#Buttery Fixes

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radiant nymph
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I'm thinking it's a vanilla issue

trim breach
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i am almost certain it would be

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yeah

radiant nymph
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You think it's fixable?

trim breach
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well this is still true

radiant nymph
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I've been disabling so many mods trying to locate it

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lol

trim breach
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without knowing what was happening before it broke

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what it was doing while it was broken

radiant nymph
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but it must be Vanilla

trim breach
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when it broke

radiant nymph
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It errors on ship land for the client

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like the second it starts landing

trim breach
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it would be like throwing a dart while blindfolded at a spinning target and hope you hit a bullseye

thorn breach
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i got this

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should be easy to do that

radiant nymph
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I was wondering if some debug tool might make debugging the exception easier

trim breach
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this has never happened for me

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idk though

radiant nymph
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I've disabled so many mods and it still repros

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LOL

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According to 1A3

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Maybe something for EnemySoundFixes to patch?

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lol

radiant nymph
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Pure vanilla issue

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This also makes it so the client can't be killed

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I only had these lol, so unless it's something with AiFix or SoftMaskKiller it's gotta be vanilla

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@cloud sorrel Perhape you could double check it's nothing with AiFix? I'm pretty certain this issue is just a Vanilla Bug that needs to be reported in Zeekerss' Discord

trim breach
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i have not run ai fix in any of the v7x versions

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and i've also never replicated this issue before

cloud sorrel
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I'm in a different state until Monday night, but if no one has figured it out by then I can try to take a look at it

trim breach
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if it's repro'ing as "you land and immediately start getting errors in update()" it's not a vanilla bug

trim breach
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but i would turn it off and try again

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and see

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it is definitely a contender

cloud sorrel
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It certainly could be, since I really just threw on a bandaid fix for the v70 update lol

radiant nymph
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I'm also thinking it could be cus of SoftMaskKiller

cloud sorrel
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Test it out and report back, soldier ๐Ÿซก

radiant nymph
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Not AiFix

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I really think it's a vanilla problem

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@trim breach

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I think sometimes the nest is just spawned immediately cus it's a Daytime Enemy

trim breach
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well if the bird nest doesnt exist

radiant nymph
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the nest definitely spawns, but the ambience seems to be what is null on clients

trim breach
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it would return here

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and both get set at the same time

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which would mean there has to be

  1. an EnemyAINestSpawnObject on the map
  2. that nest needs to be tagged for sapsuckers
  3. that nest needs to not have an audio source attached on the frame it gets fetched by the clients
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the prefab for the bird's nest has the ambience audio source attached to it

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doesn't make sense how the prefab could spawn but not have an audiosource

radiant nymph
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Well if it's not Vanilla one of these breaks it, and we know it's not AiFix

trim breach
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well at this point i agree with you it's probably a problem in vanilla

radiant nymph
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Yeah

trim breach
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it should be really easy to launch a 100% vanilla profile and check

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well

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vanilla + bepinex if you want the console i guess

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but even vanilla should be fine because it'd dump all this shit in the player.log

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it just doesnt make any sense how this could even happen

radiant nymph
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I used Imperium just to route to Calypso since it has a guaranteed chance to spawn it, but I also got the errors on Vow before

radiant nymph
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What I could probably do for pure Vanilla is use LethalQuantities to inject a higher spawn chance for the enemy on Vow

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so I don't have to rng it

opal cairn
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does LLL mess the log up?

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that would be simpler

radiant nymph
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Oh true

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I was just gonna do LQ since LLL patches some stuff though

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which at this point it shouldn't affect the Kiwi though

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With just LLL, FixPluginTypes, and LethalModDataLib I'm not getting a repro

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Is it LethalLib...?

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LMAO is it somehow HookGenPatcher?

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Wait no that is here

radiant nymph
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Okay so this issue is rng then

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WHAT THE FUCK

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Gonna also test Adamance cus we reprod it breaking on there

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Something is so fucky with this enemy

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lol

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I need to test these being added now, cus it reprod with Imperium

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I believe this issue is just rng

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lovely

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Okay well I am at the point that it's hard to repro on Vanilla Moons but it repros consistently on Calypso

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@daring tiger Any ideas?

opal cairn
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its guaranteed to be on calypso?

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like, its the only monster that can spawn there?

radiant nymph
opal cairn
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for daytime power

radiant nymph
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the monster is also a basically guaranteed spawn

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I think I only didn't see it spawn 1 time

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We had it break on Adamance once but I think the chance for the nest to spawn with null ambience for the client is much more rare on Vanilla moons

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@thorn breach Maybe we need a nest fix but for the Kiwi

daring tiger
radiant nymph
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not host

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I ran lan with 2 clients

daring tiger
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I don't know what to tell you then.

radiant nymph
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It's frustrating because I wish I knew the root cause of this

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lol

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It mentions the item parent for the egg is null before the NRE spam

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This is also interesting

radiant nymph
trim breach
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oh

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i see what the problem is

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@radiant nymph @eternal thorn if the bird is instantiated while inShipPhase is true

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the bird does this

if (StartOfRound.Instance.inShipPhase)
{
    Debug.Log("Giant kiwi has detected the game is in test mode.");
    if (this.birdNest == null)
    {
        this.birdNest = Object.FindObjectOfType<EnemyAINestSpawnObject>().gameObject;
        this.agent.enabled = false;
        base.transform.position = this.birdNest.transform.position;
        base.transform.rotation = this.birdNest.transform.rotation;
        this.agent.enabled = true;
    }
}
radiant nymph
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Oh wow

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I wonder how easy this is to fix

trim breach
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inShipPhase is still true for clients up until the ship doors open

radiant nymph
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Cus it does also happen on vanilla moons but it's much more rare

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This makes sense

trim breach
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it gets set to false immediately for the host once the lever is pulled

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so the bird still thinks it's in "test mode" for clients

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because it would spawn before the ship starts to land (similar to bees, it can only spawn during the initial spawn wave)

radiant nymph
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I wonder would LandFromOrbit or something like LobbyImprovements fix this?

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Idk if they patch this

trim breach
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if then, there is a nest on the map that is not a sapsucker nest (either a dormant old bird or a baboon hawk nest), it can pull the reference to that nest

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which would cause birdNest to point to something that's not a sapsucker nest

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and then the GetComponent<AudioSource>() would fail

radiant nymph
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So it's a Zeekerss oversight

trim breach
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because old birds and baboons do not have audio sources attached to their nest

trim breach
radiant nymph
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Well at least you got something now that can make this fixable

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and you can bug report this

trim breach
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yes, i should be able to fix this

thorn breach
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For the most part anyway

radiant nymph
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Lmao

trim breach
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the host would normally spawn a bird nest and immediately overwrite the cached value

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but they have a line of code blocking them from doing that if "test mode" is happening

radiant nymph
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So I take it the fix is having clients sync up with the host?

trim breach
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so the only reason hosts are immune is just because "ship phase" (in orbit) ends earlier for hosts

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than it does for other clients

trim breach
radiant nymph
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Ah yeah fair

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I'm surprised Zeekerss accidentally left this in

trim breach
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im pretty sure it only exists for zeekerss to manually place a bird nest in the debug room and then spawn a sapsucker into it with the debug menu

radiant nymph
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Probably

trim breach
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because normally the bird nest gets generated on an AI node based on the random seed

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but the random seed wouldn't be set on day 1 of a new save, and no AI nodes would exist in orbit

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so if he wanted to spawn it in the debug room (which only works properly in ship phase) he'd need to add this extra stuff

trim breach
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rather than writing a transpiler and breaking all of this stuff

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in case someone is making use of this "test mode" shenanigans

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i'd probably just use a postfix to clear birdNest again if the bird:

  1. is running Start() on anybody except the host
  2. birdNest exists but the audio source connected to it is null
trim breach
radiant nymph
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Yeah that will likely be a good fix

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I'm just glad we finally isolated it lol

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Been driving me crazy

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๐Ÿ˜†

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At least this means we'll get a ButteryFixes update tonight though hopefully

eternal thorn
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Tbf I did see that but I skipped it cuz I thought the bird would spawn late enough for it to not be an issue

trim breach
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ok late but im confirming that i'm seeing this

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this is a problem with MRAPI though

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my code is definitely running (it prints a debug log and everything)

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which means that MRAPI is going in and undoing my changes

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even just having MRAPI installed (and not using any model replacements) seems to prevent my changes from sticking

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meaning the shadow shouldn't even show up in the first place if you use MRAPI on its own

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so I'm gonna call this an MRAPI issue and move on, probably

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sorry

radiant nymph
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@trim breach Any eta on that fix for the bird? ;o

trim breach
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it's already done

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idk when i will publish it

radiant nymph
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I was hoping to play with it on stream today, I guess I'll add a mod that disables the bird for now or just avoid playing on moons that have it

paper garden
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spams errors when attacking clients(?)

radiant nymph
trim breach
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so i can go ahead and push now

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it's untested though, i just feel pretty confident it'll resolve your issue

radiant nymph
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Yippee

radiant nymph
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Really need that fix for the Sapsucker lol

ruby dagger
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What fix? What's wrong with them?

opal cairn
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apparently clients experience it in testing mode

radiant nymph
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Yeah got it on Bozoros right now

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it kills the gameplay entirely

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I'm at the point where I hate this bird's existence

livid plover
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and it messes up some behavior if a nest hasn't been created yet i think

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since sapsucker is a daytime enemy i think it can spawn with the map, so it has a chance to be spawned before the doors open for clients

opal cairn
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wait

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is that why circuit bees despawn if chasing a client and they disconnect

trim breach
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but i forgot to do so

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im about to push it right now

opal cairn
trim breach
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i dont understand how that would be related off the top of my haed

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but i wont say never

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i suppose

opal cairn
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well its just

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you could never figure out why it really happens

radiant nymph
opal cairn
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but it might be similar to why the sapsucker breaks for clients

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since apparently they arent fully loaded until the ship doors open

trim breach
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well the sapsucker's AI has specifically something wrong with it

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zeekerss added a "test mode" (presumably so he could debug it easier in the editor)

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and it activates if the sapsucker spawns during ship phase

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bees dont have any sort of ship phase checks in their AI

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this bug wouldnt be unique to the sapsucker, on that note

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it would happen with any enemy that checks if the game is in ship phase on Start()

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if it can spawn in the first spawn wave

trim breach
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and because they are a daytime enemy (which can spawn instantly) + limited to the first spawn only, like bees

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it means you will pretty much always encounter this issue as a client unless it just doesnt spawn at all

thorn breach
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Isn't sapsucker an outside enemy?

teal flicker
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yes

thorn breach
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Coulda sworn I'd see it in outside in the debug menu

livid plover
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i assume they have to be in the first spawn because of the nest

trim breach
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but it is a daytime enemy

thorn breach
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Icic

trim breach
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but since sapsucker and bees spawn a prop

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(a bird nest and a hive)

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zeekerss set them up so they have 0% chance to spawn after the first spawn wave (immediately as the day begins)

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so you'll never get a beehive + bees spawning randomly mid day

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in a spot they weren't earlier

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same for sapsucker

livid plover
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yeah

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they still have to be chosen to spawn

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but if they are gonna spawn they have to do it in the first wave

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kinda interesting how that rule isn't consistent

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cus baboon hawks also spawn a prop (sometimes) and they don't spawn immediately

cursive heron
trim breach
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old birds and baboons use a "nest" object

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at the start of the day, the game predicts all the enemies that it will try to spawn throughout the day

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and then spawns a corresponding number of "nests"

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for baboon hawks, as long as 3 sets are supposed to spawn throughout the day, it'll spawn a nest somewhere on the map for them

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nests are 1:1 for old birds because their "nest" is the dormant old bird object

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which, when a living old bird spawns, it gets repositioned to that nest and deletes the nest

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bees and sapsucker are different

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when bees spawn, they generate a hive scrap

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sapsuckers generate a nest and the 3 egg scraps when they spawn

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ironically despite using the "nest" script that baboons and old birds do

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for the nest prefab

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they are daytime enemies which do not support spawning nests

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so the bird spawns and then spawns its own nest prop

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meaning that all 3 enemy types in the game that utilize the nest script use it in completely different ways from one another

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how confusing

slender dock
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@trim breach I have "Randomize Default Seed" enabled but for example Vow is ALWAYS eclipsed on day 1 when starting a new save. Possibly bugged?

trim breach
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if you have general improvements installed, my code to randomize the seed will not run

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since general improvements does that itself

trim breach
long sundial
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@trim breach are keys unable to store them on a belt bag an issue or part of the mod?

trim breach
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if you mark keys as scrap using my setting they wont be carriable in bags

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i think you can whitelist them with mattymatty's BagConfig

long sundial
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ty

long sundial
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is there a way to disable this feature entirely? i think the hey also doesn't show on the new radar even disabled or enabled

trim breach
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you turned it on at some point

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lol

long sundial
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ah you're right

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mb

radiant nymph
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@trim breach Looks like the the Microwave throws an error after opening the door which causes the sound to start permanently looping

trim breach
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i think i see what is happening here

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probably

trim breach
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i think im just gonna completely redo the microwave

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i already want to fix the colliders on the microwave and fridge so they store items better

radiant nymph
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Yeah, that sounds like a good idea lol

exotic elm
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it's weird because my mod does not touch the TeleportCode ๐Ÿค”

radiant nymph
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That is definitely not cus of your mod

opal cairn
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oh i completely forgot i wanted to add entranceteleportoptimizations to my mod pack if i didnt yet

radiant nymph
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They likely have another mod like GI that also patches that same function so it's running Twice, or it's a custom interior like DemonMae's Gothic Monastery cus I recall she patches that with that interior natively so you face the exit when going inside with the patch in Buttery Fixes on

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Definitely not ETO though cus I tested with the patch in Buttery Fixes before by turning off the LethalPerformance setting to test some other issue someone thought was caused by ETO and it worked just fine

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@exotic elm Your best bet would be to ask for their mod list so you can look at it

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Also I know I'm not Buttery I just had to look at the report and I know that's not true or you would have been informed sooner by someone like @livid plover

livid plover
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what now

radiant nymph
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That bug report on Matty's github

livid plover
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oh that

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i mean it was doing that before ETO was a thing

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not that it doesn't work entirely

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but some moons like offense have you exit sideways instead of forward

radiant nymph
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I don't recall ever running into this tbh

livid plover
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mightve been the teleport being misaligned by mapimprovements

radiant nymph
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Oh yeah probably

livid plover
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i think the built in fire exits still work with ETO

radiant nymph
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MapImprovements still never updated iirc

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which sucks

livid plover
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it still works fine

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just isn't 100% aligned with new adamance

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and needs to be networked

radiant nymph
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it's the networking stuff that is the issue yeah

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I also wish voxx would return, I want the fixes for Sector Alpha and LethalElementsBeta needs a recomp

livid plover
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it doesn't cause noticable problems if you turn off LP caching and use ETO instead

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and yes i hope v0xx returns but he's probably going through it irl right now

radiant nymph
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I just prefer the way LP handles it since iirc it covers more and you get a better performance uplift

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I had a blocked fire exit on Gorg one day cus we had mineshaft and didn't have any lag at all

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it was beautiful

livid plover
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agree but until map improvements fixes its problems i'll have to pass on it

radiant nymph
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I just don't play on Vanilla moons enough to care

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lol

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and I'm fine with them how they are, granted I like Rebalanced Moons for the Titan fixes

livid plover
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my group really likes going to adamance and offense in particular and MI really improves those

radiant nymph
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I love Adamance as it is in Vanilla, I just wish the bridge wasn't such a joke

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lol

livid plover
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i could see it being in RBM's purview to increase bridge health

radiant nymph
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as long as it's a config option yeah

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speaking of Rebalanced Moons it needs to update since Adamance was overhauled

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lowkey I don't think Adamance needs changes anymore

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I like it as is

livid plover
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i just realized

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the radar change is gonna suck especially for people using MI

radiant nymph
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Yeah that is also why RBM needs an update

livid plover
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there is no way it's gonna regenerate to topography lines for each configuration

radiant nymph
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to implement the radar stuff

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Which that part should be easy, it just needs to reuse the radars the vanilla scenes have

livid plover
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rbm would only have to change it for titan and vow i think

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since they add minor additions to the building and dam

radiant nymph
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I mean the radar contours don't work on any of the vanilla moons it replaces the scenes on right now

livid plover
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ye

radiant nymph
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I honestly think Embrion, Artifice, and Titan are the best RBM scenes

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the others don't do a whole lot

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I think vow had a grass change maybe?

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I don't remember

livid plover
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vow added the ladder you roll down on the dam

radiant nymph
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I've never played on Rebalanced Vow but that is kinda cool

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niche if anything

livid plover
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it is nice if you come from fire exit and don't wanna take the long way to get to main

radiant nymph
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Yeah

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and with how Giants practically camp the bottom there outside of the fire exit sometimes

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LOL

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It's not a bad addition

livid plover
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actually i should ask

radiant nymph
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Does the new enemy behave okay on Vow with RBM though?

livid plover
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do u use any of rosies moons

radiant nymph
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I use Sector 0 and Summit

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Why?

livid plover
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i use gordion saga in my pack and noticed microstutters every second while landed on tunere

radiant nymph
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I fixed the lag Summit usually has by using OnTriggerEnter in ReverbTriggerFix, granted I'll agree with Jacob on cautioning using that

livid plover
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didn't know if it was an enemy or something until today

livid plover
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i landed on another moon, same interior and same enemy i suspected (i assumed hoarding bug was making a lot of calls in update or something), but no microstutters

radiant nymph
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Did this start before or after V70?

livid plover
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after v70

radiant nymph
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Probably just something that needs changed then

livid plover
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it might have happened in v69 but i didn';t notice

radiant nymph
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Rosie is working on updating them as far as I'm aware

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nah I played on Tunere on v69 and it was fine

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Did you see if anything was erroring for you on there?

livid plover
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no errors

radiant nymph
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Maybe try

livid plover
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there were things like audio spatializer warnings but not game specific

radiant nymph
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UnityDebuggerAssistant, see if there's an error every frame under a try/catch

livid plover
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i'll try that later

radiant nymph
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It was how I caught why clients would load into the ship sometimes and see furniture in the middle of the ship in my pack, there was a try/catch Mel's trees would throw on lobby join that doesn't happen if you don't use them

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lol

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Also I'll note if you use 2 story ship there's ignorable errors it will catch

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UDA catches everything, even when they're harmless

livid plover
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yeah

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i don't use 2ss but it was catching harmless things before

radiant nymph
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Now that Mel finally provided a permanent fix for the navmesh stuff

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I was happy to bring back 2SS

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lol

livid plover
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u don't use problematic pilotry right

radiant nymph
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No

livid plover
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gotcha

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that also regens navmesh so i wondered, if i was to run widership, 2ss, and problematic pilotry, would 2ss navmesh regen be the one to keep on

radiant nymph
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Ah yeah RBM did change Vow Grass

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I wasn't crazy

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lol

slender dock
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I tried a new save on each 3 slots 5 times and rolled identical "starting seed" every time.

slender dock
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Nope

livid plover
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ok

slender dock
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I combed through the bepi log and nothing else is affecting the weather / seed of day 1 from what I could gather

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Alright, I DISABLED the option to randomize seed and the weather changed.

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Then again probably "default" now and still same on every day1 but that option is busted.

thorn breach
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Which can sometimes just not happen if outside hazards don't spawn, so funo made a transpiler to force that code to run by changing a local variable in there

trim breach
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i have no idea though

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in my case it stopped after disabling it in lethalperformance

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and then i installed your mod

trim breach
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this is likely a mod conflict

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also, have you tested in multiplayer? im curious if weather desyncs for everyone except the host

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only bepinex + butteryfixes, setting enabled

exotic elm
trim breach
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i dont patch the teleport function

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i rotate the individual entrance teleports

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because different teleports need different rotation values to be correct

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i guess now that i think about it, it could be an issue with network spawning resetting the rotation

exotic elm
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i ( like LethalPerformance ) do indeed reroute the call to FindObjectsByType for EntranceTeleports

trim breach
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im not sure if that's a real symptom

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GitHub

Lethal Company plugin. Fixes a lot of miscellaneous gameplay issues with vanilla. - ButteryStancakes/ButteryFixes

GitHub

Lethal Company plugin. Fixes a lot of miscellaneous gameplay issues with vanilla. - ButteryStancakes/ButteryFixes

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this is all im doing

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if you think something sticks out as incompatible with your approach

exotic elm
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but the list i return contains all the entranceTeleports that already have run Awake so i doubt you're running too early

trim breach
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if you think it's just execution order

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i could maybe attach this to a coroutine

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delay it for a couple seconds

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or run it with SetExitIDs

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iirc the bug only affects the facing direction when you leave a fire exit, i think entering one is always ok (which i do in SetExitIDs)

exotic elm
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why not run it in the Awake of the EntranceTeleport too?

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that would also account for fire exits spawned by mods after the moon loaded

trim breach
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well my external patch only applies to the vanilla moons

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because i manually check which exits are rotated wrong (in the editor, not in code, i mean) and only apply changes to those

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i tried to do something with the fire exit prop but because of the hierarchy setup that'd be so much more effort than it's worth

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i would just hope custom content authors are rotating their fire exits correctly

exotic elm
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uh? the code you linked is a for loop that has only the condition of the config setting tho

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nvm the default in the switch sets it to false

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i'm not sure if OnSceneLoaded runs before or after the Awakes of the in_scene objects

trim breach
exotic elm
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if it is after awake you're still getting all the teleports just a lot faster than normal XD

slender dock
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Hmmh

trim breach
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while i was working with chameleon i discovered that the new v70 radar sprites sometimes cover up landmines and radar boosters

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so im going to try and adjust for that in v1.14.4

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and that patch will also address the stuff i wanted to do with the microwave and fridge

radiant nymph
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Hooray

ruby jay
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your mods make this game even more perfect

trim breach
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zeekerss' code for taking items out of the microwave is really weird

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when you put items inside the microwave and shut the door

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it gets all the items that are children of the microwave and makes them spin

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but it does not save a list of items that it's microwaving

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and instead when you open the microwave it just finds all "items" in a 5 meter radius of the microwave and tells them to stop spinning (lol)

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which is why you could get infinitely spinning items by just grabbing them straight out of the microwave and dropping them more than 5 units away

trim breach
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which is a problem because new furniture like the fridge has colliders on the Props layer that are not items...

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so if you have the microwave close to the fridge (and possibly other furniture, i didnt bother checking) it would throw an error when you open the microwave

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because it tries to make the item connected to the fridge (which doesnt exist) stop spinning

trim breach
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but anyways this fix also gives me an excuse to make the microwave not spin items until the plate on the inside starts spinning

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because that bugs me more than it should

#

but it was such a minor issue that would require an intrusive fix and i figured it wasn't worth it

#

but if we are at "microwave throws an error opening it next to the fridge" level...

trim breach
#

well i already fixed it in my first v70 patch

#

and then zeekerss fixed it in v71

thorn breach
#

damn

#

๐Ÿ˜”

#

i havent played so i assumed it was still there lol

trim breach
#

lol

#

it was funny but immersion breaking stuff like that does bug me

#

and i was almost certain he'd fix it himself anyway

#

and he did

#

like, immediately

thorn breach
#

sadly

trim breach
#

this sort of thing is really cool

#

though

#

i do have a soft spot in me for this sort of practical joke

thorn breach
#

we should have an item that's like a spinning disc

#

or an unlockable like that

#

and it spins whatevers above it

#

that would be fun

trim breach
#

he might do something like that

#

the items spinning is not at all attached to the microwave

#

items have a "rotateObject" flag that only the microwave controls right now

#

but he could pretty easily apply it to other stuff if he wanted

thorn breach
#

oooh interesting

jolly raven
#

LMAOOO

#

this is perfect

trim breach
# ruby jay

lol the ladder is the main reason i wanted to patch it

#

if zeekerss didnt do anything about it i was at least going to patch ladders

#

because it has really buggy behavior with the cruiser too

#

at this point all items have been patched so whtaever

#

btu ya

ruby jay
daring steeple
lunar swan
#

and adding 2 ilcodes to do it

thorn breach
#

that's fair

radiant nymph
#

@trim breach Small request, can you make your teleporter patch override GI's since GI is breaking the teleporter right now?

#

Actually I know what is causing this

trim breach
#

i dont patch the teleporter

#

not to my memory anyway

#

i just patch the "set position" function of the player ragdoll to collect it

radiant nymph
#

Yeah lol, GI's teleporter settings are broken unless set to none ((Vanilla behavior)) or All

#

Cus when set to none it's patch doesn't run

radiant nymph
#

Btw @trim breach Didn't you used to fix the issue of the Cruiser being in the middle of the ship for clients? It was happening today and I had to readd Cruiser Improved to fix it, I originally removed it since you suggested it's removal til it got an update lol

trim breach
#

no i barely touch the cruiser

radiant nymph
#

Not sure if it was you that fixed it or if Cruiser Additions attempted to, it definitely wasn't working though

#

XD

#

Okay got you

trim breach
#

cruiser improved is the only thing that fixes it to my knowledge but i dont use any other cruiser mods

#

also i dont remember encouraging removing it

#

if i ever did then i take it back

#

it's fine in v72

radiant nymph
#

I think I just removed it cus you mentioned it might need changes

#

but yeah it works fine

opal cairn
#

it has a bug where items with a saved position get shifted horizontally towards the magnet side of the ship currently

#

but thats counteractable

#

minor inconvenience

trim breach
#

never seen that issue before

radiant nymph
#

Same

trim breach
#

im pretty sure it's a conflict with something else you use

#

because i use cruiser improved with everything and that does not replicate for me

opal cairn
#

i literally dmed you about it

trim breach
#

yes

#

i know

opal cairn
#

and proved it was only cruiserimproved causing it

radiant nymph
#

The buffs to the Cruiser are amazing though

opal cairn
#

if its a conflict, how did it happen with a fresh profile with no other mods

thorn breach
#

its a conflict of interest, clearly

opal cairn
#

besides bettersaves and imperium but i already checked if those cause it and they dont

#

personalized bugs are now in lethal company...

#

this is scary...

trim breach
#

anyways

#

in that case it's the opposite

#

something that lunx and i use prevents this bug from occurring

trim breach
#

im not sure why this wasn't replicating when i was playing solo on v70

#

because i was using this same profile

#

but anyways i would assume disabling this should be fine

#

since it's the only thing that patches save/load with cruiser

#

i believe

radiant nymph
#

I have that setting off lol

trim breach
#

then yeah

#

there you go

#

i suppose

opal cairn
#

will check

opal cairn
#

indeed it was that

trim breach
#

it only affects "weapons" and non-scrap

#

i had barely any equipment in solo

#

and all of my scrap would be unaffected

#

i only loaded a save once and i think it was before i ordered most of my equipment to begin with

hollow fable
#

Just checking what this error is about
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ButteryFixes.Utility.SceneOverrides.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) (at <1b3febd64f674903bab2236b3ffd9131>:IL_0D48)
UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) (at <e27997765c1848b09d8073e5d642717a>:IL_000E)

#

it shows right at the start before the main menu

trim breach
#

oh

#

i made a silly mistake

#

it should not be an issue though

#

dont worry about it

hollow fable
#

Okey ๐Ÿ‘

slate venture
#

Idk if its possible, but can you add an option to turn it off "The Kidnapper Fox won't kill you in the ship, unless it has recently been attacked/stunned by a player"?

trim breach
#

that was just a bandaid fix to prevent it from spawn camping

#

if it nested inside the ship

#

with yesfox, it shouldnt nest inside the ship anyway

#

it is only prevented from killing players

#

it still grapples them in the ship and drags them out to their nest

slate venture
#

Ah

slate venture
#

Sometimes the fox is waiting outside the ship and never enter. I thought it was because of that change.

trim breach
#

it has to wait for a while outside the ship before it's allowed to enter

#

and it doesnt enter the ship unless it's chasing players (in v55 it used to wait inside the ship for people to return)

loud mist
#

@trim breach Found an issue. Key icons don't disappear after being used on a door. That counts for both unlocking and locking doors with a locking door mod

trim breach
#

do you use matty fixes?

#

he fixed that bug on his end

#

im pretty sure

loud mist
#

i use all the fix mods

#

unless i have to reset matty's config or something I don't have it

radiant nymph
#

Then something would be breaking the fix in Matty's mod cus it works fine for me, you have a really bloated pack so conflicts are gonna happen

livid plover
#

of course

loud mist
#

@trim breach is the 'monitoring...' fixed by another mod or??

#

cause it doesnt switch to a name but instead switches to monitoring anytime we land

livid plover
#

Just tab to another player

loud mist
#

yeah but should still be fixed innit

jolly raven
#

no

#

because i said so

trim breach
#

general improvements also included a fix for the MONITORING: Player fix i used to have in this mod

loud mist
trim breach
#

but zeekerss updated that text in v70 to just reflect the player name without the "MONITORING"

#

i updated my patch to match

#

but i wonder if shaosil has updated for v70

radiant nymph
trim breach
#

general improvements apparently updated 15 hours ago but the changelog doesnt seem to indicate if he was aware of this

radiant nymph
#

He also didn't fix the cupboard breaking when the doors are disabled in GI's config

#

So he did miss a few things

#

Might be worth letting him know about that

trim breach
#

i just double checked

trim breach
#

so im pretty confident this is not a me issue

loud mist
#

probably isnt

#

i just brought it up since this is my go to bug fix mod tbh

radiant nymph
#

@trim breach An odd question but have you noticed Steam Valves working at all on V72? I feel like I haven't seen them pop at all as of late

opal cairn
#

they still work

#

i would amount that to just modded interiors not having them able to cause a leak, or possibly modded interiors no longer working

#

but they still happen in vanilla factory and mineshaft

radiant nymph
#

I know Dantors' one is broken after V70

#

it used to pop valves that spewed green fog that would damage you but they no longer work

#

It's possible that having that installed was breaking valves in general

#

I have to get rid of it anyways due to fire exits sometimes being bugged and sending players inside the wrong way into the void lol

trim breach
#

steam valves were apparently changed in v70 but i dont know exactly how or what those changes were

low jewel
#

if it relates at all, the balloons in the birthday room in the mansion use the steam valve script

jolly raven
#

wHAT

#

can they be popped?

opal cairn
#

they do pop but i have no idea what triggers it

#

if anything besides RNG

#

if it is RNG it must be decently rare because after i heard them pop on my first few days in v70, i never heard them do it again for like 9 days

#

i was starting to think zeekerss accidentally broke them popping with one of the hotfix updates

trim breach
#

they pop on their own

low jewel
trim breach
#

steam valves just break on their own after enough time passes

#

i dont get why zeekerss designs his games the way he does sometimes

#

reusing code where it's applicable is good, and helps save a lot of effort on repeated development

#

but there are some really weird decisions happening there

#

like stun grenades and easter eggs reusing the exact same item script, even though they have completely separate explosion mechanics (timer vs chance, one is a stun and the other deals damage and force)

#

and i think using the steam valve script for the birthday party balloons is probably the icing on that cake

trim breach
#

even though they are functionally almost nothing alike

#

just all very strange

trim breach
#

but like

#

the stun grenade item just had a bunch of new code bolted on to it for the easter eggs

#

that only the easter eggs use now

#

and if he wants to make a new throwable item with new special behavior unique from the easter eggs and stun grenades

#

he'll probably just add more code to that class that only that new item uses

#

im not sure much time is being saved in the first place

#

i guess

slender dock
#

@trim breach btw I found the issue with first day seed, it was Diversity all along.

#

Had no idea it would touch weather at all

trim breach
#

lol

sweet frigate
#

When it says making the brown suit unlocked by completing a quota with all the other suits, is that default suits only or all suits that can be purchased from the terminal?

trim breach
#

i think it just iterates through the entire unlockables list

#

and any suits not unlocked by default need to be unlocked

#

iirc

trim breach
#

just as a show of hands

#

how many people are going to be unhappy if i finally fix the collision at experimentation's fire exit

radiant nymph
trim breach
#

there's a giant beam that you can just walk straight through

#

on the side of the building

radiant nymph
#

Lmao I had no idea ngl

teal flicker
#

He means at the bottom befor the stairs

#

It has no real usage why would ppl be mad

trim breach
#

you would be surprised

teal flicker
#

I'm in for surprises

opal cairn
#

i wont be mad

#

it doesnt effect anything its just funny to walk through it

thorn breach
#

i think purple will be mad

teal flicker
#

Rbm?

green valve
#

ReBalancedMoons, replaces the vanilla scenes with its own. so, a less invasive fix would still have a place I think

teal flicker
#

Ah, I stopped using it when I kept getting like weird softlock issues upon landing on moons and other weirdness which I can't remember

#

Never properly looked into this I just found out that removing Rrbalanced moons and it's dependencies also got rid of the issues lol

livid plover
teal flicker
#

It was a dependency

livid plover
#

Because I remember something about rbm not loading the correct scene on first time landing

slender dock
radiant nymph
#

@trim breach Looks like a new hotfix just dropped

trim breach
#

lol it is still v72

#

so i guess we are back in the unlabelled patches era

ruby jay
#

I find it weird how zeekerss does versioning

trim breach
#

looks like no code diffs

#

so it's probably only changes to scenes/scriptable objects

#

then

radiant nymph
#

Yeah

#

1A3 saw no diffs too

#

I was confused lol

ruby jay
#

is the site automatic?

radiant nymph
#

So I guess no birb fix

radiant nymph
trim breach
#

a lot of the site's functionality is automatic i believe

#

but he still needs to feed it new builds afaik

radiant nymph
#

Yeah

trim breach
#

@radiant nymph im assuming no changes are necessary

#

right now the only thing we are aware of is the new sigurd log

#

no code diffs and i will have to check the levels and prefabs and stuff later

radiant nymph
#

Yeah

trim breach
#

i will still be updating soon anyway because i've been chipping away at a couple smaller changes i'd like to release

#

mainly a bunch of polish for the microwave and fridge

#

which were extremely undercooked

#

in my humble opinion

brazen fulcrum
#

If its undercooked just stick it in the microwave longer

iron crest
#

i did a mistake in my modding (not fixable i guess)

gilded lintel
#

has anyone noticed if you get teleported into the ship when you were originally "outside", the game clock at the top stays on, until you walk out of the ship and back in, im guessing zeekers missed disabling the clock on teleport into the ship?. Unless this is something else, but i dont use any clock mods

trim breach
#

i have personally not ever noticed but you might be right

ruby jay
#

some objects like the terminal and the bunk bed sink into the ground when picked up and placed down

#

this has always bothered me Could this permayhaps be fixed plink

#

(this is a vanilla issue)

opal cairn
#

oh my god i hate that

#

more so for the bunkbeds though

ruby jay
#

yea

#

it completely hides the little drawers at the bottom

#

the only way to fix the bunk beds is to buy a teleporter and place the bunk bed ontop of it and then move the teleporter

#

theres no objects that raise the terminal high enough to stop it from clipping into the ground

#

wait maybe the welcome mat could work

#

-# also I wish the holograms were more accurate

clever steeple
opal cairn
#

@summer falcon @trim breach ok so an update to the falling through ship bug

#

a friend just now got it after i reloaded a save file that has never had an item placed inside of the cupboard a single time

#

so its not actually the cupboard causing it

summer falcon
#

got the save file?

#

@opal cairn

#

forget who was going to look at the save, but afaik, the issue is likely saved in that file

#

also, while for me and others, its items place inside the cabinet causing the "error" which causes the drop out of the ship.

the same error (infinity or nan error) can cause the drop, but the cause of the infinity or nan could be different.

the key is working out why the infinity or nan is occuring.

opal cairn
#

i deleted the save like an hour ago cause me and my friends finished what we were doing on it

sweet frigate
#

So I tested, the option of the classic brown suit only being unlocked when a qouta is complete is only with the default suits. Any suit added to the shop doesn't count

#

which for me is a good thing though I think I'm gonna have it unlocked off the start in my modpack. But yeah just tested ๐Ÿ‘

radiant nymph
summer falcon
# radiant nymph The infinity or nan stuff is always so random tbh

for the first time in 2 weeks, i havent had it occur once.

im pretty sure (at least in my case), it occurs because of two cabinets being too close to each other, i left vanilla cabinet in default vanilla position (afaik), and SSS as far away from the vanilla one along the same wall (nearer the lever), and voila.. falling through the ship has stopped. (also using small SSS not big one, so it stays as far away from vanilla cabinet as possible)

likewise, probably turning off some other settings (like sorting tools from scrap (in cruiser improved i think it was?) off as that was moving items from the cabinets to the floor) also helped.

I could be having wishful thinking, but today was nice compared to last week, where we didnt really get to play because of falling through the ship from infinity or nan errors.

trim breach
#

since vanilla does not save whether items are in cupboards or not

#

only their positions are saved

thin berry
#

I thought matty fixes was doing that but with a very small offset check

summer falcon
# trim breach i wonder if part of the problem is that some mod is trying to "adopt" items into...

yes, matty said this week or last week, the matty's fixes parents items into the vanilla cupboard (at least), and i had an item move, from the SSS, to the vanilla cupboard, when i had the cupboards next to each other.

so once i read that, i decided i will keep the cabinets apart as ive had them next to each other for weeks (rather coincidentily.. ive had them together and my group started falling through floors).

summer falcon
# thin berry I thought matty fixes was doing that but with a very small offset check

thats what was said, which is why im checking out keeping the cabinets seperate, as i put them next to each other, and people say its been happening with other cabinets too, so it doesnt sound like an SSS problem, if more cabinets is getting the issue, so that + what matty said led me to think the item parenting fix is unintentionally causing it (at least for me)

trim breach
#

one of the fixes i've been wanting to make is turret line of sight

#

i just experienced half of our players dying to turrets inside of a bookshelf on artifice which has reminded me i still need to do that

#

lol

meager estuary
#

Please do ๐Ÿ™

thorn breach
#

@trim breach out of curiosity is there a reason why you set every LOD that has cross fade ticked to not be?

#

Afaik lethal doesn't support it but does leaving it on do something?

trim breach
#

when you have cross fade enabled, it causes both LOD models to appear at full opacity for a couple frames

#

when the fade is supposed to happen

#

so it causes "pop in" to happen twice

#

instead of just once

#

when transitioning between LODs

thorn breach
#

Oh ic, ig I never noticed it since I've only done cull LOD's

trim breach
#

i did make that a config setting because it is a sweeping change made to all LODs when a scene loads

#

and doesn't discriminate based on any criteria ATM

thorn breach
#

Is cross fade something we can't just enable as well?

trim breach
trim breach
thorn breach
#

I've messed with some unity settings zeekerss has before and they seemed fine I.e. changing how many bones lethal can support connecting at once

trim breach
#

it works in the editor already as is

trim breach
#

but im not an expert in all the unity settings under-the-hood so you might be right

#

that there's something we can do

thorn breach
#

Iirc I saw the setting was just disabled but I'll recheck

#

Yeah it seems to be turned off, I'll turn it back on later and see if that makes a difference

#

Does adamance have LOD trees I can check the results of this with?

trim breach
#

every planet has LOD trees

#

the tree prefab has an LOD group built into it

#

the boulders also have LODs

#

randomly spawning and pre-placed

sweet frigate
#

Is ButteryBalance working okay?

#

Like anything wrong with it atm? I'm thinking of checking it out

#

I heard something about TZP inhalent buff or something idk

trim breach
#

it works fine

sweet frigate
#

What is this kill switch thing?

radiant nymph
#

It works fine now, it's been updated since then

#

the Kill Switch will disable all the moon and interior changes

ruby jay
#

are there any mods that fix the stuck "WARNING ship is leaving at midnight--" message?

#

I'm surprised this mod doesn't fix it

#

and also the item pop-up when you bring an item to the ship sometimes just stops working and the item will be stuck on the right side of the screen (though really small) forever

teal flicker
ruby jay
#

It happens pretty rarely (it has only happen to me like 5 times over more than a year now)

ruby jay
#

it seems to get stuck on the screen when the message pops-up while you're dead spectating someone. when you respawn it doesn't go away.

eternal lantern
#

Itโ€™s probably a mod you have causing it

teal flicker
#

I would also assume that it's some janky old mod

ruby jay
trim breach
#

ive never encountered either of these issues so i wouldnt know where to start on fixing them

ruby jay
#

Darnn

agile forge
slate venture
agile forge
slate venture
agile forge
agile forge
#

@trim breach smth off topic btw, is it real that you quit granny community?

meager estuary
#

Yay

agile forge
#

btw does lethal company has infinitive levels somehow like repo?

ember sigil
#

Infinitive levels?

#

Neither game has an end, other than game over.

opal cairn
#

i dont actually know if repo does

#

but lethal doesnt by technicality

#

there is a max of like 999999999 seeds

#

but its infinite for everyone pretty much

thorn breach
#

REPO is a lot less random tbh, even if the seeds aren't capped (because seeds don't exist in repo)

agile forge
#

i dont think it ever stops

#

because someone has reached to lever 200 but he still plays

ember sigil
#

#1245891961966170204 message

#

They're both "infinite" in that sense.

agile forge
#

ok

eternal lantern
#

I mean technically both are infinite but in LC thereโ€™s a point where itโ€™s impossible to win. Even if you saved scrap from all the other quotas.

#

That isnโ€™t the case in REPO since thereโ€™s always enough scrap for each level.

ember sigil
#

What do you mean "wdym "scrap"?" Have you played LC before?

#

Or is it not being called "valuables" that confusing?

eternal lantern
#

Thereโ€™s too many syllables in valuables compared to scrap.

#

And Iโ€™m extraordinarily lazy plink

ember sigil
#

loot

eternal lantern
#

โ€œThis loot should be enough for the extraction point, arr matey!โ€

#

Actually nevermind thatโ€™s funnier

slate venture
#

Well, lethal has a ship too

brazen fulcrum
#

Then wht are you modding lol

meager estuary
#

Top 10 mysteries science canโ€™t explain

eternal lantern
#

Hes here for the vibes

agile forge
#

even tho buttery was the one who made me see the game

trim breach
#

i will probably post the update today

#

i have been sitting on a laundry list of changes for a couple of weeks now

#

but there's some nice fixes i would like to release

candid pivot
#

yay

trim breach
#

god it's been so long

#

i remembered i forgot the dll literally half a second after clicking the upload button

#

sigh

sweet frigate
#

Appreciate the update!

radiant nymph
#

A nice big update ๐Ÿ”ฅ

radiant nymph
#

@trim breach @green valve with the new update for Buttery Fixes should this still be on or should I disable it?

trim breach
#

oh i actually dont know

#

i probably did something very similar to what they did

#

microwave and fridge were on the wrong layers and i fixed that

#

our changes probably dont even conflict

#

but ill double check later

ember sigil
#

Seeing as you touched up ads, could you also look into making items in ads not be affected by local lighting? If possible.

sweet frigate
#

Hey buttery, is there any chance you have the png of the anniversary edition brown suit? The one from the wiki is lower res and I'm trying to find the official one straight from the game

trim breach
#

i can do you one even better

#

zeekerss posted the original texture, without even the compression from unity

sweet frigate
#

Ahh thank you!

#

do you think since it's the one without the compression from unity that if I edit that image right there it will/won't mess up?

trim breach
#

just to reduce filesize

sweet frigate
#

which would should I use then?

trim breach
#

it can read uncompressed images and you can tell it not to compress the texture if you want

#

are you using moresuits

sweet frigate
#

yeah

trim breach
#

moresuits will just read the png directly

#

it doesnt matter

sweet frigate
#

ahh ok!

#

thank you

ruby jay
# trim breach

does the og suit still not fully exist? other than the recreation that you've made?

trim breach
agile forge
opal cairn
#

i am going to eviscerate this person

agile forge
eternal lantern
#

Past tense.

agile forge
ember sigil
#

What are you talking about?

#

Yes, LC released in October 2023 and had anniversary on October 2024. What's the problem?

agile forge
ember sigil
#

It's a forwarded message. And even if it wasn't, there's no issue with it. It's a message with a texture that was previously made.

eternal lantern
agile forge
#

oh ok

sonic kayak
#

For the exactly one person who uses MoreAds and ButteryFixes at the same time, Buttery now fixes the same ads I fix, leading to conflicts. I'm going to add a compatibility check on my end, since ButteryFixes's fix is exactly the same and not configurable as far as I can tell.

trim breach
#

i already have a bunch of auto-compat stuff implemented

sonic kayak
#

It's no big deal either way.

trim breach
#

do you fix the discount percentage and suit thing too, then?

sonic kayak
#

Yeah. But I also use the fixed percent to generate new slogans (if the one chosen is under a threshold) and do other stuff. But yeah, the suits one is mandatory in a mod called MoreAds. :B

#

I was considering reading the sale value directly in the client RPC, which should work with both our mods, since you prefix it.

#

Yeah. I'll do that. Compat without any more work sounds good.

trim breach
#

does the suit accessory thing cause any conflicts for you? im still open to toggling off my patches if your mod is installed

#

however you want to handle it works for me

#

but it's on offer

sonic kayak
sonic kayak
trim breach
#

just let me know

sonic kayak
#

I actually just kill suit ads since they completely break the ad subroutine going forward, so I like your solution better.

ruby jay
#

is this perhaps something buttery fixes could fix?

sonic kayak
#

I don't know how to mess with shaders in the code. Do you Buttery?

trim breach
# ruby jay

oh sorry i forgot to post in response to this

#

probably the easiest way would be to switch to an unlit shader yeah

#

i can look into it in the future, but i'll call this "low priority" for me, for now

sweet frigate
#

hey buttery I found a bug. So like there is a monster with like so many crazy things in vanilla it could do but like it doesn't work. I think it's name was like lasso man or something. You should like totally fix that bug so it's playable

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HAHA jkjk

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Pretty sure I heard it was removed removed anyway so I don't think it's possible

trim breach
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lasso man exists but it's super broken and it's not really possible to "fix" it

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it isn't set to spawn on any of the vanilla moons so you'd have to make up spawn chances for it

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and outside of a couple animations (that might not even be finished) there's no telling what it was intended to do

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i could fix its AI but then it would just act like a buggy thumper

opal cairn
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lasso is still in the game

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just cant spawn

sweet frigate
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I mean I hate to see it not in the game ngl. Maybe a mod that gives it a bunch of configurable values? So you could give it certain ai's and do certain damage

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Ugh I wish I could mod, i'd so do that

opal cairn
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wesley used lasso for the art gallery interior recently

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but thats not really the same thing as them being an active monster

sweet frigate
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I'd just make it impossibly rare

opal cairn
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lasso is more of an added hazard

sweet frigate
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oh yeah I kno whtat

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Whomever if any person made mentioned mod, they could do it similar to how rollinggiant did. In a sense customize what ai's we could assign, it's damage, it's speed, maybe have a few custom noises for it

opal cairn
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lasso is sort of usable without changing their current AI

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theoretically you can use them to make a specific player it locks onto unable to tell if theyve stared at a bracken or how close a barber is without being right up to it

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plus in general since lasso gives the full fear effect, it would make it harder to see

sweet frigate
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it's just the problem of NOT A SINGLE MOD I KNOW OF can spawn it ๐Ÿ˜ญ

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I planned on it being paired with this fear mod I found but then I figured I'd just make it like the rarest monster. So rare it wouldn't affect gameplay but when it did spawn, everyone would be flabbergasted they saw it

trim breach
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lasso has a flag set that completely blocks it from spawning

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because there was an error with players getting it in the v50 beta challenge moons

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toggling off that flag is really easy. i would genuinely be surprised if nobody has ever done it

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all it'd do is re-enable a super broken monster that was never fully designed though

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still doesn't accomplish a ton

sweet frigate
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would it be like a single line of code to do that. I mean I don't want something that doesn't do anything but like at the same time like the idea of lasso is so cool.

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but at the same time, it doesn't do anything ugh the pain of liking beta/cut stuff from video games

sweet frigate
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Hey Buttery, would it be okay if I could have the png for the alpha brown suit you recreated. I'm assuming that's the most precise color of the brown that was in the alpha trailer available at the moment. I kind of want a way to have both browns (anniversay and alpha) together and atm that's the only way I know how. I have a suit mod where I make a lot of my own color suits and (With permission) price changes for certain suits. Of course I give credit to whomever. If you don't want to, that's totally understandable and I can probably find a different suit to take up that slot in my modpack though what my mod's name is and it's purpose, it shouldn't even bring that much attention to a singular suit that would also be available in your mod.

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Well, now that I think about it, I don't necessarily have to have the png. It's just if I make my own brown suit png, I'll have two suits both named brown. Kind of wish I could seperate it into Brown suit and Pre-alpha suit or something along those lines so if the option is there, I would like the png lol. Again if not that's fine!

hollow fable
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RestoreLassoMan will become real one day

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Honestly, I've thought a lot what he could do but it would just be some copycat from another entity

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The best idea I had was Lasso Man being a entity that annoys the player

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He would just wander and when he founds someone he acts like a butler and follows around blocking the path

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Pulling the player if he runs

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Pushing them into pits

trim breach
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but lasso literally just uses an older version of the thumper AI (from before v47's rework) with pretty much the only difference being "Strangulation" type damage instead of "Mauling"

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and there's no "fixing" that

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there is no way to tell what zeekerss intended lasso to do

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lasso has only 3 animations (idle, walking, some weird grabby animation) but they aren't hooked up correctly and can't be played without making a new controller

sweet frigate
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How much to commission

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haha

trim breach
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well i've been asked before to make a mod that just "restores" lasso in its existing broken state

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i went on hiatus before finishing it and i never picked it back up

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but i guess i could still just do that

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im not really interested in tackling a lasso rework though, sorry

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i would only be making what's already in the game available

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anyways

trim breach
sweet frigate
trim breach
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probably not because those would require transpilers and im really uninvested in this

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i would probably make the damage fix a config option

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if you want it to just harmlessly follow players

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i guess

sweet frigate
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would the damage fix give it the same damage as the thumper? If I recall lasso didn't even do damage before, it just followed

trim breach
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lasso has the exact same damage logic as thumpers

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just a different damage type

slate venture
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For some reason general improvements breaks your "Randomize default seed" even if i turn off "Randomize new save seed" from general improvements.

trim breach
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numbers and cooldown are the same

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the problem is just that the cooldown doesn't work in lasso's AI, which completely blocks it from ever dealing damage

trim breach
sweet frigate
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oh. It a hassle to fix that cooldown? I'm unsure how difficult it is to change certain things haha

slate venture
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ah

trim breach
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it's just a timer that zeekerss never implemented any code to tick

trim breach
sweet frigate
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ohhh okok.

trim breach
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regarding breaker box in v70 manor and some incorrect prices in terminal

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so @sonic kayak let me know if you want me to implement anything on my side, it could go out "close to immediately" with these other fixes

sweet frigate
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If your not interested in doing so that's fine honestly! But if you are idm paying you in whatever way I'm supposed to.

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Also I'll check to see about that alphabrown rq

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Honestly even I am like wishy washy about lasso. I know one day someone will release some crazy mod making it super unique but it sucks just not having it at all. Idk, takes a lot of thinkin

trim breach
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i am deeply invested in cut content for lethal company but like

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im mostly interested in seeing that content the way it was intended to be seen

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i'm not super interested in "a fan recreation of lasso" and im less interested in being the person to make it

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if lasso was in a more finished state and just needed to be fixed it would be a different story

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but like, Restore Mapper was a lot easier to justify in my head because that item already worked correctly in a previous version of the game and had just been broken by updates changing how some underlying mechanics worked

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so that was cut content i could work with

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anyways

trim breach
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and this would be a very small and easy mod to make since im just restoring it in whatever state it's already in

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so i'd just do it for free

sweet frigate
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Oh okay! I don't mean to sound demanding with the following requests if you do decide do just a few questions, will it include a fix for the timer that actually allows it to do damage, is it possible to make that timer a config so we can set how much damage it does per second (really just for the slightest bit of customization, if that is related to the transpilers then you don't have to either way!), and I couldn't find the alpha suit in the github

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I don't use github that much so it's odd to traverse ๐Ÿ˜…

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But me personally would love the lasso back in just a state where it actually spawns and if possible do damage. People could most likely make addons or things for it in the future, idk how mods work

sonic kayak
trim breach
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it's possible i might just be misremembering about the suit

sonic kayak
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Considering the rpc call repulls the list to get the item (in vanilla) I don't know why it doesn't just fetch the sale value there to begin with.

trim breach
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zeekerss works in mysterious ways

candid pivot
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It's not an actual enemy by itself, but it's a really good implementation

trim breach
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but since i have to add the code to tick the cooldown, i guess i could add a multiplier to make it tick faster/slower in the config

ruby jay
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How come people are so interested in the lasso thing? Iโ€™ve always though it was just leftover stuff for testing/messing around (before the game was released)

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So it never seemed that interesting, well it just seems as interesting as the other unused/leftover entities like the nextbot thing

trim breach
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i am doubtful it was used for testing

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it's fully modeled and rigged