#Lobby Control & Matty's Fixes
1 messages Β· Page 7 of 1
recoded the Transparent fix to be a lot less sketchy XD
Yeah
i mean the v49 had to be dropped for me to make the new fixes that use code from v50
I got to have fun seeing someone leave the lobby earlier, their body stayed behind and they joined and reentered their body
π
yeah, it always had been quite sketchy π€£ now with the new experimental should be a lot smoother
tho any issues will only be visible by the other clients as i specifically blacklist the host from receiving the updates i send π€
What's the current state on AdditionalNetworking btw?
stable as far as i know.. did not have much occasions to test it tbh
i got a couple of reports that were caused by me forgetting some names but now all should be working
included the Boombox Sync
oh not yet i can make one by the end of the day probably
I mean he took down the github page for it
so idk what's going on
Btw for Experimental did you also remove the deprecated MoreCompany patches?
I set them to false after MC updated
yep
π
i mean the patch iself would still have wokred as it was simply a big Try-Catch around the function that was throwing errors tbh π
need a name and icon for this now π€
Matty's Push Remover
XD
Icon
@kindred cove you got an icon design in mind?
umm
"No Bumpkin" π
?
they need to be merged
venn diagram but it's people
jokes aside i'll probably call it ImmovablePlayers
mp_solid_teammates 0
i mean they are the opposite of solid π
mp_liquid_teammates 1
quantum teammatest
Perfect icon
π
The mrov and Matty collab we've all been waiting for
Wasnβt my intention, sorry. I was just providing this information to the two devs (potentially) involved as I didnβt have any specific info regarding what mod was actually causing it, so I wasnβt sure who needed to see it
the apporach is fine , but you should avoid posing it the way you phrased it imo. if you have good proof that a specific mod is causing issues then you have all the right to point that out but if the solution was a mass removal then the chances of any one of the mods in the list beeing the issue get's lower.
noway
Fully understand, only reason I did it that way is because this interrupted a play session with friends who I know arenβt really all that patient so I just quickly disabled anything that could potentially be interfering with the ship/player model in some way
Iβll keep it in mind for the future
i still really appreciate you reporting potential issues and will still investigate them even when they are not directly related to my mods.. it's just me being grumpy i guess about the false reports π
π
@vagrant root
Let's goooo
So what got changed in V50 anyways that broke the original mod?
beats me. i've not looked at the original at all tbh
It apparently used a transpiler to disable it, which I'm guessing you did as well
oh right icon π€¦ , i was about to push it w/o an icon
Yeah mrov gave you icon
c;
π
You best bed when you upload it it's an instant addition to my pack
XD
First :3
i'm starting to have quite a lot of mods under my name π
Haha
why zeekers.... just why?
the flag if the player/object is inside the ship is set based on the audio!!!
if dissonance or any audio stuff is overloaded for any reason items will not count as in ship and neither will players π€¦
Lol time to fix that
isn't that a collider? the name is misleading but the function makes sense
is it?
it certainly could stand to not be set directly in that function though
i've actually not checked the class parenting
yeah pretty sure it's a trigger collider outside the ship
it switches on reverb but also updates player status
I'm sure initially it was just the reverb and then Zeekers tacked that on
i mean i found it because i was trying to find how the game marked objects as inside the ship as opposed to in the elevator or ground
it's not really a class parenting thing, but that function is probably called from OnTriggerEnter or whatever that's called
for the an issue of items/players not being counted as on ship
huh, when does that happen?
the only instance I'm aware of is when you load into a save
that's the issue, i'm trying to figure out where things could go wrong
(I had to work around it in CullFactory by checking if items are in the interior based on position instead)
yeah but loading from save is already patched in matty fixes
i update the flags in the OnNetworkSpawn
oh do you mean you're trying to add an rpc to set it in the places it's changed?
that'll be a fun one given it's not using a setter
and yes i too have to use the position and the innerShipBounds collider
uhm at the moment i'm just trying to find where it is failing tbh.. once i find that i can think of a solution
Btw you should make a thread for ImmovablePlayers and post the mod in mod showcases when you can
first i need you to do a playthrough with and see that there are no bugs π
humm, do you mean where the status becomes desynced between clients?
I don't know how we would even tell tbh
it's not really between clients tbh.. players/items not counting is entirely on the host
oh right, I was gonna post CullFactory 1.0.0 in mod showcases and then I completely forgor
as it's the host job to delete left behind scrap and kill missingplayers
so this isn't for the networking mod then?
nono, for matty fixes
idk if I've seen issues with that ever actually
as far as items being removed when they shouldn't
although I'm always wary of placing items near the walls of the ship so maybe that's a place to look for issues if you really want to
but still does not answer the missing player issue when they are indeed inside the ship on takefoff
can't say I've seen that either
have you? and do you know if it was on custom moons or anything?
only cases I can think that might happen is if something is screwing with the reverb triggers or causing errors before it gets to set the field
me and my friends play mostly vanilla so no. not a cusom moon issue
curious
wait, for missing players does it really use the field saying if the player is in the ship?
because you can be standing on the roof of the ship and not be missing
ik it uses the inElevator one instead
Lobby Control & Matty's Fixes
i'll make a channel for each of the other mods later π€
yippee
Are matty's fixes in lobbycontrol included?
If yes, the thunderstore readme should be changed, if not the thread post should be changed.
yeah i need to change the main post of the thread
the readme is correct
Lobby Control used to have all the things but then i decided to split it
should now be properly fixed
oh btw, do these mods do anything in regards to keys? my friend is always saying that his inventory gets bugged/items disappear after using keys
nope π€, the only one that touches inventory is Lobby Control and is a serverside check to prevent a client from picking up more items than their inventory
i see
I have the problem that after someone joins late, the player is seen invisible for others or name is unknown, or both (not for me/host)
Are any known bugs fixed in v50 or is it just new content?
yeah i had that a couple times
a couple.... i think masked are fixed
that has been an issue of all latejoin mods tbh. happens when the two persons seeing each other as unknown are not friends on steam
Matty'sFixes has an experimental fix for that NameFixes you can try it
i'm still trying to find a reliable way that's why it's marked as Experimental for the moment
problem is that NameFix is a client patch
ah, i had it on and it still happened despite everyone using the code for the mods
i guess there is nothing much i can do if steam itself does not send the names then π€
i've also a more drastic patch in the super Experimental AdditionalNetworking but i do not suggest to use it in a sable modpack at all
Interestingly enough, steam nicknames work perfectly in the game. It's how I'm able to use the terminal efficiently
oh when you have the names in cache they are perfect... the issue comes when you do not have said name in memory π
and need to request it from steam
Ah, so playing with a completely new player then?
yeah
That makes a lot of sense looking back on past games
the issue comes when two players join a lobby and are not mutual friends
I assume the problem is worse the more players are in the lobby?
while in the vanilla orbit stage, the steam lobby handles the name syncing but for some reason does not after the first day
i've had a lobby of 6 unknowns π€£ so yeah

just add one person whose steam username is unknown to add to the confusion
you joke but i have a friend with that username π lukly he does not play LC
the correct way to play lc is via lan
gift them LC
it's already tough getting friend don't try to limit where i can get friends please
I'll be sure to make sure my group has everyone on each others friend list. We normally don't have this issue so I think we're good but it's good to know, thanks π
are they using GeneralImprovements by chance? i know that with the slot re-arranging options, that using keys can bug out your inventory
yeah we're using them
yeah i think that might be it
thanks for the tip! gonna try it out
though from what i recall hearing, if the host uses it as well, it should work just fine
though i've never tested
i have all of that set to false and it seems to do the trick for me
ty for the heads up, gonna try setting the last one to false and see if it helps
2 things i wanted to ask about
- there seems to be a weird bug where reloading the shotgun with more than 1 shell in your inventory skips half the reload animation. (after the shell is removed from inventory, the shotgun immediately returns to firing pose) not sure which of the 2 mods is causing it, since it only happen after installing both. ultimately pretty minor and just kind of an immersion breaker
- any chance the V-type engine could be adjusted to sit upright again when the item clipping fix is enabled? it seems like an arbitrary change and just looks kinda ugly imo. it's a nice setting for all the other items though
the shotgun might be caused by the LobbyContol patch that prevents the shotguns from beeing deleted while reloading.. so i'd say the trade off is not that bad π
the rotation of all items in ItemClipping was manually tweaked by the original dev of ItemClippingFix @white geyser, but if it's a major sentiment i can definitely re-rotate the engine
i rotated it for that exact reason because the default looked ugly lol
and didnt really make any sense
idk i suppose it will be personal preference at the end of the day
i can probably put a config with manual overrides for them too tbh
that would be nice. i dont mind the inconvenience so much
@unreal oriole Bug with LobbyControl Experimental
Weather tends to desync between clients
What Different LobbyControl and Experimental?
Well LobbyControl doesn't seem to touch weather at all so idk why Weather is desyncing
Hmmmm
that's really weird because i havent changed anything that touches weather or joining.. if anything i removed a part of the code "the transparent player " that had a chance of desync
@kindred cove did zeekers change weather stuff in v50?
Yeah I noticed that so it can't be your mod
no
Tbh I don't know if we really had a desync
π€·
We did, PepsiMan so it as Eclipsed remember
π
Can you check the stuff I sent you in my server btw?
Nono
but that was the cause of many issues in v49
OH NO, THAT ERROR
I forgot
It's gonna work normally, but I forgot to remove that part from my code
That's the same one π
I wonder if it failing to sync is cus your mod normally would use methods from LLL to sync it
It's not
Okay okay
I was only getting the moon list from LLL
Hmmmmm
And all other clients received data from host, which means it was working in that session
Yeah it's strange
So - I forgot again - I would need their log from that moment to confirm the issue
full logs or didn't happen
... apologies. ._.
no worries, i forgot to ask for them at that moment π
the config says "automatically open lobby when in orbit"
does this imply there is a manual way to reopen the lobby
how do i do that
lobby open in the terminal
the ship terminal?
Syntax: lobby [command] (option)
[option] means required
(option) means optional
Sub-Commnads:
- status : prints the current lobby status
- open : open the lobby
- close : close the lobby
- private : set lobby to Invite Only
- friend : set lobby to Friends Only
- public : set lobby to Public
- rename [name] : change the name of the lobby
- autosave : toggle the autosave state
- save (name) : forcefully save the lobby
- load (name) : re-load the lobby from SaveFile
can out of bounds fix be disabled at gordion
you cant drop stuff over the railing of the ship when trying to sell
or it warps back into the ship
Oooh so it's this mod that's doing it
ohh because you're tecnically still on the ship while dropping stuff π
right
that makes sense
i mean i shoudl just remove the onDrop check as realistically there is no way of dropping stuff through the ship
and it would still get fixed by the onLeavingMoon
@unreal oriole Btw I still think GI is responsible for overwriting your patch
Wonder if there's a way to disable it somehow
in GI
@austere venture Could an option be added to GI to disable that since it overrides Matty's ItemLimit patch?
This is what Matty's mod does in comparison
@vagrant root they wouldnt overwrite each other
Ah okay got it got it
generalimprovements overwrites the variable maxShipItemCapacity (default 45) to 999
Well we kept running into an issue earlier
Where people couldn't see the proper scrap value after rejoining the lobby
A lot of items had no value for them
Any idea what mods might conflict?
lobbycontrol just finds the code that references maxShipItemCapacity and removes the limit outright (discarding the value of the variable entirely)
I have a theory Matty might have been right and it was Smart Item Saving trying to sync rotations, cus it always throws an error doing it
granted, this is just my analysis of two source codes written by two other people, but my guess is there is some other problem
that is definitely possible
So maybe cus it fails to sync the rotation it causes the value to just be lost
I disabled BetterItemSyncing
@unreal oriole Btw any plans to implement the new change you made for TooManyItems to MattyFixes?
Actually I may as well just add TooManyItems to the pack for that newer change lol, since it won't hurt
TooManyItems self-disable depending if you have installed LobbyControl or Matty fixes. if you have both TooManyItems will be fully disabled
Even the updated fix you added that is exclusive to it? o.o
in theory all the fixes in there come from either lobby control or matty fixes
tho the scrap marking i have not released yet in mattyfixes
Yeah that's the new fix in it that interests me
Btw idk if you saw I did disable the stuff in Smart Item Saving and reenabled the rotate on spawn setting in MattyFixes
i'll probably release it in the next days with a couple more changes
cus I think you were right about it being Smart Item Saving
Because Smart Item Saving always throws an error regarding it failing to sync
yeah saw it. i did not know it was throwing errors
Which probably was messing with the scrap value that failed to sync
if it thorws errors. unless properly coded it just stops processing anything after the error
Got it btw, so I'll just keep TooManyItems in til then for the scrap marking fix
only if you remove MattyFixes
I'll just wait for you to push the fix to MattyFixes
XD
MattyFixes is much more important
I just misunderstood the description on the mod page, cus it states it would only disable the overlapping stuff so I figured the different code would probably still work π
i see a possible issue with smart item saving:
There it is
Does that only trigger with one of the config options?
i mean this in itself should not cause the exception but if for any reason you go over the 999 scrap my mod will handle it while this will hardcap
Oof
@opaque lake
Any chance you could push an update that resolves this?
i mean there is nothing much that can be done, as this pevents crashes if you somehow manage to get more that the integer limit items. while mine will crash
but i belive it's quite unlikely that anybody collects 2147483647 items
Fair
Tbh I'm surprised your mod doesn't handle the FixItemID stuff too, it seems in the scope for MattyFixes
but requires to modify the savefile to save the itemnames as opposed to the numeric ids
True
and that would make the mod not vanilla compatible
I guess I can take out SmartItemSaving, corruption like that is rare
that kind of corruption should only happen if you remove/add a scrap/item mod and load a save from before
Yeah
Or if mods like ACA were present cus it would corrupt stuff like the abandoned walkies and flashlights a lot
π¦
i could up the limit to ~2000 but iirc theres not much reason pushing it past 999 because of what the engine can handle
technical explanation is from what i could tell the size of the data the engine can send between clients is somewhat limited, and even if hard item limits are removed the data size limitations are still a potential issue unless someone has worked to deal with that ?
Matty has a workaround for that in LobbyControl but your mod overwrites it cus of the hard limit
@unreal oriole
It's cus Matty uses a transpiler for it, so hard limit overrides that
well the hard limit there is from my own additional syncing method, it's nothing any mod hooks
Ahhhh, so it only happens if Better Syncing is enabled?
i dont assume this mod removes the networking data size limit (65536 bytes)
yea, that's just the Better Syncing option
Okay
nope that's not right
the error you're getting is entirely my mod's fault and i'm still looking into why
i was just pointing out that it would cap the rotated objects at 999 not that it was causing issues with mine
form what i saw smi code does catch the error so it is no stopping the code execution at all
another mod might be overriding my patch
I removed a few things tbh
i did not know there was a data size limit. i'll have to look into it and see what i can do π€
i assume you dont actually have close to 1000 items right vkfmvknfbvb
because the whole engine would be breaking down at that point i think
i actually tested with like more than 2k items.. was like 100k scrap value or smth
We had scrap worth 17k but clients only saw 7k lol
But not over 1k items on the ship no
oh huh
Honestly the scrap value not syncing could be due to how insane mrov's mod was going lol
NetworkBehaviour.__beginSendClientRpc/__beginSendServerRpc if you're curious, though hooking that sounds like a cursed idea
i've hooked into UnityEngine.Debug and replaced the default logger with Async π if there is someone who might try i am one of them π
i mean there is not a real reason for why the buffer is limited to that byte amount π€
unless there is something on the receiving side
i haven't checked the receiving side but I wouldn't be surprised if there's a limit there too
bacause that value is completely arbitrary and the send method actually has the fragmenting of bigger packets included
oh weird
they wrap that buffer in so many other buffers π
yeah there does not seem to be a limit in the receiver side.. i'll have to investigate more later
we had 250 items in total, nowhere close the limit
250 is exactly the vanilla limit btw
not really unless the logs on host side are different even during boot LobbyControl correctly found and removed the 250 limit
this should do @opaque lake right? π€
basically
oh no.. .this does not work
nvm
i need to put an actual value there π

i mean, it needs to be a value, not a sensible one π€£
@unreal oriole sup, quick question, where are the save from "lobby save" stored ?
you can also use folders if you keep the combined length below 20 characters
so for example backups/Save1 is a valid name
and will be put in a folder called backups inside the base game folder
that's nice
that also means that if you need to reload/overwrite normal saves, the syntax is:
LCSaveFileX where X is the slot starting with id 1
or LCChallengeFile tho i expressly prevent any edits to challenge saves, both loading and saving
for the record: this indeed works and will still allow vanilla clients/server to receive the rpcs w/o issues
but i've decided to override only the specific one i need instead of all of them SyncShipUnlockablesClientRpc
i'm replacing the FastBufferWriter bufferWriter = this.__beginSendClientRpc(4156335180U, clientRpcParams, RpcDelivery.Reliable);
with
FastBufferWriter bufferWriter = new FastBufferWriter(1024, Allocator.Temp, int.MaxValue); π
if i have to be precise with IL code the replacement is more like:
this.__beginSendClientRpc(4156335180U, clientRpcParams, RpcDelivery.Reliable);
FastBufferWriter bufferWriter = new FastBufferWriter(1024, Allocator.Temp, int.MaxValue);
π
so not all clients need this mod to work?
being Lobby control
i just want it so player can join late
Will this option is GI cause any issues? @unreal oriole
do u know if everyone needs lobby control for it to work
idk
nvm i see now only host needs it
Lobby control is host only
yea thanks
uhm i'm not sure how they implemented it, needs to be tested
I set rotate_on_spawn to false, will be testing it tomorrow it seems
FlashlightFix just got deprecated and merged into GI. I'm not gonna install GI, though, when all I want is the flashlight fix. Would such a fix be considered in scope for addition to Matty's Fixes? Would it still keep vanilla compatibility?
the fix is vanilla compatible indeed and while it has been deprecated, for the moment, the original mod still works
if in the future it stops working/needs a change i'll think about adding it's functionality to matty fixes
GI is a pretty essential mod tbh
Idk why you're against using it
I've gone a long time without using it and been happy without it. Almost everything I would want from GI, I get from Matty's Fixes instead. The mod is another huge dependency that I don't want to maintain all the configs for, and they deviate from the decisions in the base game, e.g. teleportation cooldowns.
You can change a lot of that stuff if you prefer how the base game works, plus if you think it's just another huge dependency you don't understand the mod like at all
"You can change a lot of that stuff"
"a lot of that stuff"
"a lot"
I don't want to change a lot
So you're shitting on a good mod because you're lazy?
When did he shit on it
Not shitting on it. It's just my choice not to install it, and you're attacking me for it.
I'd call this an attack.
I wouldn't, that's just how I understood what you said
I misunderstood I'm sorry
Was not an attack.
this seems to be the main thing you didn't like, it shows the vanilla values if you prefer them and you can set them back
Yeah, it didn't seem to be a bad mod apart from that, except I don't need anything except the flashlight fix anymore. I'd have to figure out all the stuff that conflicts with Matty's Fixes, etc.
There's only one setting that conflicts with it iirc
I get not wanting to use the mod, but people were requesting for FlashlightFix to merge into GI for a while
Yeah, and it makes sense from their perspective.
I think it is a little absurd how all in one the mod is, I don't mind that personally though
Yeah that's what I meant by "huge". I do feel the same way. I mean, Matty's Fixes is sort of similar, but GI I feel is even bigger.
Idk why it doesn't for you, the main thing I could see someone not wanting to configure is the Better Monitors stuff and that feature is disabled by default
Maybe I'll give it another look though.
Better Monitors is another thing I'd have to disable. I use OpenMonitors.
I mean
It took me going to ms paint to visualize what the configs for the better monitors were
Better Monitors deprecates the need for OpenMonitors
OpenMonitors has like 1 screen that it doesn't have and that screen it has is very cheaty
I mean I have my own config for GI tbh, if you really don't wanna set it all up you could just import it
Yours does not really has the vanilla vibe he's searching for tho
with all the extra monitors
Fair
Yeah I'd have to figure out how to trim it down. I'll take a look to see if it's worth switching my mods around.
I was in a pretty good place, though, with just the flashlight fix mod, so it's a bit sad to me, haha.
1.2.0 of FlashlightFix has the fix removed and only contains a log that states that the mod is deprecated
All of that talking, and I missed Matty's reply.
yeah matty's fixes is starting to become quite big and it's also one of the reasons why i split it out of LobbyControl
tho i will keep my line and only add things that are improvements, if a perfectly fine mod exists for it i will not do any merges
bruh. why?
π€·ββοΈ https://i.gyazo.com/587e7938dc9e1deb63a72bf3b269fbcb.png
It also adds a dependency on GI, haha
Yeah but he added GI as a hard dependency of 1.2.0 of Flashlightfix
no i mean why do that.. mark it as deprecated and eventually people will stop using it.. why force them out immediately ?
it's not like the mod is broken with v50
π€· i can see why this upsets people
shaosil stated that "GI is also coded to avoid conflicts if someone is on an older version of FlashlightFix", so if I'm understanding correctly, you could just downgrade from 1.2 to 1.1.2 and be fine, I think.
but most people just see "mod needs an update" and will click it.
If only r2modman had a "pin this version" button
More like..."You have 11 mods that need an update. Would you like to update them?" "Yeah, sure, r2modman!"
one big issue I see with lumping a bunch of features together under one mod is that if there is anything non-optional that affects performance negatively, there's no way to remove it
does matty fixes give you monitors that can display time, deaths, quota #, and does it let u enter fire exit not facing the door as u get in?
also teleport i configed for vanilla cuz yea to me thats a cheat
what setting? i have both so would like to know
its great in my eyes as you dont have to hunt for a million different mods to get a lot of useful fixes
flashlight fix isnt that necessary anyway imo, GI has more useful things than that so i dont really understand people who only want flashight fix
thats devs fault, all features that have incompat or performance drop should be configurable
obviously, but it's impossible for someone to foresee every performance degradation they may cause
well thats why we got mod release page lol
what?
Matty fixes already does that
I use OpenMonitors, and there is NoFacingFireExit, but I choose not to use that mod, either.
ok thanks
wait sorry i was asking about lobby control, thats the one i have
do u know of incompats with that one and GI?
There are none
les goo
except maybe that new GI feature that makes the items face correctly after loading in tho right
heard somebody say theyre gonna test it but its not known yet
that would still be with Matty's fixes
oh good
so like even with the No save limit config on, and GIs no save limit, it doesnt cause issues?
GI sets it at 999, lobby control removes it iirc
so its ok with both on?
thank u brah
Read this please #1199836228858675330 message
Those are my thoughts on GI, and just looking at its config it's heavily implied that GI does not have options to just not modify specific values (such as teleporter cooldowns), which is bad practice and will screw with other mods
imo GI is a sloppy mod off not being able to disable specific components alone, if it's meant to be a general fix mod then it needs to be designed around the assumption that not everyone will want every feature active all the time
And for their part some of their settings function like this, but not all
Teleporter cooldowns can be changed though
It even says what the vanilla values are
It's strange to see hate for GI as it's a mod I've never really had any issues with
The entire point of my post is that you shouldn't have to pick a teleporter cooldown because you may just want to have GI's handling of it disabled, because another mod you have handles it and you don't want to remove it
As mentioned in the linked post I don't want to remove the other teleporter mod because it modifies the teleporter in other ways that GI doesn't have
If your mod changes the game in some way like this as an "improvement" but doesn't let you disable it entirely then you're doing it wrong
that's my issue with it
I'm pretty sure the Teleporters are an old addition, cus every new addition he's added has a bool toggle
But there you go
That'd help, should probably do a run through to make sure all options have that but yeah that's the main showstopper
Shaosil has always been a pretty understanding dev tbh
I don't hate the mod or anything I just have fundamental issues with it like that atm
I am in exactly the same camp.
Yeah I imagine he'll push an update later that adds the bool toggle
Lol you found a solution no need to sweat so much ^^
Using Matty's fixes causes some items to float first picture is without Matty's fixes, second is with, the ladder that is floating is from the "Remnants" mod, but i also saw some other modded items floating before, is there a way for me to manually exclude them?
yeah some modded items do not like my offset patch, you can set the poisiton manually in config
eg:
Alright thank you!
Error on startup with latest version of LobbyControl
mmk downgrade for now will investigate soon
Yep, can confirm it doesn't happen after downgrading
yeah i think i know what i messed up
General improvements stopped working after I updated this mod
should be fixed now
or maybe even more broken
π
@empty nest i tought LGU fixed that π€
It's readable.
if the next line is a warning saying Bomb was added to the list of broken meshes it's all fine
but yeah what's null now then?
there's a lot of people named null in the server if you want
All I think of is heavy from TF2 saying "I become bomb" I couldn't find a gif of it π¦
Pootis heavy gun here.
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i said that before and you still updated the mod
The mod works fine.
You have something else causing issues, you shouldn't be so toxic and rude
i was not toxic
and i was not being rude
i'm just saying he ignored me before
You were very toxic and rude. Maybe you should look back on your attitude, I doubt he ignored you it's just your issue isn't with his mod.
If you're using AdvancedCompany then Lobby Control is 100% not compatible
and that error I remember only seeing when I used to use AC.
ok sorry then
i was using it with anticheat, lethalescape
thats it
this is the second time that I know of that you've come into someone's mod thread and made demands that they cater to your wishes multiple times
I can't blame Matty at all if he ignored you
and to be honest, I'm a little surprised you haven't been banned from the server yet, but I'm sure if you keep it up it won't be long
modders do what they do for fun, and if you don't do your due diligence and provide all the information they may need to solve an issue you encountered while also demanding a fix, they have every right to ignore you
He's been warned before a few months back by @lucid forum too in another thread I remember
raah? π
I remember you warning woah before for this sort of behavior
I forget in what thread though now cus it's been a while
It wasn't in another thread it was this thread and it was Xu that warned him
Ahhhh I could have sworn it was you lol, but it's been a while
I probably saw you warn someone else before for the same behavior and I was mixing things up
My memory likes to be awful sometimes π
traces of my hard work left everywhere ofc
just for the record, i've had him blocked since the last interaction back when Xu warned him. he lost any chance of me even reading his messages sadly.
also i'm on vacation for a couple of days so my answers might come a lot delayed or even not at all until i get back
oh
didnt
uh
just remembered to tell you it didnt
The fact you even have LGU enabled rn is bad
It breaks rn with LLL for clients in Multiplayer
π
oh
π€―
LGU BREAKS???
(im being mean i like lgu i just have found so many bugs with it its driving me mad)
well i mean
if you say so
The Big Kill
are matty fixes and smartitemsaving do the same thing? are they compatible?
For Matty's Fixes I would disable Rotate_On_Spawn
and for SmartItemSaving disable it's FixItemFalling feature
and the rest of config just leave it default?
Yeah
would you say smartitemsaving is worth it / needed
I would yeah
Pretty essential mod tbh
Especially with current LLL
It'll be merged into LLL soon though, Sylvi did publish a pr for it it just depends on when Batby feels like implementing it ^^
i quickly glanced at it and saw it had imcompats with mods like remnant
do you know the full list / range of incompats
aint remnants like incompat with 80% of mods at this point
it kinda feels like it
oof
i got 170 mods and remnants is working just fine
havent tried the latest update tho
The following error consistently occurs when landing the ship on a fresh savefile. Any ideas to help identify what might be causing it?
I've actually already homed in on it, it's caused by either Lategame Upgrades, OpenBodyCams, or ModelReplacementAPI, I'll continue to check
Bomb is from LGU, but i still need to check in the code why it is throwing an NRE, for now i'd say disable useColliders in matty's config if you play with LGU
Alrighty
What would happen if the collider to grab it was turned off?
when im hosting and people try to join the game insta kicks them, then it works on the second join
Matty, does your fixes mod also fix my finances? π¦
is there a fix for that? experiencing this right now, shovel is not synced and when using flashlight while changing to shovel and viceverca, flashlight is invisible while displaying shovel in hands to others while you hold flashlight
If you use Matty's AdditionalNetworking mod it fixes this
that option does not touch the existing objects, when enabled ( in combination with ReadableMeshes ) my mod creates a new collider and places it on the object to try and grab the exact dimensions. after reading the size the extra collider is deleted.
LGU seems to be crashing the creation of said collider, so better disable it and have my mod fallback to Renderers which are a lot less precise
https://thunderstore.io/c/lethal-company/p/mattymatty/AdditionalNetworking_Experimental/ How much of a working state is this in? Any dealbreakers?
(as an aside this isnβt related to your mods at all, but Iβve noticed when purchasing the TV there isnβt an option to even turn it on or interact with it; does anyone know what might be causing that?)
It's in a very stable state actually
I use it
I'll probably give it a try then. Any issues with stuff like ReservedItemSlots?
I'm aware that mod has a lot of desync issues so I'm hoping that helps to fix it
It does not fix the desyncing issues currently happening with ReservedItemSlots no
I recommend against using RIS for now til flip looks into fixing it this weekend
i noticed i never actually answered this, so sry for the delay:
current release is "stable" in the meaning that it is doing all it is supposed to do w/o breaking
but the mod itself is still highly experimental so i do not guarantee that future releases will be stable too
i will have to rewrite it multiple times in the future to add/tweak the fixes it is intended to bring to the game π
I had a bug with lobbycontrol that a latejoining client couldnt see a host or client recently
uhm... we've had someone report the same issue a long time ago, and said re-opening the lobby ( lobby open command in terminal ) fixed it
i haven't been able to replicate anything like that so there is nothing much i can do
do i have to do that if i have the auto open set as True ?
as i said, i've not been able to replicate the issue so i've no idea if that is a fix or was just a placebo and something else triggered ecc
i forgor what to disable in general improvements for it to work optimally with this mod
what was it again?
it was itemFalling i belive π€
also GI now should have a rotation save thing so you need to choose Matty's or GI's too
muchos gracias πββοΈ
oh shit

both mods have a config toggle for it so, same as the other overlaps you need to disable oneπ
which one do you recommend keeping
are you asking a modder if he likes more his version of a fix or the version from another modder? π
im sure you will delivery a 100% unbiased viewpoint of what i should do
beeing honest GI's patch did cause some issues on Lunxara modpack before so i belive she has been using mine over his π€
I use your item falling fix
and I use the rotation syncing stuff from SmartItemSaving
The rotation fix in GI annoys my OCD, the drop pod will always drop flashlights crooked
both of these or just the falling fix from GI
If you like the rotation fix in GI keep it
idk, havent really paid attention to it
Hello! Did you find a fix for this please? I've got that problem!
I guess it was fixed back then? As far as i remember
Nope, it's still happening to my friends and I, and we've been searching a fix for hours!
could a command be added for clearing the kick list
like a terminal node
i mean
sometimes my friends grief the game so much i have to kick somebody for a round
but then the only way for them to rejoin is to completely rehost the lobby
i would need to check how the game handles kicks, but maybe i can add a pardon command to remove someone from the ban list π€
i belive Lethal_Admin might also have a menu to manage bans/kicks π€ x2
it just adds steam client IDs to StartOfRound.KickedClientIds
just being able to clear that list would be sufficient for my purposes
although you could expand it to allow individual pardons if you desire
i belive beeing able to remove a single person would be a more used feature, but i would definitely add both if i do come to make one
either would work for me. i just forget clear all would be easiest to implement
appreciate you looking into it
assuming this is nothing right
[22:40:21.7312821] [Info :veri.lc.shipwindow] Spawning shutter switch...
[22:40:21.8681561] [Error :Matty's Fixes] Big Red Button Failed to mark prefab Mesh Readable! System.ArgumentException: Mesh 'ButtonBase Instance' index buffer is null
at (wrapper managed-to-native) UnityEngine.Mesh.GetIndexBufferImpl(UnityEngine.Mesh)
at UnityEngine.Mesh.GetIndexBuffer () [0x00012] in <e27997765c1848b09d8073e5d642717a>:IL_0012
at MattyFixes.Patches.ItemPatches.MakeReadableMeshCopy (UnityEngine.Mesh nonReadableMesh) [0x00088] in ./src/Patches/ItemPatches.cs:636
at MattyFixes.Patches.ItemPatches.MakeMeshReadable (UnityEngine.GameObject go, System.Boolean updateOriginal, System.Collections.Generic.Dictionary`2[TKey,TValue] reverseMap) [0x0004a] in ./src/Patches/ItemPatches.cs:587
at MattyFixes.Patches.ItemPatches.AwakePatch (StartOfRound __instance, System.Boolean __runOriginal) [0x00076] in ./src/Patches/ItemPatches.cs:279
[22:40:21.8681561] [Warning:Matty's Fixes] Big Red Button Added to the ignored Meshes!
[22:40:21.9262092] [Info : Diversity] Added PlayerRevamp to: Player (1)
So, really nothing you remember? :(
Tf is big red button from?
XD
I also see this but dunno where it's from
Wesley
fuck
@unreal oriole im haveing issues with people joining
so bascially whats happening
is
someone tries to join for the first time
they "join" the game
get sent back to the main menu
but their body gets left behidn
and then they rejoin as the person on the right
That's uhhhh not an issue with Matty's mod
Do you use OpenBodyCams? I wonder if it's a bug with the new update
I mean OpenBodyCams is the only thing that updated today that I imagine could cause this
@solar monolith
Actually
Hotbarplus and ReservedItemSlots updated too and you have a key in your Inventory
any.....loggerinos?
It could be caused by Reserved Item Slots too
Agreed
@devout nacelle post your log
good lordy what is Wendigos
I'm waiting for Mirage V2 I trust barch more
normally I don't mind log spam but Wendigos looks like it's doing it a bit much I won't lie
especially for something that looks like it's not supposed to be doing anything
nice concept mod but its being blasted
Did you change it so DisableWhileTargetIsOnShip makes the screen black btw?
probably
thats
an option?
I can't make it work with GI BetterMonitors yet
Yes
Oh to Zaggy
I do have DisableWhileTargetIsOnShip
god damn it
why do i have a cursor on my screen
its gone now
But now that I think about it
I see nothing suspicious in the logs, so just post in my thread if it's related to OpenBodyCams
I remember a situation where if u picked up any reserved items before people joined they would break
Yeah
tbh Iβm scarred by RIS and Hotbarplus breaking after every other update
Iβve kept them on a version that Iβve had no noticeable problems with and havenβt updated
not worth it
Hotbarplus rarely ever breaks
Reserved Item Slots breaks much more often
does this mod affects enemies too?
https://thunderstore.io/c/lethal-company/p/mattymatty/DoNotEatItems/
example that bug with the hoarding bug when killed fast enough when it stole/hold the item, it cant be grabbed anymore
That bug is fixed if you use LethalFixes
nope , it only affects the players
i see thanks for the reply !
Wasn't Lobby Control also meant to have LateCompany's features?
I have it installed, but people can't seem to join after the fact
So you're using the commands to make the lobby open, yeah?
that or u configure it to stay open to join
I'm pretty sure I was, but the commands don't seem to work for me
It's just "open" right?
I've tried open, reopen, reopen lobby, open lobby and a few other things I can't remember, but people can't join
Giving the logs of that session would probably help see if there's any issues that needs to be solved.
Without any visuals, there's only so much we can do.
I assume you tried lobby open (that's the actual command to open the lobby, I know it sometimes likes to close despite having the automatic turn on config on)
Session was last weekend so I don't think I can, but if it happens again tomorrow I'll be sure to drop it here
I'm kinda stupid so maybe I've just been doing something wrong
whats that for?
yeah. i decided to push the tested parts as Stable
Towards a future with less de-syncs!
Use more Explicit networking for stuff like selected slot and inventory
Currently patched:
- Current Held Slot ( using explicit slot id instead of forward/backward)
- GrabbedObject slot ( streaming the entire inventory snapshot instead of relying on the other clients to guess where the objects are )
- Shotgun ammo ( Owner will broadcast the explicit ammo amount )
- Shotgun safety ( Owner will broadcast the explicit safety status instead of toggle )
- Shotgun status ( Clients will request shotgun status from Host upon spawn )
- Boombox playing ( Owner will broadcast the explicit track id and playing status )
- Boombox status ( Clients will request Boombox status from Host upon spawn )
- Player Username ( Owner will sync the name of his playerObject )
Planned:
- request scrap value on scan ( if value is missing )
- Television sync ( status / play time )
Planned but might not happen:
- Vanilla compatibility ( allow vanilla clients to join )
WARNING!
this mod will work only if both the host and the client have the mod
Should I be worried about this error?
u have LGU?
Yes
i remember an error popping up when it comes to matty fixes and certain lgu objects
but things seemed fine
this case itβs the bomb from an lgu mission
the thing about the bomb and demon circle from LGU is that theyβre on the item list, but theyβre not actual collectible scraps.
more like interactable objects in the dungeon that u mess with to complete the mission.
so maybe itβs worth blacklisting it from matty fixes item patch?
there is a manual Offset setting that, if valorized for the bad items, will skip the calculations and use the manual value
sadly there is really not much i can do. as is rn it's already gracefully handling the error and simply skipping to the next object
how about changing the error to a warning instead.. since there isnβt an actual error breaking anything.
just less red stuff to worry about on the console.
i ran into a bug with i think additionalnetworking
i don't have repro steps and it's not super major, but i thought i'd post just in case it was easy to diagnose on the developer side of things
one of my friends disconnected mid match yesterday
there was no "username has disconnected." message
on my end (host) they teleported into a dark void (probably out of bounds where disconnected player objects are kept) but they were still holding their scrap and frozen in the "jump" pose
all the clients apparently saw them on the map where they had disconnected
they were impossible to kill and their scrap was permanently lost
outside of that, no issues so far π
this was an intentional disconnect, not a server issue, if that helps at all
also completely possible it's a vanilla bug or something else at fault
in that case, probably just a super coincidence we saw it in 1 of the like, 12 in-game days we played with additionalnetworking
and never before
I've never seen this and I've been using AdditionalNetworking for months
i c, i c π
sadly w/o error logs or a reliable way to reproducing it there is not much i can do to troubleshoot it π€
i have to say that i highly doubt is caused by AD as it does not touch connection and similar stuff
ok
π€·ββοΈ
unfortunately i've rebooted my game too much since then so i dont have logs anymore
but i'll just write it off as a fluke
thanks for your help
seems like if a player disconnects while inside the car and then reconnects via latejoin, it completely bugs them out
they get stuck and their animations are totally broken
That's such a beautiful monstrosity.
if it's relevant at all, they were DC'd by a lag spike, not manual disconnect
something to keep in mind for v55 compat
how wonderful. i'll have to find more fields to reset π
small thing but I noticed when using TooManyItems on v55 it causes the sticky note to be on the floor and moves the clipboard in the company cruiser under the ground
This would make sense tbh, I've seen the clipboard from the CC being placed super weird, I don't use TooManyItems though but I do use Matty's other mods lol
I remember seeing it floating in the air behind the CC once
yeah i remember seeing a square under it as it was dropping, didnt realise it was the clipboard until a few mins ago
π
that's intresting because since v50 i specifically exclude both clipboard and sticky note
oh intresting.. i apparently never put that line in Too Many Items π it's one of the not pushed changes π
i guess TMI update coming 
I looked last night and you already had that somewhere already in TMI, I went to bed though so didn't finish testing
^ @unreal oriole π
gotta love the 2nd and 3rd commit π
i'll merge it and probably make a release with my other changes sometime during this week
i have a couple of optimizations/cleanups half ready that i expect to finish soon
are there likely to be any issues with additionalnetworking in v55?
just curious, trying to expand my mod selection now that the first few days of beta are behind us
Been using AdditionalNetworking Experimental in V55 without issues
i've not been able ( and still wont be for a couple of weeks ) to personally test my mods.
but from what i've seen the only incompatibilities with v55 are:
- TooManyItems/Matty's Fixes affecting clipboard and sticky note even if they are supposed to be ignored
- LobbyControl players that disconnect while in the CC will have broken animation on reconnect ( similar to the invisible "dead" player issue )
Would you recommend using LateCompany in the meantime until you're able to update LobbyControl or does it face the same issue?
oh no every latejoin mod will have that issue unless they update for v55
actually as far as i know LobbyControl is the only one that attempts to reset the variables for disconnected players, all other mods just keep the bugs
latecompany is extra broken
apparently any time someone disconnects from the server it kicks the host after a few minutes according to some reports i've heard
lobbycontrol is still the closest thing to stable, likely just won't be perfect until it's updated for proper v55 compat
i will probably go though the "scorched earth" way and "reconnect" - kill - respawn - "disconnect" all the players that disconnect mid-round
rn i do that only if the player was dead while it disconnected to fix the body being invisible when somebody else takes their place
I'm gonna finish my fixes to LateCompany once I've pushed BetterVehicleControls
its cuz zeek added more args to the rpc
ah, wasn't aware you've been contributing over there too
probably in good hands then
though im a sworn lobbycontrol user at this point
the additional host fixes and terminal features are nice
do you have today's diff uploaded? i'm seeing errors on Landmine.SpawnExplosion from someone, wasnt sure if htat was caused by today's update
totally unrelated to this thread so sorry matty 
i am biased as the dev of LobbyControl but is there anything special on LateCompany ( except the so much broken moon joining )?
i'm 100% in favour of having alternatives. as competition always helps
not really tbf, I just haven't had any reason to switch over
plus i have it so the weather syncs properly when i join public lobbies that have latecompany
fair enough
even though i realised last night that what I just said only applies if you join mid-game so i literally have no use for it π€£
if that is extra rpcs.. then everybody needs to have the mod to benefit tho
lobby control is host only?
yeah. 100% vanilla compatible
huh, didnt even realise, that's pretty cool
everything is done using base game networking
including the savefile reloading stuff
yeah there was a new param added to set whether or not it can go through trucks
when you destroy the cruiser it explodes with that set to true, i think everything else just defaults to false
makes sense
just a shame since i didnt wanna do any reflection for backwards compatibility, but ill probably still wait for full release
that reminds me, not sure if u saw the v56 changes but the vanilla synced scrap amount was increased from 250 to 500
oh.. i need to change the transpliers then π€£
i still wonder why he has a limit on that when there is no way in vanilla to get more than the 45 items when a player joins the lobby
LobbyControl Experimental
has now v55 attempted support.. we'll see
u mean v56?
oh right we got a new v with the patch XD
well it is CC compatible and i removed hardcoded values in the transpliers so they should work even if they are changed in the future
this mod is really cool, a update that would make a config option to people join mid game would be possible?
(that would help alot)
its ok if no tho, but would be crazy if yes
joining midgame is not really possible, LateCompany has, unsuccessfully, attempted to have it working but the amount of things that can go wrong is simply not worth the time tbh
alright, ty for responding
well apparently thats now 400
O.o vanilla MoreItems is real π well half moreItems
tf its even 400 in v50
is that a modded value then?
i dont even have any mods active that'd change it so no
im checking v50 beta 3 rn
might've just been sneakily changed in the first v50 beta without anyone realising tbf
Lmao
v50.1: 80
v50.3: 80
v50.7: 400
well that's great on zeekers side
yeah
Huh, interesting
well the labelling I usually use is v50 beta 1-5 then v50.6 & v50.7 (which is the release of v50 and the patch after release)
but yeah there was 7 total versions of v50
compared to the 1 version of v55 π€£

well, at least we do not have API breaking changes every patch-release
cough ~~ minecraft~~ cough
I mean he did rework the fox and the CC quite a bit, so it warranted a version bump
I wouldn't try justifying it lol
I'm not I'm just saying it makes sense to me lol, maybe he realized he should do it again after how many builds of V50 there were XD
Who knows
there was also a post release update
with v50
with some pretty major changes
it fixed tulip snakes warping you into the sky and killing you off of ladders
and nerfed adamance and dine
but it was only pushed to public
so if you've been playing on public-beta ever since v50 beta
up until v55 hit you were on an outdated version
yeah
LethalFixes added a warning to tell people to switch off the beta
[Error :LobbyControl] Exception while initializing:
HarmonyLib.HarmonyException: IL Compile Error (unknown location) ---> System.NullReferenceException: Object reference not set to an instance of an object
at MonoMod.Utils.ReflectionHelper.GetRuntimeHashedFullName (Mono.Cecil.AssemblyNameReference asm) [0x00017] in <6733e342b5b549bba815373898724469>:IL_0017
at MonoMod.Utils.ReflectionHelper._ResolveReflection (Mono.Cecil.MemberReference mref, System.Reflection.Module[] modules) [0x000af] in <6733e342b5b549bba815373898724469>:IL_00AF
at MonoMod.Utils.ReflectionHelper.ResolveReflection (Mono.Cecil.TypeReference mref) [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000
at MonoMod.Utils._DMDEmit+<>c__DisplayClass5_0.<Generate>b__0 (Mono.Cecil.Cil.VariableDefinition var) [0x0000c] in <6733e342b5b549bba815373898724469>:IL_000C
at System.Linq.Enumerable+SelectIListIterator`2[TSource,TResult].ToArray () [0x00034] in <dab7f68612224ba3ae40f651d44f9d4c>:IL_0034
at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <dab7f68612224ba3ae40f651d44f9d4c>:IL_001F
at MonoMod.Utils._DMDEmit.Generate (MonoMod.Utils.DynamicMethodDefinition dmd, System.Reflection.MethodBase _mb, System.Reflection.Emit.ILGenerator il) [0x0015c] in <6733e342b5b549bba815373898724469>:IL_015C
at MonoMod.Utils.DMDEmitDynamicMethodGenerator._Generate (MonoMod.Utils.DynamicMethodDefinition dmd, System.Object context) [0x00332] in <6733e342b5b549bba815373898724469>:IL_0332
at MonoMod.Utils.DMDGenerator`1[TSelf].Generate (MonoMod.Utils.DynamicMethodDefinition dmd, System.Object context) [0x00013] in <6733e342b5b549bba815373898724469>:IL_0013
at MonoMod.Utils.DynamicMethodDefinition.Generate (System.Object context) [0x0013a] in <6733e342b5b549bba815373898724469>:IL_013A
at MonoMod.Utils.DynamicMethodDefinition.Generate () [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000
at (wrapper dynamic-method) MonoMod.RuntimeDetour.ILHook+Context.DMD<MonoMod.RuntimeDetour.ILHook+Context::Refresh>(MonoMod.RuntimeDetour.ILHook/Context)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<MonoMod.RuntimeDetour.ILHook+Context::Refresh>?1135762286(object)
at HarmonyLib.Internal.RuntimeFixes.StackTraceFixes.OnILChainRefresh (System.Object self) [0x00000] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000
at MonoMod.RuntimeDetour.ILHook.Apply () [0x00059] in <4e2760c7517c4ea79c633d67e84b319f>:IL_0059
at HarmonyLib.PatchFunctions.ReversePatch (HarmonyLib.HarmonyMethod standin, System.Reflection.MethodBase original, System.Reflection.MethodInfo postTranspiler, System.Reflection.MethodInfo postManipulator) [0x0015d] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_015D
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x00045] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0045
at HarmonyLib.PatchClassProcessor.Patch () [0x00095] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0095
at HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) [0x00007] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0007
at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0014
at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0006
at LobbyControl.LobbyControl.Awake () [0x001ac] in ./src/LobbyControl.cs:86
``` @unreal oriole
while loading a friend's modpack
O.o
they have ur experimental
yeah but the error sadly tells me nothing, at least not where the problem is
yeah i mean i know the method that is having issues... but no idea where in the method is breaking
are there any LobbyControl warnings before?
will check
is he in v50?
even weirder then π€
no experimental is for v56+, in theory is also compatible with v50 but i might have used some types that have changed
no warnings of any kind, though they have cleaner logs lemme disable that
i mean i doubt they blacklisted lobbycontrol warnings
well and less logs
that's weird
the game crashed
while loading on the console
a unity crash i think cuz the little icon popped on my screen
check this one sec π€, converted some nameof() into hardcoded strings
nope
same error i think
[Warning:LobbyControl] KillPlayerClientRpc ID found: 1905939161U
[Error :LobbyControl] Exception while initializing:
HarmonyLib.HarmonyException: IL Compile Error (unknown location) ---> System.NullReferenceException: Object reference not set to an instance of an object
at MonoMod.Utils.ReflectionHelper.GetRuntimeHashedFullName (Mono.Cecil.AssemblyNameReference asm) [0x00017] in <6733e342b5b549bba815373898724469>:IL_0017
at MonoMod.Utils.ReflectionHelper._ResolveReflection (Mono.Cecil.MemberReference mref, System.Reflection.Module[] modules) [0x000af] in <6733e342b5b549bba815373898724469>:IL_00AF
at MonoMod.Utils.ReflectionHelper.ResolveReflection (Mono.Cecil.TypeReference mref) [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000
at MonoMod.Utils._DMDEmit+<>c__DisplayClass5_0.<Generate>b__0 (Mono.Cecil.Cil.VariableDefinition var) [0x0000c] in <6733e342b5b549bba815373898724469>:IL_000C
at System.Linq.Enumerable+SelectIListIterator`2[TSource,TResult].ToArray () [0x00034] in <dab7f68612224ba3ae40f651d44f9d4c>:IL_0034
at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <dab7f68612224ba3ae40f651d44f9d4c>:IL_001F
at MonoMod.Utils._DMDEmit.Generate (MonoMod.Utils.DynamicMethodDefinition dmd, System.Reflection.MethodBase _mb, System.Reflection.Emit.ILGenerator il) [0x0015c] in <6733e342b5b549bba815373898724469>:IL_015C
at MonoMod.Utils.DMDEmitDynamicMethodGenerator._Generate (MonoMod.Utils.DynamicMethodDefinition dmd, System.Object context) [0x00332] in <6733e342b5b549bba815373898724469>:IL_0332
at MonoMod.Utils.DMDGenerator`1[TSelf].Generate (MonoMod.Utils.DynamicMethodDefinition dmd, System.Object context) [0x00013] in <6733e342b5b549bba815373898724469>:IL_0013
at MonoMod.Utils.DynamicMethodDefinition.Generate (System.Object context) [0x0013a] in <6733e342b5b549bba815373898724469>:IL_013A
at MonoMod.Utils.DynamicMethodDefinition.Generate () [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000
at (wrapper dynamic-method) MonoMod.RuntimeDetour.ILHook+Context.DMD<MonoMod.RuntimeDetour.ILHook+Context::Refresh>(MonoMod.RuntimeDetour.ILHook/Context)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<MonoMod.RuntimeDetour.ILHook+Context::Refresh>?-19711122(object)
at HarmonyLib.Internal.RuntimeFixes.StackTraceFixes.OnILChainRefresh (System.Object self) [0x00000] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000
at MonoMod.RuntimeDetour.ILHook.Apply () [0x00059] in <4e2760c7517c4ea79c633d67e84b319f>:IL_0059
at HarmonyLib.PatchFunctions.ReversePatch (HarmonyLib.HarmonyMethod standin, System.Reflection.MethodBase original, System.Reflection.MethodInfo postTranspiler, System.Reflection.MethodInfo postManipulator) [0x0015d] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_015D
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x00045] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0045
at HarmonyLib.PatchClassProcessor.Patch () [0x00095] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0095
at HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) [0x00007] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0007
at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0014
at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0006
at LobbyControl.LobbyControl.Awake () [0x001ac] in ./src/LobbyControl.cs:86
with an added warning this time lol but looks unrelated
no it means one of the two transpliers now ran correctly

uhh are you on v49 even?
cause that looks like the Debug_ReviveAllPlayersClientRpc does not exist

if a modpack code can change versions of a game then colour me surprised
but i am on v56
it's so weird
Looks like my mod fixes that exception lol
I've just disabled this mod and now I'm getting that exception
wtf?
what do you patch with it? π and how can it be interfering with HarmonyPatches during activation
I mean Harmony is just wrapper of monomod
yeah but this error is MonoMod not finding a method
[HarmonyPatch(typeof(StartOfRound), "Debug_ReviveAllPlayersClientRpc")]
I think it's more issue of failing to compile your reverse patch
especially KillPlayerClientRpc
i mean i'm just ouputting an empty array as i dont really need the patch itself
i'm rewriting using mono.cecil instead
ok Cecil rewrite done and it does not crash anymore YAY
Who the heck is Cecil? π
his girlfriend's name
i wish π
Mono.Cecil:
what MonoMod is based on
which in turn is what HarmonyX is based on
@unreal oriole Latest experimental build of LobbyControl is having some problems
Twice now I had a friend pick up and drop an apparatus and his whole inventory got dropped
that's so weird... i have not changed anything about inventory
is experimental the only change in his/your pack?
? @vagrant root
It seems to be an issue with the Apparatus in the Tomb interior
you got me worried there for a while π
btw, you're going to be happy about this:
Experimental has a patch to prevent pulling the lever if there are players in the middle of connecting π
@vagrant root
ah nice
or at least and attempted one
An attempt is better than nothing. 
forgot to mention Experimental should also have a fix for this π
main branch when 
when it works π
what doesnt werk
Well, when I opened the lobby again sometimes people started seeing invisible and unknown players
although from my host perspective it was always fine
and it didn't save my car π
if you never toggled the autosave, then it's not LobbyControl fault π
unknown players is a vanilla bug. many mods attempted to fix it mostly unsuccessfully
invisibile players are supposedly fixed by this mod. or at least one of the causes
It was on manual save. I didn't have issues with invisible players until today. Unknown or wrong names did happen before. I think
I did a bit of switching and loading though
well makes sense that manual saving does not save the car or anything in the lobby unless you request a save π
I mean, I did type lobby save almost every time
but at some point the car disappeared, possibly after a load
lobby load, that is
π€ i might have to look into that. maybe the car is saved/loaded differently from furniture/items
I'm curious, will AdditionalNetworking need updated at all?
why would it? it doesn't touch anything that changed
scrap value is still the same,
inventory is still the same,
boombox/shotguns are also still the same π€
Just was curious lol
I haven't had any issues but I wasn't sure if it was doubling up some already existing fixes or not
I did a test right now and saving, loading and switching didn't make it disappear. Now I'm remembering something though...
Can someone somehow destroy o fuck with the car in any way while in orbit? I remember someone joining the lobby and then hearing car pushing sounds
Yes, in fact I would recommend adding MagnetLock if you use mods like Celestial Tint which allows players to go outside XD
Or else you can have the car do a free fall while in orbit that will eventually crash the game, similar to when players bug out of the ship with a Jetpack in Orbit and get stuck flying upwards
I'll add it, thanks
Also, what does "lobby clear" do? It seems it restarted the run but didn't clear any scrap/equipment, including the car, and also saves the file right after
π€
I closed the game, loaded that file and the scrap and equipment remained
but this time
the car was gone
Yeah pretty sure that's not working properly
XD
@unreal oriole
Lobby clear brokey sir
c;
tbh it felt broken since before V55 even hit public beta and it's not mentioned as a command in the Thunderstore page but it shows in the terminal when typing "lobby"
Dude it's so weird. I setup a test save file again where I have a car on the magnet. I close the game, I reopen the game, I switch to the file, I load the file, I go to Assurance and then the car isn't there. I exit, I create a lobby again, do the same thing again except I remain at the Company and the car IS there
Then I do the exact same, go to Assurance again, and the car IS THERE
Okay, I may have done something different, actually. It looks like if you create a lobby without selecting "File 1/2/3" it loads in the last file the game was on, even if it wasn't a standard name. When I do that the car seems to remain everytime. However, if I enter on an empty file and then switch and load the car file, the car isn't there
unblock me bruh, i'm nice now give me a chance
i was also testing your mod
π
Car is indeed quite bugged atm.
Zeekers seems to have forgotten to delete it during the firing sequence ( and i use that method to clear the lobby when doing load )
sometimes the car is invisible/somewher else until you deactivate the magnet, have you checked that?
Matty's Fixes Experimental for v56+
big rewrite of OutOfBounds , Cupboard and ItemClipping using entirely different logic now
