#Lobby Control & Matty's Fixes

1 messages Β· Page 7 of 1

vagrant root
#

Ahhhh don't blame you

unreal oriole
#

recoded the Transparent fix to be a lot less sketchy XD

vagrant root
#

Yeah

unreal oriole
#

i mean the v49 had to be dropped for me to make the new fixes that use code from v50

vagrant root
#

I got to have fun seeing someone leave the lobby earlier, their body stayed behind and they joined and reentered their body

#

πŸ˜†

unreal oriole
#

yeah, it always had been quite sketchy 🀣 now with the new experimental should be a lot smoother

vagrant root
#

So btw did you manage to get a replacement for NoMorePush working?

#

πŸ₯Ί

unreal oriole
#

tho any issues will only be visible by the other clients as i specifically blacklist the host from receiving the updates i send πŸ€”

vagrant root
#

What's the current state on AdditionalNetworking btw?

unreal oriole
#

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

vagrant root
#

Okiiii

#

Now I just need that NoMorePush replacement

unreal oriole
vagrant root
#

Cus Woecust has seemingly vanished from the face of the earth again

#

XD

unreal oriole
#

did the dev of NoMorePush say anything?

#

oh XD

vagrant root
#

so idk what's going on

vagrant root
#

I set them to false after MC updated

unreal oriole
#

yep

vagrant root
#

πŸ‘

unreal oriole
#

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 πŸ˜‚

unreal oriole
vagrant root
#

XD

#

Icon

#

@kindred cove you got an icon design in mind?

kindred cove
#

umm

unreal oriole
#

"No Bumpkin" πŸ˜‚

kindred cove
vast estuary
#

they need to be merged

tacit lynx
#

venn diagram but it's people

unreal oriole
kindred cove
unreal oriole
#

i mean they are the opposite of solid πŸ˜‚

vast estuary
#

mp_liquid_teammates 1

unreal oriole
#

quantum teammatest

vagrant root
#

πŸ’œ

#

The mrov and Matty collab we've all been waiting for

timid atlas
#

Wasn’t my intention, sorry. I was just providing this information to the two devs (potentially) involved as I didn’t have any specific info regarding what mod was actually causing it, so I wasn’t sure who needed to see it

unreal oriole
#

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.

tacit lynx
timid atlas
#

I’ll keep it in mind for the future

unreal oriole
#

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 πŸ˜…

timid atlas
#

πŸ‘

unreal oriole
vagrant root
#

So what got changed in V50 anyways that broke the original mod?

unreal oriole
#

beats me. i've not looked at the original at all tbh

vagrant root
#

It apparently used a transpiler to disable it, which I'm guessing you did as well

unreal oriole
#

oh right icon 🀦 , i was about to push it w/o an icon

vagrant root
#

c;

vagrant root
vagrant root
#

XD

unreal oriole
vagrant root
#

First :3

unreal oriole
#

i'm starting to have quite a lot of mods under my name πŸ˜…

unreal oriole
#

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 🀦

vagrant root
#

Lol time to fix that

solar monolith
#

isn't that a collider? the name is misleading but the function makes sense

unreal oriole
#

is it?

solar monolith
#

it certainly could stand to not be set directly in that function though

unreal oriole
#

i've actually not checked the class parenting

solar monolith
#

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

unreal oriole
#

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

solar monolith
#

it's not really a class parenting thing, but that function is probably called from OnTriggerEnter or whatever that's called

unreal oriole
#

for the an issue of items/players not being counted as on ship

solar monolith
#

huh, when does that happen?

#

the only instance I'm aware of is when you load into a save

unreal oriole
#

that's the issue, i'm trying to figure out where things could go wrong

solar monolith
#

(I had to work around it in CullFactory by checking if items are in the interior based on position instead)

unreal oriole
#

yeah but loading from save is already patched in matty fixes

#

i update the flags in the OnNetworkSpawn

solar monolith
#

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

unreal oriole
#

and yes i too have to use the position and the innerShipBounds collider

unreal oriole
vagrant root
unreal oriole
#

first i need you to do a playthrough with and see that there are no bugs πŸ˜…

solar monolith
#

humm, do you mean where the status becomes desynced between clients?

#

I don't know how we would even tell tbh

unreal oriole
#

it's not really between clients tbh.. players/items not counting is entirely on the host

solar monolith
#

oh right, I was gonna post CullFactory 1.0.0 in mod showcases and then I completely forgor

unreal oriole
#

as it's the host job to delete left behind scrap and kill missingplayers

solar monolith
#

so this isn't for the networking mod then?

unreal oriole
#

nono, for matty fixes

solar monolith
#

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

unreal oriole
#

but still does not answer the missing player issue when they are indeed inside the ship on takefoff

solar monolith
#

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

unreal oriole
#

me and my friends play mostly vanilla so no. not a cusom moon issue

solar monolith
#

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

unreal oriole
#

ik it uses the inElevator one instead

solar monolith
#

ah ok

#

i guess I can't provide much input on that since I'm not at my ILSpy

unreal oriole
#

Lobby Control & Matty's Fixes

#

i'll make a channel for each of the other mods later πŸ€”

molten owl
#

yippee

crimson sorrel
#

Are matty's fixes in lobbycontrol included?

#

If yes, the thunderstore readme should be changed, if not the thread post should be changed.

unreal oriole
#

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

unreal oriole
#

should now be properly fixed

rich trail
#

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

unreal oriole
#

nope πŸ€”, 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

rich trail
#

i see

crimson sorrel
#

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?

rich trail
unreal oriole
#

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

rich trail
#

o

#

thats handy ty

unreal oriole
#

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

rich trail
#

ah, i had it on and it still happened despite everyone using the code for the mods

unreal oriole
#

i guess there is nothing much i can do if steam itself does not send the names then πŸ€”

#

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

polar briar
unreal oriole
#

oh when you have the names in cache they are perfect... the issue comes when you do not have said name in memory πŸ˜‚

#

and need to request it from steam

polar briar
unreal oriole
#

yeah

polar briar
unreal oriole
#

the issue comes when two players join a lobby and are not mutual friends

polar briar
#

I assume the problem is worse the more players are in the lobby?

unreal oriole
#

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 🀣 so yeah

rich trail
hidden solstice
unreal oriole
#

you joke but i have a friend with that username πŸ™ƒ lukly he does not play LC

rich trail
#

the correct way to play lc is via lan

hidden solstice
#

gift them LC

hidden solstice
polar briar
#

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 πŸ˜„

mortal ravine
rich trail
#

yeah we're using them

mortal ravine
#

yeah i think that might be it

rich trail
#

thanks for the tip! gonna try it out

mortal ravine
#

though from what i recall hearing, if the host uses it as well, it should work just fine

#

though i've never tested

rich trail
#

damn it

#

it was off

#

maybe this one will help though

mortal ravine
#

i have all of that set to false and it seems to do the trick for me

rich trail
#

ty for the heads up, gonna try setting the last one to false and see if it helps

brisk harbor
#

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
unreal oriole
#

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 πŸ˜‚

#

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

white geyser
#

i rotated it for that exact reason because the default looked ugly lol

#

and didnt really make any sense

brisk harbor
#

idk i suppose it will be personal preference at the end of the day

unreal oriole
#

i can probably put a config with manual overrides for them too tbh

brisk harbor
#

that would be nice. i dont mind the inconvenience so much

vagrant root
#

@unreal oriole Bug with LobbyControl Experimental

#

Weather tends to desync between clients

elder quest
#

What Different LobbyControl and Experimental?

vagrant root
#

Well LobbyControl doesn't seem to touch weather at all so idk why Weather is desyncing

#

Hmmmm

unreal oriole
#

@kindred cove did zeekers change weather stuff in v50?

vagrant root
kindred cove
#

Tbh I don't know if we really had a desync

#

🀷

vagrant root
kindred cove
#

πŸ˜“

vagrant root
kindred cove
#

"it might not be from late joining"

#

well, yeah

vagrant root
#

Nono

kindred cove
#

but that was the cause of many issues in v49

vagrant root
#

The log

#

Lol

kindred cove
#

OH NO, THAT ERROR

#

I forgot

#

It's gonna work normally, but I forgot to remove that part from my code

vagrant root
#

Ahhhh

#

XD

#

Yeah I wanted to make sure that wasn't a problem

#

Lmfao

kindred cove
vagrant root
#

Ahhh well that one I sent happens on game launch

#

πŸ˜…

kindred cove
#

That's the same one 😭

vagrant root
kindred cove
#

It's not

vagrant root
#

Okay okay

kindred cove
#

I was only getting the moon list from LLL

vagrant root
#

Hmmmmm

kindred cove
#

And all other clients received data from host, which means it was working in that session

vagrant root
#

Yeah it's strange

kindred cove
#

So - I forgot again - I would need their log from that moment to confirm the issue

#

full logs or didn't happen

vagrant root
#

XD

#

@tidal shadow Did you happen to save the log sir?

tidal shadow
#

... apologies. ._.

kindred cove
#

no worries, i forgot to ask for them at that moment πŸ˜…

feral jasper
#

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

vast estuary
#

lobby open in the terminal

feral jasper
#

the ship terminal?

vast estuary
#

yes

#

you can also type "lobby help" to see every commands from lobbycontrol

unreal oriole
#

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
brisk harbor
#

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

versed bramble
#

Oooh so it's this mod that's doing it

unreal oriole
#

ohh because you're tecnically still on the ship while dropping stuff πŸ˜‚

#

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

vagrant root
#

@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

brisk harbor
#

@vagrant root they wouldnt overwrite each other

vagrant root
brisk harbor
#

generalimprovements overwrites the variable maxShipItemCapacity (default 45) to 999

vagrant root
#

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?

brisk harbor
#

lobbycontrol just finds the code that references maxShipItemCapacity and removes the limit outright (discarding the value of the variable entirely)

vagrant root
#

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

brisk harbor
#

granted, this is just my analysis of two source codes written by two other people, but my guess is there is some other problem

vagrant root
#

So maybe cus it fails to sync the rotation it causes the value to just be lost

#

I disabled BetterItemSyncing

vagrant root
#

@unreal oriole Btw any plans to implement the new change you made for TooManyItems to MattyFixes?

vagrant root
#

Actually I may as well just add TooManyItems to the pack for that newer change lol, since it won't hurt

unreal oriole
#

TooManyItems self-disable depending if you have installed LobbyControl or Matty fixes. if you have both TooManyItems will be fully disabled

vagrant root
unreal oriole
#

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

vagrant root
#

Yeah that's the new fix in it that interests me

vagrant root
unreal oriole
#

i'll probably release it in the next days with a couple more changes

vagrant root
#

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

unreal oriole
#

yeah saw it. i did not know it was throwing errors

vagrant root
#

Which probably was messing with the scrap value that failed to sync

unreal oriole
#

if it thorws errors. unless properly coded it just stops processing anything after the error

vagrant root
#

It always threw errors like this

vagrant root
unreal oriole
#

i meant what i siad btw. you can have TooManyItems it will simply do nothing

vagrant root
#

So even the scrap marking fix won't work for now?

#

Rip

#

Okay I'll wait

unreal oriole
#

only if you remove MattyFixes

vagrant root
#

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 πŸ˜…

unreal oriole
#

i see a possible issue with smart item saving:

vagrant root
#

Does that only trigger with one of the config options?

unreal oriole
#

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

vagrant root
#

Oof

vagrant root
#

Any chance you could push an update that resolves this?

unreal oriole
#

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

vagrant root
#

Fair

vagrant root
unreal oriole
#

but requires to modify the savefile to save the itemnames as opposed to the numeric ids

vagrant root
#

True

unreal oriole
#

and that would make the mod not vanilla compatible

vagrant root
#

I guess I can take out SmartItemSaving, corruption like that is rare

unreal oriole
#

that kind of corruption should only happen if you remove/add a scrap/item mod and load a save from before

vagrant root
#

Yeah

#

Or if mods like ACA were present cus it would corrupt stuff like the abandoned walkies and flashlights a lot

#

😦

opaque lake
#

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 ?

vagrant root
#

@unreal oriole

vagrant root
opaque lake
#

well the hard limit there is from my own additional syncing method, it's nothing any mod hooks

vagrant root
#

Ahhhh, so it only happens if Better Syncing is enabled?

opaque lake
#

i dont assume this mod removes the networking data size limit (65536 bytes)

opaque lake
vagrant root
#

Okay

vagrant root
#

I thought that's what was the case

opaque lake
#

the error you're getting is entirely my mod's fault and i'm still looking into why

unreal oriole
#

i was just pointing out that it would cap the rotated objects at 999 not that it was causing issues with mine

vagrant root
#

Ah

#

I still wonder what could have caused the scrap value to not sync though

unreal oriole
#

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

vagrant root
#

I removed a few things tbh

unreal oriole
opaque lake
#

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

unreal oriole
#

i actually tested with like more than 2k items.. was like 100k scrap value or smth

vagrant root
#

We had scrap worth 17k but clients only saw 7k lol

#

But not over 1k items on the ship no

opaque lake
#

oh huh

vagrant root
unreal oriole
#

it was a debug lobby

#

so not values from a real run obvs

vagrant root
#

His MeteoMultiplier patch is so ridiculosuly unbalanced

#

XD

opaque lake
unreal oriole
#

i've hooked into UnityEngine.Debug and replaced the default logger with Async 😏 if there is someone who might try i am one of them πŸ˜‚

#

i mean there is not a real reason for why the buffer is limited to that byte amount πŸ€”

#

unless there is something on the receiving side

opaque lake
#

i haven't checked the receiving side but I wouldn't be surprised if there's a limit there too

unreal oriole
#

bacause that value is completely arbitrary and the send method actually has the fragmenting of bigger packets included

opaque lake
#

oh weird

unreal oriole
#

they wrap that buffer in so many other buffers πŸ˜‚

#

yeah there does not seem to be a limit in the receiver side.. i'll have to investigate more later

kindred cove
unreal oriole
#

250 is exactly the vanilla limit btw

kindred cove
#

so something worked incorrectly with one of the fixes?

#

that would explain it

unreal oriole
#

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? πŸ€”

#

basically

#

oh no.. .this does not work

#

nvm

#

i need to put an actual value there πŸ˜…

empty nest
unreal oriole
#

i mean, it needs to be a value, not a sensible one 🀣

vast estuary
#

@unreal oriole sup, quick question, where are the save from "lobby save" stored ?

unreal oriole
#

same folder as the normal saves

#

[AppData]\LocalLow\ZeekerssRBLX\Lethal Company

vast estuary
#

ooh its in zeekers

#

ok

#

thanks

unreal oriole
#

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

vast estuary
#

that's nice

unreal oriole
#

or LCChallengeFile tho i expressly prevent any edits to challenge saves, both loading and saving

unreal oriole
#

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); πŸ˜„

#

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);

πŸ˜…

bronze quail
#

@unreal oriole

#

the issue is back

#

(experimental lobby control)

patent imp
#

so not all clients need this mod to work?

#

being Lobby control

#

i just want it so player can join late

versed bramble
#

Will this option is GI cause any issues? @unreal oriole

patent imp
versed bramble
#

idk

patent imp
#

nvm i see now only host needs it

unreal oriole
#

Lobby control is host only

patent imp
#

yea thanks

unreal oriole
vagrant root
ocean cape
#

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?

unreal oriole
#

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

vagrant root
#

Idk why you're against using it

ocean cape
# vagrant root 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.

vagrant root
#

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

ocean cape
#

"You can change a lot of that stuff"
"a lot of that stuff"
"a lot"

#

I don't want to change a lot

vagrant root
#

So you're shitting on a good mod because you're lazy?

versed bramble
#

When did he shit on it

ocean cape
#

Not shitting on it. It's just my choice not to install it, and you're attacking me for it.

vagrant root
#

also the teleport settings are like

#

2 settings

#

I'm not attacking you

ocean cape
vagrant root
#

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

ocean cape
#

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.

versed bramble
#

There's only one setting that conflicts with it iirc

vagrant root
#

I get not wanting to use the mod, but people were requesting for FlashlightFix to merge into GI for a while

ocean cape
#

Yeah, and it makes sense from their perspective.

tacit lynx
#

I think it is a little absurd how all in one the mod is, I don't mind that personally though

ocean cape
vagrant root
#

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

ocean cape
#

Maybe I'll give it another look though.

#

Better Monitors is another thing I'd have to disable. I use OpenMonitors.

tacit lynx
#

It took me going to ms paint to visualize what the configs for the better monitors were

vagrant root
#

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

versed bramble
#

Yours does not really has the vanilla vibe he's searching for tho

#

with all the extra monitors

vagrant root
#

Fair

ocean cape
#

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.

still stirrup
ocean cape
#

All of that talking, and I missed Matty's reply.

unreal oriole
#

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

still stirrup
ocean cape
#

It also adds a dependency on GI, haha

versed bramble
#

Yeah but he added GI as a hard dependency of 1.2.0 of Flashlightfix

unreal oriole
#

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

versed bramble
#

So there's no conflict with GI and Flashlightfix

#

that's what he said

unreal oriole
#

🀷 i can see why this upsets people

civic cobalt
#

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.

ocean cape
#

If only r2modman had a "pin this version" button

ocean cape
solar monolith
#

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

patent imp
patent imp
patent imp
patent imp
patent imp
patent imp
solar monolith
#

obviously, but it's impossible for someone to foresee every performance degradation they may cause

patent imp
#

well thats why we got mod release page lol

solar monolith
#

what?

patent imp
#

nvm lol

#

just realized what i said dont make sense lolll

versed bramble
#

Matty fixes already does that

ocean cape
patent imp
patent imp
#

do u know of incompats with that one and GI?

versed bramble
#

There are none

patent imp
#

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

versed bramble
#

that would still be with Matty's fixes

patent imp
#

oh good

#

so like even with the No save limit config on, and GIs no save limit, it doesnt cause issues?

versed bramble
#

GI sets it at 999, lobby control removes it iirc

patent imp
#

so its ok with both on?

versed bramble
#

yeah

#

Lobby control overrides

patent imp
#

thank u brah

timid atlas
#

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

vagrant root
#

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

timid atlas
#

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

vagrant root
#

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

timid atlas
#

That'd help, should probably do a run through to make sure all options have that but yeah that's the main showstopper

vagrant root
#

Shaosil has always been a pretty understanding dev tbh

timid atlas
#

I don't hate the mod or anything I just have fundamental issues with it like that atm

vagrant root
austere venture
vagrant root
opaque flower
#

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?

unreal oriole
#

yeah some modded items do not like my offset patch, you can set the poisiton manually in config

opaque flower
#

Alright thank you!

bronze quail
timid atlas
#

Error on startup with latest version of LobbyControl

unreal oriole
#

mmk downgrade for now will investigate soon

timid atlas
#

Yep, can confirm it doesn't happen after downgrading

unreal oriole
#

yeah i think i know what i messed up

wise solar
#

General improvements stopped working after I updated this mod

unreal oriole
#

current last release is broken

#

rollback

unreal oriole
#

or maybe even more broken

#

πŸ˜…

devout nacelle
#

RUH ROH

#

(unsure what this means) @unreal oriole

unreal oriole
#

@empty nest i tought LGU fixed that πŸ€”

empty nest
#

It's readable.

unreal oriole
# devout nacelle

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?

hidden solstice
#

there's a lot of people named null in the server if you want

vagrant root
unreal oriole
#

Pootis heavy gun here.

β€’ 10% off GamerSupps with code "SiegeTales" : http://gamersupps.gg/?afmc=SiegeTales
β€’ R6 Operators on GamerSupps: https://youtu.be/2JVhoejd5Iw

β€’ Get SiegeTales Merch Here: https://crowdmade.com/collections/siegetales

Thanks to:
β€’ Red and Blue for the idea.

Contact me: [email protected]

Discord: https://discor...

β–Ά Play video
bronze quail
#

@unreal oriole bro wtf you didn't listen to me

#

are you just ignoring me or what

bronze quail
bronze quail
#

well i got it downgraded until a fix

#

is done

vagrant root
#

You have something else causing issues, you shouldn't be so toxic and rude

bronze quail
#

and i was not being rude

#

i'm just saying he ignored me before

vagrant root
#

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.

bronze quail
#

thats it

solar monolith
#

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

vagrant root
lucid forum
#

raah? πŸ‘€

vagrant root
#

I forget in what thread though now cus it's been a while

lucid forum
#

It wasn't in another thread it was this thread and it was Xu that warned him

vagrant root
#

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 πŸ˜‚

lucid forum
#

@bronze quail I'm removing you from this thread, you're on your last leg

vague talon
unreal oriole
#

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

vagrant root
#

The fact you even have LGU enabled rn is bad

#

It breaks rn with LLL for clients in Multiplayer

#

πŸ˜…

devout nacelle
#

oh

#

🀯

#

LGU BREAKS???

#

(im being mean i like lgu i just have found so many bugs with it its driving me mad)

native mauve
#

The Big Kill

naive smelt
#

are matty fixes and smartitemsaving do the same thing? are they compatible?

vagrant root
#

and for SmartItemSaving disable it's FixItemFalling feature

naive smelt
#

and the rest of config just leave it default?

vagrant root
#

Yeah

devout nacelle
vagrant root
#

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 ^^

devout nacelle
#

do you know the full list / range of incompats

hidden solstice
#

aint remnants like incompat with 80% of mods at this point

rich trail
#

it kinda feels like it

devout nacelle
#

oof

valid prawn
#

havent tried the latest update tho

timid atlas
#

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

unreal oriole
#

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

timid atlas
#

Alrighty

empty nest
nocturne rock
#

when im hosting and people try to join the game insta kicks them, then it works on the second join

brave shuttle
#

Matty, does your fixes mod also fix my finances? 😦

willow ice
#

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

vagrant root
unreal oriole
# empty nest What would happen if the collider to grab it was turned off?

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

timid atlas
#

(as an aside this isn’t related to your mods at all, but I’ve noticed when purchasing the TV there isn’t an option to even turn it on or interact with it; does anyone know what might be causing that?)

vagrant root
#

I use it

timid atlas
#

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

vagrant root
#

I recommend against using RIS for now til flip looks into fixing it this weekend

silver mountain
unreal oriole
# timid atlas https://thunderstore.io/c/lethal-company/p/mattymatty/AdditionalNetworking_Exper...

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 πŸ˜„

feral jasper
#

I had a bug with lobbycontrol that a latejoining client couldnt see a host or client recently

unreal oriole
#

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

analog eagle
unreal oriole
#

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

rare siren
#

i forgor what to disable in general improvements for it to work optimally with this mod

#

what was it again?

unreal oriole
#

it was itemFalling i belive πŸ€”

#

also GI now should have a rotation save thing so you need to choose Matty's or GI's too

rare siren
#

muchos gracias πŸ™‡β€β™‚οΈ

unreal oriole
#

both mods have a config toggle for it so, same as the other overlaps you need to disable oneπŸ˜…

devout nacelle
unreal oriole
#

are you asking a modder if he likes more his version of a fix or the version from another modder? πŸ˜…

devout nacelle
#

im sure you will delivery a 100% unbiased viewpoint of what i should do

unreal oriole
#

beeing honest GI's patch did cause some issues on Lunxara modpack before so i belive she has been using mine over his πŸ€”

vagrant root
#

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

devout nacelle
#

both of these or just the falling fix from GI

vagrant root
devout nacelle
#

idk, havent really paid attention to it

tulip olive
#

Hello! Did you find a fix for this please? I've got that problem!

lament hemlock
tulip olive
brisk harbor
#

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

unreal oriole
#

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 πŸ€”

#

i belive Lethal_Admin might also have a menu to manage bans/kicks πŸ€” x2

brisk harbor
#

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

unreal oriole
#

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

brisk harbor
#

either would work for me. i just forget clear all would be easiest to implement

#

appreciate you looking into it

devout nacelle
#

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)
tulip olive
vagrant root
#

XD

vagrant root
#

I also see this but dunno where it's from

devout nacelle
devout nacelle
#

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

vagrant root
#

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

devout nacelle
#

ah

#

should u go tothe new update

vagrant root
#

I mean OpenBodyCams is the only thing that updated today that I imagine could cause this

#

@solar monolith

vagrant root
#

Hotbarplus and ReservedItemSlots updated too and you have a key in your Inventory

solar monolith
#

any.....loggerinos?

vagrant root
#

It could be caused by Reserved Item Slots too

#

Agreed

#

@devout nacelle post your log

devout nacelle
solar monolith
#

good lordy what is Wendigos

devout nacelle
#

i think

#

the issue

vagrant root
#

Lol ofc he's using Wendigos

#

new experimental mod

devout nacelle
vagrant root
#

I'm waiting for Mirage V2 I trust barch more

solar monolith
#

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

devout nacelle
#

I dont like how the mod functions anyway

solar monolith
devout nacelle
#

nice concept mod but its being blasted

vagrant root
solar monolith
#

I can't make it work with GI BetterMonitors yet

vagrant root
devout nacelle
#

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

solar monolith
#

I see nothing suspicious in the logs, so just post in my thread if it's related to OpenBodyCams

devout nacelle
vagrant root
#

Yeah

timid atlas
#

tbh I’m scarred by RIS and Hotbarplus breaking after every other update

#

I’ve kept them on a version that I’ve had no noticeable problems with and haven’t updated

#

not worth it

vagrant root
#

Reserved Item Slots breaks much more often

naive smelt
#

example that bug with the hoarding bug when killed fast enough when it stole/hold the item, it cant be grabbed anymore

vagrant root
unreal oriole
naive smelt
#

i see thanks for the reply !

gaunt trail
#

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

empty nest
#

So you're using the commands to make the lobby open, yeah?

rare siren
#

that or u configure it to stay open to join

gaunt trail
#

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

empty nest
#

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.

tacit lynx
#

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)

gaunt trail
#

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

brisk harbor
#

didn't realize additionalnetworking was finally out of experimental

#

that's hype

rare siren
#

whats that for?

brisk harbor
#

fixing inventory/shotgun desyncs

#

largely

unreal oriole
#

yeah. i decided to push the tested parts as Stable

rich trail
#

ngl havent seen desyncs in a while, actually massive

#

great job yoiled

unreal oriole
unreal oriole
# unreal oriole https://thunderstore.io/c/lethal-company/p/mattymatty/AdditionalNetworking/

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

loud patrol
#

Should I be worried about this error?

rare siren
loud patrol
#

Yes

rare siren
#

i remember an error popping up when it comes to matty fixes and certain lgu objects

#

but things seemed fine

#

this case it’s the bomb from an lgu mission

#

the thing about the bomb and demon circle from LGU is that they’re on the item list, but they’re not actual collectible scraps.
more like interactable objects in the dungeon that u mess with to complete the mission.
so maybe it’s worth blacklisting it from matty fixes item patch?

unreal oriole
#

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

rare siren
#

how about changing the error to a warning instead.. since there isn’t an actual error breaking anything.
just less red stuff to worry about on the console.

brisk harbor
#

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 πŸ™‚

#

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

vagrant root
#

I've never seen this and I've been using AdditionalNetworking for months

brisk harbor
#

i c, i c πŸ˜›

unreal oriole
#

sadly w/o error logs or a reliable way to reproducing it there is not much i can do to troubleshoot it πŸ€”

#

i have to say that i highly doubt is caused by AD as it does not touch connection and similar stuff

brisk harbor
#

ok

#

πŸ€·β€β™€οΈ

#

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

rare siren
#

u at least got async loggers? u could pull up the LogOutput.sqlite

#

stores past logs

brisk harbor
#

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

empty nest
#

That's such a beautiful monstrosity.

brisk harbor
#

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

unreal oriole
#

how wonderful. i'll have to find more fields to reset πŸ˜…

still stirrup
vagrant root
#

I remember seeing it floating in the air behind the CC once

still stirrup
#

yeah i remember seeing a square under it as it was dropping, didnt realise it was the clipboard until a few mins ago

vagrant root
#

πŸ˜‚

unreal oriole
#

oh intresting.. i apparently never put that line in Too Many Items πŸ˜… it's one of the not pushed changes πŸ™ƒ

#

i guess TMI update coming soon

still stirrup
unreal oriole
#

gotta love the 2nd and 3rd commit πŸ˜‚

#

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

brisk harbor
#

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

vagrant root
unreal oriole
#

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 )
vagrant root
unreal oriole
#

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

brisk harbor
#

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

unreal oriole
#

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

still stirrup
#

its cuz zeek added more args to the rpc

brisk harbor
#

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

vague talon
#

totally unrelated to this thread so sorry matty AyameXD

vague talon
#

thx

#

fork, he did change it

unreal oriole
#

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

still stirrup
#

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

still stirrup
#

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 🀣

unreal oriole
vague talon
#

lobby control is host only?

unreal oriole
#

yeah. 100% vanilla compatible

vague talon
#

huh, didnt even realise, that's pretty cool

unreal oriole
#

everything is done using base game networking

#

including the savefile reloading stuff

brisk harbor
#

when you destroy the cruiser it explodes with that set to true, i think everything else just defaults to false

vague talon
#

makes sense KaguyaPensive just a shame since i didnt wanna do any reflection for backwards compatibility, but ill probably still wait for full release

still stirrup
unreal oriole
#

oh.. i need to change the transpliers then 🀣

#

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

unreal oriole
still stirrup
#

u mean v56?

unreal oriole
#

oh right we got a new v with the patch XD

still stirrup
#

yeah

#

zeek being zeek

unreal oriole
#

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

lament fox
lament fox
#

its ok if no tho, but would be crazy if yes

unreal oriole
#

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

lament fox
#

alright, ty for responding

unreal oriole
#

O.o vanilla MoreItems is real πŸ˜‚ well half moreItems

still stirrup
#

tf its even 400 in v50

unreal oriole
#

is that a modded value then?

still stirrup
#

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

vague talon
#

Lmao

still stirrup
#

v50.1: 80
v50.3: 80
v50.7: 400

unreal oriole
#

well that's great on zeekers side

vague talon
#

V50 had 7 patches?

#

Or is that just weird numbering

still stirrup
vague talon
#

Huh, interesting

still stirrup
#

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 🀣

vague talon
unreal oriole
#

well, at least we do not have API breaking changes every patch-release
cough ~~ minecraft~~ cough

vagrant root
vague talon
#

I wouldn't try justifying it lol

vagrant root
#

Who knows

brisk harbor
#

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

still stirrup
#

yeah

still stirrup
vague talon
#
[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

unreal oriole
#

O.o

vague talon
#

they have ur experimental

unreal oriole
#

yeah but the error sadly tells me nothing, at least not where the problem is

vague talon
#

rip

#

it happens everytime they load into the game

unreal oriole
#

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?

vague talon
#

will check

unreal oriole
#

is he in v50?

vague talon
#

v56

#

ah

unreal oriole
#

even weirder then πŸ€”

vague talon
#

oh

#

nvm then

unreal oriole
#

no experimental is for v56+, in theory is also compatible with v50 but i might have used some types that have changed

vague talon
#

no warnings of any kind, though they have cleaner logs lemme disable that

unreal oriole
#

i mean i doubt they blacklisted lobbycontrol warnings

vague talon
#

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

unreal oriole
vague talon
#

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

unreal oriole
#

no it means one of the two transpliers now ran correctly

vague talon
unreal oriole
#

uhh are you on v49 even?

vague talon
#

no?

#

v56

unreal oriole
#

cause that looks like the Debug_ReviveAllPlayersClientRpc does not exist

vague talon
#

if a modpack code can change versions of a game then colour me surprised

#

but i am on v56

unreal oriole
#

it's so weird

brisk sierra
#

Looks like my mod fixes that exception lol

#

I've just disabled this mod and now I'm getting that exception

unreal oriole
#

wtf?

#

what do you patch with it? πŸ˜… and how can it be interfering with HarmonyPatches during activation

brisk sierra
#

I mean Harmony is just wrapper of monomod

unreal oriole
#

yeah but this error is MonoMod not finding a method

#

[HarmonyPatch(typeof(StartOfRound), "Debug_ReviveAllPlayersClientRpc")]

brisk sierra
#

I think it's more issue of failing to compile your reverse patch

#

especially KillPlayerClientRpc

unreal oriole
#

i mean i'm just ouputting an empty array as i dont really need the patch itself

unreal oriole
#

i'm rewriting using mono.cecil instead

unreal oriole
#

ok Cecil rewrite done and it does not crash anymore YAY

rare siren
#

Who the heck is Cecil? πŸ˜”

vague talon
#

his girlfriend's name

unreal oriole
#

i wish πŸ˜…

#

Mono.Cecil:
what MonoMod is based on
which in turn is what HarmonyX is based on

vagrant root
#

@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

unreal oriole
#

that's so weird... i have not changed anything about inventory

#

is experimental the only change in his/your pack?

unreal oriole
#

? @vagrant root

vagrant root
unreal oriole
#

you got me worried there for a while πŸ˜…

#

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 πŸ˜„
@vagrant root

brisk harbor
#

ah nice

unreal oriole
#

or at least and attempted one

empty nest
#

An attempt is better than nothing. danceowo

unreal oriole
# brisk harbor

forgot to mention Experimental should also have a fix for this πŸ˜…

analog eagle
#

main branch when greed

unreal oriole
#

when it works πŸ™ƒ

analog eagle
#

concern what doesnt werk

wary isle
#

although from my host perspective it was always fine

#

and it didn't save my car 😠

unreal oriole
#

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

wary isle
#

I did a bit of switching and loading though

unreal oriole
#

well makes sense that manual saving does not save the car or anything in the lobby unless you request a save πŸ˜…

wary isle
#

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

unreal oriole
#

πŸ€” i might have to look into that. maybe the car is saved/loaded differently from furniture/items

vagrant root
unreal oriole
#

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 πŸ€”

vagrant root
#

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

wary isle
#

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

vagrant root
#

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

wary isle
#

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

vagrant root
#

πŸ€”

wary isle
#

I closed the game, loaded that file and the scrap and equipment remained

#

but this time

#

the car was gone

vagrant root
#

Yeah pretty sure that's not working properly

#

XD

#

@unreal oriole

#

Lobby clear brokey sir

#

c;

wary isle
#

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"

wary isle
#

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

bronze quail
#

i was also testing your mod

#

😭

unreal oriole
#

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 )

feral jasper
unreal oriole
#

big rewrite of OutOfBounds , Cupboard and ItemClipping using entirely different logic now