#Buttery Fixes
1 messages · Page 11 of 1
Still feel kinda bad about it, my own stubborness won in the end which isn't how these things should go lol
oo that's what fixed it on my pack, neat
10kth message 
its not
i just made an inside joke after she said it
she gets it though
it's ok, you weren't being a bitch about it 
some day I'll understand the deeper meaning of Granny
there is actually what are often referred to as "chests" (theyre actually coffins.. surprisingly..) in the "spider cellar"
which is often referred to as a sewer because people think dirty water in an underground section of a building = sewer
the abandoned part is really specific and in park
i promise you it wasn't "your fault"
it was brought up by several other people before
it was more just a matter of "a few months have passed and people still feel the same about it, so maybe i should change my own perspective"
I suppose
i did try holding back from commenting on it over and over cuz that'd be plain annoying and didn't wanna be super insistent with it, I only brought it back up cuz it was relevant in a convo we were having here
hope you're having a good day today stan
pretty good
i went through a general slump of feeling kinda bad
and i got sick earlier this month
but about the last week or so i've been having a pretty positive outlook day-to-day
and i've been doing some fun stuff with friends
hell yeah!! you love to see it :D
@trim breach Would you mind looking into this?
Your mod was one of the mods we updated, and now our game is consistently crashing for some reason
The other mod that was updated is Colorful Enemy Variety, but we have no idea how it would be the culprit of our crashes
can you give me some more information?
how is it crashing? what are you doing when it's crashing? have you tried downgrading from 1.15.0 to 1.14.7 to see if it helps? have you disabled the AutoCollect setting to see if it helps?
etc...
Not really, the game just up and permanently freezes at random points throughout a round
I cannot go past one day without it doing so
im doubtful the mask fixes update would be causing that
let me double check something
this is the only change i made in v1.5.2
We're going to downgrade and see if that changes anything
i added an isPlayerDead check before setting the biohazardDamage boolean on the HUD animator to true
since it seemed like there were some rare circumstances where the visor's blood spillage animation would play after the player had already died, causing it to get stuck forever on the spectate screen
since it checks that MaskedPlayerEnemy.inAnimationWithPlayer isn't null before checking if MaskedPlayer.inAnimationWithPlayer == GameNetworkManager.Instance.localPlayerController, GameNetworkManager.Instance.localPlayerController can't be null, so there's no way that is causing errors
even if that was causing an error, i would anticipate it would just throw an exception, not crash completely
this would suggest something is getting stuck in an infinite loop somewhere
usually when the game completely hangs with no feedback, that means an infinite loop
if the game closes by itself with no error in the logs, that usually means a stack overflow
(at least in my experience)
It froze again, but managed to free itself
Right after that a forest keeper was already locked onto me, even during their intro sequence (I was in Adamance's canyon, and the forest keeper was above me, mind you)
Might have something to do with them, I have no clue. I guess it isn't MaskFixes after all
are you using forest giant motionsense
No
i saw recently someone said it locks up the game when you get spotted by a forest giant
i forget where
maybe the sbt thread
I have however using ButteRyBalance's modifications of forest keepers
That + Random Enemies Size and Enemy Skin Registry
that shouldn't cause any problems but if you consistently encounter problems with forest giants you could consider turning the settings off to see what happens
butteryfixes also includes the stealth decay fix
Yeah, I'll see what we can do abt them
since (while this is a balance change) i am pretty confident this is a bug and not a subjective design change
though it is still configurable anyway (in case you would rather use fairgiants, or just dont want this change in general)
so you could try turning that off too if you are still having trouble with giants
I wonder if Zeek intentionally kept the bug in to keep forest keepers hellish to play against... People have been complaining about it since v45, so he must have at least some knowledge about it
there is a line of code in there that is objectively a bug
only decays if the giant is chasing a player
it causes forest giants to infinitely stack detection (meaning they can have 1800% detection, or -600% detection, when it's supposed to be locked between 0% and 100%)
Forest keepers r locking tf in
he made the same mistake with the kidnapper fox's AI back in v55, it was reported as a bug, and he fixed it for the kidnapper fox
that is 100% a bug
whether or not forest giants are intended to have decay when they aren't seeing a player is less conclusive
personally i think it's a mistake, but it is a lot harder to argue it is objectively wrong (it depends on how you interpret zeekerss' code vs. his intent)
hence the toggle
(also because if you stack fairgiants with my fix, the effect will apply twice and forest keepers will be "double stupid")
You are forgiven for your crimes against Plushie Pajama Man
i only increased the plush from 0.15s to 0.2s
so that it audibly decompressed before you could squeak it again (like a squeaky toy would work)
Hi Buttery, any clue on why, even when all your toggles in settings are set to disabled/vanilla, your mod prevents this one from working?
https://thunderstore.io/c/lethal-company/p/DrinkableWater/DropShipDeliveryCapModifier/
with just that mod installed, i can buy "lockpicker 999" and it asks me to confirm buying 999
with butteryfixes also installed, i try to buy 999, and it changes to confirming im buying 12.
01995bfb-300b-7ab2-caff-ca934b944ba1
im guessing its just breaking their transpiler, but i didnt check the code in detail so i dont know whats breaking exactly.
their transpiler is running after mine
and specifically only overwrites the limit if it is 10
because mine increases it to 12 theirs skips over it and doesnt change anything
mine does the same thing because i had hoped it would help with compatibility in this case
but order of execution is what matters here
ah, i will let them know, thanks
well, i could also adjust the priority of my transpiler
or just add auto-compat
it's something either of us could fix
well, i linked them to my initial message here, and i beleive they are in the discord as "Drinkable", but i didnt want to ping them as i was talking to them on their github, just thought id inquire for them about why it may not be working when your mod is installed 🙂
well, if you're not sure, i'll just fix it on my end
i already have a compatibility check for general improvements since GI also changes the buy limit
i can just add this to the same branch
thanks, that will be great!
im back home now
nobody has reported any other issues with 1.15.0 and i havent played since dropping the update
so im not aware of anything else that needs to be done
i can probably just push 1.15.1 in a few minutes to address this problem
I had no problems
it's out
Small incompatibility with keys are scrap (false) and General Improvements teleport with nonscrap items.
GI needs to fix this
recede-ahh bug 
If I enable keys are scrap, they will be displayed as a scrap symbol instead of the key symbol on the radar
Take it to GI thread
imo this isnt really that incorrect
vanilla checks if:
- the freshly spawned item is scrap
- if it is, it spawns a scrap radar icon
- if it's not, then it checks if it's key
- if it is, it spawns a key radar icon
when keys are scrap they satisfy the first case so it never checks if the item is a key
i could try to tweak it and force a key icon
but then there's another problem with scrap keys, where you can't put them into a belt bag anymore (since belt bags aren't allowed to contain scrap)
and you'd have to use bagconfig to fix that
ultimately im kind of okay with the scrap key setting being kind of weird because it changes so many interactions with keys
but maybe i will do this anyway
If a player picks up a key, will the (vanilla) game check if it's a key? Because before I asked that, I first opened the vanilla game and tested if the vanilla game had a key icon.
this happens when the item spawns
and only happens once
if the key spawns, and keys are marked as scrap, it'll show the scrap icon
if the key spawns, and keys aren't marked as scrap (as in vanilla), it'll show the key icon
thx for the explanation
i have fixed this upstream but it is such a minor thing i dont think i will push an update for this right away
its not a big problem
just in case i decide to do anything else with 1.15.2
i think i might want to try something in the next update
the sapsucker and its eggs have a bunch of bugs tied to orbit phase + an unused testing mode
which occur because clients remain "in orbit" up until the ship doors open, while the host ends orbit phase as soon as the lever is pulled
since the host can spawn the sapsucker and its nest while clients are still in orbit phase, those clients occasionally get buggy sapsucker/egg behavior
which causes eggs to hatch but not scream, sapsuckers fail to damage clients, etc.
i patched this problem completely for sapsuckers but doing it for eggs is more complicated and requires a transpiler to reverse
and ive been a bit lazy and havent written one yet
but i was wondering... maybe it would be better to just fix the core of the issue? and make it so all clients end orbit phase as soon as the lever is pulled
ideally it shouldnt cause any problems, because then all players on the server are experiencing the same consistent behavior, but ive always wondered if zeekerss had a reason for leaving the flag unchanged
seems like the easier and better solution, so long as it doesn't cause any issues with clients
so anyways tldr im gonna add an experimental config setting for that in the next version and i think it would be nice to test if it works ok
Isn't it unchanged because the he'd need to explicitly write a clientrpc for it?
Iirc after pulling the lever is a bunch of host only code for quite a bit
you might be right, but the lever pull animation plays for all clients
so it would be easy to estimate when clients should turn it off, at least
as long as any RPC fires after the lever is pulled before enemies start spawning, it would be sufficient to dodge these sapsucker bugs
right now i dont think anything else depends on that flag
Yeah u could patch prefix the client rpc that generates the dungeon, I think that's the earliest without doing your own networking
only thing i worry about here is that LLL still has that bug where you can pull the lever when it doesnt actually work
so using the animation seems unideal
Yep
That isn't an LLL exclusive bug is it?
My thing would also have the problem of a company moon without an interior not running that prefix code (although there's only one modded moon that really fits that criteria)
I think it is
it is a side effect of the hotloading feature that was added a while back
afaik it just never got fixed
Yeah the transpilee or patches on the lever are a bit cooked
Maybe it happens due to different reasons but I'm quite sure it can happen in vanilla
Like it works but not in terms of the intractable toggle
i would be curious what you are referring to
well i mean
id be curious to know how to replicate that in vanilla
i know LLL at least makes it more common because it lets you pull the lever while the ship is being routed, which vanilla does not allow
pulling the lever only plays the animation and doesnt actually break anything. you just have to pull it again once the ship is ready to land
iirc if you start pulling the lever while someone is routing to another moon on the terminal it happens
but it is one reason just the animation wouldnt be reliable
you could be right. netlag and order of operations probably make it possible to do some weird stuff
it has pretty tight timing you have to start the animation before they confirm the route but they need to confirm before you actually move the lever
would patching this be plausible?
im not at my computer right this second but if theres a clientrpc called in startgameserverrpc
that would probably be the sauce
Doubt, pretty sure this is where the chain of host only code begins
looks so unfort
A few more functions you'll find the first clientrpc is the one for generating the interior
It might force you to wait 1 second or smthn though I don't remmeber
looks like i could just use ResetPlayersLoadedValueClientRpc when landingShip == true
Oh was there something like that? That could be useful
public void StartGame()
{
if (!base.IsServer)
{
return;
}
if (this.inShipPhase)
{
if (!GameNetworkManager.Instance.gameHasStarted)
{
GameNetworkManager.Instance.LeaveLobbyAtGameStart();
GameNetworkManager.Instance.gameHasStarted = true;
}
this.inShipPhase = false;
this.fullyLoadedPlayers.Clear();
this.ResetPlayersLoadedValueClientRpc(true);
Object.FindObjectOfType<StartMatchLever>().triggerScript.disabledHoverTip = "[Wait for ship to land]";
Object.FindObjectOfType<StartMatchLever>().triggerScript.interactable = false;
this.currentPlanetAnimator.SetTrigger("LandOnPlanet");
yes this has happened a lot
[ClientRpc]
private void ResetPlayersLoadedValueClientRpc(bool landingShip = false)
{
if (base.IsServer)
{
return;
}
this.fullyLoadedPlayers.Clear();
if (landingShip)
{
if (this.currentPlanetAnimator != null)
{
this.currentPlanetAnimator.SetTrigger("LandOnPlanet");
}
Object.FindObjectOfType<StartMatchLever>().triggerScript.interactable = false;
Object.FindObjectOfType<StartMatchLever>().triggerScript.disabledHoverTip = "[Wait for ship to land]";
}
}
iirc I brought this up a while back w sapsuckers on my moon but the stuff you added fixed the nasty logspam
these two functions basically do the exact same thing for host/clients except clients dont set inShipPhase like the host does
so if it makes sense to put it anywhere
looks like it'd be here
yay!
yeah
like i said i definitely patched the sapsuckers
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;
}
}
this is all that happens with the sapsucker's test mode
because birdNest isn't null during Update(), it never does this stuff later:
if (this.birdNest == null)
{
if (!base.IsServer)
{
EnemyAINestSpawnObject[] array = Object.FindObjectsByType<EnemyAINestSpawnObject>(FindObjectsSortMode.None);
for (int i = 0; i < array.Length; i++)
{
if (array[i].enemyType == this.enemyType)
{
this.birdNest = array[i].gameObject;
this.birdNestAmbience = array[i].GetComponent<AudioSource>();
return;
}
}
}
return;
}
this code assumes that the only nest on the map is a sapsucker nest (which makes sense if you're spawning stuff to test the sapsucker, but is not necessarily true in a real game) and also forgets to set birdNestAmbience
so Update() runs into issues later with birdNestAmbience being null and it spams exceptions + short circuits the code (which ultimately prevents the sapsucker from damaging players too)
anyways this is really easy to fix because all i have to do is postfix Start() and if birdNest isn't null and !IsServer i just set it back to null so Update() runs properly
lol
eggs do something similar in Start():
if (StartOfRound.Instance.inShipPhase)
{
this.takenIntoOrbit = true;
this.currentAnimation = 4;
}
I'm able to reverse this easily, but the problem is that it just immediately gets broken again by Update():
if (StartOfRound.Instance.inShipPhase || this.takenIntoOrbit)
{
this.currentAnimation = 4;
if (this.screaming)
{
this.screaming = false;
this.takenIntoOrbit = true;
}
if (this.currentAnimation == 4)
{
this.eggAudio.Stop();
}
}
i'd have to transpile some additional condition in here to make this work as it's supposed to
or, ideally, i could just fix it by making clients turn off inShipPhase before enemies start spawning
so that's the incentive behind testing this change
I've got something better: Make giant sapsuckers able to be played against
Black Bird From The Game Deadly Workspace: Avoid Him.
Do giant sapsuckers have the pass? Please debate
idk if this is more of a BYB thing, but I would consider it an issue more than a matter for taste. Apparently the Zap Gun does not fully immobilize Maneaters when zapping them, and I think it should. Maneaters would be an actual use for it yet they (seemingly arbitrarily) resist bringing stunned
maneaters seem to be specifically designed not to be fought, with their damage resistance and apparent zap gun resistance
ok but vanilla zap gun is 400 credits, requires taking time to learn how to properly use it, and is arguably (and easily for most people) the worst tool in vanilla
its kind of fucking stupid it doesnt let you counter maneaters when in vanilla its one of the most restricting monsters to deal with
and it barely has use as is
saying that when extension ladders exist is crazy!!
saying extension ladders are the worst vanilla tool is crazy
give me a single use case for them that isn't accessing offense fire without the jump
adamance
ooh that like jump thing y'all do right right
also funny enough using an extension ladder to get to main faster on offense is a better idea
still tho i'd say it's fairly limited
no its just faster than tree jump
tree jump requires setting up scrap to be able to properly grab it
with a ladder you dont need to do all that
and its good for people who dont know how to do tree jump
How have you not brought up Titan ladder strat
That’s the definitive one and completely changes how the moon plays
im not gonna lie my brain died on it
i was thinking "doesnt a snow moon have a thing???"
i am dumb
old dine used to have a ladder thingy
oh true yeah
i wouldn't say it completely changes the moon tho
lol
it just puts scrap slightly closer
you can still drop shit on the lights side
it also makes you do less movement shit
Skipping the entire stair case is a bit more than “slightly” imo
i'd say it's p slight
Dropping a ton of items directly onto the snow from main saves you from taking the 20 second trek up the stairs
If saving possibly minutes is slight to you then I guess we agree to disagree
it's not a 20 second trek lol
again I don't think the difference is that huge but I get your point
you underestimate it
Purple how long do think climbing to main on Titan takes
about 20 seconds but no one is doing the full climb back up, ive never seen anyone not think about dropping things down from main
im not talking abt main for the trek btw
im talking like, below the lights
that's like tops 10 seconds i don't think it's 20
Ah
just to say if you do it that way
yee I started doing it p early on
its more efficient to jump onto the railing of the stairs down and then drop items down again from there
instead of jumping down to ship
and going back up the stairs
I will say, monsters tend to camp that platform below the light, dropping items right into the snow gives you one less thing to worry about
In addition to time save
does he not know the clown horn strat
I hop down onto one of the lights and make nosie and then once they're on the stair I jump down to the bottom to grab the stuff
it's not optimal I just think it's fun lol
It is a good way to clear it up
its a really good tech
Even if you disregard Titan strat, Ladder still has a lot more going for it than Zap Gun imo
Even if you have a teammate who is cracked at Zap Gun, you now have 2 players spending time killing monsters instead of looting, and for 400 credits the battery is not very good. I would personally not call it totally useless, but it is easily the worst shop item imo
The people who think the highest of Zap Gun are HQ players funny enough, because there is a glitch where a player being zapped by one is immune to death pits, so in the Factory belt room you can go down there with a Jetpack to get items that spawned down there
maneaters "resist" stuns but the zap gun is still useful against them
because they are completely prevented from lunging when they are stunned
and they are only able to kill players during lunge
definitely not something im going to change here because as far as i can tell this isn't a bug
i could make it freeze them in place in butterybalance, though, i suppose
anyways not to weigh in on this conversation again but the zap gun is actually terrible
extension ladders are very niche but in those niches they can be nice
offense and titan are the best known uses for it, but it's good on adamance
used to be good on dine like you said (and still is good on dine if you use a mod to revert the fire exit, but that's neither here nor there)
purple also loves using it on flooded artifice
the zap gun is more or less totally worthless though
400 credits for a 16lb "rechargable stun" that only lasts 22s at maximum
and on top of that, you have to play a difficult minigame to upkeep the stun, and you are completely unable to use weapons in the process
i do like that it promotes teamwork (one guy stuns a bracken/thumper/butler/whatever and everyone else shovels it)
but in that regard it is kind of outclassed by the shotgun which can just insta most of those enemies
with one person
and it's a question of "is playing the stun minigame harder than just kiting the thing"
then again you could argue the extension ladder is outclassed by the jetpack so
Literally just make some of the entities' minigames easier, and it would be a much better item, mainly for taking out dogs and sapsuckers /w a group
in many cases though, if you want to be "the stun master", i think you are much better off taking a belt bag and filling it with stun grenades
belt bags are 16lbs (just like a stun gun) and for the price of 1 stun gun you can buy a belt bag and 11 stun grenades
i was gonna say dont bring up the inside joke
and then you still have 4 other slots for other tools
but i was hoping you moved on
including a shovel that you can use with the stun grenades to kill stuff!
so zap gun really loses its niche against everything that isn't extremely stun grenade resistant
a stun grenade wont give you enough time to kill a bracken, or enough time to kill a sapsucker, etc. so zap gun "may be worth it" in those cases still
but i still think it's just got too many drawbacks for a $400 item
just to say another problem
the forumla used for how hard the zap guns beam is to maintain is extremely overtuned, to the point that even just x1 on what determines this difficulty can be too much
it works like
every monster has a "stun game multiplier", and the higher it is, the harder the beam is to maintain on them as youre using the zap gun
i dont know the exact mathematics for how much each decimal makes it harder
but i do know its really high scaling
try zapping a barber for 11 seconds
vs zapping a jester for 11 seconds
then realize the barbers game multiplier is x0.83
the jesters is x1
and that may not sound like a big difference
but the jester will take much longer to get the 11 seconds stun on
trust me
well it doesn't "take much longer" because it's the same amount of time
it is just harder to manage
thats what i mean
it will take you longer to be able to do 11 seconds on a jester
just as an example
also i dont think barbers are 0.83x because i think all of the enemies have only a single decimal difficulty multiplier
they might be listed on 1a3's site
i see
barbers are actually 0.7x
oh lol
jesters 1.1x
wtf
the value you want is "stun difficulty multiplier"
it still is a difference that doesnt sound very high
but it is when you actually practice it
and for reference
unless youre a batshit insane person, you are not sensibly using zap gun on sapsucker to where someone can kill it
the sapsuckers multiplier is 1.6, the highest in vanilla
I think the zap gun could get it’s price cut in half
And then it would be somewhat well balanced, I guess
I dont think the zap guns balancing lies in reducing or increasing its price
You still wouldn't buy it unless it was first day and it's like 0 ig
can't you stop jesters on their tracks by zap gunning em?
also yeah i agree it's really bad lol
forgot it was 400 by default goddamn
idk what mod i have that sets it to 200
funny thing is i literally had a dream where i did this just now
the focus wasnt even lethal company it just suddenly turned into that for the last 8 minutes
so locked in you dream about the game
What's the point if they're zapped in ass-munching distance of you
They ramp up speed quick
for someone else to run away prolly
you can do this with any sort of stun
usually it's done with a radar booster and someone looping the jester
but it's possible (and honestly probably much safer) to do with stun grenades
ye but it's easier to do when the jester's running at ya
I know that it's not the best way and that the zap is outclassed lol
I'm just entertaining the idea of certain use cases
with the lock on time of the zap gun im not convinced that is the case
the jester has to be close enough for the gun to lock on but slow enough that you aren't devoured before it actually starts beaming it
Idunno I feel like it’s a decent price since it’ll eventually go on sale and make it extremely cheap. Also SBT makes the zap gun a lot nicer so yeah
a price buff (and battery buff) would go a long way
but it really suffers from use case issues
not just stats
SBT adding more functions to the zap gun is what actually helps it there
Yeah SBT is the mod that saves the Zap Gun imo, in vanilla it could be the same price as a Stun Grenade and still arguably be worse
i think ill push 1.15.2 with the key fix and experimental orbit fix today
anybody been running into trouble with the inventory thing?
nothin i can report regarding the inventory collection
I haven’t seen any issues
eventually i will probably remove the config setting for it if it can be confirmed it doesn't cause issues
but idk
maybe i will just leave it
what are both of those? sorry if you've explained it before I'm just curious
Keys will display the key icon on the radar if you set keys are scrap to true.
Experimental Orbit is about eggs, sappeckers, and when the game calls the client when it's in orbit or not.
lol sorry i totally forgot i was gonna do that
i need to test the key change real quick
i meant to do it earlier and then got caught up and never came back
after that i will push
trolled!
ok
what all does this mod soft depend on
i got a cyclic dependency error after the latest coderebirth update and it did mention this mod here
cr is already handling it but they said i should ask if this mod has any soft dependencies it doesnt really need
in order to prevent cyclic dependency errors in the future
error for reference
i believe the only mod here i have marked as a soft dependency is general improvements
because i fix a lot of the same bugs and disable my patches if GI is installed
honestly looking at all of these mods
they all have like a dozen dependencies
and i can't even tell how it would be causing a cyclic dependency
BF -> GI -> CR -> MSU -> BCR -> SSS -> BF
I didnt need to soft depend on MSU for the timing of my code execution so I just got rid of it from the bepinplugin part
I was fairly sure it soft depended on BF
I'll check
Oh huh
You are right
It has one for GI, so it would still happen
But idk why BF is mentioned in this lol
maybe because GI is causing the loop, it just mentions any mod that depends on GI
idk
Hold on, is this whole orbit thing the reason why sapsucker eggs are notoriously hard to bring to the ship?
no I think they're just like that
They are hard to bring but this specifically is that they would hatch immediately when a client picks them up (I think)
The sapsucker and its eggs have a test mode that is activated when theyre spawned before the ship lands
For the host this is fine cus theyre marked as landed as soon as the lever is pulled
But clients get the mark after the doors open, which is after the sapsucker is spawned typically
So clients would be in test mode while host is not
Zeekerss, bruh
no sapsucker eggs are just intentionally supposed to be "suicidal to acquire"
Something for BYB could be that the eggs have a dynamic timer to hatch based on the nest’s distance from the ship. This could open up the Sapsucker to spawn on different moons
That way it is always challenging but not straight up impossible depending on the spot
@trim breach it seems like the recent butteryfixes update made items get collected when theyre just on the deck
im not sure if this was intentional
i didnt change anything regarding item collection in 1.15.2
and im not sure this would be the case even with the AutoCollect setting
the AutoCollect setting should only collect the items in your inventory during the normal circumstances where the item in your hand would already be collected
it shouldnt be changing any collection criteria
do you have a specific set of steps that cause items to be collected with BF that does not collect items in vanilla?
there's a bunch of crossed wires with the collection logic so having reproduction steps would help
it just seems to be happening all a sudden
no specific steps
just any moon
but i guess its not BF
maybe reverbtriggersfix experimental on?
havent touched its config
@trim breach "End orbit early" is broken completely
its causing days to not properly pass by often
turning the setting off fixes it?
because you have this error in your logs, crashing TimeOfDay.OnDayChanged:
InvalidOperationException: Sum cannot be 0 or negative
at MrovLib.WeightHandler`1[T].get_Sum () [0x00049] in ./WeightHandler.cs:131
at MrovLib.WeightHandler`1[T].RandomIndex () [0x00006] in ./WeightHandler.cs:151
at MrovLib.WeightHandler`1[T].Random () [0x00000] in ./WeightHandler.cs:157
at WeatherRegistry.Algorithms.WeatherRegistryWeatherSelection.SelectWeathers (System.Int32 connectedPlayersOnServer, StartOfRound startOfRound) [0x0017e] in ./Algorithms/RegistryAlgorithm.cs:67
at WeatherRegistry.Patches.SetPlanetsWeatherPatch.GameMethodPatch (System.Int32 connectedPlayersOnServer, StartOfRound __instance) [0x00180] in ./Patches/SetPlanetsWeather.cs:61
at (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SetPlanetsWeather>(StartOfRound,int)
at (wrapper dynamic-method) TimeOfDay.DMD<TimeOfDay::OnDayChanged>(TimeOfDay)
at (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::PassTimeToNextDay>(StartOfRound,int)
at (wrapper dynamic-method) StartOfRound+<EndOfGame>d__285.DMD<StartOfRound+<EndOfGame>d__285::MoveNext>(StartOfRound/<EndOfGame>d__285)
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <e27997765c1848b09d8073e5d642717a>:IL_0026
oh
this is wesleys fault then
or well
maybe not
@thorn breach is this your doing still as i mentioned in dms
i would say its wesleys fault but i dont have his weathers in the other mod pack this was happening
You should prolly still let Wesley know about that error though
That being said this might explain our issue on Roart the other day
if it was
round ended for me but not clients
like it ended and the game saved
but the moon didn't unload for them
@weary ice hi
I may just roll back Buttery Fixes to the previous version if this is the case
Cus I do need the Sapsucker fix
well i dont think it is this now
unfortunately i just pushed mod pack updates also so
internet misinfo spreading
yay!!!!
Well iirc the new update adds more experimental stuff
so it could still be this
When it happened to me
I had no errors on my end and clients only had errors relating to TerminalAccessibleObject
So yeah I'll prolly roll ButteryFixes back to 1.15.1 for tomorrow
@trim breach Curious what you changed with 1.15.2 compared to the previous fixes for the Sapsucker tbh
there is no need, clients can just turn off the EndOrbitEarly setting
Wouldn't that disable the Sapsucker fix though?
the EndOrbitEarly setting only fixes the eggs insta-hatch glitch
Ah
i already fixed the sapsucker in 1.14.3
It will be good to know why it causes this though, I know that when we played on Roart I got really bad lag one round so I left, the game ended and saved and everything for me
but i wasn't 100% sure it wouldn't cause other issues, so it's an "experimental setting" and i'd like to know if you can verify there are problems while you're using it
but clients still saw the moon loaded
im very doubtful i am causing this
the only thing EndOrbitEarly does is tell clients to end ship phase as soon as the lever is pulled
Idk, like I said I had no errors in my host log and clients had errors relating to the terminal unless the Terminal erroring broke it
this was the only error they had
if you are only getting errors while clients have that setting enabled, and clients disabling that setting verifiably causes no more issues to occur, it would be helpful
private void Update()
{
if (!GameNetworkManager.Instance.localPlayerController.isInHangarShipRoom && !StartOfRound.Instance.mapScreen.overrideRadarCameraOnAlways)
{
return;
}
if (Vector3.Distance(StartOfRound.Instance.mapScreen.mapCamera.transform.position, this.mapRadarObject.transform.position) < 8f)
{
this.mapRadarObject.transform.localScale = Vector3.Lerp(this.mapRadarObject.transform.localScale, new Vector3(1.8f, 1.8f, 1.8f), Time.deltaTime * 10f);
return;
}
this.mapRadarObject.transform.localScale = Vector3.Lerp(this.mapRadarObject.transform.localScale, new Vector3(1f, 1f, 1f), Time.deltaTime * 10f);
}
but they did say it kept spamming after going into orbit when the moon didn't unload which normally that should fix it
TerminalAccessibleObject is the script used for hazards (turrets/landmines/spike traps) so they can be toggled via terminal
going into orbit usually stops that error from spamming on clients
Yeah I am very confused
anyways
the only difference between 1.15.1 and 1.15.2 with EndOrbitEarly disabled is that keys will still display the scrap icon on the radar if you use KeysAreScrap
Got ya
im like 99.9999999% confident you and purple are experiencing bugs with other mods
It could be smth with DawnLib possibly idk
i am very doubtful EndOrbitEarly would make any difference here, but if you are verifiably encountering bugs with it enabled, i would like to know (so I can either remove it, or at least make it no longer enabled-by-default)
No references to dawnlib in that log so idek if you have it installed lol
But WR errored
So pretty sure it's a WR issue
I dont get why your log never says whether smthn is an error or not
Makes it annoying to search
Yeah in the case it happened to me idk what happened
let me share my log and a client log
My log
client
Nothing except the terminal freaked out
That's why I said I thought it was the new option in Buttery Fixes
Do you have someone adding in a new "variant" or whatever of the baboon hawk?
Wesley's Enemies might have 🤔 I do know the ransom error is the Baboon reskin for the Ghost Girl that beef did
Idk what Wesley's Enemies adds tbh
ESR skins should be fine
I had bad lag that round though so I had to leave
The problem is that someone's adding in a baboon hawk enemy but not properly registering them into the network lisf
So it'll cause desyncs
then the moon never unloaded on clients
That's the first problem I've noticed anyway
fun
The Stormy Weather error that day was cus Wesley accidentally broke it with his Weather mod, but that errored on game boot which would have just prevented stormy weather from rolling most likely
At least we never got Stormy to roll
lol
Idk why AN errors sometimes it's never consistent
Idek if AN is necessary anymore half of it doesn't seem to work anyways
nothing that additionalnetworking fixes has been fixed in vanilla
That's true, but the item state stuff never works
ive never had any issues with it outside of this
- Sync noise status for AnimatedItems ( Owner will sync the status of the AudioSource )
feature not working
the boombox fix works fine for us
Ah maybe he fixed that with the Experimental update
but the toy robot and stuff still don't sync
we dont use experimental
are you sure you dont have some other mod desyncing the boombox?
Dunno then I've had it not work in the past and nothing touches the boombox
I'm certain
yes, it's true that this does not work
unless TME fucks with it
this
is the AN username sync still needed even if mods like fixplayername are installed
You've hit this condition, which means that you have multiple weathers that have 0 weight
if only there were logs to show you what they were 🙃
Its fixed with the experimental update
No it’s not
Here its working now.
@versed sapphire @thorn breach the reason my log "isnt normal" is because i disabled the bepinex log displaying all messages besides fatal, error, and warning
but the keyword here is displaying, those messages still generate, according to buttery, idk how to see them because im not versed with this stuff
and the reason i did this in the first place is it slightly improves performance with loading the game
one problem though
i dont
when i installed wesleys weathers, the only change i did to the WR config was enable the vanilla selection system
by default, WR has weights set up for wesleys weathers, and all vanilla weathers besides dust clouds
but you said i would need multiple with 0 weight
wait you had vanilla and got that error?
oh jesus
you could setup different types of logging in console and saved on disk, but I don't really know how you can access logs that are disabled (and presumably didn't get saved)
well
when zeekerss announced the possibility of a lethal company patch yesterday i was ecstatic
but then the monkey paw curled and a unity update changed everything
This patch is so fucking funny
But we were forced to have a Unity update
Out of zeekerss hands
It's hilarious
that just appears to be automatic compilation changes from unity networking
The dine changes??? Funny af
they sound kinda funny
Totally unplayable without more time in the day but funny
i think zeekerss was right when he said "if you hated dine before you're gonna hate it even more now"
I love it even more
I'd say with a gopher and a jetpack or cruiser it very much is, but very funny nonetheless
right?
Idk what a gopher is
he dropped some hints yesterday in the patreon channel and that + the posts on patreon about "adding new scrap to a specific moon"
i guessed right that he was adding organ scraps i guess
Also looting like 200 items is unrealistic no matter how much manpower and tools you got tbh but yeah lol
in this case the person who takes items to the ship exclusively
Ah
what i did not expect was "over 200 items spawn worth almost nothing"
Yeah I reckon u could transport about 100 of em with a group of 4 assuming the fire exit and main are far
anyways i'll need to give it a try before i could make any serious decisions about it but i imagine dine is going to play even worse now
and that is kind of unfortunate
There were some scannode changes too that are nice
but im glad it has something super unique about it, rather than just being "rend but terrible"
and thats on average 1k, so I'd say it's embrion tier funny with slightly increased value
Yeah
which is fucking awesome
yall im not sure what to do about the scrap spawns
I really like the idea of how dine works rn tbh 😭
in v70 zeekerss did this
I just wish the moon had more time in it
and in v73 he reduced zed dog's spawn chance on vow and rend again
so im assuming he intended to revert these changes
yee
but he left in the code that adds 30 spawn weight to gift boxes... which im nearly certain was intended to boost the spawn rate of zed dog (since he added it in the exact same patch as the above screenshot)
tbf the corpses could be there constantly for halloween and then they could be less frequent
Wasnt the gift boxes stuff meant for the anniversary?
after the next update
no he added that code in v69 jolly
kind of like interior fog and all those halloween features
Oh hmm
and then removed it after v69 removed the jolly stuff
and then added it back when v70 buffed the zed dog rates (except i think he forgot to change the item ID)
now that the zed dog event is over i should probably remove my patch that redirects the gift box adjustment to zed dogs
but im not sure if he intends for it to be there in the first place
i guess im just gonna have to ask
i think you could get pretty close or even above 200 with a 4 man and a cruiser jump
i never got an answer 🥲
maybe he is just busy right now
worst case i guess i will just default to vanilla's behavior
and leave the boosted gift boxes
my personal interpretation is that he meant to boost zed dog's spawn rates with that change
and that he would have reverted it in today's update
but without being able to say for certain i guess i just wont mess with it
nvm he just told me it was an accident
so it will probably get removed in the next version
and in the meantime i can just patch it out
I think the scrap could be good, basically a secret meta moon if your team is cracked at the game. HQ players like Bread are optimistic and I will be watching with much interest. Reportedly Dine now averages ~2600 credits which theoretically puts it above Artifice.
I think the real issue with Dine has always been the insane monster spawns, especially after v60. It could be 200 perfume bottles and a lot of players would probably still rather stick to Titan and Artifice to avoid 8am Giants
I think with BYB the new Dine could go crazy, though granted the skill level of the average crew is likely not up to par. It’s not like anyone (serious) was going to Dine anyway
Personally I dont see it being better than art in the long run, you need to get at least 77% of the items back (170+) every day for it to be worth it over old art and in my best attempt so far with a really good crew of high quota players we managed to get 162 items back by jumping the cruiser that was parked right outside fire at 11:50pm
There could deff be some optimizations but i'd say that would put you just barely above 200 items in the best case scenario, which is just not sustainable for a long run where you want consistency
(the day just after we got an ecl mineshaft with same side exits for a 700 day :])
to be clear i wasnt talking about dine
just the zed dog thing
dine is whatever to me
i feel like dine would feel better with half as many items worth double the value
it is a little goofy opening up a cupboard and finding fukken 12 items inside Lol!
monsters + main/fire position post v60 (iirc it was post v60)
but i dont conceptually hate the changes and it's not a bug that needs fixing anyway
butterybalance will probably offer a "rollback scrap" option for dine
that uses the loot table and scrap counts i gave it in v72
and then a separate "consolidate" option that does this
or you can disable both and Just Play Dine
anyways
i kind of avoided the entire modding scene yesterday
was doing other stuff with friends and was really dreading the process of getting back into it
i need to re-rip the entire game again and the last couple times i've tried i ran into really annoying issues
but im gonna go do that now and try to get to where i can rebuild all my asset bundles
the patcher is broken right now :(
nomnom said they're really busy with life as well
... thankfully, im sure 2022.3.9 asset bundles probably work ok right now...
well i wont pretend i know how to fix it
but i believe og assetripper has support for unity 2022.3.62
so maybe it is as simple as redirecting to a different more up-to-date version of assetripper
or ripping it manually and finding some way to feed it that output instead
i think i broke my project when i tried to just update it to 2022.3.62 though
so there might be some under the hood stuff that changed
i got some HDRP errors and it broke a bunch of materials
maybe.. i don't know the ins and outs myself
oh....... did you back stuff up?
yeah
im familiar with unity updates or re-patching destroying everything
i never make changes like that without backups
it does kind of irk me that all of my mods are running 2022.3.9 asset bundles, would be nice to rebuild them so they can be paritous with the actual version of unity lethal company is running
but unless it causes major issues i guess i just wont bother worrying about it for now
im hopeful most of my mods aren't broken, in that case
most of the stuff i've made is clientside
BRB is definitely cooked because it's built with netcode patcher
but it sounds like there's maybe a solution to that already?
the only thing i need to do for butteryfixes is change the zed dog fix
thank god
i was made aware there's a lot of weird networking bugs with vanilla now
yeah I wouldnt worry about it for now :)
so i wouldnt be surprised if some other random thing changed i will eventually need to patch
for now we just enjoy the flayed corpses and max sound issues on Dine
oh lord, it really was a rushed update huh
like apparently there is a brand new issue where [if a host disconnects, everybody else remains inside a broken lobby instead of going back to title screen](#1424160944904470538 message)
"rushed" for sure, zeekerss is trying to release WttDP in less than 3 weeks
just read that yeah
but i think this is actually a case of the NfGO update causing weird changes to previously fine code
ye, he definitely just wanted to get the security update out and included some new stuff in there as a treat
like some assumption it used to make is no longer true in the new version, so the code doesn't run right
someone will probably make a mod to patch it. or zeekerss will patch it when he comes back
thankfully i dont think this is too bad an issue, since all network objects despawn you can just leave the game and find a new lobby
oh yeah that reminds me
are you using lc max sounds fix??
i know that dine is kind of a mess because of all the scrap items with buzzing flies and heartbeats
but if lcmaxsoundsfix still works, that will definitely help
you can increase the number of "voices" if the mod's default isn't enough anymore
I haven't actually played on the newest version yet
IC
ye i just saw there were some people talking about that in zeeks' server and I thought i8t was really funny
Hope you did report it though
i havent played a ton of the update either
kinda just fucked around on dine
i only found out about the bug because other people have been reporting it in zeekcord
If you accidently got like 5 notifications that I reacted with the rainbow flag on your messages, I blame discord for adding a double tap feature, I'm just trynna read the thread 😭
Lol
Lordfire spent a good half day yesterday updating it so that parts fine, pin in dev general is for updating the cli
I wonder why zeekerss never raises the max sound amount on his project
because
well, it does take performance on hardware to have a lot of available sounds
but it wouldnt be that big of a deal if he just did what lcmaxsoundsfix does
oh cool
why
EMERGENCY WEATHER ALERT
METEOR SHOWERS DE
I see, I assumed it was going to be tight if possible. There is still a possibility though, it will at least make for fun videos
That is how I would do it, largely keep to Zeekerss’ vision but make it more practical
Well it wouldn’t be a Lethal Company update without those right?
sorry ive been a bit slow on the uptake today
but i should be ready to push the butteryfixes update any second now
the butterybalance update will be more involved
because it needs more than a recompile
i need to finish the snowmen setting and then completely change how i handle dine
nvm i guess i need to fix this
what's broken with the hand?
having a pocketed item with bugs crawling on it renders the bugs anyway
also it's so goddamn creepy eegh
i dont like it
lmfao
yeah it's pretty bad
horror game
but I will give you that, it's a very strange turn LOL
it's true bugs just really fuck me up though
totally understand lol
if i can just shove it in my pocket and ignore it it's not too big of a deal
they're just full on cockroaches too
not low poly vague bugs just fucking roaches
ough
ye
yes cockroaches especially get me
i can usually handle a lot of "traditional horror elements", even pretty nasty gore, but something about insects is a bridge too far for me
you could add a config in butteryfixes to turn them off perhaps?
dont tell me you dont like weevils though
i can't imagine you're alone on that
weevils are awesome
probably wont add a config to butteryfixes
since it's not really a "fix" in any sense of the word
rename it to ButteryTweaks :)
but if nobody makes a mod for it (i know there was a trypophobia mod, and a mod that gives the nutcrackers horns instead of guns, etc.) i might pick up the mantle
because it's preeetty bad
idk i can't stand any sort of bug touching me
but i can appreciate that some of them look cool... from a distance
why would the hole of a horn be different
the nutcracker thing isnt for tropophobia but for a phobia of firearms
OH
it also makes the turrets into "bass cannons"
it's a separate mod
i think debit card used it in their nutcracker dance animation
anyways
cockroaches dont look cool they are just disgusting
fucking hate those guys
a lot of beetles are cool though
https://thunderstore.io/c/lethal-company/p/Chdata/AntiphobiaMod/ it was this lmao
i guess someone ought to get in touch and see if they'll update for the bugs
if not i could either PR or just make a separate addon
idek if it worked pre v73
ohh true
replaces Circuit Beehive texture with wood or replaces the model with popcorn)
BOZOROS?!?!
anyways
the "badFlyPrefab" (what does this effect) only has a 10% chance to spawn on "infested" items, of which said items only have a 25% chance to be infested in the first place
so it really only affects 2.5% of body parts
but considering that dine literally spawns hundreds of them i'd be surprised if you could go a day without seeing at least one
the other 90% just spawn buzzing flies
which don't appear to be as much of a problem
the trypophobia mod sadly doesn't work anymore, it just makes the beehives materialless
oh wow
it's working but it's not working at the same time
oh nah i was talking about a separate one
dis one
ahh
kind of a missed opportunity for zeekerss to add a brain item and make it conductive
having a small brain
having a normal size brain
having a really large brain
having a brain that shoots freaking lasers
maybe he didnt because irl brains disintegrate when you touch them without them being prepared
you can look more into that if you want but it is true
I am not creeped out by them, but I was surprised by them. The items up to this point were very clean and up-kept (the items being too grimy was a criticism of Immersive Scraps), and now we have this
i think most of the items left over are stuff cannibals don't tend to eat?
the heart maybe was used in some ritual or some weird shit like that
still thinking about the fact that the heart is... still beating, though
i dont take it as a sign of cannibalism
Probably has to do with all the Butlers
its not impossible i just think its more likely the lost people who used to live on dine
ye but then you'd also see skulls, no?
probably, not really sure
i mean theres a lot of body parts missing
and bones
I mean the hearts still beat and there is paranormal activity, not sure realism is the priority
yeah
im lowk expecting zeeks to add more scrap variety to dine tho, i like the flayed body parts but i want old phones and pills and other bullshit in there too
i never thought i'd say this but...
Fun fact: The heart beats faster or slower depending on your fear factor
i think... i think i miss my Candy
if youre holding it or nearby it?
yeah im not really sure how i feel about all of the dine changes
All it took was networking getting messed up even more
Holding it
im glad dine isn't just "rend but fucking terrible" and has a totally unique appeal
same
even if the balance is terrible, it's a reason to visit the damn place
The lore is that body parts are the remains of all the players that got eaten by 8am Giants
but it's also a little excessive that every single piece of furniture has like 20 items in the exact same positions
I like it tbh, loot rooms finally feel like loot rooms 🥺
This moon would go insane with Bag Config
i think i would've preferred the scrap items to be priced moderately close to the normal scraps
and then just mixed in with the normal scraps so you'll still find normal items but with a large emphasis on the body parts
Definitely gives the euphoria of Titan loot rooms
I'm siding with you there
it's a little overtuned
i think 100 min 150 max would be probably fine
and then you just 2x the individual scrap's value min and max
Buttery had already mentioned half the items with doubled item value, and I agree
wait. i can just do that with lunar config
i dont HAVE to wait
oh the power....
i suppose its truly time
Purple had said you played a good amount of Hyve from Wesley’s moons. What did you think of Foggy weather?
Probably up there with the craziest things I have ever seen in modded Lethal
it's like... horizontal flooded
i think i commented on it
stop me if you don't wanna hear about it tho
no thats just flooded
but both are bad
foggy has an actual colony of bees being blown around in wind
flooded used bees as the "water"
both use pngs of bees
and i hate both
oh wait yeah you're right
foggy has ||a swam of bees going around you||, no?
yes
goated
Anyway I am surprised nobody has talked about the tongue item, that one is probably the weirdest one to me. I get decaying body parts, bones, and a heart, as those are all classic tropes, but a giant, clean tongue? Its animations and sound effects also do gross me out just a little
yes the tongue is pretty gross
but it's like. a fun and enjoyable sort of gross
i like the things you can do with the tongue
What can do you?
this is a side thing but like, does anyone get the impression that zeeks got these models from somewhere else? they are so insanely realistic lmao
even comparing them to the sapsucker egg which was a single update before it, it's really strange how different they look
if the uv map looks like dogwater, then it's probably zeekerss model
Maybe, I know at least that a lot of models came from his other games
shame i can't really check
Oh, other than the factory tiles, I did make about seven scrap items specifically for one moon (an idea I've had since forever.) Some people will hate this, haha. I definitely think part of the reason I was able to get this done was because no one really expected this of me (which gives me super powers I guess.)
i guess he doesn't exactly specify he made all the models
I would not be surprised if they are custom models though, Zeekerss puts a ton of effort into this sort of thing for no reason
but personally it looks about like what i'd expect from zeekerss
the hands and feet feel very reminiscent of the coilheads
well, "make" implies more than just "adding"
the ribcage looks like the giant ribcage monsters from the upturned
so i'm banking on that he did make them, he just went in deliberately wanting to make em super detailed
in fact i wouldnt be surprised if he literally reused it
idk, looking at the hands compared to every other zeeks hand ever they look a lot more real
The game has always been styled to be more realistic, just with a low-poly aesthetic
which again might just indicate he randomly locked the fuck in
i imagine he just got better at modelling with the amount of shit he's made idk 🤷
i am not an artist so it's not really my place to comment on this sort of thing
but there's a pretty major difference between "early zeekerss humanoids" like jesse vincent and the bracken
compared to, like, the coilheads
Btw is there a v73 patreon post?
maybe? but then why can I see where the sapsucker egg's polygons when i inspect em
which were already designed years ago at this point
forgor shade smooth probably
no
the egg is such a simple model anyways
probably wont be one if i had to guess
the only reason we got the dine update at all was because he rebuilt the unity project instead of just patching the executable
it's not super noticeable unless you zoom in tho so it's not that bad
he is releasing welcome to the dark place in less than 3 weeks and i imagine he's rushing to get that done
yee
this lethal stuff was pretty last minute
Yep, and we will have to take the fall 😔
totally
I feel like he does this a lot, making these over engineered solutions to simply problems that cause more problems due to their complexity
probably but hey. it's an easy trap to fall into
Just shows how much we would benefit from having a little help
lethal's code base is already built super well for modding into it, there's not a lot more i could really ask for tbh 
i think the #1 thing that i would like is the ability for host to control map generation
The networking is a bit of a disaster I hear
like if an RPC passed "generate this dungeon ID at this dungeon size" instead of all the clients doing the RNG with the same seed
it's the #1 thing i'd like to play around with more but the fact it's instanced is so annoying
in general im pretty happy with the state of things in lethal but im also probably in the minority of people in this server
what would be the advantage of that though, cuz its all host controlled up until the last bit where he rpc's generating with the same seed
same
i dont really like playing with content mods outside of restoring cut/unused content
or special cases like upturned variety, where i can add official zeekerss content that (for one reason or another) was scrapped in the transition to lethal company
well for example, butterybalance tweaks the interior size of march from 2x to 1.8x
and i have to have a server-controlled network boolean that all the players read
I think the game is still in a good place, but I think it could really use a technical fix/QoL update. Fix years-old bugs, put some QoL mods in vanilla, and address oversights with the v56+ content
so that they can scale the interior on their personal client
oh i see what you mean, yeah
instead of just changing the interior size on the host
it's really hard to control that part without having every client do it
like how the host controls item and enemy spawns and you can just change the weight on the server and be fine
its the kind of thing that'd be a tiny change to make happen too from zeekerss end anyway
sadly only real incentive is a modding one
I think people would be happier with the game if it didn’t feel like every update since v56 was rushed in some way. I hate to say it but basically every version since then has had significant issues with its new content
v70 was overall pretty good but I hear the Sapsucker causes a memory leak so…
not familiar with what you're referring to here but it is possible
also this is maybe kind of true but i feel like lethal dev has always been kind of slapdash
also i dont know if i'd consider v60 "rushed"
Wait no I think it might have been that weird Soft Mask function
There definitely was something
it made a bunch of very big changes and it's pretty hard to catch some of the problems that sprung up from them if you're only testing the game with a handful of friends every couple of days
the holiday updates were definitely rushed and IMO v70 felt like it was too
i think as far as things go im generally very happy with zeekerss' content but it feels like the implementation is getting a lot more patchy as he falls into a pattern of burnout and taking hiatuses
Well I have been saying for months that Zeekerss bit off a little more than he could chew with Lethal. Having a more robust beta phase for updates would help a lot
Excellent ideas man but just needs some help
well to be fair i wouldnt even call him an "ideas man"
he is still totally responsible for the game being assembled and working as well as it does currently
he built a pretty huge game, he's a lot more than just an ideas man yeah
there's a lot of problems with it for sure, you definitely want to play with fix mods, etc.
but lethal company is miles better than the shit most people could assemble in unity being an "ideas guy" with infinite money to throw at assets on the asset store
i just think it's difficult for any one person to make a game at this sort of scale
Ye I am underselling him there, my bad
i would love if we lived in the reality where zeekerss brought on another programmer or two to just work on internals while he made content and "first pass" on designing code for that content
but i also understand that from his perspective as a creative, he probably just isnt comfortable with his big indie project having other people behind it
and he likes treating it as a solo pursuit
which is unfortunate because i think there are ways that it is tangibly impacting the game for the negative
Definitely to his detriment imo, he is only hurting himself with that mindset
but as long as modding it is possible, i am personally not too prone to getting up-in-arms about it
i mean maybe
i think it's respectable
i aspire to be the sort of person that could make a project like this completely on my own
and i think if i was in the same position i'd probably be a little selfish too
but from the perspective of a lethal company player, i definitely would prefer being in this reality
lol
if that makes any sense
idk
Doesn’t justify it imo. He has consistently dealing with burnout and ideas drought, the signs of being overworked
I will give him credit for at least having ideas on where to take the game though. I look at games like Friday Night Funkin and Yandere Sim where the devs had no idea what to do when their game got popular. Zeekerss is not incompetent, just in a little over his head
it might also change when wttdp is done
since it seemed like hes been juggling that along with his other projects for a long time
I hope
But the damage of v56-v70 is still done
Again I would like a dedicated bug fix and QoL update, but I know many players (particularly the younger ones that likely comprise most of Zeekerss’ audience) would not appreciate that so adding new content is the priority
would not appreciate that
i'm curious why people wouldn't appreciate bug fixes and qol updates
something tells me that's not right
i think there is a very vocal majority of people that dont care about most of lethal's bugs and just want new shit to play with their friends
I would love to be wrong. I look at games like Minecraft that also are content-rich but in need of backend fixes, and all people want is new content
but you also get people posting shit like "who cares about a giant bird how about you fix the servers" every time he releases something like v70
so i feel like the possibility of "zeekerss spends a month working on 0 content and just fixing dozens of bugs in a single update" is likely to please more people in the community than you would think
I feel like this is just Discord and Reddit though, which I consider to not be the majority of players
there are so many bugs, big & small, that have been in the game for so long, and it would be really nice, imo, to have them fixed in vanilla
but also, sometimes sourpusses are just gonna complain about whatever zeekerss does. maybe they do it for steam points or maybe they just like ragebaiting people
Something also to mention is the amount of misinformation going on about this game. Most people likely do not realize how many bugs there are and how they impact mod development
it is hard to balance "focusing development time on things that the community is likely to enjoy" with "bending over backwards to give the community everything they want"
and, of course, the desire to work on whatever zeekerss personally wants to see in lethal company, regardless of the potential community impact
Most people probably still think Jetpack is meant to be unreliable, and also do not realize that Giants and Old Birds are meant to have stealth mechanics
(something like the dine update we literally just got, for example)
people like us definitely would be frustrated by new content updates introducing new bugs and being light on fixes for old bugs
i think the jetpack is meant to be unreliable to an extent, but some of the bugs can't really be passed off as that imo
but if we got what we wanted, who's to say there's not an equally sized audience frustrated by the total lack of forward progress on new content for that specific patch?
it is a lot easier for zeekerss to identify what he personally wants out of the game and find fulfillment in developing for that specifically, and not anybody else
so i find it pretty unsurprising that tends to be the direction he goes
in an ideal world he's got one extra programmer that works on backend for this type of stuff but we probably wont be living in that world
who knows ig
I think that a QoL update should be in order because it would help the long-term health of the game. The game is past its prime and the mainstream internet is branding it and REPO as simple “friend slop” (a term I hate but that is its own conversation), so modders and sweats are what are keeping the game alive. Doing an update that we will appreciate will be an easy PR win, and the QoL changes can provide opportunities for small but impactful changes like Zap Gun buff, moon rebalances, or improved networking
i mean he's probably got intetions to improve networking
he didnt need to update the netcoding package but he did
which yes, broke a lot of mods, but i like the change :p
I think he was forced to when migrating to the new Unity build, the old netcode version was prolly incompatible
I look at how the Minecraft community is starting to warm up to the Drop update system since Mojang is making them pack a decent punch for how small they are. I think the same could be done here, looking at bugs and underused features rather than making wholly new things. It is less effort and shows you care about all parts of the game
I do have to concede that point, it has always been clear that Lethal is HIS game. At the same time though, having considerations for the community is just good practice
ok i kind of got super sidetracked but im braving the bugs again
and by that, i mean im testing if i fixed the bug bug
ive fixed plenty of bugs but the one that has been most mentally and emotionally taxing is the actual bugs and their bug
ugh this actually sucks i feel like actually sick to my stomach running around on dine
every time i hear the flies buzzing inside a cabinet it's like "oh man... is this going to be the one" and there is only the smallest sense of relief when it's not
Are you actually gonna throw up or something
internally the two types of particles are known as "flyPrefab"/"FlyParticle" and "badFlyPrefab"/"WorseFlyParticle"
nail on the head with that one
i just cant stand insects 🙁
now that im aware this is a thing dine is no longer fun and games