#LethalMatt Moons & Interiors - Outpost 31, Bozoros, Circus, PlayZone
1 messages · Page 12 of 1
I could mayhaps add a config setting to disable the TV stuff loading (and make it purely decorative), but it's weird since I'm referencing the actual vanilla TV videos 
these logs do have hundreds of 'Path to exit could not be calculated' within the span of a few seconds
I'll try to find out for certain if this is playzone on my end, we might be having separate issues or it could still be something unrelated
I think I will check out the issue again in a moment and try to get a clean log just for testing this out so that we can see if it is really about that. But such an option might be good regardless, no matter why that happens
As soon as I step into the Lazerzone area it starts
As soon as I stand here. Currently it only happened once though, for about 7 seconds
Entering it does unpause the ambient sound effect stuff
(Lights humming, air vent wooshing, vending machine buzzing)
But it shouldn't be that bad, LaserZone's split into 3 so the entire thing doesn't activate at once
I see. I will try and find a room with the TV in it to see more
(This applies to any of the large tiles too)
If it would also just be this one stutter when entering that one room I'd also actually be fine with it
Second stutter
The jump zone was ahead, so another large tile
Oh it's only when setting foot into the tile itself
Did not notice this before, this is a nice detail :3
For the sound effect stuff at least
Then I wonder why that lag occured. The console did not spit anything of value either, I think
Yeah not sure
If you send a pack code I could take a look (though a bit later
)
Although uhh
Walking that way back causes it again as well
Sure, will share it once I am done with this small session
Guessing it only happens on Linux so I'd have to boot up my Debian install 
Happened twice in a row here this time
Stepping foot into the Lazerzone again did not trigger it once more
Before I send you the code I think I should test the interior mod alone once
Because if it happens without the other mods, no need to trouble yourself with 200 of them
Also, question, what happens when the Laserzone Countdown after pulling the apparatice reaches 0? I have never been able to observe anything
-# (Is it shutting down the elevator? I usually TPed outside but now noticed it does not work anymore
Strange, I was in the elevator and there we have the WindowsVideoMedia error again:
Also, the TV seems to work completely fine. No errors, video and audio plays flawlessly.
The issue is unrelated to the tiles; I ran from big tile to big tile and no occurence of it. Just after a long time it spat out the VideoMedia error again and had a lag spike there
-# Ye timer for elevator 
It was made with FacilityMeltdown in mind but it do shut it down if not using that mod
Interesting. I only set up a chance for a meltdown and thus far did not have it once in this interior
Okay, I am gonna redo my testing with only this mod, the dependencies, and Imperium in a moment to figure out if it is mod compatibility or really linux (which seems probable)
Meanwhile I'll share the log from this one though
OKay, this genuinely caught me off guard X3
Good one
I think I got something with out the other mods now
-# The issue still occured, sadly. All I had was LCBetterSavesFix, Playzone, and Imperium + Dependencies
This is the output from this short session, with only one such lag
Line 1942-1944 were printed when the lag occured, during which nothing was printed. Afterwards came the rest:
1942 [Error : Unity Log] "SetDestination" can only be called on an active agent that has been placed on a NavMesh.
1943 [Warning: Unity Log] [Dissonance:Recording] (19:14:28.143) BasicMicrophoneCapture: Insufficient buffer space, requested 249600, clamped to 16383 (dropping 233217 samples)
1944 [Warning: Unity Log] [Dissonance:Recording] (19:14:28.146) BasePreprocessingPipeline: Lost 960 samples in the preprocessor (buffer full), injecting silence to compensate
1945 [Warning: Unity Log] [Dissonance:Recording] (19:14:28.149) BasePreprocessingPipeline: Lost 480 samples in the preprocessor (buffer full), injecting silence to compensate
1946 [Warning: Unity Log] [Dissonance:Recording] (19:14:28.181) CapturePipelineManager: Detected a frame skip, forcing capture pipeline reset (Delta Time:15.0376)
1947 [Error : Unity Log] "SetDestination" can only be called on an active agent that has been placed on a NavMesh.
1948 [Warning: Unity Log] [Dissonance:Recording] (19:14:28.230) CapturePipelineManager: Detected a frame skip, forcing capture pipeline reset (Delta Time:0.2021944)
1949 [Error : Unity Log] "SetDestination" can only be called on an active agent that has been placed on a NavMesh.
1950 [Error : Unity Log] "SetDestination" can only be called on an active agent that has been placed on a NavMesh.
I hope any of this helps ^-^'
If I can do anything more, or you have questions, let me know! I wanna help where I can
These are from Bracken/Snare Flea
There should be no pathfinding issues in the interior, but they do just lag when pathing somewhere
Or wait no
I thought it was a different message 
But yeah I'll take a look a bit later
I wish you best of luck with figuring that out ^-^'
curse you paco
may you stay stuck in a loop of errors
may you be put inside a while (true) loop for all eternity
Reminds me of......"it" from spooky's house of jumpscares
Poor paco :c
cursed heart
Lake that teleports you under bedrock layer
It wasn't intended 💀
Or do you mean the icy lake
That's just a thing kept from Snowy Bozo during LethalElements Snowfall 
Yeah frozen lake.
I'm a sucker for interactive environment mechanics that change how you can or will play especially if it's tied to something varying and external like the weather.
As it should be
me casually entering with the anvil from IS
finally!!! lets goo
paco you gotta go into that frozen water
you need to cool down
you are cooking way too much
you are on fire
WHAT

i thought the ice breaking thingy wasnt there yet
Oh no that's always been there
you said the ice had an animation but it didnt actually break
:0
mandela effect? insanity?
whats happening
Oh I mighta been talking about the LethalElements water freezing, which I had to disable for the breakable lake

I do it in the Bozo compat for Snowfall
Brief build time 
💀
heya
Sooooo
I would like to report a bug with the bananas
for V73
So when you slip on the banana
you become tilted permanently
Is there mayhaps an error in log
Can i keep this as a feature as a config plz

It used to happen a while back when the player died to one (like falling into pit), but that should not be the case anymore
Maybe it has to do with the ship
Either that or 73 changed something that the original fix interacted with
Nah if the player rotation's not reset, it means they're still 'falling' from the banana peel
Why does that sound somehow worse

Well it sounds pretty fixable at least. Weird though, very very weird.
Boy LC was just NOT made for physics.
It's fixable in the sense that it's already fixed 
I dunno why it didn't reset player in that instance
Logs be needed
Although uhhhhhh I know what it could be mayhaps
I keep missing it
well its not showing any errors as of now
and they are still tilted
Send da log file 
Lunxaras sent bigger you'll be fine
Ye I know 
We've been here for 5 hours
[Debug :LobbyControl] Incoming late connection.
[Warning:LobbyControl] Connection request Enqueued! count:1
[Warning:LobbyControl] Connection request Resumed! remaining: 0
[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.GetComponent[T] () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0021)
Unity.Netcode.SceneEventData.SortChildrenNetworkObjects (Unity.Netcode.NetworkObject first, Unity.Netcode.NetworkObject second) (at <d961951ab868489cbec1aa9b2480688f>:IL_000A)
System.Collections.Generic.ArraySortHelper`1[T].PickPivotAndPartition (T[] keys, System.Int32 lo, System.Int32 hi, System.Comparison`1[T] comparer) (at <1071a2cb0cb3433aae80a793c277a048>:IL_003D)
System.Collections.Generic.ArraySortHelper`1[T].IntroSort (T[] keys, System.Int32 lo, System.Int32 hi, System.Int32 depthLimit, System.Comparison`1[T] comparer) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0069)
System.Collections.Generic.ArraySortHelper`1[T].IntrospectiveSort (T[] keys, System.Int32 left, System.Int32 length, System.Comparison`1[T] comparer) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0013)
System.Collections.Generic.ArraySortHelper`1[T].Sort (T[] keys, System.Int32 index, System.Int32 length, System.Comparison`1[T] comparer) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
Rethrow as InvalidOperationException: Failed to compare two elements in the array.
System.Collections.Generic.ArraySortHelper`1[T].Sort (T[] keys, System.Int32 index, System.Int32 length, System.Comparison`1[T] comparer) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0023)
System.Collections.Generic.List`1[T].Sort (System.Comparison`1[T] comparison) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0013)
...
Infact
Late joining's buggy right now iirc
we are playing on Playzone
Or uhhh
If a client tries to late join it'll spam those errors sometimes
Or something
Should reload lobby if someone's joining 
-# Pew
pew
ight
i installed lunxaras pack a while ago
I decided to clear my mod cache a few days after
cleared 27.6 gb
Wesley updates 
But yeah can also disable banana peels for now by setting their inside and outside multipliers to 0 in the config
I think I did goof somethin, but I gotta double check it's that
Can be done in-game and they'll be gone next landing
Oh hmmmmmm
Yeah I did goof something
Huh?
Hoooly
It somewhat technical but I actually have no idea what exactly it could cause 💀
Not ideal though
For one, this Rpc needs RequireOwnership set to false, or else clients can't call it to sync with host + other clients
But also
I deleted the wrong thing when I was changing this
So it was running the despawn thingy when detaching, but only when called by the host
It uhhhhh
Has weird implications
I mean, ClientRpc also meant host would get the call, .NotMe means they don't anymore
Ig I'd need your other code to really determine
I have it so it's called for the local client, then the client sends the Rpc to everyone else with NotMe (since it's already run for them)
But it do need RequireOwnership to be false
Yeah true
But yeah not 100% sure of all it could cause, it's just not ideal 💀
also you were only sent a screenshot
i wonder if it was only visual on other clients
or it really affected that client too
Da fix is pushed 
this is what happens when you disable the console instead of disabling spammy logs
i am simply better in this regard
Typically it's just something erroring out every frame, not exactly a 'spammy log' from like vanilla 
yeah
though typically i sort out issues before long sessions
so the logs are like 10mb at most
Only errors are logged.
That gif was the result of about 20 enemies stack tracing every frame during an abnormally long oxyde visit
Oh god yeah lmao I remember that visit to Oxyde ☠️
In this case it was Oxyde exploding after we had Mineshaft as the interior so every enemy’s ai was broken on clients and exploded throwing tons of errors every frame
It was nuts
Xu was quick to fix it but yeah
wait what
Funny edge case of an issue
is there an interior
Nope lol, but the enemies were trying to look for the elevator that didn’t exist basically
vanilla bug where enemies still though the current interior was mineshaft because the moon before the company moon was mineshaft
thought*
doesnt happen in vanilla cuz enemies dont spawn on company
but it would if they did 🙃

was going through old clips and found this video where me and my gf were on desynced codes (she updated and i didnt) and it happened to be after the bouncy castle launching patch
You got launched into the damn stratosphere like a football being thrown by John elway
you felt safe AT ALL in PlayZone???
Cosmic Zone is my homie
Comfy
I miss when Motra's Playzone put me in the Tyke Room and not right into MurderMcBuzzingStatic Party Room.
I've never felt safe in places like play zone. Safety is a suggestion, full of violations, and the trampolines a fucking death sentence. I think i'd feel safer in an abandoned factory than the fnaf looking building code breaking hell pit disguised as a fun center where crimes were likely eaten for breakfast and murders were definitely hidden.
Still a sick ass interior though. Matt & Co really outdid themselves when they made it.
Been experiencing an issue when trying to load into moons that loaded PlayZone as the interior:
@quasi nest 
Actually could you send full log too?
There's some mod goofing up locked doors
I'll get it to happen again it's pretty consistent for me
I'll disable the other interiors, doubt they're causing the issue
Cursed
I have it disabled rn and it's still happeningg
I'm just cleaning up the log a bit so it's more readable lmao
Too late 🙂
Thats from startup to loading into a moon
Specifically Artifice
This is with the other interiors disabled, same modlist otherwise
LCGoldScrap

It errors out trying to find a property that my class, which inherits from DoorLock, lacks 
I'd suggest publicizing the game assembly instead of doing reflection to get private stuff 
I'll let SimonTendo know
Ty
I think theres some other stuff since GoldScrap updated that's weird
Cause the store stuff for it doesn't show up in darmuh's terminal stuff StorePlus page
@marsh brook
thanks for the update, I'll look into it rn
This will also just be good from an optimization standpoint too
Mayhaps 
oh yeah how do you do that in a unity project, know I can get assemblypublicizer in a vs project but haven't found a way to do that in unity-imported dll's
Btw since you're here, I think you still need to update LCLocalFixes to remove the patch for MRAPI since that issue you patched got fixed in the API itself
I think so too
However there do be another thing with MRAPI you might be interested in looking into fixing @quasi nest You might remember the problem idk how to describe it rn
I do not remember anything more than a few days ago 
I am goldfish
But I would prolly recommend making a seperate mod for it
Not sure though actually, it do be pretty easy to do in a .csproj file but I'm not sure how it's handled through editor
Also the GameLibs NuGet package should just be publicized already, it don't even require the publicizer
But yeah if you make a patch to fix MRAPI I'd upload it as a seperate mod and try to pr it on the Github
yeahh no problem, I'll just wack-a-mole any bugs that pop up and try to get around it
don't have the time to jump through tons of hoops rn either
Ye, I could actually probably just add a hauntedDoor field to my component too probably lol
Even if I don't use it
nah it's fine, in this case it's just my mod potentially messing up many other mods
I was a bit in a rush and careless when working on goldscrap v2 and lots of error checks slipped through the cracks
I believe I've managed to fix my side of the issue regarding doors on playzone (right after spawning synced props but before spawning items it doesn't throw the reflection error anymore) but the level still doesn't load for me so I'm not going to make any statements on that
Oh wait it doesn't load at all?
I had it load on my testing profile despite the reflection error, so yeah guess it's something else
Actually RuntimeIcons being generated for the Apparatuses does suggest that that's what tried to spawn, hmm
Although on the first image only
oh yeah sorry, so to be clear: the left image is the old goldscrap, the right image is goldscrap with the door fix
and now that I actually think about, I don't believe the doors specifically erroring would have halted gameplay entirely, it would have just prevented one optional goldscrap object from executing its code
Is this with the profile that was sent earlier? Or one with just PlayZone + GoldScraps? 
with the profile yes, using this code
I could try running without runtime icons when I get home from work today
Though I notice on both of those a scrap spawns with a null parent shortly after the error?
The one on the left is the vanilla Tragedy mask, and on the right is the gold toy robot variant
Oh no I meant the appies failed to spawn or somethin
Ah
Seems to happen somewhat more inconsistently now?
Gonna keep going through my modlist to see if disabling one makes it stop altogether though
It'd be funny if it was BrutalCompany events that replace scrap causing the issue
But I got a ways to go before I get to that point
Honestly might just try it
If only I could force it so only events I want spawn
So I could do non-scrap replacing/spawning events
and see if it's fine
Would explain why it's intermittent for me too, cause I don't always roll scrap related events
Might have found the issue then
But it seems to be only the vanilla ones, cause I tried one of my custom scrap replacing events and it was fine
Got it three times in a row now
Maybe not, tried cutting down to bare minimum for Brutal and PlayZone
Damnnn
But then I went back to Artifice and it happened again
Huhhh
My modlist at this point is just:
PlayZone 1.1.3
LethalLevelLoaderUpdated 1.5.1
BrutalCompanyMinusExtraReborn 1.26.5
LethalLevelLoader 1.4.11
itolib 0.5.1
TerminalApi 1.5.5
LethalNetworkAPI 3.3.2
OdinSerializer 2024.2.2700
LCMaxSoundsFix 1.2.0
FixPluginTypesSerialization 1.1.4
LethalModDataLib 1.2.2
BepInExPack 5.4.2100
LCBetterSavesFix 1.0.0
LCBetterSaves 1.7.3
Actually uhh
Maybe I wasn't seeing it on Experimentation because the particular scrap that is being replaced isn't spawning due to the smaller amount of scrap spawns?
Also sorry didn't mean to ping, I forgor to turn it off when replying 💀
I can get it to happen pretty consistently on Artifice forcing PlasticCup
But not a custom event that basically does the same thing when I was running my Wesley's Moons custom events
and those I'm pretty sure replace all scrap spawns
Soft may have written new transmute code for the custom events, while the vanilla ones might be using the code from the original release of BCMinus
Whar 
When I made my custom events I made them work that way
Because you can define how much scrap they transmute
Idk how the vanilla ones work
Vanilla event?
Yea like the ones that just come pre-installed with Brutal
Soft made his own system awhile back so people can add their own events
I see 
Well uhh, not sure if the transmuting scrap's touching stuff I spawn via my library's ScrapSpawner but it likely wouldn't play well if it makes the scrap not spawn properly 
I do handle syncing item positions and values and stuff myself
My stuff actually spawns right before the actual round scraps 
I'll look more into it in a bit, but it's likely the scrap transmutation stuff
It could be your stuff expecting something in particular being there but it gets transmuted when it checks it
But I'm asking Soft about it rn
@topaz shell
Incase you'd rather use a code to test this lol
019a1a04-5a16-f5c3-c3f1-f454999373f7
goldscrap still giving that error?

It ain't GoldScraps, worry not
oh okay coolio
thought I went and done hecked it up again 🤠
but yeah good luck with the rest of this error, looks like a fun one
I really think it could be a particular piece of scrap being transmuted but, I need to test custom scrap events more

I made a test scrap that is set to 0 for all the transmute values, but according to the logs it still transmutes 1 scrap at a minimum
I've yet to get it to crash with that one, so I think it's transmuting a particular scrap that uses those methods in the error log
Maybe it's the two apparati?
@quasi nest Do you add your scrap behavior code onto any vanilla scrap?
I'm testing out a transmute blacklist feature for Soft, and it seems to be not transmuting any of the scrap from PlayZone anymore but it still happens
The guaranteed spawns do just grab an item from the moon's pool 
There's a couple of em
Stuff inside the Playhouse, bowling pins (if moving)
Damn so a blacklist won't help here
It's because the item that's guaranteed to spawn is being despawned from the transmutation process
Yeah
It probably freaks out when attempting to sync the (now-despawned) item across clients
You might have to make a workaround for when Brutal is installed, or maybe guarantee it's a scrap from your mod
I could maybe add an extra check to double check the item is spawned before attempting to sync, but I have not looked that much into it just yet
Ye
Because then people can blacklist them from being transmuted
Brutal company could also probably switch to how vanilla handles 'deleting' items, which doesn't actually despawn them
Their radar map icon, renderers, and colliders are disabled, and their deactivated flag is toggled
Which functionally would act the same gameplay-wise
They're only despawned at the end of a round
Oh, wacky
For now I personally think making the guaranteed spawns scrap from your mod would be a good bandaid fix
But thats up to you, unless you think you could convince them to switch to vanilla "despawning" lol
@quasi nest when do the guaranteed items spawns occur? do they occur prior to/on RoundManager's waitForScrapToSpawnToSync?
Pretty early, right before actual moon scrap starts spawning
is it possible to have a method to push it after BCMER's OnwaitForScrapToSpawnToSync method which patches on top of this if Brutal is installed?
I add them to a NetworkList and sync them through the list's OnListChanged
ah
I'm worried defaulting to vanilla's despawn methods could have major unattended effects on the mod.
I can probably double check items are spawned right before trying to send it to clients (and creating the NetworkObjectReference), but like I do expect them to be spawned at that point lol
Oh wait no actually
?
I do wait two additional frames before syncing like position values and stuff (because of how Zeekerss added one-frame delay to items falling), though it might not matter actually
But yeah I can probably just fix it on my end with the extra check
I wish I could move it over on my side but looking at the code, it likely looks like it would break a major portion of everything unfortunately
Im naming an MSM monster based off Bozoros
Spooky Bozo out 
@topaz shell Also this should be fixed in latest itolib version 
Pogggg
No fucking way
lets goooooooooooooooooooooo
spooky bozo out
@quasi nest hi so
candy corn is glowing
idk if this is intentional
and also
the place lightning strikes doesnt move with it
Whar 
It do be emissive, but it shouldn't itself emit light
Also it's not conductive
I mighta goofed it then
Lemme double check
Yeah nevermind it do be set to conductive
I dunno what would cause this though
Actually
I know what would cause that 
I assume it replaced a beehive on Bozo, right?
Or was it a separate spawn added to a moon
If it replaced a beehive, the original beehive mighta been what was struck, I dunno if Stormy checks for 'deactivated' items (which is how vanilla handles destroying items)
modpack refuses to load bozoros when i enter the moon
@late roost this was the same glitch i was originally getting on other moons too but if youd know the root cause lmk
i think its something to do with centralconfig but i dont entirely know
[Info :impulse.CentralConfig] Dungeon Generation has failed 185 times, this would indicate the dungeon refused to generate at any size. Please notify me if you see this.
[Info :impulse.CentralConfig] Dungeon has been loaded by Central Config. Final dungeon size multiplier is: 0.02x after 185 attempts.
Not sure what CentralConfig's doin but it's doin somethin
this is not centralconfigs fault
switching to lunarconfig fixed this
are you lurking? 
Btw. @quasi nest, you do not happen to have figured something out regarding that in the meantime? ^-^'
Hmmm not really, does it still happen for you?
I haven't noticed any stutters in particular
I see; I shall test it again in a moment :3
I do still think it mighta been from Bracken/Snare Flea pathing
Without PathfindingLagFix they can cause some stuttering
At least when pathing towards their preferred spot
Okay; Idea: I will try it without anything else installed. If it stutters, I add Imperium and make sure no enemies are around and then observe if it stutters again
And maybe we can figure what the f is going on X3
Ye try see if it happens without enemies
Could also spawn a few Snare Fleas to try and cause it intentionally
Will do so, if the stutters persist
r2modman does not wanna work aaagaaaaaaain
0 dependencies, newest version outdated; Sure...
It's updating online mod cache
Takes a bit 
Oh, have been very unlucky with that in recent times then
Happened way too often
And if I quit while it did it, it would have a DB error
Yeah it's probably still running in the background if you close it during that
Don't need to actually reset settings, it should just load fine when it finishes and closes properly
I usually restarted my PC to fix that
Your LLL update REALLY sped up the loading times holy shit
Sorta
It's a bit conditional 
But also only really noticeable with like larger moon bundles and stuff
Yeah; Great to have :3
Been on the map since a few minutes now and thus far.. nothin'
The balloon only render when very close
Ye that's uhhh
I forgor to replace those balloons with the new Bozo ones
And they previously had LODs (that I removed)
I see. But I actually do not have the weird stutter anymore currently
Crazy
Gonna land a second time to make sure

I will also spawn brakens and snare fleas this time
Though a snare flea was around
I do not get the Windows media error anymore either
ALSO; these are friggin' fun, awesome update whichever one added those X3
They got added in update v1.0.0 
(Always been there lol)
Never saw them before lol
They do be somewhat rare
This thing neither
Saw two today
I made em automatic since balloon controls were not too intuitive, but they're still a bit jank in some circumstances
Kinda wanna rework them a bit before allowing them to show up more often
Have not gotten around to em
That would be awesome
Okay, I spawned a few Brackens and Snare fleas (3 of each) and only that managed to lead to some lagging now
Yeahh
PathfindingLagFix should deal with their lag
Even less of an issue then
Seems it is wholly functional for me as well now
Whatever dark magic you used to make it
Jumping lags likely because Brackens stop being able to path towards you for a brief moment and try to path to their preferred spot, then back once you land 
If I had to guess
Guessed the same
But eitherway
Awesome!
I can now consider adding this to my modpack
And you have a problem less to worry about
׆ what's going on over here
The heat death of the universe 
Also Hello LethalMatt
its been a hot minuteeee
How are you!?
all good. still looking for work. about to begin a new portfolio project. not lethal company related sadly
i also got married so life's busy
oh shit congrats :D
WHAAAATTTT!!??
DUDE THATS AWESOME
CONGRATS!!!
Congratulations man! That's amazing news!!
Wooooow congrats matt!!!
Really happy to hear that
And i hope you can find a job soon!
Nits
steam is stored in the red stripes
Makes sense for me
for no reason at all I just want to share this roof I'm working on
Is it good?, ive never had in-n-out
@quasi nest
its so intimidating
@quasi nest how rare is foggy bozoros
i got it for the first time today
at least as far as i can remember
Oh it's been a thing for a while now

Guessing you probably had old WR weights maybe
Although no it shoulda been able to switch to Foggy regardless since it is an available weather
i mean i set the weights up differently so that probably upped the chance
But yeah moons don't determine weather rarity, that be a WR thing
Vanilla's just randomized
weird RNG ig
Anyway expect a haircut 
||Can disable the extra spawns in config, Barbers just vibe really well with the fog lol||
I used to be a hater until I learned you can ask for pickles. Total game changer
@quasi nest apparently theres an incompatibility on bozoros with snowyholidaydropship
which is weird to me because ive never had this happen till now
its probably related to the music the dropship makes
@quasi nest
real
(guy who doesnt know anything about modding but loves this planet snd doing stupid shit) is there any way to make the truck slip on the banana peels. a setting or perhaps configuration
Mario Kart experience 🔥
I probably could have it apply some force to the Cruiser itself if it touches one lol, but have not done such a thing
i see, no worries then! yeah its true this was inspired by us thinking about mario kart hahaha

r2modman DB corruption happens way too often lately. the solution is to migrate to Gale btw
It always happens when I am being impatient with it, I noticed. And gale does not work on NixOS as of now, or I lack dependencies (which I have yet to look into)
isn't is a self-contained electron app? how could that not work anywhere?
The Killers at Glastonbury 2019. Listen to the playlist now - https://UMC.lnk.to/KillersGlastonburyID
REMASTERED IN HD!
Music video by The Killers performing Smile Like You Mean It. (C) 2005 UMG Recordings, Inc.
Subscribe: https://TheKillers.lnk.to/TheKillersSubYD
Watch more: https://TheKillers.lnk.to/MusicVideosYD
Abou...
Music video by The Black Eyed Peas performing Let's Get It Started.© 2004 Interscope Records
This happens when people force close the app via a process manager or shutdown
It's not that deep, it's classic behaviour that you'd kind of expect when force killing an app rather than waiting a couple of seconds
If it's mid updating the package index cache, it'll corrupt because you've just killed it mid write
It's noticeable in Lethal Company rather than other communities specifically because it's a huge package index and so it does take a few seconds to read and write what's over half a gig of data
The actual corruption aspect is more correlated to Electron and IndexedDB rather than an actual r2 implementation.
I believe Gale has this issue less frequently because SQLite is running as a separate process, and so it's not killed in the same way
Not saying this in an attempt to throw the blame back in your court because I'm sure there's legitimate reasons but it's classic behaviour that you'd kind of expect when force killing an app rather than waiting a couple of seconds is not behaviour i personally have ever really had experience in as someone who does force close a lot of things
I mean it's not really practical for me to answer that question but i feel like it's fairly likely?
Granted I'd imagine people don't really expect r2 to be writing data, but it's for memory/performance reasons
But honestly I don't think that many apps are actively writing data in the same way (as a background process)
If IndexedDB corrupts during a write, that's the entirety of the data gone. I believe it's just a Node limitation and it's just unfortunate
but the solution really is to just not force close the app
They even said themselves:
It always happens when I am being impatient with it
*[during a 800MB+ read/write]
and to be fair, I wonder if we could move the data writing to a separate thread so it doesn't hang anything
fwiw this is the first real discussion on it so I'm mostly just writing thoughts
> gale
... (ommitted for text limit) ...
2025-12-09T14:02:38.321387Z DEBUG gale::db::cache: changelog_cache is below threshold (0 < 1000)
2025-12-09T14:02:38.336273Z DEBUG hyper_util::client::legacy::connect::http: connecting to 104.26.14.210:443
2025-12-09T14:02:38.339901Z DEBUG hyper_util::client::legacy::connect::http: connected to 104.26.14.210:443
2025-12-09T14:02:38.372222Z DEBUG hyper_util::client::legacy::pool: pooling idle connection for ("https", thunderstore.io)
2025-12-09T14:02:38.390688Z DEBUG hyper_util::client::legacy::connect::http: connecting to 92.223.124.62:443
2025-12-09T14:02:38.401537Z DEBUG hyper_util::client::legacy::connect::http: connected to 92.223.124.62:443
2025-12-09T14:02:38.448315Z DEBUG hyper_util::client::legacy::pool: pooling idle connection for ("https", gcdn.thunderstore.io)
2025-12-09T14:02:38.448485Z DEBUG hyper_util::client::legacy::pool: reuse idle connection for ("https", gcdn.thunderstore.io)
2025-12-09T14:02:38.587235Z DEBUG hyper_util::client::legacy::pool: pooling idle connection for ("https", gcdn.thunderstore.io)
2025-12-09T14:02:38.587624Z DEBUG gale::thunderstore::fetch: fetched 12 packages for among-us in 268.419627ms
Gdk-Message: 15:02:38.796: Error 71 (Protocol error) dispatching to Wayland display.
Gotta look into it more sometime.
That'd be good because it took me a while to realize what the issue was because the app does not really communicate what it is doing, just ceases function.
I'd expect apps like this not to keep long-running file-writing processes, especially when I don't even really modify stuff -- only click Launch Modded.
I mean, excuse me, my (Framework) laptop (16) is shite, and can just shut down while closed or even left unattended. There's not much I can do about it. Other apps somehow manage to survive (flush databases, not keep files open, etc)
IS THERE NO TRANSACTION API IN SQL
IndexedDB, no
I don't believe so anyway
It's not that long running
All you have to do is click the close button and wait for a second or so ordinarily, it's just unlucky timing sometimes
and yet, it finds its way to break almost every other day lately. no, I'm not closing while "fetching"
Usually it's not even noticeable, it's just because LC has such a large index
Does it though?
It's an incredibly rare report for me - I haven't seen it in weeks if not more
I mean if you do, fair enough, would be cool to let me know when it first happens and ideally reproducible steps so I can tackle things like this sooner
I'm not saying it's not an issue, I just don't really see it and no one mentions me so I don't usually see it
for some reason, it couldn't even recover on the first few tries -- Reset seemingly doesn't help, but after a couple of attempts it eventually resets, and goes to a home screen with games selection (forgets Favorite), but Profiles list persists
"IndexedDB is a transactional database system" <- MDN
¯\_(ツ)_/¯
interesting
I mean it's probably transactional code
I have no idea how the implementation is done right now
The caching implementation wasn't me
I'll do a review of it and see if it's missing transactional wrappers and if not then I'll see what I can do
My assumption was no because it's wrapped around Dexie, and I don't think my settings implementations used transactions
I just found out what happens when you go up the elevator after pulling apparati out... I'm scared.
Someone did not have a good day at this playzone

you should see the party room [REDACTED]
Pizza's getting cold 
dont wanna put MORE work on your back but wonder, will outpost ever be updated?
I started it actually but have not finished it 
I kinda wanna do something about uhhh
Walking off into the distance lol
Kinda wanna add fog that causes the player or Cruiser to teleport to the other side of the map and turn around, though I have not cooked it

thats fine, just hope to see it again as the thing is one my fav horror movies
tho tbh id be cool if a second outpost was added to reference the 2011 prequel
maybe far off in the distance for a secret fire exit

hey paco sorry to ask in here idk where to ask but did you fix the host only lever issue in LLL?
Ye
im not sure what that means lol
you are amazing
bozoros is going to look awesome with grass
you're right
I shed a tear
I teared a shed
I shedded and teared
you say, don't kill it, it's not that long running. But sometimes (quite often) it happens that I click Launch Modded, and... nothing launches. Laptop Starts spinning fans, task manager shows r2modman process is eating up ~5-10% CPU, but Steam does nothing, and game ain't starting. Even then if I close r2modman window, the window closes and keeps eating CPU in the background for another minute. What are users supposed to do with hanging processes like that?
That is very likely the Steam executable
The manager appears active because it’s getting stdout from the executable
looks like the balloons in playzone are bugged rn!
like they only show up when you're really close
Ye
I forgor to replace them when I redid the Bozo balloons like a month ago, and I removed the LODs since I wasn't using them anymore
So they only show up when close
use gale instead. r2 is ridiculously resource hungry for no good reason
It’s actually barely any different from Gale
Gale’s resource usage is primarily moved into the WebView2 process
Not visible in its own “Gale” process
I believe last time I checked it was about 30-50MBs difference? Mostly owing to the Electron executable overhead if anything
it feels very different. pretty sure it is measurable too: switching profiles in Gale is instanteneous and doesn't hang up UI for half a second
and the list of profiles itself is not obscured by that insane Configuration > menu flow
thought for food
Barely any different in resource usage specifically is what he means 
there are bunch of types of resources. human time (wall clock) is one of them
resource hungry
refers to memory and is what I was referrring to
You don't need to go to settings, you just go to the bottom left and click the profile, and then change profile
cool. somehow I never realized there could a meaningful menu popup behind that interactive thing
prob. 'cause it doesn't even look like a button until you specifically hover over it -- which is less likely given how out of the way it is from anything
we definitely lost a lot of usability when moved away from 3D-ish skeuomorphic buttons
My next plans are:
- i18n
- Jump to last selected game/profile on startup
- Reduce mods.yml file size to improve loading times
UI changes are less important imo and these things make it accessible to more people and improve the general app speed pretty heavily
clearly a button vs. some probably static image with an informational text label idk
It's probably just a case of moving it to the top
But otherwise yeah, some different coloured background could help
compared to: actually has a drop-down indicator, can't miss it
It's not a dropdown so it's not so appropriate
the problem is, you don't usually click a <current thing> when you want to go back to <a list of things>; unless it is clearly a drop-down of that <list of things> in the first place (as in Gale)
and that has been explained to you many times in that GitHub thread
Not particularly, it's your take vs mine
You aren't always correct, and neither am I
My take is that they're functionally different screens. Profiles management is conceptually different from mod management, and the separate screen lets you have more functionality / tailored interface for each
Realistically you aren't even really supposed to use modals from an accessibility perspective, they're just used because I wasn't as good with UX back then as I am now
Just to add: I also see profile and game switching as secondary to mod management. People don't actively switch profiles and games anywhere near as frequently as they'll install / update mods, and usually people will just have one or two profiles.
It doesn't apply to everyone obviously, it also can depend on the game, but it's just a general take for most people
But that's not to say that it doesn't need work, and I'm open to that
People don't actively switch profiles and games anywhere near as frequently as they'll install / update mods
source?
Just general discussion and suggestion count
It's not something that comes up all that frequently
my experience with Lethal is that someone makes a modpack, sends a code, and everyone imports it and doesn't touch anything
You also get a general idea from profile exports and community support
Yeah, my point being it's quite game dependent
or maybe they do install some of their client-only helpers locally, but that's still in a newly profile, from which you'd have to switch back later
I'm happy to work on ways to improve the profile process, but IMO it's probably not a navigational/dropdown change more than it is a shortcut back to the profile selection screen
- the above text on the separate profiles page
My two cents would be; Gale is significantly more responsive and convenient across the board compared to r2m
Switching profiles and customizing them is something I do often - even if it's someone elses modpack - so being able to quickly switch between installing and managing mods without having to wait 5 seconds for things to load is great.
Also the config adjusting experience is an order of magnitude better, as the UI is more compact and readable at a glance,
Common misc options like opening profile in file explorer and import/export being at the top and available at all times without needing to enter a separate page is also incredibly convenient
The experience is good enough where I wouldnt at all mind there being a small banner ad at the top or smth
And dont forget Gale also has Synced profile feature so the host of the pack only needs to send the code once to people then after that when they make changes they just push their update to the pack and all players with the Synced pack can pull the update and the changes will be applied like Removing mods, adding mods, and config changes. No need to export/import the code every time you make a change.
in the meantime NoLOD by batby fixes this 
Might be a bit rough performance-wise due to the meshes that do benefit from LODs lol
But fair 
oh that's good to know! for some reason I thought LODs didn't do much 😅
They are one of the best ways of adding performance in any game ever
They are crucial to performance
At least this game isnt as crazy and wont affect as muuuuuch as others
You would be surprised
some places in this game would benefit from LOD's yeah
most things are kinda low poly, though sometimes there's backward faces that arent needed, like the keyboard iirc
zeekerss also sometimes models things that shouldnt be modelled... like the keyboard keys iirc lol
No lod
In vanilla not much but modded moons, if I didn't have LODs in a couple of my forest moons they would run at 40fps at best
THATS WHAT I MEANT
GO TO SLEEP XU
FINISH YOUR MINECRAFT VIDEO
Grrrr
soon
Tm
SNOWY BOZO IS BACK???
Lets gooo
But before, blizzard was working!! Is it not the same
Also i got a ogobozo
It be jollier
I did uh
I did minimal multiplayer testing however due to time constraints 
SURELY it's all working properly 
I did multiplayer testing in my mind
Paco are you now the maintainer or is it still batby?
I've been addin stuff to it yeah
But its not yours yours like LLLU
Like, you cant break it completely and make it unusable
SURELY that wouldn't happen
Famously LLL v1.6.0 was a perfectly stable release
Yeah but i mesn that wasnt on purpose
I mean like having the power to just kill the entire modding scene
I mean yeah but I'd get (rightfully) kicked off the Thunderstore team immediately 💀
Or like I can't deprecate or delete it, and even if there was a goofy update people can just use an older version lol
TruE but thats like everyone
No yeah even if Paco just nuked the package off TS somehow we would just need a re-upload of the previous version that someone previously downloaded, since the mod files are included 1:1
@quasi nest would you consider adding the dubious candy corn bees as a skin for them
It's basically impossible for any one person to kill modding, no matter how critical their mod is to the ecosystem
assuming you can do that
Oh ye I could
I just realized I forgor to rename the hive back to '...Popcorn?'
Bozoros update when?
Bad update, unplayable 😔

It's Christmas he gets the day off today
False
Bepinex:
Deleted from everywhere ever
Bepinex can also be reinstated...
its open source, plenty of forks out there already
Thats the benefit of open source. For better or worse, it cannot die
@late roost how you doin? Have you found a job? 👀
Still searchin'. I have an interview coming up soon. Had a couple interviews before but nothing solid yet
Glgl
job market be brutal
Game industry probably got the worst of it last year so a few of the jobs I'm applying to are 3D artists outside of games
My interview coming up is for a tech company
Good luck!
Thanks
It's for a portfolio piece and a reason for me to brush up on Unreal Engine
Needs a single mop and bucket in the corner
cleaning prison
Paco, is this supposed to work with your Eventful Apparatus? It doesn’t seem to but maybe I just did something wrong
Eventful Appy just activates itself innately

Or should, at least
Oh I think I read how it works wrong lol
I think I kept my "on" one and was expecting it to turn off automatically on relog, but I should've kept my "off" one and let it get turned on automatically if I'm understanding. Let me try that.
Ah yeah
It should be turned on if it spawns outside the ship pretty much
And not in orbit
yeah ok, doing it that way worked. Thanks!
Do enemies spawn in playzone? Or is it a Galetry type deal
interiors should always spawn monsters
otherwise a core threat of the game is lost
needless to say, yes it has vents
I couldn't agree more. Ty 🙏
galetry type beat:
🎵 🛌 🎵
Lmao. Tbh I totally misread the mod, that's my stupid fault. I thought it was a Moon/"Interior" situation.
Loud, really loud
hey man
But this is what happens when you're trying to fix your body clock and have about 1 brain cell working, on the verge of total shutdown.
a loud warning wouldve been cool
Wdym?
Like Galetry 😛
What is moon/"interior"
It means a moon, with a faux interior.
adding this to lobotomy weather
Had me googling what faux meant 😭
Galetry has a false interior??
Do you mean like the appy section?
That's just what I call it, I'm not saying that's good nomenclature lmfao
Yuh, I'm with ya at this point lol. Momentary lapse thanks to body death.
from ar-
😳
why he built like a bozoros banana (spider warning)
webley warnin
webley's brother, wobley
I would name him pito
in my country that's a funny word :3
actually yeah sorry xD
idk why i said country
meant language
tho i know in monty's country is where they say it the most hehe
dont forget masochist wibley
(who is just webley but in disguise)
Psychowebley
I got the Ferris wheel to sync up a lot better with clients (ignore the fish) 
Saw this gif and immediately thought of this
@late roost
quick question
ive been trying to get rid of the custom play zone items for my modpack but it doesnt seem to work
can you help?
Paco might, I haven't played in a while and when I did I never played without custom items from PlayZone / other mods
There be a setting in the PlayZone config to turn off items being added to the loot pool 
injectScrap
well i turned it off but its still there
idk why
Oh probably the forced spawns actually, I don't think the setting targets those
Like the bowling balls with varying rotation
Or wait I forgot I fixed DungeonMatchingProperties on LLL's end so the setting doesn't actually do anything at the moment 
LunarConfig should override those weights though
But a few scraps will still be there anyway (outside the moon's loot pool)
(Bowling balls, basketballs, dodgeballs, bowling shoes, pew guns)
well is there a way to change that somehow?
Not at the moment 
Though actually if LunarConfig lets you set global props, you can set the global prop with 1337 as its ID as a constant 0 lol
But I dunno if LunarConfig has that
so i found the items in lunarconfig but idk what to do now
i dont see a thing for spawn weight
Ye it won't show up there
Forced spawns (these 5 items) I don't think you can turn off
But uhhhh
Oh they don't show up in the dungeon injection thing, hmmm
I thought it supported LLL's DungeonMatchingProperties in there
It'd be here where the items should show up, since they get added to the moon's loot pool at the start of the round
what is this ''owo
Like it should show playzone:whackanoodle=+20 or some value in the spawnableScrap field
I forget the exact value
But they ain't there so I dunno if it overrides LLL's thing 
Oh actually
I guess you could also set this to false
(in the LLL config)
But it'd affect anything that uses or will use DungeonMatchingProperties

pretty sure dungeon injection in LLL didn't work back when the weight stuff for grabbing from LLL was made
so i think only moon scrap weights would've been grabbed
When dungeon injection got added to LunarConfig it was already workin 
But ye it hadn't been functional for a while
I imagine LunarConfig doesnt even ever reference LLL and instead only DawnLib
which is why i say that
Hmm right
I guess playzone:whackanoodle=*0 could be added for each of the PlayZone items lol
It'd override LLL's thing since LunarConfig gets applied later
This exact string here:
playzone:cardboard_crown=*0,playzone:cosmic_bowling_ball=*0,playzone:cosmic_shoe=*0,playzone:extreme_dodgeball=*0,playzone:moo_can=*0,playzone:retro_cup=*0,playzone:riimote=*0,playzone:team_green_blaster=*0,playzone:team_purple_blaster=*0,playzone:toddler_shoe=*0,playzone:tornado_basketball=*0,playzone:vitasun_pouch=*0,playzone:whackanoodle=*0,playzone:yo_gurt_tube=*0
Should be in PlayZone's spawnableScrap field in config/LunarConfigDungeonInjection.cfg
It'll disable their natural spawns at least
Which is every item except these five
Lol
ts too complicated
It do need updatin so fair
thx for the help tho
Current version needs a bunch of fixes 
do I spot itolib 0.9.0 
oxyde will STAY on its halloween looks forever
adds the Paco Scarab that flies at the player
config to randomize default, christmas, and halloween themes?
My stupid fat chud son won't go through the tunnel
Shall be fixed next update 
I could probably have it transport enemies to the end lmao
Also quick question about the tv in tykezone. The tv says no signal, do I need to do some sort of puzzle to get it to work? Or is it just disabled?
Oh it's specifically if you have TVLoader while there's already a TV at the ship
TVLoader can only play to one screen at a time iirc, I forget if there was a specific reason I couldn't get it to work though lol
But if there's no TV at the ship, it'll work
I think putting it in storage might work?
Dunno
Oh alright. I wonder what would happen if I put the tv in storage then took it out after the map loaded.
Yeah not sure lol
That's something to try later then lol. Anyway, thanks for info on the mythical no signal tv
How dare you call him that, I'm calling NASA
what are they going to do? launch him into space?
Blast will get blasted off and the child will be rehomed in a controlled facility.
The controlled facility:
He's stupid, fat, a chud and my son. These are factual statements that any true scientific organization would agree with.

i think the lod culling distance is a bit low for the balloons in the main entrance tile (they noticeably pop out of existence)
Ye I forgot to replace them with the balloons on Bozoros and I deleted their lower poly LODs
PlayZone just not yet updated 
ah i see
Current PlayZone release do need a few fixes
i also got the weird animation bug (zoomed out terminal/elevated cruiser seat) after playing playzone but that bug seems to be completely random
Oh hmm that should be fixed, weird
It's on my library's end
It's due to a trigger not being reset in the player Animator but I forget what the issue was exactly
is there a way to force reset it after the day ends, because it requires a reset to fix rn
It's supposed to reset when unsitting
and combined with the seat boost from cruiser improved the bug makes you unable to turn on the car xd
that is odd idk why it happens then
Ye I can look more into it
i have a recording of the session i will look for any clues of what i did on the day it started happening
I mean it'd be when interacting with slides
because day 1 playzone it was fine then day 2 playzone it started happening after we were done looting
just checked i did not go on a slide on day 1 so yeah it is probably that
Ye I can look more into that
