#Buttery Fixes
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i'd venture to guess this is more a problem with enhancedtweaks
especially if it doesn't consistently replicate
i wasn't able to replicate it

@trim breach Is this actually a bug, or
did you ever fix music still playing on eclipsed moons
i remember it did this just a couple months ago or so
How did u know it was?
common sense
it's definitely not
if you see the way the code is written it becomes apparent it is an issue
playDelayedMusicCoroutine != null does not mean music is actively playing
because it gets set to null immediately after PlayRandomOutsideMusic gets called (which starts playing music)
the problem is that if the code terminates early before playDelayedMusicCoroutine gets set back to null, it never gets set null again under any circumstance
and that cancels music for the rest of the session
all time-of-day cues from the clock changing
all ambient tracks from morning/noon
the company music
it always terminates early if you visit the company
or if you are inside the building/ship when it rolls a random chance for music to play
pretty clearly not intended
also common sense
anyways
sessions usually last anywhere from 30m to multiple hours
my fix does the behavior that you would expect
why would the music only play once
if music is not playing when PlayTimeMusicDelayed gets called again
it will set the coroutine handle back to null and allow music to play again
so music can play again as long as a track is not actively playing
and I also carried forth zeekerss' design intent that the company won't play music if you visit it multiple times in quick succession
it only plays music once unless you leave, spend a day elsewhere, and come back (since there is unused code for the company not playing music unless it's been x number of hours since the previous visit)
yknow buttery
in a way im almost kinda upset masked behavior got fixed LOL
i kinda was excited to tackle that
My guess was because it's there to settle you in, and the silence afterwards to put you on... edge?
Nothing to keep you calm and whatnot
So this should def be a toggleable fix Imo
i dont like how stingers are implemented either
Stingers suck š
you don't hear time-of-day cues throughout the course of the day anymore
or for the rest of the session
Yea
there is no possible way that could be intended
That's what I liked abt it
considering how sinister the later cues sound and the fact that you basically never get to hear them in game because of this bug
i would argue it's not silent because it's unsettling
lol
anyways im pretty adamant this is a bug and if anything it's so minor it doesn't need to be a config setting
you dont hear music if you are inside the building or the ship when it's supposed to play
and time of day cues don't play inside of things either
only when the clock is visible
wonder if it owuld be hard to make a music slider plugin that just goes on the options menu
i kinda wanna try that
and the only thing we know for certain is meant to play more than once is the company visit music
since he has code specifically hooked up to do that, that just no longer works because he removed the hours system
i accidentally uploaded it under the wrong name
it's just client-side changes that my friends use
on our profile
i don't recommend using it and i will offer absolutely no support for it
but like
it's there now, i suppose
Lol
@trim breach i wonder if this is something you'd be interested in
me and zaggy were looking into navmesh areas and their costs
turns out the trap navmesharea cost is 3 times higher than other areas
and in spike trap, it has this navmeshmodifier+volume but this seems like a mistake
like, this wont really matter to the enemy when pathing through it
but something of this size might actually get the enemy pathing differently
that is weird
im not sure how safe it is to change this in a clientside mod
my guess is it's "probably ok"
since only one client controls each navmeshagent
and as long as i dont change the surface it shouldnt change how random obstacles spawn with the given map seed
butteryfixes is clientside?
@smoky current yes, it is client side
it has a few server-side changes that only require the host to install it
and several more than indiviudal clients can use
but none of them require all clients to have the mod installed simultaneously
that's kinda swag
In the changelog it mentions unclamping forest keepers sight timers. Is that the bug where giants āstealth meterā doesnāt decrease unless theyāre looking at a different player?
FairGiants also fixes this and I was wondering if I should turn that off in FairGiants config.
no
i fixed the overflow
where if a giant is watching other players, your sight timer can go down into the negatives
or, more problematically, it going far above 100% while a giant is chasing you
meaning it needs to watch other players for a really long time to forget about you
Okay thank you
I donāt think FairGiants fixes that anyway so both mods work pretty well together
this can be fixed by adding blockers to the railing im pretty sure
but idk if this would fit in BF
ButteryFixes is client side right? You probably canāt change that on a client side mod.
It's a mod that not everyone is required to have
-_- I know that
Only modders will know if that's possible client-side
I havenāt made a mod which changes anything to do with the map or monsters, but I think itās a very fair assumption that it doesnāt work client sided.
Maybe for host only, but only people who have made that kind of mod would know.
Sry, I meant host only
I got a "[Warning:Buttery Fixes] Error occurred while despawning spike trap (could not find network object, or it was not network spawned yet)" .. is this normal?
i havent tested the waters on this yet
changing navmesh on individual clients
but i feel at least sorta confident it would work
as long as it happens inside the building only
Minor request: Change the typo from the default suit to match others. The tooltip just says "Change suit", while the others use "Change: (name) suit", it could be "Change: Orange suit" or "Change: Decoy suit" (kinda lame)
lol i have no idea where "decoy suit" comes from
i saw it on the wiki back in like december 2023 and figured it must be based on something
but it's definitely not
it's just called the Orange suit
but anyways sure
i could do that
what do we think is better?
should it say "Change suit" until you have 2+ suits
at which point it'll be "Change: Orange suit" next to whatever else you have on the rack
or should it just be "Change: Orange suit" by default
the latter seems better and easier
For the first idea Maybe not show "change suit" till you have 2+ suits cuz that doesnt make sense
eh
seems pointless to me
maybe it shouldnt display anything tbf xp
but idk if theres bugs that give you a different suit when you dont have any unlocked
so
the more i thought about it the more i think it's probably intended to just say "Change: Orange suit" all the time
and it's just a bug that they don't
on challenge moons you start with only the purple suit and it says "Change: Purple suit"
i have this mod that changes it to say decoy suit but i have no idea why its called that
i just have it so its at least consistent
idk the wiki says that it's called that but i have no idea where people got that idea
classic lc wiki
maybe it was called the decoy suit in some old version because it was unlocked from the start and never appeared in the store
but at least in the current version (and all versions to my memory) it's been the "Orange suit"
to clarify this
the text gets changed in UnlockableSuit.Update() when suitID gets matched to syncedSuitID.Value (a networked variable)
this will happen pretty much immediately after purchasing the suits
i assume it's just in Update() in case of netlag
but anyways
the reason it doesn't work for the orange suit is because suitID defaults to 0 (as an integer)
and the orange suit is the unlockable located at index 0, since it was the first one zeekerss added to the game
so it spawns in already matching the eventual syncedSuitID value it would normally be assigned
and thus the code to update its text never happens
speaking of suits, do you know what the bee suit's texture file name is? (I've been looking but I can only find the pajama suit)
orange suit (brown suit in v65): ScavengerPlayerModel
green suit: ScavengerSuitGreen
hazard suit: ScavengerSuitYellow
pajama suit: SuitPajamas
purple suit: ScavengerSuitPurple
bee suit: ScavengerPlayerModelBee
bunny suit: ScavengerPlayerModelBunny
also ScavengerSuitBurnt for the old bird ragdoll
i want a glow in the dark skeleton suit
it's part of more suits (cool) but i hate that mod and also it has mt dew tanks for some reason
because it's funny
or something
probably
anyways the bee and bunny suit have opened the doors for more creative suits and i hope to see some
collecting suits is my favorite part of the run because im the weirdo
and the only thing we have in the way of "more official suits" right now is the brown suit
ButterySuits mod coming soon??
probably not but use https://thunderstore.io/c/lethal-company/p/ButteryStancakes/ClassicSuitRestoration/
it's for all the suit enthusiasts out there
Man i just want a mod that restores the birthday suit on the anniversary
Unless itās been completely ripped from the game never to see the light of day again
i just linked you one
Lol
you can either enable the party hats all the time or they will automatically enable themselves on the day of the anniversary
Oh
Huh
I thought that mod was like
Everyone has to have it
Right?
Cuz itās a suit that does exist in the game already just it isnāt useable by normal means so
Right??
So i assssummeee itās host only?
?
no everyone needs the mod
otherwise it'll show up as an orange suit clone
and might cause bugs
probably will* cause bugs
and no, he replaced the normal suit texture with it in v65
and then replaced it again with the orange suit in v66
and removed the party hat

the assets have to be modded back in

oh well lmao
A request change i think would be neat is to have some more options for the gameās resolution
well, i only put it in this mod because the two options i enable are in the original game, just unused
if you want other settings im pretty sure LCUltrawide Community is the mod everyone recommends for that
just set my mod's config to "DontChange"
not usused
yeah

skbi toi let
stil waterā¦
+10000 aura
Why is there a Skibidi Tulip emoji š
my fault!

im gonna stop before buttery crucifies me
Hi Buttery,
not sure what but something is conflicting (afaik only on the host) with your FireExit rotation fix. I host the game, my friends all join, they say they face forward no problems as they use the fire exit, but for me, im always facing the fire exit, we use the same profile (shared via code) and i just re-imported using the code to a new profile and still get the bug.
I have made a test profile , and getting no issues, so its a mod conflict.. will try to narrow it down later but i dont have time right this second so figured id share the information incase its something obvious.
according to the log, the fix is "happening", but im not being turned (or being turned twice, i d k).
profile code where i have the issue .. 0194be98-205f-cd9f-c5a9-1abfabe29ff1
having a log would be most helpful
you mean this log?
#1245891961966170204 message
Gale Debug info = mods + logs in one.
yeah, i realised, i keep forgetting myself xD thats why i clarified
hmm
not really what i expected
you are correct that your logs seem to suggest it would be fine
as i said, ill try to narrow it down after my session with my friends, try and work out which mod is causing it so you can look at it.
well RIP... apparantly its a conflict with my own mod (only the latest patch though x.x) i dont understand what though...
0194bf77-0839-0c7e-2071-e3558555a9c7
v0.4.4 of LI is breaking it, v0.4.3 of LI and its fine.
i just dont see any changes i made in v0.4.4 that would lead to me stopping a player being rotated :S and it only affects the host.. not the client.. i loaded client + host, client rotates fine, host doesnt.
https://github.com/VirusTLNR/LethalIntelligence/compare/1ecb0a9..b07c981
[HarmonyPatch(typeof(RoundManager), "SetExitIDs")]
[HarmonyPostfix]
static void PostSetExitIDs(RoundManager __instance)
{
if (Configuration.fixFireExits.Value)
{
foreach (EntranceTeleport entranceTeleport in Object.FindObjectsByType<EntranceTeleport>(FindObjectsSortMode.None))
{
if (entranceTeleport.entranceId > 0 && !entranceTeleport.isEntranceToBuilding)
{
entranceTeleport.entrancePoint.localRotation = Quaternion.Euler(entranceTeleport.entrancePoint.localEulerAngles.x, entranceTeleport.entrancePoint.localEulerAngles.y + 180f, entranceTeleport.entrancePoint.localEulerAngles.z);
Plugin.Logger.LogInfo("Fixed rotation of internal fire exit");
}
}
}
}
as long as you dont interfere with this function
it should work
obviously a long shot but is there any chance that you are possibly are preventing SetExitIDs from being run?
that's the function that assigns the entrance teleports their IDs, so you'd probably run into other more major issues if you were interrupting it
like, if SetExitIDs doesn't run, i'm pretty sure it will just complain that the entrances were blocked
so, as something i did before 0.4.4, i am calling SetExitID's early...
but the issue only occurs in 0.4.4
private static void earlyCallSetExitIDs()
{
float startTime = Time.timeSinceLevelLoad;
while (RoundManager.FindMainEntrancePosition(false, false) == Vector3.zero && Time.timeSinceLevelLoad - startTime < 15f)
{
new WaitForSeconds(1f);
}
Vector3 mep = RoundManager.FindMainEntrancePosition(false, false);
RoundManager.Instance.SetExitIDs(mep);
}
this is all im doing...
so i think i understand the issue.. x.x
my code is only running on the host. im calling it early because i need the ID's to be set before i run my code... so its running TWICE on the host. meaning i assume... its rotating (your code) twice.
let me relook at what i did in 0.4.4.. but it doesnt make sense why only 0.4.4 is breaking it x.x
yeah, from what i can tell, the code calling that hasnt changed since 0.3.8?
yet 0.3.8-0.4.3 work fine. x.x
ill maybe add a post fix to the setting of the ID's and see how many times it runs.. cause.. i dont get it.
yeah, it seems thats the issue, still dont get why it doesnt run twice on v0.4.3
ok, 0.4.3 DOES call it twice.. for some reason though it doesnt break it, when 0.4.4 does, ill look at making it run only once for 0.4.5.. or somehow get around calling it early.
imo
you are probably asking for trouble with other mods if you are re-calling a vanilla function that normally only gets called a set number of times
there could be any number of other mods conflicting with that
the function in setexitIDs is quite simple and the safest bet for you is probably to just copy its logic completely into a custom function that you call early on the host as needed
yeah i think when i called it, i thought it wouldent re-call.
but that is only my perspective
in fairness i have been guilty of this before
yesfox v1.1, for example, has to generate and delete weeds multiple times when landing on a moon for the first time to calculate spots where weeds should be allowed to grow (since some AI nodes don't support spawning enough weeds for the fox to appear)
in fairness, i normally wouldent do it xD i wanted it to run only once, just didnt realise it would run a second time.
and i thought that would be fine, since yesfox is pretty much the only mod re-implementing vain shrouds, and pretty much has free reign over that function
im just going to try and postfix SetExitIDs itself.. and test.. and pray that it doesnt interfere with what im trying to do.
except that i accidentally fucked up dopadream's snowy weeds mod which caused an awful memory leak
ouch xD
because every time i generated weeds, it would assign all of those weeds a new material, then i'd delete all of the new weeds and generate new ones again
technically this memory leak was an issue before and would show up after enough playtime, but it got like 10x worse because yesfox 1.1 was causing this mod's patches to be called way more frequently than it would normally
normally just once per landing
well ive now basically replicated the function (like i normally do), just thought in this case i couldent, but it seems to be working and doing the same as the vanilla code..
i teleport on host and client through each fire exit on march, and they all lead to the same places, so i think thats conclusive proof its working.. so ill push that in my next update, and thankfully.. i seem to be the first person who noticed (well.. reported..) it.. xD thanks for the help.
and they all lead to the same places
regarding this...Object.FindObjectsOfTypesorts by instance ID, and all clients run the same dungeon generation algorithm with the same seed
so it makes sense that the scene load + dungeon generation should be instantiating all the entrance teleports in the same order
and it's probably pretty safe to assume those won't get re-ordered at any point
also, even if they were getting re-ordered, it would cause issues with vanilla's function since it has no safeties for ordering :p
i think you're probably pretty good
on that front
yeah, it orders them by distance to the main entrance.. i just worried by running my own code, it would do something different, so when i looked it for some other dumb reason, i thought it wouldent run again, but uh yeah, as per usual, the good old "replicate and ignore the vanilla code" method works.
Worth mentioning with vanilla and/or lll the entrance idās should be constant regardless if you need that
It should be ordered as you mentioned but in the event they arenāt
Apparently meteors turning you into a masked corpse upon death is a bug, but I doubt that considering how specific it is
If ButteryFixes ever fixes it, please make it an option
oh so decoy suit is actually fake ?
meteors did that?
someone told me that
before
but im pretty sure that is just completely wrong
meteors have no unique kill behavior
they are just a gigantic explosion
like from a landmine
most if not all explosions just call landmine static method right?
yes
it would just spawn the default explosion ragdoll (which is just the default ragdoll iirc)
butteryfixes has a little bit of a hack to spawn burnt bodies from explosions
but i dont actually replace the ragdoll prefab
i just reskin the suit on the body that gets spawned
and spawn the smoke particles separately
Iāve actually had this happen as well on several occasions
I can confirm it, Iāve seen it happen firsthand.
i guess im wrong then
there must be a kill trigger on the prefab or something
anyways
me and my big mouth
i will fix this in the next update
which should be pretty soon, most likely today
i've had it ready for a bit (it's small) but i was holding on to it in case anything else cropped up
and something has, obviously, cropped up
Ayy finally getting it fixed
The first time I encountered it, it caught me SO off guard
I was on Titan iirc testing something and got hit
And was on singleplayer I think
yeah sorry for not exercising proper due diligence last time
it is just one of those bugs that is so crazy specific it is hard to believe
but you were totally right the whole time
lmfao
Yeah youāre good!
No worries
Itās such a minor (and comically specific/weird) issue
pretty sure zeekerss just made a typo, he gave the meteor's crushing trigger death animation 5
in comparison, death animation 6 would spawn an empty burnt suit (like the old bird's blowtorch)
and probably is what he meant to enter
Ahhhh yep
I do wish he was more diligent with bug fixes
Especially since pretty much every bugfix/performance mod is open source and the devs would likely gladly assist him with stuff
Iām hoping the next big Lethal update has quite a few fixes
Especially since itāll presumably be the end of early access and add a nice bit of content
speaking of corpse fixes
i ran into this one by accident last time i played with my friends
so i'll be able to address this too
Okay but thatās so funny
im not sure it'll necessarily be the end of early access
Spider respects the drip
i kind of expect we have more content updates in the pipeline, i think he was just losing interest in working on the game without a clear vision of the ending
I feel like i recall Zeekerss hinting that it might be in a patreon update a while back, but it may have been that he was just stating it wonāt leave until he gets the ending done, not that itāll leave WHEN he gets the ending done
there's a lot that i imagine will change with the big bad drill update, and i think most people are under the impression that's going to be the big update that leaves early access
iirc he was wanting a break because if he didn't take a break
he'd just rush to get the ending done and stop working on the game
and that sort of phrasing implies, to me, he wants to do more general content updates before that point
but that's just my interpretation
meanwhile the barbers turn your legs orange in vanilla no matter what suit you wear
no respect
multi tasking
also embrion manor is funny
the spider launched me into the ceiling from ground floor when it webbed me
Will it be optionable?
no
Time to not update ButteryFixes then, lord
okay
you are free to do as you wish, but "meteors spawn tragedy masks on players that they kill" is completely impossible to justify as anything other than a bug and i don't see any reason why it needs to be configurable
ye dont make it a toggle
pointless config bloat
narpy can just stay on the previous version forever
i guess so
having a giant config is a genuine concern of mine
the bigger the better they said...
i've tried to limit it to the options that matter most for gameplay
and outside of being practically 110% a bug
there is no gameplay effect from meteor showers spawning burnt corpse instead of tragedy corpses
Canāt it not be aesthetic? Itās interesting that meteors turned you into masked, but nobody else sees it that way, only as another bug
chameleon has set a precedent of everything being configurable because it's a lot of big features bundled together
Oh no!
but butteryfixes is a ton of extremely minute changes across so many things that if everything were configurable, the config would be completely unwieldy
clearly we need the meteors to make players have the coil head dead body
True
it's only interesting because it's a super bizarre result of something that is still obviously a bug
why would being crushed by a meteor spawn a tragedy mask on your face
from a technical standpoint, the only reason this occurs is because the kill trigger on the meteor
(damage type Crushing, dying to masks is either Suffocation if it was an item or Strangulation if it was an enemy)
has a death animation value of 5, and the Tragedy corpse's ID is 5
it's extremely likely zeekerss just made a typo when entering a value of 6, since that spawns the burnt corpse
Buttery is just fixing things Zeekers made a mistake on lol. I'm sure sometime in the far future it will be fixed in vanilla and gone forever.
its funny that causes of death is an enum, death animation is an int, and their links are very confusing
this has been the case before, on that note
i fixed the cruiser killing old birds in some turbo old version of the mod
and it got pushback so i made it a config option
in the very next update to the basegame zeekerss fixed it himself so i removed the config
and iirc it still got pushback even though the setting was functionally useless anyway
obviously very little of the changes i have made are 100% objective, and it's impossible i havent made at least 1 change that zeekerss wouldn't make himself if he was aware of it
and it's pretty likely at least one of those changes isn't in the config
but i can almost guarantee there is no way he intentionally made meteors spawn tragedy corpses
and it's such a rare occurrence, with consequences that are purely visual, that I just don't think there is value in adding it to the config
and so that is where i sit
life of a modder, this is usually just how it is lol
the only thing I've ever disliked that butteryfixes adds is the uh
item interact spam thingy
where you could spam hair dryers
my ears are thankful
bro hates fun!!!
idk i just do not understand why that was seen as a bug (though it's probably like, something in the code was meant to stop the items from doing that but bleh)
i hate having my ears destroyed in orbit
they also could only be spammed like, 5 times cuz they'd run out of battery but to each their own ig
get better friends dawg
if the problem's that bad I think you just need to talk to whoever you play abt it
Wtf
booo
I thought GeneralImprovements fixed that
Why is this literally not an option, it unnecessarily removes fun from the game š
bro just won't let me stim in peace gadayum..
i know right!!! i like stimming w items . . .
i just have silly friends who like to spam buttons, who doesnt, mean of you to assume i need better ones
Not like there are alternatives to ButteryFixes, which is why Iām so frustrated with these two changes
not that deep bro
not what the statement meant, didn't intend for you to take it that literally xd
u literally said get better friends how else am i supposed to take that loll
all im saying is if the problem is actually really that bad you could just, yknow talk to them, I don't see why that was seen as a bug (cuz it's a fixes mod, not like a qol mod or whatever)
that seems pretty black and white to me
it's a figure of speech bud
on what planet
Mars
š¤·
if you wanna think it's that deep then go ahead
we're talking about spamming a button in what world would I take it that seriously
you got the point which is what mattered, like I said I didn't intend for you to either take offense or take literally cuz the subject matter is like, super dumb and I wasn't even suuper complaining about it, it was all in good fun
sorry you took it that way! I'll be better š
No Service
Ok Big Grinian
most similar items have an interaction cooldown set (such as the cash register and the two horns)
Oh thank god someone got it
the hairdryer had the default which makes me think he probably forgot to set it manually
and also the sound effect of the hairdryer is turning on/turning off
so it stacking just inherently does not make sense
But itās fun
but also it was mainly this
maybe so
Yeah while technically objective, it likely isnāt meant to be stacked bc thatās not how hairdryers work
This mod has a low, high and vanilla option for game resolution.
Is there any possibility to have a resolution that's between vanilla and low?
Im trying HDlethalcompany and the resolution remains unchanged ni matter the value i try.
Eitherway very good mod. Thanks for making it.
But i dont have an ultra wide monitor
HDLethalCompany
Found the issue
Fair enough
Yeah the name is misleading
I tried to use hdlethal to lower game resolution
but it has additional functionality that being setting manual resolutions
the resolution setting in this mod is just a tiny bonus
since i discovered they existed in the game, just unused
if you want better support, lcultrawide community is probably your best choice
Automatically scales the game to the native equivalent of any resolution/aspect ratio
and i made sure the DontChange setting wouldnt interfere with those
With further changes done through config
A great one too, fits the artstyle but i thought if i could have one between the vanilla and the "low" that your mod offers, for better visibility.
dontchange is default right?
Yea
yes
cool
low quality has a noticeable impact on visuals
high quality has a noticeable impact on performance
best to just let players decide
Low quality makes for great desktop background if you use no visor and no hud
if my pc was working id have made an invisible hands mod by now
You're saying that low option is hidden in the game itself and unused?
yes
But i love my hands please don't take them away from me
i think its used in one of the cutscenes
and high is used in another
I see
low is used in the v50 intro and high in the v60 intro
but im almost certain both existed beforehand
they did yes?
high definitely existed before v60 at least
didnt bf have the option before that
BF didnt exist before v50 iirc
but it did before v60 yeah
i thought it existed in v49
bf v1 was may 31st which would have been long after v50
which released right before april fools, iirc
really quite soft
@radiant nymph i am looking at caching vehiclecontroller in the next update
given that diffoz is on indefinite hiatus
i feel like it really belongs elsewhere since butteryfixes is not primarily a performance mod
but i dont feel like making a PR and i definitely dont feel like making a separate mod
so hopefully someone will pick this issue up and put it somewhere it belongs better in the future

[Debug :Buttery Fixes] Transpiler (BushWolfEnemy.Update): Cache Cruiser script
[Debug :Buttery Fixes] Transpiler (ClipboardItem.Update): Cache Cruiser script
[Debug :Buttery Fixes] Transpiler (ForestGiantAI.OnCollideWithPlayer): Cache Cruiser script
[Debug :Buttery Fixes] Transpiler (Landmine.SpawnExplosion): Cache Cruiser script
[Debug :Buttery Fixes] Transpiler (MouthDogAI.OnCollideWithPlayer): Cache Cruiser script
[Debug :Buttery Fixes] Transpiler (SprayPaintItem.TrySprayingWeedKillerBottle): Cache Cruiser script
[Debug :Buttery Fixes] Transpiler (StartOfRound.SyncShipUnlockablesClientRpc): Cache Cruiser script
[Debug :Buttery Fixes] Transpiler (Terminal.LoadNewNodeIfAffordable): Cache Cruiser script
probably the kidnapper fox is the only one that has a major effect
since that is causing massive framelag when the fox is grappling players
but SpawnExplosion is called by every single source of explosions
meteors, old bird rockets, even easter eggs
so it will probably help with lag spikes during those as well
it's really stupid but some suits uses Change suit: (Name) suit and others uses Change suit: (Name) Suit (Purple, Bee and Bunny)
I shall curse everyone who read this 

hi
please go get mask fixes https://discord.com/channels/1168655651455639582/1336202685317120060
i moved some stuff out of buttery fixes into that plugin
and included more fixes
- more stuff to come in the future
thanks everyone
Sounds good
Hi Buttery, does the fixing of the flashlight errors in ButteryFixes clash with ReservedFlashlightSlot mod? The reserved mod turns off all other flashlights and laser pointers in your slots when you turn a new one On, seems to be working as expected with reserved (does indeed turn others off) but was wondering if you're aware of the reserved slot doing that
im not aware of any issues and i have a limited amount of experience using both together
They do work fine together, but if you want I think you can disable it in either mods configs
I've removed ReservedSlot mods as I just prefer more "vanilla" slots with HotbarPlus, however I have noticed something interesting with your flashlight fixes in ButteryFixes compared to vanilla (and without ReservedSlots)
to re-create this test:
be in a game with at least 1 other player
buy 2 flashlights for 1 person (for me I tested the Host having these 2 flashlights)
turn on 1st flashlight then scroll to your 2nd flashlight so it is in your hand (Don't turn on 2nd flashlight)
have the Client observe the existence of the light beam from your 1st flashlight
in Vanilla:
Both the Host and the Client looking at the Host will not see the light beam
with ButteryFixes:
Host will still see the light beam, Client will not see the light beam
This can create some confusion since some players will think other players are walking around without a flashlight on, but they are.
This situation is not common though, since it requires someone having at least 2 flashlights and repeating the above steps, and you would normally give someone one of the flashlights if they do not have one, unless you're a big meanie 
I'm not sure if this is specific to a Client looking at Host, or if vice versa results are the same, I can test that though if you need
Another side effect of this is if the player with 2 flashlights turns on both flashlights they will have both the beam from the flashlight in the hand and the beam from the "pocketed" flashlight simultaneously but the Client will only see 1 beam, this effect might keep stacking with even more flashlights but its hard to tell since the pocketed beams end up in the same position as each other (this is with ButteryFixes but it may explain some decisions made by Zeekerss here in vanilla)
I would also like to add something strange that happened with me atleast 3 times but i never reported because i didn't know butteryfixes fixed flashlights, but the pro-flashlight was on and with the light beam but without battery
if you had it in hand it would light the way but if it was in the inventory it wouldn't
I know that this happened once when my friend died with the flashlight and dropped at the floor
The other occasion was dropping all scrap at the main entrance, which i dropped the flashlight because it was close to dying and then when I went back to the ship the flashlight was still on
do you use ReservedSlots as well? cause there is something else specific with dropping flashlights with that mod (as in dying or enemies making you drop your flashlight like the snare flea and man-eater growing up in your hands, not by you pressing G)
Nope, I'm mostly vanilla with a lot of QoL mods, bug fixes and minor changes
all good then, thought it might have been another issue
But I did have HotbarPlus at the time?
I didn't use any extra slots
And took it off because it had some weird shenanigans when moving between items in the inventory (weird hand movement)
Now I'm using LightningItemSlot and ScrollFix instead
i updated the flashlight behavior to try and fix a vanilla bug
if you have multiple flashlights in your inventory
say, a pro flashlight and a laser pointer
only one can display on your helmet at a time
and the other will "turn off" but will stlil use up battery
but my patch unintentionally caused problems where clients wouldn't be able to see pocketed flashlights at all
(or something similar to that - the point is it didn't work right for clients)
because some values that i reference would only be assigned properly on the host
so basically, my patch only affects the local player
you will see other players being subject to vanilla behavior
because i don't think there is an extremely realistic & performant way to account for every player's inventory to properly track flashlight beams
but it should work properly for your own flashlights in all cases
Hi. I noticed the mod fixes some buggy behaviors from nutcrackers that would allow killing them easily. It's nice, but considering those bugs have been in the game for a while now and that they affect gameplay quite a lot, I wonder if it would be possible to get an option to disable the fixes?
normally i am willing to add options for these sorts of things but in the case of the nutcracker i don't think i will
the dog jump cheese has an option, but you are also limited by your stamina in the original game when utilizing that technique, so it is not as major of an issue
bee hives see a major dip in price when next to the ship and some people just aren't going to jive with those changes
etc.
but with the nutcracker it is just super lame and not fun that you can jump through a nutcracker while it's reloading and kill it without any danger to yourself
there is no skill requirement or limiting mechanic there, like stamina with dogs
Wasn't that fixed in vanilla?
no
but i fixed it months ago
probably in july or august, but it's in the changelog somewhere
i don't remember exactly
anyways
the other major thing i fixed about nutcrackers is the soccer ball blocking their vision completely
and im also not interested in adding a config option for that because it was a bug that used to apply to all enemies
and zeekerss fixed it for all enemies except nutcrackers (since they use separate line-of-sight functions)
Was it this
so i guarantee it would be fixed if he was made aware nutcrackers still exhibited the issue
Yes
anyways im pretty confident zeekerss would fix this too if he knew about it
but that's a bit more of a gamble
How would he not know about it?
how did he not know you could kill old birds with the cruiser in v55
he didnt patch it in v56
or any of the v56 hotfixes
but he became aware of it at some point and fixed it because it's not a thing in v60 anymore
I meant up until this point
just because it's an exploit he hasn't fixed in an update doesn't mean he knows about it and abides by it being in the game
he fixed several other nutcracker cheeses
like making them point their gun downwards if you crouch underneath their feet
since that used to let you dodge their gunshots
he made nutcrackers tiptoe after firing at the same player several times in a row which also made doing this way more susceptible to getting yourself kicked
etc.
there is always the chance he does know and has decided not to fix it, but at least IMO i think it's more likely he just doesn't know about it
anyways
i got a little bit sidetracked
That's a shame
I appreciate the answer at least
tl;dr: i dont think i will make any of the nutcracker cheese fixes configurable, sorry
i make a lot of fixes in this mod that are to the player's benefit and i think it is fair that i make a few non-configurable fixes that are not to the player's benefit as well
and while i have sometimes exposed changes as a config option to allow for customization, i have become less prone to doing that recently as the mod's scope has grown
I do have to ask, does that fix also affect clients?
TBH if i implemented the dog jump cheese fix today i probably wouldnt have made it a setting now (especially since zeekerss patched the other silent movement bug with dogs)
but i'm not going to go back and remove the setting that already exists, in any case
the nutcracker's AI is controlled by the host of the server exclusively
so both the soccer ball and reload cheese fixes apply to all players if the host has the mod
and apply to no players if the host doesn't
Hmm, that's concerning, 'cause I don't mind having that stuff on my end, but affecting clients can make for a bad experience if they don't know about the fixes
Well, thanks for the answer
if that is a concern of yours, you probably shouldn't be using my mod then, yeah
and i dont mean that to be disrespectful
if it comes off like that
but i think my vision of a fix mod and what you want out a fix mod are just not compatible with each other, and that's fine
although this mod is vanilla compatible i mostly designed it for use when playing with my friends, where they are all aware of the mod and what it fixes
I donāt really get not making config options unless itās just annoying to code so much of them, because it doesnāt really hurt anything
and all of us have it installed
this is a selfish answer, but it's my mod that i spend my time making and it's not something i want to spend my time doing
does that make it right? idk, different people will feel different ways about that
i also don't like having gigantic configs for this mod, and if i made every change configurable, the config would be entirely unusable by any sane user
if you disagree with my philosophy for this mod i think it is just genuinely better to not use it
and it's fine if you don't agree with it, because i designed the mod for my own personal use and just publicized it in the case other people are interested in using it
that's kind of my stance on everything
with chameleon, i have set a different precedent, because it's a package of multiple individual features, and it's much easier to draw a line between them
Canāt argue with that
and with butterybalance i am also going through the process of making everything configurable because all of those changes are subjective and far more likely to conflict with others' modpacks
(but they may still want it for individual features)
but i can not possibly make everything in butteryfixes configurable
you must sacrifice the cheeses in order to get the fixes
there doesn't need to be a checkbox for "cap dog suspicion level at 11: yes/no"
or a checkbox for "make old birds stop sliding without animations on the game over screen if all players die"
or a checkbox for "make TZP audio distortion not persist if you quit and rehost the game"
etc.
I agree cuz configing shit like lategame upgrades is hellish
Lategame Rebirth š¤
yes
but alas
butterybalance is going to have like 100 settings in it
and it will require a sitdown with a book and a coffee to go through and configure everything on first install
but at least no one can say i didnt try
very much appreciated
I do this with every mod except I donāt have a book nor coffee but instead a coke and iron will
Wait, whoās reading a book while configging a mod anyway
Holy shit hi vagita
Is this so you can't jump through the Nutcracker while it is reloading and get free hits from behind? If so, good š
yes
if you hit a nutcracker and it's not actively targeting a player, it will switch target to you
in most cases that patch won't do anything, because vanilla already does that in most cases
but it won't do that behavior if the nutcracker is in the middle of its attack state, because i guess zeekerss intended for it to always know who it's targeting in the attack state
so if you jump through the nutcracker while it's reloading (and not doing line of sight checks)
it forgets about you but remains in its attack state
and so hitting it won't reaggro it or turn it around in vanilla
but in my patch it does
i dont remember why they freeze in place if you jump through them
normally, if they lose their target in attack state, they start spinning wildly and stomping in random directions
but something about this specific action just makes them stand in place and stare forward for some reason
1 year sober from configs
def not sober from complaining
Hi Narpy
Each time you imply this I will ask for +10 more configs
each config you ask for 10 are removed
Schrƶdingerās config
Why are you sniffing me
make that a config
Bathe narpy config
Buttery 
No I will continue to frolic in the gnome forest
@radiant nymph just to let you know pre-emptively
i made a conservative fix for that weird baboon thing you were experiencing
im not gonna push an update just for that but it will be in the next update i release
Yay š
Somehow I have not mentioned this yet, a way to check a Shotgunsās ammo would be very nice. The tech with the sound effects is unintuitive imo and it bothers when playing tough mods where weapons are paramount
I know there are some mods that do this already, but they are quite old, plus I think it would be a nice addition to this mod
it's not a bugfix though
The mod already has a few settings that are not necessarily bug fixes
LCAmmoCheck does this
...decently
Better Shotgun Tooltip has some great features for the shotgun
-> Ammo Indicator
-> Improved safety text
-> Colorized tweaks
Are those maintained though? LCAmmoCheck in particular seems like it could break any day
BetterShotgunTooltip updated 3 weeks ago
Well I guess I am just stingy then
the source doesn't seem to use GameObject.Find
so it won't tank your performance
although i wished there was a alternative for ShowCapacity š
This is why I went to Buttery, I can put faith in her to not make mistakes like this
I've been hesitant to ask if it's too much to ask to integrate this into ButteryFixes, it bothers sometimes having a lot of minor mods that does simple features
https://thunderstore.io/c/lethal-company/p/the_croods/NoTerminalSway/
https://thunderstore.io/c/lethal-company/p/LeKAKiD/SignalTranslatorAligner/
https://thunderstore.io/c/lethal-company/p/ViViKo/SpectateDeathCause/
It's okay if you don't want to
The first two are in GeneralImprovements already
If thatās any help
I like some of the features from GeneralImprovements, but idk why buy my games performs a lot worse and requires more RAM
i'm not interessed in all of the features he has to offer, because i know other mods do somethings better
The only things GI has advantage over all others are the monitors honestly
maybe i will freeze the camera on terminal
the other two are less fix-y and more just qol
If you add this, would it be okay to just add the ability to start typing on the terminal as soon as you interact with it rather than waiting for the animation to finish? Understandable if not wanting to mess with that tho
that sort of thing bugs me too so i might look into it
not 100% sure of all the terminal's inner workings and im a bit worried about breaking things
funny enough, it's the only feature this mod has
typing when opening the terminal
well
i'd like to avoid just copying other mods' patches into this if possible
im also not sure if this is licensed to allow that
also there is some tendency of old mods to implement features incorrectly and not be completely functional
maybe this one is not an example of that, but it's another reason i'd rather just investigate and solve the issue myself
oh ok
might have to do with this
if (this.selectTextFieldCoroutine != null)
{
base.StopCoroutine(this.selectTextFieldCoroutine);
}
this.selectTextFieldCoroutine = base.StartCoroutine(this.selectTextFieldDelayed());
private IEnumerator selectTextFieldDelayed()
{
this.screenText.ActivateInputField();
yield return new WaitForSeconds(1f);
this.screenText.Select();
yield break;
}
it's probably that 1s delay that eats your inputs
what about this one?
https://thunderstore.io/c/lethal-company/p/NutNutty/AlwaysPickup/
this is bad
objects with netcode shouldn't be interacted with before all clients have joined the game
that's why zeekerss disabled it in vanilla
you can get desync from using stuff like this, in the same way latejoin causes desync
didn't about that
but i have been using since the first weeks of LC modded and never had problem?
ok maybe the boombox
this is not an extremely harmful example
but noisemaker props (clown horn, airhorn, hairdryer, and cash register) are seeded by RNG
to produce sounds of different "volume" (not audio volume, but noise volume for AIs, how intensely enemies will hear it) and radius
it's seeded by using the map seed
so if a user picks up a clown horn, honks it a couple times, and then a new player joins the game
it will have different seeds on each client and it will create different degrees of noise for each of them
that doesn't matter in a ton of cases, since hearing is mostly host-sided, but it just makes for an easy-to-explain example for why items with networked interaction shouldn't be messed with before all players are in the game
just nitpicking/sanity checking. Will stopping the coroutine here destroy it? Previously i've had to stop it then explicitly set my reference to null but i might be doing that unnecessarily
@daring steeple if a coroutine ends itself, it will not set its own reference to null
could we just pick up tools them?
that caused the bug with music
yee so you gotta set it to null after that in that snipp right
otherwise the logic will goof
that simon tendo (another user in this server) discovered the cause of
in this case it should be fine
if the coroutine exists, it'll try to stop it, even if it has already been stopped
but that doesn't throw an error
and afterwards, it'll start a new coroutine and that will become the new reference
so all will be fine
public void PlayTimeMusicDelayed(AudioClip clip, float delay, bool playRandomDaytimeMusic = false)
{
if (this.playDelayedMusicCoroutine != null)
{
Debug.Log("Already playing music; cancelled starting new music");
return;
}
this.playDelayedMusicCoroutine = base.StartCoroutine(this.playSoundDelayed(clip, delay, playRandomDaytimeMusic));
}
it is a problem here
because the only part of the code that ever sets playDelayedMusicCoroutine to null is the coroutine itself, if it reaches the end
but there are several spots where it can terminate early and it doesn't clean up its handle
which causes it to be non-null for the rest of the session and completely mutes music
it's only a problem because that return statement exists, though
also the logic of this statement is incorrect to begin with, because playDelayedMusicCoroutine isn't non-null when music is actively playing, it's non-null when the game has music "queued" and is waiting to play it after a couple of seconds
once the actual music track begins the coroutine gets set to null and the coroutine ends
if it doesn't terminate early
but that's sort of unrelated to your question
anyways tl;dr stopping the coroutine, to my knowledge, does not actually set the handle to null
i know for a fact if the coroutine expires within its own code (due to a yield break or running out of instructions to execute), it will not set its handle to null
im pretty sure the Coroutine variable and the actual coroutine have no communication together at all
the variable is basically just a pointer to a coroutine that may or may not still exist and may or may not still be executing
you can't actually fetch any information from it
you should explicitly set it to null whenever you want to free it, or whenever your coroutine ends itself, if you are intending to persistently track whether it's running
if all you care about is making sure only one is ever running at a time, and there's never two overlapping each other, this is okay
because either the coroutine ended itself, and you replace it with another one (and update your reference)
or it hasn't ended itself, but you force it to stop, and then replace it etc.
tools are networked objects so no
if you pick up a flashlight and turn it on, and a new player joins, the flashlight's state will be desynced between the two of you
boomboxes are seeded in the same way noisemaker props are seeded and it causes track selection to be wrong
i would say it's probably fine to allow networked objects to be picked up, just not used before the host starts the game
but that wouldn't be true for easter eggs, since you could drop them and cause them to explode
in theory a networked seed system doesn't seem to hard to make but maybe injecting it into the base game is annoying
and there might be other examples of problematic networked items
also it definitely wouldnt be
but you are right about the second thing
i know i certainly have no interest in injecting the whole thing in a mod
this mod covers a couple things that are problematic
like the boombox track desync i mentioned
but it doesn't sync all items' entire states and unless it is 100% paritous, i'd rather deal with the inconvenience than have desync potentially ruin a session
most forms of desync are persistent until the lobby is rehosted and that sucks because it kills the momentum of a session
Yeah that's scary stuff, reserveditemslot mods do that for the specific items you have reserved slots for
I used to use this, but was worried due to its age wasn't sure if it's safe to
Something I found that might suit ButteryFixes though is the spawn "vents" in the Mineshaft Caves, it seems only the Host can see them
So @trim breach Dunno if this might be a useful Break Through for finally creating a bug fix for Furniture Items borking saves but I made a Discovery last night
oh
yeah
it's all based on numerical indexing
you are correct
someone could probably make a SmartItemSaving adjacent mod for unlockables (furniture, upgrades, suits)
and save/load by names instead of numerical indices

and that would be the easiest way to make something work with "almost all pre-existing mods"
which just add themselves to the unlockables list without doing much else
that someone wont be me
at least not any time soon
though
Yeah the people I know I could see looking into doing this though would be you, @mighty night, or @exotic elm
Maybe @eternal thorn if he feels like adding it to LethalFixes
my guess is probably not lethal fixes
it would deviate not-insignificantly from vanilla behavior
Yeah fair
but i think it'd be easier to implement and account for than items
since unlockables are all in a list
and you can only buy one of each
and perhaps in the future i might release something for it
but my backlog is huge and this is not high priority for me
Wow, I canāt believe itās releasing tomorrow at 3:30 PM
we all know buttery is a fake modder because she actually works on stuff and releases it
@quiet tinsel Maybe you'd be interested in potentially fixing this btw, since Buttery mentioned it could be done in a way similar to SmartItemSaving
NoTerminalSway update 
Yeah cus if this can be done it will finally fix the issue of having to make new saves whenever you add or remove furniture
It makes a lot of sense Zeekerss would have done numerical indexing though cus his save file stuff has all been rather simple
Soon⢠:>
kinda wanna lock the camera when charging items or pulling the lever too
the twitchiness of those bothers me
You can already lock the camera at the terminal with both GI or darmuhsTerminalStuff though
@hollow fable the update with terminal locking is out
it's a bonus setting that's turned off by default
just in case of conflicts or weird bugs causing it to get stuck
but i wrote it to be generally safe
and in all of my testing it worked fine
thanks for the typing immediately too
oh yes
i knew i forgot to put something on the changelog
Could the money square get larger to fit all the credits inside it? (ignore the fact that i have that much money)
i might do something about this
zaggy was very nice and contributed a patch for the hygrodere that makes its "spreading" behavior way less buggy
Another thing that GI and Darmuh's mod cover
lol
does GI do this?
i don't remember that but i guess maybe i just never noticed
or it was added after i migrated away
i am having to update for generalimprovements compat in the next update because I saw shaosil mention he added ladder sprinting
BetterStamina 
does betterstamina include ladder sprinting too?
i see
i wasn't aware
i will add it to the list as well
for next patch
It should yeah
Though I think itās not a default thing if I remember right
Unsure
maybe not but it wont work at all right now
Yeah
i'd rather revert to vanilla behavior (even if it lets you waste stamina on ladders) as long as you are using a mod with the potential to add ladder sprinting
Donāt have my PC to check the exact configs it has relating to it
but I can imagine it allows to basically fix it manually
yeah, but i'm not necessarily interested in extended terminal functionalities + customization
Just something very minor that bugs me and my friends sometimes
"money exceeds 999"
speaking of terminal improvements
vanilla apparently has some text that says [No items available] when the decor rotation is empty
but it's completely impossible for that to occur because the shop is always stocked with either 4 or 5 decorations
as some QoL im gonna add a bonus setting to filter out decorations you've already bought
i know terminalformatter already does that and maybe another mod (darmuh's terminal stuff perhaps?)
but i'd like to restore this feature for the vanilla shop
that would be cool
That's cool
i was kind of waiting for general improvements to update
before i released this
since i needed to cancel my ladder stamina patch when GI is installed to prevent their ladder sprint patch from working
but since that got delayed a couple more days i might just release mine early
and you will just have to deal with not sprinting on ladders for a day or two
for people using both BF and GI
the last thing left is i want to resize the text box for the terminal credits
so it looks ok when you have up to $10,000,000 credits (the max in vanilla)
You're the best
i will post in just a couple minutes, trying to figure out why it's not updating the first time you boot the terminal
it'd still look wrong if you load a save with 1000+ credits up until you first spend money
once i get that fixed it ought to be ready
Take your time 
Very epic
While we are focused on the small things, I have noticed that things like Plastic Fish, Extension Ladder, and Whoopie Cushion have no pickup/equip noise, could this be fixed?
i think some items are lacking pickup sounds by design
but it is on my checklist to go through and add some where they make sense
i've done it a couple times before
for example the garbage lid and metal sheet have no pickup noises
but tea kettle, large axle, and v-type engine all do
previously i added a pickup sound to the metal sheet but i never went back and add it to the garbage lid after v60
oh wait nvm apparently i did
my favourite drop sound is zetdog (i think its called)
hum
there is this sound but i feel like it's a bit noisy for plastic fish and plastic cups
this is tricky for some of the tiny non-metal items
plastic fish, plastic cups, whoopie cushions, and candy are 4 items i'm not sure what to do for the pickup sound
I can see Whoopie having no noise but the others should imo
Hairdryer pickup noise is probably best, I see in this mod you already assigned it to Hair Brush and Toothpaste
yeah it's this sound
i guess it sounds ok, to me it just seems kinda chunky
hard to describe
I think it is fine, it is part of the LC jank
Extension Ladder should have metal pickup noise
i realize i never gave the glass SFX to perfume and pickle jars
True
how do we feel about pill bottles?
those are probably plastic, yeah? i gave them plastic sounds but i guess glass could also work
Pill Bottles like that are plastic, I have small orange bottles like that
yeah
i actually have a couple of both shades at my place
the vanilla LC shade and the deeper scarlet one from upturned variety
all of mine are plastic but i wasn't sure how universally standard that was
plastic probably fine then
Btw what is the Magic 7 Ball drop noise?
Just a faint clunk, seems to be exclusive to it
i think it was given a new unique one in either v56 or v60
i dont remember anymore
"DropBall"
Weird, that one always seemed off to me, it is such a quiet and short sound, especially given how it is heavy
i think it fits
i do think it's weird that it was given a unique sound so late after launch though
i dont even remember what it used to use before
apparently:
- boombox
- maneater
- teeth
- extension ladder
- golden cup
- fancy lamp
- plastic fish
- garbage lid
- apparatus
- tattered metal sheet
- plastic cup
- radar booster
- soccer ball
- whoopie cushion
all lack grab SFX
some of these make sense
there are also a couple items with wrong pickup sounds
like tethpaste, pill bottles, candy, hairbrush, etc. sounding like metal
well, the teeth have the chattering
and i already fixed a few, like the golden cup, garbage lid, metal sheet, etc.
some others i am less sure what to do with
Toy Robot has a noise though
i feel like that sorta makes sense
toy robot is metallic and it's a good cue to indicate that
teeth aren't
teeth also have a higher chance to chatter than toy robots have to
dance/sing/whatever
but maybe i could give them a plastic sound
I think all of these besides Maneater, Teeth, Plastic Fish, Plastic Cup, and Soccer Ball should have metal (Large Axle) noise, and the rest besides Maneater have the plastic (Hairdryer) noise. Maneater I am fine with no sound, it is not a proper scrap after all
i'm not sure about apparatus because there is a very specific sound to it when it gets unplugged
also it might just be me but i still feel like this doesn't fit the tiny plastics
if nothing else i do think it fits the soccer ball
True, could it be made so it has its unique noise when unplugged and then metal noises when picked up off the ground later?
unfortunately not easily
grab sound is defined globally for every instance of an item
Darn
This sound is also used for Bottles iirc
It is kinda just a catch-all for non-metallic
Even though Bottles are conductive
yeah the bottles are a plastic bin so that makes sense
also bottles aren't conductive
maybe in an earlier version they were, idk
whoopees were conductive until v50
flasks were conductive until like v62
Makes sense, glass is not conductive irl
yeah
Should we change Zed Dog drop noise? It makes no sense but at this point it is a meme
i actually did that a while ago
Oh
but then i found out zeekerss and zedfox had a discussion about it
and it's actually canon that there's something metallic inside of it
which is why it has a weird drop sound and is conductive
lol
so i reverted it
Add that to the tally of things we will never understand
Would love to see Zedfoxās idea
I think the joke is that the zedfox is filled with lead
I am inclined to believe that
Oh yeah I wanted to ask because I want to confirm what I think I heard somewhere, is not being able to pick up stuff before the lobby is started intentional? I had heard that using mods to bypass this opens the door for desyncs, is this true?
Cool cool
btw
it is somewhat irritating but i think a minor annoyance is greatly preferable to mid-match desyncs
Definitely
so it is at least the lesser of two evils
Using AdditionalNetworkingExperimental new feature that syncs noise from objects fix these desyncs caused by AlwaysPickup?
it will definitely help
but i assume it doesn't account for equipment which is the more notable problem
jetpacks, flashlights, etc.
the fancy lamp is kind of eghhh
Is this the cause of most desyncs or is network lag more responsible you think?
i think the plastic sound gives bad player feedback because it's actually metallic and conductive
but the metal sound is really rough and feels weird for a lamp
feels like a chunk of metal
I always see lamps as heavy metal things
i doubt it's cause of most desyncs
but one time my friends and i got this really weird bug where a jetpack's active state got bugged out and im willing to bet it's because of pickup-before-start
it was pretty disastrous because a couple of us saw/heard a jetpack constantly running
and at one point one of my friends got launched into the water on gordion because they were wearing a jetpack that randomly propelled them off the map
despite being turned off


thx