#General Improvements
1 messages Β· Page 16 of 1
yeah, the teleporter settings make the teleporters very custimisable...
as for quota rollover, ive looked at the settings, and there is some settings i like, but original quota rollover handles quota in a unique way, id have to see how GI handles it before ditching that mod xD
This is very nice now cause you can set the team wipe percent to what ever you want. If you want to keep roll over on wipe you can or you can set it to 50 percent or what ever. You can also set the overtime bonus to either include Rolled over money (very op in my opinion) or change it to only give based on what you sold (more balanced) I had to run 2 other mods for a bit to get the perfect roll over settings and now GI said here ya go!
ah yeah thats nice, in my current game, got like 20k over quota, and like 40k money, way too much money. so at least setting it to only take into account sold amount for the bonus would be something id turn on.
Yeah he just recently added that and I'm so happy with it.
@broken crescent Btw I think after you fixed the bug with teleporters it's sometimes causing me to be unable to tp players
@broken crescent Any idea what would cause this?
In the beta or main release? We had lots of issues (unrelated to GI) but nothing with the teleporter in the main version it worked as intended. I know there are a few mods out there that when run together tends to break the teleporter. I mainly experienced that bug when using LGU.
Also what settings you got on yours? Mine is have the teleporter basically vanilla and Inverse on a short cooldown with allowing items to inverse with.
Not trying to say your issue is a mod conflict, just trying to help get as much details out there in the event it is a GI bug in order to help.
Not offhand but I'll put some extra checks in that function to try catching any null objects
It was the current live release. Teleporters have been acting a bit weird as of late lol
Weird. I'd say check over any mods that touch the teleporter in anyway. What settings do you use? If they are similar to mine then that's gonna be weird. Given all the issues I recently had (all fixed now) teleporters were working as intended. I can say this with confidence as two of us had a teleporter war battle with each other π
Do you have Ghost Codes still? I couldn't really confirm it but I felt that one messed up teleporters at times with other mods touching them.
I'm hoping it's not a GI problem lol poor Shaosil doesn't need any more bugs lol
Does General Improvements conflict with Mirage? I have Mirage and GI but GI has a bunch of masked configs so I don't know if I need to make them similar, if one has higher priority or what idk
I'm not sure what precisely conflicts (ofc common sense but I haven't actualyl checked) however personally I turned off all the GI masked changes and only set masked via mirage and maskedenemyoverhaul to be safe, and everything works great for me
you have mirage and maskedenemyoverhaul?? Don't they do the same thing
I use both with no issues, just leave the GI settings on default & you should be gucci.
maskedenemyoverhaulfork, srry, and it was a dependency I think at some point. Again I made sure the configs don't conflict, I just like the increased masked spawnchance mirroring the brackens and the zombie apocalypse mode
@finite stag they work fine together I just turned off GIs setting except for a couple things and no issues.
btw does the scan players (and sneaky masked enemies) config in GI reveal that they are masked or does it trick you if the masked is mimicing a player?
hey @broken crescent, I've sent you a PR for updating WeatherTweaks check in the terminal code π
is there something wrong with GI and WR?
ohh okok. So don't change anything in GI related to weather and it'll work just fine?
the issue is: if you're using GI and WeatherTweaks without any mod affecting the terminal (LLL/TerminalFormatter/other) it's not gonna show any weathers on the moons page
and the fix is for that to not only display the weathers, but also make displaying uncertain weathers possible
Awesome! I'll include that in the next update, thanks!
How close are we to getting the next update btw?
Wondering how progress has been going 
Just fixed the bug with ShipColors actually, by including the materials/textures for the charger in my asset bundle. Just trying to make sure they look very close to vanilla currently.
There's another few things I need to look at before the update. Hopefully in the next couple days?
Also I couldn't reproduce the furniture lock bug yet - I was able to lock, unlock, and define a position that works when loading a lobby
Unless it only happens with a new game? Didn't test that
Ugh. I copied the mats and textures directly from the LC rip, and it looks like the shader metallic/tiling/etc is all the same. No idea why mine looks so much different
That's why I was just copying it over at runtime, but if I do that it overwrites anything ShipColors sets
weird, it looks like the posterization isn't working on it
did you move it to transparent render queue?
I didn't do anything render queue related (intentionally at least)
I think the posterization is cus Shaosil's has no light reflecting on it
(that would be surface type or whatever in the editor UI)
the charger in Vanilla looks like that as well when there isn't light reflecting off it
the specular highlights are missing because it's not in the light
Ya
Shaosil's is fine, the vanilla one does the same thing when light isn't on it
the game is weird
Well it definitely looks different and more smooth on my version, I'm investigating
Ah so something is missing then
it looks like there is no edge detection on it, which means that it's not rendering before the custom pass
the custom pass renders after opaques
Yeah
hence why I mention render queues
One difference is I may be using a different version of HDRP in my asset bundle, since the inspector in the LC rip has WAYY more props
you can modify your package version to get it to use the same version
that could potentially be the issue, not sure
would definitely be worth fixing
I'll try that first yeah, ideally everything should be the same version
Hmm both using 14.0.8. Maybe the shader is different
hmm
deferred is enabled in the HDRP settings right?
does your healing pack receive posterization?
I never noticed an issue with the monitors, but idk if I looked close enough to notice
Both shaders say HDRP/Lit but theirs is so much different
It includes a render queue, among a million other things
you mean in the yaml?
sorry to interrupt with my super niche unrelated request, but would it be possible to have the post-processing on the internal/external cams be independent config options? I was just messing with it and having processing off makes the outside cam way better, but the inside one way too bright
if anyone's curious here's the exact same 9am weather on experimentation with processing on/off (2x resolution) on the external cam
er 8am
wateva
The .shader file itself is different if I edit it, and the .mat file contains a bunch of properties that successfully map to it, that my shader doesn't seem to have or expose
hmmm
can you check if deferred is enabled in your project?
if you wanted to, we could have a look together in voice chat, probably easier to debug that way
if it's needed anyway, I think you mentioned you just clone the vanilla one now or something?
I'm multitasking my job also lol, thanks though!
Lit Shader Mode is set to Deferred Only for me - and yeah I used to just copy the vanilla mats over, which worked great, but that broke ShipColors having custom colors
wait, ShipColors worked when you had your materials from your unity project but not when you copied the materials from vanilla? is ShipColors grabbing the materials before you have a chance to replace them?
I believe so
But it was also confusing because even if it didn't, an entry was in their config but it should really be the original charger that you change colors for (since I just yoink them)
if you're not building your asset bundle from a ripped project the shaders might not compile with support for all the features LC uses
the devs of colorfulenemyvariety ran into that issue forever ago when trying to use a fresh unity project with resources copied over
there was something you could do in the project settings with render path stuff to fix it i believe
π oh? I'll see what I can find
#1238032120631263243 message
oh sorry
i linked to the wrong message
they had the same error and there was another another fix
#1238032120631263243 message
i needed to scroll a bit further down
lol
Oh.. that's actually what I tried lol
If the issue is that the hdrp/lit shader isn't the same as the vanilla one
You just have to be using a ripper project with nomnom's project patcher when adding things to the game
The shader in there is almost exact to thr game
Ok, dumb question before I commit to that - is it possible to just copy over the shader file?
If not, I can find the screenshot one of my friends sent on the exact settings zeekerss has in it
Kind of, I'll find the messages
Very old so it'll take a second
It wasn't really the .shader file though it's project settings stuff with the hdrp renderer settings
Oh lol
yes the shaders themselves are identical
the .shader files
but the project settings being different changes how they get compiled into the bytecode the game uses
Couldn't find the message with all the settings so I'll just take screenshots myself later
@broken crescent this should be it
Excellent, thanks! I'll give that a try when I can
Much better! It's still not identical which bugs me a bit (I don't think it's the lighting, I can't seem to replicate that corner pattern), but it's certainly good enough to sign off on.
Now if I can just figure out why my project looks like this π€£
Nevermind - turning off scene lighting worked
what god mode are you using
Ya'll ain't prepared for my BLESSED HOLY MONITOR WALL
Trying to look into this issue a bit, and it seems like the main functionality of that config setting is working, and the client seeing them in the "correct" places is actually the bug, since it is trying to save furniture places for a single save.
The config description says "Determines what ship furniture positions and storage states will not be reset after being fired.", which means I'm not trying to persist anything in between saves.
That being said, I might as well "break" that bug a little more so that the values persist between fresh starts for the host also (although it would still be on a per-save basis)
Man I'm surprised the furniture saving even works at all. One of my transpilers looked completely useless, so I'm removing that one after analyzing it for a bit. And another one is NOPing out COMPLETELY the wrong for loop and preventing the updating of certain mold related information π€£
Hope we get an update for the mod soon c;
Is there a problem with the furtnure saving? I came here cuz a client had different furniture placement than me
As far as I know, it's specifically when you have that setting on and you create a new save in the same slot you had some moved furniture. Clients will see it moved, but the host won't until they load the file again
Trying to fix that in this update though
Made some progress refactoring the ship furniture code last night, I might be able to finish it up today for testing.
It's been a little odd since I'm trying to solidify what is technically a bug, but should behave like a feature π a little hard to explain
Either way though that old code needed some serious work
https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases/tag/v1.4.9
I recreated release v1.4.9 on GitHub, so redownloading the .dll AND assets file will give you the latest changes.
@light girder, I know you were still having trouble with FurnitureLock but I couldn't replicate that - it let me put custom positions in for the med station and charger, and the lock worked. Can you make sure you have the latest of both files at some point and try again?
Other than that, the release notes should be up to date if anyone else wants to test it
v1.4.9 - Yo dawg I heard you like fixes. So I made fixes for my fixes so you could see me fix what I fixed.
Lightly overhauled the medkit and charge station in the assets bundle.
This fixes anoth...
With matty fixes compat, what does compat mean here exactly?
#1346074618854899732 message
It seems when FixItemsLoadingSameRotation was enabled in GI, it conflicted with a similar setting in Matty Fixes
Oh nice nice, I just installed SSS last night. 
I'll run some tests with it right now π
I still get the same issue, I should note @broken crescent my issue isn't with them locking in Furniture Lock it's that their positions I set in Furniture Lock aren't being set when creating a fresh save
The position and rotation values
Also uhhh I don't think this looks quite right π guessing it's playing weirdly with lethal Sponge maybe? XD
I will test rq
Okay no it's just in general so strange
I just dunno why that middle part is so dark
Anyways I will demonstrate what happens rq
Basically they should just be starting off in these applied positions without me having to manually go into furniture lock and place them, they stay saved after lobby reloads at least but on a fresh save they're starting in default positions instead of my set ones
if you notice how all the other furnitures just start off correctly placed lol
Anyways it's minor enough that unless it's a quick and easy fix I think you should probably push the update as is tbh, especially for that compat fix for Matty's Fixes
Hmm ok yeah I thought I tested that way but I'll double check today to see if I missed anything. And I agree - if it's something easy I'll fix and deploy today, otherwise I'll just deploy, it's become a more-than-minor patch so that's probably for the best
Heyo, Trying to get the ships external camera to work on one of the tiny screens but its just blank for me, Am I missing something? I've not played in a while
Do you have UseBetterMonitors set to true? That's the only way to get that camera texture moved around
No I have it off but I'll probably turn it on now
Didn't think I'd need the extra screens
You won't get extra screens unless you also set AddMoreBetterMonitors to true π
[Info :GeneralImprovements] Adding medical station to ship.
[Debug :FurnitureLock] Med Station(28) defaults are Pos:(2.75, 3.40, -16.56) Rot:(0.00, 0.00, 0.00)```
There's a *slight* chance that it's a bug with how FurnitureLock detects GameObjects that are added after StartOfRound spins up. I looked into it a little and it is detecting the values at first, but after the item is added and AutoParentToShip wakes up, it's falling back to the default values.
There could be something I can do to resolve this but I'm not sure without further testing. I'll go ahead and deploy it to Thunderstore
Hmmmm @grand umbra any ideas here? :3
And sounds good
Cus if this is a Furniture Lock bug then I would guess Matty has an update to push lol
a postfix to StartOfRound.Start is too late to add furniture.
because vanilla loads it in StartOfRound.LoadUnlockables that is called in the middle of Start. maybe try a prefix
FurnitureLock detects them in a "prefix" to LoadUnlockables ( in quotes because it's a monomod hook so it will run before any Harmony prefixes, i might move it in a future update )
This makes a lot of sense, @broken crescent Maybe it's something you can easily fix later and push a quick patch for π
Yeah, next time I'll try changing where those items are actually spun up π
Could be completely unrelated but has anyone had people glitching out near the suitrack upon spawning in?
Happened to me sometime this morning and it's the first time it happened. Saw that general improvements updated around that time. Just curious
Doubt it'd have anything to do with GI, GI doesn't touch the suit rack
If you use ScienceBird Tweaks it's prolly that cus it has a config option to mess with it
Well like on my modpack when people spawn in they always spawn near the suit rack instead the middle of the ship. This morning some people spawned at the corner of the rack and was like clipping in and out (their whole body was slightly shifting up and down) and they had to leave and rejoin
it was odd and still haven't figured out what was causing it
i think Fix items loading same rotation is fine
but you should disable the other two
gotcha
why the other two?
does OpenBodycams have any issues with the monitors in this mod? im playing solo so i cant exactly test it rn...
do i need to set the monitor that OBC uses to 'None'?
buttery fixes already has its own Fix internal fire exits
and matty fixes already fixes the Fix items falling through
What could be the issue? I'm using GI with OBC but it works fine
OBC doesn't have issues with GI
setting the monitor that OBC uses just overrides whats on that monitor while bodycams are active
e.g. i have it set to override the external ship cam, whenever bodycams aren't active it still shows external cam but when they are, it shows bodycam instead
(for context i have bodycams as ship upgrade, and they disable when the target is on the ship)
you say you are playing solo and cant test it, I assume you cant see the OBC monitor on GI monitor if you are in the ship?
awesome this was what I needed
yeah I just been playing solo rn so most of the usecase of OBC I couldn't test unless I had someone else lol
(I have the option that disables itself when on ship)
you can enable it if you want to test it solo
or just leave the ship and look far from the door
Idea for a monitor display
Current orbiting/landed Moon
Radar boosters
Does this mod cause a performance decrease? I think I've heard the monitors cause it even when not enabled.
I've had GI for awhile but have heard performance be mentioned a few times
That hasn't been the case for a long time
Shaosil reworked the Better Monitors system a while back
@broken crescent Players Alive monitor is broken and seems to not update after players revive when going back into orbit, it's stuck saying 2/4 are alive rn
Got some errors in here
I thought I made that function (the one that is STILL throwing errors) very safe to call in any situation.
public static bool GetPlayerIsMasked(PlayerControllerB player) => player?.redirectToEnemy?.GetComponent<MaskedPlayerEnemy>() != null;```
Fellow C# devs, what am I missing here? both `player` and `redirectToEnemy` have null conditional operators. I really don't see how a NullReferenceException is still happening
It decompiles to this, which still looks acceptable to me
Because you canβt overload the ?? and ?. operators, they arenβt compatible with objects that derive from UnityEngine.Object. The operators donβt return the same results as the equality and inequality operators when you use them on a destroyed MonoBehaviour or ScriptableObject while the managed object still exists.
That seems like very important information that I never knew! π
I better comb through my code and make sure that's not happening anywhere else because I use that syntax quite often.
I don't totally understand how the underlying native object can be destroyed (or at least, WHY that happens), but the important thing is I remember that detail. Thanks for the info!
I see you can do also do a direct bool check on UnityEngine.Object, so in theory, changing that to
(player && player.redirectToEnemy ? player.redirectToEnemy.GetComponent<MaskedPlayerEnemy>() : null) != null;
should work.
Now to go through and make sure the remaining 120 instances of ?. and ?? are refactored π
you can probably try to install unity analyzer
Hey, it's probably a known issue but I can't find how to get rid of it : everytime I take damage it shows the first big red message once, then I get the "PlayerControllerBPatch.Update message every second until I take off, and it makes the game lag as hell. Does it come from this mod as suggested by the logs or is it unrelated ?
It's definitely this mod, it may actually be related to this refactor I need to do, but I'll double check those functions to verify
https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases/tag/v1.4.10
This has like 200+ code changes in it as I went through and resolved every known incompatibility with Unity objects (and some other various code cleanup).
I would deploy it since nothing actually "changed", but there's a non-zero chance I broke something while updating all this.
@light girder, @finite bough, and @robust jay, if you get the latest .dll from the v1.4.10 GitHub release, it will hopefully resolve those random errors you've been seeing.
- everyone else who wants to test it, please let me know if new errors pop up. I'm a little afraid to deploy this one without more testing π
v1.4.10 - Unity analyzer refactor hotfix
Analyzed my code for potential invalid syntax and null checks and refactored 100+ areas that could have caused problems.
I recommend installing this throu...
Hello shaosil ! what do you think of this?
Heyo! I missed that earlier, but yeah that's a great idea for a simple monitor. Although doesn't the main terminal show it?
I'll add it to my backlog
sometimes we forget where to look π
it's not an underlying object being destroyed, but rather the tracking of an object and its components in the game world being removed
Unity devs did a silly mode and decided it would be really cool to throw a NullReferenceException even though that exception has a very specific meaning in C#
In editor, it is a different exception, but for some reason they didn't bother doing the same thing in release
if you call any instance methods on a GameObject or Component that has been destroyed, it checks if it exists in any scenes, and if not, throws an exception
otherwise, nothing bad happens and you never know it was destroyed
(instance methods include properties)
I understand why they overrode the ==/!= operators, but I kinda wish they hadn't tbh
it makes it easier to understand for new programmers, but for those with experience it just makes it harder to find bugs in situations that this matters
I personally would much rather have an IsDestroyed property
Yeah, makes sense. I do wish it was possible to just override the ?. and ?? operators though, I use them often to avoid being overly verbose
Aw no fix for the FurnitureLock compat π¦ the errors do seem to be fixed though :3
Great to hear. I'll give it a day or two before deploying because again I'm worried about putting so many code updates out at once, it touched like 35 files
it is definitely convenient, but I have a feeling there's a good reason they haven't done that yet
I haven't looked at proposals yet to see why
Wait.. are the monitors straight up broken for clients only? I thought something I changed in the upcoming update broke it but then I reverted and it's the same issue (for a joining LAN client)
They work when an update to them is called, but not right at join time
Oh good they work in the version live in Thunderstore, just not in v1.4.10 which is only on GitHub right now
No errors either, and logging looks ok for all render calls. Must have something to do with the refactor
Fixed, I had a null check somewhere that needed more detail
π
Alright this is going live. There may be other parts broken due to the refactor, but I'll fix issues as they arise.
@neon quarry I added custom text support to the MonitorsAPI.QueueRender() function in this release π
thx! ill see what i can do and ask you question on how to make certain things
sure thing
The main thing you'll probably want to reference is
MonitorsAPI.GetMonitorAtIndex()
which returns whatever monitor from 0-13. It does NOT include vanilla monitors, or hidden monitors.
That will return an object that has properties like TextCanvas, MeshRenderer, etc, but you should really only need the QueueRender() function. If you use that and pass it a customText argument, it updates the monitor (until/if overwritten, whether by GI or yourself)
ok so, if i understand correctly, i need to properly specify which screen index i want to use?
Like in my configs i add a int that people can customize to the wanted GI custom screen ?
Exactly, so 0-8 if they're not adding more monitors, and 0-13 if they are. And it only works if UseBetterMonitors is true
and btw, if i update a screen, will the displayed text be synced to all players?
It won't. I started to do that, then realized every client can have their own monitor configuration and that would complicate things
i see, ok
i thought the best way to prevent people from overriding the screen would be for me to have a way to add a custom string name for my custom screen, then people can choose this name in the GI config
your solution also works tho
That would be nice but then GI would have to keep adding selectable screen names as modders want to integrate
well, no not like that
i was thinking of you adding a custom list for modded screens names that modders can fill up with their custom screen names, then i add in my readme than my custom screen name is "something" and people can write that in the wanted GI config monitor slot
it will require you to read not only your own monitor names but also the modded monitor names from this list
not sure if it's easy, can be done of course
then i could get at which index position my screen is, and update it
anyway, does not seem to work, maybe i forgot something?
seems like new update broke something? i get this as soon as i load into a new save. i also notice that the regular scan doesnt really work
Will patch as soon as I can tonight, thanks for the heads up.
Does that happen in the ship in a brand new save? Do you have other mods or a profile code I can use? (It didn't do that for me)
yes it happens in the ship and persists when i land on a moon on a new save. perhaps its other mods since my modlist is kinda bloated, but it was working alright earlier.
01958c43-0697-4d0f-f65e-5dc8540a18ed
here's the code if it'll help
Thanks, yeah I probably missed something during the Unity refactor, I'll see what I can find and hotfix
I gets the same issue over here too on brand new save
the scanner complitely broken, gotta hold for while to go off but doesn't scan anything
I didn't have any issues with the scanner today
Are you using the scanner fix?
Turning it off should fix this
I admittedly have a lot of the ui stuff off currently cus other mods like PlayerHudTweaks, HotbarPlus, and GoodItemScan handle that stuff so I never caught the issues when testing
I'm not getting rid of ScannerFix for that. That mod is too useful to lose. I would prefer GI to restore the compatibility next update
I just prefer GoodItemScan over the ScannerFix
GoodItemScan is a bit of a cheat, and not akin to vanilla's behavior/aesthetic, so I'm not going to use it ever again
Plus, it doesn't make sense lore-wise why the scanner would have two hud elements for items
It's not a cheat?
And it fixes some bugs the vanilla scan behavior and improves performance when scanning
You can sniff out hard to see items a lot easier
- ScannerFix has a ui that lists everything you're scanning if they're in a bulk
and that's apart of the scan nodes themselves
That's probably cus it fixes the close scan nodes, not really a cheat and you can turn it off if you don't like it
π€·ββοΈ
ScannerFix aims to do some of the same things without the scan behavior fixes
I didn't know you could turn it off, plus one scan-related mod is enough
I feel like I ran into this in the past too but, anybody know what this error means? I think it's preventing me from scanning. When I right-click, sometimes I send out a scan wave like normal, other times it does quite literally nothing, and this error is constantly spitting out in logs even while in orbit
oh people already know, sorry... shoulda scrolled up a bit before complaining lol
Working on this now actually, trying to have a fix before I go to bed π
I expected the last update to have some issues but hopefully this is the only big one
thank you good sir 
Could you confirm how you're calling it? And try it with that slot set to CustomText instead of None? I thought None would work, but just in case since I didn't test that much π
(fixed the scanner errors, but might not deploy until morning just to make sure there's nothing else being reported)
I mean just test with every single feature on to see if there's any other errors
π
I had most of them on actually. But then what if turning them off causes issues? Or a combination of the two? π isn't programming fun?
I mean with how much I usually have off in my config I think that is safe lol
I continue to be amazed at how my mod doesn't just break when combined with other mods π
Haha
Ah I see, yeah it doesn't work if the monitor type is set to None. I'll fix that with this hotfix today
hotfix going live
just an idea, last signal translator message displayed on a monitor? π (until a new one comes ofc)
Ooh good idea. On the backlog it goes
thats exactly what i wrote, and yes it was not working, ill try again in 1.4.11
v1.4.11 fixes the 'None' monitor failure with custom text, so hopefully π€πΌ
@broken crescent
Why does it have 2 scan nodes?
Ah it's GoodItemScan doing it
@queen summit Another case of GoodItemScan catching disabled scan nodes
Why's there two in the first place?
Because the placeable charger disables the original
ye its a separate object so it can be moved
GoodItemScan is just finding the scan node for both the original and the placeable one
I wonder how I can fix this without breaking some features π€
btw im not sure this is a good item scan issue
or caused by something else
but i have noticed that specifically bunker spiders continue to be scannable after death
i thought it was all enemies, just happening at random
but as i've played more it seems like it's just spiders
100% of spiders i've killed recently are scannable while dead
havent seen any other enemies with problems
Tbh upon testing with GoodItemScan disabled I'm impressed how optimized the Scanner Fix in GI is since I last tried it
I could just remove the scan node of the original in the next update, whenever that is
But yeah I may have made FixPersonalScanner even more optimized in v1.4.10, I used a NonAlloc call instead, and in v1.4.11 I updated it to use less Linq
yeah it's so nice now
Way smoother than the last time I tried it
I recently acquired a 3D printer and HAD to do this π―
now spend 20 hours printing null reference exceptions
see that's what the stringy mess in my trash can is
yep it worked!
also, question
i know there is a feature for the monitors that make them not render when no players is in the ship, so, if there is no player in the ship and i call QueueRender whats going to happen? Nothing? or render the text anyway?
Great question!
The way my monitors work is each time one wants to render, it gets added to a queue (it automatically uses the latest singular queue request per monitor). Then in the Update function for the overall structure, it pops one render off the queue and lets the camera do its thing for a single frame. Rinse and repeat for the next frame.
If you queue up a change while the monotors aren't updating (so if the player is outside the ship mostly), it just takes effect next time they do render
okay, thanks!
Bad question, it explodes, next question
Good idea for an easter egg π
cool π
Nice!
@broken crescent how do i write the "credit icon text"? the little rectangle
dollar sign
Haha yeah that's just a missing glyph
aaa lol ok
In case any other nerds want to 3D print that π
https://www.printables.com/model/1232475-lethal-company-ship-desk-and-monitors
I quickly had to go back to GoodItemScan there are so many random cases where the game lags due to the vanilla scanner
out of curiosity, why is there no config option for the randomized beginning weather upon creating a new save file
i dont hate the feature, just wondering why theres no option to disable it
Yeah I also keep thinking that. Originally I "fixed" the issue where the random map seed wasn't initialized right away for new games and was always zero. But that may have been intentional. I'll make that optional if I remember
for some reason if i have "scannerFix" enable it makes me unable to scann stuff outside of the ship on Gordion
not even stuff on the counter
and i have no other mods that change/affect the scanner outside of GI
Huh. I wonder why that would be. Did anyone else notice that?
I can test it myself at some point soon
and it seems to only happen when im hosting
i played on a few public lobbies and it worked fine there
@sand olive ok so to be honest
i never found GI's scanner fix an actual fix
my problem with the scanner is primarily how it cant pick up items from behind walls just a bit
i notice like a pill bottle on a catwalk i scanned around that my scanner just doesnt pick up
no matter what scanner fix i use also
another good example of something like this is a stop sign, cookie mold pan, etc, spawning at the bottom shelf of lockers
they are impossible to scan and you always have to hover around the bottom locker to make sure you miss nothing
as for this specific instance
yeah, same, but it doesnt really matter that much
also i have these issues when client
anyways tldr
imo, no good scanner fix exists
but also, i dont expect any major improvements to be made any time soon
plus, i can see how my suggestion of an actual scanner fix can be cheat-sy
are you doing a ship check
my guess is that objects that get placed on the counter aren't marked as no longer being in the ship
but idk
the stuff sitting on the catwalks outside would IIRC be marked as "in elevator" but not "in hangar ship room"
not sure if there's anything being conflated there
i might also be wrong
the way items are flagged on the ship is frankly nonsensical
I don't think I'm doing any ship checks for the scanner, but there might be something else weird going on if on Gordion. I'll have to check that
only other thing that comes to mind is trigger collision
it might not be that the issue only replicates on gordion
like, how often on other moons are players going to be leaving items on the catwalk and trying to scan them
they're probably just there because it's sell day on gordion
anyways there are triggers next the ship's entrance and exit so it feels like a pretty safe bet
unless you are explicitly ignoring trigger collisions it might just be getting blocked by those
You could be on to something. I know I'm doing a sphere cast on the ScanNodeProperties layer, but I don't think I'm using the ignore triggers query option, so that may matter (although wouldn't it only matter if the trigger was on the ScanNodeProperties layer as well?)
Curious
yeah if you're only checking the scannodeproperties layer it shouldnt pick up triggers on any other layer
but are you not doing any line of sight checks on, say, the room/colliders layers?
not all triggers are on the "Triggers" layer as you might expect
update on the scannerFix issue, apparently its only some scrap that becomes unscannable
I apparently found a flaw with GI's Allow Pickup OfAll Items Pre Start.
I cannot pick up this mod's spawnable scrap pre-start (and I'm the host!)
https://thunderstore.io/c/lethal-company/p/Reii_Astraliss/VtuberPackBreadEdition/
thats because the setting doesnt remove the code for not allowing item pick up prestart
it just removes it for vanilla game items
well then it wouldnt be able to be clientside
That feature causes desyncs anyways
at least i assume so
If we could ever get a way for it to not desync stuff it'd be great
can you tell me what desync
i have legitimately never encountered this
anything you pick up that normally can't be will be invisible for any clients that join the lobby after
ah
Yeah lol
i assumed it was if i leave with the item in my inventory
Nah lol, the reason some items can't be picked up before game start is cus they won't sync til the ship lands
it was an intentional thing Zeekerss did
Does it? It has worked fine on every other modded item until this mod
Sync how? I thought items naturally synced all of their states all the time
well not only is it not true for this case
but there is a non host client-side item desync that can happen from dropping items if the connection is bad
at which case the item is invisible and cant be picked up
Apparently not, the amount of times I picked up a Shovel or Epic Axe before someone joined with allowing picking items up pre-game start and someone joined and could never see them lol
its hitbox and scannode (if it has one) still exist though
I saw this happen just the other day, someone left and the shovel they had vanished
lol
but the flashlight and walkie dropped fine
Weird
If it's a hassle, I'd say don't worry about it? I've had hundreds of works and only a couple fails (now)
Oh yeah since we're talking about some issues @broken crescent the networking changes that happen when the Placeable Charger is enabled broke networkers for some mods for clients. Emergency Dice for example broke and clients couldn't roll them
Huh. . . . fuckin' I jinxed it bro I'm sorry 
outdated mod that exploited my curiousity. It also restricts pick-up mercy...pls
https://thunderstore.io/c/lethal-company/p/hu_luo_bo_ya/HuLuoBoScrap/
I downloaded it to try out the tv...
Uh, the desync caused by being able to pick up items that you aren't supposed to pick up is replicable with late join because you're not meant to pick up the items until everyone is in the lobby to sync specific stuff when using said items
Idk about any invisible item bugs
But the main problem (which iirc buttery also mentioned before), is that items with a randomised seed get desynced because not everyone will have the same seed if some people used the item and others weren't there to see the item being used
Not even just late join it happens with fresh lobbies too
You could load up a save after a fresh game boot and repro it
Not the specific desync I'm talking about
Ah
Which is why that system exists in place
Your issue is smth else idk
But yeah no real point in that setting existing when people late join and desync stuff anyway
@broken crescent I have a newfound appreciation for your mod (/ ' - ')/
SSS says to use either MF's OutOfBounds, or GI's FixItemsFallingThrough setting, but not both- and that "they do the same thing". I just went with what I had installed first so I disabled your setting, but his statement wasn't quite accurate. Matty's setting states that it prevents items falling through the floor; GI's setting states that it prevents items falling through the furniture.
I couldn't figure out why my modded furniture was dropping items but using GI's setting instead of Matty's solved it :>
Not sure if yours also works on the floor though
hum to be fair, i wrote that because thats what Matty said to me when asked about matty fixes/GI conflicts
other than that i dont know much
oh shoot, I wasn't trying to throw you under the bus, I like your mod a lot (the ability to π₯DELETEπ₯ items alone is fantastic)
oh no problem π
you should ask in MattyFixes thread about this i think
the key difference between GI and MattyFixes is that GI simply makes all items float. stop.
MattyFixes tries to solve the issue at the root by moving furniture into place ealry enough for items to land on them and by saving the correct position of items istead of the vanilla offset one
Oh I see, so does that mean the table just isn't loading fast enough/before the items?
yup that is 90% of all the issues with furniture
vanilla loads ( teleports to be more precise ) them after items are spawned
Check the option that allows you to toggle including the rollover funds, that affects overtime bonuses a lot
rollover funds?
Are you using quota rollover?
the quota rollover mod? I don't believe we do
yeah, we don't
I mean the quota rollover option inside GI but if you're not aware of it it's probably not on.
I'd have to check the formula but as far as I know it's pretty accurate, it counts the current profit quota extra money + all potential scrap in the ship, and gives you the overtime bonus you would get if you sold everything
+ all potential scrap in the ship that's probably the part that's causing it to look off
what does fancy weather do?
show a small sprite in one of the screens with the current weather, for example, stormy shows a sprite of a cloud with thunder
ok
what hex codes do i use for the monitors so they match the vanilla monitors
Which part(s)? Text, screen glow, etc?
yes
I actually couldn't find it listed in any of my editing mods but if you just set it to 000000 or something slightly lighter it'll be fine I guess.
000000 is pure black btw
https://htmlcolorcodes.com/
i want the vanilla colors though, for the small monitors that are turned on
The unmodded colour is blue though
I'm sorry, I thought you wanted them to match the main terminal/other black background screens
the default color that gi comes with is a dark blue
let me get a comparison
that picture is vanilla
this is gi's
You're not using any other colour/brightness mods are you? They (bg,text, & monitor frame) just look slightly darker on my end
idk maybe that could be it
but i dont have any brightness mods
unless fixcamerares or ultrawide does that
Not sure about UW, it isn't compatible with SteamDecks :o
Oh, you said that screenshot was vanilla. Did you mean "start vanilla" (100% of mods off) or that you just disabled GI?
Oh... no no, wait, you're right. There IS a slight difference when you just toggle GI. I didn't notice at first
yep
I think it's the monitor glow/screen/material/etc that is changing it?
Using GI's 'force enable default blue background' option but not using better/more monitors (new oject/model) looks normal to me.
Yeah it is Better Monitors
Something about them affects the screen colour/brightness
Guess we'll have to wait for Shao
Yeah so the better monitors uses a completely different way of rendering those canvases. Vanilla is a simple canvas, better monitors is a projection of a render of a canvas onto the material of the monitors. So it's not quite possible to be exactly the same. I'm using the same hex value for the blue, but you can certainly play with it to get it to look closer in your eyes
do the lightning indicators in this mod have support for HotbarPlus or reserved item slots?
HotbarPlus adds it's own that has support with both, iirc GI's only supports the first 4 slots so you should disable GI's
why does my monitor black out like this
it sometimes switches to exterior and interior views as well
is my save file corrupted?
I sometimes experience the opposite of this where a layer or visual effect will only appear when it's almost off my screen. TBH I always though it was some incompatibility related to me being on SteamOS since in-game video (custom mp4) doesn't work at all.
forgot that hotbarplus has its own, i didn't use it cus i liked how GI's implementation looked more
apparently GI makes the Belt Bag scannable even when no tools are set to be scannable on the config file (same thing seems to also happen with the Boombox)
boombox is vanilla
it just has a scannode for some reason
no it doesnt
was it removed?
boombox has never had a scan node
huh
you never told me it was generalimprovements just adding that
even if the config doesnt have it
that never came up over a cup of joe?
i have
i was the one who noticed it initially
and then you also assumed it was vanilla
I noticed that even with "Always show hidden moons" it never shows artifice or embrion. Is that intentional or something?
Hello!
So... even with Sprint with Ladder disabled we can still sprint with ladders :,]
none is same as vanilla
so, it would be no drain?
Yes
@broken crescent I am sorry, but is it me or the Day display is working incorrect? When I load a save, it shows me "Day 1" all the time.
is there a way there could be quota count compatibility
It already works with quota count perfectly fine
Not when u change it
What do you mean?
Better monitors or whatever
I have QuotaCount installed and General Improvements, and it shows quota number on both screens.
its turned off by default its in the config
@broken crescent can explain
@neon quarry Is SSS syncing correctly at the moment with GI's extra monitors? Scrap storage doesn't appear to be registering/updating on ship scrap monitor until reaching orbit. Unsure if that's intentional or not.
It only counts the first scrap of the stack, and it should be updated right away
But ill need to update it someday to allow other scraps of a stack to be counted
tbf, its the same for anything.
you look at the store for buying more items, and the game says 1 shovel.. but there is 20, they are just all in the SSS so it reports 1. xD
Ah yes, for that you can use ScienceBird Tweaks, they made a patch to actually display the correct number of purchased stored equipment
How can i make the mod not change what to preview on the terminal?
I set it in LLL to preview all, but whenever this mod is installed it just overrides that
ah, i keep meaning to add that mod, keep forgetting x.x thanks
Just wanna ask, is the scan fix from this mod optimized or is good item scan still reccomended instead still
@light girder sorry for the ping but ye seem to know these things haha
imo it doesnt matter
there is no "good" scan fix afaik
i still dont get items scanned often, even when theyre right next to me
havent used this mod in a hot min but seems its been optimized like ya asaid
I just want one that doesnt have performance problems, gooditemscan worked for me
im unaware of performance issues
but if GI has a well performing one id swap to that
it at the very least USED to be, idk he may have optimized it
thats why I wanted to ask
since before I disabled GI's better scan and instead used Gooditemscan
Good Item Scan is still the best cus as far as I can tell it caches a lot of stuff relating to the vanilla scanner as part of replacing it
With GI's Scanner Fix I got lag in the Rubber Rooms' Elevator tiles and when standing near Tesla Gates from Piggy's Variety Mod
with GoodItemScan I get none of that
thanks for the info, im back from my LC break and back from fixing my pc bc windows wouldnt install .net 3.5 so I couldnt run half my programs lol
so catching up rn
I hate WIndows 11 24h2 with a burning passion
Buggy pile of shit still 6 months later
yeah I finally fixed it but it took like 2 hours lol
I went back to Windows 10 for now cus I just got tired of dealing with having to reinstall so often cus it would break itself in the dumbest way
Nothing will ever beat peak windows
was the first version I used and I never had any issues with it
Idk how they still have it broken with so many major bugs and issues 6 months later, with Windows 10 when a feature update broke something it'd be fixed within a minimum of 2 months there's no excuse for that kinda shit tbh
I never used Windows XP much as a kid besides at School tbh, our home pc's ran Linux back then didn't really use Windows a lot until Windows 7
7 is 2nd best for me
then 10 is decent enough to be 3
rest is pretty much trash
besides some stuff before xp
11 was fine when it came to 22h2 and 23h2 tbh
8 is trash and vista is a trainwreck
But I very much feel like it's going down the road of Enshittification now and I'm concerned 25h2 is gonna be a bigger dumpsterfire than 24h2
Enshittification is an amazing word lol
I mean it's been 6 months and it's still not stable for any reliable use cases like streaming and gaming or productivity
11 just has so much bloat
even the settings app lags or freezes up for me its ridiculous
Settings APP is slower if you're on a Microsoft Account vs a local one too
the Home page loads instantly on a Local Account but takes ages on a MS one
yeah
win 11 removed the feature to use a local account during setup so i had to set it up
but i switched to local as quick as possible
Eh there's workarounds
In fact 24h2's OOBE is broken as shit if you go through the install process with an Internet Connection
the thing is that it wouldnt let me go forward without an internet connection
and i was going for path of least resistance since it was my first time building pc from the ground up, and i was tired
Yeah well there's been the OOBE/BypassNRO method for ages which they're phasing out, and you can also flash the iso to your drive using Rufus which is what I recommend and make sure you allow setting it up without internet and I also recommend disabling the automatic bitlocker bs
I too just set it up with a MS account when I built my pc, 22h2 was fine for it
well i just checked bitlocker, it didn't prompt me for it i guess
i havent touched this at all
Nowadays I just don't wanna look at Windows 11 after the issues that have plagued us for months on end
did u have home version?
Yeah but that wouldn't have anything to do with the bugs plaguing 24h2
The only differences in pro is there's a few extra things enabled otherwise Home and Pro are the same
and i guess since i installed the january patch it didnt have that bug with failing to use windows update
I never ran into that bug, the issues I ran into are just how unstable and how many bugs and issues there are that have been there since 24h2 launched that they refuse to fix, I've went on rants about the alt tab blackscreen issue not getting fixed. I had issues with it randomly turning my wallpaper black, some people have had issues with the taskbar breaking. The list goes on and on
It also just performs like utter shit, 24h2 is slow
Defender even opens slow on it
Gaming performance is still worse compared to 10 and 23h2
Download speeds are for some reason affected, if you install .net 3.5 on Windows 10 for example it's so fast yet for 11 it takes ages
I've gotten to the point where I think Microsoft only cares about AI and selling your data, they don't care if Windows 11 barely functions at this point if they did it would have been fixed months ago
that is def the point theyre at
windows has basically no competitors right now
cus linux has barely any support and mac os is a closed ecosystem
luck there is an application that removes all the bloat
I don't trust tools like that, cus a lot of times it removes important stuff that breaks some important function of the os
I usually just debloat myself
It's easier tbh
and you know something isn't gonna get bricked, 24h2 is unstable enough as is
the one that my friend sent me has a gui so you can select individual things to remove
like disabling telemetry and wifi sense or uninstalling onedrive
OneDrive you can just uninstall through settings
Telemetry won't ever be fully disabled, it's so baked into the os tbh
i think i already got onedrive removed
Idek what WiFi Sense is
first thing i did when getting this was unlick onedrive
but it didnt make onedrive as part of my file system for some reason
it automatically links to other wifi networks based on contacts i think
Generally if you uninstall it right away it won't lol
Oh I just don't allow Windows to have access to contacts tbh
There's a lot of shit I tell it no to
i don't either
but it probably is still sending pings n stuff
so its a security risk
Eh maybe, if that stuff is turned off it usually disables the service
I remember the Nvidia App breaking once cus it couldn't have access to notifications lmao
So I had to leave Notifications Access on
gives off the same energy as "stopwatch would like to access call logs"
Lmao
It just panics cus it uses that to send notifications about driver updates and stuff
i dont think its that at all, i mean partially, maybe, but, to give a few opinions on a few things people may have discussed above.
1 - nvidia is currently shitting the bed with drivers, be careful with the latest driver (i have a new graphics card so im using it, but the latest one is borderline dangerous for your graphics card)
2 - as for microsoft only caring about AI.. thats more of an nvidia trope... in regards to windows 11 being a POS... microsoft are on a crusade of ripping out old tech from windows.. all of windows from NT to 10 and 11.. is made on windows NT... so where everyone sees windows "losing functionality" and "getting worse", its actually just microsoft ripping out the old, so they can eventually replace it with the new.. im not saying they are going the right way about it, but i think to say they care only about AI is wrong... also many people make a mistake to enable "online backups" when they install windows 11, worst thing to do imho, setup yourself later, or dont use.
3 - as for windows 11 breaking compared to windows 10. I was on windows 10 until 2 months ago when i got a new pc, i tried updating my old PC to windows 11 and it bricked my motherboard (my old PC's issue cause i turned on secure boot and that bricked it, but i need secure boot on win 11.... rip.).. since i got my new pc, i thought id miss windows 10, but i dont, im shocked, and had 0 issues, and, ngl, built my new pc from scratch (first time ive actually built it all including installing OS)
so yeah, im sure windows 11 has its issues, but ive run into none, likewise though, windows 10 had issue, i think just service packs (or well updates as they are called now, lmao) smoothed out those issues, and windows 11 maybe is yet to get there.
but i think, functionality of windows 11 will go down a bit, before it goes up, but hopefully we arent relying on 20+ year old code for much longer in windows.. lmao
Honestly I think they should've held back windows 11 if that was their plan
If they wanted to remove all the legacy NT stuff it would be better to do it all at once
probably, but they have been doing this since at least windows 7 xD
Rather than trickle feed it
If they just removed it all and replaced it before launch then yeah most things probably wouldn't work on it for a while but it would be better than where things systematically start failing because 1 package at a time is replaced
Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!
oh, yes, links are banned..
i was just saying, there is a story from an ex microsoft employee.. who wrote code 30 yrs ago, which we all still use in windows 11.. so maybe too much code changes are required, to do it at once.
so that would have been updated, for windows nt/xp/etc, and not been touched, in 30 years.. xD and the guy talks about "bajillion" lines of code.
If you think they're not as focused on AI as Nvidia is you're just stilly, Nvidia and Windows are going through the same levels of Enshittification right now in fact I think Windows is worse. Making Recall a dependency for the File Explorer for example is all you need to keep in mind for knowing their focus has shifted. It's just silly to try and back up a greedy big tech corporation just cus you're in a minority that hasn't had problems when 24h2 has been a horrible disaster for more people than it hasn't been. I also used to think I wouldn't miss Windows 10, but now I'm glad to be back on it cus the past 6 months brought me to a breaking point. The only thing Windows 11 has going for it is that it's pretty. It's slower in every way than 10 and all the Scheduler optimizations and stuff for 12th gen Intel CPU's and such have been in 10 since 22h2
my high end streaming system with a 12900k and RTX 3060 on Windows 10 feels 1:1 with how Windows 11 23h2 did which I can't go back to cus you're forced to download 24h2.
Imo if they half assed stripping out some code to the point it gave a ton of people problems they shouldn't have pushed the build onto people
Just saying.
There is no excuse here
I'm staying on 10 until EOL cus 10 and WIndows 11 23h2 both hit EOL at the same time, by then 25h2 should be out and if 25h2 doesn't fix anything I'm just gonna swap over to some variation of Linux probably
are you gonna run dual boot
Idk, I don't play any games with anti cheats anymore so hard to say
if you still plan to play stuff like lethal or repo you're gonna need either dual boot or proton
Yeah proton should work fine for those
General improvements thread just transformed itself into windows wars thread wtf
Lmao
Another example of their focus being on AI is they're integrating Copilot into literally every app in Windows 11, which is probably part of why it's so slow tbh
Even if you uninstall Copilot it's still baked into everything now
I hear u can remove it with group policy editor or regedit
I haven't tried it myself since I don't like messing with registry
I only used it to revert to the old right click context menu
That in of itself is just ridiculous though, modifying the registry is not something you should ever need to do lol
For those less tech savvy absolutely
Also there's some cool alternatives for the right click menu, I used to use Nilesoft Shell for a while but generally nowadays Startallback might be a bit better cus it can get rid of the slow UWP Taskbar and Start Menu and stuff
For those of us keeping up with tech it is good to know how to do stuff with regedit
That's another part of why 11 is slow, replacing the legacy ui elements with UWP apps which are essentially all web views
I actually forgot I didn't use regedit for the context menu
I ran 2 powershell commands as admin
Ah lol nice
Not bad really
And doesn't need any other software
I'll see about using gpedit on copilot tomorrow
i never said microsoft isnt focused on AI, just said thats more of an nvidia trope.
nvidia have gone from a really good company for gamers, to overpricing shit, to giving their best stuff only to AI, gamers get the bottom % of junk now, its still better than what came before, but we arent their focus and we make like 5% of their money now compared to 95% before
and yeah, windows has ai features in now, as does most things, im just saying windows getting shittier is because they are removing old stuff, not because they added AI imho, and i cant really talk regarding performance differences of windows 11 vs windows 10 tbh.
I went from a 6 generations old cpu, and 4 generations old gpu, to current gen on both, so for me, windows 11 is running faster than my old windows 10 machine ever did.. i had my windows 10 pc on windows 11 for less than 1 hour before it bricked when i turned on secure boot, and that taught me never to upgrade my OS on the same machine as simply, my old hardware couldent handle new things that newer OS's required, my old pc started as a windows 10 machine, where secure boot wasnt required for the game i wished to play (valorant)
so it may just be because my computer is a fresh computer with new hardware that i dont get issues compared to others upgrading old computers to windows 11? i d k
I think UWP apps are also part of the move away from old tech.
intel and amd have been on x86 (intels tech) and x64 (amd's tech i think?) for decades.. everyone wants to move to ARM (except intel and amd i beleive), but old "legacy" applications, wont run on ARM
i dont actually know if UWP apps run on arm tho xD
from what im reading (and i should have realised if so), they do.. so uh yeah, Nvidia is wanting to make cpu's to compete with AMD, but cant for legal reasons as only intel/amd can make x86/x64 cpus (licensing), microsoft also want to move to ARM... i think linux wants to as well, and mac already does??.. i think nvidias motivation is the duopoly on CPU's by intel/amd.. but yeah, i d k all the details.
RISC architectures like ARM may be getting more popular but they're not gonna be able to top CISC architectures for gaming
Which if people are spending time building pcs for gaming they're probably gonna know ARM processors aren't as good for it
They should definitely take over in the laptop industry though
oh i agree, for gaming, ARM is terrible rn, but as i said, Nvidia, want to make a CPU, supposedly a CPU that they can then integrate into their GPU so people just have a processing unit from nvidia, that does everything for you, like a GPU currently does for graphics + ai, but also running your applications. (maybe that will be for laptops only, i d k)
if they are truly wanting to put it into gpu's, so a computer doesnt need a cpu (a bit like current APUs), then you would assume they want to make games work well with ARM.
but yeah, no clue how that will pan out.
they def wanna get in on AMD's APU market
cus rn AMD is the best producer of them
Nvidia should really fix their gpus before they go for apus though
you mean 50 series? i have a 5070, from my experience, the issue is the drivers, and the PSU supplied 12v cables, i had massive issues before switching to the nvidia adapter instead of the psu's 12v cable.
current driver is dogwater, and i guess if you have a 5080 or better, the adapter could be worrying (as thats the cable causing fires/melting i thought)
the only issue i had was, my PSU's 12v cable didnt actually sit well in my graphics card no matter how hard i pushed it in, so that maybe my GPU's connector fault.. but, on the cable, it looks like the metal pads are very small, and i think thats why i was having issues.
i have a 4070 but 40 and 50 share a problem thats really annoying. 30 series gpus had a component to balance current through all the pins in the 12vhpr connector which would prevent one pin from pulling too much power. 40 and 50 series got rid of it which led to cases of the graphics card melting the connector cus it was pulling most of the current through the bottom left pin. nvidia claimed it was because of cables that arent correctly seated or are not nvidia's own but it was happening even in cases where the connector was perfectly sealed
yeah, i just heard it was only happening on the adapters, not the proper cable. which is why i tried the proper cable first.. and found my graphics card was getting no power when i first installed it, but i get you, its not good either way that they removed such a safety check, that being said though, i dont know about 40 series, but 30 series seems to pull a tonne of power, most graphically demanding game i have at the moment, is AC Shadows, and, the 5070 doesnt seem to pull that much power, so the power melting the cables maybe more a 40series and 5080/5090 issue, i d k, ive been keeping an eye on it all the same.
if you do undervolting it probably isnt much of a problem
ive never really gotten into undervolting, wasnt a big fan of overclocking either, had my old pc for like 5 years, and then started overclocking it finally. i tend to only overclock when i feel my pc is struggling as is.
and personally AMD's way of doing it where they just have multiple 8pin connectors feels more ideal to me
the 8pins are already a proven connector
i totally agree.. im going to be honest, the 5070 i bought.. the advertisement listed it as having 8pins.. i was sorely disappointed xD
i was hoping that board partners could choose the connectors, so when i saw it, i got my hopes up, but yeah, no, all 12v HPWR, oh well.
p sure the power connectors come with the board that the OEMs build around
cus u take the cooler and shell off any brand's gpu they're all the same underneath
the changes they get to make are just things like allowing OC or using different cooling types
yeah, just wasnt aware of that, tbh. didnt realise board partners had to keep the cards that similar as some cards do have more connectors than others (within the same model).
GPU board partners build around the GPU chip, not the board
if they built only around a board that the chip designer provided, there wouldn't be OC cards
overclocking is about a lot more than cooling, you need to have good stable power delivery, which is more expensive
is quota count compatibility planned
i think theres already a better monitor that shows quota count
it's the "TotalQuotas" option
it just shows "Quota 1" "Quota 4" etc on it
Is there any setting for the bootup that are safe with LLL
Wdym
mods that say skip the splash screen or auto select online have a history of busting LLL so wondering if GI's are fine
I haven't tried it but I'd lean toward no
i have never encountered these issues
At least in my profile it freezes for an additional 15 sec after the splash screens so it probably wouldn't be good for me
tbh it was more with older intro skip mods but didnt know if it happened with GI
I know it happens with introtweaks just idk with GI
I stopped using the auto select online feature ages ago, it always caused more issues than it was worth and used to conflict with SoundAPI as well
wait is that what causes the double ambient sounds, ghost girl continuing to breathe after despawning, etc
i thought it was just soundapi itself
soundapi by itself doesn't do that
i've never heard of that problem but you could try having that option off in GI and see if it helps
Ive nsver had these issues either
They idk cus I've not had the issue since like v45 lol
customsounds/lcsoundtool causes sound issues like that if you bychance have those
Has anyone found a workaround to getting Helmet_Cameras to work while using the monitor improvements with this?
use open body cams instead, afaik, helmet cameras is old as f.
And it has GI compatability setting 
ty so much
didnt even know that xD just know it works.
I love this community lol
oh, i didnt look at that, last i configured open body cams was was like.. 6+ months ago xD maybe before the setting existed, i d k
might be worth checking config, possible some new stuff was added then lol
Highly suggest running it with general improvements though, the monitor upgrades underrated fr
setting moons to afterdiscovery makes them appear below the settings
when using moonunlocks
is it possible to customize the reticle?
@broken crescent I have this user on github trying to use the weather multipliers features in GI with the Majora weather but the weather name does not seem to work, do you have any info on why this isn't working, or if they are no doing it correctly ? https://github.com/ZigzagAwaka/LegendWeathers/issues/2#issuecomment-2884640177
what is the majora moon called in WR config
My door monitor buttons decided to disappear and my external ship camera now only moves when I'm not looking at it, what's going on π
Yep that's the problem, I don't know how the GI config works for modded weathers
Weird incompat /w Harvest Moons where Tree Masked's scan node will show up both as a player and... the entity themself
v70 π
v70 π
Noted. You guys will love this though. I'm about to go on a 3 week vacation π
I'll see what I can do when I'm back though
How dare you have a life π
And just when I made my return back to lethal company π π€£ V70 drops and Shaosil goes on vacation. Have a good vacation Shaosil
I know right lol. Thanks ππΌ
just the monitor that's incompatible?
So the PlaceItemOnCounter patch is no longer needed
Zeekerss removed the limit in vanilla
That's why it errors
Beautiful. Love when I can chainsaw code
the HudManager patch is probably your scanner tweak if I had to guess
Yeah we played Vanilla today and we all noticed the sell limit was removed
It was nice lol
no he just increased it to 50
which is essentially limitless
it only wouldnt be for like 14k quota+
Ah lol
he also patched items on the counter blocking you from placing more items
except the cash register????
idk, i had trouble placing it still
i heard it was 50
1a3 has it as 150
Ye it is 150 now for vanilla so most I think needs to happen is the minimum just needs to be bumped up
Btw @broken crescent since items falling got fixed in vanilla you may need to check your patch for that
@neon quarry Any idea if the self sorting storage is gonna need updated?
Does that mean that the option in matty fixes for that is not needed also?
Matty Fixes doesn't work period right now
I know but you said that it got fixed in vanilla
So Iβm saying, does that mean that the patch in matty fixes is no longer required, once matty fixes updates to v70.
I think it will still be needed for some things
the fix in vanilla isn't as perfect as Matty's was
but it is fixed in Vanilla
prob will just change to a edit of vanilla logic instead of its own thing
Yeah
I'll run some test and see if everything still works
I can't say for certain but it seems it's still required #1346074618854899732 message
Oya when ya do get back around to update the mod for v70, there's this:
||Soccer Balls & Toilet Paper are no longer conductive in vanilla||
@broken crescent using HideShipCabinetDoors = true throws errors when we try to put an item in the storage
i know you're in vacation, but i think it still need to be reported
Oh that is what causes it?
@finite bough
Son of a bitch π π was just saying how impressed I was that GI survived the update and didn't break. At least its a simple fix config wise and doesn't need to be removed from the pack.
Yeah lol
nooooo i hate the fuckass cabinet doors grrrrr
See if DoorlessStorage works for now
Hey it could be much worse. GI could have exploded completely. Ill take this bug and be happy π
I just use my goat #ShipColors
https://thunderstore.io/c/lethal-company/p/TKronix/DoorlessStorage/ This works fine, so it's something with how GI's option works
Is there any way to outright disable certain GI features?
Pretty sure GI is overwriting or conflicting with TerminalStuff somehow and breaks the terminal, and I really want the extra monitors, but both mods are too good to give up, lol
generally hoping the mod gets updated for v72 at some point
teleporter being broken again after v70+ for living players
only works on corpses
Oh the teleporter is broke from this?
Yep, set it to the vanilla values.
Inverse teleporter setting can be set to All for items and its fine. The other settings causes fall to ground errors.
Also do not disable cupboard doors. Right now it does break the vanilla cupboard.
The other settings causes fall to ground errors.
w h a t
is this the bug where you like
get teleported to the spawn position of the ship while in orbit
and constantly fall through
What is the numbering of the extra screens? I want to configure them but don't know the order
if u check the mod page there is a wiki for it, some might be a lil outdated tho
They're not outdated
1-6 are upper monitors from left to right
7-12 are lower monitors from left to right
13 is left big one
14 is right big one
Without extra monitors are upper 1-4 left to right
5-8 lower from left to right
9 is a big monitor at right from the map monitor
In short, the screenshots are still accurate
oh sorry i mean the whole wiki itself not the monitor

omg shaosil typing
you guys killed him
I try to keep the wiki up to date, I have a generator that updates any text based on config values
all good
just some people reporting about teleporter stuff
Well it definitely needs a recomp when you get the chance lmao
Sure sounds like it

Enjoy your stay
what is this mod fixes tho?
Bruh lol. I just saw one of the new bug reports mentions at least one problem being fixed by simply recompiling, so I may at least do that before I'm back from vacation
You didn't know? Lol, some method signatures were changed so you just gotta recompile for v70 without errors
Well that's good to know. I assumed some of those errors, especially the transpiler ones, were because vanilla code changes switched something up
There's probably some like that
The ones that need recompiling are ones that error with "MissingMethodException"
Ok Cool
Which is you trying to call or reference a method that no longer technically exists cuz either more parameters or name changed or some IL code in ig changed erc
Yeah, makes sense
@broken crescent can you add a way to add custom text to this?
or remove it so I can make my own mod that adds custom text?
I see you've found the easter egg when the ship leaves you behind π normally it doesn't say that
I don't have support for custom text for that because it's a pretty small, rare occurrence
Unless that's a bug in the new version that always shows it
Na it's still only on takeoff
Should be live soonish
does this also fix the broken teleporter?
I believe so
It always happens on takeoff.
Please add config for custom text it would be so fun
But you only see it if you're left behind, how often is that happening to you π
Yes
That was one of the many errors that were MissingMethodExceptions
ok good to know because the teleporter would not work if keep nonscrap was enabled
You had to have it set to none or all to fix the errors
yeah i had it on none
Ye
A lot. One of my friends likes to work until the last minute and i want to surprise them
@broken crescent ok so the update makes items unable to be stored in the cupboard if you have the doors disabled now
That's been a problem
since before the update
oh
I think it was an issue that got missed
i guess i just never tried π
just use doorlessstorage or more cupboards to nuke the doors
no its fine
But yeah ideally Shaosil should fix this
i will deal with the evil doors
No this only started after v70 update. We used it in v69 before the big update as I do have a clip were both the door less version from GI and wide version from Mel's were being used together.
No I was saying before the new update for GI
I would guess when Shaosil was updating for V70 it got overlooked
Oh gotcha thought they were referring to v70 my bad lol
Lmao
Quick question: does the danger level monitor put into consideration the general level of danger of both the interior and outside area or just the outside area?
I think both not just the outside
Are saved item positions from this mod working in v70? Seems my items always fall to the floor no matter what even if I have it on.
From my experience it does not work anymore (well sometimes it does, but sometimes not), i remember Matty said that zeekers changed how items are spawned in v70 and it's bypassing GI item position fix from now on
You need Matty's Fixes for a similar (but working) fix
@broken crescent So a couple changes needed it seems, the cupboard still breaks when disabling the doors so that needs fixed and apparently your Monitoring: Player fix needs to be updated to no longer include the Monitoring part in the text since Zeekerss removed that in V70, currently this causes an issue whenever you land the ship that causes the Monitoring text to show up instead of the player name directly until you switch to another player since Zeekerss changed the radar map to now only show the name of the player instead. I hope I've described this okay but @sour rain might be able to add more if I haven't
Thanks for the heads up, I'll try to get to that in the next patch
Oh good to know. I'll use that for now since this mod has been causing an issue of my clients not being able to use the radar/door buttons. I mainly just need the item fix.
Yw ^^
is save suits option working?
good question, it used to be broken befor the small update
It was broken?
my friends always spawned in with default suits
Initial spawn in yes
It doesn't have the same mechanic as suit saver
It's more so for saving suits after a wipe
well it swaps automatically but still if i re-do the lobby for whatever reason it should throw them into their previous suits
and it was not doing that
but then again i didnt play with the small v70 update
I would honestly pair the setting with Suit Saver, it's mostly for making sure if say someone was wearing the green suit or smth they don't become Orange again after you get ejected
Idk if it works though
doesnt suit saver do the same thing plus more though?
i'll find out on saturday night when we plan on playing again
Just tested and it does
Suit Saver doesn't reset the player into a Vanilla Unlockable Suit after a wipe
If they wear the green, purple, etc suit
they go back into the default
I think even just a secret setting with a non-descriptive / vague title or description would be better than nothing, and wouldn't call much attention to the existence of any easter eggs? with mods that do a lot of general things, being able to customise what's in them feels especially important to me
fwiw
It seems at least one of us here has a strong opinion about the easter egg where the ship label changes to "BYE LOL" if it leaves while you're still on the moon. I don't want to call attention to it in a config since it's an easter egg, and a very small thing. Wat do?
17
32
1
Leave it in - I either like it or didn't know about it
ππΌ
Yeah I agree with that for the most part.
Alright since votes are nearly 50/50 split between "leave it in" and "add a config option" I'll plan on adding a generic config option under the misc section in the next update that allows you to leave it at default or customize it. The people have spoken!
@broken crescent the players alive monitor keeps not updating properly then the rest of the monitors stop updating
Something is broken
I think it's some interaction with Universal Radar or TwoRadarMaps
@solar dagger @narrow oriole cus the monitors just randomly stop updating
Without errors
I got rid of Players Alive and it happened again, it's just at pure random
Idk why
I don't really touch the screens themselves much at all, and the GI screens should be something totally different. I'll keep an eye out for it though, off-chance it could be some bizarre camera UI shenanigans
Yeah possibly
I just know they keep randomly breaking today and I know those are the 2 mods we added that would touch things that might cause it lol
im using GI monitors, and the other two mods and its working fine.
The issue is with Better Monitors
they suddenly stop updating
Primarily in Multiplayer
I don't think there's any possibility that TwoRadarMaps affects this
Yeah same, idk why it's suddenly doing it like Science Bird said maybe the camera stuff with the monitors is behaving weirdly
@solar dagger It's Universal Radar doing it
I reprod the issue solo, when you die the monitors stop updating and never recover but they're fine with Universal Radar off
gotcha, I'll see if it's something to do with cull distance since that's caused UI issues before
Very possible
Fixed in latest patch π thank you for your troubleshooting efforts. it was just one of my checks left as material instead of sharedMaterial which means any material checked wouldn't count as the "same" material anymore to Unity, and GI's monitors check materials to figure out whether a monitor should be updated or not (I think to tell if it's on or off). fun to debug π₯΄
Yeah probably glad you could find it lol
ah, classic
fell for the rookie blunder 
Oh and theres an isdue where it says monitoring... instead of the player name, which was fixed by buttery but broken if you have gi and bf
I'm back from vacation. I have a lot of other stuff to take care of (as always) but I'll try to get fixes in when I can
Side note, personal opinions incoming, I really dislike how my mod list keeps growing when I don't subscribe to new ones just because modders feel the need to depend on unnecessary helper libs. You'll notice how GI depends on nothing at all for exactly that reason, despite its size.
Obviously there are acceptable dependencies for specific reasons, but I just noticed MonoDetour (and its BepInEx dependency!) pop up in my mod list, which appears to be nothing more than a helper library for people who don't read documentation.
No offense

i dont really find this a problem usually but i dont understand why lethallib has dependencies now
Yeah I mean it doesn't hurt anything, more like a visual annoyance. I want my clean mod list dangit π
They're not real dependencies, the maintainer just decided to add it to help developers because it has innate IL debugging or smthn
Which imo is kind of just wrong but I don't have any control over it, I'm only another maintainer of LL :shrug
wait so can diffoztweaks block them from loading then?
No
You can however just downgrade LethalLib to 1.1.0 and nuke them
1.1.1 didn't add any meaningful changes
@river ocean I don't know if the mono mods hamunii made load in the same way normal mods do
what what is happening now
Nothing, just the question I asked lol
Idk if you liad em in a special way or anything
Load*
Basically existing errors for ILHook manipulation target methods throwing on compilation are almost useless, and this will help save many developers' sanity when debugging them or solving mod conflicts
also if you are worrried about bloat, MonoDetour is less than 200 kb
I think the issue is mainly that it's not fitting to be a LethalLib dependency
there is not a better place for it though really
which is low-key still fine
and if it's not a LethalLib dependency, I am responsible for not helping modders get much better error messages to make ILHooking much easier
it's a very philosophical case
any developer writing ILHooks/transpilers would rather have it than not
also, no one would care if it was bundled in LethalLib TS package directly
when exception is thrown, what mod does? Analyze IL for stack inbalance and then send all data to console for faster debugging?
But everyone has uninstall only option. Idk whats the problem.
Here's the actual logic https://github.com/MonoDetour/MonoDetour/blob/35ac3ad5/src/MonoDetour/Interop/RuntimeDetour/ILHookDMDManipulation.cs#L275-L288
I did this with enemyskinregistry softmaskkiller and put diffoz tweakd
so it only adds it in ILHook target method compilation error
wah
it's most likely not the case
MonoDetour is not doing anything if there is no ILHooking actively happening
only valid way to check if it makes the game slower is with profiling the game
with proper tools
they probably mean slower startup time
it's possible with the HarmonyX AccessTools log spam
but that's not really MonoDetour's fault
Yeah it causes slower startup/load times
I wouldn't think that the ILHook debugging stuff would be needed except on the developer side
almost every mod applies its hooks during chainloader, so errors in IL hooks should be reproducible, meaning that having such an error in a player's log is largely pointless imo
if such errors were intermittent this would be a different story, but since they almost never are, then if this genuinely has a performance cost, I disagree with the argument that it's needed by end users
okay yeah fair point, though how do we get it in developers' hands only?
the performance cost should still be pretty minimal
minimal but if 5 modders say this who each have multiple mods it probably starts to hurt somewhere
it does add up, but it's kinda inevitable
personally i dont really care
but when someone installs a mod that takes 500 ms to load an asset bundle, MonoDetour might as well not exist
i do like trying to keep my mod packs as minimal as possible cause several people have low end pcs and are afraid to run like 80 mods
regardless of how well you optimize it
and ive optimized mine above average of whats usually on thunderstore
idm taking up cache for a couple silly secret stuff, but thats about it
I think it makes sense to
- make the verification an opt in feature
- only have the mod as a dependency if the features are required
Exactly, and imo MonoDetour isn't really something I feel is required or necessary for people to have
Not right now
since I'm assuming the performance cost of verification multiplies by the number of transpilers and MonoMod IL hooks both
The only case I saw of it adding usefulness to logs was when purple had an issue recently
It's really a debugging tool imo, and should be added only when debugging an issue
so I'm gonna be causing it to slow down probably more than most other modders would since I use transpilers constantly
MonoDetour includes Hamunii's new library for IL manipulation as well though I believe
that will be a requirement if people make use of it
MonoDetour only validates if there is an exception in the method compilation by try catching
It catches InvalidProgramException specifically
oh it's not also for the stuff you've been talking about in general channel?
i was thinking it was a feature of that mod/library, in which case the feature being opt in makes sense to me
it's a detouring library which features including CIL analysis in stack traces because not having that is miserable
right but that seems only useful during development to me
if an end user encounters that then they'll need to provide a way to repro the issue regardless
fair
otherwise fixes can't be verified
but yeah so basically MonoDetour shouldn't have a high performance cost by just existing so unless if someone profiles it and shows that it adds a noticeable performance cost, I can see if I can improve it
dont think it happens for me
either that or im just that careless about it to the point i dont notice lol
Didn't notice anything on my end either.
I would definitely imagine it wouldn't be super significant, but it does seem like unnecessary work perhaps
I would be interested to see the actual impact
honestly I've noticed that transpilers themselves have a big cost even when they're a no-op unfortunately
might want to look at lunxaras profile more than anything
at apply time or runtime?
HarmonyX transpilers will always have higher performance cost due to the multiple layers of abstraction HarmonyX does to remain compatible with Harmony 2
apply time mostly
