#Buttery Fixes
1 messages · Page 5 of 1
it bugs me a bit too
so i certainly don't mind
i do have a thread up, btw, just for future ref
#1189842603903033415 message
thread search sucks
also you're fine!
anyways, i could implement this next vers if you like
you made the image? would certainly be credited
yep! you're totally free to use it without credit too, wasn't very difficult to put together in aseprite :P
i did my best to line it up correctly, but it might not be perfect. just come back to me if there's any color seeping between the separation and i'll fix it up for you!
sure thing
do you have a thunderstore page?
or some other page you'd like me to link to
i could just use your username but i usually hyperlink credits
i do, one moment please
cool
well, i will get to it soon
hopefully later today
should be pretty fast to implement
awesome :)
Yoooo this gonna be a banger update
What's the new visual do?
?
@trim breach Just a heads up I was trying the ChangeColor option solo. At first it works fine, but then after a while it breaks and any depleting stamina won't change color until you hit zero. Only when it comes back up will it go to red before going orange again, but any depletion after this point will still have the same issue.
this is in 2.1.4?
there were some issues with 2.1.3 that i fixed
and in testing it seemed to work as expected
@trim breach 🤔
I understand the new graphic now, it's nice!
are you using high quota fixes
if so: #1245891961966170204 message
Nope
yeah im not using high quota fixes either, i also get the error, have for months xD
@radiant nymph @summer falcon it works fine for me
so you probably still have another mod patching VehicleController.CollectItemsInTruck
Probably Cruiser Additions
this error is fine, though - it just means that my custom code (to fix teeth not auto-collecting) won't work
Cus I readded that
Cruiser Additions also patches the same thing
so thats prob where the error is comming from
I could maybe change this particular log statement to a warning
since it's prone to known conflicts with a couple of mods
Ye I just wanna see if the option properly disables now and lets your mod handle it
I know some mods are weird with configs
depends on what their config setting does
if they just skip the transpiler when the config setting is disabled
then yeah
it'll let my patch run
update 1.10.4 is out
this should fix a bunch of weird stuff with the birthday hat
now it doesn't clip into the helmet, and i handled a bunch of weird interactions with morecompany that should help with helmets blocking the camera
the latter might be temporary because i think 1a3 is trying to fix those upstream
after crouching I loose the ability to jump or crouch
weird
i havent touched this code in months and nobody's ever reported this issue before
but i think i can deal with it pretty safely
i might as well post a hotfix to remove some of the morecompany/birthday hat compat stuff anyway
since it's not an issue anymore
ill look into it more to see if its a falso pos
well, my code is the problem
although im not sure how you are able to encounter this error
since it would imply the game was unable to cache a reference to the eyeless dog's enemy type
which would only be possible if it was somehow deleted from the debug menu's spawnlist
ill prob clear cache and reinstall
nice
this should no longer occur in 1.10.5
I've posted a hotfix for the Halloween update to fix the fog event. Now the fog has a 15% daily chance to be disabled (as is intended)
This update also improves the external monitor when the ship is in orbit. You can see the planet and moon you are currently parked at (like in v35), and I fixed the ship's movement particles not working after the first time you move the ship.
You think you can add an option to disable the fog entirely?
it's incredibly mid and I hate it tbh
the fog isn't a bug and it's probably gonna be removed in a patch that comes out like
tomorrow
the fog will probably get rid tomorrow, idk if it's worth to push a update just to that
also i have no doubts someone will make a mod to just completely disable it
which my patch will be compatible with
so that will be an option
Suggestion: Fix the internal camera so it renders the terminal, or anything else that it isn't able to render really.
i think anything that touches the outside moons (celestialTint, spaceSunShine) is incompat for the time being
Yeah well I like having CelestialTint and the update was minor
noice
btw is it normal that artifice display as a green moon instead of a rock/desert one ?
(by default i know it would display as an ice moon due to the original concept)
i didn't have artifice blizzard installed
I'm pretty sure that Artifice isn't a desert. It's a mix between the forest and wasteland (Not desert) biomes, as Zeek stated in one of his public Patreon posts.
I'm guessing Zeekers oops'd and basically made the indoor fog guaranteed today?
I really like the fog as an idea he just made it too thick to really feel like a nice feature tbh
a mansion 50% transparent ground fog would be better
by default it shows as an ice moon which is "the most incorrect option"
it is difficult to choose between whether it should be desert or forest but i ultimately settled on forest because i think it has way more forest characteristics
even if its color palette more closely matches the deserts
if i was adding new planet textures it'd be less of an issue
but when i thought about doing that
i thought i'd rather save it for chameleon
i actually debated pulling out the planet stuff entirely and putting it in chameleon but settled on putting it here because it's restoring a feature from v35
im not sure the first version where zeekerss removed it but it definitely wasn't around in v45
i only played v40 for a single day so i dont remember
the fog is meant to have an 85% chance to activate but due to some buggy logic it is always active unless there's an infestation
and then after the infestation, the 85% chance works, but only until the fog gets activated once, at which point it becomes always active again until the next infestation
oh yeah i noticed this a little bit back, i should probably look into fixing it
i will probably just disable the sun patch for users playing with celestial tint
i could put a hotfix out for this i suppose
maybe just not immediatelly
no, immediatelly pl0x 😩 🫶
i just got off the road and i wasnt sure id immediately settle into modding
but this is understandably kind of major, and it's a quick fix, so it should be going out in just a couple of minutes
sorry im a bit wishy washy, catching up on a lot of stuff
no it's cool, i was just joking. But i do appreciate it!
the bug seems to be just when a lobby is started. As soon as you get to a moon it's over
Do you mind also adding a feature to disable the indoor fog in the next hotfix?
Lethal Company is genuinely unplayable with it, you cannot see anything.
but the console to spam errormessages. Dunno if that has any affect on joining for others. Just tried solo
that would also be nice. But i noticed that CodeRebirth added a option for that
im not going to add that because it's not a bugfix and the fog is likely to be removed almost immediately from vanilla anyway
but then you will get alot of other stuff aswell
yaiii, like tomorrow or something lol
i fixed the behavior that was definitely a bug, and my patch wouldn't stop any separate "disable indoor fog completely" mods from working
which i'd be surprised if none exist already
or, rather, i'd be surprised if coderebirth is the only mod to do anything about it so far
i have been looking all day. Haven't found anything yet lol
if both of y'all can install local mods
i could make a local mod to just disable the fog and drop the dll here
Lol
nvm
found one now
Yeah, but this makes the foggy weather useless, no?
Same with the snow moon’s fog
looks like it
just give me a minute
Haha it's cool! I can wait one day, plus im already using coderebirth
concerning spacesunshine, all it's doing is making a clone of the sun object im enabling and also enabling that clone
which is like... why not just enable the sun object that im enabling (because that would also work), but it's fine
i will probably not add compatibility for this because you should just be able to uninstall spacesunshine
but the celestialtint thing is definitely my fault and will be resolved
it got removed in V40 (at the same time when he moved the sigurd note and the clipboard on the table)
ye can also make sense for chameleon
ah
it was kinda freaky rolling back to v35
and seeing the clipboard in the locker
because i had never seen it anywhere other than the counter
ye
unrelated
when i played V9 i was like ohh they are here
but then i saw it was the same in v38 too
its nbd lol was looking to shed it anyway. if you can find a fix for the planet (not the lil moon) object flickering when you scan though itd be perf
flickering?
it flickers a brighter light. spaceSun had an alt cfg setting to fix it
idr what it was im not at my compy rn but i can check
oh do you mean how it turns blue
yea it does some funky stuff
this is a quirk of the scanner and not so much the planet mesh itself
but i agree it's kinda distracting
i will take a look and see if there is any way i could resolve this quickly
future gordion/liquidation mesh 😂
also completely unrelated
i finished night at the woods for the first time last night
and i recognize your pfp now
what a game
whos storyline did you follow, is what i should ask
i mostly spent time ||hanging out with bea because it felt like i needed the most time smoothing things over with her|| lol
no fs. and the ||party scene with bombshell gives me life||
Lol
i keep meaning to replay it, love finding the small things lol
i tend to play these sorts of games once and then cant ever bring myself to replay
since i feel like a core part of the experience is lost doing so
hard to explain exactly
no igwym. disco elysium is the same way but i like both enough that i crave discovering the lil character moments/interactions and more of the setting/story
yeah i was the same for disco elysium, omori, and oneshot
all 4 very special games to me but i dont think i'd ever be able to play them again
i havent been able to figure this out and the celestialtint thing is kinda major so im probably just gonna put this on the backburner for now
i even loaded up spacesunshine to see if there's a tangible difference, but it looks like spacesunshine is only less noticeable because there's less light being shone on the planets
they might be displaying the sun without changing its rotation to match the v35 values
since it looks a lot darker with the new angle
oh that's spooky, I kinda remember that actually
I'm p sure the first version I played of the game was one of the oldest available ones and from a pirated source so that's kind of a throwback LMAO
@trim breach Hey the most recent update to your mod is giving me some weird lighting effects and Bepin is going crazy spamming Cascade Shadow atlasing has failed. It's probably an incompatibility but this is the only mod that has been updated on my pack this evening and it goes back to normal when i disable.
this is an incompatibility with celestialtint but i fixed it in v1.10.7
are you still on v1.10.6?
i don't think 10.7 is showing up yet but yes im on 10.6
it only lets me download up to 10.6 for now
you can install it manually in the meantime
sounds good i appreciate the help
i just wanted to make sure it wasn't me so i would have to troubleshoot all of my mods again
yeah im usually slow on the draw for mod conflicts
but i know celestialtint is a big player so i rushed out a hotfix for this
im kinda surprised thunderstore isnt showing it yet
its on the website just not on the launcher yet for updating
Yeah mod managers have a fair bit of a delay until they detect it from Thunderstore
Speaking from experience with r2modman at least, not sure how it is with Gale
all mod managers are subject to the same lag
but i uploaded the fix like
over an hour before that message was sent
and it's usually 30-45
its up now
DDLC is a major one, espcially if you originall played it blind like I did
That game unironically had a major impact on me
not really major but if pepole try to play version 1.10.6 and up on any pre v67 version, outside and interiors ennemy will not spawn
is there any reason you need to do that
it's just something i noticed after i rolled my game back on v64 when playing with friends as they didn't rly liked the fog and infestation so i had planned to wait there until the small event update are done
so if some are not on v67, stay on 1.10.5
yeah i acknowledge this is an issue but i think it is fine
if you downgrade your game i feel like it is expected to have to downgrade mods that have updated for compatibility with new versions
a little bug i noticed in the vanilla game if you want to take a look at it
if you spectate a radar booster with the ship monitor, then turn off that radar booster, the ship monitor will switch to the POV of one of the fake players (eg player #1...)
I think mattymatty has a fix for that in LobbyControl, not sure exactly what it does but something about wrong names on radar map when booster is enabled
would fixing the spectator mic icon appearing even if you aren't holding your push to talk button be in the realm of this?
mmmaybe but i thought lethalfixes fixed that
nope
i see
this is in lethal fix
i even turned it off lol
oh nvm
i thought he talked about the microphone icon globally
i don't remember if the spectator one got fixed
i think you and i might have been thinking of the same thing
and yeah, it's probably the other thing
if possible it would be cool if there was an option for the vent masks to randomly be tragedy masks
i wanted to implement this way back when i fixed the tragedy masks
but it is kinda funky
im not sure there is a super great way to do it that won't cause players converted via comedy mask to sometimes turn into tragedies
so it's something i have interest in but not an ETA and it's not super high priority
@trim breach Might be worth mentioning, but it seems like your mod adds some overhead when getting stormy weather I have tested with the mod enabled and disabled and stormy is laggy with it enabled
the only thing i've done with stormy weather is add a null check before it tries to electrify metal objects
and i cant remove that without stormy weather breaking when scrap gets deleted
to be honest i dont think it'd have that major of an effect anyway
btw, do you have a list of the items that are now conductive with the mod?
@trim breach
basically anything metallic
apparently:
- golden cup
- lockpicker
- cookie mold pan
- old phone
- shotgun
- spray paint
shouldn't dust pan and steering wheel also be conductive ?
normally i would agree on the dust pan but i have had it commented out for a couple months
meaning that whenever i wrote this i considered it and, for some reason or another, settled on dust pan being non-conductive
probably because it has a rubber handle
(although the shovel has a wooden handle and is still conductive)
i need to go back and look at all of vanilla's conductives to try and reverse engineer my logic from 5 months back
xd i see
as for the steering wheel i dunno
the material is called "DirtySmoothSteel" which implies metal but it makes a plastic sound when it's dropped
"DropPlasticLarge"
well technically with your suit plastic glove you should be immune to everything xd
i suppose if you want to make it logical, every item that is in majority made of metal should be conductive
but then you have stuff with metal inside that make it harder to decide lol
so i ultimately settled on it being plastic when i made this change
it's commented too
TBH going by this logic i do kinda think the dust pan ought to be conductive so i'll probably change that
hard to say for the steering wheel because it's a smooth white and sounds like plastic
so im not sure it's supposed to be made of metal
or if it just uses a steel material because it looked smooth
hmm, well it really look metal to me with that grey color also i don't think i ever saw a plastic wheel for those kind of factory stuff
but ye, the sound make it harder to be sure
well like
concerning sounds
i think the pill bottle also have a weird drop sound
or metallic
i meant to say metal
whatever
esp since the egg beater also prolly has a rubber handle, right?
lol yeah
it uses the same rubber material
the egg beater is clean steel and the dust pan is "dirty steel"
lol yeah
i'm 9000% sure the egg beater is conductive cuz yesterday it was the only conductive item out of like 8 on the truck and lightning kept striking like every 2 seconds
it makes the same sound s dropping small metal in vanilla
pill bottle sounds like big bolt
i changed it to the spray paint sound because i thought it sounded a bit closer to what i'd expect
but TBH i'm still not 100% sure im happy with it
ye it should be more similar to stuff like mug
a small plastic item
damn the lightning in the thistle nebula gotta be picky asf to not go for dirty objects
germophobic ass lightning
i think i tried the mug sound and i didnt like it
WHAT LMLAO
reply bug, thanks discord
the pill bottle sounds like small metal?
anyways i remember i tried a plastic sound first and i thought it was weird
but i might've tried a diff plastic sound
hard to remember the specifics, now
anyways i will change both items' conductivities i think
maybe i will swap the steering wheel's sound for something metal also
to make it more cohesively consistent
could also change pill bottles
@trim breach
what is spawning a landmine without a renderer attached
even
i can fix this easily enough i suppose
It was probably Emergency Dice when someone rolled Mine Overflow
thoughts on magnifying glasses conductive?
it has a metal frame but it is mostly glass
I’d say if it has like any metal should probably be conductive
That way players just intuitively know what is/isn’t conductive
is it metal? i thought it was wood
i guess i could see wood but the color looks more bronze-y to me
Make everything conductive 🔥 (dont)
i think you're right but i would say if there's any question about it then probably don't make it conductive
that's fair enough
Oh yeah that looks ambiguous enough that I wouldn’t
my main point of reference is the magnifying glass's frame is almost the same color as the lockpicker
which makes a metallic sound when it is dropped
the handle does appear to be wooden though
Stormy isn't hard enough for you? 🥲
nah stormy used to always be my favorite
over time i've become a flood fan
but i love the weather effects
except foggy. fuck foggy
you're so fucking real for that
foggy is peak
i love the indoor fog
one of the few, i think
indoor fog lovers
but i cant stomach foggy weather
i love outdoor fog and hate any form of indoor fog
there's just something that hits different about blindly wandering around outside barely able to see a foot in front of you and hearing enemy stomping around you while the clock slowly ticks down
I saw indoor fog when testing my modpack the other night and realized why so many people complained when v67 dropped lol
he missed the celebration
i agree for the magnifying glass (i don't think magnifying glass made of wood even exist)
i also think the best logic is that if majority of the item is in metal then it's conductive
@trim breach Hey, not sure if you've looked into fixing Spike Traps causing [Warning: Unity Log] PlayOneShot was called with a null AudioClip. to be logged on every slam, but this appears to work:
[HarmonyPatch]
internal class SpikeTrapPatch
{
public static bool Patched { get; private set; } = false;
[HarmonyPatch(typeof(SpikeRoofTrap), nameof(SpikeRoofTrap.Start))]
[HarmonyPostfix]
private static void RemoveAnimationEvent(SpikeRoofTrap __instance)
{
if (!Patched)
{
// Remove first AnimationEvent in the 'SpikeTrapSlam' AnimationClip.
AnimatorOverrideController animatorOverride = new(__instance.spikeTrapAnimator.runtimeAnimatorController);
animatorOverride.animationClips[1].events = animatorOverride.animationClips[1].events.Skip(1).ToArray();
__instance.spikeTrapAnimator.runtimeAnimatorController = animatorOverride;
// Only needs to run once?
Patched = true;
}
}
}
Felt like another tweak that could be included in here instead of being a standalone thing. 
Oh, just realized I was thinking of the Spike Trap config section in LethalFixes, not sure if ButteryFixes actually has anything for Spike Traps... Would also probably fit better in SpikeTrapFixes now that I think about it, but there's no thread for it. That fix/snippet is up for grabs if it's useful to anyone, though!
oh woopsy i forgot to post a message in response to this
we were mid-game when i saw the post
anyways, i've never investigated too deeply into the "playoneshot was called with a null audioclip" bugs because they are all over the place and mostly harmless
but im not opposed to including fixes for them if a cause can be clearly identified and solved
butteryfixes does technically have some spike trap fixes... i added a safeguard that prevents spike traps from spawning inside of the elevator and instantly killing players in mineshafts
Understandable, I've forgotten to reply to some stuff, especially on later game runs, haha.
but you could run it by 1a3 to see if he wants to include a patch for this in lethalfixes, or test your luck with spiketrapfixes (idk who the author of that mod is)
and if there isn't any external interest i can implement it on my side
whatever you think is most fitting
For spike traps it's just that it calls PlayAudio2Oneshot() at the start of SpikeTrapSlam from within the animation itself, so that specific fix overrides the events array with one that doesn't include the first one.
There's probably a lot of other stuff doing something similar, not sure if there could be a 'general' fix for all...
yeah, i'm pretty sure it'd need a specialized approach for each instance
but if you've already investigated this and definitively solved it, shame to waste the effort, yeah? any progress is still progress
I'll probably post on the LethalFixes thread a bit later, I just don't want to randomly include it in the Bozoros .dll LOL
But yeah it's a mostly harmless message, though it can spam pretty often when there's a large number of spike traps in the facility, so at worst it just fills up the .log file with that message.
Actually wait I guess there could just be null checks in the PlayAudioOneshot methods in PlayAudioAnimationEvent...
would like to see this
anything that makes logs easier to read is good in my book
i could definitely add this
if nothing else
doesn't really hurt
@trim breach Any chance this was caused by ButteryFixes' update?
I think a Tragedy Masked Enemy spawned here possibly
mirage is throwing the error here
this is the only patch i have in maskedplayerenemy.start
if (!RoundManager.Instance.SpawnedEnemies.Contains(__instance))
RoundManager.Instance.SpawnedEnemies.Add(__instance);
because zeekerss forgot to include this line of code for masked
Yeah barch said the masked prefab was null which is why it errored
i dont know what they mean by that
but im pretty confident this still has nothing to do with butteryfixes
Does this mod not fix the issue where if you buy tools and reset, the dropship won't come when you land
that's what this fix was for:
- The dropship's inventory will now be remembered when rehosting a save
- Only applies if the file was both saved & loaded with this mod active
do you have your log? i can take a look and see
@trim breach It appears the small cabin on Artifice has broken navmesh and idk when this happened but I saw enemies path to it yesterday and if they got in the door way or past it they would just get stuck
I would imagine this is in the scope for your mod or something like LethalFixes to fix
i took a quick peek and dont see anything wrong in the navmesh
so idk
unless something changed in v68 or something is broken somewhere else it seems like it would be ok
Maybe an ArtificeBlizzard bug?
Cus I had Snowy Artificie
shouldnt touch the navmesh
using this mod with touchscreen, when i hover over on the map screen the interact text vanishes after about 1 seconds
and it says this on the log
lol
that is kind of irritating
that means the touchscreen is telling the player they are in the middle of the object grabbing animation
which is kind of a hacky way to disable interactions with other stuff
this is what causes the "interact bug" where your controls completely lock up until you rehost
can't scroll, drop, interact, etc.
so it's kind of a major issue worth fixing
@trim breach Can you merge WeedKillerFixes into Buttery Fixes?
So I stop needing it as a seperate mod lol
ive been asked questions like this before but my answer remains the same as it has been
im not going to merge anything into butteryfixes
if anything, im more likely to break fixes out of butteryfixes into separate mods
because having a larger mod list is better than one part of the mod breaking and then all of the fixes are unusable
alternatively why dont we just merge every mod into a single mod so that if one mod breaks all of them break
that way you can say your modpack is ultra optimized only 1 mod
code rebirth
That's also BlackLabelCore unironically, although it's mostly just there to configure things to be a certain way
i do agree. I would just want a modpack where general concensus says "these mods fix the bugs in the game" so there could be a modpack that you can install that applies "needed fixes" (opposed to there being 50 mods and nothing to group them) and if people dont want a specific one, they can remove one, and if they dont want them all for some reason, they could just not use it an install the ones they want xD
yes
some of the more recent changes in butteryfixes have actually been kind of frustrating for this purpose
i restored the planetary view from v38 (which is such a small change it's not deserving of a separate mod)
but that completely broke celestialtint and is causing issues with other mods too, it appears
same thing for the interact glitch
it is a gamebreaking issue
but apparently applying a simple fix for it is difficult because some mods are relying on that bug to set up their own behavior
at least config settings exist but im really opposed to having a million settings in the config so i've been trying to pick and choose what matters most to have
in the future i will probably move this to chameleon and just let it be turned off
chameleon has more of a precedent for full configuration + visual/immersive tweaks
not sure what to do about that interact thing except i guess either blacklist it when touchscreen is enabled or add a config setting for it
so you will not be able to fix it right?
the only way i can fix it is to re-introduce the interact bug
which i could do if this is direly necessary, but it would need to be a config setting
i think this issue is more with touchscreen using this boolean value it shouldn't be
i see, i will let them know thanks
in 1.10.9 i have code to automatically disable the interact fix if touchscreen is installed
please let me know if this causes you issues
Sister Butterystancakes how are you ?
I am watching your videos when I was 9 or 10 years old
Hope you will be my sister
I want to make contact with you
I don't do indirect talks

🙂
you're so weird dude
Thats what i was thinking
like
Little bit
😂
I do comedy funny dumbshit to entertain
Now that's comedy!

the bug is still there 🤷♂️
there isn't any difference
💔
frustrating, i will have another look at it
Sorry if I disturbed you
I am just got mad before could you forgive me
You're not funny. If you're not trying to be - seek help. Just not here. You won't last long here if you continue this. And this is not a threat, but a very easy assumption.
Their profile says they're 13 so they're just some cringe child trying to get attention it seems
I am aware. I'm not inclined to belive that though, but not like it changes what I said. We're not their parents or babysitter. Let's not continue this further though.
😔
Humanity died

sorry for the delay, it has been a little while since i have worked on any of my mods.
I was not able to replicate this issue using the latest versions of both Touchscreen and ButteryFixes.
BUT... I discovered that Touchscreen has 2 separate GUIDs in its source code, and I used the wrong one to detect it in ButteryFixes, so my compatibility code added in 1.10.9 wasn't actually doing anything.
I have fixed the GUID and debug logs confirm that the compatibility code is running now, but I can't actually test if it changes anything, since I wasn't having the issue in the first place. Please let me know if it improves for you though
thanks! it works perfectly now
awesome
I've been thinking about something...
This mod allows to change the game's resolution to a lower preset
However this resolution change does not affect the terminal
Could it be possible to implement custom resolutions (lower or higher) without affecting the terminal or monitors?
I know this would be more of an LCUltrawide thing tho
Do you mean it DOES affect the terminal?
oh sorry i forgot to respond to this when i read it
it's not possible to alter the screen resolution without also altering the terminal
because the terminal is rendered to world space which gets compressed to the screen resolution
Nope, I'm sure that this mod's lowres mode does not mess up the terminal (at least on my end)
Unlike LCUltrawide, which changes the resolution of everything
sad :c
They both change rendering/internal resolution.
Why is that a problem for you (curious)
it's not
This is a bugfix mod, not content mod. 

@trim breach For some reason, the arrow stops pointing at the ship; the arrow rotates too much or too little depending on where you are in respect to the ship.
Eventually, the arrow no longer points at the ship
This might actually be an issue related to GeneralImprovements
Sorry
@wraith turtle sorry i keep forgetting to respond
it is probably another mod
i don't actually touch the radar with butteryfixes, just fix the layering on a graphic that shows up behind the camera view in vanilla
the arrow behavior should be untouched
I think the issue comes from the orientation of the Ship Map. I used generalimprovements to make it no longer diagonal so it’s possibly messing with it
yeah generalimprovements breaks the ship radar thing that butteryfixes fixes
this isn't related to disabling the masked enemy radar spin, is it?
no
@trim breach Might be worth making a fix for this 😂 cus it's so weird always seeing people suddenly just stand up and vanish if they get grabbed through the Cruiser https://www.twitch.tv/lunxara/clip/LachrymoseShortBunnySoBayed-0DpvGQ5vG0rmZVpX
Watch Lunxara's clip titled "Masked grabbing people through the Cruiser is broken"
Idk how a fix for this doesn't exist yet
XD
it's not really that major of a bug
Not really but after seeing it for the thousandth time after multiple game updates and Zeekerss not fixing it it really should be fixed. lol
I don't really think this is a bug and more of just how enemy AI works when it comes to nav meshes.
Because there isn't a nav mesh on the truck, the created masked player just picks the nearest spot on the nav mesh that isn't occupied.
let it go brobro, nobody gives a fuck
I fuck with that storm
I'd love to sit outside in it
As long as it doesn't kill me Ig

Have you ever seen this? Idk if this is an Imperium bug or a mod thing but the cone light from flashlights seems to come from just under the actual flashlight object
@trim breach
yeah im familiar w/ it but i think it's just a vanilla bug
oh neato
"CROSS-COMPATIBILITY - EnableEnemyMesh patch will be disabled" is showing in the log for ButteryFixes, is this because I'm running Starlancer AI Fix? do you both do the same null reference fix?
yes
just posted a small update i've been sitting on for a couple of days
this patch fixes some bugs with bee hive pricing:
- in vanilla, every bee hive that spawns during the same day has the same price (randomization does not work properly)
- bee hives are also meant to change in value depending on how close they spawn to the ship, but this does not work in vanilla
i already assume this will be a controversial change so you can disable it in the config if you do not like it
how does the price changing work? the further it is the more valuable it is?
beehives are meant to be $40-100 when they are within 40 units of the ship
and $50-150 past that
but because of vanilla's order of operations, beehives always fall into the latter category in vanilla levels
for comparison, 40 units is the same distance vain shrouds are forced to start growing from the ship (after yesfox fixed it)
seems sensible enough
that is actually a good change holy shit
Didn't realize that was actually a vanilla thing despite not working lol
I was thinking of doing something similar with Bozoros' "popcorn" stands, since there's one right beside the ship that's basically a freebie, but didn't get around to it
I think I can swap the order of the relocation a bit so it applies with Buttery Fixes, otherwise I can just specifically nerf that one 
wdym by relocation
do they spawn elsewhere and then get teleported to the popcorn stand?
as long as the beehive spawns within 40m of the ship and uses the vanilla price function, butteryfixes will still patch it
even on custom moons
so you might be ok without doing any work
Ye I have them teleport to each of those 5 spots after spawning pretty much, I'm just wondering about the very specific situation where one spawns > 40m from the ship, but gets teleported to the stand that's closest to the ship
Though I just realized I can probably just override the price regardless through some other means, but this beehive fix is still really neat for other moons 
Is there any particular reason that you don't intend on fixing the client-side flying bug /w old birds?
bc digg fixed it in 1a3's mod https://thunderstore.io/c/lethal-company/p/Dev1A3/LethalFixes/
if you're using butteryfixes you should be using lethalfixes too
they dont require each other but they are built on a similar philosophy (although his is probably a lot more objective than mine)
Weird
Despite it having been apparently fixed in that mod... the bug still manifests in Purple and I's modpack
I'll ask 1a3 abt it whenever I encounter said bug again
You know I'm talking about old birds detecting crouched client-side players while flying right
Purple says LethalFixes fixes something else about old birds related to flying
yes he's correct
i didnt know what you were referring to
the "client-side flying bug with old birds" would generally imply the way-more-well-known bug where old birds desync and start teleporting or firing missiles while "invisible"
and lethalfixes fixed that
("Fixed old birds being desynced on clients after the first flight.")
Is that what you assumed also when Purple asked about it?
no
Oh
still never definitely proved that was a bug though
Ah
apparently some people told him it doesn't happen
and my explanation of the bug just came from code analysis
i haven't actually tried in-game or used unityexplorer to peek at the fields causing the bug
it is going to be a moderately complicated fix because it has to do with variables not being networked like they should
assuming it is even a bug to begin with
i still need direct confirmation before i start chasing after it
Interesting
why was the mod fix included in the outdated package? @trim breach
Deprecated? O_o
Mod got deprecated?

uh oh!
Ruh roh
woah
oh yeah my question too
smth break? should i look for a buttery fixes experimental?
There doesn't seem to be one so i'm curious what's up
Its marked as deprecated rn, Idk why also
But it will still show up if you select "show deprecated"
yeah i'm just waiting to hear a "why"
so i can figure out what to do about this
The recent update only seems to be "oh i moved one feature to another of my mods" but like
The mod does other things as well so i doubt it's "oh this mod's features have been entirely moved to other mods"
and i sure hope it isn't "due to a mistake this mod now conflicts with that other mod i moved a feature to"
Im attempting to play with it rn, maybe it shows up
maybe
we gotta get game theory to solve this mystery
Oh no
yeah idk what's going on
I'd hope and assume the mod isn't dead but idk why it'd suddenly get deprecated without any like.
announcements
or notices in the readme
or anything that'd indicate a reason
"oops it was a miss click"
LOL IMAGINE

I mean I'd hope the deprecate button asks for confirmation first
And even then deprecation can be lifted at any time if needed
Ik mirage was deprecated for a lil bit while it was undergoing bugfixes for some stubborn bugs, not anymore
maybe the same's happening here but like wouldn't they have announced that?
Yeah, and also like
right after releasing an update that doesn't seem like it'd warrant/necessitate deprecation?
confusion
she was up until 5 am last night
lmao maybe she was so tired it was a miss click 😭
unless time zones

welp we'll see in the coming hours
it doesnt
What the fuck 💀
Some kind of drama? Everything is fine?
there isnt drama
mod jsut got deprecated without any notice
It's just some kind of conspiracy
And now Zeekers comes into the modding discord and says “guys, there are fixes, there is support for mods, hello everyone”
Anyway setting aside why a button like that doesn't seem to ask "are you sure?" first that lends credence to the "lol misclick" theory
I'd hope it wasn't a misclick but that'd be hilarious
Buttery is working on rebuilding some of their mods like Chameleon and Enemy Sound Fixes to be more name<>feature appropriate. Seems like this one is part of that effort
i see
so basically the plan is actually to move all of butteryfixes' features out to seperate mods if I'm not mistaken?
Kinda. For example chameleon and I think this mod have sound related fixes, which he will move into enemy sound fixes, which itself will be reuploaded under a different name
i see i see
Yknow, since it isnt just enemy sound fixes anymore
so what do i do about the deprecation then
Not sure about that tbh. His plan was to update the older ones and add the new ones as dependencies, so this might just be a temporary measure
hmm
wtf
hi butter
dw lmao
idk if the staff deprecated it or what
i mean i doubt it, maybe when you made the transfer change some bs happened
well it's weird because the deprecation button is on this screen
deprecating a mod is two separate inputs on two separate parts of the screen
oh what the fuck
also anytime you update a mod, it automatically gets undeprecated
but i've never seen a mod autodeprecate from publishing an update
let me have this...
Yeah that was weird
it could just be a misinput from the end of a thunderstore moderator
Funny thunderstore glitch maybe
Well, glad everything is alright, wonder what happened there
Yeah
can't believe someone at ts hq tripped and spilled deprecate mod juice all over the servers
my theory still stands mwhahah yes im always right
anyways
i was hoping i wouldn't publish 3 mod updates at 5:30 AM and wake up to everything being broken
and i guess i got what i wanted
in the end
The one thing nobody could have expected broke...
Been there, done that 
what a funny end of the year endeavor
to celebrate new years, buttery fixes has been assassinated happy new years!
Definitely very concerning that an actively maintained project like this would be deprecated by a staff member overnight, and it almost feels malicious. @glacial quail Are you able to look into this and figure out what happened?
or did the servers really just hiccup or something?
do we even know if that was human intervention?
nope
but its my only reasonable assumption
unless thunderstore is just being thunderstore
i've never heard of this happening automatically so i feel like human intervention is the most reasonable assumption
idk about you guys but I'd be kinda upset if i woke up and found out my project that i poured countless hours into was blacklisted from the website for no given reason
so like
idk
i feel like its reasonable to ask
thunderstore staff got a spy
i dont think id call it malice, but like, maybe my update was sandwiched between a bunch of mods that got deprecated by staff and it was just a misclick
i would still at least like to know for sure if there's a log to look at
idunno
the mod doesn't seem to be working in general :(
i reinstalled it over and over and nothing
😔
v1.10.13 is identical to v1.10.12 and hopefully will function

that's just thunderstore
it takes like 45 minutes for stuff to show up
you can download it manually and install it locally through your mod manager probably
or just wait for it to refresh
kk
@trim breach I've been busy today, is there still something I need to look into here?
#1245891961966170204 message
Is it still deprecated, is it still happening? If it sorted itself out then I don't have anything to investigate cuz it was probably a misclick or something
i woke up this morning to find that the mod was deprecated and it's not something i did myself
at this point it's fine, i manually undeprecated it and reuploaded the mod since people were having issues with it
was just wondering if there was a way to figure out what was up with that
I said this on stream today, but I was aware it got deprecated out of nowhere earlier and I said maybe it happened on accident when you guys were taking down the malware mods and mods linking to ESPs and stuff last night
it's not pressing
ahhh
Cus it's easy for that to happen
We did have a lot of actual malware we were investigating the last few days but we straight up E L I M I N A T E those uploads so if we caught Stan in the crossfire she'd be gone not just deprecated

i log in through github and i dont know if ive ever even registered to thunderstore
it's been a while so i dont remember if that was a requirement
Yeah tbh you may need to just change your github password
but if not, that would be strange
stranger still that if i was compromised, they would just deprecate butteryfixes and do nothing else
Lol
I'll leave a note to the other staff that it happened and see if anyone cops to it
People be weird and like to do a little trolling
well
i already assume it was just a mistake or accident of some sort
so it's not a big deal if it never gets resolved
as long as it doesn't happen again
seems like it was just a fluke
Btw I should ask
Does Chameleon still break the HDRI sky on Titan?
when using Rebalanced Moons
i am pretty sure dopadream fixed that on her end
but in any case she has guided me to make changes in v1.4.2 for better compatibility
Ah so we're just waiting on Rebalanced Moons to update
which are published at this point
@smoky current Any eta on the update?
Ahhhh
Yeah I know she said she was gonna update it last night
Yeah understandable
I was gonna say if you got the main issues and stuff sorted you could maybe push the update as-is to fix scenes breaking when turning them off in the Config
I deprecated the version that was empty
?
you might've updated it at the same time so it didn't get un-deprecated
Well there ya go
maybe i uploaded v1.10.12 without the dll
that would have been an oopsie
last time i forgot to upload the dll was several months back and it didn't result in a deprecation
so i assumed that wouldnt be the case
but i guess it makes sense if it wasn't an automated process
would seem to be the case
i see
I just grabbed that version manually to check
Its not automated. Looks like 753 caught you uploading an empty mod, whoops
Ah so basically when playing today at the start of my stream ButteryFixes was doing nothing lol
lol?
I was wondering why 1.10.2 got reuploaded
thats funny
i uploaded 3 mods right before bed yesterday so maybe i forgot to put the DLL in there after doing it for chameleon and enemysoundfixes at the same time
oops LMAO
knowing it was a manual decision is also nice
because at this point i know it will not happen again
well that solves that
lol
kind of surprised i have onyl done that twice
at this point
i think with revisit stingers
y'know i should've thought to look into the mod folder
when i was wondering what was going on
dopadream caught it like, immediately last time and i just fixed it
new update for butteryfixes: removed butteryfixes
Butteryfixes 1.10.2, removes fixes (Project renamed to Buttery)
buttery
(deprecated to reflect name change)
As payment for solving this I'm going to test the pinbot change I just pushed on your thread
@tall fable
nice, it works
oh
i suppose a thread owner can just ping pawsy for autopin of their most recent message
So its a dumb thing where Discord sends the "ThreadCreated" event multiple times. First, when the thread is created and then again each time when the bot is added to the thread (via ping or message). So Pawsy checks for the first message being pinned each time that event fires
It won't work again unless I manually kick her from the thread and ping her again
she's doing her best
She'll still pin new threads properly and you can always pin whatever you want as the thread owner using pinbot but I just wanted to test if she could go all the way back like 7 months and find the first post
It’s fine now just reinstall it
uhhh idk i like to think it was a miss click
Im not the guy to ask about why it happened lmao
Buttery forgot to upload the dll last update
It's fine now tho
just found out the "low res" setting (620x350) actually isn't unused in vanilla
it's used in the ||v50 intro scene|| exclusively
odd
the high res version is also used in the ||v60 intro scene||
why
🙃
v70 intro = 4:3 aspect ratio
v75 intro = 3840 x 2160
Bro used high res on the only intro where we're in space on the middle of nowhere 😭
4k ultra hd stars LET'S GO
I'm curious if these intros are videos or actually rendered in-game, if they're videos they would already be a certain resolution themselves, making in-game resolution switching pointless?
Oh yeah I forgot about that
Is there a possibility of buttery fixes mod jump cheese affect one's speed inside water in mineshaft? I felt very slow when I crawled inside the water nowadays without anything, my weight was 0
the jump cheese fix is completely unrelated and i don't touch player movement at all
all the jump cheese fix does is make dogs hear jumping while moving as if it emitted a footstep sound
so bunnyhopping isn't magically silent compared to walking/running
Well, bunnyhopping makes them trigger slower so if you have enough stam you can sometimes run past them lol
Ok, my problem is then from other mods
Thank you for the reply
@radiant nymph @warped lance v1.10.15 no longer disables the video reel on offense
but the main feature of this update is a stormy weather fix
i finally resolved the issue where lightning will constantly re-target items that are inside the ship and shouldn't be viable targets
Ooh
Is it going live on Thunderstore soon?
is it not already live?
i pushed it before sending the message
ok wtf
i will re-push as 1.10.16
idk what happened the first time
i went to the tab where i submitted it and it was just frozen at 100% without the confirmation
and it looks like it skipped from 1.10.14 to 1.10.16
so maybe the version number didn't need to change
but whatever
pretty much
v1.10.16 still doesnt even show for me on thunderstore
but i can manually navigate to it withhttps://thunderstore.io/c/lethal-company/p/ButteryStancakes/ButteryFixes/v/1.10.16/
so im hoping it is just thunderstore being slow
and not the upload somehow failing twice
Nah it did upload, I saw it go up under Thunderstore Releases
This isn’t the end of the world but you forgot a bracket at the of the AdditionalNetworking link
it is the end of the world
You’re overreacting
you'ere underreacting
It’s started multiple civil wars in Europe at worst
That spelling mistake is the end of the world though
i noticed it immediately and then took 10 seconds deciding if i wanted to keep it or not
loll
you what
dont do that pls
my mod gives offense a custom video ...
this is the 2nd time ive had a mod disable it lol
dies
but there are now at least 2 mods that give the other moons videos
and vanilla offense matches assurance pretty closely anyway
whats the 2nd oine
Amazing ass mod god
The new videos are great, I just hope it does not override any custom descriptions with CC or LQ. Only thing now though is that modded moons will look out of place 😭
no offense, but this one line in HudManagerPatches.cs has caused me more pain than expected lmao
codes[i + 1].operand = 10;
well, in short, the operand there is an ldc.i4.s, so I was trying to cast it to a signed byte
but that line actually makes it an integer, so now i'd be getting an invalid cast exception
anyway, if it's not too much trouble, could there be a config option for changing the crit health to 10 lmao
oh is it changing the type on that
as far as i can tell, yeah it is
yo idk wsp but for some reason ButteryFixes disables the seed display that EnhancedTweaks offers
https://thunderstore.io/c/lethal-company/p/lukeprime/EnhancedTweaks/
Something that always bothers me whenever I use these items is how the Boombox, Whoopie Cushion, and Extension Ladder do not have noises for being picked up or selected, if that could be fixed that would be very cool.
Not sure if this should be here or with your sound fix mods but my gut says to put it here
Agree
samee
this is not the case for me
it would appear
@ruby dagger
PEAK
what am i looking at here
What is the first one?
terminals arent visible on the ship's cameras aside from their keyboards
Ah
it's because zeekerss moved it to a different layer so it could be spraypainted
and then didn't update the camera to render that layer
so as for why it's probably never been fixed, the answer is probably "it was new as of v45 and he never noticed it broke"
anyways this is a side effect of the same bug that lets you drive into death triggers and survive while riding in the cruiser
which i'd also like to fix
but that will probably require an annoying transpiler
or a really hacky postfix
I did, I scan a lot and getting out to always scan sucked
lol
yes stepping out to scan is super annoying
as far as i can tell zeekerss didn't purposefully disable the scanner in the cruiser
like i said, it's a side effect of another bug that literally makes you immune to instant death pits while you're sitting in the cruiser
which can't possibly be intentional
lmao
Wait does that just apply to any KillTrigger?
it applies to any InteractTrigger
Ah
but KillTriggers are implemented via *InteractTrigger, yes
That's why I couldn't crush the player while they were driving lol
yes
i wrote a bug report about it in zeekcord
but since you don't appear to be there, the gist is that:
KillTriggers are pretty much always marked triggerOnce (dont need to kill the player twice, right?)
and the hasTriggered flag that prevents a re-trigger is set pretty much immediately
but there is a lot of criteria between hasTriggered being set to true and onInteract.Invoke actually being called
(onInteract contains the call to KillLocalPlayer.KillPlayer)
one of those criteria is inSpecialInteractAnimation
which is set to true for players that sit in the cruiser seats, and is only set to false after they exit the seats
you could somewhat mitigate this issue by not setting your kill triggers to trigger once, but they still couldn't do anything against a player that is seated, so they'd have to exit the car to be affected
in its current state you can drive a car into a death pit, climb out, then use a jetpack to fly back up through the trigger untouched
on all the vanilla death pits
Due to this 
The cruiser can technically skip the key requirement to enter the fire exit in one of those, so I was wondering if there was a way to deal with that
However, players who come up with such an idea deserve a Nobel Prize
By exiting at the right time*
well
i will be fixing it in butteryfixes
although butteryfixes is not a good mod to be marking as a dependency for other mods
if im just being real
Yeah it's probably fine even if they don't use it lol
it makes way too many changes
"Exploit" doesn't really help that much
hello
anyways i could maybe make it a solo release as well
or you could just take my code and implement it in your plugins
everything is open source as long as you open source your stuff too
Not sure if the issue's large enough to warrant a standalone release (though not sure if other maps could be affected by it)
I'm fine leaving that unpatched for my use case, but good to know it's a bug lol
and this remains an ongoing offer
Yee I'll probably do it if I end up moving most of Bozoros' scripts into a separate library (to reuse for other stuff), which I do want to make open source
Yea no i was testing bro
Idk wsp but my modpack is cursed
Because those mods work fine together
On A DIFFERENT profile
But on my main modpack profile they just kinda broke
And the weird thing is the seed display only works if I use a very old version of ButteryFixes?? All the way until 1.10.1, but after that it doesn’t
But on the different profile it works fine on its latest versions, which is weird because I even disabled everything else apart from those two mods on my main profile and it still didn't work
I don’t know what the fuck I did bro 
I can’t be the only one who’s experiencing something like this because literally nothing is different about any of the configurations I made, both profiles have one-to-one configurations (at least in those two mods) but for some reason in one profile it works, and in the other it doesn’t 
nvm everything i said back there cuz it just doesn't apply anymore 
i think my computer's just cursed all together
YES THANK YOU I HATE THIS SO MUCH
The headlights do jack for me and I feel like I am gonna drive right into a Giant
just wondering if this would be a possible feature for the visual part of butteyr fixes, maybe something to help with the LOD pop in of some stuff(for example trees having branches pop in when closer)
that'd probably be better as a separate release
i think you could just set the global lod bias to fix that with like
1-2 lines of code
PLEASE(I love your mods)
scanning in the cruiser is gonna be a life saver haha


