#Lethal Fixes
1123 messages · Page 2 of 2 (latest)
no clue why that'd be the case
cuz it should be the same as every other moon
vanilla issue
yeah ik
ah, I read that as you thinking I was reporting an issue with Lethal Fixes
what happened on 1.2.3 
looking at GIT it was just a rename of the assmebly+GUID
LethalFixes.dll > uk.1a3.lethalfixes.dll
oh ok ty
Corrected the public beta outdated version check
v1.2.4
- Fixed compatibility with the ProtectConductiveItems mod
v1.2.5
- Fixed the terminal scan command including dead bodies in the scrap counts
butteryfixes might patch this already
well im not totally sure
i did have to change some flashlight behaviors, but i had to take a few shortcuts for clients because it was causing other bugs. so there is a possibility it's fixed but also a possibility it's not
Probably, I also know FlashlightToggle used to cause a bug where people could have a flashlight without actually holding one but nowadays you can use GI to setup a binding for that or use ReservedFlashlightSlot and both don't cause that
I started using GI for it on my end cus I completely swapped to ReservedJsonSlots
I think it happens every time an enemy spawn
Maybe it's because of the recent PathfindingLagFix mod update?
lol no worries
i did see the message earlier on but i was tryna concentrate on getting something working for one of my other mods
Any updates on this? @lost dawn
ngl i completely forgot 🤣
just for what it's worth
i used all my brain cells before i went to sleep lmao
i have never gotten this issue before
and ive used several of the pathfindinglagfix betas as well as the most recent version
so it would be a conflict with something else
either spawnPosition is somehow null or one of the spawnDenialPoints is https://i.1a3.uk/1738627976.png
could you give this a try and let me know whether it fixes it
(whenever you get a chance ofc)
Did a quick test and the error doesn't seem to be happening anymore
Will push out an update with it shortly, no clue what mod is causing it tho
I just noticed i never pushed it 
v1.2.6
- Fixed NullReferenceException if the moon has a null spawn denial point.
Full Changelog: https://github.com/1A3Dev/LC-LethalFixes/compare/v1.2.5...v1.2.6
which configs are the right one to have? both lethalfixes and lobbyimprovements have 2 configs and whenever i delete one of them it keeps coming back
uk.1a3.
ite
make sure you dont have the old dll as well
cuz u should only have the uk.1a3. dll
you'll likely have the same issue with bettervehiclecontrols as well since i just pushed an update to that and the rest of my mods that werent updated to the uk.1a3. guid yet
so once BVC gets updated i'll have to delete the old config too
yeah
alr
tbf it probably would've made more sense for me to just override the config to the original name for them all
but its a bit late for that now 
plus that wouldnt fix keybinds being reset anyway so 
oh is it gonna reset inpututils too
yeah
dang
i think thats done on guid anyway
the change was done months ago but i havent pushed any updates to most of the mods for ages so decided to just update them all at once before i forgot again 
I'll re-build this in the morning to fix the GetRandomNavMeshPositionInBoxPredictable exception 👌
v1.2.7
- Fixed exception in v70
Full Changelog: https://github.com/1A3Dev/LC-LethalFixes/compare/v1.2.6...v1.2.7
v1.2.9
- Fixed the hygrodere getting stuck at the entrance when all players exit.
Full Changelog: https://github.com/1A3Dev/LC-LethalFixes/compare/v1.2.8...v1.2.9
it never worked in the first place
1a3 properly did it
i just checked
thx
The Inverse teleport safety works? Or is a mod incompatibility?
Do you have it enabled in the config?
yes
it turns out that the config option does nothing 🤣
which makes sense since it was added to base-game
when you inverse teleport it doesn't activate for 1 second... which isn't very long
Ah, so I was just too slow to react. 
im guessing its either meant to be 1.2s or 2.2s
v1.3.0
- Fixed player detection spike trap inverse teleport safety period lasting for 0.2s instead of 1.2s.
Full Changelog: https://github.com/1A3Dev/LC-LethalFixes/compare/v1.2.9...v1.3.0
the entrance safety period is 1.2s so it logically makes sense that it was meant to be 1.2s for the inverse too
I would guess you also removed the config option since you said it wasn’t actually doing anything lol
yeah
Neat
thats one of those things i dont get why anyone would choose to turn off anyways
well it was a config option since it was more of a feature than a fix
contrarily i think it makes more sense that zeekerss was trying to add 1 extra second of invuln
maybe idk
it should either be +1 or nothing
he would have had no reason to place a number if he wanted the same cooldown
and if he subtracted 1.2, i could see the argument that he wanted it to be the same (and just forgot that spikerooftrap.update already does the counter)
but with him subtracting a number of a different value i really do believe he was trying to offset it
inverse teleporting is more disorienting than using an entrance door so i think him adding an additional second to the grace period makes sense
maybe
anyways i guess you've already pushed the update and doing a hotfix for this is maybe a little silly
but my personal interpretation is that a 2.2s cooldown would be more in line with "the intent" of vanilla
i think zeekerss just used the opposite arithmetic by mistake
probably
@lost dawn 019d4af7-e223-34ce-e06d-af413850a7a3
LethalFixes flatlines Daytime and Outdoor spawns, leading to no entity from either category to appear
You can see this most clearly on eclipsed Embrion, where no dormant/awake old brids will appear
@prisma shale any update on v80 on nuget?
I made some progress on Haze over the last couple of days (the credential service that would let me use steamkit)
I could try to make a package locally and upload manually but euuuurghh
since steamcmd doesn't even work locally now I think it would be a pita
ahh
just pushed v1.3.2 which is manually built on v80... should fix the issue 
Yeah noticed this earlier
at all or only with LethalFixes?
ohh i see... in v80 zeek moved DetectVoiceChatAmplitude to before the icon is enabled/disabled
Yeah I was told it worked with Push To Talk but it wasn't working otherwise
So it was specifically the LethalFixes implementation that was not working lol
yeah i see