#Buttery Fixes
1 messages Β· Page 4 of 1
yeah that's something i wanted to add b4
Can you add it in the upcoming update that adds support for the new enemy?
You're also gonna be including the voice fix in that version so I don't see why not

uh that one would probably require a bit of digging to figure out so probably not
i'd have to look at it another time
I mean Buttery said it's be simple to include
So just ask them what you need to add
here's how GeneralImprovements does it
[HarmonyPatch(typeof(MaskedPlayerEnemy), nameof(MaskedPlayerEnemy.KillEnemy))]
[HarmonyPostfix]
static void MaskedPlayerEnemyPostKillEnemy(MaskedPlayerEnemy __instance, bool destroy)
{
if (destroy)
return;
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 what i do
you could just put this in Start() and remove the destroy parameter stuff
oh lmfao
the generalimprovements code is literally identical
anyways yeah
it'd be a singleliner if you don't include the null check for safety
or any logging
very simple
@stark mantle 
ah nice thanks π

for the folks in zeekcord
wondering if i could squeeze in a fix for this
unless 1a3 plans to do it for lethalfixes
"stupidmaskedfixes"
what dat say I can't see :3
masked enemies cannot exit or enter the facility
zeekerss added code to the masked to let them use the elevators in the mineshaft
but because of where he placed it, masked are unable to leave factories or manors anymore
and they cant go outside
only mineshafts
so is it basically a nerf
oh thats funny

a fix for that would be goated
The masked using the elevator already got me good, ngl.
will it be a seperate mod or put into butteryfixes
i feel bad lumping that into butteryfixes π₯Ή
with all the other bullshit
it's such a major issue and so specific that i'm wondering if should just make a separate mod for it
maybe i can make mimicfixes or smth
move all the bunny/bee suit and badge shit
and justify it like that
if you do, pls also fix masked reducting nighttime power level
Buttery fixcakes
that's already fixed in this mod actually!
oh W
but i would move it to the masked mod if i split it off yeah
this made me have 3 dogs and a giant on titan
I like adding buttery's mods to modpacks i make lol
especially the Christmas dropship
thank you for serving us these mods :)
you can take the opportunity and do a feature where maskeds don't spin on radar = )
maybe
i certainly feel better adding bonuses like that when it's not bloating a massive config file
π
there are mods that already do that (I don't remember what mod)
general improvements is the only one im aware of
but it might be added to mirage soon-ish(?)
i don't seem any problem having more than one mod that does that
you can just set it false in the cfg
i wrote my code to be super safe
maskedfixes timeee
so i can't imagine it is introducing too many incompatibilities
specifically the masked animation thing
all of my transpilers are absolutely disgusting
π
next fix mod is spiderfixes (spiders dont nest on thin air)
The air is their home & youβre trying to take that away. For shame.
Lasso man fix when
your pfp tricked me gg
Gotcha 
bro isn't in the official serverπ
i didn't regret making a new account because of that
the dream is over
lethal intelligence does this too iirc
good to know that it still have that feature from the ol' MaskedAIRevamp
in next version i might start altering the map tiles
i dont want to make too many alterations and the end result needs to be host only or client side exclusive
so im not 100% on what im able to accomplish
but i think navmesh alterations are ok
and i can fix that table collider in the kitchen
still probably a no on this but maybe we'll see
lol thje kitchen textures are tilted in an ass way but i dont think thats fixable
Who doesnt love the kitchen smear.
I imagine the tile tweaks will be toggle-able?
I don't think anybody has made a "new tiles for vanilla interiors" mod yet
But it might happen.
and mine, LethalIntelligence, which basically took it on from MaskedAIRevamp, which is where GeneralImprovements got it from (i think)
if you do fix the masked leaving the interior, can you @ me when you do so i can look at the code, i already fixed it in LethalIntelligence, but frankly, i dont want a fix to break my fix, and i do use your buttery fixes β€οΈ
oh wait, 1a3 already fixed it xD nvm xD
1a3 fixed it in lethalfixes 1.2.0
he used a postfix
it's open source if you want to take a look
yeah, i will π thanks
mhm?
that was kind of a gut feeling thing
since only one client processes AI movement for individual enemies
and the host is responsible for spawning almost anything that samples the navmesh
but on second thought it looks like the inverse teleporter samples navmesh on all clients using seeded random
so that might be a bust after all
setdestination on a client is gonna complain if its being told to go somewhere with a invalid bake
for example
kind of frustrating since there's like
a huge navmesh bug with the mineshaft i'd like to fix
but i think it's just not going to work out
sigh
i can at least fix the coffee tables in the manor though
small victories
navmesh navmesh
possible buttery fix? for when you load a save with 0 days left, ship speaker tells you to fly to the company building to sell, you fly to company, sell and make quota, take off, when in orbit and you get given the next quota, the speaker tells you to fly to the company building and sell 
i will take a look
Do you have quota Rollover? Had this happen with that
i think i might address some forest keeper behaviors in the next update
at the very least im definitely going to clamp the sight timers since zeekerss does it incorrectly in the vanilla code
meaning that if your friend gets chased by a forest giant, it can cause the forest giant's "sight memory" of you to go into the negatives and then it takes forever to actually see you
or vice versa
if you get chaed by a giant for several seconds it causes the sight to go far above the "max" value
meaning that even if your friends try to distract it it'll still instantly spot you in the future
the other thing i'm sort of interested in fixing
is making them forget about players after they get out of line of sight
the way that vanilla works, giants only forget about players when there are other players in its vision
and that doesn't seem to be intentional
but that change is a little more subjective and also has a pretty huge effect on the gameplay surrounding giants
so that might need to be a config setting
or it might be worth just leaving that out and letting people use FairGiants for that
yeah quota rollover sometimes bugs out somehow and either changes days, or suddenly fires you, or something, very rare though, i think its desync tbh
I would leave the forgetting fix out personally, it does pretty massively change giant gameplay and that's what FairGiants is for regardless
Nah, I dont have anything that touches quota
Shouldn't the landmine explode if a item above it gets taken?
it doesn't have nothing to do with buttery fixes actually, but i wanted to figure it out if this is vanilla behavior
because i remember playing a long time ago and the landmine exploding if someone took a item above it
it even does a "beep" sound
isn't this buttery?
egg works fine because it slides and probably triggers an enter and an exit, picking up items might not be triggering an exit
i noticed that, if the ball or stun grenade or easter egg gets thrown the landmine activates
but i think it should trigger if you took a item above it too
could be implemented as a optional feature

this is vanilla behavior
landmines trigger when something presses them down and then gets off
including players or items
stun grenades, easter eggs, soccer balls, the maneater, and all melee weapons are able to collide with the trigger and then move off of them
additionally easter eggs can explode which chain reacts all nearby landmines
I think he means that the mine is not exploding when picking up the scrap above the mine
picking up items skips the trigger as mentioned here
i might fix this but TBH i doubt anybody would actually want to use this feature lol
I'd do :]
me too
oh yeah nutcrackers can trigger landmines if they are elevated
and brackens/spiders can drag player bodies
anyways if there is actual demand
i will look into it
i'd use it. i swear that's how it used to work anyway
i do worry a bit that there isn't a way to do it that wont cause lag (i.e. if grabbing an item has to search for every landmine on the map that could be quite heavy)
in v45 there was a bug where landmines triggered immediately when pressed down
so that might be what you are remembering
i will say, the current behavior can be a little awkward
if you throw a stun grenade on a landmine and it lands perfectly
the landmine will make the sound of being pressed down, but wont detonate and you can pick the grenade back up
and throw it again
lol
wait killable old birds config option was outright removed!?
yes because zeekerss fixed the cruiser killing old birds in v60
so now i dont have to patch anything
I mean I tried to run over one last night
didn't work, so
he just disabled it entirely?
and now they are deliberately invulnerable? is that his balance choice?
I mean, logically how would running a truck into a giant mech disable it
It was a bug in the first place
I'm pretty sure it was just that the cruiser set anything it hit to dead rather than actually doing damage
same reason it could kill bees and other weird stuff like that
it was very clearly unintended for all of them
did the other enemies also get fixed? or did he only fix old birds because it was the most obvious
Would you make it so we can disable it and it bypasses the code to check for landmines etc?
whats this about?
fixed for everything but old birds are the most noticeable
if i add this feature it would be a config setting because i dont think everyone will enjoy exploding if they have to grab an item off a landmine
what do you mean
for some reason i couldn't see the context of that convo properly, sorry
at best you could just cache some data somewhere when an item enters a landmine trigger then check that data when something is picked up
but at worst if you cache the landmines once after dungeon load comparing positions and bounds on a item pickup is probably more than fine performance wise
yeah caching it would probably be okay
i was also thinking i could just make items immediately detonate landmines
surely more intended if its when they get removed
to avoid this awkward interaction
and reduce the amount of stuff needed to be implemented
like
imagine you bring a stun grenade in to defuse landmines then your first throw gets stuck on a mine
in general though good thing to fix because i desprately need to kill soccer balls into mines to kill my friends
soccer balls already work
at least, they should... ive never seen it but ive heard from others it works
i tried it once and it didn't, maybe just weird collision
and it would make sense since they can move without being picked up
Nothing beats ol throw yourself on it then teleported
[Debug :Buttery Fixes] MediumRoomHallway1B: Removed obsolete triggers (fix spray paint)
[Debug :Buttery Fixes] DoubleDoorRoom: Removed obsolete triggers (fix spray paint)
[Debug :Buttery Fixes] KitchenTile: Adjusted collider on prop "coffeeTable"
[Debug :Buttery Fixes] KitchenTile: Adjusted collider on prop "coffeeTable (1)"
looks like my method of tile patching works out pretty ok
kinda put the update on the backburner again but i will try to have it out soon
i was playing with an outdated version of my mod with friends today and it was bugging me a bit
outdated in comparison to my test version anyway
was toying around with this
i was testing this in butteryfixes but i think i would actually make this a separate mod
thinking maybe in the next update i'll remove FancyEntranceDoors and break it off into a separate mod with some other changes
like the screenshot above
what am i looking at
ooh
because embrion is made of amethyst
Yoooooooo thatβs cool
i only see names π
Would it possibly be something we can apply to a moon ourselves? I have another amethyst moon in my pack.
if i can implement it without lethallevelloader then possibly
initial release will probably just be vanilla moons
holy shit yall
this is so cool
it has completely derailed the update process but i think i can get this out and update butteryfixes still by the end of today
would probably need to release both together, since im moving a few features out of butteryfixes into the new mod

Don't understand this response
(Looks very interesting.)
i want to use this mod in my personal profile and i personally have no need for lethallevelloader
so any support would need to be implemented as a soft dependency
i try to keep my stuff light on hard dependencies
up to now i don't think any of my mods have hard dependencies
dunno man the tag system would be pretty goated for this
maybe so
(eg. embrion is already tagged by default)
i agree it would be nice for automatic compatibility, but it's still not necessary for core functionality, and modded moons are a use case i'm personally not designing for
i would like to provide some capability for it to function with modded moons but im designing mods for my own personal use first and foremost
so it's not a high priority
in the first place
but also im just not that interested in utilizing lethallevelloader because it doesn't have any features i need to use
Β―_(γ)_/Β―
fair i guess
i don't mean for this to come off as dismissive, to be clear
sorry if it did
I'm wondering, is there any chance you'll change the caves of snowy moons to be more grey?
i thought about it but i settled on ice caverns instead, for the time being
i'd like to add some more aesthetic options and let you specify a custom list of moons to use each on
but the first version will be a little more limited
it'll just automatically enable ice caverns on moons with snowy footsteps
and amethyst caverns on embrion
although you can killswitch both in the config, if you don't like one or the other
I like this a lot
awesome
oh thats nice
Nah you good
Chuck me credit for inspo if you can and Iβll chuck you some pseudo code for lll soft dep support in a couple hours
Would be actually super convenient and simple for you to tap into
bro is literally cooking the hardest mod he could imagine π₯ π₯ π₯
And lmk if you have any ideas for any features that could make a mod like this more viable to make and expans
i'd just like for whatever LLL cross-compat stuff i implement to be relatively stable
so if you're planning on deprecating or re-implementing any features i might need to use, i will probably hold off so it's less likely to be broken by a LLL update
i suppose i could be fairly liberal with using try catch statements since this is ideally running only once per landing
i just dont want anybody to land on a moon and get softlocked by an exception because that super sucks
easiest way to kill the momentum of a session
Dw im very cautious of that
Only change lll has ever made to require other mods to change was the depreciation of some early functions that I hit the authors up in advance about and only did because I knew it was gucci
i dont know what the ultimate scope of this project will be
right now it's pretty small and should be easy to maintain
and i'm usually available to update my stuff for compat if a game update or mod conflict breaks something
i'm just breaking it off into a separate release because it's leaving the scope of "bug fixes" or "consistency improvements" at this point
and that has sort of opened the door to give proper custom content compatibility more of a college effort
Yeee
very cool
This is sick
waaait dude would this be a reskin of mineshaft with amethyst walls, super cool
ποΈ
would look something like this, tags list would be just a list of strings you config up
public bool CompareLevelTags(SelectableLevel currentLevel, List<string> tags)
{
if (LethalLevelLoader.PatchedContent.TryGetExtendedContent(currentLevel, out ExtendedLevel extendedLevel))
foreach (ContentTag levelTag in extendedLevel.ContentTags)
if (tags.Contains(levelTag.contentTagName))
return (true);
return (false);
}
easy to wrap up in a try catch if your really hesitant
and just to be sure im understanding correctly
if i placed this in a function that only gets called if lethallevelloader is in the chainloader plugininfos
it wouldn't throw any errors about a missing assembly if a user doesn't have LLL installed?
i was under the impression you needed to use reflection to access other assemblies without making them a hard dependency
but that might just be a gap in my understanding
You might wanna double check with Robyn or someone else since my usage of soft dependencies is currently limited to patches that exist in a separate class but more or less yeah. Worst case based on how I've used them you could have a function like bool CheckLevel(SelectableLevel, InteriorReplacementType) and then actually patch that yourself conditionally but i don't think you need to do it like that
you also gotta mark lll as a soft dep on your plugin class
yeah im used to doing that
just being honest i have spent long enough working on this
and i still need to finish bf 1.9 to release alongside it
that this is not going to be in the first release
but this does look a fair bit simpler to implement than i was expecting
i need to figure out how i'm going to lay out the config file
No that's fair, Not priority but just pitching it for the long term since I'm pretty happy with how streamlined the process is on my end and i think it's a cool way to use tags
I just really like tags as a concept for cross mod compat
the only immediately notable weakness in this system is embrion
at least the only thing i notice
"Rocky" doesn't strictly imply "made of amethyst"
I'm happy to add another tag if you have a nice suggestion π
so depending on if there are any rocky custom moons that aren't amethyst textured, there might need to be something else in place
i suppose worst case i can add a generic rocky (the gray rocks mentioned here) type cavern
oops i didnt mean to ping sorry
anyways, and then i could have a list of moon names to override with the amethyst variant
but i dunno
seems like it sorta defeats the point
Right now my vanilla content tags don't come with Color values but the contentags themselves support it. In theory you could even utilise that keypair'd colour to tint the custom dungeon textures to your liking
overscope for now though ofc
Nah it's fine dw
rn their just basically a <string, Color> keypairvalue but in the future / if I had to remake the system i would make it a lot more generic so people could optionally provide content for other mods
I think both ice caves or grey caves for snowy moons work
yeah i think grey caves could be a nice aesthetic
i want it to be available as an option somehow but im really digging the ice for snow moons
I'd only suggested standard grey caves at first since it'd be weird there would be snow deep down in a cave system, but then again it could also just be extremely cold down there.
I mentioned this in my initial suggestion for this kinda feature but it would be so sick if the metal texture in facility got tinted based on environment
yeah im not sure how i will tackle that
mineshafts are super easy because you can just change the texture to match the aesthetic of the terrain
shouldn't be hard, materials are all referenced based
factory and manor will require some more creativity
and idk what will look good and make sense to implement for those
i have implemented a change for factory that i think looks nice
although it's not a very major one
and there is of course the exterior manor doors
but the mineshaft is really the focus of the first release
not moon/theme specific but swapping the pink and green drywall colours in the mansion with a more expanded but just solid colour palette would help a lot imo
lol yeah
i dont think there is a ton to do with making the manor match its environment TBH
something i was thinking about is adding blizzard audio
that's super muffled but plays the entire time you're inside on rend and dine
but the manor is going to feel crazy and out of place on like, 9 of the 13 vanilla moons
or is that 8 of 12
i think 13 is including gordion
I think it'd be neat if manors generated with random wall colors instead of them all being pink.
for sure
i think it's the only way it will have any sort of flavor
because there's barely anything to be done about making it match the planet
I think manors outside of Rend, Dine, and Artifice are mainly meant to be anomalous.
in certain rooms I believe its green or beige,
yeah but I meant just generally changing the palette they could be randomly
it would take a little creativity to make individual rooms have different palettess
that still fit together somewhat cohesively
I knew what you meant I was more so saying that if the walls were changed those textures already exist
if you want you could place some snow near the manor entrance on snowy moons, just that extra detail
maybe it would be simpler to just make the entire manor switch colors on different days
I ain't suggesting goin that far, I mean on a whole level basis.
@trim breach gimmie a colour for embirion
don't you already track in snow via the footprint thing?
ty
wanna pick one for snow aswell
this isn't a commitment for using them im just doing it and your gonna care more about the default than me rn
we need more snow
snow is basically just straight white
i added a slight blue tint to it for the ice caves but the actual surface is plain white
a factory one could possibly have the maze walls recolored to this more orangeish hue
maybe not a terrible idea
just have a couple fairly generic neutral brick colors
and change the maze tile's colors each day
also for this interior stuff I hope that in the config one of the options would be level filters
do you have a name in mind? i was thinkin something like Camouflage or Chameleon since it's about changing the game's visuals to reflect the environment
i was going to call it "interiordesigner"
but to be honest i wasn't feeling too big on the name
i was worried it might give off "Use this mod to design interiors" impressions
and it technically affects exteriors too so it's not even that sensible to begin with
i do like these suggestions
not sure if anybody else has input
personally im quite partial to "chameleon"
of the two
chameleon sounds good
do you have any objections to me nabbing chameleon
go ahead lol
sweet
i think at this point both mods are ready
i am kind of worried some horrible issue will rear its ugly head the moment they are out in the wild
but it needs to go out
or it'll never be available
aaand... deep breath.
they are out
here is hoping for the best
yeesh, the icon looks hideous on thunderstore. i will probably give it some more care before the next release
@trim breach Maybe this coule be an option for you to add more so than Taffyko, but maybe an option that prevents spraying the ship that's compatible with BetterSprayPaint could be added for people like me with bad OCD? π₯Ί
it's probably more in taffyko's wheelhouse since it's not a bugfix
but maybe
it irks me a bit too, because i'm not fun
π
Hehe
Will chameleon give me cheese caves for #1211235399112986705 ?
lol. wouldnt that be something
That would save Nikki having to do it actually
Lol
custom themes for specific modded moons is a can i'm going to kick way down the road
but it's not off the table
But I think Nikki is already working on it
i'd like to do a little more with auto-compat and customization for the existing options first
Yeee
Man I came running in hopes lmao
sorry for nabbing this name aha
Interior Remodeling maybe? idk
"immersive interior"
@trim breach if your widedoorframeclone is spawning in the moon scene you don't need to destroy it, no?
also you should be able to grab that kind of fancy door at runtime? or is your one different in ways
the way im spawning it in is kind of outdated
i used to spawn it before the dungeon finished generating IIRC so i couldn't pull it in realtime
although i might be getting my thoughts muddled
naur
it was being instantiated in the root scene and persisting between days, so I had to add code to manually destroy it
you should be able to pull the door as early as main menu cuz it should be somewhere in the networkprefab list
oh im personally unfamiliar
ya anything in scene you can't do, anything prefab based like dungeons you can
i see
there's some other code in this that's a little hacky and "just works"
and will be improved on in the future
so i will put spawning the doors on that list as well
rn your spawning it in moon scene, no?
wideDoorFrameClone = Object.Instantiate(wideDoorFrame, pos, rot,RoundManager.Instance?.mapPropsContainer?.transform).transform;
ya nitpicking so your aware, no implication on when/if you gotta act on this
On the topic of the interior stuff and prefab stuff
RoundManager.Instance?.mapPropsContainer?.transform
at least at some point in the past
this would return null and it would be instantiated in the root of SampleSceneRelay
it's possible some of the refactoring i've already done makes that no longer the case
i haven't actually checked to be sure
if the code works as intended, then yeah, it wouldn't need to be manually destroyed
if your careful with rolling your changes back you can actually apply these before the dungeon generates onto the prefab assets themselves, let the dungeon generate and revert the changes back instead of having to apply them every time. this would let you find and cache references to stuff once rather than per generation
because mapPropsContainer is part of the moon scene that gets loaded, and it would be auto-unloaded
that's true
it would be a pretty major rework and i think it does make a few bold assumptions
most importantly the assumption that nobody else is touching the tile prefabs
or at least unlikely to change anything that i want to change myself
there's a lot of repeated work but i wasn't too worried about it since it only happens once per landing
and i think it's a lot less prone to run into some sort of gamebreaking problem
The only real pro in that argument is the fact your guaranteed to have higher order of execution compared to anyone doing it the way i suggested which I don't know is inherently always a good thing. In regards to gamebreaking problems due to two mods touching something at once I don't know how this actually would prevent that from happening
i guess the idea is just that my code has a ton of null checks and would be running after instantiation
meanwhile if im adjusting tile prefabs, and other mods aren't using quite as safe code, it could cause exceptions
but this kinda makes the assumption that my post-instantiation processing is running last anyway
so it's all a wash anyway
i suppose
again dont wanna come off as dunking on this or anything I'm very glad something like this is out and i know it's initial implementation
just has been on my mind before
well im not upset by it
i do worry a little bit about living up to expectations
i want it to be moderately usable and flexible
but i'm still mostly used to making small scale stuff and sticking to relatively light mod profiles
so it's hard to plan for a lot of use cases more heavily modded players will have
Peoples wants are cool but peoples expectations are useless, don't need to live up to anything
very cool
the mod is actually so good
What bugs did March have when landing on a previous moon? Also Chameleon looks awesome!
people might get wrong idea with this tho since its visual only
alas, thunderstore does not let you rename mods
but that's fine because i like chameleon anyway
march didn't reset the "current interior" value used by some of the game's systems
since it uses a unique interior
so if you landed on march after landing on a mineshaft moon the previous day
march would get the +6 scrap bonus even though it was factory
it would also cause march's factory doors to be haunted if you visited a manor the previous day
and whatever ambience was being used on the last moon you landed would be used on march
so if you went from experimentation to march it would use the desert level ambience
if you went from a mineshaft moon to march it would use the mineshaft variant of the previous level's ambience
etc.
just a lot of residual weirdness like that
gotcha! thanks
For the upcoming v64 update, would it be possible to add an option to keys if designated as scrap where they will still be allowed in the fanny pack?
mmmaybe
i'm not going to implement that until v64 is out of beta though
it'll require a transpiler
on the belt bag's code
it should be straightforward though
Unless iβm misunderstanding your request, they do work in the fanny pack
It's a feature of Buttery's fix mod. You can fix the keys to where they actually count as their $3 scrap.
Ahhh i forgot about that, I dont use it myself. But now I get it.
Yeah, I still need to find a way to make it work with modded teleporters like in GI.
But that's different from the game update, figure I just need to peruse Thunderstore for that fix.
@trim breach Limiting spawn levels is broken
oh no it doesnt
wait so why is it broken
let me see
i think starlanceraifix is throwing your error
Wait really?
Why would ai fix be patching subtractfrompowerlevel
and i doubt (but im not totally sure) that generalimprovements is referencing it
@cloud sorrel
Is this the same errors I threw in #dev-general ?
because otherwise monsters that spawn in the opposite space subtract the wrong power level
like, if a dog spawns from a vent, it adds indoor power, but killing it would subtract outdoor power
audioknight had to patch it with custom behavior
to make power levels work consistently
Are you gonna push an update to fix it? ;o I mean if it's backwards compatible with V62 ofc
Checking the error
Oh I see what y'all are saying
yeah I'll push that later
Huh, or maybe I don't see what the problem is π€
What exactly did Zeekers remove that caused this to mess up?
@radiant nymph what is Urchin from?
zeekerss removed WeedEnemies and all the code referencing it in v64
Urchin is from Surfaced
Oh, is there a beta out?
smh Zeekerss taking all of our weed
Is it Surfaced that's doing it
Yeah
yes
no
Yeah it's Zeekers' removal of it that's causing AIFix to throw a fit
this would affect any enemy despawning or being killed with starlanceraifix installed
I'll just remove it from AIFix, it's not really that important to have in the current version
Yeah
how will this interact with mods like #1274491441862672394 for custom moons?
It won't really do anything
The single line of code that referenced it was just to ensure that it subtracted power from the correct list when it died, which is not that big of a deal in most scenarios
ah, mb I saw weed and think there was some code removed that was for vainshrouds in the v64 beta so I assumed this was it
Yeah, that's why I had to remove it, cuz otherwise it'd just throw errors constantly lol
I do love not having errors spamming the console
seems to be buttery fixes, not sure if this actualy causes issues but this doesnt pop up without buttery fixes and red is usualy bad?
It's a vanilla thing: #1211989201793449994 message
It'll probably be patched by one of the bugfix compilations pretty soon, though, they're usually pretty quick on newly-discovered bugs.
yeah vanilla is just broken
what matty says in that quote is correct
personally my hypothesis is that the maneater is eating metal scrap and that's causing nullrefs
1a3 fixed a different bug with stormyweather in lethalfixes and we've talked about him maybe taking up the mantle for this maneater thing as well
the confusing thing to me is i just dont get this message anymore the moment i disable buttery fixes. so if i understand it correct, the maneater can eat scrap? and that is messing with stormy?
if thats it then its maybe just rng messing with me even tho when with buttery fixes the messages basically starts popping up right at the beginning of the day
this is a bug that happens in vanilla with stormy weather
stormy weather caches a list of every metal object on the map at the start of the day
and then any time it is selecting an object to target with lightning, it searches through that list and picks an object
if any objects despawn after being added to that list, it causes the stormy weather script to crash and it would throw that error in the log
butteryfixes does not interact with stormy weather at all and wouldn't cause this bug to happen (nor would it fix it, to be clear)
it is just a matter of RNG giving you different results on different trials
lethalfixes (by 1A3, good mod if you don't already have it) includes some fixes for stormy weather that would prevent this error from happening in v56
but there's some new stuff happening in v60+ that allows this bug to happen under different circumstances
and right now nobody has a mod that fixes those circumstances
although 1a3 might be adding it to lethalfixes soon
if he doesn't want to, i'll do it
to offer an update on this it's 100% a vanilla bug
the maneater thing i mentioned is a problem
but there's another bug that's breaking stormy weather even worse
1a3 and i have been looking into it
i love how it always just didnt happen without buttery fixes, game is actively trolling me at this point 
keysarescrap = false is making the "Total" amount appear with a number when only scanning keys, the Total appears to be the last Total amount when you scanned actual scrap, not sure if it was always like this or a v64 thing
sorry ive been dragging my feet a bit on this next update again
have to write a couple of transpilers and i never look forward to doing that
mostly because the way im doing them is stupid and bad
(but... functional...)
So btw if you wanna push an update for MeleeFixes I don't think the fix for shovels becoming unusable is needed anymore, I've done tests without it and that bug no longer happens
im still sort of on the fence about doing that
i kinda want to move the shotgun stuff in this mod to meleefixes
and if i do that, i can remove that shovel stuff if it's redundant
Ye
The other stuff is still useful, but the issue of them breaking when reeled when dying no longer happens
but right now since meleefixes works as-is in v64 and the readme doesn't have any remaining inaccuracies, it's not extremely high priority
That seems to have been fixed in Vanilla
kind of interesting because i dont think anything changed in vanilla that would affect that
but in fairness i never knew 100% what was causing it to happen anyway
very possible
I'm able to reproduce it every time I take a normally-spawned (conductive) scrap item and bring it outside. It also seems to be fixed by modifying the additions to StormyWeather.cs in v64_2 to metalObjects[i].targetFloorPosition.x = 3000f and targetingMetalObject.targetFloorPosition.x != 3000f for the second and third change, respectively. Might've just forgotten to update the variables after copying it to the other if statements.
yeah there's 2 problems with conductive weather
one of them is an old bug coming back in a more aggressive way
any time metalObjects contains null references, an exception crashes the function before it can target new items
since metalObjects never gets cleared this always happens when landing on stormy weather for the second time during a session, unless you bring every single conductive object on to the ship to prevent it from despawning
It's not cleared? 
LethalFixes included a fix for that, but now the same can apply when the maneater eats metallic scrap
since that despawns it mid-round
I can see it happening with other modded stuff, too.
and then, like you said, zeekerss checks the wrong variable always, so even if metalObjects[i] is not null it tries to check setStaticGrabbableObject's fields, which will always be null until the first item gets targeted (which can never happen)
that is probably just him copy pasting a statement and forgetting to change variable name, also like you said
Yeah, at least that's probably a simpler fix.
yeah
[HarmonyPatch(typeof(StormyWeather))]
public class StormyPatches
{
[HarmonyPatch(nameof(StormyWeather.Update))]
[HarmonyTranspiler]
internal static IEnumerable<CodeInstruction> StormyWeatherFix(IEnumerable<CodeInstruction> instructions)
{
CodeMatch[] match = [
new(OpCodes.Ldfld, AccessTools.Field(typeof(StormyWeather), nameof(StormyWeather.setStaticGrabbableObject))),
new(OpCodes.Ldflda, AccessTools.Field(typeof(GrabbableObject), nameof(GrabbableObject.targetFloorPosition))),
new(OpCodes.Ldfld, AccessTools.Field(typeof(Vector3), nameof(Vector3.x))),
new(OpCodes.Ldc_R4, 3000f)
];
return new CodeMatcher(instructions).End()
.MatchBack(false, match)
.SetOperandAndAdvance(AccessTools.Field(typeof(StormyWeather), nameof(StormyWeather.targetingMetalObject)))
.MatchBack(false, match)
.SetOperandAndAdvance(AccessTools.Field(typeof(StormyWeather), nameof(StormyWeather.metalObjects)))
.InsertAndAdvance(
new(OpCodes.Ldloc_2),
new(OpCodes.Callvirt, AccessTools.Method(typeof(List<GrabbableObject>), "get_Item")))
.InstructionEnumeration();
}
}
This did the job but it could probably be done better.
i plan to fix both of these before i release the next update
i will probably just add a null check for metalObjects[i] so it absolutely can not crash under any(?) circumstances, modded or otherwise
and then redirect that one setStaticGrabbableObject check to point to metalObjects[i] instead
The third setStaticGrabbableObject probably also should be changed, I'm guessing it's currently only erroring out before it gets to that one.
(Pointing to targetingMetalObject.)
actually by the looks of things that should be ok
for consistency's sake (as well as just being what was likely intended), i agree it should be changed, but i don't think it actually causes any exceptions
because setStaticGrabbableObject would get set before execution reaches that point, unless i'm mistaken
It actually still errors out with only the metalObjects[i] swap, items start getting struck by lightning again when I swap the targetingMetalObject in as well.
oh ya nvm
strike metal objects timer can be randomized between 1 and 28, and if it starts less than 10 it could still bug out
I think it's just whenever lightning's about to strike (strikeMetalObjectTimer <= 0f), the < 10 part is a bit lower.
Also I was able to get the other error only when I took the item outside and then destroyed it, so the null check will probably fix it.
Wasn't happening when I destroyed items inside, though, so I'm not sure if the Maneater can actually cause it to happen.
well, the metal objects list is iterated through sequentially
Oh, it's probably if there is an item to strike outside, then.
yeah
the way objects get selected is kinda wonky
there is a bias towards items higher in the list being targeted
meaning the last several objects to get cached are extremely unlikely to ever be targeted, unless all other items are inside (either the ship or factory)
but if the first 10 objects are inside the factory, the maneater ate the 11th item in the list, and then the 12th item is sitting outside, you'd probably stil get an exception
for example
Guess that explains why some items feel like the "Zeus favorite", haha.
lol yup
there's a bug ever since v60 (which patched the old bird being killed with the cruiser) that makes it impossible for earth leviathans to eat the old birds
i was planning to fix this
it's one of the few things remaining before i think i will release this update (still need to implement those stormy fixes, then i think it's good to go?)
but while looking into this bug
i discovered that if you fix it, i'm preety sure earth leviathans will be allowed to eat each other
which is sort of hilarious but definitely unintentional
it's like that punchline where a fish eats another fish... then gets swept up by a shark
or an eagle
I also caught Meteor Shower spamming errors earlier when I had it
post
i think if i keep adding stuff to this update im never going to release it
so unless i can figure this out sorta quickly it'll probably go on the backburner
but i'll take a look
meteor shower chance just affects the meteor event itself starting
a nullref in MeteorUpdate implies something else is wrong
Yeah I figured it wouldn't be that
because that's the script that actually moves the meteors
and handles the audio, explosions, etc
Yeah they were working fine, just spammed that in the log for whatever reason
v1.10.0
- Removed some redundant fixes implemented in v64
- Fixed stormy weather not targeting items as of v64
- Soccer ball fixes
- Fixed soccer ball being impossible to scan
- Fixed soccer ball making you invisible to nutcrackers
- Fixed Old Birds being immune to the Earth Leviathan (new bug since v60)
- Spray paint cans ordered during the same round can now have different colors
- Fixed maneater opening doors while held by the player
- Fixed some surface lights turning off on Dine or Artifice when power goes out
- Fixed players endlessly tracking blood if they are critically injured right before end-of-round recovers their HP
i always worry there's going to be some sort of horrible bug immediately following major releases
but the stormy weather, old bird, and soccer ball fixes were pretty important so i'm glad to have them finally be out
been getting some red in console during startup w 1.10.0, doesnt seem to like mattyFixes or terrasRebalance touching stormy-related stuff. not super surprising ig
The new error
well that is annoying, but should be expected, i suppose
I'm sorry, and also not
i think my code might be conflicting with another mod changing stormyweather.update
because in a vacuum it works fine
so this might be a little tricky to make work but i will try to hotfix this
Beta weathertweaks og weatherregistry most likely
to make it at least not blow up on launch
Possibly GI but I doubt it
nah i doubt it
it's probably mattyfixes
but to be clear
it's my fault this error is happening because the transpiler i wrote is awful
oh nvm
actually it launches ok with mattyfixes
so it is a different mod
let me check out a couple of other ones
might be terrasrebalance
question mark
it does have to transpile the same method i do
but just by the sounds of things
it should be ok
yeah no
it still launches fine for me
maybe if i launch with both
the combination of both fears
mattys does create readable meshes, but you've already established its not mattys
yeah
i got this error while i was writing the method
it took me a while to get something that actually worked
but right now i've tried with matty fixes, terrasrebalance, beta weather tweaks, weather registry, all at once and nothing is causing this error for me
kind of annoying
if i can figure out what mod is transpiling stormyweather.update
i can at least temporarily disable the null check (since that is what would be throwing this error) until i have time to properly fix it
so it'll stop exploding on launch
any chance you could send me a profile code
i've tried all the likely suspects and it still runs fine for me
ah wait, i think i might have figured out what this problem is
but if i'm right that's super fucking weird
got that same error
because this should have been causing an error for everybody, and not just because of a mod conflict
so the fact that it didn't throw errors for me and also worked flawlessly in game is so surreal
anyways i think i have an idea of how to patch this
and i can probably release that patch in a couple minutes
dm'd you the code
@fading ether @worldly briar @hollow fable i have released 1.10.1 on thunderstore which should fix this issue
i still have no clue why this error won't replicate for me
but i'm almost 100% certain i've fixed it
in any case
I will test asap, will report back
Did not see the error while booting up this time
good good
something is breaking my suit rack in combination with buttery fixes
no wait now it doesnt anymore
installed buttery fixes = suit rack broke
messed around and figured out that disabling buttery fixes solved it
re-enabled buttery fixes and now it works with buttery fixes
sorry if this has been asked, but for chameleon, are there plans to implement a config options that lets you add modded moons to the lists for the mineshaft types?
just fyi, we've got a chameleon thread going over here
https://discord.com/channels/1168655651455639582/1280017266200674314
i would like to make it more configurable!
i don't really play with custom content so it's a bit of a slow learning experience for me to figure out the best way to support it
the ice caverns might just stay auto-toggle for levels with snow footprints
but i'd eventually like the player to have the option to put skinned variants on whatever custom moons they want
oh oops, discord search sux for threads ;=;
tried to look but only this one came up my bad lol
i'd rly like this, especially for the canyon/desert ones since those seem more subjective as to where they fit
BetterStamina has had the ability to sprint while climbing a ladder for a little bit (though keyword option) ππ
I think the cabin doors should probably have the same sounds as the mansion doors
lol i didn't realize
the next update will restore quicksand spawning in rainy weather
but unfortunately their spawns are not synced across the server
which means that you'd only see the quicksand if you were using the mod
so i'm going to make it a config setting that you need to enable
with the advice that you probably shouldnt use it unless everyone has the mod and enables it in their configs
i think worst case, players without the mod just won't see people sinking in quicksand
users with the mod will still die and disappear for all players, since that is handled client-side
but i guess if i'm wrong you can just turn it off
and if it's really bad i'll just remove it outright
Does quicksand not spawn on rainy weather anymore or did I miss something?
yes, zeekerss broke it in v64
next update will also include a fix for this

So with the new view pitch, Zeekerss introduced a definitely unintentional cheese with the Coil-Heads where if you look directly down, Coils can never get you.
Is there a possibility of this getting fixed?
i have it on my backlog of stuff to look into
for some reason this prevents you from spamming items like hairdryers
good
oh yea, why is that?
for the most part items/objects with sound effects have their cooldown set to a reasonable value where they don't overlap
the hairdryer is the only exception to that
also since the sound is the hairdryer turning on and then turning off it just doesn't make a ton of sense that it can overlap
its also really funny
is that a config I can change 
it doesn't "make sense" but it's funn ee
also I'm 99% sure it's intended for you to be able to spam that
just being honest i don't want to make a config setting for something so harmless and it's an inconsistency + annoying in-game
if in the future zeekerss came down from The Dark Place to say it is intended then it would be a different story
i found out zed dog being conductive and sounding metallic is intentional so i've reverted that for next update
death to hairdryer spam
im crying im on my knees I want to punch my pillow its over its so over it couldn't be more over
I thought about something and decided to bring it here because you have alot of vanilla related mods. How about a mod that makes the Mapper buyable on the store
It's almost functional, you would just have to make it appear on store, drop on the dropship (instead of dropping a shovel) and make it update when clicking instead of every frame
I have never seen the mapper, only ever seen pictures of it tbh
it exists on the terminal and can be brought if you type mapper and even get the info if you type "info mapper"
it appears often in old save files or corrupted save files
because the items id gets messed up
it's very op because it shows the ship's map and the power doesn't run out
well
because it's unfinished
also giving a icon because the mapper icon is a pro-flashlight π
someone asked me to do it forever ago and i said maybe one of these days i will
and then i remember once every month "oh yeah, i never did that"
and then the cycle begins anew
don't worry i will remember for you once every month 
i searched a bit more about the Mapper and considered what should/could be tweaked to make it functional and balanced
- Price: 30 -> 40~45 (Reasonable price)
- Uses before the power runs out: 20 -> 10~12 (Currently doesn't turn off, just becomes unable to update again)
- Weight: 0 -> 5lb (Same as pro-flashlight)
- Proper icon
- Appear in store
- Drop on the dropship when bought
- Update the image when clicking [LMB] instead of every frame
there's a mod that does that already I think
This isn't the Mapper
This is a new item that does what the mapper does and it's configurable
But it's a brand new tool with a new model created on LethalLib
I think the reason the mapper wasn't fully implemented was because it negates a big part of the ship guyβ’οΈ
At first, i thought that too, but i noticed that there's a lot of downsides on the Mapper
On multiplayer, the ship guy can see everyone radar, communicate with a walkie or signal with people and alert about danger INSIDE and OUTSIDE, aside from being capable of opening metal doors, deactivating turrets and landmines. The mapper on the other hand can only see the person that's in the ship map and you can't switch, if there's someone on the ship then they would conflict because there's some situations where you can't communicate and the person couldn't know that you have a mapper, and it wouldn't make sense for more than 1 person to carry the mapper. Also it had* limited uses (20)
But there's a strong point about it
It's very strong in singleplayer, which currently is the hardest way to play LC
The item kinda falls into useless territory in that case except for single player.
And even then, I'd actually say it's not as strong in single player as you may think.
You're still having to occupy one of your slots for it.
It would be weak only if you're bringing only him to the facility
That's were the belt bag steps in
Eh, belt bags aren't really that great imho.
They're good for carrying lots of shells but that's it.
they're good at carrying tools in general
But the mapper would be a damn useful addition compared to the Lockpicker, Weed Killer and Extension Ladder
Yeah but like, I only ever see myself bringing 2-3 tools to entrances anyway on solo
Jetpack, shovel or shotgun, and maybe lockpicker
To loot efficiently on solo, you need to have all 4 slots available for loot grabbing
also belt bags cannot carry shotguns
That's true, even so you can bring a map for a quick scan around the area to see where's the loot, or exit if you're lost
didn't know about that
The shotgun is considered as a scrap instead of a tool?
Yes it has value
the Knife also?
Yes
I will say it's good for taking a bunch of shells in bulk
it can carry shotgun shells
which is great in case the moon ends up spawning like 5 nutcrackers and leaving you with 10 shells to transfer
I can't fight 1 nutcracker with 4 people, imagine fighting 5 nutcrackers π
Well if you down one and get a shotgun, you can down the 4 others that spawn over the day in one blast.
I might want to risk doing that in my next playthough
Honestly if you wanna get confident in fighting them, use Imperium to practice fighting them.
But i still wanted to see the Mapper becoming a tool
It isn't very OP, but it also isn't useless
big update coming tomorrow
i think
it is done right now, i believe, but there's some stuff i want to make sure i havent broken
and it's encroaching on 4 am right now
@trim breach
well, noted
im glad the quicksand has been fixed in basegame because i didnt like the idea of releasing an all clients fix in a host-only+client-side mod
update is still planned to release today but there's something i need to test in multiplayer
I should mention Zeekerss's patch isn't entirely effective. Maneater can still breaks stormy
yeah i'm not gonna remove the null check
because stormy will still break if metal objects despawn
that's always been a bug if you take off in the ship without getting all conductive items off the moon (surface or dungeon) first
although lethalfixes fixed that forever ago
the maneater can now despawn scrap mid-round and im not sure if a fix for that ever found its way into lethalfixes or not
it looks like it did, which is a helpful optimization (so it doesnt have to loop over so many null objects in the array as frequently)
but since there's no conflict i'll still leave it in for the (hopefully small) number of users not using lethalfixes
when the next update comes around can the patch for making blobs unkillable be configureable? I think it's to stop spike traps from killing them, but I'm finding it's conflicting with EverythingCanDie
in the next update i will disable the slime patch if everything can die is installed
crushing the hygrodere into sludge π
https://clips.twitch.tv/SoftIgnorantLobsterTheRinger-KnPg0BqE3utdFsNh @trim breach You managed to finally fix this bug? lol
That's a classic π€
that's an issue with catwalk rooms i think
Yeah
This was in the changelog
oh
I miss LethalThings but it's such a bloated mod at this point and half of it doesn't work properly
rest in peace lethalthings, i miss your flare gun
any item that inherits from StunGrenadeItem
stun grenades, homemade flashbangs, and easter eggs, in vanilla
yay, it makes the noise
makes me real sad but yeah
yeah.. i keep it in my modpack, to me its nice despite its flaws, but it really needs some love
Give me a separate mod with maxwell and the teleporter traps and I would remove lethalthings
give me boomba and I remove LT
Boomba doesn't work properly rn anyways
Has been working fine for me all along
I keep testing them every time
and they always explode
Also wasn't there a moving landmine mod? I thought I saw something like this a week ago
yeah there's a moving landmine mod
@trim breach Meteor Shower still seems to give this error and idk why
i havent touched meteor shower logic at all
or investigated this bug
so im not sure how to fix it yet
Yeah I still dunno what causes it, just wanted to inform you it still happens since I remember letting you know about it before lol
Pretty sure it's a vanilla issue
would fixing being able to hit enemies with weapons through the ship doors be in the scope of this to fix
moreso melee fixes
well then perhaps that should have! that
sure... i sorta want to move the shotgun fixes from butteryfixes to melee fixes anyway
the fixes for shotgun targeting
to my knowledge this only affects dogs and giants
and beyond that mainly just dogs
because you dont need to close the doors on giants
If that does get added as a fix, I would like for it to be toggleable.
i guess that is fair
It's one of the few "cheeses" that I don't feel bad using only because it's already a gamble.
inb4 "why SHOTGUN FIXES in MELEE FIXES!!!!!!!!!!!"
i am the worst at foresight when it comes to naming mods
and i will forever lament the lack of rename functionality with thunderstore
mfw enemysoundfixes includes like 6 fixes for cruiser audio
The cruiser is the ultimate employee enemy
To be fair, you have to be up close for shotgun to be effective anyway, so it's still melee. 
Because the mechanic is unused in v64
The fix was for multiple things spawning from one vent at one time
if im not mistaken vent spawn fix predates the first version of butteryfixes
The only thing that used it was the Barber, which had its mechanics changed in v55 I think
but time is a nebulous concept to me anymore
anyways it got deprecated almost immediately because lethalfixes integrated it
Yeah, it wasnβt our long
and then it is now undeprecated because lethalfixes removed it after the barber stopped spawning in groups
if you use barberfixes and enable spawning in pairs
then yes
or if you customize indoor monsters
to spawn in groups
with like lethalquantities
otherwise no, it doesnt do anything
i thought ventspawnfix fixed a bug where multiple things would try to spawn in the same vent and failed, is that fixed in vanilla now or fixed in a mod?
its not fixed in vanilla, just isn't used since.only barbers (when they spawned in groups) used it
the original version of ventspawnfix fixed that bug, yes
but that was fixed in vanilla in i think v56
or maybe v60
i dont remember which
now you only need ventspawnfix for group spawning enemies
i meant things would try to select the same vent when they'd spawn
auurr
im tupid
Monthly reminder of the Mapper 
I was thinking if it would be possible to make it a server-side mod π€
Without balancing the tool, just buy it at the store, take it from the dropship and make the update button switch players on the radar
the mapper could be implemented serverside sort of
but clients without the mod will see it with the flashlight icon and it wont have any sfx
and it will desync discounts for host vs clients
That means that the client can buy some items with discount while the host can't?
hm
dammit

any known incompatibilities causing this?
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <787acc3c9a4c471ba7d971300105af24>:IL_0009
at ButteryFixes.Utility.NonPatchFunctions.SpawnProbabilitiesPostProcess (System.Collections.Generic.List`1[System.Int32]& spawnProbabilities, System.Collections.Generic.List`1[T] enemies) [0x0000d] in <b5dec54fe47c4486822f41d8590c54c3>:IL_000D
at (wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnRandomOutsideEnemy>(RoundManager,UnityEngine.GameObject[],single)
at RoundManager.SpawnEnemiesOutside () [0x000c2] in <d2996142fa1d46369fdcffced906545b>:IL_00C2
at (wrapper dynamic-method) RoundManager.DMD<RoundManager::AdvanceHourAndSpawnNewBatchOfEnemies>(RoundManager)
at (wrapper dynamic-method) RoundManager.DMD<RoundManager::Update>(RoundManager)
Updated a bunch of mods. Will probably have to narrow this down. Breaks natural spawning obviously. Might have some old deprecated entries in my LQ setup or something..?
(limit spawn weight config from this mod is disabled)
definitely nothing comes to mind
this error is happening because something is creating a SpawnProbabilities list with more/less indices than OutsideEnemies
which can't happen in vanilla
if you are able to figure out which mod is incompatible, i can look at diagnosing it better or improving compatibility with it
Something i should be worried about?
lol
high quota fixes apparently blanks out the entire CollectItemsInTruck function
which is like... why, but also, meh
anyways that error just means it can't patch the function because it can't find the code it needs to patch
since it has been deleted
all of the other patches will load fine and the mod will still work
it just means that my fix for auto-collecting teeth when you magnetize the cruiser won't work
Aah gotcha! Yeah, i didn't noticed anything ingame really. Is it just for autocollecting teeth? Auto-collect seems to still work
or now it works normally. Few months ago it would place the first dropped stuff outside of the ship. But that is fixed now
yeah vanilla just has an oversight where specifically the teeth don't get collected when you magnetize the cruiser
gotcha, good to know!
https://thunderstore.io/c/lethal-company/p/4902/Cruiser_Additions/
remembered incorrectly. This mod auto-collects for me now
is hqfixes even necessay now? Haven't even noticed that i had that installed
idk wat it does
"Fixes the spider web bug and the interact glitch for High Quota runs." Never heard of this problem. Think it autoinstalled with some other mod that now has removed it as a dependency. Will remove it. Thanks for the info and pointing that out
yeah i've also seen that mod and i have no idea what it does, but when i added it my whole game kinda exploded
aight, thanks for the info. That might be why my lethal crashes on start-up sometimes
There are toggles for the fixes with HQFixes related to the cruiser so you can probably see with those
great, will check it out! Just didn't know i had it
afaik interact bug and spider web bug still exists
testaccountfixes broke horribly for us so weve been using that instead
gotcha gotcha, might be why i did it also. Testaccountfixes breaks alot'
mostly with grabbing stuff after death
it fixes these
this doesnt mean anything if theres no explanation of what those are
i think webfix is the permanent slowdown from spider webs, interact fix is for this
i have zero idea for the rest tho
alright, that i have had too many times so i will keep it. Should i just turn off Cruiser teleport fix? or both cruiser fixes?
Just try it
I can't say definitively it'll fix the issue, I just thought I should've mentioned that mod has configs
Gotcha, thanks man!
probably:
- web fix - being stuck in spider webs permanently, even after they are destroyed
- interact fix - fixes controls locking up when scrolling through inventory too quickly after pickup/dropping something
- qelock fix - fixes q/e interaction getting stuck when pocketing a walkie talkie or spray paint, causing items with power to turn on on their own and waste battery.
- mech desync fix - fixes teleporting/invisible old birds
- cruiser teleport fix - ? probably teleports player into the ship if they are on the car when going into orbit
- cruiser magnet lag fix - Dunno
3 is fixed in vanilla now
I think the thing with HQFixes as a mod is that it's probably meant to be used with an otherwise mostly vanilla setup
So mod compatibility is probably super low priority for it.
(Which sucks because vanilla v64 is actually awful)
I got both a ton before installing it
damn fr? how so?
I have a lot of reasons but I won't drown out this thread with it
seems to be fixed just by loading my LQ presets file and saving it again. idk..
I also disabled some previously enabled entries in there that had their rarity set to 0 but I don't think that should even matter.
scrap that. it depends on the moon.
I'm printing OutsideEnemies with Hullbreaker on LoadNewLevel Prefix.
[13:39:46.8242391] [Info :HULLBREAKER 2.2.4] βββββββββββββββββββ
[13:39:46.8242391] [Info :HULLBREAKER 2.2.4] β OUTSIDE ENEMIES β
[13:39:46.8242391] [Info :HULLBREAKER 2.2.4] β ββββββββββββββββββ©βββββββββββββββββββββββ¦βββββββββββββ€βββββββββββββ€βββββββββββββ€βββββββββββββ
[13:39:46.8242391] [Info :HULLBREAKER 2.2.4] β Enemy β Rarity β Chance β MaxCount β Power β
[13:39:46.8242391] [Info :HULLBREAKER 2.2.4] β βββββββββββββββββββββββββββββββββββββββββ¬βββββββββββββͺβββββββββββββͺβββββββββββββͺβββββββββββββ£
[13:39:46.8247347] [Info :HULLBREAKER 2.2.4] β ForestGiant β 4 β 3,85% β 3 β 3 β
[13:39:46.8247347] [Info :HULLBREAKER 2.2.4] β BaboonHawkEnemy β 100 β 96,15% β 15 β 0,5 β
[13:39:46.8247347] [Info :HULLBREAKER 2.2.4] β βββββββββββββββββββββββββββββββββββββββββ¬βββββββββββββͺβββββββββββββͺβββββββββββββͺβββββββββββββ£
[13:39:46.8247347] [Info :HULLBREAKER 2.2.4] β Sum β 104 β β β β
[13:39:46.8247347] [Info :HULLBREAKER 2.2.4] ββββββββββββββββββββββββββββββββββββββββββ©βββββββββββββ§βββββββββββββ§βββββββββββββ§βββββββββββββ
You're saying during the round when a spawn wave executes the SpawnProbabilities is different from that?
I feel like the problem might be that I have some mod that adds outside enemies configured to add them with a rarity of 0. (because I'd rather configure the rates in LQ)
well, SpawnProbabilities gets cleared and rebuilt every time SpawnRandomOutsideEnemy gets called
it iterates through the OutsideEnemies list and adds 1 value for each enemy it finds
so unless you have another mod patching that function before my code runs, it should be 100% impossible for the two lists to have different sizes
I could at least "fix" this so the code doesnt crash when the lists are different sizes
it means the patch wont work 100% of the time for you, and wont fix the underlying issue you are having, but it will at least stop spawns from breaking
I had noticed the error actually changed. It was no longer referencing outside enemies but the PlaceRandomEnemyInVent function.
So I looked at the inside enemy list and I think now I actually resolved the issue entirely by reenabling Diversity which is really odd. I need to test more later.
I don't think an action is required from you at this time. Maybe you generally want to catch that case tho. I'll get back to you if I can figure out anything useful
yeah, it would be really easy to prevent this crash from happening and probably worth it just to be safe
i will put out a hotfix for it in just a minute if you want to see if that will fix it for you
@snow girder when you get a chance, try 1.10.3 and see if it fixed your issue
Found enemy vent which has its time up: VentEntrance(Clone). Spawning Cleaning Drone from vent.
Failed to create agent because it is not close enough to the NavMesh
Spawned enemy from vent
[Debug : Diversity] Plotting enemies: True True
[Debug : Diversity] Spawning batch of enemies!
[Debug : Diversity] Calculated average insanity: 1
[Debug : Diversity] Calculated chance of Watcher in 7 Dine: 24,26904%
[Debug : Diversity] Calculated average insanity: 1
[Debug : Diversity] Calculated chance of Watcher in 7 Dine: 24,26904%
[Debug : Diversity] Calculated average insanity: 1
[Debug : Diversity] Calculated chance of Watcher in 7 Dine: 24,26904%
[Warning:Buttery Fixes] SpawnProbabilities is a different size from the current enemies list. This should never happen outside of mod conflicts!
[Warning:Buttery Fixes] SpawnProbabilities is a different size from the current enemies list. This should never happen outside of mod conflicts!
[Warning:Buttery Fixes] SpawnProbabilities is a different size from the current enemies list. This should never happen outside of mod conflicts!
ADDING ENEMY #7: Hoarding bug
Adding 0 to power level, enemy: Hoarding bug
[Debug :Buttery Fixes] Enemy "Hoarder Bugling" spawning is disabled; no nests present on map
[Warning:Buttery Fixes] SpawnProbabilities is a different size from the current enemies list. This should never happen outside of mod conflicts!
ADDING ENEMY #7: Hoarding bug
Adding 0 to power level, enemy: Hoarding bug
[Debug :Buttery Fixes] Enemy "Hoarder Bugling" spawning is disabled; no nests present on map
[Warning:Buttery Fixes] SpawnProbabilities is a different size from the current enemies list. This should never happen outside of mod conflicts!
ADDING ENEMY #7: Hoarding bug
[Debug :Buttery Fixes] Enemy "Hoarder Bugling" spawning is disabled; no nests present on map
Adding 0 to power level, enemy: Hoarding bug
[Warning:Buttery Fixes] SpawnProbabilities is a different size from the current enemies list. This should never happen outside of mod conflicts!
ADDING ENEMY #17: Moving Turret
Adding 1 to power level, enemy: Moving Turret
[Debug :Buttery Fixes] Enemy "Hoarder Bugling" spawning is disabled; no nests present on map
[Warning:Buttery Fixes] SpawnProbabilities is a different size from the current enemies list. This should never happen outside of mod conflicts!
ADDING ENEMY #1: Butler
Adding 2 to power level, enemy: Butler
[Debug :Buttery Fixes] Enemy "Hoarder Bugling" spawning is disabled; no nests present on map
really annoying issue since it's so inconsistent, so I'm really grateful for the bandaid fix. Thanks!
Does this mod do anything with spiders? I didn't think so but just checking
no
well
it fixes a bug if a nutcracker shoots a spider
but other than that no
since there's no post for AccurateStaminaDisplay, i'll go ahead and send this here:
would you consider using a very-slightly modified version of the stamina meter to accommodate the new stamina visuals? it felt a bit odd to have the red section start without any transition.
it's a rather small, rather pointless change but i'd love to see it implemented regardless! <3
lol
