#Solo's Ring Compass
154 messages · Page 1 of 1 (latest)
pink club activated
FINALLY
its all I've wanted
Let me know here if i messed something up and need to fix it
you don't have a bepinex as a dependency in your manifest so the tstore manager won't be able to install this mod automagically, btw
You can use "BepInEx-BepInExPack-5.4.2100" to target the pinned version that we want devs to use and not one of the confusing other ones people keep uploading
@ember sequoia
ope
How do i like, update the mod
can't find a place to send the new ver
you just use the uploader again with the same ID in the manifest but a higher version number
the beautiful thing about thunderstore is you can't edit ANYTHING without a new version number
Select the same team and tags too, don't forget those
good work bupper
Not able to get the mod visible ingame despite it saying its loaded
also having this issue ^
I know the problem, its a config issue
in thunderstore, go to "Edit config" on the left of the screen, then click "BepInEx/config/BepInEx.cfg" and hit edit config
scroll down to "Chainloader", you will see "HideManagerGameObject". set it to TRUE
..what is the sticky note?....
don't worry about him hes harmless
WHY ARE YOU SAYING THAT LIKE ITS SENTIENT
The sticky note is not sentient, disregard any rumors about the sticky note gaining sentience. If the sticky note tries to convince you to take action against the company report to the company moon for immediate debriefing
Trying it now
Sorry for any miscommunication, that's my bad. If that setting is off my two custom gameobjects will be culled on launch
dont worry about the sticky note
ok
Well turning that off, turned on the mod. But it also stops the other mods I have and being able to play online
That is not something I have noticed.
yeah so i did that idk if its the mod thats doing it or not but its causing my steam to have a stroke
steam just went down
just thunderstore being stupid, has nothing to do with my mod
oh
or that
lmao good timing
You most likely wont be able to use my mod with people who don't have it
from my experience you should also always have "HideManagerGameObject" true anyway
Ill make an update to the description for that so people know
and its back
Well setting the hideGameObject to true does enable the mod, it looks to break a few others, judging by the giant Index out of bound error spam i got
I use quite a few mods and havent noticed that, but ill do some testing tomorrow to see if i can fix it
the errors should just be in the log, right? It might still be fine to use those mods
I'll have to mess with it more to see what mods no longer work, but off the top of my head i think the main one was the itemQuickSwitch
No screenshots for this?
doing that breaks multiple other mods
I've never seen that be the case, I'll look into it
I will post screenshots later today
is this up and running through the thunderstore mod manager
i will follow your instructions to the letter
Good man
i have failed you
im not sure what im doing wrong
ive got it in here.
nvm im retared
and cant read
i have not failed you yet
IT WORKED
i do but it did break some other mods sadly
what mods?
itemQuickSwitch
that is very strange
i will test
i can send you a log
i don't think my mod is doing it, i got both and it works fine
are you running any other mods alongside them?
it only happened after changing the HideManagerConfig
as for other mods
quck restart and shiploot worked
also after my restart it did not actually restart and i kept seeing erros in the logs
ohhh hm maybee this?
[Warning: BepInEx] Plugin [ItemQuickSwitchMod 1.1.0] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
👀
perhaps, but it worked fine with that and my mod alone. With all the errors its throwing up with all of them, i feel like its either biggerlobby or latecompany.
ill try and run it without them and report back
Hate to bash another modder's work but I'm putting money on LateCompany
your right on the money it was bigger lobby
Well dang, I lost all my money
late company was removed first and ntohing changed. then i did bigger lobby and now it works
if i were you, personally i would drop late company and use more company instead of bigger. It might not be popular and im sure those mods are usually fine, but these work best for me
absolutely no shade on those mods
can confirm more company works well with quickswitch
so... odd
hey ready storm if its possible i wanted to ask if you could send me a screenshot of how it looks in-game i tried to dm but yeah
the compass?
^
i gotchu
yeah the compass
oooh alright thank you i would have checked for myself but im not home rn sorry about that
totally fine, i needed to post SCs anyway
weird note @ember sequoia you know when you are running modded and below V40 it has some text. when i had bigger loby that did not appear
i wonder if that has something to do with it.
here it shows how it aligns with the monitor
do compass directions also work well for people inside the facility ?
they should, i only tsted with a couple moons but as far as ive seen it all lines up
alright thank you ill have to try it out soon enough and ill be sure to let you know of any issues that may come up
the (MC) is from morecompany. it also changes the main menu logo
ah ok
I dunno why but the compass is misaligned a bit
It being off the screen is a known bug, but the misalignment is strange
Can you send me your mod list so I do some testing?
Just a sc of thunderstore
Interestingly, this mod is causing an issue with being fired.
[Error : Unity Log] SpawnStateException: Object is not spawned
Stack trace:
Unity.Netcode.NetworkSpawnManager.DespawnObject (Unity.Netcode.NetworkObject networkObject, System.Boolean destroyObject) (at <1b23ec5fcbfc4fbca0db70afcdb9b715>:0)
Unity.Netcode.NetworkObject.Despawn (System.Boolean destroy) (at <1b23ec5fcbfc4fbca0db70afcdb9b715>:0)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::DespawnPropsAtEndOfRound>(RoundManager,bool)
StartOfRound.ResetShip () (at <39ddadb2aa5843e586a6c642ee60b0b5>:0)
StartOfRound+<playersFiredGameOver>d__251.MoveNext () (at <39ddadb2aa5843e586a6c642ee60b0b5>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:0)
This only appears with this mod. I've disabled all others, one at a time, and the issue disappears entirely when this mod is disabled. I also ran with only this mod and QuickRestart enabled, and the issue persisted.
Basically, after being fired, the ship never loads. I'm forced to quit.
Next update for the mod would you be able to put this in the readme on TSIO? I ran into the above error too, but we don't have that set for the bepinex.cfg
For sure yeah, I'll prolly send out a minor update tomorrow
Thanks cause I was like "what's this error about, mod isn't working. Then I saw your new post for Body Cams and saw the "make sure you set this setting" and at that point I was like "ah Solo isn't using the OnDestroy() route" which is fine, makes more sense to use the bepinex method instead of brute forcing something
I updated this mod, no longer requires that strange config, still only works well on a 1920/1080 screen
Can you add a config for the player to change the opacity of the compass? It functions great, but i would really appreciate a much more dim version as the current bright orange is extremely distracting as it is
You can lower the opacity of the image if you want, I think that would work
Or at the very least you can darken it, if I accidentally made it a cutout instead of transparent
I'll see if I can figure that out, thanks
@ember sequoia
Yeah that's been like that, haven't found time to fix it
This mod ONLY works creectly in "1920 x 1080" resolution.
Quick correction: the resolution is not the issue. It's aspect ratio, which is 16:9. To anyone on aspect ratio other than 16:9 I recommend using LCUltrawide. You can set HUD to scale to 16:9 in it.
I don't know how it will behave on aspect ratios that are narrower than 16:9 though.
That makes more sense, but I'm pretty sure resolution also will change where it sits on the screen. Someday I will remake this mod
I'm playing 3440x1440 and even without anchoring HUD to 16:9 it works perfectly with LCUltrawide. Without it the game is 16:9 only anyway.
Is it sat correct within the upper part of the helmet overlay?
Oh yeah, without LCUltrawide it's broken. So I was wrong.
Yeah it pretty much only works if your monitor is the same as mine because I was stupid when I made this mod
Without LCUltrawide | With LCUltrawide
Yeah, I assume it's because I just nudged the game object up a certain amount and lcultrawide makes that amount global
sorry to bother, I swear I read it somewhere and wanted to confirm - this mod uses the ship's location as North? or how does it work?
The top of the monitor is north
of the ship's monitor?
The ships radar monitor, yes.
appreciate the answers 🍻