#Buttery Fixes

1 messages · Page 7 of 1

trim breach
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it would have a slightly less disastrous effect on flashlights

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you could turn on a flashlight, pocket it, and see the beam but your friends wouldn't be able to

meager estuary
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I see, very good

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Will be turning that off in GI

hollow fable
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i'll be using AlwaysPickup with caution, i don't necessarily activate the items on orbit, i just like to organize them

meager estuary
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I bet that is what most people do

trim breach
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btw i got everything figured out (from before the item sound discussion)

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but i think im actually gonna stall a bit longer to add another feature

meager estuary
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Very nice

trim breach
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it's a restored feature

hollow fable
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VHS effect on pause menu?

meager estuary
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🙏 🙏 🙏

trim breach
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i did add a setting to only make it affect the menus

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but you can also enable full restoration

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which will also apply it to flashbangs, the wake-up animation on joining a lobby, when you are being chased, etc.

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it's pretty subtle outside of the menus but i think it feels good

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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

meager estuary
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It is finally here 🥹

meager estuary
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Played around with the VHS filter, it is everything I wanted it to be thanks to much

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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

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I am totally fine with this though

trim breach
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ah

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yeah, i knew about this

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or at least, i saw it in the files

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but when i tried toggling it on

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it looked like it didn't do anything

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but if it actually worked in some version

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i'll take another look and see if i can get it to work

meager estuary
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Much appreciated, this v30 iteration is the definitive VHS filter for me

trim breach
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it actually does work

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but it's such a subtle effect it's basically impossible to see at my brightness level

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it's really not even that visible at default

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it is noticeable at max brightness though

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and looks basically like how bread's clip does

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anyways i'll re-enable it in the next version

meager estuary
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Very nice

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Maximum gamma W

hollow fable
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That film grain option tanks my performance a lot for some reason

trim breach
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well

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it is a post processing effect

feral roost
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the film grain effect doesnt work on the main menu for me, im guessing something i have overrides it?

trim breach
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[18:33:07.3711274] [Debug :Buttery Fixes] Film grain: UIEffects

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it is showing up in the logs

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so my changes are being applied

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i will have to take a more in-depth look it seems

livid plover
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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?

trim breach
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and if it doesnt happen in a profile with just bf and lgu

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it's probably not related to bf 1.12.0

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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

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all that "improved external mod compatibility" meant was that i disabled the ladder sprinting patch if you are using betterstamina or generalimprovements

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because betterstamina already supports sprinting on ladders, and generalimprovements will support it in the next update

radiant nymph
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@trim breach Just wanted to point out that your fix for the money background makes it way larger than it normally would be

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Absolutely gigantic

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This is GI's implementation which keeps it pretty 1:1 with Vanilla

trim breach
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i cant see a difference but also i dont patch it if GI or darmuh's terminal stuff is installed

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since they already handle it on their own

radiant nymph
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Ye

meager estuary
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I do not see a difference, if anything the top image is smaller

radiant nymph
low jewel
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i don't even see the money background

meager estuary
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This is what I see

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Top image is smaller

radiant nymph
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I was talking about the numbers being larger

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I need to change the color of that money background idk why it's so barely noticeable tbh

trim breach
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i should note

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i dont patch the text at all

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i just resize the box behind the text to fit the bounds of the text

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so the text is identical to vanilla

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it just doesnt bleed through the right side of the box

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(at least not until 9 digits)

mighty night
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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

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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

meager estuary
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This mod is the one that patches it

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Buttery has a distaste for it and people have asked for it to be reverted already

eternal lantern
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I dont hate it myself
I hate it when others use it

trim breach
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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

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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

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i just set the cooldown to 2s since that's how long the clip lasts

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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

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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

mighty night
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I'd just rather have an option to not mess with it

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I'll let zeekerss fix that if he wants to lol

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I've gotten used to it so having that cooldown feels very weird to me

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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

radiant nymph
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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

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I've asked before for an option to not mess with them

meager estuary
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I can understand nerfing Hairdryer but nerfing Pajama Man is criminal

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He is literally meant to be spammed

trim breach
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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

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i did re-tune the cooldowns a bit to make them less restrictive but i still think they serve a purpose and should exist

trim breach
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it's pretty close to idle by 12 frames in (out of a 32 frame animation), so

trim breach
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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)

trim breach
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you can't switch the same hair dryer on 10 times in a row

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it turns on, it turns off, then it can be turned on again, etc.

meager estuary
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I know it is “wrong” but it was fun 😭

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I need justice for Pajama Man

trim breach
meager estuary
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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

trim breach
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i just do not think that these two facts are comparable to each other

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your hands are not visible when using the terminal with the optional disabled-by-default setting that removes the typing cooldown

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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

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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

meager estuary
thorn breach
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wait this mod allows me to type in the terminal immediately?

trim breach
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you need to enable the LockInTerminal setting which is disabled by default

thorn breach
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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

trim breach
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it's disabled by default for a couple reasons, mainly:

  1. vanilla's behavior is not objectively incorrect (just undesired in probably most cases)
  2. general improvements already implements something similar and could possibly lead to conflicts if used in tandem, i did not test
  3. 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
  4. the bonus of using the setting is IMO just not strong enough to risk #3 being an issue with default settings
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that being said it's a nice QoL change and I have appreciated using it

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it is functional in all the environments i've tested in and worth trying if it irks you

thorn breach
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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

ruby dagger
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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?

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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

trim breach
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it is still in my plans, sorry for the apparent lack of progress on that

ruby dagger
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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

trim breach
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unfortunately fixing it is not as straightforward as i wish it was

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at least, i haven't found a straightforward way to do it the couple of times i've looked into the responsible mechanics

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you might already be aware (i dont know how much purple has explained it to you)

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but basically the problem is that player visibility is reduced by 25% whenever they are crouching

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and old birds can only see threats that are 80%+ visible when they are flying over the map

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so crouching puts you almost exactly under the threshold and lets you hide from them as a result

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the core of the problem is that the player's status of crouching does not seem to be synced over the server at all

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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

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so the only player that gets the "crouch stealth bonus" is the player that owns the enemy that is doing the calculations

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old birds are always owned by the host, hence the host crouching lets them hide from old birds

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all other clients are considered to be uncrouched by the host, and so old birds see them just fine

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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

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and there are no RPCs in the vanilla game to sync the crouching boolean to other clients

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  • custom networking is more-or-less off the table for this mod since it's client-side
ruby dagger
thorn breach
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would've been neat if zeekers just did it as an animation event since he syncs animations

ruby dagger
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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?

trim breach
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i dont really want to complicate things by including a setting like that in this mod

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what i've been generally leaning towards doing instead is fixing any bugs that require custom networking in butterybalance

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since that mod already sets the precedent that every player in the lobby has it installed

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now that i think about it, it should be pretty simple to fix this there

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at least until i can puzzle out a solution that would work host-side using just butteryfixes

thorn breach
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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

trim breach
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possible

thorn breach
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local position might not be the term but yah

trim breach
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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

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but that'd be so easy to break with mods that significantly change crouch speed

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and is really hacky + complicated to set up in the first place

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so it's probably "just a bad solution"

meager estuary
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What about checking if the player’s head is lower to the ground than normal

trim breach
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i think that's more or less what xu was suggesting yeah

thorn breach
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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

trim breach
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in a lot of cases that'd probably be sufficient

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but i don't know if that works right with custom player models

thorn breach
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mmm

trim breach
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it's probably "the best idea so far" in any case

thorn breach
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also wouldnt work with good ol' too many emotes and whatnot

meager estuary
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Not a reason to not add it imo

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I feel like people with custom models bear the responsibility of their models breaking game mechanics

thorn breach
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they really dont though

trim breach
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yes and no

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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

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and i sort conflicts as a secondary concern if it doesn't take away too much from my time and energy

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but there are some circumstances where i think that principle would need to stretch a bit too far

thorn breach
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??? what is this lmao

trim breach
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like weird pseudo-crouch glitches cropping up because people are using custom playermodels, which don't seem like they should immediately cause issues

trim breach
thorn breach
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oh interesting

trim breach
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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

thorn breach
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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

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but yeah hmm

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how does zeekerss even sync animations across players?

trim breach
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iirc he computes a hash and sends the hash via RPC

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then the RPC feeds that hash into the animator and it can "restore" a state based on that

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what clips are playing, what playtimes, etc.

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that might not be 100% correct though, i am definitely not an expert

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that's just what i picked up last time i was looking into this crouch issue

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oh lol

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you know what

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this crouching bug also affects giant line of sight

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giants are more easily able to detect players that aren't crouching, i completely forgot they'd exhibit this same bug

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so hosts have an easier time avoiding giants than any other player does

thorn breach
meager estuary
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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?

thorn breach
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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

thorn breach
# trim breach but i don't know if that works right with custom player models

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)

trim breach
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the only networking i have done so far with butterybalance utilizes RPCs and NetworkVariables

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which must exist on all clients to work properly

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you are blocked from joining lobbies if your network prefabs list is not synced

meager estuary
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Is the HiveFix logic client-sided, like clients can just decide how much hives are worth?

trim breach
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hive fix logic is host-side

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because the host spawns the bees

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the bees spawn the hive on the host's client

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the host calculates the value of the hive on their client

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and then they call an RPC to transmit the value of the hive to all other clients

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who then set the value received from the RPC as the value of the hive on their client (after the hive is network spawned)

meager estuary
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And this infrastructure cannot be used for the crouching bug?

trim breach
trim breach
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because RPCs have to be defined for all the clients

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zeekerss added the price sync RPC to the hives and then compiled the game

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so all players will have that RPC available to them

meager estuary
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I see

trim breach
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mods have to add custom network behaviors, and then register those network behaviors on the networked prefab list in order to add new RPCs

trim breach
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thankfully butterybalance does not have that limitation

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which is why I could just implement a crouch sync RPC

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I already have a custom networking object that can run RPCs across the server

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so

meager estuary
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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

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So figuring out something here would please at least one person

trim breach
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it would please me too

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i want to fix it host-side

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but it is a complicated issue to fix with no clear solution

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and implementing it via custom networking will fix the core issue in another, much easier to implement form, in the meantime

meager estuary
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Is there any way of asking clients for information without the need for an RPC

trim breach
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possibly named messages but at the moment i have not researched how those work or if they are sufficient in this scenario

meager estuary
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Hopefully it is the key then!

ruby dagger
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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?

trim breach
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that's not exactly a bug and there is not exactly a fix

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nutcrackers rebounding after firing
this was already fixed in vanilla several updates ago

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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

ruby dagger
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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

trim breach
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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)

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and once the nutcracker fired, it would turn that flag off, and they would suddenly sync their position to all other players

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which would cause them to warp to whatever position they walked to very abruptly

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i think zeekerss fixed that in one of the v56 patches

meager estuary
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So it is just visual desync for spectating players

trim breach
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but i don't remember the exact version anymore

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well, it is not explicitly visual desync

ruby dagger
trim breach
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enemies still have to network their positions across the server, and other clients still have to interpolate their position

ruby dagger
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I've seen him go, "wtf", about it as a nutcracker pulls a Jo Jo's Bizarre Adventure on his ass

trim breach
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most enemies only sync their position across the server when they have moved at least 1 unit

thorn breach
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iirc he also only does it on the doaiinterval?

trim breach
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which is why enemy movement looks so jittery if you are not the one processing their AI

trim breach
thorn breach
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there's also the sync movement speed field

trim breach
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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)

meager estuary
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Sounds like this would 100% need additional networking to address then

thorn breach
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so many things contributing to what should've just been a network transform lol

trim breach
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you are actually calculating the movement of the nutcracker

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so they move smoothly frame-by-frame

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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

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then whenever they receive that message (dependent on ping)

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they interpolate the nutcracker's current position to the server's synced position

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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)

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anyways as a visual aid, this is the difference of 0.45 units compared to the nutcracker's scale

thorn breach
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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

trim breach
ruby dagger
trim breach
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this affects all enemies and is not unique to the nutcracker

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it's more or less just a symptom of netlag

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it is just extra noticeable on the nutcracker because it is such a tightly paced combat scenario

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  • unlike other similar encounters (like thumpers) they are always owned by the host
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so all other clients are disadvantaged by interpolated networked movement

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whereas the host sees the "true movement" of the nutcracker's AI

trim breach
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which is why they appear to "jump" between positions the moment they start chasing somebody

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but it makes fighting them a lot more consistent for all players, because whoever they are chasing is the one calculating their movement

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otherwise shoveling them would be a lot more difficult

trim breach
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for the most part, almost all of the new enemies are exclusively owned by the host

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butlers, old birds, nutcrackers, masked, kidnapper fox, barber, etc.

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at some point it seems like zeekerss just stopped designing his enemies around switching client ownership

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or at least, that's what i would believe, except that the maneater is an exception to that rule

thorn breach
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(i think butler changes ownership)

trim breach
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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)

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maybe it's because maneaters are really fast (they also change ownership when lunging at players)

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maybe the latter only happened because zeekerss already had to design their AI to work in an ownership-swap scenario for the former

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i'm not too sure

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but it is notably one of the few recent exceptions\

trim breach
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butlers also change ownership

thorn breach
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only reason i know is because im pretty sure we talked about this and you corrected me about the butler laughsharder

trim breach
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lol that's funny

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anyways

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what a world we'd live in

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if the game used network transforms and network variables

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i only just found out there's a networkanimator too

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maybe that would've been usable for players too, instead of the RPC approach

thorn breach
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yah network animator is wack

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100% (ish)

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there's also a network client transform

thorn breach
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which doesnt actually do what a network client transform does so i had to include the code for it in coderebirth lol

daring steeple
trim breach
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wdym by "network client transform"

daring steeple
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a networktransform with the ability for a non host to write to it

trim breach
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are network transforms limited to being server-owned, and network client transforms can be owned by other clients?

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ok yeah

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i see

daring steeple
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its not offically in NGO but there's an offical implementation in the docs

thorn breach
# daring steeple howso

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

daring steeple
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no that makes sense in my head

trim breach
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do booleans sync automatically across a networkanimator? or would you need to do a SetTrigger() each time you want to change it

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i guess you could maybe have a client-side script feeding the animator a bool based on a NetworkVariable

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shrug

daring steeple
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settrigger is a fired event, setbool is a value

thorn breach
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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

trim breach
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that does seem a bit odd but i guess it makes sense

thorn breach
daring steeple
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any other way would be "wrong" in terms of implementation

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personally i never use them though

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at least in what i've made animations are usually composed in a way where they a reaction to a code state

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so if the code state is correctly networked the reactions don't need to be

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might be more needed for more complicated setups idk

thorn breach
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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

trim breach
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the player is definitely a situation where you'd want to use a network animator

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it has like a million clips

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and tons of bools and floats and triggers

daring steeple
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that isn't relevant

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my point is that what changes those values should be synced, in theory

thorn breach
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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

daring steeple
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you don't need to sync a jump animation if the act of jumping is networked

trim breach
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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

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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

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it makes a lot more sense for that to just be networkanimator synced

daring steeple
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because you are syncing the player position

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you don't need to tell someone to frown if your already telling them to be sad

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it's a reaction

trim breach
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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

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rather than the player that owns themselves handling interactions like that and just telling everyone else they should have a certain clip playing

trim breach
daring steeple
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forsure, hence why i was talking about my experience with using them 😛

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for something i haven't experienced like some kinda mmo setup or something at that scale i could potentially see the vision

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though if im gonna nitpick i'd still probably just do that example via a networkvariable

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if im gonna sync that i mayaswell have the information in a accessible place and not in the depths of an animator

trim breach
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that does make sense too yeah

daring steeple
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could also be some valid usecases security wise i guess

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where maybe you don't want the client to have any practical control except the ability to manipulate their animations

trim breach
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all this talk makes me wish we lived in the timeline where lethal company made more use of the other network features

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mainly transforms and variables

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i think if it was implemented "properly" it would probably make modding a lot more hellish

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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)

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but at times it is kind of annoying to try and backtrace all of the weird RPC workarounds and what behavior causes what

daring steeple
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yup

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once you get a little comfortable with NGO it's actually really chill

trim breach
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kinda makes me want to try my hand at making my own multiplayer game sometime

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i have absolutely no design ideas for a multiplayer game but a prototype just to try out the other tech would be fun

daring steeple
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let me know if you need any help

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did a lil one last year

trim breach
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the one about the elves in the workshop yeah?

daring steeple
#

ye

thorn breach
trim breach
#

yeah i remember you posted about it

#

can't believe it's already been so long since then

#

unrelated

daring steeple
#

yup

thorn breach
#

i cant believe its been that long

#

literally

#

lethal modding starting to feel old

daring steeple
#

turns out they gave me 0 feedback on that project

#

😔

thorn breach
#

amazing, was that for a like a university or a sort of resume thing?

daring steeple
#

government funding

thorn breach
#

ahh right

daring steeple
#

cool program but 11 out of like 120 candidates we're approved and no failing projects received any specific feedback

thorn breach
#

that does suck

daring steeple
#

somemone pls hire me

kindred wraith
eternal lantern
kindred wraith
dense oriole
#

when will we get margariny fixes?

trim breach
summer falcon
# trim breach

you beat me to it.. BUT, i have the better product name 😉

dense oriole
feral roost
#

butter dawg

steel goblet
#

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

trim breach
#

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

steel goblet
#

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.

trim breach
#

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

steel goblet
trim breach
#

works fine for me

#

1.12.0 butteryfixes

#

latest version of all 3 mods listed

steel goblet
#

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

trim breach
#
[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

trim breach
# livid plover

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

livid plover
#

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

trim breach
#

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

livid plover
#

on 1.11.2 they were all able to load correctly

trim breach
#

but there is probably some sort of explanation

steel goblet
#

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)_/¯

kindred wraith
#

@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

trim breach
#

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

kindred wraith
#

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)

trim breach
#

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

amber sage
#

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
meager estuary
#

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

eternal lantern
#

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

trim breach
#

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

meager estuary
#

I sometimes have had it happen briefly and then correct itself, like their was a lag in the grab animation or something

eternal lantern
#

Better than nothing

#

Glad to see it’s fixed with this though. Makes sense why I haven’t seen it in a while

meager estuary
#

Yeah now that you say it, it has been a while

trim breach
#

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

amber sage
trim breach
#

cool :)

meager estuary
#

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

paper garden
#

for future reference since I remembered this

trim breach
#

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)

meager estuary
#

I hope your time off has been nice and reinvigorated you

trim breach
#

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

summer falcon
eternal lantern
#

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

dense oriole
#

hello chat, i found a weird enemy named "Buttery" and all it does is goes around and fixes stuff

#

is this normal?

hollow fable
#

How will this interact with ButteryFixes hehe

#

For those who are interested 👆

ruby dagger
#

Hopefully this bypasses ButteryFixes' noisemaker cooldown

meager estuary
#

I miss spammy Hairdryer but this is petty

#

Pajama Man was only one I really did not like but Buttery was (mostly) accommodating

ruby dagger
#

Nah, spamming noisemakers is fun. Adding a cooldown to them without making it even an option is even pettier, especially for a bugfix mod

feral roost
feral roost
meager estuary
#

Yeah yeah we know

ruby dagger
#

It's not as bad as my tone might be coming off as, but still

trim breach
#

in which case i'd say it's a viable selection if my choice of limiting cooldowns bothers you

teal flicker
#

the description does mention it was mostly made because of butteryfixes

hollow fable
#

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

trim breach
#

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

jolly raven
trim breach
#

i wouldn't call any of this petty

trim breach
#

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

thorn breach
trim breach
#

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

thorn breach
#

Yeah

trim breach
#

since it's still functional

trim breach
#

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

trim breach
#

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

mighty night
#

wait, what are you trying to do?

#

something to do with the VHS filter?

paper garden
#

recent BF update re-added the film grain from older versions and

mighty night
#

hmm

#

post processing definitely does work on multiple cameras in my experience

#

not sure how that MoreCompany camera is set up though

trim breach
#

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

mighty night
#

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

trim breach
#

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

trim breach
meager estuary
eternal lantern
#

Canon company building ❤️

trim breach
#

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

livid plover
#

wouldn't guaranteed infestations be better for a challenge moon to make it harder than usual?

trim breach
#

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

livid plover
#

oh so its blocking unique challenge spawns

trim breach
#

yeah the infestation behavior blocks some unique challenge moon behavior

#

so im almost certain it's unintended

paper garden
#

Think having Emblem enabled is allowing the film grain stuff to work with MoreCompany cosmetic stuff lol

trim breach
#

that is interesting

paper garden
trim breach
# paper garden 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

hollow fable
#

some cosmetics also have bloom lol

radiant nymph
#

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

paper garden
#

u can u just make %VERSION% not %VERSION% lol

radiant nymph
#

🤔

radiant nymph
paper garden
#

yeah i worded it weirdly

radiant nymph
#

Wouldn't that mean always having to manually update the game version text?

#

XD

#

Pain

paper garden
#

this game does not update enough for it to be a pain

radiant nymph
#

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

paper garden
#

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

trim breach
#

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

hollow fable
#

I wanted it to be orange like the original, tried using Emblem but wasn't able to tweak it correctly?

ruby dagger
#

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

livid plover
#

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

ruby dagger
#

Might be CruiserAdditions doing that since it has a feature just for that

#

or maybe it is just how vanilla LC is now

livid plover
#

Wouldn't cruiseradditions only affect things inside the cruiser when you go into space

ruby dagger
#

Shrug

meager estuary
#

Maybe Matty’s fixes?

#

If your pack has that

ruby dagger
#

Na

#

I don have it

trim breach
ruby dagger
#

Ya it was just a little too oob

trim breach
#

@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

radiant nymph
#

ty lunxara_love_with_tail 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

radiant nymph
trim breach
radiant nymph
#

😄

brazen vapor
#

which issue was this ?

#

like the stuff being invis for client with higher ping ?

trim breach
#

there is a possibility it could have also fixed that but im not sure

#

skitts or lunxara could explain better

trail creek
#

wait so should i use hotbarplus's fixes or this one

trim breach
#

you don't need to enable hotbarplus' setting if you use this mod

woven tartan
trim breach
#

but they will not conflict

#

they just do the same thing as each other

woven tartan
#

I hope this is why and it’s fixed now

trim breach
#

i think it's very unlikely

#

but it should reduce item desync which is the cause of that bug

#

so it's possible

brazen vapor
#

i wont know what is fixed if i dont know whats the problem to begin with Trollface

#

heres lunx

radiant nymph
#

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

trim breach
#

but yeah

radiant nymph
#

It was a vanilla thing

#

Flip even posted a video

trim breach
#

oh i thought you meant the thing where inventory overflow dumps the entire inventory

radiant nymph
#

Nope

trim breach
#

nvm

radiant nymph
#

Skitt's perspective of it happening

#

Flip reproing it in vanilla

trim breach
#

oh

#

wow that is really strange

#

i didn't think vanilla had any code capable of dumping items like that

radiant nymph
#

Yeah that was the cupboard bug

#

it would break clients

#

lol

#

Cus they would pick up stuff before the host registered it

trim breach
#

yeah

radiant nymph
#

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

trim breach
#

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

radiant nymph
#

Yeah and Skitts was only reproing it constantly cus she's irish, so she is on a fairly high ping in my lobbies

trim breach
#

only reason i've fixed it is because flip found it and handed me the solution on a silver platter

#

lol

radiant nymph
#

Ye

#

He did a great job at finding the solution to it

mellow scaffold
#

yeah, and i'm glad my clip ended up helping figuring out how to fix it as well

hollow fable
#

Am i crazy or the player drifts backwards if it's crouched and holding a Maneater?

trim breach
#

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

thorn breach
#

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 shrugwild)

smoky current
#

god i hate transpilers

trim breach
#

hello deabie

mighty night
#

transpilers are epic and cool

hollow fable
#

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

trim breach
hollow fable
#

[No upgrades available] 🙏?

jade ravine
#

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?

trim breach
#

are you talking about the setting from EnemySoundFixes?

jade ravine
#

Oh, apologies, yeah, that's my bad

trim breach
#

no you're fine, just needed to confirm

#

anyways it is your choice

jade ravine
#

What happens with either option?

trim breach
#

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?)

jade ravine
#

Ah, so that explains why, for the first time in forever, I've been hearing the masks making noises since having it turned on

trim breach
#

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)

jade ravine
#

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

trim breach
#

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

trim breach
jade ravine
#

I'd wager a guess that you're right. Cool, thank you for your time, that's really helpful

ruby jay
#

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

ruby dagger
#

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

trim breach
#

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

ruby dagger
#

Need to fact check this

#

Okay yeah I lied nvm

opal cairn
#

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

ruby dagger
#

Seems like this setting affects them in that case then Idk

trim breach
#

it does not make noise unless you are outside and dogs exist on the surface

trim breach
trim breach
#

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

ruby jay
trim breach
#

v1.13.0

  • Added RestoreArtificeAmbience and DisableLODFade
  • Expanded ScanOnShip into ScanImprovements
    • 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

livid plover
#

what's the issue that needs RestoreArtificeAmbience

trim breach
#

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

livid plover
#

i never noticed that

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that's cool

trim breach
#

neither did i

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i just thought the track was really subtle in-game

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but it's a cool effect and it's not used anywhere else

livid plover
#

i was usually distracted with the old birds being loud af

trim breach
#

so i wanted to restore it

livid plover
#

i'll give it a try, wonder what it sounds like

trim breach
#

i did make it optional because it does change the feel of artifice

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in my opinion, for the better, but that might not be a universal opinion

livid plover
#

might as well open up artifice to see how it sounds when it becomes night

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with and without the change

eternal lantern
#

Always thought it was intentional that it goes silent. Brings in more tension.

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Sort of like when wildlife goes quiet when a predator is around

trim breach
#

i am not sure if it is intentional or not

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artifice has its own night time ambience track that is not used anywhere else

eternal lantern
#

If there was a dedicated night time track I would assume so but maybe Zeekerss changed his mind

trim breach
#

but it starts to become audible around 1 PM so i wonder if zeekerss removed it because he thought it was too overwhelmingly apparent

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too early in the day

smoky current
#

it was probably from when the map was still snowy tbh

trim breach
trim breach
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i like it a lot with the blizzard

smoky current
#

i like it in general

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its super creepy sounding

trim breach
#

it's an unsettling sound and the blizzard helps to drown it out so it's not so overwhelming so early in the day

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i thought about adding it to artifice blizzard instead

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and having an option to only enable it during the blizzards

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but i figured there was no need to overcomplicate it

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and it is at least debatably a "bug fix"

trim breach
#

i do as well but i worry the early prevalence might make it sort of unpopular

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at least until there's been a bit of an adjustment period

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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

livid plover
#

Would it be possible to adjust the crossfade itself so it becomes apparent later?

trim breach
#

not really

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at least not sort of destructively

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zeekerss set it up in a really weird way

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normally the moons have this script that handles "high and low" audio

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high audio is usually wind, low audio is usually sort of a rumble

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it is used on dine, for example, which is why the blizzard is only audible from the ground near the ship

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and it fades out as you go down the map towards the entrances

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anyways he added a toggle to that script to make it work on a day/night mode instead

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which seems to only be used by artifice

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that day/night mode instead plays the high audio at 100% volume at 6 AM

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and low audio at 100% volume by 12 AM

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with everything in between interpolated linearly

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so by 12 PM, daytime ambience is already at ~66% volume and night time at ~33%

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patching that script will affect any other moons that use the same setup

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and also gets into subjectivity with manually adjusting the timeframe

livid plover
#

Makes sense

trim breach
#

the problem with artifice and the reason i had to fix it

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is that the night time audio track just does not play at all

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so the volume fades like it should, but even at 100% volume there is no clip playing

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zeekerss either forgot or purposefully disabled the flag to make the track play immediately on landing

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it is up for debate which

livid plover
#

What dopa said earlier makes the most sense to me

trim breach
#

speaking of dopadream

livid plover
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That it was intended while artifice was a tundra map, but he turned it off when it became a marsh instead

trim breach
#

i forgot to credit her for the crossfade lod thing

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but she brought it to my attention and i made a setting to disable it because the double popin irks me

ruby dagger
#

Love the Artifice addition

livid plover
#

Btw the track is Night Time Silence Bass right?

trim breach
#

yes

livid plover
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It's so creepy sounding

trim breach
#

it is

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i love the atmosphere of artifice

livid plover
#

It definitely helps with the liminal feeling

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Like you're not supposed to be there

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And the specific mention of active machinery is another part of that

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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)

trim breach
#

no that is vanilla

livid plover
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Which gave me a feeling that the facility is inviting you in

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Like it knows you would be here

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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

smoky current
#

from a technical standpoint

trim breach
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just turns off the cross fade on all LOD groups in the scene

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i was going to make it only apply to vanilla moons when the setting was on

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but i refactored it a bit to make it affect interiors as well

trim breach
smoky current
#

do i still have to do it on my end

trim breach
#

no

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you can do it on your end if you want

smoky current
#

cool

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i do not lol

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too many meshes

trim breach
#

but if people use my mod and have the setting on it will apply to yours

trim breach
smoky current
#

oh right i forgot u can do that

trim breach
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select all -> fade mode: none

smoky current
#

still idrc

trim breach
#

you will have to do it for each individual scene

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but also

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i left the door open for it to be disabled

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in case, in the distant future, you figure out a way to make the actual fade work

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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

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i am basically just putting a band-aid over it to minimize the pop in

smoky current
#

i thought abt it a bit more and i feel like the fading would clash with the art atyle

trim breach
#

because having overlapping LODs makes the transitions even more obvious since it happens twice when spanning the same distance

smoky current
#

so i dont really have interest in remaking the vanilla lit shader

#

or whatever

trim breach
#

i see

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i think cross fade would look good on foliage

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sort of just feels like wind in leaves

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natural motion

#

it looks hella weird in boulders though

eternal lantern
ruby jay
eternal lantern
#

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”

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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

ruby jay
#

could just have it be delayed to rise up to the top up until 8:30 or 9:00

eternal lantern
ruby jay
eternal lantern
#

That’s not the same though

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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

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Which offense has a high chance for a mineshaft

trim breach
#

maybe i am misremembering

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but i believe you can see the elevator arrive at the top on any map if you have a jetpack

thorn breach
#

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

livid plover
meager estuary
#

Butlers having a scrap icon on them makes a lot of sense yet I never thought about it

#

Nice parity change with Nutcrackers

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Artifice ambience is interesting too, I will have to hear it for myself later

hollow fable
#

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"

trim breach
#

that alters the blizzard ambience

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and it actually conflicts with artifice blizzard if i read it correctly

hollow fable
#

interesting

meager estuary
#

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

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I am fine with any way to turn it off, tying it to the headlights just seems like an obvious implementation

livid plover
#

Melanie's rv cruiser has a config for that

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Just turns the cab light off

meager estuary
#

I don’t want an rv cruiser though 😭

trim breach
#

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

meager estuary
#

Fair

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I have posted this there too

ruby dagger
#

Why doesn't restore film grain have AlsoRadar now

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I just want it for the menu and radar, that's it

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or is it under a new name

radiant nymph
#

It was changed

ruby dagger
#

What name?

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None?

radiant nymph
#

Full should be menus and radar

trim breach
#

AlsoRadar is now Full

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Full was misleading because it didn't apply to the radar

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Full is now NotRadar

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the behavior did not change but i made the names make more sense

ruby dagger
#

I see

trim breach
#

when i originally released it

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full was full

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and there was no option for the radar

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because the radar didnt have the film grain in v9

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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

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anyways

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if there's one thing im going to do

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it's make a confusing config

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and sooner or later i will probably do some dumb shit like migrate the setting to chameleon in v1.15.6

ruby dagger
#

There doesn't seem to be scanlines on the radar anymore

trim breach
#

are you using sponge

ruby dagger
#

yea

trim breach
#

did you disable map camera quality overrides

ruby dagger
#

no

trim breach
#

you need to do that or post processing effects wont work

ruby dagger
#

Oki

#

Thamnk

ruby dagger
#

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

opal cairn
#

it might be better to ask sciencebird this, as they seem very good at applying parenting to objects

ruby dagger
#

@green valve Demonic ping

opal cairn
#

but maybe just me

paper garden
#

They're both probably capable of looking into doing something lol

ruby dagger
#

I miss my fat maneater png...

opal cairn
#

as far as i can tell the solution is simply applying parenting to the bridge parts

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and sciencebird is very good at parenting objects from what i can tell

ruby dagger
#

Nvm found this fat piece of shit

paper garden
#

is he ugly on purpose

ruby dagger
#

We'd have to ask him

trim breach
#

probably shouldnt be fixed by parenting

green valve
trim breach
#

i would need to check the layering of the bridge colliders but it might be possible to just make the items fall again

trim breach
#

all that said this is an extremely minor issue

ruby dagger
#

It is not 😭

trim breach
#

who is dropping items on the bridge and then destroying it

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accidentally or purposefully

ruby dagger
#

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

trim breach
#

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

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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

trim breach
#

i dont know why people are leaving items on the bridges in general

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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

ruby dagger
#

Yeah, when forest keeper suddenly aggravates upon you, you kind of have to

trim breach
#

you also have the option to jump off with your items

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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

ruby dagger
#

It's pretty bad to call this a minor issue, but I guess I'm not convincing you otherwise

trim breach
#

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

opal cairn
#

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

trim breach
#

but they correctly fall into the pit on vow

opal cairn
#

its not really a necessity to fix, which is another reason i proposed sciencebird over stan for this

ruby dagger
opal cairn
#

since sciencebirds mod is more open to little things like that

ruby dagger
#

The reason I'm asking about this since it just happened on Vow

trim breach
#

not talking about items

#

talking about enemies

opal cairn
#

zeekerss did forget to do this yeah

#

when a giant breaks the bridge on adamance, it stays floating for a bit and pathfinds downwards

ruby dagger
#

This goes for all entities pretty sure

#

I think

opal cairn
#

giants are the only monster that can break the bridge

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but if another one happens to be on it

#

then yes theyll do the same thing

ruby dagger
#

I know

trim breach
#

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

opal cairn
#

i will say

#

in relation

trim breach
#

the reason there are "coyote frames" for the giants is because zeekerss addressed this issue by adding a bunch of offmeshlinks along the bridge

opal cairn
#

i think its weird if a giant breaks it, the sound effect of it collapsing doesnt play

trim breach
#

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

hollow fable
#

Just a cool feature I had in mind

jolly raven
#

dynamically doing so would be a pain, if you mean having it follow the waves created by the shader

hollow fable
#

i mean

#

same behavior as the body on the water