#More Company https://thunderstore.io/c/lethal-company/p/notnotnotswipez/MoreCompany/

1981 messages · Page 2 of 2 (latest)

jade ibex
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Was fine on V65 started having the issue after V66

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Yeah I think so too

limber coral
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im just guessing because it was causing issues with the cosmetic pause menu

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so may wanna look into that

stable crescent
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just to add some fuel to the fire

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i ran into an odd bug yesterday while i was testing some mods for my friends

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i have had morecompany cosmetics disabled on all of my profiles for like, forever

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but i noticed that my dead body seemed to still display cosmetics when i died

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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

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which doesnt seem to have an issue

frozen sonnet
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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.

jade ibex
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@unique mica

unique mica
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I tested on LAN and had no issues so I'm confused

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also there's no reason why it'd break on the 5th player onwards since it uses the same logic for everyone

unique mica
frozen sonnet
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Welp, it is what it is, tested on v64, zero issues

unique mica
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does anyone hosting a lobby where the issue happened have logs by any chance

stable crescent
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i will toggle them off, then, but IMO i think they should be overridden by the global toggle

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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

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more of a lack of clarity, i suppose

stable crescent
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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

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you can access the top setting and toggle it on/off but you need LethalConfig to access the other two in game

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which feels unintuitive and at least outwardly feels like a bug to me, even if it is indeed intended behavior

unique mica
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yeah if i had the unity project for the UI stuff then i'd remove it

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but only swipez does

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so 🤷‍♂️

jade ibex
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The patch for the party hat was for the 5th and above also

unique mica
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well that wouldnt explain anything either

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nope

jade ibex
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and suddenly 5th and above can't see cosmetics

unique mica
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the party hat fix was removing a line of code that ran too early

jade ibex
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I mean I really don't know

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I can only suspect it's cus of some change in V66

valid owl
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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?

jade ibex
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And make sure the last entry doesn't have a comma after it

valid owl
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I've removed a mod but still have its cosmetics in the list so they aren't in the game anymore

jade ibex
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If you use Gale make sure it didn't add the = to the entry that may mess it up

valid owl
jade ibex
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It should look like this, if you see the = with a space delete the space and the =

valid owl
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Oh I was editing it through notepad

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should there not be spaces after the ,?

jade ibex
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Nope

valid owl
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ah that m ight be it

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Yep that was it. No spaces allowed. Thanks

unique mica
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I would say that I'd trim spaces

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But I think cosmetic names can have spaces?

fading axle
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Have anyone had any luck making a new hat in a while ? I have had no luck creating anything

unique mica
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cuz i dont think anything's changed in regards to creating cosmetics 🤔

fading axle
grave comet
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what changed on 1.11.0?

unique mica
unique mica
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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

opal stratus
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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.

unique mica
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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)

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If you mean it resetting when re-hosting the lobby without restarting ur game then I can fix that

stable crescent
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is there a reason the config setting was disabled

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seems like an unnecessary removal of functionality

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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)

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those hosting larger lobbies have an extra step as well

stable crescent
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well i read that messge

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but like i was saying

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i configured my lobby to use less player slots for the specific reason of not having a large max player count all the time

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so this is a step backwards in my case, and the case of anyone else not using exactly 12 player count

unique mica
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I'll change it

stable crescent
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since they'll have to change it on boot each time

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i dont think it's like, a huge deal, i just think it's unnecessary to remove this config setting completely

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if it is a concern, the default value could be changed, maybe

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i doubt there is much difference between 8 and 12 player slots at the end of the day anyway

opal stratus
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What's the benefit to forcing people to use 32 and 12 players

unique mica
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its not forced

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its just the default value

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you can change it on the host menu when you create the lobby

opal stratus
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Yeah, but it's essentially forced since I have to change to every time I reset a lobby

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It's annoying and inconvenient when it (was) actively going against what I was trying to do

unique mica
opal stratus
chrome pagoda
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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

limber coral
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could anyone explain how to put the names in the cfg to disable them

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I tried several ways

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and it didnt seem to work

limber coral
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?

limber coral
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@unique mica

unique mica
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(the one that shows in the log file when the cosmetic loads)

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also make sure u have no spaces between the commas

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should be like a,b,c,d etc

limber coral
tribal wharf
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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)

unique mica
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since theres one or two issues that are already fixed for the next update

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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

tribal wharf
unique mica
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ah

tribal wharf
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since some cosmetics aren't set up correctly and cause jitters cus of their colliders

jolly cove
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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

plucky wren
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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...

elfin linden
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does this mod have issue with Model Replacement API?
cosmetics won't show up on vanilla suits but works on modded suits

tribal wharf
unique mica
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u have to change the player count in the config atm instead of on the host menu

strong tartan
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Didn't know that MoreCompany had a thread, the cosmetics gets transparent when sprayed

unique mica
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Spray paint doesn't work completely right with more company anyway due to #1273408163512713278 message

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Zeek has it hardcoded to 4 players in an annoying way

strong tartan
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Zeekerss ain't reading that 😭

unique mica
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It's a simple change for him to make

strong tartan
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It is, but when he comes back it will probably be to add new content or finish the game

unique mica
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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

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Kinda annoying but 🤷‍♂️

limber coral
elfin linden
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verity's 3rd person mod doesn't show more company cosmetic

unique mica
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it'd just be because it hasnt been updated to support the current versions of morecompany

lyric hearth
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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?

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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

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I tried without the .cosmetics and it didn't work

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also tried having a space between the comma and the next cosmetic

unique mica
lyric hearth
unique mica
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its the morecompany log you'd look at

lyric hearth
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oh? is it not the game logs?

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oh. I didn't know it had its own log, that's funny

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that makes more sense lol

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uuh where do I find those again?

unique mica
unique mica
lyric hearth
unique mica
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no

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the regular log file

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LogOutput.log

lyric hearth
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oh that's the one i was checking

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OH you're saying to look in the logs made by mor- ok I get it now

unique mica
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same log file, just u were looking at the wrong log

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ye

robust yew
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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 (?)

pine raptor
pine raptor
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yes

robust yew
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interesting, didnt know that / forgor

pine raptor
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It's a shame how things turned out, but there's nothing that can be done about it now.

robust yew
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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

pine raptor
unique mica
lyric hearth
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that would be amazing honestly!

tribal wharf
unique mica
frail mural
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I’m very surprised nobody has taken a crack at re-doing the daily results screen outside of that mod

unique mica
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Full vanilla compatibility if the max crew size is less or equal to 4

frail mural
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Yooo

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Happy to see you got it working

fickle bloom
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yo

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in more company there is a disable cosmetics feature

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how should I list out the cosmetics I don't want enabled

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and does it work for modded ones?

fickle bloom
frail mural
fickle bloom
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damn alr

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ill try it out

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ty

frail mural
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Sorry I can't be of more help lol

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np

fickle bloom
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all good i just saw you messaged here yesterday so i thought you mightve

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ill lyk how if i figure it out

fickle bloom
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perfect thank you

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and it disables it for everyone, as long as they're using my code right

lilac island
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ye

fickle bloom
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thank you

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I've never actually gone into the mod files before to look at stuff

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Where is the file located

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NVM

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found it on thunderstorre

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store*

fickle bloom
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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?

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just making sure im doing this right

lilac island
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Yeah

fickle bloom
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thank you

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I've got like one more question sorry

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I've been using this modpack for a while, and really don't know if these are vanilla or not

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All of these top ones

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Are they a part of morecompany, or are they vanilla?
And where can I find the names for these if they are vanilla

lilac island
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From the 3d glasses to the watch are vanilla cosmetics

lyric hearth
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the file names don't always line up with the actual registered name

lyric hearth
fickle bloom
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What's this for?

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Don't quite understand it

lyric hearth
# fickle bloom

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

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I think that's what that is

fickle bloom
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so it isn't important at all

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ill just turn it on anyways

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oh wow

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I didn't even need to disable any

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I just turned off the default cosmetics in more company and all the ones I wanted were gone

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Was just tryna use this

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ty for the help yall

lyric hearth
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ah no prob!

true sapphire
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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.

valid grove
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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.

unique mica
unreal cave
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Can we perhaps get an update that can disable cosmetics from other mods such as how MoreSuits does it?

unreal cave
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oh never saw it

jade juniper
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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.

jade ibex
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Turn this off

jade juniper
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i totally forgot mc had a config file lol. ty i'll try that 👍

jade ibex
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I noticed when you get soft locked, this patch is what errors

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Yeah

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that should resolve it lol

unique mica
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@ripe relic do u have any ideas? Seems to still be erroring on the same line that I fixed for some reason

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But I can't reproduce it when I try

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(The line in the SpawnDeadBody patch)

ripe relic
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Have you got a log I can look at

ripe relic
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Are you sure its not just people running outdated versions

unique mica
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That's the log Lunxara sent me on the latest morecompany version

ripe relic
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One second

unique mica
ripe relic
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Okay was just going to check, was concerned maybe some older version got uploaded

unique mica
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Well there's a null check anyway which seemed correct

ripe relic
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I see

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Will have another look

jade ibex
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It's definitely strange that the patch isn't always working consistently in Multiplayer

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This new enemy has been so wild when it comes to bugs

unique mica
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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

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So it's kinda weird tbf

jade ibex
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Yeah it would have been unlikely since that profile was preserving Vanilla gameplay with bug fixes and optimizations for the most part

ripe relic
# unique mica So it's kinda weird tbf

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

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When damaged via DamagePlayer in AnimationEventB in that log you sent

unique mica
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Then why tf would it have a null ref on that line? Cuz it's not like player controller would be null

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😂

ripe relic
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Not sure but now im thinking theres some weird other game bug at play

unique mica
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Did you build morecompany on v70?

ripe relic
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this.playersManager.playerRagdolls[9] might literally be null in PlayerControllerB

ripe relic
unique mica
ripe relic
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Not sure, the kiwi doesn't usually spawn bodies right?

cedar spire
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deadbody is null here

unique mica
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It spawns dead body parts but not a full body

ripe relic
cedar spire
unique mica
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Well it fixed the issue for me 🤔

ripe relic
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Im seeing its just compiled to deadbody != null ? deadbody.transform : null

cedar spire
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which doesn't work well with unity object

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because unity object override equals operator

unique mica
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But then wouldn't it always still error?

cedar spire
ripe relic
cedar spire
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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.

ripe relic
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Will try not using ? I suppose but its just compiling to a != null

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Which is used in many other places in the mod fine

cedar spire
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you can check it in dnspy if you correct check by clicking on == operator

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it will goto to == operator decompiled code on Object unity

ripe relic
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I see

unique mica
cedar spire
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maybe some mod is doing something /s

ripe relic
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I'll change it quickly, you're right, its not using the UnityObject comparison

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Probably something to do with some state mismatches on whether the object is cleared from memory which fixed the issue under some circumstances

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Change addressed in 1.11.2

jade ibex
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So 1A3 has a mod that is somehow fixing it ig lol

unique mica
jade ibex
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Magic

tribal wharf
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i noticed that when a player leaves and reenters with this mod, the player slot they use is different than when they first join

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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?

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(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))

jade ibex
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It usually happens if someone for example leaves mid round and rejoins in orbit

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or if someone leaves, then a player has to leave and rejoin for some reason they will change the slot they're in

tribal wharf
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Hmmm I thought it was this mod

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Cus it also happens just getting people into a lobby before starting

jade ibex
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That's probably some other mod in your pack then

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cus that doesn't happen for me

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Maybe a bug from namefix?

tribal wharf
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Idk

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Someone else was mentioning the slots in the end of round report becoming empty when people left midmatch

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They accused betterexp but I don't think it's that

jade ibex
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That would more likely be due to Coroner if you use that, it's been plagued with issues for a while

tribal wharf
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Unfortunately too, its such a good mod

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I don't know what exactly is wrong with it

rare vector
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where i can found the discord ? for searching add ons/skins

ripe crescent
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is this working?

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i can't test rn

tribal wharf
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most likely no

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hasnt been updated with new netcode patcher yet

ripe crescent
tribal wharf
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tag who

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i'm sure the dev knows that it needs to be updated

ripe crescent
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i don't see them active here though

tribal wharf
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maybe not swipez but 1a3 will probably do something abt it

daring yacht
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sry for ping,but I want to ask if you are fixing this mod? @unique mica

unique mica
daring yacht
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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.

jade ibex
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It contains rpcs

unique mica
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maybe just needs rebuilding tHINK

jade ibex
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Is it not making use of this?

unique mica
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no

jade ibex
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I figured with all the rpc stuff it has it would be

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But yeah it will need an update

unique mica
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it doesnt have any custom rpcs

jade ibex
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Got ya

lyric hearth
daring yacht
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Confirm that there is an issue with morecompany; the lobby cannot accommodate more than 5 people.

ripe relic
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Will investigate now

daring yacht
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The sixth one will have a black screen.

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After the fifth player quit, they couldn't join the game either.

ripe relic
daring yacht
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only host

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[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.

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I'll test it again, disable all mods, and only run morecompany and BepInEx.

daring yacht
stable crescent
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there is a new vanilla bug where when the host disconnects

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everybody else remains in a broken lobby instead of getting disconnected and booted to title screen

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it seems like there is something funky with the netcode for game objects update if i had to guess

west shadow
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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.

jade ibex
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the game will crash when you land the ship

west shadow
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Hmm we never experienced any crashes with it installed

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just grab hell and invisible players

jade ibex
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I got crashes everytime I tried to land the ship with it

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lol

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But yeah MoreCompany more than likely needs recompiled

west shadow
lyric hearth
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I feel like this should've been recomp'd a bit ago already if thats the only thing that needs to be done

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I haven't played specifically because of MC being kinda weird right now

lyric hearth
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@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?

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I've seen a lot of reports over on the MC server too

jade ibex
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The issue is being investigated

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They can't quite figure out why it's breaking

lyric hearth
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ah gotcha, didn't know that was goin' on

tribal wharf
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whats the issue

jade ibex
tribal wharf
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not just the clients not disconnecting right

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i think hu luo bo ya made a fix for that

stable crescent
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specifically i think morecompany completely bombs out when a 6th player joins the lobby

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and maybe doesn't even perfectly support 5 players either?

west shadow
# tribal wharf whats the issue

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
tribal wharf
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man not the invis glitch again

west shadow
# stable crescent and maybe doesn't even perfectly support 5 players either?

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)

daring yacht
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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.

jade ibex
daring yacht
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I think I've found the problem.

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[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)
jade ibex
unique mica
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idk why zeek just doesnt just have a prefab and spawn players dynamically

daring yacht
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[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

unique mica
#

no clue

#

already looked at it a few days ago and it's just odd

daring yacht
#

I suspect that the scene synchronization was performed twice?

unique mica
#

maybe? that seems a bit random tho

#

plus the array would already be resized on the 2nd time so the code wouldnt re-run

daring yacht
#
[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
west shadow
#

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

pine raptor
west shadow
#

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

unique mica
#

so player 5 = 10000, player 6 = 10001 etc

jade ibex
unique mica
#

no

jade ibex
#

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

west shadow
unique mica
#

its so annoying tho cuz the code wouldn't even be needed if players were spawned dynamically sadKEK

jade ibex
#

@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?

white creek
#

🙂‍↔️

#

1A3 diffs does not seem to highlight anything

jade ibex
#

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

white creek
#

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

jade ibex
#

Yeahhhh

#

I'm just wondering why it's erroring when a 6th player tries to join and it's duplicating the player hash

west shadow
#

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

jade ibex
#

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

white creek
#

Lunx... i'm sorry but recompilation is not the fix all tool you think it is 😅

jade ibex
#

I know it isn't

#

It was just the first thing 1A3 tried to do

stable crescent
#

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

white creek
#

i have a feeling zeekers did not keep said prefab updated

stable crescent
#

yeah, that's probably the main concern

white creek
#

also players have multiple networkObjects which is not possible for prefabs

stable crescent
#

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

white creek
#

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

jade ibex
#

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

west shadow
#

Would the netcode change in question be listed in the changelog for Unity's Multiplayer Play Mode?

jade ibex
#

@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

unique mica
#

using the netcode patcher wouldnt change anything

#

cuz there's no code that uses it

jade ibex
#

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

white creek
#

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

jade ibex
#

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

white creek
#

do you update all of the network objects on the player or just the root one?

jade ibex
#

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

unique mica
#

i already re-built it on v73, didnt change anything

unique mica
jade ibex
#

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

unique mica
jade ibex
#

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

lyric ridge
jade ibex
#

lol

#

But curious if it fixes it

jade ibex
#

If so then you just need to make it a dependency

unique mica
jade ibex
#

I figured as much

#

That being said, if MoreCompany was somehow relying on that logic for players spawning that would be interesting

jade ibex
#

That would be hella weird

west shadow
#

Though I did get one client who was invisible and couldn't see anyone else

jade ibex
west shadow
#

Ah nevermind, after disconnecting that client and reconnecting him he is now in grab hell again

jade ibex
#

Okay lol

#

What about the dc fix mod?

west shadow
#

testing

#

Though I think I had that mod in a previous pack attempt and it didn't solve it

#

Negative.

jade ibex
#

Yeah I figured it wouldn't work

west shadow
#

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

jade ibex
#

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

unique mica
#

why would it reference all player objects

jade ibex
#

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

unique mica
#

seems to work

west shadow
#

And none of the players are invisible to any of the others? 😮

unique mica
#

well i didnt check that, there was no errors on any of them though

west shadow
#

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?

unique mica
#

well i left and rejoined like 3 times and it worked fine

#

ye

west shadow
#

Ah okay I misunderstood and thought you were just saying you couldn't replicate the issue

#

tentative pog

unique mica
ripe relic
unique mica
#

yeah ik

#

i guess the netcode update added some extra validation

ripe relic
unique mica
#

ah ye, i remember the issue we had with that before 🤣

ripe relic
#

Did you just test in LAN?

unique mica
#

plus the logic is the same for both anyway?

ripe relic
#

Are there just multiple NetworkObjects on the players now?

unique mica
#

yeah

ripe relic
unique mica
#

4 per player

ripe relic
#

Weird

jaunty matrix
jade ibex
ripe relic
#

"Root object"?

unique mica
jade ibex
# ripe relic "Root object"?

Yeah apparently referencing the root player object instead of referencing all network objects to the player no longer works on v73

ripe relic
#

Oh, thats what you mean

jade ibex
#

So when a 6th player joined the hash would duplicate, prolly the same hash as the 5th if I had to guess

ripe relic
#

The injected IDs weren't carried across the sub network objects

jade ibex
#

rather than randomize

#

Ye

#

@unique mica If it weren't for Matty this solution prolly wouldn't have been thought about

#

Glad it worked

#

😄

daring yacht
#

I'm glad that this problem was solved when I woke up.

unique mica
#

well i did think about it earlier

jade ibex
#

@white creek Ty bud

unique mica
#

but my pc crashed and i couldnt be bothered to try it afterwards

lyric ridge
#

Now help matty to fix gift box problem

jade ibex
#

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

unique mica
#

but tbf matty's message made be actually test it... nearly killed my pc tho 🤣

west shadow
#

This mod and Lethal Level Loader were the main two that I was waiting on for v73, hope that one is resolved soon also greed

daring yacht
jade ibex
modern ingot
pine raptor
modern ingot
#

What does that mean

pine raptor
crimson dragon
modern ingot
crimson dragon
#

yep

lyric ridge
#

MoreCompany breaks tzp voice modification

lyric hearth
#

that's a known thing and it's been deliberately ignored because it would take a lot to fix

lyric ridge
#

Can Butteryfixes Playermodel patches affect how some ragdolls cosmetics are removed? Since some ragdolls that don't have heads will still show head cosmetics.

golden scarab
#

lot of these errors show up when i'm using the terminal, should i worry? how could i fix it?

grand spade
golden scarab
#

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

grand spade
balmy token
grand spade
#

Then that means something is breaking

#

Oh guess I didnt catch the part where they said its while they are on the terminal though.

lyric hearth
#

update dropped

#

or beta i guess

#

teehee

ripe crescent
#

is this still working..

#

i hope so

lyric hearth
#

ppl be saying it is

tribal wharf
#

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

ripe crescent
#

shouldn't be that much of an issue!

tribal wharf
#

nope

#

had 6 people in last night just fine

#

we didnt even see that entity anyway so

grand spade
tribal wharf
#

i dont know

#

someone else said it was a visual bug

#

but i didnt look at it myself

pine raptor
unique mica
#

@ripe relic MoreCompany broke on the latest v80 beta btw, just needs re-building since zeek added some optional params to a method

rancid fox
#

You mean

#

the fuckin

#

update to the beta?

#

the one with the flipped screen?

primal schooner
#

there were other changes made that weren't just the flipped screen

rancid fox
#

bruh

#

why the FU-

#

Welp

#

thank god I did what I did before it updated

primal schooner
#

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)

rancid fox
#

he just had to huh

primal schooner
#

had to update it?

#

yeah...

#

i mean that's the point of the beta...

rancid fox
#

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-

rancid fox
primal schooner
#

yes

unique mica
#

well at least morecompany doesn't need any code changes to fix it, just needs to be built on the latest version 😂

rancid fox
primal schooner
#

that's the point of the beta, to be updated for balance and bug changes

daring slate
rancid fox
daring slate
#

the only issue with MoreCompany was ||cavadar bloom|| corpses would be invisible for clients

daring slate
#

survived most of the code being changed but implodes over a small addition

rancid fox
#

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

daring slate
#

im glad it did though since we didnt have to play in seperate lobbies for that

rancid fox
#

Like it worked gameplay wise until Sapsucker pulled up

daring slate
#

everyone could experience the update together which is cool :p

rancid fox
#

I can't wait for y'all to see the video after my vanilla v80 video

#

I had the grandest time

balmy token
#

Curious

unique mica
#

PlayerControllerB.DropHeldItem

balmy token
#

Oh yeah he did do some stuff there

unique mica
#

ye

still zenith
#

Is more company still broken for the beta?

pine raptor
#

yup

#

wait for update

unique mica
#

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

balmy token
unique mica
#

yeah

balmy token
#

Daym

#

So where's my changelo- lol

stable crescent
#

man

#

i just finished ripping my projet

#

im gonna cry

balmy token
#

Yeah lmao

stable crescent
#

he made the random voice pitch thing for april fools change based on how much HP you have

balmy token
#

Yeah I did end up seeing it

stable crescent
#

and the screen flip no longer activates automatically on april 1st

balmy token
#

Ohh

stable crescent
#

it's not in the pause menu either

#

i guess he removed it because of the fog bug

lyric hearth
lyric hearth
wide radish
#

nvm i think i have it figured out

lyric hearth
#

Seems like there's a bug where you can't ||turn into a Cadaver Bloom||

#

I have a clip and logs

jade ibex
#

@unique mica this was also reported before MoreCompany broke

#

So worth getting patched for when V80 hits Main Branch

unique mica
lyric hearth
#

sorry I had to go take care of dinner

jade ibex
# lyric hearth https://medal.tv/games/lethal-company/clips/mqrciU7aQQJJwSypY?invite=cr-MSxJMU8s...

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

primal schooner
#

this looks like a bug

stable crescent
#

when the screen turns to red you are supposed to die and immediately bloom

primal schooner
#

i'm pretty sure this shouldn't be happening if there are other players alive

jade ibex
#

lol

primal schooner
#

i imagine it has something to do with player counting

#

since it does take a while if you're solo / the last one alive

balmy token
#

lol this reminds me of the masked red

#

that was a fun bug

primal schooner
#

(though i have not seen this effect myself because i have not played solo yet so i can't say for sure)

stable crescent
#

you still die when it turns red in solo

#

it just turns red slower

#

and you get a HUD warning

primal schooner
#

so this is way too red and it should've bloomed by now?

balmy token
#

definitely should've bloomed by then i think

stable crescent
#

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

jade ibex
#

Lacy did just have it happen to her as well lol, just figured it was intended after reading the terminal entry

stable crescent
#

so it isnt capped to 4 supposedly

jade ibex
#

Screen went red and there was a weird sound affect

#

Adamance is probably the scariest planet now lmao

#

He did a good job

pine raptor
#

I think someone was impacient lol

rancid fox
lyric hearth
lyric hearth
jade ibex
lyric hearth
#

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

sick lichen
#

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||

jade ibex
lyric hearth
#

wasn't host and they joined a bit after me

lyric hearth
unique mica
unique mica
#

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

lyric hearth
still zenith
lyric hearth
lyric hearth
still zenith
lyric hearth
#

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!

lyric hearth
#

no problem 👍 ;-)

daring slate
#

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

torpid minnow
#

What even would fixing the issue take anyway

#

like. genuine question

stable crescent
#

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

lyric hearth
#

Indeed, to all of that!

pine raptor
#

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

torpid minnow
#

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

stable crescent
#

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

torpid minnow
#

Yeah

unique mica
#

something like this is what'd have to be done

#

that's from a different mod that used to increase the player count

coral bay
#

@unique mica does your more company dll still works ?

unique mica
#

yup

coral bay
#

i just replace the old dll with the one you gave out, right ?

#

a newbie here

unique mica
#

ye

coral bay
#

eh its not working out with me, mind giving me 2 mins of your time ?
if not, tottaly understand it

unique mica
#

are you on v80?

coral bay
#

yes

unique mica
#

what happens when you try to use the v80 dll? since nobody else has reported any issues with it yet 👀

coral bay
#

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

solid aurora
#

where can i find the download

unique mica
#

that link is a direct link to the message with the download

lyric hearth
#

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

formal anvil
#

(tested it with the mod alone)

inner otter
jade ibex
#

It did update yes

crystal girder
#

lol my mod pack for v80 sudden got f up again wtf.

#

v81 come outta no where

rancid fox
still zenith
#

Is more company broken again?

unique mica
glossy heath
#

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.

glossy heath
#

hrm.

#

i know theres a size changer mod that changes pitch and i recall seeing it work with more company

#

i could be wrong

lyric hearth
#

yeah

#

I guess someone just needs to do it for em and PR it or have it as an addon

unique mica
winter flume
unique mica
#

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)

unborn drum
unique mica
#

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?

jade ibex
unique mica
#

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 NotLikeThis

stable crescent
unique mica
unborn drum
unique mica
#

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

coral bay
#

any revive mods that work with v81 ?

unborn drum
#

Hmm, let me check. I'm going to locally install an older version of my mod Lethal Bots and see if it auto updates.

coral bay
#

it seems revivebybunkbed and autorevive dont work

unborn drum
unique mica
#

ah nice

jade juniper
#

will need to fix that for tomorrow

coral bay
#

apreciate it, been playing with some old lads that dont like to watch sometimes

rancid fox
#

me when uh

#

Gale

unique mica
#

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

unborn drum
#

Good to know.

unique mica
#

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

unborn drum
stable crescent
#

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

unique mica
#

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 compel

stable crescent
#

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

unique mica
#

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

unique mica
modern ingot
unborn drum
modern ingot
unique mica
#

swipez only updates for non-beta game versions

modern ingot
#

Can this version be uploaded as a fork so that its easier to host lobbies?

jade juniper
#

MoreCompany Experimental for lc beta versions aga

unique mica
#

that was already suggested to swipez and he said no

jade juniper
light island
#

unrelated but what's gotta happen for more cosmetic pinpoints

unique mica
light island
#

is there a reason for it not being merged

velvet needle
jade juniper
velvet needle
#

did that. thanks!

rotund verge
#

how do you get to the dll? i dont see a plugins option

limber coral
#

check more company beta

rotund verge
limber coral
#

its prob delayed on popping up

rotund verge
#

thunderstore

limber coral
#

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

rotund verge
#

what mod manager do i use?

limber coral
#

you can import your old code

rotund verge
#

im so confused, that is on theunderstore as well?

#

says doesnt exist

limber coral
#

you do not install it on thunderstore

rotund verge
#

do i maunal download it

limber coral
#

then run the exe

#

to install it

acoustic light
daring slate
# rotund verge im so confused, that is on theunderstore as well?

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

still zenith
unique mica
#

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 🤷‍♂️

acoustic light
unique mica
#

Well if you have both enabled at the same time only one would work

acoustic light
#

clients / host using Beta and non-Beta

unique mica
#

Ah

#

Yeah should work fine since it'd be the same code

unique mica
#

swipez is apparently gonna update morecompany later today 🙂

unique mica
median summit
#

tyty

unique mica
#

but like i said the regular version will probs be updated soon anyway

keen nimbus
ripe relic
#

The updates been pushed to Thunderstore

rancid fox
#

he already did

coral bay
#

any news on revive by bunkbed nearest update ?

pine raptor
#

?

tribal wharf
#

Thragg wtf are u doing bro

#

Wait that probably isn't thragg

#

Oh well

ripe crescent
pine raptor
#

update?

lyric ridge
# pine raptor update?
Fixed a potential NullReferenceException if a null chat message was sent to the server```
gritty mortar
#

is the revivedesyncpatch mod needed with the newest updates?

acoustic light
#

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.
sharp shoal
#

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;
}```
stable crescent
#

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

  1. fox requiring 4+ players to watch it to retreat in lobbies of 5+ players
  2. fox targeting "lag" in lobbies with a large amount of empty player slots (such as 6 people connected to a 32 player server)
ripe relic
#

I'll look into the fox today(?) probably

stable crescent
#

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

ripe relic
#

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

stable crescent
#

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

ripe relic
#

Yeah I'll fix it today

stable crescent
#

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:

  1. checkPlayer is the player slot being checked
  2. only one player slot is checked at a time every DoAIInterval()
  3. the fox has an AIIntervalTime of 0.2s
ripe relic
#

Does PlayerIsTargetable still continue on empty vessels?

stable crescent
#

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

ripe relic
#

I see

stable crescent
#

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

stable crescent
ripe relic
#

Ah yes I see what you mean, the AI spends idle time doing nothing

stable crescent
#

but this is still obviously preferable to the current behavior

stable crescent
#

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

ripe relic
#

Yeah I get you

#

It should be a fairly straightforward fix

stable crescent
#

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

ripe relic
#

Yeah there are tons of patches that just do that in MC

#

Zeekers loves their loops of 4

sharp shoal
#

jhin...

stable crescent
#

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"

stable crescent
#

it's all good, no worries

ripe relic
sharp sky
#

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)
acoustic light
ripe relic