#Buttery Fixes
1 messages · Page 2 of 1
DoorlessStorage
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
Yeah I really think GI just has too much stuff in it now
like, why does it have all that masked stuff
when like 5 other mods exist to do that
why was flashlight fix merged in and hard-deprecated
feels like it's not really trying to be "general improvements" any more and more just "base mod everyone is supposed to have"
GI also I noticed causes some weird lag when the ship screens are on that doesn't exist without it
and it's buckling under that
It's suffering from feature creep
Unfortunately
@trim breach I will say I think the ability to look down more should be included in one of the fix mods
That's a pretty simple addition
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
but in fairness there is barely any difference between that and me making alternate fixes and bundling them into this mod
which has a bunch of other unconfigurable changes
He also seems to be losing some interest in LC Modding as well
just to be frank, i wont be doing this
there's already an independent mod on thunderstore for this exact thing
Mhm
and it causes some weirdness in vanilla
like looking down when you have a jetpack equipped looks really funky
Oh?
wait it does ?
well, gameplay wise it's probably fine
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
never seen that one lmao, ill take notes of that
I think you can make items get dropped in a really weird way if you look straight down too
ah thats also a GI thing huh?
I remember noticing it when playing around with UsualScrap
about the furthest i've tried to stray from vanilla is the "scanonship" setting i added
https://thunderstore.io/c/lethal-company/p/FlipMods/LetMeLookDown/ can just use this
if you look straight down some of the stuff in UsualScrap will drop like a mile behind you
because i'd really like to know how much scrap value is on the ship
I managed to drop stuff straight through ship
and making it part of the scan command on the terminal was the most vanilla friendly and non-intrusive way to do that, imo
and I imagine you can do that with vanilla scrap too if you try
on an unrelated note i have thought a bit about breaking some fixes out of butteryfixes and making them their own mods
butteryfixes is nice and convenient for me to make tiny changes that are too small for individual releases
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
i recently migrated some stuff out of this mod and put it in jetpackfixes
and i'm semi-considering making a separate mod for all the mimic/corpse patches i did
with badges, bunny/bee suit accessories, etc.
something called like "suitfixes" or something
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
but flashlightfix exists on thunderstore (even if it's empty and deprecated now) and there are probably half a dozen fire exit flip mods
so adding to that pool feels a bit silly as well
I would leave that stuff in the main mod, yeah
because I imagine a big appeal of the mod is not needing 700 single fix mods
because that's annoying
yes
it is one of the endless pitfalls of modding
every dev and every end user has their own opinion of "consolidation" vs "modularity"
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
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-
i mean it's still possible to keep a modular design philosophy while combining everything into one mod
Yeah GI suffers from Scope Creep
It's doing too much
i suppose that's true, but i can't say gigantic config files are too appealing, either
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
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
I'm used to Fallout NV modding where you use IStewieAIs tweaks which has a config file with over 100 categories in it
and people love that mod because it deprecated like 60 other mods
yeah, this is true. it's a lot better in gale where all the headers are in a little sidebar and you can just expand the specific one you want to edit
(most of which were old and abandoned)
yes gale's config editor is class
I haven't played NV in forever but I think last time I played that mod had way less config options
yeah R2's config editor is ass compared to gale's
editing BrutalCompanyMinus in gale compared to R2 is night and day
R2 is ass in general in comparison unfortunately but that's not EBKR's fault, it's using a way more outdated frontend
R2 is way older
yeah R2 was the first mod manager for unity games that wasn't atrocious
- being cross-game
it's a monumental bit of software
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
it is not wrong to say that R2 is largely responsible for unity modding taking off
because I really do not think RoR2's mod scene would have gotten nearly as big if not for it
Gale is quite literally a modern mod manager inspired by R2
It's pretty stable now tbh
it doesn't work at all for one of my friends
completely unusable
but I think it's because he's on windows 8.1
Bruh
i do have a lot of respect for r2modman in general
it's always important to pay respects to what came before
that being said, gale has completely substituted r2 for all of my use cases and actually has acceptable performance
Why would they still be using 8.1 in 2024? That's asking for viruses and other stuff to creep into his system
so i will be happy to never use it again in my life
he absolutely refuses to update and won't use linux because he hates it lol
he's a big IT person so you can probably guess what's going on here
probably I haven't pried
Most IT people also avoid using outdated oses
not worth getting into it over someone's OS choices
true
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
there's a lot of refactoring generalimprovements could use but i also dont want to weigh shaosil down with having to support that
when his interests are elsewhere, for the time being
he did fix some longstanding bugs and merge in some pull requests in this latest update
so i suppose anything is possible
but considering flashlightfix got pulled into generalimprovements to have fewer mods to maintain
i dont expect it's going to suddenly break into a ton of smaller pieces any time soon
GI is nice but is bloated, and contains a lot of features that cause more issues than they're worth 😦
It's just the unfortunate part of it having feature creep
am i trippin or is there no config option to disable the ALIVE monitor?
it kinda ruins the Masked fake-out
I think it's the Life Support one.
thinking in the next update
i'm just gonna completely disable weed killer spray's collision with anything but weeds and the cruiser
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)
this would, of course, have the side effect of letting you kill weeds through walls
but TBH
with how often the weeds spawn inside of geometry and are impossible to kill
or spawn underneath the ship
or whatever it may be
i feel like it would still be better to be more consistent and less buggy
than have the edge case where you can kill a weed through a wall when you should've walked around to the other side
so
Sounds good to me
I actually haven’t seen a single weed or fox yet, I’m not sure if one of my mods is breaking it
im not sure whether or not lethallevelloader supports vain shrouds yet
vanilla has a consistent level set with matching numerical IDs
so vain shroud data is saved to the file by level index (for example, Level0Mold would store how much mold has grown on Experimentation)
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
they're already aware of that, not sure if it's updated to do so yet
oh wow
i think i just discovered a major problem with the weed killer and how it affects vehicles
... oh my goodness gracious
using the weed killer inside the truck shrinks the bounds of the back storage space...
(for context, this defines the region where you are considered "inside the truck", immune to enemies, etc.)
zeekerss why
Another curveball
it looks like this is genuinely responsible for all the bugs people were encountering with the car getting stuck inside the ship
or at least some of them
implying u cant live easy in there without weed
/j
@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
im so bad at killing it it took the whole bottle for me to kill 1 
You have to hold down left click, it sprays longer when you do that lol
you are in luck #1261879063631630356 message
anyways, back to the grind with BF and ESF, i suppose
yea i did that, but everytime it shrinks the hitbox change, i need to aim lower -> do it again but the smaller the hitbox the more wonky it is 

everytime it shrinks the hitbox change
this seems intentional
and it's not something i fixed
"fixed"
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
Yeah, the hitbox getting smaller makes sense
disabled by default because it's not a bug, but available as an option because i know it's a common source of heartache 😛
ESF?
Oh
EnemySoundFixes
I had to take a bit lol
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 
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
you want to destroy it
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)
once you spray it enough it will break into pieces and then it's properly "destroyed"
aight then i guess its just a skill issue on my end lmao
destroyed weeds don't come back in the future and can't be used for kidnapper fox spawning
gotcha
just shrinking the weeds doesn't affect the fox, and they grow back to full size next day if they aren't completely destroyed
😭 makes sense
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
i was going to lump them into butteryfixes because they seemed small
but i just have to level with you guys...
probably about to release barberfixes tomorrow
because the problems are major
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"
how major is major out of curiosity
"major" as in "all barbers that spawn after the first one don't function at all" and "barbers are capped at 8 spawning"
that many is a bug?
up to 8 spawning at once is intended, but only the first one that spawns has functioning AI
the rest just slide around and eventually get stuck in place
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
ohh
ughhh this is exhausting
i wanted to at least have this in some sort of workable state tonight
so i could test it and see if i'm on the right track
but i've spent like an hour poring over this thing and it's now approaching 5 in the morning
i think im just gonna have to get back at this after some sleep
it's exciting to be making progress but all this late night work is probably bad in the grand scheme
Blame @weary ice
noooooooooooooooooooooooooooooooooo
Can’t believe he personally goes into peoples games to hide cubes everywhere smh
The worst part is I could actually hear you saying that lol
Poor Wesley
it is complete
i had no idea how broken these things were until i started working on this
but it is honestly a miracle they even function in vanilla
your so snazzy
Isn't some of the truck stuff on the wrong layer/tag? Is that why?

some stuff is on the MoldSpore layer
weedkillerfixes fixed it by checking that it also has MoldSpore tag before killing
Yeah I was checking out the parenting stuff for #1260387777141276763 and saw that some stuff had mold layer lol
sort of small update
major notes are (supposedly) i've fixed the end-of-round scrap counter
so it will properly track apparatus, butler spawned knives, etc
the ship node should move with the ship now, so you can't see it when you are landing
and i fixed the extension ladder bug where the beeping doesn't always work
so you shouldn't fall to a surprise death on titan anymore
not 100% sure if this would be worth
but im kinda thinkin about it
i think the doorframe looks kinda tacky
maybe only change the doors and leave the frame
config option for it maybe possibly?
this fs
or just change the material
I still think it would make more sense to use the factory door frame on the outside
that does look nice tho
the doors dont completely fit the frame
you can see just a bit of the wall bleeding out the left and the right
but i could cover that up with solid black maybe
or maybe shrink the door frame a bit
dunno
truly this is a potential mod to replace the entrance doors with the mansion doors whenever mansion is selected
This would be a different mod, no?
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
i was trying to figure out why
i have a bunch of scene-specific overrides that run
any of the vanilla levels (except vow and adamance, where it is fine) run some code to rotate the external fire exit teleporter
and then when setexitids runs
it rotates all the internal fire exits 180 degrees
this happens after the dungeon generates for everybody
and it's locking doors, turning off power, setting up secure doors, etc.
not sure why centralconfig would prevent it from working
but i will look
I assume it is?
I don't see what else it could be. Actually let me disable really quickly just to double check
its the only mod I have that messes with interiors at all, and no fire exit fix mods are working for me
its the only reasonable conclusion i can make
give me a minute
it'd be really funny if centralconfig is actually fixing the fire exits and your mod is rotating them back the other way around
yeah it is 100% central config
Ah yes, the classic 360 degree turn 🤣
I think it's totally possible lol
Testing rn to see if they're normal with the fix disabled
no ok so i was wrong lol its not doing a 360 spin
ig its just not applying
thats disappointing that would have been really funny
got a bit tired of waiting on betterspraypaint
so the next update will include some improvements for spray paint hit detection
it will auto-disable if you are using betterspraypaint (since betterspraypaint probably does most of what im doing but better)
waiting on BSP for what?
it isn't up to date with v56 and it messes with the functionality of weed killer
thank you 🙏
nice
I had this weird issue a long time ago where spray paint persisted across different seeds on the same moon, have you ever seen that before?
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
sorry its a bit unrelated im just curious
yeah i have seen it before
and it's actually something i wanted to try to fix
i was looking into it before i put this mod away for the day
but it will probably be in the final update
whenever that is all put together
oh do u plan on moving on from this?
sorry i saw this late
"final update" just meaning whatever i decide to release
idk if it will be 1.5.5 or 1.6
this is going to be an ongoing project as long as there are things for me to do
which will probably be until i stop playing
pretty much
(Don’t ever stop playing)
Indeed, we need buttery fixes and other buttery goodness forever
ah! so fixes!
you should still do this at some point btw :3 i think slightly shrinking the frame would be a good solution
also it might be good as a standalone mod
yeah i'm sort of putting off the update until i actually implement this
but i havent done so yet
maybe i will just wind up making it a separate mod
since i guess it's not really a "fix"
i was just thinking since it'd be such a small bonus
usually i'd agree but tbh if its toggleable it seems fine to me, instead of fixing code bugs its fixing some basic logic
i would say its an asset replacement 
my original goal was to make it just be part of the geometry on rend, dine, and artifice
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
never tag a mod as an asset replacement unless its like just actually an asset replacement fully
thunderstore makes all it hard to find a mod if its an asset replacement
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
which is a whole can of worms
practically impossible
imo "asset replacement" are more for things that replace models/sounds/textures globally
first moon i thought of, triskelion, definitely not fitting there lol
like if you have a mod that replaces all the tracks on the boombox, that's an asset replacement
but im not deleting the normal doors and replacing them
im just changing exterior geometry to use the other door type that's already in the game
so it matches the look of the interior better
wait its already in the game? 
i dont remember it being that color or its just the outdoor making it look differ
Does it break weed killer completely?
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)
???
That's a new one
I don't have that issue
the particle issue yeah but not the continous spray
it just feels like compressed water
i tested the mod with default settings
i think by default the mod disables shaking spray paint which is what would break weed killer
if you dont use that config setting weed killer might work fine
Yeah my config disabled ShorterShakeAnimation and InfiniteTank
these are the breaking settings I presume?
yeah both of those would affect weed killer
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
because it might be causing other issues than just the particle visuals
that are not obvious to the end user
tbh shorter shake was buggy in general even before v55/56 so I don't feel like I am losing much
oh wait shortershakeanimation is actually probably fine
i misread
whatever setting it is that disables shaking and just lets you use the spray paint
is what causes weed killer to spray continuously
because weed killer re-implements the spray paint's shake timer but it does it in a really funky way
the disabled one?
yeah it's probably the infinite tank
or maybe infinite tank just makes the spray paint unshakeable anyway
because it definitely broke weed killer with default settings
i dunno
in any case taffyko has indicated they intend to update the mod in the future
just a matter of time until then
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?
Thanks for the detail!
I really like this as an ending to my usual phrases. Thanks Dopadream
So slick…..
@trim breach seems like your fireexit fix get borked with the new GI update
its not turning off properly i assume ?
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
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
and u ended up facing the door again
could be lol
im just bringing it up again since buttery said they gonna add compat for it
well this is pretty much intended
both of them are applying at the same time and would cancel each other out
im not adding auto compat for this because you can just disable it in either my config or GI's config
anything else should be accounted for though
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
also my fix applies to both interior and exterior fire exits, not just interiors
just pick one and turn the other off and it should be fine
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
GeneralImprovements has several overlaps with multiple bugfix and gameplay mods I think the disclaimer should be there
something like compat list
but ye thats fair
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?
Your are recommending 5 mods from you that are just pushing the mod count higher
Part of the reason they’re separate is so if one of them breaks they aren’t all broken
While it’s nice to have a smaller modlist when possible, there isn’t any performance impact having these seperate either
its already been mentioned but yeah, i want to keep things separate so my fixes are less likely to be unusable after game updates or due to mod conflicts
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
vs just disabling butteryfixes and still getting to use jetpackfixes, meleefixes, etc.
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
This doesn’t really matter tho it would be the same workload on your processor and RAM whether it’s 1 big mod or 5 small mods that do the same exact thing
butteryfixes is more likely to have stuff pulled out and made into other separate releases than to have my existing mods merged into it
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"
etc.
ive considered adding my other fixes as dependencies to facilitate them all being in "one place"
but truthfully the thunderstore mod collection experience is awful
modpacks are my #1 "why does this feature exist" on thunderstore
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
It’s such a dichotomy. Some of the best mod managers but the worst modpacks and poor QoL search/tag features for mods
Nexus and Curseforge have way better search and tagging
having to re-uninstall them every single time i update butteryfixes will be a huge step backwards in user experience
id love to make like, a steam workshop collection
that is all of my mods with a handy subscribe all button
but the closest thing to that is a modpack which is just exploiting the thunderstore dependency system and actually kind of functionally awful
has Zeekerss said anything about planning to add steam workshop support?
he hasnt yet and im doubtful itd happen, its a pretty huge undertaking
Yea
I’ve only seen it for Unreal engine games
Are there Unity games with Steam Workshop?
of course
support is there
it is just a lot of work to actually implement it into your game
steam workshop's api isnt drag and drop
i think zeekerss is pretty cool with modding but i dont think he has any plans to support it in an actual capacity
on an unrelated note
i found out the other day that the cruiser radio has a disgusting doppler level
and threw up a little in my mouth
so that will be resolved in the next release
was replying to this
I feel like CC was coded in a way to make it easy for modders to use
like it was very specifically set up to be re-usable for moving platforms and the like with relatively little work
but that's about it in terms of intentional changes for modding
anyway, heya, noticed that CruiserImproved also added the fix for weedkiller shrinking the bounding box, can anyone confirm if that conflicts with weedkiller fixes?
CruiserImproved did not add the fix for the wasted sprays so I still want to use weedkiller fixes
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
@trim breach 🤔
Yeah I had the game hard crash
yes, this log doesn't indicate anything to me
Btw I noticed the GraphicsBuffer stuff will appear in the player logs, so I'll do some testing later to see if I can fix whatever is causing that
C:/Users/iSynt/AppData/Local/Temp/ZeekerssRBLX/Lethal Company/Crashes
need crash dump
what moon were you on when the game crashed
Junic
and did 3 mimics spawn that were mimicking players
I believe so yeah
@quartz ether
[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
Me either, it could just be it was the last thing that logged, that also was logged after the game started despawning enemies
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
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
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
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
Btw just to clarify this wouldn't be cus of ButteryFixes right?
this doesn't look like it'd be related to anything i'm doing
Yeah didn't think so
Got an idea what mods might?
I blame 1A3 for this
no idea
CruiserImproved is reportedly preventing enemy spawns?
This is tarnishing the credibility of my sticker
Worth mentioning that not all modders may even want that kinda thing
Why is that?
Steam Workshop has a lot of pros and cons that can get abit bleh
from face value i could see that
There's a reason no one in the skyrim community uses it
@smoky current hey just to check
hm
when you were saying "centralconfig breaks the fire exit flip"
were you playing on artifice
march
are you able to reproduce?
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
ah
kind of a goofy mistake on my end
I face the interior when entering thru fire exits with CC
but i've barely played artifice on v56 🥲
the game got way harder in v56
at least for my group of friends
probably because we keep trying to use the car
Is this fix referring to the doors themselves or the direction the player is facing upon entering ?
but idk... it's just too fun...
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
you are supposed to face forward when you walk through the doors
just like main
always
but i messed up and artifice faces you sideways
Ah okay yea
It works for me with CC
i need to double check how zeekerss generates turrets
idk what the deal is with that
items can spawn inside of it too which is a bit annoying but not as bad
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
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
i think its just super odd that anything can spawn inside of those boiler things, what causes that
i see
almost all of the random spawns sample for navmesh positions
but zeekerss doesn't check any pathing, only samples the navmesh itself
can you not put a brush there or something to exclude it from being sampled
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
you can put navmeshobstacles, or put a collider there
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
can mess with both iirc
but there is 100% a way to do it
i just need to figure out what would be the best way
would be interesting to see at some point
and by interesting i mean would satiate one of my nitpicks
but yea
@smoky current for reference here's Dine's navmesh and some super bulk path checking.
green means theres a valid path from that square to the ship and main entrance, and vis versa
red means there isnt
https://cdn.discordapp.com/attachments/1264041409682477106/1264041960478605412/image.png?ex=669f1150&is=669dbfd0&hm=50e9291607ed842a202a21f9944429f78febdbf2f191844e3350b987c44bd3a0&
using path checking for validation and cull a lot of unintended baking
yeah you made the thing on the right correct
ye
does it work interior?
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
i just didnt know if it could be generated realtime post dungeon generation
the entire navmesh is generated in realtime every level
well i knew the vanilla one was at least
so does your system work on top of the vanilla navmesh generation or does it replace it entirely
i dont get that part
on top!
i see
we do a normal bake then iterate on that data
ah
i bet it would work really well in practice
no more vains on top of buildings i think ?
yes
ohh right i remember you proposing a watered down version of this as a potential fix for the issue
scraps can also spawn in it no ?
^
yeap i was skipping some text lol
its kinda bad for new player who barely have the scanning mindset
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
ive seen turret spawn inside the wall on the 2nd floor in the locker room sometimes
dunno if its fixed lol
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
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?
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
@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
Thanks! I'll watch for the update
I don't think it worked, the same logs are still appearing that cancel the Old Bird's death
in v1.5.6?
does your log print CROSS-COMPATIBILITY - Everything Can Die detected?
I actually did look for that originally since I knew CROSS-COMPATIBILITY logs normally appear for the mod, but I couldn't find it
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
[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
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
Oh
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
No its good, also yes it does load after
It probably does work, but now I'm struggling to get EverythingCanDie to work on its own
LQ better
I would, but I'm using another mod that depends on EverythingCanDie
Which one?
Oh yea I would love these
I don’t think it’s a hard dependency though
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?
how do you know this is happening? and wouldnt it be the moon not the interior
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
so it is wesleys interiors doing it?
I think so, but I'm going to test it with only EverythingCanDie and Wesley's Interiors just to make sure
interesting
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
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
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
and everythingcandie uses the latter*
hmm. curious how it would work with LQ instead
so it might be that everythingcandie is replacing the health of the wrong scriptableobject's prefab
cuz ive never had discrepancies with LQ and HP / killable etc
Honestly it probably would, I should try that
i honestly think it must be a soft dependency between DeathAnimations and EverythingCanDie i highly doubt it wont load without EverythingCanDie
I'll try that rq, just to see if I can avoid all this
just add the OldBird to the global section and don't check the Rarity checkbox
then check the Killable and HP sections
and change the hp to 1
or whatever you want it
like, all of the damageable enemies in this game register an override for HitEnemy that subtracts their health
fair, fair
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
yea surely would require a patch which is probably included in EverythingCanDie but i doubt it for LQ but
lemme know @whole bridge
the reason the cruiser can kill old birds is because it jumps straight to KillEnemy
EverythingCanDie does this apparently cuz he said it died in 3 shots
it might, yeah
Just so you can see (bros hitbox is so janky it makes it so hard to hit)
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
Which is reaaaaally annoying when making custom enemies, and im too lazy to make a script that does it better 
so what about the eye on a nutcracker?
What about the 7+ pellets that pierce through your body
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
you can hit the nutcracker anywhere on its body as long as one of these is true, and it will take damage
Everything Can Die uses a function to see if the enemy can take damage from the player or not, if they can't take damage then it uses a custom function that handles the enemy's HP and death
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
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
whats the word?
Imma be honest I haven't used this before, where do I even start?
go to the global section on the left-hand side
then
I didn't know thats how I get that to appear
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
checks out with what buttery was saying
@foggy ore another thing to note for when you work on LQ
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
"EverythingCanDie uses a function to see if the enemy can take damage from the player or not, if they can't take damage then it uses a custom function that handles the enemy's HP and death"
not sure if this is outside the scope of something you could integrate into LQ
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
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
🤣
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?
something else entirely
dark dark things
much more questionable
yes
tanks
Ladder sprint fix is in buttery already isn't it?
i dont believe so
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
it is yes
kk
are there any other mods you think i should add to this modpack?
NestFix
LCMaxSoundsFix
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
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
duly named
I wonder how worth it it is to delete 90% of the unused and unseeable terrain on moons like experimentation and titan
can't tell if this looks weird on dine or not
with all the other setdressing shit
it does look pretty nice on rend
I like it
probably looks the best on artifice
I like it a lot, you're adding this as an option? ^^
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
Noice ^^
Cooler Doors config option?
idk if this sort of thing really belongs in a fixes mod
it will fix the ugliness
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
it is maybe sort of pushing the limits of scope
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
vanilla player spotted
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
ohhhh i see now. i thought it was a dynamic thing
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
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
na, this implementation is map specific
it wouldnt apply to custom interiors or custom moons
because unfortunately
what??
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
is it because you don't like the custom content or you just haven't gotten into it
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
the ones bundled with harvestmoons are pretty dope
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
i see
disagree though, i think there's plenty of stuff out there that fits a vanilla style pack
i agree for the most part, but i'd have to recommend The Locker if you're looking for good, vanilla-style enemies
oh these look sick
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
If one of your pals has shitty internet or a bad DNS resolver this can happen to it might not even be mods
None of ButteryFixes really have anything to do with async or multiplayer tho, im trying to better understand the thought process?
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 😅
Isn’t the weather always the same on day 1 even modded with your weather mods?
Or there’s a config to randomize it
it is. with butteryfixes installed it isn't
and for other players the weather displayed in the terminal is the same as vanilla
ie, different from mine
some good ol' weather sync is always welcome
is this part of or a dependency of buttery fixes? i dont want nonvanilla weather on day1
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
the interior desync was caused by loadstone
the rest of this sounds like intended behavior
disable the setting here if you want weather to be standard
oops didnt mean to ping
i think loadstone just got a new update that might fix interior desync
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
yeah it should be fixed now
to expand on this
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
this setting does randomize the starting seed but users are given the seed on connection
so if you invite immediately after opening the lobby, host and clients would have the same seed and calculate the same weather
I would like to add that I think this setting is completely broken with weathertweaks because of this setting
oh maybe
you might want to disable it if you have something else touching the seed, just to be safe
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
i wish there was an option to just Not use this
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
oh maybe
well, that's what it's for
no yea i know
and the config is literally there 🥺
unless you mean the normal weathertweaks
i might take care of it later tbh
oh im using the normal one
it's bothering me as well
i dont have these options
I haven’t had interior desync for weeks
I’m scared to update if that’s what the update is supposed to fix since I already wasn’t having problems. Haha
the update won't break it if it hasn't been broken for you
but it fixes a situation that could previously cause it to break
there was a bug causing unspecified behavior
Hmm interesting
I may give it a shot but I’ll make a backup
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
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
yep I got rid of GeneralImprovements and HotbarPlus and it happens very very rarely
I have a friend who spams pickup/drop random scrap items in the ship like an ADHD tick
And it only happens to him
I think TestAccountFixes and LethalFixes and AdditionalNetworking all work cohesively to help prevent it
Unrelated buttery but I'm either getting really lucky or fire exit flip is working with central config now
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?

there is a ton of stuff that isnt in the config
ive changed a bunch but the highlights are on the readme page
i really hope the loadstone thing is fixed because I dont like dying for no reason
the changelog has more complete notes if you feel like reading all of those
but its kind of a lot
ok yeah there is some useful stuff
ermm, elaborate
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
it's not like i've actually ever played for a record though
and rad mechs being able to spawn without the prop
well i make so many changes that there's no way it's valid for record runs
in general
and i don't want to make config settings for absolutely everything because huge configs are ugly and unappealing
it's kind of a package deal, although i try to be sort of conservative with my changes
tldr; yes
to clarify, the cruiser is allowed to kill anything with the canDie flag set to true
canDie must be set to true for enemies to be killable by the earth leviathan
so although old birds are impervious to weapons (shovel, knife, and shotgun)
they are marked as killable so that they can be deleted by the earth leviathan's attack
zeekerss never gave them a proper death animation or behavior because the only way they could die before v55 was getting completely deleted
but v55 lets you instakill enemies with the company cruiser, and it skips over the damage functions used by normal weapons
and it doesn't delete enemies like the earth leviathan
so if you crash the car into an old bird at top speed, it "dies" in vanilla
but it has no death behavior defined
that reminds me, I need to configure EverythingCanDie today since we found it LethalQuantities doesn’t necessarily make enemies killable
so it just freezes in place for the rest of the day
Piggy had a dope DeathAnimations mod but so far only has jester
Would seem simple enough to just have it trigger Ragdoll physics though
old birds dont have a ragdoll set up at all
ok so this mods stops oldbirds from being killable with the car? It wasn't worded in a way that I was certain what this bugfix did
yeah, crashing the car into old birds just wont do anything with this mod enabled
it prevents old birds from dying unless they are specifically destroyed (like from an earth leviathan)
I personally don't want that change unless zeekers does it himself. I'd like that to be configurable
I'm used to disabling them with the cruiser
are you usually hosting your games?
no, but occasionally I am, i hosted today
Dying because of a radmech camping the ship/magnet and crashing the CC or not is a big gameplay difference
I feel like you're going to have a rude awakening next patch tbh
they're canonically weapons of war and arent supposed to be killable
but ig we'll see
yes Denton I am implying there will be bug fixes in the next update
i had this happen to me yesterday, one time for host and one time for client
i dont have any mods that change delay
testaccountfixes includes a configurable bind that can fix your inventory when this happens (alongside an automatic fix that works on its own usually)
oh yea forgot about that
GI have scroll delay option dunno if u have it
has helped me out a good amount of times
Also if you use hotbar plus I would disable the automatic switching to other items on drop
It has caused my inventory to get stuck while selling items in the past
i have GI but those settings are on false
and just another thing i noticed yesterday is that certain scrap spawns in the air, like toyhammer
i only see numbers tho unless youre talking about changing it s number back to vanilla
oh damn i misread the config i thought you could just set the other settings to false and it didnt activate the scroll thingie
i changed to vanilla numbers and hopefully that helps

was sort of considering adding the mapper tools to v1.6
as a configurable setting
since this mod has dipped its toes into restoring unused content before
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
What is that?
Oh okay nice. Sounds very slick and buttery
you left click and it shows you whoever is targetted by the ship radar
at the cost of 5% battery
personally, i would like this addition
the silo
the silo
the silo
the silo
me
what other features restore unused content?
i actually have no idea lmao, i only know of snowy dropship having the unused sound
both of the resolution settings are unused from vanilla
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
whether that's "unused features" or "fixed bugs" is up for interpretation
anyways i do feel that this mapper thing probably belongs in its own release
it'll cause discounts to desync unless everyone is using the mod and has the setting enabled
and it'll let you order mappers as a client in vanilla games
although i think it will cause errors when the dropship is opened by the host
even as a config setting, i've been trying to keep butteryfixes strictly "host only" and/or "client side"
it's also not "fixing" anything
I'd call these both bugs personally but yk
the resolution settings are def unused features
so you got me there
So slick and buttery so yummy
stop that!!
oh yeah
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
noooo
Gives the lasso man AI 🤠?
poor buttery 😭
the lasso man has AI
it's just a duplicate of an earlier version of the thumper
i could fix its damage timer so it can actually kill players
i think they mean restoring them as a functional enemy
it has an animation with no logic attached to it
yeah
so i have no idea how it was supposed to function
You can probably infer. from the name
tbf
I think restoring lasso properly is a lot more work than ppl realize
its so unfinished
i doubt it was just an enemy that walks towards you and hurts you. that's so lame