#LethalMatt Moons & Interiors - Outpost 31, Bozoros, Circus, PlayZone

1 messages · Page 12 of 1

quasi nest
#

Hmmm

#

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 plink

short violet
#

these logs do have hundreds of 'Path to exit could not be calculated' within the span of a few seconds

short violet
spring crypt
#

As soon as I step into the Lazerzone area it starts

quasi nest
#

Oh

spring crypt
#

As soon as I stand here. Currently it only happened once though, for about 7 seconds

quasi nest
#

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

spring crypt
#

I see. I will try and find a room with the TV in it to see more

quasi nest
spring crypt
#

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

quasi nest
#

Oh it's only when setting foot into the tile itself

spring crypt
#

Did not notice this before, this is a nice detail :3

quasi nest
#

For the sound effect stuff at least

spring crypt
quasi nest
#

Yeah not sure

#

If you send a pack code I could take a look (though a bit later plink)

#

Although uhh

spring crypt
spring crypt
quasi nest
spring crypt
#

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

quasi nest
#

It was made with FacilityMeltdown in mind but it do shut it down if not using that mod

spring crypt
#

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

#

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

quasi nest
#

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 greed

#

But yeah I'll take a look a bit later

spring crypt
#

I wish you best of luck with figuring that out ^-^'

bleak remnant
#

curse you paco

#

may you stay stuck in a loop of errors

#

may you be put inside a while (true) loop for all eternity

sweet prawn
quasi nest
#

Huh

strange beacon
#

cursed heart

keen osprey
#

Lake that teleports you under bedrock layer

sweet prawn
#

More of that please

quasi nest
#

Or do you mean the icy lake

#

That's just a thing kept from Snowy Bozo during LethalElements Snowfall plink

sweet prawn
#

Yeah frozen lake.

sweet prawn
#

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.

quasi nest
#

It do be weight-dependant too

sweet prawn
#

As it should be

keen osprey
inner wasp
#

paco you gotta go into that frozen water

#

you need to cool down

#

you are cooking way too much

#

you are on fire

quasi nest
#

It's a feature from last year 💀

#

Snozoros

inner wasp
#

WHAT

keen osprey
inner wasp
#

i thought the ice breaking thingy wasnt there yet

quasi nest
#

Oh no that's always been there

inner wasp
#

you said the ice had an animation but it didnt actually break

#

:0

#

mandela effect? insanity?

#

whats happening

quasi nest
#

Oh I mighta been talking about the LethalElements water freezing, which I had to disable for the breakable lake

inner wasp
#

yes!!

#

wait then

#

oh wait...

#

is this...

#

YOUR lethalelements?

quasi nest
#

I do it in the Bozo compat for Snowfall

foggy ingot
#

🤭 🤭 🤭

quasi nest
#

Brief build time greed

foggy ingot
#

💀

visual obsidian
#

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

quasi nest
quasi nest
rich plinth
quasi nest
#

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

sweet prawn
#

Maybe it has to do with the ship

#

Either that or 73 changed something that the original fix interacted with

quasi nest
sweet prawn
#

Why does that sound somehow worse

quasi nest
sweet prawn
#

Well it sounds pretty fixable at least. Weird though, very very weird.

#

Boy LC was just NOT made for physics.

quasi nest
#

It's fixable in the sense that it's already fixed plink

#

I dunno why it didn't reset player in that instance

#

Logs be needed

#

Although uhhhhhh I know what it could be mayhaps

visual obsidian
#

well its not showing any errors as of now

#

and they are still tilted

quasi nest
#

Send da log file plink

visual obsidian
#

We're still ingame

#

not sure if it'll let me

#

Yeah its 0KB

quasi nest
#

Open da file

#

It makes it write to disk

visual obsidian
quasi nest
#

50 MB

#

Lol

#

Hmm

bleak remnant
#

Lunxaras sent bigger you'll be fine

quasi nest
#

Ye I know plink

visual obsidian
#

We've been here for 5 hours

quasi nest
# visual obsidian
[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)
...
visual obsidian
#

Infact

quasi nest
#

Late joining's buggy right now iirc

visual obsidian
#

we are playing on Playzone

quasi nest
#

Or uhhh

#

If a client tries to late join it'll spam those errors sometimes

#

Or something

#

Should reload lobby if someone's joining plink

visual obsidian
#

Funny enough

#

its all purple blaster moon

quasi nest
#

-# Pew

visual obsidian
#

pew

burnt cedar
quasi nest
#

I think I did goof somethin, but I gotta double check it's that

quasi nest
quasi nest
#

Yeah I did goof something

sweet prawn
#

Huh?

quasi nest
# sweet prawn Huh?

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

bleak remnant
#

Ig I'd need your other code to really determine

quasi nest
#

But it do need RequireOwnership to be false

bleak remnant
#

Yeah true

quasi nest
bleak remnant
#

also you were only sent a screenshot

#

i wonder if it was only visual on other clients

#

or it really affected that client too

quasi nest
#

Ye it might've been fine for the client

#

I shall hotfix this though greed

quasi nest
tranquil parcel
#

this is what happens when you disable the console instead of disabling spammy logs

#

i am simply better in this regard

quasi nest
tranquil parcel
#

yeah

#

though typically i sort out issues before long sessions

#

so the logs are like 10mb at most

sleek plover
night quest
night quest
#

It was nuts

#

Xu was quick to fix it but yeah

strange beacon
#

wait what

night quest
#

Funny edge case of an issue

strange beacon
#

is there an interior

night quest
strange beacon
#

oh

#

peak

bleak remnant
#

thought*

#

doesnt happen in vanilla cuz enemies dont spawn on company

#

but it would if they did 🙃

quasi nest
still plank
sweet prawn
#

You got launched into the damn stratosphere like a football being thrown by John elway

earnest zealot
#

Just saw Playzone's birthday room

#

What... what happened there 1000QuotaStare

quasi nest
#

Pizza time

earnest zealot
#

I no longer feel safe in there

#

xD

unreal jackal
#

you felt safe AT ALL in PlayZone???

earnest zealot
#

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.

sweet prawn
#

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.

hazy leaf
#

Been experiencing an issue when trying to load into moons that loaded PlayZone as the interior:

hazy leaf
#

019a1450-16b1-dd8b-3411-97ce99207cf9

#

Code if you needddd

quasi nest
#

There's some mod goofing up locked doors

hazy leaf
#

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

quasi nest
#

Unrelated but MoreInteriors patches Object.Equals()? 💀

#

It do be deprecated too

hazy leaf
#

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

quasi nest
#

Oh it's fine

#

I do just ctrl+F Error and skip to errors specifically

hazy leaf
#

Too late 🙂

#

Thats from startup to loading into a moon

#

Specifically Artifice

#

This is with the other interiors disabled, same modlist otherwise

quasi nest
#

It errors out trying to find a property that my class, which inherits from DoorLock, lacks greed

#

I'd suggest publicizing the game assembly instead of doing reflection to get private stuff plink

hazy leaf
#

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

hazy leaf
marsh brook
#

thanks for the update, I'll look into it rn

night quest
quasi nest
#

Mayhaps greed

marsh brook
#

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

night quest
marsh brook
#

I think so too

night quest
#

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

quasi nest
#

I am goldfish

night quest
#

But I would prolly recommend making a seperate mod for it

quasi nest
night quest
#

This stuff it's doing lmao

#

I went and checked the femmployee thread

quasi nest
night quest
#

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

marsh brook
quasi nest
#

Ye, I could actually probably just add a hauntedDoor field to my component too probably lol

#

Even if I don't use it

marsh brook
#

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

marsh brook
# quasi nest There's some mod goofing up locked doors

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

quasi nest
#

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

quasi nest
#

Although on the first image only

marsh brook
#

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

quasi nest
marsh brook
hazy leaf
#

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

quasi nest
hazy leaf
#

Ah

hazy leaf
#

Seems to happen somewhat more inconsistently now?

#

Gonna keep going through my modlist to see if disabling one makes it stop altogether though

hazy leaf
#

Disabling GoldScrap did not fixxxx

#

Digging into more in my list

hazy leaf
#

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

sweet prawn
#

Do it

#

The voices command it

hazy leaf
#

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

hazy leaf
#

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

hazy leaf
#

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?

quasi nest
#

BrutalCompany's "Transmuting n scrap" sounds sus

quasi nest
hazy leaf
#

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

quasi nest
#

Whar plink

hazy leaf
#

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

quasi nest
#

Vanilla event?

hazy leaf
#

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

quasi nest
#

I see greed

#

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 greed

#

I do handle syncing item positions and values and stuff myself

hazy leaf
#

It's supposed to replace scrap that's already been spawned

#

As far as I know

quasi nest
#

My stuff actually spawns right before the actual round scraps plink

#

I'll look more into it in a bit, but it's likely the scrap transmutation stuff

hazy leaf
#

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

marsh brook
quasi nest
#

It ain't GoldScraps, worry not

marsh brook
#

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

hazy leaf
#

I really think it could be a particular piece of scrap being transmuted but, I need to test custom scrap events more

sweet prawn
hazy leaf
#

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

hazy leaf
#

Maybe it's the two apparati?

hazy leaf
#

@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

quasi nest
#

There's a couple of em

#

Stuff inside the Playhouse, bowling pins (if moving)

hazy leaf
#

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

quasi nest
#

Yeah

#

It probably freaks out when attempting to sync the (now-despawned) item across clients

hazy leaf
#

You might have to make a workaround for when Brutal is installed, or maybe guarantee it's a scrap from your mod

quasi nest
#

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

hazy leaf
#

Because then people can blacklist them from being transmuted

quasi nest
#

Their radar map icon, renderers, and colliders are disabled, and their deactivated flag is toggled

#

Which functionally would act the same gameplay-wise

quasi nest
hazy leaf
#

Soft said they need to do actual despawning for calculation purposes

#

oof

quasi nest
#

Oh, wacky

hazy leaf
#

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

topaz shell
#

@quasi nest when do the guaranteed items spawns occur? do they occur prior to/on RoundManager's waitForScrapToSpawnToSync?

quasi nest
topaz shell
quasi nest
#

I add them to a NetworkList and sync them through the list's OnListChanged

topaz shell
#

ah

#

I'm worried defaulting to vanilla's despawn methods could have major unattended effects on the mod.

quasi nest
#

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

topaz shell
#

?

quasi nest
#

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

topaz shell
#

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

visual obsidian
#

Im naming an MSM monster based off Bozoros

quasi nest
#

Spooky Bozo out plink

quasi nest
hazy leaf
#

😮

#

I’ll let you know, ty!

hazy leaf
#

Pogggg

inner wasp
#

spooky bozo out

strange beacon
#

@quasi nest hi so

#

candy corn is glowing

#

idk if this is intentional

#

and also

#

the place lightning strikes doesnt move with it

quasi nest
#

Whar plink

quasi nest
quasi nest
strange beacon
#

was sparking

quasi nest
#

I mighta goofed it then

#

Lemme double check

#

Yeah nevermind it do be set to conductive

quasi nest
#

Actually

#

I know what would cause that plink

quasi nest
#

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)

stable haven
#

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

quasi nest
# stable haven
[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

stable haven
#

ah damn

#

forwarded to centralconfig's thread

quasi nest
#

Might just be something misconfigured

#

Could try resetting some settings

strange beacon
#

this is not centralconfigs fault

stable haven
stable haven
inner wasp
#

are you lurking? plink

burnt cedar
#

no, im bee knee

inner wasp
#

was trying a hypothesis

#

seems it didnt work

spring crypt
quasi nest
#

I haven't noticed any stutters in particular

spring crypt
#

I see; I shall test it again in a moment :3

quasi nest
#

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

spring crypt
#

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

quasi nest
#

Ye try see if it happens without enemies

#

Could also spawn a few Snare Fleas to try and cause it intentionally

spring crypt
#

Will do so, if the stutters persist

#

r2modman does not wanna work aaagaaaaaaain
0 dependencies, newest version outdated; Sure...

quasi nest
#

Takes a bit greed

spring crypt
#

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

quasi nest
#

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

spring crypt
#

I usually restarted my PC to fix that

#

Your LLL update REALLY sped up the loading times holy shit

quasi nest
#

It's a bit conditional greed

#

But also only really noticeable with like larger moon bundles and stuff

spring crypt
#

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

quasi nest
#

I forgor to replace those balloons with the new Bozo ones

#

And they previously had LODs (that I removed)

spring crypt
#

I see. But I actually do not have the weird stutter anymore currently

#

Crazy

#

Gonna land a second time to make sure

quasi nest
spring crypt
#

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

quasi nest
#

(Always been there lol)

spring crypt
#

Never saw them before lol

quasi nest
#

They do be somewhat rare

spring crypt
#

This thing neither

spring crypt
quasi nest
quasi nest
spring crypt
#

The fun stuff hid away from me

#

Was too unfun for it back then, clearly

quasi nest
#

Fun requirement not met

quasi nest
#

Have not gotten around to em

spring crypt
#

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

quasi nest
#

Yeahh

spring crypt
#

Only when jumping

#

So, seems all works

quasi nest
#

PathfindingLagFix should deal with their lag

spring crypt
#

Even less of an issue then

#

Seems it is wholly functional for me as well now

#

Whatever dark magic you used to make it

quasi nest
# spring crypt Only when jumping

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 plink

#

If I had to guess

spring crypt
#

Guessed the same

#

But eitherway

#

Awesome!

#

I can now consider adding this to my modpack

#

And you have a problem less to worry about

late roost
#

׆ what's going on over here

visual obsidian
#

Also Hello LethalMatt

#

its been a hot minuteeee

#

How are you!?

late roost
#

i also got married so life's busy

strange beacon
#

oh shit congrats :D

visual obsidian
#

DUDE THATS AWESOME

#

CONGRATS!!!

hollow wind
inner wasp
#

Wooooow congrats matt!!!

#

Really happy to hear that

#

And i hope you can find a job soon!

visual obsidian
#

Paco

#

Henlo

keen osprey
#

Ito

#

There

inner wasp
#

Lib

burnt cedar
#

Nits

strange beacon
#

pacoito almost fully rhymes with bozoros

#

are they connected in some way 🤔

strange beacon
#

@quasi nest brother

#

this is a bit silly

#

dont you think

#

even for this place

quasi nest
#

💀

#

I have not seen it generate like that lmao

unreal jackal
#

steam is stored in the red stripes

inner wasp
#

Makes sense for me

late roost
#

for no reason at all I just want to share this roof I'm working on

inner wasp
#

Is it good?, ive never had in-n-out

strange beacon
#

@quasi nest

burnt cedar
#

@pipe-oito

#

the pipes will always win

valid vigil
#

i understood that reference..

strange beacon
#

its so intimidating

quasi nest
#

Lmao

#

Modern art greed

strange beacon
#

@quasi nest how rare is foggy bozoros

#

i got it for the first time today

#

at least as far as i can remember

quasi nest
#

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

strange beacon
#

i mean i set the weights up differently so that probably upped the chance

quasi nest
#

But yeah moons don't determine weather rarity, that be a WR thing

#

Vanilla's just randomized

strange beacon
#

weird RNG ig

quasi nest
#

Anyway expect a haircut plink

#

||Can disable the extra spawns in config, Barbers just vibe really well with the fog lol||

late roost
strange beacon
#

@quasi nest apparently theres an incompatibility on bozoros with snowyholidaydropship

#

which is weird to me because ive never had this happen till now

quasi nest
#

Dunno what it's checking for

strange beacon
#

its probably related to the music the dropship makes

strange beacon
#

@quasi nest

quasi nest
#

It does look ominous lmao

visual badge
wanton seal
#

real

still plank
#

(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

quasi nest
#

Mario Kart experience 🔥

quasi nest
still plank
quasi nest
solar dirge
# spring crypt

r2modman DB corruption happens way too often lately. the solution is to migrate to Gale btw

spring crypt
solar dirge
late roost
#

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.

http://vevo.ly/34dEYW

Subscribe: https://TheKillers.lnk.to/TheKillersSubYD
Watch more: https://TheKillers.lnk.to/MusicVideosYD

Abou...

▶ Play video

Music video by The Black Eyed Peas performing Let's Get It Started.© 2004 Interscope Records

▶ Play video
burnt cedar
#

🤨

#

i have a hunch…

civic quarry
#

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

nocturne charm
#

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

civic quarry
#

Are you force closing things that are writing data though?

#

Probably not

nocturne charm
#

I mean it's not really practical for me to answer that question but i feel like it's fairly likely?

civic quarry
#

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

spring crypt
# solar dirge isn't is a self-contained electron app? how could that not work anywhere?
> 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.

spring crypt
solar dirge
#

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)

solar dirge
civic quarry
#

I don't believe so anyway

civic quarry
#

All you have to do is click the close button and wait for a second or so ordinarily, it's just unlucky timing sometimes

solar dirge
civic quarry
#

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

solar dirge
#

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

solar dirge
#

¯\_(ツ)_/¯

civic quarry
#

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

scenic pulsar
#

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

quasi nest
wanton seal
quasi nest
neat mirage
quasi nest
#

I started it actually but have not finished it plink

#

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

neat mirage
#

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

quasi nest
inner wasp
#

hey paco sorry to ask in here idk where to ask but did you fix the host only lever issue in LLL?

quasi nest
#

Ye

neat mirage
inner wasp
quasi nest
#

Lol

visual badge
#

bozoros is going to look awesome with grass

quasi nest
burnt cedar
#

i threw fertilizer all over bozoros and now the grownits are coming

late rivet
buoyant sandal
#

I shed a tear

inner wasp
#

I teared a shed

late roost
#

I shedded and teared

quasi nest
solar dirge
# civic quarry It's not that long running

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?

civic quarry
#

The manager appears active because it’s getting stdout from the executable

gilded marten
#

looks like the balloons in playzone are bugged rn!

#

like they only show up when you're really close

quasi nest
#

Ye

quasi nest
#

So they only show up when close

clear kettle
civic quarry
#

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

solar dirge
#

and the list of profiles itself is not obscured by that insane Configuration > menu flow

#

thought for food

quasi nest
solar dirge
civic quarry
#

You don't need to go to settings, you just go to the bottom left and click the profile, and then change profile

solar dirge
#

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

civic quarry
#

¯_(ツ)_/¯

#

I can move it but I don't think it's super high priority

solar dirge
#

we definitely lost a lot of usability when moved away from 3D-ish skeuomorphic buttons

civic quarry
#

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

solar dirge
civic quarry
#

It's probably just a case of moving it to the top

#

But otherwise yeah, some different coloured background could help

solar dirge
#

compared to: actually has a drop-down indicator, can't miss it

civic quarry
#

It's not a dropdown so it's not so appropriate

solar dirge
#

and that has been explained to you many times in that GitHub thread

civic quarry
#

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

solar dirge
#

People don't actively switch profiles and games anywhere near as frequently as they'll install / update mods
source?

civic quarry
#

Just general discussion and suggestion count

#

It's not something that comes up all that frequently

solar dirge
#

my experience with Lethal is that someone makes a modpack, sends a code, and everyone imports it and doesn't touch anything

civic quarry
#

You also get a general idea from profile exports and community support

#

Yeah, my point being it's quite game dependent

solar dirge
#

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

civic quarry
#

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
sleek plover
#

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

scarlet basin
# sleek plover My two cents would be; Gale is significantly more responsive and convenient acro...

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.

gilded marten
quasi nest
#

But fair plink

gilded marten
#

oh that's good to know! for some reason I thought LODs didn't do much 😅

inner wasp
#

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

hollow wind
bleak remnant
#

some places in this game would benefit from LOD's yeah

inner wasp
#

Yeah but i mean

#

Red dead redemption 2

bleak remnant
#

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

inner wasp
#

No lod

bleak remnant
#

i mean yeah, those games strive on realism and much more open world cheese

hollow wind
#

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

inner wasp
#

GO TO SLEEP XU

#

FINISH YOUR MINECRAFT VIDEO

#

Grrrr

bleak remnant
#

soon

inner wasp
#

Tm

strange beacon
#

i think it contains nsfw content

#

(not snowy for a while)

quasi nest
inner wasp
#

SNOWY BOZO IS BACK???

#

Lets gooo

#

But before, blizzard was working!! Is it not the same

#

Also i got a ogobozo

quasi nest
#

Unwise

quasi nest
#

I did uh

#

I did minimal multiplayer testing however due to time constraints plink

#

SURELY it's all working properly plink

inner wasp
#

Worst dev ever

#

Remove LLL from thunderstore

quasi nest
#

I did multiplayer testing in my mind

inner wasp
#

Paco are you now the maintainer or is it still batby?

quasi nest
#

I've been addin stuff to it yeah

inner wasp
#

But its not yours yours like LLLU

#

Like, you cant break it completely and make it unusable

hushed quail
#

i mean

quasi nest
#

Famously LLL v1.6.0 was a perfectly stable release

inner wasp
#

Yeah but i mesn that wasnt on purpose

#

I mean like having the power to just kill the entire modding scene

quasi nest
#

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

inner wasp
#

TruE but thats like everyone

sleek plover
#

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

strange beacon
#

@quasi nest would you consider adding the dubious candy corn bees as a skin for them

sleek plover
#

It's basically impossible for any one person to kill modding, no matter how critical their mod is to the ecosystem

strange beacon
#

assuming you can do that

quasi nest
#

I just realized I forgor to rename the hive back to '...Popcorn?'

sleek plover
#

Bozoros update when?

quasi nest
#

Bad update, unplayable 😔

sleek plover
#

Holy shit

#

Real

#

Into soundapi basement you go

quasi nest
night quest
sleek plover
#

False

quasi nest
sleek plover
#

I am become corporation

#

Back to work

inner wasp
#

Deleted from everywhere ever

sleek plover
#

Bepinex can also be reinstated...

#

its open source, plenty of forks out there already

inner wasp
#

Grrr

#

What about uhm idk you got me

sleek plover
#

Thats the benefit of open source. For better or worse, it cannot die

rich plinth
#

@late roost how you doin? Have you found a job? 👀

late roost
bleak remnant
#

Glgl

nocturne charm
#

job market be brutal

late roost
#

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

rich plinth
#

Good luck!

late roost
#

Thanks

late roost
#

In the pursuit of greatness I found perfection

#

You can go In, you can't get Out

burnt cedar
#

what is it for

late roost
#

It's for a portfolio piece and a reason for me to brush up on Unreal Engine

sleek plover
#

Needs a single mop and bucket in the corner

foggy ingot
mild kernel
#

Paco, is this supposed to work with your Eventful Apparatus? It doesn’t seem to but maybe I just did something wrong

quasi nest
#

Or should, at least

mild kernel
#

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.

quasi nest
#

Ah yeah

#

It should be turned on if it spawns outside the ship pretty much

#

And not in orbit

mild kernel
#

yeah ok, doing it that way worked. Thanks!

fiery coyote
#

Do enemies spawn in playzone? Or is it a Galetry type deal

strange beacon
#

otherwise a core threat of the game is lost

#

needless to say, yes it has vents

fiery coyote
#

I couldn't agree more. Ty 🙏

inner wasp
#

Galetry type deal

#

Interesting way of putting it hehe

strange beacon
#

galetry type beat:
🎵 🛌 🎵

fiery coyote
#

Lmao. Tbh I totally misread the mod, that's my stupid fault. I thought it was a Moon/"Interior" situation.

inner wasp
strange beacon
#

hey man

fiery coyote
#

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.

strange beacon
#

a loud warning wouldve been cool

inner wasp
#

XD

#

Its putting you to sleep one way or another

fiery coyote
#

Like Galetry 😛

inner wasp
#

What is moon/"interior"

fiery coyote
#

It means a moon, with a faux interior.

burnt cedar
inner wasp
#

Galetry has a false interior??

#

Do you mean like the appy section?

fiery coyote
#

That's just what I call it, I'm not saying that's good nomenclature lmfao

inner wasp
#

Fair

#

Playzone is an interior

#

Bozoros is the moon :3

fiery coyote
#

Yuh, I'm with ya at this point lol. Momentary lapse thanks to body death.

strange beacon
late roost
hushed quail
#

😳

visual badge
#

why he built like a bozoros banana (spider warning)

inner wasp
#

webley warnin

visual badge
#

webley's brother, wobley

keen osprey
#

I would name him pito

visual badge
#

magic wesley & mystic wobley

#

separated at birth

inner wasp
quasi nest
#

In my language that's a funny word

keen osprey
#

which one

#

which language

inner wasp
#

idk why i said country

#

meant language

#

tho i know in monty's country is where they say it the most hehe

burnt cedar
#

(who is just webley but in disguise)

inner wasp
#

Psychowebley

quasi nest
late roost
spring elm
#

@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?

late roost
#

Paco might, I haven't played in a while and when I did I never played without custom items from PlayZone / other mods

quasi nest
#

injectScrap

spring elm
#

idk why

quasi nest
#

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 plink

#

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)

spring elm
quasi nest
#

Not at the moment plink

#

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

spring elm
#

i dont see a thing for spawn weight

quasi nest
#

Ye it won't show up there

quasi nest
#

But uhhhh

#

Oh they don't show up in the dungeon injection thing, hmmm

#

I thought it supported LLL's DungeonMatchingProperties in there

quasi nest
spring elm
#

what is this ''owo

quasi nest
#

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 plink

#

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

bleak remnant
#

so i think only moon scrap weights would've been grabbed

quasi nest
#

When dungeon injection got added to LunarConfig it was already workin plink

#

But ye it hadn't been functional for a while

bleak remnant
#

I imagine LunarConfig doesnt even ever reference LLL and instead only DawnLib

#

which is why i say that

quasi nest
#

Hmm right

quasi nest
#

It'd override LLL's thing since LunarConfig gets applied later

spring elm
#

huh

#

im confused

quasi nest
#

Understandable lol

quasi nest
# spring elm im confused

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

quasi nest
spring elm
#

i think imma just remove the mod gng 🥀

quasi nest
#

Lol

spring elm
#

ts too complicated

quasi nest
#

It do need updatin so fair

spring elm
#

thx for the help tho

quasi nest
#

Current version needs a bunch of fixes plink

quasi nest
#

It no longer jolly 🎅

visual obsidian
#

NEVER

#

NEVER OVER

high moat
#

do I spot itolib 0.9.0 greed

bleak remnant
unreal jackal
#

config to randomize default, christmas, and halloween themes?

tall halo
#

My stupid fat chud son won't go through the tunnel

quasi nest
#

I could probably have it transport enemies to the end lmao

tall halo
quasi nest
#

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

tall halo
quasi nest
#

Yeah not sure lol

tall halo
#

That's something to try later then lol. Anyway, thanks for info on the mythical no signal tv

sweet prawn
hearty granite
sweet prawn
#

The controlled facility:

tall halo
tall halo
peak jacinth
#

i think the lod culling distance is a bit low for the balloons in the main entrance tile (they noticeably pop out of existence)

quasi nest
#

PlayZone just not yet updated plink

peak jacinth
#

ah i see

quasi nest
#

Current PlayZone release do need a few fixes

peak jacinth
#

i also got the weird animation bug (zoomed out terminal/elevated cruiser seat) after playing playzone but that bug seems to be completely random

quasi nest
#

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

peak jacinth
#

is there a way to force reset it after the day ends, because it requires a reset to fix rn

quasi nest
#

It's supposed to reset when unsitting

peak jacinth
#

and combined with the seat boost from cruiser improved the bug makes you unable to turn on the car xd

peak jacinth
quasi nest
#

Ye I can look more into it

peak jacinth
#

i have a recording of the session i will look for any clues of what i did on the day it started happening

quasi nest
#

I mean it'd be when interacting with slides

peak jacinth
#

because day 1 playzone it was fine then day 2 playzone it started happening after we were done looting

peak jacinth
quasi nest
#

Ye I can look more into that