#Buttery Fixes
1 messages Ā· Page 8 of 1
Afternoon
yes
Ic
if i had to guess
that is the reason he disabled it
assuming he did so intentionally
There's nighttime ambience for art? How different is it from the daytime one?
Nice, thanks
man i really like that night time bass
i never heard it in game because of how quiet it is
you never heard it ingame because its unused
oh it is?
yeah it didn't play
damn that sucks
honestly would be really cool to hear it in all moons when its night time
it's supposed to crossfade over the course of the day on artifice, and for whatever reason it was removed from the crossfade
so all artifice gets unmodded is that its ambience gets quieter over the course of the day
the audio file is there, otherwise it would be compiled out of the game
it's just missing a flag to play on awake
yea
this might be lowkey kind of creepy but i wish i had the repository for the game so bad lol
imagine how much cool unused shit is in there
i bet you liquidation actually has a fucking scene
and it was just removed from build
can't wait to see what liquidation looks like (if it ever becomes real)
how do you think i feel about granny
and all the other unity games i play
granny has an unused model with an old texture laying around somewhere
that has never been released or available in any public builds
but the texture got compiled into the final game so we know it exists
and it has me deathly curious
Finally have the Granny mod Purple jokes about
@trim breach It looks like Vanilla Meteor Shower and Baboon Hawks don't like each other very well
Wonder how easy this would be to fix
well
there's a million different things that null reference could be
could you send me your whole log when you get a chance
hopefully there is something a bit further up that makes it a bit easier to search through
they mention they can't see the threat, which then proceeds for the errors to just spam it seems like
lmfao
buttery im looking through this and i think they might be right
i dont think this is an easy fix
unless coderebirth is failing but im always sketchy when coderebirth errors; its usually not their fault
coderebirth gets included with almost every exception but it usually isn't their fault
and if its vanilla meteors i don't think this is anything to do with them
i do notice it's on duckstroid
does it happen on other planets?
like is there a chance the modified baboon hawks from duckstroid could cause it
idk cus the event is rare
I would feel like it wouldn't mention the vanilla ai script if it was that
as far as I'm aware the custom ones are smaller with a custom model and less health but use the same ai as vanilla ones
if an enemy errors, no matter what it is, there's like a 95% chance ill show up
mainly because of where i patch
error is in doaiinterval
which is ran on update
which i patch
so i just show up by default lol
what do you patch it for
dunno been a while, irrelevant to the error but ill check since im curious
ah right, icy hammer stuff
i dont like that i do .ContainsKey first thing on update, ill change that to first check the count of the dict
TryGetValue š¢
okie 
nah, it's vanilla AI doing something wrong
probably doesn't handle well if enemy destroyes
yea
the error itself isnt related to me but i'd imagine checking ContainsKey on a dict every update isnt the best way to do it, i assume u said this as a better way lol
yeah, trygetvalue would be better here for not looking for the key twice
should i still check count first or just do leave it to a trygetvalue
should be fine just trygetvalue
yeah if you're doing if (dict.ContainsKey(key)) value = dict[key] it's nicer to just do dict.TryGetValue(key, out var value)
Was doing a bunch of terminal mod stuff today and realized there are some vanilla stuff that I would appreciate being fixed:
-
After selling scrap at Gordion, the orphaned radar icons of said scrap sometimes appear on the ship monitors, potentially confusing players
-
Spike Traps should be scannable like Landmines and Turrets
-
Inactive Old Birds can only be scanned from their front
-
It would be cool if the terminal āview monitorā command could have its map be controlled separately from the ship monitor
-
Company Cruiser is erroneously listed as 400 credits when it actually is 370 credits
I guess you are right, the ideas for stuff never stop, though I still stand my point this mod is incredible as is. 975k downloads as of now
- After selling scrap at Gordion, the orphaned radar icons of said scrap sometimes appear on the ship monitors, potentially confusing players
lobbycontrol fixes this
- Spike Traps should be scannable like Landmines and Turrets
im almost certain a mod already exists that fixes this and it's possibly intended by design? i might add this as a config setting we will see
- Inactive Old Birds can only be scanned from their front
there's not a super great way to fix this without also allowing it to be scanned through walls, but that might be an acceptable fix, i'll play around a bit with it
- It would be cool if the terminal āview monitorā command could have its map be controlled separately from the ship monitor
use tworadarmaps
- Company Cruiser is erroneously listed as 400 credits when it actually is 370 credits
i have already fixed this
(idk if it ever happened but the spike traps' navmesh modifier being fixed would probably be a noticeable fix in making enemies avoid blatant spike traps)
it's on my todo list but i havent changed it yet
makes sense
there's a couple navmesh fixes i'd like to make but i need to make sure it wont break anything if it's done clientside
should be okay but you never know
yeah true, and speaking of navmesh stuff i recently learned that the ship mods might be regenerating different navmesh between host and client, thinking only the host controls enemy movement, lol, so that's kinda funny
Two steps ahead of me, did not LobbyFixes addressed the scrap icon issue
I think Dev 1a3ās ScannableCodes lets Spike Traps be scanned, but that mod does several things with the scanner I am not interested in
- Shows terminal codes on scan
- Increases scan distance of traps
- Makes Powered Doors be scannable
i think there is another mod that just makes spike traps scannable
also secure doors are scannable in vanilla
scannablecodes just changes the node's description to list the code
Iirc only as a first-time thing that goes way after your first session, like the prompt that says you have lightning in you or that you have landed during an eclipse
there is a one-time prompt when you approach the doors, yes, but the scan node is always there
i think it's only scannable when the door is closed
I need to check this right now
I swear that besides that one prompt they do not ever appear on the scanner
Darn it does show up
Buttery teaching me new things about the game every time I talk to her
You have to be really close to it while it is closed though, very situation
Okay, apparently manticoils can bug out sometimes, and spin like how they do in their death animation mid-air
Wtf
Would you also be interested in restoring their old behavior where they would leave at 4 and not 12
It sucks that they leave at 12 due to you largely being indoors around that time, so not a lot of screentime
it is not a bug that needs fixing so that is outside of scope for this mod
zeekerss intentionally made them leave earlier in the day
even if they leave at 12 that's still time enough to see them on the way walking from the ship to the building
and when you're dropping off loot outside earlier in the day
i do sort of like early evening manticoils but that might be more of a balance change
my only guess as to why he changed it was to prevent overlap with eyeless dogs on artifice
maybe
Maybe for Chameleon?
chameleon is client side features exclusively
it would be in butterybalance even if it is a minor gameplay change
Would you be interested in adding it to that?
can we get Narpy Changes where it's changes that affect no one except narpy and they're the polar opposite of what narpy wants
Maybe
the radar icons fix is in MattyFixes not LobbyControl š
oh my bad
I never noticed that the time they leave was changed. Thatās a bit of a shame I like the silly guys
š„
bunny and bee suits dont have ears is there a fix for this?
She has a separate mod for Masked entity bugs
MaskFixes
i meant when i see myself in the mirror or in a mod which change the camera pov (like "TooManyEmotes" mod) , my character does not have visible ears. is this a part of maskfixes or not? if not is there a another mod which fixes it?
Oh, yeah that is not addressed
I think that is an issue to ask TooManyEmotes dev to fix, though maybe Buttery will take it up. She tends to focus on vanilla bugs though
Ah, well I will leave to it
or i might not be
i actually dont know the default behavior of those mods
but i changed the way those hats get applied to the local player
so my changes might cause an incompatibility if they account for vanilla behavior only
TME uses its own camera
well
what happens in vanilla
is the hat object spawns but it gets attached to the "fake helmet" object on your HUD
which causes it to look weird on your shadow, weirder still if you disable the shadows on the fake helmet object (which butteryfixes does)
if you do that it causes those hats to float off of your shadow
so i made the hat spawn on the player's body instead, like it would on other players
and i just apply a flag to the renderer to only render shadows, so it doesnt overlap the camera
if toomanyemotes hides the fake helmet, then it probably wouldn't render the bee/bunny cosmetics in the first place
but if they have some sort of patch to reparent or transform those objects
then i might be interfering with that
since im setting a flag on the renderer for it to only cast shadows and not draw
ladder fix when (idk how to do it)
idk
i didnt work on mods at all yesterday
i took a break from it
i'll probably get back to some things today
i've noticed on my dev pack that if the cruiser explodes while im inside it, it breaks me using the terminal lol, nothing that needs to be fixed really but kinda funny
yeah i'll probably leave that be
the cruiser is hardcoded to kill players inside the driver or passenger seat when the car explodes
and then also summons an explosion that kills through the vehicle's colliders immediately after
so you'd need cheats to survive
So uh, I used GeneralImprovements to increase the resolution of the ship's internal camera to make it look a bit better, and now I notice it has the thing where both your player model and first person arms are being rendered at once. If this is a vanilla thing, could it be changed because now I cannot unsee it...
it's a vanilla thing and in the longterm i want to fix it but it is a difficult fix
I see
is it still a vanilla issue that eyeless dogs cannot hear a shotgun being fired by the player no matter how close?
I thought either zeekerss or this mod had fixed that by now, but seems not
TestAccountFixes has a fix for that
oh, ty!
vanilla issue yes, use testaccountfixes yes
sorry i got caught up looking at other stuff this morning and forgot to get back to you
this mod does
- conductive
- dust pan
- fancy cup
- lockpicker
- cookie mold pan
- old phone
- shotgun
- spray paint
- non-conductive
- control pad
- soccer ball
- toilet paper
conductivity in vanilla seems to be entirely based on "is the object metallic or not"
but there is no consistent ruling
dust pans have a rubber handle but also have a metal scoop
i made them conductive by the same logic that shovels are conductive despite having a wooden handle
control pad is dubiously metallic but it's likely plastic
concerning these choices:
- the chemical jug's sound is distinctly plastic
- the jar of pickles is almost entirely glass (and idk that the lid is metallic)
- zeekerss & zedfox confirmed there is "something inside" the zed dog plush which explains why it is conductive and sounds like metal when it is dropped
whoopie cushion was fixed in v50
flask was also erroneously conductive for a while but i believe that was fixed in v62 (v64? whichever patch fixed all the v60 scrap being conductive)
although that update still didn't fix toilet paper, soccer balls, etc.
Iāve personally imagined the item inside the zed dog as like
a coin
Who knows though
it makes the same clatter as the large axle
which would be a loud noise for just a coin to make
Drill part 
Someone had said it might be lead inside the plushie
Zed plushie is in his āprimeā
it has a bomb
lead filled
interesting question.. are items in belt bags conductive...?
no
items dont stop sparking when they get bagged
but they won't get struck (putting items into a belt bag teleports them 3000 units out of bounds)
and items inside the belt bag will not be retargeted when a new item starts sparking
i did figure that.. just wondered if something had been implemented so a bag with a metal item in it gets zapped like a metal item. shrug
oh is that how it works/
i thought it was something like doing a destroy and writing the item properties into a temporary memory
If you do some real hacky stuff you actually can get a player trapped in there
The pocket dimension of the Belt Bag
hacky stuff being pocket an extension ladder with a player on it xd
š¤ #1360176633847349348 message
do you have a way to turn off your FireExit patch?
no
but if you are ready
i can release the next version
where i pulled all of that stuff
well mine is still in beta
just that our mods clashing could be the cause of some desyncs as reported in #1200695291972685926 message
well the link is the logs, the message with the issue is a bit above it
i've pushed my v0.0.3 where i overwrite the result with mine in any case
btw i use conditional here because i can't test it out for a while and it's one of the potential issues
I'll make my people drown on Polarus again next Saturday, will see if things work out or not
I still gotta check on this softlock when leaving moons and the buggy mimics sometime befor Saturday tho, I still don't even have a guess wich mod could have caused this from 1 week to another
Not the appropriate thread, but I was playing solo with SafeSoloScrap and died, then I realized that all my apparatus on the ship vanished (2 from previous runs)
Idk if some Baboon hawk stole or it's intentional
@trim breach All these updates recently and this remains your abandoned child š https://thunderstore.io/c/lethal-company/p/ButteryStancakes/RadioBabyFace/
i no longer have this source to this plugin
i could remake it very easily but i just decided not to
maybe in time
i unfortunatley forgot to link to the github page for halloweenaction
as well
so that kinda sucks
rip
@trim breach i have discovered a bug with water
you can walk sideways in it and wont get slowed down
im sure someone else has
but yeah not even high quota players have mentioned this
afaik
are you sure about this? i just tried it and it feels slower
i'd need to time it to be sure but yea
i think it doesnt work if you jump into the water
cause i had a moment it wasnt working also
and i believe thats the cause?
one time I jumped into water weirdly and then wasn't slowed down by it
I have zero clue how I caused it to do that but it has happened once before
this was also vanilla
Pretty sure if you enter a body of water, get out in some way, and go into a different body of water, it just won't act as water 
Can happen in March iirc
WHAT
if that is enough to replicate the bug that is crazy
flooded + mineshaft would make it easy to confirm
march and vow flooded also have "stacked" water which would be easy enough to check out too
I got this bug on flooded assurance
Back when mineshafts didnāt exist
It happened when I jumped off of the ship into the water
I landed near the path the leads up towards the drop ship location
theres a bug with water as a whole where you dont have the slowness or drown
but this is a different thing im referring to, where crab walking in water seems to not slow you down
if you dont do a fall enough drop into it at least
youll still drown in it though
water inhibits the player the same as any other hazard
if walking sideways somehow avoids the penalty it should also apply to spider webs and such
unless walking sideways is preventing the player's contact with the water from being registered at all
which would also circumvent drowning
Oh I hadn't considered the mineshaft cave water actually, hmm, don't think I've seen it happen with that but I'm not sure
I just know a friend was struggling with this specific issue for a moon of his, where there's a couple lakes that can be entered on the way to main
anybody having problems with the external fire exit rotation?
uuuh i dont think so
just that sometimes it puts me out 90 degrees to the right
instead of facing outward
that's the problem
vanilla's fire exits are rotated wrong
my mod is supposed to fix them but i noticed it is not working
at least not consistently
it is probably something to do with lethalperformance or entranceteleportoptimizations being updated
i fixed that on all of my scenes
the issue is the telepoint rotation
i can help you out with that if you want
well i fixed it forever ago
oh i see
i was just running into a weird issue yesterday where on one of my profiles
the changes weren't being applied and no errors were being thrown
like something was preventing Object.FindObjectsByType<EntranceTeleport>(FindObjectsSortMode.None) from succeeding
lol i just found out that 8 days before i posted this message
i archived the source on a private server
and completely forgot a week later when i was doing all my updates
somehow
but tldr i can actually get it up to date
with lobbycompat
i also discovered a longstanding bug i needed to fix so that's good
apparently if you loaded a save file with a cruiser attached to your ship, you'd have to dump that cruiser and buy a new one before you could tune to baby face
Do you have interest in fixing the nutcracker bug/cheese where they get stuck idling after someone jumps through them after they reload
if you attack them after doing this they turn around now
which fixes the part of the cheese where you can just kill them for free
good enough for me
just to give a random update about my crab-walk into water thing
it was just placebo lmao
it just really felt faster some how
[22:24:28.9526869] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ButteryFixes.Utility.NonPatchFunctions.ForceRefreshAllHelmetLights (GameNetcodeStuff.PlayerControllerB player, System.Boolean forceOff) (at <218e255bd7c64ee4be26e712c62a8fdc>:IL_00C4)
ButteryFixes.Patches.Objects.FlashlightPatches.FlashlightItemPost (GameNetcodeStuff.PlayerControllerB ___previousPlayerHeldBy) (at <218e255bd7c64ee4be26e712c62a8fdc>:IL_001A)
FlashlightItem.SwitchFlashlight (System.Boolean on) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0113)
ScarletMansion.GamePatch.Items.ScarletFlashlight.UpdateSpecialProperties (System.Int32 colorIndex) (at D:/Previous Computer/Desktop/LethalCompany Modding/ScarletMansion/ScarletMansion/ScarletMansion/GamePatch/Items/ScarletFlashlight.cs:76)
ScarletMansion.GamePatch.Items.ScarletFlashlight.LoadItemSaveData (System.Int32 saveData) (at D:/Previous Computer/Desktop/LethalCompany Modding/ScarletMansion/ScarletMansion/ScarletMansion/GamePatch/Items/ScarletFlashlight.cs:42)
StartOfRound.LoadShipGrabbableItems () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_02F7)
DMD<>?1687272842.Trampoline<StartOfRound::LoadShipGrabbableItems>?-1266138646 (StartOfRound ) (at <5003d6c1b7264e8f8c9756531633c289>:IL_0025)
[email protected] (On.StartOfRound+orig_LoadShipGrabbableItems orig, StartOfRound self) (at ./Mirage/Hook/Item.fs:15)
DMD<>?1616688230.Hook<StartOfRound::LoadShipGrabbableItems>?616086304 (StartOfRound ) (at <96860dc8958443d48fb862df1713ced0>:IL_000F)
DMD<>?195591504.Trampoline<StartOfRound::LoadShipGrabbableItems>?963062516 (StartOfRound ) (at <d043d2da91b648858fbf4d31a2109a68>:IL_0025)
[email protected] (On.StartOfRound+orig_LoadShipGrabbableItems orig, StartOfRound self) (at ./Mirage/Hook/Config.fs:48)
DMD<>?-1247728304.Hook<StartOfRound::LoadShipGrabbableItems>?-1178705004 (StartOfRound ) (at <777dc16691b64b8bbe11135a9e37f993>:IL_000F)
StartOfRound.Start () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_02B2)
DMD<>?-2089618754.Trampoline<StartOfRound::Start>?233389568 (StartOfRound ) (at <135d7788cf5a411aa999218a6e3b7ee6>:IL_0025)
LethalLib.Modules.Items.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at ./Modules/Items.cs:146)
DMD<>?-1138834286.Hook<StartOfRound::Start>?1583113388 (StartOfRound ) (at <c80b0c5f0b374d16a58e8c997255f174>:IL_000F)
DMD<>?-1856542502.Trampoline<StartOfRound::Start>?-460502080 (StartOfRound ) (at <ee89c903063d4b70b544244f2dbbd76d>:IL_0025)
LethalLib.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at ./Modules/Utilities.cs:77)
DMD<>?732489272.Hook<StartOfRound::Start>?780326364 (StartOfRound ) (at <1bd7e8ace86d4b2aac74329c7e3f2dc2>:IL_000F)
DMD<>?-1198401390.Trampoline<StartOfRound::Start>?1109584936 (StartOfRound ) (at <de56c82cb72b4d96a2f3ba26b4e016aa>:IL_0025)
LethalBestiary.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at <0d184de3cadb4a4a9b8ad443576d9910>:IL_019C)
DMD<>?-699037830.Hook<StartOfRound::Start>?1940506988 (StartOfRound ) (at <e0d55b9bcd0a43bdb0ba26d46e444c75>:IL_000F)
DMD<>?-1956250816.Trampoline<StartOfRound::Start>?-966189262 (StartOfRound ) (at <0ce581d559724645891a80564e1bf8ee>:IL_0025)
LethalBestiary.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at <0d184de3cadb4a4a9b8ad443576d9910>:IL_019C)
DMD<>?1300557252.Hook<StartOfRound::Start>?-529776316 (StartOfRound ) (at <d6c5aaa2630144aa94563131dfb6e337>:IL_000F)
feel like this is a conflict of something, should mention, we rarely have an issue of falling through the floor when we connect to the lobby, which i fixed previously by moving EVERY item that exists to a new position in the ship, then the floor seemed to be solid again.
this time however, it seemed to fix itself (as i didnt fall through the floor before moving items), not saying this error was the cause, just giving context to what was occuring at this time.
I beleive this error was from when i restarted the game + lobby after moving all the items using imperium (then removed imperium), suddenly then i was getting a lot of errors.
this is the full log, incase it helps with determining whats up with the above.
wait what š
ive had this happen also
me and friends could never figure out why it wad
well, i searched for the issue within this discord server, and the only mention of it was from last year, to which the person also, hadent found a fix.
either way, its only been happening to my group for the last few weeks.
either way... in both cases its occured to my group..
the first time, it was spamming about belt bags, which, ngl, move all over the place (at least when matty fixes installed), one was in the floor, but, yeah, moving all the belt bags fixed the error and stopped people falling throughthe floor...
the "falling" is not the bug, the falling, is because of the skybox of celestialtint/etc leaving a space below the ship. the bug is that the bottom of the ship stops being solid... not a clue why, but i turn off mods related to having an "outside the ship" and i bounced around in the ship like a ping pong ball til i fixed the issue.
the second time, 1 person fell out of the ship, i instantly went to fix it, no bouncing, no falling, but all sorts of other mods broken, self sorting storage lost all my items except the ones displayed, etc..
it seems whatever is causing the bug.. is breaking the whole save, as you switch save, and no issues until the bug occurs again.
so it maybe that for the bug.. we need someone who knows what saves should be like and can look at the data within them, i d k.
i assumed the root was belt bags or jetpacks
but couldnt pinpoint any specific mod that would cause it
ive had it happen like 17 times or so
maybe thats a bit much
but its at least double digit
well the time that happened this weekend, was a shovel being picked up shrug
im not even sure what could be causing this error
it looks like this issue would only arise if:
- a
PlayerControllerBwas added toStartOfRound.Instance.allPlayerScriptsthat has noallHelmetLightsand/orItemSlotsarray defined - or a new helmet light is added to that player's
allHelmetLightswith a corresponding flashlight item (matching ID) that does not have aninsertedBattery
neither of these are possible in vanilla and it doesn't seem likely a mod would be doing either of these things
unless there is some flashlight mod im not aware of that adds a brand new pocketable flashlight beam and also doesnt use batteries
at that point i assume there is just some sort of initialization error
hmm, i will look into it, as i did see in imperiums spawn menu a few different flashlights.
well, this is all the flashlights appearing.. but im not getting the error
first 2 come up as "priceless" because of sciencebirdtweaks, i think these are also made using crystals from scarletdevilmansion. (turned off SDM to confirm this)
another 2 are because of "remnants" (turned off to confirm once again)
all of them seem to be scrap.. not tools.. all seem to have a battery. (spawned with imperium)
once SDM + renmants are turned off, there is 1 flash, and 1 pro flash, and they spawn as tools.
so yeah, i dont know what could be causing that error, only seems to happen in my main lobby.
i didnt see a mod that fixed it but there's a bug i'm surprised no one's seen before, if you pocket or discard an item you're inspecting, the HUD just stays gone, lol
i just did this to fix it personally
im not sure what youre talking about
i just tried this and i still have my HUD
so while you're inspecting, you pocketed the item and the HUD re-appeared?
yes
i mean i just tried it now without any fix mods, maybe buttery fixes does fix it just doesnt say in the readme
i thought you can't inspect those
wasnt this the mod that let you inspect items normally uninspectable
which is therefore why xu is reporting this
weird
i havent noticed this bug or done anything to fix it
i did make adjustments to inspectable items in this mod though
i fixed some items (like extension ladders) being inspectable even where it doesnt make sense
and made a couple other items (like magnifying glass, weed killer, etc.) inspectable that weren't before
i think toothpaste is inspectable by default
i know for a fact the mug is
i made some items that are inspectable and noticed this in em then noticed it happens in teh clipboard which is what led me to look at code and seeing that nothing was done to fix it in base game
are you using imperium in this clip??
imperium hides the UI when you press Z (the inspect button by default)
are you sure it's not that
on my debug profile inspecting doesnt hide the HUD
š coulda sworn the pack only had my mod but maybe.
It just made so much sense too
I can confirm this in an imperium issue, it does not happen in vanilla
I made pretty mush the same fix as you lol until i discovered that there is no need because imperium is not installed when playing normally
it just made so much sense that zooming in on the clipboard made your HUD disappear
@trim breach @summer falcon ok so update to that bug about falling through the ship constantly
i got it again just now and the log was being spammed with errors related to the cupboard
now i want to preface: i dont think this is butteryfixes, since it doesnt touch anything related to the cupboard last i remembered
im just mentioning this here since its where it was last talked about
i also dont think its the modded scrap items causing it because this was happening with vanilla game tools from time to time
so its something related to the cupboard, probably at least
NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::SetItemInElevator>(GameNetcodeStuff.PlayerControllerB,bool,bool,GrabbableObject)
at (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::GrabObjectClientRpc>(GameNetcodeStuff.PlayerControllerB,bool,Unity.Netcode.NetworkObjectReference)
at GameNetcodeStuff.PlayerControllerB.__rpc_handler_2552479808 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) [0x00064] in <bdf6a080e98a49fd84b92b24894f768c>:IL_0064
at (wrapper delegate-invoke) <Module>.invoke_void_NetworkBehaviour_FastBufferReader___RpcParams(Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams)
at Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) [0x0004e] in <895801699cfc4b4ab52267f31e2a4998>:IL_004E
Rethrow as Exception: Unhandled RPC exception!
I havent been around for all the conversations involving this, but I've done a lot of troubleshooting around this issue and this is the console spam that 100% correlates with it if you havent narrowed that down already:
Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "Environment/HangarShip/StorageCloset/RedCoffeeFull(Clone)/ScanNode"
had to deal with this happening with my cupboards mod but I'm pretty sure that was just because I added more cupboards and thus more sources of error.
however, I do suspect this is a modded issue of some sort, or at least made more significant by the presence of certain mods (maybe certain modded scrap is more prone to the issue even though it can happen with vanilla stuff?). I used to have this happen now and again (especially with my cupboards mod installed), but after cleaning my modpack out a few times I havent had it happen in months
I still haven't had this issue happen to me so thats a good mystery, but i hope it's not sss related
only cabinets i use.. are the vanilla one.. and the SSS, with the belt bags being in the vanilla one..... so are we suggesting this is an issue with the vanilla cabinet somehow? xD
also, the only "thoughts" i can provide on why belt bags were erroring for me, was.. with the settings i use in matty's fixes for stopping items falling through the floor, i notice belt bags, and only belt bags, move all over the place in the cabinet (at least when a game is loaded, they move backwards), does the item mentioned (red coffee full?) also move around? and do you use matty's fixes for correcting item positioning? or GI? or another mod? @opal cairn
Ah good question, maybe it's MF related or a conflict with GI
well i use MF, so if purple uses GI, then its not related to either imho, but if purple also uses MF, and sciencebird also used MF when it occured for them, then potentially, it is related to MF keeping the items in place (and potentially not doing it good enough in some items cases).
as i say, only item i notice moving around after loading game, is the belt bags, everything else sits in place..
im now wondering, if, the belt bag moves back far enough.. it then interferes with colliders, which then disables them.. leading to falling through the ship. (i fixed the falling, by using imperium to move all the belt bags on to the floor then reloading the game)
I also theorized it had to do with MattyFixes since it does stuff with placement colliders and objects (which is where this issue happens), but I could never find a conclusive link. Its bound to show up in similar places alongside the bug though since it handles every grabbable item quite frequently. I don't see any indication MattyFixes in purple's log (also I've still been using it basically unchanged for a while now with no issues). could still be related somehow, with weird issues like this it's hard to say what exact combination of mods or circumstances causes it.
i wouldnt be surprised if it is solely generalimprovements some how
but this bug has not been happening for anyone (afaik) until like 3 weeks after the journeys update for wesleys moons released
no, i dont use mattyfixes, GI's cupboard setting works just fine, and the item position changing feature in the mod is not actually a real fix for anything, and it forcefully effects items even if you try to tinker with the settings, thats why i dont use it, im not missing out on much for this
the coffee can is a scrap item from the modded moon refuge, it does not have animations, its just a still item, but again, i know that has nothing to do with this issue, it just happened due to it by chance, im pretty sure any item can cause this
like 3 weeks after the journeys update for wesleys moons released
this is a time estimate, but it was definitely post-journeys update, thats all i can really say for help trying to track down the cause
i dont use GI, so if you use GI and not MF, then this isnt related to either imho
so wait you use nothing to prevent items from moving around?
they.. dont..?
they do...
i havent had items fall through with just GI's setting on
i have with both mattyfixes and GI's at the same time, but one or the other being the only one on doesnt cause it
so you do use GI to stop items falling/moving then. (GI setting is on)
yes
then its neither gi/mf imho
well its also not butteryfixes since it doesnt touch the cupboard at all
the only mod i can think of that might be the cause is smartitemsaving
which that mod doesnt explicitly touch cupboards
but items are effected inside the cupboard
if you dont have smartitemsaving though, then i really dont know
this is for the issue of people falling through the ship?
because that's weird
i run all of the SIS/GI/MF/BF and it doesn't happen
and also run the SSS
but not more cupboards
it would only happen to clients
more cupboards only increases the chance this happens
since well
theres more cupboards
i've only seen 1 of my clients get it like 5 months ago
it was 100% the same thing everyone else gets
but they were the only one to get it ever
i might have an idea why it happens actually
ok my theory was wrong (probably at least)
i tried to pick up items with saved positions by SIS, then store them into the cupboard at the same time a client joins
got nothing
originally happened to clients.. but, if left unfixed, host joined the clients in the void (for me at least)
for me, one of my friends fell through the floor, i reloaded the game (potentially then causing the belt bags to shift again) and suddenly i fell through the floor too on the next reload, and then it was busted completely after that.
it was always falling through the floor on spawning in, so i think host (in my case) was protected the first "round" of issues, but after i reloaded, something changed and it affected me too, and once host starts falling through the floor..
i had to..
1 - disable the outside roaming mods (celestial tint/etc)
2 - while bouncing around inside the ship (because the colliders missing is only an issue because of the outside roaming), move all items in the ship using imperium to place them on the floor
3 - reload the game, bouncing stopped (colliders fixed).. but SSS was busted.
the times it happened to me the person who fell through would just die (if it was on a moon with a higher kill plane like gordion) otherwise they would eventually snap back up to the floor when the errors stopped (if on another moon with a placement collider like galetry). but other than that no effects on other clients or the host, they would just come back to life normally at the end of the round. never tried restarting in the middle tho
we never had it happen while landing or on a moon, it was always on game load, so it maybe that slightly different issues, were leading to the same outcome?
if the person falling through the floor is getting the infinity or NaN errors I mention here, probably some variant of the issue purple and I are talking about, if not, probably something different but maybe related
tbh it might just be some fundamental error that unity encounters in various different bugged circumstances, so could be no connection at all between issues lol
it is the infinity or nan issue, im just saying, it maybe different issues causing it.
i will update the mod as soon as i can
im playing v70 strictly vanilla so i can get a spoiler free experience with as few bugs as possible
so i dont know how much of my shit is broken
@trim breach well he restored the film grain on the main monitor
yeah i saw it on his gifs with the new radar
i figured it would need to change on my end
@trim breach It dies on boot
Error relating to the mold patch
did he kill the fox completely?
@radiant nymph 1a3 sent me a dm
he removed SetPlanetsMold in v70
the function that grows weeds between days
so any of my mods that patch it are going to be broken
Rip fox
the fox is DEAD. there's nothing left of it.
The Fox was a cool concept but the Vein Shroud mechanics were so broken they spoiled its introduction. Zeekerss tried to fix it but it was too little too late, its reputation was in the gutter
im sure 1a3 and i will make sure it works in yesfox
however that needs to happen
i still havent encountered the new creature but it's possible its design might conflict with the kidnapper fox somehow
and maybe it was just no longer recoverable in zeekerss' opinion
that's all speculation on my part though
That would be unfortunate
i know
i saw the opportunity to make a dumb joke
that's all
well, you know me
anyways
ive been looking at some backend stuff and it looks like zeekerss fixed a couple of things that were in this mod
so i'll be able to remove some things
which is nice
not a whole lot
in the grand scheme
well like
he fixed bee hive pricing not being based on distance from the ship
but it looks like he did not fix duplicate prices on hives
so if i am correct
it means all hives on the map will fit into 2 different price categories
a "near ship" price and a "far away" price
that is the same for all hives spawned that day
so my fix is partially implemented and could be simplified
when i write the changelog for my mod i will include full notes
im just checking out the internals while my friends are afk
Gotcha
I have so much anticipation to see what changed when the changelog comes out
Me too
What do you think of the new entity and Manor tiles?
Thank you!
still havent met the new enemy
love the new manor
my only gripe is that kitchen feels really weird now
has a bunch of cabinets and a fridge that just dont open
even though all the other tiles have interactable drawers and stuff
and ||there's a new openable fridge furniture for the ship||
Agree
Prob a smol oversight he'll get to eventually
Vow
They have a much lower spawn weight everywhere else, but is almost guranteed there
we went to vow and didnt see it
also didnt have time to visit adamance before my friends had to go
but i'll probably run into it then
i'm definitely not going into it spoiler free
You don't play solo?
most of the gimmicks have been spoiled for me at this point
i could never get into solo
I'd be up to encounter the entity /w you sometime if you want
I like having more ppl to play LC with anyways
my friends only found the new entity literally the day after i got off
we went to vow like 7 times
also fixed dogs killing players through closed ship door sometimes
also fixed meteors spawning masked corpses
don't think so
theres just some fixes that got merged into vanilla that need to be removed
it will break the game if you try to load it
zeekerss removed one of the functions i was patching
i mean the game starts just fine with it installed
you'll have to play without for now, but i will hopefully post an update for it tomorrow
it is pretty high priority for me
it will throw a harmony error that shows in your log, and could cause unpredictable behavior with other mods
If you use MattyFixes you'll wanna turn off the radar patches too
feel free to use it at your own risk, but just be aware of the possibility
it got overhauled so they probably won't do anything anymore
maybe
zeekerss did recolor the scrap icon
but if it uses the same underlying system it probably will still work
getting eaten or selling items still doesnt despawn your item icons from the map
so if it's not compatible with v70, matty will still need to update it
since they werent fixed in vanilla
So how we gonna fix ||da bird||
i am not currently aware of any bugs with the bird
Oh dammit this is the wrong mod
I was looking for rebalance
Wait was there not a discussion for butteryrebalance
there is one
Do all of your fix mods need updates btw?
or just Buttery?
i do not know
at the very least
enemysoundfixes needs an update too
zeekerss fixed one of the bugs i fixed upstream
mask fixes might also need an update
supposedly
I wish he would
Justice for barber
What's gonna happen to fox? Sounds like he removed code
he removed the function that grows vain shrouds between days
1a3 already pushed a patch to move it somewhere else
so yesfox should be functional in v70
now
i need to do a quick pass and fix a couple other things so he might wind up publishing another update "soon"
but it's pretty low priority for me
it sucks that it keeps breaking players too
it's the "snipped players always wear the orange suit on their legs" problem x100 because it's all the gibs
and it doesnt even use the corpse script that all the normal ragdolls use
it has a new player death corpse?
yes, it rips you into pieces
Yeah
oh interesting
i will have to engineer some custom components and logic to get it wearing the right suit
which is going to probably be the biggest timewaster getting the v70 update out
but that sort of inconsistency really bothers me
everything else has been going well and i hope to launch it in a couple of hours
mask fixes and enemy sound fixes will also need updating
zeekerss fixed some bugs with the masks/masked in basegame
same for enemy sound fixes
i also havent done a polish pass on the new enemy, it might have bugs i need to iron out
i mentioned this in her dms, but the ||sapsucker|| does have an audio issue where it ||starts snoring before its fully asleep||
i wouldnt really classify that as a bug, its more likely an oversight
i did notice it ||started snoring for a few sec and then when we got close it woke up immediately, don't know if that was intended behavior||
its random ||when it wakes up||
at least i believe it is
@trim breach ButteryBalance will also need an update yeah?
yes
at the very least, to remove the tzp *buff
which no longer works in v70 (and is also obsolete)
@brazen fulcrum my mod increased the 22s timer to 34s
but since vanilla was increased to 38
my patch does nothing, and also would be a nerf to tzp if it did
lol
Please don't fix the bug with the microwave btw, or at least make it optional, because it's peak
š
I like my spinning weed killer as I sit atop my throne (Sofa chair)
i think the microwave implementation is lowkey awful
it seemed like it would be a lot of fun but it just does not do anything with any items
metal doesnt explode or cause power surges
the item spinning is desynced from the actual microwave plate
also a lot of smaller items just straight up disappear when you put them in the microwave
because they are placed underneath the microwave
Yeah I was disappointed as well, but the spinning item bug makes up for it a bit
you have to go around behind the microwave to grab them
buttery you dont happen to know what soft masking is š„ŗ
Imagine you explode your microwave and then have to buy a new one to keep your luck
That would've been peak
incoming BetterMicrowave mod
its a script zeekerss uses for the compass
but i just cant figure out why a mod is conflicting with that script and where i can even visualise the code for that script
oh im big dumb
nvm found it
was it in a different assembly?
sometimes stuff gets moved to csharp-firstpass
i just didnt expect the com.stuff
The addition of this has been wild since some mods hook into something that just break it
I just wonder what they're all equally hooking into
i found a github page for it, it definitely looks like an effect he used to fade out the sides of the compass
probably some hudmanager shenanigans since the inclusion of the compass will inevitably shift things around
which would probably break transpilers
im actually losing my mind with this new ragdoll
none of my other mods should take this long to update
i am just very nitpicky with this one in particular
Take your time
i dont think the update will come tonight
it's very very very close but i dont think i have the ability to push for the last hour or so
it will be coming tomorrow for sure, though
Are you interested in eventually making temporary contour lines for March and Titan until Zeekerss does it himself
It's not necessary, I'm just baffled how he forgot
Deserved ngl
You can actualy use the chair? We tried things but we could only tie ppl up lol
you have to use the zap gun on it
more specifically you have to zap gun a player that is sitting in it
the chair can not be shocked
and yes, if the ship is hit by lightning it also causes a surge
goated
hunting wabbits
very sorry about the delay
i didnt expect it would take me this long but i found some more stuff i want to fix
i am absolutely dedicated to getting this out tonight, though, it's seriously really close
what other stuff did you find?
found another huge bug related to the sapsucker corpses
right now, you just kind of crumple into a bunch of bloody bits
but you're supposed to "explode", with your various pieces getting launched outwards
the script zeekerss wrote to do that has like 4 or 5 different bugs and it causes extremely weird behavior
like 2 of the pieces instantly getting catapulted out of the map and despawned
and the rest just being completely immobile
Does this but have to do with the error being spammed in console?
yes
it is exactly what is causing the error spam
Lol
Ohhh
Itās okay take your time!
looks very nice
admittedly there was some creative liberty taken (i had to guesstimate the amount of force zeekerss intended, because the numbers he used literally launch shit out of the map)
but it's a lot more visceral now
I was a little taken aback the first time I saw a Sapsucker death player corpse
Absolutely gibbed
Zeekerss has his work cut out for him though, cheeses and several cases of broken AI have been discovered for the Sapsucker. I actually broke its AI on my very first encounter with it and got to take the eggs for free
lol someone apparently just discovered that some items are broken and cant spawn in v70
clocks and candy apparently don't spawn at all in v70
because of the spawn type bug (which previously blocked tabletops from spawning in mineshaft back in v60)
they were given a new testing item type which was apparently never removed
that update is gonna end up getting delayed till tomorrow due to more shit being discovered
no it's still coming tonight
but i wouldnt be surprised if i have to release 1.14.1 shortly after
at this point
lol
but im going to fix everything im aware of before i post the update
the changelog is starting to get really big, though, so i think im just going to post some details here
tentative list of stuff fixed in vanilla v70:
- Dogs killing players through closed ship doors
- Meteors spawning masked corpses
- Hygrodere bestiary typos
- Stormy weather breaking when items despawn
- Challenge moon broken enemy spawns
- "n" displayed on terminal when viewing monitor
- Film grain restored for radar
- Restored ship icon for radar
bee hive prices were kinda fixed. they have different prices based on range to the ship, but are not individually randomized, so every hive fits into one of two "price categories" per day
these were the 3 things i was going to include in the next update before v70:
- Dropped items now make noise alerts for all clients (fixes inconsistent detection behavior for some enemies)
- Fixed dropped items not synchronizing their rotation for other players
- Fixed door unlock sound playing twice
at this point i've added 13 new fixes for v70
well, 13 new fixes are planned, i still have to write code for a couple of them
I have had a bug for a bit where the unlock noise plays when opening a door that was never locked. Anyone else?
i have seen that bug before but im not 100% sure why it happens
i believe my fix for the double sound bug will fix it
hard to say without knowing the root cause though
Are you gonna bother with the Giant Sapsucker? I have already seen its AI break in three separate ways
this is more than just an audio bug, its just straight up a desynced locked door
occasionally, a door is not locked for you, but is locked for others
that is why the sound happens, because the locked door is suddenly not locked after its open
that is my hypothesis as well but i feel like i've seen it happen to entirely unlocked doors as well
but i might be wrong
just became aware of more problems with the "signal lost" screen...
this is probably going to impact the trout population significantly...
well the door would therefore be desynced for you also
cause i havent heard it happen to a door that was unlocked before
ok the logic for the signal lost screen is so buggy i think im just gonna throw it out and replace it
which means my previous fix (which just toggled the screen on/off every frame, but respected the vanilla logic) is no longer sufficient
What's wrong with it?
everything
it updates on such a huge delay it will usually get stuck on screen
when you're not watching people in the caves
or it takes a huge delay to switch
the detection method means you can stand on minecarts, generators, etc. random props and it will bypass the signal loss
too many edge cases in general
ok i think the new implementation mostly works
there's one specific cave tile where it seems to act up
let me troubleshoot
i just found out the line-to-exit on the radar doesnt work properly in mineshaft
probably because of the elevator
if i spend time fixing this the update is actually doomed
this is coming in a future update
Jesus christ, Zeekerss
bounds usage?
yes
i rewrote the logic behind the timer as well because it just did not seem to work how it should
but it was pretty simple overall
I wonder if a patch could be added to restore showing the old map behavior and interior layouts if the new stuff isn't detected, RadarEdits works but it throws NullRefs and also enables the old radar on top of the new one which just looks weird
Like I don't like seeing the old ship stuff overlay over the new
It's a bit of a janky solution
it would require too much investment and im not personally interested in it
Fair enough
so i will not be tackling this problem, sorry
Yeah no worries
it is definitely possible to rollback
radaredit should work (nullrefs can be straightened out)
problem then, at that point, would be editing all the tiles to hide all the new mapradar stuff
but that shouldn't be too difficult either, could be done fairly easily programmatically
I mean I like the new radar, I just want the old map to show up essentially if no contours are discovered
same for the old interior layouts, they should appear if the stuff for the new behavior isn't found so you aren't looking at a void with custom interiors, cus some like Dantors may never get an update since he went MIA again after updating
i think that it would be difficult to address all the edge cases
Yeah probably
okay
i think all of the big difficult fixes are done now
i have 2 or 3 really small ones to wrap up
i think update might finally be ready in a couple of hours
what worries me is that, at this point, i've made so many tiny changes i wouldnt be surprised if im overlooking something myself
that is the reason so much stuff broke in v70 in the first place
i assume
dunno if you saw the example i sent to zeekerss but in theory you shouldn't need a timer right? if you store the last tile containing a player per play you can just bounds check that before checking others
but i will send it out into the world and see
in which 99% of the time the update call is just 1 bounds check which is fine
i did see your example yeah, i just implemented it a different way already
in the future i might come back to it but at least on my machine i dont notice any hiccups while running multiple bounds checks
but it might be a problem on larger mineshafts
still runs only 1 per frame
similar to the original setup
yeah overall bound checks are super cheap afaik so atp its just minmaxxing
I can only do this step.
;o
Agreed
i have one last fix to make
assuming my most recent one works as it should
just need to run a quick test with a locked door
i think it's finally done
at long last, i have just posted v1.14.0
this update was a pretty huge undertaking for me, and it's very likely i broke something
sorry in advance
worst case you just have to disable it for another couple hours until i straighten out any remaining issues, but i feel pretty good. should be alright outside of crazy mod conflicts
- Playermodel patches are now enabled by default and can be disabled by a setting
- In previous versions, these were automatically disabled when using ModelReplacementAPI.
- I still recommend disabling these if you run into issues with that or similar mods
- Fixed clocks and candy being unable to spawn (and reducing total scrap counts)
- Fixed bonus spawn chance being applied to gift box instead of Zed Dog
- Fixed gift box contents not being properly randomized
- Fixed "No signal!" screen getting stuck and/or not appearing when it's supposed to
- Fixed performance issues when watching radar on March, Titan, and Embrion
- Fixed corpses created by Giant Sapsucker:
- Fixed excessive error spam
- Fixed broken "explosion" physics for body parts (splattery!)
- Corpse now wears the correct suit
- Fixed dropped items not synchronizing their rotation for other players (most notable for radar booster "headcam")
- Dropped items now make noise alerts for all clients (fixes inconsistent detection behavior for some enemies)
- Fixed door unlock sound playing twice
- Fixed radar booster's giant blue circle on advertisement pop-up
- Fixed issue with grabbing items out of the microwave
- Electric chair now burns corpses
LockInTerminalsetting now applies to sofa chair
What are the playermodel patches btw
Does this fix the visible shadow?
The head that floats with your actual head
The one i brought up with you before
yes
correct suits on bodies
burns from explosions
badges on bodies
does it fix the screen freeze issue when using modelreplacementapi
i doubt it
but you are free to try
@trim breach Will MaskFixes be fine to use as is for now? I noticed you didn't update it yet
it should be "fine"
it is next on my list of updates
probably in a few hours, but for real this time
zeekerss fixed all the power level bugs
Ahhh
but he also broke the consistency patches i made
wearing a comedy mask turns it into a tragedy mask when it attaches to your face
and then spawns a comedy masked
Yeah I saw someone bug reported that
this also has the comedy's texture still so it looks really ugly
ButteryBalance should work you said right? But you suggested disabling the TZP stuff cus that's gonna be pulled
I mean if it has the same issue ButteryFixes did with the shroud stuff then it won't but I don't think it patched that
lol
I'll probably just keep it off til you officially update it
yes, it should work, just has some redundancy
i also became aware of an oversight where the moon kill switch doesn't actually disable the interior chance settings
Lol oof
so you need to hard toggle those for now
but the butterybalance update should be small and easy
mask fixes is just my current priority
my goal is for all of my mods that need updates to be updated before i go to bed tonight
we will see if i manage
do not be surprised if butteryfixes is broken again in v71
lol
he fixed a couple of things that i fixed
probably wont update the mod for a short bit, been hanging out with friends tonight and taking a break
i'll get to it tomorrow
There's a new game update?
yes, v71 bug fix patch
Ah
the only one that really concerns me is the "signal lost" patch
depending on how he fixed it
my patch might break things really badly
or it might be unaffected
Also "a bit" being simply tomorrow is wild to me, Im always thinking of like a week or a few days when I read that
Actual speedrun Modder imo
I like how he threw a random line of balance in it too
his signal loss patch should work fine btw
so butteryfixes should be fine in v71
but i will still patch it to remove redundancy and simplify some stuff
i actually had the update almost ready last night
but i decided to delay it in case zeekerss released a second v71 or a v72
since we informed him of a few bugs right after v71 dropped
looks like it didnt happen though
so i will finish this last feature of v1.14.1 and drop it
What feature is this?
the line on the radar always points towards main entrance in vanilla
which means if you are at the bottom of the elevator and can't reach main
the path does really wonky things in vanilla
now it points to the bottom of the elevator when you are in the lower section of mineshaft
and switches back to main when you are at the top
what if its a stairwell that is another floor
the path is calculated by navmesh so no matter where you are it should work
well, as long as you are in a spot where enemies are able to path
it's just that the elevator is a moving navmesh surface, and doesn't connect the top and bottom of the mineshaft
so when you are down below there is no way to find a valid path to entrance
here it is pointing me through a ramp
at the end of that ramp, it points back to main
well, elevator
clips taken moments before disaster (No signal1)
it can even route a path back through the caves, not that you'll be seeing it because of signal loss
lol
Perfect
kinda wanna fix this but it looks really weird from some angles
i guess we'll just say "the sheer force of the bird rips them off your suit"
ok the small v1.14.1 patch is out
gonna get back to work on updating my other stuff
at this point it's maybe just butterybalance, chameleon, and restoremapper
left
whats not working in those mods
butterybalance works fine but i made an oversight and the "kill switch" doesnt actually disable the interior chance setttings
also the tzp setting doesn't do anything anymore (since it was buffed in vanilla)
chameleon has some rendering issues and doesn't properly support all the new manor stuff
restoremapper needs a pretty big overhauling since he changed how the radar worked
Could someone explain this droppler effect config in butteryfixes. Does anyone notice a audible change in the different options? I don't understand why this is an option and a bit confused
the doppler effect is when audio sounds wavy from movement
if you stand still to listen to the dropship music, it sounds normal
but if you move while listening, youll notice it sounds a bit off from when you were standing still, due to the players head moving
So what's the default option do for doppler on butteryfixes do?
this reminds me, did he fix the clipboard?
wait does zeekerss know about a majority of the bugs with the game? or do you only report very specific ones?
considering the fact he has not patched the bugged forest giant stealth meter the entire time the game has been released
i post almost everything im aware of in his discord server
he definitely doesnt know every bug
but we managed to catch him in the patreon channel right after v71 released
omg the forest giant is so cursed
and immediately escalate the clock/candy bug and the gift box bug
so those are likely to be fixed in the next patch
forest giant stealth and old birds seeing you while crouched when theyre flying if you arent the host are my wish list bug fixes
oh wait is the discord patreon only?
it would be nice for them to be fixed in basegame already but additional networking + buttery fixes resolves both of those issues
and im never gonna play without mods at this point
the discord is not, but there is a patron exclusive channel
which he is somewhat more frequent in than the other channels
makes sense
there's no thread for radaredits so I'll send this here. is this error can be ignored?
this is only radaredits mod installed
[00:22:25.5904563] [Error : Unity Log] ArgumentException: Undefined target method for patch method static void ButteryFixes.Patches.Objects.ItemPatches::GiftBoxItem_Pre_Start(GiftBoxItem __instance, UnityEngine.Vector3& __state)
Stack trace:
HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0047)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_006A)
Rethrow as HarmonyException: Patching exception in method null
HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_006C)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0095)
HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0007)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable1[T] sequence, System.Action1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0014)
HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0006)
HarmonyLib.Harmony.PatchAll () (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_001B)
ButteryFixes.Plugin.Awake () (at <e04dd3f7ad5144e1aa88653a4b03d7ad>:IL_004C)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:DMDBepInEx.Bootstrap.Chainloader::Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
Weird this is new
@trim breach V72 just dropped
yes
it looks like zeekerss did indeed patch the gift boxes
lol
i will work on v72 compat patch
i doubt it will take me very long
what other bugs were patched?
- Fixed an issue where the clock and candy scrap were not spawning
- Fixed an issue where enemies could not navigate onto the bedroom bed or onto the car in the garage in mansion interiors.
- Fixed enemy interaction with the bathroom shower door in the mansion interior
- Fixed an issue where gift boxes were not spawning items randomly and would all contain the same item depending on the moon.
- Fixed the bird being able to instantly kill enemies rather than doing quick damage.
- Fixed errors regarding the body parts spawned by players who are killed by the Giant Sapsucker, which may have caused crashes.
- Fixed? a memory leak caused by the new directional compass on the HUD.
official notes
these are probably comprehensive
all of these were community bug reports
so i kinda doubt any secret changes happened
but i am going to do a code comparison and moon info dump, as i always do
and see
ok confirmed
radar booster is meant to see in the caverns
in the official patch he fixed the issue where it gets stuck if you switch from a player in caves -> radar booster
radar boosters can now never display the "no signal" screen
the official patch still has the issue where switching from an indoor player -> outdoor player gets it stuck though
im pretty sure
though it does get unstuck in orbit, at least, now
Hell Yeah! Some nice updates here!
Has this been pushed yet?
i cant tell if this is a changelog for butteryfixes or v72 lol
okay i just looked at steam, i forgor thats a place
i blame glitch, he threw me off
Yeah I looked over to quickly and was told Buttery was releasing a patch. I thought this was his patchnotes not v72 lol
yeah this is the v72 patch
the only thing causing crashes with butteryfixes is just because my gift box patch works on an old function that no longer exists
zeekerss' patch fixes the bug in the exact same way so i can just remove mine and it will stop crashing
im hoping that whatever this HUD compass thing he fixed was the reason a lot of mods were breaking and mods dont need SoftMaskKiller anymore
Do you think his memory leak fixes the soft something bug?
i have no idea
i never looked into that because it doesnt replicate at all for me
on my profiles
but the patches being applied were to the compass and softmaskkiller in particular
narpy reported a potential memory leak to him in chat and he said he'd mess with it
but also said not to hold your breath on it being a perfect fix, since it's an external asset
im actually not sure what change he made
but i do know it's related to soft masking
whatever it was
yeah annoyingly that compass stuff's problems still happen
if you wanted to replicate it 100% i think any profile with EnemySkinRegistry does it
it replicates with JLL + fixplugintypes on smaller profiles(???) sometimes (???)
i really couldnt tell why it was happening so i just made a finalizer that nukes the component if it throws an exception on its OnEnable method
@trim breach apparently the update also made your doppler effect fix not work???
v72 causes my mod to crash while it's patching stuff
so i would not be surprised if other stuff is not being applied
oh i see
he removed one of the functions from the gift box that i was patching
which causes a hard error
it is an easy fix, i will get to it in just a couple of minutes
IL_003B
changes nothing
Dang
Also @eternal thorn @trim breach Looks like the new patch fixes the physics errors
yes the sapsucker shouldnt spam errors in vanilla anymore
but the new logic is also not exactly perfect
the gibs are launched at higher speed at lower framerates
I know the MoreCompany fix has been a bit buggy and didn't always work
the morecompany fix was actually for something separate (but very loosely related)
and that fix worked fine for what it set out to accomplish
i think modelreplacementAPI has the same issue caused by the same root change in vanilla, though, so if you use both you will still run into problems, as far as i understand
@trim breach this isnt important to report its just funny this happens due to the update
the burnt corpse breaks also
lol
the burnt corpse effect is like
one of my favorite changes
this is basically gore of my comfort character
tldr
gore of gore
this might have been incorrect actually
@thorn breach i think i figured out what zeek did with the compass/softmask thing
and if im right
it really sucks
scanning doesn't seem to highlight the compass anymore
or nevermind
i guess something else i have is breaking that
i launched vanilla to check and it's just fine
so that's a mystery to solve now
he probably made a change in the softmask library
yeah im not doing code diffs on anything except assembly-csharp
so i wouldnt know for sure if he did
he also might have touched something about how it's set up in the scene
i havent gotten a good rip of v7x yet
my v70 rip has a bunch of mismatched references and the v71 rip has completely broken shaders
so i dont have a good way to check that
https://steamdb.info/depot/1966721/history/?changeid=M:3111888502250946094
hm looks like it's not code change
but scene change instead
my bad, it is GoodItemScan
Should i uninstall?
@trim breach So the shadow is fixed, but ModelReplacementAPI makes it reappear
How about you go look into MRAPI for us
bunya always so busy seemingly
Hey Buttery, I don't know if I'm allowed to make requests but it seems Butteryfixes is just a general fixes to LC mod but it seems vanilla LC has this bug I was wondering if you could patch. If you land on the same moon twice in vanilla LC, the green landscape will not appear on the radar/map screen. All you can see is your ship and black.
im not interested in maintaining MRAPI, sorry
if someone else needs help diagnosing the error and is interesting in maintaining it themselves, maybe i could offer some assistance? but i'm not ready to commit to that sort of undertaking myself
@trim breach Does buttery fixes or chamelon need a update for the new v72?
buttery fixes needed an update
i published it yesterday
chameleon has an update in progress
i have one more thing i need to check/do to make it compatible with v72's additions
and then im working on tweaks for a couple new additions
never meant as a permanent maintainer and more like fix the sapsucker error via a commit or whatever its called so we stop suffering atleast for now 
i dont know coding or what it takes to fix this but you seem to know realy a ton about all this
How about BetterEmotes? People are getting restless!!
Did it get fixed?

