#General Improvements
17670 messages · Page 18 of 18 (latest)
The mere existence of a weed killer spams the console with this error
(Meaning if it's bought or you load into a lobby with one present)
I tested it on a clean profile so it's not a mod conflict
I saw that but thought it was happening in vanilla since it doesn't appear to be coming from my mod, but let me check real quick
disabled GI in the clean profile and... It's definetly not a vanilla thing
Ugh yeah I see it, I should have looked into that before pushing
Right and I'm not even patching weed killer things specifically, or the late update. So it's vanilla code that's throwing that error, but it is from something I'm doing that's causing it. Should be fun to track down
Found and fixed, my spray paint transpiler was too greedy and ripped out a couple new lines that were needed.
I'll wait a bit to check it in though in case anything else big comes up
Random memory leak in the most recent version
019d5f85-bf51-31e7-a937-d837eb0add5a
Also, why are these name tags red now
lethalHUD
Why is this yellow as well
LethalHud
LethalHud default is red
the config that changes the chat name affects the one above your head
?? Does this affect both name tags in chat and on the playermodel
I think so yes
Bruh
Thinking emoji
I wonder of GeneralImprovements before it got updated was hindering some of LethalHUD's abilities lol
That'd be funny
Alright pushing 1.5.1 that fixes weed killer spam
Yipee
I do wish Thunderstore/r2modman wouldn't take like 2 hours to update
wait am I wrong? I swear GI added an exact health number
I think it does? Let me verify
Yeah ShowHitPoints under UI
PlayerHealthExact is also a monitor option
yeah i thought so, ty lmao
science bird tweaks is probably still broken right? if it was updated 3 months ago
yup, science bird will eventually fix it soon.
At least she texted in the thread today
yeah I realised asking in here about a different mod is a lil dumb, and went to go look myself
hide names doesnt seem to work
The latest version doesn't play nice with the Reserved*Slot mods on stormy days (I opened an issue on the GH)
I've also had several save corruptions but idk if it's GI or something else
I personally use the nichetweaks stormy ui instead of GI’s or Hotbarplus’ which should fix that for now, Shaosil might’ve accidentally broke Reserved compat if it ever was there idk if it got added or not when he updated to support the utility slot
Hide names only works on moons IIRC
would hope to see it in orbit if possible haha
Is there a way I can make us start with like, 100 credits, and take off 10 per player joined?
I'm back with another bug
General improvements wrongly sets the value of keys to 0$
Zeek changed it to 3$ with v80
Same as last time I tested with a clean profile
he did, but apparently the actual value of keys when you sell them is still 0. so ig GI ist accurate here 😄
Just tested it on Vanilla and that's not true
He did make them sell yeah
(I sold 2 keys there)
gonna test now if GI just straight up reduces their price or if it's only visual
Same 2 keys sold just with GI enabled
@broken crescent you owe me 6 company credits
(Same clean profile too)
Could you fix the one about radar boosters? If you change the teleporter position, the radar booster will still think the teleporter is in the default position.
I'll look into it sure
Ah. Prior to v80, anything not specifically marked as scrap would not earn you credits, regardless of whether it has scrap value set, so one of my fixes is to force scrap value to 0 for all non scrap items.
He added a specific check for keys.. lol
yep
Zeekers moment
bump
hi. for some reason i can't get better monitors to work, they just stay vanilla. is this a known issue?
profile code: 019d638e-0805-b372-7a9b-3c0e2c9e4718
its working here
problems with lightning warning
Not currently - it only supports a total amount, or amount per player, or amount per player with a minimum defined. None of the functionality supports subtraction, and I'm not sure I want to complicate it any further lol
Make sure you have the assets file - check the log to be sure
Try using the NicheTweaks Lightning warning
and this weird one
Fresh fixes coming up 🥞
thx
@broken crescent I mentioned this ages ago, but could there be a config to enable configuring the amount of uses the ship medkit has?
Maybe eventually, other people have a lot of suggestions around that too and I need to see how much time I want to put into that thing lol. Amount of uses isn't too bad, but people also suggested making it a ship upgrade, or having the uses be per run or per day, etc
@broken crescent Since you added the option to have Number keys for the item slots, maybe you can also add the option to invert the scroll direction for item slots as well
removing the need for other mods like this https://thunderstore.io/c/lethal-company/p/NotAtAll/ScrollInverter/ Up to you though
Sounds easy enough, I'll put it on the list
Zeekers finally added a vanilla function to select a specific slot which made number key code way easier
🔥
Ok but hear me out
(vanilla options menu)
Does it work okay? It used to also mess with the terminal
lol
Last i tried it it inverted scrolling as a whole
XD
No idea honestly but that would make sense(ish). I can check it out, I'll add an invert option if it does
Welp new config setting time
Btw your Flashlight toggle binding doesn't seem to be working anymore after one of the recent updates
I set it to F and it isn't working
It works for me :,]
Not on my end
I had a pro flashlight in the Utility slot and nothing was happening
I wanna kick the need for reserved from my pack
I've made mods for that
I'm still obligated to use it lol
at least niche tweaks disables the vanilla tool slot
Yeah I didn't have any problems with F either, must be some type of conflict
I have nothing setting F as a binding
It's also not erroring just
nothing happens
Oh InteractiveTerminalAPI is using F for changing sorting
Still doesn't work
Oh hmm maybe cus of piggy's
Might be a good idea to maybe allow using InputUtils to change the binding, as I think it breaks if any mod using it uses F for a binding
Idk I can't get it to work at all
I was gonna say it did work earlier but it seems broken with the current live release
the clipboard and medkit float midair when starting a server with the biggership mod, not sure if this is something you or mrov needs to fix
hate when that happens
That's because they expect the vanilla ship
lolol
i get that but its kinda annoying having to move the medkit and clipboard in every new run
Just use the setting to hide the clipboard, as for the medkit you should be able to move it and save it's position with FurnitureLock
i used sciencebirdtweaks to hide the clipboard up until now, didn't notice that was an option ngl
Ah... I simply overlooked one of the itemslot functions I refactored. Thought I got that but it'll be fixed in the next update
Another small release :3 oops
Huh I should have probably tested that fix before pushing it.. let me see
Ok whew
Lmao
OH YEAH
im not sure if this is possible but
zigzag, badq and rookie g made a mod called FancyWeatherAPI which adds support for modded weathers in the fancyweather monitor! i think it also lets people create their own custom ascii stuff
its really cool!
just wanted to tell you shaosil hehe, maybe you would like to take a look at it and mayyybe add it to base general improvements? who know x3
honestly no idea if it still works on v80 tho
im only gonna ask once u better implement a walkie use shortcut
i have GeneralImprovementsAssets in the mod folder, but the issue persists
here's what i found in the logs regarding general improvements and the log itself if it helps
I looked through the log and there are quite a bit of errors throughout, including a lot around plugin initialization. I don't see too many from GI specifically, only a couple odd ones that make me think another mod is conflicting somehow.
I expect it's from other outdated mod(s) that are affecting startup in general, that can often break an entire chain of events
Hello, i found this small issue
[Error :GeneralImprovements] Unexpected IL code found! Could not transpile HUDManager.Update to use kg instead of lb.
yes im using kg display, what do you mean
thats an excellent question, i dont know, will need to ask that to badq
Ayy you probably found something I overlooked when fixing things for v80, I'll get it fixed in the next patch
Thanks!
so i found out that if i disable Matty's Fixes mod, the new monitors actually work
I'm using matty fixes and GI and its working here
Are you using normal matty's fixes or experimental?
normal
You should be using experimental in v81
It works for me so let us know if it fixes them for you 
yep it fixed it
Awesome 
@broken crescent can we get a patch to make the monitors run at default fps?
so like
1 frame per second
oh wait it is
my bad
whats the vanilla fps
0 is unlimited frames
i think that is only prior to v80 since it would just leave at the default framerate which was unlimited
but since v80 zeekers made so that the cameras now no longer have unlimited fps, i think they either capped at 20 or 30 in vanilla now
While 0 would mean unlimited, in the context of GI's config, leaving it at default will simply not change it, so it will reflect whatever vanilla FPS is
Just a small issue to report with the inverted scrolling setting, the first time you scroll the game has a small lag spike, but it seems to be fine after that
change lb to kg is broken
I'm like 99% sure changing a single ble to bge IL instruction before the game even loads would absolutely not cause that lol
@broken crescent is this getting implemented?
In the next update yeah
Looking to see if anyone else has ran into this very issue.
The config feature where you can change the screens above map screen and add 14 more screens.
I changed 8 to show different stats and yet they aren't showing up or popping up the additional 4 screens aren't popping up either.
What I've done already:
- Enabled the setting
- Checked error logs nothing warning or specifying error
If anyone has an idea or solution lmk.
Do you also have UseBetterMonitors set to true?
Looks about right I set UseBetterMonitors to true and even looked in search for that specific name and it didnt pop up so i was left confused at the end
I probably had a filter on when searching
Also @broken crescent Can you make it so changing to scrolling updates in realtime somehow? That way it can be changed without a game restart?
and AddMoreBetterMonitors?
Yes thats also set to true
Im also confused now is there a dependant mod i need for this?
I'd rather leave it as a transpiler so it doesn't add any overhead, and prevents me from having to override vanilla logic after it's already applied
No, it should add those extra monitors on the left if both of those are set to true. Do you have the assets file?
Oh valid
I Don't believe i do
Installing with a mod manager should have placed it in the same directory as the DLL, in your case you can grab it from github or wherever you got the mod and place it there manually
Something must of broke
which file in the github page do i download Monitors.cs or .blend
Im a bit of a caveman
https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases
Just make sure these two files (the DLL and assets file) exist in your plugins directory. You obviously already have the DLL, so just check that folder to make sure it has the other file too
And obviously if you're using something like r2modman that would be ideal as it handles all of that for you
Went looking and it seems like everythings here. Should i just delete this current download on thunderstore and try it again?
That should be ok. Can you give me the log file of a time when you loaded in and the monitors didn't load? Could just be a mod conflict
Im thinking thats the last thing to think of being the problem.
How do i get a log file? are they all saved and i can go find the last one?
Thunderstore
The app?
Yep.
Would you recommend r2 while were on that topic because im so close to swapping mod managers
gale
GALE
Yes r2 is great, Thunderstore has a bad rep but that's a rabbit hole
I think Thunderstore might store it somewhere like %AppData%\Thunderstore Mod Manager\DataFolder\LethalCompany\profiles\[YourProfileName]\BepInEx\LogOutput.log
GALEEE
general improvements is kinda broken for me, like the configs arent configing, among other things the starting credits arent changing quota roll over is rolling overing and the health station doesnt exist
Logs? 🙂 Could be anything - mod conflict, LC version mismatch..
Would that be *LogOutput *Text Document?
Yeah
Alright sending it over
Mod conflict. Not sure which one without lots of testing, but a couple of your mods (including mine) are trying to patch SpawnScrapInLevel, and one of your other mods has added a function which is messing with things and preventing our mods from fully loading
I see, i can send over my log in a second, and can send over a my pack link if that helps, but if thats the case i think theres a few mods that add scraps, to include:
Toomanyemotescrap,
ChillaxScraps
PremiumScraps
Minecrafts Scraps
CursedScraps
LethalCum (nsfw scrap mod)
Looks like the same exact problem. Somewhere there's a mod that's injecting a function somewhere that prevents some other mods from fully loading. Can't really see any more info yet
Anyway, new version dropping
tight tight, shame, i can attempt to do some digging around and test maybe soon
if you're still wondering yes r2 is great now
way better than the thunderstore branded one
cheese froths at the mouth at any opportunity to plug gale but that is a good one too
basically
if you want synced codes, use gale
if you want maximum compatibility, use r2
otherwise it comes down to ui preference
Gale is just as compatible as R2 that argument isn't really valid, in some cases Gale is better especially under Linux
i mean the profile codes
i saw cases in the past that gale occasionally messes up codes coming from r2
idk if thats still true
but r2 never messed up codes for me at least
I don't think it's done that for a while but I can imagine it might have early on
if it doesnt anymore then thats good
main differences then is just that r2 is an electron app and gale isnt
so gale will be faster natively
but the speed difference isnt that noticable in ordinary tasks that dont involve querying ts
If R2 uses Electron then on Arch based distros it could prolly be compiled to use the native system Electron for better Security and Performance lol
i'll have to test that out when i install artix
Gale :3
https://aur.archlinux.org/packages/r2modman Looks like someone already did it but it's not very popular so verify the pckgbuild
But it's not using the newest Electron it's a version behind
Current System Electron is 39
To be fair
You have to open your mind again!!! Cant base your entire view on gale from one bad experience!!!!
Hehehehe
I've had this happen with R2
r2 comes bundled with an appimage
Brain wormssss
I know cus I use Vesktop-bin lmao
so if native electron doesnt work i can use the appimage
It should work it will just install Electron38
anymore the negative experience doesnt affect it that badly
just that r2 works well enough for what i need so i dont see a need to switch
im also more just inclined to provide a contradictory viewpoint when people only mention gale and dont say anything abt r2
it was, at least until a month ago where it just died and never came back to me :(
Wdym?
it flash bangs me now lol
https://github.com/Kesomannen/gale/issues/545
I recently did a fresh-install of my OS and when i went to install Gale this happend: gale-error.mp4 My OS is Linux Mint 22.3
Might be a webview 2 bug since on Windows it relies on webview
probably
i think that tauri updated something on their end and it broke something in gale
I do not miss Windows, so glad we moved to CachyOS
I doubt that cus the Gale version has been the same for a while now and we never had that problem before migrating
I suspect a webview 2 update
i ran cachy for a bit on the stream pc, i didnt like it at the time but in hindsight a lot of things i had issue with were addressible and i just didnt approach it right
so in the near future i plan on installing artix linux and maybe running the zen kernel
Cachy is cool, but atleast to me the performance gains weren't that noticeable
cachy was useless for me since i wasnt doing any gaming on the pc it was installed on
I just wanted smth built for gaming and streaming out of the box which would have been Cachy or Nobara
we settled on Cachy
respect to what theyre doing though
GE is the goat but i think that Cachy is a lot more polished than Nobara
the plan is to run artix on both machines for an os without systemd-init and try to get the cachy kernel on the game pc
Just 2 recommendations on Arch based, use the flatpak versions of qpwgraph and if you need Easy Effects use the flatpak for that too
and Nobara does some weird things that makes updating it take forever
You will have a much more stable experience compared to the native versions
Cus they are official
qpwgraph just wasnt in the artix repos last i checked so ill probably have to get the flatpak
Better that way, we ran into a problem where the native one from the Cachy Repo stopped auto opening on boot after some Limine updates then half the config reset so we swapped to the Flatpak
lmao
the only frustrations i had with flatpaks were from obs studio but that wasnt a flatpak problem
custom docks do not work on wayland, is all
I just use OBS-Studio-Browser
and for the chat a Firefox pop out Window
always runs on top
streamerbot has popouts for event log and chat so i can use that
You can run the Flatpak version of OBS under xWayland but it's not supported and it can cause instabilities
InstallScript Streamer Bot recently improved as well
i saw the x11 obs doesnt support browser sources so thats a no go
you no longer need Bottles for Webview 2 to work
Bottles sucks
so thank god
I have considered using the Flatpak OBS since it's officially supported but the version by the Cachy team does work quite well
Oh yeah Unity Hub if you need it is better through Flatpak as well despite being unofficial
it's kept up to date better than the AUR one
Haha valid we installed it but haven't touched it
and I found out Lacy messed up the physics on my model when she last did them but she really does not wanna restore our Unity project and fix it which is valid
i didnt know about this
is this a winetricks thing
Yeah the Install Script one now has Webview 2
yeah
is it lacking any features
Nope
i know linux doesnt work with gdi+ text but you can just put the name of the freetype source and it works
Yeah
that was the only thing i think i was missing
are the groups messed up
like dont display
Not that I've experienced
interesting
and what with wine 11 right around the corner
another W for the penguin
Wine 11 is already here
I do not no
ok
last i checked capture cards have a bug in linux where they get recognized at 5gbps despite being capable of 10gbps
i'm really hoping i can stop that from happening
also sorry for flooding your thread shaosil 
No prob! Not a strict topic thread
So I've seen this error log from you guys at least 3 times now, it's the thing a couple of you brought up last night when my mod doesn't load.
SOMETHING is injecting a function somewhere. It is affecting multiple mods (including some version of Matty's Fixes) and preventing them from being able to fully initialize. It seems to happen anytime someone patches SpawnScrapInLevel.
Does anyone know offhand which mod is causing this?
Probably they are using mattyfixes default version that wasn't updated to v80
Yeah, and in that case, the v80 version is patching SpawnScrapInLevel with a transpiler, and the fix was to update the GetMethod call for GetRandomNavMeshPositionInBoxPredictable.
In my case, I'm only touching SpawnScrapInLevel with a prefix, so it looks like HarmonyX is having trouble finding that nav mesh method under the hood. I'm just wondering why
I really tried to use it a while ago (like 2 weeks ago), It runs worse than the original Discord app.
Hows the QuotaRolloverPenalty exactly work? Explanation on config a tad bit confusing
QuotaRollover allows you to reduce only the amount the Company says you owe when the quota expires.
For example, if you sold 730 credits at the end of the quota, and your quota is 130, only 130 will be deducted from your 730, leaving you with 600 credits remaining in your quota (730-130=600) instead of deleting everything at the deadline (which is what Vanilla LC does).
QuotaRolloverPenalty is a percentage reduction (i.e., a %) of your stored quota credits that occurs when there's a Squad Wipe (i.e., all players die). By default, it's 50%. For example, if a Squad Wipe occurs and you have 600 stored credits, 50% of those credits will be removed, i.e., 300 credits (600-300=300).
Like, the currency? What if I already spent all of it
no, the quantity of credits on the deadline screen
it's the quantity of credits that is only used for the quota
OHHH
So selling more scrap than the quota (which is usually small in the start) gives you like, more tries?
Like as you said 730/130
yup
and then 600/130 etc
the quota (the value after the "/") will be increasing slowly.
First is 130, but then it will be like 280, and then 510 and growing exponentially
And so the extra penalty option is the same but percentage based
the penalty is the amount of the gained credits (for the quota deadline) reduced after a Squad Wipe
I.E.
600 / 130 - before penalty (50%)
300 / 130 - after penalty (50%)
The config you can configure that percentage of the amount reduced
Peak, tysm
Losing runs just because of some unlucky encounter is usually a bummer, very nice
is change lb to kg broken for anyone else?
If you have any issues, please, send logs
yep, i can confirm its fixed
oh well, actually, when you first join the ship it's 'lb' but as soon as you grab an item its then 'kg' for the rest of the game so i dont really care for me its fine
ahh that makes sense as the update weight function is no longer called every frame. I'll have to make a manual call to it when the game loads
Wdym especially under Linux 👀
Also somewhat related but r2 has Steam Deck support via Flatpak as of a couple of releases ago
The Flatpak build also works on desktop and bundles a much nicer wrapper too, where it works for Native/Proton, and start modded/vanilla + steam launch behaviour mimicking Windows. It's basically a set once and forget per game
I'll be bringing the wrapper to other release types soonish, but it's just a case of finding a nice way to handle migrations for people
Every time I copy paste the recommended settings in, after I save and play it turns them to this
Hmm I seem to remember someone else having an issue with that a long time ago. I'm just doing a float.TryParse and clamping the values, so it must think the numbers are higher than they actually are.
I wonder if it's a localization issue, like the . symbol isn't detected or something. Can you try pasting what you are using here?
Hold on, is there smt to make us keep the stuff too for the retry
None:0.4, DustClouds:0.5, Foggy:0.5, Rainy:0.55, Flooded:0.6, Stormy:0.7, Eclipsed:0.8
and
None:1.0, DustClouds:1.2, Foggy:1.2, Rainy:1.3, Flooded:1.4, Stormy:1.5, Eclipsed:1.6
Hmm yeah that works for me. That's going to be tough to track down
I made this for you to test with if you want, I rewrote how those values are read and added a bunch of "error" logs to the startup code that should give me a clue to what's happening
Alright one moment
Now what?
Can I see the logs?
Alright if I send in dms?
sure
Quick update for anyone else whose PC regional settings uses commas instead of periods for decimal numbers:
Scrap value and amount multipliers will finally work for you in the next update
Is there a bodycam mod that works with this?
Openbodycams is the only bodycam mod outside of vanilla
Not sure if its working rn
It is indeed working
even more, like 90% of your mods from your starter pack is actually working
Haiii moroxideee
I kinda know yeah
Waiting for a few buttery mods and ill push an update
[Error :GeneralImprovements] Could not transpile SaveItemsInShip! Unexpected IL code found.
Is this a known bug, or is it an interaction with another one of my mods?
I also have CruiserImproved and TooManyItems (which patch SaveItemsInShip), but they appeared to work together with GI in v73
nvm, just double checked and it looks like TooManyItems modifies SaveItemsInShip in a way that GI doesn't like. GI works fine without it
@broken crescent No idea what was causing that funny lag spike before btw I can no longer reproduce it lmao
Can I select where its supposed to be using the uhh custom cam selection
Only if you have both better monitor thingies on
The better monitors and more monitors
If not, they can only be on their vanilla monitors, which in GI is 11 for internalcam and 14 external cam
It only needs better monitors on
Which I assume also works with v81
Yes, the mod has been updated to v81
Can you link the two 🙏
???
Two?
Oh wait you were asking about openbodycams
If im not mistaken openbodycams uses the external cam
So if you wanna move it you gotta use externalcam
Both openbodycams and general improvements are updated to v81
Note that after v81 a vanilla counterpart has been added to the monitors
Its a smaller bodycam bottom left of the main monitor
nooo 😭
The face cam?
Neat, I'll check that out thanks
It still is really tiny so openbodycams is still useful if you wanna see more clearly
V81 I have GeneralImprovements but better monitors are not working
It is not showing up in game
are you talking about the thing that adds more monitors?
like the mod?
"Add more better monitors" this one?
yeah
oh no idea then sorry
I can give my modpack
LaterNights does not work anymore with GeneralImprovements :c
Just a logfile should be fine for now
Thanks, that's interesting.
Hmm what is it about certain mods that are causing Harmony to outright throw an exception during prefix patching?
I see both of our mods fail to patch the same method, but I know at least one of us is checking the IL code first and it looks fine...
Then take one of the mods out and the other one magically works
they both worked in V73
Well in this specific case, I believe this error is caused by LaterNights not being updated to v80. One of the things it does is patch HUDManager.SetClock, and it's looking for a return result. In v73, that method returned a string. In v80, it returns void, hence the Cannot get result from void method void HUDManager::SetClock exception.
I believe this breaks the chain of events so next time something touches that area, it has the same exception. LaterNights will need to be updated
@broken crescent there used to be a desync issue with the keep furniture locations thing, was it fixed?
What are your [Teleporter] settings? Maybe I missed one
Ok, I don't get any errors using those
It would be an issue with the Utility Slot or Reserved Slots prolly
i get the same error without using reserved slots and using the nonscrap setting
I didn't get errors as host but couldn't be teleported, errors specifically appeared in client logs
If that helps
That does help yeah I'll have to do some local testing when I can with held/nonscrap
Also I notice Received Life Status logs a lot
Can't tp in or out with both teleporters for some reason (occured both while solo and with other players)
Working on a fix for that as we speak actually 🙂
Mimics compat seems to desync now
at some point my friends stopped seeing the ?
on fire exit scans
Could be some more init bugs with mod conflicts, seems to work with just GI and Mimics
Although I know that's a real one, let me see if I can find a fake one
well are you testing by yourself
this is a MP issue
I could always see them
my friend could not
Yeah, at least on LAN it works both ways
could be something with good item scan
latest update is bugged so was using last patch
but still
that or lethalhud
since all these effect the scan
The next update will fix that
sorry yeah we fixed it! didn't realize all of us need the same settings but tyty!
Well it's still probably broke lol at least with held and non scrap. But glad you fixed it
@broken crescent Also worth noting I'm pretty sure I got some errors from Auto collecting corpses, @sour rain' Fix mod does include that as a feature and theirs seems to work okay without errors so if you'd decide you wanna just remove it I would understand that, I'm sure she could also tell you what needs changed for it to work properly in V81 as well
I’m not certain if it worked or not btw just remember seeing an error during testing and thought it might be due to that feature lol
Sorry this addition is late 
ventspawnfix
?
I keep accidentally sending messages while searching
hot singles in my area test post plz ignore
HOT MEN EATING BEANS
HOT BEANS EATING MEN
WHERE WHERE
@broken crescent just so u know, ladder sprinting isnt working
ill send log in a sec
You can use my mod for that
BetterLaddersFixed
It do work
alright, but id still prefer this be fixed sometime, because i dont want to chug my game with so many mods
i have enough already, and it's unstable
Log would be great, last I checked it was working for me
Is there a way to avoid the issue until it’s fixed? Like disabling specific things in the config or smth
@broken crescent Hi! Are you open to pull requests? I bumped netcode-patch and used the newly recommended way that involved generating a dependencies list file
For anyone else who is curious, it seems to work fine if you set the configs relating to what items you keep on teleport to none (the vanilla behavior)
Sat on that for a while. Hopefully teleporters are more stable now, I tried testing it using local LAN until it felt better
Nice
@broken crescent about your .sln (MSBuild Solution) setup, what is the Solution Items directory referenced in slx? I can hardly find any info online about what is it even supposed to be
That was auto generated by VS back when I used it to create the project, I believe it's just a reference to the .editorconfig file which stores some preferences. I'm not 100% sure if it's used in VSCode but it may be since I use the C# Dev Kit extension
I'm also using VS Code, and I've never seen this, hmm
I tried to run dotnet sln migrate which migrates, well, sln to a more comprehensible slnx format. but i got confused by these unusual entries
slnx in a nutshell:
<Solution>
<Configurations>
<BuildType Name="Debug" />
<BuildType Name="Deploy" />
<BuildType Name="Release" />
</Configurations>
<Folder Name="/Solution Items/">
<File Path=".editorconfig" />
</Folder>
<Project Path="GeneralImprovements.csproj" />
<Project Path="WikiBuilder/WikiBuilder.csproj">
<BuildType Solution="Deploy|*" Project="Debug" />
</Project>
</Solution>

I updated to v1.5.5 and the teleporters dropped non-scrap items in my reserved item slots
I also got teleported while carrying some scrap (which dropped) and retained the weight, as if I was still carrying the items. It didn't reset until I was teleported again
For the second issue, I'm going to test on a clean profile later. If it makes a difference, I was in the back of the cruiser when I got teleported
Just tried again (same profile) to confirm, and my friends saw me on the cruiser for a few frames after I teleported
Also, teleporting a client doesn't make them drop anything, including scrap
I have it set to NonScrap for both inverse and normal teleporters
I have had the same issue as those last 2 messages
Bleh. I'll look into those. Seems like teleporting is a sensitive area
@river parrot Maybe you got some insights to help since you just recently fixed Fusion Matter
Nom.
They changed the loop to call separate method and the if condition to allow dropping.
Plus exceptional case for extra slot.
fades away
// The loop that iterates through your "inventory"
for (int i = 0; i < ItemSlots.Length; i++)
{
GrabbableObject grabbableObject = ItemSlots[i];
Debug.Log($"Item slot #{i} null?: {grabbableObject == null}");
if (grabbableObject != null) // add check if not dropped
{
Debug.Log($"Setting DropHeldItem on item #{i}: '{grabbableObject.gameObject.name}");
DropHeldItem(grabbableObject, itemsFall, disconnecting, syncedPlayerPosition, syncedHeldObjectPosition, syncedHeldObjectRotation, syncedPlayerCamPosition, syncedPlayerCamRotation, setInShip, setInElevator);
}
if (base.IsOwner && !disconnecting) // add check if not dropped
{
HUDManager.Instance.holdingTwoHandedItem.enabled = false;
HUDManager.Instance.itemSlotIcons[i].enabled = false;
HUDManager.Instance.ClearControlTips();
activatingItem = false;
}
ItemSlots[i] = null; // prevent this if not dropped
}
// The exceptional case for utility slot
if (ItemOnlySlot != null) // add check if not dropped
{
DropHeldItem(ItemOnlySlot, itemsFall, disconnecting, syncedPlayerPosition, syncedHeldObjectPosition, syncedHeldObjectRotation, syncedPlayerCamPosition, syncedPlayerCamRotation);
if (base.IsOwner && !disconnecting)
{
HUDManager.Instance.holdingTwoHandedItem.enabled = false;
HUDManager.Instance.itemOnlySlotIcon.enabled = false;
HUDManager.Instance.ClearControlTips();
activatingItem = false;
}
ItemOnlySlot = null;
}
// Same code as before
Though you do replace this with your own function so I don't know how finnicky you need to be with this.
If you switch camera while teleporting a radar booster the target will change. It isn't like vanilla where the target is choose the moment you press the teleport button.
Im not using reserved slots and its happening too
On V81 when i set "Fix personal scanner " to true items only get scanned 50% of the time or worse
I just turned it off for now
I'm unable to reproduce this you prolly have a conflict somewhere
Is there a way to make the weather modifiers work on wesleys weather
Weather registry also does scrap multipliers so you might be better of just using that
That dosen't answer my question 😭
what do you mean by weather modifiers
thats mb bc i thought you meant scrap modifiers based on weather
Like, make the scrap multipliers work for modded weathers
yeah, weather registry does that same thing and it actually works with modded weathers
its one of wesley weather's dependencies
So I can just do like, forsaken;1.2 or smt
so instead of doing it in the general improvements config you should do it in the weather registry config
general improvements also says, in the config, that it works with modded weather so that would likely work as well
you can go into weather registry config -> forsaken -> scrap value multiplier
and change the value there
Hold on, do I have to make weather registry match the general improvements multiplier, as to not make em bug or smt?
I mean making them both (for example) 1.2x, would just run the multiplier again right?
If you want to avoid any conflicts, then only use one.
General Improvements uses exact values for the scrap value. You'll need to do a little math for Weather Registry. For example. GI suggests a scrap value multiplier of 0.6 for flooded. You'll need to set WR's multiplier at 1.5 (because 0.4 × 1.5 = 0.6).
Yeah I got it working
Nvm
Masked players appear alive on monitors Could you add this to the new enemy?
That would devilish, but I think that entity can't be tracked the same way a masked can.
Yes but still that would amazing if you could. This sounds like it should be a vanilla feature
I was using the nonscrap option and for the host the items dropped or desync and for clients was working.
Even scraps items
Yeah I’m likely either gonna downgrade GI before my next session or pull it cus all the desyncs are not ideal
Downgrading it will prolly be the better option atm
It will be cool a new option: only utility slot
Clients for me were reporting there was a delay before the teleporter would teleport clients for them with the update as well
So the rpc stuff added seems to be very buggy
To what Version do you plan to downgrade? I think I would like to do that too
1.5.4
@lime wadi @rough flint GI is not what is causing the Ghost Item bug with tps
It's LGU
Oh I see what this is now, not really needed for me but not GI's problem either
The shock warning setting doesn't work 80% of the time
It's incredibly inconsistent
Sucks because it was one of the most useful settings
The one in nichetweaks is better
I'll check it out
@broken crescent Forwarding this here if you wanna look into fixing VR compat but I do know you're fairly inactive rn
Thanks yeah when I get time to work on it again I'll at least try solidifying the teleporter stuff
I will at least let you know that the ghost item issue was not you lmao, it was a LGU bug that Whitespike has fixed in an upcoming update
Cool
Yeah was a very funky bug, I thought it was GI cus Leubes mentioned GI was causing some issues with Teleporters but it was not lol
whats LGU stand for?
LateGame Upgrades
Weird I still have teleportation Problems even without that mod
Maybe Lunxura use the held option and you use the nonscrap or all
I use the "nonscrap" does that make a diffrents?
probably this option ain't working.
but the held option does?
probably, yes
Removing the mask config doesn't remove the red eyes when someone is getting suffocated by the masked and Masked entities show player names doesn't seem to work
GeneralImprovements causes the "click" sound when the main menu pops up to not play, despite not having SkipStartupScreen enabled
I hope this will be fixed at some point
To be clear this is the sound that doesn't play
OMG
i knew i was missing a sound!!
for the longest time i just thought i wasnt hearing it because the game froze bc loading mods so the sound would never play idk like a loading bug
didnt know it was actually a mod preventing it from doing the sound!!
i miss that sound :c
it's been bugging me for quite a while but i never knew what prevented it from playing, so i sifted through my modpack
turn on alwaysshownews
ur the goat
kinda makes you wonder why it's called Always Show News but... oh well
@broken crescent can you fix the issue in vr?
i think it happens to the electric charger
Any updates on this bug btw? Not a huge deal, but it can be annoying occasionally
Make a setting for turning off players putting on the mask and being possessed, and my life is yours 😭
that sounds more like something nichetweaks or sciencebird tweaks would do
would it be possible to add a feature to move the clothes rack / the ships door buttons panel like what you did with the charger?
😭
Already way ahead of you
not really, nichetweaks gives you more chances hehe
hat is the goat
love that mr
How would you open the door then
nvm I'm dumb I thought you said "remove" instead of move
lol 
move and re-move
no one will ever leave the ship 
I'm gonna remove the XD from cheese's name

XD
The radar booster in the monitor is chosen when the teleport animation is finished, unlike vanilla, where the game chooses the teleport target on the monitor the moment you press the teleport button.
@broken crescent the words and numbers float off the screen with ship scrap monitor if there is not enough space
@broken crescent I suggest adding an option to disable the use of the new utility slot, I don't want to install nichetweaks just for that singular option
bruh
?
bloat!!
why not
bloat
It's 1 mod
that's what they all say at first until they end up with 1000 mods
less mods = less conflicts
NicheTweaks doesn't touch anything by default.
fine ill install it just for u
but i still suggest it gets added to general improvements
cuz yk
general improvments
How is removing the utility slot an "improvement"?
i mean tbf u can ask this question abt a bunch of stuff in general improvements
making shaosil work for something that someone else already made
NicheTweaks is literally made to change specific things in order to allow better synergy with other mods, like the reserved slots
hmmmmm
ok you make a good point
so no tweaks are enabled by default?
afaik yes, atleast nothing that brings about drastic changes.
everything comes disabled
In fact it has some things that can be argued as bug fixes that you can enable.
Heya, so after some testing with my modpack, i realised there's a thing with this mod where the ship upgrades and furnitures don't get saved after rebooting the game (not after Total party wipe, just after reloading a save).
I just wonder if i perhaps configured the mod wrongly//touched the wrong button while configuring, do you guys got any idea?
I also remember save furniture positions caused a weird desync so i dont use that option anymore
Lightning warnings never work for clients. Tested on clean profile
Actually just tried LightningItemSlot and it still works for clients just fine. It is reportedly incompatible with GI, but I've decided to remove it anyway
Chemical jug can now be grabbed before the game starts from butteryfixes is overrides by this mod even if Allow pickup of all items pre start is turned off
well i removed the mod, it worked the first time and now it's back, so i guess it's not general improv
after starting to use nichetweaks it makes a lot of sense to me now, i see what you mean
Does this and the weather registry/weather tweak work together? Which one do I have to change for the multipliers
they work and use weather registry
So if I set the general improvements settings to 1, and I change the weather registry, is it gonna follow the registry one?
you talking bout this ones?
Yeah