#Lobby Control & Matty's Fixes
1 messages Β· Page 2 of 1
[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()
so now i just have a main override on the terminal to just bail out if the mod is disabled
π€

popped even before mode select
reuploaded rc4
Agitatio over here probably hoping it works this time so you can publish it to TS XD
ok, terminal works now, lets go
Ayyyyyy
a lot of people are looking at the channel rn waiting full of hope that it works π
dev included π€£
We all want it to work π
How do you even see that? tf?
Invis gang goes brrr
Modded Discord client? π
So yeah, my initial report was false. Client picked everything up fine. Flashlight stayed on the floor for host. Testing command now.
wait you are not supposed to type the command
host forces client to drop the inventory to prevent desync
How else?
command is there for emergency it should activate on it's own when the client excedes the inventory of the host
Ah.
should also write it in the chat
Well, it didn't activate.
if (StartOfRound.Instance.IsServer && __exception is IndexOutOfRangeException)
uh oh
Host:
does the server log anything when client goes over size?
Client. Doesn't seem like anything interesting is here.
no client is fine
it's the Finalizer that is not catching the exception somehow... or is the GhostItems set to disabled in config?
I didn't touch config, but let me check.
By the way, does it matter if client is running LC too?
GhostItems is true
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 itβll release within a couple hours or so.
Obviously no pressure, just wondering how things are looking!
yeah we are testing release candidates
Rad!
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.
Youβre doing good work, my dude
@unreal oriole
you know what?
any exception is fine if (StartOfRound.Instance.IsServer && __exception != null) XD
names are out of the scope of this mod.. as there is no way to force a client to update the name ( that i know of )
oh yeah, btw, the flashlight that host sees can't be picked up by host until client drops it from reserved slot
if this does not work i'm probably still going to release it and keep the GostItem fix for the next release
have you tested the new release candidates? i've added some minor tweaks that might help
it was v80
there is no 100% way to solve it i can just mitigate
yeah that's the normal desync status
Do I need to be in orbit for the test btw?
nope anywere works for this specific fix
DamagePlayerFromOtherClientServerRpc
DamagePlayerFromOtherClientServerRpc(selectedPlayer.health + 1, new Vector3(900, 900, 900), 0); });
The desync got worse now. Client doesn't drop anything, but other items desync too now.
it's not the killRpc plus as the real client does not exist that rpc will never trigger a kill
I have all 5 items on the floor for host now, can't pick up any until client drops them
O.o
ok that feature is getting pushed to the next release then. need more investigation
So 2.2.4 is gonna be pushed without that feature then?
I assume it's not very useful for when identical profile is shared?
yes, i'm preparing the thunderstore release now
Yay π
Am I free? 
yes thank you for your time and patience
hopefully i will be able to run most of the tests myself next time
i do not want to rdp develop again π
Glad I could help.
waiting for thunderstore to process it
Lol the link hasn't updated the version though gotta love Thunderstore π
he was great, really helped a lot even if i couldn't figure out the issue in the end
But yeah viewing the page shows it's updated
and you'll have to wait even more for r2modman π€£
Yep XD
add credits to testers
will do on the next release if there is enough contribution. this one is already out so i cannot edit it
1st downlaod too π
if no major issues pop up in the next minutes i will finally go to bed π€
Got a bug lol, I can't reopen the lobby it says it's null
@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.
It seems like the auto-reopen lobby option causes this to happen, I recommend keeping it set to false for now
Well with auto reopen wouldnt it be just the same as latecompany? Lol
Could be that it conflicted with Better Lobbies somehow tbh
Aren't you a needy fella.
Happens even with it off. And it's not a conflict.
@hidden solstice i was sleeping when he released but here you go
Failed to fetch lobby ( was null )
is this the error?
Yeah
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
does it happen in online or in LAN ?
Also there seems to be this bug as well atm, it doesn't happen when solo though
I couldn't get any error for it happening or anything though
Happened while playing in Multiplayer
Idk if it happens in Lan or not
does it happen only when LC is installed? because i never touch the monitors just the rarar objects
in lan it is normal, because there is no Steam Lobby so the lobby is null
I think it could be a conflict when using it with TwoRadarMaps atm
Would disabling the radar features fix it?
does it happen after you use the load command maybe?
or it's there on boot?
Nah it just does that as soon as another player joins the lobby
then i doubt it's caused by this mod, but you can try and disable the radar patches
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
Not new.
Also had that solo.
π€·
Have you considered maybe implementing the lobby code system from Better Lobbies btw?
Lobby Control is off. Solo online.
Weird
Either GI or QC maybe?
I stopped using QualityCompany cus it was causing problems before but I could readd it
For whatever reason the networking feature when on
conflicts with bongo's api
but also it made Mirage voices desync at one point
and idk why
That feature is off though, because it's experimental. Experimental features have separate toggle that is off by default.
But yeah the hotbar features are also why I liked it
For whatever reason it still defaults EnableNetworking to on and you have to turn it off to fix conflicts with Bongo's SoundAPi
Don't ask me why
XD
It's neither these, nor OBC.
Do you use Diversity? I almost wonder if it happens when the Bracken's personal space is enabled
Cus I disabled it earlier cus it bugged for me on stream tn
I do. Bracken rework is off though.
Odd
Tested this too. Online, LC only.
do you get "Preventing the closing of Steam lobby." in the logfile?
it is a Debug line so it might not be visible in console
Doesn't seem like it.
there are no debugs at all in that log π
Do I need to enable something? I only have LC and it's dependencies.
Assume log level in BepIn config?
is this the Player.log?
LogOutput.log
this is stil not the Player.log
yeah should be that one
Well, that's what I sent. π€·
Maybe I should've enabled LogConsoleToUnityLog?
this is what it should look like π€
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 )
I'm on a fresh profile myself. LC only. I just go online, host, land and type lobby in terminal.
Created another fresh profile. Now it's fine.
lobby status still doesnt work though
Does it give the null error?
That's with auto open though
Yeah I had the null error happen with auto reopen
Still null with auto_lobby false
so 2.2.4 is super bugged then it sounds like
I wouldn't call that super bugged.
I also feel like the item cupbard placements aren't working as well as they did before
Well true
Does it lock up on trying to exit the lobby after it reports null?
No.
seems the Start is never called on my mod π€
lobby works
lobby status doesn't
Don't know why lobby didn't work for me before. Maybe some residue from testing RC.
Is this a terminal issue or core functionality issue?
fixed and uploaded
i should not have used Start and instead put the incompatible mods as soft dependecies to be sure to load after them
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/
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
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)
no, the mod should not prevent you from doing anything that's in the base game
plus the v2.2.4 was actually doing nothing as Harmony was not applying the patches
I see, well i'll test it further after i'm done with my friends, but it does not happen when off soo.. :C
you should also look at the logs in case there are errors that may help
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
in genral ypu should update as soon as you can if you're still on either 2.2.3 or 2.2.4
nah i'm on 2.2.5, i'm gonna try to reproduce it now
There seems to be some issues with "ItemClippingFix":
- Items floating
- Items such as this note being added by a compass mod spawning in a broken position
For reference it should look like this:
It goes back to its normal/expected position when I disable "Lobby Control"
GI and lobby control have overlapping fixes, you need to disable them in config on one of the mods
Do you have "the list"?
GI's FixItemsFallingThrough is one I assume?
#1211989201793449994 message
this is the only one that was listed here before
Oh my bad, I'm gonna check
Yeah, I don't see anything else.
Even with GI's FixItemsFallingThrough set to False the issue persists:
Btw which ones of the config files should I edit?
Not the git one
git one is old .. and was causing issues because was too long π
the github one was the preview from github
Oh? I never downloaded a build from GitHub directly tho!
Got it! π
oh
i specifically ignore the note and the manual, so unless GI renames them they should not be touched
It's a note added by a mod tho
That's probably why it's acting up
It wasn't acting up prior to the last update tho, that's why I wanted to report it
This mod specifically:
https://thunderstore.io/c/lethal-company/p/HectorAlligator/Solos_Ring_Compass_TWEAKED/
@unreal oriole
hey
since the 2.2.5 update is done
i have a sidequest to you
https://thunderstore.io/c/lethal-company/p/SquidyBallinxGaming/ShipTurrets/source/ make the turrets attach to the ship
π€¨
ask in #1188298686560739389 or #1210315682613436446
i do not plan on adding it to this nor forking it
[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 ?
yes thanks but for the time beeing disable the invisibleMan in config
oh will do o: and alright, that's the player.log i should send yes ? ^^
yes the player.log
pls :))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
there x) thanks again
rpc handlers are static π€¦
so there is no __instance π
i'm surprised this problems did not pop up during testing
and Thunderstore update released.. will see in 1h or so once it hits r2modman
it actually doesn't show until there's two player or more, i couldn't replicate it alone
that patch triggers when a player disconnects while dead
so if you are alone or in two will never happen
wrong it trigger while in 2 but does nothing
uh
add a turret upgrade
to the ship
that you can buy
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
^^^^
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
π€¨
Can we turn InvisiblePlayer back on?
in the new release yes should have solved all issues
GhostItems too?
what you think of my idea
yes but that one is not good
that one i havent changed but we never tested with the harmony actually applying the patches π
Guess I'll just keep everything at defaults then until next time.
We can't change moons after first mission, it fixes when everyone's leave my game
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:
it's a bug of v2.2.5 either disable invisibleMan in config or update to v2.2.6
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.
Quality company touches A LOT of classes and conflicts with other mods that try to edit them.
Interesting. I installed this mod to fix that problem. I have found this problem to occur with More Company. It was not the case with AC.
I experienced this as well in 2.2.4 The lever gets stuck in space after returning from first launch
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.
Ah well it's probably a MoreCompany problem since it seemed to occur in basically every game using it? So is there any fix besides that mod that allows you to "de-softlock" yourself?
This mod already prevents clipping by finding the size of the item and making sure it just contacts the ship floor. I believe these are incompatible by design. You would have to have one or the other enabled in the config.
No no I meant with the "ItemClippingFix" from this mod, I already disabled/got rid of the original one prior to using "LobbyControl"
I have not looked past finding the Quit mod. I had migrated to AC just before the Drama and was happy with its system working. I have yet to go look for a fix now that i am back with more company. π€·ββοΈ
Ah I see, fair enough!
If I remember later I will let you know if I find a solution.
Thank you! π
After setting every single parameters in the config file of "Lobby Control", the issue with the note's position and axis being changed still persists, it only goes back to normal when the mod is disabled π€
wierd disabling cupboard, itemclipping and outofbounds should remove all interactions i have with items
Yes that's actually why it threw me off π€
The only thing I'm sure of 100% is that disabling the mod fixes the issue
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
Like maybe it's considered as "loot" as it spawns after loading in unlike the clipboard and the Sigurd note
(althought you cannot grab said note even if there's a prompt for it)
(You can also see it load with the compass it seems)
oh.. yeah i checked the code from github and apparently i forgot to check for the toggle in a section of itemclippingfix π
the one that indeed sets the rotation of all items in the second tick of the lobby
I figured that would probably indicate some underlying issue π
As ridiculously small as my issue is
mystery solved... will fix with low priority in next release
Thank you! π
will also try to solve the specific issue by maybe only setting rotation for items loaded from the savefile and not all grabbales
Ooh that's a great idea!
Didn't think of it that way but that seems like a reasonable way to fix it!
For the record of what happens when LobbyControl was enabled:
ok then sorry tho
@unreal orioleWould this mod interfere with the changes you have made to the cabinet?
https://thunderstore.io/c/lethal-company/p/ViViKo/TwoHandedStorage/
Also it is very much out of date. Would you be able to support this yourself?
You mean like how LCUltrawide and HDLethalCompany also haven't been updated in a while? XD
I knew about HDLethalCompany but not LCUltrawide. Don't do this to me!
LCUltrawide is much more simple and doesn't need it tbf
V50 is gonna be the purge
Yeah and I bet most of these mods are fine as they are.
Right?
reminds me of the reaper door to door meme.
I just want all the active mods to absorb the inactive ones like a slime. A cute RPG slime.
Yes but im not sure if thats gonna work well with closed source mods
Also. Does this do anything to your code as it stands or am I fine?
They have to like change a lotta stuff
Or they build everything with new code that has no relation to the old
true.
The amount of edits I have to make to have legible English. I swear I need to fix this.
Dawg my english has become so bad these years lol
LobbyControl bug?
Came across an aparatus that was rotated incorrectly in the socket. v2.2.6
LOL
Nah that's just how apparatuses sit these days XD
you gotta change your sitting posture otherwise it hurts
most likely relates to this
#1211989201793449994 message
will probably be fixed in the next release, maybe by next week
Go for it
Btw just because a mod isn't updated recently doesn't make it outdated. Lethal company hasn't made any changes that breaks it so no need to update
If it helps.. I disabld ItemClipping fix in config and it solves it. So probably exactly what you expect. Just letting you know
You are completely correct. Not all mods even need to be updated regularly. I am just paranoid. haha
question was more about compatibility than me merging it.
if i find something to improve i will, but as it is now seems fine to stay separate
just put all two handed items on top of the storage ffs ( jk )
the entire thing basicly
since its lobby control
make it so you can change coil head speed
is it possible]
#1211989201793449994 message
@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.
lol. But how?
That is not what this mod is for.
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 is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
oh k
not serverside
buddy... you had a clear warning about not bothering modders to do stuff that you want done, but in spite of correcting you literally yesterday, you continue?
what
its just a idea
???
he does it if he wants to
You were explicitly told to not come here anymore
Good bye.
Either a language barrier or just lack of self awareness.
Β―_(γ)_/Β―
how to use commands?
im so confsued
I do option friend says this command is notg a thing
type lobby in terminal
Something must be breaking it then. Or the mod isn't active for you at all for some reason. π€·
so how does the command go
Like it goes
"lobby option public"
Does just lobby even work for you?
Just lobby should give you list of commands.
okay, are you sure the mod is installed & enabled?
yea didnt work
Some other mod is messing with terminal commands probably.
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
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.
there should have been a fairly noticeable red line in console stating that LobbyControl was disabled because it was incompatible with LateCompany
See! It happened!
yeah i was thinking the same XD, problem is that it's not that easy to add a popup window like that π€
I actually use the toggle buttons because they work with ther reserved slots but they also work when you're client in a lobby where reserved is not present. I've unbound the reserved keys and bound walkie and flash to mouse 4 and 5.
crossreferencing my mods now as I'm also getting no lobbyControl in the terminal... Will report...
#1211989201793449994 message
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)
It's not.
Moon joining is a mixed bag even in AdvancedCompany.
It's a little fun. Potential might emerge.
issue is that moon joining is buggy to say the least... the only save way to let people join is while in orbit
Even if they join as spectators?
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
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
Thank you confirming I have tested also.
I agree.
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.
i'll try to make it work (when i'll really hate myself lol), but this type of late-joining will definitely not be a host-only mod
Ok you might want a friend to join late because they were just busy but it doesn't play into realism well.
because of the amount of items needed to be synced π
i mean unless you have a mod to boost the time you can spend on a planet they will be able to join you in less than 15 minutes π
gl with that i do not have it on my TODO radar at all π
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.
this is my random idea, but if i ever come to doing that it's gonna be integrated in some way into your mod π
still them spawning in ship while you all are 30min deep into the dungeon means they will basically paly alone for that session π
addons are always possible..
Teleport-to-radar-booster mod...
(this inside another mod I forget the name (which is why I like mods to be single purpose π ))
and extra inventory slot because someone has to keep that radar "just in case" someone might join π suuuuure
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.
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 π
@kindred cove geuinely I think you shouldn't bother, latecompany just added it as a jokeexperiment imo
that's true
it's better to help improve someone's solution than reinvent the wheel
mechanically leave that kind of behaviour to another videogame anyway
It's a major design choice
also true
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
Disable it in GI.
Does GI's cause more issues?
Not that I'm aware of.
I had GI's option disabled for a while now in favor of Lobby Control's and it worked seamlessly
Yeah, it also fixes the weirdness of items floating if you were holding them before dropping out of the lobby
Lmfao
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
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
yeah commands are:
lobby open
lobby close
ecc...
oh ok type lobby before any lobby command?
Yes
host only mod
does this also increase lobby size?
No.
whats a good mod for lobby size
morecompany
advanced company
AC is not compatible with this mod tho
do you need Smart Item Saving if you have this mod?
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.
SaveItemRotation and BetterSyncItems are not implemented by LobbyControl but their effect might get overwritten by LCs ItemClippingFix
adding a config toggle to not update rotations of newly spawned objects
https://github.com/mattymatty97/LTC_LobbyControl/releases/tag/2.3.0-pre1
for who is intrested to test stuff π
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.
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 )
closing it just stops randoms from joining right?
That depends on your lobby type.
I'm surprised you haven't uploaded a seperate version to the Thunderstore for the preview releases and stuff, Maybe LobbyControlBeta?
That way I can test them with my group in my mod pack
it's host-only either way π€
Is it? I thought everyone would need it cus of some of the changes like the item rotation stuff
I feel like people would get desyncs otherwise but I could be wrong
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 π
yeah, better safe than sorry π₯Ή
Exactly, so same case would be with this mod
π
My group is always too lazy to do manual imports
π
My group couldn't unzip a folder... lol I'm doomed without mod managers.
my group can unzip a folder
but not in the correct location and only after 10 minutes of thinking
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
π
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 π
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 π€¦
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
β οΈ
Removed LethalAPI dependency ( was causing issues with MoreCompany )
Embedded TerminalCommands 0.9 in zipfile
Improved HotLoad
this one should work better with player count expansion mods
LethalAPI was causing some errors in console
Wait so all this time LethalAPI has been causing some issues with MoreCompany? β οΈ
it's nothing major just missing chat messages and some log spam
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
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 )
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 π
Ayyyyy nice
libraries should never interact with other players π€
Okay cool then π
unless obiuvsly they are netwoking libraries ( but this is not the case )
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
it should.. just modmanagers dont care about local manifests
Yeah I went ahead and edited the manifest file to remove it, so I can import it without saying a dependency is missing π
oh i see now... weird it did not update in the zip
does the zip have two dll files now?
Yeah it does have the LethalAPI.TerminalCommands.dll in there
yep that's correct
I keep forgetting that LobbyControl is host only, which makes uploading test versions to TS make even less sense.
It's one of those safety guards more than anything
Against what?
Like how ShipLobby and LateCompany are host only but people still recommend everyone using the pack to have them
Lobby Control is built to be vanilla compatible.
Ahhh gotcha gotcha
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
exactly the main focus of the developement of this mod is beeing 100% Vanilla compatible
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
π
oh you can dobule version it? π€£
Yeah
nice job BepInEx
I mean it works
I didn't seem to notice any real issues, granted I was playing solo
Lobby never went null
π
let's hope that never happens again π
Ahaha hope so
that's a great start, but most of the code in the mod only triggers when there are other players so it still needs more testing π
Time to make Agitatio test again? I don't have anyone around this early π
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
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?
https://thunderstore.io/c/lethal-company/p/CTMods/ChatCommands/
adds a /term chat command to access terminal from anywhere
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
Since when am I a designated tester?
add Fix for some log spam:
CalculatePolygonPath
stop calculating paths for dead enemies
Particle System
use sphere shape instead of mesh for ParticleSystem
finally clean logs π
and also proper lightning particles
Does this also fix that warning that the game spams on Stormy planets by default?
yep that's the Particle System one
Thank god lol that warning is annoying
obv this changes apply only to who has the mod
Hope it hits release soon π
this requires extensive testings so it's going to take a while before a release
I know some of my friends will love the performance uplift on stormy planets lol
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
Nice
I love the log spam fixes they are so nice
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 π¦
isn't it a deliberate choice to spawn them?
I don't think so
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 π€·ββοΈ
@unreal oriole current preview build is super stable in Multiplayer ^^
is the mod compatible with AC?
no
I was just making a joke lmao
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
π
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
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)
Why not just use Hotbarplus and extend the amount of slots?
ReservedItems is a buggy mess
The scroll lock issue is the worst of them all
as i said before i completly understand the balancing point of reserved slots... the problem is their implementation π
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
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
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?" β οΈ
and there is like a 70% chance that client and host are not using the same slot ordering π
Yeah lol
that's nice to know, it quite the nuclear option but does it job at putting all the clients in the same state
I don't like the balance nor immersion changes. Having a pocket for key, and body clips for walkie and flashlight is an vibe. Besides differing amounts of slots to the host and client would still bring desync?
yes that will always bring desync
Hotbarplus syncs the slots server sided if you change the amount
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
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.
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?
He's already said he's working on a big update, dunno when it's gonna release though
Excited
I'm not lol I'm skeptical
#1177039162428366848
Abandoned Company Assets most likely.
Don't know why you asked here though.
But also you were right, how did you guess? π€
Because I use that mod too and it's a universal issue with it.
Oooh okay!
So I assumed the mod author is aware of it? I was about to open an issue on GitHub
They are.
Alright, thanks a lot for your help!
any plans to add compatbility with AC
No
Why do you keep coming back and asking? Lol
I asked one time, if its compatible, now im asking if there any plans to add it? 2 different questions lol
Lol you don't even need this if you have AC anyways GI and Itemclippingfix will give you the features you would want
also did the dev day it him self that hes not gonna add it
alr thx
whats GL?
oh, it still doesent have all the features, like changing a lobby from public to private, and fixing invisible player problems
The invisible player issue as far as I'm aware does not happen with AC anyways
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
I already redid mine there's only a few features I need from Lethal Modularity tbh
oh
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
yea and I liked the perk system as well
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
why cant my friends join in orbit how do i fix that ?
use lobby open in terminal.
by default it doesn't auto open unless you edit the config.
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
There's not much point in making it compatible with AC anyway. AC has a lot of sync handling itself, not just late join.
they are all mutually exclusive
AC, ShipLobby, LateComapny, LobbyControl
you can only have one of them
Probably were my issues came from last night didn't realize this gave us late join capability
it's a matter of choosing the one that gives you the features you prefer on top of late joining
Thanks fam getting rid of late company as we speak
I honestly can recommend using the preview release on Github, it's been stable for me
new preview incoming btw
;o
the shotgun fixes were not working so now i'm trying a different approach
I do think the shotgun bugs are funny though
https://clips.twitch.tv/VivaciousSassyMilkTBTacoRight-CBeohP8YaZubZyub Call back to this clip
LOL
meh consisntly loose shotguns because only the host can reload them is not eaxtly fun imo
π yeah this was hilarious
no the issue i'm trying to fix is the reload one
then when he swaps to his shovel the shotgun appears being held funny XD
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
I will say it causes the pickup animation to be a little bit weird
the alternative was to have all other items in your inventory to have broken hold anymations π 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 :/
Interesting
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 )
Ohhh ;o
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 π
i will probably make a patchfix for shotgun specifically but wont be able to fix the desync itself
I only use order on pickup.
I heavily disliked that feature tbh
But that's cus it was buggy last time I used it
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
HotbarPlus is also not Vanilla compatible
but ItemQuickSwitch is
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
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
Ah
hopefully they have been solved by swapping back and disabling that config on GI
IQS doesn't have inverted scrolling?
No, you'd need a seperate mod for it
I wonder, is disabling everything in HBP except slots being 1234 and inverted still keeps it vanilla incompatible?
I'm surprised GI doesn't just have an option for it lol
yes hotbarplus completly discard vanilla slot changing rpc
vanilla clients simpy see you always holding the last item you picked up
ItemQuickSwitch has a thread, wonder if the dev would add inverted scrolling if asked
the mod is more popular than HBP
vanilla compatibility is a big +
Don't really care about vanilla compat myself, but I appreciate vanilla compat mods nonetheless.
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
The scroll lock happens because they use toggle instead of hold and go to terminal when toggled to the slot
I've never had it from that
For me it happens at random
but I also use hold and not toggle
Oh you mentioned not pairing with HBP.
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
Flip knows about scroll lock I described. Nor sure about your case.
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
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
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?
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
ty
You're welcome.
So was using preview 7 tonight and people kept seeing each other as unknown, even with friend patches
Trying to find out why lol
@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
is there a reason for 'ghostitems' config option defaulting to false? just wondering
It doesn't work well currently.
ah ok. thanks for the info.
the current release is not working, while in the previews it has been fixed
mod looking solid so far. replaces the need for multiple patch mods. im surprised there isnt more downloads. π
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
the dependency is going away with the next update anyways as it was partially conflicting with more company
oh is it conflicting? havent noticed so far in my testing.
Speaking of which, I assume LobbyControl's item rotation can replace OpenBodyCam's dropped item rotation fix, yeah?
They don't conflict with each other tbh the only clipping fix thing that conflicts is GI's option so disable the one in GI
@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
I also have a game coming up tomorrow.. so knowing which version (even preview) to use would be very helpful...
Preview 3 I know didn't give the unknown name issue
Preview 7 might be doing it cus of the new server option idk
GI.. u mean generalimprovements? which config option that i have to disable so it doesnt conflict with lobbycontrol?
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
thanks
yw
not sure if i did notice any issue regarding that, but ill do it anyway
that's really weird as neither this nor LateCompany do anything about the player names
i am trying to find a solution but, while making it client only would be easy, finding a serverside one is not π€
there will not be any releases till sunday evening UTC, as i'm away btw
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
Does it affect anything, or is it just literally unknown name above their head and that's it?
most likely it also affects the radar names
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
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 )
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
that's how vanilla works, giant/sandworm/mimic kills will also delete all held items
Really? Everytime I've died my items drop lol
At least when I die to masked enemies at least
might have been a separate mod that changes the behavior
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
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
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
I mean we did discover it has a lot of compat issues with GeneralImprovements so it may just be due to that
Yeah true
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.
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
go sleep
I've been trying, I said I'm having insomnia and can't sleep
Lol
;c
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.
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 π€
sooo my radio silence has finally ended with a bang XD. i've been working on a side quest for the weekend and i belive it's going to be appreciated work π
https://thunderstore.io/c/lethal-company/p/mattymatty/AsyncLoggers/
i'll have to find a way to convert it to a preloader for a future release but for now it works wonders
is this an alternative to logneuter (in terms of performance gain)? π
if this works it's a gamechanger
wait this is goated
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
absolutely goated π₯
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
Another banger from you.
No. Neuter gets rid of some not very useful logs.
btw this mod should not be LC only, if i did my job right should work with any unity game π€
performance gain has not been benchmarked yet tho
Using three different log cleaners and it's still a nightmare π 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...
i'm analyzing this... it might be caused by the bundled version of LethalAPI... if that is the case i might be better off by coding my own hooks in to the terminal system π
wait why did logs ever affect performance?
if there's too many of them they wait to be written to disk
ah ic
The current preview build I imagine shouldn't do the unknown name issue so long as everyone manually imports it but my group is too lazy to do that
It's funny I never even noticed it does this til Agitatio pointed it out π
Now I can't unsee it, damnit there goes my OCD XD
What dose it do
Gets rid of the lag from log messages
By default they're pushed on the main thread I think
This is really exciting
is log neuter safe to use wont bug out any mods?
so in theory faster boot and better fps?
Boot times are roughly about the same with a lot of mods tbh, but the performance is smoother for sure
it will def help if a mod is spamming errors as well
or warnings
or at least it should
Yep
i should put my main mod in debug mode and see if it does help lol
then what exactly does log neuter do should i pair them? (assuming u guys know)
log neuter just turns off some of the logging types
boot times would be great for my pack will it be bad for other mods though?
Shouldn't
Logneuter I found gave no real benefit anyways when you adjust logging settings
dont know how to adjust loggging settings, or even where to start
I mean you don't really need to change anything with AsyncLoggers, it does away with the fps loss from logging
anything else to decrease launch time?
Idk
ight bro thanks
does log nueter have a mod page here?
my search doesnt work properly @vagrant root
Huh?
does the log neuter mod have a page in mod releases
kk
@vagrant root would this replace this mod? https://thunderstore.io/c/lethal-company/p/Bobbie/FixRPCLag/
That mod has never been needed
None of them are ever needed.
And none of them replace any other.
They do different things.
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
You can't.
i mean you can, it just changes the log level
i mean im looking at the code of the RPCLag fix mod, you absolutely can
@junior swallow how do i acheive this
I tried BepIn logging level settings. Everything but BepIn and Harmony logs was unaffected.
you dont need it, esp if you use the async log mod
i would just use the async one and not worry about any other logging mods
They do different things.
sorry for question spam
This ^
Just don't use it if you have frequent crashes.
the async one will help perf everywhere though
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
Why? All AsyncLoggers does is redirect the thread logs go to for performance
It won't increase the chance of crashing
.
as things are written using threads if the game stops before they have finished writing the missing part is lost
is that just for the game logging though? as in a unity crash would still generate its dump and log file
you guys are losing me in translation a bit here, i just want faster boot time, good fps
yeah shold... i only changed the loggers that the Debug. calls use so the crash reports should be separate
could someone run through my list by chance and tell me whats redundant?
well you could get better fps from it
Only performance mod out there is CullFactory.
Not by a huge margin.
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
Just use AsyncLog an no other log mod.
correct
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
I mean, that should be obvious.
Mod count affects initial loading the most.
anyshot someone could run through my list by chance and tell me whats redundant?
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
for that queston it's better to use #modding-general
I mean, all those 90 could be simple texture replacements for all we know.
just trying to keep the channels tidy nothing else
In my case a lot are just dependencies β οΈ
My mod pack consists of like 18 damn dependencies
LOL
@unreal oriole sorry brother dont mean to intude
You should implement FriendPatches to LobbyControl btw I feel like
nono it's fine all the other questions were relevant for the new release
I feel like it's something that is in the scope for this mod to include
just the one about the full modpack
Isn't all it does is recently played and unknown name fix?
Yeah
interestingly enough when i had both lobby control and friend patches my friends all kept getting crashes to desktop, once i removed friend patches that stopped, i didnt really look into what its doing but thought it was interesting
Odd
i'm going to analize it in the next few days , it is starting to pop up quite frequently
I thought unknown name fix is already in LC, no?
And recently played exists as a separate mod.
I just hope you can get a full 2.3.0 release on TS soon, cus my friends that don't import it always get the unknown name problem
late joining players seem to inconsistently appear as Unknown to other clients without a reproducible way to test it :/
i do not think it's a matter of version, host will never see unknown as it is the one routing all the login packets to the other clients π€
Yet to encounter that issue. But we rarely latejoin.
Hmmmm
I have actually seen unknown as the host. It's been a long time though.. so not sure what mods were used
I have once too but that was like back on v40 I think
I think it was fixed since on the host's end
probably was that long ago, yeah
was it when using moreCompany or similar?
Yeah MoreCompany
but we removed the LethalAPI depenency from the pack for 2.2.6
yeah players above 4 are not synced after the game starts
Ah
adding an improvement to the namefix command for it
should pester MoreCompany for a proper patch on their side XD
Does more company affect anything if lobby is set to 4? Other than cosmetics.
cosmetcs
but it is still running all it's patches
so it might affect something else too just unseen
hardcoded 4 right there
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
maybe latecompany patches that hardcoded value on their own?
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 π
Luckily they were smaller ones
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.
and when we added FriendPatches it didn't fix it so maybe FriendPatches is just a placebo fix? π€ idk
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 π
Ah so it's kind of a scuffed fix then
it is intended for when a player changes their username midgame
nice to have but not exactly usefull π
By the way, do you know if NameFix (allows underscores and numbers to show up in names) causes any syncing issues?
shouldn't the keyword filter is client side
I wonder how well LethalUtilities' NameFix option works in comparison btw, it says it's untested to I've always felt iffy about it
@vagrant root nope it is intended, if there is no body there are no items
i can quickly make a separate mod to change that if you want but i will not add it to this one π
Yeah I would be cool with that
lol
but the forbidden metal screw taste so good π
quick and dirty gimp drawing and it's good enough
well most mod developers never remove the debug logs from the mods once released so even users will benefit from it
oooh im supposed to get rid of Logs?
whoopsie
ππ βΉοΈ .
not sure why i thought they wouldnt see the Plugin.Logger.LogInfo stuff
with AsyncLoggers no matter how much logs ( both from Unity and Mods ) are generated they will never affect the game performace
Async code do be nice
i always wonder why log libraries never do it on their own π€
single thread + queue, and all logs will always be ordered correctly while never have to wait for them to be written
you mentioned smthn about crashes not giving full logs?
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
that makes a bit of sense to me ig