#[Rework WIP] ghostCodes - Alpha testing via version 2.5.2
1 messages · Page 3 of 1
Im looking at the code rn lol
I was about to say the config description wrong
what do you think is better, cooldown or just count every time the command is run
cuz I agree spamming it till it works is lame if there's no consequence to that
My slightly above 8th grade reading comprehension comes clutch yet again
Should be total attempts

and if you ask me
I love gambling
ight that's easy, i'll update the description on the config item too
Should be a punishment for failing...
LMAO, nah that's evil
configureable...

config option to punish a failed deathnote?
trigger the chase or just her staring at you
I say if you wish death upon your teammates
The failure of such shall be the same for you
Chase
immediate chase
Im thinking of my phasmo days
I love triggering cursed hunts
very valid
expect ggDeathNoteFailChase to be in the next config
thankfully Zeekers made the ghost girl AI fairly simple
huh
quick question now i think about it
wait
no
wait
ok
lets say
hypothetically
Youre on a moon that is using the insanity setting right
And you have the GCGhostGirlOnly shit right
Because these 2 only work directly against the ghostgirl and not the ghostcodes themselves
But weirdly enough, the emotes prevention isnt one of the defaults you set
so, the defaults are really just there as examples
So does that mean, on an insanity ghostcodes moon, if somehow by the will of Evil, a ghost girl spawns, will you be able to use the emote counterplay against her?
the only one that would actually work outside ghostgirlenhanced is the terminal reboot
I'm 99% sure no, because if the moon is in the bypass list I disable the enhanced mode
... this is awkward
I just realized that i'm not even checking for whether ggShowerCheck is enabled 
...
so it's just always on
and yes, by some will or way if ghost girl spawned on a moon you had in a bypass list those checks would work in current update
it shouldnt be like that tho
will fix in next update
im glad im doing a deep look at the mod
literally sticking my hand in the middle of every config and seeing if it breaks
i feel bad because its more work for you
seriously I appreciate it
hard to test all these things on my own, nice to have someone else taking a look
this should have had next to the config value || Plugin.instance.bypassGGE
because that's how I determine if the moon is a bypass moon or not
me when
and then this one just has a comment to add the config option but I never did lol
i know a lot of it looks like gibberish but ye, def a lot of missed stuff which is my bad
I point out the SMALLEST UNNOTICABLE UNIMPORTANT DETAILS ABOUT THE CONFIGS
idk if its the perfectionist in me
but
for every other config setting the check is at the top of its section
literally unimportant
it is literally not even ruining anything
nah but it does help with readability/clarity
its def more like i add config options after i make sure things work
and its a lot of copy pasting other config options
because i cba to type every line of code i use lol
now that i look closer the only config with its check first then its setting is the the shower
which is the one i also have question about
lmao its ok
uh
just like the death note
how does it check if the shower...works?
actually
this gets solved pretty easily naturally
since the death note one you dont have a time limit
with the shower and emote you are literally fighting for your life
the shower object actually has a property which detects if any players are in the shower
which makes me think maybe at one point zeekers did have that as an option in the game, but then removed it
I was gonna say that if I go in the shower, and it fails, cant i just go out and back in to do another check
but i realize
you are actively going to die because this is to get her to stop chasing you
so yeah, it's kind of a counter play to the ghost girl entirely
you can just sit in the shower for the rest of the day and not die
unless you can speed hump the shower before she touches you it cant really be abused
oh wait its an infinite check?
but if you have the chance of it working lower, it can fail and she can kill you
Does it check everytime you enter or every like second you are in the shower
I could add a cool down but at the moment it's checked every single time a code is sent during rapidfire
which is like at most a 3 second delay
wait hold on sorry im stupid
i think just having the odds of it working being lower fixes the cheesing aspect of it though
does rapidfire trigger everytime you get chased, or its just equivalent to the rapidfire intervals
yes rapidfire starts when you are being chased
Time to stick my hand in the gears
So
hypothetically
lets say
You have the ghost girl
Be limited
by setting this to false
in fact, both insanity mode and the ghost girl chase use the same rapidfire enumerator -> https://github.com/darmuh/ghostCodes/blob/8c62dfbef8f45503d992cf4a9405cbf65aef7c67/PluginStuff/Coroutines.cs#L150
and you're weird and set
the youre code limit
to like 20
or 10
after the limit is hit
the shower will no longer work for the ghost girl
yes
the emote/shower checks only work when there are still codes to be sent
when you hit the max codes, basically everything about ghostCodes stops
yeah i mean, if people REALLY want those checks to still work without any active codes I can address that later
Nah, most people will never touch the configs like I touch configs

so i just presented to you a 1% chance of people doing that with your mod
anyway, just looking at the configs you helped me find i think like 2 or 3 issues
so thanks for that
np
back to the emotes now that a new scenario entered my mind
is there a proximity
so you can hit up a buddy on the walkie to hit the griddy rq
no only during the chase
same as shower, it checks every time a code is sent in rapid fire
ok
so if im alone in a corner bout to get clapped
and i radio my friends to hit that yoinkly sploink
i can be saved
when I was testing it I had to set the chance of it working to 100% to make sure it actually works
because sometimes I wasnt sure if it was just her hitting the end of her chase
yes LOL
the evil in my brain is saying you should have proximity, but thats no fun, this is balanced enough'
wait
so every insanity mode trigger, it checks if you are dancing and then rolls the dice
nah the !girlIsChasing check will make sure if there is no ghost girl chasing it stops any other code from running
insanity mode has it's own emote buff tho
via the emoteBuff config option
that one removes a certain amount of sanity from the total [emoteBuffNum]
insanity mode is basically higher sanity faster codes, then max sanity triggers the rapidfire
ah gotcha no worries
When the ghost girl chase is active, and you emote, every rapidfire code trigger that is sent is also when the emote stop chance is rolled
this is correct then, if you mean rapid fire from ghost girl
yes yes
Im guessing you can see why it's hard to explain everything in the config file 
its hard because while you want everything to be configurable, it also makes things more and more complicated
you have to start accounting for all different combinations of stuff
all good haha
Its why the top 3 mods I have kinda avoided until now are TerminalStuff, LGU, and emblem
But im a strong asset now
Im brave enough to ask questions and look stupid
But its the right thing to do for ghostcodes, your mod having all the configurbility is great
when it comes to configs, i dont think there's dumb questions
glad you feel that way 
nah just hard insanity value
5 whatever insanity is measured in
insanity is measured by max 50 per player
it's a player property that slowly rises throughout the day
no wonder ive been tweakin
especially if you're alone or in the facility
i had this at like 10 thinking it was 10%
I recently implimented insanitydisplay just so i can the ghostcodes functions
should probably also note max insanity somewhere
i could also change it to a percentage if that's more intuitive from a user side
like percentage of max insanity value
also is that per body
per dead player, you dont even have to see it
ye lol
so like thats why im always tweakin
all my homies die
i play with like 6-8 people
im pretty sure the base game already raises player sanity when they see a dead body
thats the whole player effect thing that happens when you see one
yeah that would put you at max sanity pretty quick tbh
def where an emote buff would come in handy
yes, per player emoting
Im over here tweakin out of my mind
at 45 insanity
If my buddy hits that griddy 4 times in a row
can he just obliterate my insanity
well no, it doesnt matter how many times you emote
like every time the sanity is calculated the number will be removed
but not from your actual sanity, just my mod's own sanity values
and it's updated to match player sanity every time the emote is checked
so like you got 45 sanity, my mod grabs that says oh look a player is emoting, 35
because all my sanity stuff does is change how frequent codes are run
ok understand
that one is a bit harder to explain without getting into the weeds
would be neat to see the decrease happen on mods like insanity display tho
yeah I didnt want to mess with the actual game's sanity values
to avoid compatibility issues
thats fine,
could probably ask the insanitydisplay dev if they could find a way to read ghostcodes insanity
ill ask in a bit
currently it's an internal float in my Plugin.cs file
internal float groupSanity = 0f;
all I'd have to do for people to be able to read it is set it to public
well, i might keep it internally set tho, not sure how i feel about other mods modifying that number lol
i'll change it to this unless someone has a good idea where they want to manipulate the value
public float groupSanity { get; internal set; } = 0f;
@molten dune any plans to have ghostcodes mess with the Mobile Turret in Moonswept?
Lol
is that a mod or a new feature in v50?
mod
New mod
I can try to add compat
if it's just boomba but a turret that's pretty cool
i'll have to look at whether they add the turret to the terminal as a code to disable or not (like toilheads does)
so remember how we were talking about how you going thru the configs is helping me find issues...
oop pt.4?
that should be checking for the rapidFireCooldown config option
but it's not so it's always enabled atm
so yes oop pt.4
that's whether or not this check is enabled
basically setting it to false would not run any of this code and ghostCodes would just keep running in rapidfire until there were no more codes or the person's sanity values lowered below the max threshold
which is what older versions of ghostCodes would do
the cool down was introduced in the rework as a highly requested feature
so not suprised no one has complained they cant turn it off lol
wait so the cooldown is linked to the hour limit
yes yes
this is what happens when you add config options last 
Small note, should probably add something that explains their relation
Because it isnt exactly clear they relate
yeah honestly, i guess the config option isn't 100% necessary
the rapidFireCooldown config option
I can just raise the max hours to 24
would be possible for you to set like -1 for no limit
was gonna suggest 0 but most people use -1 as the disable int32 value thingy
you'd basically be in the tier before max insanity, trigger rapidFire, it'd stop a few seconds later and then you're on cooldown before it loops back to the tier before max insanity again
and having it set to 24 vs -1 wouldnt really be much of a difference since the code is fairly simple as-is
i'd actually have to add a line for -1
anyway, now that's its been about 3 different things you've found I think it's time I go through to make sure everything in the config is actually tied to something in my code 
gotcha, gonna clean that up as well
yes, at the moment it applies to all config items
personally I dont like that idea, because you could disable modnetworking or something if you were trying to break the mod
ooooooooooooo
ok
I like that
not the
breaking
of the mod
but i thought it was limited
im probably gonna add some extra filtering so that isnt possible later on lol
so like
ggShowerCheck,ggDeathNote,ggEmoteCheck,rfRLcolorChange,closeAllRegularDoorsEvent,openAllRegularDoorsEvent,openSingleDoorEvent,closeSingleDoorEvent,lockSingleDoorChance,unlockSingleDoorChance
the urge to sling slurs and hate speech...
i mean
uh
i should actually clarify it's any config item that is true or false
btw forgot to ping ya but added a check for the meltdown event in 2.0.0
yeah lmao
and that montior config is ONLY for the monitor messages right
also, im pretty sure with generalimprovements(i think this mod, the one that allows for changing all the different monitor's texts and adding new ones) makes that whole event not do anything atm
yeah the monitorMessages config is only for that one event
I was using the signal translator's messages at first, but figured people would want to be able to configure each of them differently
but yeah for this bit i'm gonna have to see about adding compatibility. Like if it's possible or not
yep all that is just for the signal translator
hmm, yeah i think for that, it would go in the ghostgirlonlylist
signal translator is handled slightly different because it's not really part of the whole system like everything else
it's not handled like a code event but just ran every time a code is picked atm. the message frequency determines how often the signalTranslator will actually send a message or not
idk if that makes sense
im going to obliterate it
you cant!
I WORKED SO HARD
my brain is overheating
just wait till the next update 
💀
By configuring your mod with extreme attention to detail ive then noticed config errors that would need to be changed therefore making me have to update my said configs
But it was a pleasure having you help
I will be expecting to see you later this week for when I sit down and cry doing terminalstuff
messageFrequency is not being implemented in current release 
im really gaslighting yall with all these config options that do nothing smh
changed my config items from just internal to public get, internal set so that I can see how many references each option has in my code
helping me find those random mistakes here and there
working with the base emotes?
might be an issue with custom emotes compatibility
which would be sad
that should work, try setting the chance higher
chance is 95
oh
i know why it didnt work
rapidfire isnt working :)
i broke something

Watch why isnt my rizz working. and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
question
if I am
alive
Do I count
as 50% of living players
yeah
especially if it's just 1 player
its 1/1 so you're 100%
so question, are you on experimentation while you're testing?
and is it not in the bypass list?
I will say I had codes going off while leaving the Company building earlier, and also had it do it a couple of times while in orbit XD
I appreciate the log but i was more talking about how this shouldnt be possible lol
True lol
Oh ik
weird enough, im not even seeing the rapidfirechecks log statement
that one specifically
hmmmm
imma just hold these rn
ggShowerCheck,ggDeathNote,ggEmoteCheck,rfRLcolorChange,closeAllRegularDoorsEvent,openAllRegularDoorsEvent,openSingleDoorEvent,closeSingleDoorEvent,lockSingleDoorChance,unlockSingleDoorChance,monitorsOnShipEvent
so the log about ghost girl being bored of sending codes is here
it checks the KeepSendingCodes() bool i made here -> https://github.com/darmuh/ghostCodes/blob/8c62dfbef8f45503d992cf4a9405cbf65aef7c67/PluginStuff/Bools.cs#L75
wondering if I should simplify that
basically if it was just this
return !StartOfRound.Instance.allPlayersDead
and allplayersdead is true
it'd return false because of the !
I found
even more quirkiness
Dont know if this is intended or not
if it is its understandable
but the "locking doors" can lock doors open
Watch thats cruel and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
lol yeah I knew about that one, I think it's kind of funny so not trying to fix it at the moment
it really fucks with my playstyle, and kinda works
not 100% sure if that bool is a problem but still deciding to rewrite it to be a bit less hard to understand
think the biggest change is that, no matter what if the ship is leaving or all players are dead it will return false
maybe this way you'll stop getting codes in orbit @azure solstice 
XD hopefully
Is this mod the mod that makes doors produce the alarm sound when their forced closed?
Btw I wonder if SuitsTerminal could be updated to remove TerminalAPI as a dependency at some point
🤔
No I dont add anything like that
it might be lethal ressonance if it just replaces the vanilla sound, not sure though
Is there a reason people dont like TerminalAPI? I could do this but it is a bit cleaner to use the API to add commands vs how I do it in this mod
If I get that I’d want specific sounds not changed, but im unsure if that’s configurable
I fear it isn’t
I chose not to use TerminalAPI for ghostCodes simply because the commands that are added is a very small part of the mod and I didnt want to add a dependency just because of it
I'm not really too sure why people dislike TerminalAPI tbh
I wonder if it's just the lack of recent updates
if I didnt still offer the legacy terminal commands support, yeah it wouldnt
but i still have the legacy commands which makes a command for every suit and every page rather than using the menu I made
eh, maybe I stop supporting it in another update and just tell people to use the old version if they want the legacy commands 
Yeah that could work, cus I'm pretty sure by default it doesn't use the legacy commands rn anyways
also back on the locked doors thing, still not 100% sure if I need to write an Rpc (networking required method) for locking doors. Specifically if a client is being haunted and a ghost code is supposed to lock a door, im not sure if the door will also be locked for the host
everything else has Rpc's built-in to the vanilla code, just not locking doors
yeah by default i have the advanced menu active, i just didnt want to remove an option from people who might want it lol
Fair lol, well you could probably always change it so TerminalAPI is a soft dependency
true true
^saving that for later
it is
Oh thats good
yeah im gonna tweak the stop chasing logic a bit, i think some variables aren't getting reset properly when the chase ends
0h right
discovered some things
does ghost girl remove the limit on rapidfire mode
because if not, rapidfire never occurs, meaning the emote checks and shower checks dont occur either
yes theres no limit on rapidFire when triggered by ghost girl
because the chase sequences are never that long anyway
it SHOULD only happen during chase sequences in that mode
i had many chases where rapidfire never occured
that is very odd
could you send me a profile code to test with?
i was working on an update last night and my internet went out on me 🙃
my profile is fucked up rn
been tearing my modpack apart
testing all night
@molten dune I can tell you
that Football even if doesnt activate codeghosts herself
does have the same ghostcodes light trigger
very odd, i didnt see anything like that in my testing
football spawns as a completely different enemy entity in code
Watch light flicker and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
still not entirely convinced that's not part of football. They ported over a decent chunk of the ghost girl code into their own and do flicker the lights

if like a turret started going off or doors closed or whatever then i'd have to believe you
#thunderstore-releases message
[V50 Compatible] ghostCodes v2.0.4
[2.0.4] CURRENT VERSION
- Removed [rapidFireCooldown] config option and adjusted [rapidFireMaxHours] to be configured to include the entire day if no cooldown is wanted.
- Added check to make sure commands are only created for actual players for the deathNote feature.
- Fixed various issues where the config options were not actually being implemented in the mod's code, thank you @pastel widget on discord for taking a deep look at the config.
- Completed a complete config cleanup to make sure no further items are being missed.
- Changed how configuration items are created with helper methods to make things easier going forward (for me).
- Added cooldown check to ToilHead interactions, thanks @rotund rampart for adding the public variables
- Switched insanity mode buffs/debuffs to be percentage based configuration options instead of direct numbers.
- This is to make creating the config a bit more intuitive, as not everyone knows the max possible sanity values and how it all works.
- Adjusted logic determining if codes should/can continue to be a bit more straight forward following reports that somehow codes were running in orbit.
- Added new config item [modifiedConfigItemsList] to hold any config items that were modified by gcGhostGirlOnly.
- DO NOT MODIFY [modifiedConfigItemsList], this config item will be populated on it's own and emptied if no items need to be returned to their initial state.
- Added new section for walkie talkie interactions [Walkies]
- new interaction [ggBreatheOnWalkies] will play the ghost girl breathing sound effect over all walkie talkies
- [ggBreatheOnWalkies] is based on chance value [ggBreatheOnWalkiesChance]
- Added new section for Item interactions [Item]
- currently all config options in this section are related to any item with a battery
- Drain all players, a random one, or the haunted one's items of battery by a configured percentage [gcBatteryDrainPercentage]
- Added config options to enable/disable entire sections: Items, Walkies, Ship Stuff, and Regular Doors.
- Added error handling for rare scenario where everything in the config is disabled and no possible actions can be chosen to run as a ghost code.
- Updated README with new stuff.
https://thunderstore.io/c/lethal-company/p/darmuh/ghostCodes/
Ah shit
time to find the new bugs 💜 
i mean
thank u darmuh
Yea new bug found

thers like a 1% chance for a ghost girl to send a code to your pc that shuts it off
is this intential game design? should at least be a 10% chance
yes intentional 🙂
thank you my valiant beta testers 
small imperfection detected
scolding @molten dune
Embrion should be listed there
eh, probably but i'll let people add that on their own 🙂
next update 🙂
Me
LMAO, yeah I need to reword that 
you get the general idea though no?
idk man your insecurities are showing, i screenshotted that just to make the phasmo joke
only change i would do is
LOL nah I had to re-read it a couple times when you posted it
i only changed a few words from the config item above it lmao
ggDeathNoteFailChase
Enable or Disable triggering a ghost girl chase on failed attempt to transfer the haunting.


you can thank GrumbleGrits on github for the suggestion https://github.com/darmuh/ghostCodes/issues/10

however this feels like a personal attack
so im having only girl be able to do this
valid valid
you can have both 
hm
thats what configs are for tho, however you wanna do it 
that's valid 👍
I set things that directly attack the player to be ghost girl unique
because shes already not real with all the new entities and mobs
You only see her like twice every couple times u play
ye that makes sense
So im trying to make her absolutely busted
for consistency
and on no ghost girl moons i want just basic malfunctions, things that can be chalked up as "tech issues"

and with this version now im not too worried about the ghostgirlonlylist messing up people's configs on crashes
right you changed how this works right
since I cache the original values in that config setting that you aren't supposed to touch 🙂
yeah it's always enabled now, and if you dont want a cooldown you just send that slider all the way to the right
note that it's only in insanityMode where that value is ever used
My brain is slow, the cooldown means that once we peak mental illness and everything starts to shit itself, it can only do it for an hour lets say,
but is that 1 hour total
having insanitymode disabled means no rapidfire at all on non ghost girl moons (when bypass is activated)
nah it's 1 hour total per shit hitting the fan
yeah that's fair, 1 was starting to feel kinda short in my testing
hahaha
Oh right
yeah without the cooldown before, the point was if you hit that point of insanity it meant you needed to gtfo the facility
I saw this before
thought it was funny
Realizing now tis an mistake?
When I saw the ##### i thought it was like shes just cursing at you
but now that i look at the default value
uh
me when the double comma no value?
it is supposed to be #####, not sure why the mod manager cant display it
i just couldnt think of anything when i was making default values so i put that 
i didnt want it to just be copy paste of the signal translator defaults after all
since uh
monitors dont work
with gi
I might disable it to remove it from the weight pool
yeah not atm, still need to look into that
makes sense to disable it
need to look at how GI handles that specific part of it's code to see if compatibility is possible without having something built in for me
hold this for me rq
rfRLcolorChange,closeAllRegularDoorsEvent,openAllRegularDoorsEvent,openSingleDoorEvent,closeSingleDoorEvent,lockSingleDoorChance,unlockSingleDoorChance,monitorsOnShipEvent
remember the chance ones can be removed, they're not bool config items
only the true/false stuff can be changed in the ghostgirlonlylist
oop
yea i sloppily copy and pasted that shit
im cleaning it rn
but question
technically I dont need this to be gg only right
technically no, unless you had a moon in the bypass list where a ghostgirl could spawn
if a ghost girl spawned in one of the other modes, this one will work
I have features that can enable ghost girls spawning on moons they shouldnt be able to
so in that case, you can add it to the ghostgirlonlylist so that it doesnt activate outside ghostgirlenhanced mode
I want it if possible to have the ghost girl abilities be availble to her almost anywhere she is
however
since how it works
if we are not on a ghost girl controlled moon
all of her counterplay will not work
shower and emote wont trigger because she doesnt activate rapidfire on moons she doesnt naturally spawn on
i mean you can disable ghostgirlbypass completely then
and just not have the backup modes ever
since a ghost girl can spawn on any map with your additions
that is true
but her actual chances of spawning are close to none
and I would like your mod to do cool things without collecting dust
definitely something to ponder for ya
waiting for a gg spawn
yeah thats fair
but yeah without ghost girl enhanced mode active a lot of the ghost girl stuff wont activate
only some of the smaller ghostcode things but they have nothing to do with hauntings
other than someone is actively being haunted
so if i were you putting together your modpack, if you want to keep ghost girl interactions consistently under ghost girl enhanced I wouldnt spawn her on any maps that are in the bypass list
thats the thing to
Im a professional super villian
I have a events mod
with LGU Contracts
meaning after the 2nd quota, you have a chance for the schizophrenia event
which spawns in ghost girls
Now i gotta think
LOL
Does this event function on moons that have her spawn predetermined
i mean if it's multiple ghost girls I think it still differs a bit. And having the vanilla aspect of it wont be too bad
I believe so
so
Im gonna move this
gcDrainAllBatteriesChance
to ghost girl controlled moons only
makes sense
im stupid
instead of enabling every single door event
I can just have her
regularDoorsSectionStuff
control the entire section
right?
yes thats it
Ok
did some tests
she doesnt always when triggering rapid fire turn the lights red
Watch negative rizz and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Watch negative rizz 2 and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
but everything seems to be working
also idk if this is intetional or not
but she can breathe on ur walkie even if its off
if I had to guess it looks like the power is out? Not sure why the lights still made noise though
btw idk if you knew this but the reason you're slowly moving backwards in this clip is that she still pushes you out of the way when she's not chasing you and invisible 
ik
more just something I didnt really consider or check for. If it breaks immersion that she can breathe on an off walkie I can change it to only when the object is turned on in a later update
havent done any testing in multiplayer so lmk when you find out 🙂

my guess is yes, but hard to test sound related things in a lan session by myself
I know it works in multiplayer, thats about it 🙂
btw, if anyone can speak Portuguese and help me understand what this request is saying I'd appreciate the assistance. https://github.com/darmuh/ghostCodes/issues/9
I'm doubting google translate because it's saying that they befriended the ghost girl ai?
is the ####### in monitorMessages intentional?
yes, I know it looks odd because of how the mod manager changes it to blank in the default values list but the intention was to make it look like an error message in game
Pushed a quick update, not a lot changed. See changelog below:
[2.0.5] CURRENT VERSION
- Hotfix for issue discovered with reboot command causing base-game player teleport function not to work.
- Small tweak was made for how the terminal is locked out from other players.
ignore the double "current version" in the latest changelog 
@molten dune
I failed?
Ok so
My configs rn
Specifically the rfRLcolorChange
I assumed this means this is disabled and only ghost girls can touch this right
Same with the closed and locked doors
However when playing on VOW
a non ghost girl spawning moon
All of these things happened
maybe it was the new entity i was testing that fucked with shit
Watch huh????? and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Imma do some more testing
Quick question! So i'm playing on v49. Which is the last v49 supported version? is it 2.0.3?
nvm found out that it was 1.5.1
@molten dune
also unrelated question, but is it possibility that maybe in the future you can see your buddy doing things live on the terminal with darmuhsTerminalStuff? I know that AlwaysOnDisplay is a option and i really like it! Gives a cool vibe. But would be nice to also see exactly what a player is doing at the terminal (especially when dead). Maybe it's alittle unneccerary for such a small thing lol
I think 2.0.0 would have been compatible with v49, not 100% sure though
This should be possible with the networked nodes feature. Works really well following the mod's rework
there's maybe a few things that wont sync up, due to the limitation that obviously I cant network the terminal perfectly. But for the most part you can see what they're doin 🙂
hmm, this is an interesting one. I will admit the ghostgirlonlylist is a bit of an experimental feature on my part (as in this is the first time im having dynamic config options in one of my mods). I think you should be able to check lethalconfig after you land and see the config item has changed
also of note, the config option you mentioned, rfRLcolorChange, only changes the color of the lights during rapidfire. They will still flicker
I know
looking now, I dont think there's a config option to just disable the lights flickering during rapidfire. Might be worth adding
I was trying to change only the light color change
ahhhh gotcha
let me check something really quick
ok yeah, it's not in the banned config item list i made so it should work
these are the config items that i will not allow to be changed between modes
only because changing them mid game could lead to some odd situations that could brick the mod
I will test it! didn't want to break stuff so stayed on 1.5.1
Great! will check that out also
2.0.0 100% works on v49
Awesome! You could also try the latest version. I think there’s a good chance it works too. Just note there were some bugs in 2.0.0 that were discovered and patched out in later versions 👍
alright awesome, will try it
@molten dune
When you can
I require your attention
I got some bugs for you to squash
Ok
so
remember the issue earlier
with me being on a ghost girl bypassed moon, and the ghost girl only configs still activating
yea its that
let me get my shit together
So
using this
it means on these moons
the lights will NOT change colors
so is the issue that the config options aren't working or?
💀
I'm gonna diagnose you with skill issue in this case sir
I'm sorry
lol
latest version seems to work on v49 😄
dunno how you did it, but you da man, maaaaan

everything works!
GhostCodes survived my stress tests
Now of course I move onto your terminalstuff mod
@fringe inlet fyi for shattered company v49, latest version seems to be working
I had some reason I had to downgrade it. I forget why
I am working on the v50 version now though. 😛
So it is in the past
Should be out tomorrow. Tonight if I work fast.
It will be without moons, but all of the other features are working.
nice!
Oh and much less scrap variety untill those mods update
yeah that makes sense
@molten dune Why do the facility lights turn on after the insanity flashing when there's no Appy?
XD
oh apparatus? yeah I could add a check for that lol
if you play with facility meltdown though, the lights do flicker slowly in that mod (i check if a meltdown event is active and disable the lights portion of my code so that facility meltdown has full control over lights)
when playing with ghostCodes solo, I noticed the rapidfire was almost always occuring immediately regardless of solo buffs. so I checked the logs and it looks like death bonus is being applied even though I'm playing solo. my best guess is it's related to MoreCompany, but I don't know for sure. is this a known issue?
this would be the first time i'm hearing of any issues. I'd recommend disabling deathbonus as a soloplayer
however, taking a peak at the relevant code it looks like I forgot to add something that makes sure the player slot is player controlled. So thank you for the report
I think, especially as a solo player, you probably never would need it enabled
that's true, yeah. I had it on because I use the same modpack when playing with friends, I just happened to be playing solo this time
ahhh gotcha, that makes sense
disabling the death bonus did help, although it seems like this issue is also affecting the solo bonus. the SoloAssist log message isnt showing up and rapid fire is happening sooner than it should be (based on how I set up the config)
check for this when you first start loading into the moon
"SoloAssist Activated"
no there's a config option in ghostcodes called extensiveLogging
yeah I have that enabled
if that is disabled, you wont see most log messages
gotcha, then yeah look for "SoloAssist Activated"
control + F says 0 occurrences
both would be good to drop here
modpack code 018f1880-84be-edba-924b-adab8ad28195
my assumption is that its related to MoreCompany
/shrug but idk
¯_(ツ)_/¯
Another ghostcodes Reddit post
https://www.reddit.com/r/lethalcompany/s/fkMC2C08m3
Still looking into this btw
One message removed from a suspended account.
should work fine as far as im aware
One message removed from a suspended account.
got some errors last session
i have no clue
what caused this
or what combination of mods caused this
so im gonna point fingers at everyone and no one
Watch HELL and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
@molten dune issue with ghostCodes to report
When it would flicker the lights on the ship I would have my stream drop some frames
So it's causing networking spikes when it does that
I disabled the ship stuff for now
I think it's only an issue on Custom Moons, but it's still an issue lol
Why do you have a custom sound for collected bodies?
LOL
Btw @pastel widget What mod has the custom colors for the performance report screen?
I need it
lol
Ah it's BetterExp
i dont
its vanilla
This seems like the type of bug that looks like a actual feature.
Honestly this is kinda creepy.
that is odd considering that feature doesnt really use networking... It just makes the host interact with the light switch trigger
that is hell im sorry you went through that lmao. If you ever figure out how to reproduce this with extensive logging on let me know and i'll look into it
im not sure ghostcodes had anything to do with this
yeah i dont think so either but if anything points towards it i'll definitely have a look
Well it was doing it when I was on Junic for some reason
I'll look into it for sure. Maybe something to do with custom moons?
Possible yeah, could be it's doing networking stuff somehow on custom moons
wouldn't the light switch send an RPC?
from the vanilla game-code I'd assume
but it'd be like someone sitting by the light switch interacting with it every few seconds
this the line of code if you wanna peek https://github.com/darmuh/ghostCodes/blob/a43d31fd8af183c844568a49b621b6cc8c0014b0/Interactions/ShipStuff.cs#L139
hmm, if it's actually only doing it every few seconds that does seem strange
I honestly wouldn't really think so
.4 seconds is a long interval for something that probably only takes a few bytes to communicate (assuming Unity isn't incredibly inefficient)
what I would wonder is if there's some weird loop that causes it to spam messages, but I'm not sure how to test that without WireShark
WireShark could help determine if that's the issue at the very least
I would suspect that it's either some other functionality under the same option if @azure solstice stopped having the issue after disabling that option, or maybe it was a coincidence
yeah not sure, i do appreciate you weighing in
We had it do the event twice actually
and both times my stream dropped a few frames, and when the lights stopped flashing it recovered
Disabling the ship stuff made it go away entirely
i'd like to try to reproduce it in my own dev environment
anything notable in the logs?
how close do players need to be to each other while emoting to count as a group emote for the ggEmoteCheck feature? Or is it not even distance based and you can emote from anywhere on the map inside or out and the feature will still add you to the pool of emoters to decide if the little girl should cancel a chase?
as you guessed, it's not distance based. As long as any living player is emoting the player will count towards the check
awww... I liked the idea of having to huddle around a haunted player and emote in a group like it's some sort of friendship ritual, makes Little Girl sort of do the same thing as Butler in that it forces people to stay together to mitigate a haunting
maybe one day in the future i'll make that a configurable, as it is right now it's just a very simple check among all players
@molten dune for some reason I can't reproduce the issues I got with network spikes anymore with the ship features on so I suspect it was a mod incompatibility issue before and a mod update fixed it
However I would love for you to fix the bug where Insanity mode kicks in and restores power after the Apparatus has been pulled
XD
Does ghost codes have an option to increase the chance to be haunted?
I think that'd be a cool config option to mess with @molten dune
similar to how the better mimics mod allows you to crank the spawnrate if you want
to see the mimics more lol
@molten dune Is it possible ghostCodes in V55 might be randomly buying store items?
I've had the Item Dropship come bringing items a couple times today and I did nothing
XD
at the moment there isn't one. I can see about trying to add this as an option in a future update (while leaving it untouched if a custom value has not been set)
that would be a very odd interaction lol. I'll take a look at the diffs for v55 at some point and see if this is possible
it'd be very funny
crank it to 11
https://clips.twitch.tv/EsteemedHedonisticBarracudaFloof-Qm_P6AX8vdj_pEC5 Lemme show you why XD, it even said Success on the Terminal screen
I never touched it
lmfao
LMAO wtf
that is really funny and maybe something I should add as a feature in the future
😂
that reminds me of an idea i had a while ago, a random dropship landing with four circuit bee hives (bees still attached of course)
that sounds evil lol
This idea kinda reminds me of the dropship mimic that someone made a while back.
pushed hotfix for v55, no other changes in the update
[2.0.6] CURRENT VERSION
- Recompiled for use with V55 Game Update.
- Updated project to utilize plugin version number wherever possible, including compiling the assembly with the version number.
- Now when I update the version number in one spot, it'll update it everywhere (except the changelog, keeping that manual)
ghostCodes v2.0.6
@molten dune lol
Btw @molten dune A bug report
But when rebooting the Terminal with ghostcodes, some of the changed colors in TerminalStuff revert to default green
think I can fix this with some more null ref handling, in the meantime if you set gcIgnoreTurrets to true you can avoid this potential error from showing
ah dang, I thought I had this handled already. Guess I need to grab the default colors later into the game
Lmao I guess for now rebooting terminal needs to be disabled lol
I may also add a command to terminalstuff that basically refreshes customization configuration settings
yeah if the colors reverting to default ruins the experience then I'd recommend that for now
I mean maybe with terminalstuff if Ghostcodes is detected, maybe have the Restart command replace Reboot
To avoid the color issues?
ah you mean the keyword?
Yeah
because restart in terminalstuff is VERY different from ghostcodes lol
that is supposed to restart the game save completely
Ahhhh lol
I can def add the ability to change the keyword for the reboot command in this mod, tho I may make it just a few different options

there's a lot to clean up with this mod, but I need to finish my backend cleanup first before I can
basically, porting the terminal stuff between mods is incredibly inefficient
Yeah I could imagine
so i'm trying to create a general purpose library for my mods to use, similar to how mrov has mrovLib
Yeah darmuhlib will be fantastic to have
lol
lmao, name still being determined. I kinda want my library to be opensource so if anyone wants to improve the library they can
so i dont think i'll name it darmuhlib
OpenLib
lol

Hey mr ghostcode I wanted to chat with ya in the Dms would you be fine with me adding you 🤔
Yeah that’s cool. I appreciate the heads up first 😁
At first i was going to ignore this error, but when i was looking through the logs it happenned multiple times, so i think it's worth sending here just in case it helps 👍
[00:19:19.3940222] [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_00009) ghostCodes.NetHandler.PlayGhostAudioonTerminal (System.Int32 num) (at <24031e090e6943cd8a53d20e134dbc7c>:IL_00001) ghostCodes.NetHandler.GGTermAudioClientRpc (System.Int32 num) (at <24031e090e6943cd8a53d20e134dbc7c>:IL_000ce) ghostCodes.NetHandler.__rpc_handler_1150680842 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <24031e090e6943cd8a53d20e134dbc7c>:IL_0003b) Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0004e) Rethrow as Exception: Unhandled RPC exception! UnityEngine.Logger:LogException(Exception, Object) AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:36) AsyncLoggers.Wrappers.Unity.<>c__DisplayClass28_0:<wrapCallback>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:136) AsyncLoggers.Wrappers.JobWrapper:LogWorker() (at ./src/Wrappers/JobWrapper.cs:84) AsyncLoggers.Wrappers.LogJob:Execute() (at ./src/Wrappers/JobWrapper.cs:68) Unity.Jobs.JobStruct1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)
will take a look once this mod gets some much needed attention 👍 . I plan to utilize OpenLib for this mod once I get a chance

I do appreciate the logs it'll help me narrow down some common issues
So, if I disable GGEbypass, does that mean ghost codes won't happen unless a ghost girl spawns? I'm more or less trying to disable the mod outside of moons where one has spawned.
Yes that is the intended behavior. If GGEbypass is disabled (and GGE mode is enabled) ghostcodes will only ever happen if someone is being haunted
idk if i already sended this, but it seems that ghostCodes isn't as frequent as it should be because of these errors, i see a lot of events in solo but barely any in multiplayer
[02:04:33.3773029] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ghostCodes.Bools.AreAnyPlayersInShip () (at <24031e090e6943cd8a53d20e134dbc7c>:IL_00036)
ghostCodes.CodeActions.ShipStuff () (at <24031e090e6943cd8a53d20e134dbc7c>:IL_00001)
ghostCodes.CodeActions.InitPossibleActions (StartOfRound instance, System.Int32 randomObjectNum) (at <24031e090e6943cd8a53d20e134dbc7c>:IL_00018)
ghostCodes.CodeHandling.HandleGhostCodeSending (StartOfRound instance) (at <24031e090e6943cd8a53d20e134dbc7c>:IL_0001a)
ghostCodes.Coroutines+<GhostGirlEnhanced>d__9.MoveNext () (at <24031e090e6943cd8a53d20e134dbc7c>:IL_00071)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_00026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
ghostCodes.StaringInHauntPatch:Postfix(DressGirlAI)
DressGirlAI:SetHauntStarePosition(Vector3, Single)
DressGirlAI:TryFindingHauntPosition(Boolean, Boolean)
DressGirlAI:Update()
I'll add it to my list
is this still working...
Eh, sorta
Needs an update
There’s a few regular errors that get thrown but otherwise the mod should work fine
This is my last project that I need to move to OpenLib
this might be a very valueable peice of information to leave in the readme, as the mod config is quite complicated
@molten dune
I just got back to working on Shattered Company after a hiatus.
I have a couple questions. How do the Teleporter Ghost Codes work? Is Ghost Codes stable for v61?
Not sure if it's stable for v61. I want to give this mod a fresh rework with openlib so I would probably suggest avoiding it for your pack until then
deprecated this mod for the time being since I've gotten reports this mod is severely broken in the latest update


