#More Company https://thunderstore.io/c/lethal-company/p/notnotnotswipez/MoreCompany/
1981 messages · Page 2 of 2 (latest)
do you have lethal performance?
im just guessing because it was causing issues with the cosmetic pause menu
so may wanna look into that
just to add some fuel to the fire
i ran into an odd bug yesterday while i was testing some mods for my friends
i have had morecompany cosmetics disabled on all of my profiles for like, forever
but i noticed that my dead body seemed to still display cosmetics when i died
it is possible it was a mod conflict because this entire group of friends uses a profile with tons of extra mods compared to my main profile
which doesnt seem to have an issue
I tested the game with only morecompany installed, 14 people joined the lobby, as the host I could see everyone's cosmetics, Some players (using my profile with only morecompany installed) could not see my cosmetics, they could only see the cosmetics of players who joined later.
After several tests we've come to the conclusion that only the first 4 players can see everyone's cosmetics, from player number 5 onwards this problem starts to occur.
Yeah it's only with the current version, it was also fine on V65 so it's something to do with the Birthday hat being removed I think
@unique mica
I tested on LAN and had no issues so I'm confused
also there's no reason why it'd break on the 5th player onwards since it uses the same logic for everyone
thats cuz cosmetics on the masked enemy and dead bodies are separate config options
Welp, it is what it is, tested on v64, zero issues
does anyone hosting a lobby where the issue happened have logs by any chance
i see
i will toggle them off, then, but IMO i think they should be overridden by the global toggle
if i have "Show Cosmetics" X'd out on the cosmetics screen, and i dont see any cosmetics on players while they are alive, it seems weird for dead bodies and masked to ignore that setting
more of a lack of clarity, i suppose
that toggle links to this https://i.gyazo.com/290fc3484b8e92786bb668d874f5e633.png
yeah, but i think it's odd that the only config option shown in game with a custom UI doesn't tie to the dead bodies or masked, i mean
you can access the top setting and toggle it on/off but you need LethalConfig to access the other two in game
which feels unintuitive and at least outwardly feels like a bug to me, even if it is indeed intended behavior
yeah if i had the unity project for the UI stuff then i'd remove it
but only swipez does
so 🤷♂️
I think it's some weird issue with V66 cus the party hat stuff got removed, cus the latest MoreCompany version had no issues on V65
The patch for the party hat was for the 5th and above also
and suddenly 5th and above can't see cosmetics
the party hat fix was removing a line of code that ran too early
How does the disabled cosmetics config work? I copied the names the console prints out before the game starts but they're still there...
e.g. "builtin.3dglasses" should disable the 3d glasses right?
Don't add a comma after the entry unless you're adding more than one entry
And make sure the last entry doesn't have a comma after it
Would an invalid entry break it too?
I've removed a mod but still have its cosmetics in the list so they aren't in the game anymore
If you use Gale make sure it didn't add the = to the entry that may mess it up
There shouldn't be an =?
Comma separated list of cosmetics to disable
Setting type: String
Default value:
Disabled Cosmetics = builtin.3dglasses, etc...
It should look like this, if you see the = with a space delete the space and the =
Nope
Have anyone had any luck making a new hat in a while ? I have had no luck creating anything
make sure ur doing it on a HDRP project
cuz i dont think anything's changed in regards to creating cosmetics 🤔
I figured it out i was stupid
what changed on 1.11.0?
Known Compatibility Issues
ModelReplacementAPI - This will cause your camera to get covered by cosmetic masks until they push an update
TooManyEmotes - You won't see your cosmetics in the third person view until they push an update
Annoying bug where when you restart your lobby, its crew size is reset to 32, despite my MoreCompany config's max players being set to 8.
The config value for that is unused now
And it's intentional, 32 for public lobbies and 12 for private (it's mainly to encourage people in private lobbies to not use a large max player count all the time since if you do 32 there's usually a bunch of inactive player objects that don't get used)
If you mean it resetting when re-hosting the lobby without restarting ur game then I can fix that
is there a reason the config setting was disabled
seems like an unnecessary removal of functionality
just adds an extra step each time i relaunch the game (i've always had my private lobby count set to 8, so 12 would contribute more to the inactive player objects problem)
those hosting larger lobbies have an extra step as well
This
well i read that messge
but like i was saying
i configured my lobby to use less player slots for the specific reason of not having a large max player count all the time
so this is a step backwards in my case, and the case of anyone else not using exactly 12 player count
I'll change it
since they'll have to change it on boot each time
i dont think it's like, a huge deal, i just think it's unnecessary to remove this config setting completely
if it is a concern, the default value could be changed, maybe
i doubt there is much difference between 8 and 12 player slots at the end of the day anyway
?? How does this justify anything
What's the benefit to forcing people to use 32 and 12 players
its not forced
its just the default value
you can change it on the host menu when you create the lobby
Yeah, but it's essentially forced since I have to change to every time I reset a lobby
It's annoying and inconvenient when it (was) actively going against what I was trying to do
it's changed for the next update anyway
any possibilty of a mod or addition to MC that allows for organizing/searching cosmetics? if you have big packs they can be hard to scroll through and find currently equipped stuff
could anyone explain how to put the names in the cfg to disable them
I tried several ways
and it didnt seem to work
?
@unique mica
its the name of each cosmetic
(the one that shows in the log file when the cosmetic loads)
also make sure u have no spaces between the commas
should be like a,b,c,d etc
got it thank you
what would be the ideal way to work on something with this mod's code? i wanna see if i can modify this mod's code to address a problem i've noticed, but just downloading the code from the git repo doesn't let me build it in vs2022 (might be that I didn't set a reference or something)
what problem?
since theres one or two issues that are already fixed for the next update
but regarding building you just need to duplicate MoreCompany.template.csproj.user and name it MoreCompany.csproj.user then make sure LethalCompanyDir & TestProfileDir are the correct paths
i was gonna see if i could force cosmetics to load with their colliders disabled
ah
since some cosmetics aren't set up correctly and cause jitters cus of their colliders
i got a problem when i joined my friends server, he had cosmetics on but i couldnt see them unless hes dead
(not sure if the logoutput will help but yea) 01936ba0-7ca0-7736-97b2-99f0a53a20c6
Why doesn't selecting the number of players work? I set the maximum to 12, but it still uses the default values from the config 32...
does this mod have issue with Model Replacement API?
cosmetics won't show up on vanilla suits but works on modded suits
mrapi has known incompatibility with morecompany cosmetics that will probably not be getting fixed any time soon
already fixed on the next update
u have to change the player count in the config atm instead of on the host menu
Didn't know that MoreCompany had a thread, the cosmetics gets transparent when sprayed
Spray paint doesn't work completely right with more company anyway due to #1273408163512713278 message
Zeek has it hardcoded to 4 players in an annoying way
Zeekerss ain't reading that 😭
It's a simple change for him to make
It is, but when he comes back it will probably be to add new content or finish the game
Most of the bugs I've reported would take a few mins at most for him to fix but he just hasn't fixed them for some reason
Kinda annoying but 🤷♂️
I LOVE random gameplay bugs that pop up after a minor patch
verity's 3rd person mod doesn't show more company cosmetic
but this one work fine
https://thunderstore.io/c/lethal-company/p/Gemumoddo/ThirdPerson/
that's a bug with the 3rd person mod not morecompany
it'd just be because it hasnt been updated to support the current versions of morecompany
I'm trying to disable some cosmetics from a mod through the config but I'm not sure I'm using the right formatting... maybe people here would know?
this the formatting im using rn:
LickStick.cosmetics,DinoTail.cosmetics,DinoTailNormal.cosmetics,Prethinker.cosmetics,RainmakerCosplay.cosmetics,DuckShuffler.cosmetics,ChainsawConsultantCosplay.cosmetics,Bellringer.cosmetics,CakeBirthday.cosmetics,BigCigar.cosmetics,DinoBigHat.cosmetics,DinoHatNormal.cosmetics,FireStarter.cosmetics,StornCloudHat.cosmetics,Piano.cosmetics,GlassesPacesetter.cosmetics,GlassesChairman.cosmetics,GlassesFlunky.cosmetics,Doodle.cosmetics,PunkChoker.cosmetics,PunkGoggles.cosmetics,PunkSpikes.cosmetics,RabbitMask.cosmetics,zSkirtABlue.cosmetics,zSkirtBlack.cosmetics,zSkirtBlue.cosmetics,zSkirtIdol.cosmetics
I tried without the .cosmetics and it didn't work
also tried having a space between the comma and the next cosmetic
Like u have above (comma separated with no space between the commas) but it uses the names that are in the log file when the cosmetic loads
oh tysm!
I didn't make any changes yet but the logs say this piano cosmetic is named "Piano.cosmetics" and even though I have it listed as that in the blacklist it still shows up ingame(1st is config, 2nd is logs)
wrong log
its the morecompany log you'd look at
oh? is it not the game logs?
oh. I didn't know it had its own log, that's funny
that makes more sense lol
uuh where do I find those again?
it'd be in the BepInEx folder
what's the file named? just morecompany.log or swmth?
oh that's the one i was checking
OH you're saying to look in the logs made by mor- ok I get it now
Hey, saw this post in unofficial lethal company discord and I thought its a really neat idea, dunno if it would be too much of a headache (?)
That reminded me of something from another mod, but now looking back on things, I'd rather not continue it.
it was one of its feature? 
yes
interesting, didnt know that / forgor
It's a shame how things turned out, but there's nothing that can be done about it now.
yeah.. oh well we got some really nice mods coming out now / getting updates - I think lethal company is going great! At least in the modding scene
yup, and I have enjoyed what has been and what is going to be shown
me and swipez already spoke about it before
he said he wanted to redo the cosmetic ui at some point https://i.gyazo.com/96c0a467b994905c7ca97427ffd1cd71.png
i suggested something like the LethalConfig UI https://i.gyazo.com/326045e08ed7afc3f6c9844193ad27c3.png (it'd be presets on the left, the cosmetic buttons in the middle then the display guy on the right)
that would be amazing honestly!
This would be really cool, do you think you'd try to make some kind of separation depending on the region the cosmetic attaches to?
well i mean that could be sorted by the type (head/body etc) then alphabetically or sommat
Gotta miss the little things 
I’m very surprised nobody has taken a crack at re-doing the daily results screen outside of that mod
yo
in more company there is a disable cosmetics feature
how should I list out the cosmetics I don't want enabled
and does it work for modded ones?
do you know how?
Yes it works for modded cosmetics, no I'm not sure how to do it
all good i just saw you messaged here yesterday so i thought you mightve
ill lyk how if i figure it out
Like this
perfect thank you
and it disables it for everyone, as long as they're using my code right
ye
thank you
I've never actually gone into the mod files before to look at stuff
Where is the file located
NVM
found it on thunderstorre
store*
So I would just type in the part before .cosmetics, then a comma and keep going down the list of what I don't want added?
just making sure im doing this right
Yeah
thank you
I've got like one more question sorry
I've been using this modpack for a while, and really don't know if these are vanilla or not
All of these top ones
Are they a part of morecompany, or are they vanilla?
And where can I find the names for these if they are vanilla
From the 3d glasses to the watch are vanilla cosmetics
you have to boot up the game and check logs to see if the names are 100% right
the file names don't always line up with the actual registered name
yeah these are from vanilla more company
thank you
What's this for?
Don't quite understand it
basically if you have a mod manager profile with more company and you wear like, a top hat and the 3d glasses and you have that option enabled, when you go to another profile you won't have those on
I think that's what that is
so it isn't important at all
ill just turn it on anyways
oh wow
I didn't even need to disable any
I just turned off the default cosmetics in more company and all the ones I wanted were gone
Was just tryna use this
ty for the help yall
ah no prob!
yeh!
glad we could help
Helloooo hope all is well, wanted to suggest if by any chance we could have something like this please? It doesn't need to be exactly like in this mock, it's just to get the point across, but for some people it's become difficult to strip one's character out of cosmetics. when they have too many mods of them.
So if some option to reset them could be possible? Specially since it's always needed to de-select each manually and one's appearance persists between games.
Is it at all possible to fix the tzp pitch bug with morecompany? Even if it worked with like 8 players, if 32 is too much. If not possible I'd be curious why as the voice effect for being underwater works with with morecompany.
Underwater isn't changing the pitch
Can we perhaps get an update that can disable cosmetics from other mods such as how MoreSuits does it?
Already exists
oh never saw it
I'm still seeing issues with MoreCompany on the latest update with my own packs as well on random streams ive popped into with players not dying to the bird properly.
I have informed @unique mica about this, for now just turn off the patch for cosmetics appearing on dead bodies
Turn this off
i totally forgot mc had a config file lol. ty i'll try that 👍
I noticed when you get soft locked, this patch is what errors
Yeah
that should resolve it lol
@ripe relic do u have any ideas? Seems to still be erroring on the same line that I fixed for some reason
But I can't reproduce it when I try
(The line in the SpawnDeadBody patch)
You’re sure its the same reason for the error?
Have you got a log I can look at
Are you sure its not just people running outdated versions
That's the log Lunxara sent me on the latest morecompany version
One second
That's what I thought originally since I checked thunderstore and the fix is defo there
Okay was just going to check, was concerned maybe some older version got uploaded
Well there's a null check anyway which seemed correct
It's definitely strange that the patch isn't always working consistently in Multiplayer
This new enemy has been so wild when it comes to bugs
I did check the profile and morecompany was updated and there didn't seem to be any other mods patching SpawnDeadBody that could've broken
So it's kinda weird tbf
Yeah it would have been unlikely since that profile was preserving Vanilla gameplay with bug fixes and optimizations for the most part
The death animation index for kiwis damage is set to 9, which carries over to spawning the body. From what im seeing, the game tries to spawn a body whenever that index is set to anything other than -1
When damaged via DamagePlayer in AnimationEventB in that log you sent
Then why tf would it have a null ref on that line? Cuz it's not like player controller would be null
😂
Not sure but now im thinking theres some weird other game bug at play
Did you build morecompany on v70?
this.playersManager.playerRagdolls[9] might literally be null in PlayerControllerB
Yeah
But that doesn't explain why it'd be having a null ref on that line still
Not sure, the kiwi doesn't usually spawn bodies right?
deadbody is null here
It spawns dead body parts but not a full body
Deadbodies already nullchecked with the ? before the access of the transform
null check with ? doesn't work with unity objects
Well it fixed the issue for me 🤔
Im seeing its just compiled to deadbody != null ? deadbody.transform : null
it compiles as ReferenceEquals(this, null)
which doesn't work well with unity object
because unity object override equals operator
But then wouldn't it always still error?
it currently errors because kiwi doesn't spawn deadbody
I think you might be thinking of something else, you can view the compiled dll of 1.11.1 with dnspy and unless it is choosing not to show me that I don't think its using ReferenceEquals
https://docs.unity3d.com/6000.1/Documentation/Manual/class-Object.html
Because you can’t overload the ?? and ?. operators, they aren’t compatible with objects that derive from UnityEngine.Object. The operators don’t return the same results as the equality and inequality operators when you use them on a destroyed MonoBehaviour or ScriptableObject while the managed object still exists.
Will try not using ? I suppose but its just compiling to a != null
Which is used in many other places in the mod fine
while yes, but it doesn't use unity operator for native alive check
you can check it in dnspy if you correct check by clicking on == operator
it will goto to == operator decompiled code on Object unity
I see
Well that's what I'm saying... I tested it multiple times and it didn't error for me at all with that check
maybe some mod is doing something /s
I'll change it quickly, you're right, its not using the UnityObject comparison
Probably something to do with some state mismatches on whether the object is cleared from memory which fixed the issue under some circumstances
Change addressed in 1.11.2
This, cus we had it break with a profile with just MoreCompany on v70 one day too lol
So 1A3 has a mod that is somehow fixing it ig lol
Ohhhh maybe
i tested with only morecompany
Magic
i noticed that when a player leaves and reenters with this mod, the player slot they use is different than when they first join
is there a purpose for this? wouldn't it be better to have players recycle older inactive slots than to just assign them to a new one?
(the reason i noticed this is lobbycontrol, the notification that someone is joining will say [Name] (1) on the first join, second join says [Name] (2))
This isn't a MoreCompany issue it's a late join issue
It usually happens if someone for example leaves mid round and rejoins in orbit
or if someone leaves, then a player has to leave and rejoin for some reason they will change the slot they're in
Hmmm I thought it was this mod
Cus it also happens just getting people into a lobby before starting
That's probably some other mod in your pack then
cus that doesn't happen for me
Maybe a bug from namefix?
Idk
Someone else was mentioning the slots in the end of round report becoming empty when people left midmatch
They accused betterexp but I don't think it's that
That would more likely be due to Coroner if you use that, it's been plagued with issues for a while
where i can found the discord ? for searching add ons/skins
should we tag?
i don't see them active here though
maybe not swipez but 1a3 will probably do something abt it
sry for ping,but I want to ask if you are fixing this mod? @unique mica
it doesnt use netcode patcher
I seem to have seen someone say that problems will occur when there are more than 4 people. I might need to check if there is a fault.
It uses the default Unity one right?
It contains rpcs
maybe just needs rebuilding 
no
it doesnt have any custom rpcs
Got ya
probably? not sure
Confirm that there is an issue with morecompany; the lobby cannot accommodate more than 5 people.
Will investigate now
The sixth one will have a black screen.
After the fifth player quit, they couldn't join the game either.
Have you got a log of any of these extra players?
only host
[Netcode] Deferred messages were received for a trigger of type OnSpawn with key 0, but that trigger was not received within within 1 second(s).
The problem should be occurring here.
I'll test it again, disable all mods, and only run morecompany and BepInEx.
This test only install morecompany, and there are still problems.
I randomly found a lobby with more than 5 people and joined it.
there is a new vanilla bug where when the host disconnects
everybody else remains in a broken lobby instead of getting disconnected and booted to title screen
it seems like there is something funky with the netcode for game objects update if i had to guess
interesting
Wanted to chime in and say I'm experiencing similar issues attempting to play with 6 players - one player inevitably gets put in "grab hell" (black screen with "Grab [E]" and smoke in the bottom left corner), can be mitigated by switching hosts until it works, but when it does work one random player inevitably is invisible to one other player and that player only. Only three mods were installed when we encountered this - MoreCompany, LethalFasion and TooManyEmotes. I unfortunately didn't grab a log when this happened last night but if it happens again I will post that log here.
TooManyEmotes is broken on v73
the game will crash when you land the ship
Hmm we never experienced any crashes with it installed
just grab hell and invisible players
I got crashes everytime I tried to land the ship with it
lol
But yeah MoreCompany more than likely needs recompiled
We had 6 players all doing silly emotes as the ship landed and no issue lol. Weird. Maybe a hardware-specific issue? Not the thread for that mod
I feel like this should've been recomp'd a bit ago already if thats the only thing that needs to be done
I haven't played specifically because of MC being kinda weird right now
@unique mica sorry to bother you, really hate to @ you but are there any plans to push a patch out for the new version? or are none of the errors shown in the thread MC related?
I've seen a lot of reports over on the MC server too
ah gotcha, didn't know that was goin' on
whats the issue
It has a ton of bugs on v73 when more than 4 players try to join the lobby
not just the clients not disconnecting right
i think hu luo bo ya made a fix for that
this is a vanilla bug that's most likely related to the NfGO update
specifically i think morecompany completely bombs out when a 6th player joins the lobby
and maybe doesn't even perfectly support 5 players either?
The bugs I've seen so far are:
- One player being put in "grab hell" (Grab [E], black screen, smoke in the bottom left corner)
- Players sometimes being invisible to specific other players
man not the invis glitch again
I think the issues start at 5, but each player who joins gets more and more likely to encounter the issues? With some finagling and host switching we were able to get 6 to play (though one was invisible to me and only me, but we gave up at that point as long as everyone was actually able to join without grab hell)
To fix this issue, it still requires 5 players to cooperate in long-term testing. This is the most troublesome part because it's currently difficult to find a public lobby with more than 5 players.
You might be able to lan test with just MoreCompany
I think I've found the problem.
[05:07:55.1433293] [Info : Unity Log] [Spawn DEBUG] Full: ServerItemHolder, IsSpawned=True, SceneObj=Unity.Netcode.NetworkObject+SceneObject
[05:07:55.1443290] [Error : Unity Log] SpawnStateException: Object is already spawned
Stack trace:
Unity.Netcode.NetworkSpawnManager.SpawnNetworkObjectLocally (Unity.Netcode.NetworkObject networkObject, Unity.Netcode.NetworkObject+SceneObject& sceneObject, System.Boolean destroyWithScene) (at <d961951ab868489cbec1aa9b2480688f>:0)
Unity.Netcode.NetworkObject.AddSceneObject (Unity.Netcode.NetworkObject+SceneObject& sceneObject, Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkManager networkManager) (at <d961951ab868489cbec1aa9b2480688f>:0)
Unity.Netcode.SceneEventData.SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager networkManager) (at <d961951ab868489cbec1aa9b2480688f>:0)
Unity.Netcode.NetworkSceneManager.HandleClientSceneEvent (System.UInt32 sceneEventId) (at <d961951ab868489cbec1aa9b2480688f>:0)
Unity.Netcode.NetworkSceneManager.ClientLoadedSynchronization (System.UInt32 sceneEventId) (at <d961951ab868489cbec1aa9b2480688f>:0)
Unity.Netcode.SceneEventProgress.<SetAsyncOperation>b__37_0 (UnityEngine.AsyncOperation asyncOp2) (at <d961951ab868489cbec1aa9b2480688f>:0)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <c39a522eee05469b8171a6cfeb646c59>:0)
Do you know why it's happening though?
idk why zeek just doesnt just have a prefab and spawn players dynamically
[Info : Unity Log] [Spawn DEBUG] Obj=ServerItemHolder, OwnerClientId=0, NetworkId=0, IsSpawned=False, destroyWithScene=True,sceneObject=24,GlobalObjectIdHash=2946656848
[Info : Unity Log] [Spawn DEBUG] Obj=LocalItemHolder, OwnerClientId=0, NetworkId=0, IsSpawned=False, destroyWithScene=True,sceneObject=34,GlobalObjectIdHash=1429679652
[Info : Unity Log] [Spawn DEBUG] Obj=PlayerPhysicsBox, OwnerClientId=0, NetworkId=0, IsSpawned=False, destroyWithScene=True,sceneObject=29,GlobalObjectIdHash=4114126056
[Info : Unity Log] [Spawn DEBUG] Obj=Player (4), OwnerClientId=6, NetworkId=0, IsSpawned=False, destroyWithScene=True,sceneObject=35,GlobalObjectIdHash=10000
[Info : Unity Log] [Spawn DEBUG] Obj=HangarShip, OwnerClientId=0, NetworkId=0, IsSpawned=False, destroyWithScene=True,sceneObject=15,GlobalObjectIdHash=909465452
[Warning: Unity Log] damageTrigger is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!
[Info : Unity Log] [Spawn DEBUG] Obj=ServerItemHolder, OwnerClientId=0, NetworkId=24, IsSpawned=True, destroyWithScene=False,sceneObject=0,GlobalObjectIdHash=2946656848
[Error : Unity Log] SpawnStateException: Object is already spawned
Why is the same GlobalObjectIdHash generated twice? The fifth player is normal. Do you have any ideas?
@unique mica
I suspect that the scene synchronization was performed twice?
maybe? that seems a bit random tho
plus the array would already be resized on the 2nd time so the code wouldnt re-run
[Info : Unity Log] AddSceneObject.SpawnNetworkObjectLocally:2946656848,False
[Info : Unity Log] [Spawn DEBUG] Obj=ServerItemHolder, OwnerClientId=0, NetworkId=0, IsSpawned=False, destroyWithScene=False,sceneObject=0,GlobalObjectIdHash=2946656848
[Info : Unity Log] SynchronizeSceneNetworkObjects.AddSceneObject:35
[Info : Unity Log] AddSceneObject.SpawnNetworkObjectLocally:10000,False
[Info : Unity Log] [Spawn DEBUG] Obj=Player (4), OwnerClientId=4, NetworkId=0, IsSpawned=False, destroyWithScene=True,sceneObject=35,GlobalObjectIdHash=10000
[Info : Unity Log] SynchronizeSceneNetworkObjects.AddSceneObject:29
[Info : Unity Log] AddSceneObject.SpawnNetworkObjectLocally:4114126056,False
[Info : Unity Log] [Spawn DEBUG] Obj=PlayerPhysicsBox, OwnerClientId=0, NetworkId=0, IsSpawned=False, destroyWithScene=True,sceneObject=29,GlobalObjectIdHash=4114126056
[Info : Unity Log] SynchronizeSceneNetworkObjects.AddSceneObject:34
[Info : Unity Log] AddSceneObject.SpawnNetworkObjectLocally:1429679652,False
[Info : Unity Log] [Spawn DEBUG] Obj=LocalItemHolder, OwnerClientId=0, NetworkId=0, IsSpawned=False, destroyWithScene=True,sceneObject=34,GlobalObjectIdHash=1429679652
[Info : Unity Log] SynchronizeSceneNetworkObjects.AddSceneObject:24
[Info : Unity Log] AddSceneObject.SpawnNetworkObjectLocally:2946656848,True
[Info : Unity Log] [Spawn DEBUG] Obj=ServerItemHolder, OwnerClientId=0, NetworkId=0, IsSpawned=True, destroyWithScene=True,sceneObject=24,GlobalObjectIdHash=2946656848
According to the above logs, the data transmitted from the server has duplicate GlobalObjectIdHash.
[Info : Unity Log] SynchronizeSceneNetworkObjects.AddSceneObject:0
[Info : Unity Log] AddSceneObject.SpawnNetworkObjectLocally:2946656848,False
[Info : Unity Log] SynchronizeSceneNetworkObjects.AddSceneObject:24
[Info : Unity Log] AddSceneObject.SpawnNetworkObjectLocally:2946656848,True
Though I was also doing some testing on my own by just launching 6 LAN clients and trying to join. Unfortunately my coding experience is more in line with Java Minecraft modding so I wasn't able to identify an issue, just recreate the bug successfully
let me know if you still need some players
Small detail in that log, but is it normal for the GlobalObjectIdHash for Obj=Player (4) to be exactly 10000? I would expect the hash to be a more.. random number. Lol.
[Info : Unity Log] [Spawn DEBUG] Obj=Player (4), OwnerClientId=4, NetworkId=0, IsSpawned=False, destroyWithScene=True,sceneObject=35,GlobalObjectIdHash=10000
If there's some kind of ID looping happening where the 6th player has the same ID as the first, it may be starting here where (I assume) the 5th player is being assigned a non-randomized hash
This is all just a guess though, as I said I don't have any experience coding in not-java lol
Perhaps the seed is resetting to index 0 for the hash generation when the 5th player joins, and is thus using index 1 for both player 1 and 6
well its supposed to be 10000+index
so player 5 = 10000, player 6 = 10001 etc
You think the way hashes work is possibly what changed?
no
I'm starting to think so cus the hashes are duplicating
Hmmmmm
Well the whole method for how you allow additional players might need changed if you can't figure out what it is, cus whatever method you use has prolly been patched in some way
hmm the other hashes are all numbers like 2946656848, that's why I was curious. Thank you for the info tho
i've tried two alternative ways but they havent worked
its so annoying tho cuz the code wouldn't even be needed if players were spawned dynamically 
@white creek Sorry to ping, maybe you have some input here that might help
Do you know what might have changed in the update to the new Unity/Netcode version that is breaking MoreCompany?
Yeah 1A3 said it wouldn't show up in the diff, he seems to think it's a change from the Engine Update/Netcode version update
ik the long term solution would be to actually convert the player objects into prefabs and let unity spawn them for you. but that's a massive rework
Yeahhhh
I'm just wondering why it's erroring when a 6th player tries to join and it's duplicating the player hash
Would there be a non-modding related reason to make that change in the base game? Something that would give me an excuse to post it in the vanilla discord's "suggestions" box lol
and it does happen with just More Company so it's purely some change that is breaking More Company, and 1A3 tried to recomp the mod and the issue persists
so it's gotta be some sort of patch that has been done in the Engine or Netcode version or some method change that needs a transpiler to rely on something else manually or smth
Lunx... i'm sorry but recompilation is not the fix all tool you think it is 😅
Oh no I know it's not
I know it isn't
It was just the first thing 1A3 tried to do
iirc there is actually already a prefab for player objects compiled into the game
im not sure where it's referenced (something would have to reference it for it to not be stripped from the build) but that might be usable
worth looking into
i have a feeling zeekers did not keep said prefab updated
yeah, that's probably the main concern
also players have multiple networkObjects which is not possible for prefabs
but there's a decent chance it could be. i assume it's the same prefab he used to place the 4 players in SampleSceneRelay, and he is probably updating the prefab with animations and default values, at least
ah
i see
only scenes can do that together with parenting a networkObject to a non network object
if we were to convert the player to a prefab you'd need to change the parenting logic for items and then add something like Parent Constraint to replicate the old behaviour
It's definitely prolly something with the Netcode Update then, More Company prolly needs to reference the new networked object or networked behavior for players spawning right?
I would guess that method got changed, but it's not something that will just be solved by a recomp, it needs to be a manual change
Also might not be something that just appears in the diff, but there are PlayerControllerB changes and stuff so it's possible
Would the netcode change in question be listed in the changelog for Unity's Multiplayer Play Mode?
@unique mica Are you sure your diff doesn't show anything relating to this? I assume somehow the base game allows 5 players, but when you try to go above it fails to reference the networked object and duplicates the hash while trying to spawn the player
cus it's probably trying to reference the networked behavior from v72 that is now changed in v73
If this isn't something you can just simply fix then updating More Company to use the netcode patcher might help
Ideally you'd wanna figure out what changed though as that is a last resort sort of fix
Yeah I figured, but I imagine what is happening here is the rpc you call to spawn additional player objects is still valid but it had a slight change done or something
so it's no longer working
and needs the change accounted for
you are already changing the global hashes of the extra player objects right?
i remember that from when i checked MoreCompany code almost a year ago
I rememver Flip mentioning he needs to change something with Reserved Item Slots to fix a bug cus of a method that slightly changed but doesn't error
do you update all of the network objects on the player or just the root one?
https://github.com/notnotnotswipez/MoreCompany You could double check it to see what it uses now
https://github.com/notnotnotswipez/MoreCompany/blob/master/MoreCompany/MainClass.cs I assume what you want is in here @white creek
https://1a3.uk/games/lethal-company/diffs/?version=v73_1&tab=1#GameNetcodeStuff_PlayerControllerB.cs Might be worth checking this and seeing if a rpc got changed, since no rpcs error I wonder if it's possible to force rebuild the mod to reference all the v73 rpcs
since a lot of rpcs got minor changes or additional things added
@unique mica Is there any easy way to do that? Recomping should have done it right? But since none of the methods report as invalid idk if it will do anything
i already re-built it on v73, didnt change anything
root one, weirdly it worked fine before tho
I guess you could try to update all of them and see if that works
I wonder if Zeekerss didn't update the root object on v73
or maybe it did get changed slightly so it's no longer getting referenced properly
tbf the code for spawning is defo not the greatest 🤣 https://github.com/notnotnotswipez/MoreCompany/blob/master/MoreCompany/MainClass.cs#L262-L278
😂 tbf the 5th client connection should be using the root object right? but then it errors and duplicates the hash when a 6th tries to join 🤔 so I'd assume unless the vanilla game now supports 5 players that the root object is still a valid reference, but why does the network no longer randomize the hash when more than 5 players try to join?
We know 100% it's either duplicating the hash or when a 6th player tries to join it's trying to reference the hash for that player twice
Yeah, that's why we think it's from the Netcode Version update itself
But also if changing More Company from referencing the root player object to all player objects fixes this issue then that'll be good
https://thunderstore.io/c/lethal-company/p/Saradora/UnityNetworkMessages/ and if you use this?
This might not even work anymore
lol
But curious if it fixes it
@unique mica you wanna test and see if this somehow resolves it?
If so then you just need to make it a dependency
it wont, thats completely unrelated to the issue
I figured as much
I think you're referring to this issue https://thunderstore.io/c/lethal-company/p/hu_luo_bo_ya/V73dcfix/
That being said, if MoreCompany was somehow relying on that logic for players spawning that would be interesting
No shot it's somehow related to this right? The issue where clients couldn't dc somehow linking to the More Company problem
That would be hella weird
Uhh you're never gonna guess what just worked for me through LAN testing with 6 clients
Though I did get one client who was invisible and couldn't see anyone else
Wait does that UnityNetworkMessages mod fix it?
Ah nevermind, after disconnecting that client and reconnecting him he is now in grab hell again
testing
Though I think I had that mod in a previous pack attempt and it didn't solve it
Negative.
Yeah I figured it wouldn't work
Client logs show error:
Stack trace:
Unity.Netcode.NetworkSpawnManager.SpawnNetworkObjectLocally (Unity.Netcode.NetworkObject networkObject, Unity.Netcode.NetworkObject+SceneObject& sceneObject, System.Boolean destroyWithScene) (at <d961951ab868489cbec1aa9b2480688f>:0)
Unity.Netcode.NetworkObject.AddSceneObject (Unity.Netcode.NetworkObject+SceneObject& sceneObject, Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkManager networkManager) (at <d961951ab868489cbec1aa9b2480688f>:0)
Unity.Netcode.SceneEventData.SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager networkManager) (at <d961951ab868489cbec1aa9b2480688f>:0)
Unity.Netcode.NetworkSceneManager.HandleClientSceneEvent (System.UInt32 sceneEventId) (at <d961951ab868489cbec1aa9b2480688f>:0)
Unity.Netcode.NetworkSceneManager.ClientLoadedSynchronization (System.UInt32 sceneEventId) (at <d961951ab868489cbec1aa9b2480688f>:0)
Unity.Netcode.SceneEventProgress.<SetAsyncOperation>b__37_0 (UnityEngine.AsyncOperation asyncOp2) (at <d961951ab868489cbec1aa9b2480688f>:0)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <c39a522eee05469b8171a6cfeb646c59>:0)```
Host log just shows a warning
```[Warning: Unity Log] [Netcode] Deferred messages were received for a trigger of type OnSpawn with key 0, but that trigger was not received within within 1 second(s).```
oh sorry wrong error code for the first one, will edit fixed
Out of pure curiosity I also threw in the updated version of FPTS and still no dice
It looks like SOMETIMES when the quantum fluctuations of the universe align, the sixth player can join but continues to have some issues with seeing/being visible to the other players
At this point it's prolly an issue with the root object being referenced, I hope when @unique mica changes it to reference all player objects instead it succesfully fixes the problem
Maybe I worded it wrong, but the thing you and Matty were talking about
lol
All the network objects on the player I meant
my bad
XD
And none of the players are invisible to any of the others? 😮
well i didnt check that, there was no errors on any of them though
I do occasionally get them all able to join (it is rare) but the invisibility issue occurs and if the affected player leaves and rejoins they are sent to the void
Is this after a change on your side?
Ah okay I misunderstood and thought you were just saying you couldn't replicate the issue
tentative pog
@ripe relic added the fix into the existing MR that had some other small fixes https://github.com/notnotnotswipez/MoreCompany/pull/123
This initialization is how objects were initialized in unity netcode for GO before the newest update
If you remove the ? operator usage I'll merge it
ah ye, i remember the issue we had with that before 🤣
Did you just test in LAN?
yeah i was able to reproduce the issue in lan earlier tho
plus the logic is the same for both anyway?
Are there just multiple NetworkObjects on the players now?
yeah
Just dotting every i
4 per player
Weird
So it was the root object that was the issue let's go
"Root object"?
Yeah apparently referencing the root player object instead of referencing all network objects to the player no longer works on v73
Oh, thats what you mean
So when a 6th player joined the hash would duplicate, prolly the same hash as the 5th if I had to guess
The injected IDs weren't carried across the sub network objects
rather than randomize
Ye
@unique mica If it weren't for Matty this solution prolly wouldn't have been thought about
Glad it worked
😄
I'm glad that this problem was solved when I woke up.
well i did think about it earlier
@white creek Ty bud
but my pc crashed and i couldnt be bothered to try it afterwards
Now help matty to fix gift box problem
The reason I tend to ping devs like you and Zagster about stuff like this is cus you guys always know the solution somehow
lol
#1174573561885761547 message was what made me think it originally cuz it wasnt ids in the 10000s that were duplicated
but tbf matty's message made be actually test it... nearly killed my pc tho 🤣
This mod and Lethal Level Loader were the main two that I was waiting on for v73, hope that one is resolved soon also 
FixPlayerName can display the names of invisible people
LLL should update today, if it doesn't pacoito and I have plans
It didn’t update
they had some "technical" issues
What does that mean
long answer, check their thread.
Short answer, we have to wait a little bit more
the day isnt over yet 🤫 at least for me 😊
For me it was said last night, oh yeah time zones exist.
yep
MoreCompany breaks tzp voice modification
that's a known thing and it's been deliberately ignored because it would take a lot to fix
Can Butteryfixes Playermodel patches affect how some ragdolls cosmetics are removed? Since some ragdolls that don't have heads will still show head cosmetics.
lot of these errors show up when i'm using the terminal, should i worry? how could i fix it?
Is that the error that hits when a client joins the game? If so it actually flags cause Dawnlib. Its a vanilla issue that Dawnlib catches but its harmless. I use it now as a way to know when someones joining 😆 🤣
Ah okay, yeah it didnt seem to create an issue in game, so i guess its fine, i did remove verylatecompany though, as i read that is not good
Yeah no you should use Lobby Control and just tweak the configs. Read over the configs a bit cause by default you have to open the lobby each time you orbit via terminal but you can change that. There's also join que settings and stuff. It works great
this isn't true btw, you're thinking of something else
Thats why I asked if it hits when clients join lol. Wasn't sure if it was the same one or not.
Then that means something is breaking
Oh guess I didnt catch the part where they said its while they are on the terminal though.
ppl be saying it is
i used it last night
it works
but apparently has a visual issue with one of the new entities
not that big of a deal
i see...
shouldn't be that much of an issue!
nope
had 6 people in last night just fine
we didnt even see that entity anyway so
what exactly is the issue?
this [has spoilers]
@ripe relic MoreCompany broke on the latest v80 beta btw, just needs re-building since zeek added some optional params to a method
Alright
wait what!?
You mean
the fuckin
update to the beta?
the one with the flipped screen?
there were other changes made that weren't just the flipped screen
not sure what this is referring to specifically but there were balance changes for a particular critter and sigurd logs got moved and other stuff i don't care about
(joke but those were the things i remember from tje changelog)
he just had to huh
Zeekers puts up v80 beta
MoreCompany was unscaved
does a 180
oops forgot something
THERE SHE BLOOOOOOWS and MoreCompany sinks to the depths of the underworld-
also no I don't mean the actual beta itself the update that was todaaay-
yes
well at least morecompany doesn't need any code changes to fix it, just needs to be built on the latest version 😂

that's the point of the beta, to be updated for balance and bug changes
the original v80 beta changed a lot of the code according to zeekerss too lmao
Sending 500 ||Feiopars|| to your exact location
Yeah I knew that
the only issue with MoreCompany was ||cavadar bloom|| corpses would be invisible for clients
Interesting
survived most of the code being changed but implodes over a small addition
Im gonna be so honest
Im SHOCKED that MoreCompany survived initially
like even with the new guys
cuz
I remember when v70 first came out and like MoreCompany was NOT built for the Sapsucker
im glad it did though since we didnt have to play in seperate lobbies for that
Like it worked gameplay wise until Sapsucker pulled up
everyone could experience the update together which is cool :p
I can't wait for y'all to see the video after my vanilla v80 video
I had the grandest time
What change was it btw
Curious
PlayerControllerB.DropHeldItem
Oh yeah he did do some stuff there
ye
Is more company still broken for the beta?
until swipez re-builds and pushes it to thunderstore you can use this dll for v80 🙂
I’m sharing the DLL here for those who can't be bothered to wait however downloading random DLLs from Discord isn’t usually recommended since there’s no malware detection like thunderstore has.
built on the LC patch that released like 5 mins ago
Another one released?
yeah
Yeah lmao
in terms of code diffs
he made the random voice pitch thing for april fools change based on how much HP you have
Yeah I did end up seeing it
and the screen flip no longer activates automatically on april 1st
Ohh
he just put it back im p sure
i saw this btw i just really wanted to post the clip
@rare vector
hey i'm kind of new to modding, how would i apply this to the game? or what is the most recommended way of doing it
nvm i think i have it figured out
Seems like there's a bug where you can't ||turn into a Cadaver Bloom||
I have a clip and logs
@unique mica this was also reported before MoreCompany broke
So worth getting patched for when V80 hits Main Branch
log would be useful
sorry I had to go take care of dinner
Watch evil red by phomtoonlinktln and millions of other Lethal Company videos on Medal. #lethalcompany
Oh wait this isn't a bug, I also experienced this and then we read the terminal entry ||There is a chance for you to turn immediately when your screen goes red or a chance for you to not turn until smth kills you and leaves your body behind, so if your screen goes red but you don't immediately turn that means you're infected but won't become a Cadaver Monster til you die, in this case you died to a forest giant so you didn't leave a body behind unfortunately but yeah||
At least if the lore is accurate it's not a bug anyways, did you make sure clients couldn't turn? In the same session I played where my screen permanently went red we did just have 2 people turn the normal way
So as far as I am aware based on reading the log entry on the terminal this is intended
this looks like a bug
when the screen turns to red you are supposed to die and immediately bloom
i'm pretty sure this shouldn't be happening if there are other players alive
Ah so maybe it's a bug that affects only the host then
lol
i imagine it has something to do with player counting
since it does take a while if you're solo / the last one alive
(though i have not seen this effect myself because i have not played solo yet so i can't say for sure)
you still die when it turns red in solo
it just turns red slower
and you get a HUD warning
so this is way too red and it should've bloomed by now?
definitely should've bloomed by then i think
this is like maximum screen effect
this means burst meter is 100%
for sure
if you dont die at that point there is a bug
cadaver growths track player infections based on slot
so my guess is something is wrong with that
even though it instantiates the array when it first spawns based on the length of the player scripts array
Lacy did just have it happen to her as well lol, just figured it was intended after reading the terminal entry
so it isnt capped to 4 supposedly
Screen went red and there was a weird sound affect
Adamance is probably the scariest planet now lmao
He did a good job
I think someone was impacient lol

im not hosting
clients turned, and I was also a client
Hmmmmm weird
I would also like to add that since MC doesn't allow the player's voice to be pitch shifted the entire thing with this april fools update is kind of not there, at all (cuz the screen flipping is toggleable and the toggle also mysteriously disappears sometimes), which is really disappointing
I know it was said that it would be too much effort to do it for just the TZP but at this point it's been three years dude, idk how much effort is too much effort
esp with tools having a slot for themselves I see TZP being used alot more, too- I feel like if there was a time to add this it'd be sometime soon
ik it's a long shot cuz this has been in maintenance mode for 2 years but yknow, thought I'd bring it up
just used that dll and did not have ||cadaver bloom|| bug
worked just fine
for at least 1 of our players, idk if it was targeting a slot greater than 4 or something but i definitely ||watched someone turn into one right in front of me||
I do wish More Company would fix the TZP Voice Pitch thing
Yeah I had a player turn in that same round
wasn't host and they joined a bit after me
Worst part is it works fine in vanilla afaik. It's just not in MoreCompany so it's virtually nonexistent in modded environments
It works in morecompany when the player count is set to 4
I think the cadaver issue would've been due to SpawnDeadBody having an additional optional parameter added... so would've been fixed by the rebuild too
Makes sense but it's still virtually nonexistent in modded environments
Is more company still broken with latest beta?
ah okay, I guess we'll have to see
theres a .dll 1A3 sent that has a v80 compatible version
Where do we put that dll
You install more company to your profile, then go to the plugins folder and look for the more company folder
then you just drag the new
dll into the more company folder inside the plugins one and replace!
Thanks!
no problem 👍 ;-)
theres also a lot of mods which apply the TZP effect to the player
if you dont have morecompany they change the pitch just fine
itd be nice to see it fixed eventually due to the fact its used a lot more now
player voices don't just change the pitch on their audiosource
that would probably cause a lot of funky behavior with voice chat
instead zeekerss feeds them through an audio mixer which can adjust the pitch
there is an entire asset for this
voice player 0-3
morecompany would need to create 4-49 of these
and those would need to be attached to vanilla's Diagetic audio mixer controller
and then new player slots "rerouted" to these voice mixers
and SoundManager would also need reference to them to handle all of their stuff
it is not a "quick and easy fix" and i do understand why it has never been looked into but i agree it's also a pretty major issue and something that would be nice to fix eventually
im not sure how hacky doing all of that stuff at runtime would have to be
1a3 also mentioned performance concerns for having 50 player mixers in the diagetic controller
so it sounds like there is an element of "it would be more proper to only create new mixers for slots being used" and im not sure how much difficulty that adds to the process
anyways this tzp voice thing is like the one imperfection in morecompany which is otherwise extremely solid and comprehensive as a lobby expander
Indeed, to all of that!
I have a question, Can this only be done by those working in MoreCompany?
Because someone could do a separate mod that players could download if it's a bit performance-heavy
I don't see why someone wouldn't be able to make an addon mod for the extra audio mixers
But idk how that'd work
i think it'd probably be possible to make a separate addon for it yeah
i can't say for certain though
i've never tried myself
though, realistically, if 1a3 is actively maintaining more company
it's probably better to just make a PR and if there's concerns about the implementation, it can be made a config setting
Yeah
that's not possible cuz they can't be generated at runtime
something like this is what'd have to be done
that's from a different mod that used to increase the player count
@unique mica does your more company dll still works ?
yup
ye
eh its not working out with me, mind giving me 2 mins of your time ?
if not, tottaly understand it
are you on v80?
yes
what happens when you try to use the v80 dll? since nobody else has reported any issues with it yet 👀
downgraded and upgraded to v80 agian and replaced the file one more time
its all good now, i think i did something wrong in the middle of me fidgeting
where can i find the download
Thank you very much!
Thanks man
Experiencing a bug where my friend can't see another one of my friends. We're playing with only more company, no late join involved
my pov
their pov
(i'm player 3)
they can't see Definitely Joey
welp, morecompany broke again with the latest patch x3
(tested it with the mod alone)
is the game updated again today? because it seems using your dll I still have the black screen, I can play with your dll yesterday
It did update yes
Don't worry bro mine too
Is more company broken again?
v81 version 👌🏻
will the full original release of this ever get support for voice pitch changing like with tzp? From what I’ve heard its possible and just hasnt been done for years.
hrm.
i know theres a size changer mod that changes pitch and i recall seeing it work with more company
i could be wrong
@winter flume
how do i do this exactly?
download the regular version of morecompany then go into BepInEx > plugins > notnotnotswipez-MoreCompany and replace the dll
how you find the BepInEx folder depends on the mod manager you use (if you use a mod manager)
For Anyone who wants to install the updated DLL locally using the import local file function that most mod managers use.
For anyone wondering, I just downloaded the most recent version of more company and replaced the old DLL file with the one @unique mica created!
well i was gonna do that but idk whether that'll prevent the mod managers from detecting future updates for it
@vague estuary if I had a mod installed from thunderstore and imported a local mod with the same team, name & version as the thunderstore version would it still prompt for updates when the thunderstore version is updated?
In Gale it still treats local imports seperately idk about R2
yeah i noticed gale imports it separately... but for r2 it seems to overwrite the thunderstore one so idk what the behaviour would be
from a quick look it seems to overwrite the stuff in mods.yml so I'm guessing it would prevent the update detection in r2 & tmm 
as long as the manifest version wasn't changed it shouldnt right?
For R2Modman, it should autoupdate. I only replaced the DLL file.
yeah but the import local mod option would make it be classed as a local mod not a thunderstore one
so it most likely wouldn't check for updates anymore if you use the "import local mod" option
any revive mods that work with v81 ?
Hmm, let me check. I'm going to locally install an older version of my mod Lethal Bots and see if it auto updates.
it seems revivebybunkbed and autorevive dont work
Can confirm, local versions can auto update!
For R2ModMan!
ah nice

will need to fix that for tomorrow
apreciate it, been playing with some old lads that dont like to watch sometimes
well the issue does exist for gale
since like Lunxara said it imports them separately and the local mod version doesn't check for updates like the thunderstore version does
Good to know.
but technically people could just disable the thunderstore one (so they'd still get a popup when there's an update) and whenever it updates they could just re-enable it and remove the local one
Yeah, I think thats the best option for Gale users.
that's weird
i really thought i remember gale connecting the local install to thunderstore ID if you install a local mod with a manifest, icon, etc.
i know gale has this weird thing where it will automatically share mods between profiles if any of them change modified-date-and-time
because a couple of times ive run an in-dev version of my plugins on a testing profile and noticed that running other profiles copies over that same build
yeah that's super annoying for me 🤣
cuz i usually manually replace the dlls on one profile to support the tester version of R.E.P.O but it then copies the dll to my other profiles and breaks everything 
yeah i dont know if that's a bug or if it's just like undocumented behavior but it's really weird and it tripped me up a bunch until i discovered that was happening
lol
i've even had it when uninstalling and reinstalling a mod that's installed in another profile... so guessing it just caches the edited dll for whatever reason
I've released both versions on my github fork (https://github.com/1A3Dev/LC_MoreCompany/releases) and included the zip file in-case people prefer to use the "import local mod" option on the common mod managers 🙂
is this version on thunderstore and when will the original update
No, this version is not on thunderstore as uploading this would probably violate their rules. You can either install it locally or wait for the main mod to update.
You are allowed to fork it with MIT license
when will the original update
when v80 is no longer in beta
swipez only updates for non-beta game versions
Can this version be uploaded as a fork so that its easier to host lobbies?
MoreCompany Experimental for lc beta versions 
patched for v81 👍 https://thunderstore.io/c/lethal-company/p/Tomatobird/AutoRevive/
ty 1a3 our hero 🙏 https://thunderstore.io/c/lethal-company/p/Dev1A3/MoreCompanyBeta/
unrelated but what's gotta happen for more cosmetic pinpoints
well there's a PR on the original repository to add https://i.gyazo.com/dc13268f5886bf11ac0604835c2fda82.png
mod does not appear to download in launcher. Do I need to install it manually?
Launchers fetch mod updates couple hours late so either wait or download and install manually
did that. thanks!
how do you get to the dll? i dont see a plugins option
no need anymore
check more company beta
how doi install it? says mod does not exist
what mod manager are you on
its prob delayed on popping up
thunderstore
that explains it
stinky store
but yeah there is a delay, even on other mod managers
but it seems to be more on thunderstore last I used it
what mod manager do i use?
gale is a seperate program
you do not install it on thunderstore
do i maunal download it
thunderstore is both a website and a mod manager
The thunderstore website is where all the mods are downloaded from manually, and likewise where all the mod managers download the mods from.
The thunderstore mod manager is exactly that, just a mod manager, and theres a few better mod managers such as Gale that we recommend using instead
the way its named is a little confusing
Now version 80 fully released which more company should I use?
1A3’s build
Well mine until the main one is updated
Or u can just stick with mine since both will probs be the same anyway, up to you 🤷♂️
would they be cross-compatible? that's the main question
Well if you have both enabled at the same time only one would work
that's not quite what I meant
clients / host using Beta and non-Beta
swipez is apparently gonna update morecompany later today 🙂
where do i put the dll?
for now you can just use https://thunderstore.io/c/lethal-company/p/Dev1A3/MoreCompanyBeta/
tyty
but like i said the regular version will probs be updated soon anyway
is there a fix for getting a black screen when trying to play w others? using the beta version up above
The updates been pushed to Thunderstore
any news on revive by bunkbed nearest update ?
that is not related to this mod
?
update?
Fixed a potential NullReferenceException if a null chat message was sent to the server```
is the revivedesyncpatch mod needed with the newest updates?
Might be related to More Company (6 players) and a teleported at the last moment a dead body (mauling / dogs)
[00:45:58.7288418] [Error : Unity Log] [Netcode] [Invalid Destroy][RagdollGrabbableObject(Clone)][NetworkObjectId:363] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead.
Kidnapper Fox hardcoded player count alert:
public PlayerControllerB GetClosestPlayerToNest()
{
PlayerControllerB result = null;
mostOptimalDistance = 2000f;
for (int i = 0; i < 4; i++)
{
if (PlayerIsTargetable(StartOfRound.Instance.allPlayerScripts[i]))
{
tempDist = Vector3.Distance(currentHidingSpot, StartOfRound.Instance.allPlayerScripts[i].transform.position);
if (tempDist < mostOptimalDistance)
{
mostOptimalDistance = tempDist;
result = StartOfRound.Instance.allPlayerScripts[i];
}
}
}
return result;
}```
oh yeah
@unique mica i implemented the player count fixes into BF just because i figured you weren't planning to do anything with them
but now that i think about it
i think it probably makes way more sense for me to just give those back to you and swipez for morecompany itself
now that the fox isn't cut content anyway
since morecompany already patches stuff like the butlers and coils etc
i dont patch this function (i feel like it must be new to v80?) but there's still the patches for
- fox requiring 4+ players to watch it to retreat in lobbies of 5+ players
- fox targeting "lag" in lobbies with a large amount of empty player slots (such as 6 people connected to a 32 player server)
1 seems like a gameplay change which MC does not often do if it does at all, stuff like that is usually always kept to 4 minimum if the game allows it without major issue
I'll look into the fox today(?) probably
the fox's behavior is written so that it only retreats into its nest if "all living players minus one are looking at it"
which means that in a lobby with 4 players (the maximum possible in vanilla) you will never need more than 3 players to stare at it
but if you are playing with 8 players then you can need as many as 7 to stare at it at the same time
or with 50 players you'd need 49
Oh it doesn't currently only do 3 minimum
I misread I thought you meant you wanted it to be done the way you're describing
it does require creative liberty to decide "is that intended or not" but imo with the fox being a cowardly monster i feel like clamping the range to 0,3 makes the most sense
Yeah I'll fix it today
yeah i probably phrased it poorly looking back at it
anyways #2 happens because of this:
PlayerControllerB playerControllerB = StartOfRound.Instance.allPlayerScripts[this.checkPlayer];
if (this.PlayerIsTargetable(playerControllerB, false, false, true) && !base.PathIsIntersectedByLineOfSight(playerControllerB.transform.position, true, false, false))
{
float num = Vector3.Distance(base.transform.position, playerControllerB.transform.position);
bool flag = (playerControllerB.timeSincePlayerMoving > 0.7f && num < this.attackDistance - 4.75f) || num < this.attackDistance - 7f;
if (this.timeSinceChangingState > 0.35f && flag && !Physics.Linecast(base.transform.position + Vector3.up * 0.6f, playerControllerB.gameplayCamera.transform.position - Vector3.up * 0.3f, StartOfRound.Instance.collidersAndRoomMaskAndDefault, QueryTriggerInteraction.Ignore))
{
this.targetPlayer = playerControllerB;
base.SwitchToBehaviourStateOnLocalClient(2);
this.SyncTargetPlayerAndAttackServerRpc((int)playerControllerB.playerClientId);
}
else if (this.pathDistance < this.nestRange && Vector3.Distance(playerControllerB.transform.position, this.currentHidingSpot) < this.nestRange)
{
Debug.Log(string.Format("Beginning attack on '{0}'; distance: {1}", playerControllerB.playerUsername, this.pathDistance));
this.targetPlayer = playerControllerB;
base.SwitchToBehaviourState(1);
}
}
this.checkPlayer = (this.checkPlayer + 1) % StartOfRound.Instance.allPlayerScripts.Length;
return;
this is a lot of code but the highlights are:
checkPlayeris the player slot being checked- only one player slot is checked at a time every
DoAIInterval() - the fox has an
AIIntervalTimeof 0.2s
Does PlayerIsTargetable still continue on empty vessels?
so if the fox checks player 1, determines "they aren't targetable", it will be 0.8s before player 1 gets checked again
0.2 * 4 player slots
I see
if you have a lobby with 50 player slots, and only 4 players connected
all of the processing on slots 5-50 is wasted
and it means it takes 10s between targetability checks on individual players
i got around this in yesfox by just skipping through empty slots past 4
so like, if there's 6 players connected, once it reaches slot 7 it will just keep advancing up to slot 50 in that same frame
and then once it wraps around to 0 it doesn't need to do anything
this approach does lead to problems if, say:
- 5 players connect
- the player in slot 2 disconnects
because then you're still getting "5 player timing" in a 4 player game
Ah yes I see what you mean, the AI spends idle time doing nothing
but this is still obviously preferable to the current behavior
yeah
only one slot is checked every 0.2s so every unoccupied player slot slows the fox's targeting of a specific player down by 0.2s
basically
in other news, im wrong, and this has actually always been part of the fox's code
i just never realized it
but this is probably a simple matter of "just replace the 4 with the actual slot count" and you're fine
Yeah there are tons of patches that just do that in MC
Zeekers loves their loops of 4
jhin...
not that there's a rush, but i am curious if you still plan to handle those kidnapper fox fixes?
right now i do player count patching for the fox in BF and i think it makes a lot more sense for them to be in MoreCompany by default
so once you publish your update i probably need to remove my patches
there's also the GetClosestPlayerToNest() thing which i havent even patched myself
and i haven't sat down to write a patch for it, since im anticipating it could be added to morecompany "any day now"
Yes, my bad, got a bit busy
it's all good, no worries
1.14.0 Should have all the fixes (Including GetClosestPlayerToNest)
any idea what can be the cause of:
[07:42:47.8203807] [Error : Unity Log] MissingMethodException: Method not found: void .SpawnableEnemyWithRarity..ctor()
Stack trace:
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<TimeOfDay::Start>?-1869719512(TimeOfDay)
grep your modpack for anything that contains SpawnableEnemyWithRarity ¯\_(ツ)_/¯
judging by the timestamps, it might have happened on the next frame after MoreCompany logs, so probably completely unrelated
I don’t think theres anything in MoreCompany that would be related to this error
