#[Rework WIP] ghostCodes - Alpha testing via version 2.5.2
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I went and made some comments, thanks for all the pings guys I agree it'd be really cool to see this mod work with custom interiors!
Could yall tell me how much of the mod does work with custom interiors? Like I'd assume mines/turrets still work
there seems to be a delay between the ghost girl beginning to chase and the lights starting to flicker
perhaps there could be a mode where rapidfire is activated after the apparatus is taken? would require networking since you'd have to make it not shut down all the doors and lights but i think it could be cool
possible for sure, i do think the facility meltdown mod does a great job of enhancing that minigame
the reason i suggested it was actually for combining it with that
this is intended, it waits a short random period of time before she starts chasing. could prob configure an ability to remove that delay
i think it just looks better with the delay personally
ahhh I see, will def consider this
woah thats crazy luck
i'm the creator of the facility meltdown mod and if you'd want to add functionalty to it id be more then happy to help! (just ping me in that case)
You have a github right? I'll peek your code if I start doing anything around the apparatus to make sure I dont call any conflicting functions 
as long as you dont cancel the appartus' equip item function my mod will be fine
or there is another way then patching a function that uses my goofy api and automatically gets called
Well I figure I dont wanna mess with the lights when your code is already having them go into "meltdown mode"
i'll have to read your code but i'm sure i'll be able to mess with any of the doors/turrets/mines even in meltdown mode
I think if you dont already have something like it maybe a boolean determining whether or not the facility is in meltdown would be nice to check for @woven canyon
you can check whether or not MeltdownHandler.Instance is null
that said, I guess I could check if the apparatus has been pulled as well
oh yeah and an easy way to check if a mod is loaded is something like this
if (Chainloader.PluginInfos.ContainsKey("com.potatoepet.AdvancedCompany"))
{
Plugin.Log.LogInfo("Advanced Company detected, setting Advanced Company Compatibility options");
Plugin.instance.CompatibilityAC = true;
}
just gotta make sure to call it after all the mods have been loaded into the chainloader
yeah theres no reason for your mod to have my mod as a hard dependency
totally agree
but it's nice to have stuff that will work specifically with it
thanks for checkin in btw, i'll make sure to ping you with any other questions I might have ๐ ๐
love your mod the meltdown is sick
ghost triggering the meltdown
small update addressing some minor issues/complaints
been busy with my dayjob so not much time to really work on the fun stuff
[1.5.1]
- Added a configuration option to bypass GGE if a moon does not have the possibility for a ghost girl spawning.
- Added configuration option to modify the moons list for when GGE will be bypassed for the other modes.
- Changed signal translator messages sent by ghostGirl and added a common handling method for this action.
- Added configuration option for custom messages to be sent by the ghost girl over the signal translator.
- Added a extra null reference handling for the nethandler to deal with an error that occurs on lobby restart.
custom messages to be sent
as in, does that also include compatibility with mods that change the character limit? like lategame upgrades does
I didnt impose any limits myself, so I would assume yes.
Could definitely use testing if you'd like to check
oh, def gonna try that out when I get home (if I don't forget that is)
I appreciate it ๐
ultimately I wanted to get these small fixes out to make this version a bit more stable and also have the mod actually do something for most moons where the ghost girl doesn't exist lol
I still have a lot of bigger changes planned but need to find the time to work on/test them
also gonna start trying to keep this up-to-date to track planned work & suggestions
https://thunderstore.io/c/lethal-company/p/darmuh/ghostCodes/wiki/1276-planned-work-community-suggestions-updated-117/
at the very least between version updates lol
hmm
lgu has this actually
Fast Encryption - $300
Upgrades the signal transmitter.
Must have signal transmitter purchased.
Instantly sends an unrestricted message to all clients chat when using transmit.
I wonder if it will still send them into chat
In that second clip did she turn off the breaker and then turn it back on to flicker the lights? Or is it just that when she turns off the breaker she only does it for a second? I was gonna disable the breaker stuff in the config (to keep visibility during diversity haunts lol) but if its only for a few seconds I'll def re-enable it
god i will surely add glitched messages into that haha
people were spooked by the hashtag and arrow to the right already, imagine seeing actual text while nobody is on the terminal
Are you considering having it affect regular doors also? There's a simple mod called DarkMist that does this https://thunderstore.io/c/lethal-company/p/Frack9/DarkMist/ Doesn't add any monsters, just closes doors between you and the entrance when you're alone. I think effecting regular doors could work really well in ghostCodes, especially for maps that don't have blast doors, like mansions or modded interiors
either i dont understand how ghost girl mode works or i configured something wrong
i can def see her turning off the lights but cant get the signals
ok it works but only after resetting the config
weird
i had the codes set to 1, 2, 3, 4, 5
So far it looks like lgu's fast encryption breaks it
testing this rn
works
fast encryption just breaks it
I mean yeah, we stop the RPC.
I can look at it and see if I can make it take from outside calls.
wonder what was conflicting in the config 
Can def look into something like this. I agree it'd be a really cool effect and help with custom interior compatibility
if you have the flicker lights setting on then yea the lights wont stay out as they'll start to flicker after. If you need to disable the lights flickering setting for any reason then the lights will stay out after the breaker is flipped the one time. (you can change the chances of it happening to super low as well if you just want it to be a very rare occurence it's set to 45% odds by default)
i might have a backup one
if I did something like this, what are thoughts on ghostCodes being able to lock doors? (requiring key to open)
think it'd need to be pretty rare
lmao
what about temporarily lock
like shuts and locks
maybe minute later unlocks or smth

so it doesnt trap you inside somewhere
but blocks your passage
same as blast doors
I'll see if I can get something like that to work
epic
I dont think i'll include the function unless I can add to the [LOCKED] hint the time until it will unlock on it's own
could make it so an open door can be triggered to close, a closed door can be triggered to either open or to lock
and a locked door can be triggered to unlock
and just treat the triggers same as the others in the mod
I'll think on it and see
chance for when ghost girl is chasing you that the door in front of you shuts and locks at once ๐
since blast doors can be opened by a terminal op I think locked regular doors would be really OP
yeah well
that relies on a terminal operator
all we need is to carry a key for locks
which most people currently ignore
i'll think on it for sure. At the very least def want to open/close doors
might make locking a configurable and default it to high rarity
could make em spam open and closed for some spooks
I just can imagine during rapidfire suddenly every door you run into is locked lol
oh yea just like hungrydoor for the blastdoors 
even a door shutting in front of you without locking, while being chased by the girl is terrifying
having to slow to reopen it also
pfft yea lmao
how about door jam, so you have to hit E few times with a cooldown
with a BANG sound, like you trying to break door open
and doors randomly opening through the facility will make it harder to tell when a monster like the bracken is opening doors
make you more paranoid
random key locks is too harsh
or make you forget the way back to the entrance because a door shut behind you
and a different one opened
so you walk down the wrong hallway looking for the exit
There isn't a vanilla action like this right? Only other mods that have done this if I recall correctly
not that i remember
there is a mod to break doors open with shovels
also diversity is adding monsters breaking open doors
hmmm, something to think on sure. I know diversity has a button mash sequence at the end of the bracken chase
which we use in the modpack
diversity's mobs kicking down doors
Me having fun in ESEA.
(the beginning is the lyrics to Snoop Dogg and Pharell's "Drop It Like It's Hot")
The phantom, exterior like fish eggs
interior like suicide wrist-red(rags?)
I could exercise you, this could be your phys-ed
cheat on your man homie AGHHH I tried to sneak through the door man!
Can't make it, can't make it, the shit's stuck...
sorry
ahhh nice, I haven't played in a while so dont think i've played with that one
I'm always here for a cs reference 
Oh ok ty, so just to be clear it's this setting that you mean, and she'll turn it back on after? (so long as light flickering is kept on)
yep that's basically it. And you can configure the chance that it'll happen to be lower to make it a more rare event
without the lights flickering there wont be anything to tell the lights to turn back on, which is why you'd want to keep the lights flickering in that case
ty, it's very cool, also the transmit thing is very cool too. Here's what I got so far to add a lil variety to the transmitter. Is there any config option for it's frequency aside from total number of ghost code events?
in the vanilla code it looked like zeekers was gonna have the rarity of her cutting the lights to be 60% of the time (which I thought was way too high) so I set my default to 45%
ohhh so that event is the one you meant that was in the code but didn't work quite right, very neato
and ye we do a lil trollin with the transmitter
at the moment they are completely tied to some of the more rare special event codes. I might change that in the future and have the messages instead just be tied to their own rarity
like during rapid fire there's a good chance you'll see multiple messages since the special events are more likely to happen
I'm here for the trolling haha
ohhhhh that must have been what happened, at one point I got gigaspammed and wasn't sure if it was intended lol
but another time it was pretty rare
I actually have it set so that the transmit thing goes slower than vanilla tho so it's more noticable for me
nerfs it a lil, more SUSpenseful
yea completely tied to the different events || (hungrydoor, turretberserk, mineboom, etc.) ||
sounds very suspenseful lol
is it set currently so any time one of those events happens the transmit thing happens?
Also so long as im buggin you I was curious of one more thingy - if it's set to GGE bypass does that mean ghost codes will only happen on ghost girl maps when the ghost girl is present? Because I think I heard the terminal do a code on experimentation but there was no ghost girl for the whole rest of the mission
-
yes that is correct. which is why im thinking of separating them entirely and having it be it's own rarity every code regardless
-
with GGE bypass any moon that is set in the bypass list will default it over to another mode from GGE. So if you have insanity mode enabled it'll use that, and if you have insanity mode disabled it'll use just the regular set/random interval mode
#2 was requested by people who noticed that most maps with blast doors dont have a ghostgirl and still wanted ghostcodes to happen on those maps
you can keep it off if you want the mod to only ever interact with the girl, but I think it's nice for the experience of always having some sort of ghostcodes going on
Oh so thats so weird then, because I had vanilla settings, at least for those, so GGE bypass was not enabled on experimentation, yet had a code, and no ghost girl appearance
hmmm odd
if you see it happen again feel free to drop a log
I didnt test the feature much other than to make sure it worked for moons I explicitly stated in the list and then for moons that should have a ghost girl
I used Vow for bypass mode and Dine for non-bypass
You got it, and ty again for answerin me questions fren
np! thanks for checking out my mod ๐
when does ghost girl's signal translator messages appear? when she appears?
also, do the translator messages only show up to the haunted player? would be neat if they did
- during specific ghostcodes
- Everyone sees them in current implementation
I dont think I will ever make things only for the haunted player, as everything else with this mod can affect everyoneand I think I want to stick with that theme
had the same thoughts regarding the flickering lights
which specific ghostcodes?
|| ggCodeBreakerChance, turretNormalBChance, turretInsaneBChance, mineNormalBChance, mineInsaneBChance, hungryDoorNChance, hungryDoorIChance||
any time a code is called on one of those config options
so if you have those set to high chance values, you'll see more messages
I've pretty much convinced myself to change this in a future update though, and have messages have their own rarity
I def would love an option to only have the translator messages when the ghost girl is around in a future update, makes more sense given the more blatant malevolence of false/threatening messages that they would only occur during active hauntings
this sounds doable, in this case are you using ggebypass to have codes run on moons where a ghost girl isn't present? Or are you not using GGE at all?
hmmm
would be cool if the ghost could log the previously sent messages and then add them to the pool
found minor incompatibility with Diversity
when insanity happens and lights start turning on an off - it causes bracken to earrape everyone with screams each second
lmaooooooo
looks like ghost codes use fuse box to blink the lights
and bracken in diversity hates that

thats not good
im guessing a bracken has to be spawned for that to happen which is why I missed it in testing
yup
yeah
looks like it's not
id just ask diversity dev to add one and roll with it
feels more like a feature than an incompatibility to me from ghostcodes side
perhaps, yeah
diversity dev is working on 2.0 update, so even if he fix that it won't be any time soon it seems
diversity also breaks quicksand mechanics at the moment, which is really sad
forwarded that to him
Yeah I think to fix that incompatibility on my side I'd need to touch the lights on my own without using the breaker, which could get kinda messy idk
i wonder if bracken will also spam screams if you just flip the breaker yourself
only one way to find that out......
i'll keep an eye on what diversity dev says, in the meantime i'd just recommend disabling flickering lights in the config if you're running diversity as well to avoid that situation
nobody lived long enought to check that out, lol
I think a bracken constantly screaming is a little too much lol
lmaoooooo
funny thing is, I think the way it'd work with ghostCodes is whoever is being haunted would also get run down by the bracken 
because they're the one that is technically flipping the breaker constantly
marked by death
or disable bracken reaction to fuse box in the diversity config
he still can hate you for the battery
yeah it's whatever you prefer disabling ^^
battery+facility meltdown is the funniest combo ever ngl

- snatchin bracken mod
that one is compatible??????????????? getting it rn
wait what does snatchin bracken do?
bracken kidnaps you instead of instakilling
this one i think
nah
ah ok
wait that's hilarious LMAO
ohhhhhhhhhhhh im def getting this
yeah, and the funniest thing is that kidnapped players can scream while being dragged away
and you can even try to save them
by using shovel ofc
or teleport
so does the bracken kill you wherever he stops or?
yes, when he reaches his destination - he kills
but sometimes hesitates
so there's some time to chase and try to save your friend
that's pretty neat
i was able to kill one bracken like that
he dragged my friend away, i picked up his dropped shovel and followed his screams
i attacked bracken once, he dropped friend and was stunned or something
then i was able to kill him
i'm not sure how it will work with bracken dimension from diversity tho, i've disabled that feature
there's only one way to find out...........
i think he teleport one player into dimension, and kidnap all other players
something like that
as snatching bracken replaces killing
no, he only starts killing when he's angry or something
ah you meant from the snatching part
yea Im sure best case scenario some errors get thrown in console lol
yeah probs
one thing i hate about the dimension though is that you can't recover the body
and get fined
and it's kinda unavoidable
tested this out, hm, doesnt sound too bad for me
i thought the sounds were gonna overlap
they were almost overlapping
and loud as hell
it's fine if it's only one time
but continiously...
hmmmm
so if i enable that, bracken take his victim to his favorite spot and kill only after some time, if i understood that right
sound even more fun
My personal pref would be having a setting such that even with GGEbypass enabled there's a config so the codes for signal transmitter messages only show up when the ghost girl spawns. Something like binding those messages to ghost girl mode even with bypass enabled. Mostly because it makes all the messages make more sense if they only occur when the girl is in play.
ok thank you for clarifying. I'm pretty sure this is what I thought you meant but wanted to be sure. I can look to add this setting in a future update ๐
Thank youuu!
posted this to github to further explain the "modes"
|_ YES = ghostGirlEnhanced Mode
|_ is GGEbypass enabled and moon listed in GGEbypasslist?
|_ YES = Is gcInsanityMode enabled?
|_ YES = Insanity Mode
|_ Is gcRandomIntervals enabled?
|_ YES = Use random intervals
|_ NO = Use set intervals
|_ NO = Normal Mode
|_ Is gcRandomIntervals enabled?
|_ YES = Use random intervals
|_ NO = Use set intervals
|_ NO = Mod will not do anything further for this round.
|_ NO = Is gcInsanityMode enabled?
|_ YES = Insanity Mode
|_ Is gcRandomIntervals enabled?
|_ YES = Use random intervals
|_ NO = Use set intervals
|_ NO = Normal Mode
|_ Is gcRandomIntervals enabled?
|_ YES = Use random intervals
|_ NO = Use set intervals```
hoping to somehow clear that up and make it less confusing at some point in the configuration description. I might have to resort to linking to a wiki page or something though lol
part of the problem of making the mod so configurable I guess 
how do i fix this?
i kinda lost the logs so i cant share it sadly
because i openned the game again
is this reproducible? Would definitely help to have a log file.
Reddit clip
now that i pay attention to it, the light flickering noises are really loud
hmm im not entirely sure but ghostcodes doesnt work with my set i think. maybe because i have some somewhat broken mods like CustomSounds and InsanityRemastered?
i think when we played yesterday. i didnt even see it do anything.
no light flickering. no door opening or closing.
i have almost everything on though except the epilepsy thing. cuz some of my friends cant handle those
these codes seem haunted
insanity works
i dunno why but both doesnt work with mine atm
018d4bcb-5c6a-c47f-8782-59f7824d9569
this is the modpack i have
i cant get the dependency string atm since i dont have my pc with me
They sound like a paper clip being thrown around inside a glass jar
lol
Is GhostGirlFearReset useful with ghostCodes?
I feel like this may have been mentioned before but I had a game yesterday where the lights flickering ghostcode event happened and the signal transmitter one coincided with it. The transmitter then spammed messages as fast as possible (interrupting it's own messages halfway through them) for the rest of the moon, which was from around 10am ingame to 12pm when the ship left it was still spamming. I have slower time on too!
Definitely think it shouldn't be queueing up like 100 translator msgs when that event happens lol.
looking at the mod description I dont see any reason why they wouldnt work together
๐๐ป _ _
I'm looking to modify this behavior in a future update. Been pretty busy with non-modding stuff and havent had time to work on this mod
Yeah it definitely spams a bit too much. A command in the terminal to prevent broadcasts for a certain amount of time could be a cool way to stop it
is this a feature of insanity mode?
what are you referring to
lights and flashlight not toggling
sometimes this happens and lasts for a very long time and it becomes too noisy and annoying
hm, i don't know anything about that
should be ghostcodes
you can adjust the duration on the configs
noise depends on your audio mod
light flicker spam happens only on bunker, due to not having any metal doors
and you prolly generated almost no mine or turrets so the only thing the ghost terminal can spam is lightsd
it's not only on bunker. on most custom dungeons. it happens on scoopy's sewers and LC_Office too
yeah the lack of metal doors
if you had them they would use them more instead of the light
one reason why i lowered a lot of duration on most stuff
can anyone send me their config for custom dungeons?
no i mean ghostcodes' config. sorry if i made it confusing
let me rephrase this lmao. can anyone send me their ghostcodes' config file that works well with custom dungeons?
actually
it varies to the dungeon
not all dungeons have the same type
some has doors
some doesn't
some has electric power
some doesn't have power
some has lights
some has torches
some has other floors
some are just stuck to ground level
or some are even underground
so codes are mostly affected by those
for me. i disabled the colors from the lights. adjusted the frequencies by 40%
as in i lowered everything by 40%
though the weight still the same for the chances
i only lowered the duration
@winter ridge are those helpful?
yes but it would be nice if you could send the config file ๐
im not on my pc atm. but i didn't really touch a lot
Can ghostcodes type eject? lol
It can but I don't think it's supposed to, I noticed I heard the eject warning sound go off once lol
I remember hearing it like every minute or so during a session
even if it can, it definitely cannot confirm it so all good
@molten dune Been having ghostcodes be super buggy reccently doing the normal Insanity stuff on T3 planets and it seems to be throwing stack traces like this every time
Are there any known mods that might conflict?
not really a conflict I get this error with only using this mod in a test profile
I reported it a month ago, they might be very busy
but it happens during start of round or the end of an old one.
if you get fired as well etc.
Yeah but are there mods that might be conflicting that cause rapid fire to go off on Tier 3 planets? it's like GGE mode isn't working properly
the only one I had was the bracken flashlight flicker function from diversity.
That was breaking GGE mode?
did it also like not stop for you or last like almost the entire run on the moon?
Yeah it would last like the entire run and start early on when entering
We were playing on Titan
wait so was I hmm
i'll have to test further just wanted to let you know that error spits out with the mod alone.
the flicker being a possible conflict with diversity is just speculation because that was the only mod i had in my pack
that messes with a light source.
Unfortunately yes I've been pretty busy with non-modding things. This mod likely needs a rework and once i've completed my other mod's rework this one will get some much needed attention. I did appreciate the report btw and will get to it when I can ๐
I'd recommend reading this post I put out explaining the config options. You may be able to minimize potential issues with a better understanding of what config options do what. https://github.com/darmuh/ghostCodes/issues/5#issuecomment-1903346735
no worries mate :3 I figured as much
thanks I'll take a look
I may just disable GGEBypass then, could just be it's not working properly when toggled
cus I didn't have Rend, Dine, or Titan added to the list for it
Otherwise I've no idea
i'll test with the link provided
i can let you know if you want lunxara
i'd recommend trying to disable just insanity mode first.
also, if you're running custom interiors there could be some issues there. There isnt really any hard compatibility for them
I only just recently added Office, and it works well with Office tbh ^^ this issue has been happening since before that so I always suspected a mod conflict somewhere
I left insanity mode enabled but just disabled the rapid fire mode of insanity mode
Cus really I had rapid fire happen enough for one night last night, and the eye flashing and stuff causes such immense eye strain
https://clips.twitch.tv/NaiveAcceptableFishPlanking-0UDK-lLQia8CFZzw Insanity mode is just good for moments like this ๐
think darmuhsTerminalStuff (the mod I've been focusing on as of late) is in a good/stable spot. Starting work on this mod's rework now.
if you're curious what a rework entails, you can take a look at the differences between these two branches
https://github.com/darmuh/TerminalStuff/tree/2.2.X/DarmuhsTerminalCommands
https://github.com/darmuh/TerminalStuff/tree/3.0.0/DarmuhsTerminalCommands
I dont think this one will take as long, as it is a relatively smaller mod. That said, i'll post progress updates here on occasion
I look forward to the rewrite ^^ can't wait to see what you do with it, maybe GGE mode will no longer be a Beta ๐
does rapidFire refer to lights flickering or the terminal repeatedly sending messages?
rapidFire refers to the terminal sending messages repeatedly. With insanity mode it's called during the maximum insanity level whereas with ghost girl enhanced mode it is called during the chase sequence
If you only want rapidfire to trigger when a ghost girl is chasing you then you should disable insanity mode. (this is a common request I'd seen in the past)
gotcha, thanks!
np! I'm going to try to make these config options make more sense following the mod rework
in the meantime I did try to draw up a logic map to help explain things better here
it can, just depends on if you have the modded moon's name value that the modder gives it
yeah I was very confused for a second there
Thanks for linking it ๐
automod thought you were trying to slip something nasty by the filter, hehe
@fickle estuary the link above is how the config options are checked
yeah I think I see what word it thought i was using. Understandable timeout had it not been a github link lol
Request to make the signal translator not repeat the same text multiple times and ajust how often it's triggered.
It spams the same message a few times in a row so I had to disable it.
pinging you just to check in since it's been a while ๐ . I'll probably look at your code when I get to this part of the rework but figured i'd ask too. Think it might be a good idea for me to check (when your mod is detected at startup) if there is an active meltdown happening during my code handling logic. Do you happen to have a public boolean or anything like that to indicate the meltdown is happening that I can reference? I'm specifically trying to make sure I dont mess with the meltdown's effects on facility lights with my own lighting effects.
uhhh i think MeltdownAPI.MeltdownStarted should work
idk if thats in the live version atm
Also, for any other mod devs i'll be including a public bool called endAllCodes which can be set to true from external sources. You can set this to true to stop any active code handling events. Just remember you'll need to set it back to false when you want codes to start getting run again (in the same moon)
Awesome! I figured you might have something like that but wanted to make sure
And I remembered you wanted the ability for your interior to have an event that stops ghostcodes so you might want to use that bool once I get this rework done
the idea of having ghost codes work with the ghost girl is great
you could use ghost codes as part of a "ghost girl expanded" mod where you add that ability among others lol
that's the plan! here's some WIP content
W
I always thought the ghost girl could have been worked on more tbh
She's unknown to the company (a company that has managed to document the Jester) and is seemingly on multiple moons
without modding only one of her can spawn
Oh I love that
How far along is the rewrite? ๐
Looks like you've already made so much progress
Speaking of the rewrite, if possible it would be cool if the terminal reacted in some way just before/during/after the ghost code part activates
Like, the screen glitches a little or something
to show that the ghost is in the machine
I hope the rewrite also fixes ghostcodes being able to enter the eject command lol
eject funny
it just sets off the warning sound, but it also means it wastes the code doing something else like blowing up a mine or sending a turret into a frenzy or something
hm
maybe you could allow it to run the eject command, but if it does, it runs another command directly after
to screw with someone and actually still do something
getting there, still a lot of content I want to include before pushing anything out but I've at least got the core of the rework done
also need to ensure everything that was ported over from the old version of the code still works lol
so is insanity mode now dead?
you got this ๐
At the moment the code broadcasted effect gets played as well as a sound (if you have them enabled). I do think a screen glitch would be a cool idea though
Insanity mode is fully supported
ok
and adding some more configurable debuffs besides solo assist
that shouldn't be possible LMAO
Specifically for ghost girl mode, I think the codes should favor targeting objects around the person getting haunted (or just people in general)
unless you mean just the sound that plays from the eject command
as if the girl is playing with that person
in which case that is intended and can be disabled lol
I still lean towards random being better. Makes the moments where she does mess with you feel even more unexpected
hm
I do have some things that will only take effect if the player is near the certain objects
Maybe a compromise would be the most interesting
aka if she's actively chasing someone, then that would be the time to have the objects get targeted
otherwise its random
but has nothing to do with the blast doors or mines or turrets
or something like that
may attempt this later on, but first I'd like to see how some of the new events turn out with full randomization
That makes sense
Personally I think this game is missing the spooky psychological horror part
not that it necessarily needs it
but it is lacking in the scary department
got any teasers for new events ๐๏ธ
oh I will also say, without spoiling too much, I am making an old busted myth around the ghost girl true (configurable). Mostly because I think it is a hilarious concept
im also adding a few mechanics that require either a coordinated effort from the group or will have everyone turning on each other 
its over
cooked
messing with the walkies could be funny
we have a lot of mods to cause chaos so I don't know if that was your mod or another mod
but some mod said that was planned
spoiler: ||this one can (will be by default) be configured to require participation from more than just the haunted individual||
for this mod, I've definitely been trying to add to the chaos without making the game horribly unfun 
I think I did plan on messing with the walkies before
in general I deem anything unfun as: incredibly hindering to the point where you have to jump through 20 hoops to play the game constantly
or
haha get insta killed
looking at you insanity reworked
why do the lights turn red?
||this is a revamped look to rapidFire, if you prefer not changing the color of the lights you can disable it. The color is configurable and the rate at which lights flicker is also much more configurable (saw a lot of requests for a much slower time between lights turning off and on)||
||The lights changing would make sense if the facility has emergency lights, which they don't. I understand prioritizing what people want over "lore" but thanks for adding the option lol||
||facilitymeltdown|| 
||true I guess lol||
||yea I dont want to impose the "right" way to play on anyone. I had planned on doing the color change during the last release but decided against it because I hadn't gotten it to look great in my own personal opinion. Still, some have requested it from older WIP videos where I was testing it||
plan to have full compatibility with that mod's events btw
theoretically if you're adding your own personal lore to ghost girl by having her able to tamper with electronics, you could do anything you want really
could mess with the walkies (or talk through them), the TV, the ship's radar
active radar boosters
flashlights
the zap gun itself, but that one is more just being annoying lol
100% agree, still want to make sure if there's anything added it can also be removed

hell I mean
if you wanted to make it harder you could have her interfere with the teleporter's "signal"
could go the route of preventing a teleport if she's too close, or scrambling who gets teleported
annoying though

not a good sign lol
probably wont do that though because people will just think some mod broke the teleporter
if you do that you should have a unique tell
something that shows it was your mod and not a glitch
a good troll would be activating the inverse teleporter if someone is within the teleport range
but that is way too annoying lol
hahaha yeah that would feel TOO targeted
||but I do have some ideas for the teleporters
||
yea-
Also I'm gonna wait until your mod's newest update comes out to add to my immersive modpack
yeah current release isn't in the best state so fully understandable
yeah
And it works with Facilitymelt down as you said-
Espically how I added the chance mod and lethal radiation mod too
you could push an update that polishes the basics out, and then wait and give us all the new content
I prob will do something sort of like this. There are some core functions of the mod I have ported over but still need to ensure they are working properly
mod needed a huge rework which resulted in rewriting a lot of the older stuff
I think some features should be restricted to ghost girl mode though
A lot of features, specifically ones that interact with her, absolutely will only work in ghost girl enhanced mode
I understand insanity mode existing to allow the mod to work when no girl exists
but you should save the fun stuff for when she does exist
that's why I'm yapping in here
I know the ghost girl has specific AI states that she will cycle through, is it possible for you to add another one?
you mean add additional ghost girls?
a new AI phase
here let me type it out
Point being, the girl is limited in her attacks in that she can only begin her skipping phase if you look at her more than once. She is also restricted in her appearance, being unable to spawn in your FOV. There are ways to keep her from attacking you, either staring at the monitor the entire time or having your back to the monitor and looking outward (you can even move the terminal to wedge yourself into the corner and be on the terminal and looking out, rendering her useless for attacking)
For the idea of improving her, there could be something unique happen in the event she is "softlocked"
she endlessly fails to spawn, or she spawns but can never attack
then she would switch to something unique and do whatever shenanigans I dunno didn't think that far
maybe increase the rate the ghost codes go off, or something like that
hmmm
i'll have to think about that one
also you never know, zeekers might push out an AI update for her in v50
true, but doubtful
the enemy AI hasn't really changed since they get added from what I know of
unless something is a glitch
Like standing on railings used to dodge the jester
now it'll just walk up there and rip you in half
If I remember right I think the thumper got an AI rework
so if zeekers is aware of any issues with the ghost girl ai and wants to fix them there is a chance
but yeah, def could see a ghostgirl AI rework mod for what you're asking
might be outside the scope of this project
Fair, but for the purposes of this project you could take that into account
if you have a way to track her failed spawns you could check if she failed to spawn more than twice in a row (indicating someone is cheesing her) then do X Y Z
ok
even if you do it you shouldn't worry about it right now lol
new features first, anti cheese later
@molten dune if you wanted to really target someone you could have turrets detect them no matter what direction its facing if ghost girl is chasing them
lmao
ran into some issues that are quite a headache so I've been taking a break from developing this mod in particular
I was also on a bit of a vacation the last week or so ๐
will prob start workin on this some more later this week
c; sorry you ran into some issues that gave you a headache before bud glad to see you hopefully getting the rewrite out soon
It'll be great for V50 too, cus when I use the mod with V50 it does work but causes some networking spikes lol
yea I did see something mentioned about that in the compatibility sheet, will have to see what was causing that
Probably the networking changes done in V50
It must make the networking patch a bit unstable
I imagine it'd work fine for now if that is disabled
there is some messy code in current release which is why I wanted to rework the mod. I'd imagine that is also very possibly the issue
Possible yeah
Are the mods all open source
Even if itโs messy maybe I could just go in there and erase the network patch bit lmao
yeah I've recently updated the licenses you should be good to go
ghostCodes is under MIT to be specific
Me when I start tweakin inside the facility
Question on how this mod works since this is somehow my one kryptonite mod
Letโs say I have ghost girl mode enabled, facility only starts tweakin when she is spawned on the map, correct?
And then I have insanity mode, which scales the amount of actions done based off of either individual or group? Sanity levels
Then if I have that config setting that allows both, and I have moon overrides set, so letโs say experimentation has a ghost girl spawn of 1, and I have it on that override, meaning that no ghost codes activity will happen until a ghost girl spawns, correct?
I created a flowchart for someone with similar questions on my github here. It's very complicated at the moment. Hoping to simplify some things and make it more intuitive once I've got this rework done.
๐
do you think it'll actually work to erase the network bit
lol
no lmao
sad
theres a bit more to it than that
if we just use the mod in v50 does it not work
the good news is, Im back to working on this mod again
pog
from what i've heard there's an issue people are experiencing in v50 that would sometimes happen in v49
but more regularly in v50?
what's the issue
im not sure exactly
no one has reported it to my github or anything
i just search ghostcodes on occasion in the server and see what people are sayin
in general, I do know theres a few things I have fixed in my current dev branch that are not in the current released branch. Cant remember exactly what it all is though lol
gotta remember i've been working on it off/on for a couple months
getting this minor feature to work without adding any dependencies -> 
minor spoiler, although the above has been recommended quite a bit as ||a way to fight back against ghostCodes||
good news, ^above dev branch feature seems to be unaffected by v50 update ๐
I wanted to put together a bit more content before pushing an update, but I may release an updated/stable version this weekend anyway just to have something better for the latest update of the game.
oh
i think i had something rn
game got stuck on seed
nvm wasnt ghost codes ๐ฆ
It may not have been caused by ghostCodes but there will be better error handling for situations like that in the rework
Sorry wasn't ghost codes, I just saw the error being literally below the culprit
I think ghost codes worked flawlessly for me so far on v50
Glad to hear, hopefully the rework works the same for you ๐
Wait this nightmare works on v50
Today's the day, pushing the latest stable version I have of ghostCodes in development
release version is 2.0.0
lets see if this fits...
---------------------------------------- Relevant Changelog Information ----------------------------------------
[2.0.0] CURRENT VERSION
- Mod has been completely reworked for better performance and more readability between modes.
- Readme updated for more clarity on different modes and configuration options.
- Updated configuration file sections for clarity.
- Added RemoveOrphanedEntries method by Kittenji to remove old unused configuration options.
- Added new methods to fight back against ghost codes
- Terminal reboot
- Group Emotes
- Added new insanity handling methods including buffs/bonuses
- Buffs (insanity value decreases) include: soloAssist and emoteBuff
- Bonuses (insanity value increases) include: deathBonus and ggBonus
- Added ways to fight back against ghost girl hauntings (and their associated ghost codes)
- ggShowerCheck: Take a shower to stop getting chased and delay codes/hauntings.
- ggShowerStopChasingChance: Percentage chance
- ggDeathNote: Transfer your haunting to another player by typing their name in the terminal.
- ggDeathNoteChance: Percentage chance typing another player's name in the terminal will get the ghost girl to haunt them.
- ggDeathNoteMaxStrikes: Maxmium amount of times you can type another player's name in the terminal.
- ggEmoteCheck: When [ggEmoteStopChasePlayers] amount of players are emoting, stop a ghost girl from chasing you.
- ggEmoteStopChasingChance: Percentage chance having the right amount of players emoting will actually stop her from chasing you.
- ggShowerCheck: Take a shower to stop getting chased and delay codes/hauntings.
- Added new max rapidfire duration configuration items.
- rapidFireCooldown: enable or disable max rapidfire duration.
- rapidFireMaxHours: hours until cooldown from rapidfire, minium is 1 hour.
- Added compatibility with facilityMeldtown and it's meltdown event.
- rapidFire lights will be disabled during the meltdown event.
- Added new configuration option for changing the color of the lights during rapidFire
- rfRLcolorChange: enable or disable changing the color of the lights during rapidFire.
- rfRLcolorValue: The color to change the lights to during rapid fire event.
- Added the ability for ghost codes to mess with regular doors inside the facility, including locking them.
- See "Regular Doors" section of the config.
- Added the ability for ghost codes to mess with stuff inside the ship including lights, doors, monitors, and the terminal itself.
- See "Ship Stuff" section of the config.
- Added the ability for ghost codes not to use any of the typical terminal object codes that affect blast doors, mines, and turrets.
- This should allow the plugin to function if none of these objects exist or you have set the config to ignore them all.
- This also fixes a minor bug from the previous version that would ALWAYS pick one of the 3 objects to run during a ghost code event.
- Updated code handling to handle up to 3 actions at once.
- I may make this configurable in the future.
- This does not mean 3 actions will always happen each code, it is dependendent on the set configurations.
- If all interactions are set to high chances, 3 actions will happen more often than not.
- if all interactions are set to low chances, 3 actions happening at once will be more rare.
- Added extensiveLogging configuration to move most debugging log info to a hidden log source that will only be enabled if you want it.
- Many more changes in the code itself, hard to remember every single thing as this rework took some time.
[Planned Features (not currently in this version)]
- Custom sounds to play over the terminal to replace current sounds.
- Have tell sounds from the terminal also play over the walkie
see updated readme here -> https://thunderstore.io/c/lethal-company/p/darmuh/ghostCodes/
[V50 Compatible] ghostCodes v2.0.0
Please report any bugs experienced with this latest update on v50 of Lethal Company. Also, please provide steps to reproduce the bug if you can.
๐ฅ
@molten dune
I should have grabbed a log. Will do in a few.
With this test pack. using Ghost Codes 2.0.0 I (The Host) get locked in the terminal. I cannot type. Pressing ESC or TAB opens the pause menu.
018edfbf-2353-7248-dbc0-cae8b51ec138
Run pack. Enter Terminal. Frozen.
I will have a log in a bit. Running other tests atm.
Thank you for the report, i'll check it out
If you want to grab logs I recommend making sure the extensive logging config option is enabled
sheeesh this is a huge profile
think I might know what the issue is
testing some things, might be an easy fix
alright gonna send out a hotfix here shortly
ok just uploaded, should see it in thunderstore and then mod manager over the next 15 mins or so
---------------------------------------- Relevant Changelog Information ----------------------------------------
[2.0.1] CURRENT VERSION
- Hotfix to address compatibility issues with Terminal patch and other mods.
- Thanks to SourceShard of the modding discord for the quick report!
- Ghostly responses on the terminal will now always return to regular green terminal text color after 3 seconds.
- May change this in the future with an alternative solution.
tried my best 

please changelog on the thunderstore page
other than that thank u
Iโm not sure why it disappeared lol
Weird
Yeah itโs in the package that I uploaded thoโฆ
so idk why the site didnt add it...
oh...
I misspelled it LMAO
next update the changelog will be posted to thunderstore
the file was named CHAGELOG.md 
oop
@molten dune why are you evil
I like loading in the mod before reading the changelogs
And my ship lights are getting diddled and scared the hell out of me
I wonder how well this mod plays with my Automaticsignals mod ๐ค
Could someone remind me to test that in a few hours?
yep
should be no overlap
well no
Im thinking about old ghost codes
who knows what devious changes have been added (still havent fully read the changelog)
oh shit right i had something to report
not about this mod
I can take a peak at your code on GitHub as well
cough
uh
I always feel bad pointing stuff like this out but I actually am very confused what this is supposed to say / do
Ah whoops, that config option shouldnโt say that lmao
oop pt.2
Itโs basically a list of config options that you want to have disabled if a ghost girl is not present
ooooh
ok
oh shit
So im assuming this just draws from whatever audio files you have for ghost girl
meaning it would draw from lethal resonance's ghost girl sounds?
if u have LR
yepp, it pulls from the sounds associated with the ghost girl
radical
I want to add my own custom sounds in the future, but that's the workaround
luckily I did write about it in the readme, just missed it in the config generation portion lol

did a quick glance at your github and I think our stuff will play nicely. My signal translator stuff is actually relatively small
check it out here -> https://github.com/darmuh/ghostCodes/blob/master/Interactions/SignalTranslator.cs
If your mod plays nicely with sending regular messages with the signal translator I think it should be fine
I use the vanilla HUDManager.Instance.UseSignalTranslatorServerRpc method
finally 
I was requested to add that functionality back in like January
Funny how all of my mods touch the terminal somehow. Canโt seem to escape it ๐
LOL
im so angry i came up with that, im so stupid dawg 
wait so the terminal reboot fight back mechanic is disabled if there ISNT a Ghost girl
also
only if you have the associated gcGhostGirlOnly enabled. Otherwise it will work in all modes
I really wanna see this one in action LMAO
I know it works from testing ofc, but wanna see someone react to it on stream lmao
same with the death note mechanic hahaha
bout to scare the etheral bitches by busting it down with a little bit of swag

yeah it works with any emote so you can also scare them away by flipping them off or pointing 
yeppp, as long as they change the same player variables that vanilla emotes do
Sounds great ๐
Thanks for having a look
I'm glad about this tbh
ghost codes has become 10x better
It replaces the need for Dark Mist which has been abandoned and throws errors
paired with diversity ghost girl
u so right
sniping dark mist
wait
hold on
you get errors with dark mist?
I did yeah, usually would happen with custom interiors lol
rq im looking to see which mods i should cull or not
Whats your opinion on fairGiants
Eh keep it, it's less useful than it used to be but it's still nice XD
๐คฃ
Config is so complicated lol
How do I change the mode?
Do I only enable this if I want the ghost girl to set it off?
yeah using short hand in the configs is only good if you know what they do
like what is "gcInsanity"
I assume its ghost codes insanity
but it could mean anything
could just be me being stupid tho
unfortunately I dont think I'll be able to simplify the config any more than it currently is. The more configurable the mod has become, the more config options that come with it lol
I think the readme will explain these config options pretty well, but to answer your initial question: yes, ghostGirlEnhanced is the mode you want enabled for codes to run during hauntings fromt eh ghost girl
this reminds me how some modders in steam workshop make "reading comprehension" a dependency ๐ญ
here's the readme section i'm talking about
LMAO
I promise I'm not trying to be mean or snarky like that
oh no you dont come off as that dw, i was just joking about it haha
Yeah I did read it, I just didn't know if that was the mode selection
since they were all enabled
so in the readme i tried to emphasize primary, secondary, and base mode
so if the primary mode is enabled (gge), it takes priority
the only time the other enabled modes are utilized is if GGEbypass is enabled
GGEbypass was added for people who still wanted ghostcodes to run on moons where it's not possible for a ghost girl to spawn
I point back to the flow chart in the below link which was made for the last version. It still applies for the most part, I just changed the name of a couple config options like gcRandomIntervals to [useRandomIntervals] for a bit better clarity. If you guys have any suggestions on improving the config options' descriptions/names please let me know ๐
and yes that's what it is supposed to mean, it's the Insanity Mode feature which is a secondary mode
oh btw, have you had any feedback of custom transmitter msgs working?
do you mean another mod? Or the strings I've added in the [signalMessages] config option?
I haven't had any specific feedback no
the latter i thinkkk
i remember trying it out like a looooooooong time ago and it wasnt working correctly and then i kinda forgot about it
hmmm, yea I never received any reports of it not working. That said, the rework did change how it works a bit
there's also a frequency option now so it's not 100% of the time
if you choose
oh thats good to know, gonna try it out next time i play with custom text msgs (if i dont forget)
yep, lots of good stuff in the config file for you to test out
what will happen if a msg is longer than the vanilla limit? will it just be cut off?
not 100% sure, let me double check the vanilla function i use
I don't think there's a limit with the function I used, but i'm just glancing quickly
best way to check is to try to surpass the limit and see what happens 
i would love to but the fallout series isnt gonna watch itself......
hahaha fair enough
@molten dune https://github.com/ZehsTeam/Lethal-Company-ToilHead
This is my custom TerminalAccessibleObject.cs
gotcha gotcha, i'll take a look ๐
Okie
so, since your stuff is added when the coilhead spawns currently they are not being added to the list of terminalaccessibleobjects that the ghostcodes touch
so I'm going to write in a patch that detects if your mod is loaded and adds the toilhead turrets as accessible
at least, that's the plan
Okie :3
Changelog is back on thunderstore 
added compat with ToilHead in 2.0.2*
version numbers are hard
anyway, 2.0.2 has been posted to the thunderstore just now
Yipppee :3
------ Relevant Changelog Information ------
[2.0.2] CURRENT VERSION
- Fixed incorrect configuration information related to gcGhostGirlOnly & gcGhostGirlOnlyList
- Also fixed some issues discovered with handling leading spaces.
- Updated default configuration option to remove spaces after commas anyway.
- Reworded some other config options for, hopefully, some better clarity.
- Added new config section for any compatible mods that have added functionality to ghostCodes.
- Called "External Mod Stuff", this will be where you can find config options relating to various compatible mods.
- The first mod for this section is ToilHeads, which slaps a turret on top of SOME of the coilheads.
- Like a regular turret, ghostCodes can either disable the turret on their head or make the turret go berserk.
- Each action has configurable odds and can be completely disabled.
- Currently both ToilHeads and Facility Meltdown have direct compatibility written into this mod.
- Added the ability for ghostCodes to mess with the teleporters.
- Find the config options for these interactions in "Ship Stuff"
- Came with one new patch to grab teleporter instances when they spawn.
- Updated handling from previous hotfix so that ghostly responses will change on loading a new node again.
- Added some better error-handling cases so that this wont error out like in 2.0.0
- Also added a check when terminal first spawns to grab the default text colors, rather than assuming it is green.
- Want to add support for mods that change the text color at some point, as i'm not sure they will have change it this early on.
I treated it basically the same way I treated regular turrets
I also misread your code earlier and assumed you added them to the vanilla terminalaccessibleobjects so had to do a little bit of extra work lol
Ooooo, I can't wait to test it out ^w^
I'll have to do that tomorrow since I should sleep ;w;
this is what I ended up doing. Only thing I couldn't do was check if the turret was on cooldown (unless I wanted to publicize your code, which I don't really wanna do without permission) https://github.com/darmuh/ghostCodes/blob/master/Compatibility/ToilHead.cs
What does it mean to publicize?
I've heard about that but don't know what that is or how to do it
so to access private methods and stuff you can publicize the game code
Just wondering
so any private void, bool, etc. is now public and can be accessed by your code
ah shit im gonna have to redo my configs entirely
when im more sane in like a day or 2 can I come back to ask for your help destroying your probably already fine default configs
so this bool in your terminal accessible object:
private bool inCooldown;
I have publicized from the regular game code and in visual studio it shows
public bool inCooldown;
that way my code can access it
Are you not able to use reflection?
nah, it's actually really easy
I learned about it here -> https://discord.com/channels/1168655651455639582/1184353028212535327
Thanks, I'll look at that tomorrow :3
if I wanted to, all I have to do to publicize your code is add your dll to my project and add Publicize="true" to the reference in the .csproj file
this is what it looks like
idk if it's best practice or not, but it's worked pretty well for me
hahaha i'll be here to answer any and all questions. I know it's a big config file so there's bound to be questions here and there
Maybe I could make the boolean public or have a public getter?
oh yeah, if you want to let people access if it's on cooldown all you need to do is change it from private to public
I was just saying, while I could have publicized your code on my end it felt scummy to do without mentioning it
sounds good ๐
no big rush on it, as it wont cause any issues on my end atm other than making the berserk event less likely
here's what the berserk event looks like from testing btw
Okie. I'll keep you updated of any big changes that might break stuff since your mod now has compatibility with mine.
sounds good! Thanks for working with me 
Likewise ^w^
Hehe
[V50 Compatible] ghostCodes v2.0.2
@molten dune ```[17:53:20.1845219] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ghostCodes.Bools.CanSendCodes () (at <732521bad485411db1430f8681604ce0>:IL_00044)
ghostCodes.GamePatchStuff+OnUpdatePatch.Postfix (DressGirlAI __instance) (at <732521bad485411db1430f8681604ce0>:IL_00032)
DressGirlAI.Update () (at <09f109276c764f589f47f312aab5547a>:IL_00648)
[17:53:20.1845219] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ghostCodes.Bools.CanSendCodes () (at <732521bad485411db1430f8681604ce0>:IL_00044)
ghostCodes.GamePatchStuff+OnUpdatePatch.Postfix (DressGirlAI __instance) (at <732521bad485411db1430f8681604ce0>:IL_00032)
DressGirlAI.Update () (at <09f109276c764f589f47f312aab5547a>:IL_00648)
[17:53:20.2021007] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ghostCodes.Bools.CanSendCodes () (at <732521bad485411db1430f8681604ce0>:IL_00044)
ghostCodes.GamePatchStuff+OnUpdatePatch.Postfix (DressGirlAI __instance) (at <732521bad485411db1430f8681604ce0>:IL_00032)
DressGirlAI.Update () (at <09f109276c764f589f47f312aab5547a>:IL_00648)
[17:53:20.2021007] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ghostCodes.Bools.CanSendCodes () (at <732521bad485411db1430f8681604ce0>:IL_00044)
ghostCodes.GamePatchStuff+OnUpdatePatch.Postfix (DressGirlAI __instance) (at <732521bad485411db1430f8681604ce0>:IL_00032)
DressGirlAI.Update () (at <09f109276c764f589f47f312aab5547a>:IL_00648)
[17:53:20.2172748] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ghostCodes.Bools.CanSendCodes () (at <732521bad485411db1430f8681604ce0>:IL_00044)
ghostCodes.GamePatchStuff+OnUpdatePatch.Postfix (DressGirlAI __instance) (at <732521bad485411db1430f8681604ce0>:IL_00032)
DressGirlAI.Update () (at <09f109276c764f589f47f312aab5547a>:IL_00648)
[17:53:20.2172748] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ghostCodes.Bools.CanSendCodes () (at <732521bad485411db1430f8681604ce0>:IL_00044)
ghostCodes.GamePatchStuff+OnUpdatePatch.Postfix (DressGirlAI __instance) (at <732521bad485411db1430f8681604ce0>:IL_00032)
DressGirlAI.Update () (at <09f109276c764f589f47f312aab5547a>:IL_00648)
[17:53:20.2349173] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ghostCodes.Bools.CanSendCodes () (at <732521bad485411db1430f8681604ce0>:IL_00044)
ghostCodes.GamePatchStuff+OnUpdatePatch.Postfix (DressGirlAI __instance) (at <732521bad485411db1430f8681604ce0>:IL_00032)
DressGirlAI.Update () (at <09f109276c764f589f47f312aab5547a>:IL_00648)```
Seems to be spamming this error a lot
When these errors show, are you landed on a moon? If so, could you tell me if you landed on a moon in the bypass list (if you still have it enabled) or if it was a moon where the ghost girl can spawn? Also, was anyone actively being haunted by the ghost girl when these errors showed up?
From what I can see on my phone, I need to figure out what Iโm referencing in my CanSendCodes() bool that doesnโt exist at the time of these errors
Iโll try to recreate the error on my own, Iโm guessing they started to show deep into a play session? Iโm wondering if maybe my dressgirl variables are slightly behind the update method which spams the error till they are set
Yeah I noticed Ghostcodes wasn't working at all
and then saw it spamming those errors
Could you send me your profile code
It worked fine yesterday so something with 2.0.2 is derpy
Would help a lot
018ee87c-c104-d0ef-b2b0-5398737ba088 you'll need to readd it
should be fixed in 2.0.3, which is posting now
Ayyyy, so what was the issue?
not entirely sure, I think there were a few other mods in the pack that were touching the dressgirl instance so I moved some things around and reworked how my mod handles interacting with the ghostgirl
I also removed a prefix patch, as I've never really liked using it in the first place
But it was working fine with 2.0.1 which makes the issue stranger
Starlancer's AI fix was also throwing errors in your profile (until i removed the test room from the dev mod I added)
Ahhhhh
i dont think it's an issue with their mod specifically though
anyway here's the relevant changelog info
[2.0.3] CURRENT VERSION
- Reworked ghost girl enhanced handling patches to address some null reference errors that were breaking the mod in certain profiles (thank you Lunxara)
- Removed DressGirl AI Update patch and ended ghostgirlenhanced coroutine when the girl is not staring in a haunt.
- Removed BeginChasing prefix, it looked to have been interfering with other mods that adjust the AI.
- Vanilla breaker fix is now done via a postfix. This means the lights will always flicker briefly before they completely go out (depending on the odds if they do of course).
- Coroutines will now run when the ghostgirl calls different interactions
- The regular ghost girl enhanced coroutine is called when the girl is staring in haunt.
- The rapidFire codes will be called when the girl is actively chasing (this is unchanged).
- ghost codes will now be initialized directly after the blast door codes have been generated,
- This is much sooner than before, so please adjust your interval configs accordingly.
tbh you might even see a slight performance increase with 2.0.3
๐
thanks again for the bug report, was an interesting one for sure
Yeah I was confused by it too XD
no config changes luckily 
Not because of that (yet)
I have fully switched from AC
And I have to go through the hell of the LGU configs
ive been doing this all day
Im in vc with Source
I don't know
But I dont have many choices
fair fair
LGU has some quirky stuff in it
it has been the one mod to scare me since i started modding
LGU is a really cool mod, never played with it but always had respect for the project
for example, their code breakers event would break all the turrets/mines/etc. in earlier versions of ghostcodes i heard 
Im trying to balance it so where only one person can get high on that super solider serum
or everyone can become equally mid
lmao i have no idea about that one
deff think next time I play i'm gonna drop LGU on the group
there has been 2 mods to scare me since the beginning of LC modding
LGU
and your terminalstuff mod
lmao why does terminalstuff scare you

hahaha that's fair
took me a long time putting that config together tbh
especially the custom strings, keywords, etc.

feel free to, the only reason that mod has gotten so big is from requests
sometimes requests just take me a while, like this mod's rework 
[V50 Compatible] ghostCodes v2.0.3
How's the suitsTerminal update coming along?
:3
man Discord is being ungodly slow right now
just started looking into some things, have an idea why suit saver wasnt registering the suit switch
Any idea why the Bunny Suit and Bee Suit are being weird though? TooManySuits causes the same issue with those 2 suits where they're only available for the host lol
Clients see them as Orange
I haven't dived too deep into that mod yet but i know you can set a custom home ASCII something, but can you customize the color of the text on the terminal
not yet, but that's always been a planned feature 
Finally Blue Terminal Text
I'm wondering if it's an issue with how the item is unlocked then
I need it
It could be
But TooManySuits has other bugs too atm
Like Clients seeing everyone wearing Orange outfits lol
yeah i'll see what I can do.. our mods work very similarly so any issues that mod experiences mine probably will too
@molten dune I've released a new update to my ToilHead mod. I made bool inCooldown public. I also made my EnemyAIPatch -> Dictionary<NetworkObject, NetworkObject> enemyTurretPairs have a public getter.
awesome! I'll put together a small patch to make use of the cooldown variable ๐
I moved the Dictionary<NetworkObject, NetworkObject> enemyTurretPairs to Api.cs
For the public getter
gotcha, I don't think I utilized that dictionary but good to know ๐
Just in case you ever need it
also on another note, I stumbled across this reddit post of someone trying out this mod for the first time blind
https://www.reddit.com/r/lethalcompany/comments/1c66y63/i_recently_began_using_mods_i_have_regrets/
Seems like the noises from the terminal can attract dogs
Idk if thatโs intended
But damn
Definitely intended lol, I find it another funny way to get cheesed by the game
you can disable terminal sounds if it's annoying you though
@molten dune
I am experiencing some difficulties
Same difficulty I had with the old GhostCodes
It appears Football and maybe even Herobrine count towards being a GhostGirl, activating the GhostCodes on a moon
My ass was on Experimentation
Ghost girl has a weight of 1 on that moon, so I should not experience any GhostCodes until the girl spawns
However with football, a ghost enemy, GhostCodes still activates
hmm, sounds like i'll need to add some compatibility with these mods. If they add their content on top of the dress girl ai enemy then yes ghost codes absolutely will activate
@pastel widget so just to be clear it's Football and Herobrine? Any other mods you've noticed using the ghost girl?
i think those two should be the only ones
cause they're basically ghost girl so thats that
Maybe slender,
But basically Iโll make sure to do an isolating test when I get home
To make sure itโs not just a skill issue on my part
@pastel widget appreciate it ๐ I'll look into how I can differentiate if a ghost girl is a plain jane vanilla ghost girl or not. Whether I need to do it per mod or if I can have a one-size-fits all solution
it def fits thematically though...
Itโs a-ok
so I did some testing on experimentation with a small dev profile and from what I can see the football enemy does not touch the DressGirl AI (the ghost girl's code I access). So my guess is either you were very unlucky and there was a ghost girl present (as well) or maybe you had experimentation in the bypass list and it was going off of insanity?
I also looked at some of the football mod's code and it does look to be very compartmentalized from vanilla game enemy code
this is the profile code I was using 018ef32a-764b-3bec-e221-8602ba313644
so yea im goin with super unlucky lol
we delete the entire config and start over
I asked kittenji if they could add a public bool for me to check
If their enemy is present I can add a config option to disable ghostCodes anyway
I also let them know about my public bool to stop codes from running if they want to stop codes from interfering during the simon says game
next im gonna check out herobrine
im willing to bet since it's from the same creator and on both mod pages they have this listed that it's probably not gonna cause ghostCodes to run lol
so you know when you send like normal codes thru the terminal to open/close doors, disable mines/turrets
that sort of thing?
there's a little effect that displays on the terminal after you type it saying a code was sent
I show the same code on the terminal if you have that enabled for ghost codes
also, looking at the config for HeroBrine it looks like you CAN replace the ghostGirl with herobrine
i know, i have this off, and herobrine is only on A+ tier and higher moons
also have you checked the 3 new moons ghost girl spawns?
does she spawn on all 3 or
I have not lol
I wonder if this is up to date? https://lethal.miraheze.org/wiki/Moons
Moons are celestial bodies that employees can land on to explore and collect scrap. Some moons are more dangerous and have more overall loot values than others.
Moons can also be affected by weather such as storms or eclipses.
doesnt seem to have spawn rates for the ghost girl on any of the new moons
fuck it this is why we have AC

wow embrion really is 0
ghost girl spawn rates on new moons in v50 (ignore Herobrine)
@fringe inlet could you perhaps pin this to the thread?
i have a secret for you
do /pin #1188262321970229358 message
wh-
oh my bad
do /jeb pin
pst
darmuh
For options like these it would be nice to have likea "Accepted Values: 'blah blah blah, blah 2, blah3'" in the description
hmm, I could modify it to that. I'm pretty sure when I have that set though you can ONLY set it to the acceptable values. I could be wrong though
my latest suitsTerminal update has a config option like that where I really do only want one of three words
and basically, any config option will be an acceptable value atm, which I probably shouldnt allow for lmao
its not that major, luckily im smart enough to be able to read and figure out all the counterplay names

But i do gotta ask just so i dont make an ass out of myself
there's also the issue of, which I noted in the readme, that if you have any config options in that list and you close the game. They wont revert to whatever you had set when you first launched. So if you were on a bypass moon that disabled all those config options and crashed, your config options will be stuck to that
might need to think up a solution for that, like another config option to hold changed values and what they were or something
ok
so
this means
that when she manifests
and starting CHARGING at me
If me and my fellas using the power of friendship
all hit the griddy at once
She will poof, vanish, before she rips the stupid head right off my shoulders for thinking that busting a move will save me from a paranormal entity
Same as this?
the chance is how often that will actually work
that determines whether or not you enable the check at all
so if ggShowerCheck is false, the chance doesn't matter
ik
I'd like to believe my reading skills can at least allow me to understand that
is there like a cooldown for this
oh wait
thers a limit
hahaha
I'm glad I thought of your questions before you asked them when I was making the config
is this per player or total in the day
ok
it's not synced between clients
so everyone gets one double it and pass it to the next player check
Let me double check actually that I reset that number per day...
exactly
Also also
Now I read it
Is there an actual cooldown to the command
Theres a limit
But if no cool down I can just spam that shit onto the terminal until they magically accept my restraining order
yeah no cooldown
but every time you run the command, that counts towards the total count
not just when it works
because other wise the balance would be bullsh-