#Lobby Control & Matty's Fixes

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grim terrace
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So close but yet so far!

vagrant root
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Btw @unreal oriole are you still planning to implement TwoHandedStorage btw?

unreal oriole
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and obiuvsly now that i'm in LAN mode doesn't work....

unreal oriole
vagrant root
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Oh I know but I thought Viviko gave you the okay to implement it before

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Lol

unreal oriole
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yeah he did, but my policy stands:
if i can improve it, i will add it
otherwise i won't ๐Ÿ˜…

vagrant root
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Haha

hexed drift
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Yeah, we launched ๐Ÿ˜„

Still gathering early feedback. I assume there'll be some weird edge cases, but maybe not?

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How's it running with your mods?

unreal oriole
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well, i used it as a soft dependency on all of them, but seems to be working well and as expeted

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the one i'm intrested in seeing interactions is the only mod that has to be installed by everyone ( Do Not Eat Items) the others are one host only and one client only ๐Ÿ˜…

unreal oriole
wooden hamlet
wooden hamlet
hexed drift
unreal oriole
# wooden hamlet So is it recommended we get LobbyCompatibility then?

i added support for the mod so who has it will see my mod in the list and be propted for the right compatibility, but as soft dependency means it is not required to have it. and if you plan on playing with it in a modpack with your friends i doubt LobbyCompatibility will be usefull ๐Ÿค”

hexed drift
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If you have any screenshots of lobbies running your mods (and LobbyCompatibility), they'd actually make great "real" showcases, @unreal oriole

unreal oriole
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i just uploaded it so doubt any of them will be in the list yet ๐Ÿ˜…

unreal oriole
hexed drift
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Neat

unreal oriole
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@hexed drift probably because i registered the mod with PluginHelper.RegisterPlugin the mod is listed twice, the second time as unknown ๐Ÿค”

hexed drift
#

That's peculiar, could you report it in the API thread?

unreal oriole
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sure

hexed drift
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It shouldn't be unknown if you registered it

vagrant root
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Lmfao what is happening here?

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@unreal oriole

vagrant root
vagrant root
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@unreal oriole is it possible LobbyCompatibility breaks cosmetics?

hexed drift
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That'd surprise me, knowing how few things we patch hmm

vagrant root
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Yeah I was just wondering lol

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Cus there's no real specific error regarding what mod broke them

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@unreal oriole Is it possible the NameFix in Matty Fixes did it? with it disabled when I join the ship it says I joined the ship, but with the fix enabled it references me as Player joining the ship

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For my friend he saw no cosmetics on me btw

versed bramble
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Yeah it's very buggy

vagrant root
versed bramble
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My friends never put on cosmetics so I don't know, but I do know that it makes you show as "Player"

nocturne rock
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Is this okay with more company?

polar briar
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In my last game everyone had a number after their name on the radar. Also we seemed to have an issue where someone would have a ghost scrap and they couldn't drop it, picking up enough things would make it disappear but the scrap seemed to be lost. Thinking it's something to do with this or Fixes since we never had the issue before

grim terrace
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@unreal oriole He means big business. ๐Ÿ˜›

maiden patrol
brisk sierra
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Got this exception with strict IL compiler:

brisk sierra
unreal oriole
unreal oriole
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i'm pushing a new rewrite of the NamePatch anyways

vagrant root
flat rose
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22 likes on 6.4k downloads

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cracked asf ratio

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(i know it was separated from ur other mod but still) ๐Ÿ˜‚

unreal oriole
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i'd have to say like/download ratios are quite skewed on TS in general ๐Ÿ˜‚

flat rose
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generally if a mod pushes more updates often, they have more downloads since it's not a unique count

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22 likes for 6.4k is pretty insane though, don't think i've seen that in awhile

unreal oriole
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well i'm glad my mod is beeing apreciated ๐Ÿ˜„

unreal oriole
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doubt that was the issue because i acutally tested if rolling back fixed this, during my playtime yesterday and nothing changed so it was not caused by ReadableMeshes

vagrant root
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Ah okay got you got you

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Weird then is it not Matty Fixes doing it?

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That would suggest a bug with LobbyControl then potentially but how?

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LOL

unreal oriole
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no idea. if it still happens now in v1.0.8. i do not know where to bang my head XD

vagrant root
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I'm just as confused as you are

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๐Ÿ˜†

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I hope it was just the NameFix stuff honestly

flat rose
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lmk if 1.0.8 does fix it, i just need some piece of mind knowing it's not something i need to look into for mirage so i can work on other features ๐Ÿ˜ญ

rare siren
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before he can fix the game, he must fix the mod ๐Ÿ™

vagrant root
flat rose
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it's 6am

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idk why im still on my pc rn

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LOL

vagrant root
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๐Ÿ˜‚

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Cus you don't want Mirage to be brokey

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It's keeping you awake

flat rose
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def gotta go sleep or i'll screw up my sleep schedule even more lmao

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lmk how things go if u ever find someone to test with

vagrant root
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@unreal oriole Testing with Reimeiko rn and it looks like the bug is fixed ^^

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Now to make sure Mirage doesn't break ๐Ÿ˜…

vagrant root
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Yeah all seems fixed now

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๐Ÿ‘

unreal oriole
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nice.. i guess MoreCompany really relied on the playernames ๐Ÿค” ๐Ÿ™ƒ

tacit lynx
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Another day another problem ๐Ÿฅด #modding-general message

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Can't catch a break but yeah it seems to be a combination of all 3

unreal oriole
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it's quite generic if he says all 3 ๐Ÿ˜…

tacit lynx
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I got on to see myself, and it only fixes itself when all 3 are disabled

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Not any single one by itself

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or 2

unreal oriole
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could it be the LobbyCompatibility mod?

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can you add it and see?

tacit lynx
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wait I missed a combo I guess

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Worked with only Mirage/Matty disabled

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It also works with all 3 enabled if you have LobbyCompatibility

vagrant root
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@unreal oriole You beautiful bastard you fixed it

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๐Ÿฅบ

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How hard was it to track down?

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Lol

unreal oriole
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i did try... not too sure if it is working

vagrant root
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I shall let you know

unreal oriole
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and was in there last two versions tbh ๐Ÿ˜ just undocumented

vagrant root
analog eagle
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somehow i cant grab anything last session and turning these off seems to work again (solo btw)
and im using pre 2.0 reserved slot

[Error : Unity Log] TypeLoadException: Could not resolve type with token 0100005f from typeref (expected class 'ReservedItemSlotCore.Data.ReservedPlayerData' in assembly 'ReservedItemSlotCore, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null')
Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::GrabObjectServerRpc>(GameNetcodeStuff.PlayerControllerB,Unity.Netcode.NetworkObjectReference)
GameNetcodeStuff.PlayerControllerB.__rpc_handler_1554282707 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0096)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Logger:LogException(Exception, Object)
AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0()
AsyncLoggers.Wrappers.JobWrapper:LogWorker()
AsyncLoggers.Wrappers.LogJob:Execute()
Unity.Jobs.JobStruct`1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)

vagrant root
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The bugs with it have been fixed

unreal oriole
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i need to add version requirement to the ReservedSlots dependency ๐Ÿค”

analog eagle
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seems to be the case
ill try updating to newest

vagrant root
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yeah the 2.0 versions have been stable since flip pushed 2.0.6

analog eagle
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yep it worked again

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now i just need to figure out my game crashed when having LobbyCompatibility installed

vagrant root
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inb4 it's something like LECore

analog eagle
vagrant root
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LECore has been having a lot of issues with mods recently

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Lol

vagrant root
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@unreal oriole if it helps you at all in trying to track down my badge being stuck at intern I do have over 4500 exp atm โ˜ ๏ธ

unreal oriole
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shhhhh ๐Ÿ˜…

vagrant root
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You'll get this bug with the badge fixed then for sure

iron anchor
green pendant
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my game is freezing hardcore with lobbycontrol/namefixes/mirage update. trying to figure out which one

vagrant root
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There has to be a certain level it hard caps at before resetting the badge

green pendant
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fwiw i have played a ton of LC.. i used to get that badge resetting thing but the last couple of months it's just maxed out and doesn't move from BOSS. I wonder if another mod randomly fixes it or maybe the exp is so high is "maxed out a second time" and now does't cause issues

EDIT: appears to be mirage!

vagrant root
hidden solstice
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in reality we all know you're an intern lun

green pendant
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oh the badge itself? i think i've had people say that about mine (host) but it seems to fix after the first day

hidden solstice
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you don't have to hide the truth from us

vagrant root
vagrant root
unreal oriole
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if you die/collect no scrap it won't update the badge

vagrant root
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I wonder if other mods might mess with it hmmmm

vagrant root
unreal oriole
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oh 3rd person will always be broken... the badge never updates for yourself ๐Ÿ˜…

unreal oriole
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because you're not supposed to be able to see it

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there is a specific check to prevent an update to your own badge ๐Ÿ˜‚

vagrant root
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Lol tf

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I wonder if that can be changed so it shows up in 3rd person properly

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Cus I remember it showing my badge as Boss before I went over 1500 exp back on V45, and even early on in V47 after I went over it lol

unreal oriole
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this is basically

if (isLocalPlayer)
  continue;
else
  UpdateBadge():

๐Ÿ˜…

vagrant root
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Ahhh so you can implement it then

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So what I'm gonna guess then

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is a mod I had at the time used to make it so you could see it in 3rd person

unreal oriole
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no this is zeekers code

vagrant root
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Ahhhhhhh

unreal oriole
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i can easly bypass it tho ๐Ÿค”

vagrant root
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Yeeee do it ^^

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Cus maybe that will fix masked enemies too I've noticed regardless of the badge a player has

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Masked enemies always say intern even with Mirage or MEO

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lol

versed bramble
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I didn't even know Masked had badges

vagrant root
versed bramble
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I play with a mod that removes them so we can see the suit more
(I made suits with logos instead of the badges)

unreal oriole
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i mean they do not have a PlayerController object so they will always use the default tag tbh

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even if cloning an existing player the badge will still be the default one

vagrant root
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Must have been like

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Helmet cams or something

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Idek

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XD

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I've been confused for so long about that cus I know I used to be able to see it in 3rd person so I thought my game was borked

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๐Ÿ˜‚

unreal oriole
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๐Ÿ˜ญ because i wanted the code to look nice the actual fix is 4 lines longer than the previous one... i wanted it to be smaller :(((

vagrant root
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Super clean

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Gotta love when you want the lines to be smaller but game says "No"

verbal thorn
unreal oriole
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as far as i can tell they do basically the same, his will set the local badge at boot, mine will make sure it is kept updated

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so the main difference is if you change level while playing mine will show the change while his wont

verbal thorn
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Oh okay! Neat! Thanks for clarifying!

flat rose
vagrant root
vagrant root
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@unreal oriole Do you plan to update DoNotEatItems to make LobbyCompatibility a soft dependency btw?

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Cus I know you said it could be removed but pretty sure DoNotEatItems would throw a fit

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Lol

polar briar
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Why isn't LobbyCompatibility already a dependency, without it on the current version you can't load into a save

flat rose
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it's bugged, it's supposed to be an optional dependency

unreal oriole
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i'm quite sure the current verision has already updated to avoid that error... are you still having issues?

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if so do you have Mirage?

polar briar
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I have Mirage, is that the culprit? I didn't even see I updated it

unreal oriole
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yeah Mirage implementend LobbyCompatibility as a softDependency but the dev was not awake when we found the issues whit the way we added it

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soon mirage too will have it fixed and we hope the devs of LobbyCompatibility will also fix it on their side

polar briar
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My bad for assuming it was caused by Lobby Control, I really need to stop hitting the update all button and pay more attention to what updates. LobbyCompatibility is nice tho, should make it easier to troubleshoot issues in the future

flat rose
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oof mb matty u catching strays here ๐Ÿ˜‚

unreal oriole
unreal oriole
polar briar
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Speaking of Mirage, it just put out a patch removing support for LobbyCompatibility XD

polar briar
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Is there any config settings I should change if using General Improvements with Lobby Control and/or Matty Fixes? (in either config)

hexed drift
unreal oriole
unreal oriole
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if i remember right you should disable itemsFallingThrough from GI

polar briar
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What about the scrap cap?

unreal oriole
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LobbyControl litterally removes the lines of code that do the checks so it will override any other mod that instead sets a value ๐Ÿคฃ

grim terrace
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@unreal oriole
The changes you have made to matty fixes have vanilla items properly sit on shelves and floors when placed or dropped. However modded items are either below the shelf they are placed on, or partially sunk into the shelf/floor.

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I have no idea why it would work and not work at the same time.

unreal oriole
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you seem to have some mod breaking the offset of the items, nobody else is reporting issues ๐Ÿค”

flint pollen
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Is this the mode where you can have a custom list of items for vertical offsets? If so you're gonna need customize.

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I need to test a bunch of items but I remember Geiger Counter being basically under the floor when I checked.

unreal oriole
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the config for the manual override has been there for a while

flint pollen
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Oh I was directing the info at SourceShard regarding configgin' if that wasn't clear

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Matty for a mod like this which is general and will likely be used at the same time as content mods... Really I am just asking feeling not request, plopping into the default offsets for custom items like Geiger as I described? Like really ideally the collision models on items would be better but is it considered reasonable to try to cover other modders' asses through none-code?

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Also a special case, you ever played with physics items and throw items? I really want to but it has problems with duping items sometimes and clipping.

unreal oriole
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i mean the Collider code in theory should be able to handle modded items unless the modders made them in weird ways ๐Ÿ˜… but in case of problems i put the config option there exactly for modpack makers to put their own values shrug

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i'm not going to add default values for modded items as the main focus of this mod ( as also stated in the README ) is vanilla

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but will gladly add config/APIs for other devs/modpack creators to tweak all the values

lament jetty
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right?

unreal oriole
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yeah, basically Lobby Control has only host/lobby related stuff and Matty's Fixes has all the other tweaks/fixes/changes that do not fit the other mod description ๐Ÿ˜‚

flint pollen
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It's cool. I wonder is there any way a mod could touch configs of other mods to utilise them for improved compat. Say I designed an item and knew it was too small so would clip poorely, I might have some code that touched the mattyfixes config to add my item to the list. Then wouldn't need to code that improvement myself. That's a pretty basic example with alternatives but here are more reasonable ones like adding your damaged_flashlight to the reservedflashlight slot.

flint pollen
green pendant
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not great to touch another mod's configs.. as it would prevent them from making changes and updates to how it's stored. best to have some sort of interface between the two mods.
imagine a mod changed a config to put letters in a number-only field. and that OTHER mod is the one that crashes due to bad config. that would be impossible to diagnose and would cause an error for the wrong mod, really

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some sort of broadcast communication protocol would be interesting. every mod could listen in on it and mods can freely send messages. handle the messages you want and ignore the rest.
think of some basic command/parameters setup.
command: LobbyControl.positionOverride parameters: myCustomScrap:0.15
mods can define their own commands (with modname as a prefix) and then require a specific format. maybe a dictionary of scrap name and float offset in this example, so you don't have to do a bunch of string manipulation.

because you'd just need a dependency on the broadcast API, you don't need to interface with any other mods directly. and anyone is free to listen in or send messages. So even non-lobbycontrol mods could listen in for rotation offset stuff.

each mod would then also handle syncing stuff to clients themselves

flint pollen
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I hear bepinex does config file management though so I dunno...

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might have to utilise lethal config or something

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in which case that's too many layers so screw it

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Broadcast is a good idea mate. Really core. The kinda thing bep would offer ideally.

rare siren
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bomb, pentagram, bones are from Lategame Upgrades

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not sure about bones actually

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but bomb and pentagram arent like typical scrap items u can pick up

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they're interactables that spawn in the dungeon for completing a Lategame Upgrades contract

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there's also a straight up NPC scrap from the mod too

unreal oriole
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[Warning:Matty's Fixes] Bomb Added to the ignored Meshes!
yeah this is my graceful way of handling mods that do not react nicely XD

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if you see the error followed by a line like that you can ignore it

rare siren
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oki

verbal thorn
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Having another weird behavior now with that sticky note still ๐Ÿ˜…
Every time the ship gets back into orbit after the first day, the sticky note gets "duplicated" and spawns in the middle of the ship here:

unreal oriole
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that feels like OutOfBounds teleporting an object that is below the ship back inbounds, so probably your mod creates a new stiky note each time you go back in orbit ๐Ÿ˜‚

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you can easily check that using UnityExplorer and no Matty Fixes and once you get back in orbit you should see two instances of the stiky notes, one on the screen and one somewhere in the negative y values

verbal thorn
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Plus it's not open-source so I can't report the issues on GitHub :/

rare siren
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matty, does this or fix mod touch map/moon info screen?

unreal oriole
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nope not at all, only namefix touches the radar names

rare siren
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so im getting some sort of error that stops the moon location video from showing

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the only changes ive made to my modpack was update 5-6 mods and adding BepInEx Faster load.. i already told diffoz about it

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hard to figure out the problem because it happens randomly with no clear trigger conditions

unreal oriole
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highly doubt this is caused by any of my mods... it has to do with either the GPU drivers. or a corrupted file

flat rose
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hey matty, when you're using that register method, do you still get this error?

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idk if this is just a sign of me not doing it properly

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but i'm able to load into a game (in lan)

unreal oriole
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err no you should not get any errors at all. that means you are still using the wrong softDependency

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how are you doing it?

flat rose
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oh i'll fix it, just wanted to confirm whether or not that pops up

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i still haven't changed it yet so it's the old way i was doing it

unreal oriole
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yeee nope that is bad

flat rose
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yeah ill just have to make a separate class like u mentioned

rare siren
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ah u reminded me there was another mod i installed besides bepinfastload.. lobbycompat.. but i wouldnt think that would cause this sort of issue either

unreal oriole
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yeah my class is litterally the bare minimum you need to do a softDependency.. nothing can be removed from it w/o having to use a hard dependency

flat rose
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huh it actually does requires 2 different methods at the bare minimum

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when i tried combining it and just sticking it to another class, it still errors

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separating it like urs works

unreal oriole
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yeah ๐Ÿ˜…

flat rose
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sounds like a pain to use soft dependencies if you're trying to interact with it more than just a simple register method

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out of curiosity why's the NoInlining and NoOptimization annotations needed?

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i don't have it and it seems to work for me

unreal oriole
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they tell the compiler to not try and optimize the method.. if you do not have them the compiler might yeet the method and put the dependency stuff wherever the method was called instead

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causing it to error out obvs

flat rose
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ah

hexed drift
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So it never enters that soft dependency file (if the plugin isn't found), and hence won't try and parse what's up

hexed drift
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(Since it would cause an exception if it did try to parse it, if the mod wasn't present)

flint pollen
rare siren
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LethalAPI_Terminal dependency was from this mod right? i can just delete right

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since u dont use anymore

green pendant
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Correct

valid prawn
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using mattys fixes for items not properly placed causes items to clip halfway through the ground

unreal oriole
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define "not properly placed"?

valid prawn
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clipping halfway through the ground

vague talon
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i was soft locked when i entered the lobby, looking through my errors rn, could be this?

unreal oriole
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if the line below that is a warning saing that the Big Red Button has been added to the list of ignored meshes, then no. that's my way of gracefully handle assets that are not made in a standard way

unreal oriole
green pendant
#

Played a few hours tonight with seven or so people. Latest lobby control and fixes. Only like three issues but i don't think any were related to these mods. Didn't seem to have any sinking item issues or anything. Didn't try to reload the lobby though or anything

unreal oriole
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@vagrant root no idea what happend yesterday but they indeed all rest properly on the shelves ๐Ÿค”

unreal oriole
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uh?

vague talon
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no wheres my monster plushie

unreal oriole
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yeah i just pasted the clipboard by mistake ๐Ÿ˜…

vague talon
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oh lol

unreal oriole
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still were there any other errors on your side?

vague talon
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not from your side

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weather tweak was having the time of its life

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same with lethal things, tahts probably what caused me to get stuck tbh

unreal oriole
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i sincerally hope that zeekers fixes the meshes in his next release so i do not have to do this sketchy mesh conversion anymore:/

green pendant
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Is flooding not working a vanilla issue that was introduced?

lament hemlock
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I hope that there will be next release at all

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And LC is not abandoned

vagrant root
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Lol

unreal oriole
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i doubt he knows that the fix for so many issues is ( at least from his side ) as simple as ticking a checkbox on each mesh for the items ๐Ÿ˜…

vagrant root
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@unreal oriole btw I wonder if the shotgun being weird yesterday was some compat issue with your mod and nutcracker fixes somehow ๐Ÿค” might be worth looking into

unreal oriole
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nah i daily run Nutcracker fixes.. never had issues

vagrant root
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I was gonna guess LobbyCompatibility causing it not to work but maybe not, maybe DiFFoZ's mod is causing it to break?

hexed drift
vagrant root
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I didn't think so

hexed drift
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Just clarifying since I've seen it pop up here and there

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(For presumably the same thought process)

unreal oriole
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i've had to do the same clarifications for a while after i first released AsyncLoggers ๐Ÿ˜‚.

vagrant root
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Yeah nah you're good my only guess is if maybe they both touched functions related to the lobby somehow

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But I doubt it

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In our case it seemes like the mod wasn't working, like something prevented it from loading

unreal oriole
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oh right i haven't yet tested the alphabeta version

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lemme do it really quick XD

hexed drift
unreal oriole
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yup no duplicates ๐Ÿ‘

vagrant root
hexed drift
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100% understand the reasoning

vagrant root
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Yeah ^^ when something breaks after recent additions to the pack it's like "Okay what broke it?" LOL

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especially since Bepin half the time won't give me an error

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๐Ÿ˜ฆ

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Lol

vagrant root
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@unreal oriole any chance you can fix the client desync when people pick up the apparatus when late joining? I thought you had the Radiation Warning bug fixed lol

unreal oriole
#

uh? what client desync?

kindred cove
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i mean - i'm sure i'm causing some of that

versed bramble
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It seems that these two settings aren't working because I was seeing my friend hit with an invisible shovel

unreal oriole
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yeah shovels do not call neither interact noruse RPCs sadly ๐Ÿ˜…

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they only play an animation which is not so easy to intercept

flat rose
rare siren
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why people talking about v50 potentially being the last version?

versed bramble
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That would be dumb ngl

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Abandoning the game that quick

lament hemlock
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well... it's been 3 months since last update and people are feeling uneasy

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that, and lack of communications from the dev

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"i'm busy with my life" doesn't sound convincing

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so... yeah

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i regret nothing anyway, even if it's abandonware

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i have 300+ hours of playtime and many amazing and hilarious moments

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totally worth it

rare siren
#

i mean 100% the popularity of LC has changed zeekerโ€™s life

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the amount of steam downloads. thatโ€™s a ton of money.

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and pressure to live up to the expectations of a suddenly massive crowd that appeared out of nowhere.

#

imo since he has money now, he should hire some folks to help him instead of still trying to do it solo, unless he really believes he can handle it on his own

vagrant root
#

@unreal oriole you deprecated experimental ๐Ÿ˜ฆ

#

I get the 2 versions are on par now ๐Ÿ˜‚ it's kind of funny to see it deprecated though

#

๐Ÿซก

unreal oriole
#

i will undeprecate it if there will ever be a need to test extra stuff

vagrant root
#

Probably when V50 drops, unless nothing breaks lol

flat rose
#

i hope that recent "leak" was real and we're not just getting bamboozled

analog eagle
flat rose
#

true actually ๐Ÿ˜ญ

versed bramble
flat rose
#

^ supposedly from a patreon-only chat on his discord server

hollow copper
flint pollen
#

Guy with 100 million bucks in his chequing account has a patreon? xD

rare siren
#

this patron was prob before he got that money

#

also if u consider steamโ€™s and uncle samโ€™s cut, itโ€™s prob less than 50mil. but still rich for sure.

torpid thorn
#

Lol you guys are severely over estimating how much the game made. Probably closer to 5mill

rare siren
#

it made $100mil in revenue and ur telling me zeekers only walked away with 5% of that? naw..

flint pollen
#

Steam takes 30%, my gamers.

rare siren
#

yep

#

and uncle sam get a cut too

flint pollen
rare siren
#

but even then i donโ€™t think heโ€™d be left with 5 mil

#

production cost of lethal company shouldnโ€™t have been too high either since he did a lot of things on his own, royalty free stuff, and voice acting from family friend

flint pollen
#

_assets from previous games ๐Ÿ˜Ž _

narrow wasp
rare siren
#

oh heโ€™s one of those ๐Ÿ™ƒ

#

i wonder if thereโ€™s an australian equivalent for uncle sam lol

vagrant root
#

@unreal oriole so we had a bug earlier, my friend dropped a Demonic Painting in the ship and I think it went Out of bounds? and it completely vanished, maybe you can look into why ๐Ÿ˜…

#

Cus you said it's supposed to teleport items into the middle of the ship but that seems to not be happening

rare siren
devout nacelle
#

man

#

he should really add changelogs to lightsout

lament hemlock
#

@unreal oriole is that known bug that disconnected players avatars keep standing still on all clients except for host?

devout nacelle
#

I have that bug too!

#

and i dont even use this mod

lament hemlock
#

okay, it's something else then

#

i'm getting tired of bugs in LC tbh

#

every time we trying to play - all kinds of shit happening, sometimes completely gamebreaking

#

like, for example, player voice chat heard from the ship wall

unreal oriole
lament hemlock
#

until they rejoin

#

or freakin dungeons desync

#

which is not fixed in ages

#

and every time i have to restart and restart and restart again

#

sorry for the rant

unreal oriole
#

the player in the wall is caused by More Company.. the join queue is attempting to fix but the values have to be tweaked depending on the lobby

lament hemlock
#

every time there's more than 4 players in-game or late join is involved - game is falling apart

unreal oriole
#

increase the delay config until it does not happen anymore ๐Ÿ˜…

lament hemlock
#

the thing is that it's not old bug, it's a new one

#

like player is running around

#

but his voice is in the wall

#

until he rejoins

unreal oriole
#

oh so you see the player but his voice is in the wrong place... yeah that's new

lament hemlock
#

yep

#

queue kinda works now, it kicks wall players so they can rejoin

#

it's something new

unreal oriole
#

nope never seen that one but 90% of join issues come from More Company and people joining too close to each other

lament hemlock
#

yeah, we're using it as well

#

not that we have much choice for >4 players sessions

unreal oriole
#

they already have a fix on github, we're just waiting for them to release it

lament hemlock
#

๐Ÿ˜”

polar briar
lament hemlock
#

i have theory that it's still related to morecompany

#

usually it happens after lobbycontrol join queue kick wall players and they rejoin

#

so it might be just part of the same bug

kindred cove
#

๐Ÿ˜ฆ

polar briar
#

with morecompany

lament hemlock
#

instead of nickname

polar briar
#

before it was just Nameless

lament hemlock
#

i hope morecompany and LLL will be patched soon enough before i ragequit ๐Ÿ˜„

#

so tired of rejoining/restarting

polar briar
lament hemlock
#

LLL dungeon desyncs in the first place

#

if someone latejoins it's like 75% that desync will happen

#

and people fall into the void

#

only rehosting from scratch helps after that

vagrant root
#

Never had this with LLLFixed and people late joining

polar briar
#

Are you using any LE Moons?

lament hemlock
#

no

#

only dungeons

#

have that issue every time we play if someone latejoins

#

it's like guaranteed

vagrant root
#

I tried RosiesMoons earlier they're a lot of fun lol

lament hemlock
#

using LLLFixes as well, with original LLL disabled

#

doesn't help

vagrant root
#

but enemy ai on them is a bit buggy, especially Sector-0

polar briar
#

I keep both enabled

#

How do you set the interior weights?

lament hemlock
#

from respective configs

polar briar
#

I do all interior weight changes through LLL and each of the respective configs I set the weight to 0

#

try that

lament hemlock
#

you mean global LLL config?

polar briar
lament hemlock
#

only one i guess

polar briar
#

the only interior that I use it's respective config to set weight with is Bozoros and I have no issue

kindred cove
#

but given my beta weather shenanigans i'm skeptical lmaooo

vagrant root
devout nacelle
vagrant root
devout nacelle
#

You didnt notice, anything unusual about that moon?

#

perhaps in its outside population?

vagrant root
#

Did you mean the outside apparatus?

devout nacelle
#

No

#

wait waht

devout nacelle
vagrant root
#

๐Ÿคทโ€โ™€๏ธ

#

I mean there were quite a few Yippee Bugs

#

๐Ÿ˜›

devout nacelle
vagrant root
#

I really have no idea

#

LOL

devout nacelle
#

omg

#

Ok

vagrant root
#

I didn't notice anything

devout nacelle
#

Next time you go there

#

Try to investigate the hoarding bug population

#

they arent there to be cute

#

this is why afflicition is in my top 5 moons

#

๐Ÿ˜‰

vagrant root
devout nacelle
#

does she go nutty?

vagrant root
#

Haha yeah she is way more active

#

I basically got chased like right after being haunted and had my head get exploded

#

XD

devout nacelle
#

yknow

#

that does sound legit

vagrant root
#

On vanilla moons she barely does anything tbh

devout nacelle
#

because Affliction also modifies entities

#

i wouldnt be surpised is ghost girl is uber racist on Sector-0

#

But also could be Diversity ghost girl

#

tweakin

vagrant root
#

Oh yeah she was, but even with Diversity on vanilla moons I've never had her isolate me just talk to me on the walkie usually

green pendant
# lament hemlock LLL dungeon desyncs in the first place

the newer versions of LLL (since the big huge random version that came out) has caused major problems. I did all the custom moon/interior stuff. It was clear really fast that it was more trouble than it was worth. The worst part is some stuff swapped over, others didn't. So now you can't even pick and choose what you want. You're stuck with whatever is on whatever version you're using.

I dropped all the interior stuff, and with it any custom moons on LLL. went back to LECore. Honestly I just did weasley's moons since they're pretty quality overall (gameplay isn't so great at times, depending.)

Rarely have encountered bugs.. stuff like a player having broken stamina (seems to be a rare vanilla thing.) I've added very limited scrap.

LLL on its own will cause most your unplayable bugs. From there, it's broken moons or mods that are poorly coded/abandoned, and then mods that have conflicts with each other.

The fact that there are some super common mods w/o replacements, that also don't get updated much (like MoreCompany) is a huge separate issue.

#

would be great for zeekers to fix some of these vanilla issues so we wouldn't need so many mods. i don't know that will happen... new content seems to drive player happiness.

the modding community hasn't "matured" for LC where stuff is stable. seems like a lot of experimenting. and if you rely on those experiments, then you're gonna have a bad time. but yeah even the mods that have been around for months still have really obvious bugs.

mods need to stop doing so much. that fact that you can't get more players w/ MoreCompany without cosmetics.. is kind of a joke. the cosmetic system should be entirely separate, and the default cosmetics should be optional too.

#

I honestly thought AC was bloated as hell.. but as far as more players/late joining.. it was less buggy than the other options! Being able to configure a bunch of spawn rarities and stuff in one mod was actually great. AC isn't to be trusted now... but.. there was a shot that it could have been a powerful base that everything was built on

#

but again.. it was another monolith

hidden solstice
vagrant root
green pendant
#

I agree with those. I would be curious about other stuff, whether they're bugs or just "accepted" now, like the ghost girl fear reset stuff. It not resetting kind of makes it 'build up' on your player. which might be intentional at a certain point. who knows.

jetpack problems too.

but V50 release is going to put us in another bad state. It's going to release while V49 isn't in a perfectly stable state. Maybe you perfected your modpack. Well you can't move it to V50 because not everything is up to date (and may never be again.)
But now V49 doesn't get fixes for it because, maybe MoreCompany never had a fixed version released for it.

hidden solstice
#

oh right lun

#

mb

hidden solstice
#

also MoreCompany is waiting for v50 for big fix updates iirc

#

but it's always good getting updates on a game

swift hound
kindred cove
#

because they're sitting on many fixes on their GitHub

#

and I want them now ๐Ÿ˜ญ

flat rose
lament hemlock
#

@still stirrup make it happen ๐Ÿ˜ฑ

still stirrup
# kindred cove where sauce ๐Ÿ‘€

swipez didnt actually know that v50 is expected this week until I mentioned it to him earlier today, seems like his current plan is to release all the fixes alongside whatever fixes v50 needs

lament hemlock
#

isn't v50 is just rumors yet?

still stirrup
green pendant
#

on the 20th he said something like, as long as there are no bugs aiming for a v50 release in 'a week or so'. so that's this week or potentially a little longer. unless more bug fixes are required

still stirrup
#

thats the screenshot that's been going around

flat rose
#

no clue if thats real or not though

#

any rich lads here wanna throw some money at his patreon to confirm ๐Ÿ˜ณ

green pendant
#

i think if it wasn't real -someone- would have debunked it immediately

still stirrup
devout nacelle
#

no

#

I JUST RELEASED MY MODPACK

nimble gulch
#

Just stay on 49 then. ๐Ÿคท

unreal oriole
#

while from his side a 100% stable fix is just to tick a checkbox in his unityEditor ๐Ÿ˜…

#

maybe some better grab, swap and join code ๐Ÿค”

brisk sierra
#

Waiting for tomorrow update ๐Ÿ‘€

nimble gulch
#

This server will be a mess for a couple of days. ๐Ÿ˜‚

unreal oriole
#

tomorrow?? ๐Ÿ‘€

rare siren
#

mod armageddon

flat rose
hidden solstice
#

nah it's tomorrow at 10pm this time

kindred cove
#

it's this time at 10pm tomorrow today maybe

kindred cove
#

it's cooking ๐Ÿ‘€

white geyser
#

theres been a new private beta build almost everyday for over a week now

kindred cove
#

truuue

tall hazel
kindred cove
flat rose
devout nacelle
vagrant root
#

Ummm @unreal oriole I think your new update for Matty Fixes broke shovels

#

I bought a shovel and when I opened the drop ship it got sent into the void

#

LOL

#

it was gone

unreal oriole
#

O.o

vagrant root
#

Yeah

#

๐Ÿ˜†

#

I heard it drop but it was nowhere to be seen

unreal oriole
#

nope all fine for me ๐Ÿค”

#

let me check dropship

vagrant root
#

Okay yeah it's fine at Company

brisk sierra
#

for me shovels are now flying when droping them

vagrant root
#

I bought one on Assurance and it was gone though

unreal oriole
#

items floating is from mods like CupBoardFix and General Improvements that will set the object type to not have gravity instead of fixing it for each item

tacit lynx
#

omg almost throwback!

#

my shovels just float

unreal oriole
#

showel is fine from dropship too

unreal oriole
#

#modding-general message other people seems to be seeing floating items ๐Ÿ˜‚

versed bramble
#

#modding-general message
@unreal oriole Disableing readable meshes made it better but it's still floating

#

was literally typing about that lol

tacit lynx
#

think the items full on disappearing is another mod

#

but items just floating seems to be from matty's fixes lol

#

my surprise when I started seeing the shovel on assurance starting to ascend to the heavens

unreal oriole
#

no idea what to say they are all working perfeclty for me

#

there might be another mod conflicting ๐Ÿค” try to disable use_colliders from config shrug

versed bramble
#

but less

unreal oriole
#

wait could it be the asyncAsset thing?

#

@brisk sierra ?

#

nope nvm sorry for the ping

unreal oriole
versed bramble
unreal oriole
#

same place of the log file, in the BepInEx folder of the profile

#

brb. will eat dinner ๐Ÿ˜„

vagrant root
#

@unreal oriole can you test buying both a pro flashlight and a shovel on Assurance? That seems to reproduce having the shovel vanish consistently for me

#

Let me see if it happens at the company too cus that is hella odd

#

Yeah at the company it's fine

#

Hmmmmm

#

018e8660-7412-87b7-e11a-1f90cea2c1df My current pack btw so you can test @unreal oriole

#

I'm not having the floating items issue though

tacit lynx
#
  • In my pack they're not disappearing
  • ItemClipping disabled is fixing the floating thing
  • only seems to be for Shovel and Extension Ladder
tacit lynx
#

but also assurance > pro + shovel they're not disappearing

vagrant root
#

The Shovel just doesn't exist when I open the drop ship

tacit lynx
#

yeah

#

it's just doing the floating thing

vagrant root
#

That's so weird on my end it just completely vanishes ๐Ÿ˜†

#

Wtf

#

Oh I see why

#

For me it's flying

tacit lynx
#

Makes sense

vagrant root
#

I watched it drop out

#

and then go up in the air

#

๐Ÿคฃ

tacit lynx
#

weird it didn't do it when I did it in your pack though lol

vagrant root
#

@unreal oriole wtf

#

Lmfaoooooo

tacit lynx
vagrant root
#

Yeah I have no idea

#

That's so strange XD

brisk sierra
#

hmm

tacit lynx
#

might just be because of where they dropped out of the dropship actually

versed bramble
#

That would make sense because the height was never the same for me

vagrant root
#

Yeah and it seems to happen when an item falls on uneven ground after the change Matty did in the new update from what I could tell

#

@unreal oriole any idea why this is happening?

#

Yeah it's super borked wtf

#

I managed to grab it and when I drop it it just returns to floating in the air lol

#

It's definitely something to do with the bounds calculation change

rare siren
tacit lynx
#

Canโ€™t believe I forgotโ€ฆ.

unreal oriole
#

yeah when an item offset is calculated it will not change until you close the game and reopen

vagrant root
#

Ascending Shovels and Extension ladders is funny but also such a wtf scenario

#

๐Ÿ˜†

rare siren
#

shovel & extension ladder making it to item heaven with this one

unreal oriole
#

mine:
Extension ladder computed vertical offset is now 0.02622461
his:
Extension ladder computed vertical offset is now 0,6284785

#

๐Ÿค” something is definitely not working

vagrant root
#

Yeah

#

I wonder what's broken in the public build compared to your build you're using

#

๐Ÿค”

unreal oriole
#

that's the point they are the same ๐Ÿคฃ

#

well not anymore now as i'm tying things but until my last message they were identical

unreal oriole
#

Shovel computed vertical offset is now 12.3225
a new record! ๐Ÿคฃ ๐Ÿ˜ญ

unreal oriole
#

some mod is adding stuff to the items

#

no idea which one tho

versed bramble
#

The only mod I have that's touching the items is ScannableTools I think

vagrant root
#

I'm thinking FasterItemDropship possibly

versed bramble
#

I don't have anything touching the dropship

vagrant root
#

Hmmmm

#

Not even General Improvements or LGU?

unreal oriole
#

the two extra components are categorized as Map Hazards so i doubt it is one of the item mods

versed bramble
#

The only thing GI modify from the dropship is making it scannable

vagrant root
#

GI has a few settings for the dropship

#

But I also doubt GI would be doing this

#

@unreal oriole is it possible DoorBreach could be doing it for the shovel?

#

Idk what would be messing with the extension ladder though

unreal oriole
#

no they are also on the other objects

tacit lynx
#

the floating thing still?

#

Disabled a few mods and shovel isn't floating anymore

vagrant root
tacit lynx
#

CozyImprovements, LethalThings, and LGU

#

it's probably LGU

vagrant root
#

LethalThings is possible too

tacit lynx
#

nope

versed bramble
#

I don't have LGU

vagrant root
#

probs LethalThings

versed bramble
#

why would LethalThings affect the shovels and extension ladders?

unreal oriole
#

it's the BlastParticle

tacit lynx
#

yeah probably LethalThings

#

started floating again when re-enabled

vagrant root
#

Yeah and LethalThings allows things like conductive item charging

#

and Boomba

#

blast particle relates to that probs

unreal oriole
#

it's affecting ALL items it's just that not all items can be bought with the dropship ๐Ÿ˜‚

vagrant root
#

Well the issue now is that

#

LethalThings is barely maintained and updated so you'll likely need to make a patch for it

#

Unless @clear quail might know how to fix this

unreal oriole
#

oh i already have a patch... trying to make a more decent one tho

vagrant root
#

Ahhhh gotchu gotchu

unreal oriole
#

i do not like this too much but that's all i can do

vagrant root
#

I mean if it works it works, have it auto enable if LethalThings is detected too

#

if LethalThings isn't installed have it stay defaulted at false

unreal oriole
#

not too sure if it actually is LethalThings but it wont cause issues in normal use.

vagrant root
#

Fair

unreal oriole
#

it's just that i do not like coding explicit exceptions for specific mods :/

vagrant root
#

Yeah fair, in this case it'll be there cus other mods may do it too

unreal oriole
#

uploaded!

unreal oriole
#

is it working?

versed bramble
#

Let me try

versed bramble
nocturne rock
#

should i use expierimental or og lobby control?

versed bramble
nocturne rock
#

bet just wasnt sure because exp is depreceted

versed bramble
#

well yeah if you want future stable updates switch to the normal one

vagrant root
#

So @unreal oriole got a new issue for you lol, the Lethal Things hammer kept spawning in floating for me last night, one time it was even inside of the ceiling on Office and I couldn't grab it lmfao everything else seemed to spawn fine though

unreal oriole
#

again all perfectly fine on my side...

#

items spawning in the ceiling actually happens quite often in vanilla too ( mainly over the mansion kitchen )

vagrant root
unreal oriole
#

dropping it from hand was leaving them still floating or not?

vagrant root
#

I also had one almost inside of the Ceiling on facility once, and no dropping it was fine they were normal

#

they just spawned in weird

unreal oriole
#

then yes not this mods fault but just weird spawning ๐Ÿ˜…

vagrant root
#

๐Ÿ˜‚

unreal oriole
#

other thing i can think of is it not having gravity by default... let me check

#

no at least from unityExplorer it does have gravity

vagrant root
#

I mean the hammer has spawned in weird places before lol

#

Just never the ceiling ๐Ÿ˜‚ but anything is possible ig

#

Could be a bug with how it spawns on custom moons too maybe

unreal oriole
#

my mods do not touch the position of any item outside of the ship bounds

#

so unless it is a problem with the vertical offset ( which isn't in this case ) ๐Ÿคท

versed bramble
#

Weezer guitar is floating

#

probably this mod again lol

versed bramble
#

Yeah I think I'm just gonna disable Item Clipping as it makes a couple of scrap float

unreal oriole
#

ypu could just add them to the manual offsets, but if you prefer to just disable the entire thing go on

polar briar
unreal oriole
#

modded items typically work fine at offset 0

#

but some might be better with some slight values

#

0.0xxx

polar briar
#

Now I need to figure out what exactly the weezer guitar's internal name is, also the fire axe๐Ÿ˜…

unreal oriole
versed bramble
#

I don't have alternate lightning enabed

unreal oriole
#

Lobby Control will actually print their name ( along with the calculated offset ) in logs the first time the item is spawned

polar briar
versed bramble
#

tell me if it works for you

unreal oriole
#

you need to reload for any chenge to happen btw

versed bramble
#

yeah I tried that

unreal oriole
#

most if not all the options will not uodate if edited with lethal config

#

you can check if you wrote it right by checking if the log line changes from computed offset/original offset to manual offset

#

if it still floats with manual offset 0 then you might have to try a negative offset ( typically smaller than 1 as the unit is quite big )

polar briar
versed bramble
#

you could spawn one with LethalDevMode ig

polar briar
vagrant root
#

Btw @unreal oriole one of the recent updates made it so your mod no longer syncs item rotations between clients anymore

polar briar
#

So just the Weezer Guitar floats for me, no problems with the fire axe. Manually setting the offset to 0 worked for me tho

vagrant root
#

The Dog and Thumper ones do

polar briar
#

Try manually setting their offset to 0, it worked for the guitar

unreal oriole
vague talon
#

@unreal oriole are you alive

unreal oriole
#

uh?

unreal oriole
vague talon
# unreal oriole you called?

can i see how you made lobbycompatibility a soft dependency? im going through the steps rn, xilo helped a little but im not 100% sure still lol

unreal oriole
#

and has to be a separate class and file

vague talon
#

ty

#

btw whats up with the adding .stuff to namespace?

unreal oriole
#

namedpace is not important as far as i tested, but it needs to be in a separste file for the code to never even load it if the dependency is missing

vague talon
#

Yeah i get that, was just wndering if this is a convention i didnt know about

unreal oriole
#

if you mean the attributes they come from the soft dependency guide and basically tell the compiler to not try and move the code from inside the method to where the method is called instead

vague talon
#

nah genuienly just the part where you have .Dependency added to the namespace lol

#

is that like a formatting thing or organisiation?

unreal oriole
#

oh no, it's just my way of keeping things in order

vague talon
#

alright that makes sense, ty, i think i got it all working fine now prob

#

seems quite short, but this is all i need right?

unreal oriole
#

you also need to call it in the awake under and if condition for the Enabled

vague talon
#

ah, ill check that out later then, i have to literally run

unreal oriole
vague talon
#

Sankyu~

unreal oriole
#

no problem

iron anchor
#

@unreal oriole This is kinda strange, but I'm still getting CalculatePolygonPath spammed in my log even with lobby control's config option to prevent it enabled

unreal oriole
#

yeah if a monster ends up somewhere where it is not supposed to be (where it canno path, like out of the map ) while still alive it will still spam the error

#

what i do is simply tell the game to stop dead monsters from pathing ๐Ÿ˜…

#

and obiuvsly i cant tell alive monsters to not path anymore

iron anchor
#

ah yeah that makes sense

#

I'll try and find out what monster is causing that because they're obv not spawning properly

#

I have a bunch of modded monsters in my mod list so go figure lol

vague talon
#

what moon was that

#

its usually not the monsters fault, but wesley's moons

iron anchor
#

I was on March

vague talon
#

oh dunno then

vagrant root
#

@unreal oriole got a bug with the Lethal Things hammer, it spawned in floating, and when I pick it up and drop it it returns to floating

#

Time for a fix

polar briar
polar briar
grave elbow
#

Does this mod conflict with something that would cause clients to not see people leave the game properly? Their character just stands in place until someone else joins. I checked logs but didn't see anything that seemed like it was causing issues when someone left. The host sees the player leave properly though.

vagrant root
#

Try having it spawn in as loot on a LLL moon

shy dock
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THANK YOU

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@unreal oriole Yea for some reason, with my modpack if I use LethalQuantities I need to use the "lobby open" command before doing any other terminal commands or i wont be able to open my moons menu

valid prawn
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what are the commands in the terminal

unreal oriole
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type lobby

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all the commands are in the form of:
lobby [subcommand] (arguments)

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#1217111718224728165 message
@vagrant root
it's not a matter of ignoring i only change rotation for objects inside the ship ( flagged with inShipRoom )

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if a mod marks other objects with that flag while outside of the ship i do not have control of it

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or you can disable the RotateOnSpawn and you will not see any of them change rotation

vapid dew
#

Has anyone tried if this works for v50 beta? i just want the late joining tbh

vagrant root
#

Also Zeekerss implemented code that prevents people from joining when the ship is landed, if someone joins while the ship is landing now it backs you out to the lobby

nimble gulch
#

Huh? Why? Latejoin is not a thing without mods, so what's the point of that?

vagrant root
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Could have been a mod that did it too but idk what tbh

vagrant root
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@unreal oriole is this change in V50 good?

still stirrup
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For that part specifically anyway

vagrant root
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Btw he did quite a bit of changes to the masked enemy, and it looks like LC_Masked_Fix will be deprecated once V50 pushes?

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He got rid of the ui stuff

unreal oriole
#

uh.. where do you see all this diff files?

kindred cove
brisk sierra
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ohh

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Can you invite me too?

kindred cove
unreal oriole
#

this Rpc here is going to make the invisible player fix so more stable

hidden solstice
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o nice

unreal oriole
#

@kindred cove any info about assets? specifically if he fixed item meshes ( for the lighting particle errors )?

kindred cove
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those are all files dnSpy gave me, i've got no info about meshes ๐Ÿ˜ฆ

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but i'm assuming nothing changed

unreal oriole
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rip... i was hoping i could yeet my ReadableMeshes patch ๐Ÿ˜ฆ

kindred cove
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to be honest there were a lot of assumptions as to what's gonna be changed in this version

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and it seems like nothing of that changed ๐Ÿฅฒ

unreal oriole
#

yeah basically everything in my mods should still be working as if there wasn't even an update...

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just need to patch this so backfilling players will have a name and that's it

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haven't seen any other bug fixing changes while skimming the diff files but i'm out of my field on Enemy AI ecc

unreal oriole
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@still stirrup if you know: what's the reason why you decided to use the last playerObject instead of the prefab?

unreal oriole
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๐Ÿ‘€... it has a value in unityExplorer

still stirrup
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dunno then, i had some weird issues when i tried playerPrefab which were fixed when switching back to using an existing object as a template

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cant specifically remember what though

unreal oriole
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i geuss i'll have to try myself then

unreal oriole
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@still stirrup ๐Ÿ™Œ i yield. expanded player count is all yours ๐Ÿ˜…

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i can't deal with this gameobject madness

vague talon
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loool

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bugginess ingame anyway comes from latejoins mostly not expanded player count, wouldnt disable morecompany cuz they have cosmetics :3

flat rose
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wait out of curiosity, where's the player prefab stored? i remember looking for it in the past, and it's not in the networkconfig's list of network prefabs

unreal oriole
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yeah the issue is that is is not registered as a prefab

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it just exists in StartOfRound.playerPrefab but trying to instantiate it results in various NullReferenceExceptions for the PlayerControllerB

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and the IL code says that the null values are this ๐Ÿ™ƒ which should not be possible

desert lichen
kindred cove
desert lichen
vague talon
kindred cove
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I like using system I'm familiar with, can interact with on PC+ mobile & can use directly inside VSCode

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and that's that

kindred cove
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and that's why I'm keeping the thing private

still stirrup
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fairs

kindred cove
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I just have more familiarity with using GitHub and want to be able to use that

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๐Ÿ˜…

still stirrup
unreal oriole
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nice .uk site

unreal oriole
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Lobby Control experimental

  • fix for broken saves after Firing sequence ( even with autosave off )
  • fix limit to lobby-1 players
  • AsyncLoggers new API
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@vagrant root there is a new Experimental config, that should improve the recovery time from yesterday networking problems

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under Networking

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default values have not been tweaked much but are the unity suggested ones ๐Ÿ˜…

vagrant root
crimson sorrel
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Desynced moon weather and store sales, any idea what could cause this or if it' an vanilla problem?

unreal oriole
crimson sorrel
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what happens if a player selects a moon with event but host doesn't have that event?

unreal oriole
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that's a question for the extra moons/interior developers

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but typically big desyncs... if clients and host have different moons

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you should go to #help-and-troubleshooting for this kind of questions

polar briar
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Those might fix your issue

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WeatherTweaks should fix your weather desync but I'm not too sure about shop desync don't think I've had that issue before

flint pollen
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Do moon mods (not) force a client/host joining error if you have different ones?

crimson sorrel
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Lobby rename doesn't work with spaces

unreal oriole
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should work... i've been using spaces for a long time..

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names are still following the same limits of the normal filed so there is a character limit

flint pollen
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I do notice a very strange behaviour with the lobby names. Sometimes I'm limited to like 5 characters and it seems to have something to do with using capital letters. But it's so inconsistent that I can't identify the pattern. Sometimes I seem to be able to use 20 or so characters mostly lower case.

crimson sorrel
unreal oriole
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might have an idea why, will probably fix in a later update

wooden hamlet
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After the most recent update players can no longer late join or be invited to the lobby even if i set the lobby status to open

unreal oriole
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any errors in the logs?

wooden hamlet
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Not that I could see, I can see where it shows me trying to set the lobby closed and back to open to try to fix it where it says
[Info :LobbyControl] Lobby is now Open
[Info :LobbyControl] Lobby is now Closed

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Also tried renaming the lobby, but nothing worked. And none of the players in the lobby had the option to invite on steam

unreal oriole
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oh that's because other clients will not see the lobby as open unless they too have the mod, if only the host has the mod only the host can invite people for late joining

wooden hamlet
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Everyone had the same mods, same mod profile

unreal oriole
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uhm...

wooden hamlet
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Does the mod require AsyncLoggers?

unreal oriole
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no, but has integration for it

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also were you trying to invite with the ingame invite friends button?

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that button is bugged in vanilla. and you should always use the steam friends window ( not the overlay one, tha actual window )

wooden hamlet
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I tried using steam friends window

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there was no invite option, as if the lobby were closed

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also previously, everyone was able to use the steam friends option to invite people when the lobby was open

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but it would disappear if the lobby was closed

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and it was working two days ago

unreal oriole
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๐Ÿค” . i did not change anything about that in this release

wooden hamlet
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let me see if i can reproduce it real quick

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Well i tried landing and launching and now on a new save and it seems to be working?

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Something weird tho is that the lobby that was bugged didnt have a name, and one of the things I did to try to fix it was rename it, which didn't help

unreal oriole
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how is it possible for a lobby to not have a name?

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or the name was ( a space )?

wooden hamlet
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I don't know, that's what weird, when I tried to make one just now it forced me to put something in

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there didnt seem to be a space between the quotes on the terminal

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when i did lobby status

unreal oriole
# crimson sorrel

the rename function is sligthly broken atm and will only use the first word of the name ignoring anything past a space

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that feels like something bugged bad on steam/vanilla game and allowed you to create an invalid lobby

wooden hamlet
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it was a brand new save, so im not sure, im seeing if i can find the place in the log where the lobby was first was made

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[Debug :LobbyControl] System.IndexOutOfRangeException: Index was outside the bounds of the array. at (wrapper dynamic-method) HUDManager.DMD<HUDManager::AddPlayerChatMessageClientRpc>(HUDManager,string,int)

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I dont think that's related is it?

unreal oriole
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that's from MoreCompany

wooden hamlet
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i dont see anything else out of place. Ill just assume it was something weird with the way the game initialized the save and is unrelated to the mod

unreal oriole
solar monolith
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as far as the shotgun goes, it seems nearly there, although I don't think syncing the ammo after reload starts will prevent it from reloading if the ammo count is desynced

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it might be nice to inject into it after the WaitForSeconds(0.3f) so that you can wait for a response from the server setting the ammo count

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and then stop the animation and exit if it is full already

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for the player patches, I'm a little unclear about where PlayerNetworking is instantiated, and I'm not sure what the purpose of requestSyncUsernameServerRpc() is, I don't think I've seen clients not know the names of players before thonk

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obviously it doesn't hurt to sync that as long as the name is always valid when PlayerNetworking awakes, but it doesn't seem necessary from my experience

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I don't seem to see any calls to syncInventoryServerRpc() either?

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is this intended to be a dependency for other mods?

nocturne rock
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Is lobby control experimental still play to use?

unreal oriole
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PlayerNetworking is attached to the PlayerControllerB

whole the ShotgunNetworking is attached to the ShotgunItem

unreal oriole
solar monolith
unreal oriole
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the requests are for when a client connects, as the start will only be called once an item is instantiated/spawned on the network

solar monolith
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any plans to verify that there's ammo in the player's inventory before the reload finishes?

unreal oriole
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i sync the ammo on client join, and then allow the clients to tell everybody what ammo/safety the shotgun has if it's in their inventory ๐Ÿค”

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uh is there a way for a player to start reloading w/o ammo?

solar monolith
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I suppose that's fine if we can assume that no shenanigans happen in the intervening time between join and reload

solar monolith
unreal oriole
solar monolith
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(which I understand this mod is intended to prevent, but it's best to assume it can always happen regardless)

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(assuming you want to go that far into the server-authoritative model)

unreal oriole
unreal oriole
solar monolith
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right I suppose I missed that

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that kind of model isn't as easy for me to reason about so idk how much I can help with verifying your changes

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I suppose the unity networking model encourages switching ownership but personally I'm not really a fan of that

unreal oriole
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it's the model that allows me to send the fewer Rpc, to always assume the owner is right

solar monolith
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yeah

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it's just that the server is the only thing that is guaranteed to have the ground truth

unreal oriole
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if i had to go server-authoritative i'd need to put transpliers in many actions to make them wait for the server to confirm

solar monolith
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once you start basing things off of the flawed model that clients have of the game it gets harder to figure out what all can go wrong

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yeah

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fair if you don't want to do that

unreal oriole
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the idea is to assume things related to the PlayerController are corrent only on the owner ( eg. server might have a wrong slot order )
so it's the owner job to broadcast it's situation to allow for everybody to be aligned with it's view of itself

solar monolith
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yeah, players being their own truth makes sense at least, assuming that they can't create items out of thin air and tell the server that they have them

unreal oriole
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that is prevented by unity itself

solar monolith
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I suppose that's true

unreal oriole
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but a bad actor might report him holding items that are not reachable

solar monolith
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at least as far as the physical objects go

unreal oriole
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even so this mod is not intended to be an anti-cheat

solar monolith
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with items being consumed it gets trickier and easier to exploit

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like the shotgun ammo

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yeah

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imo anti-cheat and synchronization kinda go hand in hand though

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cheats in games like this are usually some sort of desync

unreal oriole
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yeah but making an anti-cheat mod will require way more changes thst i'm currently willing to work on ๐Ÿ˜…

solar monolith
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the more redundancy and verification there is, the less chance there is that an item gets consumed when it shouldn't be or when it doesn't exist

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yeah

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that's the way I feel too lol

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I just set out to fix very specific things that I know are a problem

unreal oriole
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the best way would be to make it all server authoritative

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so the clients cannot report wrong but then we're back at square one of the discussion

solar monolith
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if the goal is specifically networking bug fixes, then it would probably be good to make sure to document what each patch is intended to fix in the code

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that way I don't have to ask you why you added a patch to sync the username :^)

unreal oriole
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will do that for sure, yesterday i just threw together the first commit and went to bed ๐Ÿ˜…

solar monolith
unreal oriole
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the username is for some rare latejoin cases

solar monolith
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anyway, I think I'll probably deprecate NutcrackerFixes in favor of your mod if it's sufficiently customizable (in case any issues can occur with it)

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after v50 the hitreg issues are basically nonexistent finally

unreal oriole
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sometimes people will show up as unknown ( as steam does not recognize then as part of the lobby ) or have the name of the player they backfilled

solar monolith
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huh that's curious

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I've never experienced that

unreal oriole
solar monolith
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oh yeah, I mean it's only getting deprecated for v50

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we're all on Zeekers's timeline

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the patches that still exist in it are mainly just to fix the safety and ammo count desyncs, which I assume LobbyControl takes care of

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so I can recommend that in the meantime

unreal oriole
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LobbyControl control takes care of then when joining, obvs any desync thst happens after joining is not handled by LobbyControl ( other than the current held slot )

solar monolith
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yeah

unreal oriole
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this new one will hopefully address such cases

solar monolith
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I would assume that type of desync is extremely unlikely

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main thing is I don't see a reason to update NutcrackerFixes if another mod will do similar patches

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less work for me :3

unreal oriole
solar monolith
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uh oh

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tbh I can see myself doing a few little things if I notice bugs

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we'll see

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I really want to look into more perf issues

unreal oriole
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i'm fine with only suggestions, i wont press dw

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it was a half joke

solar monolith
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nah I mean I like mods like this, I can see myself doing it

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I prefer my mod profiles to fit with the style of the original game with good balance so I don't tend to use too much more than QoL mods

unreal oriole
naive smelt
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is lobby control and matty's fixes not compatible with v50? before I can see it on lethalconfig but now I cant. and it seems late joining is not working

unreal oriole
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LobbyControl is definitely compatible Matty Fixes should be but is not fully tested... we've already had many sessions with them so unless a new patch broke them they should work

naive smelt
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this is from my friend who late joining

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i mean I cant see them in the lethalconfigs (or wont generate configs) in v50

unreal oriole
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are you sure you have them installed? check the logs at the start of the game and see if any errors are thrown

naive smelt
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i've already loaded the game but the configs wont generate itself

unreal oriole
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that just means the mod never run, not even once

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again check the logs and check if the mods have been installed in the plugin folder or not

naive smelt
unreal oriole
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this is a cut out log file there is nothing about Lobby Control or Matty Fixes in here

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also current AsyncLoggers has a bug and will crash if more than 1 .sqlite file is present, please delete the older one or disable the DbLogging

naive smelt
unreal oriole
#

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naive smelt