#Buttery Fixes
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You think it's fixable?
well this is still true
without knowing what was happening before it broke
what it was doing while it was broken
but it must be Vanilla
when it broke
it would be like throwing a dart while blindfolded at a spinning target and hope you hit a bullseye
I was wondering if some debug tool might make debugging the exception easier
if you are experiencing this i would be nearly certain it's a mod issue though
this has never happened for me
idk though
I've disabled so many mods and it still repros
LOL
According to 1A3
Maybe something for EnemySoundFixes to patch?
lol
Pure vanilla issue
This also makes it so the client can't be killed
Reprod it in basically a pure Vanilla profile
I only had these lol, so unless it's something with AiFix or SoftMaskKiller it's gotta be vanilla
@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
i have not run ai fix in any of the v7x versions
and i've also never replicated this issue before
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
if it's repro'ing as "you land and immediately start getting errors in update()" it's not a vanilla bug
not to say it's definitely ai fix
but i would turn it off and try again
and see
it is definitely a contender
It certainly could be, since I really just threw on a bandaid fix for the v70 update lol
I'm also thinking it could be cus of SoftMaskKiller
Test it out and report back, soldier ๐ซก
Not AiFix
I really think it's a vanilla problem
@trim breach
I think sometimes the nest is just spawned immediately cus it's a Daytime Enemy
well if the bird nest doesnt exist
the nest definitely spawns, but the ambience seems to be what is null on clients
it would return here
and both get set at the same time
which would mean there has to be
- an EnemyAINestSpawnObject on the map
- that nest needs to be tagged for sapsuckers
- that nest needs to not have an audio source attached on the frame it gets fetched by the clients
the prefab for the bird's nest has the ambience audio source attached to it
doesn't make sense how the prefab could spawn but not have an audiosource
Well if it's not Vanilla one of these breaks it, and we know it's not AiFix
well at this point i agree with you it's probably a problem in vanilla
Yeah
it should be really easy to launch a 100% vanilla profile and check
well
vanilla + bepinex if you want the console i guess
but even vanilla should be fine because it'd dump all this shit in the player.log
it just doesnt make any sense how this could even happen
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
What I could probably do for pure Vanilla is use LethalQuantities to inject a higher spawn chance for the enemy on Vow
so I don't have to rng it
Oh true
I was just gonna do LQ since LLL patches some stuff though
which at this point it shouldn't affect the Kiwi though
With just LLL, FixPluginTypes, and LethalModDataLib I'm not getting a repro
Is it LethalLib...?
LMAO is it somehow HookGenPatcher?
Wait no that is here
Okay so this issue is rng then
WHAT THE FUCK
Gonna also test Adamance cus we reprod it breaking on there
Something is so fucky with this enemy
lol
I need to test these being added now, cus it reprod with Imperium
I believe this issue is just rng
lovely
Okay well I am at the point that it's hard to repro on Vanilla Moons but it repros consistently on Calypso
@daring tiger Any ideas?
Yeah the error happens every land on Calypso for me
for daytime power
the monster is also a basically guaranteed spawn
I think I only didn't see it spawn 1 time
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
@thorn breach Maybe we need a nest fix but for the Kiwi
Testing with strictly dependencies yields no errors in my testing.
The error happens on client
not host
I ran lan with 2 clients
I don't know what to tell you then.
It's frustrating because I wish I knew the root cause of this
lol
It mentions the item parent for the egg is null before the NRE spam
This is also interesting
I will mention that one time when I saw this spamming on a client the nest was above a ladder and the Kiwi was stuck guarding a fire exit door below it
oh
i see what the problem is
@radiant nymph @eternal thorn if the bird is instantiated while inShipPhase is true
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;
}
}
inShipPhase is still true for clients up until the ship doors open
it gets set to false immediately for the host once the lever is pulled
so the bird still thinks it's in "test mode" for clients
because it would spawn before the ship starts to land (similar to bees, it can only spawn during the initial spawn wave)
I wonder would LandFromOrbit or something like LobbyImprovements fix this?
Idk if they patch this
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
which would cause birdNest to point to something that's not a sapsucker nest
and then the GetComponent<AudioSource>() would fail
So it's a Zeekerss oversight
because old birds and baboons do not have audio sources attached to their nest
yes
Well at least you got something now that can make this fixable
and you can bug report this
yes, i should be able to fix this
Rejoice, ur time was not wasted, surprisingly
For the most part anyway
I've been spending all this time til I got to a fucking pure vanilla profile reproing it
Lmao
on top of this
the host would normally spawn a bird nest and immediately overwrite the cached value
but they have a line of code blocking them from doing that if "test mode" is happening
So I take it the fix is having clients sync up with the host?
so the only reason hosts are immune is just because "ship phase" (in orbit) ends earlier for hosts
than it does for other clients
the fix is just not running any of this code
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
Probably
because normally the bird nest gets generated on an AI node based on the random seed
but the random seed wouldn't be set on day 1 of a new save, and no AI nodes would exist in orbit
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
that being said
rather than writing a transpiler and breaking all of this stuff
in case someone is making use of this "test mode" shenanigans
i'd probably just use a postfix to clear birdNest again if the bird:
- is running
Start()on anybody except the host birdNestexists but the audio source connected to it is null
then it would be properly fetched in Update() again
Yeah that will likely be a good fix
I'm just glad we finally isolated it lol
Been driving me crazy
๐
At least this means we'll get a ButteryFixes update tonight though hopefully
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
ok late but im confirming that i'm seeing this
this is a problem with MRAPI though
my code is definitely running (it prints a debug log and everything)
which means that MRAPI is going in and undoing my changes
even just having MRAPI installed (and not using any model replacements) seems to prevent my changes from sticking
what's weird is that MRAPI is doing basically the exact same thing im doing, here
meaning the shadow shouldn't even show up in the first place if you use MRAPI on its own
so I'm gonna call this an MRAPI issue and move on, probably
sorry
@trim breach Any eta on that fix for the bird? ;o
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
whats wrong with the bird?
spams errors when attacking clients(?)
The issue is clients get set in test mode for it pretty much
well i got an answer for the question i was waiting on
so i can go ahead and push now
it's untested though, i just feel pretty confident it'll resolve your issue
Yippee
Really need that fix for the Sapsucker lol
What fix? What's wrong with them?
apparently clients experience it in testing mode
Yeah got it on Bozoros right now
it kills the gameplay entirely
I'm at the point where I hate this bird's existence
clients don't count as "landed" until the doors open, sapsucker will run in testing mode if it is spawned before the landed flag is set true
and it messes up some behavior if a nest hasn't been created yet i think
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
sorry i was going to post it before i ran errands
but i forgot to do so
im about to push it right now
@trim breach you might wanna look into this also
no i dont think so
i dont understand how that would be related off the top of my haed
but i wont say never
i suppose
Yay lol
but it might be similar to why the sapsucker breaks for clients
since apparently they arent fully loaded until the ship doors open
well the sapsucker's AI has specifically something wrong with it
zeekerss added a "test mode" (presumably so he could debug it easier in the editor)
and it activates if the sapsucker spawns during ship phase
bees dont have any sort of ship phase checks in their AI
this bug wouldnt be unique to the sapsucker, on that note
it would happen with any enemy that checks if the game is in ship phase on Start()
if it can spawn in the first spawn wave
sapsuckers are just the only enemy that currently checks that value
and because they are a daytime enemy (which can spawn instantly) + limited to the first spawn only, like bees
it means you will pretty much always encounter this issue as a client unless it just doesnt spawn at all
Isn't sapsucker an outside enemy?
yes
Coulda sworn I'd see it in outside in the debug menu
yes they are outside daytime
i assume they have to be in the first spawn because of the nest
zeekerss put it in outside enemies on the test level
but it is a daytime enemy
Icic
they don't have to be in the first spawn
but since sapsucker and bees spawn a prop
(a bird nest and a hive)
zeekerss set them up so they have 0% chance to spawn after the first spawn wave (immediately as the day begins)
so you'll never get a beehive + bees spawning randomly mid day
in a spot they weren't earlier
same for sapsucker
yeah
they still have to be chosen to spawn
but if they are gonna spawn they have to do it in the first wave
kinda interesting how that rule isn't consistent
cus baboon hawks also spawn a prop (sometimes) and they don't spawn immediately
I just had it as well
It was kinda funny byeah
baboons dont spawn the prop
old birds and baboons use a "nest" object
at the start of the day, the game predicts all the enemies that it will try to spawn throughout the day
and then spawns a corresponding number of "nests"
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
nests are 1:1 for old birds because their "nest" is the dormant old bird object
which, when a living old bird spawns, it gets repositioned to that nest and deletes the nest
bees and sapsucker are different
when bees spawn, they generate a hive scrap
sapsuckers generate a nest and the 3 egg scraps when they spawn
ironically despite using the "nest" script that baboons and old birds do
for the nest prefab
they are daytime enemies which do not support spawning nests
so the bird spawns and then spawns its own nest prop
meaning that all 3 enemy types in the game that utilize the nest script use it in completely different ways from one another
how confusing
@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?
works fine for me
if you have general improvements installed, my code to randomize the seed will not run
since general improvements does that itself
but i just started like 5 new saves with the setting on and checked moons, different weather each time
@trim breach are keys unable to store them on a belt bag an issue or part of the mod?
belt bags arent allowed to store scrap items
if you mark keys as scrap using my setting they wont be carriable in bags
i think you can whitelist them with mattymatty's BagConfig
ty
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
"keys are scrap" is a setting and it's off by default
you turned it on at some point
lol
@trim breach Looks like the the Microwave throws an error after opening the door which causes the sound to start permanently looping
oh lol
i think i see what is happening here
probably
i think im just gonna completely redo the microwave
i already want to fix the colliders on the microwave and fridge so they store items better
Yeah, that sounds like a good idea lol
@trim breach do you have any info on this report i received?
EntranceTeleportOptimizations#1
it's weird because my mod does not touch the TeleportCode ๐ค
That is definitely not cus of your mod
oh i completely forgot i wanted to add entranceteleportoptimizations to my mod pack if i didnt yet
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
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
@exotic elm Your best bet would be to ask for their mod list so you can look at it
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
what now
That bug report on Matty's github
oh that
i mean it was doing that before ETO was a thing
not that it doesn't work entirely
but some moons like offense have you exit sideways instead of forward
I don't recall ever running into this tbh
mightve been the teleport being misaligned by mapimprovements
Oh yeah probably
i think the built in fire exits still work with ETO
it still works fine
just isn't 100% aligned with new adamance
and needs to be networked
it's the networking stuff that is the issue yeah
I also wish voxx would return, I want the fixes for Sector Alpha and LethalElementsBeta needs a recomp

it doesn't cause noticable problems if you turn off LP caching and use ETO instead
and yes i hope v0xx returns but he's probably going through it irl right now
I just prefer the way LP handles it since iirc it covers more and you get a better performance uplift
I had a blocked fire exit on Gorg one day cus we had mineshaft and didn't have any lag at all
it was beautiful
agree but until map improvements fixes its problems i'll have to pass on it
I just don't play on Vanilla moons enough to care
lol
and I'm fine with them how they are, granted I like Rebalanced Moons for the Titan fixes
my group really likes going to adamance and offense in particular and MI really improves those
I love Adamance as it is in Vanilla, I just wish the bridge wasn't such a joke
lol
i could see it being in RBM's purview to increase bridge health
as long as it's a config option yeah
speaking of Rebalanced Moons it needs to update since Adamance was overhauled
lowkey I don't think Adamance needs changes anymore
I like it as is
Yeah that is also why RBM needs an update
there is no way it's gonna regenerate to topography lines for each configuration
to implement the radar stuff
Which that part should be easy, it just needs to reuse the radars the vanilla scenes have
rbm would only have to change it for titan and vow i think
since they add minor additions to the building and dam
I mean the radar contours don't work on any of the vanilla moons it replaces the scenes on right now
ye
I honestly think Embrion, Artifice, and Titan are the best RBM scenes
the others don't do a whole lot
I think vow had a grass change maybe?
I don't remember
vow added the ladder you roll down on the dam
it is nice if you come from fire exit and don't wanna take the long way to get to main
Yeah
and with how Giants practically camp the bottom there outside of the fire exit sometimes
LOL
It's not a bad addition
actually i should ask
Does the new enemy behave okay on Vow with RBM though?
do u use any of rosies moons
probably
i use gordion saga in my pack and noticed microstutters every second while landed on tunere
I fixed the lag Summit usually has by using OnTriggerEnter in ReverbTriggerFix, granted I'll agree with Jacob on cautioning using that
didn't know if it was an enemy or something until today
Odd
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
Did this start before or after V70?
after v70
Probably just something that needs changed then
it might have happened in v69 but i didn';t notice
Rosie is working on updating them as far as I'm aware
nah I played on Tunere on v69 and it was fine
Did you see if anything was erroring for you on there?
no errors
Maybe try
there were things like audio spatializer warnings but not game specific
UnityDebuggerAssistant, see if there's an error every frame under a try/catch
i'll try that later
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
lol
Also I'll note if you use 2 story ship there's ignorable errors it will catch
UDA catches everything, even when they're harmless
Now that Mel finally provided a permanent fix for the navmesh stuff
I was happy to bring back 2SS
lol
u don't use problematic pilotry right
No
gotcha
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
@trim breach I'm not running GeneralImprovements.
https://i.imgur.com/iS2N7Sv.png
https://i.imgur.com/Bqu281H.png
These values roll on every day 1, any save file slot. Always.
I tried a new save on each 3 slots 5 times and rolled identical "starting seed" every time.
do you have cullfactory?
Nope
ok
I combed through the bepi log and nothing else is affecting the weather / seed of day 1 from what I could gather
Alright, I DISABLED the option to randomize seed and the weather changed.
Then again probably "default" now and still same on every day1 but that option is busted.
2ss navmesh regen isn't really a thing anymore, I made Mel and fumo just use the regen vanilla does by default after spawning outside hazards
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
i have seen this issue before yes
i have no idea though
in my case it stopped after disabling it in lethalperformance
and then i installed your mod
do you replicate this issue on a profile with nothing but my mod (and bepinex)?
this is likely a mod conflict
also, have you tested in multiplayer? im curious if weather desyncs for everyone except the host
same test. 5 new saves
only bepinex + butteryfixes, setting enabled
๐ค any chance it might actually be my fault? i doubt as the player rotation is handled in the TeleportPlayer function not the GetExitPosition one
im assuming that some mod is breaking my FindObjectsByType call after the scene loads and i try to find the entrance teleports
i dont patch the teleport function
i rotate the individual entrance teleports
because different teleports need different rotation values to be correct
i guess now that i think about it, it could be an issue with network spawning resetting the rotation
i ( like LethalPerformance ) do indeed reroute the call to FindObjectsByType for EntranceTeleports
im not sure if that's a real symptom
https://github.com/ButteryStancakes/ButteryFixes/blob/13d0532318008ebd015d3839058f317d94aa2033/Plugin.cs#L41
https://github.com/ButteryStancakes/ButteryFixes/blob/13d0532318008ebd015d3839058f317d94aa2033/Utility/SceneOverrides.cs#L252
this is all im doing
if you think something sticks out as incompatible with your approach
but the list i return contains all the entranceTeleports that already have run Awake so i doubt you're running too early
if you think it's just execution order
i could maybe attach this to a coroutine
delay it for a couple seconds
or run it with SetExitIDs
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)
why not run it in the Awake of the EntranceTeleport too?
that would also account for fire exits spawned by mods after the moon loaded
well my external patch only applies to the vanilla moons
because i manually check which exits are rotated wrong (in the editor, not in code, i mean) and only apply changes to those
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
i would just hope custom content authors are rotating their fire exits correctly
uh? the code you linked is a for loop that has only the condition of the config setting tho
nvm the default in the switch sets it to false
i'm not sure if OnSceneLoaded runs before or after the Awakes of the in_scene objects
iirc it's after Awake but before Start
if it is after awake you're still getting all the teleports just a lot faster than normal XD
Hmmh
while i was working with chameleon i discovered that the new v70 radar sprites sometimes cover up landmines and radar boosters
so im going to try and adjust for that in v1.14.4
and that patch will also address the stuff i wanted to do with the microwave and fridge
Hooray
your mods make this game even more perfect
in case you were wondering about that microwave bug btw
zeekerss' code for taking items out of the microwave is really weird
when you put items inside the microwave and shut the door
it gets all the items that are children of the microwave and makes them spin
but it does not save a list of items that it's microwaving
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)
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
but also the way he finds "items" is he just does a spherical search for anything on the "Props" layer and assumes it's an item
which is a problem because new furniture like the fridge has colliders on the Props layer that are not items...
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
because it tries to make the item connected to the fridge (which doesnt exist) stop spinning
idk why he didnt just do this
but anyways this fix also gives me an excuse to make the microwave not spin items until the plate on the inside starts spinning
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...
i like this bug, dont fix it 
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
this sort of thing is really cool
though
i do have a soft spot in me for this sort of practical joke
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
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
oooh interesting
I fell victim to the spin
0/10

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
yeah my friend in the green suit wasn't seeing the ladder spinning so I kinda just keeled over and died on her end hehe
nothing outside of the weird undocumented usage of that attribute i want to use can ever touch scene things before awake/onenable
a bit late but i dont change value, i just capture value and call my method to check that vallue
and adding 2 ilcodes to do it
that's fair
@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
i dont patch the teleporter
not to my memory anyway
i just patch the "set position" function of the player ragdoll to collect it
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
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
no i barely touch the cruiser
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
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
I think I just removed it cus you mentioned it might need changes
but yeah it works fine
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
never seen that issue before
Same
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
i literally dmed you about it
and proved it was only cruiserimproved causing it
The buffs to the Cruiser are amazing though
if its a conflict, how did it happen with a fresh profile with no other mods
its a conflict of interest, clearly
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...
anyways
in that case it's the opposite
something that lunx and i use prevents this bug from occurring
nevermind @opal cairn im getting it too
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
I have that setting off lol
will check
indeed it was that
i double checked the code and this makes sense
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
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
Okey ๐
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"?
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
Ah
Sometimes the fox is waiting outside the ship and never enter. I thought it was because of that change.
no the fox AI was changed in v56
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)
@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
idk its still here
i use all the fix mods
unless i have to reset matty's config or something I don't have it
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
it was imperium
of course
@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
It always does that when you land
Just tab to another player
yeah but should still be fixed innit
are you using general improvements
general improvements also included a fix for the MONITORING: Player fix i used to have in this mod
yes
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
He has but I don't think he changed this
general improvements apparently updated 15 hours ago but the changelog doesnt seem to indicate if he was aware of this
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
i just double checked
butteryfixes should have the change i mentioned here
so im pretty confident this is not a me issue
@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
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
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
steam valves were apparently changed in v70 but i dont know exactly how or what those changes were
if it relates at all, the balloons in the birthday room in the mansion use the steam valve script
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
they pop on their own
probably the same trigger as the steam valves considering they use that script
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
oh yeah also the same script is used for both collision triggers (activated by players walking into them) and interact triggers (holding E on them)
even though they are functionally almost nothing alike
just all very strange
the idea with this is usually "you design a master class with all of the shared features, and inherit from it with special classes that define their own behavior"
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
@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
lol
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?
i dont remember
i think it just iterates through the entire unlockables list
and any suits not unlocked by default need to be unlocked
iirc
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
There's a collision issue there?
there's a giant beam that you can just walk straight through
on the side of the building
Lmao I had no idea ngl
you would be surprised
I'm in for surprises
i think purple will be mad
RBM already fixes it
Rbm?
ReBalancedMoons, replaces the vanilla scenes with its own. so, a less invasive fix would still have a place I think
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
If you didnt have the hot reload patch installed that mightve been why
It was a dependency
Because I remember something about rbm not loading the correct scene on first time landing
Its faster and you take no fall damage. It's certainly beneficial. If that gets fixed I'm deliberately going to Experimentation with my team just to watch them die to fall damage.
@trim breach Looks like a new hotfix just dropped
I find it weird how zeekerss does versioning
looks like no code diffs
so it's probably only changes to scenes/scriptable objects
then
is the site automatic?
So I guess no birb fix
Nah he has to always check it himself then update it
a lot of the site's functionality is automatic i believe
but he still needs to feed it new builds afaik
Yeah
@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
Yeah
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
If its undercooked just stick it in the microwave longer
modding in unity is cool
i did a mistake in my modding (not fixable i guess)
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
i have personally not ever noticed but you might be right
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 
(this is a vanilla issue)
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
my best guess is that it has to do with the reverb triggers responsible for making you be inside/outside, p sure ive seen this happen multiple times to me as well
maybe some sort of oversight where teleporter checks if youre inside but not outside? idunno
@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
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.
i deleted the save like an hour ago cause me and my friends finished what we were doing on it
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 ๐
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.
i wonder if part of the problem is that some mod is trying to "adopt" items into both cupboards at once
since vanilla does not save whether items are in cupboards or not
only their positions are saved
I thought matty fixes was doing that but with a very small offset check
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).
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)
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
Please do ๐
@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?
lethal company doesn't support it yes
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
Oh ic, ig I never noticed it since I've only done cull LOD's
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
Is cross fade something we can't just enable as well?
but that is what i wanted to fix
i think the cross fade effect is broken because of lethal company's weird shaders
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
it works in the editor already as is
Ah okay
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
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?
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
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
it works fine
It works fine now, it's been updated since then
the Kill Switch will disable all the moon and interior changes
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
I've never even heard of this issue
It happens pretty rarely (it has only happen to me like 5 times over more than a year now)
this is the message I'm talking about if anyone is wondering.
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.
Never had that happen to me
Itโs probably a mod you have causing it
I would also assume that it's some janky old mod
Iโve seen it happen in vanilla before
ive never encountered either of these issues so i wouldnt know where to start on fixing them
what the "buttery fixes" mod changes?
oh thanks
btw what that"legs" you have is
It's from Zeekers discord server
and why it is private
lol that gif
@trim breach smth off topic btw, is it real that you quit granny community?
Yay
doesnt understand the gif
they basically mean infinite pre-generation
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
REPO is a lot less random tbh, even if the seeds aren't capped (because seeds don't exist in repo)
basically repo has infinitive levels
i dont think it ever stops
because someone has reached to lever 200 but he still plays
ok
I mean technically both are infinite but in LC thereโs a point where itโs impossible to win. Even if you saved scrap from all the other quotas.
That isnโt the case in REPO since thereโs always enough scrap for each level.
wdym "scrap"?
What do you mean "wdym "scrap"?" Have you played LC before?
Or is it not being called "valuables" that confusing?
Thereโs too many syllables in valuables compared to scrap.
And Iโm extraordinarily lazy 
loot
โThis loot should be enough for the extraction point, arr matey!โ
Actually nevermind thatโs funnier
Well, lethal has a ship too
nope
Then wht are you modding lol
Top 10 mysteries science canโt explain
Hes here for the vibes
nothing.. i am just here to see what the mods changes
even tho buttery was the one who made me see the game
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
yay
god it's been so long
i remembered i forgot the dll literally half a second after clicking the upload button
sigh
Appreciate the update!
A nice big update ๐ฅ
@trim breach @green valve with the new update for Buttery Fixes should this still be on or should I disable it?
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
Seeing as you touched up ads, could you also look into making items in ads not be affected by local lighting? If possible.
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
i can do you one even better
zeekerss posted the original texture, without even the compression from unity
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?
no unity compresses it when you build it
just to reduce filesize
which would should I use then?
it can read uncompressed images and you can tell it not to compress the texture if you want
are you using moresuits
yeah
does the og suit still not fully exist? other than the recreation that you've made?
zeekerss apparently has lost the original file
anniversary? Didnt lethal company release in October?
i am going to eviscerate this person
what?
what are you talking about
What are you talking about?
Yes, LC released in October 2023 and had anniversary on October 2024. What's the problem?
i mean i thought the post she made was recent
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.
ok dude what's the problem
Theres no problem. The way he texts looks passive aggressive but hes just informing you.
oh ok
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.
i can add compatibility on my end if you want
i already have a bunch of auto-compat stuff implemented
It's no big deal either way.
do you fix the discount percentage and suit thing too, then?
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.
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
Not as far as I've seen. I'll dig more. I'm in the middle of a playtest/hangout.
I appreciate it.
lol yeah i get it
just let me know
I actually just kill suit ads since they completely break the ad subroutine going forward, so I like your solution better.
-# me me me!!!
is this perhaps something buttery fixes could fix?
I don't know how to mess with shaders in the code. Do you Buttery?
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
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
HAHA jkjk
Pretty sure I heard it was removed removed anyway so I don't think it's possible
lasso man exists but it's super broken and it's not really possible to "fix" it
it isn't set to spawn on any of the vanilla moons so you'd have to make up spawn chances for it
and outside of a couple animations (that might not even be finished) there's no telling what it was intended to do
i could fix its AI but then it would just act like a buggy thumper
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
Ugh I wish I could mod, i'd so do that
wesley used lasso for the art gallery interior recently
but thats not really the same thing as them being an active monster
I'd just make it impossibly rare
lasso is more of an added hazard
oh yeah I kno whtat
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
lasso is sort of usable without changing their current AI
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
plus in general since lasso gives the full fear effect, it would make it harder to see
it's just the problem of NOT A SINGLE MOD I KNOW OF can spawn it ๐ญ
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
lasso has a flag set that completely blocks it from spawning
because there was an error with players getting it in the v50 beta challenge moons
toggling off that flag is really easy. i would genuinely be surprised if nobody has ever done it
all it'd do is re-enable a super broken monster that was never fully designed though
still doesn't accomplish a ton
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.
but at the same time, it doesn't do anything ugh the pain of liking beta/cut stuff from video games
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.
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!
RestoreLassoMan will become real one day
Honestly, I've thought a lot what he could do but it would just be some copycat from another entity
The best idea I had was Lasso Man being a entity that annoys the player
He would just wander and when he founds someone he acts like a butler and follows around blocking the path
Pulling the player if he runs
Pushing them into pits
it's a single line of code to disable the flag, a single line of code to fix lasso not dealing damage, and "very few" lines of code to add spawn weights for it
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"
and there's no "fixing" that
there is no way to tell what zeekerss intended lasso to do
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
well i've been asked before to make a mod that just "restores" lasso in its existing broken state
i went on hiatus before finishing it and i never picked it back up
but i guess i could still just do that
im not really interested in tackling a lasso rework though, sorry
i would only be making what's already in the game available
anyways
i think i put the suit texture on the github
Would that include a config to maybe change his damage/speed?
probably not because those would require transpilers and im really uninvested in this
i would probably make the damage fix a config option
if you want it to just harmlessly follow players
i guess
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
For some reason general improvements breaks your "Randomize default seed" even if i turn off "Randomize new save seed" from general improvements.
numbers and cooldown are the same
the problem is just that the cooldown doesn't work in lasso's AI, which completely blocks it from ever dealing damage
yes i dont randomize the seed at all if GI is installed, since GI lets you toggle it on/off
oh. It a hassle to fix that cooldown? I'm unsure how difficult it is to change certain things haha
ah
the cooldown fix is a single line of code
it's just a timer that zeekerss never implemented any code to tick
anyways, if you use GI, you should enable the feature there
ohhh okok.
i'll probably push an update for this again soon, since I have a couple of fixes sitting around again
regarding breaker box in v70 manor and some incorrect prices in terminal
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
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.
Also I'll check to see about that alphabrown rq
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
i am deeply invested in cut content for lethal company but like
im mostly interested in seeing that content the way it was intended to be seen
i'm not super interested in "a fan recreation of lasso" and im less interested in being the person to make it
if lasso was in a more finished state and just needed to be fixed it would be a different story
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
so that was cut content i could work with
anyways
ive received a few offers for commissions but i dont have any payment methods set up
and this would be a very small and easy mod to make since im just restoring it in whatever state it's already in
so i'd just do it for free
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
I don't use github that much so it's odd to traverse ๐
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
I think 2.0.2 of MoreAds "Just Works" (TM) with your stuff since I do a Tool Ad RPC replacement on the client side. I just ignored the incoming value and repull the terminal sale list.
Thank you!
it's possible i might just be misremembering about the suit
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.
cool, glad to hear it then
lol yes
zeekerss works in mysterious ways
"not having it at all"
He is a main gimmick in the Art Gallery Interior on Wesley's Interior
It's not an actual enemy by itself, but it's a really good implementation
the cooldown time and damage number would require a transpiler or prefix cancel to change
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
How come people are so interested in the lasso thing? Iโve always though it was just leftover stuff for testing/messing around (before the game was released)
So it never seemed that interesting, well it just seems as interesting as the other unused/leftover entities like the nextbot thing