#Code Rebirth [V§O∆X∆O§]
1 messages · Page 13 of 1
I'm not making both mods interact though, would veer off too much of the original mod
Ask the og developer if they're cool with it then
I dont think theyd refuse but that's just veering too much out of the actual mods purpose lol
@wise stag CodeRebirth dies for clients after being fired
Same issue that DevilDeal has I imagine
I was gonna report it to you in my server but you left ;c
Why are your mods applying patches for this anyways?
Plant pots.
☠️
are the weapons from an rpg
cause they dont look like they fit lethal company visually so im assuming they werent made for it
Btw @mild storm I'll likely showcase the Shockwave Gal tomorrow lol
Things were just slightly too broken today

Well you need to fix it, cus otherwise you get stuck on you are fired
lol
Btw another issue @wise stag Meteor Showers don't seem to properly end at 12PM in game
Wdym doesn't seem to end
Maybe I do, haven't looked yet to make sure
Nope, no idea what's causing your issue
It's Multiplayer specific
Clientside error
Maybe noone else has been fired yet?
Nom nom.

this error also still seems to happen when a client joins the lobby, but this may have been late join related possibly
If you need Mac's full log, it's a bit of a biggie though cus SCP1507 and EnemySkinKit error spamming today, they wouldn't have related to this though
hmm, metal crates aint openin on my end
log of the session (so far)
and my config settings for CR
I wouldn't put a deadline on smth like this, you probably didn't intend this but it comes off as if you're telling Xu they have to fix it by tomorrow for your showcase
People aren't obligated to hop on fixes immediately nor should they be expected to for a non-profit passion project
I didn't mean for it to come off that way at all
I just meant it's something she needs to fix so others don't give her an influx of reports
I feel like you took what I said a bit out of context, CodeRebirth wasn't what gave me a ton of issues today it was JLL and WeatherRegistry's updates
CodeRebirth was at the end when we got fired
so I let Xu know about the issue
Yeah I read it like youre saying rn, I was referring to that statement in specific and not to anything other than how that statement read
I planned to stream longer today but due to error spam from EnemySkinKit and performance and desync issues from WeatherRegistry's update I had to end early and couldn't showcase her today lol
Yeah I get you but I certainly didn't mean for it to come off that way 😅
Not saying you did, never did, just saying it read that way at a first glance
Glad it's not the case 
I don't think I can grab that 😦
After she picks up a cat and drops it, apparently its rotated for clients??? like it stays rotated after being dropped for clients
Which is very funny
I will get the log from them after the session
Shes clearly not a cat person
I was wondering why I couldn't see tornados then I saw the error message,
"[Error :CodeRebirth] I fucked up, please report this"
Here's the log
Cute clownlight fish
And what do you have for the tornado options config?
Also im pretty proud of the texturing i did for one of thebupcoming hazards, heres a sneakpeak. Will be texturingnall the other hazards for the next code rebirth update
Swrd killing the maneater made everybody's fram drop to 1 per second. DUnno if it's a known bug
Probably doesn't kill it properly, I would blacklist it for now
Frame dropped for a bit or permanently?
Until we finally left the planet, like 5 min
Any log spam?
This sounds similar to the lag I got on Gorgonzola when people jumped into the cheese lake and there were no errors
I wonder if it's cus of CodeRebirth and there's a try/catch going off
it was on gorgonzola 👀 . And I did jump into the lake oh damn maybe that's it
In this case it's still up for debate
It could be JLL or WR's updates
Happened at the same time, figured it was cause of the robot cuause that's the "new" thing we tried, but maybe it was gorgonzola
Smoky: All, | Fire: None, | Water: None, | Electric: None, | Windy: None, | Blood: None, |
Can you test with WR disabled with your group?
That must have been ages ago
That has never happened for me
But that was like 2 weeks ago
https://www.twitch.tv/lunxara/clip/GleamingAbstemiousKittenRuleFive-wu_4zl74oyC8VKLM?aaa But yeah so you had this lag?
Yup that
Yeah that could still be JLL or WeatherRegistry, but let me know if it repros with CodeRebirth disabled, then try disabling WeatherRegistry
Don't think you need to include tornados that you do not want.
So only including the smoky one.
Because I don't see a case in the code for "None".
So I assume it tries to compare to a moon.
Which obviously won't work.
Yeah if you don't want a specific one you can probably just remove it from the list right?
From what I am seeing, yes.
I tried just deleting the other ones too but it still wasn't visible. That's why I tried using none
Let me know your results lol, cus I would love to narrow down what is causing this so it can be fixed, if it happens with CR and WR disabled then we know for a fact it's JLL
I had one spawn while messing around so I have no idea what your issue is right now.
Can't test right now, will test tomorrow
If only I had a group of 3 right now lol
does it only do this when you're 3?
Yeah only when the lobby is 3+ players
Can't be reprod if you're alone, can't be reprod if it's only 2 people
Jacob tried
you can test in lan 🤷♂️
- Copy BepInEx folder from your profile to your steam folder
- launch Lethal Company.exe
- Choose lan
- launch as many as you want
- host with one instance
- join with the others
I'mma just use Gale with a test profile it's easier
That's how I usually test multiplayer bugs alone 😂
This is probably why. 
my friends arent interested in debugging with me LOL
Meanwhile the host is obviously crying with the slideshow.
What mod would be causing this?
Will SWRD-1 be able to travel easier on modded moons and modded interiors? (I was on bozoros and they couldn't even get through the main entrance without them being right next to me. 😭 ) Also will there be a two story ship mod compatability (Or widership one too.)
My best guess are the bodies staying the lake spamming the thing to play audio too many times.
I will try removing the bodies through the slideshow.
@unique niche
This is likely JLL right?
Btw it wasn't just the host
Clients also got the slide show
@unique niche Looks like Whitespike found it
So it's a case where only the console is catching it?
Umm
Well that one seemed to crash one of my clients.
Because I was wondering why I couldn't switch back to the third then I turned around and it wasn't there.
Yeah 2 people dying leads to slide show, I would imagine anything more and it kills the game
Oh fun
So I tested some stuff out. (Apparently, this works with Widership and two-story ship so that's fine) But I did notice on certain modded moons it would teleport through the floor or walk in through the walls. Then for some other modded moons they get stuck and are unable to get back to the ship leading them to be stuck there until their items are dropped by someone else. (The ones that have major issues is Bozoros with two-story ship) In the picture there is vacuity which works perfectly until being told to deliver scrap back to the ship
Summary:
Modded moons with custom doors/entrances are unable to work for the shockwave gal (Unless you guide them very close to the door)
Sidenote: Entrances that are elevated from the ground or lower than the usual height will make shockwave gal not move and be stuck.
Moons with custom interiors for different levels (Like an elevator) They get stuck in place and dont do anything unless you tell them to drop the scrap.
Moons that have entrances lower or higher with an elevator the gal is unable to get up (My suggestion is to find the nearest fire exit to let them be able to take scrap back through there)
Full recommendation: Make it so they can fly to a nav mesh that is likely to be able to get them back to the ship. (Or at least make it so they can go through certain doors or areas)
Looked into this error and I've hopefully fixed this issue but I can also tell you this is not the cause of the lag. The friend must have disconnected while inside the damage trigger which threw an error.
Got you, I think it might be more so the first thing Whitespike mentioned is happening when people die right now, looks like the game is reporting a lot of dissonance stuff
This
Btw Jacob could this be related? Or is this relating to something else?
I'm guessing unrelated but that error doesn't really give any useful information either so idk
Yeah idk why it simply doesn't error, however since we've confirmed this can be reprod in a small pack with just Gorgonzola, WR, and CodeRebirth all updated maybe UnityExplorer could catch something if you lan test with 3 clients?
I believe if using UnityExplorer you just need to swap out FixPluginTypesSerialization with FixPluginTypesSerializationDebug
Cus I'm assuming what is happening is if there is an error it's under a Try/Catch
So the logs won't catch it
I still dunno why it only repros with 3 or more clients also
Makes it more weird
I would guess if @hybrid flume is still testing he could throw in UnityExplorer for you and see if he finds something
I only had gorgon.
Oh so it's definitely JLL then
I thought you also had WR and CR in the pack
No, the profile does not have those
Only uses gorgon, landed, grabbed two clients and threw them to the lake.
On the first, no noticeable warning spam, on the second, the dissonance spam started
This conversation should probably move somewhere else so we're not filling this random thread with this.
It also may be intended code spamming multiple times which wouldn't throw an error. I'm releasing a patch soon with fixes for a bunch of misc stuff. I'm not sure that the fixes i've worked on will fix the big issue but i've fixed a couple small adjacent bits of code
We'll move this over to your thread
since we finally isolated it
you need to provide more info for this
I sent the error
It errors on the client end which causes the game to not proceed from you are fired
no like this tells me nothing. this implies that clients did not get the save file at all
I mean that's the error it threw when we got stuck on you are fired earlier
Dunno why it's so indescriptive but I had no error on my end
I think DevilDeal throws a similar error for clients, somehow it just causes the game to die and never recover from the you are fired screen
well i can't do anything without any other logs like at all
If you need Mac's full log, be warned of all the EnemySkinKit and SoundAPI errors cus of the Flamingo's lol
I did disable SCP1507 after today til it updates cus it was getting annoying, EnemySkinKit was updated so it's fixed now
The EnemySkinKit errors were cus it didn't like the fox screams for some reason
lol
is that this log?
i will not be debugging any late join issues in the slightest
Yeah same log
Idk if it's cus he late joined, we use LobbyControl so tbh it should have registered him joining like any other client
yeah i still am not dealing with it, even if it isn't causing the issue
it is way too big of a variable to deal with
Just a fair warning this is my todolist which involves config stuff:
Turn crate configs into whitelists from blacklists
Fix seeds appearing outside ship on reload for clients.
Give tomatoes an inventory icon
Give seeds an inventory icon
Stop plant from disappearing for clients (it should be staying)
Clients break when swinging weapons and breaking a tree
Config for propeller volume for shockwavegal
Allow redwood to eat the driftwood giant
Give config for seed spawn weights
no other errors regarding CR though
but tornado was invisible on Experimentation 💔
actually, it could be me not setting the Tornados moon types in the config properly (wanted to only have Smoky tornado show up)
Hmmm
I'll check
Oh yeah this would be you fucking up the config not me
You can ignore this
Uhh
I think this means it defaults to fire tornado
Haven’t been able to catch up with it too much.
Is Code Rebirth at a stable position for multiplayer or should I wait for it to update?
It's always mostly been in a stable position for multiplayer
Alr 👍
@wise stag Nom.
What's the difference between RedwoodTitanAI.FootStepSounds and for example RedwoodTitanAI.LeftFootStepInteractions
In terms of when they get fired.
Uhhh footstep sounds is a function? The left and right footstep interactions are animation events that play and damage enemies near the left and right footsteps
I might not be using that one lol
I mightve made it and forgot about removing it
Because the footstep interactions play the sounds
Exactly why I was asking, lol.
Because you have three different places doing the same thing.
So I can just repurpose this sounds one to be called by others, okay.
Yee
Also the sounds played on far seemed wrong because you always used stompSounds instead of farStompSounds.
As in the length used was correct, the array was not.
Huh, fun
Yeah different footstep sound each time is normal
Hm ok
I did some stuff so whenever you want to look at it.
I will go back to reading.
there's a guide pinned in the biod server general chat
well im either blind or there is nothin like that
I can just send u the textures lol
Bl1ndboy

Soon to be Cr1ppledboy

Im coming for you
You cant run, you cant hide
Anyways heres a concept i made for a spiketrap gal a while back, posting it here since it wont be made.
Cuz all the other gals are too good 😔
Outclassed
She had drip xu, and thats what mattered
Make her a ship decor
Never
I mean I already feel like the Seamine Gal is kind of pushing it and I'm surprised she got made lol
Wdym pushing it
Yeah
Shockwave is just a drone with a womans body
Catgirls are just cats with a woman's body
Lol
Shockwave Gal has her own unique face and sounds and stuff though
Not too sure what you plan to do for the Seamine
Never underestimate a mans neuron activation
Wonderous things
Im full of surprises (sea mines)
It just has to make sense in some way cus if it's just a walking Seamine XD
I mean fair but tbh it fits pretty well into LC lol
Ladies and gentlemen it’s a game about stealing from abandoned factories full of aliens it hardly makes sense anyway
Aint no stopping now
The bots arent very vanilla but im also making a bunch of hazards that are
You sure you're not just really into Shockwave Drones and Seamines? 

Shockwave Gal still needs a scrap
Creator's barely disguised fetish
He just REALLY likes murder drones
@wise stag send the in belly idea gif
Tbf the original Shockwave Drones would likely need updated for her to kill it properly, it tends to just break from anything that does instakills
I've witnessed it break plenty of times when it comes into the path of a Locker XD
It'll just float there and not fully die
I love being trolled when told I killed something and that something kills me after.

@dry ermine time to make the Shockwave Drone killable by the girl lmfao
I mean that's why you reduce the explosion damage it can do
If you set it to 10 it usually does 20 for whatever reason but still at least you're not dying to it unless you're attacking it at really low health
It is killable lol
Been tested it too
Oh she properly kills it?
I'm used to enemies that do insta kills making it just float infinitely in place
Lol
That's what we call bad code (jk)
Yesterday we had invis tornados, is this config set correctly?
I just want the grey one 
I probably have the log from the session, but it would be easier if i just load my profile again in a bit and replicate it because i cant remember if it was before or after we reset
And this is using WeatherRegistry 0.1.25
Remove the entries that say none
None isn't a valid entry
If you want white do Smoky:All, | and then nothing else
Alright!
Yeah they were likely invisible cus it was still trying to register the other variants for some reason 
No that wouldn't do it lol
I'll take a look when I'm home why it was invisible
💔 Damm i thought it was going to be that shrimple
Prolly relates to the same issue that causes clients to see duplicates, might be something weird with the config atm
Assuming the duplicate issue repros on the previous version of Registry as well
is driftwood titan jump supposed to do massive dmg ?
cuz i didnt took a single damage point when he did
and i was close to him
Supposed to kill I think
I'll take a look when I can
does it make you lift or shockwave you at certain distance or just kill ?
The jump is supposed to kill all nearby entities iirc
I'll have to reread my code lol been a while
👁️
I saw your original naughty message
Haha yeah I didn't expect the bot to be triggered by the word phrasing so I had to modify it
XD

Are Carnivorous plants supposed to be an Outside or Daytime enemy?
Outside.
Ah i see
I had them as Daytime but they worked fine
But yeah Outside makes more sense now that i see how they work
The only difference between daytime and outside that I can remember is which power it depletes from.
Besides when it spawns, I guess.
exactly
so its not as fair is they spawn in daytime since you can end up with a bunch, and then still have to deal with the usual outside enemies
a couple rarely here and there as daytime on heavily forested moons is okay tho
I don't see stun things tho.
Which is sad.
Also I found out why there are invisible tornados due to config things.
The default has the wrong name for the smoke one.
You have the config set to "Smoky" while internally you're looking for "Smoke".
Whoops


This problem really been here this whole time? Lol
Classic xu L
Nou
Not sure, I just saw the difference between the config and the dictionary.
After all the L in xu stands for losing
Yeah that L
Yeah, now it's not invisible when you only want the smoke one.
Just need to change "Smoky" to "Smoke".
Or vice versa, whatever you want to do :D
What if i want no tornadoes
I would assume empty list?
But then again, you wouldn't have windy in the first place.
What if i want to delete the tornadoes from the mod
You would have to ask Xu for that.
Peer pressure xu. Got it
Ah so Xu made a mistake
lol
Classic Xu
log spams error once the meteor shower is queued to end. role: client
fixed
ty
o7
as a suggestion, a blacklist for items the gal can carry. bodies can be a bit fickle
i love her so much, xu. you guys did great ❤️
who wouldnt want to be carried by that woman
Not me.
Oh, I assure you.

Im being mercyful
Nice.
Dont make me 100000000x
100x sea mine gals!
@feral cape removed the timeout, careful referencing the bits of coin, gets blocked for scam reasons
Yeah realised that
When credit miner gal
Causes you to lose credits over time completely for free
I'm glad that we don't have coin scammers in this server. I think that filter has only had one clean hit but its still one less scam link for dummies to click on
Im a scammer, i made a mod that pretends to be good and add variety but in reality its just to make people suffer
Beam of light!
Nobody even knew
So, surfaced?
I wont confirm nor deny
I expected sea creatures on land and I got sea creatures floating
Magic
Yeah.
shes not supposed to attack in company moon, thats weirdf
she didnt even attack XD
yeah thats her beam
She REALLY hates container boxes. It’s fully intended.
just to be clear, im switching it to be Smoky not Smoke as the right config option soon
lol


wait so
if i put both then it will be goated right
?
Foolproof
Probably, haha.
when's shockwave drone gal but another color
dunno about reskins
anyway if your config is empty ofr wahtever reason i default to smoky now
Why they so fucking fat
Lose weight tubby
@valid drum told me here.
I know, haha.
because i cant read...
I will filter when I can.
On lobby join
[19:45:37.2820779] [Error : Unity Log] KeyNotFoundException: The given key '9' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
CodeRebirth.src.Util.CodeRebirthUtils.OnNetworkSpawn () (at ./src/Util/CodeRebirthUtils.cs:102)
Unity.Netcode.NetworkBehaviour.VisibleOnNetworkSpawn () (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn()
Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn()
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean)
Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager)
Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32)
Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32)
Unity.Netcode.SceneEventProgress:<SetAsyncOperation>b__37_0(AsyncOperation)
UnityEngine.AsyncOperation:InvokeCompletionEvent()
[19:45:37.2860821] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Mirage.Unity.MirageVoice+MimicVoice.Awake () (at ./Mirage/Unity/MimicVoice.fs:68)
UnityEngine.Object:Instantiate(GameObject)
Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject(SceneObject)
Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager)
Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32)
Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32)
Unity.Netcode.SceneEventProgress:<SetAsyncOperation>b__37_0(AsyncOperation)
UnityEngine.AsyncOperation:InvokeCompletionEvent()
[19:45:43.8662305] [Debug :Matty's Fixes] clipboard(54) needs to compute vertical offset - scheduled
[19:45:43.8662305] [Error : Unity Log] Coroutine couldn't be started because the the game object 'ClipboardManual' is inactive!
[19:45:43.8707344] [Debug :Matty's Fixes] Sticky note(55) needs to compute vertical offset - scheduled
[19:45:43.8707344] [Error : Unity Log] Coroutine couldn't be started because the the game object 'StickyNoteItem' is inactive!

bleh, late joiner

[19:49:24.9909906] [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
EnemyVent.SyncVentSpawnTimeClientRpc (System.Int32 time, System.Int32 enemyIndex) (at <d2996142fa1d46369fdcffced906545b>:IL_00D0)
EnemyVent.__rpc_handler_3841281693 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <d2996142fa1d46369fdcffced906545b>:IL_0048)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
This looks fun.
clearly placebo
lol i have no idea whats even going on there
I'm just refering the errors from the log.
[19:49:38.2007339] [Error : Unity Log] NullReferenceException
Stack trace:
EntranceTeleport.Update () (at <d2996142fa1d46369fdcffced906545b>:IL_0064)
This apparently spammed.
Yeah, I will do that after the log.
okie
also im doing a bunch of bug fix stuff for like the tornados and whatnot, please merge after my commit so i can easily add your stuff 
ill let you know when i commit
[20:14:34.6586504] [Debug : SCP999] SCP-999 Spawned
[20:14:34.6631542] [Error : Unity Log] "GetRemainingDistance" can only be called on an active agent that has been placed on a NavMesh.
Joker's log for cross reference btw
Since Whitespike late joined, I figured it'd be worth seeing if there's errors for freshly joined clients that need fixed
@hybrid flume for Joker CodeRebirth errors after LGU
Lmfao
LGU causing a chain reaction there I'd assume
I have no idea what's going on there.
Because it seems to be executed out of order.
[20:33:13.4520973] [Error : Unity Log] NotServerException: Only the server can reparent NetworkObjects
Stack trace:
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkObject:OnTransformParentChanged()
UnityEngine.Transform:set_parent(Transform)
Loadstone.Patches.FromProxyPatches:FromProxyIteration(Dungeon, Dictionary`2, DungeonGenerator, TileProxy)
Loadstone.Patches.<FromProxyEnumerator>d__2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
The snow globe doesn't have lights anymore?
it should have a main light
Right but I remember the colourful ones
i dont think those were ever part of the release, it was just unused code so i might've gotten rid of it lol
Ah ok ok.
[20:33:15.8551611] [Error :AntlerShed.LethalCompany.EnemySkinKit] at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <dab7f68612224ba3ae40f651d44f9d4c>:IL_0011
at AntlerShed.EnemySkinKit.ArmatureAttachment.ApplyAttachments (AntlerShed.EnemySkinKit.ArmatureAttachment[] attachments, UnityEngine.SkinnedMeshRenderer renderer) [0x0003a] in <78fa10aa075449919fe9c540df82c5b8>:IL_003A
[20:33:37.2370058] [Error : Unity Log] ArgumentException: An item with the same key has already been added. Key: EntranceTeleportB (EntranceTeleport)
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <787acc3c9a4c471ba7d971300105af24>:IL_015A)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
CodeRebirth.src.Content.Unlockables.ShockwaveGalAI.ActivateShockwaveGal (GameNetcodeStuff.PlayerControllerB owner) (at ./src/Content/Unlockables/ShockwaveGalAI.cs:157)
CodeRebirth.src.Content.Unlockables.ShockwaveCharger.ActivateGirlClientRpc (System.Int32 index) (at ./src/Content/Unlockables/ShockwaveCharger.cs:53)
CodeRebirth.src.Content.Unlockables.ShockwaveCharger.__rpc_handler_333037760 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <fbbdf45f20db4833b0d0d3a297705989>:IL_003B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
[20:34:05.9051275] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CodeRebirth.src.Content.Unlockables.LaserShockBlast.FireLaserClientRpc (UnityEngine.Vector3 hitPoint) (at ./src/Content/Unlockables/LaserShockBlast.cs:93)
CodeRebirth.src.Content.Unlockables.LaserShockBlast.__rpc_handler_71276899 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <fbbdf45f20db4833b0d0d3a297705989>:IL_003B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[20:41:45.5760061] [Error : Unity Log] NullReferenceException: routine is null
Stack trace:
UnityEngine.MonoBehaviour.StopCoroutine (UnityEngine.Coroutine routine) (at <e27997765c1848b09d8073e5d642717a>:IL_0009)
CodeRebirth.src.Content.Weathers.MeteorShower.Update () (at ./src/Content/Weathers/MeteorShower.cs:98)
This one was already reported.
[21:09:16.8918581] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AntlerShed.EnemySkinKit.Vanilla.ManeaterSkinner.Apply (UnityEngine.GameObject enemy) (at <78fa10aa075449919fe9c540df82c5b8>:IL_02D8)
AntlerShed.SkinRegistry.EnemySkinRegistry.ApplySkin (AntlerShed.SkinRegistry.Skin skin, System.String enemyTypeId, UnityEngine.GameObject enemy) (at <cf230d4dcde14792a4c856efa04a2c3d>:IL_002F)
AntlerShed.SkinRegistry.EnemyPatch.PostfixStart (EnemyAI __instance) (at <cf230d4dcde14792a4c856efa04a2c3d>:IL_00A3)
EnemyAI.Start () (at <d2996142fa1d46369fdcffced906545b>:IL_026B)
DMD<>?-898178358.Trampoline<EnemyAI::Start>?-256811092 (EnemyAI ) (at <fbd1518d9e7c4950b1d37ec61d6bf8b5>:IL_0025)
CodeRebirth.src.Patches.EnemyAIPatch.EnemyAI_Start (On.EnemyAI+orig_Start orig, EnemyAI self) (at ./src/Patches/EnemyAIPatch.cs:24)
DMD<>?-1691676366.Hook<EnemyAI::Start>?-477180944 (EnemyAI ) (at <9f415f8e987941cd8918eddef9a456ec>:IL_000F)
CaveDwellerAI.Start () (at <d2996142fa1d46369fdcffced906545b>:IL_0000)
I don't seem to find anything else.
I will look at dnspy things now
if (Vector3.Distance(RoundManager.Instance.SpawnedEnemies[i].transform.position, this.exitPoint.transform.position) < 7.7f && !
Specifically getting the transform of SpawnedEnemies[i].
thats pretty weird lol
this.enemyType = this.roundManager.currentLevel.Enemies[enemyIndex].enemyType;
I did get phantom enemies apparently.
Because host saw nothing when I was seeing an enemy on a spot.
weird
i committed btw uwu
ill merge your changes once you merge it on your end then ill commit, pray and release 
instead of solving a merge conflict: throw your project in the trash
instead of using git: format your harddrive
Is that why SCP999 kept having a fit?
No no no
It doesn't use remainingDistance.
Plus we got redwood like once.
And it was already doing before it.
uhhh i should've only added a driftwood check to redwood
Then please check if I changed something here, lol.
I'm leaving this log too, maybe you find something
lol whoopsie
Don't know why it included the distance on the merge conflict bruh.
gihub is a weirdo sometimes
@hybrid flume i just realised
did i make it so that u can get a wooden seed from the shovel stuff
without actually bvreaking a tree
Shovel stuff?
Nice.
future me's problem
There's DestroyTreeAtPosition(Vector3 pos)
Which returns bool for wether it found tree or not.
Thing is it also does the destruction.
So you would have to essentially copy paste what DestroyTreeOnLocalClient does only because you need to check if it broke a tree or not.
Otherwise it just destroys the tree for that client.
i mean thats fine
but thats also for next time
v0.6.3
- Fixed parenting issue with shockwave gal.
- Turn crate configs into whitelists from blacklists.
- Stopped gal from targetting enemies while you're inside and its outside or vice versa.
- Give tomatoes an inventory icon.
- Give seeds an inventory icon.
- Config for propeller volume for shockwavegal.
- Allow redwood to eat the driftwood giant.
- Give config for seed spawn weights.
- Fix meteor spam for clients.
- Better pathing when coming to ship with items.
- Fixed constant error for clients on meteor shower.
- Fixed some rare config error with tornado smoky version.
lel
What name should i wrote in shockwave gal for the leaf boy
?
no idea, you'd have to ask in biodiversity what their enemy is called
i need to see how well shockwave gal handles problematic pilotry lol
i dont think she'd have any problems
well sometimes it likes to land on an unreachable cliff so
once my Gale actually recognizes this update's existence I am testing this lol, if it can reach the ship when it is otherwise nearly unreachable I will be very impressed
v0.6.4
- Added propeller volume config lol.
- Auto start on ship start config.
- Fixed the shovels spawning wooden seeds randomly.
config disabled by default
the auto start one
so it was not good enough to get back from Problematic Pilotry jank with items, but could without
also an egg exploded when I tried to give it to her and she just kinda thought she still had an egg lol
I think you forgot to actually push this to Thunderstore
lol
Maybe
I figured that might happen eventually
@wise stag A request if possible, but can you fix the gal's charger somehow so she's compatible with FurnitureLock?
its a ship upgrade
uses vanilla stuff
if furniture lock doesnt work with it
problem is probably on furniture lock
I mean from what Matty said the issue would be on your end somehow, cus the values always reset similar to the Shutter Switch in Ship Windows, I just dunno what exactly would be wrong
@tepid solar maybe you can say what the issue would be? 
i've not had the chance to check what the issue is but most likely you're doing something weird like, deleting and recreating it multiple times ( like ShipWindows does for the shutter )
@valid drum do you have the logs for when you unlocked it?
I think it's only registering in FurnitureLock after buying the item from the store
Which is likely the issue
I can just buy it rq most likely
if that's the issue i might have to bring back the old "Clear" button and have the users clear the oprhans themselves
Yeah
it only registered her after I bought her
Also lmao Xu
Navmesh error
From her spawning

Truly a Xu moment of all time
:3
@wise stag I wonder how easy that is to fix
Yeah this sounds like the strat
I would imagine it's just an issue with how it registers furniture that isn't vanilla
why would i be deleting and recreating?
ask Testaccount 🤣 he deletes and recreates it at least 3 times for each lobby load
lol
Tbf that might just be leftover jank from Veri's code
Cus he hasn't done the rewrite yet
theres no errors, so i dont really care to "fix" that lol
plus its intentional behaviour
Lmao it's just funny she complains about navmesh when you buy her
hehe
v1.3.3 is up
Hoorah
How does i spawn the White Redwood?
random chance for normal redwood to be a white redwood
Oh ok since the new update my console give a lot of error and the game start to open way before
would shockwave gal attack the masked and the shockwave drone by default?
send log
yes
It already stopped working when i updated the mod to v 0.6.3
@wise stag let me know if you can find a fix
uhhh its not coderebirth
something broke everything for you lol
GG
I will redo my pack thanks
I have redone my pack but It still doesen't work maybe an incompatibility
Does code rebirth have incompatibility issues with other mods?
Not as far as I'm aware
I would refresh the MHOOKs.
How does this happen???
[Info :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Error : BepInEx] Failed to run Initializer of BepInEx.MonoMod.HookGenPatcher.HookGenPatcher: System.IO.FileNotFoundException: Could not find file 'D:\Nuova cartella\steamapps\common\Lethal Company\Lethal Company_Data\Managed\Assembly-CSharp.dll'.
File name: 'D:\Nuova cartella\steamapps\common\Lethal Company\Lethal Company_Data\Managed\Assembly-CSharp.dll'
But then also, AutoHookGenPatcher seems to be fine, or at least not erroring
Interior is fine. But once they get to the exterior part of the entrance then they get stuck trying to figure out where to go.
https://medal.tv/games/lethal-company/clips/iTqIM436uocc7XSSS?invite=cr-MSxYc1QsMTkxNzQ4NTczLA
Watch Custom moon: Vacuity test and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Vaccumity
I think I discovered a funny bug today btw, so I Blacklisted the Fox from being attacked by the Gal and then we kept having cases where 2 foxes were spawning instead of 1
That's not the gal

Not even close to being caused by the gal
I think it was a side effect of putting it in the config idk why
No it's literally not
You're finding bugs where u want the bugs lmao
Mhm
It was funny
Could have been the SCP mods that updated too possibly like 999 or HeavyItemScps
I'll need to check

fuck... didnt realize that whitelist was turned into a blacklist for crates.
tosses whitelist out the window
blacklist gonna take a while to make...
Lol
Shockwave gal doesn't really work in custom interiors yet right? (I tried lc-office and only floor 1 they would not move. Then on floor 3 they would run over to the closest point of the entrance on the 3rd floor and stand there forever.)
It'll work for most custom interiors, lc office is specifically super unfriendly to navmesh AI's
Can't do much there
I'm not looking to make specific support for that interior either
do normal enemies like not function in lc office or something?
I'd explain but I'd also not
huh...
Maybe another day
Slight issue
The plant pot once seeded will progress through its growing from just landing at the company and leaving, which doesnt cost a day
Probably infinite money if you're patient enough and its not the last day n all
Then again, so is landing there with Casino mod, killing each other and gambling the $5 bodies repeatedly until you eventually win big on one soooo its whatever
Farming, infinite money exploit
Just like irl
It was very convenient for testing how it works tho
Lol
nah its vanilla
30% or whatever on day 1
70 or whatever day 2
idk i cant remember cuz we always sell on the last day
Yeah I just figured I remember putting something against company moon
Also some icons for the melee weapons and sounds when you drop them would also be nice, tho not a high priority ofc
the plants dont grow at the company building, the stress of the monster there stuns their growth
Lol
Half life combine suppression field
But just to fuck up tomatoes and nothing else
Yeah I just forgot to check for company moon ig
the tomatoes are sentient
I'm lazy to transparent images... but maybe
In terms of sounds I'll definitely not just copy vanilla
I'll see what sounds are available and what fits
Farmville be like.
dont remember exactly what i did to cause this, but on my last run, when the gal auto activated, she'd leave the ship, then stop a couple feet out. when placing her back to charge immediately after, she wouldnt deactivate; she'd teleport back to the charging station and just replay her boot up once whenever i touched the base, regardless of activation status. she'd also stop following me. when i entered the facility after that, she apparently caught up. the lasting effect upon arrival is an occasional minor jitter in her animation until departure from the moon.
this was a solo run, so i was host
overall tolerable, but regardless, in case it leads to something worse, here's the log
must say tho, it was an absolute pleasure to see her explode a T-Rex XD
Bug Report.
Shockwave works great on fresh save
But on reloading a save she breaks for clients again and can only be used by host. If Host dies she stays frozen and angry.
Also SHE CAN DANCE TO MUSIC!!!! SO ADORABLE!
@wise stag just wanted to inform you that the funny bug with a 2nd fox spawning was a SCP999 bug, it seemed like whenever SCP999 spawned it was forcing a fox with default health to spawn ((I have it set higher with KidnapperFoxSettings)) leading to a 2nd fox with 7 hp to spawn lol
I checked the logs
Also she doesn't seem to hurt players except the host.
Other than that so far she was running great.
This is actually fire imo
And howd you determine that one
What moon?
Wdym hurt players lol
She only does that by accident while attacking other enemies basically
Alright
Ganimedes
okay so with that config option, she'll keep reactivating for the first like, 10% of the day, cuz i was lazy to figure out a way to make her work properly with that config only once
im testing ganimedes rn
umm
huh
something to do with entrances is broken on this moon and im not sure what
okay i might've fixed it, not sure, if its something that happens by chance then i didnt, but if it always happens then its related to that moon having inactive entrances
Nom nom
Nom prénom

When attacking enemies she only hurts the host by accident. Doesn't hurt clients. Unless it's set that she can only hurt the one in control of her by accident.
nah she should be able to hurt everyone, ill give that a look
Also another question. Are charges her amount of times she can attack? Or is that something else?
yes
It could be that error that I got related to laser beam?
Oh awesome! So set to zero and she will never attack anything.
It was complaining on a client rpc.
oh ill have to relook, sec
#1241786100201160784 message Here
Maybe also why we saw that green beam of light placed randomly, lol.
oh hmm
yeah that'd do it
... ¿que?
basically, if it happens again, then its something to do with the moon, i noticed a couple errors about entrance teleports when i loaded in when i first tested
but i didnt notice those when i loaded in a second time for another test
yea the laser origin is only being set on host
probably not
this.LaserOrigin refers to the field frmo shockwavegal AI
i have a solution cuz i already handle most the laser server side
Hm ok ok
v0.6.5
- Updated the looks of the wooden crate.
- Fixed some misc bugs with shockwave gal.
- Laser not doing as intended for clients.
- Triggers not disappearing when you dont meet conditions to use em.
- etc
- Fixed a bug involving automatic config with the gal.
update should show up in the next 40~ mins
https://thunderstore.io/c/lethal-company/p/XuXiaolan/CodeRebirth/

fun times lol
hmm alrighty
Does this fixe the clients unable to use her when reloading a save bug?
wouldnt surprise me if it were a moon issue. despite the simplistic appearance, Ganimedes does have some ambition behind it. outdoor scrap room, outdoor scrap spawn points, custom scrap, custom scrap functionality
i havent been able to test that, or can i figure out a reason for it, but potentially since i made some changes yeah
i didnt really have logs so cant be 100% sure lol
Your interact trigger bool logic confuses my brain.
i hate it too but its basically just, disable the interactable at certain conditions lol
"Certain" is an understatement.

I go from "Ok, they're all the same so I will just use a bool to save this and use it whatever I want" to "Why the fuck is it different on each line now?"
lmaoo, some of em have extra conditions is the thing, like chest trigger is for droppign items so only doable when she is carrying any, headpat is always except for if you're not owner and shes not inactive
i'd love to expand on it so its not ugly either
Like
like only if you're holding an item does the give item pop up
they are?
On the commit you did, they are.
One doesn't have the DeliveringItems check.
oh, yeah thats much better lmao
The last one is just weird because the lack of DeliveringItems check but besides that.
Yeah sorry was streaming and didn't have a chance to grab logs from anyone. But it's pretty simple to reproduce. Just need a client.
- Start new save.
- Buy swrd1
Everything works great for all players right now. - close game and relaunch save.
Clients will no longer be able to activate her and she becomes host only.
Very simple and easy to reproduce.
Maybe today or tomorrow I can reproduce and get logs for ya.
yea, hopefully fixed in latest update though
very similar but not the same
it was me :3
i really need to learn how to do inverse if statements more, it makes things so much cleaner and less nest-y
she and her station also dont save their positioning between file loading, but that's not a staggering issue rn
I reported it yesterday and just following up on it. 😕
thas just vanilla afaik
hm
It's just a matter of how you want to do the logic.
Some people prefer " if this do that" rather than "if not this do nothing", vice versa..
im too used to modded to know for sure XD
What is vanilla anymore? Does vanilla even exist still???
lol
nah
theres one more bug im aware of that i need to fix as well, which is it detecting enemies while not being able to path to em, a lot of my pathing logic has been copy pasta here and there lol
the issue will only really happen on like mineshaft though
because its the elevator logic thats missing when enemies are detected
She's so evil when she's angry. Literally most of my deaths were cause of her 😆 🤣 😂
her personality is just spicy is all
I chased a Pjonk outside just to get nuked by her shooting the Pjonk 😆 didn't know she was on her way back in.
The worst is snare fleas though 😆 flea chases player, Gal chases flea. Flea is probably just saying SAVE ME FROM THE ROBOT MR HUMAN!
yea thas why they were blacklisted. config editing area wasnt updated, only the default text above it. you'll have to manually enter it or regen the config (i recommend the former)
well
the reason whyt snare flea was blacklisted
was because she cant really shoot vertically
and the snare flea is both really short
and hides really high up
that works, too
pain
She should be able to attack snare fleas when they’re on your head. She just kills you and deletes your head.
Snare Flea: drops
SWRD1: "Target: Acquired"
Victim: "F-" 💥
as an appreciator of the chaotic things in life, i think i'll keep the flea off the blacklist 
so imagine this for Sea Mine Gal. she runs at enemy, explodes and despawns, respawns at her station, catches up to you, and repeats
(yes i know she probly has her functionality planned)
Please don’t.
I have someone in my group who would make very untasteful jokes.
the key word here is "imagine"
@wise stag Quick question.
Is the gal supposed to have two player damage moments or just one?
Damage moments?
When it can damage the player.
I coulda sworn I changed this, I'll check soon
Uhhhh
I'll give that a look now, I don't think there should be any damaging other than with like the laser
Because there's the explosion and then the laser itself.
Ah right
Yeah I think it's intentional
Iirc the explosion deals less damage if you're further out
Yeah.
While the laser insta kills If u get hit
But the laser completely strips your health, lol.
Mhm
So getting hit by those things, I would assume they would just die.
Si

lol
Ah I forgot to change that to unacceptable items and reverse my condition lol
option for whitelist instead? 
With a blacklist is enough for me
@wise stag Any reason for FireLaserClientRpc needing laserOrigin as argument instead of using the field stored? 
I used it as an argument because only the host has it not being null
That was my bandaid fix I mentioned earlier
Ah.
I'm also trying to make the pathing stuff look nice so i haven't tested it yet but I'll commit it
@wise stag quite a few bugs with the new update unfortunately
the Gal can't take items anymore, when spawned she keeps playing the flying sound until she flies, she's no longer registering in FurnitureLock
i mean, i tested it before i pushed it lol, i didnt change anything with the charger in unity either
Yeah idk what's going on lol
My log if it shows anything
Lol
Maybe test with multiple clients in lan and see if the propeller bug happens
Gonna guess that is Multi related
yeah cant repro propeller
Maybe late join problem? Since we had someone late join if you test with Lobby Control you might be able to find out
Btw she killed a Redwood but no heart lol
Hm?
yeah theres no heart rn
the interactable bools were still too confusing, they were done wrong in release build loool
im gonna release a hotfix in a sec, which has better movement stuff
okie
Because I'm still messing with the beam, lol
Because right now, I don't see the point of having it spawned when you do it all server sided, lol
Maybe the visuals.
But besides that.
wdym? you should only be spawning a network object server side no?
Right.
What I mean
Is what is the client doing.
It will only do when you tell it to fire the beam right now.
And the visual are handled by the server through an enumerator.
Which since you spawned it, it will wait for the next network tick to show.
oh, yeah client aint doin much, just syncing some values like the line renderer's start and end
icic
Yeah
I was just trying to make the enumerator wait a bit til it gets fully spawned, you know?
Cause it's not even spawned yet, lol
icic
When you do the enumerator.
Only when you get to the wait it does.
I also found that it apparently plays a sound, lol
oh yeah dat too
hmmst.
whoopsie
Hmmmmmst.
nice
Btw
I think I know why the gal isn't registering in Furniture Lock
her parenting is busted again for clients
Feels like the new update has some regressions
her parenting literally cant be busted lol, im not parenting her anymore, she just is part of the charger to begin with
the new update only has the problem of the hand interactions
furniture lock's bugs are not my problem
Are you using the right layer mask for the floor?
It seems to go through it whenever it hits the floor.
should be room
or default, or colliders
and i use all 3
It's not a Furniture Lock bug cus she was fine before?
@tepid solar Is it a Furniture Lock bug? Maybe it's not re-registering the orphans
CodeRebirth bug
She can't be stored
Also the propeller buzzing is back on Lobby Reload
that's not how Config works. if that was the case LLL wouldn't work
i need logs to define if it's a FurnitureLock issue
It's CodeRebirth I think cus you can't store her
Meaning she's not properly registered
No, you can define if it can be stored or not internally.
The sound when it's flying?
Yeah.... on purpose...

In terms of the sound for when it's flying I'll look into it but it should be paused by default lol
Yes in multiplayer it plays when you buy her and when reloading a lobby lol
If she flies then stops flying it'd fix her
Maybe an interaction with SoundAPI?
No??
I mean it could be, it's caused weirdness with the Apparatus before
It's probably the range code
Not inherently just an unintended side effect
Don't think so because she can miss if the target's moving.
There's code that extends it to its full range no matter if there's walls because it detected no walls basically
I just find it odd that the explosion is spawning underneath.
So idk actually lol
So the ground is not considered in the raycast, maybe?
It should be, that would also be room layer
That's the only thing I can think of right now for it to ignore it.
Then experimentation's ground is not room layer, lol.
I saw walkableSurfaceMask aswell, tried that, still didn't work.
Try adding Terrain to the mask
In where you have Player and Enemy?
I think so
Oki oki, I will try that.
Since it doesn't seem I will be able to make it not need the argument in the client rpc, might aswell fix that, lol.
@tepid solar
It shows she registers but the config never shows her
Also
You need to fix the belt bag
it floats
Thanks
XD
So Terrain still has it go through that floor.
[20:22:34.3487310] [Debug :FurnitureLock] SWRD1 moved to pos:(5.67, 0.88, -15.80) rot:(270.02, 0.00, 0.00)
furniture lock indeed found and placed the Bot correctly
if you override the position afterwards it's not my problem
eh, positioning aint a big deal rn imo. entity functionality is more important 😛
oh you mean it never shows on LethalConfig? are u sure?
Yes
She doesn't appear in LethalConfig
What are you looking for?
If you're talking to me, I don't, I just use the ParentToShip script the rest of the decor etc use
Maybe try another moon like vow
Desert moons have a double jump bug so I don't trust their collision on the terrain
Experimentation is an experimental ass
Quite sure LethalConfig just puts it at the end of the page if it is registered late Lunx
Lmao, I thought it was just a player controller issue, not terrain stuff.
I checked
if not then it's a bug for LethalConfig then
Hahah
It's not coderebirth
Has to be terrain since its only desert moons in vanilla 🤣
And its so easy to reproduce
Just spamming jump on slightly inclined terrain
innocent til proven guilty, friend. 🙂
:hmmst:
it's there for me @valid drum 🤔
is this with my code or yours
I mean
I only added the Terrain and NavigationSurface layers.
I doubt it would make a difference.
Like it works right if it's an enemy (or a player I guess).
If it misses either, it seems just go through it.
Oki, I will just commit in the branch, you can then try and see if it can do anything with it.
okie
and the overridden position definitely works
I also got it to show up, but the first time I bought her she didn't
I think your mod is having issues making Orpheaned entries reappear
the LethalConfig UI does not update automatically. you need to click on another mod and back for it to show the changes
I tried all of that
it's a known issue of LehtalConfig
Committed with comments of what was changed so you can see if I messed something up, lol.
okie dokie, ill give it a good look
Rather than just reading the changes.
and then yell at you when need be
it did. just that your coords were for the old ship and were somewhere in the walls. i had to set the overrides to default for her to appear and then move and copy the new positions
😔
Well I have it set for 2 story ship compat
Maybe when Melanie updates the mod it'll be fixed
I think she's being considered as a scrap
i tested on your profile...
cus the other furnitures don't teleport
the config was putting her in the walls
Well that's an issue with your mod then
Cus I had her placed upstairs
even saved those values
Idk why it broke
ohhh was it upstairs O.o
Yes
i could not find her so i assumed it was in the walls
The bunkbed and cupboard work fine



