#Code Rebirth [V§O∆X∆O§]
1 messages · Page 5 of 1
i fixed it but you'll have to wait for xu to wake up to push the update lol
Ayyy, wait why don't you just have permission to push updates for her as well? You're dating lol
Bruh CodeRebirth doesn't have github actions set up for uploading the mod to thunderstore?
actually, there shouldn't be a problem anyways since thunderstore teams can have multiple people 🤔
github actions are too smart for me :3
I just followed Xilo's instructions, and they helped me understand the whole thing :3
I could probably open a PR adding github actions stuff, though actually since it's not a public repo, github actions isn't 100% free
so dunno 🤔
(Xilo's instructions being the ones on Xilo's Content Warning Templates)
be silly ig :3
Not much, just instantiating like a few gameobjects
Worked for me when I was testing so idk what went wrong lol
Yeah it's almost like the girl that offered to do it never did it
bruh just because I haven't done it yet doesn't mean I will never do it :3c
Meh, it wasn't causing problems so I won't do it now
Bongo said they already fixed it for you
You just have to upload it
Lol
I can be lazy smh, you don't need trails that badly :p
Eh you'll see em today or tmrw, I'll be hanging out with the person who made the pr for now
Also didn't realise I cant do a constructor for monobehaviours, asked like 4 people and got no answers before
idk but I think it can cause MoreCompany to be broken
because of you throwing the exception
Hmmm
That might explain why Matty got stuck trying to load into my lobby at the start of Stream yesterday
Rebooting the game fixed it
But first time he tried to join he got stuck loading while his body joined in Shadow Realmed
Sounds like he needs to stop playing duel monsters
I'll look into it, I really can't update rn, it's 6am
Stack trace:
CodeRebirth.Util.PlayerManager.CodeRebirthPlayerManager.InitPlayerParticles () (at ./src/Util/CodeRebirthPlayerManager.cs:40)
CodeRebirth.Util.PlayerManager.CodeRebirthPlayerManager..ctor () (at ./src/Util/CodeRebirthPlayerManager.cs:35)
UnityEngine.Object:Instantiate(GameObject, Transform)
MoreCompany.MainClass:ResizePlayerCache(Dictionary`2) (at D:/VisualStudioProjects/MoreCompany/MoreCompany/MainClass.cs:242)
MoreCompany.ScenePlacedObjectsInitPatch:Postfix(Dictionary`2&) (at D:/VisualStudioProjects/MoreCompany/MoreCompany/MainClass.cs:436)
Unity.Netcode.NetworkSceneManager:DMD<Unity.Netcode.NetworkSceneManager::PopulateScenePlacedObjects>(NetworkSceneManager, Scene, Boolean)
Unity.Netcode.NetworkSceneManager:DMD<Unity.Netcode.NetworkSceneManager::OnSceneLoaded>(NetworkSceneManager, UInt32)
Unity.Netcode.SceneEventProgress:<SetAsyncOperation>b__37_0(AsyncOperation)
UnityEngine.AsyncOperation:InvokeCompletionEvent()
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CodeRebirth.Util.PlayerManager.CodeRebirthPlayerManager.InitPlayerParticles () (at ./src/Util/CodeRebirthPlayerManager.cs:40)
CodeRebirth.Util.PlayerManager.CodeRebirthPlayerManager..ctor () (at ./src/Util/CodeRebirthPlayerManager.cs:35)
UnityEngine.Object:Instantiate(GameObject, Transform)
TooManyEmotes.UI.<<InitializePlayerCloneRenderObject>g__InitPlayerCloneAfterSpawnAnimation|0>d:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)```
should be fixed now
WHY ARE TORNADOES SPAWNIGN AT THE COMPANY
TwT
@lapis flax
@hybrid flume i got a coding question
what was the point of making a local client function?
Incase you want to do more stuff in the client rpc.
Rather than having more rpcs for each different thing.
but like the function name is DoAnimation, so why would i expect it to do other things?
For now it is.
But you might want to do other things after.
So instead of making another client rpc.
You rename this one to whatever other thing you want that does rhe new thing and the animation.
that's a lil confusing for me but i think i kinda get what you mean, what about this part? i never understood why i specified which enemy i was changing states for here
Casting one thing vs casting all things.
ohh
Otherwise you would cast all switch case statements.
okay yeah i can get that one lol
Let's imagine you make a rpc that just changes animations for the enemy.
Now you make an enemy that besides changing the animation, it does something like check for nearby enemies to do something.
Instead of making a rpc that just does the check nearby enemies and call both that and animation rpc, you make an rpc which does that and the internal logic of changing animation on the rpc logic.
so i'd make an rpc that would do whatever i want to, then also call DoAnimationOnLocalClient?
Yes
owh okie
This way you only send one network message rather than two.
And not be affected by latency twice.
or the item crate code
tornado cade is debatebly ugly
I will take a look when I can.
ask @polar wraith
:3
I've also seen a weird bug that makes it invisible when you hit it
when was this?
It was on Takeys stream
oh so a few days ago
When he first checked out your mod
Okie
Yeah this was fixed 2 updates ago I think
I remember my friend not having the bug anymore when I did my short stream 2 days ago
And it never happened yesterday either
Welp i have some feedbacks to give, i tested some stuffs with the tornadoes, electric is for some reason is escapable sometimes, like you just have to force sprint into the opposite direction,and then you can escape,water for some reason doesnt do a single pinch of dmg but i have noticed its mechanic of stamina drain (not sure if its possible to make yourself drowning in there) , smoke has the same issue of water,also of electric being very escapable they both have weak attraction,also loose its sound and attraction around the start of night (not sure if its because i use commands like god,speed tho) , Wind doesnt do any damage either, but you can't escape it at least :/,blood stop doing damage once you arrive at 60hp for some reason, it is escapable but its hard to do so, Fire stop doing dmg once you have 20hp,and like blood it is escapable.
i feel like at this point, all this should be configurable,because you'll never stop working on it xD
lol
your feedback is how it's currently coded
what is the feedback extra 😂
electric gives u a speed boost near it
water hinders ur movement and eventually ill have it drown you
the sound and attraction shouldnt be lost for any of em, that mgiht be smthn on ur end
wind is stronger in terms of attraction
blood deals damage till 60, heals u from 30 to 60 i think
stuff like that
ho wow, so i didnt get anything so
well at least so i found an ambience for windy weather if you're looking for one xD
hm? how so?
something like that ? https://www.youtube.com/watch?v=2PYv0ugIrbY
Strong Gusts Of Wind Through Trees (Very Windy) - Insomnia, Stress Relief, Tinnitus, And Relaxation have a soothing, relaxing, and cozy sound of strong, almost hurricane wind through trees.
Listen for a few minutes, and you will fall asleep or at least get very relaxed. It is perfect for Sleep problems like insomnia, stress relief, anxiety and...
but i was wondering if it was wrong to use that
in terms of copyright or smth
oh as in for sound, well i've been getting sounds from @patent ember and @lime forge, i know nothing about sounds lol
I'll check it (I'm not at home)
i was wondering tho, did everyone rejected the tuba og concept ?
cuz i was sadly not there when you might have asked people opinions for some stuffs 🥲
Sounds are vibrations, thank me later
the tuba form of townado
i couldnt find the video or pics
HA
this one
don't get me wrong tho, i like the form it has now, but i was wondering
oh as in how it looks?
yeah just the look ^^
This one was through using custom shaders, which kinda suckef since I'm not that good at shaders lol
That's why it was scrapped
How does the new shader look like? I forgor
welp what a shame, but it did come good anyway
This one isn't a new shader
It's the default
Ooh?
@wise stag the github link on the thunderstore page isn't right
Oh yeah it's private rn for reasons, did you need it for smthn?
Idm sharing stuff on it, I just have it private for stuffs
Oh ok
was going to say that the hoverboard has 0 weight when carrying it.
Does it use power btw? I don't see a meter
Doesn't use power nah, and I totally forgot about weight, I'll add some next update
Do you plan on making it use power?
Nah
ok
It would be a bit too op for my modpack without battery usage but I'll just disable it np
i've pushed an update to Registry, it shouldn't be happening anymore 😅
ok phew, I was tryna sell my scrap when I suddenly got pulled in and died and lost my run 💀
guys I don't play often but there is money and I can't pick it up
this mod is sponsored by ridge 'wallet' and youre not allowed to bring money around without it
/j
lol
yeah you gotta carry around a wallet to pick em up
i love watching clips of people saying "What's the wallet?" and their friends being smartasses and explaining what a wallet is
"i have money but no wallet"
thoughts?
lol
Is there a way to restrict what types of tornadoes are able to appear on certain moons?
On certain moons? Probably not, im not sure how I'd do that tbh
You can restrict the weather itself but the weather sub types I cant really think of a smooth solution for that
Ah, I see
it would be really cool tbh - i'd like to see red tornados on infernis and not green ones lol
new update with some bug fixes
weather events just happen at some point in the day, right?
No? They happen at the start
oh alright
one more thing, can you specify moons in Cutie Fly, Snailcat and Epic Axe's spawn weights?
Ye
Fun.
oh there have been a lot in these 3 weeks 
StartBaseImportant?
oh yeah, i couldn't run everything in the base start method of the grabbable object
cuz it involved some physics and dropping logic that i didnt want
so i just copy pasted the parts i needed, though theres probably some stuff in there that isn't needed
hey guys i've been wondering do you know wich mod "eclipse wisps" is from ? cause i have no idea where they are from xD
rosie's moons
hoooo ok, we seen them with friends yesterday and we were surprised
Hi, all Rocket launchers discharge when you reload save
what?
theres no rocket launchers in this mod
i think you meant lethal things 
tbh i don't see the point of buying this weapon since you can't reload it :/
Ok so xu, i was watching Mithzan's latest video and there was a bug in which you couldnt pick up coins even with the wallet (it was visible when looking down, it was in the waist or leg, idk), IDK IF ITS ALREADY BEEN FIXED OR IF IM BEING DUMB, just warning
it's in the beginning of the video tho
Hey Xu, the tornadoes are supposed to kill you if you are inside of it?
Are you able to escape?
cuz I got stuck
I can't escape nor die
Some tornadoes doesnt inflict dmg at all
and sum stop doing dmg when your below 50 or 20 hp
and how are you supposed to escape?
so you are trapped
Yes
hmm, I see
Thats pretty much it
Yes, intended for being brave and going inside it
lol
😂
I'd opt fo rthat too
Its pretty much what the driftwood giant does so i just jump into his arms :/
and my friends yells at me for being suicidal
weird, ill look into it
good luck
at some point ill make it through you
maybe you should be less affected by the wind if you stand inside the tornado for a few seconds?
so you have a short period of time where you can outrun it
I like this idea more than it throwing you tbh
i would rather die
than being able to escape
maybe some variants could be escapable like, watah,wind i guess
I'd let it die too, it's a tornado after all
those are the two types that are impossible to escape
😂
rofl
well i mean watah makes you wet, so it makes senses
btw what is the specialty of smoke ?
it has the strongest attraction i think ?
i genuinely can't remember
it'll be a week or so before i can update the tornados to have throwing and stuff like drowning
fire will have fire trails while moving like meteawah or will it be too buggy ?
cause creating particles sounds very painfull for the game
it's a bit painful yeah
tornados are 100% fine if you're fine with the meteor shower
they're like 10x less
maybe more
just make the fire tornado throwing meteawah at you
😂
ngl wind one looked like a poison or toxic tornado to me at first glance
or radioactive
i took like 5 minutes looking at this chat trying to break down the meaning of watah
i used the tulip snakes to simulate a tornado lift, it was fun, until a f##### eyeless dogo decided to munch me
uhhhh guess i'll die
oooh noo 🤭
as a friend of mine pointed out, Vanilla in configs doesn't actually work, don't use it for now, use the actual ingame moon names like ExperimentationLevel etc
is that for the weather filters?
its a problem in lethallib
i did my config resolvers from scratch
so you can use Experimentation, ExperimentationLevel and (i think) the numbered name as well?
but i have to implement the All/Modded/Vanilla as well 😅
hey xu did you find out why wallets weren't collecting coins? (just asking, NOT RUSHING YOU OFC i barely find any so it doesnt really matter for me)
Heyo! Not sure if its an intentional thing or a bug but a meteor can hit players in the ship!
Afaik it is intentional
you'll pay mrov
Wait what mods is code rebirth incompatible with?
there's a config for that
piggy's variety mod and central config
nah havent had time to look into it yet
LOL
what about betteremotes?
On their end or?
yes
my stuff is built for compatibility just fine, if the animator breaks it should be another mod breaking it, if the weather breaks, something went wrong with weatherregistry, and if you had central config installed, i'd put the blame there first
Does the CC dev know?
afaik yes
Imo they shouldn't be touching weather to begin with cuz it's really finnicky and they stand to gain nothing from messing with ot but oh well
especially when you use the metal bat that is return false prefixes to the kneecaps of things
yeah seems like better emotes is incompatible-
Good that I hadnt switched to that yet
Im still using LQ
Yeah, wish it per interior enemy spawns cc was planning to add were a part of lq
honestly it shouldn't be that hard to do
but I don't know if the mod is still developed
May wanna ask the dev
So far ngl only moon that I feel that would have meteors would be embrion lamo
Well moons getting hit by meteoers is pretty common irl
Usually not that big ones
But still
yeah looking at the config, the weather's have their own weight to what weather happens next-
so far I think of just copying Eclipse weight-
as that seems balanced
as I don't feel like going through every moon to specify what chance of a metor shower has-
if so I might them only spawn on moons that seem like it would have meteors like embrion
Moons will have their own weight configs soon
you're setting up the defaults? 🥺🙏
Btw exclude and include will become obsolete with the weight system you're planning @lapis flax
sweet
Yeah defaults with their config when registering, after I finish my commissions
not necessarily? - those two are completely separate things
but yeah idk if would be balanced copying eclipsed weights but it's worth a shot-
And Is it like this "Eclipsed@10; Meteor Shower@10" for the internal name for config?
You could just do Gordion:0 for excluding though
It should work, let me know if it doesn't
It would achieve the same thing, it's not using the same mechanics
Yeah that's why im saying you'd be duplicating your system, it might look cleaner but it might also interfere with eachother
Filtering adds/removes the weathers on the SelectableLevel level, weight configs are only for weather selection
I mean, if you're handling it fine then that's good, but it is just the same thing two different methods
and that's what I'm telling you: it's not the same thing 😓
and - in my opinion - having filters is more intuitive than having to input empty weights
Sure u can have that opinion, and it's true, but keep in mind you're duplicating what you're doing and no other api handles any other aspect of the game the same way
it's not gonna change, don't bother
I didnt tell u to change it 💀
"Keep in mind"
Not sure where you're hearing voices smh
"will become obsolete" you can easily infer "change is needed"
🥲
Then don't infer shit, cuz you've got like 5 other messages after that from me giving more than just "will become obsolete"
Smh
Anyway, i was just reminding u of that
Rather than telling u to change/remove or whatever
then don't write things that have different meaning than what you mean 😭
and yes, I know it's kinda duplicated
Mf it IS basically obsolete 😭
oh well 🤷
semantics
Another 5 mins and I'm back btw
Quick question-
Would the crates in the future be set to be spawn on specific moons?
If I can figure it out I'll do it, only problem is I'd have to write the code like I am an api
Cuz there's no api for outside map objects that works
Nor am I looking for another dependency lol
I'm having to add LLL at some point already
that's completely fair then
Safe to say I'm keeping this mod-
With some features disabled this definatly fits vanilla or is vanilla plus
espically the crate feature-
:p
ah shi yeah forgot about company bugging out the hoverboard
itll work everywhere else, ill give it a check on why company is being weird
it will PARTIALLY work everywhere else
man, why's the company moon gotta be so ass
the first time we used the hoverboard was on old red and my friend got teleported into the oil lol
@radiant raft for moons, when do you NOT put the room layer on stuff
When it doesn't need to be
despite the hoverboard falling through the map like several times he teleports back like 90% of the time
thanks, elaborate more?
with the exception of the fission main entrance
yeah he shouldnt die from fall damage if hte hoverboard bugs out and sends him somewhere he isn't supposed to be
the problem is probably from moons having weird collider layers around
i cant really check custom moons cuz, i dont have their unity projects
yeah are you supposed to enter main while on the hoverboard
so i dont know what welsy has near the fission entrance
bc thats what we been doing lol
it's supposed to switch mods to held when u enter
why do you need room layer
it kinda does
i assumed it was the one that moons use for terrain etc, so it's the one i apply forces with the raycast
its mainly for anything shown on the minimap
you still ride it? that's weird
hmm, ig ill do "Default, colliders + room"
would i be missing anything there?
im just worried about hitting anything invisible and the hoverboard freaking out because of that
we didnt have any problems in custom interiors
like it worked fine on toystore
except the stairs were pretty bumpy
i just assumed most of em all were on the room layer
well, that's kinda expected tbh
ye
nah
some stairs might be on a non room layer
I throw pretty much everything on the room layer except for triggers'n stuff
invisible collider
also mangroves are actually the best on windy
bc they throw you OUT of the tornados
i can't show you a screenshot rn but in unity you can use the physics debugger to visualise all the non trigger colliders in the scenes and prefabs which might hel p a lot
ugh, the problem is, i cant put the hoverboard on the default layer
nor the colliders layer i htink
why
because otherwise it causes problems with clients clipping on the hoverboard
the player?
and exclude em from the box collider etc
hmmmm
i can just... ignore the collissions from player colliders and my colliders?
🙂
oh
yeah i kinda expected that, there's gotta be a script somewhere that goes through all of a thing's childs for components, or i can just make it, or just hard code it lol
yeah you just wanna do it in a nice way
ideally probably cache them somewhere on game startup
and you probably know this but it's instance specific so can't do it on prefabs that are going to be spawned
i was thinking on hoverboard startup but i could probably do startofround awake (that's the earliest function i know that works for this stuff lol)
i'd personally collect on game setup and run on hoverboard setup
you overestimate me, i have no idea what that means lol, but im guessing i cant grab references from players that aren't spawned?
also the red giants still skate around the map during the eating animation
yeah that's navmesh freaking out, ill fix it when i next update
okay its pretty funny anyways tho
holy, the ignore collisions thing can be used so many places now that i think about it 💀
the function requires two specific colliders
if you chuck in a collider off a prefab and your hoverboard, the collider on the spawned version of that prefab is not what you put in
in future unity versions they've shifted into having a layermask for physics and a layermask for rendering too to avoid the usecase overlap
yeah that would make it so much simpler
i was working on a commission but these changes should be fairly quick actually imma go test it out
i wouldn't be suprised if you run into more unique colliders you gotta deal with in the future but thats a problem when it is a problem
yea, it kinda annoyed me how many layers the player had involved
its tough to manage in standalone production tbh
which makes sense yeah
layer matrix stuff is also super important for performance since it completely skips unneccasary calls
which can add up fast
icic
the only layer i didn't really understand for hte player was the placeable ship object layer anyway
¯_(ツ)_/¯
a lot of the stuff close to unity like tags, layers etc. are handled in unity's secret c++ land which is mostly like hyper optimised
so it can be super clunky but is built to be gucci
if a moon has different colliders for their terrain etc imma assume they doin something weird (probably)
I set the cutieflies to spawn on March and they haven't spawned-
is it a marchlevel setting?
Like the level name should be Marchlevel?
K makes sense why they weren't showing up
@hazy thicket was testing if it worked, now i just gotta make it better
I'm noticing a little repetition lol
why are the tornados red?
So the hoverboard is compatible with more surfaces now?
There's different types of tornadoes with different effects per colour
I think 5 in total?
6 i think? i dont remember
yea lol
ill reduce reptition and then just update as is, a bit busy rn to figure out how to do it well
good enough
you could throw the repeating thingies into a separate method and call it with the first collider
removing 66% of your current code
which repeating thingies
ah wait
i see what u mean
yeah true
like this you mean?
Xu i dont even know if you should go further into the wallet not collecting the coins problem because somehow they collected one... once i think. But the message that shows when you're looking at a coin says you need a wallet tho
(at least in the modpack they use, i don't know if its a conflict or not)
oh with my new system i could probably change that message now
originally i couldnt even if a player had a wallet
atleast not in a non expensive way
alr!
from what I can tell from the latest video, it's because they were trying to press E to collect and not left click
I'll guess this is the ID for the RedwoodGiant, right? (I'm using LQ)
probably lol
should the tornado be stuck at the same place?
nah im not sure what causes it, some moons just have it stuck for whatever reason, but it'll be fixed at some point (tm)
alright! thanks for the quick reply. Will put the weight to zero in the meantime
afaik yes
Im guessing lll is bust?
not really i think
Nice, gonna test moons later
It's working, the only thing that doesn't work correctly is the ||vehicle||
Im guessing you mean taking it between planets?
don't know, I've seen it's buying it
guess ima go with, uh, Meteor Shower maybe
the illusion of choice
Is there not a setting for the meteorite shard's min/max price or am i just blind?
hi why not adding cooperation for crates, like if two players open crate at same time the time to open is halved
i dont think i can add something like that unfortunately
Okok
Why not?
Seems easy enough at first glance
Well currently I use an interact trigger, I can't figure out how I'd allow multiple people to use the same trigger as a team
You can network amount of people interacting and alter interact speed.
And I guess the progress too to start at the same point as the one doing it already.
I think Meteorites would be better
uhm i dunno about meteors, could be annoying, especially if they spawn very frequently
though a wallet could be cool
to pick up stuff like coins
a hoverboard would me amazing
but how would it work?
I am worried that it will not float and it will be impossible to move comfortably, specially on custom moons
Some ideas for custom weather
Earthquake: theres earthquakes and they make you jump when stomp
Instable gravity: sometimes the gravity is canceled and all outside players start to slowly fliing into the air and slowly fall down when the gravity back to normal
(maybe sometimes the gravity augment and you cannot jump)
Lava flooded : a flooded like whaether but less high and make damages and expulse players (variants : acid)
Gaz : there mortel gaz wandering outside with the wind (variants: sleeping gaz/tzp gaz/poisonous gaz)
Eternal day : no night time
Tumbleweed (or map hazard) : you know
Magnetic field : all electronics items disfunction like walkie/teleporter/flashlight/radar/camera (maybe just certain item at random at the start of the moon)
Outsiders : all monsters are outdoor monsters (there will be just traps in the interior)
Insiders : all monsters are indoor monsters (there will be just daytime enemies outside)
Tiny : interior size halved, monsters numbers and traps halved, items inside halved
??? : absolute chaos, each possible monster spawn one time instead of a random choice
Also
Windy variant : inverse tornado
@wise stag is everything in this mod working in v55?
Part 2
Blizzard : foggy variant
Volcanic storm : stormy variant semi foggy
Slippy : the ground is ice and you slip (water is ice too make it possible to cross)
Waterspout : it's like a tornado but made of water and react different (check real life waterspout)
Cold : it's cold, use radar booster or stay inside to survive
Heat : it's hot here, seek shades. Between 12h and 16h don't stay inside too long. After 20h you don't risk anything
Ice disk : all water have ice disk or nénuphar (for ice disk see the picture)
idk alot of these wouldnt make sense or just wouldnt be fair or just dont make sense
there's already a kind of watery tornado in this mod i guess
Idk why, but on my modpack. The items from the crates doesn't have a price for the other players except the host
I'll look into it, it's just the scan node not having a value at most
It's just ideas, I know a lot of them are not enjoyables (like eclipsed after all)
yo
being sucked into the tornado which is constantly draining stamina without regen is intentional?
the game becomes unplayable and once you are in a tornado by accident you are just done for
yeah i plan to do more interactions with tornados, i.e. drowning you for the water one, or random damage/healing effect or throwing you way far away
i've just got my hands full rn lol
sounds good
yeah i like throwing thing like it is with the mangrove giant hope its more balanced than that one tho since that one never can even kill us and half the time barely throws us anywhere far
yeah but i like the idea of temperature type of weathers and i think some of these could work if they were in increments rather than happening the entire day
I presume it's not normal for digging up a crate to brick your inventory and lock you from switching items and interacting with things. Any idea what could cause that?
(Also, is it intended to consume the shovel?)
None of those, are u using a reserved item slots mod or smthn?
@radiant raft Time to go to Asteroid-13 today?
Yes, that would be the cause? For the record, I do not have the shovel in any reserved slots, and it also worked earlier on Adamance, but it began doing this on a modded moon (the Aperture moon), if this info helps.
It's because I delete the item in ur hand but those mods count the item in ur hand as the key
Ah, that's the other thing I didn't note, the key is in a reserved slot. But this was the case on Adamance, and again, it worked normally.
And then I presume it would brick because I have a mod that makes keys non-consumable?
Do you have a mod that allows u to interact with doors without holding the key
Yes
That's the cause
That would explain the shovel being destroyed, does it also explain why my inventory locks up?
Most likely yes
Okay, and just to make this straight
You find the crates, you hit them a few times with a shovel
And then you can either unlock them with a key like a door, or you can hold E on them for a prolonged time to open them
Yes
Is that how it's intended to work?
Okay, cause I can hit it with the shovel, but on the last hit, the crate instantly opens and the shovel is lost
On Adamance, I was down a shovel, but nothing else had changed. (Got the loot in it just fine)
Not gonna expect you to alter this coding just because I want to use reserved slots and reusable keys
It's cuz of whatever mod makes ur whole inventory look like a key when u only have one in one slot
I think its a general improvements config
Yeah, UnlockDoorsFromInventory
Setting this to false should prevent this from happening?
Wait, you had it programmed to destroy the held item? There wasn't any way to borrow the door lock mechanic, like how Ganimedes large locked chests work?
Wdym? Sorry got busy
Well, Boniato's great chests on Ganimedes also have a mechanic where they need keys to open them. I also have a mod where I can use keys to (temporarily) disable turrets.
Hmm, and those don't have problems?
Nope. Those work flawlessly for me
I guess I can rewrite but like the problem really relies on the other mod
The way I'm doing it is I'm checking if the player is holding a key
I'm just wondering how yours is different from the other two examples
What GI is generally doing I guess from seeing this interaction is that it makes all ur items appear like keys
They use vanilla code, I dont
Which shouldn't be the way to do it lol
Have you tried vanilla code for the crate and keys? I presume you had and it didn't pan out.
And I'm not sure what GI does to make this possible.
I dont either but my code checks for what ur holding, and it's not a good sign if it thinks ur holding a key
That should be something to bring up to its dev, at least ask them how it's done.
Yeah if I can't get it to work I probably will
(Also if its fancy weather monitor could get unique icons for meteor showers and tornadoes, right now they show up as blanks)
Vanilla code could've been bloated, considering there's also the digging mechanic it could've caused a problem if I used vanilla code
Is that also GI?
Yes it is
Uhh
The extra monitors
I'll ask GI dev but I can't do anything alone on my end
That's fair
@lapis flax could potentially allow me to register an icon for the weather that the GI dev would take from weather registry and put it in
But yeah idk
And I was thinking maybe the crate could be in two 'states', whereas in the initial state it needs to be dug up and then in the second state it could behave like a locked door (or a locked chest or a turret) and then it could require the key.
Initially, the key wouldn't do anything and be totally uninvolved until then.
oh, the ASCII art?
if you're interested in doing that, I can add it
but it would need to be implemented on GI side
Yeah it's just I probably can't split it into two states using vanilla code, I'll try a workaround first
Idk what it is lol
the moving clouds and sun
the things GI uses
wooo, ASCII art
Huh, that's neat. I wonder if I could edit it in my own modpack...
Probably not because accessing that specific file is probably not doable
current wallet is kinda buggy so im makign a config option to switch to old wallet if preferred
Oh thank god. I do not like the complicated controls 😔
I know but the different weird keys are too much for me. I think it'd be better to have it be an item and have a reserved slot
@wise stag im sure you have been asked this, but is this v55 beta compatible?
It's got enemies
wait they're not mean't to kill ._.
their passive
im stupid
Im sure it doesn't cuz it adds an entirely new weather, not only that but scrap items too
should be lol
i cant really give it a reserved slot, you'd need another mod for that, but yeah
Wait really?
So that means modded scrap items shouldn't be affected then
yeah
the tornado makes you unable to use the car
you sit in the seat and then it kicks you out
right away
yah cuz it drags you into it
ideally it should pull the car instead but idk if that's possible
Currently nothing, but I have a model for a metal crate I wanna use later
That'd just be like another crate
How lovely, another boolean I gotta check lol
And you want ItemCrate script to change the model accordingly?
Yeah the script would probably change the model and then I could do more logic later depending on the crateType
Uhhh
Oh that yeah
I dont think I have a use for that, but it was the colliders shaping the crate itself
Just like 6 colliders or smthn surrounding the rig
So that when the item spawned it'd spawn on top of the collider
But that failed
Isn't needed anyway
It's not being used in the script thus wondering if you can just remove it.
Ye
I think you can yeah
Actually no wait
I'm stupid af
I use it for the crates colliders so u don't pass through the crate

Right.
But do you plan on using for the crate script?
U can remove it on the script
Don't worry I'll get it eventually lmaoo
I dont plan on touching it in the script at all loo
You can use PlayerControllerB.IsHoldingObject to check if they're holding anything.
Oh interesting
Null checks are actually more logic than what they are shown due to gameObject lifetime.
scanNode in SnowGlobe for?
playerHeldBy != null can be turned to isHeld.
And I don't know why you need to check if they have an animator.
Also in EquipItem you use actualClientId while in PocketItem and DiscardItem you use OwnerClientId
random is being initialized twice in TornadoWeather, lol.
Whoopsie
Nothing I dont think
Ah shi, should only be using actualClientId iirc
You can make TornadoTypeIndex an enum.
Which then you can make the config entry be of that enum instead.
from
public ConfigEntry<int> ConfigTornadoWeatherType { get; private set; }
to
public ConfigEntry<TornadoConfigType> ConfigTornadoWeatherType { get; private set; }
U can do that?
Yeah.
I didnt know configs took anything except int string bool
I have a couple in mine.
Huh
And they seem functional.
It's like a string.
Now I don't know what happens if you put something that isn't in the enum.
But it will show the acceptable values by default if you put an enum there.
Ah, you have an enum inside the tornado itself.
You're just using an index in the weather, okay.
Yee
The playermanagerstuff doesn't get sync'd iirc in the tornado when u get to that part, like only the player will know their particles are turned on, the events in the player manager might also be horribly coded, my first time using invoke etc
Seems more readable like this, I believe.
What does TornadoSpawnerHandler do exactly? 
Ah a lot of the code was copy pasted, I don't there's even enough time in the day to spawn more than one tornado looking at my delay code 😂
Tornados actually interacted super weirdly with player when there were multiple anyway, so I wouldn't want multiple to spawn
Like
There's random.Next(1,1)
Like what
Also Tornado has eyes, damn.
Well, technically one.
I have no idea how else I'd do line of sight
It currently barely works, but if the player is at the same elevation, it doesn't work
Lmaooo that's how lazy i was to get rid of code
What is the i == 7 for?
It's just to break the loop early
I cant remember exactly what loop you're looking at
The particle ones.
Oh yeah
I only wanted 7 particles to activate
But like, there's 56 particles
So I'd loop through, activate 7 specific ones I need, and break
Lol

The array has a bunch of child gameobject particle systems yeah
Don't think you should play a v50 file (modded or not) on v55 though still
Is the tornado supposed to be blue
And likeee just slow you down?
Me and a friend were pretty disappointed when the tornado didn't send us flying and spinning 50 feet into the air
blue one is supposed to drown you, there's 6 different types, i just havent gotten around to updating the tornado properly
hopefully will this weekend
Oooh
also meteor shower broke this update
So I shouldn't use the mod till the update?
the explosion method's method signature got changed so the meteor shower just wont work properly lol
you can disable meteors shower in configs i believe
rest of everything should work fine
Oh good
funny bug that I encounter on v50:
Note. I use a reserved slot for the keys and have the option to use key that it's on your inventory from GI
- Proceeds to use a shovel for the crate
- Has a key in the inventory
- Press E
- The shovel is consumed
- I got inventory locked
oh yeah, blame GI's config for being able to open doors without having a key on ur hand
i believe bongo left a message in #1199836228858675330 to improve compatibility
but i cant do anything to fix it on my end
can i customize the tornadoes with custom suits?
yes
@hybrid flume just a headsup (also never seen u online before), bongo rewrote some config stuff so assetbundles dont get loaded if disabled on config, and he also added the thing u mentioned with the tornado types being in the config lol (and some limits) 
Limits?
like float and int limits, e.g. the sound volume configs
0 to 1 instead of just any float lol
yeee
a snail cat sent my car to space :[
good...
i was not sure if it was intended so i though i should being it up
it walked into the car then thay both went flying out of the map
i have the log if that helps
uhh yes please
hmm nothing on that end, they just collided and freaked out?
huh, ummm
yeah i have no clue
@hazy thicket is there something special about the vehicle i should be watching out about enemies colliding with it?
apparently my enemy collided with it, at a very slow speed cuz its a slow enemy, and just made both of em fly
the butterflys also get stuck in the back of it
this might not be smthn i can fix until update fully releases as i havent touched the unity project
not sure yet
After quitting to menu from a round with meteor shower it keeps trying to spawn meteors
[12:45:31.3107863] [Fatal :CodeRebirth] Selecting random position failed.
[12:45:31.3107863] [Info :CodeRebirth] Target is zero, not spawning meteor
[12:45:33.6518942] [Fatal :CodeRebirth] Selecting random position failed.
[12:45:33.6518942] [Info :CodeRebirth] Target is zero, not spawning meteor
latest beta version breaks it
How does the wallet work? I saw it's controls pop up for a second when I bought it but forgot them immediately after
I had it in my inventory but I couldn't pickup any money
Lmao
U had it in ur inventory?
That shouldn't be possible
It's L to drop, LMB to pick up coin, O to drop at company building and sell
It was in my inventory
I clicked on it and it poofed
I assume my character just put it in their back pocket or something
But when I dropped it by accident I couldn't pick it back up
It shouldn't have been in ur hotbar
Holding it should've put it into ur right pocket when u looked down
im sure you know but meteor is super laggy
so im not the only one 
yeah it's decently laggy at times
decently...
once you are at a moon long enough
it is SO laggy
the meteors pile and pile
wait, are they not going away for you?
no
they disappear after a little bit
they're there for like 30 seconds or smht
oh yeah meteor shower's broken in this version
don't use it
hmm maybe they have idk ill have to see i swear they werent disappearing
the mod's not updated
figured
.
lots of other things seem to be messy like the wallet
but I don't think xu should update shit now, rather when v56/57/58 or whatever releases
for now disable it basically

item crates aint workin now. slowly opening doesnt open the crate and restarts the slow sequence
yeah new version should fix
What was the issue?
i was referencing a network object into an rpc rather than a network object reference i think?
Does code rebirth have a flying shark in it?
yeah, it acutally deletes lc surfaced with its own better version
@wise stag do tornados still not allow players to get in the cruiser seats
Oh yeah forgot about that, will fix when I get up tmrw
Hi I'm getting an error with the latest version of this mod that's causing footsteps to be silent.
You can find the code rebirth error close to the bottom idk if that's how u properly send logs lol
usually just send the red parts
because those are the errors
unless there is none...
Uh here we go that's probably more direct than that wall of text
pretty sure Xu is alseep, but she'll probably fix it when she wakes up
Gonna guess you're using SoundAPI?
LoaforcssoundapI? If so yeah
Yeah I'm not using it atm so foot steps are working for me
Ok I disabled that mod and and lethal resonance which depended on it but I'm still getting the error with silent footsteps so I assume it's a code rebirth thing
yeah in the error logs it states theres an error in the Coderebirth code
in patches.cs
line 14
Looks like I'm disabling CodeRebirth
do you even have the error?
I didn't get it on my end no, but idk if this only occurs when the ship is landed or not
Gonna be playing with my group tonight though and it seems this is an issue with the current version
how high up does this go? does anyone have a link to the top message i auto-scrolled for like a minute and it wasnt high enough
oh nvm pins
its only 5k messages
btw i tested this out... Buff the hoverboard damn bro. 500 bucks.. for.. slower than 100 pounds walking and no fall damage while active, and uh.. if you use it with jetpack... urrr are you supposed to become a 3d rotating taurus?
more expensive than cruiser, too which is insane
plus you fall really slowly which doesnt make it useful for stuff like titan
for getting to the bottom
needs more speed
To be fair it came out before the cruiser 😅
true, but 500 dollars for slower than 100 pounds walking is kinda crazy
Is it that slow? what ive seen it was pretty fast lol
its slower than base walking..
Didnt have time to try it out myself but when Mitzan played with it it looked fast
only good downhill, momentum stays for about 2 seconds then it becomes a snail again
and uses your characters stamina X_X
needs to atleast be slightly faster than cruiser at a medium speed
would be cool if it worked midair, too instead of slowing your fall
riding the waves down to your ship after jetpacking up would be cool.. would need to fix the 3d rotating taurus glitch if ur midair, with jetpack and equip ir
okay but can't you change the price of the hoverboard 🤔
Yeah... if you use the BOOST, it uses ur stamina as the boot
Also not true, I wanna see a video if possible of this, hoverboard should still be faster than sprinting by miles
Since you're awake, can you look into the error from earlier that Wahhpah had, I never had any issues like that in my brief testing on my side but I also never tried landing the ship to see if it produces after landing lol
I'm looking into it
Okay ^^
The error u got is weird, I'm not really sure how to reproduce it, maybe joining exiting and rejoining game if u did that?
Okay well I was just about to send the modpack code but I just loaded it up and the error is gone and I can hear footsteps just fine so idk what's going on
Yeah I'm not sure what happened there, my best guess is you re entered the game at some point and maybe that caused it
I'm not too sure
Yeah I can't reproduce it. I think the only thing that's changed in the modpack since earlier is MeleeFixes received an update so maybe that was somehow breaking sound on my end? idk
Not sure either tbh
Also idk who said it earlier but someone randomly blamed soundapi, it should be fine to keep that mod
Oh that was me, I only guessed SoundAPI cus it's having some issues with Looping sounds atm that Jacu discovered, never had problems with Footstep audio though
Not sure how to respond to that lol
Mostly Jester sounds not working when they're cranking
Sounds for players joining the lobby not working
been waitin all week for v55 to drop man i cannot wait till all the mods are ready
Modders are going crazy rn
yeah i dont like how ppl rushing them tbh
I meant in a good way
They are putting out updates left and right
its really cool
in my opinion v55 aint really change anything but its awakened alot of them
im testing rn at like 5 in the morning for when my friends get on
yesss
Gosh that is sooo good
been waiting for office to finaly get fixed i hope
though ive been fine with the laggy ass one of 1.30
💀
okay turns out its not the only save done for damn
Oh yeah thats a thing 😅 deleted all my saves
yeah i might as well
its been like 2 weeks since we played on them anyways bc of valheim so they probably dont remember them
If you have office rn its not working with v56 - it causes that void screen
is there no work around yet?
No clue
oh okay
hold on
also can u put the hoverboard in the section the company crusier is in although idk if it would make sense or not
dammit bruh i just close my game
lol
hold on
the cruiser is in a seperate section of the store which i think is indicating vehicles (ignore why my terminal is the matrix this is also in the normal terminal i swear)
hmmm
@glossy swallow do you happen to know which part in the code separates the cruiser from the rest in the terminal?
oh potentially
unless
lol
i wanna see what v56 has that could possibly make my life easier
itll make vehicles easier, not by a lot ofc, but some of the annoying stuff would get fixed
rn i perfer the hoverboard over the truck bc of how many trees and rocks are in the way
does the hoverboard work rn?
kind offff
not when your looking at someone using it
i could try it rn
yeah that'd be great
ill put a temporary small fix for it in the meantime, but i was going for more physic'y stuff
the office bug might only happen for old saves but ill see
hope this is the right one
that's a weird one
yeah im not sure if that's piggy's fault or modelreplacementapi
yeah it loads it alphabetical order so as soon as it reeched piggys office it started freaking out
i also have to close the game with task manager when this happens doesnt even let me go to the pause menu
gonna test out the hoverboard on a bunch of moons
see what happens
zeekers added a new attribute to the terminalnode which is [buyVehicleIndex]
regular store items use [buyItemIndex] (not suits/furniture)
so it is for vehicles
mhhh well lets hope i can just inject into that 
I'm not 100% sure if the store node itself displays a listing of buyVehicleIndex tho
@lapis flax has messed with the store specifically a lot more than me lol
indeed
better be used 😭
there's also this defined in the terminal class
public BuyableVehicle[] buyableVehicles;
guarantee there will be a vehicle mod in the future once ppl figure it out
true
not as configurable afaik to what im doing, but it does the basics
so it looks like zeekers is planning on adding more vehicles and you can likely inject your BuyableVehicle to that list
lovely
and then ofc, you have your matching terminalNode & terminalKeyword
yee
alr now add a helicopter

i wonder if this means the hoverboard would come down from the air lol
the fucking hoverboard is like a mini helicopter 😂
i would be literally copy pasting my code
and just, giving it more strength
yeah add a Boeing AH-64 Apache
and call it a helicopter I think it'd be a really cool reference
one day
omg
also im sure like LethalLib and other api's will add compat with adding vehicle items at some point
if you dont wanna do it yourself lol
oh yeah, i've seen how they add it, will have too many limitations afaik
plus, zeekers provided exactly what i needed
a trigger that does all the parenting shit for me
fair fair, I kind of came to the same conclusion with terminalstuff
needed more freedom lol
yeah like there is 0 chance i would've been able to make a hoverboard with any api
that just requires me to add in my own physics calculations
😬
can confirm this thing does NOT work
the physics seem the work but you slow as HELL
interesting challenge mode though
also when you climb up a ladder the thing is just gone
nvm
it falls off
oh yeah it either goes to held mode automatically or just falls off
yeah
also i thing the hoverboard should be on your back and not on your arm like a duel disk
i get what you were going for but the thing is way too big
lol
the problem is that if i put it behind ya, you wouldnt know if ur still holding onto it
true
although i barely noticed it wasnt on my arm when i used the ladder
ig its better than being a heavy ass item
lol
dammit mrov the weathers are breaking
nvm
i think it was just delayed for some reason
If you use WeatherTweaksBeta the Tornado won't spawn in on Infernis for some reason, so you'll have Windy weather with an invisible Tornado. Already told Mrov about it XD
oh


