

Emergency Dice Updated
Last ray of hope in a hopeless situation?Details
- 
1.13.4 - Fixed some random NREs that popped up out of nowhere
- hopefully no more show up
 
 
- Fixed some random NREs that popped up out of nowhere
- 
1.13.3 - Forgot to Update the other dlls so it should properly be updated for v73 now
- Fixed ad stuff not working randomly
- Other various fixes
- 1 Single new event
 
- 
1.13.2 - Updated for v73
 
- 
1.13.1 - Potentially fixed errors when surfaced isn't present
- Hopefully what I did doesn't break syncing
 
- Added the ability to disable the gal in configs so she won't show up
- If you disable her, the gal effects can show up in dice
 
- Added a config to change the gal price
 
- Potentially fixed errors when surfaced isn't present
- 
1.13.0 - Fixed a bug where Delay can roll disabled effects
- [Redacted]
- Hehehehehehe
 
- Changed the classification of certain dice effects for the [Redacted] ;D
- Documentation will have actual info https://dice.slayer.games/
- There will be more updates in the upcoming days to fix some more things
- Yes I am assuming things will break, cuz when don't they :( lol
- And I have a few more things planned, but I had to push this update since things broke
 
- Updated Dependencies to DawnLib from CoderebirthLib
- Sorry if things be broken
- I hope things work cuz I tested A LOT lol
 
- And thank you to Rodrigo (coding) and Xu (models) for all their help :D
- Mu is bald
 
 
- 
1.12.3 - Had to change some bundle things, so since I don't have the original sacrificer shader, and I am horrible with shader graphs, sacrificer has a weird new look (temporary until I fix it)
- Fixed some issues with some rolls not triggering
 
- 
1.12.2 - Fixed NRE
 
- 
1.12.1 - Added dependency for CodeRebirthLib since it doesn't add any content
- Will possibly use that to register items instead of LethalLib next version
 
- Fixed Things being turned off in codeRebirth not working with dice
- Fixed Debug menu spawning the 1st item of the same name even if you click on subsequent ones
 
- Added dependency for CodeRebirthLib since it doesn't add any content
- 
1.12.0 - Updated for the Update of Code Rebirth
- Fixed Flying if another client existed
- Fixed Debug menu for certain people
- New Events (Code Rebirth Stuff)
- AHHHHHHHHHHHH
- Changed Penalty system a bit so now there are a few things that can happen if you roll the dice on the company moon
- Moving Traps are now more performant, and shouldn't cause lag, but Dice now requires PathfindingLib
 
- 
1.11.8 - Fixed some issues
 
- 
1.11.7 - Saved Christmas
- Made Chronos even better the earlier it is
- Fixed some FallToGround Issues
- AdStuff
- :(
 
- 
1.11.6 - Slight fixes for some things
 
- 
1.11.5 - Removed the audio from confusion and stupid confusion making them much less bad
 
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1.11.4 - Quality of life things with the debug menu
- Balanced some events out
- Made bright flashlights not effect Laser Pointers
- Possibly Fixed Oops All *
 
- 
1.11.3 - Fixed a few issues with clients rolling certain events
 
- 
1.11.2 - Optimized a few of the dice Thanks to Rodrigo (If I can get the shader for some of the others I will do those too)
- Fixed the Icons for Steve Le Dice and The Code Rebirth Dice
- Accidentally didn't update the version number on the changelog (woops)
 
- 
1.11.1 - Accidentally fucked up the ads a little bit
 
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1.11.0 - Steve, le (Poiiiiiiiiiiiiiiiiiiiiiiiii)
- Le poisson Steve (Poisson Steve)
- Il est orannnnnnnnnnnnnnge (Orange, ooh-ooh)
- Il a des bras,
- et des jambes
- Le poisson Steve
- 
- Too Many Emotes Compat
- Fixes
- Mad Science has Occured >:D (Sorry)
- 
:D 
- Maybe I don't know how version numbers are supposed to go D:
 
- 
1.10.1 - Fixed Jumpscare sometimes being null (I think)
- Fixed other issues
- Ads
- ???
 
- 
1.10.0 - Fixed Crates from Code Rebirth Spawning
- Fixed some other issues
- Added curses (maybe)
- Added tree
- Fixed Hard Dependency on Cull Factory
- Maybe Poltergeist fixes?
- Tiny Things
- Some Berthas now properly Despawn upon orbiting
- 
:D 
 
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1.9.27 - Recompiled for v70
 
- 
1.9.26 - Fixed Cull Factory Compat
- Poltergeist compat is still a work in progress
 
- 
1.9.25 - Another small bug fix
 
- 
1.9.24 - Potential fix for a few poltergeist issues
- And for an error that shouldn't be showing up :D
- 
:D 
 
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1.9.23 - Removed April fools stuff
- Moved some logging to debug log so not to spam now that most of the problems are resolved (I believe)
- Fixed Poltergeist Compat rolling an effect for everyone in the lobby with only 1 use
 
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1.9.22 - Fix for dice not rolling for clients
- Apparently the dice was despawning on the host before it could roll on clients
- Could still happen if the client is particually laggy
 
 
- Fix for dice not rolling for clients
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1.9.21 - Fix for a NRE with a null spawnable map object prefab
 
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1.9.20 - A totally normal, stable, balanced "update". - "Fixed" the floating dice issue by leveling the playing field
- Haha things go brrrrr
- Do these look a bit off to you?
- What does this thing do again???
- Added 10% more bugs
- The dice have been feeling lucky lately
- Wait, I added a real thing? …Do ghosts count?
- Have fun >:D
 
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1.9.20 - Actual patch notes - Disabled a few things to see if those were the causes of issues
- Possibly fixed dice effect not showing up when rolled
 
- 
1.9.19 - Very Big Refactor for handling clients correctly especially for late joining and leaving
- If something breaks please lmk
- I am 100% sure at least 1 event will be overlooked and possibly error cuz I had to change a TON of events
- If I somehow did this entire thing at 5 am without errors I will be amazed lol
 
- 
1.9.18 - Reverted some code
- Added some changes to check for certain errors
- Hopefully all of this was to fix the recent errors
- It still will say that the networker is Despawned/Destroyed on leaving
- I left that in for now just in case it isn't fixed
- I will remove it when the problem is fixed
 
- Also fixed Paparazzi not moving (woops my bad)
 
- 
1.9.17 - Potential Fixes for networker going poof
- and for dice not rolling sometimes
 
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1.9.16 - Added logging to when it is destroyed/despawned to print the stacktrace so I know what is causing it
- It will log it when you return to the menu too though
- If you run into errors where dice don't roll or any other errors, please send the logs either in the Emergency Dice Updated thread in the Lethal modding Discord or create a github issue
- Thanks
- Networker pls no go poof
 
 
- Added logging to when it is destroyed/despawned to print the stacktrace so I know what is causing it
- 
1.9.15 - Added a copyright free mode for freebird based events since it is over 10 seconds (Spazzmatica Polka) (in Misc)
- Added a way to change the volume as well
- Added a toggle for brutal events to show up in chat seperate from normal rolls
 
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1.9.14 - Fixed Amazon Shipping and Airsupply not spawning mimics randomly
- Added Beartraps, Crates, and Boomtraps to the spawnmenu of DebugMenu
- Haha Laser go brrrr
 
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1.9.13 - Even more logging (debug) right before a effect is rolled to determine what roll is causing dice to error
- Added new events >:D
- Grab object patch fix for debug
- Fixed Moving traps being silly and staying at the doors
- They can now do scarier things though >:D
- FREEBIRDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
 
- Other small changes here and there
 
- 
1.9.12 - Added additional logging just in case it fails to roll
- Fixed ship turret erroring when wide ship or mel's 2 story ship is installed
- Fixed burger flippers spawning in weird positions (sometimes)
 
- 
1.9.11 - Actually made Weather Registery a soft dependency
- Had to make a api for adding things to the Debug menu because of that lol
- Hopefully everything works well
- Converted Dice Twitch Integration Mod to be implemented via a soft dependency on TwitchChatAPI (and enabled via config)
 
- 
1.9.10 - Added a dependency I forgor about
- Only temporary until I make a actual soft compat for it (working on it rn)
 
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1.9.9 - Fixed Hoarding bugs and other Enemies Spam rolling dice
- Fixed a NRE with the gambler
- Adjusted the offsets of the gambler (hopefully)
- Some effects now properly trigger for everyone now
- Fixed the ammo of the shotgun effect not spawning properly
- Fixed invisible items when cull factory is installed
- If any item is invisible when they spawn in, let me know on This github thread
 
- Added a few new effects
- There was a lot changed so if something broke, lmk on my github or on the Discord Thread
 
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1.9.8 - Fix for NRE with Lobby Control Experimental
- Fix for NRE with Debug menu
- Fix for Zortin2 spawning only on the host
- Fix for some New Debug menu stuff
- New Select Effect Menu (If you have NewDebugMenu Checked)
- Select an Effect from Saint and Rolling now are sorted correctly
 
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1.9.7 - Fix for Bad Romance Causing Errors for Clients
- Fix for Teleports in Debug Menu not working in LAN play
- I forgot to mention in a previous changelog Enum Config values are now strings so they won't reset
 
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1.9.6 - Yippee!!!
- Surely nothing will go wrong :D
 
- Search Bar for the New Debug Menu!
 
- Yippee!!!
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1.9.5 - Fixed Delay and Brutal being able to do dice effects on company moons
- Bad Romance Sound Effect :D
 
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1.9.4 - 4 new things :D
- Tested these a bit more so hopefully they are fine
 
- 
1.9.3 - Apparently it broke things
- Fixed
 
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1.9.2 - Secrets
- THIS SHOULDN'T BREAK ANYTHING
- If it does #BlameGlitch
 
 
- Secrets
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1.9.1 - Fixed a small issue with the new Debug menu
 
- 
1.9.0 - New Debug Menu (default off just in case) :D
- Fixed frame issues (hopefully)
- Hopefully no issues this time
 
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1.8.5 - Fixed some issues with the debug menu
 
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1.8.4 - Adjusted values for Zombie Apocalypse, Bug Plague, and Outside Bugs to be at a less laggy value
- Added a non-deductible breakfast and more events
- Fixed some stuff
 
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1.8.3 - Added a few new cool events (at least I think so lol)
- Optimized some weird code
- Not that much though
 
- Fixed some issues (still don't know why gambler is stupid)
- Removed size options due to them breaking a ton of things for some reason
- Might add them in a separate addon mod if people want them
 
- Fixed and brought back Where did my friends go!
 
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1.8.2 - Fixed Bald not being Bald for clients
 
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1.8.1 - Gambler is gonna remain broken idk
- Rebuilding it in unity didn't work so idk what to do lol
 
- Added a few new events again :D
- Fixed some more issues especially with moving things
 
- Gambler is gonna remain broken idk
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1.8.0 - Most Likely fixed Gambler and if it works I will do the same for Emergency Die
- Added a few new events
- Changes to Moving Objects to be better (Thanks Xu)
- Changes to Custom Events to actually work now
- Possibly fixed a few errors with other events (purge, teleports, and others)
- Changes to the Debug menu (Favoriting Changes and Keeping Open on Select (Config option))
- No Secret thing yet Soon tm
- Fixed Sacrificer
- Made Glitch Balder Somehow :D
 
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1.7.4 - Changed a few things internally
- Changed the debug menu spawning for when you are dead
- Few new events
- Fixed some bugs
- Lovers now properly reset on orbit
- Added a temporary option to have 2 random players become lovers on land
- 
- It is temporary while I make the next Major update for this mod
 
 
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1.7.3 - Changed revive to just be the new better method
- Added Dependency for LethalCompany InputUtils to set the Debug Menu Keybind easier
- Fixed some events
- Fixed some issues with things
- New Config option for if Dice Explode
- Made the crab on the Surfaced Die actually on top now
- You can now add multiple objects to events, such as "Spring,Flowerman" for an enemy event that spawns both of them
- 
- It works for enemies, traps, and items!
 
- Changed README
- New Friendly event
- Fixed Emergency Die and Sacrificer sometimes erroring on certain maps****
 
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1.7.2 - Reverted back to 1.7.0
 
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1.7.1 - I Apparently broke things
- So this is irrelevant
 
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1.7.0 - Added a better way to move traps
- Added more events
 
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1.6.6 - Fixed Meteors
- Added more to blame glitch (from glitch)
- Fixed The Emergency Dice not generating its config
- Testing out a new Revive Method (can be enabled in the config settings)
 
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1.6.5 - Fixed Same scrap different dice
 
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1.6.4 - Possible fix for unchained
- Other Fixes with spawning in objects
- New Events
 
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1.6.3 - Fixed some issues
- Added a Alarm curse new sfx option
 
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1.6.2 - Added a bunch of new effects (mostly surfaced for the new die)
- Fixed Select Effect menu favorites to actually be sorted now
 
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1.6.1 - Networker is now public to allow for easier dice effect making
- IEBerthas >:D
 
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1.6.0 - Added a surfaced die! Thank you so much Rodrigo for the model!
- The surfaced die, only has surfaced events unless you don't have surfaced installed which it just goes to random
 
- Added a new Surfaced Event
 
- Added a surfaced die! Thank you so much Rodrigo for the model!
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1.5.24 - Changed some debug menu stuff
- Blame Glitch is worse thanks to glitch
 
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1.5.23 - Disabled Where did my friends go in an attempt to fix stuff
- Fixed Ghost codes and Hoarding bugs doing wierd things with the dice
- Added an API so mod developers can add their own dice effects to their own mods!
- Possibly Fixed some other issues
 
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1.5.22 - Screaming in the void hoping it will fix things
 
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1.5.21 - Fixed some things
- IDK what else I did tbh
 
- 
1.5.20 - Possibly Fixed a ton of issues
- Glitch I swear if you break things...
- I will have to fix them I guess...
 
 
- Glitch I swear if you break things...
 
- Possibly Fixed a ton of issues
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1.5.19 - Maybe hopefully possibly fixed gambler?!?
- Bomb Collars Event(s)???
- Code Rebirth Event(s)???
- >:D
 
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1.5.18 - Added 2 Diversity Effects for the new Diversity Update
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- Chaos if you want you can choose the names/tooltips for the effects (just message me on discord)
 
- Debug Menu Changes
 
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1.5.17 - Accidentally left the DebugMode on when Patching
 
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1.5.16 - Possible fix for Surprise Egg and Egg Boots
- Actually fixed Jaws Sound this time
- Scary
- >:D
 
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1.5.15 - Possible fix for burger flippers
- Flinger Should now work correctly for all players
- Tulip Trapeze spawns on a random player now
- Debug menu now has Spawn Shop Items
- Added Beyblade mode for Flinger
- Chronos(roll 3) and Sacrificer (roll 6) can now spawned mixed effects
- Apparently Little Company checks don't work for some reason, so there is a config to turn off all sized based things with one click
 
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1.5.14 - Added Little Company checks to disable size based things for compatibility
- Added Where did my friends go
- Fixed scrolling with the selection menu
- Fixed Mine and a Hard Place to be not on the host only
- I might remove gambler and re-make it from scratch (with a potentially new name) if this doesn't work
- Fixed audio of Can I pet that Dog and Jaws
 
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1.5.13 - Added Spicy Nuggies Event (suggested by Lizzie)
- Added the ability to favorite things in the effect/debug menu by Right-Clicking them
- Debug menu can now spawn items, monsters, and traps! Items and Traps spawn on you, and monsters spawn inside if you are inside, outside if you are outside.
- 
- It is off by default since it might act weird at first until I know it works fine (It is 5am when I made this lol) (This was mainly so I can test things easier lol)
 
- 
- Also Apparently spawning enemies outside (that aren't meant there) might not have AI correctly without Starlancer AIFix or something similar (same with inside dog)
 
- Fixed Burger Flippers and Flinger (Probably)
- Fixed some things (I don't remember lol)
- Dev Stuff pt 2
 
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1.5.12 - Fix for spawning items
 
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1.5.11 - Added a favorite system to the select/debug menu
- Possible fix for things
 
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1.5.10 - Possible fix for gambler again again again again
- Added Event Stuffing for Days
- Added Event Size Switcher
- Added Event Burger Flippers
- Added Event Flinger
- Added Event Between a Mine and a Hard Place
- Made Drunk only effect the roller like it was supposed to
- Fixed Sound effects
- Fixed Size Difference not fixing for other people
- Dev stuff
 
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1.5.9 - Possible fix for egg boots not working on clients
- Possible fix for gambler again
- 
- Still no idea why this is happening
 
 
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1.5.8 - Possible Fix for Revive Removing UI and maybe a fix for flying dice
- Added Event Blame Glitch (Off by Default xD)
- Added a new Debug menu option in the config
- Added Experimental Custom Trap Event Support
- 
- It's Experimental since they sometimes spawn in weird places (Working on fixing it)
 
 
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1.5.7 - Tulip Trapeze (Thanks al3m33da for the Idea)
 
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1.5.6 - Added Egg Boots Effect (Thanks to MelanieMelicious for the Idea)
- Added in Custom Items Events and Custom Enemies Events Support (View the Readme for how to do them)
 
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1.5.5 - Removed Speedy Boomba since it was causing issues (It will be back later)
- Fixed Surprise Egg/Surprise Flash for Clients
 
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1.5.4 - New Events: Speedy Boomba(Lethal Things), Crates (CodeRebirth), Tornado (CodeRebirth), Egg Fountain, Flashbang Fountain, Can I pet that Dawg
 
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1.5.3 - Possibly fixed floating dice
- New Events 21 Gun Salute, The Shining, Merry Christmas (Thanks A Glitched NPC for the Ideas)
- New Events Eggs, SmolTakey (Requires Takey Plush mod), and Same Scrap Different Dice
- Added a config option to change the Emergency Die Price
- Added a config option to add the Emergency Die as a scrap item
- Added a config option for hypershake to have a timer
 
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1.5.2 - Removed the FixRenderer since it shouldn't be needed anymore
- Disabled Terminal Lockout until I can fix it
 
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1.5.1 - Fixed the Changelog and Readme
- Fixed item weight not being updated properly with Heavy and Light Burden
 
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1.5.0 - Added 6 New Dice Rolls with Surfaced (Whoops name error)
- Added a New Dice Roll with LCTarotCards
- Fixed some other bugs (probably)
 
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1.4.10 - I hope pt 3
 
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1.4.9 - I hope pt 2
- Fixed healing removing health if you were over 100
 
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1.4.8 - Fixed Null Reference error with EntranceTeleportPatch (I hope)
 
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1.4.7 - Possible fix for dice not rendering when going through the facility doors
- Added a new config option for displaying the results of dice rolls in chat
- Possible fix for Item Duplicator errors
 
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1.4.6 - Possible Fix for not spawning scrap from rusty again (hopefully it works this time lol)
 
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1.4.5 - Possible Fix for not spawning scrap
- Fixed Display Results not showing up if ALL was selected
- Added new random tooltips for dice effects
 
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1.4.4 - Possible Fix for Shotgun not spawning (in a kind of weird way)
 
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1.4.3 - Made the SFX of Emergency Meeting not so loud
- Fixed the sprite for Emergency Meeting
 
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1.4.2 - Added Emergency Meeting SFX and Sprite
 
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1.4.1 - Changed how the visor is toggled to account for other mods
 
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1.4.0 - Changed how the config variables were handled
- Added a compatability for LethalConfig
- Possible Fix for shotgun not appearing for everyone
- Possible better config syncing (It worked fine in lan mode on 2 pcs, so hopefully there isn't any trouble)
 
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1.3.7 - Added new events: Invisible Enemies, Emergency Meeting, Terminal Lockout
- Possible fix for purge not killing enemies
- Added a config option for Become Small that allows different ways to revert
 
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1.3.6 - Fixed size not reverting on leave
 
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1.3.5 - Added new events: Meteors and Become Small
 
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1.3.4 - Added a new event Barbers
- Fixed a line of code that accidentally got deleted (whoops)
 
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1.3.3 - Fixed a blank config issue with lethal performance
 
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1.3.2 - Fixed Heavy and Light burden to not bug your weight/movement
- Added config options to make NeckSpin and NeckBreak less Awful
 
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1.3.1 - Fixed NeckSpin to actually work not based on framerate (I forgot to multiply by Time.DeltaTime xD)
 
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1.3.0 - Added a bunch of new Rolls and Rolls with other mods, LCOffice and LethalMon
- Possible fix for hud disappearing when revived pt.2
- Fixed Item Dupe event not working right
- Fixed/Replaced a lot of code that disappeared for some reason
- Optimized a bit of code (especially with spawning in Teleporter traps cuz I am still learning lol)
 
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1.2.11 - Possibly fixed Shotgun not spawning for people
- Added a new effect Headspin
- Possible fix for hud disappearing when revived
 
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1.2.10 - Changed Readme to add the original creator's plugin GitHub
 
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1.2.9 - Added an Invisible Teleporter Trap Event
 
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1.2.8 - Fixes a few things
- Added a config option to change how rolls are shown to you
 
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1.2.7 - Added 8 new Dice Rolls
- Added integration with Lethal Things for Teleporter Traps
 
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1.2.5 - Turns out I am a bit dumb and didn't know how netcode worked in regard to modding.
- Added back the random dice spin time
 
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1.2.4 - Removed the config option for random dice spin time in hopes that it was that that broke the dice networking
 
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1.2.3 - Possible fix for dice not working for clients
- Switched the GUID back so Brutal Company Minus Events can work again
 
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1.2.2 - Added a new event "Random Items from Shop" as a great variant that gives 2-4 items
- Moved Random Item from shop to Good instead of great
- Alarm Text :D
 
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1.2.1 - Some bugfixes
- Added new Event "Random Item from Shop"
- Might make it multiple events where great variant gives 2-4 items and good variant gives 1
 
 
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1.2.0 - I have temporarily ported this to v55 with a few changes
- Neck Break can go further
- Config options for changing the force of Hypershake
- Config option for random dice spin time
- Config option for use of Gambler and Chronos outside
- Maybe something else, I honestly don't remember, it is 8am and I need sleep
 
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1.1.8 - As of this update, check out my GitHub for any version changes: https://github.com/Theronguard/Emergency-Dice/
 
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1.1.7 - God help me. Made new effect in 1.1.5 and forgot to add it to the die pool, so it was essentially useless.
 
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1.1.6 - Forgot to turn off the debug mode again
 
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1.1.5 - New negative effects
- New positive effect (spawns a shotgun)
- bugfixes?
 
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1.1.4 - New effect
- Restored an
 
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1.1.3 - New negative effects
- Bug fixes
 
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1.1.2 - New effects
- Bug fixes
 
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1.1.0 - Added new effects
- Added new functionality to the Emergency Die (rolling 6 now teleports you and your crewmates)
- Bug Fixes
 
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1.0.0 - Released