#Lethal Things

10974 messages ยท Page 11 of 11 (latest)

still orbit
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forget it lol, it was another mod
It uses the numpad 5 to hide the hud

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qand I used the hacking tool for the teleporter pad

meager ridge
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you can hack those? lmao

still orbit
meager ridge
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i've been playing LC modded from day 1 so i took most features from this mod as vanilla, especially the teleporter and boomba

still orbit
#

with 10 digits

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No, I imported manually

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my modmanager updates every ~1 hour

meager ridge
meager ridge
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i can try to add configuration for like alternative min/max numbers

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currently it's hardcoded to 1-10, so you could set it to 10-50 or something i guess

still orbit
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yes, the tool let you put from digit 1 to digit 0, all your numpad

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but I mean the quantity of numbers that you have to put to make the hacking tool "hack" the trap

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My request is to add an option to set the quantity of numbers you have to put to hack with the hacking tool

meager ridge
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oh, so you input multiple numbers but each is 1-2 digit number

still orbit
meager ridge
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ohhh ok ok

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so you want the hack to take longer to take each time? instead of 8 numbers you want 10?

still orbit
lunar sun
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reloadable Rocket Launcher via charger

meager ridge
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gotcha, it should be fairly easy to add configuration so you could make it easier/harder as you wish
i'm not sure if it should be client sided only or synced (so the session host controls the difficulty for everyone)

still orbit
broken thicket
meager ridge
broken thicket
still orbit
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Can confirm rocket saves its ammunition after game reload

lunar sun
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now it just needs recharge capability (even if it doesnt make sense)

radiant thicket
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Thank you for uplifting this mod ๐Ÿ™

still orbit
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just to inform, the utility belt no longer render on your belt, but still works

north mauve
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never got to mess around with this mod too much back in the day but im sooo happy this is back up, thank you so much! this is so exciting, been having a great time testing it out and didnt realize how great this was aside from boomba,

i think ive only had one notable thing from messing around with imperium, darts spawn scattered around beneath the map in my experience

still orbit
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Added this mod as part of the compatibility with the Reserved Custom Position mod :]

still orbit
still orbit
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Another small bug report, the toy revolver no longer shows the flag after firing more than one time

still orbit
#

Another bug.
It seems that disabled items makes it still appear if spawned differently.
An Utility belt spawned on a safe crate on the Art Gallery Interior from Wesley's Moons

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And no Boombas spawned on my match besides having a spawn value enabled

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this should be all.
Sorry for reporting a lot of bugs :,]

silent isle
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I have no idea if anyone said this but when I try and boot up the game with lethal things enabled I get stuck with this screen,

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Also is the owner of this mod planning to update this? (top 3 mods of all time)

north mauve
silent isle
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?*

north mauve
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its a reupload from someone else since the original hasnt been updated in a very long time

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if you're having trouble with the reupload then im quite sure what the problem could be, i havent been having issues with it like the black screen there

silent isle
flint terrace
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10000 messages

brazen hare
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are teleporter traps working in fork?

glad yew
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Based on all the bugs I've been seeing get reported I think I will just wait for Xu's Version

still orbit
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Just the things that are worth noticing.

  • Disabled items just remove it from the shop. It can spawn with other things like WM Art Gallery or WoodenCrate from CodeRebirth if not blacklisted
  • Dart is still bugged I just remove that decoration
  • The Boomba does not spawn, I thing the 'fix' Fixed added disabled all creatures np matter the number on the config

The other things are just rrally niche things

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But Rocket works perfectly. Even it saves between game reload.
Utility bag works flawlessly with Reserved Slot and Increasing inventory with HotbarPlus

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And no performance issues from what I've test yesterday with a friend

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For me, it's surprising how this works for a mod that it was almost not updated from almost more of a year

glad yew
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I imagine you still need the mod Zagster made

still orbit
glad yew
still orbit
glad yew
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That doesn't matter

still orbit
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And no. I don't used that mod

glad yew
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this patch runs all the time even when you don't use the Dart board

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lol

still orbit
glad yew
still orbit
# glad yew

Would be good to check if this LTF has that patch, but I've not found any performance issues with this mod on my modpack

glad yew
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They do disable the enemies yeah

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You can prob use Lunar Config to allow the Boomba to spawn again

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I used to use it to properly alter the enemies to not spawn

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lol

still orbit
glad yew
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Try setting it to a really high value

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if it still doesn't spawn then bug report it

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Boombas I remember being quite rare

glad yew
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Is the dev even in here?

still orbit
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They should be, it's jon

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I talked to them yesterday

glad yew
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That patch do still be in there

still orbit
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I see

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Will add Zagster mod then, thx!

still orbit
glad yew
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Tbf I'm surprised someone would revive the project in it's current state even Eba didn't wanna touch it lol

still orbit
glad yew
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Yeah Xu did a few things before splitting it up into a rewrite project iirc

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@royal lynx I think this was the case right? I don't remember how much you did before you started doing the rewrite lol

glad yew
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Oh I see you helped with the fork neat

still orbit
glad yew
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bunch of missing scripts

still orbit
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This version of the Hacking tool makes it more usable on more situations like this.

  • The hacking tool now tells you all the number, being a lot more easy and fast to use.
  • The hacking tool has two modes, doors and traps:
    • if it's doors mode, it will only focus on doors.
    • If it's in traps mode, the hack will affect to all the traps in a small radius. (also this mod disables the turrets permanently, maybe too op)
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It also increases (maybe too much) the battery duration

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So maybe adding this it would be good.
Although would be good checking the code, this happened once... Not sure why.
(Had to do a lobby reload to fix this)

manic wind
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I like tools but I mainly used it for the boomba and teletrap

still orbit
glad yew
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It's not a bug

still orbit
glad yew
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Just how the mod was coded

manic wind
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I didnt mention the tools besides not really using them lol

still orbit
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Teletrap works

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but boomba does not spawn yet

glad yew
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Again I would test increasing the Boomba's weight

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Before saying it doesn't work

manic wind
glad yew
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hmmmm

still orbit
#

I'll try forcing it with LunarConfig

still orbit
glad yew
opal cedar
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Well modpage says it just doesnt load them if the weight is 0 right? I dont think lunar will help there

glad yew
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right after the mod loads lol

still orbit
still orbit
still orbit
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not sure why it would happen, but it seems it does not log that way again from what I see

glad yew
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I imagine it's just the bone scripts missing for the enemies that weren't meant to spawn

still orbit
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Look what I've found : D

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altought, it has the same issue of not exploding when stepped up

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only if you crouch

pseudo karma
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that issue was always weirdly on and off lol

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sometimes it would explode if youre standing, sometimes only when crouched

glad yew
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Probably a borked hitbox tbh

still orbit
meager ridge
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@glad yew @broken thicket dartboard seems to be completely broken regardless, darts spawn outside the ship
i force teleported them to myself and tried to throw them and they don't collide with anything
might as well completely disable the dartboard for now ๐Ÿคทโ€โ™‚๏ธ

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i thought about adding a lazy patch, so that patch is only applied once a dartboard is purchased, but it's kinda pointless if darts simply don't work

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i mean this works but really what's the point

pseudo karma
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they used to work awhile back and stick to the dartboard as intended but were broken by some lethal update

humble tiger
willow abyss
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fuck harmony ๐Ÿ”ฅ

manic wind
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a wild eva has entered the chat

willow abyss
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getting flashbacks to when i was still implementing it and when you threw darts at the closet it would stretch them and resize them in all kinds of fucked up ways

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Anyway cool that someone forked the mod, I have no idea how you managed with how fucked up my unity project for it is

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if you wish i can change the description of lethal things to point to this updated version, not sure what the options are there to automatically point people in that direction

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maybe dependency?

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bed time good night

glad yew
pseudo karma
humble tiger
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but anyways, it will be fixed in the fork i hope

glad yew
willow abyss
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So not my problem

humble tiger
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no no its not broken

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But any other devs that want to patch the item charger when placing metalic items in just cant do it

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because when they try, it will run your patch and cancel the vanilla function

kind oak
humble tiger
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absolutely no

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if i, as a dev, want to change the behavior of the charger when charging an item that does not have a battery and that is conductive (humhum, bomb), well i cant

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because of the return there

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and so i needed to do a patch in my own mod to correct this behavior myself

humble tiger
idle dagger
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lmao

still orbit
humble tiger
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i havent made a PR because i feel like its so easy to fix that it wasnt needed
There is also no need to remove it since its for an insane feature of the mod (recharging metal items)

still orbit
#

So, the list of recommended changes for the mod would be:

Most important bugs:

  1. Patch the charger behavior.
  2. Remove completely the Dartboard furniture.

Not so important bugs:
3. Fix the Boomba hitbox.
4. Fix the Toy hammer (Scrap) scan point.
5. Check why the Toy revolver's flag doesn't load sometimes.

Recommendations:
6. Completely unload the items / scraps when disabled on the config.
7. Add a config to set if the buyable item is scrap and/or store, like how the Toy hammer works. (Also UsualScrap mod works that way)
8. Use the EnhancedLethalThings config options for the Hacking tool buff

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That should be all

humble tiger
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i honnestly havent follow the work already put on the fork, but yeah that is pretty much all good
oh, and maybe try to recover the energy drink original effect? (spawning a slime)
I remembered xu talking about this one time

glad yew
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I was never there for the original effect but I prefer the fact it kills you after 2 sips instead lol

humble tiger
glad yew
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If anything I would make the original effect be a defaulted false config setting

humble tiger
still orbit
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I think adding it how it's added on UsualScrap would be good enough

humble tiger
#

yeah

glad yew
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Also the cookie fumo plush needs optimized, it's tri and poly count are so high that it gets completely nuked when using mods like Lethal Sponge

vagrant stag
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What if we gave cookie fumo MORE poly

small grove
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Advertise the mod in the description, readme, icon and in the website url in the manifest and that should be enough

royal lynx
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literally doesnt work though?

small grove
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Even doing it in at least two of these would be better than nuking the mod off the face of the earth

small grove
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It's a really annoying practice whether the original mod works or not lol

royal lynx
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yeah i disagree, the mod probably crashes games rn and most people who barely play modded dont realy care for seeing something as deprecated

kind oak
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Yeah depends on the specific circumstance greed

small grove
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then they should read the icon and desc lol

royal lynx
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yeah but why?

kind oak
small grove
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cuz lobotomizing mods is incredibly annoying

royal lynx
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lobotomizing a dead body that crashes the game doesnt make a difference though?

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like you can still downgrade, which you WOULD need to do to begin with

small grove
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it's just bad practice

royal lynx
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that's not a justification against it that's just a statement though

small grove
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i mean yeah it's what I think

pseudo karma
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people could be using previous versions of lethal, and having to downgrade a mod thats been gutted is just an extra bit of annoyance that isnt really necessary

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and it just kinda seems like its more trouble than its worth. if someone doesnt wanna do the bare minimum and read the description of mods their downloading, thats their problem

prisma dew
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coblat

pseudo karma
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rodgo

meager ridge
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hi all, just wanted to set some expectations regarding the fork since I'm seeing a lot of excitement, suggestions and requests for changes for the mod

I've considered some of the additions from this mod (i.e. teleporter trap and boomba) as vanilla content as I've always played with this mod in our playthroughs, so i took the liberty to fork and upload a fix so my friends and i could conveniently get the play on v73 without replacing DLL files manually
that said, I am not familiar with lethal company modding (or, to be perfectly honest, with unity in general) to be able to add new content and fix broken systems like dartboard/boomba colliders
I've already opened a pull request to the original repository with all changes, and i encourage anyone who wants to contribute to open a pull request with suggestions to either the original repository or my fork, as i don't have the knowledge (or time at the moment) to create new content
in case a future game upgrade will break stuff, I'll try my best to get it to work, but new content is not something i can currently do
I'm sorry if this disappoints anyone, but this is all I can afford to offer and do at the moment

unkempt silo
humble tiger
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But then this means @royal lynx will need to get back on this (in the far future)

royal lynx
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ye i will be working on it, i have a patched v73 project incase i get time at any point

small grove
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but you're right, it is totally TS's fault

small grove
north mauve
glad yew
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Just a bug to report, LethalThingsFork causes this to happen for late joining clients

empty crown
willow abyss
glad yew
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Which considering the dart board is so beyond broken it might be better to remove it lol

meager ridge
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the change for the dart board only affected patches for the dart class itself, and shouldn't affect anything else
it might be some change from v72 to v73 that caused this, or another separate mod, because I've never had that issue when playing with friends

willow abyss
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did this fork really only require code changes and no project changes?

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because thats surprising to me with the unity version change

royal lynx
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Unity version change didn't need lethal things to rebuild bundles yeah

willow abyss
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last time unity version got switched i had to remake the whole project

royal lynx
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Just netcode patcher and whatever other tiny fixes were pointed out

glad yew
royal lynx
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If zeekeress hadn't touched netcode version then we wouldn't need to update anything technically lol

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But yeah pretty minor changes from 2022.3.9f1 to 2022.3.62f2

glad yew
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Btw Xu I sent a super tiny profile on that report on the Github that repros the SSS issue lol

royal lynx
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I'm aware, I'll take a look at it later

willow abyss
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pull request with no description of changes made ๐Ÿฅ€

glad yew
royal lynx
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Lol

willow abyss
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they removed my dev menu

glad yew
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You might be able to merge some of the changes and fix the dev menu

meager ridge
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yeah that was very first change i've made
when loading into v73 with the dev menu you'd get an exception every frame and the game wouldn't load

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and i figured since there are other dev menus i'll disable it so the mod can actually be usable

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i did document all changes in the commit messages though

willow abyss
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i would prefer if things were commented out and documented rather than removed entirely

meager ridge
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it's git, you can always revert the commit once you want something back, better than commented out code clutter IMO

willow abyss
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i barely know how to use git

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thats lordfirespeed's thing

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lol

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All i know how to do is merge things and pull / push

meager ridge
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it's as simple as git log (or look at github commit history)
find the commit ID of whatever you want
then git revert COMMIT ID

willow abyss
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I'll just do it manually by copy pasting the file

royal lynx
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(Honestly I'm also unfamiliar with this side of git)

willow abyss
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๐Ÿ”ฅ

willow abyss
royal lynx
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Though you'll probably need to fix whatever error was spamming with that but should be simple

meager ridge
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there's a ton of gamified git tutorials and it's a VERY useful tools for developers, can't recommend learning it enough

willow abyss
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anyway this looks fine, I'll merge it and look into some of the issues that are left i guess

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huh

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okay well it decided to not remove Debug.cs from my local copy

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even though i pulled

royal lynx
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How nice of git

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Despite that being terrible in any other scenario

willow abyss
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now i can no longer trust my local copy to be up to date

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very cool

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oh yeah it is fucked up

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for some reason my local main is pulling from origin/dev

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WE LOVE GIT

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what the fuck is up with this project

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wait the default branch is "old" according to my local copy???

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which does not exist

royal lynx
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Lmao

willow abyss
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i now remember why i stopped touching this project (and the fact that i got bored of LC but i love blaming git for stuff)

meager ridge
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you need to run something like
git pull --set-upstream origin/main

willow abyss
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too late i deleted the .git and made it even worse

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okay i fixed it by brute force

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(recloned and copied the .git over)

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Yeah I know how to use git, it is easy :)

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@meager ridge No clue how you got this to build, the netcode patch section of the csproj causes it to throw errors

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is there some step i missed?

royal lynx
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uh try doing dotnet restore, dotnet tool restore and then build, and if that doesn't work lordfire had a pinned thing in #dev-general

willow abyss
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@royal lynx Do you remember if I set up a repo for the unity files for lethal things, because i seem to have deleted my local copy of the unity project lmao

royal lynx
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I have the files I think???

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I'm pretty sure you made a repo

willow abyss
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I am starting to suspect this version of the assetbundle for lethal things is missing the whole dev menu prefab

royal lynx
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Lmao

willow abyss
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ah i was wrong

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unity just fucked up somehow

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there is null values in Keyboard.current.allKeys

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which used to not be there

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so i just had to add a null check

royal lynx
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Lol

willow abyss
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okay so what else was broken?

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something with the dart board?

royal lynx
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Yeah apparently the darts were being found all over the world and they wouldn't stick to the board or smthn?

willow abyss
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All over the world?? like scrap?

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what

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well there certainly is not darts here

royal lynx
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Good question lemme scroll up and see who said that lol

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Lol

willow abyss
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is there a noclip mod somewhere i can use

royal lynx
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Yeah imperium

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Or unity explorer

willow abyss
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the color choices are an eyesore though

royal lynx
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Yea it's fairly good, injust don't use it most of the time cuz there's too much

willow abyss
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why is it adding a big ass minimap on my screen

royal lynx
glad yew
willow abyss
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it takes like 1/4th of my screen

royal lynx
royal lynx
glad yew
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Ah I just install it when I use Imperium regardless lmao

willow abyss
royal lynx
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Iunno

glad yew
# willow abyss unsure why that return is even there

Btw might also be worth looking into why the Glizzy can't attach to the ship ceiling anymore, I think that functionality may have broken due to Zeekerss changing how far up you can look a while back but I'm not certain

willow abyss
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The glizzy not attaching to ship ceiling is intended

glad yew
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Oh

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It used to attach to it

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lmao

willow abyss
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yeah

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it was a vanilla bug

glad yew
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I always thought that was intentional

willow abyss
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any throwable did it

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back in the day

glad yew
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Ah LMFAO

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Damn

willow abyss
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I fixed it before zeekers fixed it in vanilla

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lmao

glad yew
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It was such a funny thing I thought it was a feature ngl

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XD

willow abyss
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it was because of fucked up raycasting

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because the throwing in this game is implemented extremely weirdly

glad yew
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Yeah, the game has a lot of jank but it do be part of it's charm lol

meager ridge
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you can wrap it in a try-finally blcok so orig(self) is always executed even if your code throws an error

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before

    private static void ItemCharger_ChargeItem(On.ItemCharger.orig_ChargeItem orig, ItemCharger self)
    {
        if (NetworkConfig.Instance != null && NetworkConfig.Instance.enableItemChargerElectrocutionNetVar.Value)
        {
            GrabbableObject currentlyHeldObjectServer = GameNetworkManager.Instance.localPlayerController.currentlyHeldObjectServer;
            if (currentlyHeldObjectServer == null)
            {
                return;
            }
            if (!currentlyHeldObjectServer.itemProperties.requiresBattery)
            {
                if (currentlyHeldObjectServer.itemProperties.isConductiveMetal)
                {
                    currentlyHeldObjectServer.GetComponent<LethalThings.PowerOutletStun>().Electrocute(self);
                }
                return;
            }
        }
        orig(self);
    }

after

    private static void ItemCharger_ChargeItem(On.ItemCharger.orig_ChargeItem orig, ItemCharger self)
    {
        try {
            if (NetworkConfig.Instance != null && NetworkConfig.Instance.enableItemChargerElectrocutionNetVar.Value)
            {
                GrabbableObject currentlyHeldObjectServer = GameNetworkManager.Instance.localPlayerController.currentlyHeldObjectServer;
                if (currentlyHeldObjectServer == null)
                {
                    return;
                }
                if (!currentlyHeldObjectServer.itemProperties.requiresBattery)
                {
                    if (currentlyHeldObjectServer.itemProperties.isConductiveMetal)
                    {
                        currentlyHeldObjectServer.GetComponent<LethalThings.PowerOutletStun>().Electrocute(self);
                    }
                    return;
                }
            }
        } finally {
            orig(self);
        }
    }
willow abyss
#

i don't see why my code would throw any errors

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i can just remove the returns

meager ridge
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whatever code is in the finally block will run even if you return/throw/whatever in the try block

willow abyss
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and change the if statement

meager ridge
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that works as well, finally would be a bit safer in case a future upgrade completely breaks something but its honestly fine flipping the ifs as well

humble tiger
willow abyss
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feels messy in my mind

meager ridge
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it's better to catch an error and log it if you can let the game still work compared to completely breaking it ๐Ÿคทโ€โ™‚๏ธ

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also finally blocks are a bit different from catch, they run even if the try block succeeded

willow abyss
meager ridge
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it's not with a finally block, the exception wll still be thrown, but the original function will still be called

willow abyss
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I always assumed it just defaulted to blocking the exception

meager ridge
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you can also re-throw exceptions so they're not suppressed

try {
  ...
} catch (Exception ex) {
  Plugin.logger.LogError(...);
  orig(self); 
  // or something else
  throw;
}
willow abyss
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i just feels like adding extra overhead idk lol

unkempt silo
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afaik try catch shouldn't add much overhead

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except when it throws

unkempt silo
willow abyss
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I have no idea what the impact is on C#

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just some languages have really slow debug functions

unkempt silo
royal lynx
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i dont like the indentation from try statements

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thats it for me

unkempt silo
willow abyss
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it has always felt messy to me mostly

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I've seen code where they wrapped literally everything in try blocks and it feels like slop

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lmao

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damn i can't find this issue time to ignore it

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speaking of issues i have no fucking idea what is wrong with the dart board

unkempt silo
willow abyss
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it seems to just be throwing the darts through the wall on spawn

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i guess the collision detection broke somehow

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at some point

unkempt silo
#

Also about git skill issues, I'd heavily recommend learning jj (Jujutsu). With it I can mask how bad I am with git because it's just so fucking intuitive

So why should you care about jj? Well, it has a property that's pretty rare in the world of programming: it is both simpler and easier than git, but at the same time, it is more powerful.
https://steveklabnik.github.io/jujutsu-tutorial/introduction/what-is-jj-and-why-should-i-care.html

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there are no detached heads

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and there is a fucking undo command that undoes your fuckups!

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with git, 75% of my rebases resulted me in recloning my project from github because I couldn't figure out how to fix the rebase or undo

willow abyss
#

unrelated but even git gui programs suck ass, i use github desktop a lot because it is simple but it has destroyed my work a bunch of times because it lacks proper verification popups for certain things, like it doesn't ask you "are you sure you want to do that", and then theres no undo for what it decides to do

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i once merged my dev branch into my main branch (bringing over my local changes) and it didn't tell me there was going to be 1 quadrillion merge conflicts, and the entire program bricks up and won't let you do ANYTHING until you fix them

unkempt silo
willow abyss
#

it clearly does use it

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but idk what the fuck it actually does

unkempt silo
unkempt silo
#

As in, in git you name branches, and you do stuff, and commit, and do stuff, and commit.

In jj, you create a new commit basing from any commit of your choosing, add a commit on top of that, and another, and then you point a bookmark like main to the commit you want to, and that is now the head of that bookmark. A bookmark in jj is a git branch.

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jj really is super fucking cool, and you can learn it quite fast, unlike git

willow abyss
#

Am I crazy or is something fucked up with unity explorer, i cannot interact with any of the buttons on the windows

royal lynx
#

the disable event override

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it also fixes any UE lag

willow abyss
#

when did that become a thing

royal lynx
willow abyss
royal lynx
#

yep

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it's what we're guessing anywayt

willow abyss
#

i always wondered why it was so bad specifically in LC

#

I have used UE in plenty other games and never noticed lag issues with it

royal lynx
#

might be cause lethal was using old input system or smthn im not sure

willow abyss
#

opened the unity project for the first time in like a year or more and got jumpscared by the โœจ doohickey โœจ

#

poor thing that will never be implemented

#

robot of many names

royal lynx
#

Scrap-e is a funny name, one of my enemies is called that lol

small grove
#

she's fucking everywhere

mystic thistle
#

Is this mod getting saved?

#

Or just yapping

small grove
#

you can't escape the mu

mystic thistle
willow abyss
small grove
#

awww baby

willow abyss
small grove
#

I figured it was something else hehe, there's just someone named skitts in the community and she's involved in like every mod

willow abyss
#

don't plan to add new content

mystic thistle
#

Yeah thats what i mean with getting saved hehe

#

Thsts great to hear!!

#

Why is it that lots of modders are coming back

#

What happened

#

Happiest moment in LC history

#

:3

old ridge
#

I just yap occasionally and somehow that became a thing

#

๐Ÿ’€

mystic thistle
old ridge
#

still very funny coincidence because i am like. way after eba's time

#

in the community

#

lmao

willow abyss
#

way to call me old

small grove
#

you just manifested hehehh

old ridge
#

i was reading through messages and noticed i was mentioned

willow abyss
#

@royal lynx Do you have any clue as to why the dart collisions stopped working, no matter what I do I cannot get the rigidbodies to collide with anything anymore, I am so fucking confused, I have no clue when this broke, I'm assuming this is an issue with rigidbody based objects as a whole

#

seemingly something in the game changed since i implemented these which just made rigidbody collisions nonfunctional

royal lynx
#

whats ur current logic like?

willow abyss
royal lynx
#

hmm

#

well, the basic logic of rigidbody collisions does say that one side needs a collider + rigidboy and the other side needs atleast a collider, the darts got a collider?

willow abyss
#

the darts have a collider and a trigger for detecting whether they should stick to a surface

#

but neither one is triggering

#

if i drop the item they just fall straight through the world

#

if i throw them they fly straight through the wall

willow abyss
#

it is just these 2

#

i have long forgotten the actual logic but like a rigid body with a collider should just work out of the box

#

i tried printing from OnCollisionEnter and it never logged anything

#

same with trigger

royal lynx
#

weird...

willow abyss
#

yeah i give up I'll just remove the dartboard until someone else wants to fix it lmao

#

updated the mod on thunderstore surely i didn't fuck anything up

royal lynx
#

surely

visual prawn
still orbit
#

Thank you Eba :]

humble tiger
# willow abyss updated the mod on thunderstore surely i didn't fuck anything up

i just tested the item charger and yeah it's now working as expected thanks!
however, i still found something but this is not an issue, just like a small request (requires 1 line to change) if you can accept it

basically this at line 58 https://github.com/EvaisaDev/LethalThings/blob/36f021d276b7c0e01a07221a422587453768f1e8/LethalThings/Patches/PowerOutletStun.cs#L58
works and dont prevent the vanilla code from running
but will it be possible to change it to this instead?

if (GameNetworkManager.Instance.localPlayerController.currentlyHeldObjectServer != null && (GameNetworkManager.Instance.localPlayerController.currentlyHeldObjectServer.itemProperties.requiresBattery || GameNetworkManager.Instance.localPlayerController.currentlyHeldObjectServer.itemProperties.isConductiveMetal))
  self.triggerScript.interactable = true;

so if the condition is false, it will allow the vanilla orig(self); from line 53 to set the interactable value instead?
I'm asking this cuz rn this prevent some other mods to change this value since it will be overriden by your code anyway (and set to false no matter if i want to set it to true for a personal use)

#

i guessed i could have reported this along with the other patch but yeah i forgot about it and just remembered it while testing the new version

willow abyss
#

assume that i haven't heard of anything discovered after like the first half of 2021

visual prawn
#

in ur grabbablerigidobdy

        public new void EnablePhysics(bool enable)
        {
            for (int i = 0; i < propColliders.Length; i++)
            {
                if (!(propColliders[i] == null) && !propColliders[i].gameObject.CompareTag("InteractTrigger") && !propColliders[i].gameObject.CompareTag("DoNotSet"))
                {
                    propColliders[i].enabled = enable;
                }
            }

            // enable rigidbody
            rb.isKinematic = !enable;
        }
willow abyss
#

uhh idk

#

i assume so

#

i don't have my project open anymore

#

if it didn't then it would have never worked and it definitely worked in the past

humble tiger
#

eba ?

willow abyss
humble tiger
#

lmao, am i really going to do a PR to change 1 line?

#

ok

humble tiger
#

ok it is done

glad yew
unkempt silo
glad yew
#

Since it said 0.10.11 got uploaded hehe

unkempt silo
humble tiger
unkempt silo
humble tiger
#

i feel a bit weird forking the thing just for 1 pr but hey it is what we call open collaboration

unkempt silo
#

you can delete the fork afterwards and stuff

humble tiger
#

yeah

#

at least if eba is wondering, i builded the thing and tested, and it just works
i turned off my own patch of your patch in my own mod, and it also just works

#

when the pr will be merged, ill be happy

humble tiger
#

btw, its true that i never stated why i needed to have all this modifications on the LethalThings code
it's so i can patch it myself without LethalThings overriding my values, while still allowing both mods to work as expected
But why i wanted to patch the charger in the first place?

Well, to make the bomb explode whenever someone tries to recharge it of course, killing everyone in the ship

#

๐Ÿ˜

glad yew
humble tiger
#

because its funny

hazy raptor
humble tiger
#

and the explosion when walking near it is just 2% ๐Ÿฅธ

still orbit
#

funny.

#

It's looking for the disabled item

glad yew
# still orbit funny.

Do you have the dart board fix mod or did Evaisa accidentally leave in a reference to it?

still orbit
#

Reference I think.

#

I've checked the code for enhanced and it does not touch the dartboard

kind oak
#

It enhance

still orbit
pseudo karma
glad yew
# still orbit funny.

I'll try seeing if regenerating the config fixes it but it seems like the issue is just that the config is still trying to register it when it doesn't exist anymore

#

Yeah it's literally just that it still exists inside of the config

#

should be an easy fix and I imagine the mod should still work

still orbit
glad yew
#

It still generates the config option for it

#

but the item doesn't exist

#

Eba just needs to do an update to remove the config generating it

glad yew
#

Also apparently the dart still gets registered and wasn't deleted

#

So I wonder if this might cause a funny where they could spawn as scraps

#

XD

lilac tulip
#

thanks for the recent updates, had a good laugh reading the changelog lol

glad yew
#

@willow abyss I guess I should ping you about this issue since Moroxide forgot to so you'll see it ^^

willow abyss
glad yew
willow abyss
willow abyss
#

lmao

glad yew
#

Yeah it's pretty funny that they do

#

lmao

#

I think without something like DawnLib to debug log it you wouldn't be able to know

willow abyss
#

where even

glad yew
#

lol

willow abyss
#

they are not in my content list

glad yew
#

LMAO

#

magic dart

willow abyss
#

nvm

#

I am straight blind

#

one day i

#

w

#

my cat stepped on my keyboard while i was typing

willow abyss
#

dunno if thats a lethal things or a lethal lib problem

glad yew
willow abyss
#

iirc it was specifically the shop item configs

#

they always worked fine for me in the past

#

but people complain about them not working all the fucking time

glad yew
#

I would imagine that's a Lethal Things issue right? Disabling them doesn't unregister them it just makes them not appear in the shop

willow abyss
#

because disabling them entirely would fuck up the ids or something

#

it was a long time ago i barely recall

#

i just know the code is kinda fucked up

#
Unlockable fatalitiesSign = Content.ContentLoader.LoadedContent["FatalitiesSign"] as Unlockable;
fatalitiesSign.SetPrice(Instance.fatalitiesSignPriceNetVar.Value);
if (!Instance.fatalitiesSignEnabledNetVar.Value) fatalitiesSign.RemoveFromShop();
glad yew
willow abyss
#

I think lethal things is the only mod that uses the contentloader module of lethallib

#

probably

glad yew
#

That's very possible lol, I've no idea if Usual Scrap made use of it before it swapped to DawnLib or not

willow abyss
humble tiger
willow abyss
#

contentloader is this weird system where you define them as classes

glad yew
#

Ah interesting

willow abyss
#
new ShopItem("Pinger", "Assets/Custom/LethalThings/Items/PingingTool/PingTool.asset", NetworkConfig.pingerPrice.Value, null, null, "Assets/Custom/LethalThings/Items/PingingTool/PingToolInfo.asset", (item) => {
    NetworkPrefabs.RegisterNetworkPrefab(item.spawnPrefab.GetComponent<Pinger>().pingMarkerPrefab);
}),
glad yew
willow abyss
#

it just does everything for you

#

or tries to atleast

glad yew
#

Yeah if you get wiped and you've never sold the Toy Hammer it just stays

#

LOL

#

cus it counts it as a tool

royal lynx
glad yew
#

well actually, idk why it sticks through full ship ejects

#

cus that should delete everything

royal lynx
#

my philosophy is if everyone needs the mod then its their responsibility to sync it i aint doing allat ๐Ÿ˜ญ

willow abyss
#

THAT WAS MY THOUGHT ORIGINALLY

#

BUT PEOPLE KEPT YELLING AT ME FOR IT

royal lynx
#

sometimes you just gotta ignore the masses

glad yew
#

that network stuff might be why the funny happened with late joining

#

lol

glad yew
#

This hilarious thing where suits got shuffled and all the furnitures became engrained with the lever

#

this was for someone that late joined

willow abyss
# glad yew

i have no clue what would possibly cause that

glad yew
#

IDK either

#

It happened when using the fork

#

LMAO

royal lynx
kind oak
willow abyss
#

Though I would never test my mods for late joining

glad yew
#

It might have been a DawnLib + LethalThings = explosion funny

willow abyss
#

If ya wanna hot join your problems ain't mine

#

๐Ÿ”ฅ

royal lynx
#

trueeee

#

but also you'd have everyone yeling at you

#

so quieter trueee

kind oak
willow abyss
#

i'm not invested enough in LC to care about compatibility

royal lynx
#

my favourite argument against that is "if everyone is against you then you're in the wrong"

willow abyss
#

Anyway what was i supposed to do again i merged the PR and removed the configs

royal lynx
#

uhhh

#

good question

kind oak
#

๐Ÿ’€

glad yew
#

push update ig? I assume you also got rid of the darts since the board is gone

willow abyss
#

btw i love how the spawn weight configs in lethal things seemingly never worked

royal lynx
#

that's probably because of how many times i had to rewrite the spawn weights in lethallib

willow abyss
#

like why do the half finished enemies even spawn by default

#

they're set to 0

royal lynx
#

oh that part i think other mods were spawning them in because they were in the level list

#

even at 0 weight

kind oak
#

Spawn config's just a suggestion plink

kind oak
willow abyss
#

fire

royal lynx
#

some mods assume if its in the level's list it atleast has a weight of 1

kind oak
#

Mods that would also spawn the Lasso Man at times greed

royal lynx
#

fair assumption ig but not very trusty in modded lol

#

those mods would hate dawnlib

#

i add every item and every enemy into every pool at spawn weight of 0

#

just so i could chance them depending on weather interior or moon at any time

#

change*

kind oak
royal lynx
#

indeed

#

(though there's gonna be an if statement under that that skips all non lunarconfig'd tagged enemies and any non dawnlib enemies)

kind oak
#

Oh I have it skipping vanilla enemies

opal cedar
#

its probably exactly as you described it

royal lynx
#

lol

willow abyss
#

the humble whale noises

#

i can't remember what the crystal ray even does i know you can tame it somehow but i remember it barely working

kind oak
royal lynx
kind oak
#

Oh for some of my library's spawners plink

royal lynx
kind oak
#

Lmao

willow abyss
#

I wonder if the boomba broke around the same time as the dartboard

#

since that might also be a collider / trigger thing

#

did every collider in lethalthings just break

royal lynx
#

that would be pretty funny

glad yew
#

That is possible

kind oak
royal lynx
#

though for boomba it should just be one sphere collider

#

nothing else

#

afaik people said the collider got offset to a different position

#

no idea how that'spossible though

willow abyss
royal lynx
#

unno#

pseudo karma
royal lynx
#

yeah thats possible too, i wasnt too sure how infestations worked so didnt comment on it

willow abyss
#

nope boomba does detect the player trigger, it just doesn't go off

glad yew
#

Wonder if it's just the old explosion code is kinda broken now

#

Didn't Zeekerss change it in one of the updates?

willow abyss
#

very long ago

glad yew
#

Yeah idk if the Boomba ever got converted to the new code or not or if the errors were simply patched

#

lol

humble tiger
#

I know zeekers changed a script that is supposed to launch code from people steping inside area triggers (whoopie cushion) but im not sure if this also applies to enemies

#

that was in v50

willow abyss
#

i think it might just be shit code, it is triggering on player bodyparts like shin.L and shin.R and then not going up in the hierarchy to get the actual player

#

Who wrote this

#

surely not me

kind oak
willow abyss
#

the only way it would explode is if it happened to trigger on the exact right collider

#

how did this ever work consistently

kind oak
#

Lmao

willow abyss
#

guys I apologize for my past self writing the worst code imaginable and how it may have influenced other people to write equally shit code

pseudo karma
#

happy birthday btw eba AnimatedPlink

willow abyss
#

Thank

glad yew
#

Yeeee Happy Birthday LacyHeart

royal lynx
#

also happy birthday

glad yew
#

LethalLib walked so DawnLib and LLL could run though

#

ngl

#

even then when it came to LLL most people preferred to use LethalLib still for scrap mods and such

kind oak
glad yew
#

I never really used LethalExpansion when it was a thing

#

It was so unoptimized

#

I remember trying out a few diff moons I think the SCP one was one of them but then didn't keep it cus the game ran like doo doo

kind oak
#

I played Wesley's a bunch back when they were on LE too plink

royal lynx
glad yew
#

Yeah I was mostly doing High Quota runs during the LE days, I started slowly integrating into modded stuff after LLL came out

kind oak
#

But yeah objectively LE was gullible ๐Ÿ’€

#

Includes content in your library beevil

glad yew
#

Started with interiors then eventually tried out Starlancer and Rosie's moons. Got excited when Wesley was working on porting his stuff to LLL

#

LE walked so LLL could run, I know not why LE was so unoptimized exactly or what it was doing that made moons run so bad but I remember watching streamers play the LE versions of Wesley's stuff on high end pc's and watching their games die lol

#

But I got to see how cool Wesley's shit was

#

Which was why I was so damn excited

#

lol

kind oak
#

Desynced Polarus elevator my beloved plink

glad yew
#

Wesley's stuff blew me away the first time I got to play it, I got blown away again with the Journeys update, and blown away again with the Conquer update

#

I genuinely love and adore his stuff and it will always be a main stay for me

royal lynx
#

yo im so glad im in the wesleys thread, i love talking about wesleys moons

glad yew
#

Lmao

kind oak
#

We're talkin about things that are Lethal greed

#

These Things are Lethal
These Lethal are Things

glad yew
#

Dw Xu I love Code Rebirth too, the big update that added Oxyde and everything blew me away

royal lynx
#

im not asking to talk about my mod either plink

glad yew
#

I feel like you deserve praise though, you have been working your ass off with DawnLib especially

#

XD

royal lynx
#

im good

glad yew
kind oak
small grove
willow abyss
#

alright mod updated

#

LethalThings 0.10.13

Changes

  • I am a silly goober and forgot to remove the dart board configs and broke everything!!! YIPEEEE
  • Uhh fixed some hook for compatibility reasons thanks uhh.... who was it that PR'd that? ZigzagAwaka PR #95
  • Boombas should explode properly now, idk how it ever worked. who the fuck coded this? me..? nah no way.
#

Now time to disappear again until the next time I am needed

humble tiger
mystic thistle
#

โฌ†๏ธ plink

stiff sequoia
#

I love that changelog, Boombas should explode properly now, who the fuck coded this ๐Ÿ˜‚ My kinda changelog lmao. Ty for the Update!

opal cedar
#

this mod isnt needed anymore right

glad yew
still orbit
#

Hello guys.
Been doing something with a friend

#

And in case someone doesn't fully understand.
Ammo

lunar sun
#

pog

#

make the projectiles able to hit enemies and my spaghetti is yours

lunar sun
#

only the explosions deal damage. projectiles fly right thru

#

if yer gonna test, i recommend with a redwood

still orbit
mystic thistle
#

i recommend with a leaf boy

#

:3

still orbit
small grove
#

fuuuck yeah

still orbit
still orbit
glad yew
#

Neat ๐Ÿ˜„

still orbit
still orbit
lunar sun
#

so it was reproducable?

still orbit
#

yes, we could see the rockets fly throught creatures

lunar sun
#

yea that spelling

#

and alrighty

still orbit
#

the addon is mostly done, we just need to fix small things like

manic wind
#

the things one never actually worked

still orbit
manic wind
#

how jank is this code

#

๐Ÿ˜ญ

still orbit
#

It's not jank

manic wind
ornate hull
#

If you need any help with modelling other stuff for it lemme know

still orbit
#

I'm not going to create a new thread. If you have any questions or report any bugs regarding the addon, please ping me or @fresh cliff in this thread

pseudo karma
soft seal
#

@still orbit apparently my friend can't join me due to something about the remote radar or something.

still orbit
#

hmm, let me take a look

soft seal
#

some reason the one that is reupload by joncnoj

#

it works fine

still orbit
#

the lethal things fork?

soft seal
#

yeah

#

it was before lethalthing being broken

#

i gonna try using the fork version with your improvement

soft seal
still orbit
# soft seal

ok, I informed it to the coder, it may take a while due to him not being awake rn

still orbit
soft seal
#

yeah

still orbit
#

cuz it could be another thing

soft seal
#

i removed the fork version

still orbit
#

hmm

soft seal
#

did try to use the old save file doesn't work

#

then new save file

#

still doesn't work

still orbit
#

pretty sure I tested it in mp

still orbit
soft seal
#

i did

#

wait

#

wth

#

is not in the requirement

still orbit
soft seal
#

yeah i got all the requirement

still orbit
soft seal
#

nope

still orbit
still orbit
#

Can you give me your modpack code?

soft seal
#

Ah shit... rn i deleted the lethalthing and the improved and using the fork version

#

019a5a01-3bb9-a1f3-e526-39da9fddbff2

still orbit
compact forum
#

Could you possibly add a "bites" toggle to each of the Arson plushies? ;-;

The serval "Waa!" Makes me really happy but its killed me multiple times (i dont learn my lesson)

soft seal
#

Put it inside the scrap shooter lol

compact forum
#

wh-

soft seal
#

I forget what that mod called

compact forum
#

I like Arson tho

#

I just dont want them to keep biting me

still orbit
compact forum
#

Its aight ^^ its really not a huge deal either way

still orbit
still orbit
pseudo karma
#

has anyone had any issues with shop desyncs if you disable any of the shop items? or is it safe to do that now

royal lynx
#

Afaik that's an LL issue which hasnt been fixed

pseudo karma
lunar sun
#

(client log)

neon whale
#

saw the seasonal hats took effect wondering if it swapped back to the old code of them

glad yew
#

Bommbas just don't always consistently explode idk why

neon whale
glad yew
#

Ah interesting lmao

neon whale
#

@willow abyss Not sure if you saw my post about the boomba's with the Christmas hats not working on clients. Not sure if it was a seasonal trigger that may have reverted them back to how they were before.

Also any chance for an update to being able to disable an item from loading completely when toggled off so other things don't spawn them? Toggling them off still loads them into the game and can still be spawned by various methods. Utility Belt right now seems to not play well with some other mods from my experience and I think its primarily from LGU allowing to hold multiple 2 handed items. We've had lots of soft lock issues and clients getting weird error spams. Will send next. Its been hard to reproduce, but happens frequently during lobbies. After we stopped using utility belts the issues stopped but I have to make sure anything that can spawn a shop item is either disabled or blacklist the utility belt along with raising its price to an impossible amount since it still pops up in my shop regardless of the toggle ( That part though is cause Darmuhs Shop feature I think just grabs all shop items loaded)

#

[03:08:52.5179949] [Error :ReservedItemSlotCore-2.0.53] Failed to check if item was in reserved item slot. Start or end reserved item slot index was outside the bounds of the player's item slots. Start index: 4 EndIndex: 8 InventorySize: 6
[03:08:52.5179949] [Error :ReservedItemSlotCore-2.0.53] Reporting this to Flip would be greatly appreciated ๐Ÿ™‚
[03:08:52.5448077] [Error :ReservedItemSlotCore-2.0.53] Failed to check if item was in reserved item slot. Start or end reserved item slot index was outside the bounds of the player's item slots. Start index: 4 EndIndex: 8 InventorySize: 6
[03:08:52.5448077] [Error :ReservedItemSlotCore-2.0.53] Reporting this to Flip would be greatly appreciated ๐Ÿ™‚
[03:08:52.5737756] [Error :ReservedItemSlotCore-2.0.53] Failed to check if item was in reserved item slot. Start or end reserved item slot index was outside the bounds of the player's item slots. Start index: 4 EndIndex: 8 InventorySize: 6
[03:08:52.5737756] [Error :ReservedItemSlotCore-2.0.53] Reporting this to Flip would be greatly appreciated ๐Ÿ™‚

glad yew
#

Interesting you got so many RIS errors lol

neon whale
still orbit
neon whale
#

Part of me wonders if Hotbar and Reserved Slots are freaking out over the consistent inventory slot changes so on death and reviving in orbit it explodes.

still orbit
#

also sup glitch :]

neon whale
#

Also Hi lol.

glad yew
#

Still a good idea to send the log there so flip can let you know what it is rather than guessing peepoGiggles

neon whale
#

Might be on both though. I was planning on just pinging Flip here so maybe they can both figure something out.

#

@novel eagle

#

I just also wanted to see if they can make the item being toggled off can prevent it from loading cause I really don't want to keep blacklisting it or having to consider removing it just cause 1 item.

#

@still orbit whats the issues with it and mulitple 2 handed items? I saw your mod disables that feature for the belt? But then with LGU deeper pockets that fix you mentioned gets ignored then.

still orbit
#

oh

#

it's just that reserved slots directly pockets 2handed items if they are enabled to be grabbed in the cfg

#

so you can pick more than one

#

and that shouldn't happen

#

it's not a bug, it's like, how it works and causes issues with that

#

I mean, it is a bug, but not due to an error log

neon whale
#

ah gotcha.

still orbit
#

It's just how it works :,]

still orbit
# neon whale ah gotcha.

And LGU not "Fixes it" it just that it let you grab more than one 2handed items when you purchase the "Deep pocket" upgrade, so...

#

that... lol

neon whale
#

I worried that just grabbing more than 1 broke things so I suspected it was more related to the belt then since we have deeper pockets. Guess it may be more towards Flip then. I pinged him so I'll wait to see if he pops here and if either dev can figure out whats happening.

still orbit
#

it does not interefere with LGU nor RIS

still orbit
# still orbit it does not interefere with LGU nor RIS

btw, I still recommend https://thunderstore.io/c/lethal-company/p/Moroxide/ReservedCustomPosition/
with https://thunderstore.io/c/lethal-company/p/HQ_Team/ReservedSlotPositionsForInventory/ :]

It makes the items appear on your player even if it's not in your reserved slot

#

in short, this :]

neon whale
#

Yeah I saw that. I've been considering it.

still orbit
#

it adds a good bunch of immersion :]
being able to see what the other player has

#

and it works with (afaik) all inventory slot mods

glad yew
#

I have never had a use case for the version that is ForInventory tbh

#

I use some of the Jsons from the other though but not all of them peepoGiggles

still orbit
#

but if you have it enabled by default (like I've seen like 80% of all players), the Position mod wouldn't be needed

glad yew
#

But tbh I've used JsonSlots so long I forgot the seperate mods still exist nowadays lol

still orbit
neon whale
#

I'll for sure look into again. Thanks @still orbit

still orbit
# neon whale I'll for sure look into again. Thanks <@216002021881413632>

let me know if you find something weird

the only 2 issues that we know is that:

  1. Emoting while changing slots removes the item of your body on your screen
  2. If you have more than one item of the same type, both overlap (for example, if you have 2 flashlights, both will be seen in your body in the same position)
novel eagle
neon whale
#

Not sure which client was the culprit or when they died. Large Lobbies with like 10 plus people and people dieing left and right.

#

Once I stopped using Utility Belt though we never experienced it again.

novel eagle
neon whale
novel eagle
# neon whale It could maybe be the same reason the boombas started having issues again too. I...

Yeah, I'm not 100% sure. My mod should handle the error "safely" as to not crash and/or block code, so I wouldn't think my mod would be the cause of those issues, like not being able to land, though I'm not 100% sure.
If there were other errors, such as ones where you saw a stack trace, it is possible those prevented some vanilla code from running, or even mine, potentially if I hooked onto a function that crashed, such as SwitchToItemSlot. Not really sure what would have caused this error.

Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::SwitchToItemSlot>(GameNetcodeStuff.PlayerControllerB,int,GrabbableObject)
GameNetcodeStuff.PlayerControllerB.SwitchItemSlotsClientRpc (System.Boolean forward) (at <83220f1fc337491eba19b3618ec61339>:IL_00F2)
GameNetcodeStuff.PlayerControllerB.rpc_handler_141629807 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.RpcParams rpcParams) (at <83220f1fc337491eba19b3618ec61339>:IL_0049)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_00A6)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()```
#

Let me look at the logoutput file real quick.

#

Yeah, I kinda looked through those logs, but the ones that were actually erroring, I'm not sure what would have caused those. It's hard to tell whose mod would be causing it. I'll keep looking at a few things

neon whale
# novel eagle Yeah, I kinda looked through those logs, but the ones that were actually errorin...

Its odd cause we only experienced it while using Utility in reserved slots. Its not consistent to reproduce either. Just kind of happens during the lobby and it happens enough it became annoying so I stopped using the Utility to see if it was the cause. The other factor too was i had reserved slots as unlockable upgrades too.
So my fixed thats worked so far was No Utility and Reserved slots unlocked from the start.

novel eagle
#

@neon whale How many reserved item slots did you guys have unlocked, btw? Did you have any extra slots from hotbarplus? And do you know when the errors would have happened? As people died, or when they revived?

#

Btw, as the temp fix, did you try excluding the Utility Belt from the Reserved utility slot mod? That should work if the host does it, and should sync with everyone, but you could also disable the mod.

neon whale
#

Tbh can't remember.

still orbit
#

I'm testing lethal Things with the new LethaLib update

#

I think some enemy is not spawning

#

yup, it's stuck

#

and this error log is getting spammed

glad yew
#

LethalThings being broken on V80 is not very surprising to me

still orbit
#

Same thing happens to the Locker

glad yew
#

Cus a new field was added to Kill Player

still orbit
#

So practically all enemy mod needs to be updated

glad yew
#

Yes

long grotto
#

One parameter gets added for dying
Every modded monster ever:

#

wait what about Scrap?

#

Like iโ€™ve been steering clear from anything with LethalLib and LethalLib itself anyways

#

but what about scraps or moons that use LethalLib?

#

are they fine?

#

oh and tools

still orbit
still orbit
#

Should not cuz it's not something that hurts directly

long grotto
#

real

#

So I can have uh

#

LehalThings enabled

#

just

#

Disable the enemies

#

IF

#

and only IF

still orbit
#

Check if it works

long grotto
#

scrap and shit works

#

Ight

#

Iโ€™ll enable uh

#

UsualScrap

#

that uses LethalLib I think and uh

#

Is smol

#

Sorta

still orbit
#

Revives the player ๐Ÿ’€

long grotto
still orbit
#

Not sure if that works

long grotto
#

The defibs

still orbit
#

Yup

long grotto
#

Wait I donโ€™t think Mr. Zeeks accounted for that

#

I think

#

as long as you arenโ€™t coiled, dismembered or got a little off the top

#

should be fineโ€ฆ????

#

maaaaybe

#

Feiopar from what I am aware keeps your body intact when you die to it

#

Cadaver infected

#

uh

#

There is no body

#

So

#

theoretically

#

Should work still wink wink

#

backflip

still orbit
long grotto
#

it drops the corresponding player body when you kill the Cadaver Infected?

still orbit
#

Iirc I was a video

long grotto
#

You weโ€™re a video

#

what are you now

#

a .png?

still orbit
#

Saw*

#

Lol

long grotto
#

LethalLib updated anyways

#

so

#

I think we good

#

with scrap

empty crown
hasty shadow
#

I just wanted to stop by after working on a modpack for my friends to let other players and modders know that there's an incompatibility between Lethal Things and Late Game Upgrade. I haven't seen it mentioned anywhere, so I wanted to point it out here. Having both mods in a single modpack causes the game to fail to launch and results in that dreaded "black screen." catsmile

royal lynx
#

I believe lethal things itself might not be updated to v81 no?

hasty shadow
#

Lethal Things is not currently updated for this version of the game, but I am still playing in v73 while waiting for everything to be properly updated ! catfulllove

open vine
#

im using both in my v73 modpack i have no issues with them working
can you please send your modpack code to see what might cause that

still orbit
royal lynx
#

Ic

hasty shadow
#

No problem, I can send it. I don't really understand what else to do besides remove one of the two in my case.. catsad

019d5976-67bf-31af-0210-e457dc00fdab

still orbit
hasty shadow
#

v73

open vine
open vine
# hasty shadow v73

testaccountcore 1.17.0 to 1.16.6
lethalfixes 1.3.2 to 1.3.0
lethalsponge 1.4.2 to 1.3.6

those mods also updated for v80+ so downgrade them

#

hope that fixes your problem

hasty shadow
#

OMG it really works!! catOMG I didn't think lowering everything would work since the other mods were working fine even when updated... Thank you, this will probably save my life for the other mods! I knew about Dawnlib, but I had no idea about the others! Thank you so much, really! catcry

open vine
#

read changelogs specially now mods are updating for the beta branch
see if its still works or not for v73

hasty shadow
#

I'll pay more attention in the future with upcoming updates, thanks again catfulllove

long grotto
#

I just

#

accidentally found

#

the song

#

Maxwell uses

#

in the game

visual prawn
small grove
#

truth

past crypt
#

Would be helpful

#

Dang Thunderstore

midnight helm
#

any ETA for v81?

drifting pewter
#

Is it safe to use Lethalthings on V81 if I set enemy spawn to 0? plink

still orbit
verbal coral
#

I also set all the mods scrap items to 0, so I'm not sure if anything is wrong with them in particular.

#

TLDR shop items seem to be working 100% ok.

drifting pewter
mild tiger
#

I had a save eventually become overloaded with errors regarding the utility belt and locking our hands, inventories, etc. It was a save that was pretty far in, and the modpack was large so I can't say that was the only error. We had all enemies (from this mod) set not to spawn. We've recreated the save without LethalThings and are not experiencing the same problems. This was also a couple of weeks ago, so I don't know what has changed with dependencies or otherwise. But sadly, I'm avoiding this mod for long-term saves until it is updated - which sucks, we love the rocket launcher.