#General Improvements

1 messages Β· Page 15 of 1

cerulean thunder
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moment

cloud gate
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is it something like this
dropped 3 key in the cupboard and the first one went invisible for myself

sour rain
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ThrowObjectClientRpc called for an object which is not the same as currentlyHeldObjectServer is probably super relevant

light girder
short frost
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This seems like either a problem in the item you're holding or someone patching and/or calling those functions incorrectly.
It's not a vanilla bug, because, well, it doesn't happen in vanilla and it clearly logs the error so it knows the problem.

light girder
cursive lance
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0194e98b-2bd8-b555-1e38-218a4097538a

light girder
narrow oriole
# cloud gate is it something like this dropped 3 key in the cupboard and the first one went i...

this bug can happen (and be exploited) in vanilla be placing an item and then immediately switching slots after it has been placed

I believe the issue is that switching slots is client side predicted, while dropping items is not, so you can have a situation where the client has an empty slot selected while the method to drop the item is running

this is a glitch that can be used to make the light on the player object for a flashlight stay on while the flashlight is not in your inventory

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the item will be there for the host and all other clients except for you

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this allows every player to get flashlight light from one flashlight (except the host)

narrow oriole
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the bug becomes easier to reproduce the higher your ping, so if you are on 200ms you can do it very reliably, but in the same region it can be harder

cloud gate
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Having this problem everyother day

broken crescent
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Coding for networks is difficult eh

narrow oriole
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yeah

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I'm sure there's a fairly simple way to make it work much more reliably, but I'm not really surprised that this happened

light girder
graceful oxide
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@broken crescent Quick question: Will there be a option in gameplay settings to change the amount healed by the health station and amount of uses per day in the next major update?

broken crescent
graceful oxide
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Awesome

light girder
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@narrow oriole I wonder if High Quota fixes might help with some of this stuff? It does contain a fix for Interact delay apparently

cursive lance
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I believe it's referring to the other interact glitch, but I can give it a try

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I'd rather not have a separate bandaid fix mod though, it'd be better if it was integrated into GI if it does ultimately solve this problem

light girder
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Well as Zaggy said it boils down to a network related issue that can happen even in Vanilla

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but yeah if it fixes it I don't see why it wouldn't be a fix GI could merge in

narrow oriole
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I have a feeling high quota fixes wouldn't include a fix for that, since it's an allowed exploit that doesn't break anything

light girder
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Fair probably not

cursive lance
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FUCKING HAPPENED WITHOUT GENERALIMPROVEMENTS

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What is going on...

wary perch
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If it's a ping thing I'm wholly unsurprised since I seem to get it relatively often

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Though the stuff going invis is a bit more recent than the "things dropping and ending up in the shadow realm" thing

light girder
wary perch
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Yeah

broken crescent
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@light girder I'm wrapping up the code for the next release - have you seen any major monitor desyncs since my last update?

finite bough
light girder
broken crescent
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Awesome!

finite bough
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Shaosil was gonna do a new config options for the Quota Rollover so people can add a little more risk and challenge with it. Once that drops I have 2 quota rollover mods that I can drop and just re-enable his version.

also @broken crescent I forgot to also mention the overtime bonus from GI is a little over powered with Roll Over. It calculates all the rolled over money for the overtime bonus when it should only calculate what you sold/earned during the visit.
Example
You have 10k saved in roll over
You sell 2k worth of scrap

Overtime calculates both off of 12k when it should only calculate off the 2k.

Not sure if its an easy fix or not. I just turn off overtime bonus with rollover right now.

broken crescent
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Yeah, vanilla overtime just calculates quotaFulfilled - profitQuota. It doesn't look like it tracks "amount sold today" as an easily accessible variable, so I would have to manually track that and calculate the overtime myself. I'll write that down as a future option

short frost
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I'd just track the number whenever you pull lever, and then if its time for overtime calc I override that with my own math

broken crescent
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Yeah it shouldn't be too difficult, I'm just debating on if I should include that in this release lol

short frost
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Add more features, never update until its too late, that's my philosphy

broken crescent
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Let's open the polls

finite bough
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tbh theres no harm in doing a small update later with it and releasing what you have now.

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You may end up finding other stuff you want to add too.

broken crescent
finite bough
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Ah Screw it I would love to see it with the other features!

limber depot
broken crescent
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Yeah I'd basically change AllowOvertimeBonus to OvertimeBonusType with options like "Vanilla, SoldProfitOnly, Disabled"

limber depot
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cool!

broken crescent
# broken crescent
poll_question_text

Should I add an additional way of calculating overtime bonuses in this release?

victor_answer_votes

11

total_votes

13

victor_answer_id

1

victor_answer_text

Yes

limber depot
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@light girder didn't you said before that the H.P. hud that shows in this mod where alocating every frame or something like that?
If it is, that can be fixed, right?

light girder
limber depot
light girder
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Otherwise Treys but I've found Treys also adds a bit of overhead it feels like

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Not as much as GI though

sour rain
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trey's health text only updates the health text when damage is dealt/healed

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if generalimprovements is doing it in Update() that is probably the difference maker

sour rain
toxic summit
broken crescent
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I'm confused about the HP performance thing. As far as I remember, the only thing I'm doing with that is indeed in Update() but it's using a simple if check before doing anything that would affect frames. I also thought I looked at performance before with deep profiling in that function specifically and it barely even showed up on the chart

I'd really like someone to prove that's costing performance in some way with a before and after or some screenshots of the profiling graph, either I fixed it at some point or I really suck at profiling

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        [HarmonyPatch(typeof(PlayerControllerB), nameof(Update))]
        [HarmonyPostfix]
        private static void Update(PlayerControllerB __instance)
        {
            ProfilerHelper.BeginProfilingSafe(_pm_PlayerUpdate);

            // Keep max health values up to date
            if (!PlayerMaxHealthValues.ContainsKey(__instance) || PlayerMaxHealthValues[__instance] < __instance.health)
            {
                Plugin.MLS.LogInfo($"Storing player {__instance.playerUsername}'s max health as {__instance.health}");
                PlayerMaxHealthValues[__instance] = __instance.health;
            }

// Other code removed for readability
    ProfilerHelper.EndProfilingSafe(_pm_PlayerUpdate);
        }

I know it could be done differently but that .ContainsKey check didn't seem to affect anything on my machine?

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I suppose I could do it on a timer instead, that would help if there is something. I do want it in Update so it supports any unknown mod that modifies player health though

short frost
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What if I'm a silly goose that puts the players health to 200 by accident not as a max health value

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Actually what is that max health thing about lol, is it for the medkit in GI?

broken crescent
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Yeah it's so the medkit knows what value to restore to

short frost
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Icic

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Makes sense

light girder
sour rain
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well to be clear

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the problem was that doing .text = etc was an alloc

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and health metrics did that in update()

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trey's health text only does it when the vanilla health HUD function gets called (the one that colors your outline red)

sour rain
light girder
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Also @broken crescent Hope the update is close btw lunxara_love_with_tail

cursive lance
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The update is getting closer. Run

cerulean thunder
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THE UPDATE IS RAPIDLY APPROACHING YOUR LOCATION

broken crescent
broken crescent
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https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases/tag/v1.4.6

This ended up being a bigger update than I had planned. I tried to test all the major changes and make sure nothing broke, but I'm going to leave it on GitHub for at least a few hours before updating it on Thunderstore

GitHub

v1.4.6 - More options, fixes, and improvements

Included the belt bag as an option for scannable tools (BeltBagItem)
Updated some things about Starting Money:

Split StartingMoneyPerPlayer into Sta...

cursive lance
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πŸ’―

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Good shit

broken crescent
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I found a copy of GI on Thunderstore that apparently translates some of the monitors into Korean lol. On one hand, that's cool because my mod only supports english. On the other, it's a direct copy of my repo from what I can tell =/

hardy fable
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Maybe you could offer to implement the language in exchange for removal of the mod

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If it’s a plug and play type deal

broken crescent
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I could eventually add some type of localization strings file or something maybe

hardy fable
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Maybe the Korean mod author would be willing to contribute to your github and add that kind of support

light girder
broken crescent
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Well as I said, I don't see any performance hits with that at all, so I'd have to see proof from someone else via profiling screenshots or something since I already tried that.

I plan on adding a timer and doing the .ContainsKey check on an interval just in case that is somehow causing performance, but I doubt it. That will be in the next update though

light girder
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@sly jolt Does the Health Text still show up in alooc in profiling on current GI?

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You were the one to discover it before

light girder
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Peak update btw, I may or may not have used the Custom Text displays to reference Wesley's Journey's XD

broken crescent
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0 ms on average for most of my methods that have profile tracing

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Yeah not to be a broken record but I just finished a simple profiling session, and nothing from GI is causing any FPS drops whatsoever. Obviously YMMV but I have all of my monitors going, ran around the moon for a bit, took some damage, went on and off the ship. Pretty consistent frames. I'm going to stop hunting for performance issues for this particular feature for now unless someone can show me otherwise

Edit: Honestly I'm not going to even bother adding an interval timer in Update(), as it doesn't seem to be an issue at all

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In other news I just realized we're up to like 26 monitor options now

short frost
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30s a nice even number

broken crescent
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Yes, yes it is πŸ˜‚

keen basalt
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@broken crescent Do I need ReverbTriggerFix if I have this mod installed?

sour rain
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yes

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they do different things

broken crescent
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~~Uhhhhh tbh I forget 😢 I remember finding that bug back when I did some more profiling but I can't remember if I solved it

Apparently I did not~~

Or did I? πŸ€”

sour rain
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oh

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maybe you did actually

broken crescent
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Did I? 🀣

sour rain
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it's a problem with vanilla, not your mod, to be clear

broken crescent
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Right

sour rain
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i just figured it was pretty unlikely you had done the same thing reverbtriggerfix did

broken crescent
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It was causing huge fps drops

sour rain
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but i didn't check or anything

sour rain
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maps like artifice are super laggy because the reverbtriggers collide with the terrain or buildings and run a bunch of code every frame

short dagger
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Hello! Question, how should I set the "Enemies" settings in this mod if I'm also using Mirage? it contains similar/about the same settings and I wanna make sure they don't somehow conflict with each other.

broken crescent
keen basalt
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I'll keep both of them, then

broken crescent
short dagger
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got it, thank you!

finite bough
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@broken crescent The Players alive does not update if a dead player gets revived.

broken crescent
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Kind of to be expected, if mods are using custom functions I won't have knowledge about them. The only way is to either soft hook into them (not a fan of that), or use the update function - not a fan of that either but I'd be willing to put it on a timer if it's a common request

finite bough
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or will it be heavy performance hitting?

broken crescent
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I can probably add it either way, if it's on a timer (especially if I crank it up to a second or two), it shouldn't add any overhead and that's a relatively simple solution. I just didn't do it that way to begin with since I wasn't sure how much of a problem it would be to not have it

mossy mortar
broken crescent
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Wait that's a great point I missed actually. I think I might be updating it if the players use the medkit, but the critical vanilla healing that happens might be on some internal timer in an update function somewhere

Hmm. That might be a good argument to move all health updates to a slow timer (as well as known damage and heal events)

narrow oriole
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there's a HUDManager method that's called when the local player health changes at least

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across the network, I'm not sure what you can do reliably, I don't even know if the healing from crit would be sent over the network

broken crescent
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Yeah I was just looking into that, I'm planning on removing how clients all try to store health values for each other. Insteaad, I will try simplifying that and only keeping track of max health locally, as well as communicating (when applicable, not constantly) health values via RPCs

There are some other things to think about, like unmodded clients, but it's a WIP

sour rain
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so i'd definitely say using custom RPCs is your safest bet

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maybe you could fall back to the pre-existing stuff for unmodded clients

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but "Sustained the most injuries" doesn't sync between players because clients have incorrect health tracking for any player except their own

broken crescent
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That's what I'm noticing as well when looking through vanilla code - health is only sent to other players on occasion, and can't be used reliably

sour rain
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there was a bug for a short while that caused hitting players with shovels/knives to deal double damage, and IIRC, even though the double damage was fixed it still tracks that double damage being dealt on your local client

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also local clients don't properly track critical injuries

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taking less than 50 damage in a single hit will leave you critically injured with 5 HP as long as you weren't already critically injured, but it just adds the full damage value to the tracked health

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and you regen from 5 to 20 as long as you don't get hit again in that time

broken crescent
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Right. All magically happening only locally πŸ˜„

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Then you have things like LGU which can change how much health you can actually have

finite bough
broken crescent
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Ok just typing this out to rubber duck and make sure this covers most scenarios:

  • Clients will still update health/life monitors after knowing about any damage taken, vanilla revive, or connection event by any player.

  • I added a new LifeSync RPC that can be called by anyone to broadcast their current health and alive status.

  • Every 1 second, a client will check to see if their current health/life values are different from what they last broadcasted, and if so, broadcast the new values to everyone.

I think that should handle every type of mod that affects health, life, or death in any way, as well as generally working for unmodded clients as it does today.

Oh, and as a bonus I no longer track or check for everyone's max health - only the local player needs to know about that for medkit purposes.

narrow oriole
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that all sounds good, except the first point, I wonder.. is that referring to the HUDManager method? I think that method should be called any time the health changes on the client, or else the HUD itself becomes out of date

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so it's pretty fair to assume that any mods that are healing or damaging the player outside the vanilla code should be triggering that if they want the health to display correctly, which means it's the perfect place to

  • update the local player's health stat
  • invalidate the value to be transmitted to other clients on whatever interval you decide
broken crescent
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Yeah, I did consider using the HUD as my trigger point but went with the interval for now just to be 100% sure (what if a mod updates health without the HUD updating, or what if a mod removes the HUD, etc)

But it would probably have worked the same way

narrow oriole
#

what if a mod updates health without the HUD updating
skill issue

what if a mod removes the HUD
there's a difference between removing the HUD and removing HUDManager, the latter would cause the entire game to explode and die

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but yeah no real harm in doing it that way

broken crescent
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Lol true

proven moth
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Closest that there will be is something like ShyHUD or Imperium's thing probably lol

broken crescent
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Next update finally has ladder sprint fix options (basically none/vanilla, no sprint drain, or allow sprinting)

finite bough
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Nice!

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What did you decide on the revive update? Or is that still being debated?

broken crescent
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Anything related to health and stuff should be handled because of the new interval check that sends outdated info, in theory

short frost
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i wonder what the player's health is considered to be when they're dead

broken crescent
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It's not 😁 so I make sure to say zero if that's the case

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Or at least display that

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Any changes to the local player's health or alive status that haven't been synced yet will be sent to everyone else

finite bough
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And that's all in the next update right?

broken crescent
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Yeah

finite bough
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Hell yeah!

broken crescent
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Also this

finite bough
broken crescent
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I had planned on making the charging station placeable to a point so you can move it around, but if I do it properly, that means turning it into a network object like the medkit, which means I'd display a warning on the setting and everyone would have to have it set to the same thing to avoid errors..

Alternatively, I could simplify it and allow it to be used on a per user basis completely locally, but it might look funny to other people since their station wouldn't be synced to yours.

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Or I mean I guess I could support both options, with the warning for one of them

limber depot
desert folio
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Why not have the setting be host authoritative?

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assuming everyone has the mod, the host's setting of making it placeable or not can be used to dictate what the other clients should do

broken crescent
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The main problem with that is that I am adding the medkit as a network prefab when GameNetworkManager starts. This will cause an error if you try to join (or someone tries to join you) a game that doesn't have the same list of prefabs. And that happens before hosting or joining anything

desert folio
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Can you have the medkit always be in the list of prefabs and just not make use it if the host doesnt have it enabled?

broken crescent
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Not that I'm aware, as having any differences in network prefabs prevents connections of any type. Which means it would break if the modded client tried to join someone that didn't use GI. That's why I had to make it an option and slap a warning on it

desert folio
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wouldn't you want it to not work if the modded client joins a non-GI lobby? otherwise the modded client can have gameplay benefits that the host doesn't necessarily want

broken crescent
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In theory sure but I believe some people do make use of certain QoL changes GI brings, while playing with strangers or unmodded hosts. I'm trying to make sure my mod doesn't break the vanilla experience for anyone

desert folio
#

my opinion is that if the host doesn't explicitly permit GI (or any mod) being present by having it on their client, then GI (or said mod) shouldn't impose itself regardless of if the mod creator or client believes it to be harmless or not, because that should be up to the host to decide. but I understand that may not be the modding community's general viewpoint, and if you're going to develop GI with your viewpoint then yeah it'd be impossible to network this fully authoritatively without a warning, or without splitting GI into separate mods for QoL and gameplay features

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so I'd vote for networking with the warning

broken crescent
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Totally fair

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I don't disagree with you actually, I just don't want to "force" the modded clients to go that route, especially since it already works today without it.

On one hand though, that does mean modded clients can't use the medkit if they want to join unmodded ones

desert folio
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imo it's like if someone invites you to their party and says no dogs allowed and you bring yours anyway because you believe your dog is calm and harmless enough to handle being there. maybe the dog is calm enough, maybe not, but it's still rude to bring your dog

broken crescent
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lol I mean you're not wrong

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Haha, this is goofy. Now I remember why I put this off. In order for me to add the charger to the network prefabs, it has to BE a prefab. And it's not. So I'll have to rip it and add its model to my asset bundle, among other things 🀣

Oh well, needed to do that for a while anyway

narrow oriole
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or you could hack into netcode and force the existing object to be a network object teehee

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I'm planning on looking into doing that at some point for TwoRadarMaps

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although in that case it would be adding a network behaviour to an existing network object

broken crescent
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well that's a start

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I'll have to make sure I auto rotate it when it's placed also, I'm doing something kind of similar with the medkit, so it shouldn't be a ton of work

short frost
broken crescent
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well that's kind of the whole point of having to make it a network object lol, so it can sync positions between modded clients after you move it πŸ˜„

short frost
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Ah that's what that option meant

cloud gate
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i love seeing my crewmate touched a random wall in the ship and suddenly looks healthy Fish

broken crescent
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Rubbing that little bit of dirt off the wall really patches me up

broken crescent
# broken crescent
poll_question_text

How should I make the charging station placeable?

victor_answer_votes

15

total_votes

16

victor_answer_id

1

victor_answer_text

An option for full network syncing, with a warning

light girder
#

@broken crescent I'm really excited for the new update bud, keep up the great work πŸ”₯

broken crescent
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The ladder sprinting is a game changer

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I feel like it might be too fast though? I used vanilla sprinting multipliers, so in other words, if walking speed is 1, and sprinting speed lerps to 2.25, climbing speed is 4, and sprint climbing lerps to (4 * 2.25).

I could tweak it a bit before release, but it does use the meter properly. And the meter refills while you climb if you use the NoDrain option instead

light girder
broken crescent
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Haha, mostly a joke, since it wasn't an issue to begin with, but the piece of code that concerned people is now gone from Update(). With no difference of course πŸ™ƒ

light girder
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Ah lol

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Well as long as it no longer shows up under alloc when profiling that's what's important lmao

short frost
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It never did

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That's what he's been saying for a few days to you

light girder
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That was why I asked DiFFoZ to profile the mod again cus I'm thinking Shaosil just fixed it at one point and it wasn't profiled again

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I would guess it showed up under Deep Profiling similar to what Zaggy found with LethalElements using GrabbaleOject.Update() in a really expensive way but idk

broken crescent
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No clue, but deep profiling wouldn't be needed to catch it anymore since I added profile markers to functions that do heavy lifting (in non deployment builds at least)

So when I profiled it a few days ago and it showed nothing of note even with that code there, that should be latest. In theory. But at least we don't have to think about it anymore

light girder
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The only thing I could think of was you fixed it back when you removed your use of Reflection from the mod or back when you did the big optimization changes lol

broken crescent
#

that could be? It's possible I just don't remember lol

light girder
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It's very likely you just fixed it and forgot yeah

short frost
# light girder I would guess it showed up under Deep Profiling similar to what Zaggy found with...

Again, we've explained this a few times already, this was NOT the case.
I dont mean to speak on zaggy's behalf (but me and him have had this conversation) but if you keep putting your own narrative and assumptions on these things it'll just make him not want to help and profile other mods, we've said a few times that that patch was not expensive, it was just unnecessary and could be done in a better way.
Please just stop involving yourself in these things, it has not been helpful and has only spread misinformation

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Sorry for taking up your thread @broken crescent

broken crescent
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πŸ‘€ I mean it's all good

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I didn't take it that way

short frost
light girder
#

😦

short frost
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It's not but it has been frustrating

light girder
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I understand

broken crescent
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Well at least it reminded me to boot up the profiler once again to confirm things πŸ˜„ so no worries

short frost
broken crescent
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I'm not a fan of deep profiling everything, it's so verbose. And profile markers prevent the need for that

short frost
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Nah its fine lol I was kidding, I need to figure out how to profile more than just the basic stuff I've been doing so I'll probably bother zaggy or matty to teach me at some point

sour rain
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setting up the profiler is easy as long as you have a unity project

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i haven't started adding profile markers yet though

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but hopefully that's not too difficult

broken crescent
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Even an empty project is fine, I'll tell you real quick, one sec

short frost
proven moth
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to be that small

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hello?

broken crescent
#
  • Get the debug version of UnityPlayer.dll for the correct version (I can track that down for you if you need it) and replace LC's .dll with that one (back up the old one so you can revert it when you're done)
  • Launch the game.
  • Open any project in Unity 2022.3.9f1
  • Open the standalone profiler window

The standalone profiler should let you connect to your own machine, at which point you can hit record and see the frame stacks.. well.. stack.

One thing to note is that FixPluginTypeSerialization will prevent this process, so disable that mod if you have it

light girder
sour rain
#

if you have the right version of unity installed you can find the dll in a certain directory on your computer

sly jolt
broken crescent
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All good, I have it profiled. Sorry, some of this is probably my fault because I used phrases like "I don't see anything wrong, someone else would have to prove that there is" lol

light girder
light girder
# broken crescent All good, I have it profiled. Sorry, some of this is probably my fault because I...

Hey btw, I wonder if this is something you might be interested in implementing. My group and I really wanna swap from Elads back to the Vanilla hud but we really like the feature Elads has of showing how much time left there is for the battery life of an item next to the percentage, maybe you could add a feature that shows how much time is left for the battery life of an item above where it shows the battery percentage on the vanilla hud ;o

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so for Example showing 5 minutes while holding a pro flashlight, and 13:40 for the Walkie when it's fully charged etc, it's cool to see the amount of minutes left

broken crescent
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Interesting idea, I'll try to remember to write it down when I get home

light girder
#

Btw @short frost I spoke with Alex a little ((It's Lyra rn)) she should be a bit better from now on I apologize for her frustrating you earlier

broken crescent
#

Sooo how's the wife and kids

short frost
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Dead

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@wary perch killed em

broken crescent
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That's an oof

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Speaking of wife and kids, I bet I'm older than most of you kiddos

short frost
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Old ass

proven moth
#

idk how good of a flex that is

broken crescent
#

It's really not

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A flex

proven moth
broken crescent
#

Lol

toxic summit
#

that's something fr

broken crescent
#

Do not recommend

light girder
finite bough
light girder
finite bough
light girder
#

XD

broken crescent
#

lol why did I open my fat mouth

light girder
finite bough
broken crescent
#

Well I should have taken that bet, 36 here 😦

finite bough
broken crescent
#

I mean... woo?

finite bough
#

Congrats old man! You win the title of old fart

broken crescent
#

πŸ’© yay

finite bough
#

Lol won by 2 years

broken crescent
#

oh ok good, that's not TOO far off

light girder
#

I thought I remembered you telling Alex you were 34

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Idk why

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But I wasn't certain

finite bough
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Yep πŸ˜†

broken crescent
#

Ok class listen up

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A is for Artiface, B is for... man idk

light girder
#

if you play on Hyve

finite bough
#

I swear I though that was going somewhere else

light girder
finite bough
#

Thank God.

broken crescent
#

🀣 I don't wanna know

finite bough
#

Just wait. It will click with Lunxara eventually

light girder
#

Huh?

broken crescent
#

sigh. Rotations are hard

finite bough
#

Screw it B is for Bald!

proven moth
#

Bozoros πŸ˜”

light girder
#

OH

#

LOL

broken crescent
#

we don't talk about Bruno male pattern baldness

light girder
#

You called me out while Dissociating and my brain went

#

"What?"

finite bough
#

I'm not even balding 😒

light girder
broken crescent
#

sad thinning noises

cloud gate
light girder
wary perch
wary perch
#

me when

wary perch
#

hi xu

#

sorry to hear about your wife and kids

short frost
wary perch
#

I didn't though!!!!! I was asleep!!!!!! D:

wary perch
#

DDDDDDD:

dusky stirrup
#

hey does anyone have a pic of the ship monitors from left to right numbered so I can know which ones I'm editing?

short dagger
#

What do you guys like/recommend to have for Monitor 13?

frail rapids
#

And bodycam on 14

broken crescent
cloud gate
tawny mango
broken crescent
#

I want to get one more feature in before the next release. The next few days will be unpredictable as far as my free time goes, but hopefully I'll have it ready anywhere from 1-4 days from now.

I'm going to add options to allow teleporters to affect radar boosters

finite bough
#

Then if you use lethal phones you can put switch board right next to it and it's perfect

broken crescent
#

Looking through my code here and spotted a potential bug - I'm going to "fix" it just in case but let me ask here:

Has anyone noticed their HUD item icons randomly disappear, and did it seem to happen if KeepItemsDuringTeleport or KeepItemsDuringInverse was set to "Held" or "NonScrap", when someone ELSE teleported?

cloud gate
light girder
broken crescent
#

🫠 it looks like I'm setting HUD icons visibility to false in some cases during those specific teleport scenarios.. for everyone

light girder
#

Btw another cool thing you could do

#

Can we get an extra config option for the lbtokg value to decide for it to be rounded instead of a decimal?

cloud gate
#

u dont like decimals concern ?

light girder
#

Since Vanilla generally rounds the value for LBs it's odd there's no option to round it for KG

light girder
#

But some people in my group don't

#

lol

sour rain
sour rain
#

if that is what you were concerned about

broken crescent
broken crescent
sour rain
#

yeah then that's probably going to be an issue

#

a visual issue, so not a huge deal, but you definitely want an IsOwner check before changing slot icons

#

zeekerss had to correct that in his own code in like v56 or v60-64, i forget which

broken crescent
#

yeah I was skimming through and saw a HUD reference, then did a double take when I realized that code is called for every client lol

light girder
#

I also would love to see Furniture Lock compat for the med station and the charger ofc since that's gonna be moveable in the update lol

broken crescent
#

what's that?

light girder
broken crescent
#

Ah. If they don't already work with that I'm unsure how that would work/who would need to implement it offhand

light girder
#

It just needs to be properly registered as a Furniture Item iirc

broken crescent
#

Made some progress on the radar booster being able to be teleported, but it's doing a weird thing where it briefly flickers in the wrong spot before settling in the teleporter base. Trying to figure that out, as well as why it isn't making the "dropped to floor" sound even though I'm spawning it in the air. Progress though. It even has the blue and red particle teleport effects

broken crescent
#

solved that, now on to the next problem

I cannot figure out why this transpiler is not working for me. It transpiles (confirmed with HarmonyDebug and logging), but the static delegate I emit near the top of the method simply doesn't get called.

The funny thing is, I do the exact same transpile for another function of the same type, and that one works fine

broken crescent
#

Oh.. it seems to be because the transpiler isn't shifting the brfalse to a new address after I insert code. I wonder if that's because it's the MoveNext of an Enumerator.. I have done many inserts during transpiles and haven't run in to this before. Unless I've somehow been lucky to not insert them in between branches

narrow oriole
#

Harmony transpilers don't store jumps as addresses, so it doesn't seem like that should be the issue thonk

#

what IL is being generated? have you printed it out?

broken crescent
#

Yeah, I can double check with an experiment later but for example, if there was code:

...
0056: ldnull
0057: call (equality)
0058: brfalse (005a)
0059: ret
005a: ldloc.1 (this)
005b: ldfld (some teleporter field)
...

And I emitted a random static delegate and inserted it right before the ldloc.1, it would look like this:

...
0056: ldnull
0057: call (equality)
0058: brfalse (005b)
0059: ret
005a: call (MY METHOD)
005b: ldloc.1 (this)
005c: ldfld (some teleporter field)
...

I think. I need to double check later instead of write pseudo IL code lol. But it was definitely skipping over my inserted code for some reason.

Unless I'm being dumb, and that's expected behavior when you insert in that fashion. I've stored and worked with labels before, and had to retarget.. yep I'm realizing that as I typed it. I inserted before the label and didn't tell it to change.

Anyway, I solved it last night by inserting after a stloc.1 instead of before a ldloc.1 πŸ˜…

desert folio
#

you rubber ducked your way to a solution

#

congratulations you are now a Real Programmer

broken crescent
#

Right? Happens constantly πŸ˜‚

broken crescent
#

Dangit. Got the teleporting stuff all solidified, then I found another rotation bug with the placeable stuff. I'm so over rotation bugs πŸ˜‚ but hopefully I can figure it out and push the update in the next day or two

cloud gate
#

whats the rotation bug ?

broken crescent
#

Long story short, the charge station had a starting rotation offset that I had to solve for or it would load incorrectly after placing it and reloading the game. And take that into account when auto rotating it to face away from the walls

But I saw if it's on the opposite wall, it always loads facing its original direction

narrow oriole
#

the instruction you added is unreachable if you don't

steep perch
#

is this mod still good

broken crescent
#

No its awful. Creator sucks

flint depot
#

I like it

steep perch
#

lol

narrow oriole
#

oof

steep perch
#

ive just heard theres a lot of issues with it lately

broken crescent
#

Oh?

#

It's stable for me and most others I guess. I assume most issues might come from mod conflicts

steep perch
#

yeah here and there i just see people talking about it in like general or something in a negative way, but it looks helpful and im just curious if it has a lot of issues or not

#

like compatibility and stuff

broken crescent
#

Interesting

steep perch
#

does it have any compatibility issues or nah

broken crescent
#

I'll let others answer that one

short frost
#

it makes me wanna deprecate all my mods

broken crescent
#

For me it doesn't

steep perch
#

ill give it a shot

#

does it change posters at all

broken crescent
#

No, but making them placeable is on the agenda lol

#

Don't forget to turn on all the extra monitors 😁😁

steep perch
#

do you know anything about posters?

#

like how they work and stuff

steep perch
#

I've got some mods that utalize all 8 vanilla, will it mess with those

#

utilize*

broken crescent
#

I haven't looked but I assumed they were just placed unity objects, nothing special

I don't touch posters at all

steep perch
#

damn alright

#

ill give it a shot tho it looks really nice

broken crescent
#

Cool I guess let me know if it causes issues

steep perch
#

sure thing

broken crescent
#

I know some people use 200+ mods with this included (poke @light girder lol) and it's stable enough (when I'm maintaining it :P)

short frost
#

@light mantle you pinged the wrong lunxara

broken crescent
#

Oops

steep perch
broken crescent
#

Caaat

steep perch
#

this is

#

the 3rd time my enemyskinregistry

#

has reset itself

#

im going to go nuts

finite bough
#

i've been using it for a long time now @steep perch In fact its pretty much a main stay. It just way to much that if I turn it off the game just doesn't feel right anymore lol. If something does break in it you can just turn it off via config too. But for the most part I haven't really had any issues with it.

#

It does take some trial and error in learning the configs for it when trying to set up the monitors. There is a lot, but its worth it.

light mantle
#

im melanie

short frost
light girder
light mantle
#

im the real chaotic alter

light girder
#

:3

short frost
light mantle
#

your days are numbered

light girder
#

Birb

cloud gate
#

very kind of you to number the days

light girder
short frost
#

tricked yall like fiddles

light girder
#

For us I wasn't super surprised lol, Rodrigo is a great troll lol. Skitts was definitely blown away though XD

short frost
#

not very hard to do, she was very surprised when she heard me

light girder
#

Haha

#

I love how confused she was til we had to tell her it was you like 2 or 3 times then she got all excited XD

#

She's a lot of good energy to be around tbh NODDERS

broken crescent
#

solved the rotation issues! I'll probably push it tomorrow though, after some more basic testing

broken crescent
#

Incoming

tawny gyro
#

i think another break is in order (assuming there aint any bug reports). thanks for keepin this mod aloft

broken crescent
#

Haha, maybe! I'll see 😁 it's been a while since an update broke absolutely everything so maybe this is the one

finite bough
#

Hell yeah! Love the new features you've added!

light girder
broken crescent
light girder
tawny gyro
#

aint chasin him off. im sayin it's more than reasonable if he takes another break

light girder
#

True lol

light girder
# broken crescent

It's funny cus your vacation weeks usually end up being like 3-4 months πŸ˜‚

broken crescent
#

Yeahh we don't talk about Bruno

light girder
#

XD

#

Hmmm

#

LOL

#

Wonder why it's unhappy though, it seems to log that it makes it placeable okay at least

broken crescent
#

Looks like it might be me assuming something exists that another mod might be removing. I can check into it later

vast umbra
#

after the latest update, with the movable charging station enabled, moving it just doesnt seem to work. pressing b shows the preview of where youre moving it but pressing b again does nothing and it just doesnt move from its default position

#

this also happens with the medkit now, last update i was able to move it but now it does the same thing as the charging station

light girder
broken crescent
#

Is that the same problem? I thought yours was it broke another mod related to ship windows.

But yeah I must have broke some compatibility thing that worked before. Tends to happen once in a while since there's just so many other mods

vast umbra
vast umbra
#

okay weird, i relaunched the game and the charger and medkit are actually where i placed them now xD

broken crescent
#

But I assume it doesn't let you place them mid game? I'll test with furniture lock later and see if it's a compat issue, and if I can fix it easily

flint depot
#

finally went back and retested it, it didnt make the sign invisible but it is placing not where i was / outside of the ship
019515ff-adb6-4f00-a595-49b5e384891c (just general improvements and imperium)

just teleported myself ran out of ship holding engine with nonscrap on and it dropped it to the left of the ship when i was just barely able to make it out the door (I did jump before getting tp'd so maybe that?)

vast umbra
broken crescent
flint depot
#

it was nonscrap

#

i really like the idea of it, since for my group typically its people getting pissed off that they were tp'd cause now they dont have their gear on em anymore

#

thats where it put the engine

#

and i was tp'd right infront of the ship just before the railing

broken crescent
#

Interesting. It honestly could just be a GI bug I don't know about since I've never tried playing with that option. I'll see what I can find

flint depot
#

for now ill probably just set it to all and find a mod that limits amount of tps

light girder
mossy mortar
#

compat for LethalElementsBeta's snowfall and blizzard for fancy weather pls?

tawny gyro
#

thatd require more custom ascii animation πŸ™‚

broken crescent
#

It would. I've got a few requests for support for ASCII weather for various mods but I'm a lazy fella

#

Of course, I'm also selfish. If it was ME who was using those mods I'd be like "oH, I nEeD to SuPpOrT tHaT"

#

Maybe. I also annoy my friends because they often ask me to integrate with other mods (or outright modify other mods) and I'm like no, only vanilla. I don't like depending on other mods for anything

finite bough
main hamlet
#

Since the last update the Fire Exits turn around fix is not working, I enter looking at the door, is it happening to someone else or its a mod imcompatiblity on my side?

flint depot
#

I know there are some mods that auto add that turn around, just cant remember which one...

main hamlet
flint depot
#

I wanna say buttery fixes???

#

but i had this problem so long ago when i installed this and my pack is like 180 mods

sour rain
#

i do have a patch for the fire exits, enabled by default, but it can be disabled

#

using both at the same time will probably cause them to do a 360 spin

flint depot
#

Yeah thats what i remember lol

#

I just turned one of em off and worked fine

main hamlet
broken crescent
# finite bough What if someone made the animation themselves and gave you what you needed so yo...

That would be easier but there's a few catches to that solution, unfortunately:

  1. I hardcoded the animations in the codebase so it's not easy to test without building the project itself

  2. The font is extremely unpredictable and not even monospaced, so it often doesn't look like what you'd expect when typing it out (I tested inside of Unity using the LC project but that's complicated to set up with TMP and all that)

  3. After all that I'd have to soft depend on the related weather mod (maybe? It might be good enough to just check the weather string or whatever I'm doing, assuming theirs runs first)

#

@light girder@vast umbra Just to keep you in the loop, I'm replicating the GI bug with placing the medkit or charger when FurnitureLock is active.

I have no idea why it worked before, or why it isn't now. I'm looking at my code and his, and I can't see anything (including logs!) that is locking it or preventing it from moving.

I do see why that error is logged during a load, which confuses me even more because that was always a thing with GI/FurnitureLock, it's a chicken and egg problem where I create a component and assign it, but the other mod checks for it before it's assigned. Trying to solve that now and hoping it magically fixes the placement problem

finite bough
#

Also we had the same issues with the players alive monitor not working and just going up in numbers when converted to mimic.

broken crescent
#

Which mask mod are you using?

finite bough
#

Ah that makes sense about the fancy weather thing.

broken crescent
#

Night of the Living Mimic?

finite bough
broken crescent
#

oh both, ok I'll test with that when I can

#

Also @light girder I didn't see any problems with ShipWindows and GI yet

finite bough
#

Cool. If you want we can network test together if that would help.

#

I know slayer was also looking into it to see if they need to update on their end.

broken crescent
#

Thanks lol, usually I test networking on the same machine, luckily you can boot any number of LAN instances and connect. My PC doesn't care for that though lol

finite bough
#

I'll let you know when I'm home. I know some bugs can't reproduce with lan and are network related at times.

broken crescent
#

No worries, I probably wouldn't even be able to set up a reliable session because I'm usually multitasking with my actual job (compiling, or waiting on others sometimes)

light girder
#

Cus it would immediately fix after turning it back off and reloading the lobby

broken crescent
# light girder The Alive Players monitor is still pretty buggy btw lol no idea if it's mod rela...

Hmm I'm having trouble replicating this.

I have GI, Mirage, and NightOfTheLivingMimic all active, I've tested with and without MaskedPlayersAppearAliveOnMonitors enabled, spawned Masked in, let them kill a networked player, saw them revive a couple times, killed them again, and the alive count never went over 2/2.

Going to take a break for now. I do have fixes for the FurnitureLock bug (which also broke ShipWindows in some cases I think), and an unrelated error being spammed when placing the medkit

light girder
#

Cus uhhh @broken crescent LMAO

#

01951aca-58b9-8cd8-20e2-d6a8a5792cdc

finite bough
#

Yeah we got the same result during testing.

#

We had 4 people for it too.

broken crescent
#

At which point does the number go up?

finite bough
#

When a Mimic spawned. And when it converted another player to a Mimic.

#

I think it was tracking all mimics as a living player.

broken crescent
#

Interesting, ok. Maybe debug spawning doesn't do it. I'll test it more later

finite bough
#

What i did was killed a player and let their corpse turn to a Mimic and let it go to town on everyone.

#

I'm thinking maybe it had something to do with Night of the living Mimic. @tulip knoll you were there for the testing.

#

I'm still not home though so I can't run more tests yet.

broken crescent
#

The calculation. GetNumMaskedPlayers() returns my own data about masks that should be the number of masked entities that have converted a player.

I can see how, if there's something unexpected, the number of dead could be way higher than the total, but that would just result in a negative number. I don't see how totalPlayers could be anything other than the amount of real connected players?

I'll definitely test it more when I have a chance though

finite bough
#

Me watching Shaosil typing for like 5 minutes.

broken crescent
#

Unless... numDead was a large negative number

#

Haha yeah, if a masked starts with the mimickingPlayer property set, that number would be equal to the number of masked. So when it subtracts that, there's the negative number.. which is then subtracted (added) to total to get the num alive.

finite bough
#

πŸ˜†

cursive lance
#

Like EnhancedRadarBooster, if you click to inverse in while the monitor on a radar booster, will you be teleported to that radar booster?

#

Just asking to see whether or not should I keep that ERB teleportation setting on or not

toxic summit
#

i think GI's implementation only lets you bring it back to the ship (and maybe inverse it i'm not sure)

#

i'd still use ERB if you want to teleport to the radar

cursive lance
#

Lunxara said it's apparently... better in GI?

#

Is there a real difference

toxic summit
#

probably not

light girder
#

Wait what's better in GI?

toxic summit
light girder
#

I never tried EnhancedRadarBooster tbh, I just thought it was cool GI got the functionality

cursive lance
#

Oh, ok

toxic summit
#

GI's version is good if you just want to teleport it back

cursive lance
#

I'll just keep ERB's settings on and GI's settings off in that case

toxic summit
#

ERB has a lot of other features included so it probably isnt optimal if you just want to tp it back

cursive lance
#

Cuz I use ERB for other radar-booster-related stuff

toxic summit
#

me too

light girder
#

I just never use Radar Boosters

#

XD

#

They're only really useful for Solar Flare tbh

#

otherwise I don't use em

toxic summit
#

i don't make the choice to buy them, but since i run remnants sometimes they spawn in the facility and we grab them because they're there

light girder
#

It does sound like Fair lol

#

I usually get them from CodeRebirth crates

toxic summit
#

i don't think i've gotten one from a CR crate yet

#

it's very convenient with remnants to just turn them on and then have the shipmaster tp them back for safe keeping

cursive lance
#

I need to buy radar boosters more

#

I can see how they could genuinely help

#

I think the reason why I'm savescumming a lot is just because I don't invest in things aside from shovels and lockpickers

broken crescent
#

I tried testing more last night with Mirage and NightOfTheLivingMimic and let a mimic naturally spawn during a network game and the alive monitors STILL didn't get out of sync.. I'll have to test with that profile code I guess

broken crescent
#

@flint depot I used your profile code, and at first (not in the video), I did see some odd behavior where some things would drop where I expected them, and others would be somewhere else or invisible.

So I organized some of the teleport/drop code in GI, didn't really fix anything from what I can tell, but when I tested with that version I get this result. Is that how you tested it? Should I assume it's fixed? (I'm going to try a few more times)

flint depot
broken crescent
#

Yeah this is stuff I found in the facility. Ok, it's still working with the new version so I'm going to revert to the old and test to make sure it's broken at that point. If it breaks again when I revert, I'll assume it's fixed in the upcoming version

flint depot
#

Thank you

broken crescent
#

lol yep confirmed broken in previous versions. I guess some of my code organization fixed it πŸ€·πŸΌβ€β™‚οΈ I'll note that in the changelog lol

Tested in v1.4.6 (broken), v1.4.7 (broken), and v1.4.8 (upcoming - fixed)

broken crescent
#

@light girder how do you even get your modpack to run? πŸ˜‚ I use r2modman to import your code, wait forever for the game to launch, and open a new save file and it just spams errors and doesn't even load the ship

light girder
#

It shouldn't have spammed errors

#

πŸ€”

#

I blame R2

#

I run my pack through Gale

#

lol

toxic summit
#

i thought the incompatibility between r2 and gale was fixed

light girder
#

It should be but I'm thinking something didn't import properly

#

01951ff8-ce4a-e205-1157-b86d1bcbef53 Regardless try this @broken crescent

broken crescent
#

Oh wow that actually loads

#

What did you disable?

light girder
#

Honestly compared to the one I sent you yesterday I just removed a few things like SoundAPI cus SoundAPI kept causing the game to crash when trying to go back to main menu or quit

narrow oriole
broken crescent
oblique solstice
broken crescent
oblique solstice
#

Ah I see, no worries. Even some kind of "unknown weather" thing would be cool if actual compatibility wasn't possible (or you didn't want to) just because the screen is 2cool to not use, but with the mod it just goes dark. Thanks btw!

broken crescent
#

That's a good point. I could do that in the meantime

broken crescent
#

Ok I can NOT replicate that mimic bug! But since I have a fix for it, I'll push that with the update and mark it as "probably fixed" lol

light girder
#

Will be nice to be able to turn it back on :3

wise oasis
#

Playing with LethalMoonUnlocks atm in Discovery mode and it's re-rolling the moons every day after the first quota. So it worked properly for the first 3 days, then we sold quota and now it's re-rolling every day. Did some testing, this is because GI's quota rollover is patching the method for quota so LMU thinks quota is done every day. Dunno if compatibility for this would be easier to add on your end or on LMU's end, but I'd love to have compat for these two cuz I really love Discovery mode and unlocking moons randomly in large packs to force more variety

#

Otherwise I've been enjoying the mod, nice to have so many QoL fixes in one mod

broken crescent
#

Good find, I looked into the code a bit and this seems to be because LMU is hooking into vanilla's SetNewProfitQuota method, which is attempted to be called every day that the quota is fulfilled.

I'm preventing it from being called by returning false from a prefix patch, but that still falls through to mods that hook into it. What I really should be doing is transpiling the EndOfGame method to not call it at all, which would prevent mods that hook into it from firing those patches I believe

I'll add that to the fixes for the upcoming update and assume that should solve the problem

wise oasis
#

Sounds good! Any idea when that will be out? Not trying to rush of course, I understand the mod dev grind, I'm just curious as I've been trying to revive my modpack and the LMU compat is essential for that, haha. I've luckily still got a good chunk of Wesley's Journeys to play through while I wait ^^

broken crescent
#

Sure, I'm aiming for the next day or two

wise oasis
#

Sounds good! HYPERS I'm loving GI, I was using like 7 different mods for features that are now handled more effectively and more customizably by GI

#

So other than this quirk it has been a great addition

broken crescent
#

Good to hear πŸ˜„

broken crescent
#

Good enough ship it

limber depot
#

good enough for me :]

broken crescent
#

Going live whenever Thunderstore deems it worthy

tawny gyro
#

πŸ‘€

finite bough
#

But nah for real Shaosil great work man! I can't wait to get a lobby up and running. Cause of work I haven't done a lobby since last week and now this makes me want to get one going tonight!

wise oasis
#

DAMN

#

That was fast

#

I'll test that out for ya soon pacThumb

finite bough
#

I'm hoping the players alive feature is fixed and works with night of the living Mimic! This feature was not something I was expecting when shaosil returned and I'm so hyped for it!

#

Between GI, Mirage, and Night of the Living Mimic. Mimics are scary

wise oasis
#

Night of the Living Mimic ends up with too many Masked all the time for me, I could probably reconfigure it but right now I'm tired of the constant Masked invasions Wheeze

wary perch
#

It's not too big a deal for me since I've killed more masked than I can count by now

#

I'm probs the most used to killing those guys out of all the more dangerous killable monsters

#

It only becomes a problem when a certain luni starts abusing wesley mode

#

but that's an outlier and i don't count that

finite bough
wary perch
#

Understandable

#

I'd like to think I've gotten used to picking out how the average masked behaves compared to actual players tho I think I've screwed up occasionally also

wise oasis
#

I'm pretty good at killing Masked but I just get tired of having to constantly carry a shovel since I prefer the vanilla balancing with no extra inventory slots

#

and if I'm using a flashlight and a shovel I have 2 of my inventory slots already occupied just to deal with the Masked AAAA

wary perch
#

yeah that's understandable

wise oasis
#

I like Masked don't get me wrong, just don't want them everywhere, spawning constantly in my 8 player lobbies where people die like flies lmao

wary perch
#

I use tools often enough that I've always had at minimum the reserved walkie/flashlight

#

And the extra hotbar slot luni adds has been a godsend

#

It feels bad not having that freedom to use stuff

wise oasis
#

I need the return of the headlamps from AC and other such equipment tbh

#

I miss having my headlamp that I have to pay extra for but doesn't require a slot

#

That way there's more risk if I die with it lmao

wary perch
#

hmm

#

That'd take some modder making some form of equipment system

#

Idk how easy that'd be considering such a thing hasn't come up to fill the void ac left

wise oasis
#

I think it could be done with ReservedSlotsAPI if someone just remade the items themselves

#

A creator could just add a "Helmet Slot", "Chest Slot", and "Boots Slot" and the items could hook into those

wary perch
#

Maybe

#

That could be pretty cool

wise oasis
#

They probably wouldn't visually show up on the player like they did with AC but I don't really care that much about visuals of them

#

and ofc with proper code you could absolutely make that happen, would just take some extra work

wary perch
#

I mean reserved slot items typically show up on the player by default don't they?

#

the normal ones

wise oasis
#

I just miss the various helmets and the flippers tbh

wary perch
#

It'd just be an issue of positioning

wise oasis
#

possibly? I'm not sure

#

I don't play with ReservedSlots, so Wheeze

wary perch
#

figuring out where on the rig to staple them to (and modelling them to fit)

#

Idea could very well be feasible under that lens

wise oasis
#

Yeah fair

#

I know nothing about making equipment but I'd love to try

#

Perhaps I'll look into it, I miss them tbh

short frost
proven moth
#

Jacob also has the ReservedSlotsJSON thing lol

wary perch
#

Though it's only used for the scp items rn

#

That could also very well work

wise oasis
#

I don't know anything about WearablesAPI but I can look into it if it'd work for this purpose

short frost
#

@broken crescent out of curiousity, the monitor text, is that just TextMeshPro?

broken crescent
short frost
#

oh nah i was just curious cuz i've never done any UI related thing like that before and i needed to do some text on smthn lol

broken crescent
#

The easiest way is just to use a basic canvas and TMP overlay honestly

short frost
agile sage
#

You can change the price and everything

#

You do need to also enable it in ReservedItemSlotCore since it’s disabled by default.

wise oasis
proven moth
#

then... have like a free reserved slot but with a more costly item?

finite bough
#

@broken crescent It seems reviving players doesn't make the number go up.

broken crescent
finite bough
#

Code Rebirth SCP 999 Aka LIZ-ZIE

finite bough
#

Basically the monitor is freezing when someone dies then never updates again.

narrow oriole
#

if only revives were a real thing so every mod that implemented them could do it in a consistent way

light girder
#

So part of it could relate to that

#

The game handles it extremely odd

finite bough
#

Has nothing to do with the gal.

#

Monitor is breaking before we even have her

light girder
#

Yeah I'm not saying the gal is at fault

#

Oh weird

finite bough
#

and everyone crashes when a late join happens.

light girder
#

Oof

finite bough
#

we turned off the monitor and it worked fine.

light girder
#

Yeah it sounds like the monitor is borked after the new update, the other solution would have been to downgrade GI

finite bough
#

@narrow oriole Its happening before we even revive.

light girder
#

thanks for letting me know

#

I will change the monitor to something else in my pack

finite bough
#

and it works fine.

#

@broken crescent
Big Bug Report:
No logs yet as I was streaming sorry.

Monitor eventually breaks and stops updating, and when a late join happens all players crashed. Turned off the monitor and it was fine. Will attempt more testing for bugs at some point.

vast umbra
narrow oriole
finite bough
#

I noticed when I died the monitor stopped updating for me.

#

and never refreshed its self after.

narrow oriole
#

while you were spectating? or even after you became alive again? and how did you become alive?

finite bough
#

While spectating it wasn't going up. As for the coming back to alive i could not fully tell you. I was live with a big lobby so a lot was happening and with the constant crashes I wasn'

#

I wasn't fully focused on GI as a culprit at first.

#

Once I saw the monitor wasn't updating I just stopped looking at it thinking it was broken and needed testing.

short dagger
#

Auto select launch to online mode setting seems borked in the new update, takes me to the first ever boot screen to adjust brightness and mic and then won't allow to select any mode.

narrow oriole
#

it's very possible that the issue with the number not going up while spectating is simply because of how spectating works in LC

#

when checking if the camera is in the ship, you have to check if

  • local player is in ship or
  • local player's spectated player is in ship
#

the latter may be missing

light girder
#

Gale > Open Profile Directory > BepInEx

finite bough
#

I already know how to do all that. We full game reset multiple times I don't have the logs from it anymore.

light girder
#

Check for stack traces in the SQLite

light girder
#

Still getting this error when making the charger moveable, for what it's worth I'm using Wider Ship + 2 Story Ship + ShipWindows

#

This seems to happen if you make it placeable before loading a lobby in Lethal Config

#

I rebooted without disabling the option and it works fine now

#

Odd

#

Might be cus of ShipColors, since I think it gets registered as a new item

light girder
#

I can't find the new item charger in ShipColors' config btw

#

@proven moth time to help find it

#

Lol

proven moth
#

where's

#

where's the config in GI

light girder
#

Under ship

proven moth
#

oh oops didn't have GI enabled in my profile so it didn't update config

light girder
#

The original one is called ChargeStation, I found all the orpheaned entries for it lol

#

Wonder if ShipColors doesn't recognize the moveable one though

proven moth
#

yeah can't change it

#

unless maybe

#

nop

#

@steady vapor my bad for ping

#

(dunno why it's not generating but if it was it'd probably be under ChargeStationHolder(Clone))

light girder
proven moth
#

no

light girder
#

Weird

#

Besides the inconvenience though @proven moth finally it doesn't clip into the wall πŸ₯Ή

proven moth
#

yeah

#

i can imagine can use the API in ShipColors if all else fails

#

im no genius though

light girder
#

I think it's cus it's still not properly registered as a furniture

#

It doesn't persist placement

proven moth
#

wasn't that supposed to be fixed in 1.4.8?

light girder
#

Was

#

But seems it's not

#

I did a save reload and it was in the wall

#

Lol

broken crescent
#

the heck? Even with all the testing I did with everyone's profiles 🫠

#

Ok let's see

light girder
#

The Alive monitor seems to be a multiplayer issue from how Glitch worded it, and you said the Med Station is Furniture Lock Compatible so something with the charger just got missed I guess

#

or it's another goof if both aren't enabled

broken crescent
broken crescent
light girder
broken crescent
broken crescent
broken crescent
#

Ok - I fixed(?) the bug where you couldn't place it at all in game, but didn't test actually locking it down

#

I'll test that

light girder
#

I would guess something is just preventing it from fully registering it as a furniture lol, cus it also fails to appear in ShipColors

#

So theoretically when you figure that out it should solve both issues

broken crescent
#

Ok I wrote those bugs down, I'll investigate soonish

agile sage
#

Maybe use the flashlights config to change the cost, or if it lacks one use ItemWeights to change the price in the shop

steady vapor
# proven moth <@99711558879305728> my bad for ping

no worries, chances are it's not getting caught anymore because A) GI handles the game object after my initial config generator and/or B) GI does not AutoParentToShip the game object (which would be the secondary way most things get config items from my patching). I may have this fixed in a future update when I patch into NetworkObject Spawn, but that has to wait until my next library update (which i'm currently doing a lot with in another mod's refactor)

#

otherwise I should have it fixed eventually possibly*

wise oasis
#

But I might look into making it myself at some point soon tbh

light girder
#

I never liked the AC equipment

#

It felt like added bloat with no real use case to me, only the Lightning Rod was cool tbh

wise oasis
#

Yes you've told me before, I stand by my opinions though

agile sage
#

And that you don’t need the slot to hold them

wise oasis
#

And might be what I do

agile sage
#

Its the best we have. Β―_(ツ)_/Β―

#

I never got a chance to play advanced company, suppose it’s not really needed now anymore and the other obvious reasons. The dedicated slots sounded cool though, reminds me of RPG games.

broken crescent
#

Good old mod drama

wary perch
broken crescent
#

Any dev know how I can reference vanilla classes from within my asset bundle in Unity? I'd love to add the AutoParentToShip and PlaceableShipObject scripts to my game objects at that point so I don't have to manually add them later

sly jolt
#

just create script with that name and you will able to use it

broken crescent
#

Hmm I actually tried that but when it loaded, it gave some "missing referenced script" errors.

I may have done something wrong

sly jolt
#

maybe you added namespace or placed script in asmdef?

broken crescent
#

I didn't specify a namespace (assumed they would both be under Assembly-CSharp.<className>, and I had them in a folder called "Scripts/Proxy"

#

I didn't include them in the bundle though as I thought it would try to load it at runtime - should I have?

sly jolt
#

assebundles doesn't include any scripts for security reason

#

and instead uses internal GUID to find the script in Assembly-CSharp

neat stone
#

Has anyone noticed the monitors not loading correctly again

hybrid nymph
neat stone
#

I just noticed too when I try to quit the file and reload it, no matter where I was it says I’m at the deadline yet plays the song as if it was the first day

broken crescent
#

Could one of you hand me your profile code or error log so I can verify?

finite bough
#

Accidently sent to wrong thread. first one is from a client and the 2nd and 3rd are from me the host.
@broken crescent
We all died by becoming mimics. No one was revived.

south thicket
#

7 days 3 hours

finite bough
#

Here are my entire logs. When a player late joined we all hard crashed.

neat stone
#

here are my logs too. i wonder if it could be because im using lethal elements beta

broken crescent
#

Thanks guys. I wasn't able to make much progress today, mostly since I was trying to figure out the proxy script inside asset bundle thing with no luck, but I'll save that info and investigate when I have time

neat stone
#

no prob thanks for looking!

short frost
broken crescent
# short frost why dont u just add the game scripts to your unity project? as long as its not p...

Well the way I thought of it is that even if I copied over the decompiled vanilla scripts, they would still not be packaged with the bundle, and it would have to load the true runtime type anyway. So I assumed (and it might still be a correct assumption) that using a dummy/proxy class stub with the same name and namespace would allow it to plug in when the prefab was loaded.

I need to mess with it more though, I might have read the wrong error message earlier

short frost
#

the assumption might be correct

#

though i just use assembly_csharp

#

u can even use one with stubbed scripts

broken crescent
#

Yeah I saw there's a template project I could reference, though if my understanding is correct I should only need two simple stubbed files instead of a big old project lol. We'll see though

#

https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/issues/239#issuecomment-2675906146

I'm having some trouble understanding the problem - is there a bug with monitors not being able to be disabled, or is he trying to use two monitor mods at once?

GitHub

Add a config to disable GeneralImprovement's monitors for compatibility with other monitor mods. Since GeneralImprovements overlays other monitor mods, disabling a monitor will completely disab...

neat stone
worn gazelle
#

shipinventory compatibility for the ship scrap total monitor would be nice

light girder
#

Btw @broken crescent getting compat for this to work with TerminalFormatter would be quite nice πŸ₯Ί dunno if you already got compat with LLL for it or not though but yeah it would be fantastic lol

narrow oriole
#

does seem odd, but maybe some error causes the other mod to fall to start or something?

vast umbra
cloud gate
#

isnt taht the normal bug from previous versions when u used it somewhere else aside from default position

vast umbra
#

i dont think so, its worked fine for quite awhile

cloud gate
#

no i mean it happened before too even before shaosil went hiatus TerminalCat
tho it didnt save the orientation, only the location

vast umbra
#

ah okay

vast umbra
broken crescent
#

Well no I thought I fixed that a patch or two ago πŸ˜… maybe it's back

runic dew
#

im having n issuee with the monitors with my general improvemnt mod

#

the numbers dont update or the screens they just freeze and i never know what quota is and if i made enough for it

vast umbra
# runic dew trynna send me what the ship mod is called?
runic dew
#

thank you broo

runic dew
#

why im at day 9 and my quota doesnt update or my days left, my monitors are bugged for generalimprovement mod

vast umbra
#

nah ive never seen that happen before, sorry

runic dew
#

worddd im kinda sick bc the rest of the mod works great but the monitors

vast umbra
#

probably should upload your game logs if you can, if you know how

#

there might be errors in it

runic dew
light girder
#

see if it fixes it

#

cus they work fine for me and I turned that setting off just for a bit of extra performance

runic dew
#

I HAD IT ON

#

sorry

#

capped

#

but i just turned it off

#

nah its not fixed

#

still says 7 days deadline

runic dew
broken crescent
#

That's a new one. I wonder if it's another mod error cascade sometime around the profit quota or deadline methods

runic dew
#

yea idk its weird i miss when i can just read it now i gotta remeber what quota is

mossy mortar
#

got an issue today. I'm the host
1st pic : 1st lobby load when a player disconnected the monitor for total deaths/OBC and Player health doesnt show up anymore
2nd pic : Pic from a client for comparison (but this time the Player Health monitor shows inaccurate data) *we're in orbit that time
3rd pic : a lobby reload, its ok first we load in but when a player disconnect again the monitors 13 & 14 have something mess up ( if you see my hp at 100 but on health monitor I'm red)

got plenty of generalimprovements error on the logs
here is my pack code :
01953392-4ec3-eb04-5ca9-f54b2494829e

runic dew
#

kinda like mine but mine dont update at all

#

just gkonna turn off extra monitors and maybe turn them back on

#

idk what it could be tweakin it out and i had a hard time finding it in my log

#

so general improvements needs an update? got alot of errors in it?

finite bough
vast umbra
#

i havent been using those monitors but alright, ill keep that in mind c:

fast gale
#

is there a possibility for porting the monitors to its own mod, maybe as a dependency for GI?

#

the monitors look freaking sick and i'd love to have em but i have so many other mods that do basically all the other things GI already does i'm worried for incompats and general mishmash shenanigans

ivory pivot
toxic summit
#

i believe it already does it just needs some configuration

#

if an option is set disabled or otherwise the same as vanilla in config it disables GI's patch for it (iirc)

rain geyser
# runic dew nah its not fixed

Yea I also did not have this issue running MoreBrutal mod pack. That pack has like 340 mods so it’s a good point of reference for how you need to set up your configs to avoid overlaps and conflicts

rain geyser
#

I mean generally most of the popular tweak/QoL/fix mods work this way

#

Can have overlapping features but should generally be only enabled in one

toxic summit
#

i guess so but i've used some that still try to load their patches when the config is disabling them

runic dew
#

okok imma just try stuff today

broken crescent
#

I had a pretty busy weekend. I'll see if I can find time today to go through the chat and organize the bug list and start working on stuff when possible

runic dew
#

your sickk i tried messing with it and i had a hard time nothing was coming up big it literally could just be a setting i configured i hope that or something that can solve why my moniters are different for every player

languid salmon
#

I think it would be cool if we got an option for the weather display on the monitors to match the text color used for the weathers on the main monitor screen

short frost
#

(The terminal colour is from Weather Registry iirc)

runic dew
languid salmon
languid salmon
runic dew
#

thank you how did you look at it like this whaaaaaaat

#

imma try the settings you have mine break and tell me i have a week deadline and my quote never changes

#

i can work on sending my mod list im new at trying to find out whats wrong with it

languid salmon
runic dew
#

but i can get my mod list and try to show yall what might conflict eachotr

runic dew
#

do i need bettershipscreens with general improvement?

runic dew
#

is there a way to price the decorations?

#

i wanna make em cheaper to try to get more items

#

i didnt know if i needed another mod for that or find the romantic table and toilet or the decortaions tab in my configure menu

oblique solstice
#

On the topic of decorations, would it be possible to make the disco ball a separate switch from the lightswitch with GI? Would be a cool feature imo because personally I like the disco ball but being unable to turn the ship lights off without going groovy mode is a bit obnoxious

finite bough
runic dew
runic dew
#

like for example the toilet and romantic table

broken crescent
#

Just a quick update - I've been pretty busy with work/family but putting as much time as possible into fixing the latest bugs. I've made progress into getting it completely compatible with FurnitureLock and ShipColors, which is requiring a small overhaul of the prefabs I have.

Still a ways off from an update from what I can tell, but things are moving

tawny gyro
#

irl first, man. dont forget that

heady tiger
agile sage
#

Thank you for your hard work. If you’re enjoying what you’re doing I’m glad. Just remember that the Pepsi man is right, real life stuff is much more important than this. Enjoying your hobbies it’s important but if you need to put an update out slower than ideal then everyone would understand <3

cursive lance
broken crescent
runic dew
#

ifixed it im tweakinn

#

trhnna fix body cams in there chat rn

broken crescent
#

Ok cool

#

I think I fixed everything with ShipColors and FurnitureLock, long story I'll spare everyone the details.

The main major bug left to look at is revive related, and @finite bough I believe that was you that reported that. Once I look at that and/or fix it, I'll post an update on Github for testing

finite bough
#

Awesome!

broken crescent
#

Oh and @short dagger I believe you mentioned auto booting to ONLINE broke for you - is that still the case?

mossy mortar
broken crescent
#

That's related to the Alive monitor I believe, which I might have fixed in the next version (need to test it)

short dagger
#

OK, dunno what happened but it behaves normally now regarding the auto select mode, thank you!

runic dew
#

do you use open body cams with your stuff in general improvement for some reason when i land it goes black and you can see the body cams

#

with or alone it doesnt work with the better monitors

#

i think

finite bough
#

Me personally I use Monitor 13 as it's right above the teleporter buttons which to me makes the most sense to have it.

#

But it is personal opinion and I respect it.

runic dew
#

aghhh nah thats beautiful

#

you got an example of what i could put in sorry

#

so how would i get body cams monitor on the left side

runic dew
finite bough
toxic summit
#

i like to set up OBC cam to the same as the exterior camera, so that when OBC turns off cus target is on ship i can still see outside

finite bough
#

OBC active on left for you to watch your friends while right side is your ship cams?

proven moth
#

not everyone using more monitors probably

finite bough
#

True true. But it's still an option.

finite bough
toxic summit
#

i guess so but all the other slots are used by something else, and since i keep the resolution astronomically small on exterior camera its really just more of a backdrop incase OBC is off (also cus the interior ship cam resolution is high so its a better way to see whats outside ironically)

finite bough
#

I'm confused wouldn't you want the exterior cam resolution high to better see outside since the other one is in ship??? I'm asking as I am curious if there is something I'm missing about the interior cams since I actually disabled them all together and removed them with a mod to not hurt performance as I found them useless before (unless at high res)

toxic summit
#

it's more of a personal preference since the angle of the exterior cam isn't very good for seeing the door itself, so it feels like a big blindspot

runic dew
toxic summit
#

like it completely misses anything coming around the right corner of the ship

finite bough
#

@toxic summit True true.

broken crescent
#

Tested a little with Scp 999 and code rebirth, glitch. I was able to recreate the alive monitor error (need to test the fix still but it should be better)

Just need to test the revive portion next. How did you go about reviving someone?

#

(just not familiar with those mods)

toxic summit
#

readme for code rebirth says 999 "can also revive players nearby" i assume that means with interact? i haven't used it myself

light girder
toxic summit
light girder
toxic summit
#

gotcha

finite bough
#

The problem though was some of the issues happened without reviving. If the monitors desync and stop updating then late join players ended up crashing the whole game.

broken crescent
#

Yeah, I'm thinking the monitor issue might be fixed, I just need to make sure reviving doesn't have its own issue

Though I just found a new bug with clients (only) having the charge station and medkit spawn at world origin.. working through that now πŸ˜…

broken crescent
#

Solved, and the revive and alive monitors look like they're working! I'll upload to GitHub shortly once I make sure things are cleaned up

broken crescent
#

https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases/tag/v1.4.9

@finite bough @light girder @mossy mortar @neat stone I went ahead and pushed it to GitHub after trying to test everything reported over the past several days. I used other mods and profile codes when I could to try not to miss anything

I'll release it on Thunderstore later or tomorrow, but thought I'd let everyone know if they would like to test it manually first.

#

Also this πŸ˜„

limber depot
#

is that a medkit or a heart?

broken crescent
#

Yes

#

Lol, just made it do a little squish when people use it

limber depot
#

oh, gotcha

finite bough
#

@broken crescent I forgot to report earlier. The Overtime Bonus when set to just the sold items isn't accurate. Its off by a little bit. Unless its also accounting for unsold scrap on the ship then I'm just stupid and just now thought of that when typing this.

broken crescent
#

The bonus itself should be counting purely what was sold, but the estimate monitor counts everything in the ship if that's what you're going by

finite bough
#

Yeah the Estimate Overtime Bonus Monitor will always show higher than what you earn. So my theory is correct it shows based on everything in ship. Nevermind then ignore my false report xD

#

Also will love to attempt the update for the alive monitor. but am scared right now as the stuff i've been testing for the past two hours i've broken again so you might not want me touching your monitors xD

broken crescent
#

Haha no worries, I won't plan on releasing it today anyway. Once you have things stable, feel free to test whatever you want to test (or don't! It'll go out eventually either way πŸ˜›)

short dagger
#

Cute..

oblique solstice
#

Players alive screen baiting people with masked is the best thing ever btw
Though, I'm afraid I must inform you... ||it isn't ALL CAPS like the rest of them greed ||

broken crescent
#

Oh hey good catch

light girder
#

About do do some testing lol

oblique solstice
#

Also is there/will there be any support to do fun stuff with the custom screen? Like colors and dedicated spaces and stuff to make cool patterns perhaps. If it wasn't too much hassle, ofc.

light girder
#

@broken crescent Seems like Furniture Lock still fails to place the items in custom locations on the creation of a fresh lobby πŸ€”

#

Let me test to see if it was caching 1.4.8

#

Okay yeah on a fresh lobby load furniture lock isn't putting them in my custom positions

#

Also another thing, despite the charger showing up in shipcolors the color doesn't seem to be actually changing

#

When I change it

broken crescent
broken crescent
#

bleh. Ok

broken crescent
#

I swear I'll get those two mods compatible before I release this darn thing πŸ˜‚

finite bough
#

I can confirm in my version the ship colors does affect the charger station but I'm on the latest release of GI

#

I never moved the charger though with mine so I can't provide any insight for the furniture lock. I'll be testing the unreleased version at some point today though to test the players alive monitor with networking since that's were the bugs came from with it.

finite bough
oblique solstice
finite bough
#

Ah. Well right now its currently bugged for Multiplayer. Shaosil may have it fixed though but that update isn't released.

oblique solstice
#

Ah even for mirage and stuff? I saw in the changelogs there was a decent amount of fixes for that

#

I also have bunkbedrevive which I bet might mess it up

finite bough
#

Yeah its a networking issue.

#

Oh do not use that.

#

If you want a good revive, use Usual Scrap and set configs on the defibs to what you would like.

#

also Code Rebirth has a ship Gal that can revive dead players too like how the bunk bed one was.

#

these two revives work very well.

#

Bunkbedrevives is unstable and cause some bad issues. Reviving in Lethal is not a simple task to create. Devs have to do a lot for it to function correctly.

oblique solstice
#

Oh ty, is code rebirth stable btw? I have seen a lot of bug reports relating to it, but that makes sense as it's a big mod

finite bough
#

Yes it is stable. if something is broken you can disable it. Like for example the snail cat I think is broken right now, but they are being reworked and recoded. But yes you will see lots of bug reports from that mod cause of the amount of stuff it does. Sometimes the reports are not related to code rebirth and sometimes it is and Xu usually fixes it really quick so bugs tend to be shortly lived.

#

They are also working on a new update right now with TONS of stuff coming. They have been going pretty hardcore these past few months just releasing update after update.

cloud gate
#

i like lgu revive more cuz i can still see my friend struggle for dear life

#

u died ? straight back to the dungeon u goo

magic garden
#

@broken crescent hello, your mod causes problems with furnitures when recreating a new save

when, in a lobby, the furnitures are moved, the lobby is saved and the same host recreates a new save, the clients still see the furnitures at the place they were previously. the host sees the furniture at their default location

#

not a gamebreaking issue but an annoying one

#

may be related to this config

broken crescent
#

I'll look into that

fresh remnant
#

maybe im missing something but...

Artifice + Embrion being below that line seems like a bug for the moon catalog.

I was playing around on my test profile while working on my mod and saw that.. so thought i should report it.

34 mods in this profile btw, so not a big download if you need the profile for replication

the log is attached (from gale so it shows a mod list before the log)

019557af-b6e5-d35e-09bf-184980eab267

finite bough
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@fresh remnant you sure it's GI doing it? It is weird though cause it's in your list of moons and below too.

finite bough
fresh remnant
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moon catalog was fine before, thought it might be because i have another formatting mod installed (terminal formatter) but i looked and couldent see it)

finite bough
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I just don't recall if GI even touches terminal stuff like that. Not saying it doesn't. I just don't recall if it does.

fresh remnant
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well.. GI added the prices.

finite bough
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Ah see this is why I can't live without GI lol I've used it for so long I don't know what's GI feature and what's not lol

fresh remnant
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turned off GI.

fresh remnant
finite bough
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Funny story last year when GI was in need of being updated and was breaking a lot I had finally removed it and my god my players kept complaining why doesn't this work now or what happened to this feature. All lobby i was a broken record saying that was a GI feature, GI feature, Another GI feature......lol

fresh remnant
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yeah, if i start using GI, its going to be hard to go back to the mods i use πŸ˜› but tbh, the main feature of GI that im curious about is the monitor configuration. but i figured in a test profile ill try out lots of things.

finite bough
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The monitors is so cool!

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Trust me it's well worth it. Any time I help people with their mod packs too I'll end up adding GI to it and removing like 5 to 10 mods that GI can do πŸ˜†

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Best part too you can just customize it to your liking.

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GI has come such a long ways since I first used it.

fresh remnant
# finite bough Trust me it's well worth it. Any time I help people with their mod packs too I'l...

so far, its only extra monitors + game launch settings im liking, havent tried inventory, but seems cool... scrap settings..ship settings.. teleporter settings., maybe terminal settings (but, thats not working as seen in the pic xD) and i think id stick with terminal formatter anyway, tools settings is nice... and the UI ones are nice, i think for me it will be a case of mixing and matching, using some parts of GI, and some other mods, i think GI would just end up adding things + replacing the monitors mod i already use, i d k

finite bough
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I like using the teleporter settings to make Inverse actually useful and good. The quota Rollover stuff is very nice now that you can balance it.