#Lobby Control & Matty's Fixes

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flint pollen
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Not sure what you mean. If you mean it increases oxygen consumption then perhaps the moons have partial oxygen and the tanks are supplementary but obviously underwater they are diving tanks.

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There's a badass newer modder adding fishing so you have something to do on flooded moons

vagrant root
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Noty

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Lol

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Nothing against the modder making the mod ofc I'm just not a fan of fishing in games

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πŸ˜†

flint pollen
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He has other great features hence I proclaim him blessed

unreal oriole
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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 ) πŸ˜‚

flint pollen
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Oops all flooded mid and diving kits item cute too

vagrant root
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☠️

flint pollen
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When everyone drowned but you still want to spend the day away from the wife.

unreal oriole
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all is fine if i reel in a 100 worth fish πŸ˜…

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definitely will balance out the 1k the dead guy had on him 😏

flint pollen
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Oh he's just fishing small scrap and monsters ; D if he can get it pulling those out of the facility I am hyped

unreal oriole
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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

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finally i found a way to mark the Meshes as readable... this fixes so many vanilla bugs πŸ˜‚

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lighting particles, item offset.. ecc

nimble gulch
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At this point the name undermines the mod's functionality.

lament hemlock
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my friend just end up in the wall on latest RC, but he was kicked by timeout and rejoined okay

unreal oriole
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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

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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

lament hemlock
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anyone experiencing weird bugs like ship doors stay opened in space for clients?

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and also ship land immediately on clients

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i'm not sure if it's lobby control related at all

unreal oriole
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that's definitely not Lobby Control fault

lament hemlock
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it's just that i updated lobby control last

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gonna check last updated mods later

unreal oriole
lament hemlock
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don't want to make my friends rejoin and resync all over again

unreal oriole
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maybe v3.0 will have actually only lobby related stuff and then a Matty's Fixes mod with the rest πŸ€”

lament hemlock
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that one exception seems to be related to cupboard fix

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don't see anything broken yet

unreal oriole
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yeah seems some race condition, nothing big.. will fix soon

lament hemlock
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now in orbit i got mad spam with that

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and it keeps going

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my game is half broken now lol

unreal oriole
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oh yeah

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err the error was not caught so it stopped the rest of the code

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err

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will update RC11 immediatly πŸ˜…

still stirrup
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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

unreal oriole
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uh? you were changing your assigned playerObject while ingame?

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if that works, i'd love to be able to do something like that to fix the radar names. ( always keep alive players contiguous )

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about this. it's weird that the OnPlayerConnectedClientRpc was not setting your player object to active πŸ€”

still stirrup
still stirrup
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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

lament hemlock
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uhhh

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latest RC, just hosted

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whole log of that

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and friend is in the wall again D:

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like queue doesn't work now at all

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and he's Nameless

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not player#3 as usual

unreal oriole
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disable the itemclipping, it's not liking modded items

still stirrup
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sets isPlayerControlled to true for dead players if someone joins mid-game

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guess I'll need to do a transpiler fix for that on latecompany πŸ˜‚

unreal oriole
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oh i πŸ˜‚, that's why i do not support moon joining

unreal oriole
lament hemlock
unreal oriole
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love the plushies. they look so good

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RC12 uploaded

lament hemlock
unreal oriole
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i'll use the iron fist if a mod re-updates the meshes to non readable πŸ˜‚ let's see which one will win

unreal oriole
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it works fine for me πŸ€”

lament hemlock
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tons and tons

unreal oriole
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there are no downloads still

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how are you using the last RC?

lament hemlock
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hmm, i'm at 3.0.21 i guess

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i'm pretty sure i just updated

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perhaps not

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or i skipped a version while we was playing

unreal oriole
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πŸ˜‚

lament hemlock
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okay, no spam now, only thing is broken is boombox upgrade from lategame upgrades

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it's started to happen roughly the same time i updated lobbycontrol today, so i assume it's related

unreal oriole
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uhm... only thing LobbyControl removes from the objects is the radaricon πŸ€”

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try hit the dev of LGU and see what is beeing found null

lament hemlock
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can it be related with the same mesh system as spam before?

unreal oriole
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no that's a different matter and is a flag inside the mesh

lament hemlock
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gonna reload the save w/o lobbycontrol now

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just for testing

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no errors but these

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these are morecompany-related ones, right?

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which is suppressed in lobbycontrol

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and classic diversity errors, they're here for god knows how long now

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checked the upgrade, now it works

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so, yeah, something in lobbycontrol breaks it somehow

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not a big deal, but still

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i can't even see possible reason of that

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but i'm not much of a coder anyway

unreal oriole
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yeah but i need to know what is beeing found null to understand what is breaking it πŸ˜…

rare siren
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what the heck does LGU do to the boombox

lament hemlock
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there's upgrade so when you nearby playing boombox - your speed (or damage, or bunch of other parameters) increase

rare siren
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oh right

green pendant
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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```
unreal oriole
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love seeing all this modded meshes beeing all over the place 🀣 😭

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RC13 is on TS v3.0.23

bruh

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should have not started this RC cycle and stuck with Previews πŸ˜…

empty nest
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It's not released yet so you will have to endure it for a while.

lament hemlock
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ah, so github version is not actual one?

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still doesn't explain why it breaks only with lobbycontrol

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i mean upgrade is enabled

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in my config

empty nest
lament hemlock
unreal oriole
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yeah but RCs are supposed to be already final releases w/o major additions πŸ˜…

lament hemlock
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Β―_(ツ)_/Β―

unreal oriole
empty nest
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It should not be, no.

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I think it was just a matter of loading order that it was breaking it, not sure.

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And the error was similar if not the same.

unreal oriole
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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 πŸ˜…

empty nest
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Yeah. :D

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It is a patcher class so it doesn't have much stuff in it.

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And the error avenues also included when the boombox upgrade was disabled so the SickBeats.Instance would be null.

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But yeah, you shouldn't need to worry about it.

unreal oriole
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good.. i've my hands already full with all the monkey patching i'm doing for the meshes πŸ™ƒ

versed bramble
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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

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I'm using Experimental btw, I used to have the normal one but thought thwe experimental would fix it

flint pollen
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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

vagrant root
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You changed this to be false by default now? ;o

unreal oriole
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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

nocturne rock
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@unreal oriole dont know how to wrap text sorry but is this from lobby controller or terminal api?

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[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()

unreal oriole
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by the look of it from TerminalAPI

vagrant root
vagrant root
nocturne rock
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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

flint pollen
vagrant root
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that option is different

flint pollen
vagrant root
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it has the fixes

unreal oriole
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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 πŸ˜„

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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 )

brave shuttle
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So we now download two mods?

unreal oriole
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after v2.3.0 yes

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and actually probably after next RC unless no bugs are reported

brave shuttle
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Okay

unreal oriole
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just for cleanup on my side and easier understanding for whoever has to dowload the mod πŸ˜…

vagrant root
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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

unreal oriole
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πŸ€” i remember you mentioning it

vagrant root
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I'd love if a small mod could be made that just has the character settings stuff from it tbh

unreal oriole
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uh? isn't lethal utilities job exaclty to tweak spawn rates and power levels?

vagrant root
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It can, but by default it's not supposed to

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I used it only for tweaking the CharacterSettings

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rest of the configs I didn't touch

unreal oriole
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well default not necessarly mean vanilla

vagrant root
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I had them all not touched meaning they shouldn't do anything

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Set to false

unreal oriole
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oh the were disabled entirely

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weird then yeah

unreal oriole
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oh right @vagrant root have you checked for the desync errors for ReservedItemSlots?

vagrant root
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Nope I completely forgot about it πŸ˜…

vagrant root
vagrant root
unreal oriole
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yes, experimental still has all the feature so do not use both till RC14

vagrant root
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I really want an aio CharacterSettings mod tbh

unreal oriole
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after RC14 Lobby control will have all the hosting stuff and the rest is already moved to Matty Fixes

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what does that CharacterSettings do?

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isn't that BetterStamina?

vagrant root
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BetterStamina does some stuff

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But doesn't have ladder climing speed, seperated walking and sprinting speed values

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or jump force settings

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So basically with LethalUtilities I used it to increase Sprint Speed, jump force and ladder climing

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BetterStamina did the rest

unreal oriole
vagrant root
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BetterStamina also doesn't have an option to remove jump delay lol

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ModifiedMovement looks like a promising alternative to LethalUtilities' charactersettings but has a bug where jump height increases more and more everytime you jump lol

vagrant root
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Still where's the option to increase only sprint speed

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and jump force?

unreal oriole
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ehh i guess

vagrant root
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Plus I feel like this stuff makes sense for an aio mod

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x)

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I did try asking Flip if he can add some of that stuff to BetterStamina though, hope he replies

unreal oriole
vagrant root
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Ye

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I did let the dev know about the bug hopefully he fixes it soon

unreal oriole
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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 πŸ˜‚

vagrant root
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Haha

unreal oriole
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other than that if i am allowed i typically do the speed glitch and zooom

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then new one w/o teleporter is quite easy to do so....

kindred cove
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ummm...

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which one is it? πŸ˜›

unreal oriole
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bruh did it not remove the old license?

kindred cove
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bri'ish things

unreal oriole
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lol, weird github stuff

kindred cove
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πŸ™ƒ

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the way of life

unreal oriole
kindred cove
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yeah πŸ˜…

vagrant root
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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

kindred cove
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@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) πŸ˜…

vagrant root
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Lol

kindred cove
vagrant root
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I shall test

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If water doesn't rise in the new Beta I'mma be like

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"This man lied to me"

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XD

unreal oriole
kindred cove
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thanks a lot! πŸ˜„

unreal oriole
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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

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or just choose a fixed size maybe?

vagrant root
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Speaking of mrov

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Mrov would probably be the perfect person to make an aio CharacterSettings mod tbh, cus his simple icons would work really well for it

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Lol

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Idk what it is but they're cute and have an Aesthetic vibe to them

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XD

kindred cove
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it's literally this filled & colored

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πŸ˜‡

vagrant root
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Time for CharacterSettings by mrov

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I wonder what icon you'd use

kindred cove
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let me see

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charactersettings as in changing player's parameters (speed, weight encumberment and so on)?

vagrant root
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Yeah

kindred cove
vagrant root
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basically just merge the stuff LethalUtilities' charactersettings and BetterStamina cover

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Ooh

kindred cove
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it's tempting to use that lol

vagrant root
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Now you gotta do it

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πŸ˜„

kindred cove
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naaah

vagrant root
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That is perfect

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Wym naaah?

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you even got the icon going

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XD

kindred cove
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aint got the time for that

vagrant root
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☠️

kindred cove
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and you're making meshes readable for that to work in Awake postfix

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okay, nice

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i think i know what's going on

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i would need to disable my shenanigans with your mod present tho (so the actions don't duplicate & break something) πŸ˜…

unreal oriole
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i mean i'm adding config options to disable the mesh shenanigans as that also increases the RAM usage a lot

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so i'm bringing back the alternate CalculateRendererBounds that is a bit bigger for rotated objects but will do the job for particles

ocean cape
unreal oriole
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Renderer bounds are more performant and look better for the particles

kindred cove
unreal oriole
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it's better the bigger the model is.. showels and chash registers look really good

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hopefully everything is working in this RC and i can release it to main brach 🀞

unreal oriole
unreal oriole
lament jetty
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a few mods Id like to see as part of this or matty fixes

unreal oriole
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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

lament jetty
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mods already pretty good, replaced several I was using

vagrant root
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Cus my level is boss but my chest tag says Intern

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XD

unreal oriole
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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 🀣

vagrant root
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You're all good

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^^

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It's just one of those vanilla bugs that fits the scope of your mod

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It's hard to think of other ones you haven't already covered

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XD

unreal oriole
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maybe i havent really had that issue because with all my tests and deaths during tests my rank is now back to Part-Timer πŸ˜‚

vagrant root
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☠️

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Meanwhile me at over 4000 exp

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XD

unreal oriole
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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

flint pollen
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Me like multiple mods with clear distinction of objectives

brave shuttle
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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?

unreal oriole
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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 πŸ€”

brave shuttle
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So this is probably an issue with Loadstone or another mod πŸ€”

flint pollen
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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.

unreal oriole
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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 πŸ˜…

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Matty's fixes new addition ( remove the rank tag entirely 🀣 )

flint pollen
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But if you are going so far with your own type of host fixes then lord save me from cannot NavMesh messages

flint pollen
unreal oriole
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that's already in there XD the LogSpamFix.CalculatePolygonPath

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stops the navmesh errors dead enemies throw

brave shuttle
flint pollen
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There's one more superspam I get will check it later

brave shuttle
flint pollen
brave shuttle
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Will it also fix hackers just deleting enemies? πŸ˜…

unreal oriole
flint pollen
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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

brave shuttle
unreal oriole
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the main readme is chinese but they have a english one :D

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i prefer to just have Lethal Admin and autosave off, to deal with them

flint pollen
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Shout-out to lethal admin for also letting us ban kick evaders and griefers, with a note for reason why.

unreal oriole
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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

kindred cove
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that's clever

iron anchor
vagrant root
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not the other one

iron anchor
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o

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my bad my bad I misunderstood

flint pollen
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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)

unreal oriole
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i mean if another mod reads/writes to the savefile there is nothing i can do πŸ˜…

flint pollen
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(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)

flint pollen
vagrant root
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Btw @unreal oriole I'm guessing ReadableMeshes can be disabled when using AlternateLightningParticles right?

unreal oriole
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not really ReadableMeshes fixes a bunch of other issues all around and one of them turns out beeing the Lighting Particles

vagrant root
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Ah okay ^^

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I know you mentioned the alternate particles reduces the ram usage a little so I think that's what threw me off

unreal oriole
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turn it off only if you are having memory issues

vagrant root
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Lol

lament jetty
vagrant root
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Idk what the heck Open Monitors is

unreal oriole
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no the meshes themselves use more RAM if they are readable

nimble gulch
vagrant root
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Yeah I just looked up what it is

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@lament jetty you can disable the monitors that open monitor uses in GI

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so that way it doesn't override them

lament jetty
nimble gulch
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Why would you prefer OM over GI?

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GI has all the same screens and more.

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Unless you don't want to use GI in general I guess.

vagrant root
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GI doesn't have that life support one

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So I guess that's a reason

lament jetty
nimble gulch
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Oh, the one that spoils you.

lament jetty
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just checking cams

nimble gulch
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Even with body cams people I play with still take a bit of time to fully figure out if someone is dead or not.

lament jetty
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good point

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may check out GI again

#

Usually I end up testing if someone is alive using the Lethal phones mod anyways tho

nimble gulch
#

@unreal oriole what's the cost of readable meshes?

unreal oriole
#

RAM, but i haven't benchmarked it yet

nimble gulch
#

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.

unreal oriole
#

apparently not even that much

nimble gulch
#

Does it depend on amount of objects present on a level? Or does it just convert them all?

unreal oriole
#

it converts all the prefab meshes

#

so no, unless you have mods that add objects mid game instead of at boot

flint pollen
vagrant root
#

QualityCompany sadly has too many compat issues with mods

#

I wish the Hotbar features were just a seperate mod

#

I had to remove it

flint pollen
#

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.

vagrant root
#

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

nimble gulch
flint pollen
#

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.

hollow copper
#

Albeit unnecessary

vagrant root
#

I know but almost every update for QualityCompany is them trying to fix the terminal selling stuff

#

πŸ˜†

kindred cove
flint pollen
nimble gulch
#

What culture?

kindred cove
nimble gulch
#

I swear you're an alien.

vagrant root
#

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

flint pollen
vagrant root
#

It's like "Break this mod, or break this mod"

#

Or ofc do what I did

#

and nuke it

nimble gulch
#

Being able to turn stuff on/off is modularity.

#

I rather deal with one big config than multiple small ones.

vagrant root
#

Yeah it's a good mod in practice

#

Just the execution isn't great

flint pollen
#

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

nimble gulch
#

Also, OpenMonitors has like one monitor GI doesn't have and that's it.

nimble gulch
vagrant root
#

I like bundled mods when they include features I know won't break other things

#

like GeneralImprovements

#

πŸ™‚

nimble gulch
vagrant root
#

Least flip added a detection feature for it

#

^^

flint pollen
#

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.

nimble gulch
#

It's sitll not done properly. It should be off when set to 0.3

nimble gulch
hollow copper
flint pollen
#

If this were my job I'd agree but it's mods for a game.

vagrant root
flint pollen
#

I want the millions of people playing this game to be enjoying the very fine mods, not that I'm invested.

nimble gulch
vagrant root
#

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

#

Watching 5-6 of them steampile past me to go after him was horrifying

nimble gulch
#

Modding is inherentily not for the masses. It's why modpacks are so popular.

flint pollen
nimble gulch
#

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.

hollow copper
flint pollen
nimble gulch
#

Anyway, derailed this thread enough.

flint pollen
#

Same

hollow copper
ocean cape
#

Does latest RC mean that Matty's Fixes has been split out from Lobby Control Experimental, so both should be installed now?

unreal oriole
#

yes since RC14 ( aka v3.0.24 )

vagrant root
hidden solstice
#

damn

#

thinking about it

#

i should delete configs when removing mods

vagrant root
versed bramble
#

@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

unreal oriole
#

not really orphaned entries should get deleted automagically πŸ˜… but the new defaults are not updated

hidden solstice
#

some probably did and i just didn't notice

vagrant root
unreal oriole
#

it depends on the mod, i implemented the code to delete orphans but it's not a default thing from mods

hidden solstice
#

ah oke

#

yeah found one that didn't get deleted

polar briar
#

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?

unreal oriole
#

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

nimble gulch
#

You really need to wrap current RC into stable. πŸ˜…

vagrant root
#

Yeah you probably should

#

πŸ˜†

#

RC releases have been stable for a while for me

unreal oriole
#

i mean. go do test and stop finding bugs πŸ™ƒ

nimble gulch
#

Are you waiting on MC update too?

unreal oriole
#

no please do find all the problems so the release is stable

nimble gulch
#

I haven't played in a while tbh.

lament jetty
#

although it conflicts with my typical ship setup

nimble gulch
#

You can customise text/background colour.

polar briar
unreal oriole
#

from RC14 and so in the next main Release some features have been moved to a separate mod Matty's Fixes

lament jetty
#

wish better EXP's ui didnt break most anything that modifies the pause menu

unreal oriole
lament jetty
iron anchor
iron anchor
#

I'll take that as a sign to do it as well lol

vagrant root
#

8 dogs on Rend is absolutely horrifying

#

LMFAO

lament jetty
vagrant root
#

@unreal oriole Sorry to bother again, but any chance you could make a mod that allows adjusting sprint speed, jump force, and climbing speed? πŸ₯Ί I kind of don't need the other stuff since BetterStamina covers it πŸ˜…

#

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 πŸ˜…

#

even though 8 dogs on Rend was funny

unreal oriole
#

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 πŸ˜… , as my job is beeing a programmer too i'm reaching my breaking point

vagrant root
#

I feel it

flint pollen
#

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.

versed bramble
#

What does Readable Meshes do in Matty's Fixes?

unreal oriole
#

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

lament jetty
#

here is a mod I feel you could improve

#

it doesnt work with most modded items

unreal oriole
lament jetty
#

didnt know there was a better version

#

thx

vagrant root
#

GeneralImprovements also already lets you do this

lament jetty
#

ok I gotta try that mod again

native mauve
#

With how many mods (and modpacks), not surprised
And yeah GI does it too along with a lot of, other stuff

lament jetty
#

had way more features that I thought

unreal oriole
native mauve
#

Just took a quick glance to make sure and ye

lament jetty
vagrant root
lament jetty
#

ok thats another mod to toss

#

I had a patched version of intro tweaks that doesnt break lll

vagrant root
#

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

vagrant root
#

cus LC_FastStartup is the recommended one by the community

vagrant root
#

Yeah he said he only made that fork for his friend

#

Lol

lament jetty
#

I just saw it and was like bet

#

idk about fast start up

versed bramble
kindred cove
#

less invasive

#

doesn't change main menu and many more

vagrant root
#

The og IntroTweaks has also had a huge history of breaking mods and even the game itself in the past

lament jetty
vagrant root
lament jetty
#

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

vagrant root
#

Dev isn't in the server

lament jetty
#

got it

nimble gulch
#

Owen patched IntroTweaks.

#

No longer breaks LLL.

vagrant root
#

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

nimble gulch
#

All configurable. We had same discussion about GI.

vagrant root
#

I mean I'm pretty sure the stuff where it broke the xp bar wasn't

#

Lol

nimble gulch
#

I only had to turn off bFixMenuCanvas to make it not scuff InputUtils bidnings menu.

#

Why does this thread attract discussion of other mods? πŸ˜…

lament jetty
#

also modding general is dead rn

rare siren
#

oh neat. matty fixes. that’s just lobby control fixes without the lobby stuff right?

vagrant root
#

Btw @unreal oriole does Smart Item Saving still have that problem with the cupboard when used with MattyFixes?

lament jetty
nimble gulch
vagrant root
vagrant root
#

πŸ˜†

lament jetty
#

Ill try it again later

vagrant root
#

I know the OBC one doesn't conflict with anything so I'll reenable that and also keep the rotation feature in MattyFixes enabled

rare siren
#

so did matty take out the fixes from lobby control and put it into a separate mod?

lament jetty
#

wait

#

im dumb

#

lol

vagrant root
#

Hold on let me see if that works okay

nimble gulch
#

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.

unreal oriole
rare siren
#

ok thanks πŸ‘

vagrant root
#

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

unreal oriole
#

if you want SIS rotation saving then disable the rotate_on_spawn of LC, otherwiste disable their rotation system and keep LC one πŸ˜…

#

and the item falling i belive is better to keep the one from LC

vagrant root
#

I mean which one do you think is better for the rotation system?

nimble gulch
#

I just prefer LC/MF to handle such stuff.

vagrant root
#

You obviously did your own fixes so I think your personal opinion is allowed

#

^^

unreal oriole
#

SIS will keep whatever rotation they had on save, LC will reallign them to the default resting rotation

#

it's a matter of preference

vagrant root
#

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

nimble gulch
#

And ultimately rotation after saving is not that important.

unreal oriole
#

while their fixItemsFallingTrough is better off and to keep instead the OutOfBounds stuff of LC

vagrant root
#

Well I disabled SaveItemRotation in favor of your version

#

Let's hope late joiners no longer see shit under the ship

#

πŸ˜‚

unreal oriole
#

if they all have mine they wont

vagrant root
#

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

unreal oriole
#

downside of my implementation is that the stuff that you can "glitch" on the roof of the ship will be teleported inside on takeoff

nimble gulch
#

That a downside?

vagrant root
unreal oriole
#

idk some people like the glitched beehives on the front counting as part of the ship loot shrug

vagrant root
#

I always stick them on the side of the ship

#

Lmfao

#

because they always go back to their hive that way

unreal oriole
#

they may teleport in unreachable places tho, as i move them to the closest point inside the ship

vagrant root
#

I find 99.9% of the time putting them on top leads to roaming bees

unreal oriole
#

so beehives from the front may end up beeing under the monitors

vagrant root
#

I'll test and find out

#

😎

#

time to break bees!!!

#

πŸ˜‚

#

for science

#

πŸ˜‰

unreal oriole
#

i'm debating if to just teleport outofbounds stuff to Triple 0 ( Vector3.zero ) as the game does for players πŸ€”

vagrant root
#

You could

#

if it causes less issues

lament hemlock
#

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

unreal oriole
#

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

lament hemlock
#

i did reduce to 15, but players was still stuck in the wall indefinitely

unreal oriole
#

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

lament jetty
hidden solstice
#

(there'd be way more to fix about vanilla maps than just that)

lament jetty
hidden solstice
#

minor stuff but still stuff like floating trees poor hitboxes or that one path on vow that just sends you straight out of bounds

hidden solstice
#

if you dont explore that much you'd never see it tho

#

also the beehives that spawn down the cliffs on march

lament jetty
#

I mean unless you lost you dont really see much of vow

hidden solstice
#

yea

lament jetty
#

Maybe ill see some of these when a loot bug nest spawns outside and steal my shit

lament hemlock
#

apparently on latest RC some players can see disconnected players standing there

#

but not host

#

for host, disconnected players disappear correctly

unreal oriole
#

you should see "Player {controller.playerUsername} has been removed and should be visible to {client.playerUsername}" in the host logs πŸ€”

lament hemlock
#

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

unreal oriole
#

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

lament hemlock
#

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

unreal oriole
#

you're the only one having that issue, and that doesn't help identifing the cause

lament hemlock
#

i can send logs or i can send my modpack code if it helps

rare siren
#

what was the reason for adding alternative lightning particles?

unreal oriole
#

they look nicer πŸ˜‚

lament jetty
#

I havent had a chance to test the mod yet

rare siren
#

its off by default, but i saw the option to

#

in matty fixes

versed bramble
#

I'm not sure I understand what it does

#

Is there a comparison I could look at?

rare siren
#

i assume the little electric particles that show up on an item that's about to be zapped is replace with yellow spheres

unreal oriole
#

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

versed bramble
#

Gotcha, thanks

flint pollen
#

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.

ocean cape
versed bramble
#

What does "sync items on interact" means?

unreal oriole
#

usage is, for example, showel hit or flashlight toggle
interact is shotgun reload/toggle safety or recharge ecc..

lament jetty
#

GE is now part of my pack thanks to your guy's tips

vagrant root
#

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

vagrant root
#

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

unreal oriole
#

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

unreal oriole
#

||Matty's Fixes new addition||

analog eagle
rare siren
#

yippee

flint pollen
#

Names to radar icons eh? I have a mod that does that bud it's a huge cheat.

unreal oriole
#

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 πŸ˜…

flint pollen
#

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

unreal oriole
#

i do use the player numbers, it also makes way easier to switch between players from terminal

flint pollen
#

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 😐

#

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

tacit lynx
#

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
unreal oriole
#

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 πŸ˜…

tacit lynx
#

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

unreal oriole
#

O.o

tacit lynx
unreal oriole
#

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

tacit lynx
#

My latest session was one that crashed

unreal oriole
#

or if it is you copy pasted the content instead of uploading the file as this file is cut

tacit lynx
#

I assume this is the right thing this time mb

unreal oriole
#

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 πŸ˜…

maiden patrol
#

i love how matty fixes has a mandarin as its icon

kindred cove
#

delicious fixes πŸ˜‹

unreal oriole
#

well they are fixes by matty, and i have the clementine everywhere as my pfp πŸ˜‚

maiden patrol
#

i just noticed. the icon of the mod was bigger so i noticed before

unreal oriole
#

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

tacit lynx
#

Alr

unreal oriole
#

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 🀞

tacit lynx
#

...would it be believable when I say that the crashing stopped when I disabled MoreCompany

unreal oriole
#

knowing all the bugs in MoreCompany that are beeing fixed .. yes definitely

#

@still stirrup any idea bout that?

still stirrup
tacit lynx
#

What also developed is uh

vagrant root
#

I've not either

#

Maybe some mod is clashing?

tacit lynx
#

Yeah it seems to be between Matty's Fixes and MoreCompany

vagrant root
#

πŸ€”

tacit lynx
#

seperate thing and I don't crash if either Matty's or Morecompany are disabled

vagrant root
#

@unreal oriole was anything changed that might induce crashes?

unreal oriole
#

not that i can think of.. and definitely not when quitting

vagrant root
#

Yeah that's so odd lol

unreal oriole
#

plus i daily run both mods and never had issues

tacit lynx
#

Might also have to do with LC_Api, im crashing before I can even create the save file

vagrant root
#

Bruh

#

Remove LC_API

tacit lynx
#

wait hold on

vagrant root
#

And mods that require it

#

LC_API is abandonware

still stirrup
#

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)

tacit lynx
#

Got weirder

#

Might not be MoreCompany

tacit lynx
#

But still does on the other pack

maiden patrol
#

@unreal oriole i crash when my friend tries to join me and he also crashes maybe this will help im not sure

vagrant root
#

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

unreal oriole
#

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 πŸ€”

unreal oriole
maiden patrol
still stirrup
maiden patrol
#

didn't know that caused stuff to break

still stirrup
#

Dunno, might do, might not

maiden patrol
#

i just spammed cuz yeah 3 and 0 are close to my left and right hand

still stirrup
#

With errors it's usually a good idea to fix them if you can noting they can cause unintended side effects (like crashing)

vagrant root
#

@unreal oriole I see why masks no longer floated for me, you implemented manual offsets for them πŸ˜„

#

Sorry I accidentally pinged you in wrong thread XD

maiden patrol
#

@still stirrup that fixed it thanks

vagrant root
#

😏

#

269 nice

analog eagle
#

where are u when the 2 wasnt there concern

vagrant root
#

It got downloaded so fast by people I missed that sadly

#

Lol

tacit lynx
#

I think

#

I found the actual issue

#

Oh nope it bamboozled me, crashed after leaving and rejoining a save file twice

analog eagle
tacit lynx
#

Yuup

#

All i've got is still between MoreCompany and Matty's Fixes

analog eagle
#

does matty fixes have config file

lament hemlock
tacit lynx
#

Yeah

analog eagle
#

might wanna try turning it off 1 by 1 and check if u still crashes

unreal oriole
#

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

tacit lynx
#

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

unreal oriole
#

everything in Matty's fixes is toggleable, so if you turn off all the features it won't touch the game at all πŸ˜…

tacit lynx
#

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

vagrant root
#

Are you using anything like FriendPatches or NameFix?

unreal oriole
#

namefix should be compatible, friend patches i haven't check

tacit lynx
#

No

#

I am not

#

I think closest I have is NameplateTweaks

vagrant root
#

Hmmmm

tacit lynx
#

but it's also crashing with that disabled

vagrant root
#

I think you have a conflict honestly

tacit lynx
#

Likely

#

just have to figure out... what

vagrant root
#

You should post your mod list

tacit lynx
vagrant root
#

Still dunno why you need LC_API tbh

tacit lynx
#

It's true

vagrant root
#

MEO get rid of

#

messes with enemy spawn rates and power levels

tacit lynx
#

2 mods use it but they're removable since they're mostly just cosmetic stuff

vagrant root
#

Yeah I'd get rid of them

#

Helmet Cameras why?

#

OpenBodyCams is better

#

Lol

tacit lynx
#

is it

vagrant root
#

If you have the personal scanner fix enabled in GI btw

#

Keep in mind it causes crashes with BetterItemScan

tacit lynx
#

the base I made this list of mods from is from when LC was first getting popular so that's probably why 😭

unreal oriole
#

@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

tacit lynx
vagrant root
vagrant root
#

BetterItemScan is sometimes buggy and causes a loss to performance

tacit lynx
#

Sounds like a free mod removal to me

still stirrup
unreal oriole
#

yeah

still stirrup
#

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

#

could just be if (GameNetworkManager.Instance == null || GameNetworkManager.Instance.localPlayerController == null)

unreal oriole
#

when touching Rpcs i like to copy the exact same checks the base game does before running my code

still stirrup
#

ah

unreal oriole
#

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 πŸ˜…

#

that code could become this in theory

still stirrup
#

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

unreal oriole
#

it needs to be toggleable tho

#

if i transplie out the og, there is nothing to fallback to

still stirrup
#

well i mean its still toggleable

unreal oriole
#

on reboot πŸ˜‚

still stirrup
#

you'd just check its enabled in the config before transpiling

#

well ye, not much you could do about that though

unreal oriole
#

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 πŸ€”

tacit lynx
#

Well if there's any good news it's that items from Dropships are no longer doing a vanishing act

unreal oriole
#

they are getting closer πŸ˜„

rare siren
#

yippee

#

The Church of Asynchronization is increasing

flint pollen
#

Welp clearly lobby control is phenomenally underrated.

unreal oriole
#

eh.. it's the masquerade of redownloads

#

Lobby control last version had 3.4k downloads, async loggers topped at 1.2k

maiden patrol
#

we need to spread the word more

flint pollen
#

Wait... Do devs actually feel discouraged from updating because of the way these metrics are displayed separately (?)

#

I was actually referring to the likes

unreal oriole
#

look at the likes πŸ˜‚ one would see 5k downloads and only 20 likes = shit mod

flint pollen
#

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

unreal oriole
quiet notch
#

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?

flint pollen
#

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.

hidden solstice
#

oop wrong thread

last sinew
#

When I throw loot here, it teleports to the middle of the ship. What's cause that?

unreal oriole
#

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

green pendant
#

so are lobbycontrol and _experimental in-sync now? same version in both?

unreal oriole
#

yes, i'm uploading to both if i make some small patches

unreal oriole
green pendant
#

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 ```
unreal oriole
#

yay the only one i did not check πŸ˜‚

unreal oriole
#

do you mind telling me which mod is causing the issue now? which mod is adding the item causing the crash

hidden solstice
#

i could prolly find so many bugs with mods incompats

#

but i have no one to play with 😭

green pendant
maiden patrol
#

damn thats a big one

unreal oriole
#

@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 πŸ˜…

#

namepatch will stay off until next release of MoreCompany πŸ˜… x2

still stirrup
#

interesting

unreal oriole
#

i might put the values in a queue and flush them in the StartOfRound.Update πŸ€”

still stirrup
#

cuz there's some checks below that check whether the players are controlled

#

so basically rn it doesnt update the player list properly πŸ€¦β€β™‚οΈ

unreal oriole
#

rip

unreal oriole
vagrant root
unreal oriole
unreal oriole
vagrant root
#

Did 1A3 help you fix it or did you figure out the issue?

#

Lol

unreal oriole
#

but yeah in theory no more "Unknown" if you have the mod and the config enabled

vagrant root
#

Nice!!!

#

Yeah FriendPatches was just placebo I think, I'm pretty sure LateCompany had it's own patch for it

hidden solstice
#

omw to set my display name to "Unknown"

unreal oriole
#

should also fix the radar names being mismatched but that's completely to be tested πŸ˜…

vagrant root
#

LOL

vagrant root
unreal oriole
#

i do actually know 2 people that use Unknown as nickname πŸ˜…

vagrant root
#

I used to though

#

Lol

hidden solstice
unreal oriole
#

nah, they play SCPSL

hidden solstice
#

ah

nocturne rock
#

should i use this one or experiminetal just to be clear?

vagrant root
#

Currently both versions are the same

#

Use Experimental though if you wanna use the new stuff before it's pushed to the stable release

tacit lynx
#

I'm no longer crashing with the fix but the amount of the same error appearing seems... concerning

iron anchor
#

Also getting the same error

versed bramble
#

New error since the MattyFixes update yeah

grim terrace
#

[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)

verbal thorn
#

Doesn't look like NameFix is working πŸ˜…

#

(It happens on any new game I start alone by the way since the update)

iron anchor
#

@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

tacit lynx
#

Sounds like this is gonna be... so fun to fix

maiden patrol
#

i also had some errors i fixed thanks 1A3

iron anchor
lament jetty
#

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)

polar briar
#

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

unreal oriole
#

yeah i messed up πŸ˜…, but NameFix is Experimental and off by default ( so disabling it should avoid the errors )

nimble gulch
#

Is it related to existing mod called NameFix?

unreal oriole
#

no there is a namefix config being tested in Matty's fixes

#

just... broken badly πŸ˜…

#

and the error i belive was not having this -1 πŸ˜…

tacit lynx
unreal oriole
#

oh right... well fix has been uploaded

#

that for loop is literally running each tick so yeah it's spamming a lot 😭 sry

tacit lynx
#

nice

valid prawn
#

Do you need the fixes mod even if you have this?

nimble gulch
#

They're separate.

unreal oriole
#

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

vagrant root
#

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

unreal oriole
#

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 πŸ˜…

vagrant root
#

fair lol

unreal oriole
grim terrace
#

@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!

grim terrace
#

@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.

vagrant root
#

πŸ€”

unreal oriole
#

it's all fine on my side πŸ€”

vagrant root
#

If you use GeneralImprovements with Matty Fixes disable this in GI's settings

grim terrace
#

I will do a check again just to be safe.

#

There also may be another error.

#

I am still figuring it out.

tacit lynx
grim terrace
#

hmm

#

must be an incompatibility with some other mod then.... hmmm

grim terrace
#

sadly it creates no errors.

grave elbow
#

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.

unreal oriole
#

Matty Fixes had a bug with the NameFix, that might have been the issue if it was crashing when joining

grave elbow
#

Ah, is that fixed now?

unreal oriole
#

should be, and if the NameFix is giving issue now it can be turned off in config ( should actually be off by default πŸ€” )

grave elbow
#

I'll test it out when I get back from PAX πŸ˜…

unreal oriole
#

yeah i'm sorry about it, sometimes things slip by when testing

grave elbow
#

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.

unreal oriole
#

does it happen when disconnecting mid-game or in orbit?

grave elbow
#

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

lament hemlock
#

wut, bomb?

#

what bomb

unreal oriole
#

bomb is the name of the object

hidden solstice
lament hemlock
#

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

unreal oriole
#

ah LategameUpgrades should have a bomb you have to defuse right?

lament hemlock
#

there's other types of contracts as well, and they're picked randomly

unreal oriole
#

yep seems to be from LGU

empty nest
#

Damn, the blue wire is actually evil.

unreal oriole
vagrant root
#

@unreal oriole Just saw all those mod updates you posted

#

XD

unreal oriole
#

πŸ˜‚

#

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

green pendant
#

Now we just wait for more company

unreal oriole
#

πŸ€”

empty nest
#

Floaty hats!

grim terrace
#

@unreal oriole I saw this yesterday too with different cosmetics.

#

I am trying to figure out what the hec is going on.

unreal oriole
#

it probably is from the readablemeshes but should not as i only touch grabbable objects πŸ€”

grim terrace
#

Or any other mod that applies a recently used suit I imagine.

unreal oriole
#

i've been using suitsaver for a while and everything is working fine on my side πŸ€”

vagrant root
#

SuitSaver works fine for me too

#

You've got some other mod breaking stuff @grim terrace

grim terrace
#

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.