#Buttery Fixes
1 messages Β· Page 10 of 1
i assume zeekerss just wasn't able to make the design work the way he wanted to in game and decided to scrap it
i assume some ideas from lasso were reworked into something else
for example, if lassos were meant to drag players around as is commonly theorized
that was probably repurposed into the kidnapper fox
much further down the line
Lasso man exists since v9, as Buttery said I assume Zeekerss had some ideas in mind that ended up turning into features from other entities
i dont really understand this either tbh
for example, i know unused content is cool and interesting and people would want to see it
but ive never seen such strong belief unused content will be finialized for something as much as lasso/liquidation
like just cause its there doesnt mean it will be finalized
because the game is still in early access
Liquidation will happen trust
of course unused features have a chance to actually be put in the game
Like the kidnapper fox pulling the player and spider hanging up the player on the ceiling, I think that lasso would do those things as well but in a more disturbing way...
it ain't rocket science why people would think that
but so many people treat it like its fact they will 100% be finalized
thats the thing
Zeekerss said on Patreon that he had done 7 scraps for an specific moon btw π
this doesnt mean liquidation
Liquidation at least has the reasoning that its more recent, since it was added along with adamance, embrion, artifice
end it all
Lasso man's been there forever and got nothing so I don't think anything will happen for that
I agree, but I can't imagine other candidate except maybe Embrion for that
i dont believe lasso will be finalized
but maybe liquidation
just tired of people saying its 100% coming
there is no concrete proof they will happen
Actually my dad works at ZeekersRBLX and says liquidation is coming for 2 year anniversary
when do we get zeekerssplaymobile
I don't have the screenshot but I'm 99% sure that Zeekerss said lasso man is an scrapped idea and the fox isn't coming back
i think the language he used leaves open the possibility it's 7 new scraps for an existing moon
well unironically i think that is the most likely reality
the implication is either "people will hate this moon i am adding" or "people will hate the fact im adding unique scrap to this moon"
and personally i think the explanation that makes the most sense is he's adding unique content to embrion
which will have minimal impact on the content in the rest of the game
which is i guess why he expects it to be an unpopular decision
I'm up for both cuz I usually love shitty moons so this is a win-win
embrion is a little fun but it's like
"more sometimes-than-a-sometimes food"
for me
i like the visuals of it a lot and the interior experience is kind of fun
but the exterior is complete sensory overload
and the only really sensible way to play is with cruiser and/or jetpacks
the competitive community will be in flames π‘
so it's just not as fun as something like artifice
which is similarly "high intensity chaos" but in a more complex way
i don't know what that means but I agree!!
embrion is so much fun, the inside gameplay's just a lil mid
oh we have like completely opposite views LOL
it's a great cruiser experience imo
well the inside's not bad per se or mid, it's pretty fun it just lacks a bit of personality maybeh
so true!!
i just mean like, i play one 3-day quota of embrion once every several playthroughs and it's enough for me
well I do think liquidation will become a thing eventuallyβ’ (though also not saying it 100% will happen), but for the lasso thing, to me it doesn't seem very interesting or really fit well with the game that well. It looks super out of place to me (personally)
the barber:
Bro hit him with a truck
true, though I still think it fits the game better than the lasso by a long shot
it depends how lasso would be implemented
I would laugh my ass off if the 7 new scraps Zeekerss add are the remaining pieces from the drill and they're all in Embrion
that would be so epic
@trim breach
Does buttery fixes or chameleon already do this?
https://thunderstore.io/c/lethal-company/p/WaterGun/V70PoweredLights_Fix/
(before the night begins)
nope
it'll be added to one of them eventually
but for now neither of them do what that mod does
Ironically it would be cool to have an scrap that pulled an companion cube shenanigans and tried to kill you in dark
i was going to add this to chameleon
because i thought i would have to design new animations for these light sources
then i found out that zeekerss just forgot to tag the lights
and the animations are already implemented and fully functional
lol
so im including in the next update for butteryfixes instead
The whole reason with fascination with lasso is, this is an enemy that is made by zeekers so it's vanilla. Even though it almost does nothing, having a Vanilla + modpack it would be perfect. Every game has their easter eggs and Ig my modpacks will be the Lasso. Me personally am addicted to lethal so I'm trying to grab onto as much as I can π
Awesome! So does this mean your 100% making it or you still wishy washy about it? I mean I'm not trying to pressure you honest, you did say it was a few lines a code, but I mean whatever decision you make in the end!
i will make something for it but im not going to publish it to thunderstore probably
if you want to publish it yourself that would be fine
I don't mind that. And ofc I'll credit you 120%
Thank you for saying yes π
When using an air horn, the pitch and speed is randomiser each time. However the pitch/speed carries over to the drop sound, using whatever pitch/speed was last randomly chosen upon use. In the video the first airhorn hadnt been used, while the second had.
This also happens to clown horns, and the sound that plays when you pull an item out of your inventory.
Its not anything major, but thought id tell you for when you next want to update butteryfixes
its not randomized, its dependant on how high or low youre facing
oh thats quite neat
wait nvm thats entirely a different game that also has an airhorn
bonus points if you know what game it is!
im prone to say this is probably not a bug
stop signs and yield signs exhibit the same behavior because they are pitched in comparison to a shovel
it is a bit odd though
for sure
I assume zeekerss just uses the same audiosource in drop etc as the one for use
So that's probably why
I can't remember if anyone said they would fix this or not
my only solution for that is to manually move it in furniture lock config π
yeah i just do the same
well I like having different furniture layouts sometimes, and it's nice being able to move things whenever if needed
wouldn't furniture lock make it so I can only have one layout at all times?
you can not locked them in place tho. just remember their height coordinates
if you move them around
are you able to manually set the furniture positions on the fly?
on the fly? on realtime yeah with lethalconfig
sage
Did zeekers ever post the suits with the compression from unity?
I was reading through the wiki for ButteRyBalance, and when stumbling across this paragraph I wondered... if the coilhead wasn't always in constant motion while not being observed, would that help the core issue? Like maybe it'll stop and start unpredictably. I feel like that would give the enemy more life
im not sure what you mean
i dunno, i think it doesn't make much difference
it would maybe be a cool effect
but you're still risking death any time you're not looking at the coilhead which is already the case now
Originally was asking if there are suit pngs that are similar to how they look in game. But in the end I just made my own lol
I did that but they still look different when put back in through moresuits
assetripper (or the lc project patcher, which uses assetripper) will give you the PNGs
When ripping them through the game, putting them back in moresuits, you can see the color is EVERRRR so slightly off and that there are patches of dark pixels that are present but hard to see
But using the one I asset ripped and moresuits default, I just ended up making best of both worlds so it's all good!
True, maybe a short grace period after looking away is all that's needed. It doesn't change the gimmick, would just make it more forgiving.
'Course, you don't have to consider it, just wanted to bring it up cause I think it could be kinda cool
a brief grace period after looking away might not be a bad idea
i see
im not sure how moresuits reads the PNGs in
so im not sure what the difference is
I dont' know either honestly but I was noticing little bits and peices that weren't adding up
So I made them add up HAHA
Sorry for the reply but is the normal brown suit you provided exactly the same as the one from your brownsuit mod? Not talking about the legacy brown, I mean the normal brown. They EXACT the same or the brown suit your mod has is like already in the game and you simply just unlock it?
are you talking about the one i reposted from zeekerss
yeah!
it's the official texture from v65
I know that! I'm wondering if that brown is in the game and your mod just unlocks it or does your mod import it back in AND unlock it
brown suit was never in the game
in v65 zeekerss replaced the orange suit's texture with the brown suit's texture
and in v66 he switched it back
Ahh okok, so your mod works by putting in both the old and the new brown.
my mod adds another suit
in older versions (or if you use the config setting) it uses a recreation i made myself based on old footage and screenshots
after v65 i switched to using the official texture by default (which is not the same texture from old versions of the game, but it is more up-to-date with the current suit roster)
that is the whole story
pretty much
And it's a great mod! (Get ready for the copy and paste lol)
I mean I'm going to credit you fully with the addition of the legacy brown in my mod but I feel kinda guilty if I did put the normal brown as well in my mod. Like that would make your mod feel unneeded and that feels wrong since you provided both of the brown suit pngs.
IN my modpack at least
well i've mentioned before i might eventually make a more suits compatible version of this mod but i've never gotten around to it
i am completely okay with you repackaging them for more suits and then uploading them to thunderstore even, if you want
i wish zeekerss would just add the brown suit to the game as an unlockable already but here we are
anyways, the brown suit + birthday hat aren't mine
they are straight out of v65
i just fixed the birthday hat clipping into the helmet
i added them back because i like official content and it's been completely removed in v66+
the recreation is probably more accurate to the older suits (i really tried my best) but i personally prefer zeekerss' new version because it was designed to match the rest of the suits
I wouldn't mind making a moresuits version but I only know the moresuits basics as in making it either default, have emission, or be priced
I'm no modder I'm more of a modpacker
well more suits is designed to be as accessible as possible
it's designed so that people like you can easily integrate new suits with minimal effort
"people like you"
LOL
jk
I mean I can if you'd like, but the config part is the issue. If I add the config option (which I don't know how) it really wouldn't be that much different from your mod. If I didn't, both could be default which would technically be different
all you'd need to know to make them match my mod:
- the v65 brown suit uses the same "tint color" as all the other suits, so it's a bit darker than the original texture. it's blended multiplicatively with hex #8E8E8E
- the birthday hat is impossible to add without writing your own code, i believe. i dont think moresuits provides "accessory" support
- my recreation is designed to not have a tint color, it's meant to be pure white (so the helmet and oxygen tanks appear brighter)
- the v65 brown suit uses the same normal map as all of the vanilla suits
- my recreation uses an older normal map i sourced from one of the alphas - probably v9, but maybe v4?
you probably couldnt add a config, best you could do is add both suits at the same time
but my mod is open source and i dont even own half of the assets used in this mod
you are free to repackage it for more suits if you want
i think my mod already doesn't play nice with more suits since i wrote it so weirdly, so anybody using more suits would probably appreciate having the option
so this needs to have the blended multiplicatively thing or is already good to go?
It's hard to tell since the brown suit is like one solid color
zeekerss applied the tint on the material
i dont know what tint color moresuits defaults to
if it defaults to white, adding the texture directly would result in it looking much brighter
than it originally did
if it defaults to #8e8e8e (what all the vanilla suits use) then it wouldnt be a problem
but if you dont override that, my recreation is going to look too dark
my point is just - both suits use different tint colors, so you'll need to set it for one of them, i dont know which
applying the tint from the material makes the texture look like this
for reference
I don't think moresuits uses a tint. Like any suit I put it looks EXACTLY the same. Like almost pixel perfect. I asset ripped the orange suit but putting it through moresuits, it looked just slightly off
if you can add the orange suit, and it looks identical, then moresuits would be applying the vanilla tint by default
which means if you add my recreated texture the same way
it's going to look too dark
you'll have to find a way to remove the tint color for the recreation suit using moresuits' api
Ok. So I'm trying to understand this lol. This is my orange suit. I used both moresuits and the base game to make it. When in moresuits, this suit is EXACTLY the same color as the normal orange suit
So knowing that
Do either of these need any extra like you said above?
the orange suit is designed to be tinted
this is what the texture looks like if you apply the tint to it directly
moresuits is applying that tint for you when it adds the new suit's material
so that's why it matches
this suit (the official v65 texture) is also designed to be tinted
so however you are adding the orange suit
adding the v65 brown suit the same way should be fine
Which is (hopefully) just slapping in moresuits, the same way I did the orange
[my suit texture](#1201952899928948808 message) is designed to have no tint
so if you add it the same way as the orange or brown suit
it's going to appear too dark in game
ohhh
you need to find some way to untint it
i assume more suits has some sort of property in the same file where you set emission
to change the suit's base color
It might but I've checked through a LOT of suit mods and the only extra I've seen people use are emission. What does it have to be tinted back to?
if you set the "tint color" (i've been using that name to make it more intuitive, but the property is probably called "_Color" or "_BaseColor") to white, it applies no tint
the "tint color" is just multiplicatively blended with the entire texture
if you blend it with #8e8e8e (a mid-range gray) then it darkens all the pixels and the entire texture becomes darker
multiplicative blending is only able to darken a texture
multiplicative blending with pure white results in the texture being unchanged
you also wouldn't be able to, say, "untint" my texture so that when the vanilla color is applied it winds up looking the same
multiplicative blending inherently results in a loss of color range
ohhh
anyways sorry for the confusing explanation but i am trying my best
It's alright, I'm trying my best to understand
Basically that legacy brown png needs to be untinted because it's too dark. But the issue is when you tint you lose color
yes, you need to tell moresuits not to tint my texture
it's designed so it looks correct when it is on a pure white material
anything else is going to make it look too dark
the vanilla suits are designed to be blended with gray, which it sounds like moresuits is doing by default, so that's why they look correct
when you just import the texture
I think I understand it now
cool
sorry about all the text
anyways if i get some time i could maybe look into how moresuits does things
and provide some pointers
you might also be able to ask some people that are more knowledgeable with more suits already, and they could help
Oh for sure I'll def ask around haha. I'll try to get it just right! There is this tag like thing in the moresuits site and it's where I'm guessing people found emission from. I guess I just need to find the one that doesn't apply a tint.
I'll do my best! If I can't find anything on it tn, I'll ask in the morning.
Also I planned to ask 3 days after mentioning it, and technically it's the third day so while your here, what's the verdict on that lasso man mod! I promise with every quota in me I'm not ditching the suit idea. If you knew what I had to do to get my suits just right, you'd believe me haha
my output with lethal mods has been much slower recently
and ive been spending most of my time updating my main set of mods
but i do still intend to make that for you
Thanks! It's going to be on my mind though for awhile so could you like give me a rough estimate on like when to mention it again?
It's a me thing mb haha
No!!! I don't want to trouble you with it
Just whenever you want to fr!
But I mean if you insisssst
Did you ever give any extra thought to making a microwave mod that makes things explode buttery π
I know thats something you wished for
Don't make Wesley's nuke explode plz ty
I FORGOT TO COPY THE TEXT THAT SAYS YOU MADE THIS MOD! I PROMISE I'M UPLOADING IT RN I"M SO SORRY
I just uploaded so they'll get 1.0.1 pretty much right after
I had a bunch of text in different spots on my pc so I could make the readme look nice
i might
No, I am crediting you
it would be kinda fun
You deserve it
Sorry for the reply but me crediting you and a link to your mod page should appear on the 1.0.1 version on thundestore. If you have the time, could you tell me what you think of the readme? I tried to make it sound as immersive as possible even though it's basically a thumper with configurable attack speed lol
Someone mentioned to me how it doesn't explode metallic items and I was like "what? But that's exactly the attention to detail zeekerss would usually have on stuff!"
yes
and the baby sapsuckers dont scream if eaten by a maneater
im crying
I dont know if maneater inherits the threat stuff outside enemies use so sapsucker might not even be able to target it at all
no i mean if you brought a hatched egg inside and a maneater ate it after you drop it
they just dont scream
i think it's cute
thank you! I tried to incorpurate it's constant fear effect, silent noise, and strangulation as lore
plus the challenge moon it initially spawned on
not incorperated teh moon, just a mention of it
maneaters completely despawn items when they eat them so it wouldn't be capable of emitting audio by the time it gets eaten
at the company stuff gets placed on the counter, gets scooped into the hatch, and then despawns after a couple of seconds
yes i think this is a fun callback
Interesting
I might be a little annoying, but does Lasso has a death animation?
What are his spawn chances? (Currently)
no
lasso has 3 animations
idle, walking, and "grabbing"
none of them are hooked up and so only the idle one works
none
it has 0 weight on rend, dine, titan, artifice, and adamance
Then, lasso restored doesn't spawn lasso because he doesn't have an spawn rate?
Also, that means he's invencible in-game?
lasso man had this flag or something set to false so even if you set his spawn weight, you couldn't respawn him. Now he can spawn again, is bug-fixed, and can deal damage. The modpage says you have to assign it's moons
π€
What about this?
sry for the many questions, it's just that i'm interested but i'm judging how viable is adding him
I assumed he had some spawn rate but it might be the wiki having misleading information again
ok so challenge moon information is widely undocumented
the reason lasso was able to spawn on that one rend challenge moon is because a modifier made his spawn weight 100
challenge moons have multiple modifiers, one of them is setting a random interior monsters weight to 100
this prompted zeekerss to release the patch where he disabled the flag stan was talking about here earlier
this is also why sometimes a challenge moon has off-feeling monster spawns
there was a march one that set nutcrackers weight to 100
If i remember correctly, infestation on LC nowadays all enemies are given spawn weight of 1
if lasso man doesn't have a flag, that means he can naturally spawn on infestations?
that would mean that if zeekerss never disabled it, yes
That's cool, but what if i combo these two?
https://thunderstore.io/c/lethal-company/p/MrHumbe/Lasso_Man/
https://thunderstore.io/c/lethal-company/p/chillworks/Lasso_Restored/
well mrhumbes mod doesnt even work
it never did ever afaik
so youd just be adding an extra mod for nothing basically
not even these configs?
doesnt work as in lasso just never spawned with the mod at all
also i love how theres a setting to disable him spawning even though its completely pointless
just disable the mod like
whatever
yeah, why would anyone even want that as false
i might test both of them and put stupid values on these "Max Amount" and "Spawn Rarity"
for lasso restored, all it does is fixes it's bugs/ai and allows it to spawn anddd allows it to deal damage. You have to set it's spawn weight with other mods. It's ai is basically exactly the same as the thumper. so in short a VERY quiet thumper. You can config it's atl speed to be instant though but you'd probably want it to be rarer if that's your choice.
is it killable in this case
cause its nion-impossible to counter otherwise by the sound of things
no clue. if it wasn't in base game probably not
well to be fair it wasnt because it had nothing set up for it
its ok we have usefulzapgun
i'm going on a mission to kill this fucker rn
classic problem solver
config to disable it damaging players may be nice
possibly anyway
In my case, setting it's atk cooldwon to be very quick, it'll just be an op thumper that almost never spawns so you won't necessarily have to worry about it affected normal gameplay. But when you do see it, #1 you get lucky cuz it'll almost never spawn and #2 it'll be the focus of that moon landing haha
If it didn't damage people then it woulldn't have anything to go off of
I'm pretty sure you can edit Spawn weight and max power for like each enemies in LQ so depending on how you config, you can further balance it through other mods
i think i said this before to you
but technically this is not true
since the fear effect would be indefinite until you leave the building or some how manage to get away from lasso
you wouldnt be able to tell
if youve looked at a bracken
if someone has ghost girl (without them ssying)
various things like that
plus, slightly harder to see
its an interesting idea for a support enemy
Ghost girl fear is different and her fear audio is unique. The bracken is obvious, it's eyes are white. It's a red rope man, you'll know what you see haha.
I mean maybe support!
Lasso Restored is really just a placeholder for what could come by other modders
But atm it's just brought back with it's atk and other bugs fixed
plus if ghost girl doesn't spawn on that moon, then that idea would do nothing cuz she is the only thing affected by fear
the mod from MrHumble just straight up doesn't allow you to land on the moon lol
I would really apreciate if there was a basic config allowing to tweak maxAmount and spawnRarity
Apparently it's killable and has 3 health
huh, did not know that it was killable
LQ says it's set killable by default
ahh okok
let me do some tests
you know you can spawn red pill through lq π
well you used to
idk about recent
anyways, if you do a future update i would like to suggest some sort of configs:
Max Amount, Spawn Rarity, Killable/Killable only with Knife, Stunnable
im pretty sure a knife kill is impossible without fixing their hitbox
the knife doesnt work like the shovel does
lol, you can jump through him
the shovel spawns an invisible sphere that damages monsters where it lands from being swung
the knife spawns a small pill-shaped thing at the front of the player's helmet
this is why you have to crouch to kill thumpers with a knife and cant just aim downwards
π
so when killing
you cant aim for the ground cause the shovel cant reach from you standing
but it can barely reach lassos hitbox, so you have to strafe him by staying close enough to hit the hitbox and not take damage to it at the same time
still easier than killing thumpers though, fuck those things hitboxes
yeah no-hit kills arent that bad
https://discord.com/channels/1168655651455639582/1398098204675018923
This thread is for discussions regarding the mod from now on. Just to not trouble Buttery that much
also since i mentioned it
just showing it can be done
and ngl, its actually fairly viable if you know how to well enough
holy moly that looks worse than I remember
pretty sure wesley made it look nicer in art gallery
cause yeah i also dont remember them like this
I just don't like the overall design of the mob
i think it's very cool and i'd like to see it finished
i like the "pipe cleaner stick person" design
as it currently stands though it is not very interesting
it's literally just a buggy slower thumper
I'd love to push for adaptation eventually, maybe in-between big enemies idk
If it gets people's attention I'd love to open up a google forms where people can suggest ideas for what the enemy could do and then see which ones I like best
give him a tether grab
Ideally it would have to be something on the simpler side, to reflect the fact that it's a pre-v50 enemy
yeah but then what would it do?
would be stationary? roaming? would it chase? would it function as area denial or as a walking trap of sorts where you gotta trigger it and avoid death to get through
there's a lot of ways to do the enemy really
there was a myth he would stick his lasso out from a vent as a trap instead of actually actively physically moving
I'd love to do that, but that's already what Diversity's walker does
I had my own idea for an adaptation way back when that connected to a different enemy idea
when you get too far away from him he sends his arm real far out toward you, if he misses he goes on cooldown and resumes chasing but if he grabs you he drags you back to where he is and deals a lot of dmg
they were snare flea-like centipedes that hung around vents and grabbed you, they would pull you closer and closer and if you didn't manage to escape (there were a few, and I won't get into them all) it would suck you into the vent and kill you
but then we had this idea for a boss enemy that was a bunch of these all stuck together, kind of like a rat king
and that would be lasso man
but I also never followed up on it so that's that
could probably mesh the two ideas together? I don't really know
I feel like if you can easily mess it up around any corners it should be instakill
or there should be a bit more fighting back involved when it drags you closer, just for more interactability
according to the wiki, there is somekidn of variable or something like that mentiones grabbing players
So I'm assuming it was what the bracken is now
dragging could be similar to fox
Could be a bit of it's current ai, fox/bracken, and something else
Yeah I mainly didn't push for the vent guy because of the fox already existing
Whomever decides to do whichever direction, I look forward to any of it!
My vision for Lasso would be kinda like Snatchin Bracken, it drags you away without instantly killing you, and deals damage over time like Snare Flea
glow in the dark lasso man will appear in your ship nad be scary. and get bigger, and scarier, and brighter, and closer, and then kill you. you must click him 20 times to stop this.
reverse aloe
fuck yeah, that sounds great
lemme just reskin the aloe and put it in a separate mod upload
the lasoe, if you will
He grabs the employee and pours milk on them and then slams them into walls 
i love it
i think this is why in part the Lasso Man was never finished.
the "Obvious" route of completion for it (to me at least) feels like it would be in another room. and pull you using its lasso, and kidnap you.. which basically sounds like the bracken with a ranged weapon xD
I think what would be cool, but.. then starts sounding like a spider... is if the lasso man was shy like the bracken, didnt want to be seen, if they saw a player... they would run away (its just rope.. kinda vunerable, no?)
but, they could plant traps (like spider webs), but these "lasso traps" would basically bind you (like a spiders cocoon when your dead)
the only way out of the cocoon would be as follows..
1 - teleported back to the ship (instantly freed?)
2 - found by a player, who, if they have a weapon, can hit the trap which will break it off you allowing you to escape..
or.. 3... the only way lasso "would" kill you, is if lasso man found you in the trap, at which, they arent vunerable.. so, they strangle you to death.
its still then kinda a twist on the bracken and spider, a bit half way between... but, personally, i only add mobs to my profile that are "unique" (ie, have something different), and the fact the above idea would be a bit different (trapping, and survivable technically), its a unique enough that id want to use it personally.
actually
i know exactly what lasso man should look like
let me get something and i'll send it here
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@trim breach I'm getting name desyncs on the radar but everything else is working fine.
this is a vanilla bug
tworadarmaps
Tbf we need a mod that fixes this bug outside of TwoRadarMaps imo
Lobby Control's patch for example doesn't work
can you fix it
tworadarmaps fixes it
but then I would have two radars
it's more convenient than you think especially if you pair it with TouchScreen
https://github.com/Zaggy1024/LC_TwoRadarMaps/blob/main/TwoRadarMaps/Patches/PatchVanillaBugs.cs
is it just this file
the tried and true reuploading other creators' mods because you dont wanna download their mods π₯
I mean
its a MIT license
I will ask first though
is there a thread for two radar maps
Idk probably
just send in the OBC thread
And yes its MIT but copy paste is still :/
what is the obc thread
open body cams
Does new update include the fix from V70PoweredLights_Fix?
my fix should automatically apply to any tiles using the bugged light sources
so it should be more comprehensive
you definitely don't need both
Crashed my game when loading a lobby @trim breach
I'll test if it's cus of PoweredLightsFix
i just started playing with my friends and it does not crash
it might be an incompatibility with some interior you have installed
i can hotfix it with some better error handling but it will need to wait until im out of the game
Yeah it's probably incompatible with Wesley's
Hmmmm
It looks like it's breaking Cruiser Improved
So the crash is cus the update is somehow exploding CruiserImproved
CruiserImproved is a problem child I swear
@subtle compass @formal crow Any idea why Cruiser Improved breaks after the update for Buttery Fixes?
Hmmm got ya
yes
if roundmanager.awake is throwing an error
it will propogate errors to other things
i probably just need a null check for some interior
When lethal phones is installed the camera grain effect ceases to work on the main menu
iv brought this issue up in the thread for lethal phones but i decided to mention it here too
its because it adds its own menu option i think
it also does the same thing to emblems experimental effects, completely disables them
but iv gone to the emblem thread itself for that since its unrelated
with
without
oh it's probably the same issue as morecompany
most likely
morecompany broke the film grain effects because it added another camera for cosmetic customization
lethalphones has something similar for the phones
This mod brings back the defaultlogo with all effects? https://thunderstore.io/c/lethal-company/p/DaXcess/NoMoreCompanyLogo/
iv been aware of the issue for a while but its only till today I actually decided to look for what was causing it, didnt wanna bring it up without knowing what mod was the issue
since my pack
is
huge
This just changes the logo back to lethal company
Afaik it doesn't remove the tab for cosmetics so it wont fix the problem
I manually disabled the cosmetics tab + adding the nomorecompany logo mod and that fixes it specifcally for more company
but
unfortunately not for lethal phones
did you confirm which interiors don't work
No, I just know I have Wesley's and LC Office installed you probably should just add a null check
Lc office is ok
Doesn't seem like anyone mentioned it here yet, but I'm like 87% sure the new buttery update broke enemy spawns
Idk about modded moons but vanilla moons are spawning.
You sure, I'm pretty sure the only thing that updated recently was buttery
I'll check though
@trim breach you SUCK at coding, girl!!!!
if you have an interior throwing an error with roundmanager.awake
then it's going to break enemy spawns
ive already fixed this and im posting a fix right now
Thank you!
I was like dang, me and this other guy must be getting good at the game. Sike, turns out no enemies lol
are the only interiors causing it from wesley's?
i don't run his interiors and the enemies are still spawning
i dont know
i replicated the error with wesley's interiors
and the fix im pushing right now fixes it
Lc Office was working
im getting these errors trying to launch an existing save before my game just crashes, im guessing its related?
I notice 2 issues for me with the .6 update:
- Crouching is permanently reducing run speed by a factor. More I crouch, slower my walk speed (I do have BetterStamina enabled and have
staminaladder patch disabled) - Clicking Exit game option in Pause menu doesn't do anything, so have to kill LC altogether to get out of game
this is the bug i just fixed
ah, alright
Crouching is permanently reducing run speed by a factor. More I crouch, slower my walk speed (I do have BetterStamina enabled and have stamina patch disabled)
i am pretty confident nothing i changed in v1.14.6 would cause this
if you're using better stamina and have ladder sprinting enabled, make sure you disable the new "patch ladders" setting i just added
i no longer do auto-compat for that
but i doubt that would affect anything related to crouching or run speed
I did. This is with it disabled
does this still happen with 1.14.7
you can manually download and replace the DLL if your mod manager has not fetched it yet
otherwise it should be available in 30-40 minutes
Oh ok, testing now
Has this not been fixed yet in morecompany?
I wish there was a good alternative for morecompany
More company seems to break so many things
i fixed it on my side
because i knew "broken with morecompany" made the feature basically unusable
Through buttery fixes?
yes
i can probably fix the lethalphones thing too
the same way
but i didnt do it in 1.14.7
i was most concerned about just fixing that crash with custom interiors
Could you perhaps fix the sap sucker not spawning bodies (allegedly) https://github.com/notnotnotswipez/MoreCompany/issues/125
Idk if that would be out of the scope of buttery fixes
this is something morecompany should fix
the problem has to do with its patch for spawning cosmetics on dead bodies
if you disable that setting it might fix your issue? depends how morecompany is written
and that would fix the issue, at the cost of sacrificing the unique "ragdoll" from sapsuckers
Oh wait this was fixed already, the issue for it was just never closed https://github.com/notnotnotswipez/MoreCompany/pull/123#issuecomment-3101875191
MoreCompany's issue has been fixed for ages, it's ModelReplacementAPI that has problems
i thought so too
MRAPI fixed the sapsucker issue on their end a while back
Basically stopped trying to apply a modelswap dead body if the cause of death was the sapsucker
Ah
Yep, it fixed both those issues, thanks! The ladder auto-compat should be in place though imo
is this fixed in the latest update?
Yeah
If I revert to a version of LC that had the Brown suit in it, like the anniversary one, will I be able to asset rip it from the files?
yes
but it's the same as the file i've already sent you
just with compression artifacts (since it would be compressed when built, and then those compression artifacts can't be reverted when ripped and re-encoded to PNG)
Ahh okok. Thank you again! I was just confused, putting that image through moresuits while having brown from your mod unlocked, side by side, one is slightly darker/brighter than the other
https://discord.com/channels/1168655651455639582/1401927904648106025
Do you think this could be fixed in vanilla fixes?
I meant butteryfixes?
meteor showers are broken and "i want to fix them" but i have no idea what's wrong and it's kind of annoying to test + it's such a rare event it usually doesnt come up when im playing with friends
can't provide much insight apart from the last part about them being rare https://thunderstore.io/c/lethal-company/p/eigeen/SummonMeteorShower/
Most common thing I know abt them is that their audio source is always active and reaches the max sound count easily
Turning off the audiosources until they get closer to the player
well it's not like forcing them in a testing environment is impossible
it's just annoying setting up a testing session in lan and i have no clear reproduction steps for the desync issues with meteors
so i'd basically just be doing lan games over and over until something breaks
my most recent experience with meteor showers in multiplayer was [getting a meteor shower at 7:40 AM](#1336205534126407681 message) that only i could see happen (i was the host, friends got the warning but no meteors ever appeared)
but i didnt even find out it was broken until the end of the session when everybody asked me about it
wait are you referring to when they all crash down at once
so i didnt really get any diagnostic information (not that i had any diagnostic tools installed on this profile anyway)
why must my internet suck
i am familiar with this and it's "on the chopping block" for an ESF update but I have largely ignored the meteor showers mechanic because i still dont have a great understanding of it
it's not frequent enough in-game that I'm aware of "expected behavior"
lunx has reported this before but i've never seen it
and in this instance, nobody ever saw any meteors
im pretty sure we stayed until midnight as well
i have had this happen before
i think twice but maybe one time was instead a friend experiencing it
i know i have seen it at least once
where if a meteor shower happens really late
like 70 just crash down all at once
ic ic, misunderstood what you said then mb
Personally I think the desync issue got fixed in vanilla a while ago didn't it? The main issue now is the errors that spam and the fact they break audio badly
Like even if you have LCMaxSoundsFix maxed out they overload the audio channel and make a lot of sounds cut out which is just insane
I've had the Vanilla meteor showers completely disabled with RNGConfigurator for a while since they are just so broken
lcmaxsoundsfix doesnt have an option to make the limit as high as you want anymore
thats probably why it isnt helping
old version would probably
It allows you to raise it to the same cap it always did
I had this one where my friend didn't even have time to react
yeah
thats what happened to me
though it wasnt so early that the warning didnt even finish
LOL
I've never seen this happen before
Tomou um metoro na cara
great
lmfao
i dont think zeekerss has changed meteors at all since v64
Iβve still have never seen the meteor shows happen
Iβve probably played the game for a total of at least 100 hours since they were added
Iβve installed a mod that lets you modify the chances of a meteor shower cuz they were a bit too rare
And they bring a fun challenge
isn't there a problem where meteor showers just screw up audio ?
yes that's what they were just talking about in the last conversation
I was playing with my friends and one of them had a little desync about the mansion lights.
In my modpack we were using True Darkness and I turned off my flashlight when we got close to some lamps and my friend said he couldn't see anything.
The three of us said there was light here and then he showed his screen with only the light from the fire exit.
We passed through the mansion's garden tile, and he said there was light there, and after that, all the lights came on for him.
I have a question. Why is yesfox a dependecy for butteryrebalance? And does butteryrebalance have a config to turn off the apparatus price changes?
its not a dependecy
Mb, I just noticed that
We have yesfox and nofox, but when is maybefox?
onlysometimesfox
So true
Is there anything the moon doesn't have that prevent the fox from getting on the ship?
Hey, I was wondering if you ever are interested in making a scrap based off of Ig yourself. In my modpack I have VERY rare items called developer scrap which are just nonvanilla scrap that rarely spawns as a thank/nod for mod creators. But I still can't find a good scrap for ButteryStancakes. You don't have to ofc, but it would be cool if you did! Anyways, I hope your day is going well
stack of pancakes 
I want to but there isn't a pancake mod I could find π
I can't install a whole moon for one item. I'll keep looking. Beanie's will probably be the tungsten cube item since it's their own item made, sickboy will be pikachu, wesley will be webley spider, melanie will be the melanie plush, like there are a lot of cool items I could use for it. And making them rare mimics exactly what zeekers did with zeddog!
unfortunately i am completely lacking in the digital art department so i cant really help you with this
sorry!
The meteorshower is bugged just for modded moons right?
bugged in what way
It will overrides all the sounds from the game while the event its hapenning.
it doesn't override all, just some and only sometimes
but this happens everywhere, not just modded moons
there's been talks about adressing this, but no progress
Wouldn't maxsoundsfix patch this issue? Or is unity max sounds not the issue?
it helps but doesn't fix it afaik
it makes the issue significantly "less bad"
the problem is that meteors spawn in huge numbers and each play like 3 audio sources
so they quickly eat up all of the channels in vanilla and basically mute everything
with lcmaxsoundsfix, there are more channels, but still enough meteors to occupy all of them when showers are really dense
so you still run into muting issues
it is just less severe
Other thing why this just happen on multiplayer?
the real fix is to make meteors use less channels, probably by muting them completely until they are close to players (and maybe reducing the number of audiosources in general)
it is not unique to multiplayer, but with more players it is probably easier to hit the channel cap and notice issues
since you have more people making footsteps, having noisemaker items, aggroing enemies, etc.
i have been sitting on an update for literally a month at this point
with these changes
- Entering the ship should now auto-collect all items in your inventory, not just what you're holding in your hand
- Tried to fix some desync between "most profitable" statistic when collecting scrap with the Cruiser
- Fixed "Items missed!" dropship message only displaying for host
i wanted to get some more testing on this change in multiplayer since i was a little worried it could cause edge case issues
but i havent had a great opportunity to try the changes with friends in a long while
i did try them out myself (other clients used old BF) for a session and didn't experience issues
but i was playing as the host and so i had the least likelihood of seeing problems (and couldnt even try the last change lol)
i might push it soon and just stick around in case i need to roll back or add configs to killswitch problematic changes
you could boot up two LAN sessions on your computer
yeah i normally dont like doing that but it's easy to test the last 2 points
it's what i do when i have nobody to help me test something, which is about 99% of the time
unfortunately i think it would be pretty difficult to guarantee point 1 won't cause issues just testing in LAN
im most worried about edge cases with that one
a sanity check on the other two would be possible though
curious about point two, how are you handling that one?
i have an idea on how i might be able to fix it on mine, but i'm curious about your implementation
the problem stems from vanilla doing this β¬οΈ in VehicleController.CollectItemsInTruck()
GameNetworkManager.Instance.localPlayerController.SetItemInElevator(this.magnetedToShip, this.magnetedToShip, component);
yup, i knew about that, i read about it in your post in the main discord a while ago haha
ok perfect
anyways
all i do is replace the reference to localPlayerController to a function i made (using a transpiler)
any time someone gets into the driver seat for the cruiser it considers them "the most recent driver"
if the most recent driver is not null, the function passes them instead
otherwise it defaults back to local player
it's not a perfect solution but it is definitely "more correct" than vanilla
and worst case, it would just have the same desync vanilla already does
if you have a better solution in mind, and i cause issues with yours, i can add auto-compat or a killswitch to the config
ic, for mine i'm just going to save a reference of the last driver and if it's not null use that, if not default to the localPlayerController or the host, i doubt it would be null unless they left but i'll add a fallback just incase
i make a bunch of (honestly kind of assumptious) judgment calls in this mod just because nobody else has defined better before
i run my own function do not worry lol
the only base game function i use is Awake
but i am always around to make compromises because im aware that sort of design is likely to cause issues lol
well, the offer is on the table, just in case some sort of problems arise
but it sounds like you should be fine then yeah
if you really wanted you could add a vehicleid check, but i only see it being a problem if:
someone uses the vanilla collect items function
but runs entirely new functions for setting players in vehicles (assuming this is where you set the last driver)
one second
[HarmonyPatch(nameof(VehicleController.LateUpdate))]
[HarmonyPostfix]
static void VehicleController_Post_LateUpdate(VehicleController __instance)
{
if (__instance.currentDriver != null && GlobalReferences.lastDriver != __instance.currentDriver && !__instance.magnetedToShip)
GlobalReferences.lastDriver = __instance.currentDriver;
}
this is apparently what it's doing right now
though even then it would default to the localplayercontroller
i made these changes so long ago i dont remember why i opted out of using the function that sets currentDriver
that was what i did first, but i must've had some problem with doing it that way
cant remember now
you'd need to do it on the local client function, client rpc and serverrpc
oh i think it's because i anticipated an issue if:
- player A drives the car on to the magnet and collects a bunch of scrap
- player B gets into the seat
- magnet gets turned off
that would cause player B's scrap value to drop significantly (most likely into the negatives) and player A would be unaffected
so i needed to add the magnet check, and then it would have issues if you got into the seat before the magnet was disabled
possible i could optimize this just by checking the driver when the seat is used and when the magnet is toggled
depending on order-of-operations
hmm, i see
i'll probably do something similar to your implementation then with it running in LateUpdate, i need to rework some of my functions for setting players in vehicles first though before I do that haha
Hey buttery, there seems to be an issue with the newly added Egg scrap that happens whenever playing in modded, although no idea which seems to cause it.
But basically the animation of the baby screaming gets cut off and stops playing for just the baby idling, and nothing else even though the baby is screaming, and also when dropped it'll stop screaming after sometime.
This glitch is client sided so i always get it in vanilla lobbies to happen to me, and if the baby stops screaming the bird doesn't go to get it himself in some situations which is just game breaking.
is this a vanilla bug
because if so it's probably related to vanilla's buggy "test mode" that both the sapsucker and eggs have
zeekerss left in some code he was using to test them that activates only if a sapsucker (or the eggs) spawn while the ship is in orbit
and for the host that is totally fine
but clients still consider the game "in orbit" until the ship's doors open, and the sapsucker and eggs both spawn at the very start of a day
so with netlag it can cause that test mode to activate in real games and it causes errors and undesirable behavior
eggs are supposed to stop screaming when they go into orbit (because their nest would despawn in doing so)
so if the eggs spawn for a client in "ship phase" it causes the egg to mistakenly believe it left the planet already on that client
i fixed the test mode issue for the sapsucker but the eggs still have problems i havent resolved yet
the bird is also just majorly fucked and desynced and spits red errors at clients a lot of the time for me, unsure if this is a vanilla thing or if adding the sap sucker to modded moons just causes em to shit the bed
zeekerss....please bro
it's not, people around me didn't
when i was the only guy with mods in the lobby, it kept on screaming for them, while it didn't for me
i would need to see those errors to know for sure
but the sapsucker's test mode does cause error spam in certain circumstances
for example, when the sapsucker is in "test mode", it searches for the sapsucker nest in a different function than normal
that search just finds the first enemy nest and immediately assigns it as the sapsucker's nest
which can cause it to "adopt" a dormant old bird or baboon nest as a sapsucker nest because it doesnt check at all
that search also doesn't assign the "bird nest ambience" in the bird's script
so later in Update() the bird is like "oh we already have a nest, we dont need to search for it again"
and then it's just permanently missing ambience and treats the wrong nest as its own
which causes error spam in Update()
don't think I can find em anymore, it was a while back that it happened but I can try and push for a game session today to force that to happen
i will say
this mod should fix test mode errors with the bird
so unless you were playing before i updated
the errors might not have been related
but i do know for a fact that both the sapsuckers and eggs have a ton of bugs related to inShipPhase and so it's not a bad initial guess that any errors you see are related to that core issue
gotcha
I only play w butteryfixes sometimes cuz I like to spam hairdryers (not to anyone I just like to do it as a stim by myself), my main pack doesn't have it for example
forgot what pack I was using at the time tho
Isn't there a mod that bypasses this ButteryFixes restriction
I forgot the name though
MY COMPUTER JUST FUCKING TURNED OFF
Fail
i hate having wheels on my desk I need to rip these off bro
Found it; NoUseCooldowns is the name
yeah but it removes use cooldowns for a lot of other things too
and use cooldowns are a thing for some of the items butteryfixes changes
Like?
What was changed about the airhorn to warrant the cooldown?
no I mean some of the vanilla items already have use cooldowns
they're just not super long which leads to them being spammed a ton
so butteryfixes extends those use cooldowns
but anyway I ain't tryina get into that
point is I'll add butteryfixes to that pack tonight and see if it still happens
the errors were being spammed as far back as early August
Iβm sensitive to sound so Iβm really glad ButteryFixes fixes those cool-downs on some of the items
Even if itβs not generally liked since itβs subjectively funny to be able to spam something like a clownhorn or airhorn, itβs a really good change.
Yeah it being forced was an objection I had when it released
It almost feels like a slap in the face; it's either you play how Buttery wants you to, or you don't use the bugfix mod at all
Imo it is dumb to lump a subjective change in with a bunch of objective fixes but idk
it's a good change, just wish it was optional lol
i don't want to forgo a really good bugfix mod just because it takes away my autism catalyst
but that's on me ig
It's a bug fix since it wasn't intended by Zeekers 
yeah but its fuuuun thoough
whatever i'm gonna stop bitching that's not what I was here for LOL
i wont deny that it is partly subjective but the hairdryer is objectively a fix
the inconsistent cooldowns for items bugs me about as much as changing the cooldowns bothers some of you, i imagine
i understand that it is a pain point for some but it is not such a demanding change that i think it warrants being configurable
there's also the fact a mod exists on thunderstore to remove the item cooldowns completely (which cites my mod as one of the reasons it exists, but it also changes a bunch of cooldowns i didnt even touch, so)
if this being unconfigurable is a reason people dont use my mod, then that is fine, people will choose to use what they choose to use
but from a design standpoint the entire purpose of this mod is for me to lump in general changes i want to make without having to publish a bunch of separate mods
and there's nowhere else it makes sense for me to put item cooldown changes
i try to limit the config to specifically major balance changes or compatibility settings because it would be massive and unwieldy if it included the ability to toggle all the changes i make
and i dont think the cooldowns fall into either of those categories
again, i understand that is maybe an unpopular approach to take, but it is the principle i've chosen to design around anyway
this mod, more than anything else i have made, is just "changes i want to incorporate into play sessions with my friends" that are being provided at-large in case others want to use them
i feel a lot better making my other mods (like mask fixes, jetpack fixes, chameleon, etc.) more customizable because they are a lot more focused and specialized
or butterybalance which is only subjective changes (although the config there is terrible and way too big, it is a necessary evil, and i knew going in that it would be...)
if i had the hindsight, i would've probably titled this mod "butterytweaks" now, but instead i will just complain for the 100th time that thunderstore doesnt let you rename packages
hey buttery
i dont want to talk about granny, sorry
Ain't no way
lmao
this is okay
i will just NOT use your mod >:))))
(im kidding obviously)
sorry, i don't mean to be rude or dismissive, i just don't feel comfortable talking about my plans/the granny community right now
my DMs are open in this server for queries about lethal company (or LC mods)
yes
all of that being said
i am probably just being unrealistically stubborn about this
its fine, ok
in the next update i added a setting to disable any of the bestiary changes i made
which is not a balance change or compatibility setting
just sucks the mod that fixes the issue is also just way too lenient with what cooldowns to turn off, but the monkey's paw will always curl
wait you made bestiary changes?
the nutcrackers and old birds bestiary entries are messed up in vanilla
its questionable if the nutcracker was intentional or not, but zeekerss literally removed all valuable information of how they work
the old bird was messed up because zeekerss had to remove sigurd related stuff about it
i would imagine that was on purpose
how do you fucking do that even
by accident i mean
that's not it being messed up tho, that's just redacting unwanted info
also wasn't the OB thing in a single beta and then taken out of when v50 dropped
and it just has a weird cutoff
changed 3 things:
- zeekerss randomly deleted the part of the nutcracker's entry that explains its mechanics in v50, i added it back
- zeekerss removed a paragraph of the old birds' text, but accidentally(?) left in half of a sentence so you can literally see where the text just. stops.
- zeekerss removed sigurd from the old bird entry, which makes sense, because he causes a timeline error. but that timeline error still exists in the vain shroud entry, so i add it back only if you have the vain shrouds
#3 is a little bit silly but i just like sigurd's text
I feel like n1 and 2 are totally on purpose
there's no way he didn't realize he left half a sentence
maybe but i think #1 is just a terrible change
ye true
The guardians of the house.
They watch with one tireless eye, which only senses movement; It remembers the last creature it noticed, whether they are moving or not.
π½
The guardians of the house.
nutcracker entry in v50
he removed the entire thing in the same update where he added extra info to the jester's page explaining its mechanics
i dont know if it's intentional or not but the entry is completely useless in its current form
What was added to the jester's page?
yeah I remember this
miraheze still displays the 1st one for some reason
no record of it being changed
Sigurd's danger level: 90% Get out o fthere before it goes APE!! You cant hide from it, just evacuate.
π½
Sigurd's danger level: 90% Get out o fthere before it goes APE!! You cant hide from it, just evacuate. i think it goes back in its box if everyone stays outside long enough
Oh, neat
as for the old birds
The subject of who developed the Old Birds has been an intense debate since their first recorded appearance on December 18 of 2143, when over fifty Old Birds invaded the Anglen Capital. This is considered one of the first major causes for the downfall of the Anglen Empire. The most commonly upheld theory takes into account the tension between the Anglen and Buemoch military throughout the 2100's, however nothing has been proven in the centuries since. The design of the Old Bird, down to the tempering of metals, appears intended to conceal its origin. It has been called the "walking ransom letter."
π½
The subject of who developed the Old Birds has been an intense debate since their first recorded appearance on December 18 of 2143, when a large number of Old Birds invaded the
?? How do you fuck that up
yeah there's no way he fucked that up
also i might be misremembering but im pretty sure this text was removed after sigurd's stuff was removed, in a second update
that's just 100% intentional, evne if it's a weird change
maybe
i really think it was an accident
similar things have happened in the game's history, like when v55 randomly increased experimentation's power level from 4 to 14
For.. what reason? Lore change? Keeping humanity's whereabouts in LC's universe even more of a secret?
who knows why or how this happened but it was reverted in v56 and zeekerss said it wasnt intentional
to me this feels like a typographical error, where he was changing "over fifty Old Birds" to "a large number of Old Birds" and then accidentally deleted the paragraph afterwards
or he intended to delete the entire paragraph and mis-selected the text
i dont know
i mean he probably didn't know if he wanted to include that extra lore about the anglen empire and the buemoch military
in any case all of these changes are definitely subjective and because it's lore-related i think it's probably too heavy handed for me to just be flippantly changing things
but he liked the idea
so he just kind of
redacted it so he could figure out what he wanted to do later
which is why i implemented the setting
atleast thats what I think happened
it also adds a bit of spookiness to the entry
like there's something someone doesn't want you to know
sorry to get majorly off topic but the point im trying to make is that i am already caving to adding some toggles for contentious subjective changes
so maybe i should just add an item cooldown config* and stop being so stubborn
Yeah, it's kind of weird something as niche as the bestiary restorations has a toggle over cosmetic gameplay changes like the noisemaker cooldowns
Or Phuket...
i was most afraid of the slippery slope of "can you make xyz change configurable next"
but tbf i think the only thing that's stirred up this much controversy is the item cooldowns anyway
all of the other times this discussion happened stuff got fixed in vanilla immediately anyway
Oh my god, I just realized that the moon with a name that sounds like, "Fuck it," has 69 as its discovery number
Absolute cinema
i will personally never ask for anything ever again i assure you of that
i made old birds unkillable with the cruiser because it was a totally busted interaction in v56, then that got backlash so i made it a config setting, then zeekerss fixed it in v60
sniper mentioned
LOL
Imagine this motherfucker comes out and fixes the item cooldowns himself in the next update, I'm actually gonna explode irl if that happens
i mean if you're preventing an interaction that 100% of the time leads to a bug then i think that's fine
one time there was even an argument about whether meteor showers are supposed to turn corpses into masked corpses (zeekerss inputted a "6" where he should have put a "5", so it spawned masked corpses instead of burnt corpses)
that got fixed in vanilla in v70 btw
anyways
That was instigated by me because I thought it had cool lore implications
But then Zeekerss SHUT IT ALL DOWNNNNNNNNN
same LOL
but i was kinda like
50/50
it sounds like a zeekism
but it would be cool for lore
but also it's now 100% a zeekism
well if im being honest i'd rather have a discussion about it than everybody be afraid of asking for things
super fucking noble
but also no yeah I didn't mean like
i know that i am 100% not blameless here
I would never be vocal about any feature in this ever again
i died on this hill for a long time but i dont like that it is continuing to stir upset
more so like I wouldn't specifically request a feature or a fix or a config for stuff like dat
and i think it is for the better that i swallow my pride and add this feature that is a common request
im sorry that I kept it going for this long π₯Ί
i'd stll like to minimize the size of the config but 1-2 settings every now and again isn't painful
sorry if it caused you any stress or anything like that
lol that's not what i mean
Swallow your pride?
it is hard for me to tell when it is reasonable for me to push back so hard vs. when i just have my head up my ass
so
anyways it doesnt matter
i will add an item cooldown setting in the next version
that is sicknasty and awesome
snoozer
The noisemakers are finally coming out of their fever
They will be uncongested once more
Honk shoo mimimimi
maybe i will push the update today
i still havent gotten around to testing if this
- Entering the ship should now auto-collect all items in your inventory, not just what you're holding in your hand
breaks all of the shit
maybe i ought to just add an experimental setting and leave it off by default
so i can at least be confident i wont destroy the game
by dropping this
Sorry to be a bitch but I personally don't know how to feel about this
I feel like being able to confirm that you've brought an item aboard the ship is a pretty nice thing to have
well, everything is still the same
vanilla just has this weird latency where it only shows the popup for the item in your hand
and then the other items pop up as collected when you scroll through your inventory
Oh, so this is its intended behavior?
or sometimes it pops up as collected only after you drop it
it's really inconsistent and bizarre
I don't get this when I drop em one by one tho, which is strange
what this means is that if you are holding 4 pieces of scrap
when you walk into the ship
or do I have to leave the ship and come back in w the other item in hand?
all 4 pop up immediately
3 at the same time, and then the 4th would be on a "second page"
im not entirely sure
like i said it doesnt seem to have 100% consistent behavior
the evil fucking ship item scanner
sometimes it'll pop up just by scrolling through, other times it doesn't pop up until the item is dropped
the fix i made works as expected in singleplayer
and it feels nice and responsive
Lol, Zeekerss' code is fucking non-euclidian from what it seems
im just worried because in multiplayer, i'm not sure if everybody's inventory is 100% synchronized all the time
and so you might see inconsistent results on your screen when other players walk into the ship while carrying stuff
and there's definitely too many edge cases for me to figure this all out in lan
yea I think you could push it out as experimental
either that or release it as on by default
and then have it brick everyone's game
and then you'll 100% get bug reports
lol
to be completely fair i dont think it'll brick anyone
although maybe it wont play nice with inventory mods like reserved slots
the worst i think could happen is that you might have desync where a player dropped a bolt in the building but the server still thinks they're carrying that bolt
reserved slots is usually for tools tho, right?
or can you use that for scrap too, i havent used it in a bit
so when they board the ship, everyone will see "this bolt got collected" and it might not despawn at the end of the day
ahhh gotcha
im just "hopeful" because im pretty sure this sort of desync would cause other issues way sooner
like, there's the "ghost items" bug where some people see stuff on the floor but they can't pick it up
because it's actually in someone else's inventory and it just didn't sync properly
if that ghost items bug happens it might cause incorrect behavior with the collect popup as well
but the collect popup is clientside so as long as the host has the correct information, it shouldnt have any gameplay effects
Alright I did play a sesh yesterday and didn't encounter any bug or desync with the sapsucker using butteryfixes
so that's p much guaranteed fixed I suppose? the testing wasn't super extensive but we did separate the sapsucker from the next, aggroed it a bunch and had it kill us and chase us so
probably fixed
!!!
no red errors from it except for a single animation error when the ship left I think
funny birb
i think tomorrow i will release the update and just stick around in case i need to hotfix anything desperately
it's already been almost a week since i last talked about it
friends havent been playing lethal recently so i havent really been dedicating much time to it
i will try to actually push the update tomorrow
i wanted to fix this extremely minor nitpicky bug and i was busy elsewhere up until now
since i've been removed from the scene for a little bit i want to make sure im around and active when the update is pushed, just in case it needs emergency changes
oh what is it?
im pretty sure their scannodes have an extra bit on the left in vanilla, which is not meant to be there
iirc blue scannodes have that
and its meant to only be them
bee hives and eggs say "VALUE" instead of "Value"
i have pushed v1.15.0
please yell at me if i broke something
ill be around watching this channel and my pings
i think everything will be fine, i just usually test these updates for a couple sessions in multiplayer before i push them and havent had an opportunity to play with friends for this one
oh i didnt click the button

you should be seeing it now
adjust cooldowns on what
idk i probably got like 5 or 6 different people up in arms about it
Things like the Hair Dryer, Plushie Pajama Man, etc
it was really easy to add a toggle for it and i figured i was just being unreasonable about it
so i caved
if i wanted to be really mean i'd make it host-enforceable but meh
just tell your friends to be nice about it
next youll have adjective demanding a toggle for the experimentation stone wall fix
I mean do people even notice that fix?
and then somebody will ask me to remove the Experimentation Restored Underground Treasure Chest
the abandoned underground treasure chest from granny the abandoned spider sewer cellar
idk i asked like two months ago if anybody would be mad if i fixed it
This people want to scare baboon hawks faster?
and everybody who responded said they either dont care or were fine with it
i expected more pushback
but nobody had issues with it so i did it
Lol
Yeah I've seen the change and I don't really see why anybody would be upset
it is funny
in practice it doesnt alter how fast you get to fire
having to walk around the pillar makes reaching fire exit take a little longer with "optimal pathing πΈ"
its just a silly thing
but you can also use it as a shortcut to avoid fall damage when you're going back to ship
so i think it all just kind of evens out
people just really like spamming the hairdryer
personally it really bothers me
not even because the sound is annoying (i think it's funny) but the fact that you can literally hear the hairdryer turn on/off in the sound makes spamming it kind of immersion breaking
and im a huge stickler for immersion
its ok, we can now spam webley
but ultimately it's just kind of silly and harmless and there's no reason i should be such a bitch about it
maybe
so there you go
LMAO I'm pretty sure it's one of the few cases where Zeekerss chose funny over immersion
If it wasn't intended he'd have fixed it himself
there's a decent chance he's unaware or just keeps forgetting to fix it
That is also true
but i say "decent chance" because the hairdryer spam is also like, the #1 thing everybody tries to do the first time they find one
so i'd be surprised if he was completely clueless
im guilty of this too
that's not a jab at anybody
:p
the bit dies quickly tbh