#[Rework WIP] ghostCodes - Alpha testing via version 2.5.2

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zinc granite
molten dune
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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!

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Could yall tell me how much of the mod does work with custom interiors? Like I'd assume mines/turrets still work

quick crow
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there seems to be a delay between the ghost girl beginning to chase and the lights starting to flicker

quick crow
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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

molten dune
quick crow
molten dune
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i think it just looks better with the delay personally

molten dune
woven canyon
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woah thats crazy luck

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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)

molten dune
woven canyon
woven canyon
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or there is another way then patching a function that uses my goofy api and automatically gets called

molten dune
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Well I figure I dont wanna mess with the lights when your code is already having them go into "meltdown mode"

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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

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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

woven canyon
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you can check whether or not MeltdownHandler.Instance is null

molten dune
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that said, I guess I could check if the apparatus has been pulled as well

molten dune
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just gotta make sure to call it after all the mods have been loaded into the chainloader

woven canyon
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yeah theres no reason for your mod to have my mod as a hard dependency

molten dune
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but it's nice to have stuff that will work specifically with it

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thanks for checkin in btw, i'll make sure to ping you with any other questions I might have ๐Ÿ‘ ๐Ÿ‘

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love your mod the meltdown is sick

halcyon path
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ghost triggering the meltdownman

molten dune
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small update addressing some minor issues/complaints

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been busy with my dayjob so not much time to really work on the fun stuff

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[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.
halcyon path
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custom messages to be sent
as in, does that also include compatibility with mods that change the character limit? like lategame upgrades does

molten dune
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I didnt impose any limits myself, so I would assume yes.

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Could definitely use testing if you'd like to check

halcyon path
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oh, def gonna try that out when I get home (if I don't forget that is)

molten dune
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I appreciate it ๐Ÿ™

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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

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I still have a lot of bigger changes planned but need to find the time to work on/test them

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at the very least between version updates lol

halcyon path
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Fast Encryption - $300

Upgrades the signal transmitter.
Must have signal transmitter purchased.
Instantly sends an unrestricted message to all clients chat when using transmit.

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I wonder if it will still send them into chat

safe rapids
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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

signal lantern
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god i will surely add glitched messages into that haha

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people were spooked by the hashtag and arrow to the right already, imagine seeing actual text while nobody is on the terminal

zinc granite
# molten dune also gonna start trying to keep this up-to-date to track planned work & suggesti...

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

halcyon path
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either i dont understand how ghost girl mode works or i configured something wrong

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i can def see her turning off the lights but cant get the signals

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ok it works but only after resetting the config

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weird

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i had the codes set to 1, 2, 3, 4, 5

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So far it looks like lgu's fast encryption breaks it

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testing this rn

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fast encryption just breaks it

wild wasp
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I mean yeah, we stop the RPC.

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I can look at it and see if I can make it take from outside calls.

molten dune
molten dune
molten dune
# safe rapids In that second clip did she turn off the breaker and then turn it back on to fli...

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)

halcyon path
molten dune
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think it'd need to be pretty rare

zinc granite
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what about temporarily lock

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like shuts and locks

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maybe minute later unlocks or smth

molten dune
zinc granite
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so it doesnt trap you inside somewhere

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but blocks your passage

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same as blast doors

molten dune
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I'll see if I can get something like that to work

zinc granite
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epic

molten dune
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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

zinc granite
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could make it so an open door can be triggered to close, a closed door can be triggered to either open or to lock

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and a locked door can be triggered to unlock

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and just treat the triggers same as the others in the mod

molten dune
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I'll think on it and see

zinc granite
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chance for when ghost girl is chasing you that the door in front of you shuts and locks at once ๐Ÿ˜

molten dune
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since blast doors can be opened by a terminal op I think locked regular doors would be really OP

zinc granite
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yeah well

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that relies on a terminal operator

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all we need is to carry a key for locks

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which most people currently ignore

molten dune
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yea or the lockpicker item

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idk if that's a modded addition or vanilla tbh

zinc granite
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vanilla i think

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yeah

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20 credits

molten dune
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i'll think on it for sure. At the very least def want to open/close doors

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might make locking a configurable and default it to high rarity

zinc granite
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could make em spam open and closed for some spooks

molten dune
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I just can imagine during rapidfire suddenly every door you run into is locked lol

molten dune
zinc granite
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even a door shutting in front of you without locking, while being chased by the girl is terrifying

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having to slow to reopen it also

molten dune
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pfft yea lmao

rich holly
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how about door jam, so you have to hit E few times with a cooldown

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with a BANG sound, like you trying to break door open

zinc granite
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and doors randomly opening through the facility will make it harder to tell when a monster like the bracken is opening doors

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make you more paranoid

rich holly
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random key locks is too harsh

zinc granite
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or make you forget the way back to the entrance because a door shut behind you

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and a different one opened

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so you walk down the wrong hallway looking for the exit

molten dune
rich holly
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not that i remember

zinc granite
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there is a mod to break doors open with shovels

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also diversity is adding monsters breaking open doors

molten dune
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hmmm, something to think on sure. I know diversity has a button mash sequence at the end of the bracken chase

zinc granite
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which we use in the modpack

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diversity's mobs kicking down doors

rich holly
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sorry

molten dune
molten dune
safe rapids
molten dune
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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

safe rapids
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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?

molten dune
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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%

safe rapids
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ohhh so that event is the one you meant that was in the code but didn't work quite right, very neato

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and ye we do a lil trollin with the transmitter

molten dune
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like during rapid fire there's a good chance you'll see multiple messages since the special events are more likely to happen

molten dune
safe rapids
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but another time it was pretty rare

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I actually have it set so that the transmit thing goes slower than vanilla tho so it's more noticable for me

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nerfs it a lil, more SUSpenseful

molten dune
molten dune
safe rapids
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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

molten dune
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#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

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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

safe rapids
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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

molten dune
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hmmm odd

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if you see it happen again feel free to drop a log

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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

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I used Vow for bypass mode and Dine for non-bypass

safe rapids
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You got it, and ty again for answerin me questions fren

molten dune
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np! thanks for checking out my mod ๐Ÿ™

quick crow
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when does ghost girl's signal translator messages appear? when she appears?

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also, do the translator messages only show up to the haunted player? would be neat if they did

molten dune
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  1. during specific ghostcodes
  2. Everyone sees them in current implementation
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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

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had the same thoughts regarding the flickering lights

quick crow
molten dune
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any time a code is called on one of those config options

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so if you have those set to high chance values, you'll see more messages

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I've pretty much convinced myself to change this in a future update though, and have messages have their own rarity

safe rapids
molten dune
halcyon path
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hmmm

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would be cool if the ghost could log the previously sent messages and then add them to the pool

rich holly
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found minor incompatibility with Diversity

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when insanity happens and lights start turning on an off - it causes bracken to earrape everyone with screams each second

halcyon path
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lmaooooooo

rich holly
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looks like ghost codes use fuse box to blink the lights

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and bracken in diversity hates that

molten dune
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thats not good

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im guessing a bracken has to be spawned for that to happen which is why I missed it in testing

halcyon path
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yup

halcyon path
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does he not have an internal cd for screaming?

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for the sound at least

rich holly
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looks like it's not

halcyon path
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id just ask diversity dev to add one and roll with it

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feels more like a feature than an incompatibility to me from ghostcodes side

rich holly
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perhaps, yeah

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diversity dev is working on 2.0 update, so even if he fix that it won't be any time soon it seems

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diversity also breaks quicksand mechanics at the moment, which is really sad

halcyon path
molten dune
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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

halcyon path
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i wonder if bracken will also spam screams if you just flip the breaker yourself

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only one way to find that out......

molten dune
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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

rich holly
molten dune
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I think a bracken constantly screaming is a little too much lol

halcyon path
molten dune
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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 KEKW

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because they're the one that is technically flipping the breaker constantly

halcyon path
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marked by death

rich holly
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he still can hate you for the battery

molten dune
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yeah it's whatever you prefer disabling ^^

halcyon path
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battery+facility meltdown is the funniest combo ever ngl

molten dune
rich holly
halcyon path
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that one is compatible??????????????? getting it rn

molten dune
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wait what does snatchin bracken do?

rich holly
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bracken kidnaps you instead of instakilling

halcyon path
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this one i think

rich holly
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nah

halcyon path
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ah ok

rich holly
molten dune
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wait that's hilarious LMAO

halcyon path
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ohhhhhhhhhhhh im def getting this

rich holly
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yeah, and the funniest thing is that kidnapped players can scream while being dragged away

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and you can even try to save them

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by using shovel ofc

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or teleport

molten dune
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so does the bracken kill you wherever he stops or?

rich holly
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yes, when he reaches his destination - he kills

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but sometimes hesitates

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so there's some time to chase and try to save your friend

molten dune
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that's pretty neat

rich holly
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i was able to kill one bracken like that

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he dragged my friend away, i picked up his dropped shovel and followed his screams

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i attacked bracken once, he dropped friend and was stunned or something

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then i was able to kill him

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i'm not sure how it will work with bracken dimension from diversity tho, i've disabled that feature

halcyon path
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there's only one way to find out...........

rich holly
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i think he teleport one player into dimension, and kidnap all other players

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something like that

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as snatching bracken replaces killing

halcyon path
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no, he only starts killing when he's angry or something

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ah you meant from the snatching part

molten dune
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yea Im sure best case scenario some errors get thrown in console lol

halcyon path
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yeah probs

rich holly
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one thing i hate about the dimension though is that you can't recover the body

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and get fined

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and it's kinda unavoidable

halcyon path
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i thought the sounds were gonna overlap

rich holly
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they were almost overlapping

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and loud as hell

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it's fine if it's only one time

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but continiously...

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hmmmm

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so if i enable that, bracken take his victim to his favorite spot and kill only after some time, if i understood that right

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sound even more fun

safe rapids
molten dune
molten dune
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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```
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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

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part of the problem of making the mod so configurable I guess shrug

safe perch
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how do i fix this?

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i kinda lost the logs so i cant share it sadly

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because i openned the game again

molten dune
velvet jewel
quick crow
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now that i pay attention to it, the light flickering noises are really loud

safe perch
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i think when we played yesterday. i didnt even see it do anything.

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no light flickering. no door opening or closing.

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i have almost everything on though except the epilepsy thing. cuz some of my friends cant handle those

clever skiff
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these codes seem haunted

safe perch
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018d4bcb-5c6a-c47f-8782-59f7824d9569

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this is the modpack i have

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i cant get the dependency string atm since i dont have my pc with me

paper grotto
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lol

modest plover
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Is GhostGirlFearReset useful with ghostCodes?

safe rapids
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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.

azure snow
molten dune
azure snow
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๐Ÿ‘๐Ÿป _ _

molten dune
bitter spoke
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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

winter ridge
quick crow
winter ridge
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lights and flashlight not toggling

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sometimes this happens and lasts for a very long time and it becomes too noisy and annoying

quick crow
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hm, i don't know anything about that

safe perch
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should be ghostcodes

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you can adjust the duration on the configs

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noise depends on your audio mod

winter ridge
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alright ty

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how do i adjust only light flicker?

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i did not understand the config

signal lantern
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light flicker spam happens only on bunker, due to not having any metal doors

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and you prolly generated almost no mine or turrets so the only thing the ghost terminal can spam is lightsd

winter ridge
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it's not only on bunker. on most custom dungeons. it happens on scoopy's sewers and LC_Office too

signal lantern
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yeah the lack of metal doors

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if you had them they would use them more instead of the light

safe perch
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one reason why i lowered a lot of duration on most stuff

winter ridge
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can anyone send me their config for custom dungeons?

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no i mean ghostcodes' config. sorry if i made it confusing

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let me rephrase this lmao. can anyone send me their ghostcodes' config file that works well with custom dungeons?

safe perch
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actually

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it varies to the dungeon

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not all dungeons have the same type

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some has doors

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some doesn't

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some has electric power

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some doesn't have power

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some has lights

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some has torches

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some has other floors

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some are just stuck to ground level

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or some are even underground

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so codes are mostly affected by those

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for me. i disabled the colors from the lights. adjusted the frequencies by 40%

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as in i lowered everything by 40%

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though the weight still the same for the chances

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i only lowered the duration

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@winter ridge are those helpful?

winter ridge
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yes but it would be nice if you could send the config file ๐Ÿ’€

safe perch
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im not on my pc atm. but i didn't really touch a lot

winter ridge
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Itโ€™s alright whenever you can

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I didnโ€™t understand the config

lucid hedge
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Can ghostcodes type eject? lol

azure solstice
lucid hedge
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even if it can, it definitely cannot confirm it so all good

azure solstice
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@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

azure solstice
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Are there any known mods that might conflict?

azure snow
azure solstice
azure snow
azure solstice
azure snow
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did it also like not stop for you or last like almost the entire run on the moon?

azure solstice
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Yeah it would last like the entire run and start early on when entering

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We were playing on Titan

azure snow
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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.

molten dune
# azure snow not really a conflict I get this error with only using this mod in a test profil...

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 ๐Ÿ‘

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

GitHub

I currently see the option "ghostGirlEnhanced" mode, which is described as "will replace insanity & normal ghost codes modes" If we have ghostGirlEnhanced mode disabled, how...

azure snow
azure solstice
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I may just disable GGEBypass then, could just be it's not working properly when toggled

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cus I didn't have Rend, Dine, or Titan added to the list for it

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Otherwise I've no idea

azure snow
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i'll test with the link provided
i can let you know if you want lunxara

molten dune
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also, if you're running custom interiors there could be some issues there. There isnt really any hard compatibility for them

azure solstice
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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

azure solstice
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Cus really I had rapid fire happen enough for one night last night, and the eye flashing and stuff causes such immense eye strain

molten dune
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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.

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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

GitHub

Mod for Lethal Company that adds my terminal commands - darmuh/TerminalStuff

GitHub

Mod for Lethal Company that adds my terminal commands - darmuh/TerminalStuff

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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

azure solstice
fickle estuary
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does rapidFire refer to lights flickering or the terminal repeatedly sending messages?

molten dune
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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

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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)

fickle estuary
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gotcha, thanks!

molten dune
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np! I'm going to try to make these config options make more sense following the mod rework

molten dune
fickle estuary
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that helps a bunch

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does GGEbypasslist work with modded moons?

molten dune
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it can, just depends on if you have the modded moon's name value that the modder gives it

molten dune
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Thanks for linking it ๐Ÿ™‚

floral jolt
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automod thought you were trying to slip something nasty by the filter, hehe

molten dune
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@fickle estuary the link above is how the config options are checked

molten dune
grave wind
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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.

molten dune
# woven canyon yeah theres no reason for your mod to have my mod as a hard dependency

pinging you just to check in since it's been a while ๐Ÿ˜… . 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.

woven canyon
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uhhh i think MeltdownAPI.MeltdownStarted should work

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idk if thats in the live version atm

molten dune
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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)

molten dune
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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

keen vine
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the idea of having ghost codes work with the ghost girl is great

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you could use ghost codes as part of a "ghost girl expanded" mod where you add that ability among others lol

keen vine
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W

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I always thought the ghost girl could have been worked on more tbh

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She's unknown to the company (a company that has managed to document the Jester) and is seemingly on multiple moons

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without modding only one of her can spawn

azure solstice
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How far along is the rewrite? ๐Ÿ’œ

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Looks like you've already made so much progress

keen vine
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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

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Like, the screen glitches a little or something

#

to show that the ghost is in the machine

azure solstice
#

I hope the rewrite also fixes ghostcodes being able to enter the eject command lol

keen vine
#

eject funny

azure solstice
#

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

keen vine
#

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

molten dune
#

also need to ensure everything that was ported over from the old version of the code still works lol

keen vine
#

so is insanity mode now dead?

molten dune
molten dune
keen vine
#

ok

molten dune
#

and adding some more configurable debuffs besides solo assist

molten dune
keen vine
#

Specifically for ghost girl mode, I think the codes should favor targeting objects around the person getting haunted (or just people in general)

molten dune
#

unless you mean just the sound that plays from the eject command

keen vine
#

as if the girl is playing with that person

molten dune
#

in which case that is intended and can be disabled lol

molten dune
keen vine
#

hm

molten dune
#

I do have some things that will only take effect if the player is near the certain objects

keen vine
#

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

molten dune
#

but has nothing to do with the blast doors or mines or turrets

keen vine
#

or something like that

molten dune
keen vine
#

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

keen vine
molten dune
#

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

keen vine
#

myth

#

๐Ÿค”

molten dune
#

im also adding a few mechanics that require either a coordinated effort from the group or will have everyone turning on each other kekw

keen vine
#

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

molten dune
molten dune
#

I think I did plan on messing with the walkies before

keen vine
#

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

keen vine
molten dune
# keen vine 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)||

keen vine
#

||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||

keen vine
#

||true I guess lol||

molten dune
molten dune
keen vine
#

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

molten dune
#

100% agree, still want to make sure if there's anything added it can also be removed

keen vine
#

of course

#

that's why configs exist

molten dune
keen vine
#

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

keen vine
#

not a good sign lol

molten dune
#

probably wont do that though because people will just think some mod broke the teleporter

keen vine
#

if you do that you should have a unique tell

#

something that shows it was your mod and not a glitch

molten dune
#

yepp, agree

#

I don't wanna spoil too much, but I do have some ideas

keen vine
#

a good troll would be activating the inverse teleporter if someone is within the teleport range

#

but that is way too annoying lol

molten dune
#

hahaha yeah that would feel TOO targeted

#

||but I do have some ideas for the teleporters catsmile ||

night horizon
#

yea-

Also I'm gonna wait until your mod's newest update comes out to add to my immersive modpack

molten dune
night horizon
keen vine
molten dune
#

mod needed a huge rework which resulted in rewriting a lot of the older stuff

keen vine
#

I think some features should be restricted to ghost girl mode though

molten dune
#

A lot of features, specifically ones that interact with her, absolutely will only work in ghost girl enhanced mode

keen vine
#

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

molten dune
#

hmmm

#

you've given me an idea for a config option lol

keen vine
#

that's why I'm yapping in here

keen vine
molten dune
#

you mean add additional ghost girls?

keen vine
#

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

molten dune
#

hmmm

#

i'll have to think about that one

#

also you never know, zeekers might push out an AI update for her in v50

keen vine
#

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

molten dune
#

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

keen vine
#

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

molten dune
#

yepp, I see where you're coming from

#

i'll think about it

keen vine
#

ok

#

even if you do it you shouldn't worry about it right now lol

#

new features first, anti cheese later

keen vine
#

^ most fair mod

keen vine
#

@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

keen vine
#

Do we have any progess updates on this mod

#

I need it

molten dune
#

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 ๐Ÿ™‚

#

will prob start workin on this some more later this week

azure solstice
#

It'll be great for V50 too, cus when I use the mod with V50 it does work but causes some networking spikes lol

molten dune
#

yea I did see something mentioned about that in the compatibility sheet, will have to see what was causing that

azure solstice
#

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

molten dune
#

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

azure solstice
#

Possible yeah

keen vine
#

Are the mods all open source

#

Even if itโ€™s messy maybe I could just go in there and erase the network patch bit lmao

molten dune
#

yeah I've recently updated the licenses you should be good to go

#

ghostCodes is under MIT to be specific

pastel widget
#

Me when I start tweakin inside the facility

#

Question on how this mod works since this is somehow my one kryptonite mod

#

Letโ€™s 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 letโ€™s 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?

pastel widget
#

Oh right I should probably

#

@molten dune

molten dune
# pastel widget <@99711558879305728>

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.

https://github.com/darmuh/ghostCodes/issues/5

GitHub

I currently see the option "ghostGirlEnhanced" mode, which is described as "will replace insanity & normal ghost codes modes" If we have ghostGirlEnhanced mode disabled, how...

keen vine
#

lol

keen vine
#

sad

molten dune
#

theres a bit more to it than that

keen vine
#

if we just use the mod in v50 does it not work

molten dune
#

the good news is, Im back to working on this mod again

keen vine
#

pog

molten dune
#

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?

keen vine
#

what's the issue

molten dune
#

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

molten dune
#

minor spoiler, although the above has been recommended quite a bit as ||a way to fight back against ghostCodes||

molten dune
#

good news, ^above dev branch feature seems to be unaffected by v50 update ๐Ÿ™‚

molten dune
#

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.

halcyon path
#

i think i had something rn

#

game got stuck on seed

#

nvm wasnt ghost codes ๐Ÿ˜ฆ

molten dune
#

It may not have been caused by ghostCodes but there will be better error handling for situations like that in the rework

halcyon path
#

I think ghost codes worked flawlessly for me so far on v50

molten dune
pastel widget
#

Wait this nightmare works on v50

molten dune
#

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.
  • 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
#

[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.

pure hearth
#

๐Ÿ”ฅ

fringe inlet
#

@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.

molten dune
#

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

molten dune
#

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.
halcyon path
#

o

#

this looks awesome ngl

molten dune
#

tried my best Salute

pastel widget
#

please changelog on the thunderstore page

#

other than that thank u

molten dune
#

Iโ€™m not sure why it disappeared lol

pastel widget
molten dune
#

Yeah itโ€™s in the package that I uploaded thoโ€ฆ

#

so idk why the site didnt add it...

#

oh...

#

I misspelled it LMAO

#

next update the changelog will be posted to thunderstore

pastel widget
#

@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

glacial nimbus
#

I wonder how well this mod plays with my Automaticsignals mod ๐Ÿค”

#

Could someone remind me to test that in a few hours?

pastel widget
#

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)

pastel widget
#

not about this mod

molten dune
pastel widget
#

cough

#

uh

#

I always feel bad pointing stuff like this out but I actually am very confused what this is supposed to say / do

molten dune
#

Ah whoops, that config option shouldnโ€™t say that lmao

pastel widget
molten dune
#

Itโ€™s basically a list of config options that you want to have disabled if a ghost girl is not present

pastel widget
#

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

molten dune
pastel widget
#

radical

molten dune
#

I want to add my own custom sounds in the future, but that's the workaround

molten dune
# pastel widget

luckily I did write about it in the readme, just missed it in the config generation portion lol

pastel widget
#

We've gone beyond technology

molten dune
molten dune
#

I was requested to add that functionality back in like January

pastel widget
#

Ive decied to collect all your terminal mods

molten dune
#

Funny how all of my mods touch the terminal somehow. Canโ€™t seem to escape it ๐Ÿ’€

pastel widget
#

the-

#

th-

#

the Terminal Toucher

molten dune
#

LOL

pastel widget
#

im so angry i came up with that, im so stupid dawg pedroCry

molten dune
molten dune
#

I know it works from testing ofc, but wanna see someone react to it on stream lmao

#

same with the death note mechanic hahaha

pastel widget
#

bout to scare the etheral bitches by busting it down with a little bit of swag

molten dune
#

yeah it works with any emote so you can also scare them away by flipping them off or pointing huehuehue

pastel widget
#

Assuming TooManyEmotes counts as well

#

since those are registered as emoting

molten dune
#

yeppp, as long as they change the same player variables that vanilla emotes do

keen vine
#

oh yeah here we go

#

the update has begun

glacial nimbus
azure solstice
pastel widget
azure solstice
#

It replaces the need for Dark Mist which has been abandoned and throws errors

pastel widget
#

paired with diversity ghost girl

pastel widget
azure solstice
pastel widget
#

weird

pastel widget
#

Whats your opinion on fairGiants

azure solstice
#

Eh keep it, it's less useful than it used to be but it's still nice XD

fringe inlet
sick raptor
#

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?

keen vine
#

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

molten dune
# sick raptor Config is so complicated lol

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

molten dune
halcyon path
molten dune
molten dune
#

I promise I'm not trying to be mean or snarky like that

halcyon path
#

oh no you dont come off as that dw, i was just joking about it haha

sick raptor
#

Yeah I did read it, I just didn't know if that was the mode selection

#

since they were all enabled

molten dune
#

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 ๐Ÿ™

https://github.com/darmuh/ghostCodes/issues/5

GitHub

I currently see the option "ghostGirlEnhanced" mode, which is described as "will replace insanity & normal ghost codes modes" If we have ghostGirlEnhanced mode disabled, how...

molten dune
halcyon path
#

oh btw, have you had any feedback of custom transmitter msgs working?

molten dune
#

I haven't had any specific feedback no

halcyon path
#

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

molten dune
#

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

halcyon path
#

oh thats good to know, gonna try it out next time i play with custom text msgs (if i dont forget)

molten dune
halcyon path
#

what will happen if a msg is longer than the vanilla limit? will it just be cut off?

molten dune
#

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 lol

halcyon path
#

i would love to but the fallout series isnt gonna watch itself......

molten dune
#

hahaha fair enough

rotund rampart
molten dune
rotund rampart
molten dune
#

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

rotund rampart
#

Okie :3

molten dune
molten dune
#

version numbers are hard

pastel widget
#

time to literally scratch at this mod until it breaks

#

tis my duty

molten dune
#

anyway, 2.0.2 has been posted to the thunderstore just now

rotund rampart
molten dune
#

------ 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.
molten dune
#

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

rotund rampart
#

I'll have to do that tomorrow since I should sleep ;w;

molten dune
rotund rampart
#

What does it mean to publicize?

#

I've heard about that but don't know what that is or how to do it

molten dune
#

so to access private methods and stuff you can publicize the game code

rotund rampart
#

Just wondering

molten dune
#

so any private void, bool, etc. is now public and can be accessed by your code

pastel widget
#

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

molten dune
# rotund rampart Just wondering

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

rotund rampart
#

Are you not able to use reflection?

molten dune
#

nah, it's actually really easy

rotund rampart
molten dune
#

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

molten dune
rotund rampart
#

Maybe I could make the boolean public or have a public getter?

molten dune
#

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

rotund rampart
#

Okie

#

I'll make some changes for that soon

molten dune
#

sounds good ๐Ÿ‘

#

no big rush on it, as it wont cause any issues on my end atm other than making the berserk event less likely

rotund rampart
#

Okie. I'll keep you updated of any big changes that might break stuff since your mod now has compatibility with mine.

molten dune
molten dune
#

[V50 Compatible] ghostCodes v2.0.2

azure solstice
#

@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

molten dune
# azure solstice 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 Iโ€™m referencing in my CanSendCodes() bool that doesnโ€™t exist at the time of these errors

#

Iโ€™ll try to recreate the error on my own, Iโ€™m guessing they started to show deep into a play session? Iโ€™m wondering if maybe my dressgirl variables are slightly behind the update method which spams the error till they are set

azure solstice
#

and then saw it spamming those errors

molten dune
#

Could you send me your profile code

azure solstice
#

It worked fine yesterday so something with 2.0.2 is derpy

molten dune
#

Would help a lot

azure solstice
#

018ee87c-c104-d0ef-b2b0-5398737ba088 you'll need to readd it

molten dune
#

Sounds good, thanks!

#

Will take a look later when Iโ€™m at my pc

molten dune
#

should be fixed in 2.0.3, which is posting now

azure solstice
molten dune
#

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

azure solstice
#

The only other mod I use that touches her would be Diversity

#

XD

molten dune
#

I also removed a prefix patch, as I've never really liked using it in the first place

azure solstice
#

But it was working fine with 2.0.1 which makes the issue stranger

molten dune
#

Starlancer's AI fix was also throwing errors in your profile (until i removed the test room from the dev mod I added)

molten dune
#

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

azure solstice
#

๐Ÿ‘

molten dune
#

thanks again for the bug report, was an interesting one for sure

azure solstice
pastel widget
#

im gonna start violently sobbing

molten dune
#

no config changes luckily catsmile

pastel widget
#

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

molten dune
#

LMAO

#

are you finding LGU a suitable replacement to AC?

pastel widget
#

Im in vc with Source

pastel widget
#

But I dont have many choices

molten dune
#

fair fair

pastel widget
#

LGU has some quirky stuff in it

#

it has been the one mod to scare me since i started modding

molten dune
#

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 lol

pastel widget
#

Im trying to balance it so where only one person can get high on that super solider serum

#

or everyone can become equally mid

molten dune
#

lmao i have no idea about that one

#

deff think next time I play i'm gonna drop LGU on the group

pastel widget
#

there has been 2 mods to scare me since the beginning of LC modding

#

LGU

#

and your terminalstuff mod

molten dune
#

lmao why does terminalstuff scare you

molten dune
pastel widget
#

im a perfectionist

#

i will look at every small feature and ability it had

molten dune
#

hahaha that's fair

#

took me a long time putting that config together tbh

#

especially the custom strings, keywords, etc.

pastel widget
#

it would so evil if i made a request

molten dune
#

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 lol

#

[V50 Compatible] ghostCodes v2.0.3

azure solstice
#

:3

#

man Discord is being ungodly slow right now

molten dune
azure solstice
#

Clients see them as Orange

pastel widget
molten dune
azure solstice
#

Finally Blue Terminal Text

molten dune
azure solstice
#

I need it

azure solstice
#

But TooManySuits has other bugs too atm

#

Like Clients seeing everyone wearing Orange outfits lol

molten dune
#

yeah i'll see what I can do.. our mods work very similarly so any issues that mod experiences mine probably will too

rotund rampart
#

@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.

molten dune
rotund rampart
#

For the public getter

molten dune
rotund rampart
#

Just in case you ever need it

molten dune
keen vine
#

Seems like the noises from the terminal can attract dogs

#

Idk if thatโ€™s intended

#

But damn

molten dune
#

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

pastel widget
#

@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

molten dune
#

@pastel widget so just to be clear it's Football and Herobrine? Any other mods you've noticed using the ghost girl?

halcyon path
#

i think those two should be the only ones

#

cause they're basically ghost girl so thats that

pastel widget
#

Maybe slender,

#

But basically Iโ€™ll make sure to do an isolating test when I get home

#

To make sure itโ€™s not just a skill issue on my part

molten dune
#

@pastel widget appreciate it ๐Ÿ™ 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

halcyon path
#

it def fits thematically though...

molten dune
#

can for sure make it a configurable

#

sorry modpack maintainers kekw

pastel widget
#

Itโ€™s a-ok

molten dune
# pastel widget However with football, a ghost enemy, GhostCodes still activates

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

pastel widget
#

Fuck

#

it

molten dune
pastel widget
#

we delete the entire config and start over

molten dune
#

I asked kittenji if they could add a public bool for me to check

molten dune
#

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

pastel widget
#

Well good enough time to do my entire config

#

@molten dune

#

what does uh

molten dune
#

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

pastel widget
#

also have you checked the 3 new moons ghost girl spawns?

#

does she spawn on all 3 or

molten dune
#

I have not lol

#

I wonder if this is up to date? https://lethal.miraheze.org/wiki/Moons

Lethal Company Wiki

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

pastel widget
#

fuck it this is why we have AC

molten dune
pastel widget
#

let me check rq

#

Artifice

#

Embrion

#

Adamncneyrnef

molten dune
#

wow embrion really is 0

#

ghost girl spawn rates on new moons in v50 (ignore Herobrine)

molten dune
pastel widget
#

i have a secret for you

#

do /pin #1188262321970229358 message

#

wh-

#

oh my bad

#

do /jeb pin

pastel widget
molten dune
#

ahhhh I see

#

nice nice

#

well now i feel bad for the ping lol

pastel widget
#

pst

#

darmuh

#

For options like these it would be nice to have likea "Accepted Values: 'blah blah blah, blah 2, blah3'" in the description

molten dune
#

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

pastel widget
#

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

molten dune
#

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

pastel widget
#

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

molten dune
#

yes, exactly that kekw

#

she respects the dance squad and stops chasing for the moment

pastel widget
#

Same as this?

molten dune
#

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

pastel widget
#

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

molten dune
#

hahaha

#

I'm glad I thought of your questions before you asked them when I was making the config

pastel widget
#

is this per player or total in the day

molten dune
#

per day

#

and per player

pastel widget
#

ok

molten dune
#

it's not synced between clients

pastel widget
#

so everyone gets one double it and pass it to the next player check

molten dune
#

Let me double check actually that I reset that number per day...

pastel widget
pastel widget
#

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

molten dune
#

yeah no cooldown

pastel widget
molten dune
#

but every time you run the command, that counts towards the total count

#

not just when it works

pastel widget
#

Cap

#

It says successfully

#

I mean i believe you

molten dune
#

ah yeah, you're right

#

nah im misremembering

pastel widget
#

because other wise the balance would be bullsh-

pastel widget