#Lobby Control & Matty's Fixes
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There's a badass newer modder adding fishing so you have something to do on flooded moons
Noty
Lol
Nothing against the modder making the mod ofc I'm just not a fan of fishing in games
π
He has other great features hence I proclaim him blessed
i'd love to start fishing while beeing the terminal guy ( and letting my friend die because i was distracted reeling in a big catch ) π
Oops all flooded mid and diving kits item cute too
Imagine how pissed your friend is gonna be when they spectate you
β οΈ
When everyone drowned but you still want to spend the day away from the wife.
all is fine if i reel in a 100 worth fish π
definitely will balance out the 1k the dead guy had on him π
Oh he's just fishing small scrap and monsters ; D if he can get it pulling those out of the facility I am hyped
https://discord.com/channels/1168655651455639582/1217280417015795802
Anyway. Don't mind my Sczhio posting
Release candidate 10
Make all meshes Readable!
Move alternate particles to it's own config
Compute vertical offset of items the first time they get spawned
finally i found a way to mark the Meshes as readable... this fixes so many vanilla bugs π
lighting particles, item offset.. ecc
At this point the name undermines the mod's functionality.
my friend just end up in the wall on latest RC, but he was kicked by timeout and rejoined okay
yeha the wall bug is something is on the work by MoreCompany devs. i tried to patch it but it's not a prefect solution
1A3 is aware of the issue and has already made a submission to their github now it's just a matter of when they release it
anyone experiencing weird bugs like ship doors stay opened in space for clients?
and also ship land immediately on clients
i'm not sure if it's lobby control related at all
that's definitely not Lobby Control fault
i might actually split it in a next update
don't want to make my friends rejoin and resync all over again
maybe v3.0 will have actually only lobby related stuff and then a Matty's Fixes mod with the rest π€
that one exception seems to be related to cupboard fix
don't see anything broken yet
yeah seems some race condition, nothing big.. will fix soon
now in orbit i got mad spam with that
and it keeps going
my game is half broken now lol
oh yeah
err the error was not caught so it stopped the rest of the code
err
will update RC11 immediatly π
its actually still waiting on me since I need to submit the fixed version, I'm just testing it in public lobbies rn
cuz last night i was having issues where i was being assigned to a previously inactive player controller whilst i was dead but i think that's probably unrelated and more likely caused by the host having latecompany or sommat similar
uh? you were changing your assigned playerObject while ingame?
if that works, i'd love to be able to do something like that to fix the radar names. ( always keep alive players contiguous )
about this. it's weird that the OnPlayerConnectedClientRpc was not setting your player object to active π€
to fix the radar names
huh? if you mean them duplicating when you have a radar booster that's already fixed on the next update
it was but it was too late i guess
whats even weirder is the fact that as a client i was fine in orbit but as soon as i loaded into a map it got disabled
uhhh
latest RC, just hosted
whole log of that
and friend is in the wall again D:
like queue doesn't work now at all
and he's Nameless
not player#3 as usual
disable the itemclipping, it's not liking modded items
nope i was dead and randomly got assigned to a player object that was at the location where the unused player objects are spawned
just discovered the cause for that anyway, it's this code when a player joins https://i.1a3.uk/1710702683.png
sets isPlayerControlled to true for dead players if someone joins mid-game
guess I'll need to do a transpiler fix for that on latecompany π
oh i π, that's why i do not support moon joining
which mod is adding that JesterPlushie? i'd like to test with it
indeed they are
i'll use the iron fist if a mod re-updates the meshes to non readable π let's see which one will win
re-hosted on last RC
still spams
it works fine for me π€
hmm, i'm at 3.0.21 i guess
i'm pretty sure i just updated
perhaps not
or i skipped a version while we was playing
π
okay, no spam now, only thing is broken is boombox upgrade from lategame upgrades
it's started to happen roughly the same time i updated lobbycontrol today, so i assume it's related
uhm... only thing LobbyControl removes from the objects is the radaricon π€
try hit the dev of LGU and see what is beeing found null
can it be related with the same mesh system as spam before?
no that's a different matter and is a flag inside the mesh
gonna reload the save w/o lobbycontrol now
just for testing
no errors but these
these are morecompany-related ones, right?
which is suppressed in lobbycontrol
and classic diversity errors, they're here for god knows how long now
checked the upgrade, now it works
so, yeah, something in lobbycontrol breaks it somehow
not a big deal, but still
Repo for the LateGameUpgrades Lethal Company Mod. Contribute to Malcolm-Q/LC-LateGameUpgrades development by creating an account on GitHub.
i can't even see possible reason of that
but i'm not much of a coder anyway
yeah but i need to know what is beeing found null to understand what is breaking it π
what the heck does LGU do to the boombox
there's upgrade so when you nearby playing boombox - your speed (or damage, or bunch of other parameters) increase
oh right
I don't know if anyone else reported this (since you can't search in a thread directly)
at (wrapper managed-to-native) UnityEngine.Mesh.GetIndexBufferImpl(UnityEngine.Mesh)
at UnityEngine.Mesh.GetIndexBuffer () [0x00012] in <e27997765c1848b09d8073e5d642717a>:IL_0012
at LobbyControl.Patches.ItemPatches.MakeReadableMeshCopy (UnityEngine.Mesh nonReadableMesh) [0x00066] in <520dd7d6a92b41128c7beb1e68f41fb6>:IL_0066
at LobbyControl.Patches.ItemPatches.MakeMeshReadable (UnityEngine.GameObject go) [0x0003b] in <520dd7d6a92b41128c7beb1e68f41fb6>:IL_003B
at LobbyControl.Patches.ItemPatches.AwakePatch (StartOfRound __instance, System.Boolean __runOriginal) [0x0003e] in <520dd7d6a92b41128c7beb1e68f41fb6>:IL_003E```
love seeing all this modded meshes beeing all over the place π€£ π
RC13 is on TS v3.0.23
bruh
should have not started this RC cycle and stuck with Previews π
Shenanigans when you had the upgrade disabled and config sync didn't happen in time for this.
So I just changed to when players used the boombox for music rather than when it spawns in the scene (game).
It's not released yet so you will have to endure it for a while.
ah, so github version is not actual one?
still doesn't explain why it breaks only with lobbycontrol
i mean upgrade is enabled
in my config
It's the one being worked on, thunderstore is the "stable" version released which is a snapshot of the github repository.
why not? i mean you've got plenty of bug reports, just as planned π
yeah but RCs are supposed to be already final releases w/o major additions π
Β―_(γ)_/Β―
so it's not an issue on Lobby Control side right?
It should not be, no.
I think it was just a matter of loading order that it was breaking it, not sure.
It was reported before for other different mod.
And the error was similar if not the same.
well the class is so small that the only thing that can be null is the __instance itself... and i do not belive anything in LobbyControl could do that π
Yeah. :D
It is a patcher class so it doesn't have much stuff in it.
And the error avenues also included when the boombox upgrade was disabled so the SickBeats.Instance would be null.
But yeah, you shouldn't need to worry about it.
good.. i've my hands already full with all the monkey patching i'm doing for the meshes π
Could this mod cause Inventory Desync? I've had desyncs since AC got removed and I'm trying to find which one I added that would cause that
I'm using Experimental btw, I used to have the normal one but thought thwe experimental would fix it
This mod cause desync? I'd say nah. Anything which moves players around forcing them to drop or pick up items like modified teleporters, or changes to the size of your inventory - these cause inventory desyncs. Look at the config networking features of these mods. The lobby control dropitems command can in some rare cases save you. Phantom items and item ownership desyncs are pretty brutal, hardlock my lobbies eventually
You changed this to be false by default now? ;o
with the meshes now beeing readable the vanilla lightning system is working as intended and shows the particles exaclty on the surface of the objects.
but i kinda liked the circular particles so i left the override in there just disabled
@unreal oriole dont know how to wrap text sorry but is this from lobby controller or terminal api?
[Info :LethalAPI.Terminal] LethalAPI.Terminal is loading...
[Info :LethalAPI.Terminal] Installing patches
[Error : Unity Log] InvalidProgramException: Invalid IL code in (wrapper dynamic-method) Terminal:DMDTerminal::ParsePlayerSentence (Terminal): IL_029b: call 0x00000099
Stack trace:
System.RuntimeMethodHandle.GetFunctionPointer () (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.GetFunctionPointer (System.Reflection.MethodBase method, System.RuntimeMethodHandle handle) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0000)
MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.GetNativeStart (System.Reflection.MethodBase method) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_004D)
MonoMod.RuntimeDetour.DetourHelper.GetNativeStart (System.Reflection.MethodBase method) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0005)
MonoMod.RuntimeDetour.Detour._RefreshChain (System.Reflection.MethodBase method) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_00FB)
MonoMod.RuntimeDetour.Detour.Apply () (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0053)
MonoMod.RuntimeDetour.Detour..ctor (System.Reflection.MethodBase from, System.Reflection.MethodBase to, MonoMod.RuntimeDetour.DetourConfig& config) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_02E1)
(wrapper dynamic-method) MonoMod.RuntimeDetour.ILHook+Context.DMD<MonoMod.RuntimeDetour.ILHook+Context::Refresh>(MonoMod.RuntimeDetour.ILHook/Context)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<MonoMod.RuntimeDetour.ILHook+Context::Refresh>?188882286(object)
HarmonyLib.Internal.RuntimeFixes.StackTraceFixes.OnILChainRefresh (System.Object self) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
MonoMod.RuntimeDetour.ILHook.Apply () (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0059)
HarmonyLib.Public.Patching.ManagedMethodPatcher.DetourTo (System.Reflection.MethodBase replacement) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0047)
Rethrow as HarmonyException: IL Compile Error (unknown location)
HarmonyLib.Public.Patching.ManagedMethodPatcher.DetourTo (System.Reflection.MethodBase replacement) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_005F)
HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0033)
Rethrow as HarmonyException: IL Compile Error (unknown location)
HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0045)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0095)
HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0007)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable1[T] sequence, System.Action1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0014)
HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0006)
LethalAPI.LibTerminal.LibTerminalPlugin.Awake () (at <a6834e5be93045eabe96a6a588dfc4c7>:IL_0035)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
by the look of it from TerminalAPI
Replace LobbyControl and TerminalAPI with LobbyControl Experimental
Ahhhh yeah I like the cool circular motion too π
both are causing me to have steam overlay open on launch but i cant interact with it just a black haze infront of my screen
Wonder if this will subvert the lightning particle surface warning spam...
Lobby Control already fixes that
that option is different
Imma test this because I always use lobby control because it's so useful but I am still traumatized from that spam feel it was recently...
Use the experimental one
it has the fixes
RC13 fixes the inherent problem causing the stormy weather spam ( meshes being marked as non readable )
so now the particles are showing as the dev intended on the shape of the object ( without throwing warnings )
but i still liked the spherical particles so i moved the config from the log spam to it's own section π
also i've decided to split the mod in two, one with only host patches ( will still be called Lobby Control ) and the rest of the fixes in a separate one ( probably called Matty's Fixes )
So we now download two mods?
Okay
just for cleanup on my side and easier understanding for whoever has to dowload the mod π
I think I finally found out why my enemy spawns were going nuts btw
Seems like LethalUtilities messes with enemy power levels and it's unfortunate I found out now cus idk when Kyxino will be able to fix it
π€ i remember you mentioning it
I'd love if a small mod could be made that just has the character settings stuff from it tbh
uh? isn't lethal utilities job exaclty to tweak spawn rates and power levels?
It can, but by default it's not supposed to
I used it only for tweaking the CharacterSettings
rest of the configs I didn't touch
well default not necessarly mean vanilla
oh right @vagrant root have you checked for the desync errors for ReservedItemSlots?
Nope I completely forgot about it π
https://thunderstore.io/c/lethal-company/p/mattymatty/Matty_Fixes/ You uploaded it ;o
Does this mean a new rc release then that seperates the settings is inc?
yes, experimental still has all the feature so do not use both till RC14
I really want an aio CharacterSettings mod tbh
after RC14 Lobby control will have all the hosting stuff and the rest is already moved to Matty Fixes
what does that CharacterSettings do?
isn't that BetterStamina?
BetterStamina does some stuff
But doesn't have ladder climing speed, seperated walking and sprinting speed values
or jump force settings
So basically with LethalUtilities I used it to increase Sprint Speed, jump force and ladder climing
BetterStamina did the rest
BetterStamina also doesn't have an option to remove jump delay lol
ModifiedMovement looks like a promising alternative to LethalUtilities' charactersettings but has a bug where jump height increases more and more everytime you jump lol
lol
ehh i guess
Plus I feel like this stuff makes sense for an aio mod
x)
I did try asking Flip if he can add some of that stuff to BetterStamina though, hope he replies
i mean it seems quite active. with 1 week ago last update
i like better stamina because i can have vanilla values and when i join a public lobby that has modified values i get the host values and am not a slow boy π
Haha
other than that if i am allowed i typically do the speed glitch and zooom
then new one w/o teleporter is quite easy to do so....
bruh did it not remove the old license?
lol, weird github stuff
lawyers nightmare π
yeah π
Btw @unreal oriole did you look into figuring out how to fix the intern tag at high levels? I tried RankFix and it doesn't work to restore the boss tag on my character's chest XD
@unreal oriole i was meaning to ask - I've seen your StormyWeather patch (with changing the particle shape to sphere) - could I implement it into WeatherTweaks? I think it has a great value (and the warning spam is something I'm trying to find a fix for) π
You still need to fix Flooded not flooding
Lol
it should be in latest π₯²
I shall test
If water doesn't rise in the new Beta I'mma be like
"This man lied to me"
XD
sure you can use it, just put a comment near the code mentioning me π
the other fix ( to show the particles as the dev intended) is way more invasive and is the conversion of the meshes to readable π
you got it π
thanks a lot! π
you'll need a way to get the correct sphere size if you do not want to calculate it on the fly like i do btw
or just choose a fixed size maybe?
Speaking of mrov
Mrov would probably be the perfect person to make an aio CharacterSettings mod tbh, cus his simple icons would work really well for it
Lol
Idk what it is but they're cute and have an Aesthetic vibe to them
XD
it's literally this filled & colored
π
let me see
charactersettings as in changing player's parameters (speed, weight encumberment and so on)?
Yeah
basically just merge the stuff LethalUtilities' charactersettings and BetterStamina cover
Ooh
it's tempting to use that lol
naaah
aint got the time for that
β οΈ
so - from what i'm seeing - you're calculating the bounds for the sphere in CalculateColliderBounds (https://github.dev/mattymatty97/LTC_LobbyControl/blob/13f34357b74cf5d8c4c984c71945878ee23b9343/LobbyControl/src/Patches/ItemPatches.cs#L412-L413)
and you're making meshes readable for that to work in Awake postfix
okay, nice
i think i know what's going on
i would need to disable my shenanigans with your mod present tho (so the actions don't duplicate & break something) π
i mean i'm adding config options to disable the mesh shenanigans as that also increases the RAM usage a lot
so i'm bringing back the alternate CalculateRendererBounds that is a bit bigger for rotated objects but will do the job for particles
oh, that's interesting
You shouldn't sweat this. You released the experimental mod to Thunderstore AFTER you started your RCs. It was a good choice to do that. No big deal if the naming convention messed up this time. π
Renderer bounds are more performant and look better for the particles
that looks so good π₯
it's better the bigger the model is.. showels and chash registers look really good
Release Candidate 14 Aka. v3.0.24
and complementary mod Matty's Fixes
hopefully everything is working in this RC and i can release it to main brach π€
with the Renderes you also do not need to make meshes readable, so you do not have to follow my shenanigans on that π
thanks, i know i'm not in a super serious environment but my internal OCD is yelling at me ( and will continue till release ) about this bad namings π
a few mods Id like to see as part of this or matty fixes
i'm adding only things i feel i can improve, if there is already a working mod I'm not going to copy it's code into mine
fair
mods already pretty good, replaced several I was using
Yeah I want an actual fix for the character rank to show the Boss tag for example, RankFix has an exp limit though dunno what it is
Cus my level is boss but my chest tag says Intern
XD
yeah i understand that Lunxara, i will try and look into it for the next major update... let me exit the RC hell first please π€£
You're all good
^^
It's just one of those vanilla bugs that fits the scope of your mod
It's hard to think of other ones you haven't already covered
XD
maybe i havent really had that issue because with all my tests and deaths during tests my rank is now back to Part-Timer π
i'll just edit my player file and get my XP back will try some vanilla no-reset runs till i get back to Boss
Lol
Me like multiple mods with clear distinction of objectives
Sometimes when a new player joined the lobby, we can no longer land until I restart my game (Endless loading).
I have Loadstone installed. Could this issue be because of Lobby Control + Loadstone?
if you have More company there are many bugs that they are patching so wait for the next release , if not Lobby Control should not touch anything related to moon loading and clearly does not touch items outside of the ship bounds π€
So this is probably an issue with Loadstone or another mod π€
That's funny I never thought of a mod to show your exp beyond vanilla
But it doesn't feel like something that belongs in lobby control imo, as it's quite artistic and opinionated the create new ranks and labels, zeekerss might even do so for us eventually. Also in so many hours of playing and testing mods my rank was reset once, and I think there's a cheat which allows griefers to screw with it and I really don't want nor like people judging each other based on a "rank" so fraught with those issues.
there is a possibility that is caused by LC but without a exception nor a thread dump clearly stating something in LC is hanging it, there is little i can do to troubleshoot it π
Matty's fixes new addition ( remove the rank tag entirely π€£ )
But if you are going so far with your own type of host fixes then lord save me from cannot NavMesh messages
Removes toxicity entirely
Noooooo π¦
that's already in there XD the LogSpamFix.CalculatePolygonPath
stops the navmesh errors dead enemies throw
That's the main issue: There is nothing
There's one more superspam I get will check it later
\o/
Absolutely glorious
Will it also fix hackers just deleting enemies? π
hackers are territory of https://discord.com/channels/1168655651455639582/1216655331497873488
Try the Hostfixes mod or the AntiCheat, yeah he got it.
Although that might is seeing a lot of development rapidly I don't consider it ready yet. And neither do they, it's v 0.6 now
Oh, I thougth that was chinese only? π€
the main readme is chinese but they have a english one :D
i prefer to just have Lethal Admin and autosave off, to deal with them
Shout-out to lethal admin for also letting us ban kick evaders and griefers, with a note for reason why.
i can kick/ban them, and if they mess things around nothing is saved unless i manually type in the terminal so nothing is lost
that's clever
it's safe to remove TerminalAPI when mods like facility meltdown have it as a dependency? I haven't been totally keeping up with the changes
We're talking about LethalAPI_Terminal
not the other one
I will say I don't think autosave toggle is working. I had client store purchasing enabled (other mod I think) and also save toggled off and never landed but the save's money got zeroed out at some point while I was afk. (Not a big deal they just wasted 55 dollars)
i mean if another mod reads/writes to the savefile there is nothing i can do π
(said other mod allows client lever pulling if they also have a different mod that enables that for them (GI does I think) but I have rarely ever seen even griefers know they can pull the lever in orbit)
Hmm not sure what that would be, maybe savefix
This one is already included in GeneralImprovements lol
Btw @unreal oriole I'm guessing ReadableMeshes can be disabled when using AlternateLightningParticles right?
not really ReadableMeshes fixes a bunch of other issues all around and one of them turns out beeing the Lighting Particles
Ah okay ^^
I know you mentioned the alternate particles reduces the ram usage a little so I think that's what threw me off
turn it off only if you are having memory issues
Lol
personally I dont like general improvements because the new monitors overide Open monitors which I prefer
Idk what the heck Open Monitors is
no the meshes themselves use more RAM if they are readable
CorporateRestructure but good.
Yeah I just looked up what it is
@lament jetty you can disable the monitors that open monitor uses in GI
so that way it doesn't override them
last I checked it didnt fix the problem but that may have been with the og corporate restructure so ill test that when I get home
Why would you prefer OM over GI?
GI has all the same screens and more.
Unless you don't want to use GI in general I guess.
maybe its the looks but maybe I didnt spend enough time configuring it, and also the life support screen
Oh, the one that spoils you.
I mean tbh if you at the ship its pretty clear if someone is dead
just checking cams
Even with body cams people I play with still take a bit of time to fully figure out if someone is dead or not.
good point
may check out GI again
Usually I end up testing if someone is alive using the Lethal phones mod anyways tho
@unreal oriole what's the cost of readable meshes?
RAM, but i haven't benchmarked it yet
I get that it's RAM. Just wondering if there's like an average, at least when tested in vanilla. Obviously will be more with mods.
apparently not even that much
Does it depend on amount of objects present on a level? Or does it just convert them all?
it converts all the prefab meshes
so no, unless you have mods that add objects mid game instead of at boot
I also really really like to open monitors and I miss a couple of the features and yes that conflict pisses me off as I used to see general improvements as immensely bloated. But GI and the dev are just too nice. Same with QualityCompany.
QualityCompany sadly has too many compat issues with mods
I wish the Hotbar features were just a seperate mod
I had to remove it
Same. But I haven't had to remove it for my public lobby profile only my private (content adding) one.
Which is just as well cuz it's a bit immersion breaking and cheaty.
Idek why it bundles so much random shit together
Lol
Heavily broken terminal sell system, a random ass networking feature, being able to see lobby ping, and hotbar stuff
None of those things make sense to be bundled
Lol
SellMyScrap by Zehs is the best terminal selling mod
Rather have one mod with a config that lets me toggle stuff I want.
I've done a few discussions about that. Sometimes it's for code dependent reasons and therefore successfully avoiding needing a personal core module as a dependency. Technologically this is almost always avoidable but sometimes only with exceptional difficulty. But really the reason is culture, and no guidance on what the best practice is from thunderstore or otherwise. Modders have to be explicitly given the confidence to make multiple mods and know that that is cool.
They do look cool though
Albeit unnecessary
I know but almost every update for QualityCompany is them trying to fix the terminal selling stuff
π
the best example: https://serilum.com/mods/
Serilum makes Minecraft mods on CurseForge and Modrinth. Here you'll find an overview, changelogs and more information on them.
Here we see a differing in culture.
Where that way of doing things is fine, but only if it means that a minor feature of the MOD doesn't conflict with one in any other of my 300 in use mods.
What culture?
it's fully pick-whatever-you-want type of collection
I swear you're an alien.
Yeah my problem is the networking feature in QualityCompany when enabled breaks sounds in SoundAPI or breaks GhostCodes if disabled
Lol
there's no winning
Modularity Vs .. not sure what the word is - monolith feature richness
Being able to turn stuff on/off is modularity.
I rather deal with one big config than multiple small ones.
And how do you deal with when a feature is buried so deep inside another mod that doesn't even have a name remotely related to the feature in question and you haven't memorized the config of every single giant mod you have
Also, OpenMonitors has like one monitor GI doesn't have and that's it.
I read every changelog of every mod that gets updated.
I like bundled mods when they include features I know won't break other things
like GeneralImprovements
π
Except inventory switch delay lol.
Yeah but that was a conflict with Hotbarplus π
Least flip added a detection feature for it
^^
That is vile.. you're incredibly informed and that's great for this community but to expect everyone to do that is beyond ridiculous - it's impossibly implausible.
It's sitll not done properly. It should be off when set to 0.3
If you just want to blindly update and then complain about something you haven't read about, that's on you.
The magical gnomes inside the code that managed to break the entire modpack due to clicking uninstall on a single mod: (the game is unplayable and you need to remake the modpack from scratch)
If this were my job I'd agree but it's mods for a game.
LethalUtilities causing my spawn rates to go nuts
I want the millions of people playing this game to be enjoying the very fine mods, not that I'm invested.
It's not a job of modders to sugarcoat everything for those who just want to blindly consume.
I think the reason I never noticed the bug before is cus it's less apparent until you add mods that add extra enemies tbh
https://clips.twitch.tv/AwkwardTenderSandpiperUWot-tAewhhLCIZTWjXkw 8 dogs on Rend will never not be scary π
Watching 5-6 of them steampile past me to go after him was horrifying
Modding is inherentily not for the masses. It's why modpacks are so popular.
And your ask me "what culture". We're clearly different, that's fine. I'm only bothered about blind consumerism when it's harmful to the planet. But I too don't like people not to think, but I don't need them to be overthinking modding games to respect them.
Yes, we are different. Because you're an alien that doesn't speak like a human and I'm always confused when I read your messages.
The game deciding to spontaneously crash when I enter orbit every time Iβm playing multiplayer (it will not tell me what the issue is) 
That's why you started wearing the space suit right.
Anyway, derailed this thread enough.
Same
Does latest RC mean that Matty's Fixes has been split out from Lobby Control Experimental, so both should be installed now?
yes since RC14 ( aka v3.0.24 )
Yeah I'd also delete the old config for Lobby Control too to remove the Orpheaned entries and generate a new one
That too
@vagrant root Do you mind sharing your profile code? I remember you mentionning having no desyncs so I'd like to see if I could find what mods would cause it
not really orphaned entries should get deleted automagically π but the new defaults are not updated
they didn't get deleted quite often for me
some probably did and i just didn't notice
I never tested yet if this was true or not it's still possible LobbyControl was fixing it
it depends on the mod, i implemented the code to delete orphans but it's not a default thing from mods
Is GhostItems in the config supposed to be disabled by default? Its default value is false, is there a problem with it rn or something?
in the official release yeah it's broken and will cause issues
in the experiments no it should be true and is working as intended
You really need to wrap current RC into stable. π
i mean. go do test and stop finding bugs π
Are you waiting on MC update too?
no please do find all the problems so the release is stable
I haven't played in a while tbh.
looks different than I remeber
although it conflicts with my typical ship setup
You can customise text/background colour.
Glad I asked, I'll leave it disabled for now. Thanks. Excited to try this outπ already had moreitems and latecompany but the fixes that this also has made me replace those other 2
from RC14 and so in the next main Release some features have been moved to a separate mod Matty's Fixes
wish better EXP's ui didnt break most anything that modifies the pause menu
also thanks, glad seeing the mod beeing apreciated π
Use BetterEXP instead.
I meant better exp
did you end up removing lethal utilities from your mod list? Wasn't aware it caused spawn rate issues π°
I did yeah
I'll take that as a sign to do it as well lol
reminds me of that one lethal mission that causes a dog to be inside
@unreal oriole Sorry to bother again, but any chance you could make a mod that allows adjusting sprint speed, jump force, and climbing speed? π₯Ί I kind of don't need the other stuff since BetterStamina covers it π
I'll even test it for you before you push it if needed
I know you suggested Better Ladders for Climbing Speed so really, could just be sprinting speed and jump force settings
If you can't it's fine lol, I just hate to disappoint my friend group cus I know how much they like this stuff lmfao
And I'd rather not readd LethalUtilities and have spawn rates going ballistic π
even though 8 dogs on Rend was funny
it's more a matter of priority.. i kinda want to focus on releasing Lobby Control and Matty's Fixes and then take a break for a bit from this... i've been coding non stop for 3 weeks now π , as my job is beeing a programmer too i'm reaching my breaking point
I feel it
Do the cleanup features of thunderstore work? I'm sure regardless I need to go delete some old configs from multiple profiles.
Those features requests, Luna, just don't seem in scope or category for this mod at all. They'd also be minor "cheats" rather than utility. Ask modders who do gameplay changes, try the dash mod, try double jump mod, wait for AC features to be succeeded by a bunch of smaller mods, try late game upgrades and see the config. Betterstamina even has networking and aspects that affects vanilla players as host.
What does Readable Meshes do in Matty's Fixes?
allows the meshes ( object shapes ) to be read by the CPU, finxing verious vanilla bugs, one of which is the stormy weather particles
i need to remove the Warning-popup as we did test and the memory overhead is negligible
here is a mod I feel you could improve
it doesnt work with most modded items
https://thunderstore.io/c/lethal-company/p/NutNutty/AlwaysPickup/
works with everything tbh
oh
didnt know there was a better version
thx
GeneralImprovements also already lets you do this
ok I gotta try that mod again
With how many mods (and modpacks), not surprised
And yeah GI does it too along with a lot of, other stuff
had way more features that I thought
oh does it? i need to remove Always Pick up from my modpack as it's redundant
Just took a quick glance to make sure and ye
is the menu skip compatabile with lll?
Yes
ok thats another mod to toss
I had a patched version of intro tweaks that doesnt break lll
The menu skip it does isn't even really like the other intro skipping mods though as it only disables the boot screen and can auto select Online mode
thats all I need
Mrov recommends using LC_FastStartup and MainMenuVersion over his fork of IntroTweaks
cus LC_FastStartup is the recommended one by the community
nice
π
Yeah he said he only made that fork for his friend
Lol
Why is it more recommended than IntroTweaks?
The og IntroTweaks has also had a huge history of breaking mods and even the game itself in the past
Id love to see GI implement lethalpiperemoval as it already has like half its features
GI doesn't have any of LethalPipeRemoval's features
Removing clipboard and stickynote, also i should have sad half the features I use from it
I just wish the air tank and the helmet
is there a thread for the mod, id like to reccomend some features to the dev if hes still working on it
Dev has a github
Dev isn't in the server
got it
I still don't trust it
I don't trust Owen
lol
Plus the amount of times IntroTweaks broke my game before when trying it
It broke the exp bar once
several times would cause the game to freeze on launch
etc
Mod does too much that it shouldn't
All configurable. We had same discussion about GI.
I only had to turn off bFixMenuCanvas to make it not scuff InputUtils bidnings menu.
Why does this thread attract discussion of other mods? π
because its a comp of features from other mods improved so its semi related
also modding general is dead rn
oh neat. matty fixes. thatβs just lobby control fixes without the lobby stuff right?
Btw @unreal oriole does Smart Item Saving still have that problem with the cupboard when used with MattyFixes?
idk how this happens but whenever I used smart itemm saving it made vanilla scrap no longer spawn
Have everything off in it except FixItemIds section and BackupOnLoad.
Okay so you recommend the SaveItemRotation feature in OpenBodyCams instead now then?
never had that issue
π
I know the OBC one doesn't conflict with anything so I'll reenable that and also keep the rotation feature in MattyFixes enabled
#1211989201793449994 message
so did matty take out the fixes from lobby control and put it into a separate mod?
did you just link lobby control in lobby control
wait
im dumb
lol
I know but now you suggest disabling SaveItemRotation in Smart Item Saving
Hold on let me see if that works okay
Yes, because ultimately all I want from that mod is protection against item ID shuffling and messing up when they get removed from the game completely.
yes i split Lobby Control in two and only kept host related stuff in LC
ok thanks π
Yeah well I remember Zaggy said that option is the same as what's included in OpenBodyCams to most likely BetterSyncFixes might have been f'ing with the cabinet
I'll test
if you want SIS rotation saving then disable the rotate_on_spawn of LC, otherwiste disable their rotation system and keep LC one π
and the item falling i belive is better to keep the one from LC
I mean which one do you think is better for the rotation system?
I just prefer LC/MF to handle such stuff.
SIS will keep whatever rotation they had on save, LC will reallign them to the default resting rotation
it's a matter of preference
Ah well honestly
your implementation might be better cus with the SIS one
I know late joiners see stuff under the ship
Usually paintings
LOL
And ultimately rotation after saving is not that important.
while their fixItemsFallingTrough is better off and to keep instead the OutOfBounds stuff of LC
Well I disabled SaveItemRotation in favor of your version
Let's hope late joiners no longer see shit under the ship
π
if they all have mine they wont
Good
Cus when I disabled that in favor of the SIS option
anytime someone else joined
"I see stuff under the ship for me"
Lol
downside of my implementation is that the stuff that you can "glitch" on the roof of the ship will be teleported inside on takeoff
That a downside?
You mean like Beehives? I don't see that as a downside tbh
idk some people like the glitched beehives on the front counting as part of the ship loot 
I always stick them on the side of the ship
Lmfao
because they always go back to their hive that way
they may teleport in unreachable places tho, as i move them to the closest point inside the ship
I find 99.9% of the time putting them on top leads to roaming bees
so beehives from the front may end up beeing under the monitors
i'm debating if to just teleport outofbounds stuff to Triple 0 ( Vector3.zero ) as the game does for players π€
should i disable join quota for now?
it's kinda broken
some players in the wall, some players stuck on "loading..."
happens every time
and some players join okay
the player is the wall is from More company
the queue should help reduce the number of players that end up in walls
but while one of them is in the wall the others will stay in Loading... until the wall plaeyer is gone
if you want reduce the timeout value in config, 30 seconds are actually quite a lot of time
i did reduce to 15, but players was still stuck in the wall indefinitely
again the player in the wall is not a bug of this mod.... and there is not fix for it
either do not use More company or put up with the chance of players ending up in the walls
idk if youd want to patch this but the walls on experimentation that dont have hitboxes
(there'd be way more to fix about vanilla maps than just that)
Oh yeah, what else, I havent run into any myself
minor stuff but still stuff like floating trees poor hitboxes or that one path on vow that just sends you straight out of bounds
A WHAT ON VOW
if you dont explore that much you'd never see it tho
also the beehives that spawn down the cliffs on march
I mean unless you lost you dont really see much of vow
yea
Maybe ill see some of these when a loot bug nest spawns outside and steal my shit
apparently on latest RC some players can see disconnected players standing there
but not host
for host, disconnected players disappear correctly
you should see "Player {controller.playerUsername} has been removed and should be visible to {client.playerUsername}" in the host logs π€
i'll read the logs after playthrough then
i have errors only in console
i set timeout for queue to 10000
players still stuck at infinite loading
they press rejoin like 3-4 times and then join
nobody was in wall
but queue still stuck
spamming join will not help and probably will just cause the queue o grow... just disable it if you don't want, be ready to get name desyncs and more wall players
it's helping for some reason
players sit on loading forever, press join a few times through steam and then join
otherwise they're forever in queue
no matter what timeout is set
i really want to use it, but i don't understand why it happens
you're the only one having that issue, and that doesn't help identifing the cause
i can send logs or i can send my modpack code if it helps
what was the reason for adding alternative lightning particles?
they look nicer π
where do you see these
I havent had a chance to test the mod yet
i assume the little electric particles that show up on an item that's about to be zapped is replace with yellow spheres
vanilla has a bug that spawns the particles all in the middle point of the object
with ReadableMeshes the particles are finally spawning as the dev intended in the shape of the object
with Alternate Particles they spawn in a circle around the object
Gotcha, thanks
There is by the way a mod called better lightning which adds the sparking animation to the site of impact for random lightning, not just to items. Technically this adds a gameplay element and makes lightning more fair. Anyway thought you should really know about.
I vote yes to this. Unreachable scrap is annoying for sure!
What does "sync items on interact" means?
usage is, for example, showel hit or flashlight toggle
interact is shotgun reload/toggle safety or recharge ecc..
GE is now part of my pack thanks to your guy's tips
These are the only desyncs I had tn, I'm guessing Hotbarplus was causing this but idk, I saw him desynced before reloading where he had a shovel with 2 shells pointing out then when he reloaded the shotgun it fixed him
Btw @unreal oriole I noticed we accidentally dropped items out of bounds of the ship a few times tonight, can you see if something is making it not work properly in Matty Fixes?
Cus stuff shouldn't have been able to be dropped below the ship lol
items are checked at lobby start, and once the ship reaches orbit.. i guess teleporting out of bounds items to Vector3.zero is the best way at this point
found your issue, i had made a typo and was reading the connection_timeout_ms for both so after a succefful connection the next player had to wait the entire timeout before attempting login π
Lobby Control V2.3.0 Release!
Matty's Fixes V1.0.0 Release!
Lobby Control Experimental v3.0.25 (if somebody does not want to replace the experimental from the modpack)
||Matty's Fixes new addition||

yippee
Names to radar icons eh? I have a mod that does that bud it's a huge cheat.
nope, the names to radar icons fix is the name on the top of the screen that says "Trackig: [PlayerName]" that can be wrong if a player joins late
actually the reason is because the game sets the names using the numerical indexes but when a radar booster is activated all the radar entries are sorted by name instead π
Ah yes I've seen that these synchronization it's infuriating.
Check out the mod I mention though, I haven't seen it wrongly label. Before it I used the much less cheaty player numbers, but it still reveals none-player-corpse Masked do a bit cheaty. Nice thing was that you knew that if 3 and 4 were on screen you know which you'd be toggling to next.
LateCompany did an update hmm
i do use the player numbers, it also makes way easier to switch between players from terminal
I use touch screen but it has a bug for supposedly just me where I can't rebind keys, same for one other mod while the majority are fine π
Yeah I used that one. The only other time I see player numbers in game is with a totally cheat mod called scan players or something which has infinite noclip range.
two radar monitors is interesting too
is there where I should ask about the solo experience with Matty's Fixes being less than ideal
if not uh oh but to get to my point, dunno if this is worrying or not, (goes away when disabling ReadableMeshes config of course) but there's also
- items being kidnapped from Dropship (OutOfBounds set to true)
- game crashing when leaving a save file and then trying to rejoin that same save file, dunno why but it's not happening when disabling Matty's Fixes
wdym with dropship kidnapping items?
the mesh thing is still quite in experimental phase as many mods implement their items in questionable ways
the crash would be intresting to see the logs of them as we never had any issues of that kind
also wich version of Matty Fixes are you using?
until a couple of hours ago the mod was clearly marked as NOT STABLE yet π
this is what I mean by kidnapping, they get like flung or something, and i'm using 1.0.0
Maybe a GeneralImprovements conflict but not sure
O.o
How would I get the logs for this
in the profile fodler you shold have a LogOutput.log file
but it will have the logs of the crash only if you haven't started a new session yet
this is your latest session.. not the one that crashed
My latest session was one that crashed
or if it is you copy pasted the content instead of uploading the file as this file is cut
I assume this is the right thing this time mb
ehh sadly it is still cut at the bottom and no exception is shown :/
oh you're using AsyncLoggers
please change in the configs the shutdown type to Await
or remove the mod until we get a proper crash log π
i love how matty fixes has a mandarin as its icon
delicious fixes π
well they are fixes by matty, and i have the clementine everywhere as my pfp π
oh wait you are a mandarin lol
i just noticed. the icon of the mod was bigger so i noticed before
sadly this is still cutting just after ShipWindow is loading
all i can say is that there are a lot of exceptions from other mods so something might be breaking there and then Matty's Fixes is not able to handle the broken situation
Alr
i've pushed a v1.0.1 with a couple of tweaks to the OutOfBounds and hopefully some decent try-catch for the mesh errors, we'll see π€
...would it be believable when I say that the crashing stopped when I disabled MoreCompany
knowing all the bugs in MoreCompany that are beeing fixed .. yes definitely
@still stirrup any idea bout that?
Nope, I've not experienced any crashes on morecompany at all tbf
What also developed is uh
Scratch this I disabled the wrong mod for what I was about to say
Yeah it seems to be between Matty's Fixes and MoreCompany
π€
seperate thing and I don't crash if either Matty's or Morecompany are disabled
@unreal oriole was anything changed that might induce crashes?
not that i can think of.. and definitely not when quitting
Yeah that's so odd lol
plus i daily run both mods and never had issues
Might also have to do with LC_Api, im crashing before I can even create the save file
wait hold on
I've had my game crash when exiting the game from the main menu, not when returning to the lobby from inside a save though
Still got no clue what causes that though since it seems to be intermittent (unrelated to this mod though since I don't use this mod)
Doesn't crash at all with just these 4 after I deleted old save files (nvm it crashes again after restarting)
But still does on the other pack
@unreal oriole i crash when my friend tries to join me and he also crashes maybe this will help im not sure
Yeah I had a friend last night that kept saying they ended up in the wall but on my end never even got into the lobby
i do not see any errors about any of my mods in this log, but there are a lot of exceptions that look serious about other mods π€
that was probably because of my mistake reading the config and using the timout two times π so over a minute between each connection attempt was required π
OOF
idk just saw ppl having crashes
I think there's slightly too many 0's in one of the dungeon flow rarities on lethal quantities π
oh damn lol
didn't know that caused stuff to break
Dunno, might do, might not
i just spammed cuz yeah 3 and 0 are close to my left and right hand
With errors it's usually a good idea to fix them if you can noting they can cause unintended side effects (like crashing)
@unreal oriole I see why masks no longer floated for me, you implemented manual offsets for them π
Sorry I accidentally pinged you in wrong thread XD
@still stirrup that fixed it thanks
where are u when the 2 wasnt there 
I think
I found the actual issue
Oh nope it bamboozled me, crashed after leaving and rejoining a save file twice
youre still talking about matty fixes right not lobby control
does matty fixes have config file
Sweet! Should i bring back timeout back to 30s or lower is better?
Yeah
might wanna try turning it off 1 by 1 and check if u still crashes
new default is 3s wich sinerally should be more than enough time to connect unless you're on a crap connection + trying to connect from the other side of the planet π
another thing you might want to do is simply delete the profile and re-import it, sometimes modmanager might download corrupted files and reimporting on a fresh profile fixes the issues
I tried reimporting
Didn't work
but it does seem to be one of the configs in Matty's
Everything that is true/false is set to false and it's not crashing
everything in Matty's fixes is toggleable, so if you turn off all the features it won't touch the game at all π
This is true
I am turning each one to true though so
and GeneralImprovements randomly stopped working
Well it seems NameFixes is where things are happening
Are you using anything like FriendPatches or NameFix?
namefix should be compatible, friend patches i haven't check
Hmmmm
but it's also crashing with that disabled
I think you have a conflict honestly
You should post your mod list
Still dunno why you need LC_API tbh
It's true
2 mods use it but they're removable since they're mostly just cosmetic stuff
is it
If you have the personal scanner fix enabled in GI btw
Keep in mind it causes crashes with BetterItemScan
the base I made this list of mods from is from when LC was first getting popular so that's probably why π
@still stirrup do you think it might be because i'm delaying the AddUserToPlayerList call to until Steam returns a name?
as that is the same snippet of code for the WallPlayer thing that you changed for next release
Do they do the same thing?
No they're different but I prefer the Personal Scanner Fix over BetterItemScan personally
BetterItemScan is sometimes buggy and causes a loss to performance
Sounds like a free mod removal to me
in regards to what? tumbleweed's crashing?
yeah
Not sure how delaying it would crash anything
unless there's an undefined value somewhere which would logically then cause an exception in the log file
also why... https://i.1a3.uk/1710853592.png
could just be if (GameNetworkManager.Instance == null || GameNetworkManager.Instance.localPlayerController == null)
when touching Rpcs i like to copy the exact same checks the base game does before running my code
ah
but yeah some of them could be rewritten with the same effects
actually no that's litterally part of the body i copied from the og method
i actually wanted to use a transplier but i did not know any way to put a part of the code into a callback, so copy pasting the code and rewriting the part i wanted to change was easier π
that code could become this in theory
I usually transpile to remove the original code then do a postfix to add extra code
unless it needs to be ran in a specific order ofc
it needs to be toggleable tho
if i transplie out the og, there is nothing to fallback to
well i mean its still toggleable
on reboot π
you'd just check its enabled in the config before transpiling
well ye, not much you could do about that though
LethalConfig allows you to toggle the values on the go, and that actually helped me debug few things before
obvs not all the changes can work that way so i still need to one day use LethalConfig as a soft dependency to prevent users from editing boot-only settings π€
Well if there's any good news it's that items from Dropships are no longer doing a vanishing act
they are getting closer π
Welp clearly lobby control is phenomenally underrated.
eh.. it's the masquerade of redownloads
Lobby control last version had 3.4k downloads, async loggers topped at 1.2k
we need to spread the word more
Wait... Do devs actually feel discouraged from updating because of the way these metrics are displayed separately (?)
I was actually referring to the likes
look at the likes π one would see 5k downloads and only 20 likes = shit mod
Yeah pretty silly
But since the most popular mods only have 170 likes and a million downloads
I know I love some with literally 1 like
then be the one to bring the count to 2 β€οΈ
Sorry if this was asked before, but does this mod have the capability to increase the amount of joinable players? Or is it planned for the future?
It is a kinda appropriate feature.. but no.
Matty if you're feeling it...
I don't like more company since it's so unstable and most cosmetics are goofy. I use bigger lobby but everyone talks shit about it with the only reasonable arguement being it relies on LC_API.
oop wrong thread
When I throw loot here, it teleports to the middle of the ship. What's cause that?
OutOfBOunds... it checks the entire shipbox and not only below ship
you are technically dropping the item outside the ship while it is still being marked as inside
so are lobbycontrol and _experimental in-sync now? same version in both?
yes, i'm uploading to both if i make some small patches
and now it's not anymore π
Experimental has proper ReservedSlotCore integration for GhostItem an ItemSync π
only thing i'm seeing. different error from last time i had an exception
at (wrapper managed-to-native) UnityEngine.Mesh.SetSubMesh_Injected(UnityEngine.Mesh,int,UnityEngine.Rendering.SubMeshDescriptor&,UnityEngine.Rendering.MeshUpdateFlags)
at UnityEngine.Mesh.SetSubMesh (System.Int32 index, UnityEngine.Rendering.SubMeshDescriptor desc, UnityEngine.Rendering.MeshUpdateFlags flags) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000
at MattyFixes.Patches.ItemPatches.MakeReadableMeshCopy (UnityEngine.Mesh nonReadableMesh) [0x00151] in <f84db405d65f471394530b6c5b033d12>:IL_0151
at MattyFixes.Patches.ItemPatches.MakeMeshReadable (UnityEngine.GameObject go) [0x0003b] in <f84db405d65f471394530b6c5b033d12>:IL_003B
at MattyFixes.Patches.ItemPatches.AwakePatch (StartOfRound __instance, System.Boolean __runOriginal) [0x0004a] in <f84db405d65f471394530b6c5b033d12>:IL_004A ```
yay the only one i did not check π
do you mind telling me which mod is causing the issue now? which mod is adding the item causing the crash
i could prolly find so many bugs with mods incompats
but i have no one to play with π
narrowed it down to something from this moon https://thunderstore.io/c/lethal-company/p/Magic_Wesley/Gratar/
error is generated once you load into a save
damn thats a big one
@still stirrup
C:\WINDOWS\SYSTEM32\dbghelp.dll:dbghelp.dll (00007FF850650000), size: 2306048 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dbghelp.dll', fileVersion: 10.0.22621.2506
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFF5DB37EBB)
0x00007FFF5DB37EBB (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFF5D96255C)
0x00007FFF5D96255C (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFF5DC2466A)
0x00007FFF5DC2466A (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFF5D7B0352)
0x00007FFF5D7B0352 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFF5D7B09E5)
0x00007FFF5D7B09E5 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFF5D53BFA8)
0x00007FFF5D53BFA8 (UnityPlayer) (function-name not available)
0x00000251FEA2C76C (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:SetActive (UnityEngine.GameObject,bool)
0x00000251F376124B (Mono JIT Code) [D:\VisualStudioProjects\MoreCompany\MoreCompany\MainClass.cs:128] MoreCompany.MainClass:EnablePlayerObjectsBasedOnConnected ()
0x00000251F375E97B (Mono JIT Code) [D:\VisualStudioProjects\MoreCompany\MoreCompany\HudPatches.cs:127] MoreCompany.AddUserPlayerListPatch:Prefix (QuickMenuManager,ulong,string,int)
0x00000251FA22FB4B (Mono JIT Code) (wrapper dynamic-method) QuickMenuManager:DMD<QuickMenuManager::AddUserToPlayerList> (QuickMenuManager,ulong,string,int)
err yes the delayed NamePatch does even crash the game entirely π
namepatch will stay off until next release of MoreCompany π x2
interesting
i might put the values in a queue and flush them in the StartOfRound.Update π€
@unreal oriole I just realised that i actually need to do this for the latecompany fix π
cuz there's some checks below that check whether the players are controlled
so basically rn it doesnt update the player list properly π€¦ββοΈ
rip
Gratar works fine π€
Matty's Fixes v1.0.2 should have a fully working Name Patch
Oh you managed to fix it?
and also only check for vertical offset and not the other directions
it is still to be tested if it actually works but at least doesn't hard crash the game anymore π
but yeah in theory no more "Unknown" if you have the mod and the config enabled
Nice!!!
Yeah FriendPatches was just placebo I think, I'm pretty sure LateCompany had it's own patch for it
omw to set my display name to "Unknown"
should also fix the radar names being mismatched but that's completely to be tested π
I mean I don't have that issue to begin with cus I use TwoRadarMaps π
i do actually know 2 people that use Unknown as nickname π
do they play LC?
nah, they play SCPSL
ah
should i use this one or experiminetal just to be clear?
Currently both versions are the same
Use Experimental though if you wanna use the new stuff before it's pushed to the stable release
this i think
I'm no longer crashing with the fix but the amount of the same error appearing seems... concerning
Also getting the same error
New error since the MattyFixes update yeah
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
MattyFixes.Patches.NamePatches.PostUpdate (StartOfRound __instance) (at <3979166800c74ff39ae670523e1ac9af>:IL_0010)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::LateUpdate(StartOfRound)
Doesn't look like NameFix is working π
(It happens on any new game I start alone by the way since the update)
@unreal oriole Okay so, not sure where to post this since I was getting errors from multiple mods, but both my friend and I's game crashed as soon as they joined the lobby. This was what was in the log when that happened
Sounds like this is gonna be... so fun to fix
i got the same error and did crash had to unfortunately disable mattys fixes
i also had some errors i fixed thanks 1A3
fixed it for my friend and I too
this keeps spamming in the log
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
MattyFixes.Patches.NamePatches.PostUpdate (StartOfRound __instance) (at <3979166800c74ff39ae670523e1ac9af>:IL_0010)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::LateUpdate(StartOfRound)
Anyone else have a issue where people's voices are stuck in the ship until they reconnect? My group only started having the issue after switching from Late Company to this
yeah i messed up π
, but NameFix is Experimental and off by default ( so disabling it should avoid the errors )
Is it related to existing mod called NameFix?
no there is a namefix config being tested in Matty's fixes
just... broken badly π
and the error i belive was not having this -1 π
It still gets spammed even with NameFix config turned off
oh right... well fix has been uploaded
that for loop is literally running each tick so yeah it's spamming a lot π sry
nice
Do you need the fixes mod even if you have this?
They're separate.
In v2.3.0 i split up Lobby Control in two
now Lobby Control only has stuff related to game hosting
and the rest of the features have been moved to Matty's fixes
They're seperate but I highly recommend using Matty's Fixes tbh
I also highly recommend pairing it with Smart Item Saving as well just be sure to disable this stuff, and if you use OpenBodyCams it also has a SaveItemRotation toggle that should be disabled when paired with Matty's Fixes
@unreal oriole Btw I wonder if you could ask Zaggy and Sylvi to automatically disable those features when Matty Fixes is detected
the problem is they could ask the same to me, as the features are redundant and both mods allow for each of them to be disabled π
fair lol
for completition the "mirror settings" of Maty's fixes are:
FixItemsFalling -> OutOfBounds.Enable
SaveItemRotation -> ItemClipping.rotateon_spawn
@unreal oriole
So the update to 1.0.3
Did that change anything? There is no changelog.
Was it just for the orange! If it is... ORANGE!
this was the fix π
@unreal oriole
OMG ORANGES ARE POWERFUL!!!!
ps. WOOT TYVM!
@unreal oriole
Also. New problem.
Looks like your code is now looking for the center of the object and not the perceived bottom.
π€
it's all fine on my side π€
Do you have Smart Item Saving, OpenBodyCams, or GI?
If you use GeneralImprovements with Matty Fixes disable this in GI's settings
I do and have all of them off.
I will do a check again just to be safe.
There also may be another error.
I am still figuring it out.
Looks to be fine on my end as well (Those 3 mods installed)
sadly it creates no errors.
I have no idea what was causing this in my pack, but when I updated to 2.3 and added Matty Fixes, the game kept crashing the host and the client when someone joined a lobby. Rolling the mod back to 2.2.6 seemed to have fixed our issue with crashing.
Matty Fixes had a bug with the NameFix, that might have been the issue if it was crashing when joining
Ah, is that fixed now?
should be, and if the NameFix is giving issue now it can be turned off in config ( should actually be off by default π€ )
I'll test it out when I get back from PAX π
yeah i'm sorry about it, sometimes things slip by when testing
The other issue we've been having is that when someone disconnects, it's fine for the host, but for other players the person's character is still there and just stands where they logged out. It does fix itself if that player rejoins though. This mod and More Company are the only mods I have that touch lobby stuff I think.
does it happen when disconnecting mid-game or in orbit?
Both
I think. I'm actually not sure if we tested on a moon
So maybe only in orbit
It could be a conflict somewhere or a mod I'm not thinking about though. My plane is about to take off, but here's the code if you want to test anything or check my mods and configs.
018e5801-24a6-f929-e4ad-22a15ee281ec
bomb is the name of the object
the one in your mailbox
i don't remember anything related to bomb in my modpack, only lategame upgrades maybe
but you have to take contract first
and i didn't
weird
but nevermind
ah LategameUpgrades should have a bomb you have to defuse right?
yep, but only if you take contract for that
there's other types of contracts as well, and they're picked randomly
yep seems to be from LGU
Damn, the blue wire is actually evil.
uploaded a new version, there is nothing i can do other than gracefully handle the exception and ignore the items that complain π
π
saw that LobbyCompatibility finally released few days ago and decided it was a good reason to do a mass update
also pushed the ReservedSlot compat to Lobby Control and a new log spam fix to Matty's Fixes
Now we just wait for more company
π€
Floaty hats!
@unreal oriole I saw this yesterday too with different cosmetics.
I am trying to figure out what the hec is going on.
it probably is from the readablemeshes but should not as i only touch grabbable objects π€
@unreal oriole
I have also seen the suit rack break as well.
Seems like moresuits/toomany suits breaks.
Because the suit is no longer on the rack, the suit returns to the default color as SuitSaver cannot find the suit to apply.
https://thunderstore.io/c/lethal-company/p/Hexnet111/SuitSaver/
Or any other mod that applies a recently used suit I imagine.
I will check out this lobby compatibility. Hmmmm
https://thunderstore.io/c/lethal-company/p/BMX/LobbyCompatibility/
i've been using suitsaver for a while and everything is working fine on my side π€
SuitSaver works fine for me too
You've got some other mod breaking stuff @grim terrace
Ain't that always the case. π π₯² π©
I think I found this problem to be related to Mrov's unlock on start.
I will have more info later. Todays testing has yet to start.
I am so close to releasing Shattered Company.