#Lobby Control & Matty's Fixes

1 messages ยท Page 9 of 1

vagrant root
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I'm gonna guess when you fixed skinned mesh renderers the cruiser went brrr

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yeah that fixes the issue, I guess if you want you can just remove the cruiser fixes from the mod

wooden hamlet
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Is this recommended?

candid marlin
unreal oriole
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? ghost ping

desert herald
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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)

violet pewter
desert herald
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theyre all default, i checked

violet pewter
unreal oriole
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showel rotation is a bug

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will be fixed in the next experimental release but for now you can edit it in the itemClipping section

vagrant root
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lol

unreal oriole
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vanilla is 0, i put -90 by error

vagrant root
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โ˜ ๏ธ

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Guessing the 2nd value

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cus stop signs and yield signs have that as 0

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But idk

tacit lynx
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nothing quite like trial and error

wraith pewter
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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

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Stop sign > Shovel
Red is X, Green is Y, and Blue is Z

wraith pewter
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I guess in this case it should be 0,0,-90?

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since Y for the shovel is the Roll

hazy zenith
keen grotto
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is there a way to get the name of items to list them in the sync_ignore_name config

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or is it whatever the in-game label of the item is

unreal oriole
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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 )

fringe lantern
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what does this mean?

wraith pewter
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missing dependency of ASyncLoggers?

fringe lantern
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would it not have auto-installed when i grabbed the mod from thunderstore?

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i do not have asyncloggers

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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

empty nest
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That just seems like a code mistake in regards of checking whether AsyncLoggers is installed or not.

unreal oriole
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that's actually just UDA not caring if an exception is Handled or not

empty nest
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Ah.

unreal oriole
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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

empty nest
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So it's non-issue, gotcha.

unreal oriole
empty nest
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Thought the preloader ones would be the same logic but in different collection.

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If they even existed as other collection at all.

unreal oriole
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nope they have no collection or system to track them

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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

errant furnace
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mod updated, for some reason items are invisible

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it's pretty much the only thing that updated since I last played, other than wesley's interiors

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also this happened..... hmm

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also it refreshes after going out of the facility

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and it also makes all hold anims the 1 handed one

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happens to both host and client, but not consistently

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items on the ground also seem to disappear

solar monolith
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you probably updated CullFactory as well, I'd recommend staying on the prev release until I hotfix that

errant furnace
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oh ...

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goddammit LMAO

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I knew something else updated but I could only remember wesley's and matty's updating

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sorry for assuming btw

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hehe

keen grotto
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what are the downsides to using the Sync on use and Sync on interact settings?

violet pewter
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what was wrong with rubber Duckies?

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oh the rotation ๐Ÿ™‚

unreal oriole
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yeah it was facing away

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i did an oopsie and put a - that should have not been there

slow dagger
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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?

unreal oriole
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i'll have a look at it once i'm back home

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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

slow dagger
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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

dapper nexus
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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

unreal oriole
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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 ๐ŸŽ‰

unreal oriole
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but sincerally i do not plan on updating it unless some major bug happens

unreal oriole
slow dagger
slow dagger
unreal oriole
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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

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and AD has not changed it's foundation for a while too.

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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

next hawk
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hey i had an additional networking fatal error

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[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

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heres host log\

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here is client log

unreal oriole
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here come the first reports. please forward it to the dev of the Scrap that is having issues JustLarm

next hawk
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do you think it is the pickaxe from the jack black mod?

unreal oriole
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oh wait

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XD

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i did not put the item name in the error log

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welp

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uh no it seems the PlayerObject is the one having issues ๐Ÿ‘€?

next hawk
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What does that mean? (Iโ€™m mostly mod illiterate lol)

unreal oriole
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do you have a mod that adds extra players?

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like AI players or smt

next hawk
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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 donโ€™t think that does anything with ai

unreal oriole
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mirage creates masked enemies so it's not that

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does Intern allow you to spawn fake players?

next hawk
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Maybe the SCP flamingos? We had angered them but then one person was respawned so maybe it couldnโ€™t find the player it was angry at?

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Nah itโ€™s not the ai players one just simple respawn of same player

unreal oriole
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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

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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

unreal oriole
# next hawk

from the looks of your logs even vanilla complained about the issue:

[Error : Unity Log] NullReferenceException
Stack trace:
PlayerPhysicsRegion.OnDestroy () (at <d2996142fa1d46369fdcffced906545b>:IL_0033)

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oh wait did it error out when closing a game. or during gameplay?

empty nest
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From what I remember, interns command always manipulates the player associated with the map thingy.

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And after setting it "alive", it teleports somewhere inside the interior.

unreal oriole
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any idea on how a PlayerControllerB could exist on Host only ( not network spawned ) ?

empty nest
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Specifically host? Not client-sided?

unreal oriole
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the logs says it was on the host

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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 )

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tbh not sure if it tried to grab or to drop, AD does not differentiate the two actions

empty nest
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Could a suit cause it?

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I'm not so sure on how they are handled, especially 3d ones.

unreal oriole
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i doubt they create an entirely new player object tbh

empty nest
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They could have copy pasted and made changes on it, no?

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Again, not entirely sure how the replace API handles that.

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My other thought would be like Lethal Internship where you would have NPCs act as players.

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But I don't see that in the logs.

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Oh wait

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Destroy is called right after enemies are cleared?

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Ah no, disconnect, nevermind.

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There's also the not used controllers when you have more slots than current players but those shouldn't be a problem, right?

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Because they still get spawned last I checked.

unreal oriole
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from my days of developing LobbyControl all the inactive players are still network spawned

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that's actually what's limiting the ability to make expandable lobbyes ๐Ÿ˜…

empty nest
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I would imagine making the size dynamic would be a headache, lol.

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But this "JustLarm" is a player, no?
So I would imagine this "JustLarm(81)" be a clone of it for something else?

unreal oriole
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yeah Error pritns __intance.playerusername(__instance.NetworkObjectID)

next hawk
unreal oriole
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if it is during closing it's just Unity beeing weird with the deactivation order

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ignorable issue

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if it was during gameplay instead it's an issue that need to be inspected more

next hawk
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Ok I will keep an eye out next time we play

unreal oriole
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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 ๐Ÿ˜…

wise solar
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@unreal oriole

unreal oriole
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๐Ÿค”

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for Lunxara they work perfectly fine for example

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can you send logs maybe?

wise solar
unreal oriole
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not for now

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i want to see what the normal logs are as they should be plenty

wise solar
vagrant root
wise solar
vagrant root
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Yeah idk that doesn't repro for me

wise solar
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Even in the end when I just move them, they go back to the locked cordinates

unreal oriole
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oh you only have Info logs

vagrant root
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I suspect some other mod is creating a conflict, you don't have relocation enabled for anything in Pipe removal right?

vagrant root
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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

wise solar
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I don't think I made it change the position of anything but im gonna disable the mod then try without it

unreal oriole
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can you make the same test with All the log levels enabled? i need to see the Debugs ecc

wise solar
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Sorry

unreal oriole
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should be under BepInEx

wise solar
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Enable all of them>?

unreal oriole
wise solar
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Ah

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Alr ty

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That's the new one, right?

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I think so

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Also @vagrant root LethalPipeRemoval wasn't the issue

unreal oriole
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๐Ÿค”

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doesn't seem so

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you only have Info or higher in it

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maybe send the .sqlite then :/ you probably are using some other overrides somewhere

unreal oriole
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same folder where you got the logs

wise solar
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Ah alr

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Oh lord, 60mb

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It's sending

unreal oriole
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hahaha yeah it appends all the previous executions

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you can delete it and run the game again and it will be smaller

wise solar
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Oh so I should stop sending this one N send a new one after redoing the steps?

unreal oriole
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up to you. if wou want a smaller one you can do that

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i'll still look at the last run anyways

wise solar
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Ah

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If it's not gonna help you then there's not a point ig, it's almost done sending anyways

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Almost there

unreal oriole
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41 runs logged yep

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Furniture lock is indeed moving them into place

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you have some other mod that moves them back somehow

wise solar
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Which mod tho

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PipeRemoval aint it

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Im gonna go through them one by one I guess

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Sorry for wasting your time

unreal oriole
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i'm sorry i'm not able to helf you

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sadly whatever other mod is doing it it's not putting anything in the logs

wise solar
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Ty for trying<3

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Omg I think it's general improvements

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God damn it

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Is it really this option??

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Bruh

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I'm gonna cry if that's it

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@unreal oriole Omg it was, I am so sorry

unreal oriole
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no problem. gald you found the issue

tribal sapphire
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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'.

slow dagger
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do you have a log

tribal sapphire
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Gimme a sec. Steam Deck modding is complicated for that sort of thing...

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Well now I can't do it because buddy keeps loading into vanilla while hitting 'start modded'.

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Wait why am I in this channel?

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Moved it to #help-and-troubleshooting because it wasn't supposed to go here.

elder verge
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Metal sheets are unscannable with item clipping fixes enabled.

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If you scan them while they're falling, the node shows up briefly but disappears as soon as the sheet hits the ground.

violet pewter
vagrant root
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GoodItemScan I know works fine with scanning it and I know GI's scanner fix does as well

violet pewter
vagrant root
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Still idk if this is inherently Matty's fault

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Since the rotations are vanilla

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It's more of a blame Zeekerss moment

elder verge
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I don't use scanner mods, and this only occurs if I turn on MattyFixes's item clipping option.

vagrant root
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Ah well I would suggest GoodItemScan but also Vakknar's suggestion of flipping it also seems to work

violet pewter
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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

elder verge
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I did fix it by adding a 0.03 offset for Metal sheets but I figured I would report it here.

vagrant root
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The metal sheets I swear have always been like that rotation wise

elder verge
vagrant root
elder verge
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I tried to, there was still a slight delay.

vagrant root
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If you set it to 48 you shouldn't feel a difference

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I personally adjusted to the default wait multiplier though since it's an optimization feature iirc

unreal oriole
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@vagrant root #1295871652168466432 message
any logs about this? w/o logs i can only guess what's happening

vagrant root
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the new stable build doesn't let people join

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it tells them ship has already landed

unreal oriole
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โš ๏ธWARNINGโš ๏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

vagrant root
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They also get no errors in the logs lol

desert lichen
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F

vagrant root
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Cus it was working fine

vague talon
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arent you on holiday matty

unreal oriole
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well if this was the only issue it's an easy fix ๐Ÿ˜…

vagrant root
unreal oriole
vague talon
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workaholic

unreal oriole
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Hobbyst, please

unreal oriole
# vagrant root

in this logs only Joker joined late and it was when the ship was still in orbit ๐Ÿค”

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v2.4.7 out on both Experimental and Stable

hopefully the wrong negation was the only mistake ๐Ÿ˜…

vagrant root
unreal oriole
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reee i keep forgetting the numeration of Experimental ๐Ÿ˜ญ

chrome ingot
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Was about to report the same thing lol

vagrant root
wispy widget
vagrant root
vagrant root
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@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

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The 2 recent versions are very buggy

vagrant root
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Most people don't use auto join anyways and I think trying to fix the landing stuff is just a very niche fix

vagrant root
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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

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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

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If you don't want the problem then just don't use auto lobby

vagrant root
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@unreal oriole does 4.8.0 fix any of these problems? notlikethis

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Idk what got changed

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Btw something I forgot to mention

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with 2.4.7 players were seeing each other as unknown a lot

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So it somehow was breaking your AdditionalNetworking fix

unreal oriole
unreal oriole
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there is no code change about names or anything else

vagrant root
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And then the unknown issue was also rampant

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Odd

unreal oriole
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as always the unknown issue is them not beeing friends with the other players in the lobby

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that cannot be fixed if not on steam side

vagrant root
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Got you

unreal oriole
chrome ingot
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Your work is greatly appreciated and I never play without your mods

edgy canopy
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and then they got called bad

karmic vector
vague talon
edgy canopy
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honestly sometimes its good to do stuff for yourself for a bit

native mauve
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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

balmy gull
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new error

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"[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)"

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(also same goes for above for me. I enjoy your mods a lot <3)

violet pewter
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Put me in the "thanks Matty" boat ๐Ÿšข great mods!

vague talon
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boat too small to fit everyone, upgraded to a cruiser

kindred cove
marble charm
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my friend group recently switched to using this over late company and weve had literally no issues. we love u matty :)

marsh nexus
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I've been experiencing a visual bug with Matty's Fixes

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Dunno why, but our "Albert" learned to levitate :P

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Other than that, the mod works flawlessly. 10/10, a must have for me

surreal vortex
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same issue on my end a fix would be greatly appreciated

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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.

unreal oriole
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now that's smooth

analog eagle
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what am i supposed to look at here imhuhimwuh

unreal oriole
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the radar booster was floating before

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now it's as flat as it can get

vague talon
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Flat is justice

fathom wraith
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no longer experimental yoiled

unreal oriole
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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 ๐Ÿ˜„

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i hope you guys will keep having fun with my mods and report issues when they come up. ๐Ÿ˜ƒ

vague talon
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alright guys he acknowledged it, you can be rude now (/j)

unreal oriole
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it's one click ๐Ÿ˜ˆ

vague talon
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its okay, you click that button so much anyway i've lost track of which mods i should use ๐Ÿ˜‚

unreal oriole
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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

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๐Ÿ™ƒ .

vague talon
scarlet crow
unreal oriole
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i need some suggestions ๐Ÿ˜…

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before:

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after:

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it's such a simple mod i'm not even sure how to call it and how to describe it ๐Ÿ˜…

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ik @vagrant root is going to love it

vagrant root
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๐Ÿ˜†

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But yeah it looks better but I still hate that popup

unreal oriole
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no. look closer ๐Ÿ˜„ what's happening in behind

vagrant root
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Oh

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the ship no longer starts landed

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Hoorah

unreal oriole
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ship is already floating during the moon loading

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mod is already done. i just need to get Name, description and icon ๐Ÿ˜ญ

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why is that always the harderst part

unreal oriole
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rn i called it OrbitPatches

brisk harbor
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there's a couple things that do distance checks to elevatorTransform (the "HangarShip" GameObject) that might act funky

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like beehives set their price based on their distance to that transform when they spawn

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im not sure if that happens before or after the animation starts tho

slow dagger
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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?

brisk harbor
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did you try using the lobby open command in terminal

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out of curiosity

slow dagger
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i didn't cus i thought it was supposed to be open when the save was loaded

unreal oriole
brisk harbor
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ah

slow dagger
unreal oriole
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i forgot to reset a variable on rehost, so if you disconnected while landed it would tell all clients you were still landed

slow dagger
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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

unreal oriole
brisk harbor
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i see

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defo possible

unreal oriole
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yeah the hive get's spawned by the bees, not the opposite

brisk harbor
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was just making sure it wouldnt get lost in the sauce

unreal oriole
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and bees spawn during the first spawn cycle

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but good idea to check. i did not think about that

brisk harbor
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i know the kidnapper fox checks for ship pos

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well, the vain shrouds, at least

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but that has been broken in vanilla for a while and the patch i contributed to yesfox uses a hardcoded coordinate

unreal oriole
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that zeekers deleted from the code XD

brisk harbor
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so that should be ok

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i think a couple lists get sorted by distance to the ship though, which could maybe cause trouble

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im trying to look closer at it but i might be worried about nothing

unreal oriole
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uh? quite sure most of sorting is done by distance from origin not the ship

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and ship is not even at the origin either ๐Ÿคฃ

brisk harbor
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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>();
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but it's only used by the vain shrouds

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so it's still not an issue

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๐Ÿ™ƒ

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sorry i think i am just running you in circles

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i think everything else checks after the animation starts so it should be ok

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nice to see someone finally address the issue

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the lighting always irked me a bit

unreal oriole
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it's been bothering me since the mods that let you go to the catwalk while in orbit appeared

brisk harbor
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yee

tacit lynx
#

Canโ€™t wait for someone to come in here asking about YesFox compat

tacit lynx
#

O

#

Missed that

unreal oriole
#

idk how but my icons are getting worse each time ๐Ÿ˜…

vague talon
#

Howd you make it start from the top btw?

vagrant root
unreal oriole
#

basically i trigger the animation and set the speed to 0

vague talon
#

Huh, when do u trigger the animation?

unreal oriole
#

on scene load. when vanilla hides the moon prefabs

vague talon
#

Icic

ashen dove
#

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!

vagrant root
#

Stable and Experimental are now identical

chrome ingot
ashen dove
chrome ingot
#

Last night I died more times to the AC Unit killing myself by doing something stupid than anything else

unreal oriole
#

so normally if they are deprecated is because they have litterally the same zip as the stable version

tacit lynx
#

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

half elm
unreal oriole
#

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

still stirrup
#

so it should work ๐Ÿค”

unreal oriole
#

that error message is not mine either

half elm
#

I'll check something else now
Maybe I shouldn't have panicked

#

I apologize, the translator immediately picked up :ั

still stirrup
#

but yeah LI codes just do LobbySlot.JoinLobbyAfterVerifying which is the exact same as what vanilla does when joining via the lobby list

half elm
#

Everything works great

#

Auto-opening the lobby helped

unreal oriole
#

yeah i have a custom check to prevent connections if the steam lobby is closed, but i send "Lobby has been closed!"

half elm
#

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

unreal oriole
#

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

unreal oriole
half elm
#

This is written if there is LI and when the lobby does not turn on open after entering orbit

#

And it doesnโ€™t matter - Friends-Online mode or Public

unreal oriole
#

yeah a closed lobby is litterally not accessible. that's the point

half elm
#

And one more thing

still stirrup
#

Like I said LI doesn't touch late joining or close the steam lobby etc

half elm
#

This is when you try to join using ID from LI

unreal oriole
#

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 ๐Ÿค”

still stirrup
unreal oriole
#

probably you would get the vanilla ship has already landed message

still stirrup
#

just tested it myself

brisk sierra
#
[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)
unreal oriole
brisk sierra
#

dev mode

half elm
#

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

static breach
#

does anyone know why doing "lobby clear" deletes the orange suit from the rack

brisk harbor
#

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

static breach
#

but the orange suit is gone until you reload the lobby

cold sail
#

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?

unreal oriole
#

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

cold sail
cold sail
unreal oriole
#

to be precise a search returns 48380 potential issues

#

i'm sorry but i'm not going to look trough all of them ๐Ÿ˜…

cold sail
# cold sail Hey <@402567749479432195> i've been having some issues with disconnects from my...

(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

unreal oriole
#

that's a caught exception

cold sail
unreal oriole
#

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

cold sail
#

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.

unreal oriole
#

[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

cold sail
# unreal oriole i'll gladly investigate if that turns out to be the case

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.

unreal oriole
#

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

cold sail
scarlet crow
faint vine
#

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.

cold sail
faint vine
# cold sail Ah, so it (the interior) not existing is intentional for now? But yeah everyone ...

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.

unkempt fox
#

@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 wasnโ€™t able to teleport myself. Iโ€™ve yet to re-create the teleporting issue, so I canโ€™t provide info on whatโ€™s causing it.

unreal oriole
#

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

vague talon
#

i think i've seen the invisible issue happen with people all with the same mods but i could be wrong

unkempt fox
#

It happened to the people playing with me. It happened when we were in orbit and routed to the company building

#

Also, itโ€™d be nice to have a command to resync the lobby while in orbit.

#

itโ€™d force all players to spawn as if they joined the lobby

unreal oriole
#

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

unkempt fox
#

So, thereโ€™s no way to have all players leave a lobby, then rejoin it?

#

would it be helpful?

unreal oriole
#

you can easily kick all players out of a lobby but they will have to manually click to rejoin

unkempt fox
#

Got it

unreal oriole
#

@vague talon who was that made the BetterLobby mod? they probably have more experience on how to make clients join lobbies

vague talon
#

uhh ryoo made better lobby i think?

#

ill check rq

#

ye it was ryoo

#

@noble scarab hai

unkempt fox
#

Thatโ€™d be nice to combine LobbyImprovements, BetterLobby, and LobbyControl into one mod

noble scarab
#

I can probably make an auto rejoin prototype later in the day DinoGuraShrug

#

@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

unreal oriole
#

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 ๐Ÿ˜…

#

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

zinc quiver
#

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

jaunty mural
#

Just wondering is this supposed to happen? Like a just 1 in a million due to matty's fixes item rotation thing?

brisk harbor
#

stuff can spawn there in vanilla

jaunty mural
fringe lantern
#

what is different about v2.4.10? thunderstore says there is an update but .10 isnt listed on any available changelogs

violet pewter
still stirrup
#

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

nimble gulch
#

You don't need Boombox_Sync_Fix if you're already using AdditionalNetworking, right?

unreal oriole
#

AN will indeed sync the current track between users but it will do it differently than Boombox_Sync_Fix

nimble gulch
#

But the end result is the same? Everyone will hear same music?

digital plaza
#

you know

#

i've had this mod for months without realizing mattys pfp is an orange

chrome ingot
wintry token
#

Is there a way to set it?

#

Left = Vanilla Shotgun
Right = Buyable Shotgun

unreal oriole
#

you'' have to find how it is named internally

#

and then find it in the config

wintry token
unreal oriole
#

or that they named it exactly the same as somebody else

wintry token
#

hmm, I see

#

Thanks!

unreal oriole
#

3rd case is if they did use neither LethalLib nor LethalLevelLoader then it might be categorized as Unknown

wintry token
#

I'll test by setting up the Vanilla/Shotgun to 0,0,0

unreal oriole
#

it being listed as a dependency does not necessarily mean they used it to make custom items sadly ๐Ÿ˜ญ

vagrant root
#

So same situation here most likely

unreal oriole
#

are you using Experimental? that should have a better detection than stable

vagrant root
#

I can check if it allows it now

solar monolith
#

seems odd if a buyable shotgun isn't using the same prefab/Item instance as the vanilla one (with values modified as necessary)

vagrant root
#

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

wintry token
vagrant root
#

Yeah gonna test that too

vagrant root
vagrant root
#

Noice

wintry token
vagrant root
# wintry token yay

Yeah if you're using both of those I definitely recommend BuyableShotgun+ then and see if it works

vagrant root
#

on the Terminal?

#

Now I'm curious

#

XD

wintry token
#

but thanks anyway

wintry token
vagrant root
#

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

wintry token
vagrant root
#

in TerminalStuff

#

Ah

wintry token
#

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

vagrant root
vagrant root
#

hoorah

wintry token
lilac crane
#

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

unkempt fox
#

@unreal oriole Could you explain what your "LandFromOrbit" mod does? I don't notice anything different.

tacit lynx
unkempt fox
# tacit lynx

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

tacit lynx
#

It's for use with mods that let you open the ship doors in orbit and mostly cosmetic

tacit lynx
#

"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

unkempt fox
tacit lynx
#

No, I don't sorry

tepid comet
violet pewter
# tacit lynx

@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?

half elm
# violet pewter <@216002021881413632> I think I'm pretty dense so I don't know what the differen...

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)

violet pewter
tepid comet
#

Walk outside, and then plummet to death the moment the host finally moves the ground away...

wispy widget
#

Oh my god

#

I disabled every setting relating to the cupboard fix, but it's still affecting my stuff

#

Why?

unreal oriole
#

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..

wispy widget
#

I'm using GenImprov + SmartItemSaving

#

I'll see what I can do, but only now did I notice these glitches manifesting /w your mod

nimble gulch
#

What needs to be disabled in MattyFixes/LobbyControl if used with SmartItemSaving?

half elm
#

Well, I saved with the Lobby Save command

#

And things on the ship were missing, except for the ShupInventory inside

lilac crane
nimble gulch
#

Below ship? There's only one for furniture.

lilac crane
#

the FixItemsFalling

wispy widget
#

Still does it despite having everything related to item clippings/rotation stuff disabled...

wispy widget
ashen dove
vagrant root
wispy widget
#

Matty was still fucking the cupboard

#

Lmao

vagrant root
#

Matty's fixes handle the cupboard stuff properly, I would avoid using the implementations from GI and SIS tbh

nimble gulch
#

#1211989201793449994 message

wispy widget
#

I only use Mattyโ€™s Fixes for the better lightning particles, and use GI and SIS for everything else

#

So

#

Idk why itโ€™d be fixing the cupboard stuff regardless when I disabled everything relating to it

vagrant root
#

I don't recommend doing that

#

GI and SIS's patches just make the items float

#

rather than fix

wispy widget
nimble gulch
#

Matty himself said to use SIS. I linked the message.

wispy widget
#

I donโ€™t have GIโ€™s on at the same time as SISโ€™ fyi

wispy widget
#

I use SISโ€™ cupboard fix, and nothing else

vagrant root
#

But you don't even need SIS for that

#

SmartItemSaving will still have it ofc

#

But I never needed it's other stuff

wispy widget
#

Strangely, it doesnโ€™t 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

vagrant root
#

Yeah I think that's just an issue that can't be resolved, it only happens on save reload so it's minor

wispy widget
#

Zeek spaghetti code strikes again

vagrant root
#

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

wispy widget
#

Well, I donโ€™t use GI for saving item rotations and such, soo

vagrant root
#

Yeah I mostly just use it for the monitors

#

almost everything else is turned off

wispy widget
#

The horrendous amount of bugs in base game would like to have a word

vagrant root
#

It's Early Access for a reason

wispy widget
#

Doesnโ€™t excuse the state itโ€™s in lol

#

Itโ€™s hardly enjoyable without mods fixing his bugs for you

#

At least to me it is

elder verge
#

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.

slow dagger
#

I don't think open source is good for any multiplayer game

elder verge
#

Probably not for public games

#

but then again public games in lethal tend to be kinda trashy anyway so

#

ยฏ_(ใƒ„)_/ยฏ

slow dagger
#

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

elder verge
#

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.

tepid comet
#

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

twilit gate
#

can latecompany can be used with lobbycontrol?

#

some players keep being invisible so i want to try the latecompany if both mods are compatible

slow dagger
#

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

twilit gate
unreal oriole
#

invisible players are an issue in 2 cases:

  1. the host is not a steam friend of the clients
  2. 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

unreal oriole
twilit gate
#

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

brisk harbor
#

@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

#

๐Ÿ™‚

brisk harbor
#

no rush, it's a pretty minor visual issue, but would certainly love to see it fixed. :)

zinc quiver
#

I thought it was a feature

static breach
#

if its a feature it prolly shouldnt be in a networking mod

#

feels like an easy to make oversight imo

brisk harbor
#

if it being a feature is desirable, i'd still like for it to be a config setting, at least

jaunty mural
#

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 ๐Ÿ’€

unreal oriole
unreal oriole
#

AN syncs only once during the object spawn. if another mod touches the value it's their job to sync the change to everyone

unreal oriole
brisk harbor
#

that's ok

#

thank you though!

#

i look forward to it

near lantern
plush hemlock
tepid comet
#

Disable that feature on either one of them, it's wonky when you have both

plush hemlock
lilac crane
plush hemlock
lilac crane
#

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

plush hemlock
lilac crane
#

so having both on will cause issues

hushed kayak
lilac crane
hushed kayak
brisk harbor
#

just wanted to follow up and see if there was an update on this

unreal oriole
#

not atm. i'm busy with work and uni exams.

#

all the help i'm giving to Zaggy is in VC ๐Ÿ˜…

brisk harbor
#

i see, that's ok!

unreal oriole
vagrant root
#

Why does it even need to be experimental? ๐Ÿค”

#

Can test it later though if it shows up lol

vagrant root
#

@unreal oriole No problems

#

It seems to work just fine

vagrant root
#

@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

next ledge
#

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

vagrant root
next ledge
#

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

brisk harbor
#

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

next ledge
#

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?

brisk harbor
#

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

next ledge
#

I guess so

#

I do sometimes have to attempt to put stuff down multiple times so if that's related maybe ๐Ÿค”

analog eagle
#

Drop all items never worked for me its just making everything not grabable after dropping them agony

vagrant root
#

Noone else ever experiences it

vagrant root
#

@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

brisk harbor
#

i do not know

#

have not touched GI since like

#

v56 or v60

vagrant root
#

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

vagrant root
#

Found it in her SQLite

brisk harbor
#

shrug

vagrant root
#

It looks like Cruiser Improved is causing problems

brisk harbor
#

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

vagrant root
#

I also use Cruiser Additions though

#

and I'm beginning to wonder if something conflicts

brisk harbor
#

i would assume there is some niche interaction between several different mods leading up to the eventual result of dropping all

vagrant root
#

Probably especially since no other clients have it happen

brisk harbor
#

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

vagrant root
#

Emergency Dice throws so many errors for clients

#

that really needs fixed Jesus Christ

vagrant root
#

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

brisk harbor
#

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

vagrant root
#

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

oblique crag
vagrant root
oblique crag
#

ok

vagrant root
#

I also noticed NightOfTheLivingMimic still sometimes throws some errors sometimes but I recall you saying they were harmless

oblique crag
#

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

vagrant root
#

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 peepoGiggles

oblique crag
#

yeah true lol

vagrant root
#

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

vagrant root
#

Actually this could probably be enough to warrant a fix mod lmao hidethepain cus there are so many jsons KEKW

vagrant root
#

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

unreal oriole
#

you sure that is the Vanilla Apparatus? custom ones from other moons have to be listed manually

vagrant root
#

I can double check a vanilla Interior lol

unreal oriole
#

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

vagrant root
#

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

unreal oriole
#

you've got no apparatus

vagrant root
#

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

unreal oriole
#

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

vagrant root
#

Yeah and idk what atm, unless Buttery Fixes is ignoring the setting being disabled

unreal oriole
#

๐Ÿคท

vagrant root
#

@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

vagrant root
#

Cus we had no issues after pulling it

vagrant root
vagrant root
#

@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

unreal oriole
#

it's the same exact zip as experimental

vagrant root
#

Yeah I'm just as confused

unreal oriole
#

that means AN is not the issue

vagrant root
#

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

next ledge
#

Sent here because sqlite is too big for lunxara's discord

vagrant root
#

Guess I'm yoinking it

next ledge
#

:)

solar monolith
#

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

vagrant root
#

@desert lichen ?

solar monolith
#

the RPC is within GI, so that would have to be through a dependency on GI if so

vagrant root
#

Ah

solar monolith
#

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

vagrant root
#

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

solar monolith
#

yeah it is unfortunate

slow dagger
#

Might be a good idea for shaosil to look for a maintainer while they're away

solar monolith
#

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

vagrant root
#

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

solar monolith
#

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

vagrant root
#

That's true, the bug fix stuff could all be it's own seperated mod

solar monolith
#

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

vagrant root
#

I wouldn't be upset if you decided to redo the monitors in a better way

#

I love the monitor wall tbh

solar monolith
#

(with an API on GI's side that is _supposed to reduce that but doesn't seem to do to well in practice)

vagrant root
#

The API kinda became buggy at some point and never got fixed

#

Likely when other features got added

solar monolith
#

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

vagrant root
#

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

solar monolith
#

but I would want such a thing to be compatible with OpenMonitors and anything else that wants to do the same thing

vagrant root
#

OpenMonitors could really use a fork btw if you'd be interested in that, it's not been updated in a long time lol

solar monolith
#

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)

vagrant root
#

Ye

desert lichen
vagrant root
desert lichen
unkempt fox
#

@unreal oriole is it possible you could implement features similar to Lockdown? Itโ€™s an old mod I hoped youโ€™d take inspiration from.

I like to make the following host-only:

Storing furniture
Moving furniture
Taking furniture out of storage
Purchasing upgrades (cruiser doesnโ€™t count)

unreal oriole
unkempt fox
#

@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

plush hemlock
unkempt fox
#

@unreal oriole Can I disable "sync on use" and "sync on interact" if I also have the mod, AdditionalNetworking?

unkempt fox
unkempt fox
unreal oriole
#

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

unreal oriole
unkempt fox
unreal oriole
#

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

unkempt fox
#

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.

unkempt fox
#

@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.

brisk harbor
#

lobby control is a host only mod and increased player count can not be supported without client side changes

unkempt fox
brisk harbor
#

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

violet pewter
#

I'm fairly certain More company breaks teleporters for me occasionally so I stopped using it, testing a week without it no problems yet

brisk harbor
#

more company does not break teleporters since we have almost never played without it and it works fine for us

#

latejoin can break teleporters

violet pewter
#

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

brisk harbor
#

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

still stirrup
unkempt fox
unkempt fox
#

But why would that happen? Why doesnโ€™t it happen when thereโ€™s only 4 players

brisk harbor
#

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

still stirrup
#

i have gi and morecompany and havent had any issues with teleporting

brisk harbor
#

i.e. i use LC_FastStartup to skip the online/lan picker

brisk harbor
#

disappeared completely after disabling generalimprovements

vagrant root
brisk harbor
#

i'm not sure what exactly the deal is but there is some sort of connection

brisk harbor
#

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

vagrant root
brisk harbor
#

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

brisk harbor
#

ah

still stirrup
#

or gamenetworkmanager start

#

cuz it needs to be a networked prefab which means i need to load it before entering the lobby

brisk sierra
#

BFLAP is also vulnerable to this issue

vagrant root
# brisk sierra 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

still stirrup
vagrant root
#

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? ๐Ÿค” Cus talking to 1A3 my only real guess is maybe it could be some interaction with MoreCompany and LethalPerformance

brisk sierra
#

I didn't add any compact with more company

#

only more suits

vagrant root
#

I mean you added the compat to fix the cosmetics menu in game

brisk sierra
#

that makes usage of compression

brisk sierra
vagrant root
#

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

vagrant root
solar monolith
#

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

brisk sierra
#

#1268919667347427390 message

vagrant root
vagrant root
#

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

vagrant root
#

@unreal oriole Confirmed LandFromOrbit, did a test profile

#

If enabled the cutscene on Cosmocos breaks, disabling it fixes it

unreal oriole
#

what LandFromOrbit does is simply start the ship animator earlier.
i've no idea why Cosmocos clip get's moved to the takeoff.

vagrant root
#

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

unreal oriole
#

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

vagrant root
#

No idea, maybe Cosmocos' cutscene is hooking into the Scene Load?

unreal oriole
#

this feels like something we have to ask @thorn ravine how he's done it

unreal oriole
#

i'm not skipping anything there

#

i'm adding code at the end of the method

vagrant root
#

Yeah idk

unreal oriole
#

and cosmocos has no dll so it's implemented in scene w/o harmony

vagrant root
#

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

unreal oriole
#

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

vagrant root
#

with LandFromOrbit shit like this happens