#General Improvements

1 messages ยท Page 8 of 1

broken crescent
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It's just this

pliant plank
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Apologies - my attention got totally sucked in by the picture - I didn't notice ^^

broken crescent
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Haha no worries, I always get annoyed at myself when I leave debug logs in there ๐Ÿ˜…

pliant plank
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(feel free to delete your replies to me, I can delete mines, wanna leave your thread clean ^^)

broken crescent
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All good, we talk about all kinds of random stuff

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Someone said 1.2.3 fixed loading but it sometimes loads random things? Like flashlights become shovels? Uhhh.. anyone else had that happen?

grave jackal
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but that it's just stopped

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funnily enough after you pushed the update

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now we don't get it at all and console doesn't seem to help why it happened

broken crescent
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Hm so it happened before, but was caused by LethalModDataLib? Then it stopped happening after my mod was updated?

frail rapids
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It was a LLL issue

grave jackal
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Around that time. We just were disabling mods one by one and on that stage it was this mod, but than after couple of mods got an update it stopped yea

polar junco
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I'm having a weird vector error now that comes up. I don't think it affects gameplay, but I figured I'd post:

[18:36:28.9454683] [Info   :GeneralImprovements] Loading assets...
[18:36:29.7610681] [Error  :GeneralImprovements] UnityEngine.Vector3[] Load[Vector3[]](System.String, System.String, UnityEngine.Vector3[])
[18:36:29.8580915] [Info   :GeneralImprovements] GeneralImprovements v1.2.3 fully loaded.```
broken crescent
polar junco
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Ah okay, good to know.

sour rain
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now that development seems to be back in full(?) force

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i would like to humbly request again changing the bulk-purchase limit from 10 to the capacity of the dropship

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it's a little silly having to purchase items in a group of 10 and then purchase another 2 afterwards

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it should be simple as just changing a Mathf.Clamp parameter in ParsePlayerSentence with a transpiler

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although i guess if you'd want it to sync with in-game config editors it might need to be redirected to a variable that can change at runtime

broken crescent
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I do actually have that on my backlog, last time I was poking around in the code I noticed that again. I'll go ahead and prioritize it to at least see if it's easy

sour rain
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cool

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sorry to bug you about it again ๐Ÿ˜…

broken crescent
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No worries! I uh, may or may not actually remember you mentioning it before at all >_>

sour rain
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out of curiosity do you have a backlog visible anywhere

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or do you just keep a personal list

broken crescent
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Only in Notepad++ ๐Ÿคฃ

sour rain
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i see yeah

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fair

broken crescent
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Here, I'll dump it

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BUT

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don't get your hopes up on like half of these, I just haven't cleared it since the creation of the mod

sour rain
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lol. of course

broken crescent
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* Change load to async?
* Add tab completion to terminal
* Show terminal nodes to everyone
* When resetting everything, Experimentation showed different weather on monitor and moons node before flying there. The node won once we arrived
* Fix players not using terminal on client connect
* Fix after round award text
* Show how people die on ship leave screen
* See if you can keep increasing company payout if you stay over
* Extend usage of spray paint and add charge meter
* Customize death penalty percentages
* Make ladder sprint work (SprintOnLadders config, but fix either way?)
* When holding rotate for more than a second, start rotating auto at 4/s
* Allow CSV style monitors with cycling
* Hide chat
* Display value on item slots
* Update purchase limit to = dropship item limit
* Allow font size setting
* Option for hiding left monitors
* Auto route to company on last day
* Save what peeps were wearing
* Save furniture position
* Remove jump 'launch' delay https://thunderstore.io/c/lethal-company/p/monkes_mods/JumpDelayPatch
* Scannable players (name/health) - masks would say random player name and health value
* Make lightning work with the reserved slots
* Add config option to automatically activate view monitor once per day when using the terminal the first time while not in orbit

* MORE MONITOR OPTIONS
    - How much you made that day
    - Average daily scrap collected
    - company buying rate
    - Health status
    - Overtime calculator
    - Personal best quota per save
    - Total accumulated scrap per run
    - Deaths per player```
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That top one for example, Zaggy has a great mod for that already

sour rain
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yea

broken crescent
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And change load to async.. yeah right

sour rain
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๐Ÿคทโ€โ™€๏ธ a mod called "loadstone" exists for that and it works pretty well

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my friend group adopted it immediately as it released and have had 0 issues so far

broken crescent
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Oh cool, I figured it would be too complicated for me lol

sour rain
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check it out if you're interested

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"show terminal nodes to everyone" sounds like a lot LOL

broken crescent
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Yeah that too

frail rapids
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never tried it because of that

sour rain
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that may be so

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our group doesnt use any modded content

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and i spend way too long assessing compatibility and customizing things

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loadstone doesnt break any of the stuff we use, at least - but we don't use any of the big stuff like lethallib, lethallevelloader, lethalexpansion(core), etc.

frail rapids
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Ah ok

broken crescent
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Just needed two extra transpile pieces

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(The clamp bit and the part where it checks the dropship limit)

sour rain
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๐Ÿ˜

narrow oriole
sour rain
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oh another thing i meant to ask

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i know this mod fixes the newline bug

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where having the radar open on the terminal spams a bunch of \n and then places a random n on the screen

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on every command

broken crescent
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Yeah, and I have another option in the next update that will allow you to disable the extra blank lines when using View Monitor

sour rain
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well i was just going to ask if the n could be removed instead of replacing it with an additional newline

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because vanilla lets you see the first line right below where the monitor is

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but with an additional newline you have to scroll down

broken crescent
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Technically that n is in the middle of a bunch of "\n" chars. I can remove one of them though since that was probably his intended behavior

sour rain
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yeah

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i think he intended for it to be a newline

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but then he counted out the number of newlines so the first line of the actual text would still be visible on screen

broken crescent
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Right, good catch

sour rain
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so replacing the n with a newline (instead of just removing it) causes it to go offscreen

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anyways

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super minor thing

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but i just remembered i intended to ask about it

broken crescent
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No that's good, I'll fix that

pliant plank
broken crescent
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I've briefly looked at the save code and I think you're right. IIRC it saves an array of item ids, then an array of positions, etc in one function. So if anything gets changed by something else, there's a good chance items will be in the wrong spot or missing or whatever

celest oriole
radiant viper
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For ScrollDelay under the Inventory section, does setting it to 0.3 constitute as GeneralImprovements releasing control over this variable? Mainly because HotbarPlus has similar functionality and I'm wondering if having it set to 0.3 (the default) in GI but the increased speed option in HotbarPlus prevents one of the two from working properly

narrow oriole
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I think maybe some piece of code that wasn't disabled when turning off that functionality is causing this to happen, it's specifically an issue with LLL afaik

vapid shell
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um

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sigh

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I

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@broken crescent help?

broken crescent
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Never seen that. I hate to always go to "probably another mod causing a conflict" but...

Is the monitor power off?

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If not, error logs, etc

vapid shell
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Already tried just turning it off and on again lmao

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error logs dont seem to exist rn

broken crescent
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Is it plugged in?

/s

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Well that's weird

vapid shell
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I-

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I got OFF the ship

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and then back ON the ship

broken crescent
broken crescent
vapid shell
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Nah

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Lets break it

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If a bug is found

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I have to find out how bad

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HOLY FISHSTICKS

broken crescent
vapid shell
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Ok

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I closed my lobby

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and reopened it

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wait a sec

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@narrow oriole

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Bodycams isnt working too

broken crescent
radiant viper
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In any case I have it disabled in HBP so it doesn't really matter to me but I just wanted to point it out

vapid shell
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logs

neat stone
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just tested it and all looks well! awesome work man, love this mod

narrow oriole
vapid shell
narrow oriole
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if everything is that broken, some mod royally messed up your game

vapid shell
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right there chief

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yea it shat itself horrifically

narrow oriole
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ah I missed that, I saw Shaosil asked for an error and you said there was nothing so I didn't notice lol

celest oriole
vapid shell
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but both OBC and GI broke at the same time here

narrow oriole
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I don't see anything suspicious in the logs Hmm

vapid shell
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it happens when you load a save

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exit the save

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and re enter the save

narrow oriole
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only thing I can think is that maybe the flags indicating where the player is are getting messed up and so nothing on the ship thinks it needs to be on

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did you give Shaosil a profile code? and what all did you change between it working and not working?

vapid shell
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But all I did

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was update the mods

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and add LLL

broken crescent
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Try to keep LLL and downgrade GI and see if that changes anything. If not, it's LLL

frail rapids
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@broken crescent Can you make it so we can put values higher than 1000 here?

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I usually use this option for testing and I can't go to moons that costs more than 1000

broken crescent
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Haha sure I can make it 2k or something

frail rapids
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Is there a reason of why there's a limit? I know that UnlockOnStart lets you put any numbers in there for starting credits

broken crescent
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No specific reason really, I just wanted a slider to work

frail rapids
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Ah I get it

broken crescent
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I guess I could remove the limit, sliders would only be cool if it was like 1-100. Any more and people usually type it out anyway

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Internally I'll clamp it to 10k or something maybe

frail rapids
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Yeah I think that'd be better honestly

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Thanks for listening to my feedback

sour rain
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group credits are capped at $10,000,000

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there's technically no cap except the int limit, but it gets clamped every time you spend money

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so $10,000,000 is the practical limit

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at least

broken crescent
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cool

vapid shell
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well

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I fixed the bug somehow

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but now this is showing up

tawny sapphire
broken crescent
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Haha yeah sorry I hate when I accidentally leave that stuff in

vapid shell
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its ok

narrow oriole
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it's easier to avoid if you review and stage your changes on Git as individual commits hehe

broken crescent
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Right! I was rushing too much because of the loading glitch panic lol

narrow oriole
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fair fair

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I've had that happen too

sour rain
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sorry to bombard you with so many requests recently...

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do you know how easily you could fix the bug with the scanner where it shows node text in the wrong direction?

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its a little hard to explain what i mean, but you might know what im talking about

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its like when you turn 180 degrees from a scanned object, the text shows up in the opposite direction from where it should be

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if you scan some scrap on the floor and turn around a certain way, it shows up in front of you on the ceiling (when its behind you on the floor)

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experimentation sometimes shows the main entrance text way off to the left of where it actually is, if you turn a certain way

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etc.

broken crescent
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I've noticed that. I've been in the scan code before so I have an idea or two why it might be happening but I'm not sure offhand, or how easy it would be to fix.

Hm, does it still happen with FixPersonalScanner = true?

sour rain
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yes, it does

grave heron
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Been trying to hop into public/lighly modded servers, it gives me the error occured, and i got all the mods client-sided except the mirror one and the replacement, but got rid of them, idk what's causing that, i think i forgot to turn off/on some stuff in the config, my current modpack code:

018f1c07-220c-2582-7a02-1f488ab46cb3

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good work on the mod, i cannot play without it anymore

broken crescent
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The one thing I checked for is the medical station - if that is on, it requires the host to have it as well or it will prevent you from joining. But you have it off, so I'm not sure. It could be one of the other mods

grave heron
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i have no idea what caused that

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you found anything unusual in further testing yet?

broken crescent
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I haven't looked further into it. If you ONLY use GeneralImprovements with the same config, does i t still prevent you from joining all servers?

grave heron
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yeah, most are either polish/german/rus or english

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i'll disable all the mods to narrow down the culprit, if that won't work, then GI's at fault

radiant viper
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Pretty sure if someone that is masked (by conversion or by wearing one manually) and dies while in the ship, it starts spamming collection notifications and errors in chat

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Only reason I think it's GI doing it is because of the auto-collect thing for corpses

light girder
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@narrow oriole I need you to confirm something for me, does the ShowHitPoints feature cause HudManager spikes too? Cus I feel like the game is smoother when that is disabled

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Could have been placebo though

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I know disabling the scanner fix provides a pretty big performance boost though and gets rid of a lot of stutters

light girder
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@broken crescent do you plan to add support for Hotbarplus for ShowLightningWarnings btw? The Lightning Warnings refuse to appear on additional slots and idk if that needs fixed on yours or flips' end

sour rain
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normally it takes 0.7s to pull the lever that starts the ship

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if you try to park while there are 0 days left and autopilot is orbiting anything other than the company

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it sets the timer to 4s to display an on-screen warning

grave heron
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this is interesing, maybe it's LethalLib's fault

It was LethalLib's fault lmao, but idk what mods in my modpack use it

sour rain
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but if you then re-route the ship to gordion, it still takes 4s to pull the lever

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resetting it back to 0.7s if you're landing at the company would be a nice easy fix

celest oriole
drifting quail
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[13:20:02.1015757] [Error :GeneralImprovements] UnityEngine.Vector3[] Load[Vector3[]](System.String, System.String, UnityEngine.Vector3[])

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got this error during startup

clever pawn
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Is monitors config working right now? Or is there some conflict on my side?

frail rapids
clever pawn
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I don't have that on either.

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They're esentially vanilla for me.

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Haven't played since v50 came out.

celest oriole
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It works fine for me too

clever pawn
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hmm

broken crescent
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Any errors?

clever pawn
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Right, let me check.

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Removing doors from cabinet doesn't work either.

broken crescent
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Sounds like something else may be preventing my code from running

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I really don't like how mod errors bubble through each other

celest oriole
broken crescent
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Technically modders can use an attribute on important methods that acts as a try catch for other mods but that adds overhead iirc

clever pawn
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It was JetpackFallFix.

broken crescent
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Ah right I forgot about that

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Someone else had that problem

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I think you can remove that mod anyway right? Isn't it in vanilla now?

frail rapids
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JetpackFallFix is now useless yeah

clever pawn
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Author didn't confirm, but some stuff is certainly in the base game now.

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I'll remove it either way. I never use jetpack.

broken crescent
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Lol I'm like that with spray paint. I always talk about how we should be using it then we never do. Or we'll buy a bunch and let it sit in the ship run after run

frail rapids
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Jetpack is so OP tho

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Unlike spray paint ngl

vapid shell
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Yall just arent a Jetpack Certified Asset

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I go hard with the jetpack

shell bridge
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Not sure if this is the appropriate place. But is this an issue and if so how do i fix it?

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[Error :GeneralImprovements] UnityEngine.Vector3[] Load[Vector3[]](System.String, System.String, UnityEngine.Vector3[])

broken crescent
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๐Ÿ˜‚ I really need to get the next update out..

Yeah that's just a debug message I left in, sorry

shell bridge
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No worries just been messin with mods tryin to figure out what bugs

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I was playin solo, died and couldnt enter commands in terminal

light girder
broken crescent
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I'll look at scanner fix eventually, I don't know if show hit points slows anything down? I haven't tested it but I don't remember doing any intensive stuff for it

light girder
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It could also be cus I use InsanityDisplay somehow which moves the position of it and it doesn't like it

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๐Ÿ˜‚

broken crescent
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Hmm I'll take a look

narrow oriole
narrow oriole
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I wouldn't expect it to cause spikes certainly

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it depends on how it's implemented, but that's not something that should be costly

light girder
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Yeah it may have been the scanner fix doing stuff even when not scanning

polar junco
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Suggestion, would it be possible to add a configurable list to GI for item conductivity? Specifically thinking of something like LCConductivityRework over on thunderstore.

narrow oriole
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I just took an item that was being hit by lightning inside the interior to avoid being hit by it, and that seemed to cause the lightning effect to stay on the inventory slots

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no repro yet, but I'm guessing this might be consistent

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running v1.2.3 of GI

broken crescent
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The lightning overlay goes away after the lightning "strikes", which in vanilla still happens silently if you're inside, I think I just saw that yesterday

sturdy coral
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I don't know which mod's fault this would be but when I use the fire exits with starlancer's warehouse interior I enter facing the door instead of away from it (I have the setting turned on and it works for other interiors)

narrow oriole
broken crescent
light girder
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@narrow oriole I notice recently there's a lot of lag on the ship when the monitors are turned on, Mrov recently discovered that the Monitor that shows Time constantly is updating even while not on the ship so I wanna guess that one is probably the culprit

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It could be the InternalCam too though that does it

light girder
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Lol

misty swallow
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#1199836228858675330 message

radiant viper
misty swallow
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but there's the hard proof

misty swallow
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yeah

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now i know lol

sturdy coral
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I'll just deal with it then

dusky stirrup
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hmmm looks like enabling quota rollover in hopes to test it seems to just.. not put me on next quota anymore? xD

broken crescent
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So there's a rare bug(?) that causes that to happen. The way time is calculated in game is just so overcomplicated. Actually that's the thing I'm currently working on fixing because it's been a rare outstanding bug for ages, but doesn't pop up enough for me to be like "ok yeah I need to fix that"

dusky stirrup
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so ima gonna start a new run and see what happens

broken crescent
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I'm basically checking if there's no time left before allowing vanilla to set a new profit quota, and sometimes there's just a little bit of time left after day 0 orbits. Ok cool, I doubt enabling it mid run affected anything but you never know

dusky stirrup
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^^ โค๏ธ

vague siren
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Help plz

queen summit
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The light switch scan node stopped working for me ๐Ÿค”

light girder
broken crescent
# vague siren

The only problem with GI I see here is the player look down patch isn't able to run, most likely because you have another mod doing it first.

The other errors appear related to skinwalker

broken crescent
queen summit
light girder
queen summit
# broken crescent Things not working usually means another mod ran into an error and prevented my ...

I only got this:

[Info   :Lethal Company Input Utils] InputUtils 0.7.4 has finished loading!
[Error  : Unity Log] ArgumentException: Type 'Keyboard' has not been registered as a control layout
Parameter name: type
Stack trace:
UnityEngine.InputSystem.InputManager.TryLoadControlLayout (System.Type type) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:0)
UnityEngine.InputSystem.InputSystem.LoadLayout[TControl] () (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:0)
LethalCompanyInputUtils.Utils.LayoutExporter..cctor () (at /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Utils/LayoutExporter.cs:12)
Rethrow as TypeInitializationException: The type initializer for 'LethalCompanyInputUtils.Utils.LayoutExporter' threw an exception.
LethalCompanyInputUtils.LethalCompanyInputUtilsPlugin.Awake () (at /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtilsPlugin.cs:50)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()
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Which I also do not understand at all ๐Ÿ˜…

light girder
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You got any mods adding scan nodes?

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Could be one overwrites it

queen summit
# light girder You got any mods adding scan nodes?

My ScannableTools and Scannable Fire Exits Mod, but I have used them before without any issues.

I also have a mod that changes the Ship and Main Entrance Scan node, but that also worked just fine before ๐Ÿค”

light girder
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Hmmmmm

prime mulch
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So apperently if I check the box "UseBetterMonitors" to have all these monitors active and load into a save my monitors look like this saldy. Did anyone ever ran into the same issue and could help me what could cause this problem. Tested and removed a few mods but it stays the same.

broken crescent
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Do you have the asset file included in my mod?

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If so, it might be (and I know I say this a lot, but...) another mod having an error and preventing my code from running

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Also check the error logs

prime mulch
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Well thanks to mention the asset file... totally forgot that. Sometimes I think just the dll is needed out of the .zip. Thank you for the help :)

broken crescent
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I should figure out how to include it in the dll honestly, but yeah for now it isn't

sturdy coral
sour rain
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another thing that just came to mind... ๐Ÿ˜…

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the helmet that shows up on the edges of the player's screen is an actual physical object, not just a screen overlay

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it follows your camera as you move around

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i mention this because it is set to cast shadows

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so when you are moving around, if you can see your shadow, you'll see a second (chonkier) helmet that doesnt properly follow your animation moving around with you

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disabling shadow casting on that renderer would be nice for immersion

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i can get a gameobject name in a sec

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GameObject Systems/Rendering/PlayerHUDHelmetModel/ScavengerHelmet

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disabling MeshRenderer.castShadows fixes this just fine with no other(?) consequences

narrow oriole
broken crescent
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I think the mimic mod includes the assets in their dll, or someone does. I've extracted it from there directly but I'm not sure offhand what process they use to get it in there

narrow oriole
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interesting

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I'm not sure if I feel the need to do that unless it's in a human readable format, but it's true it's kinda nice to have it all in one file

broken crescent
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Yeah

pliant plank
# sour rain disabling `MeshRenderer.castShadows` fixes this just fine with no other(?) conse...

@broken crescent not sure if it's out of scope for the mod but do you have a poll to suggest features somehow?
A few ideas:
1- remove the tilt/shift effect(depth of field) postFX from the main camera
2- remove the broken glass from the helmet (disable the renderer or replace with a dummy shader)
3- remover the helmet entirely (disable renderer or GO. the safest way to keep it compatible with other mods)
4- lower (or make it customizable) the density of the global volumetric fog volume. I know it affects the gameplay but when playing with smaller teams the chance of survival lower considerably in the snowy maps. I already tried completely disabling the volumetrics, but that's...too much. A tweakable density value (or even colour?) would be nice

radiant viper
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Does this mod mess with valid placement criteria in the ship? I'm noticing that for the teleporter/inverse teleporter specifically it doesn't seem like it's possible to place it as close to the wall as it normally is, not to mention the default spawn location for the teleporter is actually an invalid spot now

frail rapids
cerulean thunder
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Iโ€™m pretty sure thatโ€™s vanilla behaviourโ€” rotating it might help

sour rain
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i could be wrong but i'm pretty certain vanilla invalidates the default teleporter placement as well

cerulean thunder
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Teleporter placement is really weird

radiant viper
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weird

cerulean thunder
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Rad, good to hear

narrow oriole
sour rain
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it looks the same to me both ways

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personally

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maybe there is a subtle difference perhaps

broken crescent
grave heron
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is there anything that might be causing unfathomable amounts of lag in multiplayer? the host will be fine but anyone who joins them will be on like 1 fps and heavy connection issues. Issue resolved itself after removing generalimprovements mod, so asking here

broken crescent
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I don't know offhand although at one point if the clients had SyncMonitorsWithHost it was causing lag. I haven't looked into it much after one patch because no one else reported it since then lol. Maybe it's that?

grave heron
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alright I thought that might've been the issue so i turned it off

broken crescent
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Did the clients who were having lag remove GI to fix it on their own end? I don't think removing GI as the host would fix anything for clients

grave heron
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gonna test in a min

broken crescent
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Cool

grave heron
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changing host also persisted with the problem of only the host not lagging

broken crescent
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Huh so the host didn't have it, that sync config setting shouldn't affect anything then. That's weird

grave heron
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yeah im not sure

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i'll lyk

broken crescent
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Thanks

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Also if you notice any spam errors or anything

grave heron
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not it seems, just is gone

broken crescent
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By disabling the sync setting?

grave heron
broken crescent
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Good info, thanks. I'll look into that soon

grave heron
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there was also a 2nd sync setting that i turned off too ^ the syncextramonitorspower. assuming that one wont do much but thought i'd lyk im not 100% certain it is only the first sync setting that caused it

light girder
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The Internal Camera also tends to eat up a lot of the ship's fps

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and sadly the ExternalCam is still an ugly bright green, I really wanna be able to adjust that x.x

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@narrow oriole have you thought about implementing the option to change the color of the ExternalCam into OpenBodyCams?

rough salmon
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now that i think about it the external cam is kinda useless in my opinion

light girder
narrow oriole
light girder
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If there were a way to optimize that Internal Cam more that would be nice

narrow oriole
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the code in OpenBodyCams related to the emission on the screen material is what he needs for part of it

#

I believe the vanilla internal cam is already about as optimized as it can be, it renders at the lowest LOD so that the local player's body is visible in it

light girder
#

Yeah

narrow oriole
#

now if anything screws with that LOD, then that's no longer true

light girder
#

Yeah ie making the size multiplier larger

narrow oriole
#

nah that's not what I mean, though that obviously does affect performance

#

increasing the render texture's resolution doesn't affect the LOD since it's specifically restricted to the lowest one

light girder
#

Are there mods that mess with it's LOD?

#

Cus if so that's bad tbh

narrow oriole
#

I don't really think so, but it's possible that there are mods out there that change frame settings on all cameras including the fixed ones

light girder
#

Yeah we honestly need something that would be good for that 13th monitor with BetterMonitors besides the Internal or External camera

narrow oriole
#

the only one that has a valid excuse really is GI or other mods that change those cameras' resolutions, since that increase in resolution makes lower LOD models more apparent

#

if it did do that, though, the player model would become invisible in the camera probably, barring other mods changing the layer it appears on

narrow oriole
light girder
#

Well I'm likely gonna disable it having a camera tbh cus the performance hit just isn't worth it, my past few streams I noticed whenever the Internal Cam is rendering and OpenBodyCams is at the same time that fps hit is just awful

#

The game really doesn't like 2 seperate cams rendering stuff

#

Lol

narrow oriole
#

one thing I need to look into is whether a camera that's disabled through GeneralImprovements still renders

#

it's possible that it's not two cameras but three

light girder
#

Well if that's the case

narrow oriole
#

I forget if I ever checked that, but I don't think I disable it in OpenBodyCams either

light girder
#

The option in OBC to disable the Internal cam should help

light girder
#

Cus that External Cam by the ship door might count

narrow oriole
#

yeah, I would assume at least with better monitors it shouldn't be rendering it, but not sure

#

I'll be looking at that for OpenBodyCams 2.0.0 though I think, since I'm planning on making it possible for the external camera take over the body cam screen if it is disabled

light girder
#

Speaking of

#

I wonder if it could be possible to just add that disabled backlight to the 13th monitor lol

#

Oh yeah it is possible

#

@proven moth I see you lurking and typing sir

#

lol

proven moth
#

I havenโ€™t been typing

light girder
#

Like 2 or 3 times

#

Lmao

#

I thought you had input on the convo tbh

#

XD

proven moth
#

I have been lurking but I havenโ€™t been typing so perceive

light girder
#

XD

#

Looks much nicer c;

rough salmon
#

waiting for the day you can equip suits without host needing to have them ๐Ÿ˜”

proven moth
#

and iโ€™ll be waiting for the day for a mod to exist that allows picking up items while holding a 2-handed one

rough salmon
#

i hate 2 handed scrap

grave heron
vapid shell
#

Am I tweakin

#

Or doesnโ€™t OBC have an option to disable the internal camera

drifting quail
grave heron
drifting quail
#

well that you can do lol

broken crescent
#
  • if you're using better monitors
#

just change what goes in that slot

broken crescent
grave heron
#

We all were using the same configs since they'd just download the modlist/configs with the code I sent them. So theoretically it was pointless to have the sync on for us but everything would be the same across all players

light girder
light girder
broken crescent
#

Well this is frustrating. I'd really like to fix the lag issue caused by the SyncMonitorsWithHost option, but I can't replicate it on my end for some reason, and my code isn't being obvious as to why it's happening.

I'll keep looking for a bit but I'm hoping to push the next update soon too

broken crescent
#

How do I profile LC while it's running? I've seen people use the Unity profiler for it

frigid bramble
#

i think @sly jolt is the one to ask about that

broken crescent
#

Oh also @narrow oriole, whoever replies first ๐Ÿ˜„

narrow oriole
#

use this linked section to set up a debug build and then attach the Unity Editor to it

broken crescent
#

Cool I'll look into that, thanks

narrow oriole
#

you can pass -deepprofiling to the player to get deeper stack traces in each sample but it will run like crap

grave heron
#

only thing you'd have to change is just enabling both the sync configs again

broken crescent
#

Sure, couldn't hurt

#

I have a slight feeling this either isn't reproduceable with LAN testing (I test net related stuff on the same machine with multiple instances) or my PC just does fine for whatever reason

#

But I hope I'm wrong

grave heron
shell bridge
#

Should add a bodycam as an option for the screens

broken crescent
shell bridge
#

Gotcha, i use helmet cameras mod rn

vapid shell
light girder
#

So btw @narrow oriole discovered a slight incompatibility with OpenBodyCams

#

When this is on the camera always gets disabled for a blank screen when going into orbit, and it lasts until the monitors are toggled off and back on

#

Maybe this is why some people get the black screen issue as well?

frail rapids
#

I also have that problem and this setting is disabled

shell bridge
light girder
#

Helmet Cameras is well

#

Extremely unoptimized

shell bridge
#

Gotcha so im assuming thats why openbodycams might be better then

narrow oriole
narrow oriole
#

@broken crescent does it set the material when taking off from a moon or something? I'm wondering how we can work around that

tulip remnant
broken crescent
#

Hmm I shouldn't be changing anything apart from turning things off when the power goes out, etc. I don't recall changing monitor materials or textures on orbit

narrow oriole
#

huh, that's odd

light girder
narrow oriole
#

@light girder can you tell if it's using the GI background material, the OpenBodyCams emission color, or the black screen texture?

#

after it blanks out?

light girder
grave heron
light girder
#

@broken crescent How soon do you think you can make InputUtils a soft dependency btw so we can change the Flashlight binding in the normal game settings? ๐Ÿฅบ

pliant plank
#

Hi , I'm a bit puzzled by this issue: with or without OpenBodyCams, with or without checking useBetterMonitors, ExternalCam and InternalCam are not recognized (I even get an error saying the word isn't recognized).
I'm currently doubling the res as per settings, and keeping them at 15fps. Any clue?
I'm quite sure I'm spelling it correctly...

languid salmon
#

Is this normal?

broken crescent
broken crescent
broken crescent
broken crescent
#

I should be able to narrow it down soon then

Edit: It's something to do with the main big screen in the middle. When I toggle that gameObject on and off, I see frames gained immediately. I must be doing something more than once when sync is on.. investigating

broken crescent
#

OH I bet I know

#

When it changes the resolution/fps of the ship cams, it multiplies the existing resolution by whatever number is in the config

But if you're syncing from the host, it comes back in and does it again, which would in this case x5 the x5.. let me try to recode that and see if that fixes it

cloud gate
#

does that mean we get extra fps if u fixed that perceive

broken crescent
#

If you had SyncMonitorsFromHost, and ship cam multipliers high, and joined as a client, definitely ๐Ÿคฃ

cloud gate
#

oh i have my sync setting off so it doesnt affect me and my client then ๐Ÿ˜‚

frigid bramble
broken crescent
#

Alright boyos (and girlos), new update just dropped

kind turret
broken crescent
#

Yep! ๐Ÿ˜„

kind turret
#

My biggest grievance with teleporters, gone

#

Thank you

broken crescent
#

Yeah that's bothered me for a bit since me and my friends always stack them

#

And it feels like you're on a stepladder when you inverse

frail rapids
#

idk if you forgot or it's on your roadmap but that monitor is not showing text correctly

crystal lynx
#

what number is each monitor

frail rapids
crystal lynx
#

1234 is the top 4?

#

ok

frail rapids
#

yeah

grave heron
frail rapids
grave heron
#

oh gotcha, didnt notice the text on it when i used it just saw the little animations

frail rapids
sour rain
#

oops i meant to turn off ping

#

anyways killer stuff

#

your changelogs are always a joy ๐Ÿฅฐ

broken crescent
broken crescent
sour rain
#

adding stuff to the store is sort of terrible

#

unless you use your own save system or a dependency to make it better

#

for example, more suits just adds suits to the unlockable list which is a huge headache

#

because any time you stop using suit mods it can cause save corruption by trying to load unlockables that don't exist anymore

#

it also causes issues when different players have suits installed in different orders, replacing suit mods reorders them, etc.

broken crescent
#

I was just looking at that actually, since I plan on saving the suits you were wearing. That's what I was thinking because it's just IDs, so I'd have to make sure to double check things everywhere

sour rain
#

all in all it is a terrible situation and it would be the same adding purchasable upgrades

broken crescent
#

Risky

sour rain
#

i think it's safe to just add your own keys to the save files with es3

#

havent actually double checked that in practice but i've used es3 in a couple unity games and it allows for that sort of stuff out of the box

broken crescent
#

I have 2 or 3 of my own keys shoved in there already lol

sour rain
#

oh nice

broken crescent
#

Game stats and something else

sour rain
#

then yeah, saving unlockables that way seems like it'd be a lot safer

broken crescent
#

And for the record can I just say how much of a pain it is trying to use reflection to find a specific iteration of one of the many overrides of ES3.Save<> ๐Ÿ˜‘

#

For IL stuff

sour rain
#

lol yeah

#

i saw the bug in v1.2.2

broken crescent
#

In fact I couldn't even get the .GetMethod() function to find the one I wanted. I had to use GetMethods and filter it down, ugh

sour rain
#

conveniently that update came out after we stopped playing for the night and before i starte playing the next day

broken crescent
#

Oh good

sour rain
#

but it looked particularly nasty to fall victim to

light girder
#

@broken crescent Just wanna confirm Mrov was right, the Time monitor causes a lot of ship lag while it's constantly updating

light girder
#

@narrow oriole can you look into why that monitor causes the ship to lag so bad?

#

I imagine there has to be a way it could be optimized

narrow oriole
#

what's the specific name for it?

#

anything I find will just be a guess though, Shaosil is a lot better of a position to tell you that if you can figure out exactly how to repro it

#

iirc he said he couldn't yet?

#

one possibility I see is that it's updating the text of the text mesh component, which means it has to regenerate the mesh

#

I wouldn't have really expected that to cause a severe lag, but without a full description of what that manifests as, I can't say if it fits or not

#

I also don't know how often the clock updates, so I don't know if it would be every frame or on a periodic update

#

(the fact that it has to update the mesh on top of rendering it to a texture is the reason why I think it would be worth throwing out the camera, but obviously that prevents it from perfectly matching the shape of the monitor)

light girder
#

I'll likely swap it out for Fancy Weather or smth

narrow oriole
#

what kind of lag is it? lag is a very very general term

#

stutters? low average framerate?

proven moth
#

lower framerate

light girder
#

If you turn the ship monitors off it goes away

#

Turning them back on causes it to come back

narrow oriole
#

oh, well if it's only when they're active, then it's probably just because it's rendering one or multiple cameras on a period

#

I would imagine that generating the meshes takes way less time than rendering a camera does

light girder
#

I mean the only camera I have set to a screen is OpenBodyCams and that doesn't lag in Orbit or at The Company

narrow oriole
#

the camera I'm referring to is the one that renders the text monitors

light girder
#

Ah yeah

#

The time one probably does that

narrow oriole
#

it's a very significant overhead, and whenever it has to update multiple screens at once, it will cause a significant frametime spike

#

especially since I believe it's still copying the render texture to a separate buffer

light girder
#

Probably

narrow oriole
#

imo, it would be worth testing the difference between placing the text rendering directly on the monitors rather than in the void in front of a camera

#

I would imagine that it would perform way better doing the former

#

could still cause frametime jitter, but hopefully not nearly as much, the amount of time spent in Camera.Render() when called in an update loop (especially multiple times) is quite significant

proven moth
#

big shoutout to

light girder
narrow oriole
#

I assume you both only have one time monitor?

proven moth
#

yes

narrow oriole
#

hmm I see

light girder
#

I just swapped it for FancyWeather

#

Don't wanna deal with the lag it causes anymore

broken crescent
#

Huh. Out of all the monitors, I would think the Time one is one of the least likely to cause lag. I know it updates often, but it's once every 3 seconds. That shouldn't cause any sort of consistent frame drops

#

Unless you have a mod that changes how often the time updates from vanilla

light girder
#

So it could be cus of the way it makes time update properly rather than how vanilla skips a few seconds

broken crescent
#

Ah that could explain it then, yeah I try to keep those renders to a bare minimum of whenever they're absolutely necessary to update the screen, so multiple times a second (or frame) is bad. I'll throw a manual timer on that monitor to try to help with that

#

Ok, as of next update, it will be forced to wait at least a second between updates

#

Also just a bit of technical brainstorming here, I think one way I can optimize the fancy weather animations would be to have my cam take a "picture" of each frame and store it in an array of render textures, then just cycle between them to animate. That would completely eliminate camera renders for that one

narrow oriole
narrow oriole
#

I also wonder if, were you to keep using cameras, you should switch out the render texture instead of copying the texture into an image every time you update

#

when you render to a render texture, it stays on the GPU, but by copying it, you're (presumably) making the engine read that memory from the CPU and store it into RAM, then write it back to the GPU again (probably not every frame, but still)

broken crescent
narrow oriole
#

RenderTexture is a texture, it can be bound to a material

#

if you have a RenderTexture for each screen in the scene, you don't have to copy anything

#

I would also recommend switching from using Camera.Render() to deferring camera updates to the end of the frame

#

that way, you're rendering within the normal render loop

#

one update per frame is probably more than enough as long as you don't allow the queue to get backed up with dupes

broken crescent
#

Hmm then I'd just be left with the Camera.Render() call. I think I did have render textures for each screen in the beginning but decided against it randomly. I should try that

#

How would I typically change it to deferred?

narrow oriole
#

by setting Camera.enabled

#

that's the only way I know of, but it works fine from my experience, at least when the custom pass isn't involved

broken crescent
#

Wouldn't I have to set it to enabled, then disable it in the next frame?

narrow oriole
#

yeah

broken crescent
#

Ah well hold on

#

I only have one camera also

narrow oriole
#

you'd just set enabled based on whether you have something queued to update

#

yeah, set activeTexture and enabled every frame

broken crescent
#

I'm not sure that would work if I had to update multiple monitors in a single frame

narrow oriole
#

why do you need to do that?

#

a queue to update them one each frame is fine

#

my understanding is that you're not doing that many updates to begin with, except when mods increase the frequency of events you're hooking

broken crescent
#

Right. Hm that's a bit of a redesign

#

I'll add it to the optimization backlog

narrow oriole
#

if I'm honest, it'd be good to be prepared to do a lot of redesigning for something like this

#

it's not something even I've explored fully

#

it'd definitely be a much easier solution to just update some text meshes lol

broken crescent
#

That's what UseBetterMonitors=False is for ๐Ÿ˜„

light girder
narrow oriole
#

and if cameras still end up causing too much overhead?

#

we don't know if they will or not, even with the things I suggested

#

I tested a similar thing for the Black Mesa mod, and there was a lot of overhead to cycling through cameras each frame, but that may have been because of culling updates

broken crescent
#

Sure, I'll experiment with it at some point but the main reason I haven't poured too much effort into it is because I haven't personally seen major lag caused by it. I know it depends on other mods, system specs, etc, but I use all 14 monitors and resolution multipliers with no noticeable performance impact

#

But it's good to optimize where necessary of course

narrow oriole
#

yeah

#

one thing that would probably make sense would be to cache the last time text and just update it if it actually changed

#

then you don't have to set an interval and it'll update immediately when the time changes

broken crescent
#

Yeah I do that for the door power

narrow oriole
#

I think it would also be worth looking at a frametime plot while in the ship with lots of monitors enabled, or especially with ones that share the same update event

#

I would have to imagine the overhead becomes visible, but I haven't looked at it myself since I don't use the option currently

proven moth
#

a lot of the things u can put on them aren't really the most useful (after the base 8) lollll

light girder
#

Deeper Pockets

proven moth
#

That does more than what I want

#

Considering, you know, ability for two 2-handers at once

#

I just want the qol of not having to drop a 2-hander just to pick something else up lol

bold edge
#

This into GI?

mossy mortar
sour rain
#

since this mod changes the moon catalog to display prices

#

any chance we could also get a config setting to display artifice and embrion on the catalog

#

disabled by default of course

#

just feels a little weird having to enter the planet name to check the weather

#

once you've discovered it for the first time

gentle wagon
#

I just gotta say, this is one of the best mods Iโ€™ve ever played. It does a bunch of things that other mods do, (Doorless Storage, Crosshair/Reticle, SellItemLimit, CorporateRestructure in terms of weather things, MasterKey, Scanning held items and more) as well as allowing such customization, itโ€™s a great mod to download, and I pretty much include it in all my packs now. Keep up the good work!

main hamlet
#

Anyone else having issues with extra monitors not appearing at the ship? If so, any idea what could be causing it/which mod is interfering?

broken crescent
#

Are they missing entirely when UseBetterMonitors = true? Make sure you have the asset file in the same directory as the DLL

broken crescent
sour rain
#

he hasn't stated

#

my guess is they will always remain "hidden"

#

artifice is discovered by finding "68 art" written on the wall in the adamance cabin

#

and embrion is mentioned by name in the old bird's bestiary entry

broken crescent
#

Ahh interesting. Hmm

proven moth
sour rain
#

dependent on lethallevelloader (for some reason...)

main hamlet
broken crescent
#

Ok in that case it's probably another mod breaking something and preventing GI from reaching the code that creates it... although it's strange that the monitors would just be missing completely, that usually means it at least got to that part.

I'm guessing UseBetterMonitors=False works? If not, it's almost certainly a mod conflict

queen summit
#

I'm guessing that shouldn't be like that? ๐Ÿค”

main hamlet
broken crescent
# queen summit I'm guessing that shouldn't be like that? ๐Ÿค”

If UseBetterMonitors = False, ShowBlueMonitorBackground = False, and you have Time on ShipMonitor7(?), then yeah actually that's expected, because vanilla monitors are hardcoded to have the camera material on that monitor, and if you remove the blue background that would normally cover it, the cam will be visible again

#

With UseBetterMonitors = True you can move the cameras around to any other position

proven moth
sour rain
#

you can, because nothing about altering the moon catalog node requires using LLL

#

batby developed this so im not surprised it uses lll but i dont want to install lll just for this small thing

proven moth
#

showing mid game?

sour rain
#

yes, you can just alter the node based on a set of criteria

#

how would LLL do it if it's not something any mod could do? lol

broken crescent
#

Mods having random dependencies on other mods is a major pet peeve of mine. I only use 30 mods, and 4 of them were added after I already had others. Some devs just update and add dependencies when it could easily be done without them.

Because that bothers me, I'll try to add the new moons to the terminal after visiting in the next update ๐Ÿ˜„

#

Without adding a dependency

sour rain
#

in this case it kinda makes sense i guess

#

because lethallevelloader already touches the moon catalog node

sour rain
#

but LLL changes so many things and has been broken for so long i just dont like the idea of installing it

#

it had a weather desync on day 1 for over a month because it was fixed upstream and batby was waiting for v50 to release

#

current version makes it impossible to route to the company building from what my friends have experienced in other modpacks

#

it's pulling a lot of weight in the modded community scene as far as i can tell

#

so i dont mean any disrespect

#

but it's definitely not stable enough where i feel comfortable using it, especially for such a minor feature

broken crescent
#

yeah I'm with you

queen summit
broken crescent
#

Not yet. Eventually I want to have an extra option that allows disabling of the extra left side I added though

frail rapids
queen summit
frail rapids
#

Was wondering why you put a potato emoji lmao

main hamlet
narrow oriole
#

what exactly is it doing? is there an error from LethalLib?

main hamlet
#

Interesting, it's not LethalLib but rather HookGenPatcher (I think), but not HookGenPatcher itself but some mods that depends on HGP

I tried turning on HGP alone and it works fine, then I tried with different mods that depends on HGP and some of them crash GeneralImprovements while others don't.

In my case I had two that broke GI: 360View and JetpackFallFix
Those are two fairly old mods so I guess it was bound to happen with newer game updates. All good ๐Ÿ‘

narrow oriole
#

huh, I would've thought that the jetpack fix mod would be deprecated by now, that bug is supposed to be fixed at least partially

main hamlet
#

Most likely the owner just left the project abandoned without even tagging it as deprecated before leaving

narrow oriole
#

yeah

#

it would definitely make sense that that could cause problems though

sour rain
#

jetpackfallfix is unnecessary for now

#

hamunii (the dev) said she plans to verify if it needs to be deprecated or not

#

that was a couple days out so im not sure if the plans have changed

#

im pretty sure all of the bugs fixed by the mod are just fixed in basegame now but maybe there's 1 or 2 edge cases left

sour rain
#

this is unrelated to what i was saying

#

but thanks for the post

#

im probably going to start using this

#

LOL

main hamlet
vapid shell
#

Hey

#

Im having issues with my quota @broken crescent, with quota rollover

#

Whenever you reach first quota and sell over the amount, the very next day the next quota gets auotcompleted

broken crescent
#

Hmm I specifically tested that scenario.

You mean when you sell so much on the first quota that you would also have enough for the 2nd, right? Then when you land somewhere and take back off, the 2nd quota gets completed too?

That should only happen if you sell things that day

broken crescent
sour rain
#

๐Ÿฅฐ

frail rapids
misty swallow
frail rapids
#

Yeah

misty swallow
#

i'd love to have it, but currently i'm taking a smallish break from the stuff

#

i'll definitely get back to you when it's in

frail rapids
#

Thats perfectly fine, take your time

vapid shell
#

Got like 800 in the first 3 days like heroes

#

Sold it all

#

Took off from company

#

Quota completed

#

Landed on another moon

#

Grabbed some scrap

#

Now hereโ€™s the weird part

#

When we took off

#

Quota got completed

#

But the number of money we had completed for quota increased

#

Same thing happened next day

#

And next day

#

Our quota was just rising without even selling anything

broken crescent
#

๐Ÿค”๐Ÿค”๐Ÿค” that... Shouldn't be possible, I tested the rollover feature extensively recently, and me and my friends exceed the first quota by 2-4x every time we play with rollover

My guess is (broken record time) mod conflict changing sometime about quotas

I guess, profile code? I'll check into it when I can

vapid shell
#

my best guess

#

is gonna be brutal company minus or any of the lobby saving mods

#

in the profile i sent to you most things are disabled cuz i was ripping the pack apart to find it

rough salmon
#

idk if i said this but this mod is in my catagory of always install

mossy mortar
#

we also have the same issue with quota rollover
here's our profile code
018f3ead-cdbf-6bbc-a3ed-0fd49bfe3a34

broken crescent
#

Oh good(?) haha that should help me narrow it down

broken crescent
#

@vapid shell and @mossy mortar I found the culprit, it's SellMyScrap. For now though, you can workaround it by setting overrideSetNewProfitQuota in their config.

I'll see if I can have a fix for it in the upcoming update though, if possible. Basically they're calling the exact function that I need to stop from being called in vanilla, or each day it will try to advance the quota if you have exceeded it

#

Hmm I'm actually not sure if I can fix anything on my end. HarmonyX runs all prefixes regardless of whether one says to skip the vanilla method or not.

Setting that config value may be the only workaround if you use SellMyScrap

celest oriole
#

One idea: disable the vote of ship departure if there is only one person dead (unless there is only two players in total)

#

It has ruined a lot of rounds for me

broken crescent
#

Good idea, although I expect that might only work if you're the host. I'll look into it

sour rain
#

host-sided mod

#

works like a charm

#

i suggest MVotePercent of 0.4 and min of 2, max of 3

#

works great for me in my (usually) 4-5 player games

#

occasionally up to 7 or 8

celest oriole
broken crescent
#

Somehow in my testing for scannable players (and masks pretending to be players), a bunch of masks kept spawning after they couldn't kill me from using invincibility lol

#

spoopy

broken crescent
#

Alrighty folks there's a lot of new options in today's update SO I'm going to throw it on GitHub first as a "beta test" before I put it on Thunderstore. Obviously I tested each feature myself but I can never account for all scenarios or mod combinations that you guys have.

https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases/tag/v1.2.5

GitHub

v1.2.5 - More improvements

Added a manual timer to the better time monitors to help with frame loss when using mods that increase the time display update cycles.
Added an option to save the last u...

#

If you do end up downloading it from there, let me know how it goes if you try some of the new things.

My personal favorite - sneaky masks!

#

It's pretty terrifying

light girder
#

XD

broken crescent
#

Yeah it was just a few lines of code for me and I don't want the overhead of those other mods ๐Ÿ˜„

#

It stays disabled unless you enable the option though

narrow oriole
#

ah yes, mimics cloning themselves on invincible players, the classic

broken crescent
#

I'm sure those mods are more extensive also

kind turret
proven moth
#

im ngl

#

I think there should be a point where you seperate similar features into different mods

#

This is becoming "This mod is just a modpack as one mod"

broken crescent
#

haha yeah, I'm aware that's actually a pretty big controversy. I'm being stubborn and sticking to my own preference for this though, at the same time trying to make sure any new/large things are disabled by default

#

I just don't want to maintain multiple mods unless I come up with something very different

gentle wagon
#

๐Ÿ‘‘ you dropped this Shaosil

proven moth
#

What consititutes as "very different" here

gentle wagon
#

This thread as well as LateGame is my favorite mods to check in on

broken crescent
#

I guess a mod with a lot of code that focuses on one specific thing

proven moth
#

idk

#

I just think changing things ranging from changing enemies, to changing how the ship appears, etc., would be considered "very different"

#

but all this is just imo and you're free to do as you please

broken crescent
#

Thanks for the feedback ๐Ÿ˜Š

kind turret
#

Noticing that with ShipPlaceablesCollide set to false, I can place the signal transmitter on the bunk beds just fine, but the file cabinet is a no go. Is it possible to allow the file cabinet to still be used as a shelf?

broken crescent
#

Oh that's a good catch, hmm. I'll see what I can do

kind turret
#

ty ty :]

sour rain
#

how does sneaky masks work out of curiosity

#

the one thing that bugs me about masks in vanilla is that converted players' suits dont sync properly

#

only the host can see the suit of the player that was converted, for all other players it becomes vanilla orange

#

which pretty much none of us wear, so it's an immediate tell (the only orange suit player has switched to bee suit in v50 ๐Ÿ˜›)

broken crescent
#

It's pretty straightforward, they take on the name of a random player (or the player they killed, if any), their masks are hidden, and they change their suit to the same player they took the name of.

So basically masks will ALWAYS spawn using a specific targeted player to mimic, which includes their suit

#

So the only time you'd see an orange suit is if the player they're mimicking is wearing one

frail rapids
#

Moons are no longer showing their price?

#

Actually, none of your terminal patches work

broken crescent
#

The moons price should definitely work. Do you have other mods modifying the moon catalog?

#

I'll have to double check the blank screen fix though

light girder
frail rapids
#

I don't

frail rapids
light girder
#

Ah

broken crescent
#

Hm. Pass me a code and I'll check it out soon. This is 1.2.5?

#

Or 1.2.4

frail rapids
#

1.2.4

#

Profile code : 018f410c-5170-e454-df53-f86da4abb80b

light girder
broken crescent
#

Well that's interesting

#

If anything I'd expect 1.2.5 to break that lol

#

I'll check it out

frail rapids
#

Just found it lmao

#

when something breaks, it's always mrov's fault xD

#

it's WeatherTweaks

broken crescent
#

Ah ok glad you figured it out

frail rapids
#

Tho that would mean I'd have to disable weathertweaks for your patches to work

broken crescent
#

Hm we're probably trying to modify the same function

frail rapids
#

i'll try stable WeatherTweaks to see if it has the same issue

#

Yeah same problem with stable

broken crescent
#

I can check what they're doing later to see if there's any way I can play well with it

#

With some mods like BetterItemScan, it's just not possible because we're touching the same code parts

light girder
broken crescent
#

Not yet but it's a soon todo

wind grove
#

What was the update the other day?

broken crescent
light girder
narrow oriole
#

I'm a bit surprised if those mods don't fix it

frail rapids
#

Just joking haha

vapid shell
#

i love instigating

light girder
#

lol

misty swallow
#

oh what

misty swallow
frail rapids
misty swallow
#

umm

#

hmm

#

can you check what happens on Stable when you toggle ForceTerminalPatch in the config?

#

(I don't remember what's the default value)

tropic saddle
broken crescent
#

My friends and I found a couple bugs with the new beta update

  • Clients don't see the Steam player names when ScanPlayers is on
  • You can see your own scan node when looking straight up or down

Will fix

misty swallow
light girder
#

The MROV mark of stability strikes again!!!!

misty swallow
#

yeah, no

misty swallow
bold edge
sly iris
#

Any good guesses on why the credit screen is completely white?

broken crescent
#

Is that on 1.2.4? That usually happens if the first render call never happens, which I break sometime shifting code around. Also, does it fix itself after you spend money?

And are there any errors?

sly iris
#

no errors! but i can check if it changes if i buy something

#

it's 1.2.4

frail rapids
sly iris
broken crescent
#

Ok cool, thanks

sly iris
#

Tried to change it from credits to something else (time) and that shows. So it seems to just affect credits

broken crescent
#

It looks like that log might not include the ship setup stuff that happens when you start a game, any chance you could send me one after hopping in and letting it try setting up the monitors and such?

#

aw I found a pic from when monitors were just a wee lad

sly iris
broken crescent
#

Ah, no worries if it's trouble but sure if that's worth a try. No rush though I probably can't do any devving until later ha

sly iris
broken crescent
#

Ok thanks. According to the log it never reaches the code that even attempts to update it, which appears can only happen if my "update timer" isn't running, but I don't see how that could happen since it's a postfix of StartOfRound.Update()

Hmm

#

Like, it creates the credits monitor successfully and there are no errors so I think everything else is ready to update

#

I guess hand me a profile code if you want and I'll see if I can track something down later

sly iris
sour rain
#

v1.1.13 includes this change:

Improved the behavior of AlwaysShowNews when set to false.
this was done by setting GameNetworkManager.firstTimeInMenu to false, which does accomplish the goal of not displaying news when you launch the game, but it has the (unintended?) side effect of removing the "squash" animation and sound effect from opening the menu (after you launch the game for the first time, not when returning to title screen)

#

it would be nice if that could be addressed

#

for now i will probably just re-enable the news setting because i like that little immersive touch the animation/sounds provide

#

but it's taken like 3 weeks for me to realize what mod was causing that issue and why

#

right now, the setting doesn't even work as described, because by default the game only shows news when your save data is from a different version of the game you are currently playing

#

(if you go back and forth between having morecompany enabled/disabled, it can cause the news screen to pop up erroneously because morecompany changes the game's version number)

sly iris
#

hmmph, "squash" animation"?
i will change my settings aswell

sour rain
sly iris
#

aah, i think i understand

sour rain
#

right now the second part is missing so it goes straight from boot-up to the title screen

sly iris
#

aaaaaaah gotcha, i didn't even noticed that

#

thanks for the info! Gonna check that too if my animation is gone

broken crescent
#

Huh I guess I need to look at how the news works more carefully, maybe I should remove that altogether. Originally I had it in there because it was popping up every time I opened the game

broken crescent
#

Oh good, I checked the code of MoreCompany and saw I only needed an additional 2 lines of code to have cosmetics work with my sneaky masked option

sly iris
#

Sweet!

broken crescent
# broken crescent https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/blob/master/CHA...

This has been updated to fix a few bugs that I found last night. I'll probably publish it to Thunderstore tomorrow if no one finds any big bugs with it today/tonight (including myself)

The mask option supports MoreCompany cosmetics with this release

https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases/tag/v1.2.5

GitHub

v1.2.5 - More improvements

Added a manual timer to the better time monitors to help with frame loss when using mods that increase the time display update cycles.
Added an option to save the last u...

narrow oriole
#

@broken crescent I forget, do you grab the textures for the external and internal camera based on the monitor's MeshRenderer or finding the actual cameras?

#

looking to swap them around in OpenBodyCams and I don't want to change what your enums for BetterMonitors represent

broken crescent
#

Haha both actually.

For editing the post processing, fps, and resolution, I find it by:

            var externalShipCamObj = StartOfRound.Instance.elevatorTransform.Find("Cameras/FrontDoorSecurityCam/SecurityCamera")?.GetComponent<Camera>();```

But for assigning the monitors, I use:

```case eMonitorNames.InternalCam: targetMat = _oldMonitorsObject.GetComponent<MeshRenderer>().materials.FirstOrDefault(m => m.name.StartsWith("ShipScreen")); break;
                    case eMonitorNames.ExternalCam: targetMat = _oldBigMonitors.GetComponent<MeshRenderer>().materials.FirstOrDefault(m => m.name.StartsWith("ShipScreen")); break;```
#

(sorry for bad formatting, on phone)

narrow oriole
#

oh, I see, hmm

#

I guess I'll have to test those both then

broken crescent
#

Sorry ๐Ÿ˜†

narrow oriole
#

all good, I get why you'd need to do that

#

easier and better to use the vanilla material than to recreate it presumably

wise citrus
#

Hey my man can i come with a suggestion ๐Ÿ‘‰ ๐Ÿ‘ˆ

broken crescent
#

Of course! Best case is I love it so much it's in the next update, worst case is I'm like nah I'm good. Most likely case is it gets added to my backlog ๐Ÿ˜…

narrow oriole
#

@broken crescent another question, with BetterMonitors enabled, do you make sure that any ship cameras not attached to a monitor are disabled (unless looking at the door screen)?

#

I'm gonna be screwing with the camera enabled conditions some more and I need to make sure it'll work correctly with BetterMonitors

broken crescent
#

Hmm I don't know that I manually disable ship cameras themselves. But I do hide the original monitors gameobject, (and reassign the ManualCameraRenderer meshes) if that's similar.

narrow oriole
#

hm, I suppose it would have the desired effect, I think

#

since I'm assuming that any ManualCameraRenderer that you don't assign to a monitor will still be set to look at visibility of Cube.001, which will be invisible?

broken crescent
#

Yeah I think so

narrow oriole
#

NODDERS I think that'll be okay then

broken crescent
#

Well wait

#

Let me check

#

I may be reassigning their meshes either way

narrow oriole
#

uh oh

#

is better monitors made up of one big mesh?

broken crescent
#

Technically no, they're separated into groups of 4 small, and each large one is its own

But yeah

            // Assign our middle screen's mesh to the manual camera renderer script of the main screen and two cameras so they know when to render
            var newMesh = newMonitorsObj.transform.Find("Monitors/BigMiddle").GetComponent<MeshRenderer>();
            StartOfRound.Instance.mapScreen.mesh = newMesh;
            StartOfRound.Instance.elevatorTransform.Find("Cameras/ShipCamera").GetComponent<ManualCameraRenderer>().mesh = newMesh;
            StartOfRound.Instance.elevatorTransform.Find("Cameras/FrontDoorSecurityCam/SecurityCamera").GetComponent<ManualCameraRenderer>().mesh = newMesh;```
narrow oriole
#

wait and bigmiddle is just the center column?

#

if so, how would that work when they're assigned to side monitors?

#

either way, it would be really good to make it not do that if they're not assigned, I'm looking to reduce the cameras that render when not using your monitors but it'd be nice to have the same functionality either way

broken crescent
#

I can look into only reassigning the mesh if they're in use, sure

And hm, yeah I'm pretty sure BigMiddle is just the single big screen that shows the map and planet info and stuff. Should that not work?

narrow oriole
#

I mean, if the camera is assigned to one of the corner monitors, I would imagine it should be possible for that not to be visible while the camera's monitor is

#

ideally it's just a frustum check, but Unity's visibility flags are also affected by shadow maps, and that may be why it's still working for you

broken crescent
#

Huh yeah maybe I just got lucky

narrow oriole
#

but yea it definitely shouldn't work taht way

broken crescent
#

I should redo that while I'm in there to use the mesh where the material is actually assigned

narrow oriole
#

in OpenBodyCams, I set it up to override the visibility for the internal camera specifically because it was causing a visibility loop that made all the monitored cameras remain visible

#

it'd be really good to look into doing manual frustum checks

broken crescent
#

Although in theory you could set one of those cams to show up on every single screen lol

#

I guess I'd just use the first one found

narrow oriole
#

well

#

you could generate a bounding box for each camera in your own code and check that

#

that way it's only one frustum-bounding box intersection that you have to check, but it'll cover all the monitors that a camera is assigned to

broken crescent
#

Fancy

narrow oriole
#

in fact, if you make some disabled colliders for each screen and assign them to a list, you could create some pretty accurate bounds to reduce the amount they render further

#

though that's not gonna have a huge effect in practice probably

#

that's what I had Plastered Crab set up in the Black Mesa mod

broken crescent
#

Yeah and I thought it went by some random mesh.isvisible code, would that even work for colliders?

narrow oriole
#

but in that case it matters more because there are like 10 cameras lol

#

what I mean by a frustum-bounding box intersection is using GeometryUtility yourself

#

that way, you can exclude certain cameras from the check, as well as using whatever bounds you want

#

this is how I prevent the internal camera from making the cameras perma-enabled

#

as well as making sure that the door screen actually updates

broken crescent
#

Ok sorry I must have got lost somewhere along the way, lemme back up a bit

So let's say someone has 3 internal cams assigned to random monitors. I think all I'm doing is assigning that same existing render texture to the materials of those 3 monitor meshes.

And then assigning the internal cam's ManualCameraRenderer mesh to the big monitor in the middle, which just happens to work I guess.

I thought what you're saying is I should use the mesh where the render texture actually resides instead of that middle one, to ensure it stays visible when viewing the mesh in person.

I'm not connecting the dots to colliders

narrow oriole
#

ah sorry

#

the colliders are just to make it easy to create a bounding box in the editor that you can reference in code

#

you just grab their bounds and throw them into a fixed array, then you can reuse those every frame for visibility testing

#

the main thing is just that when using GeometryUtility, you actually need to ensure that the bounds encompass the visible portions of the materials, since you won't get lucky with shadow maps when you use that lol

#

you can just use the bounds of your renderers if you don't want to go to all that trouble, which would be totally fine

broken crescent
narrow oriole
#

did you look at the code I linked? this doesn't really have anything to do with the vanilla class, it's just a way to determine if something is directly within the camera's frustum

#

the point is to use frustum tests to disable or enable the cameras that ManualCameraRenderer drives, but it has nothing to do with that class

broken crescent
#

Ah not yet, using my phone and about to put the kiddos to bed lol

Ok I think I see what you mean, I'll check that out when I can ๐Ÿ‘๐Ÿผ

narrow oriole
#

NODDERS sounds good

#

I'll look into what happens as it is currently while I'm testing if I break GI lol

languid salmon
#

Question, is this fix addressing what i posted here sometime back?

#

If so, ty for changing that!

broken crescent
languid salmon
#

Ahh i see i see, nice tho!

frigid bramble
#

is this intended

#

actually, i don't even have the camera enabled, this is what it looks like with the monitors on

sour rain
#

unsure if this is a bug relating to the new beta, but it's possible, so i will report it to be safe

#

we ran into a bug with the inverse teleporter where different clients were seeing it in different places every time it was taken out of storage

#

and no matter what, nobody could get it to work

#

it would do teleporter particles and everything and then just not warp

#

i was using the latest beta version as host and all the clients were using latest from thunderstore

misty swallow
broken crescent
#

Haha I totally forgot ๐Ÿ˜… let me write it down now

broken crescent
broken crescent
# misty swallow Hey, did you find out what was the issue with WeatherTweaks? ๐Ÿฅบ

Found it, since you're stripping out the text "[planetTime]" my code didn't realize there was anything to change.

I updated my end though and it will now work with WeatherTweaks directly as well as hide the weather in the terminal moons catalog (which in theory should work whether your TerminalForcePatch is true or not), while still allowing discovered moons and moon prices to work

#

It will be in the next update

misty swallow
#

yippee! ๐Ÿ˜‡

broken crescent
sly iris
#

will my white credit screen be gone? C:

broken crescent
#

Oh that. Uhhh, maybe? I forget if I checked that or not already, I'll double check later if I remember

#

If not this release then next, but hopefully this one

sly iris
#

No rush! Really appreciate it whenever it comes

broken crescent
# sly iris No rush! Really appreciate it whenever it comes

Oh there's something weird going on with your profile. My Update() patch isn't getting called, because none of the animated monitors (fancy weather and sales), door monitor, or credits monitor are updating, all of which rely on that StartOfRound.Update() postfix. I'm trying to find out what's surpresssing it

#

Wait I think I found it

#

one sec

sly iris
#

happend recently and i have no idea why. Some update maybe. Think it's affecting other stuff aswell

broken crescent
#

Found it. ShipMeltdown is throwing an error in StartOfRound.Update(), which must occur before mine can be called and is preventing it from running completely.

Sadly with these mods, if one mod is throwing an exception on a particular function patch, it affects ALL other mods down the line that also hook into that function

#

Give me like 5 minutes and I'll get you the exact exception

sly iris
#

Alright would never have guessed that!

broken crescent
#

I saw the error after I turned off the Unity log suppression mod

narrow oriole
#

you could potentially sidestep the issue by creating your own component on StartOfRound, no?

broken crescent
narrow oriole
#

StartOfRound is a bit of a hotspot though, it's always seemed weird to me to patch its update function

#

it runs for the duration of the round so it seems pointless to use that instead

broken crescent
#

Yeah, though I've had just as much trouble with other mods throwing random exceptions in lesser known classes, sadly. But if it keeps popping up I'll move things around

broken crescent
sly iris
#

i will bring the message forward

narrow oriole
broken crescent
#

I'm surprised my mod works half the time when there's like 200 other mods in the pack ๐Ÿ˜…

sly iris
#

hahahahahah

#

i'm quite proud and surprised that there aren't more bugs in that

narrow oriole
#

I think the difference for me between StartOfRound and other things is that I feel like I normally need to patch its .Awake() or .Start() before I ever need run an update every frame that players are in a save

#

so there's hardly any difference imo between having a component and a patch

broken crescent
#

Yeah that's a safer way for sure too

#

This is way off topic but for the other modders in here, am I the only one that ever thinks "man I should make a game"?

Bonus points if you have several started, and then VERY unfinished projects

The main reasons I stop are one or more of:

  • It gets boring
  • It wasn't as fun as I thought
  • I want to work on or play something else
  • I get busy with something then it slips off my radar
  • I run out of ideas for it
narrow oriole
#

for me, I tend not to have big game ideas, so not so much I guess

#

I did try starting one at one point, but that was waay back and I didn't have nearly enough knowledge or resources then

#

but yeah, my interest is also pretty fleeting lol

#

if I did have ideas I probably would get sidetracked way too easily

broken crescent
#

Exactly..

light girder
#

You still planning to drop 1.2.5 tonight?

#

;o

broken crescent
#

Haha, yeah me and my friends are going to do a few rounds now and if I don't notice anything majorly wrong I'll deploy it right after

kind turret
#

This is more curiosity & less a request because i imagine the work for it wouldnโ€™t be simple, but any thoughts on the fancyweather monitor having weathertweaks compatibility?

broken crescent
#

Hmm good question. When I was skimming through his code I saw @misty swallow does have some sort of GI check in there and doing something with the monitors so that might also be a good thing for his input

rough salmon
#

what will 1.2.5 add?

broken crescent
#

Basically saving suits, saving furniture, more sneaky masks

rough salmon
#

will suit saving work if host doesn't have the suit?

broken crescent
#

Not the way I code it, I save it on the hosts side and associate Steam IDs to suit IDs. I'll double check I note that in the config description

rough salmon
#

ok

broken crescent
#

I may look into doing it both ways, we'll see ๐Ÿ˜„

rough salmon
#

:D
would be cool to have your suit display in other save files that are not yours
since modded suits won't work unless you are the host or host has 1 of the suit mods you have

light girder
broken crescent
little spire
#

Having an issue where the GI forcefully shows the console with no text inside then the game launches vanilla as soon as the console appears

#

@broken crescent Sorry for the ping, just thought you should know this

proven moth
#

Oh

#

Oh dear

mossy mortar
#

do you have weathertweaks or betaweathertweaks?

#

i got the same problem

mossy mortar
#

disabling betaweathertweaks it works as modded again

#

i dunno something breaks

#

i tried disabling GI with betaweathertweaks abled it runs as modded again

mossy mortar
little spire
#

I really wanna play with the beta tweaks tho

mossy mortar
#

it works with the regular weathertweaks

#

but not beta

vapid shell
#

Pst

#

Hey Mina

#

whats going on here

proven moth
#

game runs vanilla if GI 1.2.5 + BetaWeatherTweaks

mossy mortar
proven moth
#

idk

#

I'll peep

mossy mortar
#

i got mine running modded with GI + WeatherTweaks but not betaweathertweaks

proven moth
#

ok yeah nvm regular WeatherTweaks is fine