#General Improvements

1 messages ยท Page 10 of 1

broken crescent
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All good! There are definitely bugs out there I'm trying to fix ๐Ÿ˜„

broken crescent
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Ah that's why I missed the blank screen with OBC in the new version, I was testing with an outdated version of OBC ๐Ÿ˜…

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I'm not seeing the resolution bug you reported for internal and external cams, are you still seeing that?

silver jetty
broken crescent
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Oh perfect ok, I'll still look into why Helmet Cams is broke but that's good to know

warm pivot
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how do i fix cameras perceive

broken crescent
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If you're using OBC it will work if you buy it from the store or turn that config setting off

warm pivot
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ahhhh i c

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ty

wind grove
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am i safe to update gi yet heard last night to revert one version

broken crescent
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It seems like the biggest problem so far is ShowBackgroundOnAllMonitors is broke, OBC works with it just fine from what I can tell, provided you buy it from the store or disable that option

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The Helmet Cameras mod may be broke with it, I haven't had a chance look yet

wind grove
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i use open body cams, so in theory everything wokrs fine with open body cams?

broken crescent
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From my end, yeah

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Unless other mods have conflicts or something

wind grove
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gonna update back to 1.2.7 then thanks

versed path
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hey quick question i forgot to get logs but have you had anyone report the top monitors not working after the ship gets hit by lightning? with better monitors on and no extra monitors. it wouldn't fix itself till a full game restart.

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maybe it was just coincidence with lightning but that's when it happened.

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i guess the only thing i didn't try was to land the ship (it was broken when landed and not after orbiting) and walk outside the ship and back in. flicking them on and off didn't help and leaving and entering the lobby again didn't help.

broken crescent
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There's a github issue about that I need to look into (seems it persisted from a previous version too)

versed path
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any logs i should enable on my end to help if i run into it again?

solemn rain
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Sorry, I have a question that maybe has been asked before: Does UseBetterMonitors/AddMoreBetterMonitors add considerable lag to the game? I have a friend that has an older pc and was wondering if i should leave it enabled or disabled for when I share the profile

dusky stirrup
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Stormy Weather killed the monitors

grave heron
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Iโ€™ve noticed this as of the past couple updates as well. Regardless of the setting that the quality slider is on, they show the default quality.

broken crescent
# solemn rain Sorry, I have a question that maybe has been asked before: Does UseBetterMonitor...

UseBetterMonitors can add overhead if you use monitors that need rendered very often, but most of the monitors just take a snapshot as needed. The snapshots are a bit expensive though so it might be worth it to try it once with and once without and see if they notice a difference.

I might recommend leaving my scanner fix off though, I haven't fully optimized that yet and it might decrease fps

broken crescent
broken crescent
dusky stirrup
versed path
grave heron
narrow oriole
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@broken crescent another suggestion for the API, it might be nice to be able to get the maximum monitor ID, and preferably have that available before even loading into a game

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perhaps with an event for when it changes

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I know the event might be tricky, but it would be handy to be able to modify my config option's acceptable value range

narrow oriole
tacit linden
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Having some sort of crash at launch issue with the latest GI update and AubPiggybackAPI & Sentinel_mod

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dropping down a version seems to "fix" it for some reason

light girder
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@broken crescent

narrow oriole
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might want to grab a crash dump from %tmp%\ZeekerssRBLX\Lethal Company\Crashes

tacit linden
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what are yall using to read the .dmp?

narrow oriole
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I normally use WinDbg, but if you haven't used it before it's a bit of a pain

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I'd recommend uploading the .dmp file here

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I can run the analysis

tacit linden
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I get so many crashes Ill have to figure out how to do this eventually anyways haha

narrow oriole
tacit linden
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tyvm

narrow oriole
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you can install WinDbg from the Microsoft Store

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make sure to run the x64 version

tacit linden
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grabbed ty ๐Ÿ‘

narrow oriole
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you'll want to add the symbol server it suggests near the top, then run the analyze command that WinDbg suggests when opening the dump

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looks like it's happening in the garbage collector, hmm

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UnityPlayer!MarkSceneRootsAndReduceLiveObjects+0x8a
UnityPlayer!GarbageCollectSharedAssets+0xd5
UnityPlayer!UnloadUnusedAssetsOperation::IntegrateMainThread+0x16
UnityPlayer!PreloadManager::UpdatePreloadingSingleStep+0x1e1
UnityPlayer!PreloadManager::WaitForAllAsyncOperationsToComplete+0xc5
UnityPlayer!PreloadManager::UpdatePreloading+0xaa
UnityPlayer!ExecutePlayerLoop+0xf7
UnityPlayer!ExecutePlayerLoop+0x284
UnityPlayer!PlayerLoop+0x263
UnityPlayer!PerformMainLoop+0x2eb
UnityPlayer!MainMessageLoop+0x14b
UnityPlayer!UnityMainImpl+0x1d7b
UnityPlayer!UnityMain+0xb
Lethal_Company!__scrt_common_main_seh+0x106
vapid shell
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so uh

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how the fuck do i get rid of this white screen

light girder
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or

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set something on it

vapid shell
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question about this config

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wait

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nvm

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i figured it out

narrow oriole
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oh crap I forgot to update that config description

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will do that in the next update

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it works with GI now

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at least it does if you have 1.2.7+

vapid shell
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well

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hm

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how do I

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remove the internal

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wait

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hold on

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i got this

broken crescent
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Did a quick check to see why the HelmetCamera mod doesn't work after my refactor and it's basically because my initialization code happens instantly now.

HelmetCamera is using a 5 second delay to specifically change the old monitor wall's render texture, which my old method used to have time to grab

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I actually don't think I'm going to fix that compat

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And instead just recommend OBC to anyone who complains ๐Ÿ™ƒ

broken crescent
narrow oriole
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like wouldn't you have an "expected" material for a screen any time after the game starts? or am I misunderstanding how your new system works?

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I'm thinking that it could check if the material differs from the previously expected material and if so, treat it as replaced

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(maybe I should look at how you're doing it now...)

thin pecan
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The right monitor isn't working

broken crescent
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@versed path and @dusky stirrup would one or both of you mind giving me a profile code to check? Being hit by lightning "works on my machines" when I turn the monitors back on =/

broken crescent
versed path
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one sec ye

narrow oriole
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oh wait

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I forgor that Helmet Cameras doesn't assign to your monitors

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nvm

broken crescent
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Ah yeah you're referring to that

versed path
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this happened last night so it might not actually occur if it was fixed. i saw you had pushed an update to potentially fix it.

narrow oriole
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feels bad breaking compat with it though, as much as I'm proud of OpenBodyCams I don't really like the idea of breaking competing mods

versed path
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018f6fcd-2e1d-9518-0ef7-491a985bcd0c

broken crescent
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Haha yeah, honestly part of this is just laziness

narrow oriole
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understandable really

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it's a very strange choice to delay init for 5 seconds

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I'm honestly shocked it ever worked with your mod

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how did it?

broken crescent
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I have no idea how my Start() took 5 seconds to happen but yeah apparently

narrow oriole
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nah it definitely didn't

versed path
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yeah i believe it was 1.2.6 when it broke, tho i did update my code to 1.2.7 today.

narrow oriole
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ok now I'm curious

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I'll hack into it

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you know what's really funny to me? the component that manages the camera in Helmet Cameras is the Plugin class

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I forgot that was the case

broken crescent
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I know lol that threw me off

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(I only looked at that code for like 2 minutes so I might have missed something)

narrow oriole
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nah it really does that

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oh wait, I guess the name is deceptive, it's not actually the BepInPlugin class

dusky stirrup
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give me just a moment

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if it helps: my day 1 seed has Assurance always Stormy

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though it first appeared on CaltPrime (likely unrelated to the moon though)

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018f6fda-e0ca-2fee-d52f-55840d30d622 @broken crescent

sage hatch
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Oh what are your monitor settings for that blue text??

narrow oriole
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@broken crescent I figured out why HelmetCameras is broken

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it's the stupidest thing ever

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so, you know how you switched to using sharedMaterials so that it would stop cloning the material all over the place?

broken crescent
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๐Ÿคฃ oh

narrow oriole
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by using materials instead before, you were making the external camera material single-user, which meant that when Helmet Cameras accessed it the same way, it was already single-user and it didn't clone it

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by making it not be single-user before Helmet Cameras gets to it, that means that Helmet Cameras makes it single-use at the same time that it is assigning the texture

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so it doesn't apply to your material

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Unity is so stupid I cannot believe this

broken crescent
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that's so dumb and overly complicated

narrow oriole
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literally

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ACCESSING the unshared materials field

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instantly makes all of the materials single-user

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so basically, the easy solution is just to make it single-user as early as possible

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funny thing is, it also makes materials single-user when you simply open a renderer in UnityExplorer because of that side effect

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nobody can convince me that it was a good idea to make that property

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absolutely ridiculous

broken crescent
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I don't even totally understand that

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but I get what you're saying

narrow oriole
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so, in 1.2.5, this sequence of events would happen

  1. You access [VanillaMonitor].materials[2] to get the material
  • That makes all materials contained by [VanillaMonitor].sharedMaterials[] single-user
  1. You assign that material to your monitor model, presumably using sharedMaterials since the material is shared
  2. Helmet Cameras accesses the [VanillaMonitor].materials[2] to set the texture
  • Since it is shared between the vanilla monitor and your monitor, it affects your external camera material
    in 1.2.6:
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oops

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  1. You access [VanillaMonitor].sharedMaterials[2] to get the material
  • It does not make the materials single-user, the material is shared between you, the vanilla monitor, and the door screen
  1. You assign that material to your monitor model, and it is shared between the vanilla monitor, your monitor and the door screen
  2. Helmet Cameras accesses [VanillaMonitor].materials[2], which clones the materials stored on that monitor, then it sets the texture
  • Since the material is now a clone of the original material due to changing it to single user inside Helmet Cameras's code, it does not affect your material
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maybe that makes sense

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the benefit of it being single-user is that modifying the material of the monitors doesn't affect the door screen, but the downside is that if you do that even if Helmet Cameras isn't present, it's using memory for no reason

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it also must be done as early as possible so other mods will get the single-user material and not the shared one which will now only affect the door screen

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I'll test my theory in UnityExplorer real quick tho

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yep

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I attached

static void Prefix()
{
    var teeheeILoveSideEffects = UnityEngine.GameObject.Find("Environment/HangarShip/ShipModels2b/MonitorWall/Cube.001").GetComponent<UnityEngine.MeshRenderer>().materials[2];
}

to MonitorsHelper.InitializeMonitors() and then it worked zany_exploding_head

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I now firmly believe that the materials property should be removed

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I'm not entirely sure how it still considers it to be "single-user" after you assign the material to your renderer, but it doesn't surprise me that it can't track that

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yet more reason why this shouldn't be a thing

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maybe it doesn't even have a concept of single-user materials, but rather a concept of a material being "owned" by a renderer

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which seems even stupider

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from the docs:

Modifying material will change the material for this object only.
I have just proven this is false, it doesn't clone the material again if I access shared material of the mesh that was made to be but is no longer single-user lol

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anyway enough ranting, mystery solved, it was a Unity moment

sour rain
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materials, sharedMaterials, mesh, and sharedMesh are my least favorite 4 fields in unity

broken crescent
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Ok. Huh. So all of that is perfect bullet points of more reasons why I'm not going to fix that ๐Ÿคฃ Thanks for the explanation though

narrow oriole
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it's not hard to fix as you can see from my prefix

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I would rather you allow people to use alternatives than make my mod into a monopoly lol

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I already have to run my code after your initialization, so it shouldn't be a big deal to single-userify it

light girder
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@broken crescent So there is a bug

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Had this with 1.2.6 too

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If the ship gets struck by lightning the monitors break.

vapid shell
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electronics fried

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gg

light girder
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Log if it helps

rough salmon
broken crescent
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I think I see the code that might be causing the lightning strikes to softlock the monitor power... it's also related to material comparison being a bit unexpected. I'll go ahead and tweak that part and assume that will fix it in the next update

hardy fable
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Oh yeah that happened to me last time I played

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Lightning struck and the monitors didnt turn back on, but we were on the last round of the night so I didnt think much of it

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I think OpenBodyCams got a recent update for GI so I assumed it had something to do with that

rough salmon
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let me reproduce it rq

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strange it seems to not be consistant

broken crescent
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Yeah I can't repro it for the life of me lol but I think I have a fix locally. In the next update it should be gone

sour rain
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on the topic of monitor fixes, could we have the lavendar back for challenge moons?

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:-)

narrow oriole
light girder
narrow oriole
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thing is, I don't touch any of the other monitors' materials when that happens, so unless it only happens to the one you have the body cam assigned to, it would have to be an error for it to be my fault

grave heron
light girder
pliant plank
narrow oriole
grave heron
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Whoops sorry

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I referred myself to the username color

narrow oriole
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yeah, understandable

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I'm just nosy in this thread so you see my green name a lot here too lol

broken crescent
broken crescent
hardy fable
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Supposedly the conflict with OBC has been fixed

bronze gyro
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@broken crescent can you add fancy weather display compatibility for this mod when it comes out? #mod-showcase message

broken crescent
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@vapid acorn Just a heads up, v1.2.7 is not as broken as we thought on release, and I think you can remove this patch of yours. (1.2.7 has a small bug or two but nothing very important by itself)

I wouldn't normally care, but I actually need to do further transpiling in that method in the next update, and when I try I'm getting some IL errors about labels not being defined (it works when I remove your mod)

No rush, just let me know when it's removed since I won't be able to update mine until then.

broken crescent
prime mulch
# vapid shell well

Wait how did you get it that your ExternalCam looks so perfect like without a color filter my ExternalCam always looks like it has this weird green filter on it ๐Ÿ˜ฎ

sage hatch
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apparently added slots (from hotbarplus and reserveditemcore) in general don't work with the UI's lightning indicator huh

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this is probably already known tho but I just thought to say it anyways ๐Ÿ‘

prime mulch
tropic saddle
broken crescent
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Very likely a mod conflict since I'm seeing it work elsewhere. Any error logs?

tropic saddle
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ill send log in a sec

tropic saddle
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cuz persistent hasnt been updated recently

umbral ermine
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how can i turn the monitors back on after a lightning hit the ship?

broken crescent
broken crescent
tropic saddle
tropic saddle
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like before yesterday this bug didnt happen

broken crescent
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Ok sorry that's just what it looked like from the log error. I'll make a note to download persistant purchases soon and check it out

tropic saddle
broken crescent
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I honestly have no idea, I've never looked at that mod before

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The only thing that might be a problem is some errors cascade to cause other random issues, which might be what's happening with that launch skip not working

vapid acorn
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2.6.9 has it removed o think

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the latest update was purely me reading it

bold edge
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same happened to me one time

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on 1.2.7

broken crescent
broken crescent
bold edge
tropic saddle
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its not that big of a deal tho tbh, PP is not that necessary of a mod

broken crescent
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I'm not super optimistic lol but maybe? I'd like to get it released sooner rather than later so if I get a chance to look into that one, and it's a quick fix, maybe

low gyro
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how's masked related stuff going?

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sorry, i just like masked a lot

broken crescent
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Currently overhauling the masked entity options into several different config options in their own section and adding 2 or 3 new stuff for them. The last thing I have to do with that is get their name billboards working which I'm having a bit of trouble with

low gyro
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woop woop!

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oh hey,

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if i haven't already told you about this, you might wanna check thus out

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(shameless plug)

broken crescent
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Oh cool lol

low gyro
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yeah

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its a pretty basic edit, i think

broken crescent
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Yeah the next release will have options for no dot spinning, no arms reaching, name billboards, and like I said some config changes (they smoothly migrate)

low gyro
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oh wait,

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is it possible to have them still move around on the moniter (spinning but only when near enemies, looking around) but have it synced with their actual movements?

broken crescent
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It is by default. The spinning is an animation on the dot itself

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So they will look natural if that's disabled

low gyro
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?

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no no, i mean they still spin, but their in game model spins with it, which it doesn't

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thats why their dot still moves when dead

broken crescent
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Ah you want them to actually spin lol. Uhh. Maybe eventually

low gyro
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maybe instead of no movement it's just a very subtle looking to the side and behind, like a player checking for enemies

sage hatch
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okay Im confused which monitor # is this one?

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its not showing the external camera anymore

light girder
sage hatch
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alr ty :)

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WHY ARE YOU STILL GREEN

broken crescent
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The emissive is controlled via something in OBC right?

sage hatch
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OBC?

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oh wait probably not related to me nvm myb

broken crescent
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Ah nevermind I thought you were using OpenBodyCams not the external cam

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I don't have an option for that (unless disabling post processing works? I think it might only for internal cam)

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Worth a try

narrow oriole
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most of the coloring on the external camera comes from the emissive color of the material

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if you turn it off, the darkness turns pitch black

sage hatch
# broken crescent Worth a try

yeah thats what I tried and is what caused the ExternalCam there to be removed, had to set it up back on Monitor9 (when the extra monitors feature is off), but its weird cuz the internal cam above had the filter too but when I disabled post processing and set it back up again it got rid of the green but only for that...

narrow oriole
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Zeekers made them green in different ways

sage hatch
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๐Ÿ˜ญ

narrow oriole
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ideally, instead of disabling the post processing, it would instead give an option to adjust the color correction

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and another option for the external camera emissive color

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at least imo

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disabling the post processing probably does reduce the time spent rendering those cameras, but I really wonder if it'll be noticeable

broken crescent
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Yeah I think I threw that option in there quickly a while back without looking too much into the emission stuff. I may add more options eventually

narrow oriole
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@broken crescent looks like this would do the trick:

UnityEngine.GameObject.Find("Environment/HangarShip/Cameras/ShipCamera/VolumeMain (1)").GetComponent<UnityEngine.Rendering.Volume>().sharedProfile.TryGet<UnityEngine.Rendering.HighDefinition.ColorAdjustments>(out var colorAdjustments);
colorAdjustments.colorFilter.value = new Color(1, 1, 1, 1);
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(if you hook up a config option to the color there that is)

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it also has an exposure adjustment that you could potentially fiddle with

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and contrast

broken crescent
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Finally got the dumb masked billboards working the same way players' do (assuming the new option MaskedEntitiesShowPlayerNames is True, and HidePlayerNames = False)

sour rain
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oh yeah i just realized

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show moon prices doesnt work with after discovery

broken crescent
broken crescent
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v1.2.8 going live shortly

cloud gate
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why is it not applying

limber dome
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the issue wasn't there before updating to 1.2.8

broken crescent
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Must be an error somewhere else, hmm.. error logs?

limber dome
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[Error : Unity Log] ArgumentException: Label #16 is not marked in method DMD<GameNetcodeStuff.PlayerControllerB::SetHoverTipAndCurrentInteractTrigger>'`
This error is in the log

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stack trace points to some Awake() function in generalimprovements

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GeneralImprovements.Plugin.Awake () (at <b6dbe9adf0b447958ed7f9c636f5bd45>:IL_0232)

broken crescent
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Ah IL stuff, ok yeah that would prevent a bunch of other initializations. Since the IL code works for me I'll need a profile code to test this one, sadly

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I'll put a hotfix as soon as I can when I figure out what other mod is conflicting

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Oh wait

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DANGIT

limber dome
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yeah I am trying to find which mod combo causes the issue so you don't have to download the entire profile (123 mods)

broken crescent
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I forgot

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It's facility meltdown

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@vapid acorn sorry man I had a brain fart last night and deployed without waiting for your update

cloud gate
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๐Ÿ˜‚

limber dome
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are you absolutely sure? I am making a seperate profile to test the mod combo that breaks it and it has facility meltdown while not breaking

broken crescent
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For now guys either stay on 1.2.7 or disable facility meltdown until it updates

limber dome
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I'll keep adding mods from my main profile until it breaks

broken crescent
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Well it's the same error I was getting when I had that installed and went away when I disabled it, plus I think it's doing something with that transpiler

broken crescent
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Yeah this one's completely on me

vapid acorn
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2.6.9 also has it disabled so

broken crescent
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Ah there you go, that could work too then. Downgrade one or the other lol

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Stayed up until 1:30 am coding it and was excited everything was working so off it went ๐Ÿ˜…

limber dome
broken crescent
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I think so

limber dome
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I'll try. One sec

broken crescent
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Downgrading FacilityMeltdown to 2.6.9 or downgrading mine to 1.2.7 obviously

limber dome
broken crescent
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Yeah

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I think I've been annoying other modders lately lol

limber dome
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aaaand that fixed it

cloud gate
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yep it is

broken crescent
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Woo

cloud gate
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i just went back to see the changelog on both mods and now i can laugh more seeing the meltdown changelog

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๐Ÿ˜‚ ๐Ÿ˜ญ

limber dome
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poor loaf has to remove the hotfix again

broken crescent
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๐Ÿ˜‚๐Ÿ˜‚

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F to pay respects

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Technically 2.6.10 wasn't necessary but everyone (myself included) thought my 1.2.7 update was very broken when it wasn't

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So the hotfix went back

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And here we are

limber dome
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also since I am already here I have a suggestion for an addition
You know the first deadline message? the one that tells you to route to the company to sell scrap and other goods?
I would love an option to let it play not just on the first deadline but on every deadline

broken crescent
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Good idea I could make an option for never, first, or always actually because I'm the opposite and I don't want to hear it at all ๐Ÿ˜‚

hardy fable
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Do we know when Meltdown update is dropping

broken crescent
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Whenever the great loaf decides, but for now downgrading it to 2.6.9 changes nothing but does fix the problem

tropic saddle
broken crescent
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I don't think it would be too hard since I'm touching code parts that are right next to the things that clear that. I'll make a note of it

tropic saddle
queen summit
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Wasn't there an option to hide the empty part of a scan node?

broken crescent
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HideEmptySubtextOfScanNodes under "UI"

queen summit
broken crescent
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Ah interesting, ok thanks

dire ember
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Every time a darn update of GI happens and i see more stuff poppin' up 'bout masked- I gotta ask, does GI back down with Mirage active? ., . ... if so- can that be stated in the config somewhere so I don't gotta care for that chunk of settings since another mod is messin' with the masked?

broken crescent
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Every setting related to masked in my config is fully compatible with Mirage whether on or off. Some of them do the same thing but it still works either way

cloud gate
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yea it worked fine with both installed at default or not afaik

broken crescent
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Ugh I left debug "error" messages in again dangit. They'll only show up when looking at a masked entity when HidePlayerNames = False and MaskedEntitiesShowPlayerNames = True though

subtle mulch
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You don't know how much I love this โค๏ธ

broken crescent
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Right???? That has been bothering me for soooo long because I test things all the time with LethalDevMode (I need to replace that mod at some point with my own) and I just hate running out of sprint when I can't die

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I'm invincible just let me run ๐Ÿ˜ญ

subtle mulch
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I'd love a updated DevMode mod for when testing mods on their own

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I tend to be helping out with a lot of different projects so a better devmode mod would be sick

broken crescent
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This is the entirety of that mod by the way... it just overrides the Application.isEditor check lol

subtle mulch
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As a standalone not tied to GI

broken crescent
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Ahh yeah we should suggest that to the LethalDevMode modder, I probably won't make a standalone myself

subtle mulch
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@torn kestrel Well? Any chance for adding infinite sprint to LethalDevMode? Sorry for the ping but it's just easier to ping you here ๐Ÿ˜…

torn kestrel
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It's a cool idea but it's a bit out of scope, since I try not to edit the game code at all :p

subtle mulch
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Ngl I never use DevMode without infinite sprint

broken crescent
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I didn't have plans on making any other mods buut I'll think about it maybe. It would make sense

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If I do that I'll just rip it out of GI altogether

subtle mulch
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I never understood why it wasn't part of the dev console to begin with

torn kestrel
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idk how to add items to the dev menu

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but it would be interesting to try

narrow oriole
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but given that GeneralImprovements makes changes by default that may affect the mods I work on, I'd rather test without it initially

subtle mulch
narrow oriole
#

potentially, yeah

#

well-maintained ones should probably not be an issue for any of my mods, but you never know

#

mods that add a lot of debugging functionality (thinking of Imperium specifically) may have to patch a lot of vanilla code for certain things

#

hopefully not though

#

(still need to try it out, it does look very cool)

subtle mulch
#

Yeah Imperium was the one I was thinking about. And same, I also haven't tried it yet๐Ÿ˜…

steel lintel
#

@broken crescent
Heyo! Could you make furniture positions persist between save deletions? I delete saves a lot to test and would love every piece of furniture to remember its position even after remaking a save. ๐Ÿ˜„

#

I use Mrovs UnlockableDefaults for this. However, he has stopped active development for it and it does not remember positions for many of the other furniture types.

arctic zinc
#

i cant seem to get this mod to even run anymore... idk what to do ๐Ÿ˜ฆ

broken crescent
#

What errors are you getting?

silver jetty
#

I can no longer seem to look down? And I can't find it in the settings, where is it?

#

And all of my screens seem broken

broken crescent
#

That means another mod broke something and prevented my code from running

silver jetty
#

It was working yesterday before your update

arctic zinc
broken crescent
#

A couple to check:

  • FacilityMeltdown needs to be 2.6.9 until the next update, there's a transpiler issue that breaks my own

  • PersistentPurchases breaks my code and has to be disabled until it's updated

arctic zinc
#

THANK YOU

#

is there an alternative mod for that in the meantime?

broken crescent
#

For persistent purchases? I'm not sure offhand

sour rain
#

lol

#

i have a plugin called "keepunlocks" that i developed before i found out persistentpurchases existed (like, 2 months before i made mine...)

#

it's a lot less configurable and might not have exactly what you want

#

but it should be compatible with GI

#

I've used both for a while now and haven't run into any trouble

#

although im not 100% sure it's compatible with GI's "save furniture state" settings

#

since i've had to disable those

silver jetty
#

I backdated General Improvements to prevsious version and now it works again

sour rain
#

i believe the persistentpurchases dev is also in this server, so you could get in contact and try to work something out with them

broken crescent
vapid acorn
#

okay 2.6.11 removes it again lmao

broken crescent
tropic saddle
sour rain
#

well

#

i ran into two separate issues with furniture

#

one where the inverse teleporter was desynced between clients and stopped working for everyone until i rehosted the next day

#

and another where placing the shower in storage caused it to float outside the ship for the rest of the game where i couldn't interact with it (it was normal for everyone else)

tropic saddle
#

i have ship upgrades off for keep unlocks

sour rain
#

i dont know exactly what caused either issue

#

but i would guess it's either the ship placeables collide option

#

or the save furniture state option

#

since i have both on vanilla behavior and haven't had issues since

sour rain
#

im not aware of any issues with keep unlocks but if you run into trouble let me know

tropic saddle
sour rain
#

that's what i use, but you are welcome to try using other settings

#

i haven't played extensively with saved furniture states because i just played it safe and disabled it as soon as i ran into trouble

#

although, to be fair, i only use keep unlocks for the suits, so i dont think it would be caused by a conflict

mossy mortar
#

here is the log if that helps

#

018f790c-4748-310b-3d55-fa78af72ef3a
profile code

grave heron
#

What's happening with FacilityMeltdown lmao

arctic zinc
tacit linden
#

all the extra monitors are off and I cant turn them on

#

is there a terminal command to turn them on if camera switch isnt working?

narrow oriole
#

if you're on 1.2.7, I think that's a known issue caused by lightning strikes

tacit linden
#

I am on the 1.2.8 version

sage hatch
#

I had an issue like that too with the new update, reloaded save and then it never happened again for some reason

narrow oriole
#

oh whoops, I forgot 1.2.8 was out and must've just missed the update button lol

light girder
#

Yeah it still happens with 1.2.8 sometimes

light girder
#

@broken crescent great job on the new options for masked enemies they work perfectly with Mirage ๐Ÿ˜„

#

and the masked not spinning is even better than the implementation MaskedAIRevamp had

#

๐Ÿ™‚

mossy mortar
light girder
#

Btw @broken crescent Will confirm the teleporter collecting bodies is very inconsistent and idk why

rough salmon
#

the mask being removed make me have to think before attacking mimics

#

although another dead giveaway is that they lock onto you like they have aimbot so

light girder
#

@narrow oriole @broken crescent Not sure if this is a OBC or GI bug but I have DisableCameraWhileTargetIsOnShip and DisplayOriginalScreenWhenDisabled enabled and sometimes the screen the body cam is on is white like the bug from 1.2.7 when it's disabled ๐Ÿค” but most of the time it works fine

#

I'll try forcing it to be monitor 14 instead of 0 and see if that fixes it lol

narrow oriole
#

curious

#

I would think that would have to be on GI's side, but not sure

#

depends on whether I'm guaranteed to be running my code after his

#

.. although if it was running at the wrong time, I would tend to expect it to be the black screen material instead

light girder
#

Yeah there were no errors or anything in the log so idk

rough salmon
#

still want bee suit even when host doesn't have it ๐Ÿ˜”

broken crescent
#

Just a heads up peeps, my updates are probably going to slow down for a while. I'm finally trying to learn Unreal and start a (soon to be unfinished) project of my own

short frost
#

My favourite types of projects

sly iris
#

Can projects be finished?

#

Also i wanted to let you know that the option for keeping items with inverse teleporter doesn't seem to work for some reason

light girder
#

@broken crescent I should ask, did you optimize the ScannerFix? I know you said you were looking into it a couple updates back XD if not it's all good I just wanna remove BetterItemScan if you got it fixed c;

tulip remnant
#

One message removed from a suspended account.

#

One message removed from a suspended account.

low gyro
#

i have an idea

#

multiple decorations

#

you can buy more than one of decoration items (not suits, teleporters, or upgrades tho)

rough salmon
#

imagine having 2 teleporters

#

teleport 2 people at the same time (:

hardy fable
#

Is the OpenBodyCams integration still broken with the extra monitors?

#

It hasnโ€™t really been working for me for about a week or so now

neat stone
#

is there any conflicts with mirage mod?

cloud gate
neat stone
#

alright cool thanks

narrow oriole
hardy fable
#

I can't get the bodycam to display on UseBetterMonitors/AddMoreBetterMonitors. I have ShipMonitor13 set to none in GI and the GIBetterMonitorIndex set to 13 in OpenBodyCams, but can't get any output

hardy fable
#

oh shizz that's long, let me trim that lol

narrow oriole
#

I don't mind it being large, I'd rather see the full thing

#

I'll look at it later

hardy fable
#

all good

narrow oriole
#

@hardy fable I don't see anything in the logs that indicate that it's broken, did you perhaps miss the tip saying that OpenBodyCams uses a ship upgrade now unless it's disabled?

hardy fable
#

oh it does?

#

like you need to buy it?

#

if so, is there a setting to have it available immediately?

sour rain
#

if you have lethallib installed and dont disable the purchasable upgrade setting it's $200 in the store

#

but you can turn that setting off yeah

hardy fable
#

aha, I see. Gonna disable that for our crew. Thank you!

tawny sapphire
#

I think some other mod recently added the feature to fix item position/rotation in ships. At least I recall reading that in some changelog recently. I have the suspicion that combined with GI (same feature) causes items to clip through/below the cupboard floors when I place them there.. anyone recall what mod added that?

arctic zinc
#

i have noticed item positions reset every time

#

so idk if this mod fixes that

tulip remnant
narrow oriole
#

I'm not sure if that pull request included anything for item rotations

#

I would think it was only for correcting item IDs

light girder
rough salmon
#

the furniture kinda breaks

#

when you get ejected and for you the client it saves but for the others if they don't got the mod the furniture goes back to default

shell bridge
#

Got that error then all the monitors turned off

neat stone
strange wraith
#

Suggestion: If lightning is attracted to a key in a ReservedKeySlot, or a weapon in a ReservedWeaponSlot, it should still be highlighted.

grave heron
strange wraith
#

Is it? Okay then. :o

cloud gate
#

i think the showname on masked doesnt respect the playerscan config
u can just scan the masked while playerscan is off

mossy mortar
#

just a suggestion. capacity indicator for tzp and spray paint?

sour rain
mossy mortar
#

but it doesnt work for me or just mods conflicting

#

does it work with eladsHUD?

sour rain
#

maybe not

#

i just use this and accuratestaminadisplay

frail rapids
#

it does work on itself

#

But I do think I remember people saying it didn't with elad

hollow mirage
#

When lightning hits the ship, the BetterMonitors stay shut off after turning everything on again. Is there a fix to this?

mossy mortar
light girder
#

Shaosil is taking a break atm so it won't be fixed for a while

steel lintel
#

@broken crescent @proper quarry @spark light @little compass

So I did some extensive testing on Masked. General Improvements and Mirage break Mask Variants.

General Improvements

"MaskedEntitiesCopyPlayerLooks" Breaks the [Masked], [Ghost Player], and [TreeMasked] Masked variants of Vanilla LC, Ooblterra, and Harvest Moons.
When Set to "None" the Masked player loses its suits and cosmetics even if Mirage has them toggled on. However, [Ghost Player] regains its transparency and suit. (Imperium bug, Natural spawns work fine.)

  • When Set to "Suit or "Suit and Cosmetics" Ooblterra's [Ghost Player] model is swapped for a player model with Suits and Cosmetics, it also removes the Transparency of the player. Also The skin is changed on the TreeMasked and Cosmetics are added.

"MaskedEntitiesShowPlayerNames" does not work as it is described. When turned on it does not show player names above a Masked Enemy. It instead adds the scan node even if "ScanPlayers" is off.
Also when turned on any Masked Variant is given a Blue Player Name scan node despite already Possessing a Red Scan Node for either [Ghost Player] or [(Infested)Tree Masked].

Mirage

When "EnableMask" is set to False it breaks the Red Light that hovers in front of the face of the [TreeMasked] as it removes the Red Eyes model. This does not happen when masks are removed with General Improvements.
The suggested fix it to not remove the Red Eyes and only the mask.

Harvest Moons

When a player is converted to a Tree Masked it loses the Red Glow, not sure what causes this.
Mirage and GI apply suits and Cosmetics to this Variant.

Ooblterra

Suits and Transparency are lost when GI applies suits and Cosmetics to this Variant.

light girder
#

You want GI set up like this

#

Mirage will handle the masked cloning players

steel lintel
#

No masked still lose their suits even with Mirage on.

light girder
#

No they do not

#

I use this setup and it works fine.

steel lintel
#

I just tested. ๐Ÿ˜›

#

I will test again

light girder
#

I've been playing with this setup like this though

#

lol

#

My recent clip I had actually had this setup XD for Mirage I'd also keep EnableMask and EnableArmsOut on false

#

Using Mirage and GI

#

It had my suit and cosmetics and the nametag

#

You want MaskedEntitiesCopyPlayerLooks to None in GI

#

Wear Masks false, Nametags true, Spin on Radar is your own choice, Reach Towards Player false also in GI

steel lintel
#

Tree Masked and regular masked

#

Tree has suit, masked does not

#

These were spawned with imperium

light girder
#

๐Ÿค” I mean I'm not using Welcome To Ooblterra so I think the bug is with that

#

Not Mirage and GI

#

Cus I use Mirage and GI and masked enemies work as they should

steel lintel
#

Not is not Ooblatera

#

That is Harvest Moons

light girder
#

So it's a bug with Harvest Moons then

#

Probably cus it adds a unique masked variant

#

Cus yeah Mirage and GI are definitely compatible

#

Also those animations for that Tree Masked are so janky

#

lol

steel lintel
#

All masked work except Regular masked

cloud gate
#

mirage, GI and modelreplacement API work fine together for me
the others i have no experience with sadly

light girder
#

Yeah so it's a bug with one of your mods

#

Cus I know Mirage and GI together work 100% fine

#

It's either a bug with Harvest Moons or Ooblterra

#

It sounds like

#

and to confrim you set GI to None for CopyPlayerLooks right?

#

so Mirage handles it?

cloud gate
#

@light girder does turning on playerscan on GI affect the masked scan also, cuz i see no difference
this setting doesnt respect the scanplayers when set to true. u can scan masked either way

light girder
#

They aren't scannable if the scan setting is false

cloud gate
#

ya thats the thing my scan setting is false and its somehow still scanning the masked ๐Ÿค”

steel lintel
#

Yeah apparently manual spawns in with imperium spawn the regular masked. However, Mirage natural spawns work.

steel lintel
steel lintel
spark light
steel lintel
#

The red light thing I think is fixable.

#

On mirages end.

little compass
#

I'm hesitant but leaning on saying what you reported with WTO's ghost player is fine, maybe with exception to the scan node having issues

#

only because the ghost player shouldn't actually have a scan node... does GI add one to the masked? Or did I forget to turn it off or smthn

subtle mulch
little compass
#

while I could edit some code to make ghost players react defensively to GI's changes I also think if you downloaded the mod youd want its features, so

subtle mulch
subtle mulch
spark light
subtle mulch
#

@proper quarry ^

spark light
#

it's probably just adding some stuff to the masked ai, which treemasked uses

subtle mulch
queen summit
#

For some reason, the monitors keep turning themselves off.

And I can't turn them back on :/

proper quarry
#

not sure what you guys mean by masked variants

warm pivot
#

there are mods that add their masked reskins or something like that

#

oobl has ghost players

proper quarry
#

@steel lintel do you mind dropping anything that i need to fix for mirage as a github issue

proper quarry
#

wouldnt that be a bug on their end then

#

modelreplafementapi works fine with mirage

warm pivot
#

uhhhhh yeah i think i read something about it being an issue on their part

warm pivot
#

and what im gathering its just enemies using masked ai

light girder
#

Set this to false

queen summit
light girder
#

Well that's when it happened for me

#

lol

queen summit
#

Will GeneralImprovements ever support the additional slots added by ReservedItemSlotCore?

#

I mean with the teleporter

sage hatch
#

Not just the teleporter but the UI for lightning indicating too

#

I'm sure its on to-do list

#

but its break time so we wait :)

willow ginkgo
#

This likely has been asked before, is there a list of mods that can be replaced with GI? Realized I still had "suitsaver" installed but GI has an option for that feature

open dagger
#

@broken crescent I remember it comes from advanced company,but it isn't works again.Please, I am really fond of this.....

#

spectator voice visualized

queen summit
#

Didn't get very far, as I'm currently prioritizing other projects ๐Ÿค”

dire ember
#

um

#

Is there somethin' wrong with "ExternalCam" being used as a setting for a monitor? .,.

#

it seems to function on the monitor, the monitor looks fine - but the console throws an error about it o- o

neat stone
hearty ivy
#

hey, are GI and lock doors incompatible ? i enabled keyinfiniteuse but when unlocking a door my key dissapeared @broken crescent

narrow oriole
proud anvil
#

Because I just made a late night discovery... replace $ with <cspace=-0.52em>S|</cspace> with rich text enabled on the TMPro component, looks perfect to me!

narrow oriole
#

I haven't ever tried to look into that

light girder
#

It was probably for Shaosil, but Shaosil is taking a break atm

proud anvil
#

Ahhh ok ya shosil, I'll fix it with emblem for the main menu

tawny sapphire
dire ember
#

From Player.log:

#

from console (from me loadin' it right now quickly-)

#

But again, the error throws stating it "Could not find" it, and this happens every time .... but-

#

it works ๐Ÿคทโ€โ™‚๏ธ

#

So I don't know what the error is about. ., .

grave heron
#

I have no idea what could be causing this but your way of typing is funny

narrow oriole
#

do you have that pipe removal mod with the door screen disabled?

bronze gyro
#

@broken crescent the mod that adds a new meteor shower weather just came out, can you add compatibility for the fancy whether monitor?

light girder
hearty ivy
#

anyone know why my key are disapearing even if i enbale keyinfiniteuse ?

celest oriole
#

Works for me

hardy fable
#

yeah I just did some test stuff and I had no issues with keys disappearing, though I don't use infiniteuse keys

#

I haven't been able to get the weathers to show up on the moonlist screen (I have WeatherTweaks, not sure if that's an issue). Is there an issue regarding that?

misty swallow
hardy fable
#

Should be stable branch, most up to date version

#

Iโ€™ll screenshot the problem in a little bit and provide my modlist

hearty ivy
#

so the infinte key doesn't work if you are using lock_Doors_Mod jsut tested it, any replacement ?

hardy fable
#

so I used to be able to see weather on the moon list, but I haven't been able to see that in a while. You can see that the preview weather option is on from the config, so the screen should be showing the weather

misty swallow
#

that's interesting

dire ember
#

So nobody else sees that error about ExternalCam?... Does any of you have "ExternalCam" as a monitor? ., .

open dagger
#

So, it could be available and should be!! Thanks to you our monster

frail rapids
broken crescent
#

Internal and External cams can only be assigned if BetterMonitors=True, is it perhaps set to false?

#

Sorry for all the inactivity guys ๐Ÿ˜ I've been cramming Unreal knowledge for many days now, in basically every free moment lol

I'll still pop in here from time to time

#

Planning on making (until I abandon it) something a bit like Splinter Cell Chaos Theory versus

frail rapids
#

Ill also be tryharding to learn Unreal this summer lol, im planning on eventually making my dream game with a couple of friends

hardy fable
#

I do have a few mods that have terminal dependencies so I might do some testing in a little bit

misty swallow
hardy fable
dire ember
#

yus better monitors is set to false. I don't want the more monitors so that I could use that space to the left of the monitors for a terminal -u -'

#

but then how the hecc is it still doing something?

broken crescent
#

You can still keep the extra space now with the better monitors

#

Without that enabled, I don't move materials (cams)

#

But as long as you keep AddMoreBetterMonitors = False, it will use the upgraded ones but not add any extra

dire ember
#

Honestly

#

I didn't even notice there was the addmorebettermonitors config- . -.

#

I swear it was on = more, off = no-more ., .

#

welp- set the first to true 'n second to false. ๐Ÿ‘ - ty for the response.

broken crescent
elfin ibex
#

After starting the game appears black screen, even the choice of game mode is not (LAN or ONLINE), just a black screen, then comes out the error "game does not respond". Disabled the GeneralImprovements mod and the game was running smoothly. Maybe it is because of some setting in the config this happens? Does anyone know how to solve this problem?

neon quarry
misty swallow
#

but that's LLL's terminal formatting, so it shouldn't be happening

#

because LLL isn't replacing terminal placeholders, rather it's recreating the terminal node from the ground up

#

and i'm injecting myself into that

#

this is with my patch disabled: weathers are still not visible

neon quarry
#

Ok, but in that case which mod is the cause? And can this be fixed ?

misty swallow
#

i have no idea but this is absurd

#
[Info   : Unity Log] Parsed word: preview
[Info   : Unity Log] Parsed word: all
[Info   : Unity Log] noun keyword: all ; verb keyword: preview ; result null? : False
[Info   : Unity Log] result: previewAllNode
[Debug  :WeatherTweaks LLL] GetMoonConditions 41 Experimentation::None
[Debug  :WeatherTweaks LLL] GetMoonConditions 220 Assurance::Stormy
[Debug  :WeatherTweaks LLL] GetMoonConditions 56 Vow::None
[Debug  :WeatherTweaks LLL] GetMoonConditions 21 Offense::Flooded
[Debug  :WeatherTweaks LLL] GetMoonConditions 61 March::Stormy
[Debug  :WeatherTweaks LLL] GetMoonConditions 20 Adamance::Stormy
[Debug  :WeatherTweaks LLL] GetMoonConditions 85 Rend::None
[Debug  :WeatherTweaks LLL] GetMoonConditions 7 Dine::None
[Debug  :WeatherTweaks LLL] GetMoonConditions 8 Titan::None
[Debug  :WeatherTweaks LLL] GetMoonConditions Atlas Abyss::None
[Debug  :WeatherTweaks LLL] GetMoonConditions 41 Experimentation::None
[Debug  :WeatherTweaks LLL] GetMoonConditions 220 Assurance::Stormy
[Debug  :WeatherTweaks LLL] GetMoonConditions 56 Vow::None
[Debug  :WeatherTweaks LLL] GetMoonConditions 21 Offense::Flooded
[Debug  :WeatherTweaks LLL] GetMoonConditions 61 March::Stormy
[Debug  :WeatherTweaks LLL] GetMoonConditions 20 Adamance::Stormy
[Debug  :WeatherTweaks LLL] GetMoonConditions 85 Rend::None
[Debug  :WeatherTweaks LLL] GetMoonConditions 7 Dine::None
[Debug  :WeatherTweaks LLL] GetMoonConditions 8 Titan::None
[Debug  :WeatherTweaks LLL] GetMoonConditions Atlas Abyss::None
#

everything is fetched correctly and (should be) applied as well

#

honestly i have no idea what's the cause

neon quarry
#

Absolute mystery then ๐Ÿ—ฟ

misty swallow
#

i'll just recommend using terminalformatter

#

becuase (sadly) i don't have the time to debug this further rn ๐Ÿ˜ญ

neon quarry
#

yeah dw

#

Terminal formatter is really fixing this? wow

misty swallow
#

yeah

#

i've specifically made it work that way

neon quarry
#

installing it rn, thanks

misty swallow
hardy fable
misty swallow
#

understandable, AFAIK there's no incompatibilities between them

visual gulch
#

scrolled for a bit and not sure if this has been reported yet - sometimes if lightning strikes the ship enough times the extra ship monitors can't be turned back on again

#

tried a few things such as re-striking the ship and pressing different monitor buttons but they don't come back until you reload the game

rare vapor
#

Hello i have a problem, when this mod is active in my list i cant store stuff properly in my cupboard its falling to the ground.

#

Watch Untitled and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.

โ–ถ Play video

Watch Untitled and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.

โ–ถ Play video
#

Can u help me with this ๐Ÿ˜„

cloud gate
rare vapor
#

do u have any idea what it could be? ill send u modpack

#

018fa95a-b927-ed09-e4e9-dd070c113b37

#

i know theres much stuff im checking

rare vapor
#

Found the problem

#

Its quite logical aswell, i mean i can see where it comes from

#

its this config in the mod which makes what ive shown in video ๐Ÿ™‚

pliant plank
#

Hi there!

Is this a known issue?
I was testing a mod solo (host)
I got struck by a lightning in stormy Adamance while holdin a ProFlashlight, a shovel and an enemy radar. Previously in the day the ship got hit by another lightning.

After the ship left the planet, I respawned, switched the lights back on and...all the tiny monitors stayed off(?) I'm using OpenBodyCams

broken crescent
#

Unfortunately that's a bug I thought I fixed but I haven't worked on the mod for a while. I'll fix it when I work on it again though

#

It was hard to replicate if I recall

pliant plank
#

Unfortunately I had shadowplay off ๐Ÿ˜ฆ
Even after landing on a separate planet the 8 monitors above are still turned off - can't even know how many days are left ^^"

Would sharing the profile code help?

broken crescent
#

I think they only come back on if you restart the lobby unfortunately. The profile code will help yeah, though I won't be at my PC for another day or so

pliant plank
#

I 100% replicated it, in video - from launch to bug - Discord is moaning about the file size ^^

broken crescent
#

Cool I'll check it when I can ๐Ÿ‘๐Ÿผ thanks!

pliant plank
#

I can't seem to be able to share it here, I'll try on Git

#

Any log that could help? I believe there are several - which one do you prefer getting (path?)

sour rain
#

i've replicated it with 100% consistency with the ship getting struck by lightning and "extra monitors sync power" turned on

#

whatever the setting is called

pliant plank
celest oriole
pliant plank
#

oh my, I never used the gamebar - I was barely aware it was still installed ๐Ÿ˜‚

sage hatch
warm pivot
#

when masked name scan fix ๐Ÿ˜”

light girder
#

Dev is on break

#

You'll have to wait

gentle wagon
#

Hello!
Ive noticed this happens, as well as ive seen it on a few videos. If on a storny map, its not possible to turn the extra monitors back on unless you leave the lobby.

Have a great break Shaosil!

kind turret
#

Need to turn off the setting that syncs the monitor power, I forget what its called specifically. Disabling that addresses the issue for the time being.

neat stone
rare vapor
neat stone
#

Has anyone else had an issue with hidden moons not displaying? I want them to be always visible but something seems to be overriding the GI config

neat stone
#

Damn there is no way this change it in LLL config either

onyx vine
#

you can set individual moons to be hidden or not in LLL

#

but yeah, LLL overrides the setting in GI

cerulean thunder
#

It seems that, even with all of the options turned to false, GI still impacts the intro.

#

Tested with only GI active, and the screen transition from the boot is still disabled

#

Just tried it with "AlwaysShowNews" active and it didn't show news but fixed the issue??

sour rain
#

yeah i reported this a couple weeks back

#

it's because the main menu only plays the transition effect the first time the player is on that screen

sour rain
#

basically

cerulean thunder
#

Ahhhh

hearty ivy
#

hey, i spawned a tree masked enemy and this is getting spammed infinitly , any idea ?

onyx vine
#

noticing this with normal masked too, if the nameplate is enabled it spams console with this error when near one

hearty ivy
#

thta's what i was thinking thx

hearty ivy
#

are the scan features from GI fixed now ? it used to tank a lot of fps when its enable last time i checked

broken crescent
hazy quail
broken crescent
hazy quail
#

ur not the first to leave debug stuff in their mod and ur probably not the last either lol

hazy quail
tawny sapphire
#

One of the enemy options on non-default causes the grab item ui prompt to show before you can actually grab the item

#

it's MaskedEntitiesShowPlayerNames = true causing it

warm pivot
#

monitors die after a couple rounds

#

just turn blank for everyone

#

mfw

cloud gate
tawny sapphire
#

Also I think it's ShipPlaceablesCollide = false that is causing items in storage shelf to always be placed on the same depth level (front-to-back).
I read above that others had the same option cause items to fall through the shelf. Maybe it's another 'fixes' mod I have that is changing this. I enabled the option and it's all fine now.

hazy quail
sour rain
#

had the same issue with shipplaceablescollide as above

#

i just leave it on and it works ok

real steeple
#

Every time a lightning strikes the ship and turns off the monitors, they don't come back on unless I close the lobby. Any fix?

hazy quail
#

yeah and turning off the monitors and turning them back on doesnt fix it

silent cave
#

I think it's currently bugged, try changing this to false in the config SyncExtraMonitorsPower = false

hazy quail
#

havent tried that yet, but that honestly sounds like the solution

sour rain
#

yes dont use SyncExtraMonitorsPower

steel lintel
low gyro
#

sign this petition or i'll break your game.

granite patrol
#

no

stark sandal
#

Doesn't work for some reason

#

Items in hand keep dropping on the ground

#

After Inverse

#

Function below refers to Normal teleporter, not Inverse. So if you change behavior in config for Normal Teleporter it affects the Inverse as well, that's why config option for Inverse doesn't work at all

hazy quail
#

ye KeepItemsDuringInverse isnt working

#

i tried a separate mod to deal with that "BetterTeleporter" and it didnt work either

#

NicerTeleporter was recently updated in past couple days, but no configuration..

#

BetterInverseTeleporter by PortableNavi works

#

not configurable, but it's the closest thing to what i want i guess ๐Ÿคทโ€โ™‚๏ธ

#

no configuration of what items u can take with u.. takes all items

oak cradle
#

for some reason save player suits seems to not work

#

suits get reset every time if the lobby is reset

hearty ivy
#

does the ScannableTools setting work with every tools including modded ones?

high rapids
#

Does anyone know if "MaskedEntitiesCopyPlayerLooks" uses the proper voices from Mirage?

oak cradle
#

You should let mirage handle that

#

Cause otherwise it might have the wrong voice

high rapids
#

Ok thanks.

Also, is there a way to edit a saved decor's coords in the save file or something?
I'd really appreciate the ability to do so in a separate config file.

lavish stream
oak cradle
#

Is there a way to disable the green tint on the ship cam? I turned off the post processing and upped the resolution but it still seems to have some weird shader

solemn rain
sage hatch
#

oh wait OBC has that as a feature??

#

doing that immediately

sage hatch
#

okay I tried that but it seems to only apply to the BodyCam and not the ExternalCam that the monitor typically has

oak cradle
#

Yeah I was talking about the external ship cam, GI has settings to disable its post processing and up its resolution so I was wondering if it supported that too

jolly geyser
#

does the body cam mods not work with this?

#

with the better monitor's

warm pivot
#

it does if you're referring to openbodycams

gritty current
#

Id like to suggest adding an option to ship monitors for a count of number of players on the ship if thats doable

gritty current
#

Reason is to make it easier with larger lobbies to account for everyone when starting a game or leaving a moon

late owl
#

general improvement better monitors overrides open monitors ones despite being turned off

hardy fable
#

They should sync perfectly, unless an update broke it or something

#

You just need to leave the monitor you want to have as the bodycam blank in the GI config and then set that monitor number in the bodycam config

late owl
#

open monitors

#

not bodycams

keen pumice
#

Any1 having issue with settings? They reset from time to time

hardy fable
light girder
toxic summit
#

If the extra monitors get turned off from lighting or something, how do you turn them back on

light girder
#

It's bugged

toxic summit
#

Ok but is there a way to get them back on when they're off

light girder
#

No, once they go out from lightning they become broken til you disable that setting and reboot

#

They used to be able to be with the power button

toxic summit
#

Is it at least a setting that can be changed while the game is active or do you have to restart the whole game

light girder
#

But that setting has been bugged for a while

light girder
#

But you need to reboot after

toxic summit
#

Ok

neat stone
#

Can anyone give me a list of which features are bugged and/or greatly impact performance? I know the improved scan feature currently causes lag

misty swallow
#

better monitors

#

are not optimized

sour rain
#

if you're concerned with performance, i would disable FixPersonalScanner and anything to do with UseBetterMonitors

#

the health text is also sort of problematic because it updates every single frame

#

there's a mod called "trey's health text" that is a little less performance impacting that I'd suggest using instead, if you absolutely desire having HP text display

neat stone
#

Awesome, thanks guys. So adding the extra monitor is performance taxing as well? Iโ€™m surprised about that one

light girder
#

I've seen @narrow oriole talk about it before

narrow oriole
light girder
#

lol

narrow oriole
#

I think that it's a lot better than it was, but it definitely will still have the potential to cause some frametime jitter

light girder
narrow oriole
#

indeed

light girder
#

I didn't mind doing away with them tbh

#

SoundAPI was admittedly doing way worse in my pack and I didn't know

narrow oriole
#

if you don't notice the difference then you're probably fine to use it

#

but I personally wouldn't

light girder
#

Performance and input on the ship is smoother without the monitors

#

lol

narrow oriole
#

yeah the sound API injects itself into code that runs rpetty often so it definitely has the potential to be rough

#

gotcha

light girder
#

SoundAPI was doing this concern

#

I had 2 streams in a row where I was getting a bunch of lag from Dogs and Thumpers and wondered why

#

and then DiFFoZ found that

#

I may love LethalResonance to death but not enough to the point to have my fps dropping to 30 randomly

narrow oriole
#

I can't read that very easily lol

light girder
#

Hold on lemme find the actual comment for ya

#

XD

light girder
narrow oriole
#

oh god

#

I see why

light girder
#

Yeahhh

narrow oriole
#

I hope loaforc is aware of this?

light girder
#

I told him about it

#

I imagine he's gonna be cooking for a bit

narrow oriole
#

it definitely should not need to concatenate an int into a string 10 times per sound

#

it should be an easy fix

#

it should be parsing the GameObject's name, not using find and replace

#

it can just go in reverse from the end of the name and stop when it hits something that isn't ignored

light girder
#

@vapid acorn Some useful stuff for when you update SoundAPI

#

As far as I'm aware that issue is rather recent, cus I used to not lag that badly from SoundAPI idk how it handled it before though

narrow oriole
#

would probably also be beneficial to use a struct instead of an array for the return type of ProcessName(), since that has a fixed size and can be optimized better than a heap-allocated array

#

hopefully anyway

vapid acorn
#

I was originally but because strycts can't be null I didn't look into it that much

#

I'm sure a Try process name (out struct) would work fine though

gentle wagon
#

I donโ€™t know if itโ€™s been mentioned yet (if it has, I apologize in advance for bringing it up.) But one problem I have noticed with more monitors is when on a stormy planet and lightning strikes the ship, you canโ€™t turn on the extra monitors again, which causes you to have to leave the lobby and reopen it to bring the monitors back to being on.

granite patrol
#

oh yeah, this has happened to us before on my friend's modpack

limber depot
onyx vine
#

I would generally recommend not using BetterMonitors currently, saw some pretty extensive reports in the BepinEXFasterLoad thread that BetterMonitors is super laggy even when not on ship

gentle wagon
tropic saddle
#

will this mod get fixed for v55 soon? i heard it broke

limber depot
#

I mean, this is just the beta and it's subject to changes

broken crescent
#

Oh it's broke with 55 huh, I'll have to jump back in to fix that eventually (and the dumb lightning monitor bug while I'm at it)

sour rain
#

just to save you some heartache

#

"eventually" is a good way to look at it

light girder
# broken crescent Oh it's broke with 55 huh, I'll have to jump back in to fix that eventually (and...

There's a few other bugs too, lag for some reason when the ship is going back into Orbit, the masked nameplates feature has 2 bugs, I've had moments where the feature for the terminal credits just broke and then we couldn't land and I know @sly jolt profiled the mod recently and found some features that allocate constantly per frame and could use some optimizations. I'd like to hopefully see this mod get a big update when you return ^^

sour rain
#

current beta is really buggy and seems subject to a lot of changes soon

#

probably not worth doing too much with it, for now

light girder
light girder
#

So it's probably bug fixes and ironing out issues, he added the features he wanted to from what I understand

sour rain
#

there will probably be lots of fixes yes

#

but i think a lot of the new content is also really overtuned

#

that stuff will probably get tweaks

#

like, butlers had their spawn weight on dine cut in half over the course of the v50 betas

#

same happened for old birds and artifice

#

tulip snakes had their spawn weights reduced by like, 3 after the beta they were first added

#

etc.

light girder
#

I mean the spawn weight stuff seems really in line with current V50 tbh

sour rain
#

there is a history of new stuff being added and being too frequent

light girder
#

But that doesn't mean it won't get changed as you said

sour rain
#

but then getting tuned to more reasonable values over time

light girder
#

Yeah

sour rain
#

and the same will likely apply here

light girder
#

But unlike V50

#

he really didn't wanna do a Beta branch, he did it because he promised the 28th

#

Which means the changes unlike in V50 are probably basically final, and he needs additional time to iron out stuff

short frost
#

you can't assume he didn't wanna do a beta, he said he's not gonna do another one but he still did for reasons we dont know, but it's probably just that he's had time to think it over

proven moth
#

idk if mod is fully broken

#

If i'd have to guess the error I saw from earlier about the spray can is related to ToolDoNotAttractLightning

light girder
#

But you could be right yeah

proven moth
#

I forgot to enable the mod

light girder
#

Idk why ToolsDoNotAttractLightning would error

proven moth
#

It wasn't that

light girder
#

The new item added isn't conductive

#

Yeah I figured

#

It might be something to do with the Flashlight Fix stuff somehow

proven moth
#

idk

#

Monitors and disabling the starting speaker doesn't work tho

light girder
#

Maybe the monitor that shows sales?

light girder
#

Monitors are probably broke cus of the sales one if I had to guess

#

That might be relating to the error

sour rain
#

it's true we can't assume anything is correct

light girder
#

Yeah

sour rain
#

but it does feel like he wanted to get something playable in the community's hands around the time of the original deadline, knowing that it wouldn't be completely ready for a full release

#

plans probably were to just make it a full release once it was ready, but that would take more time

light girder
#

But time will tell

#

^^

sour rain
#

what we already have has been super fun and worth the wait

#

but i think the community would have torn him to shreds if this went to live

#

LOL

light girder
#

Yeah, the bugs with the car alone

#

XD

tropic saddle
#

the car is so jank loll

#

i havent seen the inside enemy yet tho tbf

#

dont spoil

#

i just wish there was a new interior

light girder
tropic saddle
#

its not very useful atm

light girder
#

I mean XD I love the car cus it's so hilarious

tropic saddle
#

its funny

#

but long term..

sour rain
#

one of my friends is getting a lot of mileage out of the car already

#

it has a very steep learning curve but seems pretty alright if you figure it out TBH

light girder
#

I know TestAccount was gonna look into it but his mainboard is kaput atm and he has to get a new one so that might be a bit

sour rain
#

yeah that's easy

#

only the host needs a mod for that and idk that i want to release an entire plugin or make a config setting for it

tropic saddle
sour rain
#

but if your host is ok just adding a local mod i could make that real simple

tropic saddle
#

cuz i mean jetpack obv better for one hands

limber dome
light girder
#

I don't wanna use LQ tbh

#

Not for just that

#

lol

summer pumice
#

awh this mod doesnt work in multiple ways on the testing branch

#

the 128 other mods are working fine

light girder
rough salmon
#

nooo GI ):

light girder
# rough salmon nooo GI ):

It's unfortunate but I foresaw it tbh, I was having a lot of issues with it as of late and had a feeling V55 would break it, I hope when Shaoshil eventually comes back and updates it he redoes a lot of the implementations to be more optimized and less prone to breaking if he can ^^

#

Some of the things it does need some reworks

queen summit
umbral ermine
warm pivot
#

loaded v55 with gi not knowing that the lightning warning doesnt work lmao

#

died miserably

#

just an fyi for anyone playing on 55: dis no work

#

oh and the healing station also doesnt work

#

damn!!!!!

light girder
#

Almost none of GI works with V55.

broken crescent
#

I plan on looking into all that pretty soon. I assume most of the things that broke are IL related and cascading errors

warm pivot
#

a lot of qol like looking down and stuff work

limber depot
#

I'd preffer wait for the actual v55 release

warm pivot
#

a lot of stuff in basegame is broken rn

#

just reporting stuff for people that use gi rn

#

cause i've yet to see it actually break anything

light girder
#

The only base game thing I know that's broken is the ||Extension ladder collision||

sour rain
#

probably referring more to the new content

umbral ermine
#

|| whoopie cushion doesnt make sound || - base game thing

light girder
umbral ermine
#

same

sour rain
cerulean thunder
real steeple
#

sooo is this v55 compatible?

umbral ermine
#

Nope

light girder
#

Did you report it in Zeekss Discord?

umbral ermine
#

That not yet

#

Kinda forgor

#

I did report the truck - terminal issue tho

#

Free items and moons if you have enough money for them

warm pivot
#

yeah funnily enough doesnt affect modded items

#

those still use money

light girder
#

@broken crescent @dense quartz pushed a pr on your Github that should fix GI on V55 if you wanna merge and push the update

rough salmon
#

:D

#

lightning UI my beloved

short frost
#

@broken crescent hey I heard you have a monitor that has an icon for the weather, would you consider making custom compat with weather registry, an api to make custom weather's so that it would feed your mod an icon to use?

patent orbit
#

Does anyone know how to remove this small camera while not using the better monitors option?