#Lobby Control & Matty's Fixes

1 messages Β· Page 2 of 1

unreal oriole
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i needed to move stuff from the Awake to the Start because i need to actively check for incompatible mods

vagrant root
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Ahhhhh

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@nimble gulch time to see if that new release works

nimble gulch
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[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LobbyControl.LobbyControl.Awake () (at <fbd2dd03849e4674aa664710b76d7054>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()

unreal oriole
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so now i just have a main override on the terminal to just bail out if the mod is disabled

nimble gulch
unreal oriole
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mb log object not initialized

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nothing big

nimble gulch
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popped even before mode select

unreal oriole
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reuploaded rc4

vagrant root
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Agitatio over here probably hoping it works this time so you can publish it to TS XD

nimble gulch
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ok, terminal works now, lets go

vagrant root
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Ayyyyyy

unreal oriole
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a lot of people are looking at the channel rn waiting full of hope that it works πŸ˜‚

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dev included 🀣

vagrant root
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I mean cus it contains a lot of improvements and fixes

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πŸ™‚

nimble gulch
vagrant root
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We all want it to work πŸ’œ

vagrant root
unreal oriole
vagrant root
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Modded Discord client? πŸ‘€

nimble gulch
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So yeah, my initial report was false. Client picked everything up fine. Flashlight stayed on the floor for host. Testing command now.

unreal oriole
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wait you are not supposed to type the command

nimble gulch
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host forces client to drop the inventory to prevent desync
How else?

unreal oriole
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command is there for emergency it should activate on it's own when the client excedes the inventory of the host

nimble gulch
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Ah.

unreal oriole
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should also write it in the chat

nimble gulch
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Well, it didn't activate.

unreal oriole
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if (StartOfRound.Instance.IsServer && __exception is IndexOutOfRangeException)

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uh oh

nimble gulch
unreal oriole
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does the server log anything when client goes over size?

nimble gulch
unreal oriole
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no client is fine

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it's the Finalizer that is not catching the exception somehow... or is the GhostItems set to disabled in config?

nimble gulch
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I didn't touch config, but let me check.

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By the way, does it matter if client is running LC too?

unreal oriole
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not really

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this are all host only changes

nimble gulch
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GhostItems is true

chrome ingot
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Is this update expected to be released tonight? Considering pushing an update to my modpack tonight but might delay it slightly if it looks like it’ll release within a couple hours or so.

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Obviously no pressure, just wondering how things are looking!

unreal oriole
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yeah we are testing release candidates

chrome ingot
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Rad!

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Been keeping an eye on this mod for a couple of days now and it looks like it can replace quite a few small mods in my pack.

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You’re doing good work, my dude

bronze quail
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@unreal oriole

unreal oriole
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you know what?
any exception is fine if (StartOfRound.Instance.IsServer && __exception != null) XD

bronze quail
unreal oriole
bronze quail
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.

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non-host sees the person invis

nimble gulch
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oh yeah, btw, the flashlight that host sees can't be picked up by host until client drops it from reserved slot

unreal oriole
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if this does not work i'm probably still going to release it and keep the GostItem fix for the next release

unreal oriole
bronze quail
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it was v80

unreal oriole
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there is no 100% way to solve it i can just mitigate

bronze quail
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no

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you can use another rpc

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to kill

unreal oriole
nimble gulch
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Do I need to be in orbit for the test btw?

unreal oriole
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nope anywere works for this specific fix

bronze quail
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DamagePlayerFromOtherClientServerRpc(selectedPlayer.health + 1, new Vector3(900, 900, 900), 0); });

nimble gulch
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The desync got worse now. Client doesn't drop anything, but other items desync too now.

unreal oriole
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it's not the killRpc plus as the real client does not exist that rpc will never trigger a kill

nimble gulch
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I have all 5 items on the floor for host now, can't pick up any until client drops them

unreal oriole
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O.o

nimble gulch
unreal oriole
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ok that feature is getting pushed to the next release then. need more investigation

vagrant root
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So 2.2.4 is gonna be pushed without that feature then?

nimble gulch
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I assume it's not very useful for when identical profile is shared?

unreal oriole
vagrant root
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Yay πŸ˜„

nimble gulch
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Am I free? agony

vagrant root
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XD

unreal oriole
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hopefully i will be able to run most of the tests myself next time

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i do not want to rdp develop again 😭

nimble gulch
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Glad I could help.

unreal oriole
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waiting for thunderstore to process it

vagrant root
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Hey Agitatio was a great tester for you today

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Lol

unreal oriole
vagrant root
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Lol the link hasn't updated the version though gotta love Thunderstore πŸ˜†

unreal oriole
vagrant root
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But yeah viewing the page shows it's updated

unreal oriole
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and you'll have to wait even more for r2modman 🀣

vagrant root
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Yep XD

unreal oriole
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will do on the next release if there is enough contribution. this one is already out so i cannot edit it

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1st downlaod too πŸ˜‚

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if no major issues pop up in the next minutes i will finally go to bed πŸ’€

vagrant root
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Got a bug lol, I can't reopen the lobby it says it's null

grim terrace
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@unreal orioleI am not sure if it already has been done but I have the results.

Reserved item slots do not appear for the client connecting to the host if.
1 - Reserved Item slot core is deactivated.
2 - Only the reserved item slot core is activated.

Without the modules present their function is completely disabled. I am not able to produce the inventory drop.

vagrant root
tall hazel
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Well with auto reopen wouldnt it be just the same as latecompany? Lol

vagrant root
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Could be that it conflicted with Better Lobbies somehow tbh

nimble gulch
nimble gulch
maiden patrol
hidden solstice
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nice

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thx

unreal oriole
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Failed to fetch lobby ( was null )

is this the error?

unreal oriole
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that's really bad. it means that somehow the game is still deleting the lobby somewhere

problem is i did not change anything about that part

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does it happen in online or in LAN ?

vagrant root
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Also there seems to be this bug as well atm, it doesn't happen when solo though

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I couldn't get any error for it happening or anything though

vagrant root
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Idk if it happens in Lan or not

unreal oriole
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does it happen only when LC is installed? because i never touch the monitors just the rarar objects

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in lan it is normal, because there is no Steam Lobby so the lobby is null

vagrant root
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Would disabling the radar features fix it?

unreal oriole
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or it's there on boot?

vagrant root
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Nah it just does that as soon as another player joins the lobby

unreal oriole
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then i doubt it's caused by this mod, but you can try and disable the radar patches

vagrant root
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The null error I still wonder if it may have been caused by a conflict with Better Lobbies somehow, I know after I couldn't back out of the lobby either and had to kill the game with task manager

nimble gulch
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Also had that solo.

vagrant root
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I couldn't get it to happen when solo for me lol

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But do you know what causes it?

nimble gulch
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🀷

vagrant root
nimble gulch
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Lobby Control is off. Solo online.

vagrant root
nimble gulch
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Either GI or QC maybe?

vagrant root
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I stopped using QualityCompany cus it was causing problems before but I could readd it

nimble gulch
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Problems like?

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I only use it for scrap/ammo values.

vagrant root
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For whatever reason the networking feature when on

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conflicts with bongo's api

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but also it made Mirage voices desync at one point

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and idk why

nimble gulch
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That feature is off though, because it's experimental. Experimental features have separate toggle that is off by default.

vagrant root
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But yeah the hotbar features are also why I liked it

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For whatever reason it still defaults EnableNetworking to on and you have to turn it off to fix conflicts with Bongo's SoundAPi

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Don't ask me why

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XD

nimble gulch
vagrant root
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Do you use Diversity? I almost wonder if it happens when the Bracken's personal space is enabled

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Cus I disabled it earlier cus it bugged for me on stream tn

nimble gulch
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I do. Bracken rework is off though.

vagrant root
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Odd

nimble gulch
unreal oriole
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do you get "Preventing the closing of Steam lobby." in the logfile?

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it is a Debug line so it might not be visible in console

nimble gulch
nimble gulch
unreal oriole
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there are no debugs at all in that log πŸ˜…

nimble gulch
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Do I need to enable something? I only have LC and it's dependencies.

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Assume log level in BepIn config?

unreal oriole
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just for debug purposes.. the more lines it writes the more the game lags :/

nimble gulch
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I get 0 debug messages anyway.

unreal oriole
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is this the Player.log?

nimble gulch
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LogOutput.log

unreal oriole
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most things are printed to the Player.log

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from the localLow folder

nimble gulch
unreal oriole
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this is stil not the Player.log

nimble gulch
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AppData\LocalLow\ZeekerssRBLX\Lethal Company\Player.log

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Is that not it?

unreal oriole
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yeah should be that one

nimble gulch
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Well, that's what I sent. 🀷

unreal oriole
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uh

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lemme double check my bepInEx config then

nimble gulch
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Maybe I should've enabled LogConsoleToUnityLog?

unreal oriole
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this is what it should look like πŸ€”

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any way to replicate the lobby is null ? it all works fine in my profile ( ne the dev one a fresh one with only LC )

nimble gulch
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I'm on a fresh profile myself. LC only. I just go online, host, land and type lobby in terminal.

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Created another fresh profile. Now it's fine.

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lobby status still doesnt work though

vagrant root
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Does it give the null error?

nimble gulch
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That's with auto open though

vagrant root
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Yeah I had the null error happen with auto reopen

nimble gulch
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Still null with auto_lobby false

vagrant root
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so 2.2.4 is super bugged then it sounds like

nimble gulch
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I wouldn't call that super bugged.

vagrant root
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I also feel like the item cupbard placements aren't working as well as they did before

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Well true

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Does it lock up on trying to exit the lobby after it reports null?

nimble gulch
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No.

vagrant root
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Okay so in my case that was probably Better Lobbies then

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Lol

unreal oriole
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seems the Start is never called on my mod πŸ€”

nimble gulch
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lobby works
lobby status doesn't

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Don't know why lobby didn't work for me before. Maybe some residue from testing RC.

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Is this a terminal issue or core functionality issue?

unreal oriole
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fixed and uploaded

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i should not have used Start and instead put the incompatible mods as soft dependecies to be sure to load after them

verbal thorn
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Quick question that may or may not have been answered already but I'm unaware of it unfortunately.

Is the issue of two players connecting at the same time making one of them spawn "in space" (outside the ship) with a black screen, being essentially softlocked and unable to do anything besides ALT-F4 being investigated or already has a fix?

I know I've only seen it mentionned with this mod and I was like "oh so it's not just me":
https://thunderstore.io/c/lethal-company/p/taffyko/QuickQuitToMenu/

unreal oriole
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i've only ever seem it from the host side, where it triggers a indexOutOfRange and crashes both the host and the already connected clients

north carbon
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mh, i haven't checked the logs much and i'll test for more later, but i think lobby control was keeping me from being in "orbit" so i couldn't pull the lever, do commands on lobby or anything (thought it was diversity but no)

unreal oriole
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no, the mod should not prevent you from doing anything that's in the base game

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plus the v2.2.4 was actually doing nothing as Harmony was not applying the patches

north carbon
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I see, well i'll test it further after i'm done with my friends, but it does not happen when off soo.. :C

unreal oriole
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you should also look at the logs in case there are errors that may help

north carbon
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yup, i will i just didn't took time since i was in a session with friends x) i'll report back later sorry sorry :C

unreal oriole
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in genral ypu should update as soon as you can if you're still on either 2.2.3 or 2.2.4

north carbon
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nah i'm on 2.2.5, i'm gonna try to reproduce it now

bronze quail
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bro

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its saying that im not on orbit

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but im on orbit

verbal thorn
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There seems to be some issues with "ItemClippingFix":

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  • Items floating
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  • Items such as this note being added by a compass mod spawning in a broken position
verbal thorn
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It goes back to its normal/expected position when I disable "Lobby Control"

unreal oriole
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GI and lobby control have overlapping fixes, you need to disable them in config on one of the mods

bronze quail
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not lobbycontrol fault

nimble gulch
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GI's FixItemsFallingThrough is one I assume?

unreal oriole
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#1211989201793449994 message
this is the only one that was listed here before

nimble gulch
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Yeah, I don't see anything else.

verbal thorn
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Even with GI's FixItemsFallingThrough set to False the issue persists:

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Btw which ones of the config files should I edit?

nimble gulch
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Not the git one

unreal oriole
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git one is old .. and was causing issues because was too long πŸ˜…

bronze quail
verbal thorn
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Oh? I never downloaded a build from GitHub directly tho!

bronze quail
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oh

unreal oriole
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i specifically ignore the note and the manual, so unless GI renames them they should not be touched

verbal thorn
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It's a note added by a mod tho

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That's probably why it's acting up

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It wasn't acting up prior to the last update tho, that's why I wanted to report it

bronze quail
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@unreal oriole

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hey

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since the 2.2.5 update is done

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i have a sidequest to you

nimble gulch
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🀨

unreal oriole
north carbon
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[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LobbyControl.Patches.TransparentPlayerPatch.ClearDcPlayerForClient (StartOfRound __instance, Unity.Netcode.NetworkBehaviour target, Unity.Netcode.__RpcParams rpcParams) (at <e79d5616798f464bb5c3a6ce1afa1fea>:IL_0026)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::__rpc_handler_3083945322>(Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()

this is the error that is thrown when the orbit bug, happens @unreal oriole it might be an interaction with some other mods, but yeah, want the full log ?

unreal oriole
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yes thanks but for the time beeing disable the invisibleMan in config

north carbon
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oh will do o: and alright, that's the player.log i should send yes ? ^^

unreal oriole
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yes the player.log

bronze quail
north carbon
unreal oriole
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so there is no __instance πŸ˜‚

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i'm surprised this problems did not pop up during testing

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and Thunderstore update released.. will see in 1h or so once it hits r2modman

north carbon
unreal oriole
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that patch triggers when a player disconnects while dead

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so if you are alone or in two will never happen

unreal oriole
bronze quail
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add a turret upgrade

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to the ship

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that you can buy

unreal oriole
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in this relase i also wrapped most of my patches in try catches so exceptions should not break anything outside of the mod functionality itself

bronze quail
nimble gulch
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🀨

nimble gulch
unreal oriole
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in the new release yes should have solved all issues

nimble gulch
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GhostItems too?

bronze quail
nimble gulch
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#1211989201793449994 message

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You didn't get it the first time?

unreal oriole
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that one i havent changed but we never tested with the harmony actually applying the patches πŸ˜…

nimble gulch
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Guess I'll just keep everything at defaults then until next time.

last sinew
#

We can't change moons after first mission, it fixes when everyone's leave my game

clear prism
# bronze quail what you think of my idea

Hey, don't harass modders in an attempt to get them to add features to their mod that you desire. Suggesting something to a modder is one thing, but repeatedly pinging them and bringing attention to your idea after they've already refused it is spammy and frankly annoying. These threads are for modders to reach out to their community, for showing what they're working on and feedback.

Feel free to post your idea in #1188298686560739389 so that it can potentially inspire another modder to take on your idea, however!

Consider this a verbal warning, I'd like to ask that you no longer comment in here or continue this behaviour. If you do however, further action will be taken, please understand. c:

unreal oriole
grim terrace
# vagrant root Weird

I believe this was a known issue when using Open Body cams and TwoRadarMaps. I believe there was a fix in the works? I definitely know that there were conflictions with the way TwoRadarMaps implemented its systems with other mods.

grim terrace
grim terrace
grim terrace
#

I do not know if you fixed it already but here is the log from last night. I will have to get a new one on the newest version today.

verbal thorn
grim terrace
verbal thorn
grim terrace
verbal thorn
#

Ah I see, fair enough!

grim terrace
verbal thorn
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Thank you! πŸ™

verbal thorn
unreal oriole
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wierd disabling cupboard, itemclipping and outofbounds should remove all interactions i have with items

verbal thorn
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Yes that's actually why it threw me off πŸ€”

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The only thing I'm sure of 100% is that disabling the mod fixes the issue

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When I load into a new save for example, the note isn't spawned in by default, I see it spawn and then change axis/rotation, which might explain why in some regards

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Like maybe it's considered as "loot" as it spawns after loading in unlike the clipboard and the Sigurd note

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(althought you cannot grab said note even if there's a prompt for it)

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(You can also see it load with the compass it seems)

unreal oriole
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oh.. yeah i checked the code from github and apparently i forgot to check for the toggle in a section of itemclippingfix πŸ˜‚

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the one that indeed sets the rotation of all items in the second tick of the lobby

verbal thorn
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I figured that would probably indicate some underlying issue πŸ˜„

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As ridiculously small as my issue is

unreal oriole
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mystery solved... will fix with low priority in next release

verbal thorn
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Thank you! πŸ™

unreal oriole
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will also try to solve the specific issue by maybe only setting rotation for items loaded from the savefile and not all grabbales

verbal thorn
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Ooh that's a great idea!

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Didn't think of it that way but that seems like a reasonable way to fix it!

verbal thorn
grim terrace
#

Also it is very much out of date. Would you be able to support this yourself?

unreal oriole
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the entire dll is 13 lines of code πŸ˜‚ @white geyser

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what do you say?

grim terrace
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These scare me. XD

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All mods need to be updated once a month with "I'm still alive"

vagrant root
#

You mean like how LCUltrawide and HDLethalCompany also haven't been updated in a while? XD

vagrant root
#

LCUltrawide is much more simple and doesn't need it tbf

maiden patrol
#

V50 is gonna be the purge

grim terrace
#

Yeah and I bet most of these mods are fine as they are.

grim terrace
maiden patrol
#

Every non active mod will die

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PLEASE I DONT WANNA LOSE LETHAL THINGS

grim terrace
#

reminds me of the reaper door to door meme.

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I just want all the active mods to absorb the inactive ones like a slime. A cute RPG slime.

maiden patrol
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Yes but im not sure if thats gonna work well with closed source mods

grim terrace
maiden patrol
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They have to like change a lotta stuff

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Or they build everything with new code that has no relation to the old

grim terrace
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true.

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The amount of edits I have to make to have legible English. I swear I need to fix this.

maiden patrol
#

Dawg my english has become so bad these years lol

green pendant
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LobbyControl bug?
Came across an aparatus that was rotated incorrectly in the socket. v2.2.6

vagrant root
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Nah that's just how apparatuses sit these days XD

maiden patrol
#

you gotta change your sitting posture otherwise it hurts

unreal oriole
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most likely relates to this
#1211989201793449994 message

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will probably be fixed in the next release, maybe by next week

white geyser
green pendant
grim terrace
unreal oriole
#

if i find something to improve i will, but as it is now seems fine to stay separate

unreal oriole
white geyser
#

the entire thing basicly

bronze quail
#

make it so you can change coil head speed

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is it possible]

fluid imp
#

#1211989201793449994 message

grim terrace
#

@unreal oriole I did the reserved slots test correctly this time. Inside the reserved slots core you can force it to run even if the host does not have the mod. It is disabled by default.

I had player 2 pick up 4 items and then pick up a Flashlight to put in the Reserved Flashlight slot.
Player 2 then dropped all items on the ground.
His log got spammed with errors and the item boxes disappeared.
Since we have hotbars+ from Flipmods as well he was able to press 1,2,3,4 to restore his slots however the scroll wheel did not work.
Here is the log.

grim terrace
#

This mod is only for Lobby Management and Control.

#

Feel free to ask in https://discord.com/channels/1168655651455639582/1186515716124459088 if a mod like this already exists, or if it does not and you want it made make a post in https://discord.com/channels/1168655651455639582/1188298686560739389, if a modder wishes to make it for you they will comment in the chat.

Discord

Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.

bronze quail
maiden patrol
austere trail
bronze quail
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its just a idea

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???

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he does it if he wants to

vague talon
bronze quail
#

😭 πŸ’€

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im just gonna switch modding servers at this point cya

vague talon
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Good bye.

nimble gulch
#

Either a language barrier or just lack of self awareness.

austere trail
#

Β―_(ツ)_/Β―

inner thicket
#

how to use commands?

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im so confsued

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I do option friend says this command is notg a thing

nimble gulch
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type lobby in terminal

inner thicket
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it just says route to rend

nimble gulch
#

Something must be breaking it then. Or the mod isn't active for you at all for some reason. 🀷

inner thicket
nimble gulch
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Does just lobby even work for you?

inner thicket
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let me check

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im ded rn

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there is no action supplied...

nimble gulch
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Just lobby should give you list of commands.

kindred cove
#

okay, are you sure the mod is installed & enabled?

inner thicket
#

yes

inner thicket
nimble gulch
#

Some other mod is messing with terminal commands probably.

inner thicket
#

BepInEx-BepInExPack-5.4.2100
Sligili-HDLethalCompany-1.5.6
Rune580-LethalCompany_InputUtils-0.6.3
Renegades-FlashlightToggle-1.5.0
Renegades-WalkieUse-1.5.0
Suskitech-AlwaysHearActiveWalkies-1.4.4
Pooble-LCBetterSaves-1.7.3
tinyhoot-ShipLoot-1.0.0
FlipMods-ReservedItemSlotCore-1.8.17
FlipMods-ReservedFlashlightSlot-1.6.3
anormaltwig-LateCompany-1.0.11
FlipMods-ReservedWalkieSlot-1.6.2
TheDeadSnake-Touchscreen-1.1.0
Drakorle-MoreItems-1.0.2
AllToasters-SpectateEnemies-2.3.1
FutureSavior-Hold_Scan_Button-1.1.1
OnionMilk-crosshair-1.0.1
Rozebud-FOV_Adjust-1.1.1
Blorb-WeatherMultipliers-1.1.0
BatTeam-LethalFashion-1.0.6
Solar32-PerformanceEnhancer-1.3.6
FlipMods-BetterStamina-1.3.2
akechii-DiscountAlert-2.3.0
fumiko-CullFactory-0.9.1
AinaVT-LethalConfig-1.3.4
PXC-EnhancedSpectator-1.0.5
Zaggy1024-OpenBodyCams-1.3.0
FlipMods-LetMeLookDown-1.0.1
Ryokune-Better_Lobbies-1.1.1
DannyVD-MonitorLabels-1.3.1
Hardy-LCMaxSoundsFix-1.1.0
LethalResonance-LETHALRESONANCE-4.2.2
loaforc-loaforcsSoundAPI-0.1.3
Evaisa-HookGenPatcher-0.0.5
boxofbiscuits97-QuotaRollover-2.3.0
LethalAPI-LethalAPI_Terminal-1.0.1
mattymatty-LobbyControl-2.2.6

#

mod list

nimble gulch
#

While we're at it:
No need for FlashlightToggle and WalkieUse if you have ReservedFlashlightSlot and ReservedWalkieSlot.
MeteoMultiplier is an improved version of WeatherMultipliers.

#

LobbyControl has functionality of MoreItems and orbit join of LateCompany. Don't know which mod messes with LobbyControl though.

unreal oriole
#

there should have been a fairly noticeable red line in console stating that LobbyControl was disabled because it was incompatible with LateCompany

unreal oriole
#

yeah i was thinking the same XD, problem is that it's not that easy to add a popup window like that πŸ€”

flint pollen
nimble gulch
#

What?

#

Reserved mods have same functionality.

flint pollen
nimble gulch
#

#1211989201793449994 message

flint pollen
#

Thanks. Scrolled up and found it.
Guessing no plans to enable stanky-janky on-moon joining (LateCompany danger feature).

#

And I'm assuming LobbyInviteOnly is not redundant (simply adds a prviate selection when creating a lobby)

nimble gulch
flint pollen
#

It's a little fun. Potential might emerge.

unreal oriole
#

issue is that moon joining is buggy to say the least... the only save way to let people join is while in orbit

nimble gulch
unreal oriole
#

LobbyInviteOnly adds the option to directly host privatlely from the start, while with this you need to either start as public of friends only then change

#

they are compatible tho so you can safely use it

unreal oriole
# nimble gulch Even if they join as spectators?

you still need to send them special fake rpcs to let them generate the planet with the old seed, then tell them that all other players already fnished, send them the correct position of all items, players, monsters, doors, hazards ecc

#

hook into the special rpcs if you want to support LLL ecc

#

not worth the hassle imo

flint pollen
nimble gulch
flint pollen
#

The only none joke none cheat reason for on-moon joining is if someone gets glitched (pretty much only seen this happen due to dodgey mixtures of mods or glitchy options (specifically - unlocking doors from inventory I've seen an easily replicable hard-lockdown bug)) and you want them to rejoin to continue play.

#

Even with that, not worth it.

kindred cove
flint pollen
#

Ok you might want a friend to join late because they were just busy but it doesn't play into realism well.

kindred cove
unreal oriole
unreal oriole
flint pollen
#

Yeah. As I said potential may emerge. Imagine larger dungeon mod, we have to go deeper mod, and extended time on planet for true pain 45 min expedition.

kindred cove
unreal oriole
flint pollen
#

Teleport-to-radar-booster mod...

#

(this inside another mod I forget the name (which is why I like mods to be single purpose πŸ’€ ))

unreal oriole
#

and extra inventory slot because someone has to keep that radar "just in case" someone might join 😏 suuuuure

flint pollen
#

For very silly argument sake yeah people are using radar booster as the subject of many mods like a mobile battery and with a dedicated inventory slot but I'm not into it.

unreal oriole
#

i get why someone might want that functionality i just wont work towards it as that is simply developement hell

#

oh yeah i saw that mod that lets u use it like a powerbank πŸ˜‚

flint pollen
#

@kindred cove geuinely I think you shouldn't bother, latecompany just added it as a jokeexperiment imo

kindred cove
#

it's better to help improve someone's solution than reinvent the wheel

flint pollen
#

mechanically leave that kind of behaviour to another videogame anyway

#

It's a major design choice

kindred cove
#

also true

vagrant root
#

So btw @unreal oriole I think the patch this mod has for items falling on save load and the one for GI conflict cus I noticed when loading up a save now items are just floating in the air, I'm guessing I could just disable that patch for this mod and let GI handle it or vice versa probably

nimble gulch
#

Disable it in GI.

vagrant root
nimble gulch
#

Not that I'm aware of.

iron anchor
vagrant root
#

Lmfao

unreal oriole
#

GI and CupBoardFix approach is simply to remove gravity from all objects during startup, while my approach is different

#

but as they are incompatible you'll need to have only one of them active

vagrant root
#

Yeah I disabled the tweak in GI

#

Since that's what Agitatio suggested

nocturne rock
#

terminal commands wont work

#

i can type lobby but all the other commands in the lobby section come up as "there was no action applied to the word"

#

@unreal oriole

unreal oriole
#

yeah commands are:
lobby open
lobby close
ecc...

nocturne rock
#

oh ok type lobby before any lobby command?

nimble gulch
#

Yes

tulip olive
#

host only mod

nocturne rock
#

does this also increase lobby size?

nimble gulch
#

No.

nocturne rock
#

whats a good mod for lobby size

kindred cove
#

morecompany

hollow copper
unreal oriole
#

AC is not compatible with this mod tho

valid prawn
#

do you need Smart Item Saving if you have this mod?

nimble gulch
#

Compare features of both.

#

Overlaps I found that are not mentioned on LobbyControl's page:
GeneralImprovements: FixItemsFallingThrough
OpenBodyCams: FixDroppedItemRotation
SmartItemSaving: FixItemFalling

#

@unreal oriole SmartItemSaving also has BetterSyncItems that Correctly synchronizes item positions and rotations upon joining. Don't see explicit mention of that on LobbyControl's page.

unreal oriole
#

SaveItemRotation and BetterSyncItems are not implemented by LobbyControl but their effect might get overwritten by LCs ItemClippingFix

unreal oriole
unreal oriole
green pendant
#

Just curious how lobby re-open works in regards to manual open/close. If re-open is true, and I close the lobby.. is it stayed closed until I reopen it manually, or will it automatically re-open the next time the ship is in orbit?
My initial desire would be close overrides everything. But opening it manually once will cause it to continually re-open automatically on orbit.

unreal oriole
#

if you set the auto-reopen the mod will work as shipLobby meaning it will instantly open each time you reach orbit

#

personally i prefer to keep it closed until i decide to open it from terminal ( which was the reason why i forked ShipLobby in the first place )

nocturne rock
#

closing it just stops randoms from joining right?

nimble gulch
#

That depends on your lobby type.

vagrant root
#

That way I can test them with my group in my mod pack

kindred cove
#

it's host-only either way πŸ€”

vagrant root
#

I feel like people would get desyncs otherwise but I could be wrong

kindred cove
#

πŸ˜…

vagrant root
#

I mean the same thing was said about LateCompany and ShipLobby being host only, but they were still recommended for everyone you play with to get πŸ˜†

kindred cove
#

yeah, better safe than sorry πŸ₯Ή

vagrant root
#

Exactly, so same case would be with this mod

#

πŸ’œ

#

My group is always too lazy to do manual imports

#

πŸ˜†

sacred forge
#

My group couldn't unzip a folder... lol I'm doomed without mod managers.

hidden solstice
#

my group can unzip a folder

#

but not in the correct location and only after 10 minutes of thinking

vagrant root
#

Yeah I think it'd definitely be a good idea to push these releases to Thunderstore under a Beta build or something so it's easier to get people to test and report bugs

#

πŸ™‚

unreal oriole
#

i mean this releasese are highly experimental and most likely broken... so i don't really want to put them on the thunderstore and then have people complain because they downloaded the wrong version πŸ˜…

#

i had that happen with some of the people in my group that always download the first result that pops up in the recently updated 🀦

vagrant root
#

I mean that's why I was thinking make a seperate mod page for it

#

Lol

unreal oriole
#

that's the point. if i make a beta modpage it's always going to be shown first before the other one in the updated sorting

#

and as that's the default sorting a lot of people will download it instead of the right one

vagrant root
#

☠️

unreal oriole
#

this one should work better with player count expansion mods
LethalAPI was causing some errors in console

vagrant root
#

Wait so all this time LethalAPI has been causing some issues with MoreCompany? ☠️

unreal oriole
#

it's nothing major just missing chat messages and some log spam

vagrant root
#

Could you upload this build to TS so I can use it with my group?

#

I was wondering what caused log spamming at times

#

LOL

unreal oriole
#

but i had the fix before so rolling back to the beta and just embedding it like TerminalExtras does fixes the issue

#

i first need to find if it is stable, there are few other changes that might not be

#

you as host can manually unzip it and overwrite your installation for the time beeing ( they should be fully backwards compatible )

vagrant root
#

Okay ^^

#

Just hope removing LethalAPI isn't gonna mess up anything for them πŸ˜†

unreal oriole
#

in theory it is all working fine as i can finally test things with LAN as i'm back on site and not workign with RDP anymore πŸŽ‰

vagrant root
#

Ayyyyy nice

unreal oriole
#

libraries should never interact with other players πŸ€”

vagrant root
#

Okay cool then πŸ™‚

unreal oriole
#

unless obiuvsly they are netwoking libraries ( but this is not the case )

vagrant root
#

I know for some mods dependencies and stuff are required for everyone

#

Yeah

#

Lol

#

Btw you may wanna update the manifest to remove the dependency as well

unreal oriole
#

it should.. just modmanagers dont care about local manifests

vagrant root
#

Yeah I went ahead and edited the manifest file to remove it, so I can import it without saying a dependency is missing πŸ˜†

unreal oriole
#

oh i see now... weird it did not update in the zip

#

does the zip have two dll files now?

vagrant root
#

Yeah it does have the LethalAPI.TerminalCommands.dll in there

unreal oriole
#

yep that's correct

nimble gulch
#

I keep forgetting that LobbyControl is host only, which makes uploading test versions to TS make even less sense.

vagrant root
#

It's one of those safety guards more than anything

nimble gulch
#

Against what?

vagrant root
#

Like how ShipLobby and LateCompany are host only but people still recommend everyone using the pack to have them

nimble gulch
#

Lobby Control is built to be vanilla compatible.

vagrant root
#

Ahhh gotcha gotcha

unreal oriole
#

i mean LobbyControl has some client-only changes ( mainly item rotation and cupboard parenting ) but if a client does not they will simply see things as if it was a vanilla lobby

unreal oriole
vagrant root
#

Well my friends should see the client only changes then, I left 2.2.6 included for code exports, for me it skips that version since I added 2.3.0 under TheMatty and Bepin skips the older version on load

#

it works

#

πŸ˜†

unreal oriole
#

oh you can dobule version it? 🀣

vagrant root
unreal oriole
#

nice job BepInEx

vagrant root
#

Looks like you fixed flashlights floating and Apparatus' floating

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Lol

unreal oriole
#

it's a patchfix sincerally

#

until i find a way to better calculate the sizes

vagrant root
#

I mean it works

#

I didn't seem to notice any real issues, granted I was playing solo

#

Lobby never went null

#

πŸ˜„

unreal oriole
vagrant root
#

Ahaha hope so

unreal oriole
vagrant root
unreal oriole
#

not really this are not release candidates and i'm still making changes to other stuff

#

so if people want to test them they are there but are still far from a release

last sinew
#

Is it possible to add /lobby load as a chat command to prevent cheaters removing my terminal?

#

Or does anyone know any other methods to counter this besides backing up save files?

unreal oriole
#

there is no real way to prevent them from removing the terminal... i could add a check to disallow that but i feel that would fit more a anti-cheat mod than this one

nimble gulch
unreal oriole
#

finally clean logs πŸ˜‚

#

and also proper lightning particles

vagrant root
unreal oriole
#

yep that's the Particle System one

vagrant root
#

Thank god lol that warning is annoying

unreal oriole
#

obv this changes apply only to who has the mod

vagrant root
#

Hope it hits release soon πŸ™‚

unreal oriole
#

this requires extensive testings so it's going to take a while before a release

vagrant root
#

I know some of my friends will love the performance uplift on stormy planets lol

unreal oriole
#

you'll also love that fixing it makes the particle actually spawn around the objects so now you'll be able to see the cash register getting shot

vagrant root
#

Nice

vagrant root
#

I love the log spam fixes they are so nice

vagrant root
#

Since you're implementing stuff for stormy weather, maybe you could look into implementing stuff from this mod? @unreal oriole https://thunderstore.io/c/lethal-company/p/PostMortem/BetterLightning/ it currently has a bug where there's a white tin can that spawns basically wherever a random lightning strike is about to happen and someone even reported it on github but the dev never responded so my guess is that it's likely abandoned 😦

kindred cove
vagrant root
#

But maybe

#

It sounds like the v45 version didn't have that, but that version won't work with the current game build so idk πŸ€·β€β™€οΈ

vagrant root
#

@unreal oriole current preview build is super stable in Multiplayer ^^

inner thicket
#

is the mod compatible with AC?

sacred forge
#

no

vagrant root
vagrant root
#

I used the preview release on stream tn with my group though and the only desync they had was seeing a few of the paintings we got under the ship, which tbf was fine with me cus paintings are so buggy and annoying anyways lmao

#

it was only people who late joined that saw it like that too

#

I'd say that's really good

#

πŸ™‚

unreal oriole
#

v2.3.0 Preview 4

Update again the scrap/item values after a hotload
Renamed GhostItem to ItemSync
added patch for slot de-sync when dropping the same item multiple times
added patch to prevent shotguns from disappearing if the client reloading is de-synced
https://github.com/mattymatty97/LTC_LobbyControl/releases/tag/2.3.0-pre4

GitHub

Update again the scrap/item values after a hotload
Renamed GhostItem to ItemSync
added patch for slot de-sync when dropping the same item multiple times
added patch to prevent shotguns from disappe...

flint pollen
#

Loving the mod by the way and it's giving me hope that I'll be able to host without errors thanks to forceitemdrop and itemsync (reserved item slot is giving me a litany of problems that affect other mechanics for some reason)

vagrant root
#

ReservedItems is a buggy mess

#

The scroll lock issue is the worst of them all

unreal oriole
#

as i said before i completly understand the balancing point of reserved slots... the problem is their implementation πŸ˜…

vagrant root
#

The scrolling issues and stuff used to not exist when I first started using it though

#

started a few months back, flip still hasn't fixed it

#

the mod has features I like, but it's not worth all the bugs

unreal oriole
#

btw the upcoming itemsync is but a hacked up patch.. the best way to prevent those if you're all using the same modpack is by using a mod like hotbarplus, wich externally syncs the currently active slot number between all clients

#

vanilla has the weird quirck of syncing slots by simple "move forwards/backwards by 1" rpcs.. but then uses slot ids for shotgun reloading

vagrant root
#

Haha the ghost item fix does work though, was using preview 3 last night and my friend dropped everything when a dead body he was holding respawned and he went "Why did all my items drop?" ☠️

unreal oriole
#

and there is like a 70% chance that client and host are not using the same slot ordering πŸ˜…

vagrant root
#

Yeah lol

unreal oriole
flint pollen
unreal oriole
#

yes that will always bring desync

vagrant root
#

So if you set it to 6 and someone still has it at 4

#

It will sync to the host and make it 6

#

When AC implemented the hotbar extending functionality the code was literally copy and pasted from Hotbarplus

flint pollen
#

Doesn't solve either of my current two pursuits: public lobby play (stable if I don't used reserved as host although it's fine as client even with) and heavily modded immersive pack for friends (all players same mods)

#

I'm just not going for extended inventory even disabling the utility belt from lethal things, thanks for suggesting.

flint pollen
#

You guys have strong and valid opinions about reserve the item slots though. Can the developer be reached could he be encouraged to rebuild his implementation now that a lot has changed and been learned and tested in the modding community?

vagrant root
#

He's already said he's working on a big update, dunno when it's gonna release though

flint pollen
#

Excited

vagrant root
#

I'm not lol I'm skeptical

nimble gulch
#

Abandoned Company Assets most likely.

#

Don't know why you asked here though.

verbal thorn
#

Oh woops wrong forum my bad!

#

(I thought I selected the right one...)

verbal thorn
nimble gulch
#

Because I use that mod too and it's a universal issue with it.

verbal thorn
#

Oooh okay!

#

So I assumed the mod author is aware of it? I was about to open an issue on GitHub

nimble gulch
#

They are.

verbal thorn
#

Alright, thanks a lot for your help!

inner thicket
#

any plans to add compatbility with AC

vagrant root
#

Why do you keep coming back and asking? Lol

inner thicket
#

I asked one time, if its compatible, now im asking if there any plans to add it? 2 different questions lol

vagrant root
#

Lol you don't even need this if you have AC anyways GI and Itemclippingfix will give you the features you would want

inner thicket
#

also did the dev day it him self that hes not gonna add it

vagrant root
#

GI

#

GeneralImprovements....

inner thicket
#

oh, it still doesent have all the features, like changing a lobby from public to private, and fixing invisible player problems

vagrant root
#

The invisible player issue as far as I'm aware does not happen with AC anyways

inner thicket
#

oh alr

#

trust me, I wanna stop using AC eventually, but im to lazy to rebalance my whole modpack

#

im just waiting on lethal modualirity

vagrant root
#

I already redid mine there's only a few features I need from Lethal Modularity tbh

inner thicket
#

oh

vagrant root
#

Yeah being able to adjust enemy power levels and spawn rates is the 1 thing I miss, and all the current alternatives just aren't for me tbh

inner thicket
#

yea and I liked the perk system as well

vagrant root
#

Perks I can live without as nice as they were

#

Depending on how Lethal Modularity adds them I may remove a few mods in favor of it's perk system though

onyx pumice
#

why cant my friends join in orbit how do i fix that ?

sacred forge
unreal oriole
# inner thicket any plans to add compatbility with AC

all the mods that edit the steam lobby ( allow late joining ) are fundamentally incompatible with each other as they have to touch the same code and rely on the fact that the code has been modified only by themselves

examples are AC , ShipLobby, LateCompany and now LobbyControl

#

i could add a config to disable the handling the steam lobby, but that would mean disabling the core idea of the mod so i just disable the entire mod instead if i detect an incompatible one

nimble gulch
#

There's not much point in making it compatible with AC anyway. AC has a lot of sync handling itself, not just late join.

nocturne rock
#

Hold up so don't use this and late company?

#

@unreal oriole

unreal oriole
#

they are all mutually exclusive
AC, ShipLobby, LateComapny, LobbyControl

#

you can only have one of them

nocturne rock
#

Probably were my issues came from last night didn't realize this gave us late join capability

unreal oriole
#

it's a matter of choosing the one that gives you the features you prefer on top of late joining

nocturne rock
#

Thanks fam getting rid of late company as we speak

vagrant root
#

I honestly can recommend using the preview release on Github, it's been stable for me

unreal oriole
#

new preview incoming btw

vagrant root
#

;o

unreal oriole
#

the shotgun fixes were not working so now i'm trying a different approach

vagrant root
#

I do think the shotgun bugs are funny though

#

LOL

unreal oriole
#

meh consisntly loose shotguns because only the host can reload them is not eaxtly fun imo

vagrant root
#

Oh I haven't had that lol oof

#

for me they've just desynced like that πŸ˜†

unreal oriole
#

no the issue i'm trying to fix is the reload one

vagrant root
#

then when he swaps to his shovel the shotgun appears being held funny XD

unreal oriole
#

but typically happens on vanilla because if you have a modpack you probably have a mod like hotbarplus that correctly tells all the clients the slot number you are at

#

i just noticed but this might cause issues with reserved slots so if you have that disable the config for the forced_sync

vagrant root
#

I will say it causes the pickup animation to be a little bit weird

unreal oriole
#

the alternative was to have all other items in your inventory to have broken hold anymations πŸ˜‚ which was funny but anoying

#

if i manage to do the opposite: having the client tell which slot number he is on, it will make for way better re-sync and no broken animations :/

vagrant root
#

Interesting

unreal oriole
#

nvm will yeet the "fix" entirely as i found the bug itself is caused by a mismatch of installed mods ( eg: host has GI + inventory sorting config and clients don't )

vagrant root
#

Ohhh ;o

unreal oriole
#

nothing much i can do with vanilla callbacks sadly

#

the current sync will work... ish but will cause more issues to the clients that are actually affected by the bug πŸ˜…

#

i will probably make a patchfix for shotgun specifically but wont be able to fix the desync itself

vagrant root
#

Yeah I don't even use the sorting configs in GI

#

Don't like themt bh

nimble gulch
#

I only use order on pickup.

vagrant root
#

I heavily disliked that feature tbh

#

But that's cus it was buggy last time I used it

unreal oriole
#

it is buggy because you need to all have that active otherwise the desync happens :/ i did not know that and was expecting some more advanced handling ( maybe first moving the current slot before grabbing or smth ) but instead it just changes the logic making it not vanilla compatible

unreal oriole
#

but ItemQuickSwitch is

vagrant root
#

Cus ItemQuickSwitch is way simpler

#

it basically just adds the number key stuff

unreal oriole
#

yeah i was originally using that but then change to hobarplus because it seemed to have more features.. turns out i was better sticking to itemQuickSwitch

vagrant root
#

I need the feature of extending hotbar slots

#

tbh

#

also inverted scrolling

unreal oriole
#

again if you use it in a modpack it's all fine

#

but i focus on vanilla compatibility so this was causing issues to me

vagrant root
#

Ah

unreal oriole
#

hopefully they have been solved by swapping back and disabling that config on GI

nimble gulch
unreal oriole
#

nope

#

just number keys

vagrant root
nimble gulch
#

I wonder, is disabling everything in HBP except slots being 1234 and inverted still keeps it vanilla incompatible?

vagrant root
#

I'm surprised GI doesn't just have an option for it lol

unreal oriole
#

yes hotbarplus completly discard vanilla slot changing rpc

nimble gulch
#

I see.

#

I still prefer it for having everything I need in one.

unreal oriole
#

vanilla clients simpy see you always holding the last item you picked up

vagrant root
#

ItemQuickSwitch has a thread, wonder if the dev would add inverted scrolling if asked

#

the mod is more popular than HBP

unreal oriole
#

vanilla compatibility is a big +

nimble gulch
#

Don't really care about vanilla compat myself, but I appreciate vanilla compat mods nonetheless.

vagrant root
#

Well coincidentally

#

The scroll locking issue that happens with reserveditems I noticed the people that never have it never pair it with Hotbarplus

#

Which I find very interesting

nimble gulch
#

The scroll lock happens because they use toggle instead of hold and go to terminal when toggled to the slot

vagrant root
#

I've never had it from that

#

For me it happens at random

#

but I also use hold and not toggle

nimble gulch
#

Oh you mentioned not pairing with HBP.

vagrant root
#

Yeah

#

I'm wondering if HotbarPlus has an odd conflict with it, cus people never seem to report the scroll issue that pair it with ItemQuickSwitch

#

I'll go ask the dev of IQS if they can add inverted scrolling as an option

nimble gulch
#

Flip knows about scroll lock I described. Nor sure about your case.

vagrant root
#

Yeah idk what causes it he asked me if I have any other mods that touch hotbar stuff and I said

#

"Hotbarplus and GI"

#

LOL

unreal oriole
unreal oriole
#

added a fix for this: #1196943144009351258 message
now server will allow a player to grab an object that it thinks already belongs to the player
IN OTHER WORDS: if server thinks you are already holding an object you will be able to grab it! ( vanilla negates any pickup of already held items )

#

this will be the last pre release until monday, have fun :D

nimble gulch
#

now server will allow a player to grab an object that it thinks already belongs to the player
Are two "player" in this mean same player?

unreal oriole
#

yeah only same player

#

if server thinks obj belongs to player-1, player-2 will not be able to grab it but player-1 will

#

vanilla just tells no to both XD

sacred forge
#

You're welcome.

vagrant root
#

So was using preview 7 tonight and people kept seeing each other as unknown, even with friend patches

#

Trying to find out why lol

vagrant root
#

@unreal oriole just wanna state I definitely think a lot of the bugs I got with ReservedItems stemmed from pairing it with Hotbarplus, I get rid of Hotbarplus and swap it for ItemQuickSwitch and tada scroll locking bug disappears

#

Performance also feels better with IQS compared to HBP

#

Likely cus HBP touches rpc's? Idk

rare siren
#

is there a reason for 'ghostitems' config option defaulting to false? just wondering

nimble gulch
#

It doesn't work well currently.

rare siren
#

ah ok. thanks for the info.

unreal oriole
#

the current release is not working, while in the previews it has been fixed

rare siren
#

mod looking solid so far. replaces the need for multiple patch mods. im surprised there isnt more downloads. πŸ‘

#

was just about to ask if there's any compatibility issues between lethalapi-terminal and terminalapi, but managed to find my answer in the discord search

unreal oriole
#

the dependency is going away with the next update anyways as it was partially conflicting with more company

rare siren
#

oh is it conflicting? havent noticed so far in my testing.

green pendant
#

Speaking of which, I assume LobbyControl's item rotation can replace OpenBodyCam's dropped item rotation fix, yeah?

vagrant root
#

@unreal oriole so I think the current preview build causes the unknown name bug to happen a lot

#

If a rc build doesn't release, I might revert to LateCompany and FriendPatches for my big stream tomorrow lol, cus even with FriendPatches the unknown name bug was happening in my group

green pendant
#

I also have a game coming up tomorrow.. so knowing which version (even preview) to use would be very helpful...

vagrant root
#

Preview 3 I know didn't give the unknown name issue

#

Preview 7 might be doing it cus of the new server option idk

rare siren
vagrant root
#

This one, I reenabled it though cus I swapped back to LateCompany for my stream tomorrow cus I don't wanna keep having the unknown name bug XD

rare siren
#

thanks

vagrant root
#

yw

rare siren
#

not sure if i did notice any issue regarding that, but ill do it anyway

unreal oriole
#

i am trying to find a solution but, while making it client only would be easy, finding a serverside one is not πŸ€”

#

there will not be any releases till sunday evening UTC, as i'm away btw

vagrant root
#

Yeah you're all good I can't think of anything else that might be causing the unknown name issue outside of adding Celestial Tint but idk how that mod could cause that lol

nimble gulch
#

Does it affect anything, or is it just literally unknown name above their head and that's it?

unreal oriole
#

most likely it also affects the radar names

vagrant root
#

I've not had the unknown name issue personally it's people joining the lobby that have

#

Could be a case of maybe something weird with having a mismatch of the preview release on my end and them using the TS build somehow

unreal oriole
#

no that's how the bug appears, only clients see the wrong/missing names

#

even with other latejoin mods ( don't know how ac works but can say for shiplobby and latecompany )

vagrant root
#

Also I had a weird bug last night where someone died to a mimic holding a shovel and flashlight and when they died they didn't drop the items the items were just gone

unreal oriole
#

that's how vanilla works, giant/sandworm/mimic kills will also delete all held items

vagrant root
#

Really? Everytime I've died my items drop lol

#

At least when I die to masked enemies at least

unreal oriole
#

might have been a separate mod that changes the behavior

vagrant root
#

Not the others

#

Yeah idk

#

Game go brrr sometimes lmao

unreal oriole
#

i'll have to ask around if it counts as bug ( like the lightning one ) i will add a patch as doing it server side is quite easy

vagrant root
#

Why btw does HotbarPlus make performance worse and also cause higher input delay than using ItemQuickSwitch and ScrollInverter?

#

I figured you might know lol

#

I noticed mouse movement is worse not the scroll delay lol

unreal oriole
#

no idea about that, i would need to do a performance analysis on tthe code to give you a proper answer

#

and as the dev already plans on recoding it might as well wait for the new release

vagrant root
#

I mean we did discover it has a lot of compat issues with GeneralImprovements so it may just be due to that

#

Yeah true

nimble gulch
#

Hmm, current preview version makes terminal text start from the very top of the monitor, which ends up overlapping with credits.

#

Tested with Lobby Control only.

vagrant root
#

Yay finally might get a new release today

#

Good, maybe that'll fix the unknown name issue since everyone will finally be on 2.3.0 in my group XD

vagrant root
#

Lol

vague talon
#

;c

green pendant
#

used preview 3 last night to avoid the 'unknown' bug. i think ghostitems was the only thing disabled.
we had some issues with scrap icons being left on radar. not from the company. we had an icon stuck maybe a meter away from the side of the ship. there was no item there, and the icon continued throughout the night i think.

we had a bunch of people leave at one point during the night, so we were left with ~4 people. a new person came on and could not see at least two of them.. so we restarted lobby.

i run with harpghost mod. at one point i picked up a harp from the ship, played it.. and dropped it.. and it immediately fell under the ship. we were at the company at the same so i went outside and could see it there. it followed us to a moon where i could eventually crawl under and grab it.

no idea if these were lobby control bugs or not.
i guess i also noticed that the death display was de-sync'd and doing namefix didn't fix it. player names and radar seemed fine, but ONE person had the name/icon of a player that left an hour prior while dead.

unreal oriole
#

preview 3 was sincerally quite a while ago so i don't really remember if i have changed or not stuff that might affect them.. quite sure the Invisible person fix works in most cases but having more than 4 players always introduces uncertainty πŸ€”

#

i'll have to find a way to convert it to a preloader for a future release but for now it works wonders

kindred cove
#

if this works it's a gamechanger

mortal sapphire
#

wait this is goated

unreal oriole
#

ALL logs from unity and all Logs from BepInEx will be deferred as soon as generated ( before even checking if they have to be written or not ) to a separate thread

kindred cove
#

absolutely goated πŸ”₯

unreal oriole
#

rn it does sketchy reflection/pbulicization things as soon as the plugin loads.. so the changes are in effect only after the plugin loads... i'd like to move it to a preloader but i could not find a single tutorial/wiki on how to use preloader :/

#

downside is all logs that were not yet written when the game/process stops are lost, so if you need to debug crahses you're better off disabling it to get the full log

nimble gulch
unreal oriole
#

btw this mod should not be LC only, if i did my job right should work with any unity game πŸ€”

#

performance gain has not been benchmarked yet tho

flint pollen
#

Using three different log cleaners and it's still a nightmare πŸ˜€ the one that allows custom filters I honestly can't figure out. It's not using RegEx, and it doesn't want the literal output message but the unity namespace/function... Something else...

unreal oriole
vague talon
kindred cove
#

if there's too many of them they wait to be written to disk

vague talon
#

ah ic

vagrant root
vagrant root
#

Now I can't unsee it, damnit there goes my OCD XD

vagrant root
#

Gets rid of the lag from log messages

#

By default they're pushed on the main thread I think

stiff gust
#

This is really exciting

nocturne rock
nocturne rock
vagrant root
junior swallow
#

it will def help if a mod is spamming errors as well

#

or warnings

#

or at least it should

vagrant root
#

Yep

junior swallow
#

i should put my main mod in debug mode and see if it does help lol

nocturne rock
#

then what exactly does log neuter do should i pair them? (assuming u guys know)

junior swallow
#

log neuter just turns off some of the logging types

vagrant root
#

Don't use LogNeuter

#

It increases boot times tbh, and it's not needed

nocturne rock
#

boot times would be great for my pack will it be bad for other mods though?

vagrant root
#

Shouldn't

#

Logneuter I found gave no real benefit anyways when you adjust logging settings

nocturne rock
#

dont know how to adjust loggging settings, or even where to start

vagrant root
#

I mean you don't really need to change anything with AsyncLoggers, it does away with the fps loss from logging

nocturne rock
#

anything else to decrease launch time?

vagrant root
#

Idk

nocturne rock
#

ight bro thanks

#

does log nueter have a mod page here?

#

my search doesnt work properly @vagrant root

vagrant root
#

Huh?

nocturne rock
#

does the log neuter mod have a page in mod releases

vagrant root
#

Idk

#

Just uninstall it from r2 if you have it

nocturne rock
#

kk

nocturne rock
vagrant root
#

That mod has never been needed

nimble gulch
#

None of them are ever needed.

#

And none of them replace any other.

#

They do different things.

vagrant root
#

Yeah, I just remember Kyxino saying he didn't recommend FixRPCLag before, and the reason for that was cus you can do what it does in BepinEx's config already

nimble gulch
#

You can't.

junior swallow
#

i mean you can, it just changes the log level

nimble gulch
#

BepIn logging settings are for BepIn and Harmony logs only.

#

You can't.

junior swallow
#

i mean im looking at the code of the RPCLag fix mod, you absolutely can

nocturne rock
#

@junior swallow how do i acheive this

nimble gulch
#

I tried BepIn logging level settings. Everything but BepIn and Harmony logs was unaffected.

junior swallow
#

you dont need it, esp if you use the async log mod

nocturne rock
#

thanks

#

does having both hurt? maybe make the job more efficient

junior swallow
nimble gulch
#

They do different things.

nocturne rock
#

sorry for question spam

nimble gulch
#

Just don't use it if you have frequent crashes.

junior swallow
#

the async one will help perf everywhere though

unreal oriole
#

async loggers moves everything away from the game thread, so adding ( using debug level ) or removing ( using error level/ use mods that reduce logs ) should not affect the game in any way other than letting you read the console more clearly XD

vagrant root
#

It won't increase the chance of crashing

vagrant root
#

My bad

unreal oriole
#

as things are written using threads if the game stops before they have finished writing the missing part is lost

junior swallow
#

is that just for the game logging though? as in a unity crash would still generate its dump and log file

nocturne rock
#

you guys are losing me in translation a bit here, i just want faster boot time, good fps

nimble gulch
#

You won't get that from these.

#

Unless you're on a complete potato maybe.

unreal oriole
#

yeah shold... i only changed the loggers that the Debug. calls use so the crash reports should be separate

nocturne rock
#

could someone run through my list by chance and tell me whats redundant?

junior swallow
#

well you could get better fps from it

nimble gulch
#

Only performance mod out there is CullFactory.

vagrant root
#

There's a lot of cases where vanilla spams logs

#

So it will help performance

nimble gulch
junior swallow
#

i can tell you right now when i put my mod into super spam debug mode, with the async logging it no longer hitches my game

#

so i beleive the perf is actually better than you are expecting

nimble gulch
junior swallow
#

correct

vagrant root
#

I've also come to learn something recently which is that the game performance also is heavily based on a mod's optimization rather than mod count

#

a bunch of optimized mods run well

#

One unoptimized mod can reduce perf

nimble gulch
#

Mod count affects initial loading the most.

nocturne rock
#

anyshot someone could run through my list by chance and tell me whats redundant?

vagrant root
#

I know but it's funny how you can have a list of over 90 mods, and the game runs smooth as butter as long as they're all optimized

unreal oriole
nimble gulch
#

I mean, all those 90 could be simple texture replacements for all we know.

unreal oriole
#

just trying to keep the channels tidy nothing else

vagrant root
#

In my case a lot are just dependencies ☠️

#

My mod pack consists of like 18 damn dependencies

#

LOL

nocturne rock
#

@unreal oriole sorry brother dont mean to intude

vagrant root
unreal oriole
#

nono it's fine all the other questions were relevant for the new release

vagrant root
#

I feel like it's something that is in the scope for this mod to include

unreal oriole
#

just the one about the full modpack

nimble gulch
vagrant root
#

Yeah

junior swallow
unreal oriole
nimble gulch
#

I thought unknown name fix is already in LC, no?

#

And recently played exists as a separate mod.

vagrant root
unreal oriole
#

late joining players seem to inconsistently appear as Unknown to other clients without a reproducible way to test it :/

unreal oriole
nimble gulch
#

Yet to encounter that issue. But we rarely latejoin.

green pendant
vagrant root
#

I have once too but that was like back on v40 I think

#

I think it was fixed since on the host's end

green pendant
#

probably was that long ago, yeah

unreal oriole
vagrant root
#

but we removed the LethalAPI depenency from the pack for 2.2.6

unreal oriole
#

yeah players above 4 are not synced after the game starts

vagrant root
#

Ah

unreal oriole
#

adding an improvement to the namefix command for it

#

should pester MoreCompany for a proper patch on their side XD

nimble gulch
#

Does more company affect anything if lobby is set to 4? Other than cosmetics.

unreal oriole
#

cosmetcs

#

but it is still running all it's patches

#

so it might affect something else too just unseen

unreal oriole
#

hardcoded 4 right there

vagrant root
#

I will say when using LateCompany and FriendPatches I never had the unknown name issue, but for whatever reason with LobbyControl once a 5th person joined even with FriendPatches they would still see Unknown

unreal oriole
#

maybe latecompany patches that hardcoded value on their own?

vagrant root
#

So maybe LateCompany implements a fix somehow?

#

You should check the code

nimble gulch
#

Why would you use LateCompany with LobbyControl?

#

Or was it a comparison?

vagrant root
#

It was a comparison

#

for my big 200 follower stream I removed LobbyControl in favor of LateCompany so we didn't have to deal with it, even though other desync issues happen with LateCompany

#

I prefer LobbyControl though for it's stability and lack of desyncs

#

It was just cus I knew we would have a lot of people playing and I didn't wanna have people complaining

#

"I see you as unknown"

#

Lol

#

I had to deal with that the 2 streams prior to that πŸ˜‚

#

Luckily they were smaller ones

nimble gulch
#

I don't know why I even have MC at this point. Last time we had more than 4 people was like a month ago.

vagrant root
#

and when we added FriendPatches it didn't fix it so maybe FriendPatches is just a placebo fix? πŸ€” idk

unreal oriole
#

for now next preview and future v2.3.0 will have a patched lobby namefix that accounts for possible extra players

#

problem is that if the server does not send the new steamIDs friendpatches cannot guess what id they have πŸ˜…

vagrant root
unreal oriole
#

it is intended for when a player changes their username midgame

#

nice to have but not exactly usefull πŸ˜…

nimble gulch
#

By the way, do you know if NameFix (allows underscores and numbers to show up in names) causes any syncing issues?

unreal oriole
#

shouldn't the keyword filter is client side

vagrant root
#

I wonder how well LethalUtilities' NameFix option works in comparison btw, it says it's untested to I've always felt iffy about it

unreal oriole
#

i can quickly make a separate mod to change that if you want but i will not add it to this one πŸ˜„

vagrant root
#

Yeah I would be cool with that

unreal oriole
#

need an icon now πŸ˜‚

#

DoNotEatItems

unreal oriole
vague talon
#

lol

rare siren
#

but the forbidden metal screw taste so good πŸ˜”

unreal oriole
#

quick and dirty gimp drawing and it's good enough

rare siren
#

btw what’s async logger good for?

#

does that help with performance or something?

vague talon
#

i think its honestly mostly for mod developers

#

rather than your average user

unreal oriole
#

well most mod developers never remove the debug logs from the mods once released so even users will benefit from it

vague talon
#

whoopsie

unreal oriole
#

πŸ˜‚πŸ˜… ☹️ .

vague talon
#

not sure why i thought they wouldnt see the Plugin.Logger.LogInfo stuff

unreal oriole
#

with AsyncLoggers no matter how much logs ( both from Unity and Mods ) are generated they will never affect the game performace

vague talon
#

Async code do be nice

unreal oriole
#

i always wonder why log libraries never do it on their own πŸ€”

#

single thread + queue, and all logs will always be ordered correctly while never have to wait for them to be written

vague talon
unreal oriole
#

that's because by choice i made the thread a so called deamon thread ( means it will die as soon as process ends ) normally threads will hang the process until they have finished

vague talon