#Buttery Fixes
1 messages · Page 7 of 1
you could turn on a flashlight, pocket it, and see the beam but your friends wouldn't be able to
i'll be using AlwaysPickup with caution, i don't necessarily activate the items on orbit, i just like to organize them
I bet that is what most people do
btw i got everything figured out (from before the item sound discussion)
but i think im actually gonna stall a bit longer to add another feature
Very nice
had to decompile an old version of the game for this
it's a restored feature
🙏 🙏 🙏
this is now available in v1.12
i did add a setting to only make it affect the menus
but you can also enable full restoration
which will also apply it to flashbangs, the wake-up animation on joining a lobby, when you are being chased, etc.
it's pretty subtle outside of the menus but i think it feels good
i didn't restore it for the map screen because it looked really ugly and i assume that's why zeekerss turned it off in v9
Played around with the VHS filter, it is everything I wanted it to be thanks to much
I should mention though that in v30 it had a bit of a bloom effect in addition to the static, that would be cool too
I am totally fine with this though
ah
yeah, i knew about this
or at least, i saw it in the files
but when i tried toggling it on
it looked like it didn't do anything
but if it actually worked in some version
i'll take another look and see if i can get it to work
Much appreciated, this v30 iteration is the definitive VHS filter for me
@meager estuary okay i figured it out
it actually does work
but it's such a subtle effect it's basically impossible to see at my brightness level
it's really not even that visible at default
it is noticeable at max brightness though
and looks basically like how bread's clip does
anyways i'll re-enable it in the next version
That film grain option tanks my performance a lot for some reason
the film grain effect doesnt work on the main menu for me, im guessing something i have overrides it?
[18:33:07.3711274] [Debug :Buttery Fixes] Film grain: UIEffects
it is showing up in the logs
so my changes are being applied
i will have to take a more in-depth look it seems
do you know if any changes in butteryfixes 1.12.0 can cause errors with lategame upgrades? after I updated it in my modpack it started causing LGU to error, and when reverting to 1.11.2 the errors stopped. WhiteSpike said the errors were coming from something patching player controller and LGU couldn't patch it properly. Another person told me that they had the same issue, but it didn't happen in a profile that had just butteryfixes and lgu in it, so could it be one of the cross compatibility patches in 1.12.0?
i dont patch playercontrollerb.lateupdate
and if it doesnt happen in a profile with just bf and lgu
it's probably not related to bf 1.12.0
it is weird that it doesn't happen when downgrading to v1.11.2 but i can't explain that off the top of my head
all that "improved external mod compatibility" meant was that i disabled the ladder sprinting patch if you are using betterstamina or generalimprovements
because betterstamina already supports sprinting on ladders, and generalimprovements will support it in the next update
@trim breach Just wanted to point out that your fix for the money background makes it way larger than it normally would be
Absolutely gigantic
This is GI's implementation which keeps it pretty 1:1 with Vanilla
i cant see a difference but also i dont patch it if GI or darmuh's terminal stuff is installed
since they already handle it on their own
Ye
I do not see a difference, if anything the top image is smaller
Nah it's larger by quite a bit
i don't even see the money background
I was talking about the numbers being larger
I need to change the color of that money background idk why it's so barely noticeable tbh
i should note
i dont patch the text at all
i just resize the box behind the text to fit the bounds of the text
so the text is identical to vanilla
it just doesnt bleed through the right side of the box
(at least not until 9 digits)
I've been meaning to ask, do you have some patch somewhere that makes the hairdryer sound not spammable? me and my friends wanna be able to spam it still lol
I had a look in ButteryFixes description as well as a few other fixes mods that I have installed and it didn't seem to be mentioned, so not sure where it comes from
This mod is the one that patches it
Buttery has a distaste for it and people have asked for it to be reverted already
I dont hate it myself
I hate it when others use it
yes, i do patch the hairdryer
case "Hairdryer":
item.spawnPrefab.GetComponent<NoisemakerProp>().useCooldown = 2f;
Plugin.Logger.LogDebug("Cooldown: Hairdryer");
break;
the other 3 noisemaker props have cooldowns set and hairdryers use a cooldown of 0 (the default) which leads me to believe zeekerss just forgot to set one
also since the hairdryer sound depicts it being switched on, blowing air, then being switched off, it is objectively incorrect that it could be spammed with no cooldown
i just set the cooldown to 2s since that's how long the clip lasts
but i suppose i could decrease it so that it's off cooldown once the sound of the hairdryer being turned off plays in the clip
the cash register can be re-opened after 2.2s since that's when the sound of the tray closing plays, even though the clip lasts 2.8s
I'd just rather have an option to not mess with it
I'll let zeekerss fix that if he wants to lol
I've gotten used to it so having that cooldown feels very weird to me
obviously it doesn't make a whole lot of sense for it to do that, but also, it doesn't affect gameplay except for people that have issues with loud noises
I'm the same way I don't like Buttery Fixes changing the cooldowns for items like the Hairdryer, Plushie Pajama Man, and Jack-O-Lantern
I've asked before for an option to not mess with them
I can understand nerfing Hairdryer but nerfing Pajama Man is criminal
He is literally meant to be spammed
i've said it before, and i'm sorry to remain so stubborn about this issue, but i am insistent that this is incorrect behavior that i want to "fix", and i still don't think it creates enough of a problem to warrant a config setting to disable it
i did re-tune the cooldowns a bit to make them less restrictive but i still think they serve a purpose and should exist
with plushie pj man, i just thought it looked ugly that the animation could be reset before it finished playing, but the cooldown probably doesn't need to last for the entire clip's duration
it's pretty close to idle by 12 frames in (out of a 32 frame animation), so
What purpose
well, as i just finished explaining for the hairdryer, they use the default cooldown (likely meaning zeekerss did not manually assign one, and adding room for interpretation as an error)
and there is also this
you can't switch the same hair dryer on 10 times in a row
it turns on, it turns off, then it can be turned on again, etc.
That was part of the charm though, glitching the animation with how much I was spamming it. I use stress balls irl so spamming this was genuinely therapeutic, as silly as it sounds
I know it is “wrong” but it was fun 😭
I need justice for Pajama Man
i reduced the cooldown to 0.2s in accordance with this
In this mod you let us start typing on the Terminal before the animation of our character placing our hands on the keyboard is completed
i just do not think that these two facts are comparable to each other
your hands are not visible when using the terminal with the optional disabled-by-default setting that removes the typing cooldown
in vanilla, the typing sounds play immediately as you start interacting with the terminal, even though your inputs are ignored for the first 1s, which is bad player feedback
in the case of the terminal it is a QoL change with minimal impact + arguably more correct behavior because you no longer hear key-tap sounds without actually entering anything on the screen
wait this mod allows me to type in the terminal immediately?
you need to enable the LockInTerminal setting which is disabled by default
hell yeah, i just thought this was a vanilla bug, literally a life saver from how many times i have to route something on my dev pack lol
it's disabled by default for a couple reasons, mainly:
- vanilla's behavior is not objectively incorrect (just undesired in probably most cases)
- general improvements already implements something similar and could possibly lead to conflicts if used in tandem, i did not test
- in general I was worried about modded content causing unforeseen issues with "certain interactable objects freeze the player camera" so I want to nip that issue in the bud
- the bonus of using the setting is IMO just not strong enough to risk #3 being an issue with default settings
that being said it's a nice QoL change and I have appreciated using it
it is functional in all the environments i've tested in and worth trying if it irks you
that's fair, ill mess with it and see, i doubt there'll be any conflicts in my pack since its just a few dev mods and coderebirth lol, never installed a fix mod but this is like the ad skip i've needed the last year
I know it's apparently low on your priority list, but could you consider looking into the issue with clients being unable to hide from flying old birds by crouching?
It's pretty serious e.g. if you're the last guy alive, there's a high chance of you getting murked by a flying old bird due to being unable to hide
it is still in my plans, sorry for the apparent lack of progress on that
No, it's okay. I just wanted to bring it up to see your thoughts on it since I've been having issues with it recently now that I'm playing less blindly
unfortunately fixing it is not as straightforward as i wish it was
at least, i haven't found a straightforward way to do it the couple of times i've looked into the responsible mechanics
you might already be aware (i dont know how much purple has explained it to you)
but basically the problem is that player visibility is reduced by 25% whenever they are crouching
and old birds can only see threats that are 80%+ visible when they are flying over the map
so crouching puts you almost exactly under the threshold and lets you hide from them as a result
the core of the problem is that the player's status of crouching does not seem to be synced over the server at all
the player just syncs their current animation + their current position to the server and all other clients interpolate them to the correct spot and play the clip
so the only player that gets the "crouch stealth bonus" is the player that owns the enemy that is doing the calculations
old birds are always owned by the host, hence the host crouching lets them hide from old birds
all other clients are considered to be uncrouched by the host, and so old birds see them just fine
mecanim's animator component is kind of a mess and it is really difficult to get information about what animations are currently playing, so it is more difficult than you might expect to sample "is the player doing the crouch animation?" and use that in the visibility check
and there are no RPCs in the vanilla game to sync the crouching boolean to other clients
- custom networking is more-or-less off the table for this mod since it's client-side
That's pretty much the conclusion I drew from this
would've been neat if zeekers just did it as an animation event since he syncs animations
Though, there are mods that allow you to turn networking-based features off so the mod can be used client-side (Like QualityCompany), so if you ever figure out a solution to this, maybe you could go that route addressing how people are going to use the mod?
i dont really want to complicate things by including a setting like that in this mod
what i've been generally leaning towards doing instead is fixing any bugs that require custom networking in butterybalance
since that mod already sets the precedent that every player in the lobby has it installed
now that i think about it, it should be pretty simple to fix this there
at least until i can puzzle out a solution that would work host-side using just butteryfixes
are u able to do something stupid like checking the local position's y value of something that would only be like that if the player was crouched
possible
local position might not be the term but yah
the other idea i was toying with was maybe checking if the player has moved a certain distance within a certain speed threshold without making any footstep sounds
but that'd be so easy to break with mods that significantly change crouch speed
and is really hacky + complicated to set up in the first place
so it's probably "just a bad solution"
What about checking if the player’s head is lower to the ground than normal
i think that's more or less what xu was suggesting yeah
i also had the thought of doing a raycast that would check the distance to the ground under you but could just randomly change depending on the terrain
in a lot of cases that'd probably be sufficient
but i don't know if that works right with custom player models
mmm
it's probably "the best idea so far" in any case
also wouldnt work with good ol' too many emotes and whatnot
Not a reason to not add it imo
I feel like people with custom models bear the responsibility of their models breaking game mechanics
they really dont though
yes and no
it is impossible for me to provide compatibility with everything and i design all of my mods in the context of "do they work for the stuff me and my friends use" primarily
and i sort conflicts as a secondary concern if it doesn't take away too much from my time and energy
but there are some circumstances where i think that principle would need to stretch a bit too far
??? what is this lmao
like weird pseudo-crouch glitches cropping up because people are using custom playermodels, which don't seem like they should immediately cause issues
iirc this is used by the nutcracker to detect when players are moving
oh interesting
if this value is within a certain range (like 0.25 or 0.5 or something) it would be able to target you during inspections/chase
im assuming there's more stuff being dealt with that value since it would probably be al ot higher than 0.25 or 0.5 lol
but yeah hmm
how does zeekerss even sync animations across players?
iirc he computes a hash and sends the hash via RPC
then the RPC feeds that hash into the animator and it can "restore" a state based on that
what clips are playing, what playtimes, etc.
that might not be 100% correct though, i am definitely not an expert
that's just what i picked up last time i was looking into this crouch issue
oh lol
you know what
this crouching bug also affects giant line of sight
giants are more easily able to detect players that aren't crouching, i completely forgot they'd exhibit this same bug
so hosts have an easier time avoiding giants than any other player does
that's fine, honestly i've got no clue what zeekerss is really doing tbh with the syncing stuff, he seems to do a lot of what "network transform" "network animator" etc stuff manually, either out of ignorance or out of choice
Is there a way to have client broadcast to host that they are crouching in a sort of one-way communication that is client-sided?
think about it like this:
if there was a vanilla method, that a client calls that would tell the host they're crouching, then yes, we'd just call that as the client, but that does not really exist
actually no, just thought about this a bit more, if you're tracking the gameplayCamera's positions, then you'll be fine, MOST custom player models keep the gameplay camera in the same position as actual ingame, cuz any other way is considered cheating (though some custom model creators don't really care but i dont remember seeing any recently)
maybe with named messages (i have heard things about them but i'm not familiar with them)
the only networking i have done so far with butterybalance utilizes RPCs and NetworkVariables
which must exist on all clients to work properly
you are blocked from joining lobbies if your network prefabs list is not synced
Is the HiveFix logic client-sided, like clients can just decide how much hives are worth?
hive fix logic is host-side
because the host spawns the bees
the bees spawn the hive on the host's client
the host calculates the value of the hive on their client
and then they call an RPC to transmit the value of the hive to all other clients
who then set the value received from the RPC as the value of the hive on their client (after the hive is network spawned)
And this infrastructure cannot be used for the crouching bug?
i see, that might be the angle then
it could be, but you couldn't add RPCs in a client-side mod
because RPCs have to be defined for all the clients
zeekerss added the price sync RPC to the hives and then compiled the game
so all players will have that RPC available to them
I see
mods have to add custom network behaviors, and then register those network behaviors on the networked prefab list in order to add new RPCs
and that leads to this issue if you try to do that client-sided
thankfully butterybalance does not have that limitation
which is why I could just implement a crouch sync RPC
I already have a custom networking object that can run RPCs across the server
so
If I may, Purple would appreciate having some sort of fix in this mod, he does not want ButtRyBalance in his mod packs but desperately wants a crouch bug fix
So figuring out something here would please at least one person
it would please me too
i want to fix it host-side
but it is a complicated issue to fix with no clear solution
and implementing it via custom networking will fix the core issue in another, much easier to implement form, in the meantime
Is there any way of asking clients for information without the need for an RPC
possibly named messages but at the moment i have not researched how those work or if they are sufficient in this scenario
Hopefully it is the key then!
Speaking of, if you plan to fix flying old birds seeing crouched players in ButterRyBalance, do you ever plan to fix entities rebounding/not being in the correct position as well? E.g. nutcrackers rebounding after firing for clients, and the masked's positions not syncing with the host?
that's not exactly a bug and there is not exactly a fix
nutcrackers rebounding after firing
this was already fixed in vanilla several updates ago
the problem was that nutcrackers set a certain flag that said "i am playing a special animation right now" and when that flag is enabled, enemies do not sync their position across the server
Weird, because it still happens in-game
I've seen them damn near teleport to Purple before in lobbies where they aren't the host
so when nutcrackers tiptoed in the middle of aiming their gun, only the host could see them move (because they were calculating their actual position)
and once the nutcracker fired, it would turn that flag off, and they would suddenly sync their position to all other players
which would cause them to warp to whatever position they walked to very abruptly
i think zeekerss fixed that in one of the v56 patches
So it is just visual desync for spectating players
but i don't remember the exact version anymore
well, it is not explicitly visual desync
It seems to happen to Purple in front of his very eyes, so it's probably not just a spectating thing, or maybe it's just seemingly worse in spectate
enemies still have to network their positions across the server, and other clients still have to interpolate their position
I've seen him go, "wtf", about it as a nutcracker pulls a Jo Jo's Bizarre Adventure on his ass
most enemies only sync their position across the server when they have moved at least 1 unit
iirc he also only does it on the doaiinterval?
which is why enemy movement looks so jittery if you are not the one processing their AI
yes, that is correct
there's also the sync movement speed field
if you are the one that owns the enemy (usually, that means the host, and in the case of the nutcracker, they are always owned by the host)
Sounds like this would 100% need additional networking to address then
so many things contributing to what should've just been a network transform lol
you are actually calculating the movement of the nutcracker
so they move smoothly frame-by-frame
you are just telling all other players, on a 0.2s interval, if the nutcracker has moved 0.45 units of distance from its previous position, what the nutcracker's new position is
then whenever they receive that message (dependent on ping)
they interpolate the nutcracker's current position to the server's synced position
which is a lot less jittery than them just teleporting to the desired position, but still looks jittery (they are only moving smoothly "between steps" that are not actually smooth)
anyways as a visual aid, this is the difference of 0.45 units compared to the nutcracker's scale
most of the time you dont notice the jitter since enemies like the jester just blur it out with animation and a huge desire to kill you lol
for all players other than the player they are *owned by, they can only move in increments of this much distance
I was not expecting to see nutcracker back,”shots”, tonight
this affects all enemies and is not unique to the nutcracker
it's more or less just a symptom of netlag
it is just extra noticeable on the nutcracker because it is such a tightly paced combat scenario
- unlike other similar encounters (like thumpers) they are always owned by the host
so all other clients are disadvantaged by interpolated networked movement
whereas the host sees the "true movement" of the nutcracker's AI
thumpers actually change ownership when they target other players
which is why they appear to "jump" between positions the moment they start chasing somebody
but it makes fighting them a lot more consistent for all players, because whoever they are chasing is the one calculating their movement
otherwise shoveling them would be a lot more difficult
there is no consistency for what enemies do this and what enemies don't
for the most part, almost all of the new enemies are exclusively owned by the host
butlers, old birds, nutcrackers, masked, kidnapper fox, barber, etc.
at some point it seems like zeekerss just stopped designing his enemies around switching client ownership
or at least, that's what i would believe, except that the maneater is an exception to that rule
(i think butler changes ownership)
maybe that's just because the maneater would have to change ownership when it gets picked up (since it has an item component, and items are always owned by the held player)
maybe it's because maneaters are really fast (they also change ownership when lunging at players)
maybe the latter only happened because zeekerss already had to design their AI to work in an ownership-swap scenario for the former
i'm not too sure
but it is notably one of the few recent exceptions\
i just double checked and you are right yeah, my bad
butlers also change ownership
only reason i know is because im pretty sure we talked about this and you corrected me about the butler 
lol that's funny
anyways
what a world we'd live in
if the game used network transforms and network variables
i only just found out there's a networkanimator too
maybe that would've been usable for players too, instead of the RPC approach
i think zeekerss made his own fake version of it
which doesnt actually do what a network client transform does so i had to include the code for it in coderebirth lol
howso
wdym by "network client transform"
a networktransform with the ability for a non host to write to it
are network transforms limited to being server-owned, and network client transforms can be owned by other clients?
ok yeah
i see
its not offically in NGO but there's an offical implementation in the docs
the fact that .settrigger is something you call ON NetworkAnimator rather than the normal Animator but you can still use .SetBool etc on the normal Animator is something that will always look a bit weird
no that makes sense in my head
do booleans sync automatically across a networkanimator? or would you need to do a SetTrigger() each time you want to change it
i guess you could maybe have a client-side script feeding the animator a bool based on a NetworkVariable
shrug
settrigger is a fired event, setbool is a value
if you have a network animator component, you can just use the normal animator and everything syncs (Assuming that only the owner is actually doing the calls because stuff gets weird if others try to also do calls) except when using SetTrigger, which is for trigger parameters and thats were you have to reference the network animator
that does seem a bit odd but i guess it makes sense
it makes sense in hindsight, but it's not something i would know off the top of my head without having read documentation if that makes sense
any other way would be "wrong" in terms of implementation
personally i never use them though
at least in what i've made animations are usually composed in a way where they a reaction to a code state
so if the code state is correctly networked the reactions don't need to be
might be more needed for more complicated setups idk
i've found it necessary in scripts like enemyai, rather than just... always running rpc's that are called by the host to begin with i just do it through network animator
the player is definitely a situation where you'd want to use a network animator
it has like a million clips
and tons of bools and floats and triggers
that isn't relevant
my point is that what changes those values should be synced, in theory
if most of a player's animator calls are local to itself because zeekerss makes sure most stuff is local, then that would be a good reason i believe
you don't need to sync a jump animation if the act of jumping is networked
sure, but most of lethal company functions without having to network all of those events, he just solved the issue by RPCing a hash of the animator state
like, he probably doesn't need to network an event any time the player is pressing their hands against the wall because they are in proximity of a wall
it makes a lot more sense for that to just be networkanimator synced
you don't need to sync this
because you are syncing the player position
you don't need to tell someone to frown if your already telling them to be sad
it's a reaction
i suppose, but then you are having to do all those calculations for every player on the server, based on where netlag places them on your client
rather than the player that owns themselves handling interactions like that and just telling everyone else they should have a certain clip playing
not like a couple raycasts are that expensive, and it's a minor detail so it doesn't matter if position + camera angle are perfectly synced, but the principle still applies, i think
forsure, hence why i was talking about my experience with using them 😛
for something i haven't experienced like some kinda mmo setup or something at that scale i could potentially see the vision
though if im gonna nitpick i'd still probably just do that example via a networkvariable
if im gonna sync that i mayaswell have the information in a accessible place and not in the depths of an animator
that does make sense too yeah
could also be some valid usecases security wise i guess
where maybe you don't want the client to have any practical control except the ability to manipulate their animations
all this talk makes me wish we lived in the timeline where lethal company made more use of the other network features
mainly transforms and variables
i think if it was implemented "properly" it would probably make modding a lot more hellish
it is kind of fun how much stuff you can get away with in client-side mods (when you aren't just using them to make cheat mods, because that's lame)
but at times it is kind of annoying to try and backtrace all of the weird RPC workarounds and what behavior causes what
kinda makes me want to try my hand at making my own multiplayer game sometime
i have absolutely no design ideas for a multiplayer game but a prototype just to try out the other tech would be fun
the one about the elves in the workshop yeah?
ye
me and my friends came up with an entire game just walking around campus and seeing geese being annoying to random people on the side walk, inspiration comes in all... um forms i guess
yeah i remember you posted about it
can't believe it's already been so long since then
unrelated
yup
amazing, was that for a like a university or a sort of resume thing?
government funding
ahh right
cool program but 11 out of like 120 candidates we're approved and no failing projects received any specific feedback
that does suck
somemone pls hire me
well i guess you could still get butterybalance and simply turn off everything except that
i am honestly thinking doing it, just to get march v9 weather system 😂
You can do the weather thing with WeatherRegistry. Although ButteRyBalanced has a bunch more cool features unrelated to scrap and monster spawning.
i know but i don't want to change much beside march anyway
and ye, buttery mod also include some nice server side fixes too
you beat me to it.. BUT, i have the better product name 😉
Is anybody else having issues with the v1.12.0 version of the mod making reserved flashlight and walkie slots (from their respective mods) just act like regular hotbar slots? The issue is not present on v1.11.2
downgrading to v1.11.2 causes it to stop replicating?
i only have reserved slots on one profile, but it works fine there even in v1.12.0, for me
i checked all of the changes from 1.11.2 -> 1.12.0 and i would not expect any of them to affect reserved slots
at least not immediately
It's what I'm experiencing. With v1.11.2 of Buttery Fixes everything works fine but on v1.12.0 with the same pack my reserved item slots act like regular slots. I would test it some more but I don't know an easy way to download older mod versions on r2modman.
what reserved slots mods are you using
i will go have a looksee
also could you post your log if you are actively replicating the issue
my guess as to what could be happening is an unrelated exception being thrown that is causing initialization issues with your mods
Here's the log of my pack with ButteryFixes 1.12.0, not sure of how much use this is as it's quite a heavy pack with a lot of other log spam
Player.log file ^
Let me know if you need a different one
[Error : HarmonyX] Failed to patch void GameNetcodeStuff.PlayerControllerB::LateUpdate(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index must be within the bounds of the List.
Parameter name: index
it looks like lategame upgrades is failing to patch the player script
someone else reported this same issue and attributed it to BF 1.12, but i am pretty confident it's a coincidence since I don't patch this method
more over, I was just testing LGU with butteryfixes a second ago to investigate a different bug, and did not replicate this error
it's specifically an interaction between LGU, BF 1.12.0, and BetterStamina
turning betterstamina off allowed LGU to load with BF 1.12.0
i let flip know about it so it might be something with his patch
i see
and you can load both LGU and betterstamina without BF?
it's weird that my mod would cause a conflict with a method im not even patching
but maybe there is something else at play im not aware of
it looks like betterstamina is almost definitely the catalyst here, if you read what is happening in the log
[Error :More Ship Upgrades] [Tools] Couldn't find the occurence of carryWeight field
[Error :More Ship Upgrades] [Tools] Couldn't find the second occurence of sprintTime field
[Error :More Ship Upgrades] [Tools] Couldn't find second mul instruction to include our drain method from Sick Beats
[Error :More Ship Upgrades] [Tools] Couldn't find the third occurence of sprintTime field
[Error :More Ship Upgrades] [Tools] Couldn't find first mul instruction to include our regen method from Bigger Lungs
[Error : HarmonyX] Failed to patch void GameNetcodeStuff.PlayerControllerB::LateUpdate(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index must be within the bounds of the List.
Parameter name: index
betterstamina alters the formula for carryWeight affecting sprintTime
which is probably making changes that are incompatible with LGU
i didn't try just LGU and betterstamina but it was specifically 1.12 of BF that caused betterstamina to do its thing
on 1.11.2 they were all able to load correctly
that is really bizarre and doesn't make sense to me
but there is probably some sort of explanation
I just tried adding ButteryFixes v1.12.0 to my pack and removing BetterStamina and the slots work fine. I have no idea how or why this works either ¯_(ツ)_/¯
@trim breach would it be possible to make the vanilla main menu always displayed over the MoreCompany menu, if the mod is detected ?
because right now since it overwrite the vanilla menu, it also prevent the film grain effect from displaying
i dont think morecompany is blocking it
because it worked for me with morecompany
oops
i forgot to crop that
one second
thar we go
lol apparently morecompany is disabling the image effects if you have the cosmetic menu enabled
that's probably why people aren't seeing it
i have cosmetics off
im having trouble even finding where morecompany is doing this
ah must be why then, i disable cosmetics for me but some of my friends want them
so i don't turn the feature off completly xd (should have done that at the start xd)
im not even sure how i could fix this
i might need to reach out to 1a3 and see if he knows what's happening with the cosmetics menu
since he's been maintaining morecompany recently
i'm still confused on where morecompany is causing the issue
because it doesnt look like it's disabling the volume
or disabling the cameras
and in morecompany's repo i don't see where it would be altering either of them
so it seems like it might be accidental
im not sure
Hello 🙂 Someone reported a bug to me that seems to already exists in vanilla
It's an issue related to the jetpack, I thought you might be interested in adding a fix for it in your JetpackFixes mod. I tried figuring out the cause, but I have no idea, maybe you'll have better luck than me
Here's how to reproduce it, you'll need a jetpack and a shovel:
- Start with the jetpack in your hands
- Switch to a slot with an empty space
- Switch to the shovel slot OR pick up the shovel from the ground
Observed issue: The player's 'hold' animation remains that of the jetpack
That actually happens in a few cases, ever see someone holding a shotgun with the barrels pointed up into the sky?
Now that you say it, fixing this would be nice
It happens with shotguns and knives too
I’ve always wanted it fixed since it bugs me severely but to be fair it is funny to hold something like a shovel as a jetpack and it looks like you stabbed your self with it.
That sounds really morbid in hindsight but with the animation making you look like you have a thumbs up it was funny before I dwelled on it
this happens with all items, and it should actually be fixed if you use butteryfixes
if you are using butteryfixes and still replicating the issue it means the fix is not working
and i might need to look into why
I sometimes have had it happen briefly and then correct itself, like their was a lag in the grab animation or something
Better than nothing
Glad to see it’s fixed with this though. Makes sense why I haven’t seen it in a while
Yeah now that you say it, it has been a while
it's been fixed since august
pacoito figured out what was actually causing the bug
and then i implemented a fix for it in v1.8.0 and v1.8.1
Oh yes, I tried it the fix works great, thank you 🙂
cool :)
I was having shower thoughts with Alex and Purple tonight, and was talking about if you put “nav gor” or “gor” in the terminal for Gordion, it does not route to The Company Building. Could this maybe be addressed, I for some reason constantly do this
it's been requested before
i forgot to look into last time so maybe i'll be able to do it now
sorry for my general absence but i've been away doing other things in other spaces
i will update BRB and BF soon (to fix some errors and migrate some stuff)
I hope your time off has been nice and reinvigorated you
been alright
i've really been itching to play LC the past little bit but none of my friends have gotten on for it recently
at least, never enough to make a lobby of 4
my group often has the same issue, has 2 or 3 people down to play almost every week, sometimes we get 6, sometimes we get 2.. xD much more fun when there is 4+ though.
I play somewhat frequently with one person but I need to be persistent for everyone to join every 3 weeks
Bit of a pain when LC is currently my favourite game
hello chat, i found a weird enemy named "Buttery" and all it does is goes around and fixes stuff
is this normal?
Hopefully this bypasses ButteryFixes' noisemaker cooldown
I miss spammy Hairdryer but this is petty
Pajama Man was only one I really did not like but Buttery was (mostly) accommodating
Nah, spamming noisemakers is fun. Adding a cooldown to them without making it even an option is even pettier, especially for a bugfix mod
It does
calling it petty is harsh, they didnt add the change just to piss people off.
i dont think this mod existing is petty either, its just patching out something some people dont agree with
Yeah yeah we know
Maybe, and I know it wasn't added to piss people off, but it still feels like a slight kick in the teeth for those simply wanting bugfixes, which this mod has like, most of them, so uninstalling ButteryFixes isn't really an option
It's not as bad as my tone might be coming off as, but still
idk, if it patches after mine, mine would be ignored
in which case i'd say it's a viable selection if my choice of limiting cooldowns bothers you
the description does mention it was mostly made because of butteryfixes
the cooldown doesn't bother me, it just thought it would be interesting to show here for those who wanted to get rid the cooldown
that's funny
i was going to suggest that it'd be easy for someone to make a mod like this and release it if they wanted
but i suppose someone just took the intiative already
I don't think so, this is also for vanilla stuff
i wouldn't call any of this petty
this mod also removes the cooldown from items which have them in vanilla (clown horn is 0.2s, pajama man is 0.15s, airhorn is 2s, etc.)
it does exactly what it says on the tin
it will actually remove cooldowns from all interact triggers which i would worry could cause problems but maybe it is fine
it would let you spam stuff that's normally not spammable as well, like airhorn, toilet, etc.
if you dont like the cooldowns to begin with that's probably not an issue for you though
All interact triggers? I would be very worried lol
yeah
Lol
they have a named list of items to disable use cooldowns on
which includes weed killer (even though it already has no cooldown) so i assume they just listed names and didn't actually have a unity project dumped to verify with
i think without a unity dump or unity explorer trying to filter the interacttriggers would be way more difficult
so it was probably just done the quick and easy way
Yeah
since it's still functional
anyways the solution was right under my nose the whole time
i just goofed when i was testing it so it didn't seem to actually work
1a3 confirmed i was just doing it wrong the first time
anyways I think I'll be able to handle this
or maybe not
this is a lot more difficult than i anticipated it being apparently
it looks like HDRP apparently might just not support post processing on more than one camera???
i am getting mixed answers on that
but if i disable the morecompany camera then the cosmetics button stops working
if i change the render camera (so the morecompany UI is on the same camera as the title screen UI) it fucks up the layering and makes some of the buttons impossible to click
lol well now i am on to something but it is fucking up the rendering on the playermodel
that bright patch in the corner of the logo is the scavenger's arm
you can spin it around
recent BF update re-added the film grain from older versions and
hmm
post processing definitely does work on multiple cameras in my experience
not sure how that MoreCompany camera is set up though
i dont know it is weird
it's rooted in something to do with canvas/camera which is really annoying to investigate with just unityexplorer because it's so laggy
and the asset bundle source for the morecompany UI has not been posted anywhere so getting it into the actual unity editor would be a headache
i'm not too happy about giving up on this but i think for now i'm going to table it for another update
so i don't delay this current one any longer
@meager estuary
works with "gor" as well, for short
we could look at it in dev voice sometime if you want, I've screwed with cameras enough that I'm confident I'll have some clue what's going on but it's hard to say without lookin at it
the update is live
it has everything i wanted it to include except for the more company stuff
i will try to figure it out in the future
perhaps so, if i poke around a bit deeper and still can't figure things i might reach out
Canon company building ❤️
lol
i just found out there is a huge bug with challenge moons in vanilla
challenge moons are apparently guaranteed to be infestations every week
because the code that normally resets the previous infestation and runs a random chance to start a new one based on the seed
gets skipped on challenge moons
and by default, the game has an infestation for the enemy at index 0 on each moon
which is ghost girl for all the paid moons + adamance
and snare fleas for all the free moons + embrion
meaning that it is not a coincidence the girl has been spawning at 8 on basically every premium moon
and it is equalizing the spawn rates for all enemies on every moon
the "increased enemy index" modifier just does not work at all because it's ignored when there's an infestation
so most of the moon's unique spawn weights are just not observable
i dont even know what to do about fixing this
because it's objectively wrong, but it completely changes the challenge moon experience
it's more close to correct, but further from the actual experience other players will have
and also if you're using any sort of content mods or balance mods, you're already altering the challenge moon experience anyway
just seems like a lost cause but it's a very bothersome one at that
wouldn't guaranteed infestations be better for a challenge moon to make it harder than usual?
i guess, but challenge moons already add +1 to the spawns and have their own "increased enemy index" attribute
so you might get an assurance with increased nutcracker chance, or vow with increased coilhead chance, etc.
because of this infestation bug that never occurs
because both assurance and vow would be guaranteed snare flea infestations
you'd get 4 snare fleas by the start of the day and then every enemy would have equal spawn chance for the rest of it
oh so its blocking unique challenge spawns
yeah the infestation behavior blocks some unique challenge moon behavior
so im almost certain it's unintended
Think having Emblem enabled is allowing the film grain stuff to work with MoreCompany cosmetic stuff lol
that is interesting
shurg
public void SetVolumeLayerMaskOnAllCameras(int layerMask)
{
//IL_001e: Unknown result type (might be due to invalid IL or missing references)
//IL_0023: Unknown result type (might be due to invalid IL or missing references)
Camera[] array = Object.FindObjectsOfType<Camera>();
for (int i = 0; i < array.Length; i++)
{
HDAdditionalCameraData component = ((Component)array[i]).GetComponent<HDAdditionalCameraData>();
if ((Object)(object)component != (Object)null)
{
component.volumeLayerMask = LayerMask.op_Implicit(layerMask);
}
}
}
looks like it could be this here
Same here, i have NoMoreCompanyLogo and Emblem, the film grain is working with MoreCompany
some cosmetics also have bloom lol
If you wanna get rid of NoMoreCompanyLogo obligatory mention to my mod c; https://thunderstore.io/c/lethal-company/p/Lunxara/Lunxaras_Menu_Theme/
I guess the only benefit NoMoreCompanyLogo would give in the case of using my mod is removing MC from the version text
Kinda surprised Emblem doesn't have direct support to just remove that
u can u just make %VERSION% not %VERSION% lol
🤔
I can't see the difference here
yeah i worded it weirdly
Wouldn't that mean always having to manually update the game version text?
XD
Pain
this game does not update enough for it to be a pain
Well not atm it doesn't
But as soon as Zeekerss gets back into it I feel like we'll be back to updates in quick succession again
the only time it'd be a pain is when he does the rapid hotfix updates
otherwise major updates were like, 1-2+ months lol
lol I did check
the morecompany camera's volume layer mask is just wrong yeah
it is being overridden by emblem more or less by chance it seems
i guess i could put out a quick hotfix that just copies the vanilla layermask over to the more company camera
I'm fine with NoMoreCompanyLogo, what annoys me is that MoreCompany makes the menu red
I wanted it to be orange like the original, tried using Emblem but wasn't able to tweak it correctly?
Is your mod making this glowing orb load from the ceiling to here
I put it on the ceiling via the bunkbed so it could be a cool lil ceiling light
But every time I reload, it gets relocated to here
Don't know if it's this mod but game probably thinks it's outside the bounds of the ship and puts it back in a position where it's easily accessible
Might be CruiserAdditions doing that since it has a feature just for that
or maybe it is just how vanilla LC is now
Wouldn't cruiseradditions only affect things inside the cruiser when you go into space
Shrug
i dont change anything about how items save/load
Ya it was just a little too oob
@radiant nymph i wanted to delay this next update to add another new feature
but my work on mods has been really slow lately and i havent gotten it off the ground at all today
and this desync issue is pretty major
so i think i'll just table it for now
i am about to push the hotfix
ty
It's good you've been updating your stuff at a slower pace, you mentioned you were gonna start updating stuff slower so you don't reach burnout
I know Skitts will be happy lol
ok, it's on thunderstore now
😄
there is a possibility it could have also fixed that but im not sure
skitts or lunxara could explain better
wait so should i use hotbarplus's fixes or this one
you don't need to enable hotbarplus' setting if you use this mod
Def had this issue with my Australian buddies
I hope this is why and it’s fixed now
it was just a guess
i think it's very unlikely
but it should reduce item desync which is the cause of that bug
so it's possible
i wont know what is fixed if i dont know whats the problem to begin with 
heres lunx

Flip's explanation does it best tbh
Basically a client could pick up an item before the host registered it if it was placed in storage cupboards leading to desyncs and their items forcefully dropping and becoming shadow realmed. This mostly affected clients on high ping
This also affected the Cruiser btw
the items forcefully dropping part would be lobby control autodropping items
but yeah
It wasn't Lobby Control though cus it didn't get logged in local chat
It was a vanilla thing
Flip even posted a video
oh i thought you meant the thing where inventory overflow dumps the entire inventory
Nope
nvm
oh
wow that is really strange
i didn't think vanilla had any code capable of dumping items like that
Yeah that was the cupboard bug
it would break clients
lol
Cus they would pick up stuff before the host registered it
yeah
The thing is we now have mods at this point that fixed that issue in all cases except the cupboard til now lmao
Idk how the cupboard was an oversight for so long
I think cus only people with high ping really made it show up
otherwise it went unnoticed
it's deeply nestled in player code
and apparently as simple as a single boolean flag not being set where it likely was intended to be
Yeah and Skitts was only reproing it constantly cus she's irish, so she is on a fairly high ping in my lobbies
only reason i've fixed it is because flip found it and handed me the solution on a silver platter
lol
yeah, and i'm glad my clip ended up helping figuring out how to fix it as well
Am i crazy or the player drifts backwards if it's crouched and holding a Maneater?
sounds about right
not a super great way to fix this unfortunately
because those values are defined on the EnemyType and not the enemy's prefab
in vanilla you could mostly account for this by just setting the values in the enemytype depending on if the current maneater is a baby or not, but you won't be able to have multiple maneaters in modded games at different stages of growth without them fighting
technically you could transpile the value out but i dont really see this as a "problem" anyway
all it would be is just checking if (component.mainScript is CaveDweller caveDweller) and just checking if its a baby or adult before letting vanilla do its thing
(i say this but i also dont know how to do transpilers so
)
god i hate transpilers
hello deabie
transpilers are epic and cool
could you fix typing 'upgrades' on the terminal and getting only the teleporter with the wrong price
idk why 'decor' and 'upgrades' are so strange and specific
[No upgrades available] 🙏?
Asked over in Mirage, figure I'll ask here as well:
Is it better to keep "Fix masks" from Buttery Fixes enabled or disabled with Mirage?
what do you mean? buttery fixes no longer has settings to fix masks, i migrated everything to mask fixes
are you talking about the setting from EnemySoundFixes?
Oh, apologies, yeah, that's my bad
What happens with either option?
in vanilla, the masks laugh/cry on random intervals
but zeekerss made a typo in the code that caused the timer to be the incorrect length
basically, if a mask laughs 30 minutes after you started the game, the timer before it rolls the next random chance to laugh has 30 minutes added to it
so then when that occurs, it adds an hour to the timer before it laughs again
and it just keeps increasing from there
fixing that bug makes masks laugh on more consistent intervals (it's like a 5% chance every 2ish minutes IIRC?)
Ah, so that explains why, for the first time in forever, I've been hearing the masks making noises since having it turned on
anyways it makes the mask items a lot noisier (they can alert dogs on to the ship, which i think is fun, but maybe that is an unpopular opinion)
but the real reason i made it configurable is because it makes the enemies considerably noisier
i dont know the exact numbers but they have much higher chance and shorter timers to make noise
it's like 20% every 30ish seconds instead or something
so if you use a mod like mirage to make them mimic players
they are far more likely to give themselves away by making a random laugh/cry sound
that might not be an issue if you have masks disabled on mirage's end
and i did notify qwbarch a long time ago (maybe close to a year at this point) about how they could disable the masks making noise on mirage's end, if he wanted to do so as a feature
but im not sure if anything ever came of that
i never checked after that conversation
anyways tl;dr: the fix masks setting makes them way noisier (as zeekerss intended them to be) so leave the setting off if you dont like that (whether because of the gameplay, or because it conflicts with voice mimicking)
Ah, I never have masks on for Mirage, but i was under the impression it was just disabling the texture, not necessarily the logic tied to it.
I haven't noticed the masked making those noises though so far.
But thank you, that's actually a lot of very good information, I appreciate it
the laughing/crying is attached to the mask gameobject
so if mirage is disabling the gameobject completely, then yeah, they shouldn't make any noises
if mirage is only disabling the renderer (basically making it invisible), then it would still be possible
but the masks laugh/cry like... a lot. so if you havent heard it at all, it's prob this
I'd wager a guess that you're right. Cool, thank you for your time, that's really helpful
I pretty sure this is just a vanilla bug but - player movement isn't disabled when "Enable chat" & "Submit chat" keybinds have the same key bound to them
Do you mind making this setting not account for juvenile maneaters as well?
It's obnoxious having maneaters cry every time you jump/land, but eyeless dogs need this buff, so I'd wish to keep this setting on if I could
that setting doesn't make noise unless you are outside and dogs exist on the surface
maneaters hear players landing on the ground in vanilla
@opal cairn I lied? Idk
Need to fact check this
Okay yeah I lied nvm
no, you misunderstood what i said
maneaters dont hear you land on the ground unless you fall from high enough
dogs are the same way
you can jump with maneaters just fine
Seems like this setting affects them in that case then Idk
...?????
it does not make noise unless you are outside and dogs exist on the surface
this is also correct
as is this
i have just finished a new optional feature
it is pretty cool
it has been merged in with one of the previous optional features
for reasons that will hopefully make sense
i will probably release it sorta soon, it might be a little more prone to breaking than my other changes but since it can be toggled off (and is off by default) i dont think it's a huge problem
and i can patch it up if anybody manages to replicate issues with it

v1.13.0
- Added
RestoreArtificeAmbienceandDisableLODFade - Expanded
ScanOnShipintoScanImprovements- Butlers now display a scrap icon on the radar before they are killed
- Terminal scan now includes live butlers in the loot counts
- Fixed incorrect price ranges being displayed for certain special items
the butler radar stuff might be a little problematic, so you should be able to disable the setting to avoid any bugs that may crop up
but in my testing it works ok
what's the issue that needs RestoreArtificeAmbience
artifice has a unique night-time ambience track
it's supposed to crossfade from the daytime ambience to the nighttime ambience as it gets closer to midnight
but the night time ambience track does not ever begin playing, in spite of this crossfade effect
so instead the surface just becomes silent
neither did i
i just thought the track was really subtle in-game
but it's a cool effect and it's not used anywhere else
i was usually distracted with the old birds being loud af
so i wanted to restore it
i'll give it a try, wonder what it sounds like
i did make it optional because it does change the feel of artifice
in my opinion, for the better, but that might not be a universal opinion
might as well open up artifice to see how it sounds when it becomes night
with and without the change
Always thought it was intentional that it goes silent. Brings in more tension.
Sort of like when wildlife goes quiet when a predator is around
i am not sure if it is intentional or not
artifice has its own night time ambience track that is not used anywhere else
If there was a dedicated night time track I would assume so but maybe Zeekerss changed his mind
but it starts to become audible around 1 PM so i wonder if zeekerss removed it because he thought it was too overwhelmingly apparent
too early in the day
it was probably from when the map was still snowy tbh
it's audible for the entire day technically if you're listening for it, but I think 1 PM is where you start to feel the shift, i mean
it is possible
i like it a lot with the blizzard
it's an unsettling sound and the blizzard helps to drown it out so it's not so overwhelming so early in the day
i thought about adding it to artifice blizzard instead
and having an option to only enable it during the blizzards
but i figured there was no need to overcomplicate it
and it is at least debatably a "bug fix"
also yeah
i do as well but i worry the early prevalence might make it sort of unpopular
at least until there's been a bit of an adjustment period
i expected it to be a drop-in improvement that didn't require a config but i added one sort of last minute because i was worried about that
Would it be possible to adjust the crossfade itself so it becomes apparent later?
not really
at least not sort of destructively
zeekerss set it up in a really weird way
normally the moons have this script that handles "high and low" audio
high audio is usually wind, low audio is usually sort of a rumble
it is used on dine, for example, which is why the blizzard is only audible from the ground near the ship
and it fades out as you go down the map towards the entrances
anyways he added a toggle to that script to make it work on a day/night mode instead
which seems to only be used by artifice
that day/night mode instead plays the high audio at 100% volume at 6 AM
and low audio at 100% volume by 12 AM
with everything in between interpolated linearly
so by 12 PM, daytime ambience is already at ~66% volume and night time at ~33%
patching that script will affect any other moons that use the same setup
and also gets into subjectivity with manually adjusting the timeframe
Makes sense
the problem with artifice and the reason i had to fix it
is that the night time audio track just does not play at all
so the volume fades like it should, but even at 100% volume there is no clip playing
zeekerss either forgot or purposefully disabled the flag to make the track play immediately on landing
it is up for debate which
What dopa said earlier makes the most sense to me
speaking of dopadream
That it was intended while artifice was a tundra map, but he turned it off when it became a marsh instead
i forgot to credit her for the crossfade lod thing
but she brought it to my attention and i made a setting to disable it because the double popin irks me
Yipee
Love the Artifice addition
Btw the track is Night Time Silence Bass right?
yes
It's so creepy sounding
It definitely helps with the liminal feeling
Like you're not supposed to be there
And the specific mention of active machinery is another part of that
Something I just noticed tonight while testing on artifice was that the doors on the first 2 hangars start closed when the map is loaded, and then open as the ship is landing (unless that's a map improvements thing)
no that is vanilla
Which gave me a feeling that the facility is inviting you in
Like it knows you would be here
The only way I could see it being more like that would be if they stay closed and open as you walk past the fence
what does disablelodfade do
from a technical standpoint
just turns off the cross fade on all LOD groups in the scene
i was going to make it only apply to vanilla moons when the setting was on
but i refactored it a bit to make it affect interiors as well
and moving it to another function just made me want to drop that and leave it for manual toggling
do i still have to do it on my end
but if people use my mod and have the setting on it will apply to yours
type t:lodgroup in the hierarchy
oh right i forgot u can do that
select all -> fade mode: none
still idrc
you will have to do it for each individual scene
but also
i left the door open for it to be disabled
in case, in the distant future, you figure out a way to make the actual fade work
it is outside the scope of something i care to fix but i think it would be a valuable fix if someone were to figure it out
i am basically just putting a band-aid over it to minimize the pop in
i thought abt it a bit more and i feel like the fading would clash with the art atyle
because having overlapping LODs makes the transitions even more obvious since it happens twice when spanning the same distance
i see
i think cross fade would look good on foliage
sort of just feels like wind in leaves
natural motion
it looks hella weird in boulders though
It’s probably an unintentional byproduct from the way it’s coded. Mineshaft elevator starts at the bottom and then goes to the top at the start of the day but nobody would ever see it in vanilla.
It’s unsettling to know that they move either way, feels creepy.
it would be cool if the elevator was timed so that you just barely see it reaching the top right as you enter on rare occasions
Would be difficult to time it but would be a neat feature
Unfortunately getting the timing right isn’t worth it for a “neat feature”
Maybe if the elevator has a chance to spawn at the bottom of the mine so you need to call it up. Would make it feel less consistent
could just have it be delayed to rise up to the top up until 8:30 or 9:00
You can get inside the building a lot faster than that on most maps
without a jetpack I can get into the building on march by 8:17 usually so.
I don't remember if I can get into any other buildings any faster on the other maps (without the jetpack)
You can get into the fire exit on assurance before the time even appears
That’s not the same though
Also march can’t be a mineshaft in vanilla
Offense is a likely option, you can drop down off the side directly to main using a jetpack and get there before the time even appears
Which offense has a high chance for a mineshaft
maybe i am misremembering
but i believe you can see the elevator arrive at the top on any map if you have a jetpack
You ever seen a bug where'd you'd interact with the terminal, and it'd zoom you in then zoom you out but u can still type its just really unintelligible words lol
Had this in my dev pack happen randomly recently
Just mostly curious about what could cause it since I've been doing potentially more destructive-ish things recently
It could maybe work as a proximity trigger from the main entrance prefab, but yea jetpacks would get there way before it was ready
Butlers having a scrap icon on them makes a lot of sense yet I never thought about it
Nice parity change with Nutcrackers
Artifice ambience is interesting too, I will have to hear it for myself later
There's a mod called LCLocalFixes that does this tweak, i'm curious if this audio source is the same as ButteryFixes restores with the new "RestoreArtificeAmbience"
no
that alters the blizzard ambience
and it actually conflicts with artifice blizzard if i read it correctly
interesting
Gosh how have I not asked this yet…
Could there be a change to the CC where turning off the headlights also turns off the cab light (the one on the back of the windshield)? On moons with a Titan-like hues in the air the refraction of that blasted cab light blinds the driver
I am fine with any way to turn it off, tying it to the headlights just seems like an obvious implementation
I don’t want an rv cruiser though 😭
personally i am not familiar with this issue and it's also not really a fix for anything
this probably fits the scope of cruiser improved or cruiser additions more
Why doesn't restore film grain have AlsoRadar now
I just want it for the menu and radar, that's it
or is it under a new name
It was changed
Full should be menus and radar
AlsoRadar is now Full
Full was misleading because it didn't apply to the radar
Full is now NotRadar
the behavior did not change but i made the names make more sense
I see
when i originally released it
full was full
and there was no option for the radar
because the radar didnt have the film grain in v9
i guess zeekerss thought it looked ugly
i did too at first but it grew on me and i decided to make it an option after the fact
but then it just suffered from bad confusing naming because of mini scope creep
anyways
if there's one thing im going to do
it's make a confusing config
and sooner or later i will probably do some dumb shit like migrate the setting to chameleon in v1.15.6
There doesn't seem to be scanlines on the radar anymore
are you using sponge
yea
did you disable map camera quality overrides
no
you need to do that or post processing effects wont work
Would you be interested in fixing the issue with Vow/Adamance's bridge collapsing
Items that were on the collapse bridge do not fall, and instead float midair
This is a pretty frequent issue, too
it might be better to ask sciencebird this, as they seem very good at applying parenting to objects
@green valve Demonic ping
but maybe just me
They're both probably capable of looking into doing something lol
I miss my fat maneater png...
as far as i can tell the solution is simply applying parenting to the bridge parts
and sciencebird is very good at parenting objects from what i can tell
Nvm found this fat piece of shit
is he ugly on purpose
We'd have to ask him
probably shouldnt be fixed by parenting
might take a look sometime, but sounds like it could be an issue with item falling logic rather than parenting
i would need to check the layering of the bridge colliders but it might be possible to just make the items fall again
yea
all that said this is an extremely minor issue
It is not 😭
who is dropping items on the bridge and then destroying it
accidentally or purposefully
It is genuinely intrusive on gameplay when it happens, especially during eclipses when forest keepers are running rampant. This is definitely something to be looking at
there is a worse version of this bug where dropping items from an extremely high point causes the downward raycast to fail
and then items just dont fall at all
which is how you can get permanently floating jetpacks if you fly into the sky and then drop it
i would be a little more prone to fix that because it can at least reasonably happen on accident
if there are giants out you probably should not be leaving items sitting on the fragile bridges
i dont know why people are leaving items on the bridges in general
i guess maybe on adamance if you need to shed your weight and jump off the side
but then you're probably going to go back and pick your stuff up again anyway
Yeah, when forest keeper suddenly aggravates upon you, you kind of have to
you also have the option to jump off with your items
or throw them off the side
this is still completely avoidable
adamance's bridge is bugged in more than one way because it wasn't part of the map's original design
It's pretty bad to call this a minor issue, but I guess I'm not convincing you otherwise
and it seems zeekerss forgot to add the offmeshlinks that drop forest giants when the bridge collapses
because stuff stays on top of the bridge when it collapses on adamance
im not sure if conciously always thinking of a rather infrequent occurance to do something like that is much better than it just being fixed
but i do agree this rarely happens
but they correctly fall into the pit on vow
its not really a necessity to fix, which is another reason i proposed sciencebird over stan for this
They do not
since sciencebirds mod is more open to little things like that
The reason I'm asking about this since it just happened on Vow
zeekerss did forget to do this yeah
when a giant breaks the bridge on adamance, it stays floating for a bit and pathfinds downwards
giants are the only monster that can break the bridge
but if another one happens to be on it
then yes theyll do the same thing
I know
i could be mistaken but im like 99% sure it does not ever work on adamance
on admance giants just always walk across the bridge
the reason there are "coyote frames" for the giants is because zeekerss addressed this issue by adding a bunch of offmeshlinks along the bridge
i think its weird if a giant breaks it, the sound effect of it collapsing doesnt play
which are disabled until it collapses
once the bridge collapses, the offmeshlinks are enabled, and when a giant paths on to it, it causes them to relocate downward
so if they break the bridge while standing still they will continue floating in the air
until they walk onto one of the links
it looks like the offmeshlinks do still exist on adamance, but my guess is that they don't work correctly because zeekerss did not place the destination close enough to the navmesh
i will have to look into that
How hard would it be to make items with 0lb float on water?
Just a cool feature I had in mind
dynamically doing so would be a pain, if you mean having it follow the waves created by the shader