#[Rework WIP] ghostCodes - Alpha testing via version 2.5.2
1 messages · Page 4 of 1
seems to work fine for me on v62 with around 125 mods total, might be some weird mod combination thats breaks it
feel free to keep using it if you'd like. I am just aware of too many issues to not have some sort of label attached to the mod to let people know the mod has issues
Why does it say that this mod is deprecated on thunderstore?
scroll up
Oh, i see. Thanks for the info.
ghostcods
Ghostcods
ghostcods
Ghost from cod
Cod of the ghots
im curious, are there any new features planned too?
yes
what kind of issues are there with ghostcodes atm?
is it playable or does it cause error spam/lag? bc if not I'd love to use it, just dont wanna break the game
Just try it I guess, it seems to break in combination with other mods
It mostly works for me
A thing I haven't tested if it still interacts with those big steel doors actualy, but the light flickering with red lights does work on my end without seeing a ton of red text in the cmd
Many issues happened to me while I was using ghostCodes, only a few errors were shown on the logs, but in my many playthrough with friends, the red lights didn't show once on multiplayer (6 players) but appeared a lot on solo, the ghost for some reason liked to open closed doors and deactivating turrets instead of going wild. Most of the haunting happened to those who stayed on the ship instead, the lights turning off, doors opening and closing, some events on the ship throws a lot of errors.
The transmit events didn't appear on multiplayer also
(On my modpack at least)
But the thing that annoyed me the most was the ghost girl getting broken, the few times she appeared she didn't attack and the breathing was being looped and never cease until the day ended and everyone was in orbit
I did use a mod that changed the ghost girl sfx to the death whistle but it shouldn't get looped
The mod is very buggy atm
Yes generally i'm aware of a few different issues with the mod itself throwing errors here and there. Though this is heavily dependent on what you had set in your config which itself could cause issues with the different potential combinations. I know for the latest v62 update there is a good chance anything that interacted with regular doors might throw errors since that bit of the game was updated recently.
Ultimately whether you want to play with ghostcodes or not is up to you, I'd just not recommend it if you're trying to have a stable play session
I was just saying somethings that i noticed when i used this mod honestly, i used the default settings that the mod gave and i hope it gets fixed, or atleast a stable version with less features one day
keep cooking 🔥
a big part of the rework is just completely overhauling the config. I hate that it's so confusing and I had to make a damn flowchart to explain it 😭
my plan is to replace GGEbypass and the like with just setting a primary mode and an optional secondary mode that will be active on moons specified in another config option
hopefully cutting like 7 different config items into 3
neat 🙏
All good, I'm still excited for a mod update but totally understand if you have other priorities atm!
btw, im trying to put together a roadmap for ghostcodes. If anyone has any suggestions for new interactions feel free. I've already got some things i'm going to try with some of the vanilla cruiser functions
roadmap is going to be private, as I dont want to overpromise
[Rework WIP] ghostCodes
any plans on making ghost girl afecting flashlights?
that is already a thing in previous versions under the "ggPlayerLightsPercent" config item
"Set the percentage chance that the ghostGirl will flicker a player's lights during a ghostCode event."
this interaction was specific to only during hauntings
oh
I blame the fact that the config was confusing and used acronyms that were never explained lol
yes
thats why I changed the title to [Rework WIP] 
sorta, was a bit buggy so I deprecated it so people would know not to use it without knowing there's a risk of having issues
hopefully once the rework is done the config will be easier to understand and I can add some new interactions 🙂
it will have the same requirements as previous versions
so if you have networking enabled everyone has to have it. If you have it disabled then a few limited modes will work if you are the host
that's due to limitations of what I can do through code for each person's game while not causing desyncs between players
Before using GhostCodes, i used InsanityRemastered, but itsn't working very well and throws more errors than ghostCodes, but i liked the Auditory Hallucinations and the Panic Attack
The panic attack specially because it was the most unique thing that used the fear mechanic
If someone stayed insane for too long he would start to become slow and the vision would get cloudy sometimes, at the end the player would have a heart attack
an actual insanity remaster would be good
Asked Testy to fork that but he said he would redo the whole thing from the ground up and that would be too much for him at the moment .-.
hmmm, i'll have to think about this one and whether it's something I can implement on my own
What if they can create hallucinations of monsters to scare you?
Like a monster running at you like a braken or a thumper but when it reaches you it vanishes
Kind of like a jump scare
that probably would be too hard to code 🤔 , but i'm all in for auditory allucinations of Turrets pointing at you, landmine activating, bracken turning your neck, roaring thumper, coilhead noises
yeah sounding a lot like just remaking insanity remastered haha
I think that sort of stuff is out of scope for this mod
even the panic attack? 😭
the panic attack is a maybe
i'm happy with a maybe rather than a no 
it would only really make sense for that one to be during hauntings
as a haunted terminal should not be causing you panic attacks while in the facility 
actual suggestion, If the ship is haunted, make that there is a very low chance of scaring players with:
- Corrupting the terminal, being unable to use it
- Corrupting the store, unable to buy
- Corrupting the credits, also unable to buy, see 0 credits (not real, will give the actual credits at the end of round)
- Corrupting the cameras, being unable to see the main camera.
- Corrupting the bodycam (openbodycam compat?) not being able to see the bodycam.
- Corrupting the lever, unable to leave until auto leaves at 12pm (and/or meltdown)
- Corrupting the hydraulic door, unable to close, or open and close randomly
oooooooooooooooo
corrupting the bodycam is a dangerous one for me because i keep the camera disabled on my cfg and enabled on my friends cfg
will have to make sure I play nicely with malfunctions in some of those cases
otherwise... Hardware not supported for Volumetric Materials
yup
I can think of a way to make sure that isn't an issue if I do add the feature
great suggestions @noble birch, thanks you 😁
I will say, the first one is funny because the reboot command basically does that but stops any more ghostcodes while it reboots 
If the ship corruption by haunting is being added, also add a "USB Reset" shop item or scrap to reset the ship (maybe with a resetting period, but able to get rid of the haunting for the entire travel)
would these corruptions be a permanent until you leave the moon thing or on a timer
while the ghost girl is active
if possible ofc
ahhh gotcha. I mean, I gotta think of the other modes too where it's not based on hauntings but random intervals 😁
added corrupted hydraulic door
hahaha that's so troll
true
these are good ideas tho, I appreciate it
hard to think of them on my own when I only play lethal myself once every couple months 💀
you helped me a lot with the constellations :,]
what about the hauting extending to scrap/equipments? Randomly turning on/off flashlights, boombox, radar-booster, clown horn, airhorn, hairdryer
definitely down to try to do something like that
I already do with flashlights/walkies specifically
lmao wait imagine you're playing solo looking around for scrap and you hear a fuckin clown horn go off 💀 💀 💀
using randomly an item, I like the idea
honest reaction
Symbiosis does that, but with hoarder bugs using items
even shotguns 💀
definitely something I think I can do, or at least try
might make two different ones for inside/outside grabbable objects
understandable
oh! I've got an idea
- Corrupted dropship, makes the dropship land giving something random, or nothing (no credits spend).
50% = nothing
35% = 1 item
10% = 2 items
5% = 3 items
imagine being on ship and suddenly a robot toy starts making noise and a dog hears it 💀
at least 1 thing good for players
cats without adding cats
I like the idea
that can also be annoying, because imagine you are going back to the ship after getting loot and when you get to the ship there's just a dog camping because the toy never stops making noise
maybe adding a timer?
to make sure it's not always enabled?
maybe adding conditions, if there's no player at the ship and the toy/teeth is in it, doesn't make noise
true
if it has, the toy must be kept at the players inventory to avoid making noises (if the GG is haunting ofc)
@azure solstice experienced this as a "bug" 
lol
now it's a feature
I already have some stuff that only happens if the player is at the ship 🙂
I think that was TestAccount trolling at the time
But it was funny
yeah that's why I put quotes around bug haha
LMAO
i was thinking of trying to have like lightning striking where the ghostgirl is staring from while you're outside but it feels out of scope 
plus idk if lightning even works if the weather isn't stormy/rainy
make this when leaving as a chance
that's fuckin wild LMAO 
YES
on a realistic note, prob will never be able to do that myself. There's a lot that goes into where the ghostgirl positions herself
Lmao
that would be a stormy exclusive event where a dead body would get bombarded by lightning strikes

actually, I wont say impossible for now. I could maybe try calling this method with my own specificied position and see what happens
yay
Would we just want her to be standing/staring from outside the doors when ship takes off?
based on a percentage chance of it happening I guess?
I'll see if it's something I can do
would it be visible by everyone?
or just the haunted player?
haunted only
not gonna mess with base-game's logic for who can/cant see ghostgirl
also easier to do just the haunted person 
agreed
so I'll not say about a chance of make the girl chase everyone
yeah that would require reworking a large portion of the game lol
there is a mechanic I did add in the last update which lets you type another person's name in the terminal to make her haunt them though 
maybe being able to chase the player who took the apparatus?
haunted apparatus lol

like a percent chance if a ghostgirl exists and the app is taken that she will start haunting them? Regardless of whether or not she is already haunting someone?
i'll see if it's something I can do
Diverity bracken 3.0 lol (I forgot the Fiend)

reminds me of the fact that my function to flicker the lights in the facility would flip out the diversity bracken
interesting
because technically my code is just having whoever is haunted (or in the case of intervals mode, the host) flip the breaker at the facility
I think the issue was fixed on diversity's end at some point or people just modified configs to deal with it
Yo what if some lights whenever they flicker too much, the bulb just explodes n that room is just permanently dark?
That would make every bulb explode in the rapid fire event

reminds me I need to fix that rapidfire can't turn on the lights if the apparatus is pulled 
I feel like turning off the terminal is too gameplay disruptive tbh (perhaps it should be with a configurable timer) a thing I want to see is some crazy interaction with old birds where their eyes flicker red too, I just couldn't think of a efficient idea what special thing they could do. One idea was to make a custom sprinting animation for them so the ghost girl basically pathfinds to the closest play quite fast and then just shoots rockets at them but I'm not sure how capable you are with making a unique attack/animation for such a thing. Still a old bird with red eye/light just charging at you would be some nightmare fuel lol
the old bird thing is prob out of scope for this mod. Does sound like something neat but not looking to do any custom animations or anything
and of course, any interaction I add will be configurable however frequent you'd like
Maybe I can think of a better idea for old birds 🤨 just giving them red eyes flickering eyes without anything would be kinda lame
I can look at the AI itself and see if there’s anything that might fit the theme of this mod
Disabling old birds or making them go berserk would make sense in that it’s similar to disabling a turret or making it go berserk
But idk if old birds have a “berserk” mode
He still has a dashing animation, could also just use that to make him pathfind to the closest player once so he's not glued to a player permanently 😂
maybe 
if you want to I'd be happy to help with possible cross mod compatibility/events with the faceless stalker/slenderman
although my modding skills are very narrow
always down to add compatibility! Did you have anything in mind?
someone in my post suggested that slender could try to isolate players by closing doors and stuff
like, the large doors that require a player on the ship
oh yeah you could definitely do that (probably even without my help)
do ghostcodes affect walkie talkies in any way?
unfortunately I haven't played lc in months but I am currently making a new modpack and wanted to add ghostcodes as well
real
the walkies can garble voice and also play ghost girl sounds over them, but it's configurable
awesome
maybe they could make static noise when slender hunts someone
just brainstorming
I have no idea how to modify walkie talkie sounds so
I know for toilheads compat was pretty easy to figure out, we just added the ability to mess with the turrets on their head 
lol
actually not too hard
honestly all I know about modding so far is how to add enemies, how to add items w/ a custom script and how to modify the weight of existing items ;_;
thanks!
will note, that implementation has the issue of playing sound even if the walkie is off 
one of my planned bugfixes for the rework
I really respect that
you could probably implement garbled walkies on your end and not have to rely on ghostcodes
but I am not a fan of yoinking code :P
you can always rewrite it in your own words? 
hmm yeah I guess I'll try to find out how exactly walkies work in the first place :D
it's really just a custom grabbable object
once you can find it, you can modify any of it's properties or call basegame code as you'd like
well you see
one sec
I tried to make a mod that makes pill bottles edible once
as in
you snack a pill and get the drunkness effect from the TZP
and if you haven't already use BepinexAssemblyPublicizer so you dont run into issues of some game code being private
hmmm, I feel like that should be do-able? ish?
I made a class like this
internal class PillBottlePatch
{
private static AllItemsList allItems;
[HarmonyPatch("Start")] // Method which should be patched
[HarmonyPostfix]
private static void CheckLargeAxle()
{
allItems = StartOfRound.Instance.allItemsList;
foreach (Item item in allItems.itemsList)
{
Plugin.Logger.LogInfo($"Item List: {item.name}");
if (item.name == "Cog1")
{
Plugin.Logger.LogInfo("Patching Large Axle weight!!!!!!!!!!!!!!!!!");
// add PillBottleItem component
item.weight = 150f;
item.spawnPrefab.AddComponent<PillBottleItem>();
item.holdButtonUse = true; // test
pillItem.grabbable = true;
pillItem.grabbableToEnemies = true;
pillItem.itemProperties = item;
}
}
}
}``` patched to the large axle for testing purposes but all I got was console spam of nullreference errors
idk this whole patching stuff seems really complicated to me honestly
hmmm, I'd bet PillBottleItem was throwing null
I guess so yeah
I think you'd need to instantiate the class before referencing it
the weight change worked fine
you see now I'd have to look up what instantiate even means :P
Imma stick to enemy mods for now I think
hahahaha
instantiate basically means like, hey this is my thing for this class. When I reference this thing from this class, this is the thing
so that way you aren't getting null returns because it doesnt know what the thing is
that's how I understand it anyway, I've never read up on it really but this is probably where you'd learn properly https://learn.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/object-and-collection-initializers
thanks
im sure one of the people here who actually studied C# would have a much better explanation than my hobbiest self 
can't wait for the rework
this is one of my favorite mods
I remember putting this in my modpack and not telling my friends and it legit scared the shit out of one of them
will the flickering lights work on the new interior? the current deprecated version doesnt do anything atleast while on normal facility the light flickering works fine
also any plan for adding support for this light flickering on the Mental hospital interior mod? that interior is so made for horror
yes I'd like for the flickering lights to work on all interiors if possible
is the mod no longer being developed, or is this just until it gets updated?
[Rework WIP]
okay, that doesn't actually answer my question, because I do not know if that was there before the deprecation or v61 update or not. For all I know, Darmuh could have decided to simply stop working on LC mods and marked it as deprecated in the middle of reworking the mod. So my question still stands; Is the mod rework being halted, or is the deprecation simply to mark that it doesn't work with current LC versions and will go away when the mod is updated.
It is being reworked. You can see the dev still actively responding to comments under this thread. The mod will be back once darmuh is done with cooking it ^^
last response was 2 days ago, and I have no clue as to timelines of these things due to being bedridden with a nasty sickness for 2 weeks. Thank you for answering my question, I hope I did not come off as hostile
Noo, you’re good! Hope you’ll get better ^^
thanks, I'm mostly better now, just waiting for the cough to leave and my voice to come back at this point
stalking chat every day in hopes something is coming up 
pinning this message for anyone else who happens across the thread asking about why the mod is deprecated #1188262321970229358 message
There is no specific timeline for the rework btw, I'm just going to work on it & release when I feel it's ready for re-release
Yeag, that's cool, take ya time, do ya thang, I'm happy to wait
Any cool ideas for potential new features you might wanna leak, or nah?
I personally can't really think of anything I'd want added, it was a great mod to play with already, probably one of the best ones in my modpack
We had a nice discussion earlier on in the thread if you'd like to read through it
got a decent amount of good ideas
Looks good, very exciting
Ghostcodes has been one of my favorite mods of all time, and I'm eager to see it reworked with all sorts of new features. God speed, Darmuh 🙏🏻
Someone previously suggested allowing the haunting to interact with scrap/tools, activating things like flashlights or even clown horns that are laying on the ground.
To add on to that, what if we could get scrap items being full on thrown at the haunt target? Paired with the Physics Items mod, could be great chaos...
Death by flying cookie mold pan.
Configurable chance for nearby items that aren't held to be possessed and thrown, with damage based on weight. If no item is available, maybe it rolls a second %chance to force the player to drop an item, so it can possess and throw it.
hmmm, I'll have to think on this one. Sounds very complex so maybe not something for the first iteration of the rework. Also personally, I'd prefer things thrown in random directions vs targeting the hauntee directly as a stylistic decision.
Fair enough! Whichever way it's done will surely still be entertaining, but on the other hand... having rubber ducks thrown at your head would be peak 🙏🏻
Then again, configurable settings in mods are a god send and Ghost Codes, or rather you, have been great when it comes to customization, so I imagine If players don't want to be crushed by a V-Type Engine, surely the option to disable scrap throwing would exist, right? If it were to be implemented, some options to alter the likelihood of random/targeted throwing would be cherished.
yep i definitely try to keep things configurable for all types of players. The first part of this rework is actually a major config cleanup to make things a bit less confusing
Yeah, needing a tutorial on how the configs work is definitely a sign that something is a little too complicated. I'm not sure I ever fully figured out the problematic ones either 😆
Ghostcodes has gone through a lot of changes over its lifetime, and I'm curious what the original goal of it was?
It seems that with each passing update it spirals out into an ever more encompassing overhaul.
Though, I totally dig it. The Ghost Girl is a great enemy, and this mod cranks the spook factor up to 11.1 whenever she spawns. There's so much that can be added to a literal ghost
100% this haha. Original idea was "wouldn't it be funny if the terminal just randomly closed doors and it wasnt just someone in your group messing with you?"
then it became a fun idea to have the ghost girl control the ghost codes since they're both haunted entity types, but I wanted the core mod to still work as-is
Oh, so... originally the ghost girl wasn't involved at all? It was just like... a terminal malfunction thing?
ultimately I think the core identity of this mod is that it's random. Sometimes ghostcodes can help and sometimes they can hurt. Just something to add to the chaos of LethalCompany 
yep, ghost girl stuff came later
Hmm, pretty fascinating. Though, I do like the idea of the Ghost Girl haunting the ship and messing with things a fair deal more than just "spooky malfunction."
this is the original mod description from 1.0 - https://github.com/darmuh/ghostCodes/commit/9b169d50f62637b4ab8c49030afe67a167938cde
I guess this inclusion of the Ghost Girl is part of the reason the configs are a bit confusing. It's kind of like, two mods in a trench coat.
yea I agree it was definitely a good change. There are also certain ghost code interactions that are only things that she can interact with
yeppp, just how things changed over time
Suffering from a little bit of feature bloat
a little bit, but manageable
there is an argument for having both in the same mod. For the people who wanted ghostcodes to still have some play on moons that dont have a ghost girl or just low spawn chance percentages
thats where GGEbypass came in
I always related Ghost Codes to the Ghost Girl herself, but once I realized what GGEbypass was doing, I became significantly less fearful of any Ghost Codes on those particular moons where the girl can't spawn.
The mod had always been a Ghost Girl overhaul in my eyes, until I realized it was 2 mods in a trench coat lol
and that's totally fair, but at the time diversity was the major mod doing a ghostgirl overhaul
and im sure there's an argument for a standalone ghostgirl overhaul mod lol
who knows, maybe I go the LGU route and separate my mod into a bunch of different interconnected ones 
When was it that you decided to rework Ghost Codes?
I had planned to for a while since porting all of my mods over to my common shared library OpenLib
The mod had remained relatively stable up till v60 so there wasnt a need to deprecate
Was there any particular thing that destabilized the mod? All I'm aware of was haunted doors becoming a vanilla thing
mostly that change in particular
Woah. Heck them doors, and whatever is haunting them!
How dare they just be haunted for no reason smh.
So, with the goal of slimming down the config options for clear communication how do you plan on accomplishing that? Turning "7 options into 3" implies some things are going to be merged together, or perhaps removed. So, are any features on the chopping block, or are certain things going to be made less independent?
My first thought is that perhaps you might be moving away from the haunted terminal and more towards the Ghost Girl being the sole perpetrator of chaos
there are a lot of yes/no config options that make things complicated. Such as this entire issue of determining how to configure the mod for different situations https://github.com/darmuh/ghostCodes/issues/5
The 7 to 3 is literally just getting rid of all the yes/no options. Having one configuration option for defining the primary mode and then two more for a secondary mode & it's list of moons. I'll handle everything else on the backend
Sounds like it's not too much of a mess, atleast on the surface.
yep, point is to definitely clean the mess up overall haha
Sorry for pestering you so much 🥺 but I just really like the mod and think it's so cool
no worries! I appreciate the feedback. I will say this one is probably going to take some time because there is a lot of cleanup to do
I dont have a specific time frame to provide, but when I do have some WIP stuff to show i'll drop it here
No rush on making things pretty. I'm sure it's all really time consuming lol.
With all your work adding things to our evil lady in red, have you ever considered making your own entirely separate enemy?
maybe some day, I dont have the skills for that sorta thing now. At least with models/sounds/etc.
Any ideas you'd like to nerd out about?
nothing at the moment sorry 😅
Fair enough
Hey! @molten dune 🙂
I return >:]
hey whats up?
Thinking about the mod some more, since I have very little else to do, I realized it doesn't actually make many changes to the Ghost Girl herself. It mostly adds a bunch of things that are sort of tangentially related to her since they occur when she is around but would still function on their own if she wasn't, such as with the GGEbypass
Got me wondering if you plan on messing with her actual behaviors in the future. You said making a whole new enemy wasn't really I'm your skill set, but seemed open to suggestions that involved adding new behaviors to the actual Ghost Girl
There's a decent amount of changes already:
- Taking a shower will stop the ghost girl from chasing you (if enabled)
- Type another player's name in the terminal to transfer the haunting to someone else (if enabled)
- Ghost Girl chase sequence has a chance to flip the breakers in the facility (if enabled)
- Emoting has a chance of stopping the ghost girl from chasing you (if enabled)
Outside of stuff like the above I really dont want to mess with the original game's behaviors.
And then there is also the idea of having a set chance for the ghost girl to appear at the end of the ship when you're leaving sort of as a "final goodbye"
though I'm not 100% sure I will get that working or not
im open to other ideas of course, but ultimately need to weight the difficulty of implementing it with how much of the mod is actually going to be centered around the interaction. If that makes sense
I have given mines :]
:0 omg it's Moroxide!
This cheeky little interaction was posted on da reddit just a little ago. The Ghost Gorl teleports behind the player and immediately kills them ☠️ supremely unlucky.

what an unlucky combination 
Do you know how it is she chooses her location when she teleports during a chase?
recommend this video by @finite elm https://youtu.be/Hei2ckKSvwQ?t=45
I've seen it but it doesn't explain it in depth. He stated "teleports to a closer node" but the video clearly shows that she teleported further away.
there's position nodes all throughout each level. That is likely the closest node to the player in that particular scenario
If that's really all there is to it, then I'm surprised there are so fewer nodes than I expected there to be. Then again, such a basic method also results in the clip I shared if you happen to be really close to a node when the teleport occurs
yeah I imagine the amount of position nodes is for efficiency's sake
here's a picture of some outside nodes I remembered seeing #dev-general message
so when it comes to the base-game behavior as mentioned in the video, I dont plan on changing much
It's also a lot easier to just start/stop chases/haunts
as well as change haunting targets
Fair enough. I don't think there are many behaviors that could be added, beyond perhaps like... a 'fake chase'
I could probably add some more sounds to be played when she is not staring/chasing
like a little giggle here or there while you cant see her
Maybe maybe.
Anywhoozy, I don't think I have anything else to pester you about 🤐
feel free to drop any suggestions you think of here 🫡
With what's already in the mod, and prior suggestions that have been made, I don't think there is really all that much left that could possibly be covered.
Oh- wait... does she mess with Boombox at all?
What about the Television? Spooky ghost girl on TV?!?! OOooOoOh! 👻
What about... distorting the ship's radar monitor when viewing a haunted player? 👀
Typically, the Ghost Girl isn't scannable... but what if upon scanning the ghost girl, the screen fills up with scan nodes for creatures and alerts that a new creature has been scanned. Though all the information on the scan nodes is gibberish, or things similar to the messages sent over the Signal Translator
some interesting ideas. I do plan on having some new item interactions so maybe
Any idea when you'll re-release Ghost Codes
when it's ready
To reiterate, how much time have you put into the Rework? this will give me an idea of when it could release, giving he works on it at the same rate.
I can't confirm any dates, I'm not darmuh, and I know he was recently in the process of looking for ideas to implement them in the mod
I can help with that
Suggesting ideas that is
For one, the ghost could gain the ability to jam doors, in which the door says "jammed" instead of "locked".
You would have to damage the door for it to unjam
That way, when she's chasing you, you can't keep running away (door jamming would most likely occur when the target is getting chased by the ghost girl or another monster.)
Considering I have a day job and other hobbies, probably not any time soon. It'll be out when it's ready 👍
Fine with me. I'm in no hurry.
Hope youre having a great day, darmuh! 🥳☺️
here's some crumbs. working on something that will make config management maybe a bit easier
Hell yea!
wow!
Oooh yummy crumbs
oooo
nice
It's looking nice!
The description for SoloAssist seems a little confusing.
Enable this to add insanity debuffs for single-player Insanity Mode
insanity debuffs
Makes it seem like turning that on would make solo harder? I think could be rephrased to make it clearer that is meant to help.
how would you rephrase it?
"Enable this to reduce sanity drain..." etc etc.
An Insanity Debuff sounds like, ya'now... a debuff that makes you go insane faster.
thats fair
👍🏻👍🏻

Darmuh 🥺🥺
been busy with other stuff but this project isn't forgotten 🫡
Does this still work in v64?
Maybe, maybe not. Use at your own risk 👍
if it breaks it just makes it more spooky so thats a win in my books
if it breaks the game will probably crash
i also wouldnt mind some beta testing to maybe get it stable faster 
we shall see
been trying to work on this when I find the time (and my other projects aren't on fire)... here's a peek at my progress
Just wanted to say I love your "Darmuh Terminal Stuff" mod
I never realized you also work on this mod
to be fair, this mod has been dead in the water for months lol
You should change the name of the OS from FORTUNE-9 OS PLUS to FORTUNE-9.3 OS
The 3 represents the version of the mod
you can do that in config 🙂
but might be cool to do as a default setting
I did. Sorry. I'm just in love with the mod
I type a lot when I'm excited
haha no worries

Yaaaaaaaaaay
also, || I was unable to directly use zeekers' function for haunted doors but created my own similar one ||
^still a WIP while I adjust some things
|| my poor malfunctioning doors will be forgotten :c ||
|| we can coexist I promise ❤️ ||
Cant wait to see your update btw :3
||Abandoned Doors cus Testy is too trapped with rewriting Ship windows||
You. I cast ghosts in your facility. 👻
I recently thought of haunted doors being somewhat creepier if they would open/close when not in your line of sight, and then do it again quick enough, without the door sound playing a second time, such that you wouldn't witness it if you don't react to the first door sound fast enough
holy 50-50 💀
|| Going to continue to prefer random over any sort of line of sight system for the time being||
I do appreciate that 
that said, I dont mind putting something out for the time being if people are fiending to have the mod back from deprecated status
it just wont have as much as I wanted/planned to add
Do you have any estimate on when you can deliver something? Having ghost codes functional again would be nice if your progress is slow and the new futures would take an additional 2 months I would rather have just a functional version in the meantime and if it's only like 2 weeks or so to make the new features then I wouldn't realy care
I really dont have a timeline for either it just depends on when I have time to work on it. The functional release would be sooner since I could just focus on making sure things that already exist work as they should (and the few new features I've already started working on).
Looks like we’re leaning towards less content & earlier release 👀
Gonna give the poll a few more days for any last min opinions
looking for some help with sourcing custom audios, this will have no affect on the poll outcome
Should I focus on releasing an alpha branch of ghostCodes with not much new content, but built to work with the latest version of the game?
15
24
1
Yes idc about having a bunch of new content
1181287712943259738
yoiled
ending the poll somewhat early, looks like most of you would like to see an update sooner rather than later so let me see if I can put something stable out there for public testing (maybe by the end of my weekend, tuesday)
would also be just soon enough for some halloween playtesting 

did some vanilla testing tonight with some unsuspecting randoms who joined my lobby. Things appear to be working for the most part, got some errors/things to check out but we're getting there
also, here's a WIP example of ||some added sounds to the terminal for the reboot command ||
I said I'd post something by the end of my weekend so here yall go, the alpha version
[2.5.0]
- Mod completely reworked and built to be used with OpenLib.
- Compiled with new custom sounds for the terminal, ghost girl, etc.
- New interactions added for the cruiser, haunted doors, ship, etc.
- New mode system to handle having a secondary mode for specific moons
- Secondary interactions config added for secondary mode when user requests this config.
- Config has been split into multiple configs, each one is added in-game via LethalConfig.
- While this mod is in an alpha state, setting extensive logging config item to true by default.
- Feel free to disable this but understand that it will be more difficult for me to troubleshoot any issues you encounter.
- For a more in-depth changelog, please see the diffs on github.
[Rework WIP] ghostCodes - Alpha testing via version 2.5.0
with this update the mod is no longer deprecated as I expect it to work with the current version of the game. If any errors/issues occur please feel free to report here or on the github page for this mod
I'll probably not be able to address any glaring issues until the 3rd, but minor issues I can probably fix before then.
finaly something to do
lets go and find bugs
Very dope, cool to see this finally back after so long.
hello, thanks for wonderful mod! I have one question, it is possible to make configurable on which moon will appear and her weight7
can you provide some context to this error? I can tell from the excerpt that the ghost girl had just started staring. What moon were you on at the time? Do you have the full log you can post?
i dont think i have the log of this exact session anymore but i see this error alot when shes trying to order stuff for the dropship
and i was on titan
i can mess around some more in like 30 minutes maybe
This is technically not an enemy mod so there are no weights. The "Hauntings" mode adds on to the vanilla ghost girl enemy events where as the other two modes are always running. Maybe in the future I can set up the secondary mode "none" to be set for specific moons if you dont want ghostcodes to run at all on those moons (but this will already be the case for any moons where ghost girl does not spawn and hauntings are enabled)
the error specifically looks tied to any of the interactive facility objects (turrent/big doors/mines/etc.)
in my mind that type of error should only show up on a custom moon that hasn't spawned any but maybe I'm missing something
relevant code here, I guess I could add a check in this method to make sure that myTerminalObjects has values
the thing is, what calls this method already checks that 💀
i have absolute 0 idea about coding so i have no idea what im looking at, im just good at finding issues at this point
when the "Hauntings" mode is turned on, she will be able to chase like on the moon Experimentation or Vow?
hahaha all good, just trying to add context for anyone else reading along
experimentation actually has a rare chance to spawn a ghost girl, I don't think vow does
unfortunately, 0%
old message here so the values might be different now, but you can see her spawn weights here https://discordapp.com/channels/1168655651455639582/1188262321970229358/1230640172161302678
this mod does not affect ghost girl spawn weights, I do remember it being a feature request before so maybe I'll add that as a feature in the future
thanks for the answers
do you still want anything regarding the error? like a full log or something
yes a full log would be helpful to see if anything failed to initialize properly
been 15 minutes and i couldnt get it to pop up again
no worries, it's probably a pretty rare one. I never saw the issue while doing my own testing
which has been multiple weeks probably at this point 
also im full on trying it with my pack that has 156 mods
recently the mod updates have made things only worse
toomanyemotes throwing errors openbodycam throwing errors starship delivery throwing errors for several months now wich the creator seems to be aware of
i think csync throws some errors too
ive done nothing besides updating mods and trying new moons

I do remember reading last night that a big morecompany update has changed something that requires any mod that has compiled with it to need a recompile
a couple of the mods you mentioned were some of them that needed updates
ah so its more company breaking everything again
who even is maintaining it now
or tries to
I think it is changes generally for the better, it just required breaking some things
was reading about it over here -> https://discordapp.com/channels/1168655651455639582/1199570032196333648/1301018620134031463
well my worries are always if people continue maintaining their mods or not cause not everyone is around forever
tho i dont worry about openbodycams
yeah it's understandable
FYI, default config is set so to the hauntings mode only so if you feel the mod isn't doing anything it's probably because no one has been haunted yet 
@molten dune kinda looks to me like the TerminalAccessibleObject here may have been destroyed, that's the only way I can think that the C# runtime would allow StartCoroutine to run and then get a "null deref" on this
what you gotta keep in mind is that destroyed Unity Objects are not actually null, but rather they are marked in the Unity runtime as destroyed and will trigger NullReferenceExceptions when any Unity runtime methods are called
so doing a Callvirt on StartCoroutine goes through, then StartCoroutine calls IsObjectMonoBehaviour(this) and the Unity runtime says that it's null
(callvirt checks for a C# null)
1A3 has made every change I'm aware of recently, and the breaking changes that were made recently were good changes
cosmetics stuff is at a point where it shouldn't be necessary for there to be another breaking change for a long time, even for mods that inject into that code like OpenBodyCams does
to be clear:
- Callvirt is an IL instruction
- Callvirt is compiled whenever an instance method call is done and the instance it is called on may be null, since Callvirt has to check for null before dispatching to the virtual override that is relevant for the instance. It used to be that it would compile those to a plain Call, but that would result in a null deref inside the method that is called, but only if it tried to access
this.
ah good point, I'll have to do a better job of verifying the terminalaccessibleobject still exists
yeah
triggered mines for instance will destroy their TerminalAccessibleObject with GeneralImprovements installed because that's the only way the indicator gets taken off the map in the vanilla TerminalAccessibleObject code
yeah that might be the culprit, I also have a function to trigger the mine explosion
it really should be done in OnEnable() and OnDisable(), but that actually requires a patcher to add those methods to TerminalAccessibleObject
I think I can probably just refresh 'myTerminalObjects' more frequently to fix this, I just didnt want the added overhead if it wasn't necessary
and luckily I don't think this error breaks anything other than the ghostcodes coroutine for that specific round
honestly might be okay to just do an Object.FindObjectsByType(FindObjectsSortType.None)
just make sure you don't sort and it should have a decent run time
that is essentially what I do when I first fill the list, I just didnt want to refresh the list all the time
yeah
is there a difference between having the sort type defined as none and not defining it at all?
what you could do is track it with hooks into TerminalAccessibleObject if you see any concerning performance
if you're not using the method that specifies the sort mode, you will be sorting
ohh, good to know
FindObjectsOfType != FindObjectsByType
it really wouldn't be such a bad idea to just hook into TerminalAccessibleObject.Start() and TerminalAccessibleObject.OnDestroy() tbh
oh whoops, glossed over that word
it's okay, that is a Unity moment lol
it's very hard to remember which is which at first
hahaha
I may try this out, as a solution
caught this wonderful moment from the update
https://www.twitch.tv/takerst/clip/YawningTrustworthyToadOMGScoots-KW82s5UKJJPJtEWb
LMAO wait you made it a feature?

if you're curious, this is my to-do list with notes on what has been done and what hasn't been done https://github.com/darmuh/ghostCodes/blob/master/ToDo.txt
I am not promising that all of this will be done ofc, just stuff I want to try
OMG I JUST ADDED THIS FOR TONIGHT DARMUH
lol, you added it
pretty much all of your ideas were added to a list I was working off of lol
yay
the dropship idea wasn't too hard to implement
use handheld item at random - does this work with modded items? if so i kinda want like a blacklist for certain items xd
yeah it should work with any item, including modded
I'm guessing you'd want to do a denylist by name?
yes because i have a scrap mod that adds like a duplicate of the airhorn as scrap that has a chance of just killing you on use
i dont want ghostcodes to just insta kill people lol
oooo yeah, especially because that would kill the person calling the code (either the person being haunted or the host in other modes)
let me see if I can sneak that in really quick in a hotfix I'm putting out tonight
I won't be able to really test it though
I'm also recompiling Toilhead compat for the most recent version, I realized I haven't updated that mod in my references folder since version 1.2.2 (it's on version 1.7.2 now
)
i havent noticed this feature at all when i was messing around, i just read about it in your to do list
the toilhead compat?
the use held item thing
ohhhhhh yeah, it's pretty rare by default
im never gonna use toilhead ngl xD
I had to up it to 100% in order to make sure it actually worked
Toilhead is nice but I'm starting to get burn out on it
After you've died to a slayer masked for the millionth time it's no longer fun and is just annoying cus there's 0 counter-play
I've only tried it a few times myself but the group I play with is just not good enough to deal with a coilhead that has a turret on it's head 
toilhead was a funny idea but too strong in my opinion
my team wasnt even able to deal with the reverse coilhead from brutal company
reverse coilhead? 😮
i realy like the random effects of it like more trees or sometimes its a complete spider day with like 10 spiders
and yea it has like a coilhead with a demon like skin (red skin glowing eyes) and hes basically the reverse of normal coil
only moves when you look at him
also i wonder if the brutal company compatibility with ghostcodes still works now
since ghostcode rework
the normal brutal company minus doesnt realy seem to get updates anymore
only this weird version that forces the takey plush and some other plushy into my modpack
was there some sort of specific compatibility they built in?
I wasn't aware of anything
would depend on what they were referencing in my code, some stuff has remained relatively the same
well you land and it was already like 18pm on that day
and the rest was just
ghostcodes on insane steroids
ill install brutal company and mess around a bit today
oh it was a time skip type deal
yeah i'd bet it's more likely their compat is broken lmao
anyway, just put together a little notouchitems list for you
will be in my hotfix I post within the next hour
i just looked it up and they dont lost ghostcodes anymore anyways
probably dropped because of being deprecated for so long
buuuuut
yeah that would make sense
huh, interesting
do they have a thread here?
good question
ghostcodes + diversity is probably the most cursed thing now
i love it
is it the same one Zaggy and I were talking about earlier?
this one?
that is the hotfix I'm planning to post tonight, taking Zaggy's advice
might be helpful to have it just in case
is it something you think you can reproduce? I can throw the hotfix in here for you to test if you think you can cause it again
no i dont realy know what exactly triggers it
no worries, Zaggy gave me a plausible theory to go off of earlier
so we'll just see if it happens again after the hotfix haha
does ghostcodes take config changes while playing or do i need to restart the game every time
depends on the config
some stuff works automatically, like the interactions config is instant
some stuff needs a lobby reload in order to work properly (i.e the terminal commands)
to be safe, I'd just relaunch if you're not sure
[2.5.1]
- Fixed SignalTranslator messages only being sent for specific interactions instead of being sent as it's own interaction.
- Adjusted TerminalAccessibleObject filtering logic to address rare null ref errors
- Per recommendation from Zaggy, the list this mod generates is now adjusted via game patches to TerminalAccessibleObject Start and OnDestroy
- Adjusted MineBoom & TurretBerserk logic to generate a random number from all turrets or mines rather than all terminalaccessibleobjects.
- This may make the turretberserk/mineboom chances feel higher than they were before.
- On the flip side, this may make the blast door chances feel like they dropped (as previously if the turret or mine action was called on a non turret/mine object it would just call the code on the object which was usually a door)
- Fixed/Adjusted ToilHead Compatibility
[Rework WIP] ghostCodes - Alpha testing via version 2.5.1
also i set the hauntheldscrap to 100 now it just does nothing for me right now
it only affects a very small amount of scrap from my own testing
stuff like the type writer, clown horn, air horn, etc.
basically any scrap that has an interaction that makes noise when you hold them and left click
yea i was running around for like 10 ingame hours with a airhorn and the ghostgirl
I'd check in logs if you see something like this [Debug :ghostCodes] Action HauntHeldScrap was chosen!
the other one would be "HauntFactoryScrap"
been standing here for so long waiting for the hauntheldscrap to trigger that a friend joined me
11 ingame hours while haunted with the chance boosted to 100
Primary is the mode that runs by default
Secondary will run if a matching level name is detected from the SecondaryModeLevels list
I also have a failsafe that forces you off of hauntings mode if networking is disabled, since the mode requires networking
i surrender on this hauntheldscrap thing
If you have a profile code I can take a look some time later this week
From my earlier testing it worked fine with the scrap I mentioned
Me when the ghosts are coding.
created this page to highlight clips/content relating to ghostcodes https://thunderstore.io/c/lethal-company/p/darmuh/ghostCodes/wiki/2716-ghostcodes-community-content/
if you have any cool/funny clips or other content related to ghostcodes feel free to let me know to add it 🙂
so uh, no one experiencing any issues since the latest hotfix??
other than the hauntedheldscrap issue I guess, still need to look into that one
if that's the case, while I look at the scrap thing I can go back to working on the newer stuff 😁
well, i dont realy have anyone to play with these days and theres atleast nothing i didnt post already so i guess
when i tried out the slaughterhouse interior today i noticed the light flickering doesnt seem to work there
i heard the audio for it but didnt realy see any flicker
not sure where the problem is but you said you wanna try to make it work on any interior so here iam
doesnt seem to work even on toystore
but wesley broke my toystore config again gotta retry in a bit
Do those interiors have a electric box that spawns in them? I'd bet they just dont register their lights to RoundManager like vanilla does
So i'd have to find them and add them myself
toystore does have a breaker box
slaughterhouse i couldnt find it yet but it does have a apparatus
oh does it work like normal?
yeah that's what I mean mostly
if it can turn off lights then ghostcodes should work as well. They use the same listing of lights if i remember right
i general i have barely noticed the light flicker
i remember back then it used to do it without the ghost girl right?
when the ghost girl hunts me i do hear the audio queue for everything but theres just nothing happening
depends on the mode you have it set to
i thought for a moment the lights work now but it was the diversity rework for the bracken that turned my lights off
ok i guess now i finaly understand what those modes mean then lol
haha yeah the different modes definitely matter lol
only insanity mode & hauntings mode do the flashing lights
hauntings it's when the ghost girl chases you, insanity mode it's when you reach max insanity
i'll have to take a look at the two interiors you're talking about and see whats up
so old ghostcodes was generally using insanity mode then? since i dont remember having modes back then
old ghostcodes had different config items that complicated things a bit more
but generally it was the same
hauntings was just called "ghostgirlenhanced" back then
and then bypass would use insanity mode
ok so how can i make my insanity as bad as possible
or is that just a time thing
because i know 0 about insanity
time alone yeah
time alone in the factory
and you'd want to disable soloassist if you're crazy
i already did that
🫡
well, its toystore and slaughterhouse in my case
yeah it'd be easier if I start with those
well ive been at the entrance room in toystore all the way until 22 o clock and absolutely nothing has been happening lol
yeah sounds like it's not working
can you double check it works on vanilla facility interior?
will do
tyty
the thing is in slaughterhouse while haunting mode with ghostgirl i atleast heard the audio for the light flicker
now it was just dead silence
😵💫
yes iam inside i just wanna make sure if i just stand around inside it'll work
yeah should work
so i dont have to sprint through the entire interior for a few minutes
if you look at your logs you'll also see the insanity calculation logs lol
wtf
mouth dog at 10am on march
i should play lottery or smth
also ive never read anything about insanity in the logs befor
oh yea its working in facility
ok yeah so sounds like something for me to look into
i think it actualy does work and its just wesleys bugged toystore rn
interval mode should still use doors tho right? im wondering if interval is kinda buggy and i just had to restart my game to realy apply insanity properly
i mean it's really just dependent on whether or not the interior's lights are listed in allPoweredLightsAnimator (this is from vanilla)
the default intervals are set really high so it will take a while between each code
well, like i said i sat there till 22 o clock and i heard nothing on interval
not a single door
i'd check your logs and see if codes were getting picked and used
im trying to figure out wth is wrong with wesleys interiors again for now cuz thats bothering me lol
ill try slaughterhouse later again
I asked for some clarification on some things over here to see if I can get some insight into how the interior devs handle their power lights https://discordapp.com/channels/1168655651455639582/1193461151636398080/1302217009018310696
If I had to guess, the animators are playing the sounds but the actual light is not hooked up to them like they would be in vanilla. But that's a huge guess lol
until I have a bit more insight into how the interiors are set up i'm kinda just shooting in the dark lol
im starting to feel like theres generally some jank somewhere in custom interior lights
like it flickers sometimes?
i think it can be seen in the video once too
but its not a normal flicker its like 1 or 2 frames maybe
to be fair, what I do to the vanilla powered lights is also kinda jank
I'm basically calling a vanilla method every 0.2-0.6 seconds that normally would only get called once or twice every 5 mins or so
heres grand armory clip
oh yeah theres those big robots in that interior 
interesting that the light turns off at the end there, they are usually supposed to turn on at the end
yes
ghostcodes is definetly trying to work with them but something is just not right
there's something simple I'd like to try, but that will not be tonight
got work in 7 hours so i'm going to sleep 

oh also something small i noticed in grand armory
ghostcodes could open a locked door.. is that intended?
Why you posting gifs of me sleeping? Nya~

@molten dune the scraps being haunted and auto going off is global
you need to fix that
That's descriptive.
you mean everyone hears the sound playing? Yeah that's by design
if that's not what you mean then yeah I'll need a better explanation of what the issue is
There is a specific sound that plays that sounds like Biodiversity's Aloe that is global
Idk what sound that is but please delete it it's annoying lol
does it sound like this?
thats the battery adjust sound
suggest a better sound then
then you'd wanna make sure everyone else has it disabled too
because the person being haunted's settings would be checked for interactions during hauntings mode
host enforced config settings is something I want to do but haven't gotten around to yet
but yeah if you dont like any of the sounds I've got a thread where better sounds can be suggested/implemented https://discordapp.com/channels/1168655651455639582/1298569944409309204
forgot to mention that yes this is intended
Nah it's fine now that I understand it I just kept wondering what that sound was lol
Also I think the haunted scrap stuff doesn't sync with some clients
from my LAN testing it worked fine for clients (had to lower my volume on host client etc.) but I do plan to look into the feature since I've had someone else report they cant get it to work
Yeah when we were playing it was going off for me and PepsiMan but not Alecks
so something is weird in Multiplayer ig
The only reason (that would make sense to me) for that to happen is Alecks had a mismatched config
like having the networking config item disabled
because if it works for one client it should work for all lol
@molten dune Any idea what this error is from?
That’s a new one, do you remember what interior it happened on? I can try to add some handling for it
I think Grand Armory
Here's the log from today
I've been working on improving the lights flickering event and it's compatibility with customer interiors...
so far these are my notes from going thru different interiors individually to check the event
[Custom Interiors That Work]
- Skaarj Outpost (unreal interiors)
- Nali Haven (unreal interiors)
[Custom Interiors That Work w/minor issues]
- Black Mesa (a lot of lights in general resulting in a slower/uniform flicker)
- Rrajigar Mines (a lot of lights have null sound clips in their animators resulting in no sound & warning spam in logs)
[Custom Interiors That play sound but lights dont flicker]
- Toy Store
- Grand Armory
- SlaughterHouse (also has a large amount of lights)
[Custom Interiors with powered lights that dont play sound OR flicker]
- LC Office
- Dantor's Mental Hospital
[Custom Interiors without powered lights]
- Tomb
- Chizra Temple (unreal interiors)```
on the plus side, I've noticed most of these interiors use DoorLock for their doors which means the regular door haunting interactions are all working 🙂
I also noticed the "new" cave interior that zeekers added with the rapid lights effect is really neat. It has a unique sound for the light flicker event
@modern hound apologies for the ping but figured I'd reach out to you here. It seems all of your interiors consistently have the issue of the "PoweredLight" animators playing the sound when setting it's trigger to "Flicker" but the actual light doesn't visually flicker (or if it does it's like a single frame). I even went and tested without ghostcodes by running the RoundManager FlickerLights method via UnityExplorer to triple check it wasn't some odd bug I was introducing in my code
@bitter spoke also pinging you here as I noticed SlaughterHouse does the same thing in my earlier testing
I'm not really sure what the fix is as I've never personally made an interior but I was able to confirm Black Mesa's lights worked per @digital agate's suggestion. So perhaps he can provide some insight into why this happens with your interiors? (sorry again for pinging everyone, feel free to ignore and respond later)
I feel like there's a number of things that could be wrong
In my experience the lights do actually flicker when the apparatus is pulled, so this is a niche issue
- Dead
Light.enabledreferences in the flicker animation clip - The references were removed
- Not using Constant mode for the
Light.enabledkeyframes - ??
think you could get a screenshot of your animation clip for the flicker? I wonder
I forget if the flicker animation is played when the apparatus is pulled, or if it's something else
ah I guess it does
lemme look at it in UnityExplorer rq
it does, but also SwitchPower is called
right
switchpower doesn't make them flicker, so it should be fairly clear whether the animation is working in the case of pulling the apparatus
true, they do have very different visuals
but I could see it being mistaken when the sound for flicker is played at the same time 
yeah definitely
clipping is finally working, (still fine tuning some things like handling when one interior might have 20 lights vs another having a few hundred) but I'm really happy with how the color transitions are looking now (it caches the light's original color so the light can return to it's original state when the event is done)
and ofc, all the config items still work (like disabling the color change, adjusting the flicker rate, etc.)
ooh that's pretty nice
btw is there any way I can look at this programmatically? Would be nice if I could just hotfix issues I find through code lol
the animation system is not friendly to programmers, so I don't really think so

@bitter spoke looks like this light has only a very brief window where it is disabled:
I tested by setting RandomFlickerSpeed to .001, and then it was actually possible to see it turn off
when it plays at normal speed, it only turns off for like less than .006 seconds lol
glad to hear im not crazy lol
I can look into it later but unless it's an easy fix it's not a priority of mine to make every light have a flicker anim tbh
it depends on if you copied from vanilla and changed the Light.enabled reference rather than starting over with new animation clips
no worries, just figured I'd bring it to your attention for now. I'm probably going to look into an alternative for situations like this or the ones i've found where an interior has 0 powered lights
it might just be a matter of selecting all the Light.enabled keyframes, right clicking, going in Both and setting it to Constant
I'm in bed atm and I'm supposed to be on break from Unity but spent the last two days trying to diagnose lag issues in Lunxara's pack
it changes how it determines what value to use at a given sample point
oh fun lol
I'm guessing they come and go so you can't really profile them easily
yea dont take any of this as urgent or anything like that
Turns out, certain mods don't like the null enemy prefabs I use in JLL
And they don't have null checks so bad things happen
as an example though, this is how the clip should look in the Curves view
or similar at least
this is basically a direct copy from vanilla though
question for yall, is there one animation clip per each light? Or is the same animation clip reused for all of them?
Yeah I can look into it later, I'll be completely honest, I copied vanilla lights and then adjusted the mesh for the actual models and the intensities for the lights and called it a day after that worked on Apparatus pull
no judgment here lol
they'll usually be in prefabs referencing the same animation controller, which then references the same states and clips, so yeah
if the object structure is different though, they would be separate
for example:
oh okay so definitely not the worst case scenario lol
Anyways I'm gonna sleep now, I'm tired of thinking about modding for a couple of days, I wanna play video games

and this is the animation controller
yeah all good, enjoy your break 🫡
fair enough, gn
sorry if the ping was annoying just wanted to make sure you saw the message at some point 🙂
oh this stuff looks a lot like unreal
Nah you good, just unfortunate timing as I'm lying in bed and can't show you my stuff

I should probably be asleep too it's 2AM 
anyway, appreciate the discussion. Looking like I need to have some sort of backup method or something in the meantime. Will go back to the drawing board 🫡
I wouldn't do that tbh
it is what it is, those animations should be working
especially since there's no way for you to tell if the animations will work
Well, at the very least I think I’m just going to set up a local list of interiors to not run the lighting event on
Based on my own individual testing 😭
yee makes sense
Might make it configurable so that way if an interior fixes it then the player can just remove it from the list
Thinkin out loud
beware of making the list directly controlled by the user though, then you can't change the defaults easily if new interiors release
I had to move away from that in CullFactory since the list had to change constantly
I'll have a look later
as an autistic person with a hatred for fluorescent tube lights, these sounds make me viscerally uncomfortable in a way that is absolutely perfect for this mod
Ah good point, so maybe no config
If it ever gets to be too much remember you can always go disable it in the config 
the slow fade to red instead of being instant is really good
well, you can use a whitelist and blacklist to give the user control over what it does without removing your ability to add/remove
I didn't understand this meaning a bit
If you dance with TME and vanilla dance, does this have any effect?
Or should I shout into the microphone?
And the phenomena from the mod will only work when the girl appears? Or maybe without it by chance? (is there a config for this somewhere?)
Is this fix still relevant?
hello, i remember using this mod long ago and the default values were pretty aggressive
back then i tried balancing it myself but i didnt have much luck with figuring out a sweet spot
have the default values been changed any time recently?
Yes and no
You can generate the config again and check
oh ive since removed that profile, been a long time
just wondering if there were balance changes for the default config since the start
Probably yes...
It used to be that events were always spammed, even if there was no girl
Now I think only when it is there (default settings)
Maybe I'm wrong, who knows
No
Is there already some vanilla fix?
But even if he stands, he won’t break anything, will he? :с
On the vanilla side?
Or some mods with general fixes
Like
It was fixed in v60
Fixed the
turnAmountstatistic that the ghost girl uses not resetting for each round
Fixed
hasBeenCriticallyInjurednot being set back to false when being respawned
That specific config item is relevant only to the hauntings mode and there’s another similar config item relevant only to the insanity mode. And yes any emote will work including modded ones
I’d say the defaults now are much less agro yes. You might even want to make it more agro
No problem! I do a lot of research on this stuff, partially for my bugfix modpack, so if you have any other questions feel free to ask me haha
I learned recently the infinite exp bug can still occur
afaik not while unmodded though
awesome thanks !
another question, is there any kind of compatibility with blackouthazards?
this is my first time hearing of the mod so I'm not sure. Definitely no hardcoded compatibility
https://thunderstore.io/c/lethal-company/p/Toshizuno/BlackoutHazards/
I used this mod a while ago, but idk if it's still working
Ohhhh i see, yeah I think it should work fine together. There could be some weird scenarios where the stuff is off but ghostcodes turns it on. Idk if that’s much of an issue though
itd probably be cool if ghostcodes randomly turned a turret on for a few seconds anyway, thats good
so i've figured out how to detect an interior's lighting that does not use poweredlight animators such as my example with tomb where the primary lighting is via torches. I can manipulate the color of the light still but it is a LOT more subtle than when used alongside the flicker animator. Does this look like a good solution for interiors that either dont have powered lights (and/or for the rare cases where the animators are not flickering properly)?
I think I may also experiment with || player effects like the adrenaline rush you get when an enemy is attacking you ||
affected vs unaffected (the fire itself is not a light so changing it would require some more targeted code)
The difference is so small I feel like I wouldnt even notice anything while actualy playing
I agree, that's kinda how I feel with this specific example (especially with orange to red specifically). I need to test with a few other interiors I think
also i remembered something today and im not sure if it is any useful or not
i think the country road creature mod that monster causes light flickering too and if i remember correctly that was working on like all interiors
its been a while so im not fully certain and i forgot to check again when i came home today but maybe you wanna look around and maybe you can figure something out
otherwise if you dont have that time to spend i can go check tomorrow if it was truly working on all interiors
but i remember getting his flickering on mental hospital somehow
that interior would be part of my list that says "Custom Interiors with powered lights that dont play sound OR flicker"
so I wonder if that enemy uses the flicker animation or just turns the lights off and on manually

judging by the lack of a "flicker" sound from the lights. I'd guess they did their own little flicker coroutine with the lights (similar to how i'm adjusting the color)
i'd have to peep their code to be sure tho
country road creature affects flashlights too, lowers brightness and changes the color to red
it might just be affecting any light source within a certain radius
i wonder if it'd be possible to make the old bird's light flicker like the facility's lights
That’d be freaking sick in Grand Armory
old bird interactions are definitely planned to an extent
Would be cool if there was an interaction that forced all old birds to start boosting to your location outside
I'm surprised to see someone still using Dantors with all the crashing issues it causes
I've never heard of them or had any tbh, I wish it would be maintained properly cuz it's such a good interior
It causes you to get crashes when pressing Online very frequently
Yeah it's cus of Dantors, it has a corrupted asset somewhere in it's AssetBundle
That would be SoundAPI then if you have it and you don't have Multithreading disabled
Mh good to know
I personally had to get rid of SoundAPI in my pack, it uses up too much ram and during some situations causes lag
like during Vanilla Meteor Shower or when GhostCodes rapidly opens and closes doors and stuff
I love LR too but it's easy to live without it for now til SoundAPIV2 comes out
do you know when soundapi v2 is coming out
When a ghost code happens, it triggers the detection system of https://discord.com/channels/1168655651455639582/1216655331497873488 (remote terminal)
:,]
yeah I mean that would make sense. This mod basically runs like a "cheat", especially since it can run as host in a vanilla lobby
i can't get the rapid flicker hexcode config to work
what are you setting it as?
<color=#FF0000>"More"</color> to make it red
you're trying to change the color of the lights in the rapid flicker event right?
yeah
what are you putting for the config item in your mod manager?
what
<color=#FF0000>"More"</color>
yeah you dont need all that
just FF0000 didn't work
it would be #ff0000
but you can also just put "red" since that's a pretty basic hexcode
you can find any color you want here - https://htmlcolorcodes.com/color-picker/
just use the alphanumeric combo provided next to the #
so for this one you'd put #2C2B2B in for the config item
I've been trying to test ghostcodes if it works, but when I spawn in a ghostgirl via imperium it doesn't show up - is this something on ghostcodes' end, or would it be something else?
oh nevermind, it finally showed up 🤔
very odd, I spawned it and it didn't show, I move around a bit and teleported it to me in the facility and it didn't show, then I go outside and mess around before teleporting it to me outside and it finally just shows up and stares at me
[22:32:54.0335234] [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.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
ghostCodes.NetHandler.PlayGhostAudioonTerminal (System.Int32 num) (at ./NetworkedStuff/NetHandler.cs:260)
ghostCodes.NetHandler.GGTermAudioClientRpc (System.Int32 num) (at ./NetworkedStuff/NetHandler.cs:237)
ghostCodes.NetHandler.__rpc_handler_1150680842 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <5fb50136b93d4f2eb2acf0018ffed911>:IL_003B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
Has that been reported yet? 
yes, I have a fix incoming soon ™️
After a murder, does a girl immediately choose a new victim?
Scary?
Where can I set GhostCodes to work only when a girl appears?
that's in the Hauntings mode
it will only trigger ghostcodes to activate when you're being haunted by the girl
yea change the primary mode to hauntings
secondary mode will make it perform differently based on which moon you're on
Thank you @livid kindle for helping out. You are 100% correct
wont break your game, just causes certain things to not work in this mod. I have a fix for this issue planned
@molten dune do you toggle specific powered lights or just all the lights in the interior like vanilla does? I'm implementing an optimization in Black Mesa that would possibly break the former
doing this in my dev branch, the version on thunderstore just calls the vanilla flicker method
right, but do you selectively flicker them at all, or plan to?
I set the animation trigger to "Flicker"
also, the check for a light in the child of the animator seems unnecessary to me
you could just get all objects tagged PoweredLight and then get all child light components
I mostly added it because some custom interiors have the animator but no light 
isn't that okay?
I was getting null ref errors if I remember right
for the color changing bit, because it uses the same list
huh, but you shouldn't get any nulls using GetComponentsInChildren
actually let me correct myself, allLightsFixed is a separate list specifically for the colors bit
anyways, the thing I discovered is that the animators attached to the lights
- run all the time
- cost a lot of performance due to interacting with lights
so I'm looking into making them all be controlled by one animator in the first tile, setting all my powered lights' enabled state from just the one
oh that's interesting
it appeared to be a pretty significant improvement in performance for Black Mesa specifically since we have so many lights
that would definitely make the flicker animation for the entire facility much more static feeling though, like they would all flicker at the same rate :/
I don't think the flicker rate even works
Since there's so many lights I was kinda already doing this which was grouping the animators into larger groups
the variable in the animators is different than RoundManager sets
right but if they all have the same animator wont they all flicker at the exact same time if the flicker animation is called?
yeah thats what I wanted to avoid
or even an update function
oh?
then I can give them variability myself
I'll see what you cook up. Definitely interested
funny enough I had the opposite idea that I thought about trying in the future of adding my own animator asset bundle to apply to interiors that dont have them 
whether I was actually going to try it tho... 
yeah, that's why I initially thought to ping you here, it seems like you actually should prefer doing it the old fashioned way
and what do you mean by old fashioned exactly? calling the vanilla method?
or, rather, not using an animator at all and enabling/disabling the lights manually lol
setting them enabled if they don't have an animator
but then again, not sure how that would interact with my system

I remember messing with that idea a little bit but either not having a sound to go with the flicker or when using the on/off animators instead of flicker it just doesnt sound right
you also can't do that with vanilla-like interiors since the animators will override whatever you set
I guess I could add my own sound as an asset bundle and go from there. I would also need to get a bit more creative with timings to recreate zeekers*(lol) animator style
and Zeekers was also not consistent about using .enabled vs SetActive
yeah luckily with vanilla my functions work pretty much fine. It's only the custom interiors where I run into issues
but yeah as long as you're not trying to switch off like x lights near the player or something, my new system should work I think
I can make it have some sort of variation in timing later, but for now I'm evaluating the perf benefit
yeah no worries, I think the ghostcodes feature is about as low priority as you can get
preliminary fiddling with UnityExplorer showed that it was like a 50% improvement
combined with disabling door animators
oh interesting, do the doorlock functions still work?
uh
good point
I put the enable in the InteractTrigger, I guess I need to hook DoorLock?
like this one, for example. I use it a decent amount lmao
yeah okay I'll hook dat
🫡
[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.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
ghostCodes.NetHandler.PlayGhostAudioonTerminal (System.Int32 num) (at ./NetworkedStuff/NetHandler.cs:260)
ghostCodes.NetHandler.GGTermAudioClientRpc (System.Int32 num) (at ./NetworkedStuff/NetHandler.cs:237)
ghostCodes.NetHandler.__rpc_handler_1150680842 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <5fb50136b93d4f2eb2acf0018ffed911>:IL_003B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
LETS GOOO