upgrade from Late Game Upgrades
By default it has 4 levels, boosts health by 20 per level. Can be changed to include more levels or increase the health amount
I think critical only applies if you took damage that isn't 50+ and didn't have enough health to cover the hit. It's like a a second chance thing.
A way to check this is at Galetry (Wesley's Moons) as it has a higher floor and it's just the right height for fall damage, being 30 if you walk off the high ground. If you go from... say 40 to 10, you aren't put in critical but your health does regen back up to 20. Going from 20 to 0 even though the damage taken was 30 puts you in critical with about 5 health and should you hit 0 again during this before the regen hits 20... death occurs.
If you had 50 and go to 0 by jumping from that high ground and fall, you will take 50 damage. Now... in this case death occurs without going into critical as the damage taken was 50 from the fall.
Prob in this case for the hud, dark red can be used if you're in the critical state while if not in critical you can use the usual colored ramp. Dunno if there's way to check if you're actually in critical.
...though coil heads & spiders do force a critical state when they hit you going from 100 to 10 since both deal 90 damage. I need to see if a turret forces you into critical with like... 60 health since getting shot by them hits you for 50, putting you at 10. Would show that hits that were 50+ and put you below 10 health will put you in critical.
Wait, I can just edit the Stimpack config for a quick test for that
50 fall damage: 60 to 10 did not proc critical, 59 to 9 did proc critical. Interesting... prob scales the higher the damage you take?
14 to 9 since I found a Rose Scrap that deals 5 damage when held or when swap'd to... that puts you in critical. Though that doesn't happen if going from 15 to 10.
the total scrap config doesn’t seem to be working anymore.
Off-Topic, but what's giving you the scanline effect in the menus? Unless that's just the video itself doing that
Butteryfixes has a config for that, apparently it was from older versions.
huh, interesting
idk what it is but your mod seems to always leave me with that black screen softlock when i join a lobby
i tried finding why its doing this, maybe it's some weird incompatibility
but i come to find the mod on its own with lethal config just does it
but for some reason the mod doesn't do this at and before ver 1.3.6
???????
Would it be possible to have an option to toggle the battery HUD indicator off?
What the..
The mod is networked since then for some features
I’ll be touching on the battery stuff soon
Man
So i can’t use a more up to date version of the mod cuz of that?
In public lobbies no unless they have it. I do have an idea how I could maybe potentially do something so you could use it but no promises
Is alr
I’ll ping you if I have a solution 
Thx for fixing that.
Im also really happy i found out the number shifting issue was the same problem
I though that this would be like a gradient green to blue, kinda. I think it turns blue a bit too quickly if slightly above 100.
(I got this health amount by holding a radioactive cell, which damages you the longer you hold it in your hands.)
Health color is 00FF00 in the config
Yeah right now its light blue immediately that goes into a different light blue, i’ll probably change it later
That one color ramp I posted could work for that, if you wanna use that
#80D9FF
#3399FF
this is the two blue


