#General Improvements
1 messages ยท Page 10 of 1
Ah that's why I missed the blank screen with OBC in the new version, I was testing with an outdated version of OBC ๐
I'm not seeing the resolution bug you reported for internal and external cams, are you still seeing that?
Hi! The issue seemed to have been that it didnt work with Helmet Cameras. After switching to OBC its now working, and Ive managed to increase resulution in the OBC config file ^^
Oh perfect ok, I'll still look into why Helmet Cams is broke but that's good to know
how do i fix cameras 
If you're using OBC it will work if you buy it from the store or turn that config setting off
am i safe to update gi yet heard last night to revert one version
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
The Helmet Cameras mod may be broke with it, I haven't had a chance look yet
i use open body cams, so in theory everything wokrs fine with open body cams?
gonna update back to 1.2.7 then thanks
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.
maybe it was just coincidence with lightning but that's when it happened.
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.
There's a github issue about that I need to look into (seems it persisted from a previous version too)
any logs i should enable on my end to help if i run into it again?
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
Stormy Weather killed the monitors
Iโve 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.
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
That's strange, they work for me. Mind sharing your profile code?
I thought I tested a lightning strike too but yeah that's one of the next things I want to look at, I've heard only a full game restart fixes it ๐
I restarted my lobby and it worked no issue
could be worth noting that after entering space, i could still see the ship overlay beind the moon description. not sure if it helps narrow down potential causes.
Alright, ty!
My pack is on TS. It's called AntiVanilla.
@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
perhaps with an event for when it changes
I know the event might be tricky, but it would be handy to be able to modify my config option's acceptable value range
oh, uh, it looks like the NewMonitorMeshActive field is unused? https://github.com/search?q=repo%3AShaosil%2FLethalCompanyMods-GeneralImprovements+newmonitormeshactive&type=code
Having some sort of crash at launch issue with the latest GI update and AubPiggybackAPI & Sentinel_mod
everytime it crashed at (InitScene) with no error
dropping down a version seems to "fix" it for some reason
I'm gonna guess it's something to do with the new API, perhaps they're calling similar functions
@broken crescent
might want to grab a crash dump from %tmp%\ZeekerssRBLX\Lethal Company\Crashes
what are yall using to read the .dmp?
I normally use WinDbg, but if you haven't used it before it's a bit of a pain
I'd recommend uploading the .dmp file here
I can run the analysis
I get so many crashes Ill have to figure out how to do this eventually anyways haha
ah, well if you want to try and figure it out, there's this page that gives some pointers
https://docs.unity3d.com/Manual/WindowsDebugging.html
tyvm
grabbed ty ๐
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
looks like it's happening in the garbage collector, hmm
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
oh crap I forgot to update that config description
will do that in the next update
it works with GI now
at least it does if you have 1.2.7+
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
I actually don't think I'm going to fix that compat
And instead just recommend OBC to anyone who complains ๐
This was actually a bug until v1.2.6 and your modpack is on v1.2.3. If you entered a lobby then exited and re-entered, the resolutions would be reset. That was fixed though
would it be possible to detect unexpected materials at any time? or does that add too much complexity?
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?
I'm thinking that it could check if the material differs from the previously expected material and if so, treat it as replaced
(maybe I should look at how you're doing it now...)
The right monitor isn't working
@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 =/
That is basically what I'm doing anytime the monitors are reinitialized or powered off, I have an internal property that keeps track of whether it should use an override or the original assigned
one sec ye
Ah yeah you're referring to that
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.
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
018f6fcd-2e1d-9518-0ef7-491a985bcd0c
Haha yeah, honestly part of this is just laziness
understandable really
it's a very strange choice to delay init for 5 seconds
I'm honestly shocked it ever worked with your mod
how did it?
I have no idea how my Start() took 5 seconds to happen but yeah apparently
nah it definitely didn't
yeah i believe it was 1.2.6 when it broke, tho i did update my code to 1.2.7 today.
ok now I'm curious
I'll hack into it
you know what's really funny to me? the component that manages the camera in Helmet Cameras is the Plugin class
I forgot that was the case
I know lol that threw me off
(I only looked at that code for like 2 minutes so I might have missed something)
nah it really does that
oh wait, I guess the name is deceptive, it's not actually the BepInPlugin class
Yeah sure
give me just a moment
if it helps: my day 1 seed has Assurance always Stormy
though it first appeared on CaltPrime (likely unrelated to the moon though)
018f6fda-e0ca-2fee-d52f-55840d30d622 @broken crescent
Oh what are your monitor settings for that blue text??
@broken crescent I figured out why HelmetCameras is broken
it's the stupidest thing ever
so, you know how you switched to using sharedMaterials so that it would stop cloning the material all over the place?
๐คฃ oh
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
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
so it doesn't apply to your material

Unity is so stupid I cannot believe this
that's so dumb and overly complicated
literally
ACCESSING the unshared materials field
instantly makes all of the materials single-user

so basically, the easy solution is just to make it single-user as early as possible
funny thing is, it also makes materials single-user when you simply open a renderer in UnityExplorer because of that side effect
nobody can convince me that it was a good idea to make that property
absolutely ridiculous
so, in 1.2.5, this sequence of events would happen
- You access [VanillaMonitor].materials[2] to get the material
- That makes all materials contained by [VanillaMonitor].sharedMaterials[] single-user
- You assign that material to your monitor model, presumably using sharedMaterials since the material is shared
- 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:
oops
- 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
- You assign that material to your monitor model, and it is shared between the vanilla monitor, your monitor and the door screen
- 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
maybe that makes sense
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
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
I'll test my theory in UnityExplorer real quick tho
yep
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 
I now firmly believe that the materials property should be removed
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
yet more reason why this shouldn't be a thing
maybe it doesn't even have a concept of single-user materials, but rather a concept of a material being "owned" by a renderer
which seems even stupider
from the docs:
Modifying
materialwill 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
anyway enough ranting, mystery solved, it was a Unity moment
materials, sharedMaterials, mesh, and sharedMesh are my least favorite 4 fields in unity
Ok. Huh. So all of that is perfect bullet points of more reasons why I'm not going to fix that ๐คฃ Thanks for the explanation though
it's not hard to fix as you can see from my prefix
I would rather you allow people to use alternatives than make my mod into a monopoly lol
I already have to run my code after your initialization, so it shouldn't be a big deal to single-userify it
@broken crescent So there is a bug
Had this with 1.2.6 too
If the ship gets struck by lightning the monitors break.
o hey the same bug i experienced
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
Oh yeah that happened to me last time I played
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
I think OpenBodyCams got a recent update for GI so I assumed it had something to do with that
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
on the topic of monitor fixes, could we have the lavendar back for challenge moons?
:-)
I hope not, but that seems unlikely to affect other monitors than the one that the body cam appears on anyway
I actually was thinking it might be because of OBC too, because when the ship is struck by Lightning the body cam turns off too and I don't recall this issue happening with 1.3.0
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
Hey, by the way if you were wondering, I haven't been able to reproduce the bug with Mirage. That's odd, perhaps I was just unlucky. Atleast you don't have to fix anything lol
These, they're the settings @proud anvil posted a while back.
Speaking of helmets - are you maybe open to feature suggestions/wishlisting? If so, where's the best place for them? Here - or on GitHub?
I think you probably meant to reply to @broken crescent, right? unless I forgot if you mentioned something about OpenBodyCams here as well
yeah, understandable
I'm just nosy in this thread so you see my green name a lot here too lol
Either is fine, although sometimes I lose track of ones here lol
Speaking of things I've lost track of. I'll try to remember to write it down when I'm at the PC
@broken crescent can you add fancy weather display compatibility for this mod when it comes out? #mod-showcase message
@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.
That's cool but no promises for non-vanilla weather ๐
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 ๐ฎ
i read all my configs like a good employee
is that hazbin hotel
๐
apparently added slots (from hotbarplus and reserveditemcore) in general don't work with the UI's lightning indicator huh
this is probably already known tho but I just thought to say it anyways ๐
Yeah few minutes later I saw the config for the external in OBC haha didn't noticed it was implemented now but awesome
i put ONLINE skip in the config yet it doesnt skip the screen anymore when starting Lethal
Very likely a mod conflict since I'm seeing it work elsewhere. Any error logs?
its conflict with persistent purchases
ill send log in a sec
there a way this can be fixed? ive had persistent purchases for a while and only now has there been a prob with it, meaning GI update might have broken something
cuz persistent hasnt been updated recently
how can i turn the monitors back on after a lightning hit the ship?
Hm, seems to be a weird transpiler issue. I'm not sure why this particular function would break THAT, but the only thing that looks like it might fix the problem is if you set SaveShipFurniturePlaces to something other than "All"
This is a known bug that should be fixed in the next update
k ill try it
oh alrighty
nah, i already dont have it on all, guess there isnt a fix
im confused why this only happened recently tho
like before yesterday this bug didnt happen
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
thanks
do u know if i should just turn off persistent purchases for now or will GI not break its functionality? or does it not just break the launch screen u think?
I honestly have no idea, I've never looked at that mod before
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
ok will remove soon ish
2.6.9 has it removed o think
the latest update was purely me reading it
Oh that's weird, it was throwing errors for me when 2.6.10 was active too. I'll look more into it
That's specifically a bug with 1.2.7. I'm finishing some things for 1.2.8 and that will be fixed when it's done ๐๐ผ

just curious will/can the issue with persistent purchases get fixed in 1.2.8 or later?
its not that big of a deal tho tbh, PP is not that necessary of a mod
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
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
woop woop!
oh hey,
if i haven't already told you about this, you might wanna check thus out
(shameless plug)
Oh cool lol
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)
oh wait,
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?
It is by default. The spinning is an animation on the dot itself
So they will look natural if that's disabled
?
no no, i mean they still spin, but their in game model spins with it, which it doesn't
thats why their dot still moves when dead
Ah you want them to actually spin lol. Uhh. Maybe eventually
maybe instead of no movement it's just a very subtle looking to the side and behind, like a player checking for enemies
okay Im confused which monitor # is this one?
its not showing the external camera anymore
14
The emissive is controlled via something in OBC right?
Ah nevermind I thought you were using OpenBodyCams not the external cam
I don't have an option for that (unless disabling post processing works? I think it might only for internal cam)
Worth a try
most of the coloring on the external camera comes from the emissive color of the material
if you turn it off, the darkness turns pitch black
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...
Zeekers made them green in different ways
๐ญ
ideally, instead of disabling the post processing, it would instead give an option to adjust the color correction
and another option for the external camera emissive color
at least imo
disabling the post processing probably does reduce the time spent rendering those cameras, but I really wonder if it'll be noticeable
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
@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);
(if you hook up a config option to the color there that is)
it also has an exposure adjustment that you could potentially fiddle with
and contrast
(it's worth noting that colors are represented as 4 floats, so it might be nice to allow more than 255 colors per channel)
Thanks, I'll make a note of that
Finally got the dumb masked billboards working the same way players' do (assuming the new option MaskedEntitiesShowPlayerNames is True, and HidePlayerNames = False)
Thanks, fixed
I looked into this, and PersistentPurchases actually has a breaking line of code when trying to transpile something on startup. That causes my transpiler for the same method to error out as well.
Because I don't have a way to tell my mod to load first, the ball is in their court to fix that problem
v1.2.8 going live shortly
why is it not applying
Same issue here. Currently losing my mind trying to fix it/find which mods confilct
Also while in orbit you can't turn off the left monitor
the issue wasn't there before updating to 1.2.8
Must be an error somewhere else, hmm.. error logs?
[Error : Unity Log] ArgumentException: Label #16 is not marked in method DMD<GameNetcodeStuff.PlayerControllerB::SetHoverTipAndCurrentInteractTrigger>'`
This error is in the log
stack trace points to some Awake() function in generalimprovements
GeneralImprovements.Plugin.Awake () (at <b6dbe9adf0b447958ed7f9c636f5bd45>:IL_0232)
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
I'll put a hotfix as soon as I can when I figure out what other mod is conflicting
Oh wait
DANGIT
yeah I am trying to find which mod combo causes the issue so you don't have to download the entire profile (123 mods)
I forgot
It's facility meltdown
@vapid acorn sorry man I had a brain fart last night and deployed without waiting for your update
๐
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
For now guys either stay on 1.2.7 or disable facility meltdown until it updates
I'll keep adding mods from my main profile until it breaks
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
Yeah this one's completely on me
2.6.9 also has it disabled so
Ah there you go, that could work too then. Downgrade one or the other lol
Stayed up until 1:30 am coding it and was excited everything was working so off it went ๐
wait so would downgrading to 2.6.9 fix the issue or am I misunderstanding?
I think so
I'll try. One sec
Downgrading FacilityMeltdown to 2.6.9 or downgrading mine to 1.2.7 obviously
I rather downgrade meltdown since your update adds more than compatibility
aaaand that fixed it
yep it is
Woo
i just went back to see the changelog on both mods and now i can laugh more seeing the meltdown changelog
๐ ๐ญ
poor loaf has to remove the hotfix again
๐๐
F to pay respects
Technically 2.6.10 wasn't necessary but everyone (myself included) thought my 1.2.7 update was very broken when it wasn't
So the hotfix went back
And here we are
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
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 ๐
Do we know when Meltdown update is dropping
Whenever the great loaf decides, but for now downgrading it to 2.6.9 changes nothing but does fix the problem
ok thanks for checking it out
idk if this would be an easy addition to your mod, but since that mod is broken, itd be cool if u added in a config to save your furniture after a game over of the lobby
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
would be cool, although ive found a mod by Buttery Stancakes that does it and doesnt break anything. so not really necessary, but GI having it would save me from getting an extra mod
Wasn't there an option to hide the empty part of a scan node?
HideEmptySubtextOfScanNodes under "UI"
Wow... I literally looked at the entire config multiple times without finding it ๐
Seems like some mod breaks that option, as it is enabled ๐ค
Ah interesting, ok thanks
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?
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
yea it worked fine with both installed at default or not afaik
I did make a note of that in the wiki though
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
You don't know how much I love this โค๏ธ
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
I'm invincible just let me run ๐ญ
I always just used Infinite_Running. This will be nice when I'm testing changes to my pack ๐
I'd love a updated DevMode mod for when testing mods on their own
I tend to be helping out with a lot of different projects so a better devmode mod would be sick
This is the entirety of that mod by the way... it just overrides the Application.isEditor check lol
I knew that ๐ I meant a better one with the sprinting
As a standalone not tied to GI
Ahh yeah we should suggest that to the LethalDevMode modder, I probably won't make a standalone myself
I just would like the standalone for when testing very wip versions of things. I guess I could ask them, but don't you kinda already have all of the work done? ๐
@torn kestrel Well? Any chance for adding infinite sprint to LethalDevMode? Sorry for the ping but it's just easier to ping you here ๐
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
Ngl I never use DevMode without infinite sprint
I didn't have plans on making any other mods buut I'll think about it maybe. It would make sense
If I do that I'll just rip it out of GI altogether
I never understood why it wasn't part of the dev console to begin with
I second wanting this to be a separate thing, although at this point I think there are other debug/cheat mods that probably take care of more things than just this
but given that GeneralImprovements makes changes by default that may affect the mods I work on, I'd rather test without it initially
I just want the simple functionality of the dev console. The other debug/cheat mods may cause issues when testing very early wip stuff I assume
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)
Yeah Imperium was the one I was thinking about. And same, I also haven't tried it yet๐
@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. ๐
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.
i cant seem to get this mod to even run anymore... idk what to do ๐ฆ
What errors are you getting?
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
That means another mod broke something and prevented my code from running
it isn't even initializing, trying to test which mod might be breaking it
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
For persistent purchases? I'm not sure offhand
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
I backdated General Improvements to prevsious version and now it works again
i believe the persistentpurchases dev is also in this server, so you could get in contact and try to work something out with them
If you have the latest facilitymeltdown it's almost certainly that. I was supposed to wait until he updated his before I release mine but I forgot last night lol
okay 2.6.11 removes it again lmao
Thanks! And sorry ๐
why? does it break something?
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)
i have ship upgrades off for keep unlocks
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
also to be clear im talking about the general improvements settings
im not aware of any issues with keep unlocks but if you run into trouble let me know
so put save furniture position config to none?
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
teleport with nonscrap breaks some mod items like whistle(GiantSpecimen) and revolver(Piggy's variety). For some reason, there's a blinding light after tp while having the revolver
here is the log if that helps
018f790c-4748-310b-3d55-fa78af72ef3a
profile code
What's happening with FacilityMeltdown lmao
what mod lets you have the utility belt in the sidebar?
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?
if you're on 1.2.7, I think that's a known issue caused by lightning strikes
I am on the 1.2.8 version
I had an issue like that too with the new update, reloaded save and then it never happened again for some reason
oh whoops, I forgot 1.2.8 was out and must've just missed the update button lol
Yeah it still happens with 1.2.8 sometimes
@broken crescent great job on the new options for masked enemies they work perfectly with Mirage ๐
and the masked not spinning is even better than the implementation MaskedAIRevamp had
๐
it is reserved utility slot
Btw @broken crescent Will confirm the teleporter collecting bodies is very inconsistent and idk why
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
@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 ๐ค 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
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
Yeah there were no errors or anything in the log so idk
still want bee suit even when host doesn't have it ๐
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
My favourite types of projects
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
@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;
One message removed from a suspended account.
One message removed from a suspended account.
i have an idea
multiple decorations
you can buy more than one of decoration items (not suits, teleporters, or upgrades tho)
Is the OpenBodyCams integration still broken with the extra monitors?
It hasnโt really been working for me for about a week or so now
is there any conflicts with mirage mod?
nope
alright cool thanks
I don't think it was ever fully broken, what issue are you having? you should send logs and a profile code as well
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
profile code is 018f83cf-bad6-9e9e-4ee9-934de5d41452, trying to get the log
oh shizz that's long, let me trim that lol
all good
@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?
oh it does?
like you need to buy it?
if so, is there a setting to have it available immediately?
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
aha, I see. Gonna disable that for our crew. Thank you!
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?
One message removed from a suspended account.
I'm not sure if that pull request included anything for item rotations
I would think it was only for correcting item IDs
Yeah the item rotation stuff wasn't included so OpenBodyCams and GI can still cover that
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
yeah i am wondering this as well. any updates?
Suggestion: If lightning is attracted to a key in a ReservedKeySlot, or a weapon in a ReservedWeaponSlot, it should still be highlighted.
This is more of a suggestion for Flip than Shaosil.
Is it? Okay then. :o
i think the showname on masked doesnt respect the playerscan config
u can just scan the masked while playerscan is off
just a suggestion. capacity indicator for tzp and spray paint?
When lightning hits the ship, the BetterMonitors stay shut off after turning everything on again. Is there a fix to this?
i tried this without elads. it finally works thx!
Disable SyncExtraMonitorsPower
Shaosil is taking a break atm so it won't be fixed for a while
@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.
So for compat with GI and Mirage this is super simple
You want GI set up like this
Mirage will handle the masked cloning players
No masked still lose their suits even with Mirage on.
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
Tree Masked and regular masked
Tree has suit, masked does not
These were spawned with imperium
๐ค 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
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
mirage, GI and modelreplacement API work fine together for me
the others i have no experience with sadly
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?
@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
It says "As well as be scannable" if that setting is set to true
They aren't scannable if the scan setting is false
ya thats the thing my scan setting is false and its somehow still scanning the masked ๐ค
Yeah apparently manual spawns in with imperium spawn the regular masked. However, Mirage natural spawns work.
I updated the original message to include the following findings.
Yeah I confirmed this is broken
theoretically i could fix this by giving treemasked its own copy of the ai but i'd probably break something doing that and it feels like more effort than it's worth
Do you intend to change the suit to a custom model and or do you care that player suits and cosmetics are being applied to your model?
If not then if you think it's ok it's ok. ๐
The red light thing I think is fixable.
On mirages end.
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
not really
Yeah that's caused by GI, I was watching Source do all the testing. Ghost is fine
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
GI shouldn't be changing the suit of anything that isn't the vanilla Masked. Mirage doesn't have this issue, only GI. This is a GI issue
I think a custom suit model on the TreeMasked could be cool. Help differentiate it even more
i suppose i could think about giving it a custom suit
If so, Mirage and GI need to fix overriding the TreeMasked's suit. I assume Mirage is overriding the suit because the enemy id contains "Masked". GI messes with all masked variants
@proper quarry ^
it's probably just adding some stuff to the masked ai, which treemasked uses
Oobl's player ghost just uses Masked AI and it doesn't get replaced by Mirage. That's why I assume it's due to the enemy id
For some reason, the monitors keep turning themselves off.
And I can't turn them back on :/
not sure what you guys mean by masked variants
there are mods that add their masked reskins or something like that
oobl has ghost players
@steel lintel do you mind dropping anything that i need to fix for mirage as a github issue
so it replaces the model as well?
wouldnt that be a bug on their end then
modelreplafementapi works fine with mirage
uhhhhh yeah i think i read something about it being an issue on their part
the only thing i see as something you would have to worry about is this
and what im gathering its just enemies using masked ai
It's a bug when they get struck by lightning lol
Set this to false
We... Didn't get struck by lightning ๐
Will GeneralImprovements ever support the additional slots added by ReservedItemSlotCore?
I mean with the teleporter
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 :)
Np will do.
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
Mostly wondering if it contains features from this mod: https://thunderstore.io/c/lethal-company/p/Saradora/ScanTweaks/
@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
I once started to work on it
Didn't get very far, as I'm currently prioritizing other projects ๐ค
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
has there been any update on this?
hey, are GI and lock doors incompatible ? i enabled keyinfiniteuse but when unlocking a door my key dissapeared @broken crescent
hard to say if it's a problem without knowing what the error is
Did y'all ever find a solution to the broken $ signs?
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!
was that me or Shaosil you're thinking of?
I haven't ever tried to look into that
It was probably for Shaosil, but Shaosil is taking a break atm
Ahhh ok ya shosil, I'll fix it with emblem for the main menu
I still have no clue what's the mod causing it
I'll quickly try to fetch the error..
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 ๐คทโโ๏ธ
So I don't know what the error is about. ., .
I have no idea what could be causing this but your way of typing is funny
do you have that pipe removal mod with the door screen disabled?
@broken crescent the mod that adds a new meteor shower weather just came out, can you add compatibility for the fancy whether monitor?
He's taking a break atm so it might not come for a bit
anyone know why my key are disapearing even if i enbale keyinfiniteuse ?
Works for me
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?
weathertweaks stable or beta? and which version of it? ๐ฅบ
Should be stable branch, most up to date version
Iโll screenshot the problem in a little bit and provide my modlist
so the infinte key doesn't work if you are using lock_Doors_Mod jsut tested it, any replacement ?
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
that's interesting
So nobody else sees that error about ExternalCam?... Does any of you have "ExternalCam" as a monitor? ., .
how amazing๏ผ I think this mod is very advanced so that it can be a trend something fashionable
So, it could be available and should be!! Thanks to you our monster
I have the same error but for the Internal Cam
Internal and External cams can only be assigned if BetterMonitors=True, is it perhaps set to false?
Sorry for all the inactivity guys ๐ 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
Here's a SUPER early, basically featureless beginning of my project lol
Planning on making (until I abandon it) something a bit like Splinter Cell Chaos Theory versus
I wish you good luck with that, concept looks promising.
Ill also be tryharding to learn Unreal this summer lol, im planning on eventually making my dream game with a couple of friends
Yeah I canโt figure it out
I do have a few mods that have terminal dependencies so I might do some testing in a little bit
what's your modpack code?
018fa5a7-2bc6-0633-84bc-d7d00c976a63
how am i supposed to know (โฏยฐโกยฐ)โฏ๏ธต โปโโป
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?
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
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. ๐ - ty for the response.
Haha it was for the longest time, I refactored it a few updates ago
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?
I had the same issue but according to #1199836228858675330 message this is a feature of WeatherTweaks
well, it is
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
Ok, but in that case which mod is the cause? And can this be fixed ?
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
Absolute mystery then ๐ฟ
i'll just recommend using terminalformatter
becuase (sadly) i don't have the time to debug this further rn ๐ญ
installing it rn, thanks
i'll ping you as well (since you posted the issue first): #1199836228858675330 message
My issue is I have three mods that currently use two different Terminal APIs, one API is for LGU, and BetterBreakerBox and some other Iโm forgetting about use another API mod. You can check my modlist if youโd like. I didnโt install formatter just because I hope nothing ends up breaking, Iโm a little antsy having so many terminal mods going at once
understandable, AFAIK there's no incompatibilities between them
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
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.
Watch Untitled and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Can u help me with this ๐
check the config see if u see any conflicting feature/fix with another mod
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
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 ๐
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
A few moments before dying ^^"
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
Unfortunately I had shadowplay off ๐ฆ
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?
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
I 100% replicated it, in video - from launch to bug - Discord is moaning about the file size ^^
Cool I'll check it when I can ๐๐ผ thanks!
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?)
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
018fb088-6e1c-ca18-b621-d1318be912d9
There you go ๐
Windows has its own shadowplay, press Win+G
oh my, I never used the gamebar - I was barely aware it was still installed ๐
when masked name scan fix ๐
It's a minor bug
Dev is on break
You'll have to wait
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!
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.
This solved my issue as well, thank you
Np ๐
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
Pretty sure its LLL
Damn there is no way this change it in LLL config either
you can set individual moons to be hidden or not in LLL
but yeah, LLL overrides the setting in GI
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??
Log for AlwaysShowNews = false (skips transition)
Log for AlwaysShowNews = true (doesn't skip animation, doesn't show news)
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
and setting AlwaysShowNews to false sets the "menu already visited" boolean to true
basically
Ahhhh
hey, i spawned a tree masked enemy and this is getting spammed infinitly , any idea ?
noticing this with normal masked too, if the nameplate is enabled it spams console with this error when near one
thta's what i was thinking thx
are the scan features from GI fixed now ? it used to tank a lot of fps when its enable last time i checked
Sorry to butt in and I know this is off topic, but in my project I couldn't help take inspiration from making this mod while working on my security cam system ๐
noticed same thing. spam occurs whenever i look at a masked (alive or dead).
masked name plates work without any noticeably issue ingame.
any reason why GI is spamming this error in the console?
That spam is my classic "left debug messages in" lol sorry
ur not the first to leave debug stuff in their mod and ur probably not the last either lol
also i thought this was gonna be a silent video until..
๐ฅ ๐ฅ ๐ซ
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
oh it was that
i thought the game were gaslit me into thinking my key doesnt work ๐
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.
iโve had the same issue too
had the same issue with shipplaceablescollide as above
i just leave it on and it works ok
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?
yeah and turning off the monitors and turning them back on doesnt fix it
I think it's currently bugged, try changing this to false in the config SyncExtraMonitorsPower = false
havent tried that yet, but that honestly sounds like the solution
yes dont use SyncExtraMonitorsPower
Finally got around to it. ๐
no
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
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 ๐คทโโ๏ธ
no configuration of what items u can take with u.. takes all items
for some reason save player suits seems to not work
suits get reset every time if the lobby is reset
does the ScannableTools setting work with every tools including modded ones?
Does anyone know if "MaskedEntitiesCopyPlayerLooks" uses the proper voices from Mirage?
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.
Tried disabling this. But still having this same bug. Anyone know of any conflicting mods?
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
If you're using OpenBodyCams, you can change MonitorEmissiveColor to 0.1, 0.1, 0.1, and that should get rid of it. I don't know if GeneralImprovements has a setting to change it.
okay I tried that but it seems to only apply to the BodyCam and not the ExternalCam that the monitor typically has
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
Like not sure how to describe it but it just has a weird green filter over dark spots https://media.discordapp.net/attachments/1243351488722632788/1249597850812416091/image.png
it does if you're referring to openbodycams
Id like to suggest adding an option to ship monitors for a count of number of players on the ship if thats doable
Reason is to make it easier with larger lobbies to account for everyone when starting a game or leaving a moon
general improvement better monitors overrides open monitors ones despite being turned off
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
Any1 having issue with settings? They reset from time to time
Ah my mistake
Why would you use both anyways? I also recommend against using BetterMonitors they cause a pretty large hit to performance
If the extra monitors get turned off from lighting or something, how do you turn them back on
You need to disable SyncExtraMonitorsPower
It's bugged
Ok but is there a way to get them back on when they're off
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
Is it at least a setting that can be changed while the game is active or do you have to restart the whole game
But that setting has been bugged for a while
You can change it in LethalConfig
But you need to reboot after
Ok
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
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
Awesome, thanks guys. So adding the extra monitor is performance taxing as well? Iโm surprised about that one
The reason for this is because Better Monitors uses Camera.Render() which is very taxing on performance
I've seen @narrow oriole talk about it before

lol
I think that it's a lot better than it was, but it definitely will still have the potential to cause some frametime jitter
Yeah from what DiFFoZ has said it's mostly the Overhead it adds that does it
indeed
I didn't mind doing away with them tbh
SoundAPI was admittedly doing way worse in my pack and I didn't know
if you don't notice the difference then you're probably fine to use it
but I personally wouldn't
I noticed it
Performance and input on the ship is smoother without the monitors
lol
yeah the sound API injects itself into code that runs rpetty often so it definitely has the potential to be rough
gotcha
SoundAPI was doing this 
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
#1220488542585753631 message
Yeahhh
I hope loaforc is aware of this?
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
@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
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
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
I donโt know if itโs 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 canโt 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.
oh yeah, this has happened to us before on my friend's modpack
A good way to prevent this from happening is to disable the "SyncExtraMonitorsPower" option, that way it will always be on regardless of the weather.
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
I personally havenโt had any lag problems
will this mod get fixed for v55 soon? i heard it broke
maybe, I guess it would be later, when the full version of v55 comes out
I mean, this is just the beta and it's subject to changes
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)
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 ^^
current beta is really buggy and seems subject to a lot of changes soon
probably not worth doing too much with it, for now
Yeah from what I understand it was put in Beta because Zeekerss needs about another week to get it entirely stable but he wanted to stick to the deadline release he gave since he promised it was gonna be delayed to the 28th
I'm gonna guess the changes are gonna be mostly bug fixes, since he said he's making changes after a long playtest
So it's probably bug fixes and ironing out issues, he added the features he wanted to from what I understand
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.
I mean the spawn weight stuff seems really in line with current V50 tbh
there is a history of new stuff being added and being too frequent
But that doesn't mean it won't get changed as you said
but then getting tuned to more reasonable values over time
Yeah
and the same will likely apply here
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
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
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
Well I remember he didn't want to cus of the Jetpack stuff, I was explicitly told this lol
But you could be right yeah
I forgot to enable the mod
Idk why ToolsDoNotAttractLightning would error
It wasn't that
The new item added isn't conductive
Yeah I figured
It might be something to do with the Flashlight Fix stuff somehow
Maybe the monitor that shows sales?
Well you can disable all the monitors and just use Open Monitors for the time being in that regard
Monitors are probably broke cus of the sales one if I had to guess
That might be relating to the error
i dunno im kind of in the same camp
it's true we can't assume anything is correct
Yeah
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
yeah that's why I was guessing he probably needs about another week or so, but didn't wanna delay it further
But time will tell
^^
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
how
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
That is probably gonna be fixed, or it may be intentional since it's a goofy addition
yea thats my point, if its intentional then i dont see it as a great addition tbh
its not very useful atm
I mean XD I love the car cus it's so hilarious
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
Btw while we wait for GI to update, any chance we could get a seperate mod that has the ToolsDoNotAttractLightning feature?
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
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
is its main use for transferring two handeds?
but if your host is ok just adding a local mod i could make that real simple
cuz i mean jetpack obv better for one hands
you could techincally use LQ for that no? unless the conductivity attribute broke
awh this mod doesnt work in multiple ways on the testing branch
the 128 other mods are working fine
Yeah it's known, GI got broken by it unfortunately
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
||I hope he improves the cruiser||
#1256559579182010378 
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!!!!!
Almost none of GI works with V55.
I plan on looking into all that pretty soon. I assume most of the things that broke are IL related and cascading errors
a lot of qol like looking down and stuff work
I'd preffer wait for the actual v55 release
take your time, its ok ๐
yeah this
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
Not really?
The only base game thing I know that's broken is the ||Extension ladder collision||
probably referring more to the new content
|| whoopie cushion doesnt make sound || - base game thing
I wasn't actually I was referring to a vanilla item being bugged but I spoiler tagged it anyways
same
well, i meant they were probably referring to the new content
This was heartbreaking when I discovered it
sooo is this v55 compatible?
Nope
Ahhh
Did you report it in Zeekss Discord?
That not yet
Kinda forgor
I did report the truck - terminal issue tho
Free items and moons if you have enough money for them
@broken crescent @dense quartz pushed a pr on your Github that should fix GI on V55 if you wanna merge and push the update
https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/pull/202 This seems to be why it breaks on V55
@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?
Does anyone know how to remove this small camera while not using the better monitors option?
