Since I couldn't find any good mods that would do what I needed with testing my custom enemies, I made my own! And that mod is actually TestingLib, which this mod uses.
https://thunderstore.io/c/lethal-company/p/Hamunii/DevTools/
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Since I couldn't find any good mods that would do what I needed with testing my custom enemies, I made my own! And that mod is actually TestingLib, which this mod uses.
https://thunderstore.io/c/lethal-company/p/Hamunii/DevTools/
https://discord.com/channels/1168655651455639582/1202798665849114644
https://thunderstore.io/c/lethal-company/p/Hamunii/TestingLib/
What is this mod actually capable of?
Check the page on TestingLib, it has everything listed https://thunderstore.io/c/lethal-company/p/Hamunii/TestingLib/
Though it has more listed than DevTools can do, but you can figure out everything it can do from the config file DevTools generates:
Please make sure this can't be used in public instances as Non-Host.
I did do checks for that! ๐
TestingLib itself does not do those checks though, but that's because:
Working on a in-game menu for this currently! Still very much WIP
I uploaded the new version, which now has a GUI!
the gui is better than what I had in this video, it shows if a patch is enabled or not
would it be against the rules to allow it to run on non-hosts only on LAN? would be nice being able to teleport to the entrance on clients as well
great mod btw, this saves so much time
only issue seems to be that it forces the dungeon to be the haunted mansion, even though i'm on the first map
Ooh, that's actually a decent idea! Currently the host only restriction has been a quick way to allow this mod on thunderstore, and allowing its use if the host has it too is in the plans. But yeah, maybe this solution would do pretty much the same, with less effort
This might just be your rng not being random, and instead consistent, because you load the same save always. Not actually 100% sure, but I've not had the dungeon on the first map when testing it, and the mod does not do anything dungeon or rng related I think
oddly enough, removing devtools makes the dungeon go back to normal for me.
also does toggle invincibility make you targetable/untargetable? i tried disabling invincibility and Patch.OnDeathHeal, but it seemed like i still couldn't die (to masked enemies at least)
also wouldn't this technically be more effort still, unless you plan on disabling it for online-mode altogether
Okay, the dungeon thing is really interesting. Perhaps it could be an incompatiblity with another mod??
Also idk about toggle invincibility, that is just some Zeekerss stuff. Patch.OnDeathHeal is my code, and it prevents you from dying, and sets your health to full when you would die.
idk, should probably be easy to add an exception if you are in LAN mode
ah possibly, i'll see if it's many one of the other dev cheat mods that i have installed that's conflicting with devtools
Okay, so about the dying thing, you just need to disable Patch.OnDeathHeal to die, assuming you have no other invincibility cheats enabled from other mods and stuff
just tested it and I can die to the masked
man i feel dumb rn LOL mb for false reports ๐, i'll do more testing with less dev cheat tool mods on
Oh sweet! I've been looking for something like this.
I now pushed a new version which should allow usage in LAN mode for all clients. Some patching methods don't work for non-host clients, but I will deal with that in a way or another later as I'm gonna go sleep now.
niceee thanks!
I am probably not going to be working on this in a while, if I'll even work on this anymore.
I would recommend using https://discord.com/channels/1168655651455639582/1225942840282976316 as it seems pretty nice, though I will not be deprecating this tool since it still works (or so I've heard).
However, if I'm going to continue working on development tools, which I probably will (since I'm much more interested in this than making content addition mods and stuff), I'm probably gonna then deprecate both DevTools and TestingLib in favour of a better designed system, of course porting TestingLib's functionality to a new mod using the better system.
I really do want to make something like a generic ModMenuAPI or something to easily make mod menus for unity games. Though I dunno how to prevent cheating, other than making a separate mod for each game to handle the permission system.
When will this happen though? No idea.
I've made quite a bit of progress on the mod menu API I said was gonna do: https://github.com/Hamunii/ModMenuAPI
It's not on thunderstore yet, but soon it'll be ready for it! I've also got TestingLib ported over, the only thing that is missing really is a macro system to execute certain actions, like DevTools' limited actions from the config file. But also, the UI can't currently handle too many menus or it'll go out of screen lmao
This is what the UI looks like. Blue-ish/grey buttons are toggle buttons, and green-ish buttons are action buttons, and the ones with > are context menu buttons that have even more buttons
Stuff is now usable (but not on Thunderstore yet, as there are no restrictions set yet) https://github.com/Hamunii/ModMenuAPI.Plugin/releases
DevTools/ModMenuAPI.Plugin.LC - A Cheat Mod for Developers
And also so it's absolutely clear what is equivalent to what now:
is there a noclip option?
nope, but Imperium might have it? Not sure: https://discord.com/channels/1168655651455639582/1225942840282976316
Anyways, I would recommend using Imperium because it solely focuses on Lethal Company and has a ton more features
DevTools / Mod Menu API - A Cheat Mod for Developers
lol renaming this bumped the post
Patch.OnDeathHeal doesn't work in v55
[Error : Unity Log] InvalidOperationException: Stack empty.
Stack trace:
System.Collections.Generic.Stack`1[T].Pop () (at <787acc3c9a4c471ba7d971300105af24>:IL_0016)
MonoMod.RuntimeDetour.HookGen.HookEndpoint._Remove (System.Delegate hookDelegate) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0015)
MonoMod.RuntimeDetour.HookGen.HookEndpoint.Remove (System.Delegate hookDelegate) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0000)
MonoMod.RuntimeDetour.HookGen.HookEndpointManager.Remove (System.Reflection.MethodBase method, System.Delegate hookDelegate) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0028)
MonoMod.RuntimeDetour.HookGen.HookEndpointManager.Remove[T] (System.Reflection.MethodBase method, System.Delegate hookDelegate) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0000)
On.GameNetcodeStuff.PlayerControllerB.remove_KillPlayer (On.GameNetcodeStuff.PlayerControllerB+hook_KillPlayer ) (at <03c37681fca74629be3964e38a2ffb88>:IL_000A)
TestingLib.Patch.OnDeathHeal () (at /home/suni/Workspace/Lethal Company/HamuniiMods/TestingLib/src/Modules/Patch.cs:59)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <787acc3c9a4c471ba7d971300105af24>:IL_006A)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <787acc3c9a4c471ba7d971300105af24>:IL_0083)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
DevTools.GUI.ModMenu.OnGUI () (at /home/suni/Workspace/Lethal Company/HamuniiMods/DevTools/src/GUI.cs:116)
Not sure if I'll have time to fix it since technically devtools is supposed to be deprecated and replaced by ModMenuAPI(.Plugin.LC), though that one is missing a few features and I'm unfortunately too busy to work in it rn so uhh, I'd recommend using Imperium instead if possible
However, if there is a feature in DevTools you'd like that isn't on Imperium, I'd recommend asking about it on the Imperium post https://discord.com/channels/1168655651455639582/1225942840282976316
Or, if anyone would like, ModMenuAPI / ModMenuAPI.Plugin(.LC) are available for contribution, which really the only things missing are the ability to toggle on/off on the ModMenuAPI side, and cheating protection for ModMenuAPI.Plugin.LC for the Thunderstore release. Anyways, I'll get to these at some point
Another solution is to not use Patch.OnDeathHeal and use Imperium's, or the game's own invincibility toggles
Well, there of course are more features I'd like to add, but these are the very basic features that are missing
Okie, thanks
nvm I'm gonna update DevTools for v55 compatiblity anyways since enough people have been asking about it
in a bit I'll do it, that is
I technically did it already but I need to test if it works
wow s1ckboy
shush

this might or might not work, idk I haven't tested it because I'm too lazy
so if someone wants to try it and see if Patch.OnDeathHeal gets enabled and also can be disabled, then I can push it to Thunderstore
@bronze stream wanna try if this works? ^
fineee
yay
and then it doesn't work and then I have to debug it and test myself, I sure hope that doesn't happen
works on v50 so far
this thing
oke I'll push the update then, thanksies ๐
:3
Dev Tools / Mod Menu API - A Cheat Mod for Developers