#Buttery Fixes

1 messages Β· Page 4 of 1

radiant nymph
#

Once he stops feeling burn out

stark mantle
#

yeah that's something i wanted to add b4

radiant nymph
#

You're also gonna be including the voice fix in that version so I don't see why not

stark mantle
#

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

radiant nymph
#

So just ask them what you need to add

stark mantle
#

oh i just saw this

#

yeah if i find it in the source code i'll add that

fleet lintel
#

here's how GeneralImprovements does it

trim breach
#
[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

radiant nymph
#

@stark mantle yoiled

stark mantle
#

ah nice thanks πŸ˜„

trim breach
#

this works like a charm, on an unrelated note

#

also v1.8.1 is going out

smoky current
lilac adder
#

buttery the goat

#

πŸ₯ž

trim breach
#

for the folks in zeekcord

#

wondering if i could squeeze in a fix for this

#

unless 1a3 plans to do it for lethalfixes

lilac adder
hollow fable
#

literally the masked

jolly raven
candid pivot
trim breach
#

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

lilac adder
#

and they cant go outside

trim breach
#

only mineshafts

lilac adder
#

so is it basically a nerf

lilac adder
jolly raven
#

a fix for that would be goated

fathom peak
#

The masked using the elevator already got me good, ngl.

lilac adder
trim breach
#

i feel bad lumping that into butteryfixes πŸ₯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

lilac adder
#

dumdumfixes

#

thats the mod name

trim breach
#

maybe i can make mimicfixes or smth

#

move all the bunny/bee suit and badge shit

#

and justify it like that

lilac adder
fathom peak
#

Buttery fixcakes

trim breach
lilac adder
#

oh W

trim breach
#

but i would move it to the masked mod if i split it off yeah

lilac adder
#

I like adding buttery's mods to modpacks i make lol

#

especially the Christmas dropship

#

thank you for serving us these mods :)

hollow fable
trim breach
#

maybe

#

i certainly feel better adding bonuses like that when it's not bloating a massive config file

#

😝

candid pivot
trim breach
#

general improvements is the only one im aware of

trim breach
#

but it might be added to mirage soon-ish(?)

hollow fable
#

i don't seem any problem having more than one mod that does that

#

you can just set it false in the cfg

trim breach
#

i wrote my code to be super safe

trim breach
#

so i can't imagine it is introducing too many incompatibilities

trim breach
#

all of my transpilers are absolutely disgusting

#

πŸ’ž

lilac adder
#

next fix mod is spiderfixes (spiders dont nest on thin air)

fathom peak
#

The air is their home & you’re trying to take that away. For shame.

hollow fable
#

Lasso man fix when

lilac adder
fathom peak
#

Gotcha yoiled

ionic lion
jolly raven
#

yeah

#

i've got enough servers on my left tray lmao

ionic lion
#

i didn't regret making a new account because of that

trim breach
#

lol yeah i asked if 1a3 was going to pick it up

#

and he decided to

feral roost
brazen vapor
trim breach
#

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

hollow fable
trim breach
#

still probably a no on this but maybe we'll see

thorn breach
#

lol thje kitchen textures are tilted in an ass way but i dont think thats fixable

fathom peak
#

Who doesnt love the kitchen smear.

solid dagger
#

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.

summer falcon
# trim breach general improvements is the only one im aware of

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 ❀️

#

oh wait, 1a3 already fixed it xD nvm xD

trim breach
#

1a3 fixed it in lethalfixes 1.2.0

#

he used a postfix

#

it's open source if you want to take a look

summer falcon
#

yeah, i will πŸ™‚ thanks

daring steeple
trim breach
#

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

daring steeple
#

setdestination on a client is gonna complain if its being told to go somewhere with a invalid bake

#

for example

trim breach
#

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

lilac adder
#

navmesh navmesh

gilded lintel
#

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 concern

trim breach
#

i will take a look

small lichen
trim breach
#

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

small lichen
#

Omg yes please!!!!

#

It's so annoying πŸ˜†

trim breach
#

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

summer falcon
solid dagger
#

I would leave the forgetting fix out personally, it does pretty massively change giant gameplay and that's what FairGiants is for regardless

gilded lintel
hollow fable
#

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?

thorn breach
#

egg works fine because it slides and probably triggers an enter and an exit, picking up items might not be triggering an exit

hollow fable
#

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

trim breach
#

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

candid pivot
trim breach
#

i might fix this but TBH i doubt anybody would actually want to use this feature lol

trim breach
#

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

fleet lintel
#

i'd use it. i swear that's how it used to work anyway

trim breach
#

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)

trim breach
#

so that might be what you are remembering

fleet lintel
#

hmmmmm maybe

#

i think i have a clip of it somewhere

trim breach
#

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

somber hearth
#

wait killable old birds config option was outright removed!?

trim breach
#

yes because zeekerss fixed the cruiser killing old birds in v60

#

so now i dont have to patch anything

somber hearth
#

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?

abstract plaza
#

I mean, logically how would running a truck into a giant mech disable it

solid dagger
#

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

gilded lintel
trim breach
trim breach
trim breach
daring steeple
#

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

trim breach
#

yeah caching it would probably be okay

#

i was also thinking i could just make items immediately detonate landmines

daring steeple
#

surely more intended if its when they get removed

trim breach
#

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

daring steeple
#

in general though good thing to fix because i desprately need to kill soccer balls into mines to kill my friends

trim breach
#

now you lose the grenade or you lose your life to get it back

#

Lol

trim breach
#

at least, they should... ive never seen it but ive heard from others it works

daring steeple
#

i tried it once and it didn't, maybe just weird collision

trim breach
#

and it would make sense since they can move without being picked up

paper garden
#

Nothing beats ol throw yourself on it then teleported

trim breach
#
[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

trim breach
#

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

brazen vapor
#

what am i looking at

trim breach
#

amethyst caverns

#

for embrion

candid pivot
#

ooh

brazen vapor
#

ohhh i see it now
thats actually interesting

#

why is it only embrion?

trim breach
#

because embrion is made of amethyst

brazen vapor
#

oh
i havent read LC lore in a while lol

thorn breach
#

have u BEEN to embrion

#

πŸ˜‚

hearty shale
#

Yoooooooo that’s cool

brazen vapor
solid dagger
#

Would it possibly be something we can apply to a moon ourselves? I have another amethyst moon in my pack.

trim breach
#

if i can implement it without lethallevelloader then possibly

#

initial release will probably just be vanilla moons

trim breach
#

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

thorn breach
daring steeple
#

(Looks very interesting.)

trim breach
#

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

daring steeple
#

dunno man the tag system would be pretty goated for this

trim breach
#

maybe so

daring steeple
#

(eg. embrion is already tagged by default)

trim breach
#

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―_(ツ)_/Β―

daring steeple
#

fair i guess

trim breach
#

sorry if it did

abstract plaza
#

I'm wondering, is there any chance you'll change the caves of snowy moons to be more grey?

trim breach
#

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

radiant nymph
#

I like this a lot

solid dagger
#

awesome

abstract plaza
#

I can get behind ice caverns

#

This does look really cool

fleet lintel
#

oh thats nice

daring steeple
#

Chuck me credit for inspo if you can and I’ll 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

hollow fable
daring steeple
#

And lmk if you have any ideas for any features that could make a mod like this more viable to make and expans

trim breach
#

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

daring steeple
#

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

trim breach
#

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

daring steeple
#

Yeee

jolly raven
#

πŸ‘οΈ

daring steeple
#

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

trim breach
#

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

daring steeple
#

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

daring steeple
trim breach
#

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

daring steeple
#

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

trim breach
#

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"

daring steeple
#

I'm happy to add another tag if you have a nice suggestion πŸ˜„

trim breach
#

so depending on if there are any rocky custom moons that aren't amethyst textured, there might need to be something else in place

trim breach
#

oops i didnt mean to ping sorry

trim breach
#

but i dunno

#

seems like it sorta defeats the point

daring steeple
#

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

abstract plaza
#

Nah it's fine dw

daring steeple
#

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

abstract plaza
trim breach
#

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

abstract plaza
#

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.

daring steeple
#

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

trim breach
#

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

daring steeple
#

shouldn't be hard, materials are all referenced based

trim breach
#

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

daring steeple
#

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

trim breach
#

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

abstract plaza
#

I think it'd be neat if manors generated with random wall colors instead of them all being pink.

trim breach
#

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

abstract plaza
#

I think manors outside of Rend, Dine, and Artifice are mainly meant to be anomalous.

calm bobcat
abstract plaza
trim breach
#

it would take a little creativity to make individual rooms have different palettess

#

that still fit together somewhat cohesively

calm bobcat
hollow fable
#

if you want you could place some snow near the manor entrance on snowy moons, just that extra detail

trim breach
#

maybe it would be simpler to just make the entire manor switch colors on different days

abstract plaza
daring steeple
#

@trim breach gimmie a colour for embirion

trim breach
#

it's definitely more approachable from a dev perspective at least

#

uh well

calm bobcat
trim breach
#

this is the embrion amethyst tex

#

hex code sample is #2B2431

daring steeple
#

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

trim breach
#

there are snowy footprints in the ice caves...

#

πŸ™‚

trim breach
#

i added a slight blue tint to it for the ice caves but the actual surface is plain white

calm bobcat
trim breach
#

maybe not a terrible idea

#

just have a couple fairly generic neutral brick colors

#

and change the maze tile's colors each day

calm bobcat
#

also for this interior stuff I hope that in the config one of the options would be level filters

fleet lintel
#

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

trim breach
#

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

trim breach
#

not sure if anybody else has input

#

personally im quite partial to "chameleon"

#

of the two

calm bobcat
#

chameleon sounds good

trim breach
fleet lintel
#

go ahead lol

trim breach
#

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

trim breach
#

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

radiant nymph
#

@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? πŸ₯Ί

trim breach
#

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

#

😝

radiant nymph
#

Hehe

worldly briar
trim breach
#

lol. wouldnt that be something

radiant nymph
#

Lol

trim breach
#

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

radiant nymph
#

But I think Nikki is already working on it

trim breach
#

i'd like to do a little more with auto-compat and customization for the existing options first

radiant nymph
#

Yeee

worldly briar
#

Man I came running in hopes lmao

daring steeple
#

Interior Remodeling maybe? idk

worldly briar
#

"immersive interior"

daring steeple
#

@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

trim breach
#

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

trim breach
daring steeple
#

you should be able to pull the door as early as main menu cuz it should be somewhere in the networkprefab list

trim breach
#

oh im personally unfamiliar

daring steeple
#

ya anything in scene you can't do, anything prefab based like dungeons you can

trim breach
#

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

daring steeple
#

On the topic of the interior stuff and prefab stuff

trim breach
#

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

daring steeple
# daring steeple On the topic of the interior stuff and prefab stuff

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

trim breach
#

because mapPropsContainer is part of the moon scene that gets loaded, and it would be auto-unloaded

trim breach
#

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

daring steeple
#

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

trim breach
#

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

trim breach
#

so it's all a wash anyway

#

i suppose

daring steeple
#

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

trim breach
#

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

daring steeple
#

Peoples wants are cool but peoples expectations are useless, don't need to live up to anything

calm bobcat
calm bobcat
#

the mod is actually so good

gilded lintel
#

What bugs did March have when landing on a previous moon? Also Chameleon looks awesome!

daring steeple
#

people might get wrong idea with this tho since its visual only

trim breach
#

alas, thunderstore does not let you rename mods

#

but that's fine because i like chameleon anyway

trim breach
#

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

gilded lintel
#

gotcha! thanks

lofty badge
#

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?

trim breach
#

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

fathom peak
#

Unless i’m misunderstanding your request, they do work in the fanny pack

lofty badge
#

It's a feature of Buttery's fix mod. You can fix the keys to where they actually count as their $3 scrap.

fathom peak
#

Ahhh i forgot about that, I dont use it myself. But now I get it.

lofty badge
#

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.

radiant nymph
#

@trim breach Limiting spawn levels is broken

trim breach
#

oh yeah

#

it patches spawnweedenemies

#

probably

#

zeekerss removed it

radiant nymph
#

Yeah

trim breach
#

oh no it doesnt

#

wait so why is it broken

#

let me see

#

i think starlanceraifix is throwing your error

radiant nymph
#

Wait really?

trim breach
#

butteryfixes doesn't reference weedenemies

#

neither does enemysoundfixes

radiant nymph
#

Why would ai fix be patching subtractfrompowerlevel

trim breach
#

and i doubt (but im not totally sure) that generalimprovements is referencing it

radiant nymph
#

@cloud sorrel

worldly briar
trim breach
#

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

cloud sorrel
#

^

#

which Buttery was kind enough to help me with, ty again ✨

radiant nymph
cloud sorrel
#

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 πŸ€”

cloud sorrel
#

@radiant nymph what is Urchin from?

trim breach
#

zeekerss removed WeedEnemies and all the code referencing it in v64

hearty shale
#

Urchin is from Surfaced

cloud sorrel
hearty shale
#

smh Zeekerss taking all of our weed

radiant nymph
#

Is it Surfaced that's doing it

radiant nymph
trim breach
cloud sorrel
#

Ah okay

trim breach
cloud sorrel
#

Yeah it's Zeekers' removal of it that's causing AIFix to throw a fit

trim breach
#

this would affect any enemy despawning or being killed with starlanceraifix installed

cloud sorrel
#

I'll just remove it from AIFix, it's not really that important to have in the current version

radiant nymph
#

Yeah

worldly briar
cloud sorrel
worldly briar
cloud sorrel
#

Yeah, that's why I had to remove it, cuz otherwise it'd just throw errors constantly lol

worldly briar
#

I do love not having errors spamming the console

teal flicker
#

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?

rustic crater
#

It'll probably be patched by one of the bugfix compilations pretty soon, though, they're usually pretty quick on newly-discovered bugs.

trim breach
#

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

teal flicker
#

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

trim breach
#

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

trim breach
#

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

teal flicker
#

i love how it always just didnt happen without buttery fixes, game is actively trolling me at this point agony

gilded lintel
#

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

trim breach
#

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...)

radiant nymph
# trim breach (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

trim breach
#

im still sort of on the fence about doing that

radiant nymph
#

So I would chalk that off as a now redundant fix

#

Fair

trim breach
#

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

radiant nymph
#

Ye

#

The other stuff is still useful, but the issue of them breaking when reeled when dying no longer happens

trim breach
#

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

radiant nymph
#

That seems to have been fixed in Vanilla

trim breach
#

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

radiant nymph
#

I still think it was DoorBreach that used to cause it tbh

#

The old DoorBreach

trim breach
#

very possible

rustic crater
# trim breach but there's another bug that's breaking stormy weather even worse

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.

trim breach
#

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

rustic crater
#

It's not cleared? concern

trim breach
#

since that despawns it mid-round

rustic crater
#

I can see it happening with other modded stuff, too.

trim breach
#

that is probably just him copy pasting a statement and forgetting to change variable name, also like you said

rustic crater
#

Yeah, at least that's probably a simpler fix.

trim breach
#

yeah

rustic crater
#
    [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.

trim breach
#

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

rustic crater
#

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.)

trim breach
#

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

rustic crater
trim breach
#

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

rustic crater
#

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.

trim breach
#

well, the metal objects list is iterated through sequentially

rustic crater
#

Oh, it's probably if there is an item to strike outside, then.

trim breach
#

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

rustic crater
#

Guess that explains why some items feel like the "Zeus favorite", haha.

trim breach
#

lol yup

trim breach
#

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

radiant nymph
trim breach
#

post

radiant nymph
#

But this error would spam

trim breach
#

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

trim breach
#

a nullref in MeteorUpdate implies something else is wrong

radiant nymph
#

Yeah I figured it wouldn't be that

trim breach
#

because that's the script that actually moves the meteors

#

and handles the audio, explosions, etc

radiant nymph
#

Yeah they were working fine, just spammed that in the log for whatever reason

trim breach
#

the usual "ugly but it works" transpiler

trim breach
#

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

fading ether
#

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

worldly briar
trim breach
#

well that is annoying, but should be expected, i suppose

worldly briar
#

I'm sorry, and also not

trim breach
#

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

worldly briar
#

Beta weathertweaks og weatherregistry most likely

trim breach
#

to make it at least not blow up on launch

worldly briar
#

Possibly GI but I doubt it

trim breach
#

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

gilded lintel
#

mattys does create readable meshes, but you've already established its not mattys

trim breach
#

yeah

trim breach
#

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

trim breach
#

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

hollow fable
trim breach
#

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

worldly briar
trim breach
#

@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

worldly briar
worldly briar
trim breach
#

good good

teal flicker
#

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

trim breach
#

lol

#

weird

true shuttle
#

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?

trim breach
#

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

true shuttle
#

tried to look but only this one came up my bad lol

true shuttle
paper garden
#

BetterStamina has had the ability to sprint while climbing a ladder for a little bit (though keyword option) πŸ‘‰πŸ‘ˆ

calm bobcat
#

I think the cabin doors should probably have the same sounds as the mansion doors

trim breach
#

lol i didn't realize

trim breach
#

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

sick storm
#

Does quicksand not spawn on rainy weather anymore or did I miss something?

trim breach
#

yes, zeekerss broke it in v64

trim breach
ionic lion
feral roost
abstract plaza
#

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?

trim breach
#

i have it on my backlog of stuff to look into

low jewel
#

for some reason this prevents you from spamming items like hairdryers

worldly briar
#

good

jolly raven
#

oh yea, why is that?

trim breach
#

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

true shuttle
#

its also really funny

solid dagger
#

OH

#

I thought zeekers fixed that lol

#

my group was so sad that he fixed it

jolly raven
#

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

trim breach
#

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

fleet lintel
#

death to hairdryer spam

radiant nymph
#

LMAO

#

Yeah making jeb angry with the hairdryer is funny

jolly raven
#

im crying im on my knees I want to punch my pillow its over its so over it couldn't be more over

hollow fable
#

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

radiant nymph
#

I have never seen the mapper, only ever seen pictures of it tbh

hollow fable
#

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

hollow fable
trim breach
#

and then i remember once every month "oh yeah, i never did that"

#

and then the cycle begins anew

hollow fable
#

don't worry i will remember for you once every month beevil

#

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
jolly raven
hollow fable
#

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

abstract plaza
#

I think the reason the mapper wasn't fully implemented was because it negates a big part of the ship guyℒ️

hollow fable
#

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

abstract plaza
#

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.

hollow fable
#

It would be weak only if you're bringing only him to the facility

#

That's were the belt bag steps in

abstract plaza
#

Eh, belt bags aren't really that great imho.

#

They're good for carrying lots of shells but that's it.

hollow fable
#

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

abstract plaza
#

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

hollow fable
#

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

hollow fable
#

The shotgun is considered as a scrap instead of a tool?

abstract plaza
#

Yes it has value

hollow fable
#

the Knife also?

abstract plaza
#

Yes

hollow fable
abstract plaza
#

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

hollow fable
#

I can't fight 1 nutcracker with 4 people, imagine fighting 5 nutcrackers πŸ’€

abstract plaza
#

Well if you down one and get a shotgun, you can down the 4 others that spawn over the day in one blast.

hollow fable
#

I might want to risk doing that in my next playthough

abstract plaza
#

Honestly if you wanna get confident in fighting them, use Imperium to practice fighting them.

hollow fable
#

It isn't very OP, but it also isn't useless

trim breach
#

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

radiant nymph
#

@trim breach

trim breach
#

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

abstract plaza
#

I should mention Zeekerss's patch isn't entirely effective. Maneater can still breaks stormy

trim breach
#

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

trim breach
#

but since there's no conflict i'll still leave it in for the (hopefully small) number of users not using lethalfixes

slender laurel
#

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

trim breach
#

in the next update i will disable the slime patch if everything can die is installed

low jewel
#

crushing the hygrodere into sludge πŸ’”

radiant nymph
#

That's a classic 🀭

low jewel
#

that's an issue with catwalk rooms i think

radiant nymph
#

This was in the changelog

low jewel
#

oh

radiant nymph
#

I miss LethalThings but it's such a bloated mod at this point and half of it doesn't work properly

low jewel
#

rest in peace lethalthings, i miss your flare gun

trim breach
#

stun grenades, homemade flashbangs, and easter eggs, in vanilla

feral roost
#

yeah.. i keep it in my modpack, to me its nice despite its flaws, but it really needs some love

teal flicker
#

Give me a separate mod with maxwell and the teleporter traps and I would remove lethalthings

worldly briar
#

give me boomba and I remove LT

radiant nymph
worldly briar
#

I keep testing them every time

#

and they always explode

teal flicker
#

Not for me

#

They barely ever explode

teal flicker
#

Also wasn't there a moving landmine mod? I thought I saw something like this a week ago

jolly raven
#

yeah there's a moving landmine mod

radiant nymph
trim breach
#

i havent touched meteor shower logic at all

#

or investigated this bug

#

so im not sure how to fix it yet

radiant nymph
#

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

low jewel
#

would fixing being able to hit enemies with weapons through the ship doors be in the scope of this to fix

trim breach
#

moreso melee fixes

low jewel
trim breach
#

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

abstract plaza
#

If that does get added as a fix, I would like for it to be toggleable.

trim breach
#

i guess that is fair

abstract plaza
#

It's one of the few "cheeses" that I don't feel bad using only because it's already a gamble.

fleet lintel
trim breach
#

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

fathom peak
#

The cruiser is the ultimate employee enemy

abstract plaza
hearty shale
#

Because the mechanic is unused in v64

#

The fix was for multiple things spawning from one vent at one time

trim breach
#

if im not mistaken vent spawn fix predates the first version of butteryfixes

hearty shale
#

The only thing that used it was the Barber, which had its mechanics changed in v55 I think

trim breach
#

but time is a nebulous concept to me anymore

#

anyways it got deprecated almost immediately because lethalfixes integrated it

hearty shale
#

Yeah, it wasn’t our long

trim breach
#

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

low jewel
#

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?

jolly raven
#

its not fixed in vanilla, just isn't used since.only barbers (when they spawned in groups) used it

trim breach
#

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

low jewel
hollow fable
#

I was thinking if it would be possible to make it a server-side mod πŸ€”

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

trim breach
#

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

hollow fable
#

hm

#

dammit

snow girder
#

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)

trim breach
#

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

random vessel
#

Something i should be worried about?

trim breach
#

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

trim breach
#

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

random vessel
#

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

trim breach
#

yeah vanilla just has an oversight where specifically the teeth don't get collected when you magnetize the cruiser

random vessel
#

gotcha, good to know!

trim breach
#

maybe hqfixes implements their own custom collection logic

#

dunno

random vessel
#

is hqfixes even necessay now? Haven't even noticed that i had that installed

trim breach
#

idk wat it does

random vessel
#

"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

fleet lintel
#

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

random vessel
abstract plaza
#

There are toggles for the fixes with HQFixes related to the cruiser so you can probably see with those

random vessel
#

great, will check it out! Just didn't know i had it

fading ether
#

testaccountfixes broke horribly for us so weve been using that instead

random vessel
#

gotcha gotcha, might be why i did it also. Testaccountfixes breaks alot'

#

mostly with grabbing stuff after death

iron swallow
fleet lintel
#

this doesnt mean anything if theres no explanation of what those are

iron swallow
#

i have zero idea for the rest tho

random vessel
abstract plaza
#

Just try it

#

I can't say definitively it'll fix the issue, I just thought I should've mentioned that mod has configs

random vessel
#

Gotcha, thanks man!

trim breach
# iron swallow it fixes these

probably:

  1. web fix - being stuck in spider webs permanently, even after they are destroyed
  2. interact fix - fixes controls locking up when scrolling through inventory too quickly after pickup/dropping something
  3. 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.
  4. mech desync fix - fixes teleporting/invisible old birds
  5. cruiser teleport fix - ? probably teleports player into the ship if they are on the car when going into orbit
  6. cruiser magnet lag fix - Dunno
#

3 is fixed in vanilla now

abstract plaza
#

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)

jolly raven
jolly raven
abstract plaza
#

I have a lot of reasons but I won't drown out this thread with it

snow girder
# trim breach if you are able to figure out which mod is incompatible, i can look at diagnosin...

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] ╔═════════════════╗
[13:39:46.8242391] [Info   :HULLBREAKER 2.2.4] β•‘ OUTSIDE ENEMIES β•‘
[13:39:46.8242391] [Info   :HULLBREAKER 2.2.4] ╠═════════════════╩══════════════════════╦════════════╀════════════╀════════════╀════════════╗
[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•ͺ════════════β•ͺ════════════β•ͺ════════════╣
[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•ͺ════════════β•ͺ════════════β•ͺ════════════╣
[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] β•šβ•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•©β•β•β•β•β•β•β•β•β•β•β•β•β•§β•β•β•β•β•β•β•β•β•β•β•β•β•§β•β•β•β•β•β•β•β•β•β•β•β•β•§β•β•β•β•β•β•β•β•β•β•β•β•β•

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)

trim breach
#

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

snow girder
#

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

trim breach
#

i will put out a hotfix for it in just a minute if you want to see if that will fix it for you

trim breach
#

@snow girder when you get a chance, try 1.10.3 and see if it fixed your issue

snow girder
# trim breach <@224579946851336192> when you get a chance, try 1.10.3 and see if it fixed your...
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!

gilded lintel
#

Does this mod do anything with spiders? I didn't think so but just checking

trim breach
#

well

#

it fixes a bug if a nutcracker shoots a spider

#

but other than that no

burnt trellis
#

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

trim breach
#

lol