#Enhanced Radar Booster
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I believe this may or may not have actually causing some weird desync issues - I cannot say for certain that it 100% did
After removing it though, some new desync issues I was experiencing stopped
It possibly due to people who joining having older version of mod. Cause config sync is new thing in last 2 updates, first one had less values to sync, so it probably just trying to send more values to sync than client have on it mod version
Strange
Before anyone joins me I always have an up-to-date code
But with some new issues I've seen with configs (in general), it may be ideal for me to generate new configs
I'll give that a shot and report back anything else
You being the host right?
Yep
I know the importance of having things synced so I always ensure my group is as up-to-date as I can be with my mods / config before joining
I don't have it as a formal modpack, but they always input latest code before joining
But as I've mentioned, this could be a thunderstore side issue, but even though some configs update, somehow, some way, bugs still linger around until completely freshly generated files are made (not about this mod specifically, just in general)
It could be on my end, since it first time I working with config sync
Either way, I play often enough and I enjoy the mod so I'll generate fresh files over here and report back any sillyness
Also it prob could be useful to check logs of the ones who joining you, since it writes what config values they got after sync
Oh, I think I already found the reason
In last update I added one more config for disabling networking all at once, but didn't increase sync buffer size by 1
pity it can't be done automatically to prevent such manual moments
Do be surprised no one noticed before you
Just the slav kinda way
Prob I would have noticed it and fixed earlier, when playing with friends, but we kinda didn't opened the game past week. So good thing you noticed
I also watch the logs fairly often for oddities anyhow
So it should be fixed now. It may take some time for thunderstore to update, so if need it faster can just get from github
Ye, that a known thing with CYD. There was no solution or reason why it happening found yet.
While moving RB with ship while leaving is a minor bug, cause when it teleporting it doesn't override it being parented to a ship. Didn't had time to fix that one yet.
I assume this one's not getting any updates anymore, but i recently fell in love with vanilla radar boosters and this peaked my interest heheh
It just that currently I too busy, so will update later, when get free. Cause rn I haven't even played new version to test and see what need to be adjusted, if any.
I play on v50, I didn't find any bugs with your mod, maybe you don't have to update it.
Jeje, permastun.
That nice to hear
no problem! thanks for replying
oh dam, thanks for testing lyd
You're welcome, it's โฌ19.99, I accept paypal.
thank you so much mr. caballero de la luna... you are my savior
I have a new nickname since I said that. ๐
LMAO YOU CHANGED YOUR NICK TO IT
Yeah, but I'm back to normal.
the tp for the radar booster is a bit jank ngl
Jank?
like, janky, like it works but barely
they pop into the tp even if the animation isn't over and take two tp presses to teleport
Ohhh.
Well, the second thing doesn't happen to me.
The first thing does happen to me, but I never cared, ah. The important thing is that it reaches the ship.
truee
First one is sadly intended, since it was way safer and easier to sync with tp such way at the start of command.
Second one never happened tbh. It might be cause sometimes just take time for RB to move between facility and ship, otherwise not sure.
ahh makes sense
could be honestly
either way love the mod lmao
Was reported a compatibility issue. OpenBodyCams had checking for whenever RB considered inside the ship or not unlike Helmet Cameras, so they had issue, when RB getting teleported and still counts as on ship, so camera wasn't getting enabled.
So fixed it and adjusted a bit sync of RB activation after teleportation. Hopefully everything works better now.
sick!! thank you bud
hey after the update the radar booster does not teleport correctly. it inverse teleports but then just disappears
Need more info, than just this. Cause it working as intended after all testing on my and my friends testing. Plus update itself didn't really change the logic of teleportation itself, so it possible it something else causing it.
Also do you mean that after pressing inverse teleporter button it disappear from the ship? Cause that sounds like what inverse teleporter suppose to do, by teleporting RB to random place in the facility.
let me try again today, it may have been general improvements. it would teleport into the facility but then disappear, like you couldn't see it on the monitor at all and it couldnt be teleporter back
I understand what you're saying. Just tried it myself. I think it's working up till the point it makes it into the facility, but instead of showing up turned on, it's showing up turned off. At least, that's what the minimap view is implying.
that being said, I'm also running generalimprovements but the logs didn't show anything inherently wrong when the teleport happened. I'll try doing this again on a clean profile with just ERB and some extra starting money.
Ye, that would be helpful
i could send a video if you'd like, but unfortunately, the same situation happened. The camera view shows it as if it got turned off, and cycling the camera only shows myself.
Is it happens only when you activate it before teleportation, cause in code it activates after teleportation, so that's maybe why it just turn off?
Ye, it seems to be the case. For now just don't turn on RB in advance before teleportation and it will enable itself after teleportation.
Can do, thanks for the solution! ๐ซก
Should be fixed now in v1.7.1.
Seems like when I swapped to diff sync of RB activation it used logic of swapping current state instead of swapping to the one I called. So I adjusted it so it swap only when it differs from the state I want it in. Seems to work fine now on my tests.
Hey i just updated and now the RB wont teleport at all. I have this in my logs:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnhancedRadarBooster.HarmonyPatches.beamOutRadarBooster (UnityEngine.Transform teleporterPosition, System.Random shipTeleporterSeed) (at <c092e98bc6cb4d468fb785a057c62267>:IL_00B0)
(wrapper dynamic-method) ShipTeleporter+<beamOutPlayer>d__30.DMD<ShipTeleporter+<beamOutPlayer>d__30::MoveNext>(ShipTeleporter/<beamOutPlayer>d__30)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
This one do be weird, cause update didn't touch that part of code. Sounds like it couldn't get network object of RB for some reason.
seems like it was goldscraps update for some strange reason. it broke other mods too
Pity, but ig it also good in some sense, cause I wasn't sure what could have caused it on my end.
I downgraded the goldscrap mod to 1.4.4 and ERB worked as intended, in case you didn't check. Really odd how a scrap mod messes with the teleporters.
Yeah I had to rollback too. It makes no sense to me how scarp mods interfere with teleporters either lol
Probably cause for the game both RB and scrap goes from same class as GrabbableObject. So maybe there was change by that mod, that didn't check the difference before applying some logic.
hey is there any chance of adding a feature to increase the range/brightness of the radar boosters light bulb?
iirc stats of flash of bulb wasn't dictated openly in code, so doubt
ah too bad. was worth a shot!
wanted to follow up that the 1.5.0 update seems to have fixed the teleporter issue with ERB and LCGoldScrap 
oh awesome let me give it a shot
Was thinking about color before by other request, but I think it was quite hard coded for me to adjust
yoo
best mod
this mod sounds super cool, are there any known incompat with other mods?
not that i know of.
I'm getting a error when trying to teleport the radar booster back to the ship with Biodiversity enabled.
I click E to teleport it but it does nothing.
here is the error:
[Info :com.github.biodiversitylc.Biodiversity] Recording teleport data.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Biodiversity.Patches.ShipTeleporterPatch.ButtonPressed (ShipTeleporter __instance) (at ./Patches/ShipTeleporterPatch.cs:22)
(wrapper dynamic-method) ShipTeleporter.DMD<ShipTeleporter::PressTeleportButtonClientRpc>(ShipTeleporter)
(wrapper dynamic-method) ShipTeleporter.DMD<ShipTeleporter::PressTeleportButtonServerRpc>(ShipTeleporter)
ShipTeleporter.PressTeleportButtonOnLocalClient () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_001D)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent 1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
InteractTrigger.Interact (UnityEngine.Transform playerTransform) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_00B7)
GameNetcodeStuff.PlayerControllerB.Interact_performed (UnityEngine.InputSystem.InputAction+CallbackContext context) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_016D)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
[Error : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Movement/Interact[/Keyboard/e]'
๐ญ
i sent this too on biodiversity thread i think its more related to them
@plucky tree
I had a similar issue as well, but i assumed it was because GeneralImprovements added similar functionality to this mod, though worse because you can't do stuff like teleport to the radar booster with the inverse etc.
i could try testing later with BioD off and GI off and try and see which one causes the issue
in my case it was biodiversity
they say they know the issue
but i have no idea if they fixed it
They did! like 2 days ago
yay
oh awesome
So do you still have issue or it was in the past?
I am gonna give it a test today
1 days without EnhancedLockpicker though, unplayable

i love the mod
It makes the Lockpicker so fun to use, trying to bait and chase enemies into areas to then seal them in with the lockpicker
ye, still need to figure out what new changes in update cause the issue
Getting a bunch of errors related to the teleporters and the radar booster :((
When trying to teleport the radar booster away with the inverse:
When trying to teleport the radar booster back to the ship:
and while teleporting to the radar booster with the inverse works it still throws this error:
And if inversing to a radar booster outside, it makes the game think you're inside
It changes if you go back to the ship and then exit it but it's still broken
(I hear interior ambience and it's 12 am)
It fixes itself if you TP yourself back to the ship
Here's the full log and the profile code
01976fbd-15f4-1ce6-9293-0ef8afc74151
Just tested and It's definetly not GI related either
Thx, this should be very useful with how detailed you tested it.
This update def broke a lot of mods, so I still going through all of them.
Sad to see the enhanced mods broken, they were probably some of the best mods I implemented into my mod pack
I hope they get fixed soon
These 2 mods added more value to the game imo than anything in the new update ๐
๐
Hopium, I will be finally free for it really really soon
Good news is that it was giving error only cause it wasn't rebuild for files from v70+. So that one got fixed.
The thing about teleporting radar booster back that felt like not working, seems to be working, but for some reason teleporting it next to the ship instead of to teleporter itself. Possible that v70+ changed something about coordinates that causing this, so it require more investigation.
I have so many not good words to describe how annoying this version changes was. I wasted so much time on this, cause v70+ decided to change some methods to work with global coordinates, while other with local ones. Which so much pain to track without proper change notes for each game version. So after reworking RB teleportation almost from 0 now it works.

I really wanna crashout about all the things I encountered, but I rather not.
For everyone who was concerned, now it updated to work with v72 with update 1.8.0: @heavy gale @rugged turtle @languid dove @oak hazel
thank you so much, i dont have coding knowledge so i can't do much but to trust your word haha, thanks for fixing it even with all the terrible changes and headaches โค๏ธ

you're so awesome dude, thank you so much!!!
@glossy moat good news vro...
YEAAAAAH
adding this to biod intended so fast vro it's not even funny
this AND daryl mod
Thank you!!! This is wonderful
Sweeeet
Thank you!!!!
@plucky tree the game updated, I suspect this and enhanced lockpicker may have gotten borked?
there were some networking changes... some rpc stuff I think? I'm not super versed into this stuff so idk exactly what changed
there's some pins in #dev-general, that I know
Thx, for notification, any known issues due to that game update? Cause I currently quite overworked with irl, so not able to playtest myself for a while.
Ah totally get it!
Well most mods broke on monday when the update dropped since the game changed Unity versions
There was a security update to all Unity versions and LC was forced to change its own, and with that came a slew of networking changes.
The changes are for the best but it broke a lot of stuff
Some people just had to... rebuild? (I think) their stuff under the new unity version but some people had to make more involved changes in order to fix their mods
@plucky tree enhanced radar booster doesn't work when I try to use teleporter or inverse teleport
Ye, ^
I actually just came here to say the opposite ^-^'
For me and my friend it worked flawlessly just now, so, that is curious
@hybrid tiger send your thing
This thing?
I tested with only 3 mods and the exact same error continues.
Truly weird
As said, it did just work for me
So idfk what's going on
But updating will help for certain
Finally had some time, so released an update for LC v73.
Seems like this was the only cause for the issue.
So, thx, it was quite helpful.
Yep, v73 simply fried all networking
Thanks a ton for the update! Really appreciate your work ^-^
@plucky tree Whenever you use the remote to flash a radar booster, the ships lights still turn on and off
Would it be possible to add in a setting that disables toggling the ship lights if you click the remote while within range of a active radar booster? that way if you flash one, you're also not turning the ship lights on or off?
Iirc it was pretty hardcoded, so all I could is to add radar booster to flash, rather than revamp ship light too. Overall anything possible, it just that I not playing LC anymore, so mostly maintaining existing features rather than keep adding new ones like in the past, when I did played LC.
Universal Radar still thinks the radar booster is outside when you use the radar booster with inverse teleport. This causes radar sprites to override each other.
@plucky tree if you could take a look its a mod that people use alot.
Did their dev explained why it happening and what need changing to fix such?
nope, but looks like when its outside the mod use a different height to show the map and when its inside it utilizes vanilla
when a player grabs the radar booster its fixed
when the player/radar booster is outside it utilizes this
Does anyone know if this mod still works in v81?
yes but the one about teleport near a radar booster doesn't work.
Most likely the cause of new update moving things around againm hopefully rebuilding it to v81 would be enough to fix that.
๐
Rebuild for v81.
oh fuuck yeah
