#Lobby Control & Matty's Fixes
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yeah that fixes the issue, I guess if you want you can just remove the cruiser fixes from the mod
Is this recommended?
yeah its good
? ghost ping
hey i know this may seem like a really fucking stupid thing but im not a fan of the recent experimental versions change with item positioning when spawned/dropped
the latter is not really that big of a deal, it just makes specific shovel organization on ship a little harder to do, but i can deal with that
my actual problem with this change is the specific way some scrap items spawn in the building, specifically old phones, hairdryers, and candy, will spawn facing a 45 degree angle, instead of just being placed straight
why is this an issue? because hoarding bugs drop items like that, i keep thinking im looking at an item thats part of a hoarding bug nest(if its in the right spot cause i know they can only be at the vent they spawn from)
I originally thought that's what the "rotate_on_spawn" setting was for but I think that's for rotating them on save load, maybe mess with the individual item settings?
theyre all default, i checked
Yeah so change them for the items you'd like rotated differently?
showel rotation is a bug
will be fixed in the next experimental release but for now you can edit it in the itemClipping section
Idk what the proper rotation would be so I'm waiting for you to update
lol
vanilla is 0, i put -90 by error
For which value?
โ ๏ธ
Guessing the 2nd value
cus stop signs and yield signs have that as 0
But idk
nothing quite like trial and error
1st is X, which should be pitch, 2nd is Y which is Yaw, and 3rd is Z which is the roll. Well that is if the prefab is setup were Y is up
Stop sign > Shovel
Red is X, Green is Y, and Blue is Z
ty ๐
is there a way to get the name of items to list them in the sync_ignore_name config
or is it whatever the in-game label of the item is
MattyFixes will create an entry for each item under ItemRotations after you load a game.
you can take the names from there as they're mostly correct ( to be able to be written to config i need to remove \n, \t, \, ', [, ] so you may need to add those symbols back )
what does this mean?
missing dependency of ASyncLoggers?
would it not have auto-installed when i grabbed the mod from thunderstore?
i do not have asyncloggers
but i had no idea that it would be a dependency of the mod since every other mod i've installed downloaded the dependencies i needed
That just seems like a code mistake in regards of checking whether AsyncLoggers is installed or not.
that's actually just UDA not caring if an exception is Handled or not
Ah.
AsyncLoggers is a preloader so i cannot ask BepInEx if it exists, my only solution is to try access one of it's classes and intercept the exception
So it's non-issue, gotcha.
the lines in question btw
Thought the preloader ones would be the same logic but in different collection.
If they even existed as other collection at all.
nope they have no collection or system to track them
you don't even need to define a GUID ecc... BepInEx searches for any class with the public static IEnumerable<string> TargetDLLs property and public static void Patch(AssemblyDefinition assembly) method
mod updated, for some reason items are invisible
it's pretty much the only thing that updated since I last played, other than wesley's interiors
Watch wuh... and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
also this happened..... hmm
also it refreshes after going out of the facility
and it also makes all hold anims the 1 handed one
happens to both host and client, but not consistently
items on the ground also seem to disappear
you probably updated CullFactory as well, I'd recommend staying on the prev release until I hotfix that
oh ...
goddammit LMAO
I knew something else updated but I could only remember wesley's and matty's updating
sorry for assuming btw
hehe
what are the downsides to using the Sync on use and Sync on interact settings?
yeah it was facing away
i did an oopsie and put a - that should have not been there
had an issue with a session yesterday, where an apparatus that was placed in Ship Inventory's chute would spam this error when trying to retrieve it, and it wouldn't be grabbable. also involved apparatuses not showing up in docks and sometimes spawning in weird positions. when the apparatus didn't appear in the dock, i couldn't see it, but everyone else could. when it appeared in weird spots, i could see it, but nobody else could. the only mods i have involving the apparatus are (apparently) additional networking, ship inventory, and facility meltdown, and i already cleared it wasn't meltdown. is this something known about additional networking?
i'll have a look at it once i'm back home
but the error means one of your mods is creating scrap items w/o calling .Spawn()
which means that even w/o AdditionalNetworking. only one person would be able to see said items as they are not propagated on the network
removing additionalnetworking did fix the issue with retrieving it from shipinventory, but don't know if that just cus it's no longer checking or something else. i didn't test if it fixed the spawn locations, but i'll do that tomorrow
I installed the "DoNotEatItems" mod and when my friend died with his item, the item wasnt on the ground there was only the scannode.
but everything looks fine on his log so idk maybe the item just spawned inside the terrain.
tell me if i need to send the whole log because its pretty big
Code: 0192aaa6-ece5-21ad-2a2a-8461e1a770e2
later i am gonna check if it happens again
MattyFixes Stable v1.1.29
well i was not planning on releasing MattyFixes stable yet, but 7zip pulled a prank on me. so i guess v1.1.29 is the new Stable version of MattyFixes ๐
the mod is a really simple mod so i'm not surprised there are some bugs. one of the main things i'd ask is if everybody in the lobby had it installed
but sincerally i do not plan on updating it unless some major bug happens
ok
removing AdditionalNetworking will simply hide the errors , but it's not going to solve the issue as it's not a AD problem in the first place
so what would be the cause of it then? everyone i asked about this problem said it's not their mod's fault, so idk where to go from here
and it can't be that ship inventory isn't calling .Spawn(), someone posted a picture in its thread where it does call that function when it retrieves objects from the chute
i do not think it's a shipInventory issue because i know other people that have been using that together with AdditionalNetworking for a while
and AD has not changed it's foundation for a while too.
you can try again with the latest update, i've added safeties so even if something goes wrong the rest of the game will not be affected , and made sure to print out the offending object
hey i had an additional networking fatal error
[Fatal :AdditionalNetworking] Exception syncing inventory of JustLarm(81):
System.ArgumentException: NetworkObjectReference can only be created from spawned NetworkObjects.
at Unity.Netcode.NetworkObjectReference..ctor (Unity.Netcode.NetworkObject networkObject) [0x0001c] in <895801699cfc4b4ab52267f31e2a4998>:IL_001C
at Unity.Netcode.NetworkObjectReference.op_Implicit (Unity.Netcode.NetworkObject networkObject) [0x00000] in <895801699cfc4b4ab52267f31e2a4998>:IL_0000
at AdditionalNetworking.Patches.Inventory.PlayerControllerBPatch.OnLateUpdate (GameNetcodeStuff.PlayerControllerB __instance) [0x00136] in ./src/Patches/Inventory/PlayerControllerBPatch.cs:166
heres host log\
here is client log
here come the first reports. please forward it to the dev of the Scrap that is having issues JustLarm
do you think it is the pickaxe from the jack black mod?
oh wait
XD
i did not put the item name in the error log
welp
uh no it seems the PlayerObject is the one having issues ๐?
What does that mean? (Iโm mostly mod illiterate lol)
Yeah we have more company although we were only playing with two at the time. We also have the intern mod from white spike which can respawn players. And also mirage if that makes any difference although I donโt think that does anything with ai
mirage creates masked enemies so it's not that
does Intern allow you to spawn fake players?
Maybe the SCP flamingos? We had angered them but then one person was respawned so maybe it couldnโt find the player it was angry at?
Nah itโs not the ai players one just simple respawn of same player
might be a good idea to tell WhiteSpike anyways maybe he has more insights.
the issue is that one PlayerObject does not exist on the network ( meaning only the host can see it ) and said PlayerObject tried to grab some items triggering AD
anyways since the last update this kind of errors will not cause issues to the game itelf anymore. so you can keep playing even if you see them, but will prevent AD from syncing so you'll loose he benefits from the mod
from the looks of your logs even vanilla complained about the issue:
[Error : Unity Log] NullReferenceException
Stack trace:
PlayerPhysicsRegion.OnDestroy () (at <d2996142fa1d46369fdcffced906545b>:IL_0033)
oh wait did it error out when closing a game. or during gameplay?
Nom.
From what I remember, interns command always manipulates the player associated with the map thingy.
And after setting it "alive", it teleports somewhere inside the interior.
any idea on how a PlayerControllerB could exist on Host only ( not network spawned ) ?
Specifically host? Not client-sided?
the logs says it was on the host
host had a playerObject that tried to grab an item , and said playerObject was not spawned on the network ( so existed only on the host )
tbh not sure if it tried to grab or to drop, AD does not differentiate the two actions
i doubt they create an entirely new player object tbh
They could have copy pasted and made changes on it, no?
Again, not entirely sure how the replace API handles that.
My other thought would be like Lethal Internship where you would have NPCs act as players.
But I don't see that in the logs.
Oh wait
Destroy is called right after enemies are cleared?
Ah no, disconnect, nevermind.
There's also the not used controllers when you have more slots than current players but those shouldn't be a problem, right?
Because they still get spawned last I checked.
from my days of developing LobbyControl all the inactive players are still network spawned
that's actually what's limiting the ability to make expandable lobbyes ๐
I would imagine making the size dynamic would be a headache, lol.
But this "JustLarm" is a player, no?
So I would imagine this "JustLarm(81)" be a clone of it for something else?
yeah Error pritns __intance.playerusername(__instance.NetworkObjectID)
So wait that was right after I closed the round. Is it maybe not a big issue?
if it is during closing it's just Unity beeing weird with the deactivation order
ignorable issue
if it was during gameplay instead it's an issue that need to be inspected more
Ok I will keep an eye out next time we play
i'll think of a way to not print the error if the game is closing but in that case i'm surprised nobody reported it before ๐
Reloading the lobby makes these two go back to their original spot, also seams to be host only? Cuz some clients saw it in the correct spot N not the default one
@unreal oriole
Sure, any log settings I need to enable?
Did you make sure you locked them?
Yeah
Yeah idk that doesn't repro for me
Even in the end when I just move them, they go back to the locked cordinates
oh you only have Info logs
I suspect some other mod is creating a conflict, you don't have relocation enabled for anything in Pipe removal right?
Relocation?
Hold on
If you use LPR I would make sure you only hide furniture using it's relocating stuff causes it to allocate every frame and can likely also conflict with Furniture Lock
I don't think I made it change the position of anything but im gonna disable the mod then try without it
can you make the same test with All the log levels enabled? i need to see the Debugs ecc
Alr
Wait where's that located again?
Sorry
should be under BepInEx
Enable all of them>?
Ah
Alr ty
That's the new one, right?
I think so
Also @vagrant root LethalPipeRemoval wasn't the issue
๐ค
doesn't seem so
you only have Info or higher in it
maybe send the .sqlite then :/ you probably are using some other overrides somewhere
Where can I find that?
same folder where you got the logs
hahaha yeah it appends all the previous executions
you can delete it and run the game again and it will be smaller
Oh so I should stop sending this one N send a new one after redoing the steps?
up to you. if wou want a smaller one you can do that
i'll still look at the last run anyways
Ah
If it's not gonna help you then there's not a point ig, it's almost done sending anyways
Almost there
41 runs logged yep
Furniture lock is indeed moving them into place
you have some other mod that moves them back somehow
Which mod tho
PipeRemoval aint it
Im gonna go through them one by one I guess
Sorry for wasting your time
i'm sorry i'm not able to helf you
sadly whatever other mod is doing it it's not putting anything in the logs
No no don't be
Ty for trying<3
Omg I think it's general improvements
God damn it
Is it really this option??
Bruh
I'm gonna cry if that's it
@unreal oriole Omg it was, I am so sorry
no problem. gald you found the issue
Can't join a friend's game with a certain modpack. Can hear footsteps and dropped items and stuff the moment I join, works for about a second before it kicks me out saying 'host disconnected'.
do you have a log
Gimme a sec. Steam Deck modding is complicated for that sort of thing...
Well now I can't do it because buddy keeps loading into vanilla while hitting 'start modded'.
Wait why am I in this channel?
Moved it to #help-and-troubleshooting because it wasn't supposed to go here.
Metal sheets are unscannable with item clipping fixes enabled.
If you scan them while they're falling, the node shows up briefly but disappears as soon as the sheet hits the ground.
You can fix it by entering a different rotation for Metal Sheet into the config, -90,0,90 works great, it flips it over, the underside of the sheet has nuts in it which you usually don't see in the game, but yes Matty needs to adjust the defaults
I've never had this issue, I would suspect it's an issue with the scanner mod if they use one I know ScanTweaks used to be unable to scan a handful of items
GoodItemScan I know works fine with scanning it and I know GI's scanner fix does as well
It happens with me when you first come across the metal sheets before picking them up, no scanner mods
Still idk if this is inherently Matty's fault
Since the rotations are vanilla
It's more of a blame Zeekerss moment
I don't use scanner mods, and this only occurs if I turn on MattyFixes's item clipping option.
Ah well I would suggest GoodItemScan but also Vakknar's suggestion of flipping it also seems to work
I don't think the rotations are vanilla, I think they are from ViVikos mod that did the same rotations, you can load a save with items in the ship and they are rotated differently when changing rotations true and false
I did fix it by adding a 0.03 offset for Metal sheets but I figured I would report it here.
The metal sheets I swear have always been like that rotation wise
I would use that but I don't really like the delay it has before showing you the values.
You can change it to feel vanilla
I tried to, there was still a slight delay.
If you set it to 48 you shouldn't feel a difference
I personally adjusted to the default wait multiplier though since it's an optimization feature iirc
@vagrant root #1295871652168466432 message
any logs about this? w/o logs i can only guess what's happening
You probably should have tested LobbyControl before pushing the update stable
the new stable build doesn't let people join
it tells them ship has already landed
โ ๏ธWARNINGโ ๏ธ LobbyControl Experimental got mistakenly uploaded to Stable.
i cannot guarantee that v2.4.6 will work correctly as it has quite a big rewrite.
sadly TS does not allow me to delete an upload so put up with it and i'll work on fixing issues as fast as i can
F
Also undeprecate Experimental
Cus it was working fine
arent you on holiday matty
Hoorah glad it's an easy fix
i am, but i can still access my computer via RDP. and i do like to write down stuff as soon as it comes to mind or i typically forget about it
workaholic
Hobbyst, please
in this logs only Joker joined late and it was when the ship was still in orbit ๐ค
v2.4.7 out on both Experimental and Stable
hopefully the wrong negation was the only mistake ๐
For it to properly affect Experimental it'd need to be 4.5.1 but ye I hope so too lol
reee i keep forgetting the numeration of Experimental ๐ญ
Was about to report the same thing lol
Well as long as Stable is fixed hopefully you can just deprecate it again 
Peak.
@unreal oriole
@unreal oriole I say revert the changes to the 4.5.0 version of LobbyControl and push that as stable, cus that has been the most stable version to date
The 2 recent versions are very buggy
Most people don't use auto join anyways and I think trying to fix the landing stuff is just a very niche fix
Might just be worth yeeting that code that tries to fix people joining when the ship is landing at this point and not worrying about trying to fix it, the idea is nice but I think it's just bloat and the game isn't liking it. The stable 2.4.7 build has some bugs such as the issue I reported earlier reocurring for clients after you reload a lobby, it also seems to cause clients to experience a networking spike if the host changes the JoinQueue settings ingame
4.5.0 experimental which would be 2.4.5 for Stable might be worth pushing as 2.4.8, and then I would just yeet the code trying to fix the late join ship landing stuff
If you don't want the problem then just don't use auto lobby
@unreal oriole does 4.8.0 fix any of these problems? 
Idk what got changed
Btw something I forgot to mention
with 2.4.7 players were seeing each other as unknown a lot
So it somehow was breaking your AdditionalNetworking fix
what are the other issues? you used the plural but only one issue was reported ( the command failing ) which is what i fixed in v2.4.8
I listed them all
.
there is no code change about names or anything else
as always the unknown issue is them not beeing friends with the other players in the lobby
that cannot be fixed if not on steam side
Got you
with all this negativity i'm starting to ponder to just deprecate my mods and drop support for them.
i do this for fun, and it's starting to not be anymore :/
I love your stuff Matty 
Your work is greatly appreciated and I never play without your mods
yeah... i just got my 7 hazards which i made to fit vanilla called non fitting with lethal company
and then they got called bad
popping out of the woodwork to say thx for all the effort you put into modding, hope you dont get soured on it
dont let em grind you down
keep up the great work
im not really good at motivating but i believe in you to take more vacations and work it out!
honestly sometimes its good to do stuff for yourself for a bit
I'd be heartbroken to see smth like Lobby Control get depreciated, it's been super helpful for me and I'm grateful of all the time and care you put into it
new error
"[Error : Unity Log] NullReferenceException
Stack trace:
MattyFixes.Patches.GrabbableStartPatch+<>c.<ProcessGrabbable>b__3_1 (UnityEngine.Animator a) (at ./src/Patches/GrabbableStartPatch.cs:60)
System.Linq.Enumerable.All[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_002C)
MattyFixes.Patches.GrabbableStartPatch+<>c__DisplayClass3_0.<ProcessGrabbable>b__0 () (at ./src/Patches/GrabbableStartPatch.cs:59)
UnityEngine.WaitUntil.get_keepWaiting () (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
UnityEngine.CustomYieldInstruction.MoveNext () (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)"
(also same goes for above for me. I enjoy your mods a lot <3)
Put me in the "thanks Matty" boat ๐ข great mods!
๐ฅบ ๐ฅบ ๐ฅบ
my friend group recently switched to using this over late company and weve had literally no issues. we love u matty :)
I've been experiencing a visual bug with Matty's Fixes
Dunno why, but our "Albert" learned to levitate :P
Other than that, the mod works flawlessly. 10/10, a must have for me
same issue on my end a fix would be greatly appreciated
also love you Matty don't give up but take a break if you need to there's nothing wrong with that don't burn out.
what am i supposed to look at here 
Flat is justice
no longer experimental 
btw. i never responded to all the motivational messages above. so let me say thank you for your kind words.
i'm happy my mods are regarded so highly and hope you'll forgive me if sometimes i make mistakes in a release ๐
i hope you guys will keep having fun with my mods and report issues when they come up. ๐
alright guys he acknowledged it, you can be rude now (/j)
it's one click ๐

its okay, you click that button so much anyway i've lost track of which mods i should use ๐
i've deprecated a stable mod only once and it was when MattyFixes stable broke in v60-something and i was in the middle of a full rewrite in the Experimental one
๐ .
i must have a bad memory ๐
Nooo, I still haven't changed the dependency for wider ship from experimental
i need some suggestions ๐
before:
after:
it's such a simple mod i'm not even sure how to call it and how to describe it ๐
ik @vagrant root is going to love it
I mean I just use Loadstone which gets rid of this screen darkening popup
๐
But yeah it looks better but I still hate that popup
no. look closer ๐ what's happening in behind
ship is already floating during the moon loading
mod is already done. i just need to get Name, description and icon ๐ญ
why is that always the harderst part
ShipFixes
rn i called it OrbitPatches
have you patched over logic to properly account for this
there's a couple things that do distance checks to elevatorTransform (the "HangarShip" GameObject) that might act funky
like beehives set their price based on their distance to that transform when they spawn
im not sure if that happens before or after the animation starts tho

why
someone using my modpack informed me that lobbycontrol has an issue where it doesn't allow anyone to join a session if the host had to quit and reload it, and i got that problem a few night ago. restarting the game fixes it, but is it that the lobby stays closed after a reload?
i didn't cus i thought it was supposed to be open when the save was loaded
it's should already be fixed in this morning's update
ah
ok, thanks a lot
i forgot to reset a variable on rehost, so if you disconnected while landed it would tell all clients you were still landed
yea i think my clients were telling me that the game said "the host has already landed" or something like that when i invited them
quite sure Beehives spawn after the ship opens the doors so normally ship is already in space
yeah the hive get's spawned by the bees, not the opposite
was just making sure it wouldnt get lost in the sauce
and bees spawn during the first spawn cycle
but good idea to check. i did not think about that
i know the kidnapper fox checks for ship pos
well, the vain shrouds, at least
but that has been broken in vanilla for a while and the patch i contributed to yesfox uses a hardcoded coordinate
that zeekers deleted from the code XD
so that should be ok
i think a couple lists get sorted by distance to the ship though, which could maybe cause trouble
im trying to look closer at it but i might be worried about nothing
uh? quite sure most of sorting is done by distance from origin not the ship
and ship is not even at the origin either ๐คฃ
yeah i was thinking of this line
this.outsideAINodes = (from x in GameObject.FindGameObjectsWithTag("OutsideAINode")
orderby Vector3.Distance(x.transform.position, StartOfRound.Instance.elevatorTransform.position)
select x).ToArray<GameObject>();
but it's only used by the vain shrouds
so it's still not an issue
๐
sorry i think i am just running you in circles
i think everything else checks after the animation starts so it should be ok
nice to see someone finally address the issue
the lighting always irked me a bit
it's been bothering me since the mods that let you go to the catwalk while in orbit appeared
yee
Canโt wait for someone to come in here asking about YesFox compat
Howd you make it start from the top btw?
You're just running out of ideas that's normal
animator magic by zaggy๐
basically i trigger the animation and set the speed to 0
Huh, when do u trigger the animation?
on scene load. when vanilla hides the moon prefabs
Icic
Hey @unreal oriole was curious if i'm going crazy or not but I see the experimental version is deprecated now? Did this happen recently? Should I not use it now?
Also the unknown player bug only happened in the main version not the experimental version so I know you said you can't fix that but I believe you did without knowing you did lol. Your experimental version has always felt a lot smoother. This is just me giving some hopeful good feedback in regards to both versions as I have ran both of them before and wanted to let you know the difference I saw. Do not give up. Your work is amazing and has made modpacks run so much better! You're a hero!
You don't need the experimental one anymore
Stable and Experimental are now identical
Holy crap this will stop me from accidentally killing myself so much lmaooo
I'm sure you will still find a way...and so will I lol
I canโt even say that youโre wrong
Last night I died more times to the AC Unit killing myself by doing something stupid than anything else
never answered you. i typically deprecate the Experimental branches when i push them to stable
so normally if they are deprecated is because they have litterally the same zip as the stable version
Mainly for use with mods that let you open/see through the door in orbit/early
since normally this time period the doors can't be opened
uh, i've never seen that error
were you trying to make a person latejoin with LI codes? because i doubt they work on latejoin
LI codes use the same join logic as normal
so it should work ๐ค
that error message is not mine either
I'll check something else now
Maybe I shouldn't have panicked
I apologize, the translator immediately picked up :ั
yeah i noticed that, doesnt seem to show up in the code of any mods either so probably the default vanilla one if no message is set
but yeah LI codes just do LobbySlot.JoinLobbyAfterVerifying which is the exact same as what vanilla does when joining via the lobby list
yeah i have a custom check to prevent connections if the steam lobby is closed, but i send "Lobby has been closed!"
And according to the code it starts
I apologize for this incident on my part.
I just thought Auto-Lobby in orbit was automatically enabled by default
Like in the same LetaCompany
yeah that is a common assumption. i have it off because the original reason for me forking shiplobby was to not have the lobby auto-open and have the ability to decide if and when
still i wonder what mod is writing that error message ๐ค. as with a closed lobby you should see this text ^
Yes I have no idea
This is written if there is LI and when the lobby does not turn on open after entering orbit
And it doesnโt matter - Friends-Online mode or Public
yeah a closed lobby is litterally not accessible. that's the point
And one more thing
Like I said LI doesn't touch late joining or close the steam lobby etc
This is when you try to join using ID from LI
does LI code stay the same during a play session? i wonder what would happen if you use it to join a lobby that does not have any LateJoin mods ๐ค
LI code is the steam lobby code
probably you would get the vanilla ship has already landed message
seems like it shows the message paradox got
just tested it myself
[10:48:23.0674539] [Error : Unity Log] UnityException: NameToLayer is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'MattyFixes' on game object 'BepInEx_Manager'.
See "Script Serialization" page in the Unity Manual for further details.
Stack trace:
UnityEngine.LayerMask.GetMask (System.String[] layerNames) (at <e27997765c1848b09d8073e5d642717a>:IL_0023)
MattyFixes.MattyFixes..cctor () (at ./src/MattyFixes.cs:27)
Oh fun
that's an intresting error ๐ค . how is it erroring for you and not me?
dev mode
Recently I tried to invite you to an auto-opening room, but it never opened...
I'll try to catch the error next time and post the logs, it's very strange
does anyone know why doing "lobby clear" deletes the orange suit from the rack
appears it calls ResetSavedGameValues without calling ResetShipFurniture to respawn the default stuff (orange suit included)
but that's just what i saw when i took a glance
maybe i am mistaken
i noticed that your brown suit unlocks itself when you do lobby clear
but the orange suit is gone until you reload the lobby
Hey @unreal oriole i've been having some issues with disconnects from my friends when im hosting my modlist with AdditionalNetworking installed and enabled. I've gathered that the disconnects seem to be happening when the mod fails to sync inventory to my clients. I've got a log here from one of my friends that experienced disconnects and the last log while in game seems to be a fatal error from AdditionalNetworking. So could AdditionalNetworking be the cause for the disconnects?
And here is the list of mods that we had in the modlist at the time.
i can already tell that you have hundreds of Errors/Exceptions from other mods in your profile
any of them could be the cause of issues
Also one of my friends was streaming the last time we played and he got a disconnect issue in the middle of the game. Seems like picking up the hair dryer caused the disconnect as it does not even appear in his inventory before he disconnects: https://www.twitch.tv/lt_huntsman/clip/PlayfulSarcasticFungusUncleNox-lTHTRqHN2HrT7Yxm
That list is a bit old now but either way do tell, i'm listening.
to be precise a search returns 48380 potential issues
i'm sorry but i'm not going to look trough all of them ๐
(Also this is the error im talking about.) [01:51:24.4432922] [Fatal :AdditionalNetworking] Exception syncing inventory of KillerSonny(21):
System.ArgumentException: NetworkObjectReference can only be created from spawned NetworkObjects.
at Unity.Netcode.NetworkObjectReference..ctor (Unity.Netcode.NetworkObject networkObject) [0x0001c] in <895801699cfc4b4ab52267f31e2a4998>:IL_001C
at Unity.Netcode.NetworkObjectReference.op_Implicit (Unity.Netcode.NetworkObject networkObject) [0x00000] in <895801699cfc4b4ab52267f31e2a4998>:IL_0000
at AdditionalNetworking.Patches.Inventory.PlayerControllerBPatch.OnLateUpdate (GameNetcodeStuff.PlayerControllerB __instance) [0x00136] in ./src/Patches/Inventory/PlayerControllerBPatch.cs:166
that's a caught exception
Ah? Can you elaborate? Where do you check that? Could i do that myself?
i just searched for Error or Fatal but typically game breaking issues are categorized as Error
but if you feel AN is the cause you can easly test by removing it
i'll gladly investigate if that turns out to be the case
yeah i've removed a couple (dozen?) mods causing errors already. i think that some map mods on that list were really eager on spamming errors at least.
[Error :antlershed.lethalcompany.enemyskinregistry] Could not sync with remote profile. This client is missing the following moons: circus, fun
this line also proably tells you somebody somehow managed to join with a different list of moons from you
I do remember that we played 1-2 hours without AdditionalNetworking enabled last session but the inventory desyncs and inventory lockup issues triggered so often without AN that i enabled it for the rest of the session. My friend streamed the whole thing so i think i can watch the vod and see if anyone got a disconnect while we had AN disabled.
i'd suggest you to head to #help-and-troubleshooting the moderators there have tools to analyze your logs more deeply and can probably help you more
tho, from the amount of Errors and the fact that from the start many come from the basegame, i can tell your profile is probably really broken
That... may be the "Bozoros" moon. The moon claims to have a custom interior but i've never seen it pop up in the LLL config. Or the fact that i discovered a bug in JLL's config generator and none of the moons using that had working configs after triggering the bug i found. Wrote about it in the "Nikki's mysterious Moons" forum. Not too sure though.
damn, client is missing fun๐
Gotcha, thanks. 
Still working on readding/updating Bozoros' interior, last version it was in was v1.0.1 but there's been a fair number of changes and fixes for the moon itself since. 
I do have the Circus and Fun tags for both the moon and enemy skins, though, not sure why they'd be missing if everyone has the same list of mods.
Ah, so it (the interior) not existing is intentional for now? But yeah everyone definitely had the same code and if i test the moon by myself i can route to it and play in it and assign custom interiors for it in the LLL config without issues.
Yeah, I hadn't updated the README to remove mention of it because I didn't think it'd take me that long to bring it back, but I've been doing other stuff too. Now that I think about it though, that specific message could just be an EnemySkinRegistry/Kit thing, it might just show up when using tags instead of moons for the skin configuration... If the Clown Giants spawn for everyone then it's probably safe to ignore.
@unreal oriole Is it possible to add a command to the terminal that re-syncs the server? I had an issue where a player from my perspective was visible but invisible to others. Furthermore, as the host, I wasnโt able to teleport myself. Iโve yet to re-create the teleporting issue, so I canโt provide info on whatโs causing it.
sadly the invisible player issue cannot be fixed from the host side, there was an RPC but zeekers locked it behind stem friendlist
same for the name desync. the only wasy to avoid it is to never activate a radar-booster
if everybody has the same mods then LobbyControl should already be solving the invisible issues client-side
while the name desync will be handled by mods like TwoRadarMaps and the like
i think i've seen the invisible issue happen with people all with the same mods but i could be wrong
It happened to the people playing with me. It happened when we were in orbit and routed to the company building
Also, itโd be nice to have a command to resync the lobby while in orbit.
itโd force all players to spawn as if they joined the lobby
that's simply not possible as the game does not handle that kind of thing you would have to make everybody leave and rejoin the lobby to reset the variables on clients
there are things that will not reset until the game unloads the lobby
So, thereโs no way to have all players leave a lobby, then rejoin it?
would it be helpful?
you can easily kick all players out of a lobby but they will have to manually click to rejoin
Got it
@vague talon who was that made the BetterLobby mod? they probably have more experience on how to make clients join lobbies
uhh ryoo made better lobby i think?
ill check rq
ye it was ryoo
@noble scarab hai
Thatโd be nice to combine LobbyImprovements, BetterLobby, and LobbyControl into one mod
I can probably make an auto rejoin prototype later in the day 
@unreal oriole In theory, you could send a named message to all the clients that have the mod (just have a check if it's the host sending it) that sends their steam_id to all clients before kicking them out, then having said clients wait until a lobby with the steam_id lobbydata show up on their list and join it
But right now I don't remember if there's any method built into steamworks that waits for x lobby to appear
But from what I remember lobby ids are the same as the hosts steam id I think
i'm not planing on adding any modded comunication to LobbyControl as i want to keep it a Host-Only mod. also i don't think many users would like the experience of diconnecting and reconnecting automatically like a minecraft loading screen ๐
from what i understood he actually wanted the host to stay in the lobby while all the clients disconnect and reconnect
so there would be no need to wait for the lobby to get back up as the lobby itself would still be the same
I couldnt find the thread for AdditionalNetworking if there is one, but i am just confirming here that with it enabled, we did not run into the apparatus issues now
So it was likely just from the old bugged version of Liminal Pools causing global issues with apparatus

Just wondering is this supposed to happen? Like a just 1 in a million due to matty's fixes item rotation thing?
stuff can spawn there in vanilla
I mean yeah but this is close to the railing on clipping underneath it
what is different about v2.4.10? thunderstore says there is an update but .10 isnt listed on any available changelogs
I've been curious about that myself, I assume every spawning location is vanilla but the way the item is rotated would be different with Matty's, one time a Large Axle was at the bottom of a factory death pit, I use Matty's but I assume just bad vanilla spawn
that also happens in vanilla
Well technically it's best for everyone to have it anyway
Cuz if a client doesn't have it they'd be removed from the steam lobby when the round starts
Which means it'd show less players than there actually is on the lobby list when the lobby is next re-opened
Nope
You don't need Boombox_Sync_Fix if you're already using AdditionalNetworking, right?
AN will indeed sync the current track between users but it will do it differently than Boombox_Sync_Fix
But the end result is the same? Everyone will hear same music?
So if you're using AdditionalNetworking, Boombox Sync Fix is uneeded?
Hello!
I'm trying to add the rotation to the buyable shotgun from MegaPiggy's Buyable Shotgun
https://thunderstore.io/c/lethal-company/p/MegaPiggy/BuyableShotgun/
Is there a way to set it?
Left = Vanilla Shotgun
Right = Buyable Shotgun
if by any chance it's not here, is there a way to set it manually?
if it's not there it means that the game does not recognize it as an "item"
or that they named it exactly the same as somebody else
3rd case is if they did use neither LethalLib nor LethalLevelLoader then it might be categorized as Unknown
it being listed as a dependency does not necessarily mean they used it to make custom items sadly ๐ญ
oof
I see, thx
Yeah remember the Shotgun+ has the same issue and I told you about that before, you can apply the values if they show up but they don't actually do anything
So same situation here most likely
are you using Experimental? that should have a better detection than stable
I can check if it allows it now
I'll check
seems odd if a buyable shotgun isn't using the same prefab/Item instance as the vanilla one (with values modified as necessary)
I know previously it would detect it but the entries would become orpheaned
and I remember you gave an explanation why
similar to your answer to Moroxide
got it, I'll check if Experimental works
Yeah gonna test that too
Btw a personal recommendation so long as I'm not overstepping โค๏ธ I would recommend BuyableShotgun+ instead cus MegaPiggy's has a lot of desync issues
yay
Noice
Thanks for the recommendation, I haven't had any desynchronization problems with this mod, and I don't really like the fact that it has to be purchased through "shotgun+" or "shell+".
Yeah if you're using both of those I definitely recommend BuyableShotgun+ then and see if it works
Does it not just register them as shotgun and shell?
on the Terminal?
Now I'm curious
XD
but thanks anyway
nope
Huh it registers for me if I don't type in the full name
I can only guess it's cus I'm using darmuh's conflict resolution though
oh, yeah, if you type "shotgun" it registers, but I don't like the + on its name
If I find a desync with this mod, I will have no choice but to use the other one, but for now I prefer to keep it
There's actually a reason for it - I remember Entity explaining before that the stats on the Shotgun+ are actually changed to be slightly better although I don't remember what all is different
fixed :]
hoorah
yeah, I don't like that + :,]
is it just me or do items rotate like extra 90 degrees to the side when you reload a save file?
when compared to their actual rotations
like, this is how the rotation of a newly spawned item looks like (it is also how its gonna look like if you drop the item)
putting them on the cupboard without dropping them will store them with the same rotation as they were spawned in
but once you reload the save it rotates it by 90 degrees, and this happend with scrap, tools and even with modded stuff
@unreal oriole Could you explain what your "LandFromOrbit" mod does? I don't notice anything different.
Gotcha. I mean, why should I use it, then? what use cases are there?
I can't see what it'd be useful for. If you can help with that, it'd be appreciated
It's for use with mods that let you open the ship doors in orbit and mostly cosmetic
gotcha
"Mostly" because you could technically jump out of the ship during this time period and possibly die but
Most people are smart enough to not do that
Since you're here, do you know of any mods that remove or reduce the effect applied when in a high fear state, like when you're chased by Giants?
No, I don't sorry
My friends standing outside while I'm internalling screaming that it's still loading for the host, and thus will tp into midair when the ship rubberbands into the sky
Mod has probably saved several lives by now
@wintry token I think I'm pretty dense so I don't know what the difference is here, the ship starts landing earlier with the mod? With "waiting for crew" on the screen the ship normally waits for everyone to generate the moon but with the mod it starts landing the ship during that time instead?
no, it's just that when loading, if suddenly there is a mod that allows you to exit the ship in advance, it throws you back inside the ship so that the players don't accidentally fall out. it used to happen that the picture froze when loading and the moon appeared with the door open already upon landing on the ground, now the ship model is always hanging in the air and it looks nicer than immediately when loading with the doors open (mod Celestial Tint for example)
Ah gotcha, thanks, so it's not useful unless you have a mod that lets you walk outside the ship
Walk outside, and then plummet to death the moment the host finally moves the ground away...
Oh my god
I disabled every setting relating to the cupboard fix, but it's still affecting my stuff
Why?
the rotation comes from rotate on spawn
it's not related to the cupboard
and i'm using zeekers code to fake the items falling. i'm not saving the rotation
if you want them to have the same rotation when saved then you'd need a mod like SmartItemSaving ecc..
I'm using GenImprov + SmartItemSaving
I'll see what I can do, but only now did I notice these glitches manifesting /w your mod
What needs to be disabled in MattyFixes/LobbyControl if used with SmartItemSaving?
Well, I saved with the Lobby Save command
And things on the ship were missing, except for the ShupInventory inside
disabe the option that prevents items from falling bellow the ship on SmarItemSaving
Below ship? There's only one for furniture.
yeah that one
the FixItemsFalling
Still does it despite having everything related to item clippings/rotation stuff disabled...
I've confirmed that your mod is still enforcing the cupboard stuff for some reason despite me having those settings disabled
SmartItemSaving is the issue here i believe. When i had it on items started acting weird when reloading. Removing it made things better.
SmartItemSaving has an option to affect the cupboard yeah, you'd wanna disable it if using it however I generally haven't had a use case for SIS in a long time
I disabled it
Matty was still fucking the cupboard
Lmao
Matty's fixes handle the cupboard stuff properly, I would avoid using the implementations from GI and SIS tbh
#1211989201793449994 message
I only use Mattyโs Fixes for the better lightning particles, and use GI and SIS for everything else
So
Idk why itโd be fixing the cupboard stuff regardless when I disabled everything relating to it
I don't recommend doing that
GI and SIS's patches just make the items float
rather than fix
They do not?โฆ
Matty himself said to use SIS. I linked the message.
I donโt have GIโs on at the same time as SISโ fyi
Oh I see
I use SISโ cupboard fix, and nothing else
Oh for item rotation saving
But you don't even need SIS for that
https://thunderstore.io/c/lethal-company/p/SylviBlossom/SaveItemRotations/ I use this, cus Sylvi packed it down into it's own mod
SmartItemSaving will still have it ofc
But I never needed it's other stuff
Strangely, it doesnโt fully save its rotation
When you pick something up, and put it back in the cupboard after resetting, its rotation is completely different than it was when I initially put it there
Which is annoying
Yeah I think that's just an issue that can't be resolved, it only happens on save reload so it's minor
Zeek spaghetti code strikes again
Zeekerss code isn't Spaghetti from what I understand, plus you can't really talk about Spaghetti lol I remember Matty mentioning how GI is quite Spaghetti coded in the past
As much as I love GI
XD
It's why if another mod handles something it does I always let the other mod do it
Well, I donโt use GI for saving item rotations and such, soo
โZeekerss code isnโt spaghettiโ
The horrendous amount of bugs in base game would like to have a word
It's Early Access for a reason
Doesnโt excuse the state itโs in lol
Itโs hardly enjoyable without mods fixing his bugs for you
At least to me it is
I mean
it being in early access doesn't really excuse how horrendous the code is.
A lot of things are handled in a very ass-backwards manner that a lot of it would benefit from an entire rewrite.
It also doesn't help that Zeekerss is reluctant to receive any help with the game outside of receiving bug reports (which he barely addresses), though to be fair he also does his eyes set on other projects.
That's why I do think it would be beneficial for Lethal if it was made open-source.
I don't think open source is good for any multiplayer game
Probably not for public games
but then again public games in lethal tend to be kinda trashy anyway so
ยฏ_(ใ)_/ยฏ
i'd consider it a security concern more than anything
allowing a multiplayer game to be open source most likely means more hackers and dangerous exploits
I kinda doubt that tbh
I mean if that was a worry, it would already be reality with how easy it is to decompile Lethal.
and with hackers it kind of is but I do not see dangerous exploits being invented due to it being open source, since they would already exist if it was the case.
Exploits can exist whether or not a codebase is visible really, just less likely to see it publically mentioned rather than have it get silently patched
can latecompany can be used with lobbycontrol?
some players keep being invisible so i want to try the latecompany if both mods are compatible
they do the same thing but lobbycontrol does it better
so idk why you would want latecompany at the same time
it probably won't help you
I still have invisible player issues with lobbycontrol present on my pack so i just wanted to try something else
invisible players are an issue in 2 cases:
- the host is not a steam friend of the clients
- the clients do not have a late-join mod with a fix installed
point 1 only applies if you have LobbyControl.
if you play with randoms and, don't have the same modpack, you will still get invisible players even with other late-join mods
for the main question LobbyControl will disable itself if it detects another late-join mod. as the patches are incompatible and i prefer to not break the game if another mod is loaded
the entire mod is disabled so all the fixes and commands will not work
We play with a modpack that i made, we all have the exact same mods and configs, maybe it is caused by other mods i don't really know
@unreal oriole apologies if i'm mistaken but i did a quick test and it seems to be the case?
i think additionalnetworking is causing the apparatus to display Value: $80 instead of Value: ??? on the scanner
i assume its value is getting synced and then SetScrapValue is being called by your RPC
and that is changing the text
could u add an exception for the apparatus
just set scrapValue and leave the scan node untouched
?
would be nice
๐
ok, yes. brand spanking new profle, only bepinex + additional networking
no rush, it's a pretty minor visual issue, but would certainly love to see it fixed. :)
I thought it was a feature
if its a feature it prolly shouldnt be in a networking mod
feels like an easy to make oversight imo
if it being a feature is desirable, i'd still like for it to be a config setting, at least
honestly yeah, I'd like for it to be a config as well
I use metldown so 80 don't make sense lol
it being a very high price scrap, is showing 80 ๐
sure i can definitely add an exception for that to keep the original scanNode.
that's a meltdown issue as that means meltdow does not update the price at all. so all scans will be wrong anyways
AN syncs only once during the object spawn. if another mod touches the value it's their job to sync the change to everyone
this change will have to wait till i get back from my vacation tho. ( somewhere around 9th January )
meltdown updates it on lungprop.start for everyone, i don't think it's meltdown's fault
@unreal oriole is the item clipping in this mod compatible with https://thunderstore.io/c/lethal-company/p/SylviBlossom/SmartItemSaving/
Disable that feature on either one of them, it's wonky when you have both
"Saves and loads the rotation of items on the ship." config on SmartItemSaving and "fix rotation and height of various items when on the Ground" on matty fixes. The "fix rotation and height of various items when on the Ground" says it fixes item cliping but it also says rotation. So does it conflict with the smartitemsaving one?
disable either the FixItemFalling on SIS or disable the ItemClipping on Matty Fixes as those two aren't compatible with each other
ItemClipping on Matty Fixes say that "it fix rotation and height of various items when on the Ground", and SaveItemRotation on SIS says that it "Saves and loads the rotation of items on the ship." which is the same thing
MattyFixes only fixes the rotation of items, SIS saves the rotation. For example:
If you drop an item inside of the ship, save the game and reload the savefile without SIS the rotation of that item will restore to the default rotation
but if you use SIS it will save the rotation of said item and once you reload the save the item will be the same way it was when you left it
so then why is fix item falling not compatible
because it does the same thing that item clipping does on matty fixes
so having both on will cause issues
Then does it also apply to General improvement? GI has fixes such as items falling through and stuff related to rotation. Just wondering whether GI is compatible with Mattyfixes or not
it is, just disable the option that fixes item falling on GI
k I guess matty fixes item clipping fix works the best among other mods then
hiya
just wanted to follow up and see if there was an update on this
not atm. i'm busy with work and uni exams.
all the help i'm giving to Zaggy is in VC ๐
i see, that's ok!
Additional Networking Experimental is back ๐ this will hopefully be quick
Seems like such a small change
Why does it even need to be experimental? ๐ค
Can test it later though if it shows up lol
Adding Experimental to test

@unreal oriole We have a client that keeps having items drop and desync and it's only ever them
So I'm gonna send my SQLite and have her send hers
Maybe you can locate it
here's mine - Typically how it goes is that I'll be trying to put smth onto a piece of furniture, cupboard, mel's rv etc. and suddenly everything in my inv except what I'm trying to put on there will just drop to the floor
The stuff that falls I can either pick up again or (usually) I can't, it just spins in place and disappears on everyone else's ends and it's super annoying
I've no clue what'd be causing this
esp since it's always been specific to me and has been happening for a while
- if it's smth that drops somewhere not on the ship it persists and doesn't despawn on my end either (still invisible for everyone else)
It makes sense for them to stick if they're on the ship, less so otherwise
everything in my inv except what I'm trying to put on there will just drop to the floor
this sounds like the lobbycontrol setting to force drop all items when somebody's inventory is overfull
if the host has that enabled
And it shouldn't be
Which is strange
Some weird stuff going on internally if that's what's up because I don't think I'm overfilling my inventory?
well, that's true
something's definitely going wrong
i just think that the "drop all items" thing makes it apparent it's probably inventory overfill, which makes it easier to look at what might be causing it
I guess so
I do sometimes have to attempt to put stuff down multiple times so if that's related maybe ๐ค
Drop all items never worked for me its just making everything not grabable after dropping them 
Idk why it's only her having this happen
Noone else ever experiences it
@brisk harbor do you think it could be a mod like GI causing it? I know GI has had a few issues since V69 since it needs recomped
I know the main one is monitors sometimes will be blacked out and reloading the lobby fixes it
But I imagine other things could also break
I wish we had a mod that added only the Monitor wall tbh
I really like that for the bigger ship
the rest I could live without
and it is one of those mods that it touches so much that when it goes for long periods without maintenence I feel it's not good to keep around
shrug
It looks like Cruiser Improved is causing problems
i still refer to the anecdotal evidence that my friend group has been using cruiserimproved ever since it released and have never had issues with it
I also use Cruiser Additions though
and I'm beginning to wonder if something conflicts
i would assume there is some niche interaction between several different mods leading up to the eventual result of dropping all
Probably especially since no other clients have it happen
it seems kind of unlikely it is one mod in particular, otherwise i feel like it would have popped up earlier, more consistently, for more users
Emergency Dice throws so many errors for clients
that really needs fixed Jesus Christ
@oblique crag I see this just spamming sometimes
I believe Colorful Suit Variety is responsible.
More Suits likes to throw an error sometimes when Unlock All Suits is set to true, she wears one of the suits from that mod
I saw an error from More Suits First, then Terminal Stuff, then Cruiser Improved, then Cruiser Additions
Chain reaction effect as you said.
It starts from More Suits
that would be kind of bizarre but maybe
although i'd say that's not colorful suit variety being responsible
that would be more suits, providing functionality that breaks when too many suits are available
if that is what you think is happening
Yeah no the suits in Colorful Suit Variety are paid so it's a side effect
More Suits only errors if you set the paid suits to be unlocked in it's config
and only for clients
I sent 753 the error, I guess a workaround for now would be for @pure wagon to upload a version of the mod where the suits are free or I suppose if he's cool with it I could do it
It makes some odd sense though cus everyone else in my group that's not been having the chain reaction go off has been wearing a suit from that mod
It's such a niche chain reaction
Did these appear on host or client btw?
client
ok
I also noticed NightOfTheLivingMimic still sometimes throws some errors sometimes but I recall you saying they were harmless
This error, I've seen it in my own logs though not just clients
the ones that it does throw are harmless due to some weird interactions with other mods handling mimics or dead bodies so for the most part they are fine
Ye
Honestly you could probably just try/catch that error or make it be a warning log if it's harmless
That way AsyncLoggers doesn't always collect it's stack trace for example 
yeah true lol
Actually @pure wagon Since our group doesn't use all the suits from your mod I could likely just put the colors that my group uses in my addons mod and just name them after the group members that use said colors
If you're cool with that
Cus I think only Luigi Green and Purple get used
lmao
Actually we found a way simpler solution to this
I could even upload it as a temporary fix mod, it's basically just putting empty versions of the jsons in the config directory to override the values
But for the sake of not uploading an essentially empty mod I'll include this fix in Lunxara's Addons
Actually this could probably be enough to warrant a fix mod lmao
cus there are so many jsons 
Welp @unreal oriole the Apparatus value is still showing up when scanning
since I now know what the experimental build was for lol
Wait actually I hope that's not caused by WeatherRegistry somehow, I know I turned off the setting in Buttery Fixes
Lemme check
Not seeing a config option for that so I doubt it
Anyways
you sure that is the Vanilla Apparatus? custom ones from other moons have to be listed manually
That is Experimentation with Slaughterhouse
I can double check a vanilla Interior lol
try turning on the Verbose logs. AN will print the key for the items it syncs
also FYK @vagrant root
the softlock during Firing is caused by ShipInventory throwing an error on clients only. me and zaggy got a repro yesterday while trying to reproduce your issue with the quit button
Yeah we found it
WarperSan updated it
I thought it was Mel's ship mod cus somehow before Mel's ship mod updated that version of it worked fine a couple times, but just unlucky rng
Here btw
Idk what to look for with the Verbose logging
Luckily Fumo kept his log and caught it when we reprod it yesterday
you've got no apparatus
which makes no sense cus I definitely grabbed one
LOL
for the sake of not worrying about custom interiors I'mma disable all custom ones and see what happens
if there was one, somebody else called the SetScapValue before AN checked if it was synced
therefore AN belives it's already synced and does nothing
Yeah and idk what atm, unless Buttery Fixes is ignoring the setting being disabled
๐คท
@brisk harbor is ButteryFixes ignoring the Apparatus value setting?
Okay double checking WeatherRegistry's changelogs it might be WR
I thought Registry might touch it but then I wasn't seeing a config option anywhere
lol
For some reason the being unable to close out lobbies issue seemed to be linked the Piggy's Variety Mod
Cus we had no issues after pulling it
Btw I hope you get free time again soon to play with us bud ^^
@unreal oriole New additionalnetworking update seems to be causing some issues, the Belt Bag mod is even not working now
Dunno why when I tested Experimental it was fine but the stable branch update seems brokey
it's the same exact zip as experimental
Yeah I'm just as confused
that means AN is not the issue
Yeah I'll try sending a log and maybe you can see if there's an error or something but I'm not seeing any
Meaning the Belt Bag mod just isn't loading due to a run order change or smth
I fixed it
I accidentally turned on Create defaults in ReservedJsonSlots and that was breaking your Belt Bag mod for whatever reason
:)
that's a weird one
could definitely stand to sanity check the received data, but it seems like it shouldn't be possible for that error to happen unless some other than GI is calling that RPC
I think Stream Overlays does doesn't it?
@desert lichen ?
the RPC is within GI, so that would have to be through a dependency on GI if so
Ah
I'm not entirely sure I trust the methods that GI uses to transmit this dictionary over the network, but in theory this shouldn't happen
honestly GI has had some issues relating to it's monitors since V69, sometimes they lock up and don't update for 2 orbits for example
Sometimes they black out and you have to reload the lobby to fix them
Shaosil was supposed to recomp the mod but then went MIA again
Sadly as much as I love GI it's one of those mods that when it goes for long periods of time without Maintenence issues start to crop up from it
cus it touches so much
yeah it is unfortunate
Might be a good idea for shaosil to look for a maintainer while they're away
I think it only makes sense to do that if the mod gets split up tbh
there's only a few things I'd be interested in maintaining from it
I mostly want a seperate mod that has the monitor stuff
the other features in GI I really don't need it's all bloat imo
there's a decent amount in it that's worth having, but a lot of it doesn't really need maintenance
only reason it needs a maintainer is because other things break
That's true, the bug fix stuff could all be it's own seperated mod
wrt monitors, I'm kinda inclined to make an API for monitors, the monitor situation is just kind of a mess rn
there's no source of truth, it's just OpenBodyCams and GeneralImprovements fighting over things
I wouldn't be upset if you decided to redo the monitors in a better way
I love the monitor wall tbh
(with an API on GI's side that is _supposed to reduce that but doesn't seem to do to well in practice)
The API kinda became buggy at some point and never got fixed
Likely when other features got added
if I did that I would make it a thin API that something like GI could interface to in order to change the monitor model and then allow the API to control what is displayed
but GI would need an update then
That's my other main issue with GI, when Shaosil returns he rarely focuses on keeping it stable and fixing issues and always wants to shove new features in it
Which then causes more issues
but I would want such a thing to be compatible with OpenMonitors and anything else that wants to do the same thing
OpenMonitors could really use a fork btw if you'd be interested in that, it's not been updated in a long time lol
yeah
I haven't tried it out so idk what it would need changed
none of this is high on my list though, at least not without good reason to focus on it
pathfinding stuff is unfinished and is much more performance-critical for a lot of different mods (if they choose to use it)
Ye
What
Dw about it now lol
Okie
@unreal oriole is it possible you could implement features similar to Lockdown? Itโs an old mod I hoped youโd take inspiration from.
I like to make the following host-only:
Storing furniture
Moving furniture
Taking furniture out of storage
Purchasing upgrades (cruiser doesnโt count)
https://discord.com/channels/1168655651455639582/1299278275952119808
for 1 to 3.
4 i belive should be in https://discord.com/channels/1168655651455639582/1216655331497873488 and similar mods
@unreal oriole What does this mean?
[Fatal :AdditionalNetworking] Exception syncing inventory of thundershocker(35):
System.ArgumentException: NetworkObjectReference can only be created from spawned NetworkObjects.
at Unity.Netcode.NetworkObjectReference..ctor (Unity.Netcode.NetworkObject networkObject) [0x0001c] in <895801699cfc4b4ab52267f31e2a4998>:IL_001C
at Unity.Netcode.NetworkObjectReference.op_Implicit (Unity.Netcode.NetworkObject networkObject) [0x00000] in <895801699cfc4b4ab52267f31e2a4998>:IL_0000
at AdditionalNetworking.Patches.Inventory.PlayerControllerBPatch.OnLateUpdate (GameNetcodeStuff.PlayerControllerB __instance) [0x00136] in ./src/Patches/Inventory/PlayerControllerBPatch.cs:166
@unreal oriole is the badge fix in your mod compatible/needed with this mod https://thunderstore.io/c/lethal-company/p/Swaggies/BetterEXP/
@unreal oriole Can I disable "sync on use" and "sync on interact" if I also have the mod, AdditionalNetworking?
Also, could you explain what this FATAL log means?
@vagrant root Do you know what this log means?
this means some other mod is doing really weird stuff
in this specific case. whatever mod has the "thundershok" item is creating it on client only and never spawning it
that means only one player can see it and any networking on that object will not work including vanilla calls
if you have AN then yes. but if you have AN then they were already doing nothing.
you mind rephrasing this? I assume you meant that LobbyControl's "sync on use" & "sync on interact" do nothing if you have AdditionalNetworking, so its fine to disable them.
the "sync on ..." patches in LobbyControl only trigger if the item beeing activated is different from the item you're currently holding.
if you have AN that should never happen so you it doesn't matter if you leave them on or disable them
I'll keep them on, then. btw, do you know the best way to get into contact with the person who made the mod, LCBetterClock? I'd like for there to be an option for the clock's visibility to change while dead, as I use the poltergeist mod and it somewhat overlaps.
@unreal oriole Is it possible for you to add a feature to increase the maximum amount of players in lobby? It'd be nice not having to rely on MoreCompany, which causes memory leaks, apparently.
lobby control is a host only mod and increased player count can not be supported without client side changes
Any mods you know of that only increase player count?
well... more company
wasnt aware of the memory leak issue but i also play with all the cosmetic stuff turned off
so maybe that helps
I'm fairly certain More company breaks teleporters for me occasionally so I stopped using it, testing a week without it no problems yet
more company does not break teleporters since we have almost never played without it and it works fine for us
latejoin can break teleporters
Interesting, I get the issue of trying to teleport someone, they get the visual effect on them but it doesn't transport them, I don't use latejoin and I disable to latejoin feature in lobby control, I'm not sure if it's because people leave the game or not while on a moon, which has vanilla issues like leaving a spot on the endgame screen etc
i do know the issue you are talking about yeah
for me it has only ever happened when we use latejoin
also happened back when we used general improvements i think
if anything the memory leak would be due to the more players
Are there alternatives you use? I heavily rely on GeneralImprovements, and since itโs not getting updated, itโd be nice to know what to be using instead
I never thought about that
But why would that happen? Why doesnโt it happen when thereโs only 4 players
it depends on the features you want from general improvements
outside of the bug fixes, i barely used any of its additional features, so i just re-fixed those bugs in buttery fixes
some of the features i did use can be replicated with other mods
i have gi and morecompany and havent had any issues with teleporting
i.e. i use LC_FastStartup to skip the online/lan picker
it was super inconsistent and wasn't usually an issue but it's definitely happened before for us, with just those two mods
disappeared completely after disabling generalimprovements
I just stopped using intro skippers, they do more harm than good
i'm not sure what exactly the deal is but there is some sort of connection
as far as im aware it's just LLL being picky
so if you dont use LLL it's not an issue
iirc the only mod i have that does anything before the main menu scene is LC_FastStartup and i think yesfox? loads the fox from its bundle before the main menu
but come to think of it i've never actually checked how 1a3 implemented that
I think it might have just been a bug with MoreCompany or GI in the past cus I also haven't ran into problems
maybe it got patched at some point but it would've been after we stopped using it
we were still experiencing the issue up until the point i just decided to remove it
i just load it on awake
ah
or gamenetworkmanager start
cuz it needs to be a networked prefab which means i need to load it before entering the lobby
it's not just LLL
BFLAP is also vulnerable to this issue
more company memory leak?
From my experience it doesn't necessarily have a memory leak, but it seems to be stacking the visor post processing or something everytime you do a lobby reload, which leads to super laggy mouse movement after you do about 10 or 11 rejoins even with a fresh lobby.
so you're getting some worse performance every time you reload a lobby
which is only happening with MoreCompany
the weird thing is morecompany doesnt touch the visor at all
Yeah not sure if it's the visor specifically, it's just doing something everytime you reload a lobby
the jittering the visor does made me think it could be stacking that
Unfortunately nothing useful gets logged either
@brisk sierra This wouldn't be cus of the compat you had to add for the cosmetics stuff in the past right? ๐ค Cus talking to 1A3 my only real guess is maybe it could be some interaction with MoreCompany and LethalPerformance
I mean you added the compat to fix the cosmetics menu in game
that makes usage of compression
it's only fix of rendering UI icon
Yeah so
The only real way to isolate what is happening after a lobby reload would likely be through profiling
I just wanted to be sure it's not some odd case of the ui element just never being unloaded or smth
0194b07f-9236-3bed-6dab-556384a8e6e0 My current mod pack if you wanna try and isolate it, it's a lot smaller than my previous ones were lol
I've heard that this happens in vanilla as well actually
haven't been able to reproduce it but I've only tried a couple times, and only in a debug build thus far, I am really curious what is going on with that
#1268919667347427390 message
Is it just stacking that every time you do a Lobby Reload? 
Is there a config option that can be disabled to fix that for now?
IE disabling Snowfall and Blizzard maybe?
Maybe this option
Actually probably this
Btw @unreal oriole I found a potential conflict caused by LandFromOrbit, when playing on Cosmocos the Cosmocos scene was playing when leaving the moon instead of when landing, and I have a feeling it could be due to LandFromOrbit since I don't think anything else could cause such a conflict
I think the solution would be to allow blacklisting Cosmocos most likely
@unreal oriole Confirmed LandFromOrbit, did a test profile
If enabled the cutscene on Cosmocos breaks, disabling it fixes it
what LandFromOrbit does is simply start the ship animator earlier.
i've no idea why Cosmocos clip get's moved to the takeoff.
I think the Cosmocos scene probably triggers from the way the ship lands the vanilla way
and when leaving with LandFromOrbit installed you end up hitting the trigger
But yeah it causes a ton of issues unfortunately, terrain going into the ship on land, a broken clock appearing after landing, clients got desyncs cus it breaks the random generation
So it would be a good idea to add a config to blacklist moons and make Cosmocos be a default
but the takeoff animation is litterally the landing one reversed. so if it was a trigger like you say it would still be hit while landing
No idea, maybe Cosmocos' cutscene is hooking into the Scene Load?
this feels like something we have to ask @thorn ravine how he's done it
Yeah idk
and cosmocos has no dll so it's implemented in scene w/o harmony
I suspect the scene is triggered from the ship landing on the moon at the very beginning before it loads in
Cus LandFromOrbit stops that from happening, which is likely bypassing the scene
there is no ship landing in vanilla. the ship is at 0,0,0 ( not exactly but works as an approximation ) so when a level loads the ship is already on the ground. then as soon as the game finishes loading the animator teleports the ship to the air and starts the movement
