#General Improvements

1 messages · Page 14 of 1

grand umbra
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ehh. it's somewhere in your discord server i belive 🤔

light girder
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You'll need to find it

broken crescent
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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

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Oh? I don't recall offhand but I'd be interested to know what that is. Hopefully v64 doesn't break anything lol

short dagger
broken crescent
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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.

sour rain
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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

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when accessing RaycastHit.collider, it will return the collider itself

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but if you access RaycastHit.rigidbody, it accesses the rigidbody attached to that collider unless the collider does not have a rigidbody attached

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in which case it travels up the hierarchy and returns the first rigidbody it finds on the parent(s)

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RaycastHit.transform accesses RaycastHit.rigidbody.transform

broken crescent
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Hmm maybe I should try adding a rigidbody to the scan nodes

sour rain
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so unless you give ScanNode its own rigidbody, or access RaycastHit.collider.transform, it is going to give you the player's rigidbody instead

broken crescent
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Well that's goofy lol I'll try that later, thanks

sour rain
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yeah it is kind of unintuitive

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it makes sense in the case that you want one rigidbody to have multiple colliders, which is a genuine purpose

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but it's not extremely well documented and leads to frustrating and difficult-to-diagnose behavior like this sometimes

broken crescent
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Very true

sour rain
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im like 99.999% willing to bet that's your issue tho

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so it should be an easy fix, having that knowledge

broken crescent
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I'd have had to look at the source code to figure that out

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Would be nice if it was at least documented

sour rain
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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

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and it's not easy to track down because the issue manifests in such a weird way

broken crescent
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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

broken crescent
sour rain
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nice

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this bug affects a couple other things in vanilla so at this point it's basically worth a page in the "modder's handbook"

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i think this is the reason you can't scan the soccer ball

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and it was the reason that the shovel could hit the same enemy multiple times in a row in one swing

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etc.

broken crescent
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Interesting

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I didn't notice you couldn't scan the soccer ball but that makes sense

kind turret
sour rain
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yeah i fixed it in butteryfixes but i havent pushed the update yet

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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

kind turret
broken crescent
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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

thin pecan
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Alrighty

broken crescent
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The description for MinimumStartingMoney does say When paired with StartingMoneyPerPlayer but I can see how that's not clear

thin pecan
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Yeah, I had my starting credits per player at -1

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Weird how it works that way tbh

broken crescent
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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

broken crescent
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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

broken crescent
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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

broken crescent
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@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.

sour rain
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unless OverlapSphere generates different RaycastHit information (which in itself sounds like it'd be a bug), that wouldn't be the case

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although i agree, that's an interesting anomaly

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RaycastHit.transform is a property that specifically does this

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so this would imply that OverlapSphere doesn't set the rigidbody property of the RaycastHit, if it's returning a diff result than SphereCast

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¯_(ツ)_/¯

broken crescent
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Huh well that's weird then. I guess as long as it works 😅

light girder
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@broken crescent I should ask, do Hitpoints in GI still update every frame or did you fix that?

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I remember it used GC Allocation before due to that when DiFFoZ profiled the mod once

broken crescent
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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

celest oriole
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I don't know what creates the bug though. But it wasn't related to GI in my case I think

sour rain
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maybe generalimprovements exacerbates the issue somehow but i've definitely had it in vanilla yeah

light girder
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There's mods that fix that

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One of @grand umbra's mods fixes it

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and if you use TwoRadarMaps it also patches that bug

broken crescent
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Oh good I should look into that too (if I make sure to not step on anyone else)

light girder
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Cus I think he has his setup to safely fail now if other mods do the same thing but not certain

broken crescent
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Nice

light girder
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@narrow oriole Could also probably just share you their fix from TwoRadarMaps lol

broken crescent
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Oh no worries I'll probably just look it up when I have a chance

narrow oriole
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if it's not switching targets when pressing the button multiple times, it may nto be fixed by TwoRadarMaps

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(I assume by Shaosil's response that he's not running the mod)

polar junco
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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.

broken crescent
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I remember having trouble with that, I may not have tested it on FixPersonalScanner false, I'll look into it

narrow oriole
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looks like GI complains about migrating config values if I delete the config thonk

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also, you can access the orphaned entries without loading the file yourself

broken crescent
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Oh? That might be related to an outstanding github issue or two

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I'll have to check that

light girder
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That sounds like it might be related to this talk from the LethalPerformance thread a while back

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@narrow oriole @broken crescent

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That would explain the complaining when you delete the config

narrow oriole
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you have to publicize BepInEx but once you have access to OrphanedEntries you can just remove what you consume

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(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)

steady vapor
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any reason why you dont use Kittenji's method? - #1205519828857651220 message

narrow oriole
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if you're asking me, mainly just because I don't want to delete options if people are jumping between versions to test things

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I'd rather leave orphaned entries that I don't know about

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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?

steady vapor
narrow oriole
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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)

grand umbra
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welp i see it's been said already

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but you can tweak it and instead of tha last line (.Clear) do whatever you need with the orphans

narrow oriole
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I don't tend to prefer reflection over publicizing, I just switched it

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reflection is slow, so where I can avoid it I like to try

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makes it look a little cleaner at the same time imo

broken crescent
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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

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Good old chainsawing

narrow oriole
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hell yeah deleting code feels good

broken crescent
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This will be a nice addition to the next update

light girder
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Code Cleanup is always nice :3

finite bough
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Hey Shaosil an idea! Any chance for an addition to increase signal transmitter message length?

broken crescent
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I'll write it down 🙂 There's a few places and a terminal node or two I'd have to update for that

broken crescent
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And while I'm formatting things, I might as well make the credits fit inside the little green box right? lol

sacred kelp
narrow oriole
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@broken crescent uh oh

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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

narrow oriole
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the NewMonitorMeshActive property is false

broken crescent
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Bleh let me see why, one sec

narrow oriole
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for now, I can hack it and check with GetMonitorAtIndex(0) != null I suppose

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if that doesn't sound sus to you

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also while you're at it, might be nice to expose the monitor count

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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)

broken crescent
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Apparently I just never set it 🤦🏼‍♂️

narrow oriole
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oh since the beginning? lol

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I let you get away with it because I was checking that the object exists if that was false

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whoops

broken crescent
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Yeeep lol

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I'll fix that in the next update

broken crescent
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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)

broken crescent
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Huh I thought I saw someone asking about shotgun shells, well either way yeah that's also planned for the next update

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Buyable shotgun shells (optional)

ivory pivot
broken crescent
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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

ivory pivot
limber depot
broken crescent
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Do we know what mod is causing the conflict?

ivory pivot
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BetterEXP

limber depot
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It should load a bar of exp here in the pause menu

ivory pivot
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It's still throwing an error with default setting, is this still caused by GI?

broken crescent
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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

light girder
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Wait why is BetterEXP patching the chat system?

broken crescent
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Good question

light girder
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Oh wait maybe cus it has chat commands for checking your exp

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bxp/vanilla and bxp/level

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I'm guessing it's just patching those in in a very poor way

ivory pivot
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I mean BetterEXP is still throwing the errors in megalophobia with a lot turned off lmao

light girder
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Just

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BetterEXP

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@limber depot Didn't you remove BetterEXP from Megalophobia?

limber depot
light girder
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I've also seen BetterEXP throw EnemyAI errors before cus of how it patches EnemyAI stuff

limber depot
light girder
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Yeah my pack is fine

light girder
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Wouldn't be surprised if it's FairBirds, I don't trust woah's mods at all

ivory pivot
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Oh it's def another mod, I don't get the errors either

light girder
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But that's just me guessing

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His stuff is so sketch and he's got a bad track record

limber depot
ivory pivot
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I gave moroxide a list in #1281699612243263572 if you want to take a look

limber depot
ivory pivot
broken crescent
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Oh? So I don't need to fix anything?

light girder
ivory pivot
granite jacinth
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hey Hideplayername i think not work. because already true but still show the name

frigid bramble
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names are not hidden in the ship before the game starts

granite jacinth
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ahh i see

cloud gate
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any plan to make the health station moveable ?

broken crescent
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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

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I wonder if I could make it a ShipPlaceable actually

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Hmm

frigid bramble
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that is probably possible

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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

broken crescent
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Oh good point it just uses the charging station, I'd have to make sure it stuck with the object

narrow oriole
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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

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(preferably including whatever vanilla cameras may be assigned)

jagged flower
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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 ^

narrow oriole
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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

thin pecan
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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

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Would love to have everything near the back of the ship

broken crescent
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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

low gyro
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Three

thin pecan
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Yaaay

rough salmon
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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

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it could be a mod incompatability it could not be tho i wouldn't have posted this if i didn't know

ivory pivot
rough salmon
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my worst fear has come true...
its the config

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😨

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something isn't working right with the config i use

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oh well time to remake it

rough salmon
rough salmon
hoary burrow
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Hey all, does this mod still have performance drops in the ship?

broken crescent
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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

light girder
ivory pivot
ivory pivot
tropic saddle
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ok

narrow oriole
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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

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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

narrow oriole
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also, I assume it's unintended that MonitorsAPI.GetMonitorAtIndex(0) returns non-null after:

  1. Loading a save with BetterMonitors = true
  2. Exiting to the menu
  3. Setting BetterMonitors = false
  4. Loading back into the save
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I gotta put in another extra check for the monitors being present unfortunately

polar junco
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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.

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I'm assuming it defaults to whatever the initial weather value is.

ivory pivot
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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

broken crescent
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You should already be able to do GetMonitorAtIndex(x).Camera to access the camera, but I'll add a method to queue a render

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You will be able to call GetMonitorAtIndex(x).QueueRender()

narrow oriole
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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

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the only pressing issue is that the monitor info doesn't reset, although I'm working around that locally

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(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)

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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

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it's especially visible for text displayed on a monitor

broken crescent
narrow oriole
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@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

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if it is impossible I will be very sad

broken crescent
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Hmm I haven't looked into that at all 😦 good luck!

short frost
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Don't you need em to be transparent for UI?

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Or is that canvas

broken crescent
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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

narrow oriole
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you would think so, but HDRP doesn't derive its color buffer format from the render texture's output format

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so it doesn't have alpha in LC without globally changing the format to consume 2x the memory :)

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needless to say I am very frustrated with the render pipeline

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I'm trying to see if I can patch it to do that for specific cameras only, but it's not looking good

broken crescent
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Well that sounds annoying

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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

thin pecan
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This is big!

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Really hope you can make it work with the item charger too

broken crescent
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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

light girder
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@broken crescent any eta yet on the new update? lunxara_love_with_tail

broken crescent
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Hopefully in 1-3 days. There's a couple more things I want to add after I figure this one out

light girder
broken crescent
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Is that your stream day? I'll try lol

light girder
broken crescent
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Nice, happy early birthday!

light girder
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Thank you yoiled

polar junco
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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.

steady vapor
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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.
broken crescent
broken crescent
steady vapor
broken crescent
# thin pecan Really hope you can make it work with the item charger too

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

broken crescent
steady vapor
thin pecan
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Personally I think General improvements should already be serverside

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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

cloud gate
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oh yea btw shaosil i think it would be nice if the keybinds is compatible with the lethalinput mod

narrow oriole
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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

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maybe I should make a PR for it, because messing with all those isIn[...] flags almost never ends well lol

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got a lot of other stuff I'm trying to figure out, though

arctic radish
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Teleport decline stops the command of teleport and drop items executing as far asni remember

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I guess a transpillerncould fix it

narrow oriole
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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

arctic radish
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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

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For the corountine

narrow oriole
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yeah, basically you could just be able to set the state to whatever you want and skip or even complete it early

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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

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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

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although I suppose you might want to take care to disallow players from blocking teleportation of their body or a mimic while dead

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otherwise things probably desync

arctic radish
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Rn on my phone but id have to see what i can do when i get home

narrow oriole
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yee

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oh I guess if you have any questions you should hit me with them in #1215808576883392693 so we stop spamming poor Shaosil's channel

broken crescent
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lol it's all good

broken crescent
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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

ivory pivot
broken crescent
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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

ivory pivot
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are you able to lock the height?

broken crescent
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Maybe but I'd still have to solve the rotation problem

fossil minnow
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dose the overtime scan work for you guys?

broken crescent
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It does not 🤣 it will in the next update

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Well, it technically breaks if there's rollover

fossil minnow
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oh okay ahaha

broken crescent
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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

broken crescent
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I decided the other thing is too big to squeeze in today. New update incoming

narrow oriole
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now make placeable posters >:)

frigid bramble
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this is so fire

thin pecan
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Very cool update

broken crescent
ivory pivot
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No quota rollover without money rolling over? perceive

broken crescent
ivory pivot
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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.

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I responded to you earlier with this but I guess you missed it

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I just want the extra days that you lose when you sell early if that makes sense

broken crescent
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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)

ivory pivot
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Yes, you're right.
I'm really bad at explaining, but yeah.

narrow oriole
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couldn't hurt to be customizable per client obviously, but synced is probably nicer for social factor

high rapids
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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.

frail rapids
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Why is the default value for MinimumStartingMoney 30 while its 60 in vanilla?

light girder
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It used to be tied to per player

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and that was just changed today

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@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

patent orbit
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Hey @broken crescent, I wonder if you consider making the med station as a purchaseable ship upgrade?

thin pecan
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Would be nice if it had limited uses per moon landing too

sacred kelp
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Configurable maybe. I like the unlimited uses, but needs to be unlocked for like 200 credits

broken crescent
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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

warm jolt
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i think loot is not being stored on the elevator from the recent update

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although i dont know for sure if its this mod or not

ivory pivot
warm jolt
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matty fixes wasnt updated recently i think

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i didnt see it when i updated mods last night

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nvm it is mattyfixes

ivory pivot
warm jolt
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regular

ivory pivot
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@grand umbra it's not just the cruiser roof

grand umbra
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CurserFixes in Mattyfixes is obsolete as Zeekers fixed it in vanilla and so the code is now working

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disable it and it will be removed in the next Experimental release

ivory pivot
grand umbra
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yeah all vanilla moving platforms use the same code as cruiser

ivory pivot
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Ah perfect, Thank you for the answer. Sorry for the ping

ivory pivot
peak pier
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grabbing items pre start doesn't work anymore, even tho it worked in the same session before

onyx vine
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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

peak pier
#

Never had something happening

warm jolt
#

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

broken crescent
#

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

limber depot
#

works on my machine

warm jolt
#

works on my machine
and my machine is working 💪

ivory pivot
#

Worked on my machine as well

marble pagoda
#

Imploded my machine👍

frail rapids
#

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

frigid bramble
#

agreed. either let us change the colors or turn them off entirely

neon quarry
#

bruh, they are nice

pseudo field
frail rapids
warm jolt
#

yes im pretty sure those also get recolored

#

unless you mean them separately

frail rapids
warm jolt
#

its in the bettermonitor settings lol

frail rapids
#

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

warm jolt
#

yes i asked if you meant just that or not

#

you cant change just those parts no

kind turret
#

hence the request greed

narrow oriole
#

@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 thonk

quiet sable
#

Hey folks, there's the new rare weather event right? can I add it here? what is it called?

ivory pivot
#

So no

quiet sable
#

Ah, fair enough

#

its an event, not weather, gotchya

broken crescent
# narrow oriole <@392127164570664962> sorry to be the bringer of bad news, but it looks like New...

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

narrow oriole
#

no worries, I still have a backup, it'll just be nice to use that flag once it's stable

dawn rover
#

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

cloud gate
#

yeah u can try turning off the auto body collect later maybe

#

not sure if that gonna help tho

onyx vine
#

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

neat stone
#

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?

tawny mango
#

Is there a way to make the body cams from OpenBodyCams compatible with this mod's screen revamp?

sand olive
#

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

dawn rover
#

I thought I disabled auto body collect

narrow oriole
slow flicker
dawn rover
#

which might be the culprit but no way of knowing

tawny mango
narrow oriole
#

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?

tawny mango
#

It was

tawny mango
spice hearth
#

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?

pseudo field
#

lethal intelligence has that

spice hearth
#

it's fake item from recent update

pseudo field
#

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

spice hearth
#

I suppose so, no info on that, other things are fine

warm jolt
#

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

spice hearth
#

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):

warm jolt
#

that might be imperium

#

if you have it enabled

#

otherwise yes its a bug

spice hearth
#
  • also seen a red box on him (as a bug icon), maybe they can gram something now btw
warm jolt
#

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

spice hearth
#

that's not mask

frail rapids
#

So the ship guy thinks its an actual person

warm jolt
spice hearth
#

but there is not

#

It's a great idea, yet bugged

marble pagoda
#

that kind of gives you less of a reason to teleport it

warm jolt
#

yeah wtf

marble pagoda
#

because the scrap wouldn't follow with

warm jolt
#

especially the fact masked have heavier footsteps

#

like
you can hear it

kind turret
#

Most people are casual players

warm jolt
#

that doesnt mean you cant gain the distinction

spice hearth
marble pagoda
#

ai movement compared to actual player movement is ez to spot currently

frail rapids
#

You overestimate how smart casual people are lol

#

My friend saw a mimic spinning on the radar and thought it was a person lmao

warm jolt
#

as a public lobby player i can confirm this is sadly true

spice hearth
warm jolt
#

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

spice hearth
spice hearth
#

nah, I can remember as my friend got corrupted and still watching him walk

sour rain
#

needs to be tagged DoNotSet

spice hearth
sour rain
#

shaosil would need to update the mod to do it

#

nothing a user can do

spice hearth
pseudo field
upper schooner
#

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

plush nest
#

@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

patent valley
#

Hey, is there anything that could be used to add more monitors?
BetterMonitors requires LC API which has been removed.

cloud gate
patent valley
#

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

hoary burrow
#

@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! 😃

cloud gate
finite bough
#

I'm curious does GIs new weather scrap increases work with custom weather's like the ones from Code Rebirth?

light girder
finite bough
light girder
#

Cus WR doesn't touch Appy

finite bough
quiet sable
#

What is Diversity and True Darkness?

warm jolt
#

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

frigid bramble
#

i agree, but i just think the vanilla night vision is too much. a good balance is in between vanilla and full darkness

frail rapids
#

I think BetterScanVision is a very good compensation for TrueDarkness

warm jolt
#

even without true darkness there are moments you genuinely need to use the flashlight

#

like rends fire exit path

finite bough
ivory pivot
#

I mean just tweak the darkness to be just enough to be able to navigate but still dark to get the ambiance

dawn saffron
#

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

patent valley
#

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

narrow oriole
#

@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?

midnight garden
#

How do I make OpenBodyCams go on one of the big monitors?

feral anchor
midnight garden
feral anchor
#

np

narrow oriole
#

the default value of 0 should put it on the right monitor if everything is working right

limber depot
#

a friend got this, sadly I don't have the log

light girder
#

Cus I know I've never had this

thin pecan
#

Are you using Corporate restructure?

#

That's the only other mod I can think of that adds more monitors

peak pier
light girder
#

@broken crescent Any chance you'll end up making the belt bag count as a scannable tool?

plush nest
peak pier
#

I played phasmo long before the lobby has changed, probably a lot has changed xd

cerulean thunder
frigid bramble
#

this is why you dont plug random apparati into your ship 🤦‍♂️

cerulean thunder
frigid bramble
#

that's how they get you

sour rain
#

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.

broken crescent
#

@sour rain change your password and enable MFA

tawny gyro
#

i... aint clickin that

frigid bramble
#

its actually a free iphone, i just got mine from the dropship

tawny gyro
#

im gonna report this just to be safe...

frigid bramble
#

||it's a joke message guys||

sour rain
#

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 😝

tawny gyro
#

welcome to the modern internet age, where pieces of [[discount manure]] try to make profit from stolen accounts

cerulean thunder
dawn rover
#

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?

grand umbra
#

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?

south thicket
#

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.)

broken crescent
#

That's a bug actually, I hope to fix that next time I dev

tawny mango
#

I thought that was just me lmao

finite bough
#

this is weird first time ever encountering this. All small monitors will not update.

#

and big monitor for scrap

peak pier
#

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)

granite field
granite field
#

or is it

peak pier
#

Motion tracking monitors xd

granite field
#

nvm i just noticed they're all wrong, none of this information is accurate

tawny gyro
#

you using any other monitor addition mods?

granite field
#

not that i know of no

cloud gate
#

try delete the config and make a new one with extra monitor

granite field
cloud gate
#

what about changing it manually instead of using the modmanager(the config)

granite field
#

would that really change anything though

cloud gate
#

not sure, but u can try

narrow oriole
#

if this happens from a fresh save on a fresh profile that would make things way easier to reproduce/fix

granite field
#

it does work on a fresh profile

proven moth
#

What's your ShipColors config look like

granite field
#

i'm also not getting any errors apart from "[10:36:17.4551043] [Error :GeneralImprovements] Could not transpile SaveItemsInShip! Unexpected IL code found."

granite field
proven moth
#

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

granite field
#

thanks, gonna try disabling shipcolors then

#

wait actually i think its fixed now

#

???

#

okay it just fixed itself somehow

winged shadow
#

could we please get a compatibility update with widerShip? the health regen station is floating... thanks 👍🏻

winged shadow
cloud gate
winged shadow
#

oh crap nvm

#

i just tried it again and it works 🤨

#

thanks mate

wispy phoenix
#

can you make it save the location of the health staton when you move it.

peak pier
#

He is aware and will probably fix it

sly iris
hardy fable
#

This seems kinda interesting

#

Never seen this v9 mod before

neat stone
#

Hey is the vitals screen working now?

languid salmon
#

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

finite bough
#

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.

finite bough
#

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.

upper schooner
#

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

abstract fog
#

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.

finite bough
keen basalt
#

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

edgy tartan
#

If I enter these settings, will they work with the weather mod?

edgy tartan
#

This part doesn't work at all...
I entered the values, but at startup it reset them

gentle wagon
hardy fable
#

That has HUD functionality already. My squad uses that mod as a replacement to ShipLoot

real crest
#

Can there be a toggle for disabling randomizing the default seed?

finite stag
#

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

light girder
#

@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

light girder
#

Btw @broken crescent any plans to add support for the Belt Bag to be scannable eventually?

mint kiln
#

is this mod still laggy?

#

last time i took it off was because of some heavy lag spikes

cerulean thunder
#

this mf deleted system32

stuck bear
#

Was the thing where the weather bonuses setting in this mod ever fixed so it doesn't always go to max?

limber depot
#

Incompatibility with latestversion of CodeRebirth

short frost
#

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)

narrow oriole
#

(and also OpenBodyCams soft compat would also experience the same thing probably)

#

(don't call GetTypes())

light girder
#

So who knows when it'll be fixed

#

XD

limber depot
short frost
#

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

limber depot
graceful oxide
#

@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

vocal plover
#

even when i disable monitors rendering outside they still render outside

vocal plover
#

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

graceful oxide
#

Damnn

#

I hope there's a new patch soon

finite stag
#

is there problems with generalimprovements? Like any incompatibilites

patent orbit
patent orbit
finite stag
#

oh

#

wait

#

i know what you mean

patent orbit
#

I think so yeah

finite stag
#

I heard the small monitors are always on. is that true?

patent orbit
#

Umm i don't know about that one

copper apex
#

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

hardy fable
#

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

copper apex
edgy tartan
copper apex
finite stag
#

why is that?

toxic summit
#

you can configure asyncloggers to do basically the same thing

clever pawn
#

Config.

proven cedar
#

I suspect the question was more about what settings would need configuration and to what values?

clever pawn
#

I don't think it's that complicated.

toxic summit
# finite stag how?

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

toxic summit
clever pawn
#

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.

proven cedar
#

Didn't mean to start a fight

toxic summit
#

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

proven moth
#

It's not even the right explanation

#

Anyway

clever pawn
#

I'll stop before I earn another "pronoun" here.

clever pawn
proven moth
#

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

clever pawn
proven moth
#

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

clever pawn
#

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.

proven moth
#

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

clever pawn
#

That's for base logs, right?

proven moth
#

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

clever pawn
#

That's what I meant. But I don't think it's right.

proven moth
#

idk I think just case in point is AsyncLogger's LogWrapping feature can be used to replace NoConsoleSpam

clever pawn
#

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.

proven moth
#

shrug

celest oriole
clever pawn
#

Yes, but you can't change that for each mod individually in BepIn.

vivid spruce
#

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

proven cedar
#

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

broken crescent
#

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)

graceful oxide
#

Shaosil returns

broken crescent
#

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?

graceful oxide
#

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

light girder
broken crescent
#

They absolutely should, they only update if you're a spectator, or touching the ship

graceful oxide
#

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

broken crescent
#

Yeah I agree

vivid spruce
#

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

light girder
#

Always good practice

upper schooner
#

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

proven cedar
#

They were wanting to play with vanilla players though?

upper schooner
#

Wanting to play with vanilla players with the inventory keep option enabled?

light girder
# broken crescent Yeah I agree

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

hoary burrow
#

Good to see you back btw!

stoic crown
#

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

ember sparrow
stoic crown
#

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.

clever pawn
#

Are you sharing exact same profiles?

stoic crown
kindred canyon
#

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

finite bough
#

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.

kindred canyon
# finite bough 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

finite bough
light girder
#

ButteryFixes already includes this.

proven cedar
#

^

light girder
#

So would be pointless to add to GI

stoic crown
toxic summit
#

@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

cerulean thunder
#

Only got it to happen once

#

Might be a good idea to turn on the setting that keeps them rendering at all times

toxic summit
#

or was it a fresh save

cerulean thunder
#

New save

toxic summit
#

hmmm

light girder
#

Unless you wanna majorly harm your performance

light girder
toxic summit
light girder
#

GI has stuff to patch masked enemies

vast umbra
#

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

light girder
#

So yeah GI seems to be a bit borked after v69

broken crescent
#

Interesting. I'll try to look into that soonish. No errors?

light girder
#

They do still update after a while it's just less consistent and frequent

broken crescent
#

Bleh. That sounds like it will be fun to track down

light girder
#

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

broken crescent
#

That could be. I'll try to get to it within a few days 👍🏼

finite bough
opal creek
#

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

cursive lance
#

Can there be an option to disable the custom deadline colors?

#

I don't like it

broken crescent
#

I have more color options (including disabling them) on my to-do list

cursive lance
#

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

broken crescent
#

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

cursive lance
#

Nvm then. My friend was just misunderstanding, and so was I

rough salmon
#

lmao just noticed the terminal doesn't appear on the internal cam LOL

#

just the keyboard

short frost
#

Lol layer shit

proven cedar
#

Does making the screen readable like that hurt performance or is it negligible?

flint depot
#

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

agile sage
#

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

light girder
#

@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

light girder
pseudo field
light girder
# pseudo field 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

light girder
#

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

light girder
# pseudo field did the same

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

magic garden
broken crescent
#

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

short frost
short frost
flint depot
broken crescent
short frost
#

Invisible items between teleports or interior+exterior is usually just cullfactory

flint depot
#

I dont use cull factory

#

Id give more details but the pack is like 160 mods lol, so let me reproduce with fewer mods

light girder
broken crescent
#

Oh? You mean like the glowy material on the front of flashlights?

light girder
sour rain
#

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;
broken crescent
#

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

sour rain
#

that would sort of make sense

#

you have two patches for the material

sour rain
#

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

broken crescent
#

Most likely 👍🏼 I'll see what I can find

light girder
#

@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

mossy mortar
#

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

light girder
#

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

sour rain
light girder
#

I feel like the displays that don't actively update should do so everytime you go back into Orbit

sour rain
#

every so often we'd get a bug where the teleporters would stop collecting people (never figured this one out)

broken crescent
sour rain
#

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

broken crescent
#

The teleporters not working kinda sucks, I haven't seen that in my playtime personally

sour rain
#

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

light girder
#

I also haven't had Teleporters break personally, it's an issue that I wonder if it got fixed at some point

sour rain
#

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

broken crescent
#

Ugh that's the worst kind of bug lol. Sorry

sour rain
#

but that doesn't necessarily mean it's GI's fault

#

lol yeah

light girder
sour rain
#

it's fine

light girder
#

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

broken crescent
#

.> 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

broken crescent
short frost
#

more conductive scrap

broken crescent
#

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

sour rain
#

other electronics aren't conductive

#

for example, the hairdryer and old phone

broken crescent
#

good point

sour rain
#

although the old phone sounds like metal so who knows if that's intentional

cerulean thunder
#

Yeah the items which are/aren’t conductive are weird

sour rain
#

there are metal bolts on the arcade panel

tawny gyro
#

conductive whoopie cushion my beloved

sour rain
#

but i feel like most of it is probably plastic or at least covered in a plastic coating

light girder
#

Doesn't ButteryFixes already fix conductivity with items?

cerulean thunder
#

I can’t remember if it still is or not, but flasks were (are?) conductive too

sour rain
#

but i did get hung up thinking about it for a while

agile sage
# broken crescent

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

broken crescent
#

I see a vote shift towards merging that PR then, works for me

light girder
#

I would honestly suggest to let @narrow oriole be a maintainer probably

tawny gyro
#

if they even want to

broken crescent
#

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" 😄

short frost
#

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

short frost
#

fine, you can be the new maintainer of GI

light girder
#

lol

tawny gyro
#

yooo, gratz, Shaosil

broken crescent
#

wooo

tawny gyro
lost flowerBOT
tawny gyro
broken crescent
#

must be an orange cat

#

that single brain cell in full use today

finite bough
#

@broken crescent Welcome Back!!!!!

finite bough
broken crescent
#

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

light girder
#

@finite bough

finite bough
light girder
#

Maybe I need to pull it more often when it breaks so you'll fix it

#

😂

finite bough
#

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.

finite bough
broken crescent
#

Interesting

#

That's barely different from just not using rollover, but I guess they're two different things

#

OH I have an idea

light girder
#

XD

finite bough
# broken crescent *processing*

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.

broken crescent
#

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

finite bough
finite bough
#

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.

light girder
#

I've never used Quota Rollover cus it makes the game too easy but that actually is cool

broken crescent
finite bough
broken crescent
#

yeah that's a great idea honestly, strikes a good balance

light girder
finite bough
light girder
#

You can't keep abandoning your child Shaosil it needs you

broken crescent
#

Screw children 🤣

light girder
#

c;

broken crescent
#

Wait

#

no

#

dangit

light girder
#

LOL

finite bough
short frost
#

what about that one bug where teleporting a player to the ship obliterates the ping sound AG_Sip

broken crescent
#

Hmm I vaguely remember that one. I thought that was either fixed or determined to be from another mod?

short frost
#

i think you just made the teleporter thing from that a config option and left it off there

#

could be misremembering

finite bough
#

Correction they didn't add a config like Shaosil did if I'm remembering correctly.

short frost
#

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

finite bough
#

Yeah cause another mod is auto collecting bodies like GI did.

broken crescent
#

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

finite bough
#

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

short frost
#

as far as im aware, the mod just simply had the same bug rather than both mods together causing it

finite bough
short frost
#

CollectTheDead or smthn idk

finite bough
#

No it was a different fix mod.

short frost
#

i know that one also caused it though :p

proven moth
#

Only mod aware of body tp collection is like

#

ButteryFixes

#

I think

finite bough
#

I'm wondering if Butteryfixes removed the feature I don't see it in there anymore.

broken crescent
# broken crescent
poll_question_text

Should the control pad be conductive?

victor_answer_votes

6

total_votes

8

victor_answer_id

2

victor_answer_text

No, it was an overlook by Zeekers.

victor_answer_emoji_name

👎🏼

keen basalt
#

@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

finite bough
#

I can look over though and tell you real quick what you don't need though.

keen basalt
#

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.

finite bough
#

Yeah then its doing what you are asking.

#

It will not cause an issue as long as its set to default.

keen basalt
mossy mortar
#

does the open from inventory issue with code rebirth is fixed on the latest update?

finite bough
light girder
light girder
#

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

broken crescent
#

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

light girder
#

It's the only tool that can't be scanned atm lol

limber depot
#

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

broken crescent
broken crescent
light girder
broken crescent
#

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

light girder
broken crescent
#

Haha cool, thanks

narrow oriole
#

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

light girder
#

Fair lol

mossy mortar
#

health monitor doesnt account healing?

light girder
mossy mortar
#

well even the critical health to 20% is not accounted

#

it only updates when the player takes damage

mossy mortar
light girder
#

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

mossy mortar
#

ye something like that would be enough.

cursive lance
#

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

light girder
#

🤷‍♀️ 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

cursive lance
#

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.

light girder
#

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

cursive lance
#

I would rather it be optional, back to vanilla behavior, instead of being told to suck it up, lol. Sorry

proven moth
#

You control the buttons you press

#

But true

broken crescent
broken crescent
light girder
cursive lance
#

Oh uh I worded that wrong those two features are well-made too but they're just not for me personally

broken crescent
broken crescent
cursive lance
#

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

finite bough
sour rain
#

this is probably not a general improvements issue

#

general improvements maybe makes it replicate more easily

finite bough
sour rain
#

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

finite bough
#

I know i ran into issues with the swap to next item when you drop an item.

sour rain
#

doesn't replicate for host on that note

#

just to say

#

it is rooted in netlag

short frost
#

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?

finite bough
#

@cursive lance id be down for helping you reproduce it and get a log.

#

Since you would need a client.

sour rain
#

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

short frost
#

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

sour rain
#

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

cerulean thunder
#

A certified