#Lobby Control & Matty's Fixes
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most people gets pissed when their game hangs there without any sign after they decided to close it ๐
I have a request if you can do it, I really like the Hotbar Features from QualityCompany, namely the ShowScrapUI and ShowShotGunAmmoCounterUI features but the mod is so bloated and unoptimied and if I disable the Networking feature it has included for it to not conflict with Bongo's SoundAPI then it partially breaks the networking feature of GhostCodes cus I guess they both touch some of the same networking code, could you make a mod that has just the Hotbar features? ๐ฅบ
I even had a name in mind for it
HotbarImprovements lmfao
That sounds good too
i'm not too good with UI stuff sincerally so i don't think i will attempt that Lunxara
Lol all good ^^
The mod is open source so I imagine the code of those 2 features could be easily forked into a seperate mod
i've been playing with https://thunderstore.io/c/lethal-company/p/SoraYuki/ShowAmmoCount/ for a while and the only issue i found is when a nutcracker spawns sometimes the UI will track the nutcrackers shotgun
quite fitting for the name
Pacman can't eat items no more
thanks for the info ๐
yeah iโve had the same issue too
not too game breaking tho
so we can still find the debug logs, itโs just being processed on another thread
yep this mod doesn't hide anything and from the outside everything will look the same, but logs will be processed in a separate thread so the game can proceed firther without having to wait for them
the best example is if you try to select something in the console ( for coping it for example ), normally the game would hang there until you either press esc or deselect, with this the game will instead go on and once you deselect the console will catch up with the backlog
๐ฎ
yeah i have noticed that
alright this oneโs going into the modpack ๐
and the donโt eat items mod will make players drop items in cases like when they get eaten by a giant?
yes, any death ( mainly affected are giant, worm and masked man) will have the player drop the entire inventory on the ground
we lost an apparatus to a giant once ๐
i mean it's intended to be that way by the game developer it is not a bug, but someone might want to chage it like Lunxara so here is a mod for that ๐
honestly, my ideal version of this mod would just be that masked man has its own inventory and drops the items you had when someone kills it after it converts you, its fully reasonable for giatns and worms to eat your shit ๐
I mean imagine the masked dropping a free walkie and flashlight if you have the reserved mods
Cus they do wear them lol
that is actually feasible but will take a bit of work, and for now i plan on focusing on Lobby Control
i see.. i wouldโve preferred in vanilla that u could at least drop ur items as ur grabbed by the giant, but u canโt
maybe pin that suggestion i will get back to it in due time ๐ค
I'm surprised Symbiosis hasn't implemented the masked enemies using items lol like they do for the Hoarding Bugs
masked enemy with a shotgun
i think i found an issue with Lethal Doors and DoNotEatItems
the game crashes if the door kills you๐
tested it with only both mods installed also
I wonder if it would crash if you die to a Mimic fire escape too
I removed that mod recently
probably, yeah
i mean the entire mod is
if player dies -> drop all items before telling the clients
I actually found out that Mimics is super unoptimized, my game performance improved quite a bit after removing it
Also my group never dies to them anymore anyways
log seems truncated.. does the game fully close?
unfortunately it just... crashes
check the Player.log in the LocalLow folder maybe?
@vagrant root how do you go about installing the latest preview version of lobby control so that when you give a code for your mod list to others, they also get that preview version instead of also having to install it manually? I installed preview 7 of 2.3.0 manually and gave the code for my mod list to a friend, but we noticed that they got an empty mod file on r2modman, so I just had them install it manually as well. I also have zero knowledge if there's any specific way to install it other than finding the lobby control folder in your profile and overwriting its contents with the preview version because it's not officially out on thunderstore 
Manually installed mods aren't shared.
LobbyControl is host only for the most part, other than item rotation I think.
oh wait really?
Also, you can manually install mods through mod manager by simply selecting the archive.
Do I need AsyncLoggers or other logging mods if I have disabled logging in bepinex.cfg?
prob not if thereโs no logging to be done in first place, but i donโt know for sure tbh
AsyncLoggers also affect the Unity logging that as far as i know cannot be disabled ๐ค
but you never need it, it might help with performance spikes if they were caused by log spam
#1211989201793449994 message
Is this still correct for current preview version?
OpenBodyCams: FixDroppedItemRotation
i do not know what this one does but the other two yes
If enabled, the mod will patch a bug that causes the rotation of dropped items to be desynced between clients.
mmm this mod should not affect that ๐ค
Just keeping that small list updated from time to time.
@unreal oriole also, this is true, yeah? I just want to be 100% sure that it's something that only the host needs
It's vanilla compatible even.
it is intended to be host only and targets specifically vanilla clients
it does have a couple of client patches, like the item resting position/rotation and cupboard but only the host requires the mod
Those are related to what ItemClippingFix was doing, right?
i actually took the rotations from it ( ans asked to the dev )
alright, thank you Matty and Agitatio. Saved me a lot of time because I was worried I'd have to get my friends to install the preview manually each time I had a new code๐ญ
it is not 1:1 because i apply them in a different way
Yeah, I know. I'm just clarifying as there's no other rotation handling in LC currently.
@unreal oriole would you consider preview 7 stable? I've been using preview 6 for the time being and have had no issues, but I would like to try updating to the latest one
i'm releasing this previews because i do not have the time / playeramount to fully test them, so i basically crowd source the Testing.
they are mostly stable as i do test them in LAN at least a bit
i will probably have a new preview in the next few hours with an attempt at fixing the "PlayerInTheWall" thing
ah okay, that's completely understandable.
I'll be sure to try it out when I get a chance to play with my group
it's sad when more people download a semi-joke mod than a objectively usefull one ๐ญ
One is easier to understand than the other.
i guess so
Hi, does anyone know if this mod is compatible with https://thunderstore.io/c/lethal-company/p/SylviBlossom/SmartItemSaving/ or if there are plans to add similar ID change protection functionality to this mod?
you need to both disable rotate_on_spawn fom LobbyControl and FixItemFalling from them
Thanks @unreal oriole! Really liking your mod so far.
glad you like it, we've few moajor vanilla fixes coming in the next release, so stay tuned ๐
What does AsyncLoggers do btw? I'm not entirely sure I understand ๐
It reverses the polarity of the light speed warp drive
and also makes better use of your CPU and improves performance of the game
when you play with mods you see the console and the various log lines beeing printed. normally each time the code (game/mods) requests to write a logline the game hangs there until the line is printed.
this is more evident if , for example, you try to select something in the console ( for copying ) and the game stops until you deselect it
this mod makes so the logs never hang as they get processed in a separate thread
this is simplifying a bit ( for example unity still writes logs to a file even if you disable all options in BepInEx )
TLDR: the more logs your modpack generates the bigger difference you'll see using this mod
Oooh wonderful! Thanks a lot I'll give it a try with my massive modpack then!
@unreal oriole When you referred earlier to rotate_on_spawn in LobbyControl, did you mean ItemClipping.enabled? Or rather SaveItemRotation from the other mod?
I can't find rotate_on_spawn in LobbyControl config anywhere.
oh it might be one config that i added in v2.3.0
then until the next release LobbyControl will overwrite the rotation of newly spawned items ( smart item saving saves the rotation of items and attempts to restore it on load )
Ok, thanks!
Stuff to turn off when paired with LobbyControl 2.3.0:
GeneralImprovements: FixItemsFallingThrough
OpenBodyCams: FixDroppedItemRotation
SmartItemSaving: FixItemFalling and rotate_on_spawn in LobbyControl
Reposting this again with one new addition.
next release is going to be a Release Candidate so i'd like to get extensive feedback on this ( to start fixing stuff for RCs )
Will the fix for terminal text be in it?
i need to recode the terminal myself or find the time to study another API, will be in the release after this
also if you use TerminalExtras they use the same API as me so they should have the same bug
Never used that, but I do remember this issue being a thing even before LobbyControl.
I dont see the config for lobby control
that config is coming in v2.3.0
so then how do I disable roate on spawn in lobby control
in v2.2.6 you don't , you either disable the entire ItemClippingFix or keep the LobbyControl item rotation
Updated to clarify that it's for 2.3.0
how do I access the commands on the terminal
type lobby
wont work
check logs there might be a mod disabling Lobby Control
either that or you're not the host
look at the logs it should be written there quite visibly
[Info : Unity Log] Could not parse word: lobby
[Info : Unity Log] Could not build 3
I see those
first few lines of the log
I cant find it
ShipLobby, LateCompany and Advanced Company are the mods that currently confilct
is there a setting I can change in advance company to make it work
No.
sadly all i can say is remove either AC or LobbyControl
( where the heck is the thread about what happend? i can't find it anymore )
why dose it break this ac though
they do basically the same type of things with the lobby
(similar but not the same)
If I remember correctly OBC's setting doesn't conflict
I've always just left it be and it's never gave me problems
So I would recommend leaving it as is unless a mod specifies to disable it
You can just leave it set to true, if other mods touch it it won't do anything
I knew I remembered Zaggy commenting on it
๐
I think AsyncLoggers definitely helps reduce launch times, my game loads in about 35 seconds now with 99 mods, I used to have 88 and it would take like over a minute sometimes
@unreal oriole So I think DoNotEatItems is producing a crash anytime you normally drop items from death, my game crashed as I was about to die from a fall
I'm guessing this was right before you died in your case case too right?
yes
i didnโt get to die, game crashed just as i was supposed to die
Yeah same for me when I almost died to a fall
So it's definitely a bug with DoNotEatItems
I didn't even have Lethal Doors installed at the time
Lol
that mod was sincerally made more like a joke with a quick single edit๐
i had hoped that would do but apparently nope
later today ( i'm in EU so probably around <t:1710277200:t> ) i'll make a new release with a proper patch
the new version tho will require everyone on to have the mod installed and not only the host
Haha as long as it works ^^
Will it still be possible to have vanilla compatibility through config changes?
That's not about Lobby Control.
Yeah and a mod like DoNotEatItems having vanilla compat would lead to desyncs and invisible items if one person can die and not lose their stuff probably while others would
Not sure what you mean? This mod is currently advertised as vanilla compatible, meaning the ones who join your game shouldn't need Lobby Control installed.
We were talking about a completely different mod
Oh, ok, no wonder I got confused. ๐
sorry for the confusion, even more sorry because it came from a semi-joke mod i made in 10 minutes ๐
Lobby Control is and will stay fully vanilla compatible
ok not sure if anyone mentioned this before, but i believe LobbyControl's vertical offset is causing this misaligned apparatus bug
at first i thought the item clipping fix mightve been the cause, but even when that is disable it was still misaligned
i already have GeneralImprovement's item clip fix disabled as i chose to use LobbyControl's implementation
Known issue, it's already fixed in the preview releases
So it'll be gone when 2.3.0 releases, just ignore it
Phew. But it is immersion breaking. Also you right too many mods try to fix item locations and yet all my items are falling out of the ship still : )
amateur mistake (differences between pre7 and pre8)
you must have spent so long looking for this tho
๐ that just me doing some cleanup it was working even before but my OCD needed that fixed
@unreal oriole can you please fix the bug with the terminal btw?
we have two choices for v2.3.0 go back to LethalAPI or keep it ๐
i need a lot of recoding to make my own terminal patch or go use a different API that will still cost me quite a while to do, so it's not feasible in v2.3.0
what's the terminal bug?
terminal text starts at the top of the screen instead of lower... causing it to overlap the credits count and such.
my OCD
why did you tell me
ahhhhh
if you had OCD you would have noticed it yourself
I'm not a terminal princess
Was going back to LAPI difficult?
also DoNotEatItems has now a v2 with a proper release
i always used LethalAPI.Terminal all i did in the previews was downgrade to an alpha version that was not conflicting with MoreCompany.. in this release instead i put a "patch" ( in the litteral sense of the word ๐ ) to the error that was beeing thrown so now it fixes the Terminal Bug ๐
Do we need to install LAPI for this RC?
I kind of preferred not having to use Lethal API terminal tbh cus you said it conflicts with MoreCompany
I also liked the idea of not having to use the LethalAPI dependency because it would get skipped when loading or cause some conflicts when using other terminal mods. However, idk how difficult it would be to remove it and use your own patch.
I was having another issue where players who aren't the host were getting a savefile created. I wonder if this is something to do with the force save or if this has been looked into?
yer quite picky for a game thats all about collecting space trash ๐
Haha it's my OCD talking I apologize ๐
doubt it's caused by this mod, at worse we disable the creation of save files ๐ค and non hosts should not be able to use the commands so they cannot run the lobby save
the main issue is time, i need time to study how to hook into the terminal or how to convert to a new API
I don't have anyone I can test the rc build with btw ๐ฆ
i should have fixed the incompatibilities with a couple of patches in LobbyControl, but i agree it would be better to not have dependecies
i can join but not for long
I noticed the problem went away when I disabled LobbyControl and went back to LateCompany but I'll do some more testing to see if I can figure out what was causing it.
mmm yeah i can see it might be creating empty savefiles ๐ค
apparently the game still calls the SaveGame function even for non Hosts... wtf
Yeah that's what was happening
oh well fix is simple
from
if (LobbyControl.CanSave)
to
if (LobbyControl.CanSave && __instance.isHostingGame)
๐
on the next rc, it is not a major issue so i'll wait to see if other problems arise in the RC1
aight
Ok cool. I think you have an awesome mod and it's a great replacement for ShipLobby / LateCompany. I just feel like it doesn't get the recognition it deserves. I personally believe if you were to add "Late Joining" or "Lobby" in the description on the store it would be a lot easier for people to find.
allow to re-open the lobby while the Ship is in Orbit
i should probably add (Late Joinin) in brackets on this line
the major reason it is not well know is that 90% of players will sort mods by rating, but less than 1% of the people downloading a mod bother clicking the ๐ if they like it ๐
I sort by that as well lmao
even worse ๐ you'll never see new mods that way and the gap only increase ๐
nah cuz i look for mods on the discord and only use thunderstore for downloading/changelogs/getting respectfully insulted by wesley
i mean you found this thread so you definitly are not in that 90% of users
Gotta sort by last updated / newest for newer mods, and most downloaded for established mods. rating is meh
Regardless there's only a few mods that allow late joining and I always have issues with the other ones when it comes to names getting messed up on the list or monitor.
Downloads are meaningless.
Not necessarily. While I do think ratings are better for the mods, most people don't rate. Downloads are just an easier metric to go off of because if people like the mod, they will download it.
Issue is it includes updates too.
It needs to be unique downloads.
I agree. would be more accurate
That's the biggest issue I have with thunderstore. Especially since it's one of the easiest issues to fix, adding a filter for "[uploaded | updated] [1 week ago | 1 month ago | 3 months ago]" etc. would mostly solve the issue
the name desyncs only happer for players at index >3 ( lobby expansion mods ) because as far as i know noone of them patches an hardcoded 4 in the function that updates the names ๐
i've added a command lobby namefix to forcefully update all the names in the lobby, but it is still a bug that mods like MoreCompany should patch
i should add that, while the command exists in v2.2.6 it has the correct patch only in v2.3.0 ๐
๐คจ
read the line above ๐
Huh?
one line above that error
which is not an error but a Trace btw
don't you see a Suppressed Exception from MoreCompany?
uh weird. you have debug logs disabled so the All should also not be visible...
nvm i'll move the All log back to a Debug log
you can safely ignore it it's just there in case i suppress an exeption that i should not suppress ( so i can find it back in the logfile )
I'm starting to think people who say the hotkeys are working fine for them with the 2.0 update for ReservedItems are lying
Lol
yeah they weren't working for me either
flip gonna need a 3.0 update to resolve this mess lmao
Btw @unreal oriole does Lobby Control cause an issue with trying to quit out of a lobby sometimes? I notice it touches a lot in Gamenetworkmanager and I always hate trying to figure out what mod could be throwing an exception ๐
it shouldn't even tho on my main modpack i have seen errors while closing the game altogether, still not coming from Lobby Control
Well this might be useful info, but I ran into an issue where I suddenly repeatedly couldn't reach the main menu
Disabling LethalAPI Terminal and LobbyControl fixed it
Nvm it started again hmmm
that's really weird.... any logs?
It's not from LobbyControl something else is doing it I just don't know what
gl on finding the cause them, if i remember right you have a huge modpack
I managed to fix it, when I downgraded ReservedItems it somehow downloaded corrupted cus I uninstalled and reinstalled and it fixed
have you tested this by chace too?
also nice
@unreal oriole any idea what happened here?
you typed a command that's not in LethalAPI system i guess ๐ค
i don't know whether to say gray or grey
I pulled the lever to land at Assurance
and the game froze
and outputted that
LOL
Notepad++ in all it's glory ๐
I wanna guess the errors were update for Office going brrr? lol
sigh.... back to TerminalAPI Alpha i guess ๐ญ
I mean tbf your implementation never gave me issues besides the terminal text being a bit weird
๐
yeah but people complained about that so i hoped this would fix all LethalAPI issues ๐
I mean maybe mrov could help you with fixing that
He did make TerminalFormatter and his custom additions aren't affected
@kindred cove if you're around, any chance you could help Matty with the bug with his LethalAPI fork for LobbyControl?
i'd gladly accept help
I'm sure he'll help when he's around ๐
he might be sleeping rn
lol
https://thunderstore.io/c/lethal-company/p/NotAtomicBomb/TerminalApi/ I mean worst case you use this, though I remember you said you didn't like it before
Go back to LethalAPI Alpha
Fix SaveFile beeing generated by clients
Fix bad Logging of MoreCompany exceptions
yeah i liked it so much i removed it and any depended mod from my modpack ๐
jokes aside it was just harder to code with
Yeah, it seems to be the most stable TerminalAPI that exists currently though I'm surprised someone hasn't made a better one tbh
i've seen this api make the terminal clip with credits so many times
guess it's not a solution then
Well LobbyControl isn't showing in LethalConfig with the current rc release
Here's hoping it at least works
lol
I typed in lobby
No action supplied with the word
โ ๏ธ
Oh I see why @unreal oriole
I guess you forgot something when removing it?
oh it's not bundled again this time?
The Alpha API is bundled
I think it's still trying to look for the TS release though
Why idk
why is it looking for TS then???
Oof
ya this will do
reuploaded on github
Yay it's working and I managed to land at Assurance without my game crashing and burning ๐
RIP credit counter tho
And we're back to not having to install LAPI. ๐
Yep cus I managed to break it ๐
that's why i do Previews and RCs ๐คฃ immagine if it was a full release how many people would have just uninstalled and never gone back ๐ฆ
wax on, wax off ๐คฃ
I'm gonna look tomorrow if it's something I can help with
It's fixing stuff like this, where the text goes to the very top instead of underneath the credits
With the caveat that the current release version doesn't even work properly, no? So...
No hate, love your work.
The stuff you changed in TerminalFormatter is already unaffected by it
I'm not noticing any issues with the current rc release btw
because the way I'm displaying text is so shitty that it's unaffected by anything
no offence taken, but sometimes bugs appear after release no matter how much QA you do ๐ญ
i still belive the current release is fully stable in it's default state
i need to get rid of the API entirely, but do not know how the terminal system works ๐
so if you know how to add a single custom command i'm all ๐ .. or well ๐๏ธ.
@desert lichen may be able to help you with that, they made SellMyScrap
Which has a lot of custom commands
๐
@unreal oriole I made my own command system for my mod SellMyScrap. You can check it out here -> Commands + TerminalPatch.cs
It has support for confirmations and I even built a config edit pretty easily using it.
If you have any questions, I'll be happy to help.
I'll get in touch when I'm gonna have some free time to explain as much as I can ๐
your code is really tidy, i like it.
Thank you โค๏ธ
how do you add the command to the other section btw?
Wdym?
i'd like for the TIP on how to use the command to be visible in the list of commands.. not really needed but nice to have ๐ค
other issue is that i can't really copy paste your code ๐ i'd like to take the Command class , CommandManager class and the ParsePlayerSentence patch as they are ๐คx2
I'm sorry, I don't understand, what command list?
this one
Ohhh
In my TerminalPatch.cs, I'm adding text to the helpTerminalNode
You can add your commands there hard coded or add to the Command.cs to have a command name and use the CommandManager to generate the text using a method.
nah i have but a single command lobby and a bunch of sub commands
Hehe :3
but the sub-commands are just an easy switch case
i have to ask: am i allowed to copy this 3 things?
If you credit me
sure how do you prefer the credit? README like i did for the icon?
Yeah, and could you link to my GitHub / Thunderstore Profile
Regions just allow you to collapse code and the collapsed region can have a description. they're just for code readability
yeah i meant other than IDE stuff
It's only for the IDE
this adds it to the main page ๐ค
What
this shows on the main help page
but i may have found how to put it in the OTHER screen instead
yess!!!
So nice to see people helping each other.
Um weird thing happening for us:
I host the lobby and as soon as the first mate joins we auto land @ the company building
and when we leave the company building and the 3rd player wants to join the game crashes
using CompanyBuildingEnhancements?
huh?
@unreal oriole Looking good ^^ I knew Felix would be a great suggestion to help you out ๐
Is the new release close to being published? ^^
If you're using the current 2.2.6 release LethalAPI causes issues, I had LethalAPI throw a stack trace and crash my game earlier when I tried to land on Assurance
so downgrading it is?
not really go manually with the latest RC
or wait like a couple hours to a day max for the v2.3.0 release ๐
well it's the first time in like 2 months my mates are ready to play a few rounds so I gotta do it quick XD
i'm eating dinner rn, then will resume work on RC3
all good, no hurries on your side, I just wanna know how to fix it on my end rq
the crash is probably because two or more players attempted to fill the last slot at the same time ( vanilla bug ) for which i already made a patch in the latest previews
for the autorouting there is litterally nothing in LobbyControl that can pull tthe lever for you. and the only code to change the moons is called if you reload a save lobby load (option)
either remove the mod and lethalapi terminal
or if you rlly wanna keep it manually import https://github.com/mattymatty97/LTC_LobbyControl/releases either release candidate 2 or preview 8
A mod for Lethal Company to allow control of the lobby you're in orbit in between missions. - mattymatty97/LTC_LobbyControl
Not rc1
RC2
i thought rc2 went back to the api mb
so actually reverting back to 2.2.5 fixed it too
that's probably a coincidence honestly
Release Candidate 3
really thanks @desert lichen are you alright with this Readme ?
@unreal oriole is it known bug for 2.2.6 that some items appear under ship for non-host players on game load, even if all item fixes are enabled in config?
yes the item falling below ship is only fixed for who has the mod as the fall itself is client-side
RC3 working good ๐
actually all item positioning ( cupboard too )
i mean everyone has mod, we syncing profile with code
but it's 2.2.6, as it's the latest version on thunderstore
mmm never seen that issue.
even looks like it's not all items, but only some items like masks
well v2.3.0 has a fix specifically for items gliching out of ship for whatever reason
okay, gonna wait for the new release then
i need as many testers as possible for the RCs before i can call it stable and release ๐
did you consider putting it as separate thunderstore mod?
it will ease things out for sure
I was thinking the same thing, seperate mod for RC builds
just call it "experimental" or whatever
i've got that request yes but the mod itself is for the majority Host only so there is no real reason to make it available for modpacks
There's plenty reason
item fixes?
the item fixes that only happen if other clients have it
cus clients will miss out on a lot of the config stuff if it's not in a mod pack
added Patch for ManInTheWall bug, process connections as a queue
now that's just amazing
my friends are raging hard, cause half of them always end up in the wall
and restarting game from scratch is slow and annoying process
cause usually ESC just doesn't work
you as host can kick them tbh and they should get put back to mainmenu
but yes the fix should work and so you don't have to worry anymore
i'm not sure if they show up in player list
same goes for the Unknown name, there is the lobby namefix command to ( in theory ) solve it, until mods like More Company ecc fix it properly on their side
are you sure you don't want to put experimental version on thunderstore? ๐
I mean testing solo the new RC build is super stable
from my experience, everything always works in solo
but as soon as you gather your friends - everything disintegrates to hell ๐
I mean I used Preview 8 last night and it worked fine too
and then after 30 minutes of rolling back new mod versions your friends are like "okay, i'm tired, that's it for today"
D:
Btw I still wanna know why GhostCodes doesn't work properly, it's like GGE mode doesn't exist and it just does the normal insanity stuff on T3 planets
is that cus of LLL or?
I can't think of anything else that might break it
Cus I've had many times on T3 planets where a ghost girl hasn't spawned in
and insanity rapid fire goes off
Yeah but like it's only supposed to do stuff on Tier 3 planets when a ghost girl is around
Lol
Maybe the LethalAPI stuff was conflicting before
๐
it's doing stuff on planets without ghost girl as well, as far as i remember
didn't used ghost codes for a long time, as i'm using brutal company minus and it has ghost code-ish event on it's own
I wouldn't be surprised if LethalAPI was breaking it, it's gone now so maybe it'll work properly
Then again it was bugging the same way without it before so idk
I wish we had like multiplayer debug mode or something. I agree with hardy i test things solo and work. Even testing with 2 clients using lan. But the moment we have more then 4 players is when bugs appear.
Could be a bug when it's used with LLL
Yeah, that's fine
This didn't work in my case. I've added a mod that allowed force quitting to main menu with a hotkey and after doing that you couldn't join any lobby at all unless you restarted the game entirely
@unreal oriole so my friend joined and they saw the terminal in it's default spot instead of moved lol
i'm pretty sure it was ship windows bug
if you use it of course
should be fixed now
Yeah it was a Ship Windows bug
here is the Experimental Thunderstore release:
LobbyControl Experimental
sweet
ill give it a go and report any bugs
as soon as it actually shows up in thunderstore's mod list
btw, if you wanted with a couple of tweaks you could make it a Library.
it is really extensive and has a lot of potential ๐
so lobby shows up in the list of commands in "OTHER"
"LOBBY" command works fine to show all the options, but says invalid command at the start for whatever reason
well yeah lobby [empty] is not a valid command ๐
i see
Is lobby command with option appending instead of replacing the terminal text intentional?
lobby [empty] replaces terminal text
lobby [option] appends to it
i thought the point of "lobby" --empty command is to list the options
depends on the sub-command, most append but some replace ( mostly the ones with longer output )
Minor nitpick - lobby help appears 1 line lower than other command outputs
With this i think it should say "Invalid command. " or "Invalid command. Available commands:" instead of "Invalid command:" as the colon makes it seem like status is the invalid command.
The lobby save (name) command probably should also mention that it prevents the normal save from updating and the autosave gets applied to the new named save instead,
uh, no the lobby autosave toggles the autosave state, if you only use lobby save it just calls the save an extra time
I'm gonna make a fresh profile and recheck but it didn't do that for me. Maybe there's a conflict with something else in my profile.
Does the autosave state reset to true when your restart the game?
Yup
Thought so. That's fine.
weird ๐ค
i remember i had that issue but i belive it was solved in v2.2.6 already... maybe i remember wrong and i added the fix to v2.3?
I'm doing a test run of 2.3 so thats not it
the autosave state is written to the savefile only on save obv, so if you toggle the autosave with lobby autosave and never save afterwards the autosave state is not written
Okay I get it. Would you add a config note that this persists for the save file. If there's already one I missed it by using lethalconfig my bad.
yeah i can surely write it... i just need to find a good spot for it ๐
Alright, this is just a case of doing:
- lobby save (name)
- lobby load (name)
After this lobby autosaves into the loaded save not the main one, but I assume that's intentional
oh yeah if you want to chage the lobby you need to do lobby load otherwise you're just making a backup
i might add a lobby clone [name] that basically saves the lobby to the new name and switches you to that new lobby
Yeah I was just initally confused by the wording. I assumed "re-load the lobby from a SaveFile" meant reload the lobby state into the current save and not load the named save replacing the current one, but I get it now.
yeah it comes from the original function of that command, originally it didn't have the ability to change lobby so the lobby load was litterally a re-load of the current lobby
i need to do rewording of a bunch of the commands sicnerally
So glad you did this ๐
the morecompany chat error was already fixed a few weeks back just isnt updated on thunderstore yet
i mean all i do is gracefully suppress it ๐คฃ was expecting it to be fixed soon on MoreCompany side
Btw @unreal oriole 1A3 said MoreCompany should have transpilers that helps avoid the unknown name issue, so I wonder if that's why we never had it happen while using LateCompany
two new commands:
lobby clear to simply reset the file to the empty lobby
lobby switch to change the savefile without reloading
does it have transpliers into LateCompany?
#1184403394660663326 message
uh i could not find that transplier ๐ค
bruh ok... wait this is not the thunderstore release tho?
lemme check again with dnSpy
it was done in 1.8.0
nvm i'm blind
then why are they still happening?
i can't figure out where i need to touch things. that was the only place i could see that would update nameplates and radar
https://github.com/mattymatty97/LTC_LobbyControl Github page for Lobby Control btw, maybe you can help out Matty here
A mod for Lethal Company to allow control of the lobby you're in orbit in between missions. - mattymatty97/LTC_LobbyControl
Do these have conformation dialogue?
nothing has confirmation for now.. i will add it soon
tho it is quite hard for you to type any of this commands by error, as there is no short alias or autocompletion
other issue with this is that i cannot test it alone :(
if i am right it is another instance of two players connecting together and triggering overlapping RPCs
hi, are two of you available to vc to run a couple of tests with me?
if you mean the radars duplicating that's already fixed in the unreleased version too
I wonder if Lobby Control just needs to somehow call for that Transpiler somehow, it's why I asked 1A3 to look at your code to tell you what might need changed lol
transpliers are one of the cool things of Harmony, they are not functions that get called they litterally edit the code of the method they are referencing
Ahhhh
i'm in #1200855981995860128 if anyone can if not i'll try to source help from some of my steam friends ๐
i'd join if you weren't in #No_Access
there's this mod which apparently fixes it by updating the name on SteamFriends.OnPersonaStateChange https://github.com/Lauriichan/LC-FriendPatches/blob/master/Callbacks/SteamFriendsCallback.cs
I tried that with LobbyControl, but it didn't work
i dont rly see how itd work either
since i recall testing OnPersonaStateChange and it only triggered for friends not people joining the lobby
The fix may be if Matty implements that transpiler MoreCompany uses, his mod is a lot larger and does a lot more than LateCompany and in a good way it fixes a lot of the bugs you get from late joining
So it might explain why LateCompany doesn't have that bug but LobbyControl does, LateCompany causes a lot of other problems though
THAT'S WHY STEAM NICKNAMES STOPPED WORKING FOR ME ๐ ๐ ๐
i'm gonna lose it
does this still require LAPI
I've started getting this exception when trying to join a lobby. I'm the only one in a group of 4 that's getting this. The error persist even with JoinQueue set to false. I'm gonna test this out further with a friend later.
Release Candidate 4
really huge improvements to the JoinQueue system, big thanks to all the people that came in vc to help testing! ๐
Sounds like the new rc build should fix that ๐
it'll be 3.0.14 once it appears in R2
Alright, thanks for the info I'm gonna grab someone tomorrow to test it out
btw @vagrant root, i've checked some of your past stream, i'd be intrested in knowing if the hotload ( lobby load [file]) still works properly with all the mods you have ๐ค
it is already surprising that it works in vanilla so i do not have high hopes ๐
I've still been trying to figure out why my game wants to stop responding right before reaching the main menu sometimes cus Bepin never throws an error, could it be from Async Loggers somehow when using the Online skip with GeneralImprovements?
Wdym exactly btw? ๐
never seen how hotload works? you can load a different savefile/reload the current one without having people and you leave the lobby
does removing AsyncLoggers work?
Ahhhhhh
I mean it's inconsistent so idk what it is
there is no reason why AsyncLoggers could cause any lag at all
Usually I kill it with task manager and boot the game again and it does the motions just fine lol
I definitely suspect something somewhere might be conflicting with that option in GI though just dunno what
cus it's weird how it'll do the click to reach the main menu then that's when it stops responding
Lol
ohh i've seen that happen with UnityExplorer actually the game does not register any click until you open the overlay and close it again
does it actually stop responding ( like with the full windows error window) or just does not receive inputs?
the window actually stops responding
try and switch the config of async loggers for unity from Job to Thread... it should still not be the issue but may be worth a try
i really doubt it's caused by AL anyways ๐ค
do you mean like if you make a save, back out to main menu then load a different one?
If so I've done that recently and didn't notice anything weird lol
the SaveFile commands:
- autosave
- save
- load
- switch
- clear
are there so you do not have to back out to main menu ... basically ever ๐
๐
you can be in slot 1 LCSaveFile1 and type lobby load LCSaveFile2 to load the slot 2 lobby
or type lobby clear to delete the current slot and start a new game w/o having to back out to main menu nor disconnect any of the players
lobby load [empty] will reload the current slot so it's more intended for when you play with autosave off and want to reset a day beacuse you all died/did not met quota
Tried using the experimental build because it had the queue option but it doesnt seem to work
Friends still get stucked when entering at the same time
I mean it attempts to patch it it's not guaranteed from what I understand
Idek how [Redacted] fixed it
which one of the versions? last night i had a testing time with some people and found out that Rc3 was not working but a way better system is now in place in Rc4 and Rc5
You know how did the LethalLib update show up so fast for me but RC5 is still taking a bit?
๐
rc3 was Experimental v3.0.12 and Rc4 and 5 are v3.0.14/3.0.15
big mods get prioritized by thunderstore probably
I mean you say this
i'm still definitely categorized as small to non-existed ๐
shh let me dream ๐คฃ
The issue is purely with mod managers. You can download manually as soon as the mod is up.
LethalLib said it was updated 23 minutes ago when I checked the TS page after it showed up
LethalLib got on that good roll
LOL
ts page is real-time, r2 api is delayed for a bit
i know i was just jokingly saying... it's all about caching and the moment modmanager refresh their cache
I seem to have found the mod causing my game to stop responding on launch sometimes
Somehow it was NoPocketSounds?
LOL
I'm not gonna pretend to know why
one less mystery in you modpack i guess
Okay nvm it just did it again I hate this shit lol, what's weird is I can still move the mouse pointer and stuff on the screen and the game mouse cursor is there
I legit do not understand
so it is exaclty like this ๐ค
Idk what could cause it though
can you send the mod list? i'll check if i can see something obiuvs, do you have any mod that adds overlays?
or that changes the main menu
MainMenuVersion changes the version text, but it still happened even without it
018e42c2-456c-174e-9336-ea3c174c618a
107 ๐
lol
Nothing in the debug logs makes it easier to say what could do it
Lol
Inb4 it's just Office somehow doing it
from the mod list i don't see anything immediatly apparent but few of the libraries could be the problem
also check the LogOutput file for the debug logs too
Which libraries could cause it?
UniTask from mirage raises some suspicions and some of the diversity libraries
but wihout looking at the code i simply i can't say they are not the cause
most of the other mods can be excluded by their description ( unless obvs they do something weird outside of their main purpose )
@unreal oriole it just hit me, what if your patch where you supress MoreCompany being dumb is possibly causing the main menu to sometimes fail to load? I know those logs it throws sometimes happen right before the menu loads, I'll disable that and see if it stops it from happening
I have AsyncLoggers so it's not gonna matter if those logs are supressed or not anyways ๐
nah the more company "patch" is for the HUDManager, when a player joins and more company crashes while trying to print a chat message ๐
nothing about main menu is in LobbyControl other than the Incompatibility PopUp
Okay lol well it was an idea ๐
I also disabled the item rotation option in OpenBodyCams since SmartItemSaving already covers it
The new update didn't solve this issue of mine. It's 100% a mod conflict though as it works just fine on a clean profile with only LobbyControl enabled
can you give the new IL number?
sadly C# does not tell what is null :/
Oh.. if it is still IL005 it seems that somehow a Disconnect is called when there is no StartOfRound object...
which should not be possible
Yeah it's the same
as the StartOfRound object is created as soon as you open a save and the connections can only come after.... wtf
It's a weird issue for sure as I'm the only one in a group of 4 that's impacted. I'm the one that's sharing the profile as well so configs should be identical to mine.
I'm probably gonna work through it in a brute force way later disabling mods till it works but I don't think I have enough time for it rn.
i'm pushing a change as i can get the variable i check from StartOfRound also in the same Object that calls the OnClientDisconnect()
So the issue gets weirder - it started working when I imported my own code to a new profile so apparently not everything got synced/I've had some weird leftovers in my own profile.
But it's working now so there's that.
sometimes freshly importing ur profile will fix stuff
i remember one time mirage stopped working.. wouldnt even show up in lethalconfigs.
i just imported the same exact modpack in a new profile and it worked again.
Yeah sorry for the false positive, should have fought of that earlier.
meh the change was not that bad and now there is no way for that line to cause a nullreference
RC6 inc here in like the next 30 minutes or so on R2
anything to report on RC6?
@unreal oriole i just left a message in AsyncLoggers thread by mistake, looks like wall patch is not working in latest experimental
can queue handle more that 2 concurrently joining players?
there is no limit to how many conncurrent connections it can handle
but did you ure RC4, 5 or 6?
3.0.16
From more positive side the screwed up profile now shows a config mismatch popup instead of getting stuck on loading.
do you have the logs from your friend perspective?
nope, but i have more interesting news
my friend latejoined and got interior desync
like for everyone it was one dungeon and for her it was completely other dungeon
that happens cuz of duplicates in the LLL config
lllfixed doesn't fix that iirc
and it happens only if using lobbycontrol for latejoin, never happened with shiplobby for some reason
weird
lllfixed prevents the config from generating dupes but if there are already dupes it'll still break iirc
would deleting the config and it generating a new one remove dupes
which one config? LLL config itself or dungeon-related ones?
there are three ways dupes can happen: mod updates, new mod/mod removed and incompatibility
if it's one of the two firsts then yea
if it's the third then you're out of luck
i just rehosted and now all 6 players successfully joined without wall bug
so now it worked
i mean we'd need it to always work otherwise it is still not fixed ๐
got interior desync again D:
what can be reason of it happening with lobby control as it's never happening with ship lobby
something really weird with LLL and latejoin
you running LLL? i stopped doing LLL stuff because of desyncs. you have to use an older version
lllfixed
my late join code is exactly the same of Ship Lobby
Lobby Control is a fork of Ship Lobby
yeah, that's why it's weird
i hope that it will be fixed on LLL side
cause it's getting extremely annoying
either Ship lobby on TS is different than the version on Github or is not the Late Join mod fault
it happens almost always when late-joining AFAIK
so it's better to reload lobby completely - so everyone joins at the same time
i wish quit button always work for me, sometimes it just spam errors and doesn't quit
so i have to alt+f4
๐
does LLL sync stuff only when GameNetworkManager.Instance.gameHasStarted is false?
i don't know
there's not a single reference
lol
I modded heavily with the older version of LLL. it was only when the dev released the huge update and everything moved to that did I start having a ton of desync issues. IMO, it's a problem entirely with LLL
perhaps, it's just sad that mod of this importance still not fixed
i kinda can disable all the dungeons, but it would be boring
Yes. But that's the problem with everyone trusting and relying on one dependency
I know a big issue with LLL was that everything is sorted alphabetically.. config is generated. if a new moon or interior is added.. it gets added alphabetically but the index #'s of everything changes.. so when it writes the config it duplicates everything twice. (So let's say you'd have two entries for a custom moon or two entries for Hospital interior)..
so when it loads that config... you have problems because there's dupes of everything.
That's my understanding. might not be the whole problem.. and I don't know if that was ever fixed... but I dropped LLL when it was in the worst state after that big update dropped.
Dependencies suck because now everything is split between LethalExpansion/LECore/LLL (old version), LLL (new version)
We're in the WORST possible state for mods right now.
Ideally (IMO).. LLL needs major fixes and EVERYBODY needs to then be on that latest version
i heard that double config was fixed in lllfixed fork
but seems like it's not, or it's entirely different bug
cool. so now we have yet ANOTHER dependency branch to worry about .
at least i can't see double configs on my side
Devs need to either support their mods, or transfer ownership.
It's rambling at this point, but this stuff happening with CSync getting delisted/relisted/forked... hard to want to trust devs at this point. Dependencies suck. Really great that lobbycontrol was able to use that terminal code to avoid that terminal api dependency
has the wall player happend again?
yep
do you have logs from their side?
it's not 100% sure that there's wall bug in this log, he says that it is the same session
all i can see is so many mods throwing exceptions that any of them could be the cause sincerally
they are doing that when you're in the wall
cause like half of the game breaks at this point
yes
at least cupboard fix in GI
if i remember right only fixItemsFallingThrough has to be disabled on GI side
either that or OutOfBounds.Enable from Lobby Control
currently nobody reported bugs on the Experimental branch and we are doing RCs ( Release Candidates )
the issues we are mentioning are Fixes not fixing what they are supposed to Fix ๐
basically a feature that is not working and still letting though vanilla bugs
does https://thunderstore.io/c/lethal-company/p/SylviBlossom/SmartItemSaving/ have any issues w this? ik the cfg has settings for either mod's item saving features but im just makin sure
@unreal oriole so got a bug rn where someone can't talk on voice while landed
Are we using the experimental? Or the first one? Atm playing 8+ and we're okay so far. 2 hours in and using experimental.
I was using experimental, he was fixed after dying to shy guy so I think it was a bug from a game where he agroed shy guy without dying to him for some reason
Once he died when we had another shy guy spawn he was fine
ive had a couple of deaths where they go invis after respawn or get their spec camera stuck
link mod? pls XD
Btw @unreal oriole any chance you can implement a fix for the Boss tag becoming Intern? RankFix doesn't work after you reach a certain level to fix it lmao
@unreal oriole I finally figured out what mod is doing it Bepin finally logged it!!!!
Fucking LethalThings
what do what ?
i swear i saw that power outlet and gremlin energy thousand of times already and idk what broke ๐
i might have found the culprit for the WallPlayer but while i try and investigate if i'm right,
has any of you had the Unknown name issue with the new RC?
that sounds like a bug of another mod and not Lobby Control ๐ค
Yeah who knows what though lol
Probably was Dantor's we ran into a few issues with it ๐ฆ
MoreCompany/MainClass.cs EnablePlayerObjectsBasedOnConnected
this thing here is what's causing the wall player!!!
finally i've found the issue
this is disabling all playerObjects that are considered not Controlled but it is triggered multiple times from Rcps that are not really releated and so a newly connecting player might get it's PlayerObject disabled before it has a chance to run the Update
now to fix it.... that's a whole other story ๐
i can fix it for whoever has LobbyControl... but if somebody does not have the mod i can't do anything :(
it's something that has to be fixed on MoreCompany side and also raises the question "why are they disabling the playerObjects?"
@still stirrup another issue for MC to fix
Performance
I removed it in 1.8.0 which caused a bunch of performance issues which is why it was added back in 1.8.1
i get it but it's not really a good place to trigger it even when a player updates the name ๐
i get why it's onConnectClientToPlayerObject and OnPlayerConnectedClientRpc, but having it also on SendNewPlayerValues and OnLobbyMemberJoined adds many race conditions
I'm guessing that's where QuickMenuManager.AddUserToPlayerList is triggered from?
yes
thoose are the 4 vanilla places that trigger AddUserToPlayerList
best bet id say would be to init the PlayerOjects as disabled except the local one
enable them OnPlayerConnectedClientRpc and before OnClientConnect for the host
and disable them again in OnPlayerDC
That'd make sense why two people joining at the same time breaks then
without iterating over all of them but going spot on the one referenced in the RCPs
Yeah ofc
I guess logically it'd make sense to do the loop on connectclienttoplayerobject (which is when the local player joins) then any future would be done on playerconnectedclientrpc and playerdc (which would only be the specific player that joined/left)
รฌ'd say to do the loop on the resize one instead
Ah yeah true
after creting the extras you loop over all but the local one
and then from there on only touch whatever one changes instead of looping
But would you be assigned a controller at that point?
not really but it's an issue only for the host as the host does not trigger the OnPlayerConnect but direclty get's assigned the inxed 0 one no?
Probably, I'll have a mess around anyway
ignoring the host, as we can treat it as a separate case, all the controllers should be disabled unless told otherwise ๐ค
Yeah
and the OnPlayerConnectClient should tell you exaclty which ones should be enabled
so you enable them there and only disable them on DC
Yeye
well on DC and on init
yeah you can find the active ones in a postfix of OnPlayerConnectedClientRpc, by iterating over ClientPlayerList
just do not disable the ones that are not listed or we're back at the race conditions
Ye ik
Release candidate 7
- Temporary Patch for MoreCompany WallPlayer
- Properly Sync default Furniture on hotload ๐ช
RC8 has been silently pushed because i made a mistake in the code.. uops
OnClientConnect triggers OnPlayerConnectedClientRpc though
yeah but the playerobject has to be enabled in OnClientConnect for it to be changed ownership
it's an exception found out while testing stuff
ah
but then a postfix would be too late and a prefix would be too early?
actually nvm a prefix will probs work
you need a transplier in that case because you do not have the indexbefore
this seems to work https://i.1a3.uk/1710607229.png
if you're a client you also need to enable the objects of the other connected clients or is the enabled state sysnced?
its not synced
^
in a Postfix all the entries of StartOfRound.ClientPlayerList are the clients to enable ( to be precise the values as it is a Dictionary )
this seems to work https://i.1a3.uk/1710607968.png
or that, yes that's also a good solution
that triggers only once when the client connects
wait please do not disable the ones that are not connected. disable them only in the DC
or there might again happen some weird interactions
they need to be disabled initially
else there'd be lag until someone disconnects
you do that when you are creating the PlayerObjects
i tried doing the loop on that and it disabled all
which is why i moved it into here instead
since the connected state n stuff isnt set at that point
i mean yeah that was the idea, you disable all of them, and then enable only the ones you need
well i mean it does the same thing either way?
i guess, but disabling the objects after the connection might cause other issues down the line. it's better if they are initially disabled and get enabled when needed
doesn't work
results in the cloudy screen
(when hosting a game)
as i was sayng the host needs to be handled as a special case ๐ค
maybe in StartOfRound.Start if it's hosting you enable the host playerObject ?
i haven't analyzed the code properly for the host
i mean this is already really good and should fix the main issue.
actually here is the right place ๐
in StartOfRound.Update at the bottom
would need to be before that cuz of the changeownership?
yes, so probably in a prefix of Update with the same check of vanilla
if (!this.IsServer || this.hasHostSpawned)
return;
i mean you are not doing anything before the ownership in here but it is still working without warnings right?
seems to work by doing SetActive(false) for all controllers in ResizePlayerCache then also https://i.1a3.uk/1710611795.png
(and ofc the OnPlayerConnectedClientRpc & OnPlayerDC still)
nice this way there is no chance of accidentally deactivating an important object
plus should give a slight boost of performace by having them disabled immediatly
@unreal oriole so my friend was joining and he stuck on "loading..."
no errors on both host and client
even after 30s timeout he was still stuck like that
With latest version?
yep
but it happened only once yet
he was able to join just fine before that
like a random bug
check host logs
check for the warnigns
i see the issue
uh no actually nope
err
uhm all the logs are fine, all the conenctions that get put in pending are correctly matched with a resumed
or well, i see a connection accepted but then the client never responded ๐
so there might be an exception on the client side maybe?
no errors whatsoever on client side
damn, i updated bunch of mods and now my game microfreeze each 10 seconds or so
and moreso, it happens only on host
D:
i'm going crazy
how to even debug shit like this
okay, friend can't join again
two friends
same situation
he was able to rejoin when pressed join in steam several times
otherwise he was stuck at eternal loading
no matter the timeout
and if the one connecting does not comply it get's discarded after the set delay from config
timeout*
nah, they're not in the queue, all others already joined
but they can't
only after like 5th time pressing join in steam
looks like something breaks after all
gonna retrieve client log
uhm check the logs and maybe lower the timeout, rn is 30 seconds that when nothing happens feel like a long time
this sincerely seems like something is preventing your friend to even attempt to connect upon being accepted
and your other friends are stuck in queue waiting either for him to finally connect or for the timeout to occur
why he get's stuck is unknown but if you want your friends to join regardless, maybe lower the timeout or disable the Queue from LobbyControl settings 
with queue disabled expect vanilla bugs to occur if multiple people join at the same time
i havent aksed yet, but do you guys like the look of the fixed lightning particles?
Huh?
zero_surface_area ( Stromy weather ) fix, changes the lightning particles to actually show on the models and not spam the logs
while in vanilla they all spawn in a single dot at the middle of the model
Huh, I'll keep an eye out.
You mean lightning around scrap, yeah? So it should be more visible on particularly larger models?
yes, i actually noticed it
looks really good
Recently put SmartItemSaving into my mod list and made sure to disable the config settings that would conflict with Lobby Control and vice versa but now, each time I load back into a save, this always happens with any items I leave in the locker
For context, the settings were FixItemFalling from SmartItemSaving and rotate_on_spawn from Lobby Control
seems SmartItemSaving does not store the rotation of items inside the cupboard
thoose look like the default Quaternion.Zero rotations
I advise only keeping the safeguard against item changes in SIS.
And disabling the rest.
Will do this, thanks
Let me know if the issue will still presist.
oh, are you fixing the "particle cannot call stop" warning?
Are there any known compatibility issues?
#1211989201793449994 message
Thanks man!
looks like cupboard fix is not really working
on RC
just loaded a save, everything was under the cupboard
well, almost everything
some items was still there but in weird positions
i have only GI as potentially conflicting mod, but i have FixItemsFallingThrough disabled there
okay, so turning off all the config options besides the safeguards in SmartItemSaving fixed the rotation issue ๐
@unreal oriole I noticed that whenever I'd leave and reload a save, any items in the cupboard would shift to the right a bit, and the items on the furthest end would just fall through the cupboard even with lobby control's fix for it enabled
pretty much experiencing the same issue as them
also, if I move the cupboard somewhere else on the ship, exit the lobby, then reload, everything falls through it
doing this results in the player controller being disabled when i go into a map for some reason and ConnectClientToPlayerObject not being ran so gonna just stick with the loop to enable/disable existing players in ConnectClientToPlayerObject
can you guys try reloading the lobby with lobby load to see if that fixes it? if it does i might have a solution
will test it now ๐
@unreal oriole using lobby load did fix it
it's a matter of loading order then, will try a fix tomorrow as it's 3am for me and i should sleep ๐
Sleep well ๐ซก
What mods make the items have these placements in the cupboard??
@nimble gulch I imagine this specifically is what was causing the bugged item rotations?
Is the name fix only supposed to work for the host or everyone?
If the latter, then it doesn't work ๐
Name fix?
So it says in the log that this is incompatible with late company, does that mean this mod already allows players to join late?
Yes.
Bruh lol
sorry i just got this mod
You're all good
Release Candidate 9
should fix the issues reported for the cupboard ๐ค
Speaking of the cupboard lol https://clips.twitch.tv/AggressiveGenerousFishHassaanChop-clsUCSjgzpDdBOjs I love how I was so confused I almost sounded drunk there XD
No matter how many mods fix item positioning we seem never to be saved.
can for sure say that candidate 9 fixed the issue for me @unreal oriole
i mean if you stack them eventually...
everything breaks, do not stack them unless they are confirmed compatible ๐
also i see you have some items not resting properly, if you want you can try tweak the values using the config ItemClipping.manual_offsets
as they are floating the offset is most likely negative
.
we're getting closer to a relase hopefully
Haha I knew what I typed would sound like this.
On the other hand there are mods which add these features and don't even really mention them and I just discover it by looking in the configs.
Oh if you mean the masks they seem to be the only thing that floats slightly
Right now I think there are only two installed for me and more do item rotation fixes for their own valid reasons.
Idk why items always rotate weird when you place them though that's what bothers me
I want everything to rotate properly consistently when placing stuff
It really doesn't help that I have throw anything and physics items enabled on highly modded.
the rotation of the item when you place it in the cupboard depends on the rotation it had when you pick it up from the ground
That's so annoying
LOL
That is terrible
So when it gets placed neatly that is just because that data is missing?
Is there no way to fix that?
what i do normally for showels is i drop them on the ground while in front of the storage , pick them up again and store them
This is actually A revolutionary piece of information Matty (haha I did a pun)
Street signs are going to be so much less annoying now
Same and same reason unless you got that poverty rizz
i like to put the signs on top of the pipe, so i don't have to see them clipping ๐
I never used to notice that damn floor pipe until I discovered LethalPipeRemoval
remove pipe mod users quietly seething
I place one of the teleporters on the end of it just started it looks less weird
Sensewise I think there's some weird logic that it's a kind of pneumatic generating motor pump that runs out of pressure at 0%
LethalPipeRemoval is essential now though
Cus you can set the default placement of the terminal
I no longer have to move it every time I make a new save
thank god
LOL
now it just starts where I always normally put it
x)
Removes oxygen tanks
Uses Oxygen mod
i'm actually planing on making my own attempt at default placements in the next update , i've already a couple of ideas
I don't really understand the appeal of the Oxygen mod
well the idea is to have a default save file that gets copied every time a new game is requested
realism i guess, at least an attempt at that
Yeah ig
Me neither really it's too much hassle to be desirable and discourages really deep dungeon excursions and distant fire exits. But if it lets you survive flooded enviros that's kinda neat.
I would like a mod that just adds an Oxygen meter when underwater
doesn't the water consume the stamina?
It is kind of makes sense to me I mean the scavenger clearly has oxygen tanks on their back
But you could also just read this to me that at midnight that is when you're oxygen immediately runs out
i never paid attention to the water nor flooded moons
