#Buttery Fixes
1 messages · Page 3 of 1
if you mean mask hornets, they have a fair bit of special logic compared to circuit bees and they are also basically a bonus attached to a more fleshed out enemy
I still am not sure if I have spawning rarity setup correctly for the barber and butler because of the special mechanics
but
without barberfixes, only the first barber to spawn functions
the rest slide around silently and will eventually get stuck on the map somewhere
sob
with barberfixes, all barbers will synchronize and function as zeekerss intended them to
im not sure what you mean by this specifically
Bet, so I should have at least 2 spawn
that's up to you
i think it is a unique niche for barbers to fit
the only indoor enemy scripted to spawn in pairs
and it highlights their social behavior which is quite interesting
For the butlers, masked hornets show up in LQ. I just didn’t add them into LQ or touch them at all, but I did configure the butler
So the masked hornets should ? Do what they’re supposed to if the butler is killed
I haven’t killed one yet
it may be a little too much to ask, but as you're messing with the doors...
it looks so out of place 😭
why it isn't even aligned
Not her job to fix this
V60 is coming next week which will add changes for the vanilla interiors
V60 IS COMING NEXT WEEK?
damn bro we're rich for a indie dev to update the game so frequently
rich vanilla, yes. rich modded? (car crash)
real
Her 🤑🥞🥞
also its not her job to fix any of this lol, its a bugfix mod
My bad, the name really threw me off x.x
it is a common mistake
but the "stan" in my username has nothing to do with me
it's actually referring to a high school friend's cat
and is basically just an ascended inside joke
that i have yet to shed because the alias stuck
lol
For me buttery stancakes just felt like a username a girl would have so I just assumed
Haha yeah I don’t care just figured you’d wanna know
My cats name is Stan
I named him after my grandpop
So slick, so buttery
oh i also completely missed this
this isnt something i can fix super easily
so i kind of just suffer in solidarity with everyone else bugged by this
the same prop is used to block all of these unusable doorways so the uv seams are super obvious
I keep calling you stan and idk if that bothers you, sorry if it does.. I know you're a girl but it seemed a bit funny to me at the time
lol you are fine
Stanielle
you do have one of the strangest usernames ive seen in a bit i will admit lol
I just assumed it was like "Stan" like stannign a character
buttery whats your kinlist
fluttershy mlp crossed with jesse "dead seater" vincent
got this error while playing today
[04:37:05.5612697] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ButteryFixes.Utility.NonPatchFunctions.ForceRefreshAllHelmetLights (GameNetcodeStuff.PlayerControllerB player, System.Boolean forceOff) (at <d8b3b6f98def4801a75039002a362c4d>:IL_000c4)
ButteryFixes.Patches.Objects.FlashlightPatches.FlashlightItemPost (GameNetcodeStuff.PlayerControllerB ___previousPlayerHeldBy) (at <d8b3b6f98def4801a75039002a362c4d>:IL_0001a)
FlashlightItem.SwitchFlashlight (System.Boolean on) (at <0b5b829887344817a21214132ea92eef>:IL_000fb)
FlashlightItem.ItemActivate (System.Boolean used, System.Boolean buttonDown) (at <0b5b829887344817a21214132ea92eef>:IL_00009)
GrabbableObject.ActivateItemClientRpc (System.Boolean onOff, System.Boolean buttonDown) (at <0b5b829887344817a21214132ea92eef>:IL_00112)
GrabbableObject.__rpc_handler_1761213193 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <0b5b829887344817a21214132ea92eef>:IL_00064)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0004e)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Logger:LogException(Exception, Object)
AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:36)
AsyncLoggers.Wrappers.Unity.<>c__DisplayClass28_0:<wrapCallback>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:136)
AsyncLoggers.Wrappers.JobWrapper:LogWorker() (at ./src/Wrappers/JobWrapper.cs:84)
AsyncLoggers.Wrappers.LogJob:Execute() (at ./src/Wrappers/JobWrapper.cs:68)
Unity.Jobs.JobStruct`1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)
oh what
- this
i've never seen either of these errors
im pretty confident the second one must at least be a mod conflict
i can maybe work with the first one
Well, the only mods i have that messes with scan nodes are from Testy
testaccount :)
Yeah GoodItemScan is still causing problems
I'd disable it for now, he said he's gonna fix it tomorrow
hopefully v60 would release soon
i'm sitting on bf v1.6 because i wanted to just make it the "v60 compat update" too
but it has some of the old bird settings that were requested
and a couple other neat things
like the fancy entrance doors
should be out in 2 days if zeekerss is true to their word
already?
do u mean the v60 beta 
could be v60 beta or v60 full release
they said 5 days ago that the update was finished but that progress was going so smooth they were gonna let it ride another week. so going off that it should be out in 2 days
i am at least hoping it is the last day of july
or first day of august
i don't know how literal "another week" was but i think the monthly transition is at least a pretty likely candidate for release
what
fuck i want that
now i have to wait for two things
i fr thought you canned that idea
it wasn't ever canned
just wasn't sure if i wanted to make it a separate release or put it in this
but i decided i really dont want to flesh it out, so
imo seperate release would still be nice
people looking for fixes wouldn't be expecting that and people looking for that wouldn't be looking in fixes
YESSS
(Should only appear when the Manor is present, not be moon-specific)
i agree with this but it's a tiny visual bonus at the end of the day
making it a separate release carries with it entirely different expectations
at least, that's how i feel about it
Oh yeah
Along with that, could video previews of each vanilla moon be added to the terminal?
I can record them myself if you'd like
i am now in the depths of transpiler hell agaain
trying to figure out why dnspy likes my il code
that i've reproduced identically with a patch
but is throwing an invalid il code exception when actually loaded
another transpiler from another mod perhap?
im sort of doubtful
i dont think anything else is touching this
but i will probably check in the morning
im completely spent
do you think this would have anything to do with that
ive got it installed on this profile so it doesnt seem so
might be worth to try without it just in case
well
on a fresh profile with nothing except for my mod exclusively
it still throws an exception
so other mods and harmonyxtranspilerfix are not responsiblle
i dont know if that's better or worse
i am seriously at a bit of a loss
now whenever i compile my plugin and load it
unity hard crashes
and i can't even begin to fathom why
i pulled out all the code i've changed since yesterday and it's still hard crashing
so it's like i've messed something up somewhere down the road or something
samboy's nuget host was down this morning and it's been crashing ever since i compiled after it came back
so i guess it's possible there could be something weird upstream
but idk what
ok, nvm. the hard crash was my fault
silly mistake on my part
glad that's been sorted
still getting an exception while transpiling i can't figure out, but i've spent most of the day not working on this, so i'm not surprised progress has been borderline nonexistent
i just wish
i understood
Sigh
lol i finally figured it out
in hindsight the answer seems kind of obvious
im not totally sure why dnspy didn't catch this error even though harmony did
but that was the last major hurdle with v1.6.0
i'm still probably going to hold off on this until v60 is out, just so i'm not releasing a major update and then another one just for compatibility's sake
just glad to have that freedom now
this breaks Old Bird spawning for me entirely 😦
Haven't tested it on vanilla moons with Old Birds but Pestilence in particular (whose spawn roster I tweaked a bit with Lethal Quantities) no longer spawns Old Birds at all. There's still some dormant ones that spawn in but they literally never wake up, and removing butteryfixes causes them to spawn again.
It could very well be that on certain custom moons, dormant Old Birds never wake up period and only pop-in Old Bird spawns occur, and since this mod fixes that it just entirely breaks Old Bird spawning on said moons, but either way it's a massive shame because I liked all the other fixes in this mod.
Could you maybe add a config option to toggle Old Bird fixes on or off? I'll take pop-in Old Bird spawning jank if it means I can have these fixes + my sweet sweet Pestilence truck moon.
Oh yeah
I had a problem on LLL Artifice where like
NO old birds would spawn
I had to set their weight to 100 and everything else equal to or below 10 for even a couple to spawn
I was wondering why that was happening
dang, time to turn it off again
i dont have this issue so it sounds like an incompatibility with something else
although v1.6 includes a setting to let old birds spawn without a nest
as well as a setting to kill them with the car
so
once v60 is out you should be able to use those
right now there is a minor bug that 1a3 discovered
where if an old bird tries to spawn while no nests exist, it cancels outdoor enemies spawning for the rest of the wave ("wave" happens every 2hrs)
i fixed that in v1.6 as well
but it is interesting that you arent having old birds themselves spawn, especially if nests are spawning for them to use
wait whats old bird nest again
the old bird "nest" is the deactivated object
that you can see stay still, walk on, etc.
when an old bird spawns it is teleported to a nest and the nest is deleted
which creates the illusion that it "woke up"
in vanilla old birds are still allowed to spawn if no nests exist
which causes this to fail
so they just pop in instead
i "fixed" that, but there is a setting to restore vanilla's behavior sitting in the next version
im thinking v60 wont be more than another day or two
I’m sorry, nest?
Oh nvm I’m dumb
yeah
baboon hawks literally have a nest
the pikes with the employee helmet
and zeekerss just reused some of that code with some tweaks
for the old birds
If old birds can spawn without a nest, does that mean they have an unused intro animation?
Weird as heck
zeekerss added a "require nest to spawn" flag that currently isnt used by any enemies
but it is my belief that it was intended for the old birds and he just forgot to enable it
butteryfixes just sets that flag
although in v1.6, it also changes spawn probabilities a bit to fix this bug
and then there is the config setting to just disable it entirely
I hope v60 beta comes as soon as zeek said it will but I doubt it
wait what, i've never seen that before
watch it drop tomorrow
i have a sort of blind faith that it will release either tomorrow or august 1st
but we shall see
Probably August 1st
my bet is tomorrow and thats definitely not because i just want it to come out sooner
im just a little skeptical that "give it another week" meant zeekerss was planning to release it exactly 7 days later
i feel like he would've either called it quits and released it a day or two before when it was ready
or is in the middle of working on something now that is going to take extra time
i do feel like it will come before august 4th, at least
that would line up with his statement of "less than a month" and that would give him 4 additional days on top of the 7 he was already taking
which i would guess is enough time to wrap up anything else he's still working at
at the end of the day this is all just speculation and trying to draw patterns where they maybe don't exist
It'd be really funny if the update dropped in like 20 minutes
Good dev practice would be to drop it like, today or tomorrow in case an urgent hotfix was needed
But it is zeekers it could very well be Friday
Is that a compass on bottom right? 
the arrow has always existed
the ship icon is supposed to be there but doesn't display
i fixed it
zeekerss' change was kind of weird and seems unintentional, but in case it was just to clear up screen space, i did make it a config setting
Not my pic but something like this. Sometimes they’re tucked away somewhere in the map you’d likely never go.
yeah it's this
yeah i googled it earlier, but i've genuinely never seen this before
odd
it only spawns if there are at least 3 baboons "forecasted" to spawn during the day
so if you avoid the maps where they are most prevalent (mainly adamance) it would reduce your chances a lot
although i'd be surprised if you had never seen them at least at some point on artifice
i dont think we've even been to artifice since the v50 beta 😭
we do go to adamance quite often though because it's my favorite vanilla moon
I just slept for 17 whole hours that is not fair, I get another day to work on v60


so sad
should totally push a quick update before v60 🙏
i might
we will see
i'm sort of sitting on my thumbs right now because it's 100% ready
i just feel weird pushing v1.6.0 and then making a v1.6.1 that is just for hotfixing compat with the update
or making a v1.7 (which is even worse)
does the fix that makes masked who spawned inside but die outside not remove anything from outside power level work vice versa? some custom moons have masked spawn outside, but obviously they can then go into the facility, so does that fix also prevent masked that spawned outside who die inside not remove anything from inside power level too?
no, vanilla doesnt have a good way to account for that
99% of moons that allow monsters to spawn like that use starlanceraifix and id argue it is audioknight's responsibility to account for it since it is his new feature
vanilla registers every enemy type as either an inside, outside, or daytime enemy, and thats what power level they subtract on death
it isnt done on a per-enemy level
interesting, alrighty
yeah it is sorta annoyingly inflexible
but in vanilla zeekerss has only ever given one method of spawning to each enemy
with the exception of the masked which spawn from vents, mask items, and player conversions, anyway
so it just works for his needs
Fair
I’m just Lowkey tryna skip v60 😹
would you consider compiling your fix mods into a mod similer to lethal fixes?
no
butteryfixes is my lethalfixes
anything that's separate from it is staying separate
ok
i sort of understand the demand for shrinking mod count
but i don't want to be maintaining multiple versions of the same mod
and im of the opinion that separate is always better
i just dont want to make CriticalInjuryAt10HealthFix
or HoardingBugsDontAttackYouIfYouLeaveTheGameAfterStealingScrapFromThemFix
so smaller stuff gets compiled into butteryfixes instead
no problem just wanted to ask since ive been cutting and compressiong my pack atm
so I thought id ask
yeah, just explaining the thought process
i know profiles can grow unwieldy in size very quickly, but imo it's a lesser evil than game updates breaking all of my fixes because they are under the same umbrella
HBDAYIYLTGASSFTFix goes kinda hard tho
It's gonna drop tomorrow at the very least
Would be pointless
v1.6.0 is out
- New config settings
- Manor exterior doors on Rend, Dine, and Artifice
- Restore the ship's icon on the radar compass
- Disable Old Birds again by crashing into them with the Cruiser
- Allow Old Birds to "pop in" after all dormant ones have woken up
- Limit enemies with ramping spawns (baboon hawks, nutcrackers, masked, etc.) to 100 weight maximum (as intended? IDK) for more varied enemy spawns
- Fixed enemies sometimes spawning in decreased volume after all Old Birds on the map have woken up
probably more stuff i forgot
lol
oh yeah this is the "disable out of bounds shit" update also
potential performance improvement on experimentation, assurance, and offense
kinda doubtful, but meh
Is it just Rend, Dine, and Artifice, or is it moons that spawn with the Manor?
every moon (except march) can spawn the manor in vanilla
rend, dine, and artifice are the 3 maps with manor primary
it doesn't work for modded moons if that's why you're asking
fixes?
March can't spawn the Manor because the Manor isn't compatible with three fire exits
Spawning it some other way aside from LLL will cause March to brick itself and not allow you entry into the buiding
icic
it doesn't work with any moons besides rend, dine and artifice. it is not a dynamic replacement it is always the manor door on those moons
What about the high chance that Artifice is the factory, then?
What's the point of the door if it doesn't dynamically change?
because rend, dine and artifice are all moons that primarily spawn the manor interior
i could be wrong but i remember buttery saying that it only targets rend dine and artifice, but it only replaces it when manor spawn
That makes more sense but still sadge it only affects those three moons
.
Wh
There's not really a point to this feature then-
No offense
I guess I'm just a complainer but idk
there really is no point it's just a little visual change
Pop in?
Oh wait nvm
well, you dont have to use it
¯_(ツ)_/¯
i didnt want to set it up for all the moons since i manually positioned and rotated the doors
i just wanted to fix it on dine and rend, primarily, since they are almost always the manor
and then i extended it to artifice because it looked good with artifice's palette + artifice is still mostly the manor, even if it has a decent factory chance
Lol this is so dumb to me
Its an aesthetic thing you don't have to get so critical about it just because it doesnt fit your use case
You can just not use it
I don't think buttery has to account for you randomly hard swapping out interiors on a moon by moon basis because most people arent doing that
It's just a cute indicator to show the default interiors for some moons and I think it looks nice
it's arguable it doesn't belong in a fix mod but eh
does the "limit enemies with ramping spawns to 100 eight" thing force itself to apply across the board even if other mods are altering or deciding spawn weights for those enemies? I don't want my work in Lethal Quantities to get overridden or borked, one moon in particular I have nutcracker spawn weight set to 500 to almost guarantee nutcrackers spawn first, and then their weight goes down according to how many are alive.
yes, i made it a config setting because it isn't going to play nice with custom moons or custom settings
oh good ty
although, even if you use custom moons, it only applies to the vanilla levels (the idea being that modded moon authors are able to balance the weights manually to fit their vision)
I customize vanilla moons sometimes
to be 100% clear im not even totally sure it's a bug to begin with
but to explain the thought process
none of zeekerss' moons have enemy weights above 100
and the challenge moon "increased enemy spawn rate" modifier just selects a random enemy to set to 100 weight
and this ignores all falloff curves (which normally decrease enemy spawns throughout the day, or when multiple enemies of the same type spawn, etc.)
so the idea seems to be that enemies never exceed 100 weight, because even when their spawn rates are maxed for the challenge moons, they remain at 100
but zeekerss actually used these falloff curves to increase enemy spawn rates in some situations, like for nutcrackers, masked, and baboons
so if you are playing a moon where they already have 100 (nutcrackers are 100 on rend, primarily)
they can exceed 100 spawn weight
that would also mean that if the challenge moon was rend and selected nutcrackers as the increased enemy type
nutcrackers would actually become less frequent because they were already 100 weight
and now they aren't getting their unique multiplier as extra nutcrackers spawn
and that seems like unintended behavior to me
anyways kind of rambly but that's why this is a config setting
if you believe it's a bug (and i kind of do) you can enable it, but it's disabled by default because it is the most likely setting to break modded compatibility
also i assume some people just wont want this change in general
just to throw my opinion on there, this would be a pretty weird bug, the fall off curve is just a curve, you'd need to deliberately set it in a way that it would increase spawns overtime, but maybe theres a pattern with zeekerss and he just happened to miss these instances
zeekerss set the curve intentionally but i dont think he was considering it with challenge moons setting the weight to a flat unmodifiable 100
ah yeah okay that i can buy
Pardon my lurking, I'll see what I can do. If I figure out a method that doesn't necessarily require AIFix, I'll pass it along to you so you can implement it as a fix, since (unless I've read this wrong) you've implemented the fix for the opposite situation already.
From a vanilla stance, for simplicity, the issue you've fixed is that if a masked dies outside, it subtracts from the inside power where it originated, is that correct?
no
the problem with vanilla is that masked only naturally spawn from vents
and whenever an enemy is assigned to a vent
it increments the current indoor power
but masked are marked as an outside enemy
so any time they die
it subtracts outdoor power level
so, for example
on rend, the outdoor power level cap is 6
that does seem like an issue
if a dog and a giant both spawn, that puts outdoor power at 5/6
and nothing else can spawn because rend has no 1 power level outdoor enemies
but if you kill a masked
it subtracts outdoor power (even though the masked never added to outdoor power)
which sets it to 4/6 and allows another dog to spawn
this also occurs if the mask spawns by converting another player or by putting on a mask
if i kill 3 masked and no outdoor enemy spawned yet, the outdoor power gets negative?
no, current power is never allowed to be negative
it only allows "overflow" if enemies have already spawned to take up power level
anyways
butteryfixes marks masked as indoor enemies because that's how they spawn in vanilla
and i added another patch to the masked death that doesn't subtract power level if that masked is mimicking a player (only happens in the "conversion" cases i mentioned above)
i imagine the fix is to keep track of their IsOutside property when they spawn, and then patch the decrease method to use that property
this is sufficient for vanilla
because like i said before, zeekerss only ever assigns one means of enemies spawning
in vanilla, thumpers only ever spawn inside, so it's fine for them to subtract indoor power always on death
but in your case, since you want to allow inside monsters to spawn outside and vice versa, you might want to rewrite the logic for how power levels are handled
unless you've done anything to account for that, right now, a thumper spawning outside will subtract inside power when it is killed
allowing indoor overflow and continuing to block spawns outside
etc.
this isn't something i need a fix for, but it is something you might want to investigate for starlancer ai fix
the problem with the vanilla system is that the EnemyType controls what power level an enemy subtracts on death
so you can't change what type of power level they should subtract on death dynamically based on whether the enemy is actively inside or outside
you could set removedPowerLevel to true for all enemies (to skip the vanilla code) and then write your own code to manage the power level a different way on enemy death
it's probably as easy as having an IsOutside check for starlancer AI fix
but in the case of enemyescape you'll have to actually track where that particular monster spawned, not where they are when they die
anyways
hopefully my explanation makes sense
it's a little complicated
Yee, I think I've got a rough understanding of the issue, I'll investigate
my bad the variable was called removedPowerLevel
anyways, SubtractFromPowerLevel returns immediately if removedPowerLevel is true (to prevent the same enemy from removing its power level twice)
so you can just set that variable to true on any enemies you want to write special handling for
then you'd probably just patch SubtractFromPowerLevel with your custom logic and subtract from the right power count
Unless I'm misunderstanding what VS is letting me do, I think I can just dynamically set the EnemyAI __instance's EnemyType on spawn, which should alleviate the problem entirely?
dont all enemies share that same enemytype? if u change it for one u change it for all of em (i could be wrong here)
all enemies as in like, all dogs, all masked
etc
EnemyType is just a component on the prefab, yeah?
nono
enemytype is a scriptable object (i say that without really knowing what it actually actually is)
but it's not on the prefab at all
the ai script does reference it, but thats about it
Do you have Unity open?
it takes too heckin long to open, so I wanna avoid doing it if possible
Also, let's move to AIFix so we don't clutter ButteryFixes
okay
as a side note
maybe it's not the worst decision that i launched v1.6.0 early
because i probably wouldnt have dropped the compat update on launch day anyway
i usually play the new updates without any mods (except scrollinverter) to ensure bugs don't ruin any of the new stuff i'm experiencing blind
I do have a question, is your mod lowering the max enemy spawns even when the option isn't ticked? I've been noticining it feels like less outdoor enemies are spawning on some moons recently but it could be rng
Like I haven't seen Forest Giants spawning on Aurlis for example
XD
no i fixed a bug with enemies that use requireNestObjectsToSpawn
but no other spawn weights are touched if you have the spawning settings off
Got ya
and i dont touch spawn rates at all
just the weights
so like
well
if anything you should be seeing more monsters than you did in previous versions
because vanilla had a bug where old birds (if you used my mod, which made them require nests) would cancel other enemies spawning if they rolled their spawn chance and no nests existed
Yeah I'll figure out what it is lol
it was a pretty rare circumstance but i fixed it anyway, and now spawns shouldn't be reduced in any circumstance
also i was kinda thinking about this earlier
but at least part of that might be the starlancer ai fix update
that makes enemies subtract the right power level
this mod does fix masked enemies subtracting outdoor power, and thus allowing outdoor spawns to "overflow" the intended maximum
but that's been fixed in this since like v1.1 or something, so if you've been using it a while, you shouldn't be noticing a recent difference there
Something in my pack is definitely fucking with enemy spawns
I went to Embrion and no old birds were spawned
LOL
I'm seeing if it's CodeRebirth, cus I know Xu messed with power levels for the custom weathers
I have a feeling it may be that
Nope not that
This may be an issue cus I'm testing with Imperium ofc but wtf
Yeah it was an Imperium issue
Imperium seems to break really easily I'm not that big of a fan of it
it might be that imperium was causing your issue as well?
or maybe it was some other incompatibility that imperium just makes more common
who knows
anyways i just became aware of a new outdoor spawn overflow bug
and im kind of surprised i didn't think to check this before
apparently when you unplug the apparatus, any old birds that wake up as a result of the radiation warning don't add to their species' spawn cap or to the power level
which actually would allow more than 20 old birds to spawn on embrion, especially if you play during eclipsed
and would exacerbate the pop-in issue
so im probably going to add a fix for that
especially since i can just bundle it in with the existing UnlimitedOldBirds setting
was not using imperium at the time of the tests that acquired this feedback, was doing good ol' fashioned LGU forcecredits 90000 and going to a moon that I customized the outdoor monster spawn pool of to have a bitchton of old birds from start of day to end of day, I have found imperium to break a lot of OTHER small things though, so odds are if I turned on imperium it would've broken even more from butteryfixes
i see
unfortunate
still not sure what the root cause is, then
do you know if enabling the "UnlimitedOldBirds" setting has fixed your issue?
from v1.6
Could you add a way to specify which moons get the fancy doors? Or just add them whenever the interior is a manor?
this mod lol
#1245891961966170204 message
?
It's only for Rend, Dine, and Artifice. I'm asking if I can choose what moons it can be added to, or set it to be added when the interior is a manor
oh, my bad.
I didn't understand your question
there is no "one size fits all" set-up with the current implementation of this feature
the doors have to be manually positioned/rotated and then alterations have to be made to the doorframe and some other related objects
i only set it up to work on rend, dine, and artifice
and just being completely honest, im not interested in expanding it to work with other moons or change based on the current interior
it's extra work for a feature i don't care for and opens the door to a lot of additional expectations with modded content that i don't want to be responsible for
someone else is free to pick it up and run with it, though
i don't really mind
Ok understandable.
Is it more than just coords and rotation because I wouldn't mind setting those myself like in LethalPipeRemoval
it's more than just that, because the old door objects also have to be disabled, and they don't have a fixed location in the hierarchy
also requires adjusting the scale of the doorframe + the fake "black screen" behind the door windows
wouldn't be a very user friendly config
if interior = factory
set door.factory
else if interior = mansion
set door.mansion
else
set door.custominterior
just paste this into the project it works
I found a very specific bug. There is a conflict with LethalQuantities. If LQ is set to have custom spawns on a moon involving Old Birds, their stationery forms will spawn but they will never activate. However, if UnlimitedOldBirds is set to true, then they will start reappearing again with the LQ config set. (This took me too long to narrow down lol... 🪦 )
interesting
by chance are you also using lethalquantities?
However, if UnlimitedOldBirds is set to true, then they will start reappearing again with the LQ config set.
this is expected, because I added that setting to disable any changes I made to the old bird's spawning behavior
so I'm glad that it functions as a workaround
would be nice to figure out what is causing that problem though
I definitely deserve a cookie. Having a lot of mods installed made it difficult to pinpoint. lol But I'm glad I got the report in.
just out of curiosity
if you still have your logs
do you see anything that says Enemy "RadMech" spawning is disabled; no nests present on map
Unfortunately, I don't have that kind of experience, so I wouldn't know where to look. >.>
it would be in %localappdata%Low\ZeekerssRBLX\Lethal Company\Player.log or %localappdata%Low\ZeekerssRBLX\Lethal Company\Player-prev.log
sorry typo'd that folder
I use Linux with r2modman, but I've seen that folder somewhere, just gotta find it again... hold on...
im personally unfamiliar with unity on linux but this is where it apparently stores logs
so in this case, should be ~/.config/unity3d/ZeekerssRBLX/Lethal Company/Player.log
or Player-prev.log
also i went back and read your message again, forgive me for pinging you actually lol
i need to figure out what's going on with lethalquantities, then, because it seems like it would be the common link
for both of the reports for this issue
It wasn't in there.... hrmmm
Found it
ah nice
if this shows up that will be maybe helpful?
Yes, it says it three times.
humm okay
[Debug :Buttery Fixes] Enemy "RadMech" spawning is disabled; no nests present on map
Failed to create agent because it is not close enough to the NavMesh
Spawned enemy: ForestGiant
[Debug :Buttery Fixes] Enemy "RadMech" spawning is disabled; no nests present on map
Failed to create agent because it is not close enough to the NavMesh
Spawned enemy: ForestGiant
[Debug :Buttery Fixes] Enemy "RadMech" spawning is disabled; no nests present on map
Failed to create agent because it is not close enough to the NavMesh
Spawned enemy: MouthDog
[Debug :Buttery Fixes] Enemy "RadMech" spawning is disabled; no nests present on map
Failed to create agent because it is not close enough to the NavMesh
i wonder if lethalquantities is doing something that interferes with the nest generation logic
but that doesn't make a ton of sense
if those deactivated old birds are spawning, those are the nests; they should have the EnemyAINestSpawnObject component that gets searched for by both vanilla and my patch
so i would expect that either old birds wouldn't spawn at all, or they should work ok as long as they are spawning in "deactivated"
might need to run both together with unity inspector and check out the game at runtime
oh, i think i might be seeing what's happening here now
?
orrr maybe not
what i think might be happening is that lethal quantities is altering the HideFlags on the nest objects
with specific HideFlags, both vanilla and my patch would fail to find any nest objects, even if they do exist
and since vanilla cancels spawning an enemy with requireNestObjectsToSpawn unless it finds an existing nest object
that would seemingly cause nests to be visible to the player but "invisible" to the spawning functions
i could just disable the nest spawn patch if you have lethalquantities enabled
but i think this is more like a lethalquantities bug that needs to be fixed
that just doesn't cause any apparent issues unless you use my mod to activate some (currently unused in vanilla) behavior
well, it was a good theory, but doesn't actually seem to be the case
unless unityexplorer doesnt show HideFlags correctly
i am definitely observing this bug though
as long as unlimitedoldbirds is off and lethalquantities is enabled
they just wont spawn
even during an eclipse
probably going to make small updates to all of my plugins tomorrow
this one actually has a fair bit added
but like
there's a minor nullreferenceexception i want to fix with jetpackfixes
and a small detail i missed with enemysoundfixes i want to sort out
might also work on the revisitstingers update tomorrow as well
most of these updates are already ready to go but i am entirely too tired tonight to zip them all, write all the metadata, and upload
I mean it says it right in that message lol, yeah I customized pestilence's outdoor spawn roster with LQ
but they spawn in fine now, so the issue doesn't seem to be present anymore in the most recent version of buttery fixes
yeah sorry i pinged before i reread the message
What's changing with revisitstingers? I've been eyeing it off to add into my modpack, but I'll wait if the changes fix something
buttery do u know anything that make the quota raising sound being looped until u leave the orbit ?
having this problem recently, happened randomly so i cant pin out the mod culprit lol
i dont think noone of us remember to grab the log lol
ill make sure to grab it next time it happened again since its so random
tho should cleanerlog and logneuter at default need to be turned off ?
you mean like the exp sound? because we've been getting that for a while and nobody knows why
If you mean the constant sound of hearing EXP increasing
Nilshud if you use it
logneuter depends on what your config is
"default" logneuter does nothing
cleanerlogs on default wouldn't prevent exceptions
ye maybe exp increase sound
but i didnt use nilshud so something else is being funi here
aight
you can try this
i've never experienced the bug mentioned here
but it sounds very similar
ill try that after i get the sound loop again
in the meantime this is the pack in question
01914ef6-0e84-cfab-b129-6aecfa97c827
incase anyone wanna peek and know something
Pretty sure this bug doesn't exist anymore, I think the last time this mod ever really did anything was when v49 was still around lol
what's it supposed to fix? people being stuck on the results screen?
you can read the description
cuz if so i've had that bug for a looong time
i've seen it on thunderstore but i can't confirm/deny the description is even accurate
it's just a guess
lmao just took a glance at it from the embeded preview heheh
I remember needing that mod back then at least, haven't needed it as of V50 or newer
it's possible that even if this was a bug
it was fixed in v50
or whatever version fixed the intern rank
it might have been v47
Yeah
oh ye @radiant nymph is the betterexp mod still working fine ?
just wanna ask since i keep forgetting to add it lol
i doubt this is it but i'll give it a go anyway
probably not
just the only thing i've ever heard of
in relation to "ticking noise forever bug"
does the "Fixed erroneous active state of Vekknar's helmet light "flashlight" (now True)" a normal log entry? i would assume so if its "Info" level, or does it indicate an issue?
umm
erm
yeah it doesn't line up w the interior
it's just on moons w a chance for mansion I think
ah ok
have you thought about a mod that adds the ability for giants to hear? cause i've heard someone say there was unused code for it.
there isn't unused code for it
rather, there was functional code for it in v40, that got stripped in v45 when zeekerss nerfed the forest giants
i am a bit curious to see how it plays, but i haven't had any serious thoughts about restoring it with a mod yet
oh wow, I didn't know that
you're such a sage, you know like everything about this game
not sure about forest giants being able to hear
i do wish sound was an element with more enemies but i like that the dogs and giants are kinda mirror enemies
you'd think Baboon hawks would be more complex with hearing things
maybe if Hoarding Bugs being able to hear(?) was more obvious too
hoarding bugs do react to sound yeah
i remember the myth that baboon hawks would back off if you shouted at them, i honestly kinda wish that was their gimmick because the bestiary does hint at that and it would make them more interesteing
Despite it being a myth, I still tell them off. Its what they deserve.
same 
same, I wish you could yell at them until they backed off a cliff. 
Same, yelling at baboon hawk to back it off it's just too real and funny
Baboon Hawks still react to noise
Voice just makes them look at you or wake them up when sleeping
Items that make noise do make them back off though
i think making yourself seem dangerous is probably referring to the fact that holding a weapon makes them more likely to distance themselves from you
or, alternatively, referring to the fact that noisemaker props (airhorn, clown horn, hairdryer, and cash register) temporarily raise your threat level each time you use one
but yeah
i really like the yelling myth
it would be nice to see that actually be incorporated
i think zeekerss is able to sample the volume of microphone input and use it
question mark
so it should be possible to implement without like, normal conversation scaring them away
Hawks do hear you and will wake upwhen sleeping, or look in the direction of the sound when walking, likely spotting you
If youre trying to sneak past their patrols dont talk, avoid LOS behind trees, sprint after being spotted
that was my main concern
social anxiety XD
im hoping to have the v61 update ready by tonight
revisitstingers also needs a critical hotfix
i think jetpackfixes, enemysoundfixes, and meleefixes are all functional
nothing about the barber changed in the update so barberfixes will still work
i want to guess weedkillerfixes is probably also good
Anything that needs disabled in ButteryFixes for now?
probably nothing
The fancy entrance door for Dine is broken
and also doesn't despawn
I think cus Dine's layout got updated
ohh is that why main had no door
i thought that was intentionally put there by zeekerss lol i rlly need to start testing updates in vanilla first
yeah
i forgot about that
i already fixed it upstream (ajust gonna make the setting rend and artifice only)
but i wasnt thinking about it until i went through all my files 1-by-1
Yeah all good lol
aghh i forgot that mineshaft is more common on artifice than manor now
maybe i really ought to just do it properly and make it dynamically adjust based on interior
im definitely not doing that in the v61 compat update but maybe it will come afterwards in the future
i guess
new butter fixes 
i lied
im not totally happy with how it looks but i didn't feel right releasing the update with the setting only changing rend
i will probably improve on it a bit in the future
does this work if you change where the vanilla interiors spawn on vanilla planets? like if an interior that normally can't spawn on a vanilla moon is changed to spawn there
right now it only works for manor and only for vanilla planets
but it does work for all of them (except march since it's always a special factory)
i see
can I make a Buttery suggestion for a config setting? Removing spray paint on the environment between moon landings, not sure why Zeekerss hasnt caught this and fixed yet
supposedly, it's meant to stay on the exteriors
i think either puffo or blueray said something about that in zeekcord
there is some code to remove it between days but it doesnt seem to work right
and it's definitely not meant to stay in the interiors
it's been on my backlog of things to look into
what happens if uhh
someone forces march to generate manor
with lll
does it still not work
i considered adding a special case for that
but decided not to just to save on time
since i was a little pressed for it yesterday
i will probably add it to march in the next version
since it'd be pretty easy to do
genuinely can't tell if this error is butterfixes or lethalfixes, but I got hung on the screen that faces the door as it closes after taking off and the ship was locked in ship in motion for clients while I as the host was frozen and softlocked
moon had a tornado from windy weather from Code Rebirth, in case that's somehow a hint to what caused all that mess, as taking off from this same moon had worked several times prior
Tornados are broken
😭
your errors are being thrown by a different mod
this isnt lethalfixes or butteryfixes
in this case they're being thrown by this
oh? interesting, I just assumed because one line said "EnemyFix.Patches"
ohhh of course
i am not familiar with the bug being described here nor sure why this mod is necessary
so unless you have experienced this bug before it's probably safe to just remove it
yeah seems it didn't even complain about a dependency when I uninstalled
honestly not sure how it snuck into my modpack anymore
🤷♀️
in any case
hopefully that actually fixes your issue
it is possible something else is causing a problem, and it was just this specific mod getting hung up first
that probably won't be the case here
just something to take note of
hmm, alrighty thank you very much
wondering whether to include a fix for mineshaft loot
or wait and see if we get a patch for it anytime soon
i wrote an (extremely ugly) transpiler that forces tabletop loot to spawn at any scrap spawn point if no tabletops exist, which prevents loot from being deleted in mineshafts
to make the scrap numbers more consistent
i used it with my friends and it worked just fine and it really made the mineshafts feel a little less frustrating
What's wrong with Mineshaft loot? Putting them in the elevator or something? I noticed it's difficult finding loot in the tunnels, they clip into the geometry
I believe there's an uncommon issue where loot will try to spawn but has nowhere it can
So it just doesn't
But I might be wrong
mineshafts dont have any spawn points defined for tabletop items
any time a fancy lamp, toothpaste, golden cup, magnifying glass, toilet paper, or plastic cup tries to spawn
it finds no valid spawn points
and then it gets deleted, rather than force spawning or being replaced with another valid item
I thought he fixed that in v61
no, but 2 other things happened
mineshafts had a flat +6 items added to them, which helps counteract the "penalty" (although he phrased it like it was intended to be a bonus for the mineshaft's level of difficulty, so it will probably remain once the bug gets fixed)
also, he sorta fixed the tabletop bug
because now if a moon does a "single scrap event", and the single scrap is selected to be a tabletop scrap, it completely ignores spawn restrictions
so, if for example, you play artifice and get a mineshaft + a single scrap event for fancy lamps
in v60 every single one of those fancy lamps fails to spawn and you get a $0 day (Lol)
in v61, those fancy lamps are permitted to spawn everywhere, even spots they would normally be blocked
which allows them to populate the map as expected
Icic
anyone had a softlock when leaving a moon? game didnt detect we were in orbit and the UI wasnt appearing on screen, couldnt fly to other moons
Oh I should look at logs hey, haha
good thing you didn't
this seems to be patched in v62
oh yeah forgot about that
my patch isn't incompatible
but yes
i will remove it in the next version
my fix for mineshaft loot was technically a little bit stronger
because it allows tabletop loot to spawn at any position on any interior if it runs out of valid spawn points
to make scrap numbers completely consistent
but i don't think i've ever encountered this issue outside of the mineshafts in fairness
Let's gooo how did it take him this long?
lol
i'm not 100% sure his fix works
i think it might work in vanilla
but it could still be funky if you use any reserved slot mods
depending on how those function
i fixed it a different way that is a little more aggressive
so i will probably leave my patch in just for safety
still a nice change though

i remember the flashlight thing driving me crazy
several months ago
because shaosil published flashlightfix
Yeahhh I had to remove GI again unfortunately
I love it
But Teleporters keep breaking randomly
It's BeamUpPlayer patch just decides to randomly die
and idk why
We really need a mod that does the item rotation saving stuff as a seperate mod
So badly
i dunno
it's such a minor detail i've never been too bothered
also i dont think rotations are even synced across the server properly
i thought mattyfixes included a fix for it but i noticed that changing the v-type engine rotation desynced it between me and my friends
i could see it as upright when my friends dropped it with default horizontal rotation settings
so i dunno
@trim breach Hey, sorry for the random ping, but I found a fix for a very minor vanilla bug that just feels, uh, Buttery(?) and could maybe be included in here. The bug being that if you switch from an item with a special grab animation to an empty slot, the next item you scroll to has that special grab animation active. I have the fix apply in the video after I toggle the light switch, but before that the flashlight's moving as if it were a knife. It happens with the clipboard too (holding other stuff in front of you as if they were a clipboard), and probably also with some other grab animations I just haven't tested.
Seems to be fixed with just this:
[HarmonyPatch]
internal class GrabAnimationPatch
{
[HarmonyPatch(typeof(GrabbableObject), nameof(GrabbableObject.PocketItem))]
private static void Postfix(PlayerControllerB ___playerHeldBy)
{
___playerHeldBy.playerBodyAnimator.SetTrigger("SwitchHoldAnimation");
}
}
lol
i've noticed this bug before but looked at the inventory code and it looked really annoying
to fix
if it's really this simple you are a lifesaver
I was trying other stuff with PlayerControllerB.playerBodyAnimator.parameters, but no changes were doing anything. Pretty surprised at that just working...
Haven't tested with stuff like reserved inventory slots, though, might have to account for that, but for vanilla it just seems like it's supposed to run that line of code in PlayerControllerB.SwitchToItemSlot() but it doesn't due to the item switching to being null.
Actually, now that I think about it, it might be better to just do a transpiler to insert that method call. 🤔
[HarmonyPatch(typeof(PlayerControllerB))]
internal class GrabAnimationPatch
{
[HarmonyPatch("SwitchToItemSlot")]
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
return new CodeMatcher(instructions).End()
.MatchBack(true,
new(OpCodes.Ldarg_0),
new(OpCodes.Ldfld, AccessTools.Field(typeof(PlayerControllerB), nameof(PlayerControllerB.playerBodyAnimator))),
new(OpCodes.Ldstr, "cancelHolding"),
new(OpCodes.Ldc_I4_1),
new(OpCodes.Callvirt, AccessTools.Method(typeof(Animator), nameof(Animator.SetBool), [typeof(string), typeof(bool)])))
.Insert(
new(OpCodes.Ldarg_0),
new(OpCodes.Ldfld, AccessTools.Field(typeof(PlayerControllerB), nameof(PlayerControllerB.playerBodyAnimator))),
new(OpCodes.Ldstr, "SwitchHoldAnimation"),
new(OpCodes.Callvirt, AccessTools.Method(typeof(Animator), nameof(Animator.SetTrigger), [typeof(string)])))
.InstructionEnumeration();
}
}
This works but is not exactly pretty. 
i was thinking i could try to transpile this
into this
but i guess i'd be a little concerned about some weird mod conflict happening there
Yeah it's probably better to just move the null check, at least for vanilla.
Can't really think of any specific mod that would conflict with that, though...
Maybe an emote mod that lets you scroll through your hotbar? I guess it could maybe reset the player animation there.
i would be more worried about reserved item slots just because im not sure how they interact with pocketing/equipping items
even if this were an issue i expect it'd happen when you have a loaded hotbar anyway
but maybe if said emote mod transpiles the same method to try and add some special logic
it would cause an issue there
Yeah, not sure, I'll probably do some testing to see how it interacts with some of those mods.
I think @stable wharf has said Reserved Slots use vanilla code
Shoutout to that bug for shaking me to my core, by the way: https://cdn.discordapp.com/attachments/1272137763667447819/1275775595241934911/2024-08-21_05-13-56.mp4?ex=66c7c6dc&is=66c6755c&hm=1719b5b31ee3b4411a762ef804a61fc4053fd944a1f4bd89cd798ff7d222be6d& (video is a recreation)
Actually jumped the first time it happened, haha.
Yes. For most of the inventory management, such as picking up items, dropping them, I try to use as much vanilla coat as possible so it can be more compatible with all mods.
Though that's not actually guaranteeing anything.
There's a lot of text above, so I haven't read a lot of it, but was there an issue with my reserved mods? Or maybe a compat issue?
Not a specific incompatibility, just wondering if the fix for that grab animation thing (calling PlayerControllerB.playerBodyAnimator.SetTrigger("SwitchHoldAnimation") when switching to an empty slot) could affect other mods.
Is this a reference to my mod calling that line? Also, there is a good chance that my reset grab animation code where I attempt to reset some holding animations or something is not perfect. I don't think I ever got it quite right, because it was really confusing at the time. It was also quite a while ago, so I don't remember all the details on how I ended up handling all of it. I will need to reference my code sometime when I'm back at my computer. I'll probably be heading to bed soon.
I think it's more likely that my mod isn't necessarily unfriendly with other modded items, it's probably just any items in general, including vanilla items. I think I remember hearing someone talk about the shotgun animations acting strange sometimes.
tl;dr:
whenever you scroll from an item on to an empty slot and then scroll onto another item, the new item uses the old item's animation
EX: if you're holding a kitchen knife, scroll to an empty slot, then scroll to a flashlight, you will hold the flashlight like a knife
this is because PlayerControllerB.playerBodyAnimator.SetTrigger("SwitchHoldAnimation") only gets called when currentlyHeldObjectServer != null when the item slot gets switched, which would be false when you are scrolling from an empty slot
my mod would always reset the trigger when switching item slots, including when currentlyHeldObjectServer is null, if you are aware of any issues that could cause off the top of your head
i feel like it is a relatively safe change, all things considered, but anything is possible
Oh, didn't know ReservedItemSlots was doing something similar, but it seems you're only calling PlayerControllerB.playerBodyAnimator.ResetTrigger() so maybe it's fine? https://github.com/cmooref17/ReservedItemSlotMods/blob/main/ReservedItemSlotMods/ReservedItemSlotCore/Patches/PlayerPatcher.cs#L197
https://thunderstore.io/c/lethal-company/p/FlipMods/ReservedItemSlotCore/ - cmooref17/ReservedItemSlotMods
I can check real quick if it causes anything, though.
Yeah, so usually any grabbing animation code that I might have would be when you grab a reserved item, it tries to prevent you from swapping holding animations because that item often doesn't even go into your main hand which is usually how the game handles picking up items.
So where I do have code that messes with grabbing animations, it's usually because I'm trying to put the grabbing animations back to what they were before they grabbed a reserved item so it looks like the player never swapped off the item that's currently in their hands.
I'm not sure how much I touch animation stuff unless it's when the player is grabbing a reserved item. I'd have to check when I'm not so tired 😂
The bug actually does still happen with just ReservedSlots, switching to the knife from an empty slot, putting it away, and then scrolling to an item does cause that item to have the HoldKnife animation. The fix works for it, though, it stopped happening once I enabled it.
Didn't stumble across any errors regarding animations either.
i want a lore accurate version of this where they combust into flames when you try to cut them
I could look into that, actually. It's already suggested in here and would be a good way to balance it, but feel free to throw ideas in #1272137763667447819 if you come up with something interesting! (Also to avoid discussing a different mod in this thread more than I should...)
@trim breach Did you patch being able to spam the hairdryer?
Cus I like being able to spam it
Btw you should probably make auto collecting bodies a config option

yeah, it's the only noisemaker prop in vanilla that uses default cooldown (0.3s) instead of being extended to prevent its sfx from overlapping
also it just doesnt make sense you can turn the hairdryer on while it's already on
have you had any issues arise from this feature not including using generalimprovements? i don't patch the teleporter function, just the function used for repositioning bodies (which is used by the teleporter) and the code is fairly safe
I mean I had an issue yesterday where it broke when LethalElements had a fit
do you have a log
That was how I found out they were breaking from that mod and not GI lol, although granted you said some things in GI still break
like, when you say "it" broke are you talking about the teleporter breaking?
Yeah
because the code in butteryfixes for collecting the body does not affect the teleporter
Yeah this was from LethalElements breaking it
yeah this is the teleporter function breaking, which i dont touch at all
Mhm I know GI does touch the teleporter function, which the reason I thought GI was breaking them before was cus GI's patch was always throwing a Stack Trace when they broke
I'm still unsure if it's better to use GI or the seperate mods though
I guess for stability it may be better to not use it
Have you still not been using it since you removed it from your pack or did you readd it at some point?
i play with two groups of people with two separate profiles
one of them is basically just vanilla + qol + bugfixes
the other one is a lot more heavily modded
i use generalimprovements in the latter and not the former
Ah I see you said GI breaks stuff relating to furniture even when the setting is turned off
Rip
That's fair lol
I found I have very few things I use from it nowadays, like when I took it out yesterday I replaced it with OpenMonitors, BetterShipScreens, LetMeLookDown, DoorlessStorage, and MoreMoneyStart, your mod and darmuh's mod cover almost all the other things I used to once rely on GI for tbh
yeah
it is sort of a shame because generalimprovements is a convenient package
and back when shaosil was actively maintaining it and fixing stuff every couple of days it was an easy recommendation for all packs
It is, but the main issue trend I notice
Shaosil keeps releasing buggy features in it then going inactive
yeah
I respect the man a ton
But he needs to focus on stability patches before he goes inactive rather than 5 updates that add new things and leaving
lol
yeah i can kind of understand the perspective
Yeah I can too
it's probably more exciting to work on new features than just fix bugs endlessly
Mhm
i actually love doing the latter and not so much the former so im kind of weird on that
but it's not a very common situation i would think
It's a matter of balance imo
I think adding new features is fine, but also ensuring things are stable after is also good
@trim breach is all new scrap still conductive
no, my v61 update did a conductivity pass
i think i disabled soccer balls, zeddog, plastic cups, clock, and toilet paper rolls
iirc
thank you!!!
also i think i did the maneater but all of a sudden i cant remember 🥲
i still think flasks shouldn't be conductive if they are tbh
idk if that was fixed
yeah i fixed that in v1.0 i believe
cooll
or whatever version i first added the conductive setting in
he made the enemy conductive?
yeah all the new items in v60 are conductive
including the maneater as a baby
but due to a vanilla bug,i dont think the maneater can be struck by lightning
unless you use lethalfixes
ah nvm
i did remember to uncheck the "conductive metal" box for the baby in v1.7
hooray
hopefully the next update will be soon
there's a bunch of stuff i want to fix but i've been having trouble motivating myself to actually write the code to do it
recently
take all the time you want bud!!
one bug that has been eluding me for a while is the bug that lets you drive the car into a death pit and survive
im not even exactly sure how to replicate it, let alone what is causing it
but a couple of times on dine i've gotten trapped in a death pit because i've slipped off in the car and just not died
it's weird
i was hoping to fix it in this next update since i'm fixing a couple of other bugs with the cruiser
but i might just put that on the backburner
the scope of this update keeps growing as i keep remembering little nitpicky things i want to address
i think for real the last thing i will do is the item animation thing pacoito was posting about the other day
i'd like to do it "mostly properly"
it's just kind of an annoyingly specific fix so any time i try to pick it up i just kinda get irritated and move on to something else
i feel like doing it the hacky lazy way isn't a great idea this time, since scrolling is something you're gonna be doing constantly
so minimizing the amount of code that runs is kinda big for aiding performance
Any chance the car moves fast/weird enough to skip the trigger message with the current rigidbody collision detection settings?
initially i was thinking the trigger was ignored because using the vehicle set some sort of flag
but that wasnt the case
so this is my next best theory at this point
At this point I'm wondering if something like this could be better than patching PlayerControllerB.SwitchToItemSlot directly:
[HarmonyPatch(typeof(GrabbableObject))]
internal class GrabAnimationPatch
{
[HarmonyPatch(nameof(GrabbableObject.PocketItem))]
private static void Postfix(PlayerControllerB ___playerHeldBy, Item ___itemProperties)
{
if (___playerHeldBy == null || ___playerHeldBy.currentlyHeldObject != null
|| ___itemProperties == null || ___itemProperties.grabAnim.Length == 0)
{
return;
}
___playerHeldBy.playerBodyAnimator.SetTrigger("SwitchHoldAnimation");
}
}
The null checks might be redundant, but that should only run when switching from an item with a grab animation to an empty slot, and it does still work.
(This bug is an infohazard.
)
i might do something simple like this just to get the update out
i don't know how much longer it's going to take if i force myself to write a transpiler for it
I've always wanted to ask, did you ever think on fixing the non-existent hitbox in the sloping walls near the Experimentation fire exit
That we can just pass through 
i've avoided making changes to moon collision up to now, so probably not
since it's a client mod you'd be able to see other people clipping but not be able to follow them
etc
Fair
Then you could make them invisible?
Or remove them
As they don't do anything
all of those pillars are the same mesh and disabling them would significantly reduce the detail of the exterior
weirdly enough the settrigger thing doesn't seem to work for me
at least not when postfixing SwitchToItemSlot
oh, wait, i think i see what the problem is
your fix does work but only if you equip a generic item after equipping an item with a special animation or vice versa
i just tested it with the knife and flashlight and it works fine
but when i was testing it with the shotgun and jetpack
no dice
oh it also looks like patching SwitchToItemSlot causes the item grab animation to stop playing
hughhh i hate this bug
im just going to do a pocketitem patch and figure the rest of this jank out later
what does this mean
Manor has unique doors where they’ll randomly burst open or slam close
yeah
the chance for a door to be haunted when spawning in manor runs once for every player in your lobby
which significantly increases the effective chance
with butteryfixes only the server host will allow haunted doors
and then the doors opening/closing will sync to everyone on the server
is that a new thing? i don't think i've ever noticed it
yeah it was just added in v60
but it was broken and disabled until v62
so it's brand brand new
Nice
Oh... I'd been testing with just knife and clipboard (HoldKnife and HoldClipboard) and it was working fine. I'm not sure why it's not working with jetpack, shotgun, and apparatus. 
OH wait the parameter in SetTrigger() needs to be "SwitchHoldAnimationTwoHanded" for items that have twoHandedAnimation set to true, which I thought was referring to actual two-handed objects but it applies to the jetpack and shotgun since you do hold them with both hands.
@trim breach This one should work for everything:
[HarmonyPatch(typeof(GrabbableObject))]
internal class GrabAnimationPatch
{
[HarmonyPatch(nameof(GrabbableObject.PocketItem))]
private static void Postfix(Item ___itemProperties, PlayerControllerB ___playerHeldBy)
{
if (___playerHeldBy == null || ___playerHeldBy.currentlyHeldObject != null
|| ___itemProperties == null || ___itemProperties.grabAnim.Length == 0)
{
return;
}
___playerHeldBy.playerBodyAnimator.SetTrigger(!___itemProperties.twoHandedAnimation
? "SwitchHoldAnimation" : "SwitchHoldAnimationTwoHanded");
}
}
I couldn't get the bug to show up testing various combinations of items, at least. 
oh that's kind of annoying
i tested the switchholdanimationtwohanded thing because i thought it would work
but i think i was doing it in the wrong spot
so it didn't work
and i wrote it off
when it was something else causing it to be broken
😅
Ah, that's pretty unfortunate, haha.
I assume you were trying a bunch of stuff at the same time though, so it's understandable to write it off after it not doing anything.
I still don't think that's an ideal solution, though... not sure if there's a way to modify PlayerControllerB.playerBodyAnimation to just specifically reset the holding animation, since I don't really know what SetTrigger() is doing under the hood.
i think settrigger is fine
the animator component is basically just a state machine that holds booleans and jumps between events
the SwitchHoldAnimation trigger just jumps the animator from any animation into the state that checks which grabAnim bool is true
and then jumps to the state that plays the proper animation
Oh, I see. That's probably fine, then.
Also I'm wondering why vanilla doesn't have these two lines inside an else, it seems to work just fine if SetTrigger() is only called once for two-handed (animation) items.
Maybe worth considering if you do decide to write a transpiler for SwitchToItemSlot(), but probably doesn't matter or affect anything.
spooky 👻
ghost football
on second thought it looks like haunted doors actually dont cause issues when multiple people roll the haunt chance
since it is based on a couple local variables
so i might revert that change in the next update
i also need to test this again but supposedly this change will fix all items
a new config option or stand-alone mod to let people tweak or entirely disable the 'all scrap is the same' thing from v60+ would be lovely, I've seen multiple people already complaining it kinda borks their modpack balance, and am now finding myself in the same position after playing it enough
i wont be adding it as a config option since it isn't a fix
or restored content
i'd be a little surprised if a standalone mod doesn't already exist
but if there isn't one i could maybe throw one together
on that note i sorta want to release a patch for scrap
there's still some extremely rare circumstances where an interior could generate without valid spawn points for certain types of items (generally on the smaller dungeons)
@trim breach Been running into an issue where knives are hurting players when you swing them today, is that a bug with the update for Melee Fixes?
the melee fixes update was nothing
i just updated the thunderstore description
since vanilla v60 fixed multi-hit
Okay just wondering what mod is causing that lol
anyways the other thing was that max scrap is misleading
due to random.next being minimum inclusive and maximum exclusive, configuring a map to spawn "14 items minimum and 18 items maximum" actually spawns 14-17
so it's entirely feasible all the max scrap numbers are off-by-one to begin with
hard to say for sure if zeekerss was designing around that knowledge or not
I hate that the function is exclusive, it makes sense but it's so unintuitive
i think the reason why is maybe so that you can just pass in an array's length
to get a random element
instead of having to remember to do length - 1 every single time
but that's just my guess
🤷♀️
My guess was that it's more literal just based on how the function is made code wise
Quick search led me here if you're curious https://discussions.unity.com/t/random-range-int-max-is-no-longer-exclusive/894297/4
Also iirc system.random's range isn't exclusive?
IT IS
oops caps
it is
scrap spawning uses system.random anyway
anything seeded does
If you find a mod that lets you configure this please lmk
I dont know if u consider this a bug, but as the ship was leaving a forest giant hit the soccer ball since it was behind the ship while leaving and i feel like that's unintended LOL (I assume its possible for it to get out of ship by kicking it)
@trim breach have you considered fixing the probuilder warning spam when you load a vanilla inbterior
not really
i have a ton of logging stuff disabled and ignore most of the vanilla logs
but depending on what it'd take to fix i might be able to
iirc you just need to stick your hands into the prefabs and make the negative numbers positive but would need testing ofc
ah
i do plan to do some prefab adjustment at some time
to fix some stuff like mineshaft navigation
or fix traps spawning inside of certain colliders
etc.
it is kind of a large undertaking and i'd hopefully only make changes that are client-sided or host-only
which does limit my options a bit
That needs to be in a funny clip video yesterday
i can put in a patch for this
it's not like
a bug
but in fairness zeekerss did hardcode some stuff to be unable to interact with stuff in the ship
i.e. forest giants literally can't grab people inside the ship as it's taking off
so it does feel sort of at home
i applied some similar changes as well
like making the kidnapper fox not kill players inside the ship
back when that was still in the game
or the eyeless dogs
as long as they were locked out
@trim breach You think you might be able to implement masked not spinning on the radar at some point?
they stop spinning when they are killed
by default
but i dont think im going to implement a setting to globally disable the spin TBH
True I just would like an option for them to not spin at all, I like that it makes them less obvious
fair
Idk if that comes with a performance penalty at all
it would be easy but it is a subjective change and i'm trying to keep the config sorta lightweight
Ye
it's only like
one line of code though
so it'd be really easy to implement in one of the masked overhaul mods for example
if mirage is still in active development it could be added really easily there
etc.
Yeah I can see @stark mantle adding it to Mirage eventually

