#Buttery Fixes

1 messages Ā· Page 8 of 1

jolly raven
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I guess? idk if you could do ragdoll stuff with items

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maybe thou, it'd be cool

trim breach
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idk

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it looks like an attempt was made

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but there is weird stuff happening here

ruby dagger
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Artifice's nighttime ambience overlaps with the daytime one

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Is that intentional

livid plover
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What time did you notice it

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Cus it's a crossfade

ruby dagger
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Afternoon

trim breach
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yes

ruby dagger
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Ic

trim breach
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if i had to guess

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that is the reason he disabled it

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assuming he did so intentionally

pallid cloak
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There's nighttime ambience for art? How different is it from the daytime one?

pallid cloak
ivory sluice
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i never heard it in game because of how quiet it is

smoky current
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you never heard it ingame because its unused

ivory sluice
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oh it is?

livid plover
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yeah it didn't play

smoky current
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the scene is missing the audio file

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yes

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or

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it doesnt play on awake

ivory sluice
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damn that sucks

smoky current
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something

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butteryfixes fixes it

ivory sluice
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honestly would be really cool to hear it in all moons when its night time

livid plover
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it's supposed to crossfade over the course of the day on artifice, and for whatever reason it was removed from the crossfade

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so all artifice gets unmodded is that its ambience gets quieter over the course of the day

trim breach
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it's just missing a flag to play on awake

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yea

smoky current
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imagine how much cool unused shit is in there

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i bet you liquidation actually has a fucking scene

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and it was just removed from build

livid plover
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can't wait to see what liquidation looks like (if it ever becomes real)

trim breach
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how do you think i feel about granny

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and all the other unity games i play

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granny has an unused model with an old texture laying around somewhere

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that has never been released or available in any public builds

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but the texture got compiled into the final game so we know it exists

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and it has me deathly curious

meager estuary
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Finally have the Granny mod Purple jokes about

radiant nymph
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@trim breach It looks like Vanilla Meteor Shower and Baboon Hawks don't like each other very well

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Wonder how easy this would be to fix

trim breach
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well

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there's a million different things that null reference could be

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could you send me your whole log when you get a chance

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hopefully there is something a bit further up that makes it a bit easier to search through

radiant nymph
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they mention they can't see the threat, which then proceeds for the errors to just spam it seems like

smoky current
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lmfao

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buttery im looking through this and i think they might be right

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i dont think this is an easy fix

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unless coderebirth is failing but im always sketchy when coderebirth errors; its usually not their fault

livid plover
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coderebirth gets included with almost every exception but it usually isn't their fault

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and if its vanilla meteors i don't think this is anything to do with them

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i do notice it's on duckstroid

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does it happen on other planets?

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like is there a chance the modified baboon hawks from duckstroid could cause it

radiant nymph
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idk cus the event is rare

radiant nymph
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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

thorn breach
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if an enemy errors, no matter what it is, there's like a 95% chance ill show up

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mainly because of where i patch

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error is in doaiinterval

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which is ran on update

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which i patch

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so i just show up by default lol

low jewel
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what do you patch it for

thorn breach
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dunno been a while, irrelevant to the error but ill check since im curious

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ah right, icy hammer stuff

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i dont like that i do .ContainsKey first thing on update, ill change that to first check the count of the dict

quartz ether
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TryGetValue 😢

thorn breach
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okie laughsharder

quartz ether
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probably doesn't handle well if enemy destroyes

thorn breach
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yea

thorn breach
# quartz ether TryGetValue 😢

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

quartz ether
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yeah, trygetvalue would be better here for not looking for the key twice

thorn breach
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should i still check count first or just do leave it to a trygetvalue

quartz ether
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should be fine just trygetvalue

trim breach
meager estuary
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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 ā€˜view monitor’ 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

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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

trim breach
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  • 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 ā€˜view monitor’ 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
thorn breach
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(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)

trim breach
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it's on my todo list but i havent changed it yet

thorn breach
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makes sense

trim breach
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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

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should be okay but you never know

thorn breach
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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

meager estuary
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I think Dev 1a3’s ScannableCodes lets Spike Traps be scanned, but that mod does several things with the scanner I am not interested in

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  • Shows terminal codes on scan
  • Increases scan distance of traps
  • Makes Powered Doors be scannable
trim breach
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i think there is another mod that just makes spike traps scannable

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also secure doors are scannable in vanilla

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scannablecodes just changes the node's description to list the code

meager estuary
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Oh there is a mod that just does this

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I guess you can leave it out then

meager estuary
trim breach
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there is a one-time prompt when you approach the doors, yes, but the scan node is always there

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i think it's only scannable when the door is closed

meager estuary
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I need to check this right now

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I swear that besides that one prompt they do not ever appear on the scanner

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Darn it does show up

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Buttery teaching me new things about the game every time I talk to her

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You have to be really close to it while it is closed though, very situation

ruby dagger
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Okay, apparently manticoils can bug out sometimes, and spin like how they do in their death animation mid-air

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Wtf

trim breach
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yes manticoils are completely broken

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i dont know why

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i want to eventually fix it

ruby dagger
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Would you also be interested in restoring their old behavior where they would leave at 4 and not 12

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It sucks that they leave at 12 due to you largely being indoors around that time, so not a lot of screentime

trim breach
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it is not a bug that needs fixing so that is outside of scope for this mod

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zeekerss intentionally made them leave earlier in the day

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even if they leave at 12 that's still time enough to see them on the way walking from the ship to the building

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and when you're dropping off loot outside earlier in the day

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i do sort of like early evening manticoils but that might be more of a balance change

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my only guess as to why he changed it was to prevent overlap with eyeless dogs on artifice

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maybe

trim breach
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chameleon is client side features exclusively

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it would be in butterybalance even if it is a minor gameplay change

ruby dagger
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Would you be interested in adding it to that?

trim breach
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i might

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not sure when

thorn breach
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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

ruby dagger
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Maybe

exotic elm
trim breach
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oh my bad

eternal lantern
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I never noticed that the time they leave was changed. That’s a bit of a shame I like the silly guys

lilac thicket
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šŸ”„

slender tide
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bunny and bee suits dont have ears is there a fix for this?

meager estuary
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She has a separate mod for Masked entity bugs

eternal lantern
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MaskFixes

slender tide
meager estuary
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Oh, yeah that is not addressed

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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

trim breach
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well

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i am technically causing that

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sorta

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but it's complicated

meager estuary
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Ah, well I will leave to it

trim breach
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or i might not be

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i actually dont know the default behavior of those mods

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but i changed the way those hats get applied to the local player

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so my changes might cause an incompatibility if they account for vanilla behavior only

paper garden
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TME uses its own camera

trim breach
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well

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what happens in vanilla

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is the hat object spawns but it gets attached to the "fake helmet" object on your HUD

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which causes it to look weird on your shadow, weirder still if you disable the shadows on the fake helmet object (which butteryfixes does)

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if you do that it causes those hats to float off of your shadow

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so i made the hat spawn on the player's body instead, like it would on other players

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and i just apply a flag to the renderer to only render shadows, so it doesnt overlap the camera

trim breach
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but if they have some sort of patch to reparent or transform those objects

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then i might be interfering with that

trim breach
smoky current
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ladder fix when (idk how to do it)

trim breach
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i didnt work on mods at all yesterday

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i took a break from it

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i'll probably get back to some things today

thorn breach
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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

trim breach
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yeah i'll probably leave that be

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the cruiser is hardcoded to kill players inside the driver or passenger seat when the car explodes

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and then also summons an explosion that kills through the vehicle's colliders immediately after

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so you'd need cheats to survive

meager estuary
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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...

trim breach
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it's a vanilla thing and in the longterm i want to fix it but it is a difficult fix

meager estuary
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I see

somber hearth
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is it still a vanilla issue that eyeless dogs cannot hear a shotgun being fired by the player no matter how close?

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I thought either zeekerss or this mod had fixed that by now, but seems not

meager estuary
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TestAccountFixes has a fix for that

somber hearth
trim breach
loud mist
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are the conductivity changes the same in both mods?

trim breach
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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
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conductivity in vanilla seems to be entirely based on "is the object metallic or not"

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but there is no consistent ruling

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dust pans have a rubber handle but also have a metal scoop

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i made them conductive by the same logic that shovels are conductive despite having a wooden handle

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control pad is dubiously metallic but it's likely plastic

loud mist
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what about the whoopie coushion

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or was that fixed in vanilla

trim breach
# loud mist

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
trim breach
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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)

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although that update still didn't fix toilet paper, soccer balls, etc.

ruby dagger
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a coin

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Who knows though

trim breach
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it makes the same clatter as the large axle

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which would be a loud noise for just a coin to make

ruby dagger
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Drill part yoiled

meager estuary
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Someone had said it might be lead inside the plushie

eternal lantern
jolly raven
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it has a bomb

calm bobcat
summer falcon
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interesting question.. are items in belt bags conductive...?

livid plover
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no

trim breach
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but they won't get struck (putting items into a belt bag teleports them 3000 units out of bounds)

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and items inside the belt bag will not be retargeted when a new item starts sparking

summer falcon
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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

livid plover
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i thought it was something like doing a destroy and writing the item properties into a temporary memory

meager estuary
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If you do some real hacky stuff you actually can get a player trapped in there

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The pocket dimension of the Belt Bag

smoky current
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hacky stuff being pocket an extension ladder with a player on it xd

exotic elm
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šŸ¤” #1360176633847349348 message

do you have a way to turn off your FireExit patch?

trim breach
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no

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but if you are ready

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i can release the next version

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where i pulled all of that stuff

exotic elm
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well mine is still in beta

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well the link is the logs, the message with the issue is a bit above it

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i've pushed my v0.0.3 where i overwrite the result with mine in any case

exotic elm
teal flicker
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I'll make my people drown on Polarus again next Saturday, will see if things work out or not

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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

hollow fable
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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)

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Idk if some Baboon hawk stole or it's intentional

radiant nymph
trim breach
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i no longer have this source to this plugin

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i could remake it very easily but i just decided not to

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maybe in time

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i unfortunatley forgot to link to the github page for halloweenaction

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as well

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so that kinda sucks

radiant nymph
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rip

opal cairn
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@trim breach i have discovered a bug with water

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you can walk sideways in it and wont get slowed down

radiant nymph
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Imo Feature

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Lol

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How noone has discovered that til now is funny

opal cairn
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im sure someone else has

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but yeah not even high quota players have mentioned this

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afaik

thorn breach
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i'd need to time it to be sure but yea

opal cairn
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i think it doesnt work if you jump into the water

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cause i had a moment it wasnt working also

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and i believe thats the cause?

ruby jay
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one time I jumped into water weirdly and then wasn't slowed down by it

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I have zero clue how I caused it to do that but it has happened once before

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this was also vanilla

rustic crater
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Can happen in March iirc

paper garden
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WHAT

trim breach
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i am familiar with that water bug

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but i have no idea why it happens currently

trim breach
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flooded + mineshaft would make it easy to confirm

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march and vow flooded also have "stacked" water which would be easy enough to check out too

ruby jay
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I got this bug on flooded assurance

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Back when mineshafts didn’t exist

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It happened when I jumped off of the ship into the water

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I landed near the path the leads up towards the drop ship location

opal cairn
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theres a bug with water as a whole where you dont have the slowness or drown

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but this is a different thing im referring to, where crab walking in water seems to not slow you down

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if you dont do a fall enough drop into it at least

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youll still drown in it though

trim breach
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if walking sideways somehow avoids the penalty it should also apply to spider webs and such

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unless walking sideways is preventing the player's contact with the water from being registered at all

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which would also circumvent drowning

rustic crater
rustic crater
trim breach
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anybody having problems with the external fire exit rotation?

livid plover
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uuuh i dont think so

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just that sometimes it puts me out 90 degrees to the right

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instead of facing outward

trim breach
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vanilla's fire exits are rotated wrong

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my mod is supposed to fix them but i noticed it is not working

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at least not consistently

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it is probably something to do with lethalperformance or entranceteleportoptimizations being updated

smoky current
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the issue is the telepoint rotation

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i can help you out with that if you want

trim breach
smoky current
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oh i see

trim breach
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i was just running into a weird issue yesterday where on one of my profiles

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the changes weren't being applied and no errors were being thrown

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like something was preventing Object.FindObjectsByType<EntranceTeleport>(FindObjectsSortMode.None) from succeeding

trim breach
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i archived the source on a private server

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and completely forgot a week later when i was doing all my updates

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somehow

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but tldr i can actually get it up to date

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with lobbycompat

trim breach
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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

ruby dagger
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Do you have interest in fixing the nutcracker bug/cheese where they get stuck idling after someone jumps through them after they reload

trim breach
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which fixes the part of the cheese where you can just kill them for free

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good enough for me

ruby dagger
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Ough

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Fair enough

opal cairn
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just to give a random update about my crab-walk into water thing
it was just placebo lmao

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it just really felt faster some how

summer falcon
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[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.

opal cairn
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ive had this happen also

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me and friends could never figure out why it wad

summer falcon
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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.

opal cairn
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i assumed the root was belt bags or jetpacks

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but couldnt pinpoint any specific mod that would cause it

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ive had it happen like 17 times or so

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maybe thats a bit much

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but its at least double digit

summer falcon
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well the time that happened this weekend, was a shovel being picked up shrug

trim breach
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it looks like this issue would only arise if:

  • a PlayerControllerB was added to StartOfRound.Instance.allPlayerScripts that has no allHelmetLights and/or ItemSlots array defined
  • or a new helmet light is added to that player's allHelmetLights with a corresponding flashlight item (matching ID) that does not have an insertedBattery
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neither of these are possible in vanilla and it doesn't seem likely a mod would be doing either of these things

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unless there is some flashlight mod im not aware of that adds a brand new pocketable flashlight beam and also doesnt use batteries

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at that point i assume there is just some sort of initialization error

summer falcon
summer falcon
#

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.

thorn breach
#

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

opal cairn
#

i just tried this and i still have my HUD

thorn breach
#

so while you're inspecting, you pocketed the item and the HUD re-appeared?

opal cairn
#

yes

thorn breach
#

i mean i just tried it now without any fix mods, maybe buttery fixes does fix it just doesnt say in the readme

opal cairn
#

it might be exclusively the clipboard

#

i tried it with toothpaste and the pill bottle

livid plover
#

i thought you can't inspect those

opal cairn
#

wasnt this the mod that let you inspect items normally uninspectable

#

which is therefore why xu is reporting this

trim breach
#

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

thorn breach
trim breach
#

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

thorn breach
thin berry
#

I can confirm this in an imperium issue, it does not happen in vanilla

thin berry
thorn breach
#

it just made so much sense that zooming in on the clipboard made your HUD disappear

opal cairn
#

@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

trim breach
#
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!
green valve
# opal cairn <@235439745486815233> <@333519150955626518> ok so update to that bug about falli...

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

thin berry
#

I still haven't had this issue happen to me so thats a good mystery, but i hope it's not sss related

summer falcon
#

ok, i got the infinity or nan error too

#

but it was mentioning belt bags

summer falcon
#

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

thin berry
#

Ah good question, maybe it's MF related or a conflict with GI

summer falcon
#

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)

green valve
#

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.

opal cairn
#

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

summer falcon
#

so wait you use nothing to prevent items from moving around?

opal cairn
#

they.. dont..?

thin berry
#

they do...

opal cairn
#

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

summer falcon
opal cairn
#

yes

summer falcon
#

then its neither gi/mf imho

opal cairn
#

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

livid plover
#

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

opal cairn
#

it would only happen to clients

#

more cupboards only increases the chance this happens

#

since well
theres more cupboards

livid plover
#

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

opal cairn
#

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

summer falcon
# opal cairn it would only happen to clients

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.

green valve
#

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

summer falcon
green valve
#

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

summer falcon
#

it is the infinity or nan issue, im just saying, it maybe different issues causing it.

trim breach
#

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

radiant nymph
#

@trim breach well he restored the film grain on the main monitor

trim breach
#

yeah i saw it on his gifs with the new radar

#

i figured it would need to change on my end

radiant nymph
#

Error relating to the mold patch

#

did he kill the fox completely?

trim breach
#

@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

radiant nymph
#

Rip fox

trim breach
#

lol

#

yesfox will need retooling

#

again

radiant nymph
#

I'm sad in a way that the fox was so hated

#

It was such a cool concept

low jewel
#

the fox is DEAD. there's nothing left of it.

meager estuary
#

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

trim breach
#

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

meager estuary
#

That would be unfortunate

livid plover
#

i saw the opportunity to make a dumb joke

#

that's all

trim breach
#

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

livid plover
#

still good for it to be in base game

#

what were the fixes he made

trim breach
#

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

livid plover
#

Gotcha

#

I have so much anticipation to see what changed when the changelog comes out

meager estuary
#

Me too

trim breach
#

im working on the update now

#

my session with friends is over

ruby dagger
#

What do you think of the new entity and Manor tiles?

quiet rune
trim breach
#

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||

ruby dagger
#

Prob a smol oversight he'll get to eventually

ruby dagger
#

They have a much lower spawn weight everywhere else, but is almost guranteed there

trim breach
#

we went to vow and didnt see it

ruby dagger
#

Unlucky

#

😭

trim breach
#

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

ruby dagger
#

You don't play solo?

trim breach
#

most of the gimmicks have been spoiled for me at this point

#

i could never get into solo

ruby dagger
#

I'd be up to encounter the entity /w you sometime if you want

#

I like having more ppl to play LC with anyways

livid plover
#

my friends only found the new entity literally the day after i got off

#

we went to vow like 7 times

ruby dagger
#

Bruh

#

Unlucky

trim breach
#

also fixed meteors spawning masked corpses

teal flicker
#

ButteryFixes itself doesnt seem broken tho right?

#

i havent found anything atleast

livid plover
#

theres just some fixes that got merged into vanilla that need to be removed

trim breach
#

zeekerss removed one of the functions i was patching

teal flicker
#

i mean the game starts just fine with it installed

trim breach
#

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

trim breach
radiant nymph
#

If you use MattyFixes you'll wanna turn off the radar patches too

trim breach
#

feel free to use it at your own risk, but just be aware of the possibility

radiant nymph
#

it got overhauled so they probably won't do anything anymore

trim breach
#

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

brazen fulcrum
#

So how we gonna fix ||da bird||

trim breach
#

i am not currently aware of any bugs with the bird

brazen fulcrum
#

Oh dammit this is the wrong mod

#

I was looking for rebalance

#

Wait was there not a discussion for butteryrebalance

trim breach
#

there is one

radiant nymph
#

or just Buttery?

trim breach
#

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

radiant nymph
#

He didn't touch anything with the Barber so

#

those mods are prolly still fine

brazen fulcrum
#

I wish he would

#

Justice for barber

#

What's gonna happen to fox? Sounds like he removed code

trim breach
#

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

brazen fulcrum
#

Oh nice

#

I mean i hate the fox but I still get curious about it

trim breach
#

the new enemy is giving me a real headache

#

with its unique player corpse

radiant nymph
#

it sucks that it keeps breaking players too

trim breach
#

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

thorn breach
#

it has a new player death corpse?

trim breach
#

yes, it rips you into pieces

radiant nymph
thorn breach
#

oh interesting

trim breach
#

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

trim breach
#

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

opal cairn
#

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

livid plover
#

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||

opal cairn
#

at least i believe it is

radiant nymph
#

@trim breach ButteryBalance will also need an update yeah?

trim breach
#

yes

#

at the very least, to remove the tzp *buff

#

which no longer works in v70 (and is also obsolete)

brazen fulcrum
#

wait what?

#

I thought it was buffed

#

is it no longer ManeaterSad

trim breach
#

@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

ruby dagger
#

Please don't fix the bug with the microwave btw, or at least make it optional, because it's peak

trim breach
#

šŸ™

ruby dagger
#

I like my spinning weed killer as I sit atop my throne (Sofa chair)

trim breach
#

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

ruby dagger
#

Yeah I was disappointed as well, but the spinning item bug makes up for it a bit

trim breach
#

you have to go around behind the microwave to grab them

thorn breach
#

buttery you dont happen to know what soft masking is 🄺

ruby dagger
#

Imagine you explode your microwave and then have to buy a new one to keep your luck

#

That would've been peak

livid plover
#

incoming BetterMicrowave mod

thorn breach
#

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

brazen fulcrum
thorn breach
#

nvm found it

trim breach
#

sometimes stuff gets moved to csharp-firstpass

thorn breach
trim breach
#

also might've been in a third party assembly

#

lol

#

yeah

thorn breach
#

i just didnt expect the com.stuff

radiant nymph
# thorn breach

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

livid plover
#

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

trim breach
#

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

meager estuary
#

Take your time

trim breach
#

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

ruby dagger
#

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

trim breach
#

definitely not

#

if someone else makes them i will implement them

#

though

ruby dagger
teal flicker
#

You can actualy use the chair? We tried things but we could only tie ppl up lol

opal cairn
#

you have to use the zap gun on it

teal flicker
#

Oh

#

That sounds fun

thorn breach
#

too

trim breach
#

update in a couple of hours

#

sorry for the delay folks

trim breach
#

the chair can not be shocked

#

and yes, if the ship is hit by lightning it also causes a surge

thorn breach
#

goated

opal cairn
trim breach
#

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

livid plover
#

what other stuff did you find?

trim breach
#

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

ruby dagger
#

FIVE BUGS IN ONE METHOD?

#

THAT'S A NEW RECORD

quiet rune
trim breach
#

it is exactly what is causing the error spam

#

Lol

quiet rune
#

Ohhh

quiet rune
trim breach
#

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

meager estuary
#

I was a little taken aback the first time I saw a Sapsucker death player corpse

stuck pagoda
#

Absolutely gibbed

meager estuary
#

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

trim breach
#

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)

trim breach
opal cairn
#

that update is gonna end up getting delayed till tomorrow due to more shit being discovered

trim breach
#

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

meager estuary
#

I have had a bug for a bit where the unlock noise plays when opening a door that was never locked. Anyone else?

trim breach
#

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

meager estuary
#

Are you gonna bother with the Giant Sapsucker? I have already seen its AI break in three separate ways

opal cairn
#

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

trim breach
#

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

trim breach
#

just became aware of more problems with the "signal lost" screen...

#

this is probably going to impact the trout population significantly...

opal cairn
#

cause i havent heard it happen to a door that was unlocked before

trim breach
#

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

trim breach
#

i really hope this does not bleed over until tomorrow

#

ughhh

trim breach
#

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

trim breach
#

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

ruby dagger
#

Jesus christ, Zeekerss

trim breach
#

looks good though

#

glad this is sorted

daring steeple
trim breach
#

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

radiant nymph
#

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

trim breach
#

it would require too much investment and im not personally interested in it

radiant nymph
#

Fair enough

trim breach
#

so i will not be tackling this problem, sorry

radiant nymph
#

Yeah no worries

trim breach
#

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

radiant nymph
#

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

trim breach
#

i think that it would be difficult to address all the edge cases

radiant nymph
#

Yeah probably

trim breach
#

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

daring steeple
trim breach
#

but i will send it out into the world and see

daring steeple
#

in which 99% of the time the update call is just 1 bounds check which is fine

trim breach
#

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

trim breach
#

similar to the original setup

daring steeple
#

yeah overall bound checks are super cheap afaik so atp its just minmaxxing

radiant nymph
trim breach
#

looks nice

#

could still use a couple tweaks but that's a pretty good start

radiant nymph
#

Agreed

trim breach
#

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

trim breach
#

i think it's finally done

trim breach
#

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

trim breach
# trim breach at long last, i have just posted v1.14.0
  • 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
  • LockInTerminal setting now applies to sofa chair
livid plover
#

What are the playermodel patches btw

loud mist
#

The head that floats with your actual head

#

The one i brought up with you before

trim breach
trim breach
#

burns from explosions

#

badges on bodies

quiet rune
trim breach
#

but you are free to try

radiant nymph
#

@trim breach Will MaskFixes be fine to use as is for now? I noticed you didn't update it yet

trim breach
#

it should be "fine"

#

it is next on my list of updates

#

probably in a few hours, but for real this time

radiant nymph
#

Is there any of the patches that are no longer needed?

#

lol

trim breach
#

zeekerss fixed all the power level bugs

radiant nymph
#

Ahhh

trim breach
#

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

radiant nymph
#

Yeah I saw someone bug reported that

trim breach
radiant nymph
#

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

trim breach
#

i also became aware of an oversight where the moon kill switch doesn't actually disable the interior chance settings

radiant nymph
#

Lol oof

trim breach
#

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

trim breach
#

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

teal flicker
#

There's a new game update?

trim breach
#

yes, v71 bug fix patch

teal flicker
#

Ah

trim breach
#

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

teal flicker
#

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

paper garden
#

I like how he threw a random line of balance in it too

trim breach
#

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

trim breach
#

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

quiet rune
trim breach
#

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

quiet rune
trim breach
#

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

brazen fulcrum
#

Perfect

trim breach
#

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"

trim breach
#

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

quiet rune
trim breach
#

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

sweet frigate
#

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

opal cairn
#

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

sweet frigate
#

So what's the default option do for doppler on butteryfixes do?

loud mist
ruby jay
opal cairn
trim breach
#

i post almost everything im aware of in his discord server

opal cairn
#

he definitely doesnt know every bug

trim breach
#

but we managed to catch him in the patreon channel right after v71 released

ruby jay
trim breach
#

and immediately escalate the clock/candy bug and the gift box bug

#

so those are likely to be fixed in the next patch

opal cairn
#

forest giant stealth and old birds seeing you while crouched when theyre flying if you arent the host are my wish list bug fixes

ruby jay
trim breach
#

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

trim breach
#

which he is somewhat more frequent in than the other channels

ruby jay
#

makes sense

viral rock
small lichen
#

[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

radiant nymph
#

@trim breach V72 just dropped

trim breach
#

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

opal cairn
#

what other bugs were patched?

trim breach
#
  • 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

trim breach
#

im pretty sure

#

though it does get unstuck in orbit, at least, now

small lichen
#

Has this been pushed yet?

thorn breach
#

okay i just looked at steam, i forgor thats a place

#

i blame glitch, he threw me off

small lichen
#

Yeah I looked over to quickly and was told Buttery was releasing a patch. I thought this was his patchnotes not v72 lol

trim breach
#

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

small lichen
#

me waiting for that sweet sweet buttery update.

thorn breach
#

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

quiet rune
trim breach
#

i have no idea

#

i never looked into that because it doesnt replicate at all for me

#

on my profiles

thorn breach
#

it replicates for very specific mods weirdly

#

yeah sadly it still happens

trim breach
#

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

thorn breach
#

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

opal cairn
#

@trim breach apparently the update also made your doppler effect fix not work???

trim breach
#

v72 causes my mod to crash while it's patching stuff

#

so i would not be surprised if other stuff is not being applied

opal cairn
#

oh i see

trim breach
#

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

radiant nymph
#

maybe that might help

opal cairn
#

ok well ill just enable generalimprovements fire exit fix then

#

for rn

radiant nymph
#

IL_003B

thorn breach
#

changes nothing

radiant nymph
#

Dang

#

Also @eternal thorn @trim breach Looks like the new patch fixes the physics errors

trim breach
#

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

radiant nymph
#

I know the MoreCompany fix has been a bit buggy and didn't always work

trim breach
#

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

opal cairn
#

the burnt corpse breaks also

trim breach
#

lol

#

the burnt corpse effect is like

#

one of my favorite changes

#

this is basically gore of my comfort character

#

tldr

opal cairn
#

gore of gore

trim breach
trim breach
#

@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

quartz ether
#

he probably made a change in the softmask library

trim breach
#

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

trim breach
quartz ether
#

but scene change instead

trim breach
#

oh yeah good catch

#

didnt think to look there

trim breach
loud mist
#

@trim breach So the shadow is fixed, but ModelReplacementAPI makes it reappear

teal flicker
#

How about you go look into MRAPI for us perceive bunya always so busy seemingly

sweet frigate
#

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.

trim breach
#

yeah i can fix that

#

it was probably broken in the v71 hotfix he did to prevent lag

trim breach
#

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

quiet rune
#

@trim breach Does buttery fixes or chamelon need a update for the new v72?

trim breach
#

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

teal flicker
#

i dont know coding or what it takes to fix this but you seem to know realy a ton about all this

loud mist
loud mist
radiant nymph
#

@trim breach Any idea why this is spamming every frame on clients?

#

The enemy worked fine when we played today, but this is hella strange

trim breach
#

this function is ~350 lines of code

#

without more information i could not even begin to figure out what happened here