#General Improvements
1 messages · Page 14 of 1
I'm about to go get some sleep so
You'll need to find it
Hmm it shouldn't, but it might be parsing the config or something weird it shouldn't be, which may end up stripping out characters that it doesn't recognize based on the current regional settings (or something equally weird). It still bothers me that can happen at all so I may spend a few more minutes on it
Oh? I don't recall offhand but I'd be interested to know what that is. Hopefully v64 doesn't break anything lol
Oh! All right, but yeah I know this can be an issue if am sharing the code with someone with different regional settings, unsure if this mod in particular needs everyone with synchronized settings.
Update on this, it's driving me crazy lol
So, the SphereCasts ARE actually working, I was looking at the wrong info.
The *actual * problem is that, for whatever reason, the RayCastHit is detecting the scan node's box collider like usual, on the ScanNode layer, but when it's a subobject of a player, the RayCastHit's gameobject is the player itself instead of the scan node subobject (and as a result can't find the ScanNodeProperties script). It makes no sense. I verified that players are on a different layer and have no other subobjects or colliders on the ScanNode layer.
And again, the same exact code for adding a scan node subobject works for every other object, and shows up in the Unity Explorer nested as expected. But with players, Unity is insisting the collision is on the parent object.
The actual problem is that, for whatever reason, the RayCastHit is detecting the scan node's box collider like usual, on the ScanNode layer, but when it's a subobject of a player, the RayCastHit's gameobject is the player itself instead of the scan node subobject (and as a result can't find the ScanNodeProperties script). It makes no sense. I verified that players are on a different layer and have no other subobjects or colliders on the ScanNode layer.
this is a common quirk with unity
when accessing RaycastHit.collider, it will return the collider itself
but if you access RaycastHit.rigidbody, it accesses the rigidbody attached to that collider unless the collider does not have a rigidbody attached
in which case it travels up the hierarchy and returns the first rigidbody it finds on the parent(s)
RaycastHit.transform accesses RaycastHit.rigidbody.transform
Hmm maybe I should try adding a rigidbody to the scan nodes
so unless you give ScanNode its own rigidbody, or access RaycastHit.collider.transform, it is going to give you the player's rigidbody instead
Well that's goofy lol I'll try that later, thanks
yeah it is kind of unintuitive
it makes sense in the case that you want one rigidbody to have multiple colliders, which is a genuine purpose
but it's not extremely well documented and leads to frustrating and difficult-to-diagnose behavior like this sometimes
Very true
im like 99.999% willing to bet that's your issue tho
so it should be an easy fix, having that knowledge
I'd have had to look at the source code to figure that out
Would be nice if it was at least documented
it might be somewhere but obv it's not helpful unless there's a reason for someone to seek out the page it's on
and it's not easy to track down because the issue manifests in such a weird way
Yeah. I think I was on the right track because I tried adding a meshfilter and meshrenderer to it, wondering if it was looking for something specific. I'm excited to try that solution after lunch though, it does sound very likely
That was it!! Thank you! Saved me much more digging
nice
this bug affects a couple other things in vanilla so at this point it's basically worth a page in the "modder's handbook"
i think this is the reason you can't scan the soccer ball
and it was the reason that the shovel could hit the same enemy multiple times in a row in one swing
etc.
Interesting
I didn't notice you couldn't scan the soccer ball but that makes sense
Not to be off topic, but is that something worth a fix? It feels odd scanning it & not getting a scrap value.
yeah i fixed it in butteryfixes but i havent pushed the update yet
there's a couple other things i wanna address that are more annoying and im still trying to decide if it's worth or not
You’re the goat, ty
Found the bug with this - If you change StartingMoneyPerPlayer to something other than -1 it will be a temporary workaround. Otherwise it will be fixed in the next patch
Alrighty
The description for MinimumStartingMoney does say When paired with StartingMoneyPerPlayer but I can see how that's not clear
yeah originally it was just StartingMoneyPerPlayer, and eventually I added MinimumStartingMoney to go along with that for a "minimum acceptable" mechanic, but I see how one might want them to be separately used
Oh my friends run in to a bug pretty often where they can't press the button on the main ship screen to cycle through cameras. Anyone else having that happen? Hoping it's not a GI issue
Well either way, new update going live. I still haven't figured out why the daily profit doesn't always update properly, but I fixed enough for an update for now
@sour rain well now I'm wondering why it worked with my scanner fix overhaul. That also accesses RayCastHit.transform. The only difference is I use OverlapSphere instead of SphereCast, maybe there's some difference in rigidbody searching under the hood.
unless OverlapSphere generates different RaycastHit information (which in itself sounds like it'd be a bug), that wouldn't be the case
although i agree, that's an interesting anomaly
RaycastHit.transform is a property that specifically does this
so this would imply that OverlapSphere doesn't set the rigidbody property of the RaycastHit, if it's returning a diff result than SphereCast
¯_(ツ)_/¯
Huh well that's weird then. I guess as long as it works 😅
@broken crescent I should ask, do Hitpoints in GI still update every frame or did you fix that?
I remember it used GC Allocation before due to that when DiFFoZ profiled the mod once
They only update if there's a change, the only overhead is the ContainsKey check every frame but when I profiled it, I didn't see it taking up any significant time per frame
I got that when I buy the radar booster. The radar add a "crewmate" on the screen and sometimes it completely mess it up
I don't know what creates the bug though. But it wasn't related to GI in my case I think
maybe generalimprovements exacerbates the issue somehow but i've definitely had it in vanilla yeah
Vanilla bug
There's mods that fix that
One of @grand umbra's mods fixes it
and if you use TwoRadarMaps it also patches that bug
Oh good I should look into that too (if I make sure to not step on anyone else)
If Matty is okay with sharing the way he fixed it you could likely implement it that way
Cus I think he has his setup to safely fail now if other mods do the same thing but not certain
Nice
@narrow oriole Could also probably just share you their fix from TwoRadarMaps lol
Oh no worries I'll probably just look it up when I have a chance
if it's not switching targets when pressing the button multiple times, it may nto be fixed by TwoRadarMaps
(I assume by Shaosil's response that he's not running the mod)
Appreciate it Shaosil
I may have noticed another bug with scanning, this time with the dropship. Had the option enabled to scan it but it didn't ping for me. I was on Experimentation if that helps.
I remember having trouble with that, I may not have tested it on FixPersonalScanner false, I'll look into it
looks like GI complains about migrating config values if I delete the config 
also, you can access the orphaned entries without loading the file yourself
Oh? That might be related to an outstanding github issue or two
I'll have to check that
That sounds like it might be related to this talk from the LethalPerformance thread a while back
@narrow oriole @broken crescent
That would explain the complaining when you delete the config
in case you want to rework it, this is how I handle it in OpenBodyCams:
https://github.com/Zaggy1024/LC_OpenBodyCams/blob/master/OpenBodyCams/Plugin.cs#L210-L247
you have to publicize BepInEx but once you have access to OrphanedEntries you can just remove what you consume
(if you're not directly assigning values to your bound config options, then you'll want to write out the config file manually after you remove options, but I don't need to because I'm assigning the config version at the end and that writes it out)
any reason why you dont use Kittenji's method? - #1205519828857651220 message
I use basically the same thing in my library but with a parameter to specify the ConfigFile for mods where I have more than one config - https://github.com/darmuh/OpenLib/blob/d9dc413823a9664a7170c4d3e4719d691626410e/OpenLib/ConfigManager/ConfigSetup.cs#L148
if you're asking me, mainly just because I don't want to delete options if people are jumping between versions to test things
I'd rather leave orphaned entries that I don't know about
also @broken crescent I just noticed that you seem to have a patch that changes the behavior of the flashlight item's spot light and the helmet light in third person?
thats fair, and yes was asking you specifically after peaking at your code.
specifically, what I'm referring to here is that it switches the visible light to the flashlight item's light when it is held, rather than using the helmet light
I was a bit confused because I remembered it keeping the helmet light active in vanilla, I believe because the held item in third person doesn't quite match the vertical view direction properly
both of them kinda look weird tbh, but I was wondering where the patch is for that so I can make sure it wouldn't have a bad interaction with OpenBodyCams perspective change (unlikely)
no need to publicize BepInEx tbh
https://discord.com/channels/1168655651455639582/1205519828857651220
welp i see it's been said already
but you can tweak it and instead of tha last line (.Clear) do whatever you need with the orphans
I don't tend to prefer reflection over publicizing, I just switched it
reflection is slow, so where I can avoid it I like to try
makes it look a little cleaner at the same time imo
Alright I cleaned up all the manual config file reading I was doing and just do a simple migration based on the OrphanedEntries I already had access to. This should resolve any config errors some people were getting with GI in the next update
Good old chainsawing
hell yeah deleting code feels good
This will be a nice addition to the next update
Hell yeah, looking forward to the new update 
Code Cleanup is always nice :3
Hey Shaosil an idea! Any chance for an addition to increase signal transmitter message length?
I'll write it down 🙂 There's a few places and a terminal node or two I'd have to update for that
And while I'm formatting things, I might as well make the credits fit inside the little green box right? lol
This mod is so great! If you’re looking for more ideas (taken from smaller QoL mods) you could integrate:
- WalkieUse (you already have a FlashlightUse bind here)
- TransmitPunctuation
- BetterLadders
- FasterItemDropship (specifically the part where new purchases can be added to a delivery in-progress)
@broken crescent uh oh
I was looking to remove my fallback code for compat but it looks like I'm gonna have to hold onto some of it for a little longer
What am I looking at here?
the NewMonitorMeshActive property is false
Bleh let me see why, one sec
for now, I can hack it and check with GetMonitorAtIndex(0) != null I suppose
if that doesn't sound sus to you
also while you're at it, might be nice to expose the monitor count
or if you for some reason are thinking of adding discontinuous monitor indices, a list of indices currently in use (preferably in a defined order)
Apparently I just never set it 🤦🏼♂️
oh since the beginning? lol
I let you get away with it because I was checking that the object exists if that was false
whoops
I'll also be adding a configurable percentage for masked entities to spawn with a fake scrap radar icon for even more deceivies 😈 (defaults to 0)
Ohhhh I like that idea
Huh I thought I saw someone asking about shotgun shells, well either way yeah that's also planned for the next update
Buyable shotgun shells (optional)
@broken crescent this you?
Yup, most likely caused by another mod transpiling the same method. You can turn the chat fade settings to default to prevent it for now
@limber depot this is the fix
Also thank you Shaosil
thanks, let me check it
Do we know what mod is causing the conflict?
BetterEXP
I changed these values to default and it seems to me that It's still not working
It should load a bar of exp here in the pause menu
It's still throwing an error with default setting, is this still caused by GI?
Hmm the chat opacity default value is probably still detecting as different for whatever reason that UI is making it slightly off of the default value of 0.2 exactly. If you can manage to get it to be exact it should skip past that transpiler
I've not had this error in my pack with BetterEXP
Wait why is BetterEXP patching the chat system?
Good question
Oh wait maybe cus it has chat commands for checking your exp
bxp/vanilla and bxp/level
I'm guessing it's just patching those in in a very poor way
I mean BetterEXP is still throwing the errors in megalophobia with a lot turned off lmao
Yeah it's not a GI issue
Just
BetterEXP
@limber depot Didn't you remove BetterEXP from Megalophobia?
yes, but when I install and launch the game, a red wall text appears it, the game launch, but that specific mod it's not working
I've also seen BetterEXP throw EnemyAI errors before cus of how it patches EnemyAI stuff
Yeah my pack is fine
You might have some other mod that is wreaking havoc
Wouldn't be surprised if it's FairBirds, I don't trust woah's mods at all
Oh it's def another mod, I don't get the errors either
My latest modpack version has removed as many error messages as possible, so idk what it could be
I gave moroxide a list in #1281699612243263572 if you want to take a look
Ik it's not, this issue has been happening a time now, and that mod is recent
your mod was not the culprit it seems, just a coincidence it patched the very thing that was broken
Oh? So I don't need to fix anything?
nope
No, it seems it threw the error because another mod had broken it.
Tried not having the UI setting on default and still no error after removing the trouble mod
hey Hideplayername i think not work. because already true but still show the name
names are not hidden in the ship before the game starts
ahh i see
any plan to make the health station moveable ?
Not specifically, because messing with the position can be a little tricky. I could always mess with a few preset positions and give them as options, but that would be in addition to the AddMedStation config setting
I wonder if I could make it a ShipPlaceable actually
Hmm
that is probably possible
ShipWindows adds a shutter switch that you can move, though idk how the game handles the animations for healing and charging or if that's dynamic
Oh good point it just uses the charging station, I'd have to make sure it stuck with the object
would it be possible to add API to access a camera for a particular screen, and to queue a render for a screen? I'm looking to add overlay text in OpenBodyCams that would appear when the body cam is inactive
(preferably including whatever vanilla cameras may be assigned)
Oh that would be nice in regards to the Medkit, I love using it as me and my friends like hitting each other for fun.
So the Medkit allows us to do that with out doing Perma dmg
Reason I bring this up is because a recent mod "Wider ship mod" extends the ship and moves the recharge station.
However this means the Medkit is just floating where it was, it can still be used but it teleports you to the new recharge station position
Mostly a visual incompability, so I wasn't sure if I should bring it up, but I will now since it's on your mind ^ u ^
with regard to that, I would imagine it can just be placed relative to the charging station, as long as that setup runs after the charging station is moved
If you find a way to make the medkit movable could you also add that code to the charge station? Since you mentioned that you're already using code from the charge station
Would love to have everything near the back of the ship
Oh I'm not actually doing anything with the charge station, I'm just recycling its animation. But if I find an easy way to make the medkit a ship placeable object, I may be able to do that with the charge station too
Three
Yaaay
ok i was kidding here but with this mod celestial tint breaks badly (its like vanilla mode is on and you can't turn it off),
and also on the terminal you can't click tab or escape to exit the and more that im probably missing...logs incase there helpful
it could be a mod incompatability it could not be tho i wouldn't have posted this if i didn't know
Whaaaa, i use both and have no issues
my worst fear has come true...
its the config
😨
something isn't working right with the config i use
oh well time to remake it
finished now its working
ig my config decided its time was up and died because that was the entire cause
Hey all, does this mod still have performance drops in the ship?
Good question. I put a lot of effort into profiling and eliminating some of the biggest hits from GI, so I'd be curious to hear if it's still a problem
I'm my experience no
only time I see performance drop in ship it's usually due to Openbodycams if it's not tweaked a little
what tweaks do u make to obc
resolution and framerate
ok
it would be cool if I could get an aspect ratio for a monitor so that I can use it when I create my render textures
I unfortunately kinda have to override the resolution of the monitor underlying the body cam, so if I can get the aspect ratio consistent that would make things look more seamless
also, I assume it's unintended that MonitorsAPI.GetMonitorAtIndex(0) returns non-null after:
- Loading a save with BetterMonitors = true
- Exiting to the menu
- Setting BetterMonitors = false
- Loading back into the save
I gotta put in another extra check for the monitors being present unfortunately
General question, how does GI's new scrap value adjustment for weather work with BetaWeatherTweaksBeta? Specifically wondering about the experimental feature where whether changes as the map's played.
I'm assuming it defaults to whatever the initial weather value is.
Would it be possible to add a feature where you do not get a new quota until the 0 days remaining?
Currently you get a new quota as soon as you sell enough, and you then lose all remaining days if you sell early
I ask you because you already have quota rollover and it basically does the same thing except I don't want money to roll over
For this, yeah I'll see if I can add that in the next update
For aspect ratio, I don't really have that any more than you do I think, unless I'm misunderstanding something
For the GetMonitorAtIndex(0), it should be returning the same thing as whatever is in ShipMonitor1. If more monitors are active, that's the top left of the new mesh. If not, it's the top left above the map screen.
You should already be able to do GetMonitorAtIndex(x).Camera to access the camera, but I'll add a method to queue a render
You will be able to call GetMonitorAtIndex(x).QueueRender()
sorry, I should've updated you, I ended up actually needing to use another approach because switching the render textures really doesn't work very well
the only pressing issue is that the monitor info doesn't reset, although I'm working around that locally
(I think it wasn't clear before, but the issue is that GetMonitorAtIndex will return non null when there are no better monitors present, if there have been any better monitors previously in the game session)
and yeah, aspect ratio information isn't present yet but I think it would be nice if it was so that I can turn the body can square when it's on a square monitor
it's especially visible for text displayed on a monitor
Ah I see, ok yeah I'll make sure to clear things out if no better monitors exist
@broken crescent random question but have you ever managed to make a transparent render texture in LC? it seems like maybe the color buffer settings make it impossible, but I'm not sure
if it is impossible I will be very sad
Hmm I haven't looked into that at all 😦 good luck!
That's all canvas stuff, I haven't looked into if render textures from cameras support an alpha channel or not. I imagine they might if you set their format correctly but I have no idea
you would think so, but HDRP doesn't derive its color buffer format from the render texture's output format
so it doesn't have alpha in LC without globally changing the format to consume 2x the memory :)
needless to say I am very frustrated with the render pipeline
I'm trying to see if I can patch it to do that for specific cameras only, but it's not looking good
Well that sounds annoying
Slightly unrelated but good news I figured out how to make something placeable. I still have to handle some custom interact trigger and animation zone code but the raw placeable seems to work well
I hope so. That will require some custom hooks into ShipBuildModeManager (or something similar) because a positional node is being used as the player's standing position for the charge animation. I'll have to make sure its height doesn't change and it follows the placeable object
@broken crescent any eta yet on the new update? 
Hopefully in 1-3 days. There's a couple more things I want to add after I figure this one out
Oki, was just hoping to see it out before Thursday :3
Is that your stream day? I'll try lol
Yeah that's when I'm doing my Birthday stream XD
Nice, happy early birthday!
Thank you 
Question, does the scannable tools option in GI adjust for modded in gear as well? Asking because I use ScannableTools which has a built-in feature to add modded items to the scannable tools list, but if both mods do the same thing then I can remove it in favor of GI.
Have some slight compatibility issues to report:
- (low priority) it doesn't look like you can disable the config option [MinimumStartingMoney], which takes priority over some other mods that adjust the starting money. Also it's not clamped so you can set credits to lower than 0 ( like -1, which then crashed my game lol)
- Paired with TeleportDecline, if you have [KeepItemsDuringTeleport] set to anything other than "None" the TeleportDecline mod will not be able to update player states (like whether they are in the ship) via their prefix here. Not sure if this is something you can fix on GI's side but making you and @arctic radish aware. Found the issue after troubleshooting a bug report for my mod (terminalstuff) that relies on the variables that TeleportDecline updates in their patches.
It currently doesn't work with modded tools but that's on my backlog
Hm I'm surprised about the MinimumStartingMoney stuff. I see I overlooked one of the clamping situations to allow that -1, but I do have checks in there if you leave it on default values, it shouldn't be modifying anything (assuming StartingMoneyPerPlayer is -1... which... oh, maybe that's why)
to be fair, I didnt test it much. Might not have tried the default as I was working from someone else's established config so I could be wrong on that one. If leaving it as the default leaves the credits untouched maybe add that to the config item description? I wasnt aware when messing with it earlier
I got a ways into coding this but I started to realize it's not as simple as the med station - I would have to make it into a prefab, then a network object, which would make it incompatible with joining other unmodded clients (if the option was active). It's doable but I might put it on the backlog for now since I don't want to squeeze too much in the upcoming update
Yeah fair, a ton of my config options actually rely on that mechanic of leaving things default if you want untouched code, I'll go through and update descriptions as I remember
Would appreciate that. Think it also should be mentioned whether the game needs to be restarted for certain config items. Idk if it's intended but when testing the teleportdecline stuff I noticed the only way their prefix would load is if I restarted the game with the config item set to "None" changing it in the main menu didnt fix the issue originally
Awwww, I'm glad you figured it out at least
Personally I think General improvements should already be serverside
I don't understand how client and serverside mods work
But I'm curious as to how a whole med station stays clientside if it adds something completely new and physical. Same with the extra monitors
+1 for WalkieUse
oh yea btw shaosil i think it would be nice if the keybinds is compatible with the lethalinput mod
I think as far as TeleportDecline goes, it would be much better off transpiling the teleport coroutine's enumerator to cancel the actual process instead of trying to revert/fix things up after the fact
maybe I should make a PR for it, because messing with all those isIn[...] flags almost never ends well lol
got a lot of other stuff I'm trying to figure out, though
Teleport decline stops the command of teleport and drop items executing as far asni remember
I guess a transpillerncould fix it
yeah, I'd have to check what logic is in that enumerator, but I think stopping it before it finishes out the coroutine would at least make sure that you always prevent flags from changing
I dont have access to DnSpy rn but wpuld it be possible to just skip a state in the state machine created by the compiler
For the corountine
yeah, basically you could just be able to set the state to whatever you want and skip or even complete it early
in your case, I think just inserting a check at the start of the MoveNext() function to see if the cancel flag is set and returning false in that case should be enough
and at state 0 you can insert code to call your tip text, there shouldn't even be a need to store whether a teleport is in progress since you can just check and reset a keypress flag at each step of the coroutine
although I suppose you might want to take care to disallow players from blocking teleportation of their body or a mimic while dead
otherwise things probably desync
Rn on my phone but id have to see what i can do when i get home
yee
oh I guess if you have any questions you should hit me with them in #1215808576883392693 so we stop spamming poor Shaosil's channel
lol it's all good
Hmm moving the medkit is being kind of a pain. Because it has an interaction trigger, and player position node that wants to travel with it (and its rotation and height!) when placed, I'm going to have to create some custom code to position it... somehow and somewhere.. after it's placed
how does the terminal handle it?
The interact trigger follows along and it can't be placed on walls, so the height never changes, and the position makes sense because there's a screen to look at. With the medkit it can only be placed on walls, and rotated in any direction, so we should be able to use it from any point
are you able to lock the height?
Maybe but I'd still have to solve the rotation problem
dose the overtime scan work for you guys?
It does not 🤣 it will in the next update
Well, it technically breaks if there's rollover
oh okay ahaha
Whew that was fun.. the medkit is now fully moveable and detachable from the charger, the animation height is locked, and it will pick the best animation node position to use based on a couple options after it's placed each time.
I did want to add another thing before I released this update but it's been a bit already so we'll see. I'm going to try to deploy it tonight or tomorrow
I decided the other thing is too big to squeeze in today. New update incoming
now make placeable posters >:)
this is so fire
Very cool update
Oh good idea! The caveat with placeables is that they require a network prefab though
No quota rollover without money rolling over? 
Are you talking about adding a way to sell early and get a new quota? I'll write that down but it might not be a one-liner. The way time and days are handled might be tricky depending on what I need to change
I'm thinking of being able to sell early but the new quota not starting immediately after the quota being met, rather when you reach deadline day. So like quota rollover, but without the surplus money counting towards the next quota.
I responded to you earlier with this but I guess you missed it
I just want the extra days that you lose when you sell early if that makes sense
Hmm, in vanilla, can't you already go sell early, and assuming you don't go over the profit quota, it would continue as normal, right?
So if I make the change, that would just allow you to sell over the profit quota, while not triggering the new quota early?
(sorry, I'm a bit confused)
Yes, you're right.
I'm really bad at explaining, but yeah.
makes sense for even cosmetic stuff to be a network prefab though I think
couldn't hurt to be customizable per client obviously, but synced is probably nicer for social factor
Could you split the player name above heads and the scan players name from "MaskedEntitiesShowPlayerNames" into 2 separate configs?
I like to have "ScanPlayers" enabled but also "HidePlayerNames" enabled but then masked will show player names above their heads and players won't.
Why is the default value for MinimumStartingMoney 30 while its 60 in vanilla?
Probably something Shaosil forgot to change
It used to be tied to per player
and that was just changed today
@broken crescent reminder though to change the default for minimum starting money to 60, you could also likely add a -1 value for the default which leaves it unchanged
Hey @broken crescent, I wonder if you consider making the med station as a purchaseable ship upgrade?
Would be nice if it had limited uses per moon landing too
Configurable maybe. I like the unlimited uses, but needs to be unlocked for like 200 credits
Yeah I can look into that soon, I need to create some common store functions since I haven't touched that area yet, but I planned on doing that next
i think loot is not being stored on the elevator from the recent update
although i dont know for sure if its this mod or not
It might be matty_fixes doing it
matty fixes wasnt updated recently i think
i didnt see it when i updated mods last night
nvm it is mattyfixes
Where you using the regular one or the experimental?
regular
@grand umbra it's not just the cruiser roof
CurserFixes in Mattyfixes is obsolete as Zeekers fixed it in vanilla and so the code is now working
disable it and it will be removed in the next Experimental release
does the elevator count the same as the cruiser roof?
yeah all vanilla moving platforms use the same code as cruiser
Ah perfect, Thank you for the answer. Sorry for the ping
So there you have it, disable the cruiserfixes and you should be good
grabbing items pre start doesn't work anymore, even tho it worked in the same session before
Generally not had a good time with that setting overall, I stopped using it
Recent updates have been excellent. Mod runs a lot better and is more stable. It still has a ton of features I will probably never use ever LOL but it's nice having less overhead for what I do want.
Better monitors not making my game die is a miracle
Never had something happening
bettermonitors used to hit performance because of how it was set up to work
if you have a decent pc this wouldnt be as noticeable
like for me
it barely effected the game
That's one reason I put off optimizing it so long. "works on my machine" lol
And setting up the profiler was intimidating
I'm really glad to hear it's more smooth now though
works on my machine
works on my machine
and my machine is working 💪
Worked on my machine as well
Imploded my machine👍
Can you add a setting so we can change the colored text on the monitors?
Thungs like the credits amount and days left and others that i dont remember
agreed. either let us change the colors or turn them off entirely
bruh, they are nice
bad mod, doesnt run on my Toyota corolla
thats.. a thing..?
wdym? there's no way to change their color right now as far as I know
its in the bettermonitor settings lol
Are you talking about this?
That's what I used to make the text blue
but it can't change what I circled in the screenshot
hence the request 
@broken crescent sorry to be the bringer of bad news, but it looks like NewMonitorsMeshActive is not getting set to false after loading in with BetterMonitors off :(
actually, even if I set it to false and then load in with them off it seems to set it to true again 
Hey folks, there's the new rare weather event right? can I add it here? what is it called?
It's not actually weather
So no
Hmm. I do see a problem where I'm initializing its value too late and it won't be set at all if monitor values are all left at default, but that doesn't explain why it's being set back to true.
... Oh. I'm setting it based on the value of AddMoreBetterMonitors alone, whether UseBetterMonitors is active or not
Sorry dude. Unreliable API again. I'll put it in a more logical spot in the next update
no worries, I still have a backup, it'll just be nice to use that flag once it's stable
not sure if related to GI still but based off a convo earlier I got the dinging player UI issue to happening during scrap collection 😭
still in-game rn
yeah u can try turning off the auto body collect later maybe
not sure if that gonna help tho
yeah it's caused by auto body collect
if you're using a revive mod of some kind they seem to cause it to happen WAY more often
Does anyone use the weather scrap value setting alongside lethal quantities? An issue I have had with other mods that do this is that they overwrite the base moons scrap value. I would like it to multiply the value set in lethal quantities for the moon. Does anyone know if this works like that?
Is there a way to make the body cams from OpenBodyCams compatible with this mod's screen revamp?
yes
go to openbodycam's config and change this slider to the number of the monitor you would like the camera to be at
number 13 is the big monitor on the left
and 14 is the big one on the right
1 - 12 are the smaller ones
nah we don't have a revive mod
I thought I disabled auto body collect
it should appear on the bottom right monitor by default, is that not working?
Wait is there a config option for this now
the one from GI but not from butteryfixes sadly
which might be the culprit but no way of knowing
It didn’t. It may be because I already had the body cam bought when I installed this mod, but when I added this mod it defaulted back to the external ship cam
hmm, that's curious, I wonder if it broke in the recent update
do you have the additional monitors enabled alongside the better monitors mesh?
hmm, seems fine on my end
was the body cam still bought when you loaded in with GI?
It was
I did, but then disabled it. It didn’t work before or after
Hi, found a issue with scrap attached to masked enemy. The radar scrap triangle is visible not only on radar but for people inside interior and outside. is it planned behavior?
Im pretty sure this mod doesnt have the feature of masked picking up items
lethal intelligence has that
it's fake item from recent update
ah cool
didnt know havent touched the cfg in a min
are the masked features of the mod stable?
besides the bug you just posted XD
I suppose so, no info on that, other things are fine
this is not a thing
the only time you see scrap move on the monitor is when nutcrackers still have their gun and hoarding bugs are moving something
butlers dont show knives on the monitor ever because the knife they use isnt the scrap item like the shotgun is for when nutcrackers use them
let me explain: in new update of mod masked can appear with "fake" scrap icot attached, like a player who collected smthing. And that's okay. Not okay that this icon is seen not only on radar but on masked himself. And I ask, is it a thing that it is visible (like masked is nit so human and ect.), or just a missing line in code
example of bug (should've shown earlier):
oh lmfao
that might be imperium
if you have it enabled
otherwise yes its a bug
checked, without imperium still a thing
- also seen a red box on him (as a bug icon), maybe they can gram something now btw
i dont even understand why add this scrap icon anyways tbh
the mask cant actually be collected without mods
in fact its similar to the butler
that's not mask
So the ship guy thinks its an actual person
it is VERY easy to tell the difference both by movement and just by switching the cameras
it's like: "Wow my friend collected smth I should teleport him because mimics are dumb for it"
but there is not
It's a great idea, yet bugged
that kind of gives you less of a reason to teleport it
yeah wtf
because the scrap wouldn't follow with
ngl im surprised how many people find masked hard to discern from real players
especially the fact masked have heavier footsteps
like
you can hear it
Most people are casual players
that doesnt mean you cant gain the distinction
that's why some mods exist
ai movement compared to actual player movement is ez to spot currently
You overestimate how smart casual people are lol
My friend saw a mimic spinning on the radar and thought it was a person lmao
as a public lobby player i can confirm this is sadly true
I have this disabled for a reason
i just memorize how many players are still alive and check where people are on the monitor
not sure if this is a mod but there should be one that makes corrupted players still have the monitor follow them
if a player gets corrupted the camera stays locked in one spot like if a giant eats them
is'n that a thing of a game?
.
nah, I can remember as my friend got corrupted and still watching him walk
EnableEnemyMesh is overwriting the renderer of the fake scrap object
needs to be tagged DoNotSet
Where to do it?
okay
Thanks for explanation
with modded sfx and a combo of mods that make them more human have turned them from obvious to my worst nightmare
Masked with the scrap icon is one of those kind of features you kinda bundle with other changes, ones like disabling the Masked spinning on the terminal
Regardless if you have the option to keep your items from teleporting on or not, you still have a tradeoff of either your group has to deal with the masked or the terminal guy does
@broken crescent any way to make the setting for "always show clock" also work on modded moons? I installed wesleys moons and tolian moons lateley and the clock doesnt work on them, only on vanilla moons
Hey, is there anything that could be used to add more monitors?
BetterMonitors requires LC API which has been removed.
#1199836228858675330 do, tho wanna check the config for stuff u dont need
disabled usage of the mod cause of this error, I will see if it's still happening
Removed BetterMonitors, added OpenMonitors as someone told me to
config files removed, regenerated, reset, spam continues
Will try to run it with GI only now, see what happens.
Good, I thought I NEED SPECIFICALLY OpenMonitors for GeneralImprovements monitors to work, but nah.
Yeah, sorry to bother! It seems to work now
@broken crescent The config for scrap value and amount weather multipliers don't seem to work correctly. They jump to the maximum possible value (2 and 5 respectively) whenever I launch the game.
I think it's not parsing the decimals correctly. Might be similar to this issue I had with OBC a while ago: #1199570032196333648 message
Btw, happy to report no performance issues anymore, at least so far! 😃
u dont, just check the dependency on the mod page next time 
yes i can confirm that too
I'm curious does GIs new weather scrap increases work with custom weather's like the ones from Code Rebirth?
You can't use it anyways if you have WeatherRegistry, WeatherRegistry will override it.
I'm glad I didn't take the risk with it. Thank you. I like how GI handles the value bonuses with weather.
I mean here's the thing, if you match up the values in GI with Registry, you can likely still get the Apparatus value to scale
Cus WR doesn't touch Appy
Yeah with True Darkness and Diversity on i feel Appy should just by default be worth way more. I might mess with that and take your suggestion.
What is Diversity and True Darkness?
true darkness is not a good mod imo
you shouldnt be forced to use a flashlight to play the game, not using one is something possible, and true darkness destroys that
i like that you can become capable of not needing one, its like a sense of progression in comfort with the game, allowing yourself to handle the darkness and in exchange you get an extra inventory slot
i agree, but i just think the vanilla night vision is too much. a good balance is in between vanilla and full darkness
I think BetterScanVision is a very good compensation for TrueDarkness
even without true darkness there are moments you genuinely need to use the flashlight
like rends fire exit path
same
That's why Chaos separated it as a separate mod so people who do want it can use it or vice versa. Some people like the added challenge. I do agree with you though. It's not a for everyone play style and if you don't have a mod to allow inversing in with items them Inverse is pointless then.
I mean just tweak the darkness to be just enough to be able to navigate but still dark to get the ambiance
Yeah, the game has gamma controls. I also hate true darkness so I never played diversity before but I might be willing to give it a chance now
It is configurable, halve it, quarter it, see what's best for you. Personally, I love doversity and play with it on pitch black, it is sometimes hard to navigate tho, especially during chase parts
@broken crescent I forgot I hadn't reported this, but it looks like NewMonitorsMeshActive is true if the extra monitors are enabled, regardless of whether the new monitors mesh is actually used
I think NewMonitorsMeshActive ought to essentially correspond to BetterMonitorsEnabled at the game start, right?
How do I make OpenBodyCams go on one of the big monitors?
in the open camera's config set this to 13 for it to be on the left or 14 for it to be on the right
Oh nice. I thought it was in GI's config. Thanks
np
the default value of 0 should put it on the right monitor if everything is working right
a friend got this, sadly I don't have the log
Definitely not a GI bug, probably a bug from having too many mods in your pack lol
Cus I know I've never had this
Are you using Corporate restructure?
That's the only other mod I can think of that adds more monitors
Your friend got hacked xd
Looks like it would be a cool event,
like while in orbit and the ship brings you to a specific, difficult moon, that you can't change
@broken crescent Any chance you'll end up making the belt bag count as a scannable tool?
oh yes like in phasmo nightmare mode, all monitors just break down. or when you have the ghost girl 🤭
I played phasmo long before the lobby has changed, probably a lot has changed xd
Bro got a virus on the ship smh
this is why you dont plug random apparati into your ship 🤦♂️
But it said if I did I got a free trip to Artifice :c
that's how they get you
Click Here For A Free IPhone!!
-# Applicable with one purchase of the Halden Electronics®️ Company Cruiser. Not eligible in all solar systems or terrestrial landmasses. Dial Company Help Desk for more information. ©️1961-2531 H.E. Global.
@sour rain change your password and enable MFA
i... aint clickin that
its actually a free iphone, i just got mine from the dropship
im gonna report this just to be safe...
||it's a joke message guys||
it just links to a lethal company ost video
but i will remove the embed
i suppose the paranoia is just
can't really tell these days 😝
welcome to the modern internet age, where pieces of [[discount manure]] try to make profit from stolen accounts
Okay but the idea of just going to the dropship and there’s just an iPhone there is really funny
anyone else experiencing issues with the fast cam switch in the terminal causing you to not be able to type without exiting and re-entering the terminal?
I'm having in an issue with Profit quota monitor not display profit gaining. Other monitors show change as items shift around the game like Scrap Left, Average scarp.. So on
The issue also persists with ShipLootPlus
Any thoughts?
Is there a way for the medkit to save where you put it? Cause for me I always have to place it back everytime I re-host a lobby. (It always spawns above the battery charger but since I have widership it spawns mid-air.)
That's a bug actually, I hope to fix that next time I dev
I thought that was just me lmao
this is weird first time ever encountering this. All small monitors will not update.
and big monitor for scrap
Pick-up items pre-game start is buggy, can pick up stuff that I normally couldn't, but can't pick up stuff that I normally could (scrap like air/clown horn)
does anyone know how to fix this issue im having, it just happened randomly and now it's not going away
Well clearly it’s day 1
or is it
Motion tracking monitors xd
nvm i just noticed they're all wrong, none of this information is accurate
you using any other monitor addition mods?
not that i know of no
try delete the config and make a new one with extra monitor
i deleted the config then hosted a round and everything seemed to work but when i changed the config to what it was before it broke again
what about changing it manually instead of using the modmanager(the config)
would that really change anything though
not sure, but u can try
could you attach the full config here? also, would be good to know if it occurs on a profile with only GI
if this happens from a fresh save on a fresh profile that would make things way easier to reproduce/fix
yeah, bit late but i was tired lol
it does work on a fresh profile
What's your ShipColors config look like
i'm also not getting any errors apart from "[10:36:17.4551043] [Error :GeneralImprovements] Could not transpile SaveItemsInShip! Unexpected IL code found."
i changed it back to the default iirc
ok
I just know it's had a few issues in the past with GI's more monitors but the blacklist should have it be fixed
thanks, gonna try disabling shipcolors then
wait actually i think its fixed now
???
okay it just fixed itself somehow
could we please get a compatibility update with widerShip? the health regen station is floating... thanks 👍🏻
just move it manually for now
how do i do that?
do it like u move furniture
ive tried, and nothing happens when i press B on it
oh crap nvm
i just tried it again and it works 🤨
thanks mate
can you make it save the location of the health staton when you move it.
He is aware and will probably fix it
Can there be support for versionNine? https://thunderstore.io/c/lethal-company/p/Swaggies/VersionNine/ Mainly hourly deadline counter for bettermonitors
this still happens:(
Hey is the vitals screen working now?
Weird suggestion, but an option to show the default moon info page whilst still landed on a screen would be pretty neat
Like instead of the outside cam or something
Would be neat since you can do custom descriptions for the moons in stuff like LQ
You can adjust that in configs yourself and set it where you would like.
Or are you asking for the max limit to be increased in configs? Cause that would just be crazy 😆 why would you want it so high.
Ah so the better way to put it so it sounds a little less confusing.
A teleporter setting for uses to determine the number of times it can be used per round. Resets upon landing.
That sound about right?
Sounds like a pretty cool concept for making a more challenging run.
Logistically speaking however, that means of let's say an entire group of players, you can only use the teleporter for just 1 person in the entire round
Meaning for any others they'll need to fend for themselves and for bodies you'll need to either collect them manually or they're SOL if they say, fall to their death in some way in facility/mineshaft
If it were smth like 1 per person per round then that'd be interesting, only 1 teleport the entire round is pretty rough
Anyone else having sync problems with the Quota Rollover mechanic enabled? The host can see the correct numbers, but other players see wrong values and deadlines.
I was worried about this feature causing problems with the new update D: hopefully that is all though
Can you have compatibility with ShipInventory and scrap value multipliers? When one of the monitors shows scrap left, it doesnt add the multiplier to it. Furthermore, the ShipScrap monitor doesn't account for stuff in the ShipInventory
If I enter these settings, will they work with the weather mod?
This part doesn't work at all...
I entered the values, but at startup it reset them
This is a suggestion, but a mod i love using is Auto Scan, because it adds the scrap amount and value to the Hud. Would it be possible to add something like that? https://thunderstore.io/c/lethal-company/p/matsuura/AutoScan/
This functionality might be a better suggestion for something like BetterItemScan
That has HUD functionality already. My squad uses that mod as a replacement to ShipLoot
Can there be a toggle for disabling randomizing the default seed?
will anything mess up if me and client both have same weather scrap multipliers? It says host only but I was wondering what would happen otherwise
@broken crescent Quick question, how would I add weathers to the config like Meteor Shower and Solar Flare? cus I've noticed it deletes part of their names
I would guess probably just the first half of their names would work
Btw @broken crescent any plans to add support for the Belt Bag to be scannable eventually?
this mf deleted system32
Was the thing where the weather bonuses setting in this mod ever fixed so it doesn't always go to max?
Incompatibility with latestversion of CodeRebirth
i mistook what the actual problem was in my message, but I have dm'd shaosil what the problem is and what he needs to do
I can do nothing about it in my mod, its related to me adding a soft dependency (MRAPI)
(and also OpenBodyCams soft compat would also experience the same thing probably)
(don't call GetTypes())
Unfortunately he is inactive rn
So who knows when it'll be fixed
XD
So, there's no way to add a soft dependency?
Nah, mods add soft dependencies all the time
In code*
General improvements is just doing something weird which breaks if MRAPI isn't installed
Not sure why it's happening now though, i have other soft dependencies
I'd love to see it fixed anytime soon, I've not played lethal on a while and I have plans on playing with some friends soon :,]
@broken crescent Heya, been loving your mod and it's becoming a mainstay in any pack I make. I was wondering if you ever planned on adding in extra mechanics to the medical station (stuff like being able to limit the amount of uses per day, the amount healed per use etc). I feel like that kind of thing would really spice up the med station and make using it more engaging.
Hope you're doing well btw, noticed general improvements hasn't received a update in a hot minute
even when i disable monitors rendering outside they still render outside
They do? 
yeah i tested it with only general improvements in a pack with outside rendering off, they still rendered outside
when i turn off better monitors only the main one still renders
is there problems with generalimprovements? Like any incompatibilites
If you use LGU with this mod don't touch any of the teleportation settings in the General improvement's config, it causes issues
could you give an example?
Well you can't use teleporter if you change config
so changing inverse to be 10 seconds will screw it up?
oh
wait
i know what you mean
I think so yeah
I heard the small monitors are always on. is that true?
Umm i don't know about that one
I have ShowMoonPricesInTerminal set to true but a few of the modded moons show incorrect prices, specifically Atlas Abyss, and Fission-C from Wesley's. Neither of them have configs where I can change anything. Anything I might be able to do to fix this?
Modlist: 0193655d-1392-2995-2381-46b1bd4ddcb6
You can change prices and spawn rates and such through the LLL config
Just enable the custom configuration slider for each moon you wanna change and then set the price to whatever you’d like
Yeah the prices are correct, but the price display on the terminal is not.
use terminalformmater and its settings
Will check it out, thanks!
why is that?
you can configure asyncloggers to do basically the same thing
Config.
I suspect the question was more about what settings would need configuration and to what values?
I don't think it's that complicated.
i believe it's simply checking mods that spam the most and assigning different log levels based on what it spams. e.g. if a mod spams Error a lot you can change the log level to Fatal, Warning, Message, Info and it won't print the error spam. I don't know the optimal setup myself cus i never got a clear answer beside that butit's probably based on what you notice during a normal session
if it isn't that complicated would you consider explaining what has to be changed in the config
You open config and find filtering part of it. Should list all mods that you have, as it generates that list automatically. You can change log levels there or turn logging off completely for each mod.
I don't see why it needs explanation, but here you go. Is that good enough? Should be easy enough for anyone who configured a mod before. And I bet their question was not about how to do it. They just didn't know you can in the first place.
Didn't mean to start a fight
I asked for explanation because it isn't apparent that it can stop logspam, and the specific configuration to stop it doesn't make sense to most people
And responding to someone asking how to do it with just "Config." Isn't helpful
I'll stop before I earn another "pronoun" here.
You didn't.
Async generates a LogLevels.cfg which can control how much each mod logs
As well as in the Main Config of the mod there's "LogWrapping" that you can set to true, which will generate a .xml
Which can control base game stuff
Though it's sort of complicated and can take some time fully configuring it all
I never used that feature and all I had to go off is AL's github, as I'm not at home.
Yeah
It kind of flew under the radar since it's not very obvious what it is
to people who aren't looking everywhere at least
Well, it's mentioned on AL's page. And considering how optimised logs are with AL already, filters use case is mostly for development. At least that's how it looks to me.
LogWrapping thing is mostly just for log cleanup and nothing else as far as I've read
also average user #482284 is probably not understanding this lol
That's for base logs, right?
uh
no...?
At least I think that's the answer to the question
or I guess?
If by base logs you mean log lines generated by the vanilla game
That's what I meant. But I don't think it's right.
idk I think just case in point is AsyncLogger's LogWrapping feature can be used to replace NoConsoleSpam
I mistook NoConsoleSpam with a different, simpler mod. Awkward.
The one that just let's you control log levels. That's why I gave such barebones explanation. My bad.
shrug
Isn't this the base of Bepinex? I usually put it at "Warn, Error" level to not be spammed by logs
Yes, but you can't change that for each mod individually in BepIn.
is anyone having issues with hosting with this mod for vanilla users?
if i host with this mod on, no one can join, i tried running vanilla and joining my friend with it and yep, i cant join
what setting is messing with vanilla players? in thunderstore it says client only / host only too
the idea of my current profile is to have all client sided or host only mods, just to play casually with vanilla users and this mod conflicts with that
It says client only / host only? Or does it have both client-side and server-side tags? Cause those both being there usually means everyone needs it
You might be able to get it to work by adjusting the config to not touch gameplay though
There's one or two config settings that will prevent you from joining non modded clients, the med station is one. They are clearly noted in the config though with a warning, just make sure those are disabled
(they're disabled by default)
When we needed him the most
Shaosil returns
Lol, hello. I see I have a bunch of missed messages but it's been forever since I played LC so I haven't been keeping up with the modding scene
I know @short frost has an issue where I need to update my mod to support theirs (sorry I never responded to the DM). Any other current major issues I should be aware of?
Well there is one issue I found where if you enable the "save ship placements" setting, start up your game, remove your ship placements, and then delete and start another save, the starting ship furniture will be unmovable since for some reason the game (or mod) treats them as still being in storage
There's a bunch of other stuff other people have talked about as well in here
And I think I remember asking at one point if it was possible to make it so the med station is more customizable
Like customizing the amount of uses and amount healed per use
Is it intentional that the better monitors don't turn off while not on the ship?
They absolutely should, they only update if you're a spectator, or touching the ship
Since the med station is a feature I'd absolutely love to use, but it's kind of unbalanced atm. I feel like being able to modify the amount of uses per day and amount healed would go a long way in making it more fun to play with
Yeah I agree
it looks like the problem is teleporter inventory keep, i set none and people were able to join, i though it would only cause desync instead of join error
Not an issue, everyone needs to share the same configs
Always good practice
Seeing as how that's r2modman/thunderstore app based on the image, you can easily send profile codes or smth of the sort to easily sync profile for the folks that play with you
It's what I do to ensure configs are sync'd
They were wanting to play with vanilla players though?
Wanting to play with vanilla players with the inventory keep option enabled?
Oh yeah whenever you update the mod I wonder if the tool scanning feature could be improved to work similar to the seperate mod, so things like Belt Bags and other tools can be automatically be detected
Scrap values/amounts always max out, I believe this happens primarily on European clients. I wrote more details here: #1199836228858675330 message
Good to see you back btw!
What was the fix for this? My friends were seeing this. When I host alone the quota and deadline is fine but when he was hosting or joined, my deadline and quota freezed and his were these exact numbers
not entirely sure unfortunately, id suggest messing with the config since im pretty sure thats what was up; i can send mine in a bit if it helps, but itll be a bit!!
That's so weird - it's only on his end as a client or host does it start acting like a fool. I'm about to get to bed, I need to get up early for several dr apps tomorrow 🙃 But feel free to ping me! I'll catch up to it when I'm free next.
Are you sharing exact same profiles?
Lol, yes. We combed through the configs of our profiles as well and there were no anomalies.
reporting in something that was noticed when I was getting help troubleshooting my modpack - apparently furniture lock and GI don't really like each other, mostly when it comes to the med station
#1180739684654121091 message
Yeah that's a known issue. It's fine though cause all you have to do is just move it. Takes a couple seconds.
With the amount of other furniture we use (80 plus) we use Darmuh and furniture lock to make custom packs so I can type one command to buy it all and auto place it for me. I'll take moving the 1 med kit since the 80 plus other stuff has been made easier.
Look into Darmuh custom shop packs. Trust me will make your life easier.
Oh yeah, I was using darmuh's stuff, I was just running into unique issues and was asking darmuh for help when they noticed the thing I brought up \o/ the only other issue I'm now currently running into is that when we get yeeted for fission mailing the quota, the med station just completely disappears on reset and I have to remake the lobby for it to show up again
Oh yeah I did forget about that one lol.
ButteryFixes already includes this.
^
So would be pointless to add to GI
I fixed the issue on our end. If you have this true set it to false
@broken crescent when you have time you might want to recompile this mod in v69
the update just came out today, and while GI seems stable for the most part i encountered a one-off case where better monitors stopped working and the ship screen stopped showing anything
i don't think this update changed anything that GI uses so it might just need a recompile
Happened to me too, but I have everything off for monitors yet the profit quota/deadline monitors turned off
Only got it to happen once
Might be a good idea to turn on the setting that keeps them rendering at all times
did it happen after you loaded a save from v68?
or was it a fresh save
New save
hmmm
I do not recommend doing this at all
Unless you wanna majorly harm your performance
The issue with GI is probably the fixes to masked
How would that affect GI
GI has stuff to patch masked enemies
small issue i found that doesnt have to do with v69, whenever you have save ship furniture places on and get fired, buying the furniture again only puts it back to its saved spot for the host, furniture will spawn in the middle of the ship for clients
I've also found when they are working they don't seem to update properly anymore and are way more inconsistent compared to before
So yeah GI seems to be a bit borked after v69
Interesting. I'll try to look into that soonish. No errors?
Yeah I didn't see any errors
They do still update after a while it's just less consistent and frequent
Bleh. That sounds like it will be fun to track down
Idk why
Could just be like Mantis said it may just need rebuilt on V69
Seems like a few mods have had to do this
That could be. I'll try to get to it within a few days 👍🏼
I reported this issue awhile back. I suggest using furniture lock instead cause this bug can cause soft locks
Not sure if this is a issue with v69 or a mod conflict, but has anyone else experienced issues with lightning warnings not showing up, and switching radar view with the 'fast camera switch' option causing you to be unable to type in the terminal until you exit and re-enter it?
the camera switch i noticed awhile ago, but the lightning warning issue seemed to just happen now on v69
I have more color options (including disabling them) on my to-do list
Coolio
Whenever you update GI again, please prevent extra monitors that aren't on from existing at all
Certain monitors that I don't have on are still present above the ship, running in the background, and I believe that's apart of what's tanking my fps
No render events should be taking place for inactive monitors. If you turn on debug level logging you can see render events to confirm this
Nvm then. My friend was just misunderstanding, and so was I
lmao just noticed the terminal doesn't appear on the internal cam LOL
just the keyboard
Lol layer shit
Does making the screen readable like that hurt performance or is it negligible?
sorry if this has been brought up before, but i was trying to do the teleporter nonscrap option on in my modpack, and the yield signs turned invisible and were no longer able to be picked up, and i tried teleporting with a large axle and 2 other scrap items and it placed them high up in the sky near the ship?
Just wondering if this is a bug people have seen before, I am assuming its just something with my modpack but figured id check before trying to debug it
Had a funny issue where if someone got infected by a mask they would only copy the appearance of one person in my group. For me it was fine and it appeared as usual (I was the host) but every other client saw it.
I don’t have a video but it might just be a mod incompatibility anyway
@broken crescent Are you still planning to recomp the mod on v69 sometime? The issue with the monitors being blacked out and requiring a lobby reload still happens sometimes
is that the only issue rn or
I mean there could be other underlying ones, this mod touches a lot that without maintenence it's not really good to keep using
I do hope this is fixed up as It replaces like 20 of my mods haha
I ended up just removing this mod, it seems like Shaosil is on an indefinite Hiatus and the monitors weren't working properly half the time. Most features by this point were covered by other mods for me except for very few things so it wasn't really much of a loss. It also means Flashlight Bulbs work again cus GI breaks those
did the same
I seriously just got sick of the monitors randomly desycning and not updating
I miss the expanded monitor wall but OpenMonitors and BetterShipScreens covers the essentials for now
It's a good mod but covers too much imo, I really think the monitor stuff should eventually be hopefully MIT Licensed and seperated into it's own mod
do you have any recommendations on alternatives for GI ?
I'm recompiling it to make sure it targets the latest DLL. I tested a few weeks ago (during v69) with a friend and didn't notice any bugs with the monitors or otherwise during our session, so I kind of went back to "sleep"
(Hamilton is GOAT)
Watched it like 3 times plus in person
I'll do some testing again before I release the latest recompile, but if someone has a reproduceable config/plugin combo that has a GI bug in it, that would be great
I did love the live action (or whatever the gif i sent is called), didn't watch in person but was great
@light girder ig you've had problems with it
Ill try this one again in a more singular case rather than my modpack lol, just a really cool feature
Hmm I haven't seen that lol, but if it happens again, send me the log and I'll see if anything stands out about GI
This is probably a cull factory thing, just call GrabbableObject.EnableItemMesh(true); on all the items in the players inventory or whatever on the teleport
Invisible items between teleports or interior+exterior is usually just cullfactory
I dont use cull factory
Id give more details but the pack is like 160 mods lol, so let me reproduce with fewer mods
Mostly the monitors randomly desyncing and no longer updating, @broken crescent you're also doing an optimization that doesn't work that breaks Flashlight Bulbs that @sour rain discovered
Oh? You mean like the glowy material on the front of flashlights?
Yeah. With GI present they're always dark even when you have the flashlight turned on
yes, you can't do
renderer.materials[1] = etc
you can only assign directly to material or sharedMaterial
if you want to assign to any other index than 0, you have to do
Material[] mats = renderer.sharedMaterials;
mats[1] = etc
renderer.sharedMaterials = mats;
Ok, that sounds familiar, thanks for the heads up. I'll check it out in this iteration. Probably leftover from FlashlightFixes, it used to work lol
one of them does this and works fine
my guess is that, if you remember discovering and fixing this before, it was probably on that patch
and it just slipped through the cracks on the other patch
Most likely 👍🏼 I'll see what I can find
@sour rain Didn't you also mention the Teleporters have some weird issues with GI present? I wonder if the recomp will be enough to fix that
in my case I see the monitor not updating (player health exact) when a player died via instakill (they still have 100 hp on the monitor). sometimes with scrap left
I know I hope to see the monitors randomly not updating when going back into Orbit issue be fixed, they feel pointless when they don't update the current day and weather and stuff. Sometimes they don't update for 2 days
Idk what causes it
the teleporters have never worked correctly for me and idk why
I feel like the displays that don't actively update should do so everytime you go back into Orbit
every so often we'd get a bug where the teleporters would stop collecting people (never figured this one out)
The health monitor does have a bug specifically but that wouldn't affect the other ones
and we, more frequently, encountered a bug where the inverse teleporter would stop working at some point and never work again for the rest of the session
Yeah I think most of the ones that matter should do that, I'd be curious to see the log when it doesn't
The teleporters not working kinda sucks, I haven't seen that in my playtime personally
yeah there is no telling what's doing that
and tbh it's entirely possible it's just a conflict with something else on my profile
it's not a huge deal
I also haven't had Teleporters break personally, it's an issue that I wonder if it got fixed at some point
it is definitely partially attributable to general improvements because i have never had the issue unless GI was enabled and i have a lot of playtime both ways
Ugh that's the worst kind of bug lol. Sorry
It started after V69 so it probably all relates to the mod needing a recomp
it's fine
I know I got to see a screenshot finally of someone who loaded up a fresh save and had the screens be blacked out
lol
Reloading fixes it but that one is the oddest
.> that is really odd. Well I'll poke around a bit and refresh myself on what my code is doing, might fix a minor thing or two while I'm in here, and deploy a new version soonish
I think it's already conductive, but there's a PR to make it non conductive. I'm not sure what to think about that lol
good point
although the old phone sounds like metal so who knows if that's intentional
Yeah the items which are/aren’t conductive are weird
there are metal bolts on the arcade panel
conductive whoopie cushion my beloved
but i feel like most of it is probably plastic or at least covered in a plastic coating
Doesn't ButteryFixes already fix conductivity with items?
I can’t remember if it still is or not, but flasks were (are?) conductive too
it makes some changes, and in my case, i believe i left the control pad alone
but i did get hung up thinking about it for a while
It’s a relatively early game scrap and most two handed items in that sort of area are conductive
Besides even if they have metal parts the baseplate doesn’t look metal. If that’s the case it shouldn’t be conductive
Btw at some point you should really add a maintainer for this mod probably, so they can fix issues when you're on a hiatus
Assuming of course you have someone in here you trust enough to work on it
I would honestly suggest to let @narrow oriole be a maintainer probably
if they even want to
Yeahh there is that. I trust plenty of you guys but that's a burden I'd hate to say "hey I leave randomly, so you take care of this beast in my abscence" 😄
also i'd imagine if zaggy or anyone would want to be a maintainer, they wouldnt need someone else to ping or nominate them to do it
fine, you can be the new maintainer of GI
I only pinged Zaggy cus he's shown interest a few times
lol
yooo, gratz, Shaosil
wooo
Meow!
how dare you meow at us
Meow!

@broken crescent Welcome Back!!!!!
No Don't you leave!!!!!!!!!!!!!
Alright, updated version finally on the way
Hopefully it fixes monitor desyncs? Again, didn't see anything happening in my tests.. which usually means it's a mod conflict somewhere (UGH) but I'm happy to test with someone else's config once that's confirmed
Oh hell yeah that was quick
@finite bough
Well I guess that fixes that. Time for you to add it back in lol.
I swear everytime I pull the mod cus it starts having issues you return like you sensed a disturbance in the force btw
Maybe I need to pull it more often when it breaks so you'll fix it
😂
Hey @broken crescent Is there a chance in the future when you have time to add a feature for the quota rollover that if the party wipes you lose the roll over that was saved up also? If no that is understandable.
Next time they will just steam ID you into the mod that once you download it you can never uninstall it O_O
processing
Interesting
That's barely different from just not using rollover, but I guess they're two different things
OH I have an idea
Lmao, nah he just gets an alert message that when I remove it it means it needs fixed
XD
With Quota Rollover it saves the extra money so you can extend the run, but sometimes it can make it to easy and right now i've been using a different mod for a feature that if we party wipe we lose all the saved up money to add incentive to not play like idiots just cause we have roll over.
Oh even a feature to lose half the roll over would balance it.
I'll make quota rollover a dropdown, so like
- Disabled (Default or whatever)
- On (full rollover, no extra effects)
- On, Wipe loses 50% rollover
- On, Wipe loses ALL rollover
Yep you read my mind
Writing that down
Yes and No. Cause without Rollover its smart to save items for next quotas. Rollover takes that away.
OMG Yes!!!!!
That would be perfect! I've been trying to find a way to balance Rollover but its been so hard to do. I like having it cause I hate just saving loot for future quotas, but hate how we sometimes play with zero care for party wipes as it wouldn't hurt anymore.
Losing half of it sounds amazing
I've never used Quota Rollover cus it makes the game too easy but that actually is cool
I mean to be completely honest, I've been bad about monitoring this chat because I haven't played LC in forever and sort of lost interest. But I do see notifications sometimes and woke up this morning to a few messages like "I stopped using it" and felt extra bad lol
Yeah the losing Half still allows being able to continue but can majorly hurt if you banked a lot.
yeah that's a great idea honestly, strikes a good balance
Lmao it's one of those mods that needs actively maintained cus it does so much
Hey I didn't stop using it. Just want to put that out there. I'm not like Lunxara 😛
You can't keep abandoning your child Shaosil it needs you
Screw children 🤣
Hey I got him to return and fix it
c;
LOL
Totally overlooked that one xD
what about that one bug where teleporting a player to the ship obliterates the ping sound 
Hmm I vaguely remember that one. I thought that was either fixed or determined to be from another mod?
i think you just made the teleporter thing from that a config option and left it off there
could be misremembering
That was fixed with a config setting, but still happens due to other mods I believe. There was another mod that didn't change their configs.
Correction they didn't add a config like Shaosil did if I'm remembering correctly.
still happens, it's not "fixed" just by being hidden behind a config option, it's just got the option of not happening if the feature is diabled lol
Yeah cause another mod is auto collecting bodies like GI did.
Am I correct in remembering it happens because of another mod overlapping though? Because I don't have to disable it for mine
Which would make it a known compat issue rather than a bug I believe
Tbh I'm not to sure anymore. Its been forever since I started using the No Popup mod so it prevents it from being able to happen. I do remember that when you made the config it stopped happening for me for the longest time then out of no where it came back again and was worse than before. Then I added in the mod to stop it completely
as far as im aware, the mod just simply had the same bug rather than both mods together causing it
I'm trying to remember which mod it was cause I believe I removed it since they didn't fix it on their end.
CollectTheDead or smthn idk
No it was a different fix mod.
i know that one also caused it though :p
I'm wondering if Butteryfixes removed the feature I don't see it in there anymore.
Should the control pad be conductive?
6
8
2
No, it was an overlook by Zeekers.
👎🏼
@broken crescent Could you add an option in the configs to disable features from this mod that are found in other mods? My modpack has minor overlapping with your mod, but it's yet to cause any issues.
0194dd2a-125b-fb2d-9dae-121741a70277
Thats something up to you do to. The configs are there for you to turn off if you have other mods doing the same thing.
I can look over though and tell you real quick what you don't need though.
I'm referring to stuff like "starting credits"
It isn't causing any problems since I set it to its default value. I use QuotaOverhaul to set the starting credits, but I worry that it could become a problem.
Yeah then its doing what you are asking.
It will not cause an issue as long as its set to default.
gotcha
does the open from inventory issue with code rebirth is fixed on the latest update?
This one I'm not sure if its been fixed or not. @short frost Did you do a fix on your end some time ago? or was it all on GI to fix still? I turned it off awhile back and never tested it.
It's still in there, it was never removed it's just on by default however if you use GI the toggle in GI overrides it
Oh right @broken crescent speaking of Starting Credits, you still need to fix it so the default value is 60 instead of 30 lol
I use darmuh's mod to change that setting due to changing the setting in GI causing errors in the past but yeah 30 is definitely not the vanilla value lol
Should be 60 to ensure no vanilla code is changed

Ahh you know what I think I forgot that at some point because I'm so used to playing with 2 or 3 people that 30 seemed like a vanilla option lol. I'll fix that
Also any plans to make the Belt Bag have support for being scannable?
It's the only tool that can't be scanned atm lol
If I were to make a request it would only be to make the medkit have a saved position for bigger ship :,]
Or if it makes it compatible with furniturelock
I keep forgetting about that item. I'll make sure that's in the next update
I think there's a somewhat easy fix for that, there's some leftover code for hard coding the medkits position before I made it movable. If I take that out, it should save its position on further loads. I'll try to fix that too
Also since you have support for setting a binding for the Flashlight, I feel like adding support for a Walkie Binding could also be nice as well as InputUtils support would be amazing
I have InputUtils on the backlog, (and a walkie binding) depending on how big of an effort that is. I'll look into it at some point
https://thunderstore.io/c/lethal-company/p/Renegades/WalkieUse/source/ Should give some ideas, you might even know a better way of implementing it since this mod is quite outdated lol
Haha cool, thanks
I mean I've shown interest in maintaining something that provides some minimal functionality that OpenBodyCams would make use of, but that would ideally require a completely new API and a new mod
I don't really want to maintain everything that GI has to offer, I have way too many options in my own mods already
I can't reasonably test everything as it is lol
Fair lol
health monitor doesnt account healing?
It likely doesn't update when you heal since healing isn't a normal thing
well even the critical health to 20% is not accounted
it only updates when the player takes damage
as far as I know this is vanilla
Honestly I would love a simple Health Monitor like what Open Monitors has that just lists the amount of Alive Players
I kinda prefer simplicity over what GI has
The Alive one I like
ye something like that would be enough.
Could there be an option to disable the yellow/green/teal/etc colors on the ship's monitors, as well as the ability to turn off fancy lamps?
Pretty underwhelming that these two features aren't optional
🤷♀️ I feel like this is a pretty silly complaint, Fancy Lamps are nice so you can turn off the Lamps on the ship and save some performance and the Monitors used to not have the extra colors but they got added to add more detail and not be so bland
I prefer the originals. It's weird that you can't go back in already such a configurable mod. The monitors looked better being consistent in color, and being able to toggle the light of fancy lamps remove their danger of being a (Though kind of minor) headache on ice moons.
The Fancy Lamps if you don't like you can just ignore, it just allows Lamps to be toggled on and off like a Flashlight
I would rather it be optional, back to vanilla behavior, instead of being told to suck it up, lol. Sorry
I have a dead players monitor but that might be too much info. I can add another type that handles a simple count
gasp how dare you not like the same things I do, or appreciate my hard work???!1one1!
Joking aside, you're not the first to want colors optional or configurable, so that's on my to-do list. And the lamp? Er, I suppose I can make it optional as well. That might be a first? Lol but fair enough, everyone has their own wants
@broken crescent Client got this error, any idea what it means?
I do appreciate your work, everything in GI aside from these two features are very well-made
Oh uh I worded that wrong those two features are well-made too but they're just not for me personally
I know what function that is but not the error offhand. I'll go through it and try to make sure my error handling is acceptable
Lol no worries I know what you meant
There is a serious game-breaking bug going on with GeneralImprovements right now
I know it's GeneralImprovements causing the bug, but according to Purple, the reason why this bug happens is due to the mod's custom inventory scroll speed. Even when set to the supposed, "vanilla value", you can still tell that it just isn't the same (Everso slightly faster)
The bug is when you drop items, there's a chance for it to glitch out on your end and disappear. There's an interact prompt and scan node, but their model is gone, and you cannot pick it up. The only way to fix this is to have someone else pick it up for you, from which it'll reappear, and be usuable for you again
Are you using the switch to next item when you drop one?
Also do you have Cull Factory?
Try to reproduce and provide logs please so Shaosil can determine the cause and if their mod is the actual culprit or not. Im not saying it isn't just sometimes it can be something else and devs really appreciate logs to determine the exact cause.
this is probably not a general improvements issue
general improvements maybe makes it replicate more easily
Thats what I was thinking too.
but it's not a part of our current profile in my friend group (i think purple is the only one that uses it right this moment) and everyone has it happen to them intermittently
it is true that the best way to avoid it is to make sure you are using all the vanilla cooldowns for everything
so if general improvements isn't letting you do that, it might make the issue more noticeable
I know i ran into issues with the swap to next item when you drop an item.
Huh, I don't think I've ever had items go poof when dropping em, I also don't get the logic on why this would be based on swap speed, like you swap so fast you swap to the next item, hiding the current one, then the current one is dropped?
@cursive lance id be down for helping you reproduce it and get a log.
Since you would need a client.
i don't 100% understand it either but i have seen it happen enough that it's definitely a problem
i assume part of what's going on is that you are pocketing the item (which normally disables it and makes it intangible) at the same time you are telling the server to drop it
and because of server/client communication lag, it's getting disabled before the server responds to your request to drop it, so you wind up dorpping it as it's intangible
other clients get the request to drop it before it becomes intangible (since that would also need to be networked) and so they are still able to see the item
and if it gets picked up, it gets re-enabled as you would expect, and then it can be dropped again
i'm not 100% sure if that's actually what's happening though, that's just my hypothesis from what little analysis i've done of the player inventory code
That's what I kinda thought, I do have a few other guesses like if the item is a skinned mesh renderer I think that can cause problems with cullfactory or smthn.
Also I think zeekerss accounts for the network tick when dropping items because he always has a little wait before discard items
Smthn like starting a coroutine waitBeforeDiscard~ not the exact name
yeah now that i look like it
maybe im barking up the wrong tree after all
but there's a lot of overlapping parts so there's no telling what's going on
might be nice to have some better logging going on and try to figure out some repro steps
to figure out the exact order and timing of execution that makes it occur
A certified