#General Improvements
1 messages · Page 6 of 1
well GI is better for it anyways
because let say externalcam, instead of the player cam replacing it just causes conflict with it
for GI you can just leave it blank for monitor 14, and it wouldn't do much
That doesn't explain it tho. If a mod deals with audio - stick in the audio lane
if you add scrap to the game, your code better not do anything but touch scrap
if it touches somethin' else, tell the darn users <.<
You don't gotta spill code secrets - but at least say "hey, for some secret reason we're also calling AI functions"
there is this conflict that apparantly just removes all items on my ship (making them invis) for some reason
i hadn't been able to find it
I will say on Camera 14 that's not the external cam I have OpenBodyCams XD
Yeah I just added in the GI only defaults. Since it's a separate mod.
Nice setup btw
Question to everyone, what are the quirks of this mod's health station?
I've found 3 different health station options so far and can't settle on one :P
Would it be possible to have the time be shown in a 24H format by any chance?
Like having some kind of a toggle in the .cfg that you can set "SetTimeTo24HFormat": true/false
it makes a really strange noise and using it looks like charging your empty hand (without the sparks)
but it does adapt to health upgrades from other mods
it's infinite use and heals you to full any time you interact with it
I do understand, but i do have an idea. Not sure how hard/possible this would be to code, but maybe with WeatherTweaks installed you could hook into it to figure out the weather condition, and if it's an "uncertain/unknown" weather, just have the monitor say "???". again, it would require specific code to support it on your side, so i'm not sure how okay you are with that
speaking of formats, i'd love to see a "lb to kg" conversion of weights. LE had that and since everyone i play with uses Metric, they really liked that
well, to be clear, GeneralImprovements is not my mod, I was just commenting on it from my perspective as a user
GI is very configurable and the two weather options are just that; "options"
two of many
i feel like if you want to also use a mod to make weather unpredictable, it makes sense to manually resolve the conflict on your side by just not using the weather displays, and using other options instead
depending on the implementation in weathertweaks, it might not be that hard to provide automatic compatibility, and ultimately it's up to Shaosil if they'd like to pursue autocompat
but I feel like the workaround isn't that bad
oh wooops didn't even notice you weren't shaosil, my bad lmao
Hey, I have a working compatibility solution, will be added in next version (and I will ask nicely for some simpler method on GI's end) 😇
LCBetterClock does it, not only that it also makes the clock look more compact and makes time update constantly and not in the weird way vanilla clock updates.
https://thunderstore.io/c/lethal-company/p/BlueAmulet/LCBetterClock/
I'm talking about editing the time format specifically on the ship's monitor. Otherwise I already have a mod that changes it 🙂
LCBetterClock affects that too.
Oh? Last time I tried it didn't, I'll give it another test then...
EDIT:
Tested and after some tweaks I can confirm that it does work unlike the other mod I used previously that worked better in regards to some compatibility with other mods.
Since GeneralImprovements does a lot of those QoL changes I was wondering if it would be possible to add the ability to pick back up scrap/items that have been placed on The Company's selling counter (before they're taken by the tentacle, maybe only before the trapdoor opens to prevent some issues?)
With the amount of times I've witnessed people inadvertently sell their Walkie-Talkie/Flashlight etc. I think it would be nice if there was a way to pick them back up
true, i love using it and i fucking hate the 12h clocks
hell i can even understand military time
sometimes
most of the time
It's not
It is
I mean just open GI settings in lethal config and you'll find this feature
I didn’t know if that was the exact same as the mod I sent
It is not it includes something different than that mod
ItemClippingFix is different from what GI has
Yes, it prevents from clipping through the cupboard
There is this : "When loading a file, items in the ship will no longer fall through shelves, tables, etc. May be disabled." but it's not the same
Not rotation
GI fixes items falling through the cupboard
That is it
It does not do anything that ItemClippingFix does
client-sided option i suppose
no idea^^
Can confirm different but same but still different
Wait I got the movie quote wrong oof.
was thinking about some more QOL to merge into this maybe? https://thunderstore.io/c/lethal-company/p/Glitch/RankFix/ https://thunderstore.io/c/lethal-company/p/ViViKo/ItemClippingFix/ https://thunderstore.io/c/lethal-company/p/mrov/LightsOut/ https://thunderstore.io/c/lethal-company/p/Aelstraz/BetterSpectator/ https://thunderstore.io/c/lethal-company/p/Zehs/Hitmarker/ https://thunderstore.io/c/lethal-company/p/Glitch/RankFix/ https://thunderstore.io/c/lethal-company/p/Glitch/NoPropShadows/
you can already toggle fancy lamps off with mouse click
rankfix (being a bugfix) probably makes sense to merge if so desired
the rest of these seem fine to just remain separate
Rankfix didn't even work for me when I tried it
works for me
somehow lol
on ship and then also apparatus
better spec is just the time
They turn on after you reload the save, so It's good to keep that mod too for better framerate.
And you linked that why?
Chat fade is already in GI and clock is done better by LCBetterClock.
Rest are useless.
Does this mod currently cause any multiplayer issues/ mod incompatibilities?
some possible things to merge into gi
👍
You can't put all your eggs in one basket
Better improve the basket and raise chicks
does this remove the current incredibly large coyote time?
do you mean jump time
whats jump time :P
coyote time is the time after you fall off a ledge or something during which you can still jump
idk all i know is that it removes 1 second delay when you hit space to jump
you do lose coyote time, vanilla still lets you jump as long as you're standing on a platform when you press the button
Nothing like the split second of oh god i’m dead before the jump kicks in lol
Scarlet Devil Mansion has fire exits that are already rotated the correct way, so FixInternalFireExits = true de-fixes them and points your character back toward the door. Hopefully this setting can be altered to ignore modded interiors that are known to already have correct orientation.
it's in weathertweaks now
i've added compatibility on my end, it should work now 😇
Thank u mrov! ❤️
general improvements inventory changes don't work with advanced company?
They're disabled when ac is present
I love you. haha
You can try using BetterItemHandling!
(I THINK it works??)
It would be a good idea to check if it works in multiplayer
oh is something in that mod bad?
(Asking because im trying to make a modpack)
and that one will be in it
no i didn't try it
oh hehe
Would there be a way to allow to pick back up scrap/items after putting them on The Company's selling counter?
https://discord.com/channels/1168655651455639582/1210580273956266055
i have GI and AC, any other fixes i'm missing or is not needed?
I also have SlimeTamingFix and NutcrackerFixes. I never knew about Fix_XP_Divide_By_Zero_Error, thanks for that. I don't understand what InventoryFixPlugin does, so I don't know if it's even necessary. Also note that Skinwalkers includes DissonanceLagFix so you don't need it if you're using Skinwalkers.
skinwalkers and Mirage both do dissonancelagfix. If you have either, remove that.
Ah yes, Mirage too, I wasn't sure.
Twas the most recent patch
Yeah it was per my suggestion, since people making the move from Skinwalkers are used to it being integrated
and it's like- what... a line to do that? XD
Just today I tried using Boombox Sync Fix (which is supposed to fix the problem where boomboxes that weren't bought in the current session will play different songs for different players). Would not recommend. It was causing constant crazy desyncs, that stopped the moment it was removed. I checked the decompiled code and I think it's causing older clients to pull more numbers from the random number generator than newer clients, so they wind up no longer generating the same random numbers.
you totally aren't making me a tad paranoid in checking if I have that atm... lol
Ok no, I have Custom_Boombox_Fix
when we added GI to our modpack, there were some people (not me included) who experience being unable to interact (press E) with pretty much anything. Most of the time people say that they were dropping multiple items, which led us to finding that GI's scroll delay value is too fast and it causes that issue. We do like the smaller scroll delay so we kept it, but to combat the issue when it pops up, we included InventoryFixPlugin mod. What it does is allow you to "toggle" between the state of being able to interact and not by pressing a hotkey (default: P)
That's good to know. We do, however, not use both mods so we'll be keeping this one.
Does this have https://thunderstore.io/c/lethal-company/p/Drakorle/MoreItems/ or something like this?
mhm
integrated into GI
in case anybody wanted a good example of why it's not good to put all your eggs in one basket (merging tons of mods into one centralized mod)
i present to you: the entire advanced company situation from this morning
😁
Wild to say that here lmao. GI is nice cause it's incredibly configurable/modular
What happend? lol
i use most of GI features
to be clear, i am mostly referring to the headache advanced company users are now going through trying to find separate mods to do the stuff they used to use advancedcompany for
since it's no longer available on thunderstore
I am one of the users now 😌
It's a ballache now, but in a few days once the replacements are made it shouldn't be much of an issue
Mostly just sad for the people that have no idea about anything that's going on and just suddenly don't have the mod anymore
yeah
it's defo sad
largely just because of the huge number of people in the audience with no understanding of (or stake in) the drama
that now have to deal with the fallout
Huh... drama
Also sorry for the lack of updates everyone. I've kind of fallen off the LC train lately. I may get back to it
"MAY"
lol
so in 2 months? 😛
nothing too relevant 😁
looking forward to seeing you around again, when the time comes
I should probably stay out of it since I am literally just learning what happened, but like... getting mad about people modding your stuff, when your stuff is already a mod of other stuff... huh
¯_(ツ)_/¯
it's a few layers of that, basically
Interesting. Well that kinda sucks, that was a decent (and pretty massive) mod
the scale is kind of what did it in yeah
it was a lot of cool stuff and pretty competently designed
but it being closed source kinda doomed potatoe to have to constantly maintain compatibility with everything else on his own
there was a lot building up that eventually led to the nuclear finale it seems
with people bitching about errors
it is what it is sadly
I get the stress I guess, but why not just abandon it and keep it wherever it was?
cause of pride
as far as i can tell, it's not been abandoned
he is just maintaining it and distributing it through private channels now
Ah
seems like he was more sick of the community than sick of his work
which, fair enough, i guess
I guess so. Just sucks
Mostly because of (like someone else mentioned) people affected who had no clue why
Have you loaded up the game after updating?
Yup
Aaah I know... it's because I got "LethalExpansionCore" superseding it
My bad
Lights out I swear y'all are making my life easier if GI has these
What about enhance Spectators instead?
RIGHT
Either or really
Just in general I was wanting spectators to see the time and cause of death
Of others
Not sure what else
This mod basically remakes any spectators mod into 1 but I'm pretty sure some of them are taken out of code idrk who am I to judge
does the PickupInOrder, RearrangeOndrop and TwoHandedInSlotOne work with ReservedItem slots?
or does it mess them up
I was going to test it myself but if its already been documented/someone already knows it saves me the trouble xD
They work just fine from my personal experience, HotbarPlus works well too if you're interested on that one
Just want to say I feel slightly vindicated not using AC after everyone kept trying to make me install it
And now it's well, y'know
Much love to the GI team for staying around!
I think it's coming back anyways tho
But if you don't wanna play it no one should force you to
It's a good mod but everybody has their preferences
Would it be even possible to add a close/open door command in the terminal
we got a contender
https://thunderstore.io/c/lethal-company/p/mattymatty/LobbyControl/
That's going to be an odd request but I was wondering if it could be possible to have a toggle like this to have the camera face "South" instead of North?
Idk if it would be better to have both "ShipMapCamDueNorth" & "ShipMapCamDueSouth"
Or change it to something like "ShipMapCamDueDirection" with "default, north, south" as possible values?
The reason I'm asking about it is mainly because of two things:
- The vanilla orientation is closer to having the camera oriented South than North
- I'm using a compass mod that has the South facing the screens but it doesn't match with the screen orientation:
Already exists in other mods.
Vanilla camera orientation for reference of where it faces:
Do you know of the name by any chance?
I know this one does:
https://thunderstore.io/c/lethal-company/p/Beauver/ExtraTerminalCommands/
Noice thanks
Posted it on GitHub for better tracking:
https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/issues/135
Could it be possible to have a toggle like this to have the camera face "South" instead of North? I don't know if it would be better to have both a "ShipMapCamDueNorth" &...
Would be nice to have cameras on sides imo
there are a tonn of mods for this already
I know what's going on
But I tried to throw away the items - and then they disappeared 0_0
Except the key
Has anyone encountered such a problem?
And at the same moment I caught a bug that this mod corrects...
Checked it a second time
018dee69-b2a4-0a73-b81e-fde5cd6637c8
https://drive.google.com/drive/folders/16UmN6vcsLH3BFDSelPHxiRxCxeQN2nRB?usp=drive_link
In the first video at the end there is a reproduction of the error
@hollow basalt
In 100% of cases when I bring something to the ship, it simply disappears somewhere
And the console doesn’t hide it, I don’t know what the problem is...
After dropping things, interaction with anything is blocked @hollow basalt
Perhaps the problem is in it, when resetting
I don't use GI slot offsets, maybe they conflict somehow
But I disabled this functionality to test this mod
I checked, this mod has nothing to do with the error at all
Looks like LP is to blame...
Disabling LP helped solve the problem... I just wasted my time 😭
i was just going to find the thread we have one this and continue discussion there but i cant find it, though if its LP then yeah lol
@hollow basalt But there is a way
It's constantly closed
The problem remains, why do they do this?
hmm i cant click that lol
Wonderful...
says no access to it lol
if you still have access, you might be able to re-open it
I can not open
damn
I can only close the discussion
And he writes to me in the chat - I have no rights to write anything there at all
try pinging me there
(when I created this topic)
oh
I can't
weird
But there is a 100% way to cause an interaction blocking error
Maybe this will somehow help in studying the problem? @hollow basalt
it certainly might
Not surprising it's LP. That mod is broken.
League Points
Lethal Progression
I finally released an update to FlashlightFix (my other mod that I will bring into GI at some point), that hopefully resolves the last of its bugs.
It was bugging me that the mod wasn't complete, so anytime I poked around in modding code lately, I have been prioritizing that one.
That means next time I feel like poking around in more modding code, GI will be my focus again 🙂
ty good sir :)
I will now update this mod
Thanks for the update
you want fixes only or fps improvements also?
anyways this is everything i have. lmk if i missed something 💀
including GI ofc 
hey i've been playing with this mod + LethalExpansion, and i noticed an incompatibility with UseBetterMonitors. i'm not sure what is causing the issue, but when loading both these mods together and setting UseBetterMonitors to ON, the internal ship camera becomes blank and unusable
i've reached out to the developers of lethalexpansion and we've tried fixes but can't seem to get it working. i was wondering if we could narrow down the issue to see which mod could patch this glitch
looking at the source code of both i thought it was an issue with LE overriding the monitor wall materials (moving the internal camera to materals[8] instead of materials[2]) but patching that out doesn't fix the issue. i don't see anything else in LE that would mess with the internal ship camera so it's very curious what could be causing this
for reference, this is my mod list and all mods are at default settings + UseBetterMonitors ON. the screenshots show with LE not loaded (working) and with LE loaded (not working).
@broken crescent The update for FlashlightFix is breaking something, I can't get the game to post errors, but after updating it I randomly have an issue where I suddenly can't interact with doors or anything until I drop an item from my hotbar
I did not have this issue before
So it's for sure coming from the new update
Ugh. Ok thanks for letting me know
Yeah idk why it wouldn't error out that was weird but it's definitely FlashlightFix causing it
Nothing else updated in your mod list? I can't think of anything in FlashlightFix offhand that would affect interactions but I'll definitely look into it soon
If anything that sounds like a GI bug lol
No nothing else updated, and disabling FlashlightFix immediately made it stop happening
Lol
For later debugging, what's the quickest way to reproduce this? Do I just load a game, pick up some items, and try to interact with something on the ship?
What I did was went to Vow, got a pro flashlight and shovel, went inside and usually the second or third door is unable to be interacted with, I notice the hotbar also seems to lock up too
dropping something would restore things working as normal
018df1c0-d5fd-eb4a-66d0-a931e0c37f49 Here's the mod pack I was using
are you able to reproduce this with only flashlightfix?
Perfect thanks. And did it keep happening on later games as well? Or just the once?
I've seen almost that exact issue happen in GI when the host does not share your inventory config settings
Idk I kept trying to figure out what it was, the only thing I had added outside of updating FlashlightFix was EnemyFix so I knew it was one or the other lol
I imagine it might keep happening after some time, one game I got killed by a bracken that snuck up on me while I was in front of a door I couldn't interact with
Lol
Oof. Well thanks for the info. It sounds tricky to track down but I'll look into it with your modpack
I came here for the same thing. Anyway I can help just let me know.
It's hard to help cus the game won't produce an error
Meaning something weird is probably going on on the code end lol
for now 1.1.0 is safe
steps to consistently and quickly reproduce the issue also help a ton
What I did was went to Vow, bought a flashlight and shovel, went inside and the 2nd or 3rd door I came across would no longer be able to be interacted with
then my hotbar would lock up
til I dropped something
right, but there is most likely something particular that triggered it
it might help to narrow it down to have video of multiple instances of the issue occurring
the more the better
otherwise it's just shots in the dark
with multiple reproductions it just becomes a matter of finding the common factor
hell yeah that's what I like to hear
Aha oh interesting
this time I didn't have my hotbar lock up
but swapping to the flashlight let me interact again
Huhhhhhh
I will say this could matter
This error was being spammed
I can't seem to break it
so either it happens with more players or a mod conflict with a mod that I don't use.
I'll try out the profile code shared.
Able to reproduce quickly:
- Equip a flashlight but don't turn it on
- Switch to another slot
- Press F to turn on your helmet lamp
This seems to spam errors and also somehow "lock" interactions to whatever you're currently looking at, which is usually nothing, until you turn the flashlight back off (or perhaps drop something)
Looking into it
I created an issue report on the FlashlightFix github, can you take a look?
It seems to be the same issue as this one
I believe it may be the same issue - I think I may have found the simple problem though, and will deploy a fix soon
Fix going live shortly
Ayyyy I'll test it as soon as it shows up and let you know if it's fixed 🙂
and i just finished updating everything too 😭
The technical info was that using the toggle shortcut key would turn on the helmet lamp. In LateUpdate (vanilla), the game then checks if the helmet lamp is on and does HUD stuff with the pocketed flashlight.
The problem was the pocketed flashlight was null because it was never activated (vanilla didn't detect/assign it).
So all I really had to do to fix it was make sure to update the pocketed flashlight when turning on a helmet light
lol yay for vanilla bugs
There are no issues that I can see at the moment
Thanks for the fix 🙂
that explains why
i don't have those mods
it did break for me on lunxara's profile
also why am i sonic lmao on this modpack
I have 2 mods that restore the maxxed speed perk abilities that I had with AC is why XD
It's funny cus I felt it was too fast too way back when I first used AC with perks, but when removing AC I was like "Oh god I'm so slow"
Lol
i just use a older version of AC the latest i don't really trust
lmao i kinda like it
zooom
Haha
Can confirm the latest version works without issues 😊
Just thought about a mod that could be incorporated here. Hold right click to scan instead of pressing it every time
The DisableShipCamPostProcessing option doesn't work on the external camera when using OpenBodyCam ?
@broken crescent So I have an interesting problem.
I removed a mod and broke GI. I do not know what is wrong plz send help
https://cdn.discordapp.com/attachments/1211989201793449994/1212804673338081310/image.png?ex=65f32b5e&is=65e0b65e&hm=3d036c5ec432d41ac63463e556402c311793aa2779fb16077dea3db69a70d37c&
Check your error log. Something may be breaking during StartOfRound.Start and preventing GI code from running
I removed ship windows while testing Lobby Controll and this happened.
Doing now
generating a new one and will post
@broken crescent looks like the door power monitor causes a serious framerate hit while updating, it drops my framerate from 200 down to 105ish
Someone just reported that on Github too actually, I'll optimize it
seems like it might be better to go the more painful route of attaching a canvas to the screen, no? I assume a lot of that overhead is from rendering it from a camera
sounds good, good luck
@broken crescent I am not sure I am seeing anything that would help in the logs. I may be going right past it however.
With regard to #1199836228858675330 message:
I'm not sure if replacing the texture of the external camera on the main monitor has anything to do with it (I know helmet cameras delays it for a long time and Kam reported that that worked fine), but I replace the external camera on the main monitor as late as possible in a PlayerControllerB.ConnectClientToPlayerObject finalizer (to run after your finalizer)
should be an option to remove the doors on the cabinet shelf
Well this mod supposedly does just that: https://thunderstore.io/c/lethal-company/p/TKronix/DoorlessStorage/
Maybe it will be integrated in this mod in the future tho?
https://thunderstore.io/c/lethal-company/p/Hamster/LethalPipeRemoval/
Not sure if it was related to the mod removal but I see an error that may have caused it - it looks like there was an error after trying to calculate scrap when a certain scrap's min value was greater than its max. I'll fix this in the upcoming release and hope that's your issue
I am not sure. I was testing the item clipping for Lobby Control and kept installing the previews. One of the previews broke the monitors. Removing the preview fixed it. So it could me a stack of errors?
Finally got an update for you guys
Damn that was fast 😮
Thank you !
scanned as in a command, or scanned as in player-scan
Line casts only apply to the player scan action
The ship scan is just a calculator
Haha, I might have misunderstood your question. Are you asking about the dropship scan option?
@broken crescent ty for the update
My friends laptop thanks you from the bottom of it's cpu core.
small thing but the ship scan says approximate and not exact when set to exact amount
Fixed, will be in next update
Does the TotalDeaths monitor updates as soon as someone dies or only when the ship goes into orbit? Wanna know befoire making my modpack because if it updates as soon as someone dies it would kinda spoil it
Only after the ship orbits. I may eventually put a "life monitor" as another monitor option, but right now I don't have anything like that
Thanks for answering, really like your mod btw
think you’d consider integrating this? https://thunderstore.io/c/lethal-company/p/TKronix/DoorlessStorage/
I'll add it to the backlog. Looks simple enough
jump delay patch and hold scan would also be awesome
so what causes the issue not seeing yourself in the internal cam then?
iirc TooManyEmotes can do it
anything that changes the camera perspective to third person can cause it
you'll have to confirm for yourself
i dont have that mod
i dont think i have any mod that changes the camera perspective
it doesn't have to be the main camera that changes perspective either
but you'll have to remove mods and test to find out for yourself, you can also confirm that GI isn't the issue that way
i mean at first i saw myself, downloaded modelreplacement and after i removed it i havent been able to see myself again on the internal cam
while you're considering things 👀
even with new profile and fresh configs
and im not going to remove 1 of 140 mods to find out which mod causes the incompatibility
well then you're out of luck lol
just keep ModelReplacementAPI if it fixes it and you don't want to bisect the issue
seems i am out of luck yeah since it doesnt look like OP will try to fix the issue
the issue is not OP's to fix unless you confirm that it is by disabling the mod and seeing if the issue is not present anymore
don't ask other people to do your troubleshooting for you
isnt internal cam part of this mod?
no
my bad then
I can see myself in the internal cam when using GI
All my mod does with that is let you move it to another monitor
hmm wonder what might be the issue then
yea I experience it as well It's something incompatible, I'll try to find which mod it is
lol I'll add this to a backlog perhaps
there are a few mods that (I believe) mess with the third person model's layer that might interfere with it
- LethalEmotesAPI (for third person)
- TooManyEmotes
- ModelReplacementAPI
- OpenBodyCams (unless there are errors it will always reset it though)
- Mirror
if you don't have any of those, then I don't know what would cause it except for some big ol mod that messes with everything
i do have mirror, will check
I have tried it with OBC on and off but it still persist but I actually havent tried turning off lethalemotesapi ill check later as well
Just tested adding OBC and it still worked, then tested adding mirror and that broke it
might be lethal snap too because i also read something about that now that i think about it
i just removed mirror and had same issue tho hmm
wait can u try lethalsnap aswell I have that mod too
uh oh
I hope lethal snap isn't changing the layer too
that doesn't even seem like it would be necessary since you only take photos from first person
unless it has a selfie mode lol
yeah its lethal snap
noooo
i guess mirror tho since it broke for shaosil
yeah mirror does the same thing lethal snap does
might even be the same code, the code in lethal snap looks like it was copied from a decompilation
it's so frustrating that this became standard practice though
it's so messy
oh yep
i dont really understand what it means but yeah super sad
it's literally copy pasted code from MirrorDecor
aww
Oof
MirrorDecor
Ah just caught up
I should make my own mirror decor.. but have the camera move so it looks less flat... And not mess with culling lol
Dreams
I had it bc I’m using moreemotes in my pack, and that way people could preview their avatars
But I might as well transition to toomanyemotes at this rate
Btw are off topic for the thread, but are there only upsides to using better emotes over more emotes
@broken crescent sorry im new to this, would there be a better place to ask about this (github etc)? thanks 😄
awesome mod so far! already updated
Ah sorry I forgot to respond. You're welcome to open a github issue to help me keep track of it. That's an odd one. You're only using those two mods?
awesome thanks! yea ill post a GH issue for it. yea its just those two mods (and bepinex etc.).
I wanna state I had the Flashlight issue happen again earlier once with the weak flashlight, but afterwards was unable to get it to happen again after switching to the flashlight on my hotbar, I've not had it happen with pro flashlights since the 1.1.2 update though for FlashlightFix
It happened on v1.1.2? Hmm.. I may have to look into that pocketed flashlight thing more carefully
Yeah could just be something weird with how the weak flashlight handles it lol
Ok, thanks for letting me know. I'll check it out
Yw ^^
is the lever pull as a client supposed to start the game
🤣 that's the general idea. Does it not work? Sometimes I test things
Can confirm, MirrorDecor was the culprit for me, thanks for bringing up this issue by the way! (I forgot about it while trying to troubleshoot other stuff lol)
idk it didnt work twice but then it worked once lol not too sure
Yeaaah that just freezes things, cool. I'll fix it in the next update
appreciate u bro
does anyone have any good values so the screens look like the screen on the terminal?
do a search for MonitorBackgroundColor and MonitorTextColor
both have images they replied to so you can see which you'd want to use
thanks my guy, much appriciated
If you want the accurate values ((I got these from grabbing the colors in paint))
MonintorBackgroundColor = 1B251C
MonitorTextColor = 04ACB7
I wouldn't call grabbing colors from a screenshot in paint accurate, but it does the job.
I wonder if it can be looked up in code.
I imagine it probably could
you can grab colors in paint?
Yeah it has a color picker
found my picture!!! with the color i wanted
this color
now i that i remember and see it it looks more teal then blue
this helped me find the color
not exactly had to edit it a bit since ingame it looked grossly dull
do u use any body cam mod with this mod ?
Yes
OpenBodyCams
It's the best one there is 🙂
I use all of Zaggy's mods actually
XD
Hear hear! And it can integrate with GI and let you decide which monitor to put it on
that my friend is what im figuring out how to do rn 
i want the external cam on the left side of main monitor, do i just fill it in any slot or the number matter ?
Does OBC placement only works when extra monitors are on?
Read GI wiki.
thank you 🫡
let me find it real quick for you
I imagine so, since vanilla only supports the custom material in a couple spots on the monitors
Makes sense.
It's probably even mentioned in OBC config, but I forgot and am far from PC.
The blue font color used by the map screen is 9BC6FF
Though keep in mind it may look different IF that camera is using any post processing
Sick, thank you!
https://thunderstore.io/c/lethal-company/p/NutNutty/AlwaysPickup/
Hey guys, just a suggestion. This could be a nice addition to this mod.
Agreed.
Ah, right. I forgot I had it uninstalled because of that.
Yeah...
@broken crescent just had a thought. Why company buy rate isn't one of the possible monitors? Sure, not as useful for vanilla, but can be useful with mods that affect buy rate.
I'll add that to the backlog 😆
made this for people like me who get overwhelmed easily.
3 to 6 are corporate restructure if your using that
im saving this
It's like you're reading a book and the main vanilla monitor is a word you don't understand so you ignore it
Which are 1 to 4 without extra monitors.
yes
that originally got me really confused
If set to true, uses 12 fully customizable and integrated monitors instead of the 8 vanilla ones with overlays. If true, 1-6 are top, 7-12 are bottom, and 13-14 are the big ones beside the terminal. Otherwise, 1-4 are the top, and 5-8 are on the bottom.
Don't know how is that confusing.
i mean i have like focusing issues and adhd and stuff, idk but it had me really clueless. i kinda thought it was normal but i guess it was just me
Guess it not specifying small monitors is what throws people off.
and i didnt know if it went six, then under six was seven going the opposite direction
I mean, most of the world reads left to right, top to bottom.
Visual guide would've been ideal at the end of the day. Can't argue with that.
Put the image i edited of lunxara's screenshot on the wiki or something. It should help.
Little fixes going live shortly
Not entirely sure what this one means
Added an option to allow yourself to pull the ship starting lever as a client, before the game starts (defaults to true).
In vanilla behavior, only the host can pull the lever to initially start the game. Setting that config option allows you to do that as a client
@broken crescent nice bug with the new update btw XD
What broke lol. I tried to make the camera material finding more versatile so it would find it even if another mod moved it around, and both cameras worked in my tests.
Maybe another mod it worked with before breaks it with the update?
Maybe XD
@narrow oriole maybe TwoRadarMaps needs an update?
hm, why? what's going on here exactly?
also, did this start happening after installing a TwoRadarMaps update?
then I'm gonna guess it shouldn't require an update on my part :^)
Shaosil can let me know if it's an issue on my side
I don't think I really change enough with the main map display to cause that to happen, unless there are errors from TwoRadarMaps in the log, too
Anyone gotten this working with G.I.? For me it caused a spawn error when joining public "unmodded" lobbies. I like the mechanics that prevent rollover getting too excessive though. (The visuals look awful). I have contacted the author about its incompatibilities and garish design
https://thunderstore.io/c/lethal-company/p/PoikSpirit/LethalCompTime/
tried this awesome thanks so much for the fix!
Let me check, I can confirm when I disable it the bug stops happening
Well huh now I can't reproduce it, maybe it's caused by the new update for LobbyControl then somehow
Cus it happened in multiplayer lol
Actually, I think I know what it is let me just double check
Nvm lol
Yeah it's only reproduceable in Multiplayer XD
I almost big brained it 😦
Oh well it's a minor issue tbh
is it minor? does it resolve itself somehow?
Nah, and idk what mod causes it cus nothing gives an error so my guess is it's the Radar Fix integrated into Lobby Control lol
hmm, possibly
I do include quite a few vanilla bug fixes to make the radar map not malfunction constantly
if you narrow down a specific combination let me know
I'll try to take a look with just TwoRadarMaps and Lobby Control later
by reproducible in multiplayer do you mean it doesn't happen in LAN?
Yeah cus I think LobbyControl has a fix included to fix radar desyncs
But I think TwoRadarMaps also fixes them
Lol
Idk I've never tested lan tbh
yeah, hopefully they're not using prefixes for that
then multiplayer means after other players join?
Well the good thing is that
The radar feature of LobbyControl can be disabled if it conflicts
I did notice before that was implemented I never got name desyncs after adding TwoRadarMaps
It felt like when I used to use AC after adding it XD
Yeah idk
there actually definitely was a name desync with TwoRadarMaps until the last update
it got worse with the previous update without me realizing because it can only be tested on steam
it's fully fixed now
I hope you can get OpenBodyCams fixed btw, it froze like 2 or 3 times for us tonight lol
We just removed it for the remainder of stream after getting the error
XD
yeah, will do that tomorrow, I know the cause now finally
Yeah
if you're getting that you can always use the brute force option
I'm currently Hiding Player Names in GI and it seems to show names if i look directly at someone, is this intentional?
You're in orbit.
correct
It only shows in orbit.
makes sense
friend carrying a Flask inside the facility got struck by lightning and he spectated an enemy near it and it kept getting struck by lightning
does this mod change that kind of behaviour?
No.
i dont have anything else that would
lobby mods maybe
This is on the General Improvements mod page "[Host Only] Whoopie cushions and flasks will no longer be hit by lightning. If the host/server player has this enabled, it will apply to all clients."
It's probably the spectate enemy mod, I've noticed some strange behavior when spectating using that. My mod only marks those items as non conductive, I don't change anything about lightning behavior
But with what you saw, that probably means the host didn't have that config setting enabled
Or they were carrying something else conductive
Hey slightly whacky behaviour on the conductivity indicator sometimes.
Best part of your mod by the way.
But items can get stuck with the indicator. Also keys walkie talkies and flashlights in extra reserved slots using that very popular mod series will be automatically protected from lightning which I actually really appreciate. But when pulling them out for a second they can get marked with conductivity and that can be stuck on the interface on the reserve slot indefinitely as with some other items in circumstances which I haven't been able to replicate reliably
Ok, is that only with the reserved item slot mod or does it happen without it too?
(for normal slots)
Yes I did have it happen once to me yesterday where the indicates it got stuck on a key I think when I was playing on a vanilla server.
It's not the end of the world.
Ok good I think, that means I might be able to find out what the problem is without juggling mods. I'll play with it at some point
Could be as simple as just meaning of the indicators systematically eh.
But as I said with the reserved item slots it's pretty easily replicable.
Personally I think I have keys walkies and flashlights set to be non-conductive anyway just for less faff. Other tools however heh heh heh.
Aren't flashligts non-conductive by default?
Also please do take a look at the QuotaRollover diminishing returns idea. Unfortunately that mod I posted isn't compatible with yours causing a spawn in glitch when trying to join other lobbies.
I think it may be compatible as host but no one wants to go toggling mods and lose track of conflicts.
Playing modded in random lobbies is a nightmare.
Nobody wants to work around that either.
i cant see a config setting for the flask/whoopie cushion, there's one for the tools, is this what you mean here?
Actually I've been testing extensively. I have profile which I intend to start sharing of quality of life mods which never negatively interfere when you are client but some of which do have additional features that are relevant as host.
In addition I have a mud pack with all the same mods as above but if you additional quality of life let us say modest cheats.
With the knowledge and objectives described above I'm only making requests for compatibility when I strongly believe that it is feasible and the outcome would be that non-experts would not need to toggle their mods on and off depending on whether they were host or client.
Hmm I think I counted this as a bugfix and didn't make it configurable
all good! ill test without the enemy spectate mod 🙂
Just make sure the host (if that's you) has it enabled, and nothing else conductive is held
Could it be possible to add the option for the breaker box to be scanned? (adding a scan node on the breaker box basically)
Because I only saw "ScanTweaks" offering this and it's obviously not compatible with other mods that alter the scan
Good idea!
I also plan on adding scan nodes to fire exits (defaulting off though)
Default off is a good idea because Door Mimics
Check this mod I think you'll be interested. Its only shortcoming is that it cannot scan open blastdoors.
https://thunderstore.io/c/lethal-company/p/Dev1A3/ScannableCodes/
Also using scanning players but that one is janky with way too much range through walls and shows only players numbers (which matches numbers on PlayerMapNumbers) not names.
@broken crescentWould this be something you would be interested in adding? Some tools from mods are two-handed and have no place to go. Like the diving helmet from Late Game Upgrades. This mod is also very out of date.
@broken crescentAlso if I wanted another mod to handle this function would setting it to default deactivate this feature?
Set it to the same value as that other mod.
they may compete or have different implementations and cause conflicts or errors. Especially if they modify the same class. So I like to make sure that any feature I use does not overlap to the best of my ability.
I've had the feature on multiple mods and it worked perfectly just setting them to the same value. I never tried setting them to different values
Never had issues with it coupled with AC or HotbarPlus.
I know for GI's monitors. If you leave the config as default it disables its function. I am curious if that is the same for each and every other setting.
Yeah I believe I'm just not modifying it at all if it's set to the default. At least that's how I usually handle my stuff, it's probably the same for this
Aditional question. I swear I have seen it before however I cannot find it in the config. Does GI remove the ship item limit like.
https://thunderstore.io/c/lethal-company/p/Drakorle/MoreItems/
Increases the max items able to be saved on the ship from 45 to 999 (affects saving and loading game files).
is this on the modpage? I swear I thought I read this somewhere.
oh yes it is.
@broken crescentI do not believe you have a config option to disable your max item increase. Other add-ons like Lobby Control or MoreItems provide support for the same feature. Could you make it toggleable in your config just in case of conflicts?
Also sorry for the ping spam, had a bunch of saved up questions. 😛
You worry too much.
Oops yeah I'm not disabling it at all
I just have it on 0.05, same as HotbarPlus. No issues.
I have had rogue code destroy my dreams in the past. Helping mod developers make the greatest mods helps others have the best experiences.
I have a dumb question. Where can I find the config file?
Generally speaking if a value is changed to something, and the value is then changed again, if both instances are changing the value to the same thing it doesn't matter
are you using one of the mod launchers? Thunderstore or R2 mod manager?
It's created in the same spot as all the other ones after the game launches, in (game dir)/BepInEx/config I think
yah thunderstore
Config editor.
ShaosilGaming.GeneralImprovements.cfg
found it thank you guys!
Sometimes it can, it depends on when it is changed and if a mod expects it to be a certain value and reports an error. Also, some changes in Lethal Company are applied every tic like the weather systems. So if you have two values fighting each other every tic it can cause unnecessary log spam leading to longer load times, conflicts, errors, etc. It is better for things that are not being used to be off.
lobby control uses transpliers to litterally remove the checks from the game code
so unless another mod does the same it's going to override ( and therefore compatible ) with any mod that simply increases the value
iirc all that generalimprovements does is just change the value of a variable that exists from 45 to 999
other mods that load afterward would just change the same value
or in the case of said transpilers, not bother checking the value at all
so it's probably ok
Yeah probably. Although there is a bug on my github issues where someone claims that setting is causing all their items to be deleted, so I may need to look into where it's used
How do I get rid of monitor background when extra monitors are on?
tis a config option
It's off and it doesn't work when extra monitors are on.
Also feel like CLEAR! text should be removed from FancyWeather.
I feel the opposite. I wish there were text associated with every FancyWeather display. Perhaps that can be an option? Maybe a new value in addition to Weather and FancyWeather like "SemiFancyWeather"? As it stands, it often takes time for me to tell the difference between rainy/stormy/flooded...
Ultimately weather monitors are quite useless. It's not like weather changes while you're on moon.
It does change between days on the same moon. Multiple times in my group someone will pull the lever to continue on the same moon we were already on only to discover after the fact whoops it's eclipsed. There's a little weather indicator on the map monitor, but it's not colored in vanilla (I don't have and don't remember which mod colors it, I wish GI did), and some modded moons don't show the weather there at all (like EGypt). Getting a weather monitor up in a fairly visible location has helped cut down on these mistakes.
👀
I always forget which other mod also has that feature.
weathertweaks 👀
i'm gonna shill it hard
Could we get the ASCII art weather monitor to display the foggy weather art when the current weather is Dust Clouds? Just a minor polish request since currently the screen just goes blank.
what does "rearrange hotbar items when dropping items" actually do? i dont see any differences when i set it to true.
i thought it has the same function as this mod
https://thunderstore.io/c/lethal-company/p/Slam/Auto_Switch/
Means it doesn't work with whatever mods you have.
When dropping items, will rearrange other inventory items to ensure slots are filled left - right.
@broken crescent for v1.1.10
Fixed an exception when calculating outside scrap if a scrap's min value was greater than its max.
does that change replace this mod?
https://thunderstore.io/c/lethal-company/p/ThePotato/scanForItemsFix/
Hmm I guess it might, judging by the description
Thanks for the answer
I'll go ahead and remove it.
Can we get a config to lock doors with the keys?
Don't really want to use another mod for it lol
Why not?
Amount of mods is not as important as complexity of each of them. And if you're smart about your mod picks the main thing you'll have to sacrifice is startup time.
I think that might be on my backlog? I'll add it if it isn't, someone else suggested that too at some point
I guess locking shouldn't use the key up, but unlocking should?
Considering how abundant keys are, both should consume it. Plus lockpicker exists and majority run, or should run, EnhancedLockpicker.
That would be awesome! I'd love to have unlimited uses for keys and be able to lock with them as well
Mainly used for us trolling each other lol
At least give us the option to have unlimited uses with them for both lock and unlocking
I don't use lock pick and I actually have it disabled
Is it loot that can be found inside or is it just an item you have to buy?
I didn't see anything about it being loot
No I mean the mod
Oh I thought it was another lock pick item
Were you talking about LGU?
Just fixes the vanilla one
No I don't use LGU
I thought that EnhancedLockPicker mod was an additional lock picking item, didn't realize that it just reworks the vanilla lock pick
It just allows it to also lock doors and changes (by default) time to lock/unlock to 10 seconds instead of 30.
Yeah I don't like that at all then lol
I just like the keys
Since it's loot and not a store item
Which is what lockpicker already is.
Yeah but you have to get the lock pick from the store
I play without unlimited uses and our locker is constantly full of keys.
But you do you.
We usually don't really buy much that's why
We usually raw dog it
We don't even have flashlights enabled lmao
Bit of a backwards way of balancing. Rather make everything vanilla useful than outright removing it.
Yeah I know. We just try to make it more difficult ish I guess. More fun lol
If you want flashlights to be useful you can try Diversity's full darkness for example.
Yeah I use that lol
Full darkness is not on though lol it's impossible
Our goal is to make it super difficult to make it out alive
you can adjust how strong it is
Yeah I ended up just removing Diversity recently because of issues
What issues?
fps, bracken issues
Those are months old issues.
cullfactory, pathfindinglagfix, ... um... think those two should be enuf to knock them issues down a few notches
Those were before 2.0 issues.
tbf bracken personal space still has a bunch of issues tho. Including making your flashlight utterly useless
Besides that I'm not aware of other issues
ive got 0 idea what happened but my friend joined me and had this on screen
why does it display the games version lol
It’s like those monitors being hacked by an entity
lmao yeah
All I can guess is their config corrupted somehow
I don't think this is an GI issue. See your inventory which is also bugged and I'm guessing your menus are as well.
I had this a long time ago and it fixed itself I think.. iirc at that point I was still running CorporateRestructure as GI was fairly new.
Ive also experienced this, could not determine the conflict as it was an intermittent issue
Yeah this was like the only time I’ve seen it
I couldn't find a dedicated thread for Flashlightfix so hi.
I stopped using flashlight fix because it was throwing some errors in the console which I couldn't otherwise diagnose, and to turn-off lights in inventory was actually a little more confusing than helpful since it's very rare that I'll have more than one especially on at a time anyway.
I approve of your adding the features into GI despite my affinity for single purpose mods.
I'm sure you're aware and it's probably already handled by implication due to object inheritances but there are mods (planning-on) adding other kinds of flashlights like Abandoned Company Assets.
I have a request which is highly valuable to me - I want the ability to keep a laser pointer on at the same time as have flashlight enabled. This is mostly because of mods that add mechanics around the laser pointer (and potentially more to come).
And this next part might be well outside the scope but it would be ideal if laser point were toggle-able in hand with the use key but dedicated flashlight key would not toggle the laser and instead manage the flashlight in another inventory slot (including dedicated slots added by mods such as "reservedflashlightslot" (which currently accept laser pointers) ). Kinda the exact opposite of the purpose of FLF.
Thanks for reading. holler if you want any discussion or testing.
FlashlightFix allows you to do exactly that - just make sure TreatLasersAsFlashlights is set to its default (false). Were you still seeing errors in the latest version 1.1.2?
I'll try both things again but I've attempted the former several times and never been able to get both on. Both both aspects it may be other-mod conflicts (which I'm reviewing).
Ok, yeah with the default settings you can have a normal flashlight on, switch to a laser, the flashlight helmet light stays on, and you can still toggle the laser on and off without affecting it
If that's not working it's definitely a mod conflict
Ah so it works when using your included flashlight toggle keybind but when holding. The only unexpected is that laser turns off if toggling flash when not holding laser but stays on when holding it.
My issues must be with the reserved item mods keybinds... (mods which I'm starting to dislike because they seem to be the source of gamebrekaing errors when I host but are fine when I client) (Unfortunately I've been now up to 4 mods at once which offer dedicated flashlight keybinds and selecting the best one is adding exponential testing factors)
Sorry for the verbose ping mostly unwarranted.
No error on first test and newest version, will see with more mods enabled.
Is it possible to bind the hotkey to <Mouse>/backButton (aka Mouse5) ? When attempting - it doesn't get saved. If not I'll just use AutoHotkey to do it.
I'll add that on the next update
Can confirm that ReservedFlashlightSlot disables this functionality of your mod. Very sadness.
Even when using flashlight from regular inventory slot rather than the reserved slot.
This seems like a good place to ask: I opened an issue on the GitHub repo a couple of days ago to ask about choosing a license and wanted to see if you'd had a chance to consider it.
can i request to add the value of scrap collected during the current day to the monitor list?
i might have a decent way to track it if it's needed
(lemme preface by saying that I'm not the mod author)
while having a license is definitely important, I'm curious, why not make a pull request with your changes to be included in the main mod? that doesn't necessarily put the maintenance burden on Shaosil, since I think it's fair for people making PRs to maintain their code, but it removes the need for you to pull changes from upstream and update your fork
it's not exactly the most common approach to an open source project, but in this case I think it makes sense for compatibility features to be maintained by those that use them, as long as it's clear that that's the expectation. Having those features be in separate forks means that if people make multiple forks for compat with different mods, then users will have to pick and choose, whereas if they're all merged into the original mod then people can install what they like
The way I've implemented those changes fundamentally changes how the DropAllExceptHeld function is called and used. I'm open to the idea, but I'm coming from the default standpoint of "what's the minimum amount of effort I can ask of someone else to be able to play with this specific change with my specific group of friends without having to pass around a bootleg dll?"
I didn't want to chafe against someone else's coding style or start making other changes in the course of testing the mod with friends and add the mental workload of "managing someone else" that submitting a PR would cause.
ah, I see
well, if that change makes it possible for compatibility to work with other mods that do similar thing, it seems like it would be a benefit, but ultimately that's up to you and Shaosil
It is fairly specifically targeted at adding checks for equipped wearable AdvancedCompany items as well, and my (uninformed) understanding is that AC is a reasonably contentious mod and if there were any bad blood I wouldn't want to add maintaining code specifically for a mod that may or may not be welcome.
All in all, I'm willing to take whatever route is available, and I think I'm asking for the path of least resistance as it were.
would it be possible to add in a lock doors option for keys
i tried downloading some mods to lock doors but didnt really work
EnhancedLockpicker work for me, it use lockpick instead of regular keys tho
i'll check that out thanks
Lock Doors Mod and KeysLockDoors both work.
I need someone to read through the source code of both of those and tell me the difference. 1 has 2 dependencies, the other has none - yet both do the same thing. Is one more stable? Causes less confclits? Is it better to be using lethallib and hookgenpatcher as dependencies?
I saw no difference when it came to locking/unlocking doors.
I guess I have some other mods that messes it up
what doesn't "really work"?
one conflict I like to talk about is "LethalUtilities locking function + GI Use-keys-from-inventory function = Bad" - said it before and I'll say it again 500 more times. It does very very bad interaction with each other XD
so don't use LethalUtilities if you use GeneralImprovements **and **attempt to do key usage from your inventory
LethalUtilities works fine as long as you don't touch the config relating to keys
I use it just for the Character Settings tbh
Yus, hence my specifics on the LethalUtilities locking function, and GI's use-keys-from-inventory
specifically those two combined = very heckin' bad
Probably the worst softlock I've ever felt
messing with map settings and weather settings in LethalUtilities is also a bad idea
It's caused me interior desyncs before
I think only one softlock felt worse than that one
which was using the https://thunderstore.io/c/lethal-company/p/OE_Tweaks/Lucky_Dice/ Lucky Dice mod and getting the dice to bug out
With the LU + GI bug, at least I was able to open and close doors, and crouch
This darn dice - doesn't lock/unlock a door
and when it bugs out - you're stuck with it in your hands unable to basically do anything
you can move
but it spams your console with an error every time you try to click the thing forcibly superglued to your hands
which is a shame btw..
I really wanted some omega-rare items that spawn as rare as gold bars or somethin'
that are both equally valuable - as well as equally possible to reward either great threat or great treasure
Like Minecraft lucky blocks.... I need a mod like that
Ah I see
@broken crescent RE: "## If this and FixPersonalScanner are set to true, the scanner will also ping items in other players' hands."
Can you make it so scan also hits items in Loot Bugs hands?
(bit of fun, I also use ScannableCodes mod, and the kinda broken scannablePlayers mod, and the extremely underrated CalculateScrapForQuota (combining all these is way better and more reliable and more aesthetic than BetterItemScan))
Get this error whenever i look down and try to scan, i can only scan back to back when looking up or straight ahead
When looking down, i can once, then i need to look up again before i can scan the ground
I assume its an imcompatibility with this mod: https://thunderstore.io/c/lethal-company/p/PopleZoo/BetterItemScan/
PersonalScannerFix causes compat issues with BetterItemScan
Just disable it if you use BetterItemScan
yeah makes sense
Just to tell if you still don't know, when I put NonScrap option in the config for teleporter, when i teleport and hold scrap, I still hold it in the ship, but it's invisible, after I drop it with G, it spawns infront of the ship and I can collect it, if i don't hold it and teleport, it's ok
Flashlight button
pls - add flashlight-button to toggle on flashlight from inventory -u-'
FlashlightFix has that.
just shove it in generalimprovements . ,.
He's planning to after he's finished FlashlightFix and feel it has no bugs or anything left to fix
Stop always have an attitude about things
It is time to become a modder my son, this is the only way
You being awfully defensive lately Lunxara.
Sorry lol, I see Kev complain a lot so I just want man's to chill ^^
It wasn't intended to come off as defensive
💜
I am trying to repair a pack that broke at its core due to stupid stuff that occurred in this darn server. <~<'... I'm losing it at all these darn configs and using all this stuff to stitch it back 🥹 ...
That damn mod did so much <-<'
Ay bruh, tell me your problems and send the profile code, I am stupe, but I can try to help
just keep using AdvancedCompany. It's objectively good 🤷♂️
Yee 1.1.3 AC is good with LLL fixed
Hey
it's probably been said before
but there isnt a FancyWeather set for the Dustclouds weather
I wouldn't mind it just reusing Foggy visuals for DustClouds
yea
well
in the vanilla game
dustclouds is just normal weather
dustclouds just adds a little bit of rolling fog
kind of like a sandstorm
it's very noticeable early in the day when it's bright outside on open moons like experimentation
if anything it probably makes the most sense to just reuse the normal weather graphic
maybe without the "clear" text
Dust (seen it go by various names) doesn't show on the purchase route to moon list... but it is listed in some weather mods that give more reward depending on weather. So that's the little motivator to show it on screen I guess.
dustclouds isn't used anywhere in vanilla game
I could have sworn i have seen different levels of dust clouds on experimentation and the other desert planets
without it being foggy or anything
dust clouds is used on experimentation isnt it
Does it get dustier as the night gets later or just darker? It feels dustier.
i've definitely had varying levels of visibility on "clear" weather in experimentation with the amount of dust
Must be some other unnamed variation in the environment, like a random amount of dust
dustclouds and normal weather are the same thing in the vanilla moons
it's weird
why they are even separate values to begin with
but you can check for yourself
its weird then that the random dust seen in game isnt tied to the hidden dust cloud weather
It doesn't. You just see more banding from fog/dust effects because game/monitor can't handle dark colour transition smoothly.
dustclouds is enum value 0 and the weather object array has the dustclouds object at index 0
so when it enables weather objects, dustclouds get enabled
but it enables weather effect objects based on enum values, so it would need to be set to 0, which would display DustClouds weather type
so no
because None weather has -1 value
which doesn't have any effects associated
Reasonable. Even 10bit isn't enough at low brightness. Need an OLED 540Hz for Lethal Company.
idk what to say but dustclouds exist in the original game
yes, but they aren't enabled anywhere
well, where? 😓
It also depends on content. If it's low quality by itself then no monitor will be able to avoid that type of banding.
use unityexplorer to toggle dustclouds on/off and the difference is apparent
and even without mods you can get dustclouds at least on experimentation
Speaking of which, what mod DOES enable dustclouds?
i think they can happen on any moon
I’ve seen the weather condition but i’ve never actually known where it came from
I have definitely gotten sandstorms on experimentation from landing till the day ended, but no clue why
weather is picked from predefined weather conditions, and it's not set anywhere in vanilla
although modded moons use it
yes
Half assumed weather tweaks enabled it ngl
im aware
you don't get "dustclouds" as a listed weather effect on the vanilla moons
but dust clouds are enabled during normal weather
when it says "none"
im not sure of the exact mechanism behind it
i will need to look into it when i have some time
maybe in a couple of hours i will
this makes sense because i have definitely seen dust clouds on exp before
yes
lmk in my thread (https://discord.com/channels/1168655651455639582/1203871322841808906) if you find something
Hey so the keybinds for "FreeRotateKey" and "CountClockwiseKey" don't work not even if I rebind them. Any ideas? There are other mods like Touchscreen where keybinds don't work and rebinding them doesn't help. Would love to solve the problem.
Conflict maybe. They work on my end.
How do you rebind them? Method, such as lethalconfig or file edit. (I guess I'm really asking what format since it's just editing a textfile either way)
Same format as default values.
Uh ok that's a nope from me. I just tested with ONLY GeneralImprovements enabled and free rotate does nothing so I can guess rebinding won't fix that.
I just tested with GI only. It works.
"Doesn't work on my machine" is not something anyone wants : /
How is the new binding exactly written? Like "F" for example, I think capitals are important
RightShift LeftAlt
But irrelevant. The feature doesn't work with default keybindings on my machine with only that and no other mods.
The formats I've seen are "f" when input through lethal config, "F" listed in accepted input values in some configs, and "<Keyboard>LeftAlt" for example in some mods, but there could be more.
That is very strange. And you say that keybindings added by other mods like the Touchscreen mod also don't work? Do you have an unusual keyboard? I guess maybe a non-English keyboard? But surely you wouldn't be the first non-English person to try a mod with keybindings. So bizarre.
It's ISO-UK keyboard
Never had keybind issues before in any game. The only weird thing I ever observe is that games might call my @ key a $ symbol or something like that, that's just he ansi-us vs iso-uk difference. This game also does that. But it's not an issue when you input ingame. Also I have WTFisthiskey mod to check but that's not gonna help me solve much.
All other mods rebind no problem, so far I've only noticed TouchScreen and freerotation of of GeneralImprovements to have issues with default and ignored rebound keys for some or all features.
Were you holding Alt and pressing R to free rotate?
can i use NonScrap and Held at the same time, or just one of them
Oh interesting question... So you want to be able to bring one nice item back plus tools?
I have an idea but it's risky you could use the better teleporters mod to allow specific tools, and held from this mod. Try it tell me how it goes. Expect horrible desync issues if you're online.
I tried holding item only with NonScrap, it became invisible and when I press G, teleports in front of the ship 😄 so kinda works
with better teleporter its not working ok
Not sure what you mean by press G but things becoming "invisible" is desync though shouldn't happen if you're hosting privately unless there's a logic error due to conflcits
When I press G to drop the item
Oh, duh
Does GeneralImprovements include a fix to sell unlimited at the company desk or do we still need NoSellLimit
It has a config that lets you increase the amount, yes
@broken crescent I'm really surprised you haven't added this yet, but any chance to add the option for inverted hotbar scrolling?
pls no
that causes the inventory to get stuck or lock up
actually nvm maybe if it's implemented differently
I've never had that issue
If you mean the issue with Reserved slots there is a conflict if you pair it with Hotbarplus and GI, Hotbarplus has a few compat problems with GI tbh
if you remove it it not only improves performance but fixes the scroll lock issue with reserveditems
it's bit rare
but it appears more with mods that mess with inventory scroll direction and speed.
Yeah idk why Hotbarplus seems to affect performance and cause some input delay lol
also to clarify on this
as the host
your immune to the issues
I think it's just cus of it conflicting tbh
it also has a lot of extra features I do not need
like changing hotbar size and stuff
thanks i'll check the combo you got going
I had an issue while testing GI where the setting for other connected players to start the game wasn't working (AllowPreGameLeverPullAsClient). There was no option on screen at all, the host had to start it. Is this a known bug or is there a known conflict with this?
that option doesn't work for us, just freezes the game, and tbh i don't really see the point so i've just disabled it
same for me ^
Oh maybe that's why my game is crashing upon second landing... But only when I use more company
I have 0 issues with GI and HBP, but in GI I have all the inventory things disabled except the scrolling speed of 0.1
With Hotbarplus this setting conflicts and needs to be set to true, you'll notice the double scroll problem sometimes with HBP, but with ReservedItems it causes the dreaded scroll locking problem
Actually I have most inventory things disabled in HBP as well, i use it mainly for size and amount of slots
I personally found Hotbarplus is unoptimized and actually reduces game performance a little
Thanks, I'll think about switching to something else but Id like to try and keep a 6 slot setup
I mean I still recommend it for increasing hotbar slots lol
But if you're just extending it for like flashlights and walkies then use reservedflashlightslot and reservedwalkieslot and pair them with ItemQuickSwitch and NotAtAll's ScrollInverter
I liked the idea of reserved slot mods but having to hold Alt feels kinda weird to me, they have the option for toggle Alt but I found some bugs with it
Says the toggle option is buggy anyway
flip plans to release an update for Hotbarplus soon that should make it vanilla friendly, it might fix the performance issues and the bug where items you're holding turn invisible on the hotbar for example
That's why I just use them for flashlights and walkies tbh, so I only need to hold alt when I need to charge them
You can switch to toggle.
how i can set wich monitor will have the openbodycam player camera?
In OBC config.
fall when entering
Its got bugs tho
Is there a visual guide to which monitor is which?
From left to right
I think the config tells you what's what
but yeah it's just left to right top to bottom
That's weird, shouldn't my config have ShipMonitor7 as InternalCamera? It doesn't show like this
Is there something I'm not getting
you need better monitors on for that
as far as im aware. with that disabled, only the top ones can be changed
Oh I see
Yeah my main issue was I didn't have BetterMonitors on, I thought I could just not have that
👍🏻 _ _
👍
Being unable to search within Threads is absolutely criminal
Anyways is there a reccomended resolution for the cams
I tried to see if anyone asked the same thing here, but Discord is trash
Depends on the monitor. For Open Body Cams I use 400 pixel width which has both clarity and dat stanky grafix. As for external cam on small monitor I gave it 2x reso and reduced the post processing. For the big monitor I'm sure you'd enjoy 3 or 4x but only if you're using 1080p (2.333x, default) in HDLethalCompany. But those monitors will never enhance your gameplay it's just funny to see the littlegirl in them or a giant.
There is no recommendation really. It's up to you.
Yeah it's just that it's on a big screen now and it bothers me slightly being so low quality. I tried every setting, I think either 2x or 3x is good. I'm not sure how much of a performance hit it is though, which was my main concern (one or two regular players play on dingy laptops to begin with)
Double the default res then considering big screens are twice the size.
Wait what is BetterMonitors
I havent been using that
Oh nevermind I didnt realize that was the name of the config setting for more screens, disregard lol
I have a question, is NameplateTweaks compatible with the hide nameplates feature of this?
I removed NameplateTweaks a while ago but if it's compatible I sort of wanna readd it 😅
Do you think you could make the HealthRecharge station a ship upgrade we need to buy?
i use nameplate tweaks but i also dont use hide nameplates
im not sure what end result you want
they seem fundamentally incompatible
nameplatetweaks makes nameplates visible more frequently and hide nameplates disables them completely
Here's a suggestion
What if we could customize the output on the monitor like ShipLootPlus does?
Like in that image, you define a function in Config that displays a value for each, then enter a customized word, then enter the value.
Instead, I think this should be added as an advanced feature and made freely available to modders.
GI doesn't hide them while in orbit.
How did you make the external camera work? I can't get it to work with openbodycams
I had some trouble at first too... but I can't remember. The mod creator or another enthusiast will have to help you out.
I'll send you my config anyway
Do you need the extra monitors? Because I'm not using that
"need" I don't think so
Check DMs I'll send you two to try one with one without. Backup yours or just look at the settings to mimic.
Had a bug the other day where this happens:
-Minimum starting credits is set to 60, credits per player is 15
-3 others join, we're still in orbit so we're at 60 credits still
-I then spend the all credits on gear
-One more player joins. We're now at 75 credits. So we can now buy the extra gear again and more
Seems that you've got it so that as people leave/join, it just sets the starting credits to that new amount, not factoring in if stuff is bought. A couple different suggestions would be to make it so:
-Have the starting credits no longer change the second even just 1 thing is purchased, so players must wait for everyone to get in with the right starting amount before they start buying stuff
-Or, create a variable like "GroupCreditValue" starting at 0 (GCV), and add credit value to it for each player that joins, and subtract if they leave. If the GCV is above the minimum starting amount, subtract the mininum starting amount from the GCV and add this value to the group credits. Then, set the new minimum starting value for that session as this value. So if the min is 60, 15 per player, and a 5th joins the lobby, the GCV is now 75, so 75-60=15, add 15 credits to the ship, and now set the "minimum" to 75. Even if people spend stuff, the min is still 75 in the code, so unless the GCV goes above 75 (more than 5 players) no value is added as people join.
Additionally, if nothing has been bought so far, make it so anyone leaving does the reverse and subtracts credits from the ship until it hits the minimum starting amount again. However once someone buys something, no longer subtract credits from people leaving.
This doesn't solve the issue of say....20 people joining, spending a huge amount, then all those players leaving, but its so niche so i dont think its worth worrying about
as far as I'm aware, you can't move cameras without them
the reason being that all of the non camera screens use the same material, so they can't be customized
it would be possible to swap or remove the existing ones, if you want a free feature request
(from my understanding that's not possible currently without enabling BetterMonitors anyway)
I would love a way to do it, I just don't like the extra space being taken up by screens I don't really need
Also it seems like AllowPreGameLeverPullAsClient doesn't work. Along with collecting the dead when teleporting them to the ship
yeah whenever people pull lever as client it just softlocks the game for me
have to reroute the ship to fix the lever but that's annoying if we load the save on a purchased moon
tbh i feel like the setting should be removed because i feel like starting the first round should intentionally remain a host-only permission
at the very least it shouldn't be enabled by default
Yeah I could never get it to work so I disabled it
@broken crescent
general improvments and LGU arent working together at all
I'll have to disable the wheel barrow
GI and LGU worked fine for me, so it must be another mod
do you have the screen that displays the remaining scrap and had a wheel barrow
yes
Dangit I thought I deployed a fix for that, I must have taken a dev break before getting the fix in there. Well it will be in the next udpate whenever that is 😅
Wait yeah that should be fixed in v1.1.11. What version is softlocking?