#Buttery Fixes

1 messages · Page 2 of 1

woven tartan
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do u know of one to remove the doors from the red cabinet? i forgot that one was so nice

radiant nymph
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I will say the item swap interval setting in Hotbarplus has never caused issues, but yeah I recommend the default drop and activate intervals the reduced delays for those I found aren't noticeable anyways and just lead to problems

solid dagger
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Yeah I really think GI just has too much stuff in it now

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like, why does it have all that masked stuff

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when like 5 other mods exist to do that

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why was flashlight fix merged in and hard-deprecated

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feels like it's not really trying to be "general improvements" any more and more just "base mod everyone is supposed to have"

radiant nymph
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GI also I noticed causes some weird lag when the ship screens are on that doesn't exist without it

solid dagger
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and it's buckling under that

radiant nymph
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It's suffering from feature creep

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Unfortunately

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@trim breach I will say I think the ability to look down more should be included in one of the fix mods

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That's a pretty simple addition

trim breach
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i do think generalimprovements is suffering a bit from feature creep, which is extra unfortunate combined with shaosil needing to spend time away from maintaining it to work on other projects

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but in fairness there is barely any difference between that and me making alternate fixes and bundling them into this mod

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which has a bunch of other unconfigurable changes

radiant nymph
trim breach
radiant nymph
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Yeah no that's fine

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If anything it's more in line for @woven token's mod I think

trim breach
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there's already an independent mod on thunderstore for this exact thing

radiant nymph
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Mhm

trim breach
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and it causes some weirdness in vanilla

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like looking down when you have a jetpack equipped looks really funky

radiant nymph
brazen vapor
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wait it does ?

trim breach
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well, gameplay wise it's probably fine

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but the weird visual quirks + the fact it's not really a bug to begin with means it's out of scope for buttery fixes

brazen vapor
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never seen that one lmao, ill take notes of that

solid dagger
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I think you can make items get dropped in a really weird way if you look straight down too

solid dagger
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I remember noticing it when playing around with UsualScrap

trim breach
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about the furthest i've tried to stray from vanilla is the "scanonship" setting i added

radiant nymph
solid dagger
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if you look straight down some of the stuff in UsualScrap will drop like a mile behind you

trim breach
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because i'd really like to know how much scrap value is on the ship

solid dagger
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I managed to drop stuff straight through ship

trim breach
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and making it part of the scan command on the terminal was the most vanilla friendly and non-intrusive way to do that, imo

solid dagger
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and I imagine you can do that with vanilla scrap too if you try

trim breach
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on an unrelated note i have thought a bit about breaking some fixes out of butteryfixes and making them their own mods

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butteryfixes is nice and convenient for me to make tiny changes that are too small for individual releases

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but i don't like having so many things isolated in one mod because if one thing breaks the entire tree comes down, not just a branch

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i recently migrated some stuff out of this mod and put it in jetpackfixes

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and i'm semi-considering making a separate mod for all the mimic/corpse patches i did

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with badges, bunny/bee suit accessories, etc.

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something called like "suitfixes" or something

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it is a little frustrating because ideally i'd like to break the flashlight fixes and fire exit fixes out to be more modular too

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but flashlightfix exists on thunderstore (even if it's empty and deprecated now) and there are probably half a dozen fire exit flip mods

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so adding to that pool feels a bit silly as well

solid dagger
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I would leave that stuff in the main mod, yeah

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because I imagine a big appeal of the mod is not needing 700 single fix mods

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because that's annoying

trim breach
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yes

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it is one of the endless pitfalls of modding

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every dev and every end user has their own opinion of "consolidation" vs "modularity"

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it's nice to have a modpack with only 40 mods vs 200 but it's less nice when one of those mods breaks and you have to lose like 20 features you need by disabling it

solid dagger
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Scope creep is usually the problem IMO, bugfix mods that decide they also should be gameplay tweaks and oh I should rework the AI of this enemy a little bit and oh it'd be nice if this item worked better despite it not being a bug and-

fleet lintel
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i mean it's still possible to keep a modular design philosophy while combining everything into one mod

radiant nymph
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It's doing too much

trim breach
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i suppose that's true, but i can't say gigantic config files are too appealing, either

solid dagger
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I personally prefer giant config files to 200 individual mods

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but it's subjective

trim breach
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not to just rag on general improvements (i swear, i really do love this mod...) but it has like 30 monitor settings i have to scroll past in the config when i only touch like 3 of them

fleet lintel
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though i feel like one pitfall that new modders fall into is "bigger mod count = heavier to run" when in reality it depends on what the mods are actually doing

solid dagger
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I'm used to Fallout NV modding where you use IStewieAIs tweaks which has a config file with over 100 categories in it

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and people love that mod because it deprecated like 60 other mods

fleet lintel
solid dagger
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(most of which were old and abandoned)

trim breach
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yes gale's config editor is class

radiant nymph
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I haven't played NV in forever but I think last time I played that mod had way less config options

solid dagger
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yeah R2's config editor is ass compared to gale's

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editing BrutalCompanyMinus in gale compared to R2 is night and day

radiant nymph
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R2 is ass in general in comparison unfortunately but that's not EBKR's fault, it's using a way more outdated frontend

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R2 is way older

solid dagger
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yeah R2 was the first mod manager for unity games that wasn't atrocious

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  • being cross-game
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it's a monumental bit of software

radiant nymph
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TMM is worse, cus it's a modified version of R2 that's bloated by Overwolf and Ads, and the slight ui changes are laggier than R2's

solid dagger
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it is not wrong to say that R2 is largely responsible for unity modding taking off

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because I really do not think RoR2's mod scene would have gotten nearly as big if not for it

radiant nymph
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Gale is quite literally a modern mod manager inspired by R2

solid dagger
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yeah, gale is just better

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(outside of it being buggy sometimes)

radiant nymph
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It's pretty stable now tbh

solid dagger
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it doesn't work at all for one of my friends

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completely unusable

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but I think it's because he's on windows 8.1

radiant nymph
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Bruh

trim breach
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i do have a lot of respect for r2modman in general

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it's always important to pay respects to what came before

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that being said, gale has completely substituted r2 for all of my use cases and actually has acceptable performance

radiant nymph
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Why would they still be using 8.1 in 2024? That's asking for viruses and other stuff to creep into his system

trim breach
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so i will be happy to never use it again in my life

solid dagger
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he absolutely refuses to update and won't use linux because he hates it lol

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he's a big IT person so you can probably guess what's going on here

radiant nymph
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Bruh

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Is he one of those IT people that believes 10 and 11 are Spyware?

solid dagger
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probably I haven't pried

radiant nymph
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Most IT people also avoid using outdated oses

solid dagger
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not worth getting into it over someone's OS choices

radiant nymph
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true

solid dagger
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If I had control over GI I would
-Remove all the inventory stuff (Handled by other mods)
-Remove all the masked stuff (handled by other mods)
-Remove the Intro stuff (handled by other mods)
-Separate Better Monitors into its own mod maybe?
-Move all the weird game control stuff like quota rollover, starting credits, and disabling overtime pay into a standalone. This doesn't belong in a QoL mod.
-Remove the weird key changes that also don't belong in a QoL mod
-Separate the medical station into its own mod

trim breach
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there's a lot of refactoring generalimprovements could use but i also dont want to weigh shaosil down with having to support that

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when his interests are elsewhere, for the time being

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he did fix some longstanding bugs and merge in some pull requests in this latest update

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so i suppose anything is possible

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but considering flashlightfix got pulled into generalimprovements to have fewer mods to maintain

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i dont expect it's going to suddenly break into a ton of smaller pieces any time soon

radiant nymph
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GI is nice but is bloated, and contains a lot of features that cause more issues than they're worth 😦

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It's just the unfortunate part of it having feature creep

woven tartan
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am i trippin or is there no config option to disable the ALIVE monitor?

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it kinda ruins the Masked fake-out

radiant nymph
trim breach
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thinking in the next update

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i'm just gonna completely disable weed killer spray's collision with anything but weeds and the cruiser

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right now they collide with stuff on the "room" layer which includes most terrain, the ship, even the camera spectating the player... (it's meleefixes all over again)

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this would, of course, have the side effect of letting you kill weeds through walls

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but TBH

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with how often the weeds spawn inside of geometry and are impossible to kill

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or spawn underneath the ship

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or whatever it may be

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i feel like it would still be better to be more consistent and less buggy

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than have the edge case where you can kill a weed through a wall when you should've walked around to the other side

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so

woven tartan
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I actually haven’t seen a single weed or fox yet, I’m not sure if one of my mods is breaking it

trim breach
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im not sure whether or not lethallevelloader supports vain shrouds yet

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vanilla has a consistent level set with matching numerical IDs

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so vain shroud data is saved to the file by level index (for example, Level0Mold would store how much mold has grown on Experimentation)

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since lethallevelloader adds more levels to the list and different mod sets will have different orders (and thus different indices) batby needs to decouple the vain shroud data from numerical index

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they're already aware of that, not sure if it's updated to do so yet

trim breach
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oh wow

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i think i just discovered a major problem with the weed killer and how it affects vehicles

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... oh my goodness gracious

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using the weed killer inside the truck shrinks the bounds of the back storage space...

trim breach
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zeekerss why

woven tartan
trim breach
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it looks like this is genuinely responsible for all the bugs people were encountering with the car getting stuck inside the ship

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or at least some of them

brazen vapor
radiant nymph
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@trim breach Looking forward to adding WeedKiller fixes to my pack, the collision for Spraying Weeds in Vanilla sucks so much. I remember having a Weed spawn in a wall and not being able to fully destroy it lol

brazen vapor
radiant nymph
trim breach
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you are in luck #1261879063631630356 message

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anyways, back to the grind with BF and ESF, i suppose

brazen vapor
trim breach
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everytime it shrinks the hitbox change
this seems intentional

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and it's not something i fixed

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"fixed"

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if there's enough demand for it i could maybe make a config setting that rescales the hitbox so it's always the same size

radiant nymph
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Yeah, the hitbox getting smaller makes sense

trim breach
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disabled by default because it's not a bug, but available as an option because i know it's a common source of heartache 😛

radiant nymph
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Oh

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EnemySoundFixes

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I had to take a bit lol

brazen vapor
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no sry i was ranting about the weed getting harder to spray cuz the spray have funi trigger area and sometimes a single bottle just not destroying a single weed agony

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i dont understand if we are supposed to destroy the weed or make it just small enough so u can see where the fox is hiding

trim breach
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you want to destroy it

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like the item description suggests, aim for the base of the plant to get rid of the entire thing (you will probably want to crouch down)

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once you spray it enough it will break into pieces and then it's properly "destroyed"

brazen vapor
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aight then i guess its just a skill issue on my end lmao

trim breach
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destroyed weeds don't come back in the future and can't be used for kidnapper fox spawning

brazen vapor
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alright gotcha

trim breach
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just shrinking the weeds doesn't affect the fox, and they grow back to full size next day if they aren't completely destroyed

brazen vapor
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😭 makes sense

trim breach
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of course it's like 4 am and i've just become aware of a ton of issues with the barber that i really want to fix

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i was going to lump them into butteryfixes because they seemed small

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but i just have to level with you guys...

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probably about to release barberfixes tomorrow

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because the problems are major

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and i don't want to lump them in with all the stupid nitpicky shit in butteryfixes like "cruiser explosions spawn the default body with a burnt suit instead of the melted body from old birds"

paper garden
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how major is major out of curiosity

trim breach
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"major" as in "all barbers that spawn after the first one don't function at all" and "barbers are capped at 8 spawning"

paper garden
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that many is a bug?

trim breach
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up to 8 spawning at once is intended, but only the first one that spawns has functioning AI

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the rest just slide around and eventually get stuck in place

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they don't follow the master barber like they are intended to and don't engage the player at all outside of killing them if they get too close

paper garden
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ohh

trim breach
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ughhh this is exhausting

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i wanted to at least have this in some sort of workable state tonight

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so i could test it and see if i'm on the right track

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but i've spent like an hour poring over this thing and it's now approaching 5 in the morning

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i think im just gonna have to get back at this after some sleep

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it's exciting to be making progress but all this late night work is probably bad in the grand scheme

hearty shale
weary ice
hearty shale
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Can’t believe he personally goes into peoples games to hide cubes everywhere smh

radiant nymph
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Poor Wesley

trim breach
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it is complete

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i had no idea how broken these things were until i started working on this

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but it is honestly a miracle they even function in vanilla

woven tartan
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so slick

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so buttery

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so snazzy

uneven eagle
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your so snazzy

thorn breach
thorn breach
trim breach
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some stuff is on the MoldSpore layer

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weedkillerfixes fixed it by checking that it also has MoldSpore tag before killing

thorn breach
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Yeah I was checking out the parenting stuff for #1260387777141276763 and saw that some stuff had mold layer lol

trim breach
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sort of small update

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major notes are (supposedly) i've fixed the end-of-round scrap counter

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so it will properly track apparatus, butler spawned knives, etc

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the ship node should move with the ship now, so you can't see it when you are landing

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and i fixed the extension ladder bug where the beeping doesn't always work

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so you shouldn't fall to a surprise death on titan anymore

smoky current
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this is cute i like this

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i get rlly excited when u update this mod lol

trim breach
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not 100% sure if this would be worth

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but im kinda thinkin about it

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i think the doorframe looks kinda tacky

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maybe only change the doors and leave the frame

ionic lion
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config option for it maybe possibly?

smoky current
trim breach
smoky current
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I still think it would make more sense to use the factory door frame on the outside

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that does look nice tho

trim breach
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you can see just a bit of the wall bleeding out the left and the right

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but i could cover that up with solid black maybe

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or maybe shrink the door frame a bit

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dunno

clever steeple
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truly this is a potential mod to replace the entrance doors with the mansion doors whenever mansion is selected

daring steeple
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This would be a different mod, no?

smoky current
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I have a question buttery, how does the fire exit flip fix work
I use a mod called centralconfig that (iirc) overrides the vanilla interiors and it causes the fix to just not function

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i was trying to figure out why

trim breach
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i have a bunch of scene-specific overrides that run

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any of the vanilla levels (except vow and adamance, where it is fine) run some code to rotate the external fire exit teleporter

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and then when setexitids runs

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it rotates all the internal fire exits 180 degrees

trim breach
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and it's locking doors, turning off power, setting up secure doors, etc.

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not sure why centralconfig would prevent it from working

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but i will look

smoky current
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I assume it is?

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I don't see what else it could be. Actually let me disable really quickly just to double check

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its the only mod I have that messes with interiors at all, and no fire exit fix mods are working for me

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its the only reasonable conclusion i can make

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give me a minute

smoky current
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yeah it is 100% central config

gilded lintel
smoky current
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I think it's totally possible lol

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Testing rn to see if they're normal with the fix disabled

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no ok so i was wrong lol its not doing a 360 spin

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ig its just not applying

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thats disappointing that would have been really funny

trim breach
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got a bit tired of waiting on betterspraypaint

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so the next update will include some improvements for spray paint hit detection

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it will auto-disable if you are using betterspraypaint (since betterspraypaint probably does most of what im doing but better)

fleet lintel
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waiting on BSP for what?

trim breach
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it isn't up to date with v56 and it messes with the functionality of weed killer

distant matrix
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thank you 🙏

solid dagger
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nice

smoky current
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it confused me hella cuz one time on dine i returned and saw a mark i made on a doorway but it was just a flat wall

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sorry its a bit unrelated im just curious

trim breach
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and it's actually something i wanted to try to fix

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i was looking into it before i put this mod away for the day

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but it will probably be in the final update

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whenever that is all put together

smoky current
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oh do u plan on moving on from this?

trim breach
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"final update" just meaning whatever i decide to release

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idk if it will be 1.5.5 or 1.6

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this is going to be an ongoing project as long as there are things for me to do

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which will probably be until i stop playing

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pretty much

woven tartan
gilded lintel
woven tartan
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So slick

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So buttery

smoky current
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ah! so fixes!

smoky current
# trim breach

you should still do this at some point btw :3 i think slightly shrinking the frame would be a good solution

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also it might be good as a standalone mod

trim breach
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but i havent done so yet

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maybe i will just wind up making it a separate mod

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since i guess it's not really a "fix"

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i was just thinking since it'd be such a small bonus

thorn breach
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usually i'd agree but tbh if its toggleable it seems fine to me, instead of fixing code bugs its fixing some basic logic

brazen vapor
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i would say its an asset replacement item

trim breach
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my original goal was to make it just be part of the geometry on rend, dine, and artifice

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but there is probably some amount of people that would rather it applies to all maps and just dynamically switches based on the interior type

thorn breach
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never tag a mod as an asset replacement unless its like just actually an asset replacement fully DogeKEK thunderstore makes all it hard to find a mod if its an asset replacement

trim breach
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but i also get this weird feeling that releasing it as a standalone mod is going to lead to this expectation for it to support custom moons

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which is a whole can of worms

thorn breach
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practically impossible

trim breach
thorn breach
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first moon i thought of, triskelion, definitely not fitting there lol

trim breach
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like if you have a mod that replaces all the tracks on the boombox, that's an asset replacement

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but im not deleting the normal doors and replacing them

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im just changing exterior geometry to use the other door type that's already in the game

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so it matches the look of the interior better

brazen vapor
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wait its already in the game? imhuhimwuh

trim breach
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well yeah

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it's the doors used on the interior lol

brazen vapor
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i dont remember it being that color or its just the outdoor making it look differ

spice marten
trim breach
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no but it makes it so you can spray weed killer continuously (in vanilla it sprays in short bursts only) and it also breaks the particle effect (which i think is just a visual thing)

warm path
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the particle issue yeah but not the continous spray

brazen vapor
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it just feels like compressed water

trim breach
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i tested the mod with default settings

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i think by default the mod disables shaking spray paint which is what would break weed killer

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if you dont use that config setting weed killer might work fine

warm path
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Yeah my config disabled ShorterShakeAnimation and InfiniteTank

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these are the breaking settings I presume?

trim breach
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yeah both of those would affect weed killer

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tbf i have both of them off on my "vanilla" profile but i'd still rather not use a mod that doesn't explicitly support weed killer yet

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because it might be causing other issues than just the particle visuals

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that are not obvious to the end user

warm path
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tbh shorter shake was buggy in general even before v55/56 so I don't feel like I am losing much

trim breach
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oh wait shortershakeanimation is actually probably fine

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i misread

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whatever setting it is that disables shaking and just lets you use the spray paint

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is what causes weed killer to spray continuously

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because weed killer re-implements the spray paint's shake timer but it does it in a really funky way

warm path
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the disabled one?

trim breach
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oh weird

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i guess not then

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maybe you can't fix it in the config?

warm path
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yeah it's probably the infinite tank

trim breach
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or maybe infinite tank just makes the spray paint unshakeable anyway

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because it definitely broke weed killer with default settings

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i dunno

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in any case taffyko has indicated they intend to update the mod in the future

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just a matter of time until then

warm path
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I hope they don't just remove weed killer changes completely and instead seperate them so that it can still use the size setting. Maybe they could make it so it gains range when the size is smaller?

spice marten
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Thanks for the detail!

woven tartan
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So slick…..

brazen vapor
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@trim breach seems like your fireexit fix get borked with the new GI update
its not turning off properly i assume ?

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if i use individual mod then the fix work
but if i have both GI and butteryfix while the fireexit fix = true then it wont work

sullen wadi
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I think GI's just breaks overall

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mine also broke

brazen vapor
# sullen wadi mine also broke

what broke ?
i tested both and their fire exit fix worked fine

its just that when u have both at default config the fireexit gonna get borked

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and u ended up facing the door again

sullen wadi
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oh ic 👀

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maybe it turns you back around

brazen vapor
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could be lol

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im just bringing it up again since buttery said they gonna add compat for it

trim breach
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both of them are applying at the same time and would cancel each other out

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im not adding auto compat for this because you can just disable it in either my config or GI's config

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anything else should be accounted for though

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to clarify, the reason i dont auto disable this is because i cant easily fetch GI's config to know if the user has it enabled or disabled there

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also my fix applies to both interior and exterior fire exits, not just interiors

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just pick one and turn the other off and it should be fine

brazen vapor
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yea all good, i just bring it up since u said it a bit ago and i thought u forgor lol
maybe on next update add disclaimer on the mod page or the config itself so people know

woven tartan
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GeneralImprovements has several overlaps with multiple bugfix and gameplay mods I think the disclaimer should be there

brazen vapor
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something like compat list
but ye thats fair

cold flare
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Could you release a mod that includes all your fixes (toggleable)?
Like including them in Buttery Fixes or a second mod for the "big" fixes?

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Your are recommending 5 mods from you that are just pushing the mod count higher

hearty shale
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While it’s nice to have a smaller modlist when possible, there isn’t any performance impact having these seperate either

trim breach
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if everything is in butteryfixes and you have a mod that causes it to crash on load, you arent able to use anything ive made

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vs just disabling butteryfixes and still getting to use jetpackfixes, meleefixes, etc.

woven tartan
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Could just make one called AllButtery

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😂

trim breach
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butteryfixes isnt intended to be the "all in one collection" of what i made, its just stuff that is too small for me to put into separate releases, but that ive still wanted to change

woven tartan
trim breach
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butteryfixes is more likely to have stuff pulled out and made into other separate releases than to have my existing mods merged into it

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i just dont want to make a store page for "this mod does nothing but display 1 purchased vehicle on route. when you order the cruiser"

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etc.

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ive considered adding my other fixes as dependencies to facilitate them all being in "one place"

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but truthfully the thunderstore mod collection experience is awful

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modpacks are my #1 "why does this feature exist" on thunderstore

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and i dont want to make the fixes dependencies because they arent necessary for butteryfixes to function and some people are purposefully choosing not to use them

woven tartan
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It’s such a dichotomy. Some of the best mod managers but the worst modpacks and poor QoL search/tag features for mods

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Nexus and Curseforge have way better search and tagging

trim breach
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having to re-uninstall them every single time i update butteryfixes will be a huge step backwards in user experience

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id love to make like, a steam workshop collection

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that is all of my mods with a handy subscribe all button

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but the closest thing to that is a modpack which is just exploiting the thunderstore dependency system and actually kind of functionally awful

woven tartan
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has Zeekerss said anything about planning to add steam workshop support?

trim breach
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he hasnt yet and im doubtful itd happen, its a pretty huge undertaking

woven tartan
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Yea

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I’ve only seen it for Unreal engine games

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Are there Unity games with Steam Workshop?

trim breach
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of course

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support is there

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it is just a lot of work to actually implement it into your game

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steam workshop's api isnt drag and drop

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i think zeekerss is pretty cool with modding but i dont think he has any plans to support it in an actual capacity

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on an unrelated note

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i found out the other day that the cruiser radio has a disgusting doppler level

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and threw up a little in my mouth

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so that will be resolved in the next release

solid dagger
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yeah, because other mods might be incompatible

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oops

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chat scroll

solid dagger
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like it was very specifically set up to be re-usable for moving platforms and the like with relatively little work

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but that's about it in terms of intentional changes for modding

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anyway, heya, noticed that CruiserImproved also added the fix for weedkiller shrinking the bounding box, can anyone confirm if that conflicts with weedkiller fixes?

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CruiserImproved did not add the fix for the wasted sprays so I still want to use weedkiller fixes

fleet lintel
#

it's fine

#

cruiserimproved just solves the underlying issue

trim breach
#

we both fixed the bug but we did it in different ways

#

digg changed the layers on the broken cruiser objects so they no longer get detected by weed killer

#

i changed weed killer so that it performs more than just a layer check before shrinking the target

#

both fixes work on their own (you don't need both) but also wouldnt conflict with each other

radiant nymph
quartz ether
#

@radiant nymph that doesn't say anything

#

send full player.log

radiant nymph
trim breach
#

yes, this log doesn't indicate anything to me

radiant nymph
#

Here

radiant nymph
quartz ether
#

C:/Users/iSynt/AppData/Local/Temp/ZeekerssRBLX/Lethal Company/Crashes

need crash dump

trim breach
#

what moon were you on when the game crashed

radiant nymph
trim breach
#

and did 3 mimics spawn that were mimicking players

radiant nymph
#

I believe so yeah

trim breach
#

then as far as i can tell

#

butteryfixes did not generate an error here

radiant nymph
trim breach
#
[HarmonyPatch(typeof(EnemyAI), "SubtractFromPowerLevel")]
[HarmonyPrefix]
static void PreSubtractFromPowerLevel(EnemyAI __instance, ref bool ___removedPowerLevel)
{
    MaskedPlayerEnemy maskedPlayerEnemy = __instance as MaskedPlayerEnemy;
    if (maskedPlayerEnemy != null)
    {
        // should always work correctly for the host?
        // I've only had mimickingPlayer desync on client
        if (!___removedPowerLevel && maskedPlayerEnemy.mimickingPlayer != null)
        {
            Plugin.Logger.LogInfo("\"Masked\" was mimicking a player; will not subtract from power level");
            ___removedPowerLevel = true;
        }
    }
#
[HarmonyPatch(typeof(MaskedPlayerEnemy), nameof(MaskedPlayerEnemy.KillEnemy))]
[HarmonyPostfix]
static void MaskedPlayerEnemyPostKillEnemy(MaskedPlayerEnemy __instance)
{
    Animator mapDot = __instance.transform.Find("Misc/MapDot")?.GetComponent<Animator>();
    if (mapDot != null)
    {
        mapDot.enabled = false;
        Plugin.Logger.LogInfo("Stop animating masked radar dot");
    }
}
#

this is the only code i have running when mimics get killed (or, in this case, deleted)

#

and im not sure i understand why it would crash after running on 3 mimics vs running on 1

radiant nymph
#

Me either, it could just be it was the last thing that logged, that also was logged after the game started despawning enemies

quartz ether
#

crash happened here

#

and here what main thread is doing

#

Looks like memory corruption hapenned

#

@trim breach probably you're currupting the memory by disabling the animator lol

#

or someone else

trim breach
#

im not sure why that would happen

#

but i did just add this to be safe

static void MaskedPlayerEnemyPostKillEnemy(MaskedPlayerEnemy __instance, bool destroy)
{
    if (destroy)
        return;
#

the code doesn't need to be run anyway when the mimic gets deleted

trim breach
#

a friend recently informed me that some objects show "can't hold until ship has landed" that aren't meant to

#

like the chemical jug (which has no networked functionality or special use at all)

#

so i will probably be doing a pass on that for consistency

#

outside of that i think the update is probably ready for release

#

i pulled the fancy manor doors thing out

#

or, rather, never finished putting it in

#

because im still not sure whether or not i want to make that a separate release

#

but the rest of the changelog is starting to pile up and i want to push this stuff out

trim breach
#

ok, ive pushed 1.5.5

#

the kidnapper fox no longer kills inside the ship unless it's been damaged or stunned

#

i've made some improvements to spray paint (overridden by betterspraypaint, which i would suggest using once it's updated for v56)

#

some more fixes for the end-of-round scrap screen

#

and bodies are now collected when teleported into the ship

#

there's some other small stuff but those are the big 4 things, probably

radiant nymph
trim breach
#

this doesn't look like it'd be related to anything i'm doing

radiant nymph
#

Yeah didn't think so

radiant nymph
woven tartan
#

I blame 1A3 for this

trim breach
woven tartan
#

CruiserImproved is reportedly preventing enemy spawns?

trim breach
#

that's what i've heard

#

not sure if it's been strictly confirmed

woven tartan
#

This is tarnishing the credibility of my sticker

daring steeple
daring steeple
#

Steam Workshop has a lot of pros and cons that can get abit bleh

woven tartan
#

from face value i could see that

daring steeple
#

There's a reason no one in the skyrim community uses it

trim breach
#

@smoky current hey just to check

smoky current
#

hm

trim breach
#

when you were saying "centralconfig breaks the fire exit flip"

#

were you playing on artifice

smoky current
#

march

trim breach
#

i see

#

nvm then

smoky current
#

are you able to reproduce?

trim breach
#

i just realized artifice's exterior exit is facing the wrong way

#

and i was wondering if that's what you were referring to

#

but i suppose not

smoky current
#

ah

trim breach
#

kind of a goofy mistake on my end

woven tartan
#

I face the interior when entering thru fire exits with CC

trim breach
#

but i've barely played artifice on v56 🥲

smoky current
#

same i always die on tier 3 moons

#

i mostly play solo

#

so

trim breach
#

the game got way harder in v56

#

at least for my group of friends

#

probably because we keep trying to use the car

woven tartan
#

Is this fix referring to the doors themselves or the direction the player is facing upon entering ?

trim breach
#

but idk... it's just too fun...

smoky current
#

ugh buttery can i ask of something

#

u know those weird boilers in the factory interior

#

that turrets can spawn inside of

#

in the stairwells

trim breach
#

just like main

#

always

#

but i messed up and artifice faces you sideways

trim breach
#

wrong reply but yeah

smoky current
#

i would like to see that fixed at some point

#

if possible

woven tartan
#

It works for me with CC

trim breach
#

i need to double check how zeekerss generates turrets

smoky current
#

idk what the deal is with that

trim breach
#

but i might be able to fix that

#

i will say

smoky current
#

items can spawn inside of it too which is a bit annoying but not as bad

trim breach
#

traps generate host side

#

so it's safe to put that in butteryfixes

#

which i try to keep mostly client side and host side only

#

i just want to do it properly, and it might take me some time to look into how to do that

smoky current
#

i might ask batby

#

oh

#

speak of the devil

daring steeple
#

Depending on the cost of path checking in theory you could try and raycast and check path both ways between the spot and the doorways in the tile prefab?

#

semi related at the very least you can also raycast from the player targetted by the turret to the turret to confirm the turret can correctly shoot the player

#

since turrets spawning in walls will cast thru the mesh backface and hit nothing

smoky current
#

i think its just super odd that anything can spawn inside of those boiler things, what causes that

daring steeple
#

positions are sampled via navmesh

#

navmesh baking isn't perfect

smoky current
#

i see

trim breach
#

almost all of the random spawns sample for navmesh positions

smoky current
#

i figured

#

but

trim breach
#

but zeekerss doesn't check any pathing, only samples the navmesh itself

smoky current
#

can you not put a brush there or something to exclude it from being sampled

trim breach
#

so you can have valid spots on the navmesh

#

that aren't actually connected to "playable space"

#

but they wouldn't be invalidated because no pathing checks occur

trim breach
#

i forget if you block navmesh with layers or if you have to use navmesh modifier volumes

#

it's been a while since i've last used the system

daring steeple
#

can mess with both iirc

trim breach
#

but there is 100% a way to do it

#

i just need to figure out what would be the best way

smoky current
#

would be interesting to see at some point

#

and by interesting i mean would satiate one of my nitpicks

#

but yea

daring steeple
#

using path checking for validation and cull a lot of unintended baking

smoky current
#

yeah you made the thing on the right correct

daring steeple
#

ye

smoky current
#

does it work interior?

daring steeple
#

the core idea can work in any game really

#

Navmesh baking is done without any context of how it's being used. This just gives it some context

smoky current
#

i just didnt know if it could be generated realtime post dungeon generation

daring steeple
#

the entire navmesh is generated in realtime every level

smoky current
#

well i knew the vanilla one was at least

smoky current
#

i dont get that part

daring steeple
#

on top!

smoky current
#

i see

daring steeple
#

we do a normal bake then iterate on that data

smoky current
#

ah

#

i bet it would work really well in practice

#

no more vains on top of buildings i think ?

daring steeple
#

yes

smoky current
#

ohh right i remember you proposing a watered down version of this as a potential fix for the issue

brazen vapor
brazen vapor
#

yeap i was skipping some text lol

smoky current
#

yea they do

#

frequently

#

always scan in stairwells

#

you can still grab em' out

brazen vapor
#

its kinda bad for new player who barely have the scanning mindset

smoky current
#

mhm

#

hopefully it gets actually fixed in official capacity at some point because its a bug that has plagued the game i imagine since launch

#

at least since v40

brazen vapor
#

ive seen turret spawn inside the wall on the 2nd floor in the locker room sometimes

#

dunno if its fixed lol

smoky current
#

i imagine batby's solution would prevent any and all of these issues from happening

#

including turrets spawning floating over those gaps where you jump across the beam inside the wall

whole bridge
#

It seems like using this mod with Everything Can Die prevents the Old Bird from dying.

#

Could the fix for being ran over by a car be optional, or is this easy to fix?

trim breach
#

yes i can probably do auto-compat for this

#

not sure when i will release 1.5.6 (i might just release it early to hotfix some minor annoying stuff)

#

but it will let old birds die

#

if you have everythingcandie enabled

trim breach
#

@whole bridge v1.5.6 should allow old birds to "die" again if you have everythingcandie installed

#

it has just released but i dont know how long it will take for thunderstore to show it

whole bridge
#

Thanks! I'll watch for the update

whole bridge
#

I don't think it worked, the same logs are still appearing that cancel the Old Bird's death

trim breach
#

in v1.5.6?

whole bridge
#

Yeah I think so

#

I'll try again

trim breach
#

does your log print CROSS-COMPATIBILITY - Everything Can Die detected?

whole bridge
#

I actually did look for that originally since I knew CROSS-COMPATIBILITY logs normally appear for the mod, but I couldn't find it

trim breach
#

if it's not there

#

can you send me the version of everythingcandie you are using

#

i pulled the GUID from the original mod so it's weird that it wouldn't be detected

whole bridge
#

[20:04:15.0721782] [Info : BepInEx] Loading [Buttery Fixes 1.5.6]
[20:04:15.0776915] [Info :Buttery Fixes] CROSS-COMPATIBILITY - GeneralImprovements detected
[20:04:15.0786905] [Info :Buttery Fixes] CROSS-COMPATIBILITY - LethalFixes detected
[20:04:15.0786905] [Info :Buttery Fixes] CROSS-COMPATIBILITY - Ladder patch will be disabled
[20:04:15.0786905] [Info :Buttery Fixes] CROSS-COMPATIBILITY - EnableEnemyMesh patch will be disabled
[20:04:15.6161658] [Info :Buttery Fixes] Buttery Fixes v1.5.6 loaded

trim breach
#

but maybe if there's a fork or if the GUID changed or something

#

oh wait

#

nvm

#

i see what my problem was

#

siiigh

#

i didnt add everythingcandie as a soft dependency

whole bridge
#

Oh

trim breach
#

so if everythingcandie loads after butteryfixes it won't be detected in time to enable cross compat

#

this is a really easy fix and i will just go ahead and push 1.5.7 for it

#

might take some more time

#

to show up

#

sorry about that

whole bridge
#

No its good, also yes it does load after

trim breach
#

okay it's pushed

#

only change in v1.5.7 is (hopefully) fixing the ECD thing

woven tartan
#

We love you

#

So slick

#

So buttery

#

So fixed

whole bridge
#

Yep we're good this time

#

Probably idk I didn't shoot the thing yet

whole bridge
#

It probably does work, but now I'm struggling to get EverythingCanDie to work on its own

whole bridge
#

I would, but I'm using another mod that depends on EverythingCanDie

whole bridge
#

I don't know if Piggy will ever get back to it, but I like the Jester one

woven tartan
#

I don’t think it’s a hard dependency though

whole bridge
#

Can you think of a reason why LethalToolbox would be setting the Old Bird's health back to 3?

#

Scratch that, can you think of a reason why Wesley's Interiors would be setting its health?

woven tartan
whole bridge
#

Well when I turn Wesley's Interiors back off it works just fine

#

But I have no idea why

#

I'm going to try with another Interior mod just to make sure I'm not singling Wesley out

#

Ok I'm singling Wesley out

woven tartan
whole bridge
#

I think so, but I'm going to test it with only EverythingCanDie and Wesley's Interiors just to make sure

woven tartan
#

interesting

whole bridge
#

Ok 75% sure that its Wesley's since I just killed it in 3 shots with only Piggy's Variety Mod (For the gun), Wesley's Interiors, and EverythingCanDie

trim breach
#

3 is the default HP for old birds

#

so it could really be anything

#

i recall batby saying there are some problems with lethallevelloader and resources.findobjectsoftypeall

whole bridge
#

That's why its so strange, because in EverythingCanDie I have it set to 50hp, but with Wesley's Interiors installed its reset to 3

trim breach
#

and everythingcandie uses the latter*

woven tartan
#

hmm. curious how it would work with LQ instead

trim breach
#

so it might be that everythingcandie is replacing the health of the wrong scriptableobject's prefab

woven tartan
#

cuz ive never had discrepancies with LQ and HP / killable etc

whole bridge
woven tartan
#

i honestly think it must be a soft dependency between DeathAnimations and EverythingCanDie i highly doubt it wont load without EverythingCanDie

whole bridge
#

I'll try that rq, just to see if I can avoid all this

woven tartan
#

then check the Killable and HP sections

#

and change the hp to 1

#

or whatever you want it

trim breach
#

just to throw it out there

#

old birds are programmed to not take damage

woven tartan
#

well

trim breach
#

like, all of the damageable enemies in this game register an override for HitEnemy that subtracts their health

whole bridge
#

fair, fair

trim breach
#

that code does not exist for the old bird

#

so unless you use a mod that adds functionality to allow the old bird to take damage, hitting it with weapons still won't do anything

woven tartan
#

yea surely would require a patch which is probably included in EverythingCanDie but i doubt it for LQ but

#

lemme know @whole bridge

trim breach
#

the reason the cruiser can kill old birds is because it jumps straight to KillEnemy

woven tartan
trim breach
#

it might, yeah

whole bridge
#

Just so you can see (bros hitbox is so janky it makes it so hard to hit)

trim breach
#

the only part of the old bird that would take damage in vanilla is its claw hand

#

enemies use the same hitbox for damaging the player as they do for taking damage

#

for old birds that's the claw, so it can pick you up and blowtorch you

#

if you have a mod that changes its colliders that might no longer apply

thorn breach
woven tartan
whole bridge
#

What about the 7+ pellets that pierce through your body

trim breach
#

the entire nutcracker takes damage

#

but its HitEnemy override only subtracts HP if the nutcracker is inspecting or in the attack phase

#

during both of which the head is popped open and the eye is visible

trim breach
marble fulcrum
trim breach
#

i figure, yeah

#

im just saying that swapping it for another mod is probably not going to work

#

unless it's another mod that defines its own damage functionality

marble fulcrum
#

I guess if there's another mod that does the same thing as Everything Can Die (in this case for the Old Bird) then one of the two mods is completely overridden

woven tartan
whole bridge
woven tartan
whole bridge
#

continue

#

Ok thank you

woven tartan
whole bridge
#

I didn't know thats how I get that to appear

woven tartan
#

do this for the Enemies, Outside enemies, and Daytime enemies sections

#

it wont mess with anything else as long as you only check those 3 boxes

#

i am going to make an FAQ tutorial video once BananaPuncher updates the mod for v56

whole bridge
#

Good that's definately something I need

#

So I used LQ, and now It isn't killable

woven tartan
#

@foggy ore another thing to note for when you work on LQ

foggy ore
#

the killable flag unfortunately does not have the ability to make an unkillable enemy killable, since the custom logic for getting hurt is dependent on each enemy type. all you can really do is make a killable enemy immortal

woven tartan
#

not sure if this is outside the scope of something you could integrate into LQ

foggy ore
#

probably, im not entirely sure i want to modify the logic of how enemies handle their hp, i'd rather allow for only configuration of values only

woven tartan
#

word. if LQ overrides everything at the last step then i guess there wouldn't be incompatibility with EverythingCanDie?

#

ngl i just wanna use the web UI i already have 3 massive configs to mess with

#

the idea of adding EverythingCanDie makes me suffer mentally

#

🤣

whole bridge
#

Todays lesson for me: Stop breaking the damn game Don't try to make Old Birds killable

#

Also were you emailing Wesley on the Old Bird problem or somethin else?

woven tartan
#

dark dark things

whole bridge
#

Nah its probably a rickroll

#

or a cube

woven tartan
whole bridge
#

You wouldn't

#

a- a rectangle?

woven tartan
#

oiled

#

and up

woven tartan
#

is MeleeFixes still viable for v56?

#

@trim breach

trim breach
#

yes

woven tartan
#

tanks

woven tartan
solid dagger
#

Ladder sprint fix is in buttery already isn't it?

woven tartan
#

if it is then they don't conflict but i will remove it

#

i dont see anything pertaining to it in any of the other mod configs

trim breach
woven tartan
#

kk

woven tartan
#

NestFix

#

LCMaxSoundsFix

trim breach
#

lcmaxsoundsfix is good

#

i thought about making it a "dependency" for enemysoundfixes because it is a good complement

#

but i opted not to since it's not technically required for enemysoundfixes to function

#

i havent actually used nestfix myself since i dont play with modded moons

#

but it's a nice addition for some custom moons with funky terrain

trim breach
#

thinking in the next patch

#

i might try to disable a bunch of unused shit under the map in experimentation

#

there's a bunch of props just sitting out there

#

and idk if it's getting culled or not

#

but it might be eating up some additional renderer resources

woven tartan
thorn breach
#

I wonder how worth it it is to delete 90% of the unused and unseeable terrain on moons like experimentation and titan

trim breach
#

can't tell if this looks weird on dine or not

#

with all the other setdressing shit

#

it does look pretty nice on rend

radiant nymph
trim breach
#

probably looks the best on artifice

radiant nymph
trim breach
#

yes

#

i wasnt sure whether to do it as a separate mod or not

#

and that sort of indecisiveness wound up delaying its inclusion from the previous few updates

#

but i went ahead and actually finished it now

radiant nymph
#

Noice ^^

woven tartan
fleet lintel
#

idk if this sort of thing really belongs in a fixes mod

woven tartan
#

it will fix the ugliness

fleet lintel
#

what about some kind of entrance door framework mod that interior devs can hook into and make their own entrance to match their interior? could be kinda ambitious but i like the idea

trim breach
#

but the main reason i dont want to make it into its own mod is exactly because im not that interested in expanding on it

#

what's seen here only applies to rend, dine, and artifice, since they spawn manor more frequently than factory

woven tartan
#

vanilla player spotted

trim breach
#

it doesn't dynamically swap based on interior, so if you get an artifice factory the doors will mismatch again

#

and it won't match any of the other maps getting a manor swap

fleet lintel
#

ohhhh i see now. i thought it was a dynamic thing

trim breach
#

it's more of a small bonus, than anything

#

i just lumped it in with all the scene changes that happen when you land (like the dine death pit change, etc.)

#

although tbf if anybody decided to make an extended version of this i would be happy to let them take the ball and run with it

fleet lintel
#

i was gonna say, my main concern is that it's a thing that only applies to the mansion interior so it'd be weird to have that one thing be different from all other interiors

trim breach
#

na, this implementation is map specific

#

it wouldnt apply to custom interiors or custom moons

trim breach
woven tartan
trim breach
#

i play with only the vanilla moons and interiors

#

as you have surmised

#

so this change is limited to the scope of what i actually use

fleet lintel
#

is it because you don't like the custom content or you just haven't gotten into it

trim breach
#

i've played with it from time to time

#

it's cool as its own experience

#

but i havent encountered anything that seamlessly fits into lethal company

#

they are both separate experiences that i enjoy but my time primarily goes towards just playing with vanilla content

#

im not a fan of any of the enemy mods i've seen up to this point

#

but i think it's a lot easier to find cool moons

woven tartan
#

a blind puppy, a giant baboon hawk

#

albiet not totally fresh enemies

#

cool variations though

#

they arent just scaled to a different size either they have unique models

#

i like to put the blind puppy as an inside enemy

#

makes people shit their pants

fleet lintel
#

disagree though, i think there's plenty of stuff out there that fits a vanilla style pack

fleet lintel
sullen wadi
oak sun
#

Hello
I've discovered that this mod or a conflict with this mod occasionally causes interior desync-issues with vanilla clients and hosts.
A sign that this bug is happening is checking the weather of moons on day 1. For vanilla it is always the same. Or maybe its an intended feature but it's kindof not something I want in HQ and in general in public gameplay.

I haven't fully confirmed that this mod causes the desync issue but I'll see if it happens again in the future. here's my mod profile, i get the "bug" when Butteryfixes is disabled and i hope disabling it will also fix my rare desync issues where I or other players fall through the floor and die when entering facility

#

@trim breach

#

I also get an orange "random seed 07090890" popup on the bottom right when landing on gordion/moons, idk if that is intended but it differs vanilla so I thought i would mention it

woven tartan
#

None of ButteryFixes really have anything to do with async or multiplayer tho, im trying to better understand the thought process?

versed sapphire
#

A sign that this bug is happening is checking the weather of moons on day 1. For vanilla it is always the same.

it's the same because the number of moons is the same, that's how vanilla works 😅

woven tartan
#

Or there’s a config to randomize it

versed sapphire
#

umm

#

weathertweaks makes it the same

#

registry doesn't care

oak sun
#

and for other players the weather displayed in the terminal is the same as vanilla

#

ie, different from mine

versed sapphire
#

some good ol' weather sync is always welcome

oak sun
#

is this part of or a dependency of buttery fixes? i dont want nonvanilla weather on day1

fleet lintel
#

weatherregistry simply syncs weather between host and client (i believe, readme doesn't say for certain)
if you want butteryfixes to not randomize the weather on day 1 then you need to disable this setting

trim breach
#

the rest of this sounds like intended behavior

trim breach
#

oops didnt mean to ping

fleet lintel
#

i think loadstone just got a new update that might fix interior desync

trim breach
#

weather desyncing is a vanilla bug caused by latejoin mods

#

i cant "fix" it since additional networking would make the mod all clients instead of clientside/host only

#

the closest i could do is rerandomize weather on all clients when a new client joins

#

but sales would still desync because it requires info from previous days

trim breach
trim breach
#

landing at the company and leaving changes the random map seed

#

but it wont call the function that sets weather based on the random seed

#

so all previously connected players see the weather from the previous seed

#

but anyone that joins mid game (only possible with lobbycontrol, latecompany, shiplobby, etc.) has to recalculate weather

#

and they use the new seed since that is what is given by the server

#

as long as you never land at company (outside of the day that you sell for quota) or never invite other players immediately after landing at the company weather shouldnt desync

trim breach
#

so if you invite immediately after opening the lobby, host and clients would have the same seed and calculate the same weather

smoky current
trim breach
#

oh maybe

#

you might want to disable it if you have something else touching the seed, just to be safe

smoky current
#

whatever the case, the seed is always the same on first day regardless of what i have option set to

#

yeah you're probably right

smoky current
fleet lintel
#

set it to -1 maybe? i have no idea because i don't use WeatherTweaks, but in my experience that's usually how it works

smoky current
#

oh maybe

smoky current
#

no yea i know

versed sapphire
#

and the config is literally there 🥺

#

unless you mean the normal weathertweaks

#

i might take care of it later tbh

smoky current
#

oh im using the normal one

versed sapphire
#

it's bothering me as well

smoky current
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i dont have these options

versed sapphire
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alrighty

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i'll play with that today

woven tartan
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I’m scared to update if that’s what the update is supposed to fix since I already wasn’t having problems. Haha

trim breach
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the update won't break it if it hasn't been broken for you

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but it fixes a situation that could previously cause it to break

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there was a bug causing unspecified behavior

woven tartan
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Hmm interesting

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I may give it a shot but I’ll make a backup

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Haven’t had any inventory lockups or desyncs or any funny business which is a rare precious accomplishment for me so scared to change ANYTHING

trim breach
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any inventory lockups
this is a vanilla bug but it is more likely to happen if you use mods to remove delays between certain actions

woven tartan
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I have a friend who spams pickup/drop random scrap items in the ship like an ADHD tick

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And it only happens to him

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I think TestAccountFixes and LethalFixes and AdditionalNetworking all work cohesively to help prevent it

smoky current
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Unrelated buttery but I'm either getting really lucky or fire exit flip is working with central config now

trim breach
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lol

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well, that's nice

oak sun
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i looked through the config of buttery fixes and didn't want any of the changes so i set them all to false. is there any other reason I should keep the mod that doesn't show up in the config?

trim breach
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there is a ton of stuff that isnt in the config

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ive changed a bunch but the highlights are on the readme page

oak sun
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i really hope the loadstone thing is fixed because I dont like dying for no reason

trim breach
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the changelog has more complete notes if you feel like reading all of those

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but its kind of a lot

oak sun
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ok yeah there is some useful stuff

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ermm, elaborate

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I'm torn on using this mod in vanilla, because I sometimes play "High quota" in breads discord and generally I'm just so used to all these disadvantages that come from longstanding bugs that involve powerlevel, AI, etc.
and i do i lot of pubbing so half of this will only be active when hosting. which is inconsistent

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it's not like i've actually ever played for a record though

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and rad mechs being able to spawn without the prop

trim breach
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well i make so many changes that there's no way it's valid for record runs

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in general

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and i don't want to make config settings for absolutely everything because huge configs are ugly and unappealing

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it's kind of a package deal, although i try to be sort of conservative with my changes

woven tartan
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tldr; yes

trim breach
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canDie must be set to true for enemies to be killable by the earth leviathan

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so although old birds are impervious to weapons (shovel, knife, and shotgun)

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they are marked as killable so that they can be deleted by the earth leviathan's attack

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zeekerss never gave them a proper death animation or behavior because the only way they could die before v55 was getting completely deleted

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but v55 lets you instakill enemies with the company cruiser, and it skips over the damage functions used by normal weapons

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and it doesn't delete enemies like the earth leviathan

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so if you crash the car into an old bird at top speed, it "dies" in vanilla

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but it has no death behavior defined

woven tartan
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that reminds me, I need to configure EverythingCanDie today since we found it LethalQuantities doesn’t necessarily make enemies killable

trim breach
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so it just freezes in place for the rest of the day

woven tartan
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Piggy had a dope DeathAnimations mod but so far only has jester

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Would seem simple enough to just have it trigger Ragdoll physics though

trim breach
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old birds dont have a ragdoll set up at all

oak sun
trim breach
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yeah, crashing the car into old birds just wont do anything with this mod enabled

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it prevents old birds from dying unless they are specifically destroyed (like from an earth leviathan)

oak sun
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I personally don't want that change unless zeekers does it himself. I'd like that to be configurable

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I'm used to disabling them with the cruiser

trim breach
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are you usually hosting your games?

oak sun
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no, but occasionally I am, i hosted today

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Dying because of a radmech camping the ship/magnet and crashing the CC or not is a big gameplay difference

trim breach
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i see

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i will probably just add a setting for it in v1.6 then

smoky current
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but ig we'll see

oak sun
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as I said i'm fine with zeek doing it

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implying there will be bugfixes

smoky current
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yes Denton I am implying there will be bug fixes in the next update

azure mirage
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i dont have any mods that change delay

smoky current
azure mirage
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oh yea forgot about that

brazen vapor
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GI have scroll delay option dunno if u have it

smoky current
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has helped me out a good amount of times

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Also if you use hotbar plus I would disable the automatic switching to other items on drop

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It has caused my inventory to get stuck while selling items in the past

azure mirage
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and just another thing i noticed yesterday is that certain scrap spawns in the air, like toyhammer

brazen vapor
azure mirage
brazen vapor
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this one

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but yea if u have test account fixes it should be mostly fine

azure mirage
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i changed to vanilla numbers and hopefully that helps

brazen vapor
trim breach
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was sort of considering adding the mapper tools to v1.6

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as a configurable setting

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since this mod has dipped its toes into restoring unused content before

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but i think it's probably a little out of scope so i might instead yank that out and put it in a separate plugin

woven tartan
trim breach
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it's an unused item

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it's basically a portable ship camera

woven tartan
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Oh okay nice. Sounds very slick and buttery

trim breach
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you left click and it shows you whoever is targetted by the ship radar

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at the cost of 5% battery

whole bridge
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That would be a nice addition to the store

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It's like the Remote Radar but bad

hollow fable
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personally, i would like this addition

trim breach
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the silo

solid dagger
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the silo

woven tartan
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the silo

hollow fable
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the silo

smoky current
fleet lintel
smoky current
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i actually have no idea lmao, i only know of snowy dropship having the unused sound

trim breach
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both of the resolution settings are unused from vanilla

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you can really stretch "unused content" to mean things like keys actually providing you $3 if you enable the scrap setting, or mask hornets being 2 power level instead of 0

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whether that's "unused features" or "fixed bugs" is up for interpretation

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anyways i do feel that this mapper thing probably belongs in its own release

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it'll cause discounts to desync unless everyone is using the mod and has the setting enabled

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and it'll let you order mappers as a client in vanilla games

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although i think it will cause errors when the dropship is opened by the host

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even as a config setting, i've been trying to keep butteryfixes strictly "host only" and/or "client side"

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it's also not "fixing" anything

smoky current
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the resolution settings are def unused features

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so you got me there

woven tartan
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So slick and buttery so yummy

smoky current
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stop that!!

fleet lintel
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if you can find more cut/unused content honestly i would probably like to see that in its own mod, sounds interesting. idk how much there is

woven tartan
smoky current
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poor buttery 😭

trim breach
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the lasso man has AI

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it's just a duplicate of an earlier version of the thumper

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i could fix its damage timer so it can actually kill players

smoky current
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i think they mean restoring them as a functional enemy

trim breach
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and i guess fix its animations

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but i'm not gonna like, completely redesign an enemy

smoky current
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It has a pull attack though

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what abt that

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start pulling or whatever

trim breach
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it has an animation with no logic attached to it

smoky current
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yeah

trim breach
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so i have no idea how it was supposed to function

smoky current
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You can probably infer. from the name

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tbf

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I think restoring lasso properly is a lot more work than ppl realize

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its so unfinished

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i doubt it was just an enemy that walks towards you and hurts you. that's so lame

trim breach
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definitely not

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there's no other enemy where zeekerss was just like "alright let me copy paste this entire script and change the damage type from Mauling to Strangulation"

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and called it a day

smoky current
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i mean there are definitely a lot of enemies that do this

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but

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idk i just feel like he had something else in mind here