#Nikki's Mysterious Moons / Interiors (Gorgonzola/Sorrow/Carnage, Slaughterhouse)
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I YEARN
i had a whole kid city thing planned out with mel too
well
we talked about it
not really planned
Gleep glorp
Honestly I want to make more moons but concepts are hard
but anyways i am fully willing to help with ||level fun|| 
Cuz the whole point of NMM was to be unique concepts nobody else has done
Although I do want to do a moon inspired by ||Canaan from Abiotic Factor ||
hrmm
how about the burrow

and no not the generic moon
you know what kind if burrow
let your mind go wiiild
look at pinterest and recreate a cool looking place
Pinterest isn't a bad idea tbh
yerr
bubker
Bread n Butter Pickles moon amirite
you're getting executed tomorrow pepsiboy
blocked
I'm not actually going to, but I want you all to know that right now I feel like throwing all my Unity projects in the trash and never touching this program again
I am so fucking tired of issue after issue holy hell
Felt
If it makes you feel any better the v80 changes are pretty likely to be the biggest the game gets in terms of how unity fucking it was
I getcha, I'm just running into issue after issue on every front. Unity, patcher, game issues themselves from changes Zeekerss made, I was excited for this update and my excitement has been drained so hard
what game issues are having from zeekerss changes? i can try to alleviate some issues if its within my ability :p
mostly the footstep stuff cuz it means right now I can't change back to terrain without adding a dependency, I've fixed.. most of my other issues atm, I'm also having an issue where Slaughterhouse's old vent door tag system is no longer working and myself nor pacoito understand why code no work
plus I still need Puddle footsteps for ||Carnage||
that said chat I do have good news
for the two Slaughterhouse fans who also love lockpickers: I have finally fixed lockpickers on Slaughterhouse doors
i think i gave you that ages ago lol
though nowadays i'd recommend using custom footstep stuff for that lol
you did but idk if it still works and I also never got a fix for Earth Leviathans in the same situation
either way I'll probably have to TerraMesh it because of the footstep issues and then ig remove Earth Leviathans
wait why cant you set it to puddle again?
Puddle doesn't allow Earth Leviathans to attack amongst other things
I believe the terrain tag is important for a few other things but I don't fully remember
Admittedly if I can keep it as a terrain now that matters less since Zeekerss made the tag no longer matter however I'll still need a solution for the sounds
but if I can keep it as a terrain then I can just make it like grass tag for functionality and override the sounds
ik LLL had custom footsteps in it but they were never fully / properly implemented, but they technically worked on Duckstroid
so they probably could be fixed
Slaughterhouse Progress Update
The v81 update for Slaughterhouse is fully functional, including some much requested features such as support for v70's radar map and lockpickers finally being fixed. It just needs some testing and needs the full release of Dungeon Generation Plus. However, before I drop the release, I plan to try and get some help optimizing it for performance, as I know a lot of people report Slaughterhouse to be rather laggy, and it doesn't seem v81 has significantly helped on that front. I've reached out to Zaggy who may be able to help sometime this weekend, however if anyone else would like to reach out and help me look at performance for Slaughterhouse, I would love any assistance given!
If I don't receive help by the end of the weekend, I'll probably just push the update as is and work on more performance changes later. So either way, those of you waiting for the update shouldn't have too long at this point.
Should I update Gorgonzola, Sorrow, and Slaughterhouse to v81 with a couple of minor known bugs that I need more time or external tools to fix? Or should I wait until they are fully fixed first?
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Patience is a virtue
921290083506720819
NOPERS
true
Spore gif detected
Even more good news everyone, I have identified a primary cause of Slaughterhouse lag
It's gonna be pain to fix, but I have a path

I tried reducing everything down to simple colliders since disabling the colliders helped the lag significantly, but it didn't improve performance as much as I had imagined. So I'm kinda at a loss again
I can't guarantee anything by the weekend but if you send me the mods zip to run it, I'll try and do quick profiling at some point
Fair, I'll dm it to you after I finish my nap, this shit is driving me crazy and I'm eepy
One of the main causes of lag has been identified and dealt with which should help significantly. I am now getting 60fps consistently in my test environment in vanilla on all moons, though obviously more mods = more lag still.
π
what was the problem
pacoito's script to fix missing scripts and missing assets if you were using the old version of the patcher also doubled the Fire Exit Global Prop Spawn scripts as it looks like Zeekerss adjusted the default location. Which resulted in Fire Exits being unable to spawn inside and causing severe lag
Whar it shouldn't have done that 
It didnβt
I checked my backup itβs like that there too
No idea why itβs become an issue now though
Idk my backup didn't have double scripts
Where do you see the double scripts? My interior isn't generating the right amount of fire exits and I wonder if this is why
Both of the selected objects had a Global Prop script
removing the one on the MetalWallDoorBlocker fixed mine
Slaughterhouse v1.2.0
- Updated mod to v81 (this update was hell)
- Added support for the v70 radar map
- Added a script to cull animators for lights in exchange for a more optimized solution (thanks Zaggy!)
- Added a script to deactivate hanging bodies when nobody is near
- Adjusted some parts of generation, Central Processing Room is now guaranteed
- Adjusted the Grinder Room light to no longer turn off on Apparatus pull
- Fixed a few visual seams
- Fixed certain tiles preventing upstairs generation due to being too tall behind the scenes
- Fixed cow bones being networked incorrectly (now not networked at all)
- Fixed dungeon size scalar not working properly
- Fixed extra audio sources on hanging bodies
- Fixed GarageDoorConnectors having a duplicated garage door that was inactive
- Fixed lockpickers becoming massive when used on certain doors (for real this time!)
- Fixed several missing tags
- Fixed Slaughterhouse DunGen script
- Fixed some missing colliders
- Fixed unnecessary networking on hanging bodies (for real this time!)
- Increased culling on several objects for performance
- Possibly fixed Brackens, Snare Fleas, and certain other enemies getting stuck
- Reduced the maximum distance the garage door jumpscare can detect players
- Removed / condensed a lot of unnecessary colliders
- Removed some unnecessary Audio Sources
- Significantly reduced the number of Mesh Colliders
- Some other changes and fixes, honestly v81 was a lot
- Removed Peter Griffin House
- Updated dependencies (removed Dungeon Generation Plus as Slaughterhouse no longer needs it)
SlaughterhouseScraps v1.0.0
- Updated to v81
- Added the Gas tank (explosive!)
- Fixed the Barbed wire item sometimes not damaging the player properly
- Fixed the Ritual mask scaling incorrectly when possessing the player
- Fixed unexpected motion blur on held items
- Slightly nerfed the Axe based on feedback
worst update ever
you should read the rest of the changelog for previous versions
i cant read
oh true
aight chat going to bed, if Slaughterhouse or Scraps have issues in v81 lmk and I'll fix
what does "removed peter griffin house" possibly mean
was this a collab i had no idea about
she had the entirety of the peter griffin moon as a tile i bet
/j
1/1000 chance to have the entire moon as a tile with its own little interior
||it's a running joke like a Removed Herobrine situation, there's more context to it but I don't feel like elaborating||
also holy shit I woke up and Slaughterhouse didn't have 27 bug reports
we cooked chat
gulp
that doesnt mean they arent hiding...
ive learned the hard way
that is fair
we're witnessing history unfolding before us chat, peak is back

Slaughterhouse v1.2.1
- Updated weights of a few previous moons
- Updated weights for Wesley, Generic and DemonMae's moon packs
- Added weights for Beanie's moons
- Added weights for Kenji's moons
- Added weights for Skelaah's moons
Not being able to afford groceries sucks ass
π
π
PEAK
queso....
lol yeah it's hard to get the resolution right
Let's go
Thank you π₯Ή
How's this different than the other missile turret fork
ones v73
I fixed a couple of bugs that one had (so there are actually code changes) and the fork dev hasn't replied to any Github issues or updated in 4 months
ones v81
Also that
Lol
The old one still works btw
But thats good
Ill switch over then
It had issues in multiplayer in my testing
But shrug
this wasnt my github, i kinda dont have one and left the original github link there. I recompiled it back then for v73s network destruction, I will deprecate the v73 soon
Oh, yknow, that makes sense. Well I gotcha for v81 and fixed a couple bugs, lol
hell yeahh thank god someone got around to fixing the bugs
@static cradle i think youll be pleased
I wasn't able to reproduce a lot of them but
infact ill install it rn and use it with my friend
- Recompiled for v81
- Fixed the min/max turrets not working if set to the same number
- Fixed the rocket getting stuck in place
- Fixed the turret failing to fire sometimes even if the player didn't move
I do plan to eventually make my own git repo for it but it was 6am and I am done debugging it for now lmao
I may have to adjust the targeting slightly as it seems if the missile hits you directly it doesn't kill due to the fact that it's so high in the air
cuz explosions be weird and be calculated by the feet
you should use Collider.GetClosestHit or smthn
oh wait i forgot i rewrote the explosion code in CR so you cant, uhh nvm, but if you did wanna do that, there's utility in unity to help with this
ha, you think I have that much control
the code currently uses Landmine.SpawnExplosion

yeah that is unfortunate
well, if you ever decide to change it, Collider.ClosestPoint would be your solution
Fair. I might, just haven't decided yet. For now having it aim downwards a bit should help
Rather than straight forward at the player
MissileTurretsFork v1.3.9
- Changed spawn mechanics so missile turrets can now only spawn in places vanilla turrets can spawn
- Biased rockets to aim slightly towards the floor when fired
ty @strong frigate for double checking my code
...so uh, I just found out that the release version of Gorgonzola might have the story logs entirely missing
like, entirely, from the files
Can use ExtendedStoryLog now also 
(It fixed)
That's fair
Probably will convert if it's simple
but just
graaaaaaaaah
only the most downloaded version of Gorgonzola just casually had none of the lore this WHOLE FUCKING TIME
You cheddar believe the moon has Gouda Loot, it's an oppurtunity you don't wanna Swiss.
Come get your company issued cheese crate!
I like to fly the cruiser around, it makes it cheddar.
i even take weed killer asiago around the interior
Anyways I'm probably gonna convert it to ExtendedStoryLog and just remove the CustomStoryLogs dependency entirely

I'm interested in this too ποΈποΈ
They've been fixed for a while 
Bold of you to assume that
I read changelogs

te quiero mucho paquito
can you fix kenji? I think hes a bit broken
Do I be evil? (Specifically, for an update for Sorrow?)
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Yea
851358745660227614
peepoEvil
true
Prepare for evil
and make it deevil
Coming soon:
Bilge moment
Hey fuck you don't spoil my inspiration
This is totally unique
I genuinely thought you where just showing off scrap and happened to be on bilge during the tidal changes . . .
No, this is the new evil Sorrow thing
TRUEEE
and a weed greenhouse
also fake fan, I said coming soon and the screenshot had existing scraps and you thought it was a scrap teaser smh
lunch?
Gorgonzola v0.8.0
- Updated to v81
- Added a custom radar map
- Added the Backwater Gunkfish to indoor spawns
- Added the Giant Sapsucker as a daytime spawn
- Added compatibility to the trees for Feiopars spawned by other mods
- Fixed the story logs being missing
- Updated dependencies (removed CustomStoryLogs, thanks pacoito)
Sorrow v0.6.0
- Updated to v81
- Added potential flash floods (effectively a small chance for Flooded weather effects on top of other effects)
- Chance is reduced on more extreme weathers
- Added 2 lore logs
- Added a custom radar map
- Added waviness to foliage
- Added compatibility to mushroom trees for Feiopars
- Added the Backwater Gunkfish to indoor spawns
- Added the Cadaver Growth to indoor spawns
- Added the Feiopar to outdoor spawns
- Added the Giant Sapsucker to daytime spawns
- Adjusted audio for Glowing Vial
- Adjusted audio for Jar of Mushrooms
- Removed Eyeless Dogs from outdoor spawns
- Removed the Syringe from item spawns due to a change in a JLL function that broke it
- Slightly increased the size of foliage (foliage will be changed at a later date)
- Updated dependencies (added itolib for custom alert for Sorrow's flash floods)
Carnage v0.3.0
- Initial release.
https://thunderstore.io/c/lethal-company/p/Nikki/144_Carnage/
@little wharf viscera's cousin is here
And finally, the moment at least one of you have been waiting for:
NikkisMysteriousMoons v1.0.0
Enjoy everyone <3 v81 support is here and it is tasty
Congrats
Fair warning, Carnage will be receiving changes sooner rather than later. Still waiting on an updated ExtendedFootstepSurface from @white swift and scraps will be sooner rather than later, but I wanted people to experience v81 and experience the lore I had added for Sorrow, as well as playtest Carnage visually and gameplay-wise.
I need to know, how long has carnage been tossing around the unity project lol, I rememebr you talkin about making a third moon ages ago
too fucking long
and Carnage wasn't even the original third moon
a very efficient turret
Sneak 100
Backpantry Gunkonzola skin
shame ESR is dead 
like... the skins dont load in v80+?
please make this part not shoot through π
Cannot make skins for Gunkfish in ESR/K 
just make it work π
(/j)
Yeah that was the main problem with esr/k, someone had to manually code it for each enemy
damn
It's why DawnLib's skin solution exists, you're able to do more with it, custom and future and current vanilla enemies etc
just hope the skin team is willing to migrate
I believe they are, it'll just take time
yea...
while i can live without them, skins just demonstrate biodiversity (heh) in a convenient way
so I actually did try to do this. it is tagged correctly and everything, I just haven't been able to fix this. For context, the box collider is literally covering the entire blue section I have here. the turret just, doesn't care
my guess is it's just too thin or something but I genuinely have not been able to fix this depsite multiple attempts
crouch key
I did crouch Mr fancy pants
this happens for other similar props and stuff like that on mansion
it's probably just too thin
the railings on mansion's main entrance tile sometimes don't block em
Also uhh, bug we found earlier, I think you might've made the ground destructible as meteor shower just makes the outside terrain dissappear
On Carnage, that is
Treerrain
LOL that's really funny
speaking of
Carnage v0.3.1
- Added an accessibility setting for those sensitive to interior fog
- Fixed meteors obliterating the terrain from existence
but yes Generic is correct, tldr the trees were Terrain objects instead of separate GameObjects and apparently Zeekerss code just says "destroy gameObject this is associated with"
which so happens to be my lovely terrain
moon collection also updated 
It's more of Terrain trees aren't exactly supposed to be destroyed
Same for grass patches and stuff
For they count as the Terrain itself
@upper mortar [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
DigitalRuby.ThunderAndLightning.LightningBoltScript.Update () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_00A4)
DigitalRuby.ThunderAndLightning.LightningBoltPrefabScriptBase.Update () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_0000)
spams on carnage
I assume Stormy weather?
yeah
I'll check it, I don't see why that would happen though
ohp wait
I might've found it
lemme check that I can reproduce it tho
aight yeah lemme see if I can fix rq
should be a literal 2 second fix
my lightning appears to be missing my sparky audio
aha this is also an issue on Gorgonzola!
you have discovered a 2-in-1 issue!
oh hrm there's a few other msising things
I blame @white swift 
okay actually there might be a much simpler fix
time to find out
the good news is this might not be an issue on Gorgonzola because I already fixed it and just left it in
turns out I don't need to replace the Stormy at all!
just the StormyRainVolume
which is thankfully separate
ty Zeekerss
Carnage v0.3.2
- Fixed NavMesh being slightly too high, resulting in a couple minor quirks
- Fixed NullReferenceException spam on Stormy weather
@grand nova fixer uppered 
Question is the Slaughter house interior compatible with DunGenPlus?, or at least, does it cause any problems with?
...why wouldnt it
idk
DGP doesnt do anything on its own
Bunker spider

noboy
sickboy hates me, I'm used to it π₯
I'm surprised so many people are still going to Gorgonzola on v81 despite the lack of changes 
guess I need to make more free moons
Carnage is a tad expensive
Chat I am bubbling with ideas
I have never had more ideas
Will they be completed? I really hope so
Nikki's Mysterious Moons / Interiors (Gorgonzola/Sorrow/Carnage, Slaughterhouse)
made this for art class
so sorrowful
it reminds me of "No I'm not a human" one of the endings spoiler: ||ending where the giant spore grew up on the middle of the city and the art from the cutscene looked like this||
also the curve of the middle spore looks... oddly familiar
ugh... mushrooms??
i fucking love this, was this inspired by Sorrow or moreso just "painted mushrooms and ended up with a similar vibe"?
if it's inspired by Sorrow it needs a Bracken in the brush /j
that looks insanely good
I'm curious: now that everything has been updated to v81, which moons have y'all checked out on the newest version? Carnage with its new release, Sorrow featuring the LORE update and v81 foliage visuals, or sticking to the cheese planet?
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Gorgonzola!
π§
Anyways chat
did you hear about the Bunker Spider
pretty cool enemy amirite ππππ

@finite depot in my next Slaughterhouse update I may have a partial fix to getting shot through the pig sty fences. I can't guarantee it will solve it cuz colliders are weird and there's already box colliders in the way, but the tall pillars between the pig stys didn't have colliders either so that has been fixed which may improve the ability to avoid bullets in them
hello!
So...
Just want to check something
Is it possible that the slaughterhouse scripts may be doing something on other dungeons?
LostEdifice (LustrousLuna's interior) softlocks sometimes, and it casually logs after your logs of the slaughterhouse scripts
So I'd like to make sure :,]
It shouldn't be, but if they somehow have the same tile tag and/or doorway tag as me, it isn't impossible.
Slaughterhouse Scripts only cares about tags
ok, I have to do some good tests, but it's inconsistent the softlock :,]
thanks, this may help
can you explain to help a bit?
If they don't know it's unlikely they have it set
ok, so it's most prob another thing
Tldr Slaughterhouse has custom tags set for certain doorways and tiles that, using code, change the way the interior generates
Mhm
My mod is open source I think? if I didn't forget
Okay nvm I did forget lol
There's some other things Slaughterhouse Scripts touches but those are Unity scripts attached to GameObjects IN Slaughterhouse
If it's only sometimes it's more likely something with their mod directly, tbh. Certain generation rules can make generation fuck up a lot
Do they have any guaranteed tiles, and if so, how many?
If not, my next idea would be a tile has tile bounds set incorrectly
They use Dungeon generation plus, so I'm not sure :,]
Atapono (the current manager of the interior) is sleeping
Fair
will send this to them
Np, glad to help when I can
I alr sent it on our server moro π
look you think I noticed
this is appreciated, ty
I shall take a look and make sure my moons are set up with this, though it seems like you're just using vanilla, so it should be
although thinking about it Slaughterhouse may not be cuz I initially did a janky workaround for the light behind door
Just checked, my moons and Slaughterhouse both should be fully compatible and worked on my dev profile. If you encounter any issues lmk
Honestly? I had been looking for inspiration for something slightly weird as an interior. Not so weird that it couldn't fit in the Lethal universe, but something weird enough to get people's attention. And then, of course around that time I was introduced to DEVOUR... And I fell in LOVE with the Slaughterhouse map. I don't really know why, per se, but it has always been my favorite. And as I started to realize the tiles were roughly on a grid... I realized what had to be done.
Makes sense hehehe
Slaughterhouse does make the most sense for an interior
The game is so good i love it hehe
Havent been able to play the last 2 maps tho since my friends dont play it anymore
I do think maybe the uhm dojo map could fit well as an interior
But sqckboy has been working on one like that for a while
Allegedly
Hehehee
@fair zephyr 

Anyways I have no interest in a Dojo. Interiors I make need to fit a wide variety of moons, and Dojo doesn't nail that tbh. Slaughterhouse works well because it's very industrial coded. And I have one other idea that I plan to start soon that might be similarly effective.
I have
I do not personally feel either fits Lethal. Wesley would disagree on one of them but I don't plan to do it
Oh i didnt mean like to add them to the game
It was a general question hehe
Was just curious :3
Chat the spiders are misbehaving

funny I do have a handful of moons that crave dojo
XD
that arent seichi
(I mean that isnt even updated so ofc not it)
Seichi 2
that's fair, but I prefer ideas that are more globally applicable
not just "a handful of moons"
like Slaughterhouse works because it matches base-game's industrial theming
Same with Generic's interiors, most of them work on any moon because they match the base game style very well
@cedar grove 
You could say they are kinda generic
and then theres me
with midnight sanctuary
applies to nothing ever
ig deepcore applies to everything ever so it evens out
10 variants mcgee
I just add it anywhere that has a lot of plants ngl
Deepcore applies to any moon Mineshaft fits on, and a few more
Liminal House is really only fitting for Mansion moons but I fw it hard so it gets a pass
although the indoor pool still makes no sense

WHY
besides veld second most common moon for sanctuary is damn verdance in my pack
just bc its one the most green non vanilla moons I got XP
had to fit it somwhere
I feel like sanctuary also fits mansion moons
You could consider it as the backyard of the mansion
cuz the only people with indoor pools are rich ass people or hotels
Ooohh
Liminal House is just supposed to be... Beanie's house, but liminal
Thsts why the indoors pool looks like an outdoors pool
shit make no sense
Because is a shared pool!!
that said Hotel interior wen
Maybe he has a pool hehe
He a rich boy
OMG
someone will make it in approximately the next 5 years
beanie rich confirmed fr fr

Isnt that kinda gray apartments
no those are apartments stoopid /j
Some hotels are just apartments
some hotels are just hotels
some motels are shitholes
how shitty are your appartments π
most hotels are small as hell
XD
unless its a luxury one
its smaller than the avergae appartment ive seen XP
unless you are in new york
those ones are even smaller
Im in old york
this is a real New york appartment
this is all you get
not the average one here but these do exist
Honestly idk
Only been to hotels that are like at least 2 stories
And uhm gray apartments has like 2 stories
Heheh
Is more wide than tall
Just you wait
MissileTurretsFork v1.3.10
- Added a null check to the patch in case of gullible mods putting null prefabs where they shouldn't be
- Added Far Audio sounds for the missile flying and beeping sounds
- Increased ranges of base Audio Sources slightly
- Reduced rocket floor bias
anyways chat I've been working diligently on a few updates and something exciting is coming but have run into some snags
currently waiting on multiple people to help with fixes for various dependencies and such, but there is something new coming way sooner than y'all might think! and I might work on a small something else on the side too 

I have returned, but don't expect me to super engage with the community for a while. Still kinda upset with what went down. And just to address it here and now: if you think I left because an argument happened, that wasn't the reason. There were many reasons deeper than that, but I don't feel the need to explain those reasons unless you're one of the people I'm pretty close to.

Well I hope you feel better
Well I was hoping to release something new soon, however I now have a fever of 101.7 degrees Fahrenheit
Which is probably not helping my recent irritability
Ah damn, there ain't a deadline for releasing stuff though 
Hope ya get better soon
I'm aware but that doesn't mean I didn't WANT to

Fair lol
A fieopar caused a crusier driver to crash when they attacked them on Sorrow
Log from a different client won't have why they crashed, but also it wouldn't be Sorrow itself 
ah k
This is likely unrelated to the Feiopar and more accurately, they probably hit a tree. It's a known bug that I discovered but am waiting on a couple other things before I can push an update, tldr, crashing into a tree on Sorrow will crash the cruiser driver
:0
im scared
Beanie wouls you survive
That's not a spider
Trust the expert
new moon: Obsession
Carnage v0.4.0
- Added 2 easter eggs (hint: they're the usual ones on my moons! forgot them on release π₯)
- Adjusted footstep sounds using LLL FootstepSurface
- Adjusted some scrap spawn weights to make Carnage more profitable on average
- Adjusted the enemy that spawns when you pop the cysts with the Cruiser
- Fixed stupid idiots leaving the fire exit wrong
- Fixed the water being in the incorrect position
- Still waiting on Jacob to prevent OnDestroy() from firing twice and causing two enemies to spawn with the cysts
- Updated dependencies (added itolib as JLL Enemy Spawner won't spawn Butler Bees)
Sorrow v0.6.1
- Added a custom Painting scrap, courtesy of MrSaltedBeef
- Fixed a crash that would occur when crashing the cruiser into a mushroom tree
- Fixed stupid idiots leaving the fire exit wrong
- Slightly moved radar map
Moons collection also updated accordingly.

weent
PEENT BUIRD
I will create a new thread for this shortly, but for now, chat: welcome to NeatMenuβ’, your one-stop shop for a cleaner and more consistent menu
https://thunderstore.io/c/lethal-company/p/Nikki/NeatMenu/
this is so cool!
also here's the github for those of you coders that wanna see how atrocious my code is
Forgot to link it on the modpage
it's peak ......
This is fucking AWESOME!!!
I can't believe I can finally have Lethal Config just permanently installed to my profile. I had to remove it every time I was done editing something just so that the menu buttons wouldn't be stupid
β οΈ
Thank you, Nikki <3
i alr said this but this is peak asf ty ninki
for real lool
this mod itself does not change the more company logo right?
I don't think it does
no it does not, you will still need NoMoreCompanyLogo for that if that functionality is desired
It just adds buttons for other mods w extra menus
If NoMoreCompanyLogo ever becomes deprecated I may add it as a configurable feature to NeatMenu but currently no
i see that is fine (i still think it should just be a config option in more company...)
-# frankly I might add a setting to globally hunt down mods that edit the version number in the bottom left and revert the changes to that as well cuz that's a pet peeve of mine, unless your mod fundamentally changes the game at a core level you shouldn't be replacing the version number
-# MoreCompany is at least acceptable but EnhancedMonsters I'm talking about you
I vouch for this
I don't think any mods should make any cosmetic changes to the title screen no matter how important they are
buttons and menus are of course necessary for some stuff but mods like NoMoreCompanyLogo are must-haves for me
it is quite silly that a mod is necessary for that
you used to need a mod to disable the cosmetics but you can do that from the config now I believe
not sure if there is any good reason as to why it is not a config option
I still use it to cuz I #suppert my goat luffuris
load bearing self-advertisement
cosmetics are fine it makes it easier to tell who someone is (especially in a bigger lobby)
ig but still if it is something disabled by default most players wont bother changing it
hi
ye they're fine but it's kinda goofy that it took so long for them to be toggleable
quit and credits appear on the same place if you have "Hide lethal config"(in lethal config's settings) enabled, and the neatmenu lethal config button is still there, would be nice if the mod would support it
oh good call
I assume the same for lethal phones? that mod also lets you disable the menu buttons
but making the out of place morecompany button into something consistent for other mods is such an amazing idea
i think i do this in nichetweaks but it isnt very inventive and a global one would be better
and i do this in nichetweaks too if im reading this right
So...
None of the buttons works :,]
the ogopogo of distraction
quit and credits overlap
i think it happens when you hide lethal config on the main menu
Does LethalConfig have a separate setting? If so disable that, it's likely causing a double here. If not I have one other idea but there's a couple of different causes
This is likely some sort of conflict with the specific Emblem theme or another mod. Without knowing what exactly, not much I can do.
Getting this error when hovering flashlight in the warehouse with the fire exit on gorgonzola: [18:42:50.7227498] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::SetHoverTipAndCurrentInteractTrigger>(GameNetcodeStuff.PlayerControllerB) (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
when hide lethal config is enabled it will cause the overlap + the lethal config button will still be there but it wont do anything
My mod should remove the Lethal Config button, so that's... weird.
I can double check later, maybe patcher put a null thing there, but either way that's a harmless error. The flashlight is a prop, not meant to be interactable or anything.
how big is the modpack code? would you be able to share it or is it really big? if it's over 100 mods I'll have to ask you to figure out the culprit yourself lol
same goes for ya
it is just the config setting
019e613c-443e-0ef8-6e58-53c079a6c5c5
It's MoreBrutalLethalCompanyPlus
aight cool ^^ if it's just the setting then I can replicate easily. I should probably add a check for that but for now NeatMenu handles that itself so no need for that config setting with NeatMenu installed. Will add a safety for that at some point later
119 (disabled one cosmetic mod)
In short, yeah... It's big :']
the code i send you works normal if you toggle the one setting it overlaps
Then yeah, at that point there's likely something conflicting and without either a log or direction to go off of I can't look into this myself
I do see that you have the same issue as atapono so try disabling this setting in LethalConfig, but I doubt this is the only issue, there's likely an error happening at some point
cool, and just to be clear, NeatMenu does properly remove the button even if that setting is disabled? And then everything works fine?
Cuz if so that's basically a one line "check setting for Lethal Config" check
the button was still there it just did not do anything as you can see in the screenshot
i then disabled the setting and it was fine
The LethalConfig button from NeatMenu should still be there, I mean the vanilla LethalConfig button
currently there's no settings for the NeatMenu buttons lol
no that was gone
idk if we're on the same page lol
yeah
are you talking about the little config button in the bottom right or the normal text (where exit host lobby etc is)?
because the text is not there as you can see
just the icon
Does THIS button disable properly if "Hide lethal config" is turned off? The bottom left is the NeatMenu button and currently has no setting, "Hide lethal config" hides THIS text and is what causes the overlap IF you hide it via LethalConfig's config because I also hide it, thus causing a double shift in the text
this is what happens when hide lethal config is on
these buttons are NeatMenu buttons and have no settings to individually enable/disable currently other than the catbutton
so yes this gets removed no matter what it is set to
okay cool
then I'm following
there's currently no setting to remove the buttons from NeatMenu, but that could be added in the future if requested (though it won't re-add the old buttons)
it is only a problem when you enable the hide lethal config option
Okay. Then yeah, that's a simple thing to fix later but is mostly user error, trying to hide a button that NeatMenu already hides




