#Buttery Fixes

1 messages · Page 12 of 1

trim breach
#

running around and listening to the flies buzzing actually has me like squirming in my fucking seat

#

i see the shadow of a spike trap's spikes on the wall and my brain decides it's time to activate the pattern recognition neurons

meager estuary
#

😭

#

Dine is officially the worst moon in the game

#

(Depending on who you ask it already was)

trim breach
#

okay great i broke my fucking fix and so running around was a waste of energy this entire time

#

i only have to fix my fix, and then go back in and try all over again

#

tldr: the bug bug vs the fix fix

thorn breach
#

it sounds like you're having a lot fun

trim breach
#

some might say

#

idk who "some" is in this context

#

but they're out there

trim breach
#

sorry

#

i had to take a bit of a break

#

and then i wound up making plans with somebody else

#

so this got pushed off

#

back to le procedure

#

oh. that's lethal company hard crashing every time i land on dine now

#

i dont think the fix worked guys.

thorn breach
#

i mean, depending how you look at it

jolly raven
#

uh oh

thorn breach
#

that could be the fix

trim breach
#

okay what the hell is happening

#

is it really not possible to just toggle off a particlesystemrenderer

#

i think that's what unity is getting hung up on

thorn breach
#

enemy skin registry does it as part of the things you can do, assuming people have messed with the bracken's particles and turned em off before

#

they just do this sometimes lol

trim breach
#

okay im maybe just a stupid bitch but this patch is crashing

[HarmonyPatch(typeof(GrabbableObject), nameof(GrabbableObject.EnableItemMeshes))]
[HarmonyPostfix]
static void GrabbableObject_Post_EnableItemMeshes(GrabbableObject __instance, bool enable)
{
    RandomFlyParticle randomFlyParticle = __instance as RandomFlyParticle;
    if (randomFlyParticle == null || randomFlyParticle.flyAudio == null)
        return;

    ParticleSystemRenderer[] psrs = randomFlyParticle.flyAudio.GetComponentsInChildren<ParticleSystemRenderer>();
    foreach (ParticleSystemRenderer psr in psrs)
        psr.enabled = enable;
}
#

also crashes if i toggle forceRenderingOff instead of enabled

#

if i remove everything after the return statement, it's fine

thorn breach
#

huh

#

that seems fine? weird

trim breach
#

right??????

thorn breach
#

you might just have to settle with something annoyingly hacky like going to the particle system and setting the max count of particles to 0 or whatever

trim breach
#

i do not understand

#

i don't understand at all

#
ParticleSystemRenderer[] psrs = randomFlyParticle.flyAudio.GetComponentsInChildren<ParticleSystemRenderer>();
foreach (ParticleSystemRenderer psr in psrs)
{
    Plugin.Logger.LogDebug($"ParticleSystemRenderer.name: {psr.name}");
    //psr.enabled = enable;
}
#

this is not only totally fine

#

but it doesn't even print anything when the ship lands

#

so EnableItemMeshes isn't even running

#

what is the story here

#

even printing the state of enabled is fine but as soon as i try to assign to enabled the game crashes when the ship lands

#

i dont get it at all

#

oh that's good

#

it doesn't crash on a fresh profile

#

so i guess it must be some kind of conflict

#

ok so in my case it stops crashing as soon as i disable imperium

jolly raven
#

fucking lovely LMAO

trim breach
#

okay i can confirm it's not happening anymore

#

here is an evil foot

ruby dagger
trim breach
#

they reappear when i take it back out

#

so my fix works

#

but if i land on dine with imperium enabled

trim breach
#

the game hard crashes immediately

#

jk nevermind i just landed the ship with imperium enabled

#

im just going to kill myself

#

seems easier

#

really

#

can anybody who's available try installing this over butteryfixes to see if it crashes on your profile

#

all of a sudden i am completely unable to replicate the crash

#

so i guess i need to know if this is volatile enough that i need to pull it from the update or not

#

in my case, landing on dine was enough to instantly crash the game

#

disabling imperium fixed it for me but now it's not happening even if i re-enable imperium

#

so i dont know

ruby dagger
trim breach
#

in between the lever pull and the ship doors opening the game crashes immediately

ruby dagger
#

Didn't crash for me

#

Not with Imperium either

#

Might just have been a one-off thing

trim breach
#

i dont understand

#

i replicated it like 5 times in a row, toggled imperium off, didnt get it, toggled imperium on, got it again

#

but now it wont replicate at all even with imperium

ruby dagger
#

It is most likely not a you issue

#

You could try it with said mod and see if it's still crashing that way

#

¯_(ツ)_/¯

trim breach
#

okay my game just hard crashed when i quit to main menu

#

on dine

#

who fucking knows why

#

im just gonna push this patch

#

if other people start experiencing crashes i'll probably just have to completely pull this fix

#

im not sure i could even fix it with a config setting because it seems like the code "just being there" causes crashes

#

even if the function isn't called

#

it's completely baffling

ruby dagger
#

😭

jolly raven
#

hello stan

#

i was wondering if there was any chance that any of your other mods aside from butterybalance don't work on v73

radiant nymph
#

What exactly is broken with ButteryBalance btw?

trim breach
#

i really dont think any of them should be broken

radiant nymph
#

I think a lot of the rebalance stuff still works

trim breach
#

except butterybalance is objectively broken because it uses netcode patcher

#

and butteryfixes needed some tweaks for new v73 stuff

radiant nymph
trim breach
#

namely the... bugs... and the gift box thing

jolly raven
#

okay :D

#

i was asking cuz i'm scrapping together whatever mods i can get for tonight's session

#

and you're like, my go-to

#

esp for stuff like chameleon, classic suit restoration and halloween action and kick without ban

jolly raven
trim breach
#

mapper doesn't use any custom networking

#

the only reason it broke in v70 is because zeekerss redesigned the radar

#

i feel like it should be fine

jolly raven
#

ye

trim breach
#

anyways

jolly raven
#

ok ok good

trim breach
#

thine loyalty is appreciated my liege

jolly raven
#

i would like, list all the mods im curious about but i don't wanna be annoying lmaoo

trim breach
#

it doesn't bother me

trim breach
#

i think my entire profile (about ~77 mods) is fine at this point

#

except sciencebirdtweaks still needs to be recompiled and/or updated

jolly raven
trim breach
#

lethalperformance, cullfactory, butteryfixes, (soon-to-be) butterybalance, pathfindinglib, etc. have all pushed updates at this point

#

mask fixes is ok

jolly raven
#

i was wondering btw if you ever tried the mod VersionNine?

#

cuz i'll be trying it tonight, only know one other person who has

trim breach
#

ive seen it and it looks cool but ive never gotten a chance to try it out with friends

jolly raven
trim breach
#

i do and i wasn't getting any errors with it

#

i switched at some point shortly after v72 after finding out march and titan just.. dont have contours at all

jolly raven
#

lol yeah

radiant nymph
#

@trim breach I can't help but notice the Binoculars seem to be unfinished

#

they have no scan node

#

and you can't do anything when left clicking on them

#

despite that saying press LMB to use

trim breach
#

yes they are unfinished

#

the mapper is at least partly functional (and the missing parts are very easy to intuit and restore)

#

the binoculars have 0 functionality attached and there's no telling how they were ever intended to be implemented in the first place

#

so i don't have much interest in restoring them

#

to be honest

radiant nymph
#

I'm just wondering why I was able to spawn them from a gift box

#

LOL

trim breach
#

gift boxes save whatever item they're storing inside to file

#

if there is some error in finding that item, it saves ID 0 to file instead

#

which maps to binoculars

radiant nymph
#

Huh interesting

trim breach
#

so usually if gift boxes contain custom scrap and then you exit to title screen after putting it on the ship

#

it will spit out the wrong item when you load your save

#

unless every single item is loaded back into the game in the exact same order

radiant nymph
#

This is just me testing custom moons, it happened on Espira

#

lol

trim breach
radiant nymph
#

@trim breach Looks like the game breaks after lobby reloads in v73, it's not pointing to a specific mod so I assume it's a Vanilla bug

trim breach
#

you have a mod that is adding new unlockables, which are being written to your save file

#

but it's not adding them back to the unlockable list before the game loads your save

#

it's a "vanilla bug" but mods are causing it

radiant nymph
# radiant nymph

@thorn breach Perhaps another bug with the v0.3.0 build of DawnLib I was testing?

#

I double checked DawnLib, LethalLib, and FurnitureLock and they're all fine so I think it's the indev build of LLL I'm testing, I informed pacoito

#

Confirmed it is he's fixing it

#

Well that was only one issue, the lobby reload bug is still here greed

livid plover
#

Wasn't there a vanilla problem with lobby reloading

radiant nymph
#

pacoito is double checking the issue though, he apparently fixed it before but somehow broke it again

#

He found it

#

Yippee

trim breach
radiant nymph
trim breach
#

well i figured if anything it'd probably be posted here

#

but i see

jolly raven
thorn breach
#

just to understand a bit more about sapsucker, is sapsucker unable to damage clients consistently? @trim breach

trim breach
#

the problem is that if a sapsucker enters test mode on clients

#

it fails to assign a reference that causes Update() to throw NullReferenceExceptions and short circuit

#

Update() is responsible for setting a variable attacking to true/false (based on player's distance to the bird)

#

if that variable is true, then AnimationEventB() (when it pecks at the ground) deals damage to the local player

trim breach
thorn breach
#

i see

trim breach
#

so the answer is "yes, it is consistent" but it is entirely dependent on if the test mode bug happens to that particular client

#

and im not sure if that bug is 100% consistent

#

because otherwise i expect the problem would be way worse

#

i believe it has some things to do with load times and netlag

thorn breach
#

hmm okay yeah, that makes sense then thank you

trim breach
#

anyways butteryfixes 1.14 fixed the sapsucker's test mode thing

#

and then the EndOrbitEarly setting I added basically fixes the root cause of the sapsucker test mode bug (which doesn't matter for the sapsucker, since I fixed its AI too)

thorn breach
#

yee i was just trying to inform a friend about stuff since they wanna learn more about sapsucker behaviour

trim breach
#

more importantly EndOrbitEarly fixes the eggs hatching instantly

thorn breach
#

so i appreciate the explanation

trim breach
#

which i couldn't fix as easily in the egg script

slate venture
trim breach
#

that's interesting

#

but it does make sense

#

gift boxes only initialize their contents for the host

#

so maybe additionalnetworking is seeing a client grab it, seeing the default ID 0, and then syncing it to all clients (including the host, who actually spawns the item once the gift box is open)

radiant nymph
jolly raven
#

#modding-general message

#

monty wins

#

(but fr tho that is very useful)

trim breach
#

well it's nice that there's a fix out for it now

#

im still not sure i understand how it started happening in the first place

#

looking at this patch

radiant nymph
#

I would assume that in Vanilla it's not calling for the clients to dc like in V72

#

it almost looks like this patch just readds the functionality

#

lol

rustic crater
#

Error messages in different languages is a funny concept beevil

radiant nymph
#

Yeah but when you look at the patch itself it looks like it's just readding the Disconnect method from V72 through a Harmony Patch lol

rustic crater
#

Actually not sure why it does a nested try/catch plink

trim breach
#

i think one of my big problems with going back to these mods is how deeply unprofessional and slapdash a lot of my implementation is

#

butteryfixes is its own behemoth but i am more okay with that, since it's kind of meant to be

#

although it irks me how much of a mess chameleon and butterybalance are

#

and how disastrous my transpilers are across the board

#

maybe i'd get a boost of energy if i took some time to learn a new skill

radiant nymph
trim breach
#

like writing proper transpilers with codematcher

#

something i've had on the backburner for forever

trim breach
#

and now there are compatibility issues with the new wesley interiors

#

like the doors in the atlantis interior getting completely fucked up

#

or the new manor/mineshaft variants

radiant nymph
#

Yeah support for the new manor and mineshaft he made would be amazing

rustic crater
#

(I've only written CodeMatcher transpilers)

trim breach
#

i think it looks a little cleaner and is easier to read in terms of intent, at least

meager estuary
#

Bread Server has been cooking up its own

jolly raven
#

FOUL

worldly dew
#

put the grippers away

eternal lantern
#

Something you may be interested in is that large models clip through the text on ads

hollow fable
#

This shit is goofy as fuck don't change it 😂

jolly raven
#

oh yeah and whenever you're inside the model is fully darkened

trim breach
subtle compass
#

Yes but no, when you go indoors the lighting changes pretty drastically

#

I'm not too sure how you'd go about fixing this tbh

trim breach
#

oh wait

#

sorry

#

im stupid

#

i completely misunderstood what you meant

#

Lol

severe gale
meager estuary
#

I forget, which one of your mods fixes how mask items do not laugh as often as they should? Or am I crazy and this is not an issue at all?

trim breach
#

then zeekerss fixed it in v70

severe gale
#

You know I used to think I was going nuts when I heard it because the times I did hear it were so rare and random that I thought I myself was hearing things or that it was a sound that played when your insanity meter was high.

meager estuary
#

Ah thanks

agile flint
sonic kayak
# jolly raven oh yeah and whenever you're inside the model is fully darkened

I'm 90% sure this has to do with how the game handles indoor outdoor rendering. You'll notice the same thing if you're using Poltergeist and the person the game thinks you're following enters or exits the facility, all the lighting flips. The ad is physically rendered outside in a set, invisible to the camera, space. I think I found it in the Peach's Castle Moon thanks to poltergeist oddity.

jolly raven
#

yee its totally related to that

sonic kayak
#

That'd be a heck of a thing to fix, but doable, kinda... Unless you can bake lights into the model and disable in game lighting on them, you need to create another spot and teleport the model when the followed player teleports.

#

I dunno if you can bake and turn off lights with hdrp shaders, but that's the easier and probably better option...

trim breach
#

you can just give the item an emissive material

#

lol

jolly raven
#

yea thats what i was thinkin

trim breach
#

anyways i saw the lighting thing when i was playing last time because i got an indoor ad for the first time ever

#

i think i just had a lucky streak of outdoor ads for so long i never noticed

#

it's not "the least annoying fix ever" because zeekerss actually spawns in the item/furniture prefab for the advertisement

#

and they can have multiple renderers

#

and i'd have to use code to update all of those renderers' materials while hopefully not causing problems with any edge cases

#

but i dont think it's like... a crazy difficult thing to fix either

thorn breach
#

never looked at the code personally so no idea why and it could be a modded thing from trying to mess with trying to cause ads intentionally with code but it's fairly interesting either way

trim breach
#

that sounds weird and doesnt make a ton of sense to me

thorn breach
#

definitely, but it'd be very funny if it's a purely vanilla thing (which is my guess tbh)

trim breach
#

when the ads generate a furniture prefab, it's immediately parented to the advertItemParent (which is something on the UI) and on the same frame it actually has its scale increased by a factor of 58

#

and then also on the same frame, it has all of its renderers set to the UI layer

#

im not sure where there'd even be time for something to spawn inside the ship and then disappear

#
Object.Destroy(this.advertItem.GetComponent<AutoParentToShip>());
Object.Destroy(this.advertItem.GetComponent<NetworkObject>());
Object.Destroy(this.advertItem.GetComponentInChildren<PlaceableShipObject>());

maybe something to do with the networkobject being spawned for clients before they run the RPC or something, but with order of execution i'd guess that probably shouldnt be able to happen (and zeekerss never network spawns it anyway, so it'd have to be some sort of weird automated thing)

thorn breach
#

if there's a quick function to run an ad i could just check with unity explorer tbh

trim breach
#

gotta run CreateToolAdModel or CreateFurnitureAdModel, and BeginDisplayAd (both of which occur on the same frame)

#

CreateToolAdModel needs both the item's sale percentage and the item itself, CreateFurnitureAdModel just needs the furniture's unlockable ID

thorn breach
#

@trim breach do you know if zeekerss or anyone asked zeekerss about the scroll speed going crazy in the latest version? I looked for a good 30 minutes and found nothing to be able to change it (I had a mod with a bunch of items in the terminal and it skipped most of em in one scroll)

trim breach
#

idk if zeekerss asked zeekerss

#

i think it's been posted in the #bug-reporting channel on zeekcord

#

he hasn't spoken about it at all

thorn breach
#

Oop you know what I meant smh

#

Hmm okie

trim breach
#

it's probably some sort of input system update

#

people are reporting issues rebinding keys as well

#

i think the scroll bar is only overly sensitive in one direction as well

#

it skips a ton of shit if you scroll down but scrolling up seems pretty normal

#

idk if that is your experience as well

thorn breach
#

Nah it was the same up and down, I was noting down how strong it was and it seemed to be moving consistently up and down

jolly raven
#

yeah I had the same problem testing stuff a day or so ago using imperium

meager estuary
#

It almost seems to scroll a percent of the way through the list rather than a set distance per scroll tick, so if you have a super long list it skips stuff

trim breach
#

would like to get a temperature on this

#

is there anybody here who would be vehemently against me updating old bird behavior so they can see players driving the car?

#

to cut a long story short, old birds can't see players sitting in either of the cruiser's seats, unless they are flying above the cruiser (due to some weird transform stuff)

#

in v55 this wasn't an issue, because all enemies were bugged to see through the car, but when zeekerss fixed that it made cruiser really overpowered against old birds

#

this also isn't an issue with forest giants, which have always been able to see players inside the cruiser seats

#

although i think forest giants have a different bug where they can only grab the host out of the seats, so if that is true, i will likely try to fix that as well

ruby dagger
#

On the other hand, this seems like an issue Zeekerss would fix himself

#

So we’re neutral

subtle compass
livid plover
ruby dagger
subtle compass
#

your player transform when sat down gets buried inbetween the center console collider and the door collider, and the front colliders

livid plover
#

Hmm I guess when they attacked me in the cruiser they already saw me beforehand

#

I still wouldnt be against it

subtle compass
#

i have a really rough "fix" for this on my v55 car

#

but it involves moving the seat node up

#

and moving the players metarig down to compensate

#

so they don't visually float out the seat

hollow fable
#

Artifice would be more risky, as inteded, and Embrion wouldn't be playable with Cruiser anymore 😢

subtle compass
#

There is no special collider for the rear compartment, the physics region covers the whole truck

#

It also checks back door state too

#

So if the back door is open you are always considered unprotected even if parented to the truck

#

You can stand freely on the hood with the back door shut and you won't be eaten as long as you're "parented to the truck"

hollow fable
subtle compass
#

But as soon as the trucks jolted around enough to send it past the point the physics region disables, or you open the back door, you're considered unprotected

#

Dogs have a special condition for in vehicle animation, so if you're sat in a seat they can never eat you, otherwise they do have the same physics region checks

subtle compass
#

And it "looks like it"

hollow fable
#

If buttery implements that it would be funny as hell to be like that

subtle compass
subtle compass
#

my source is my v55 car 😉

trim breach
subtle compass
#

to an extent

#

more "oversight" imo

trim breach
#

all of the enemies that have this sort of check in place only apply the check if the vehicle's back door is closed

#

so i think zeekerss just straight up forgot people in the seats or standing on the roof would still be parented to the car

subtle compass
#

it also causes (albeit more niche issues) with:

if the vehicle is flipped over and you're taking shelter in the back, if it's well, flipped over or up side down, you aren't considered sheltered/protected, even with the back door down

#

since the physics region isn't enabled

#

when it's flipped or upsidedown

trim breach
#

so like, all of those "back storage protections" just don't apply at all if the door is opened

subtle compass
#

on my v55 car i have a collider for the rear compartment and i do a closestpoint check

trim breach
#

and that also means if you open the backdoor, it suddenly removes protections from the seats

subtle compass
#

or if the physics region is disabled (if it goes past the tipping point)

trim breach
#

just like

#

why zeekerss

subtle compass
#

dogs won't be able to kill seated players though

#

since they have their own invehicleanim check

#

which i would like to remove on mine but that's for later

subtle compass
#

open the back up, and suddenly you're dead

trim breach
#

yes

#

all of this stuff would be really annoying to fix without using transpilers

#

which is the main reason i've never touched any of it

subtle compass
#

it was probably never really caught during any testing, and zeekerss probably didn't think too much about it when implementing it

subtle compass
#

although on my v55 car i do have the backDoorOpen bool set to always true and i use a liftGateOpen bool instead

#

it's hacky but

#

i couldn't care less

#

i mainly did it for the fox

meager estuary
#

Been wanting this for a while

jolly raven
#

yeah that sounds like a good idea

#

I guess that's why driving back to the ship on embrion was fine with 20 OBs by the magnet

jade badge
#

you could add it in as a flavor option and it'd be fine

subtle compass
eternal lantern
#

kind of falls under the same category of avoiding dogs by jumping, its helpful but is still unintention and should be fixed

#

if people are against a helpful bug being fixed then maybe they shouldnt be using a bug fix mod lmao

#

like how playing in arduous hardships often requires abusing jumping around dogs, so purple didnt add butteryfixes

subtle compass
subtle compass
eternal lantern
subtle compass
#

pretty sure you can

#

:p

trim breach
#

the dogs are configurable

#

because it was one of the first few fixes i implemented

#

and i figured it would be an unpopular decision

#

at this point, i probably wouldn't make it a config if i implemented it today

#

it's 100% a bug and there's no argument against it

eternal lantern
#

i stand corrected

trim breach
#

and i feel like with how many bugs i fix that benefit the player, it's kinda cheesy that i let them keep using bugs that benefit them

#

but it's also like

#

am i gonna remove the config setting?

#

probably not

#

so it's just there

eternal lantern
#

If people are adding a bug fix mod and are suprised when bugs are fixed thats on the user

#

even if they are helpful bugs you should expect them to be fixed from a bug fix mod. And people have the option to just not use the mod otherwise

subtle compass
#

all of this is kind of a non issue since it's configurable out of the box :p

#

i personally keep it on

#

but i don't feel like it'd be worth removing the config, as then you have the headache of dealing with people that want it a certain way

opal cairn
#

the only reason i think zeekerss doesnt fix this is earth leviathans

#

the combo of them and dogs is awful to deal with

#

doing this gives you some form of an answer

#

besides it chews a lot of stamina to do it

eternal lantern
subtle compass
#

i'm definitely for old birds seeing you in cars

#

just as long as it doesn't break modded vehicles hehe but i already discussed that with buttery

subtle compass
#

but they see you while flying, so that one kinda falls apart

#

if it were intentional, they wouldn't see you while flying either

meager estuary
# trim breach it's 100% a bug and there's no argument against it

I for one appreciate it being a config, it’s a fun bug that makes the game a little more fun imo. Dogs are not a non-issue with it, you need full stamina to get a reasonable distance and the Dogs still slow you down, just not as much. Also as Purple said, Dogs would be awful with Worms if the bug was fixed

slate venture
#

Well, Giants are awful with giant sight bug. In my opinion, jump cheese shouldn't have a setting.

opal cairn
subtle compass
#

yeah no

#

was about to say the same

#

giant sight bug is not really something i don't think anyone would want to turn off

#

that is for sure unintentional behaviour

#

and if you argue it's not then you're just plain wrong

#

idk what else to tell you

opal cairn
#

the big difference is the dog thing is beneficial, and doesnt ruin the game the same way

#

because for one its not a complete win button

#

but also, the giant bug actively ruins the game

subtle compass
opal cairn
#

the dog thing can be avoided completely

#

giants cant be

trim breach
#

he fixed the other silent sprint bug

opal cairn
#

that is also possible, yes

trim breach
#

this one is just less obvious

slate venture
meager estuary
#

Sight bug makes Giants way harder than jump cheese makes Dogs easier. It is like if Dogs instantly fully aggroed upon hearing any noise

#

I played some vanilla for v72 and the difference with bugged Giants was palpable

#

Those few seconds are what let you get behind cover, rather than them just sniping you. Rend and March are completely different

trim breach
#

i dont know if id phrase the argument the exact same way

#

but

#

i agree with leubes' sentiment

#

fixing the giant sight bug is a huge boon for players

#

and i think it's kind of lame using mods to fix giant sight but not fix silent sprint

#

because then the argument isn't "i want the game to be fair" it's "i want the game to be easier"

#

which like

#

it's your game, do whatever you want, but it is still lame

#

IMO

#

not that it matters in this context

#

both of those changes are configurable

#

but it does highlight what im getting at

#

anyways i also disagree that dogs + earth leviathan are unfair

#

you can kill the dogs with the earth leviathan

#

or you can sprint away from the earth leviathan and then immediately crouch and move away from where you made noise

#

and the dogs will, most of the time, lunge away from you rather than at you

#

it's not a situation that needs exploits

meager estuary
#

I am just saying that I think you made the right choice in making it a config, setting aside how I am always pro-config.

Call me a sweat but I think having to 100% crouch is just not fun. Even decent players do not die much to them unless shenanigans happen, you just gotta sit there basically afk until they move far enough away for you to get by. The bug lets you keep some speed at the cost of your stamina, and depending on the Dog’s movement does not fully get you away from them

trim breach
#

maybe there is some other fundamental miscommunication going on here

meager estuary
trim breach
#

like we might be talking about entirely different sorts of plays, or certain areas on certain moons, etc.

#

but in my experience crouching is usually sufficient to avoid dogs and you can do a lot to sneak past them if you're brave

#

even while they're lunging

#

i dont feel like you ever have to "afk" against dogs unless they are literally inside your ship and you're cornered

#

but it's not like silent sprint helps you there either

#

there's also a lot of other factors in a dog encounter you can utilize

#

if the dog doesnt have line of sight to the noise, the alert distance is halved

#

sprinting is pretty loud but walking is quieter + heard from a shorter distance, so it's usually safe unless you're within lunging range

meager estuary
#

Due to how AI nodes are laid out, Dogs are prone to camping choke points like the ship or narrow paths

trim breach
#

anyways

meager estuary
#

Assurance and Titan in particular get very sluggish with them

trim breach
#

not that this discussion matters that much

#

in the end

#

it's already a config option

#

i accomplish nothing by removing it

#

it would be petty to do so

#

fundamentally i really dislike it, and i think in my current headspace, considering "what butteryfixes v1.15.x is"

#

it would have been a fix without a config setting (if it was implemented today)

opal cairn
#

my point was the dog thing isnt something youre required to actually do ever, and overall is not actually that insanely strong

meanwhile the forest giant stealth meter bug actively ruins the game because it is not intended behavior of the giant and is completely impossible to avoid not dealing with

#

the point was to make the difference clear, that one is way worse than the other

trim breach
#

but things were different back in v1.3.x

#

so the config setting is a holdover, and will remain

#

all that being said

#

i do strongly believe zeekerss would patch this if he was aware it was a thing

#

considering he went out of his way to patch the easier silent sprinting exploit in v50

#

and usually i dont feel like it's worth implementing config settings for "stuff zeekerss would definitely fix if he was aware"

opal cairn
#

hes aware the stealth meter bug is a thing im pretty sure, and he hasnt patched it

trim breach
#

although i have caved for some other things before

meager estuary
#

I honestly find it hard to think he doesn’t. Even casuals know about it

trim breach
#

like killing old birds with the cruiser

#

which i patched, then added a setting to unpatch, then removed entirely when it was patched in the next vanilla update

#

etc.

trim breach
#

i think it's pretty hard to tell what zeekerss is and isn't aware of

opal cairn
#

how much has it been reported

meager estuary
#

I think it is just a low priority fix, nothing like rail cheese, Maneater indoor trap spots, or Old Bird killing. Only make dogs like 50% easier, not a non-factor

trim breach
#

he rarely communicates awareness of any bugs outside of responding to a few particular issues

#

or "responding" to them by just patching them

opal cairn
#

i think what really gets me is zeekerss hasnt noticed it his own self from playtesting with his friends

trim breach
#

i had no idea he knew masks were broken, despite me reporting that bug in v55

#

up until he fixed it in v70

#

because he never acknowledged it otherwise

trim breach
#

like when someone reported the maneater's bestiary entry creates a plot hole with the timeline

#

(sigurd was leaving notes on a creature discovered in 23xx)

#

he responded to that directly saying he keeps forgetting and just "really wants to include sigurd"

#

and in the next version he changed the timeline so the maneater was discovered in 19xx

#

etc.

opal cairn
#

the mans eater

#

436 kills

thorn breach
#

I have no idea where this conversation is going but I do use the dog sprint "bug" with animations when teetering around dogs, not super often since it's not really as much of a help unless tryharding.
And as for forest keepers, in my experience just aggroing them, letting them go to ship, then waiting until the sanity sounds end is usually fine for me to know that they're pretty gone, tbh I havent had any issues with forest giant gameplay in general

trim breach
#

i think there's only like 5 or 6 bugs he's actually directly responded to in the bug reporting channel and most of the time it's "critical stuff" like optimization or crashes

#

anyways sorry i went on a huge tangent

trim breach
#

and if he is aware im not sure what parts of it are "bugs become features" and what parts he just hasnt fixed yet

#

the part where detection goes below 0% or above 100% is certifiably a bug

#

he made the exact same mistake in the kidnapper fox's AI, that got a bug report back in the v56 era, and he patched it in a hotfix

#

if he was aware it was an issue i can practically guarantee he would've fixed that portion of the bug, at least

#

i dont know if he's aware of all the other parts of the bug

#

like how crouching only works for host

#

or like how "decay" only works when at least one player is being seen

trim breach
opal cairn
# thorn breach I have no idea where this conversation is going but I do use the dog sprint "bug...

the problem with the bug is two things
forest giants pathfind to main after deaggroing a player on the ship, and if they specifically try to go back, they will have a giant instantly aggro them unless someone elses stealth meter decreases
going off that last bit, players can have infinite stealth/negative stealth if someone lets a giant see them long enough and if they make it high enough for others, they can walk by forest giants in front of them without aggro triggering

trim breach
subtle compass
trim breach
#

there's too much gray area where it could be a feature (maybe zeekerss specifically wants giants to remember what players look like, until they are distracted by something else to play with)

#

i could definitely see it being an oversight in the code as much as i could see it being weird by design

#

nonetheless i "fix" it by default, and the config setting is there if you dont want it (or want to use fairgiants instead)

trim breach
thorn breach
trim breach
#

i know ive weighed in enough with my personal opinion

opal cairn
#

as a whole the stealth meter issues are worse imo, because they are actively effecting the game

trim breach
#

but

opal cairn
#

the dog thing can just be avoided

trim breach
#

i think the giant stealth bugs are the absolute worst enemy bugs in the entire game

#

forest giants are such a common spawn and so ridiculously oppressive in spite of that

#

and we still arent sure if that's by design or by oversight

#

terrible

opal cairn
#

ive said it before and i shall again

#

artifice is harder when old birds dont spawn

#

purely due to forest giant bs

meager estuary
#

For what it’s worth, having Dog bug be configurable also opens up extra modding possibilities too. I tried a moon with Dogs + outdoor Barbers and it was unplayable with the bug patched

#

Not that you really care about stuff like that

opal cairn
#

surprisingly not my doing

#

but i know whos

meager estuary
#

My modpack has it

opal cairn
#

😭 youre evil

meager estuary
#

I turned the bug back on, otherwise I would have made changes

#

I agree that combination is really bad without the bug

trim breach
#

yes

#

in fairness

#

i have a really bad habit of closed-mindedness

#

when it comes to this sort of fix

#

in the context of everything in vanilla

#

i dont think there is any reason you should need silent sprint

thorn breach
#

Honestly even modded too

trim breach
#

but you can change so much of the context surrounding stuff like this when you're adding custom content or reassigning existing content elsewhere

thorn breach
#

That moon seems like a super specific case

opal cairn
#

its not the first take of that combo

#

thats what i thought adjective was talking about

#

someone made barbers be outside on rend

#

and dogs could still spawn

#

and higher outdoor power

thorn breach
#

Ic

thorn breach
#

@trim breach is it a thing that blobs go to the player's last location? (commonly main entrance) and so they camp main entrance, cuz i cant figure out which part of the code suggests this but thats like what their behaviour suggests

trim breach
#

ive never looked into it too strongly

#

im at least 99% sure it's unintended

#

because a brief glance suggested zeekerss intended them to randomly wander when nobody's in the building

#

rather than getting stuck at main

thorn breach
#

yeah, thats what i thought too

trim breach
thorn breach
#

ooh yeah lemme look at the source code for that too

#

hmm

#

this is just bute forced

#

lol

#

everytime the agent is done moving to a point it wants to move to, he just sets it to another destination assuming there's a target player that's not reachable via inside/outside checks

#

and then it just picks a random node

#

this mod could also actually cause the slime to break if the node picked isnt reachable due to locked doors etc

jolly raven
livid plover
#

Yucky game

jolly raven
#

game most foul

livid plover
#

You should watch uhyeah's video on it

trim breach
#

uhhh, yeah

jolly raven
#

erhmm... indeed!

smoky current
#

Green Fixes

thorn breach
#

does butteryfixes fix enemies spawning in positions where they cant get out, i.e. in vow a forest giant spawns inside one of those big outside object rocks

#

(i'd imagine the fix would be removing ai nodes inside of outside objects after outside objects have spawned)

thorn breach
#

also does this game change stuff like enemy spawns and scrap spawns based on ship loot, quota or how long you've been in the game, i havent seen anything like that but i was told it does?

summer falcon
slate venture
#

No matter what the moon curve is, if you haven't died in 5 days, the game will try to spawn at least one enemy every wave. The game will pick random moons to have weather on if you haven't died it for three days in a row.
Additionally, the final day has more spawns than the other quota days.

#

I read about this in the highquotarebalance changelog.

summer falcon
summer falcon
slate venture
#

The mod revamp that to his own way

trim breach
thorn breach
#

oh okie

trim breach
#

vanilla does this but it is mainly just onetime bonuses from meeting certain criteria

thorn breach
#

icic

winter widget
#
    minEnemiesToSpawn = 1;```
#

it's a very long conditional but basically it && 4 conditions and one of them is an || of 3 conditions

#

like this:
1: there's at least one player (always true)
2: you have at most 2 days until the dead line

any of the 3.x conditions can be true:
3.1: valueOfFoundScrapItems > 80% of quota and it's later than 11:24am
3.2: valueOfFoundScrapItems > 65% of all scrap in the day
3.3 Survived 5 days with 0 deaths

4: minEnemiesToSpawn = 0 (always set to 0 when the day starts unless ecl or 70% chance from app pull)

thorn breach
#

lmao i saw this and completely missed it cuz of how long the if statement was

winter widget
#

also note that all of this only affects inside spawns and that valueOfFoundScrapItems updates when you touch scrap for the first time not when you collect it

thorn breach
#

icic, cuz i did look at PredictOutsideEnemies which wouldnt work with this system i imagine

winter widget
#

yea

#

there's one interesting quirk with StartOfRound.Instance.daysPlayersSurvivedInARow that it goes up if no one died and if you have collected at least 30$ in scrap that day, but it also counts company days, so going up multiple times at company increases it

thorn breach
#

well how would u collect 30$ in scrap at company day?

winter widget
#

company is special in that it is the only moon that doesn't reset the scrap collected variable to 0

thorn breach
#

💀

winter widget
#

so if you collected 500 scrap on ass and went to company it would keep the 500 until you played another moon

thorn breach
#

reminds me of other company moon bugs too

#

enemies spawned during company moon still think its mineshaft if the day before was mineshaft (which obv wouldnt impact vanilla but it did for my company moon yippeee)

winter widget
#

lmao

thorn breach
#

so they'd constantly error looking for elevator lol

winter widget
#

ah the mineshaft bugs

#

still miss my 21 items march

trim breach
trim breach
#

you dont actually have to deliver

trim breach
#

you can basically ignore the fourth condition because all it does is ensure minEnemiesToSpawn never decreases from the result of the conditional

#

because eclipses on harder moons can set it to 2-4

#

and apparatus always sets it to 2 (if it rolls the 70% chance on unplug)

#

the code will only execute if it's currently 0, because it always gets set to exactly 1 if any of the conditions are met

#

also while eclipses also set minOutsideEnemiesToSpawn (which causes "night time" enemies to spawn in an increased amount throughout the entire day) that is the only source of that variable getting set in the entire game

#

all of this other scaling stuff only applies to indoor enemies

#

some other quirks about the spawn system:

float num = this.currentLevel.enemySpawnChanceThroughoutDay.Evaluate(this.timeScript.currentDayTime / this.timeScript.totalTime);
if (StartOfRound.Instance.isChallengeFile)
{
    num += 1f;
}
float num2 = num + (float)Mathf.Abs(TimeOfDay.Instance.daysUntilDeadline - 3) / 1.6f;
int num3 = Mathf.Clamp(this.AnomalyRandom.Next((int)(num2 - this.currentLevel.spawnProbabilityRange), (int)(num + this.currentLevel.spawnProbabilityRange)), this.minEnemiesToSpawn, 20);
if (this.enemyRushIndex != -1)
{
    num3 += 2;
}
num3 = Mathf.Clamp(num3, 0, list.Count);
slate venture
opal cairn
#

yeah its just a 70% chance it makes two guaranteed to spawn every 2 hours

#

if youre playing on a moon with an eclipsed spawn cycle of two or higher, this can never happen

#

so you might as well just take app the moment you find it in that scenario

trim breach
# trim breach some other quirks about the spawn system: ```csharp float num = this.currentLeve...
  1. the "average number" of enemies to spawn is a fixed amount based on the time of day, set by the moon's enemySpawnChanceThroughoutDay curve (which is a slightly misleading name, because it has nothing to do with chance, it's just enemy count)
  2. challenge moons effectively shift the entire curve up by 1, because 1 is always added to the result
  3. that number increases by 0.625 (1/1.6) on day 2 of quota, and 1.25 on day 3 of quota (technically goes up again on day 4 but at that point you're going to game over)
  4. afterwards, a random number between the moon's -spawnProbabilityRange and spawnProbabilityRange - 1 is generated and is added to that number (basically the higher the moon's standard deviation, the more you'll see tiny waves with no enemies, or huge waves with tons of enemies, and less predictable average counts)
  5. the number is clamped between minEnemiesToSpawn and 20
  6. if it's an infestation (enemyRushIndex != 1) 2 more enemies are added
  7. lastly, the spawn count is clamped between 0 (negative numbers from the above equation wouldnt spawn anything) and the current number of vents on the map (since indoor enemies always spawn from the vents)
trim breach
# trim breach 1. the "average number" of enemies to spawn is a fixed amount based on the time ...

if you dont feel like reading all of that, the main takeaways are this:

  1. challenge moons usually spawn an extra enemy every 2 hours (unless that wave was already in the negatives for that seed)
  2. the closer you are to deadline, the more monsters will spawn
  3. minEnemiesToSpawn forces the spawn count to be at least that number, exactly as the name would suggest. so you'll never get skipped spawns during eclipses (or similar events) unless there are no valid spawns
  4. infestations apply after the above, which means you can get 6(!) enemies every 2 hours on eclipsed offense/dine/embrion if there's also an infestation
  5. spawn waves are limited to 20 enemies maximum but more realistically they will be limited by the fact the interiors usually only have like 5-10 vents
opal cairn
#

too many words

trim breach
# trim breach 1. the "average number" of enemies to spawn is a fixed amount based on the time ...

all of this logic also applies to outdoor spawns with a couple differences

  1. there is no spawnProbabilityRange value defined for outdoor spawns, zeekerss just substituted a hardcoded 3 into the formula (so the random range is -3 to 2)
  2. minOutsideEnemiesToSpawn is used instead (which as previously mentioned, only eclipses set)
  3. infestations have no effect
  4. spawn wave size isn't limited by anything other than the hardcoded cap of 20, since they just spawn at AI nodes
trim breach
#

but that can only happen if minEnemiesToSpawn is less than 2 (so on moons with an eclipse count of 2 or greater, that wouldn't have any effect)

trim breach
#

and instantly spawns all old birds outside

opal cairn
#

eh
old birds arent very frequent, even in a lot of modded moons

#

theres like, 4 exceptions

#

on embrion it really doesnt matter since its already 4 monsters every 2 hours

#

all old birds will spawn by 3 PM

trim breach
#

i agree that it doesnt really matter on embrion

#

but keep in mind that vanilla is bugged and all old birds that spawn from apparatus don't take up power level and don't contribute to the old bird spawn cap (which is already 20, to be fair)

#

so on artifice you're going to instantly activate any old birds

opal cairn
#

i suppose thats true

trim breach
#

and then you get overflow spawns from dogs, baboons, and giants (although giants will die pretty much immediately, at least most of the time)

opal cairn
#

i mean tbf we are talking in a forum post for a mod that fixes this bug

trim breach
#

yes it's true

#

but anyways

#

technically speaking embrion would overflow and have more than 20 old birds if you pull the apparatus early enough but im not sure there's much of a tangible difference between "20 old birds" and "30 old birds"

#

it is still complete anarchy

winter widget
#

I find it very silly that because of the 3.x conditions the game is technically harder on the early quotas than on the late quotas

trim breach
#

in fairness i think that's kind of intentional

#

it's an adjustment to ensure that you are being challenged when you are overperforming

#

to keep the difficulty stable

#

i remember when we first started playing it was an accomplishment to even finish quota 2

#

so if you're only finding 2-3 items per day and someone's dying, then it keeps difficulty at the baseline

#

but if you're ready to handle the tier 3s because you've already played them before

#

then you're gonna knock the early quotas completely out of the park

#

and it gives you extra spawns so you feel a little bit more of a burn

#

im not sure how effective the system actually is at doing that, but that is at least the idea behind it, i feel

winter widget
#

it really isn't doing much

jolly raven
#

seeing a snow moon was like "ah yeah im in the fucking ENDgame baby"

summer falcon
#

Hi Buttery,

just sharing this here, because i just remembered its in buttery fixes that I make key's non-scrap. (default setting)
#1350616165289951272 message

I assume, if the items in the post linked above, were all keys, and its not a bug for keys to be chosen as the only scrap, it maybe a good idea to prevent "key only scrap" days IF keys are not scrap?

trim breach
#

the single scrap event only occurs using the moon's item pool

#

so unless you are playing a moon that adds keys to its loot pool (for some reason) this will never happen

#

and if you were, then it would happen regardless of if you used my setting or not

#

none of the vanilla moons have keys in their spawn pool

#

keys spawn via completley separate mechanics from scrap

summer falcon
#

ah, ok, let me check, because i dont configure what scrap spawns on what moon, so ive not look at whats in the list... at least there is a fix, if thats the case.. lmao

#

Large axle:20,V-type engine:40,Plastic fish:40,Big bolt:12,Toy cube:40,Toy robot:12,Painting:38,Remote:13,Laser pointer:18,Cookie mold pan:31,Magnifying glass:18,Stop sign:15,Yield sign:16,Key:17,Tea kettle:13,Cash register:7,Gold bar:9,Teeth:26,Old phone:8,Airhorn:24,Clown horn:12,Gift:13,Homemade flashbang:13,Comedy:80,Tragedy:80,Magic 7 ball:40

yup, seems I had "Key" as a scrap option on this moon... ive never configured these, so either this was an old setting that was changed (the new default doesnt contain keys), or i used a config from somewhere or somethings happened, either way, i will check all my moons now because this is certainly an issue when keys arent scrap.. haha.

slate venture
#

I was holding an egg when I died in the quicksand, and the BepinEx began to spam logs of this Error: [Error : Unity Log] NullReferenceException Stack trace: GiantKiwiAI.AbandonLostEgg (KiwiBabyItem egg) (at <83220f1fc337491eba19b3618ec61339>:IL_0019) GiantKiwiAI.DoAIInterval () (at <83220f1fc337491eba19b3618ec61339>:IL_0983) (wrapper dynamic-method) EnemyAI.DMD<EnemyAI::Update>(EnemyAI) (wrapper dynamic-method) GiantKiwiAI.DMD<GiantKiwiAI::Update>(GiantKiwiAI) Since you fix a lot of problems with GiantKiwi.

trim breach
trim breach
#

thinking i might add a setting to enable the "no signal" screen when you're watching somebody with a missing body

#

i doubt it will be very popular but i think i'd use it

radiant nymph
#

It's a neat way to make use of it

#

I never liked it for Mineshaft but in that use case I'd like it

trim breach
#

i did some thinking about that advertisement bug

#

and i think i could fix that easily too

trim breach
radiant nymph
#

I mean wouldn't the fix be to make it be HDRP/Unlit?

#

lol

#

Since that should just make it always glow

#

prolly not ideal but that's all I can guess

trim breach
#

yeah but that's gonna be really annoying

radiant nymph
#

Yeah

trim breach
#

because i have no idea if other mods will support that behavior correctly

#

like if an item uses custom shaders

radiant nymph
#

Yeahhhhhh

trim breach
#

i could make it apply to only the vanilla items i guess

#

vanilla items and furniture

#

it would be a lot better if i could just spawn a light with a culling mask that only lights UI layer

#

and toggle that on/off if the player is in the building

#

because then it should look identical to vanilla's outdoor behavior for all items

#

using unlit shaders is going to change how advertisements look both indoors and outdoors

trim breach
#

it's like, just enough effort for a bug i don't super care about fixing, that i kinda just dont feel like messing with it

meager estuary
trim breach
#

so

#

just curious

#

(and also, i kind of doubt most people would be able to answer)

#

is anybody aware of any mods that patch ManualCameraRenderer.SetLineToExitFromRadarTarget() ?

#

i discovered a fair share of bugs with that method while i was working on the v70 Restore Mapper update

#

and im kinda wanting to just rewrite it and replace it completely in the next version

#

i did a little poking around and it looks like none of the following touch this:

  • TwoRadarMaps
  • OpenBodyCams
  • Touchscreen
  • RadarEdits
  • Universal Radar
  • darmuhsTerminalStuff (thx Moroxide)
#

is anybody aware of anything else i should check?

candid pivot
trim breach
#

i did a quick check and it appears that mod does not patch this function either

trim breach
#

so hopefully that all goes okay

#

Lol

leaden pawn
trim breach
#

v1.15.4

  • Added NoBodyNoSignal setting
  • Some fixes to the "exit line" on the radar:
    • Fixed line dots not scrolling visually
    • Fixed line "contorting" strangely when targeted player is moving around the map
    • Line now displays when targeting a "masked"
  • Fixed a tutorial pop-up about storing furniture, which previously didn't work for the host
  • Cached a couple of references to the Cruiser in the sapsucker AI (thanks Scandal)
#

i only tested in singleplayer but im much happier with the new radar and i look forward to seeing it in action in my next session with friends

#

i expect it will "just work" in multiplayer but let me know if im wrong

opal cairn
#

im actually surprised you added a fix for the furniture storing pop-up

trim breach
#

well it's definitely a bug

#

even if nobody is ever going to see this "fix"

#

unless we have diehard singleplayer only people using my mod or something

opal cairn
#

i guess

slate venture
#

Lclocalfixes changes the radar line from mineshaft to target the elevator

trim breach
#

i did the same thing in earlier versions, by transpiling the original method

#

at this point i just prefix cancel and replace it

#

and the elevator fix from older versions of the mod is just included in the new method i wrote as a replacement

meager estuary
#

Cool update as always

#

Stuff like having the exit line still draw when watching a Masked show your impeccable attention to detail

slate venture
#

The nobodynosignal works with openbodycam and tworadarmaps?

jolly umbra
#

Hello, using "FurnitureLock" mod with the new update make this errors, I think it's when furniture are already stored maybe? and the stored items are no more stored

still mantle
trim breach
#

lol

#

probably it is getting stored before HUDManager can assign Instance

#

or GameNetworkManager can assign Instance

#

which sounds like it is probably something furniturelock should address

#

but i can also make my side of things less error prone, so i will do that

trim breach
trim breach
#

ok i published the fix for furniturelock

#

im surprised i didnt encounter this issue before, since im also a furniturelock user

#

but it looks like it would only happen if it tries to store unstored furniture upon joining the game

#

so it wouldn't apply to any of my saves which were created with my furniturelock config, i believe

jolly umbra
#

Can it be because furniturelock spawn them and store them just after joining?

subtle compass
ruby dagger
#

sweats nervously

#

Also, what about the sapsucker AI and the Cruiser?

subtle compass
#

dw about it

#

tl;dr better performance

#

won't impact the sapsucker behaviour at all

ruby dagger
#

Oh ok

trim breach
# ruby dagger ...

as in "never ever stored furniture after joining somebody's game, not even once"

#

:p

#

chances are astronomically slim i would think

slate venture
#

If the tentacles kill a player, the nobodynosignal option won't work.

trim breach
radiant nymph
#

For me the option didn't work at all

#

and it would just show no signal only when about to fully enter orbit

slate venture
#

Here, it works with mimics but the watcher didn't work.

slate venture
trim breach
#

i will have to look at what is wrong

trim breach
#

i do see what's wrong with the company monster

#

the company monster is a special case because it spawns a body, and then after the kill animation, just disables the body (instead of despawning it)

#

it looks like that would actually cause problems in vanilla, since it wouldnt turn off your "head cam" when you get eaten by the monster

leaden pawn
#

Beautiful X3

trim breach
#

the setting works for me (in solo) when drowning in quicksand, being eaten by a forest giant, or being eaten by an earth leviathan

#

and i dont see anything in the code that would cause any of the conditions i set up to fail (except the company monster which i have fixed in the next build, though that's not the one im using in this screenshot)

#

the only other ways to be despawned in vanilla are falling out of bounds on a non-challenge moon or getting left behind when the ship takes off

#

i changed the requirements a little bit but at this point if it doesn't work in my next update im not sure it isnt a conflict with other mods

trim breach
trim breach
# trim breach

although the fix will still apply even if you dont use NoBodyNoSignal

#

much more sinister and ominous that way

ruby jay
#

I love this

meager estuary
#

I kinda like that more than the “No Signal” for Jeb

trim breach
#

i've discovered a million things wrong with floating bodies while i was looking at dead body stuff

subtle compass
subtle compass
#

woops

#

dropped smth on my keyboard

subtle compass
#

i was thinking about trying to make my truck float briefly then sink, that's all

trim breach
#

i also didnt mention it in the thread (i was gonna writing a "refactor" post later and mention it there) but bodies only float if the player drowns specifically

subtle compass
#

and wanted to see how ragdolls float

trim breach
#

so if a player dies underwater to anything else, they will remain underwater

subtle compass
trim breach
#

also because playerScript.underwaterCollider is only updated when a player is alive, picking up their body and dropping it into another body of water will still cause them to float towards the surface of the previous body of water

#

tl;dr it is a mess

subtle compass
#

icic

#

are you thinking of rewriting the float logic for a bf update?

trim breach
#

im gonna write a refactor sugestion to zeekerss but im probably gonna implement "some amount of those ideas" into butteryfixes yes

#

that is usually the cycle

#

for me

subtle compass
#

ic ic

ruby dagger
#

@trim breach New bug we just discovered

#

If you kill a sapsucker while they're holding an egg, they'll drop that egg, but will be ungrabbable by players

trim breach
#

it looks like they just dont have any code for dropping held items in their death animation

meager estuary
#

Retexturing March is more important guys, trust

trim breach
#

i mean just to be fair i doubt "most people" will be killing a sapsucker while it has an egg in its mouth

#

like this is absolutely edge-casey enough that zeekerss probably didn't ever think of it and i dont blame him for that

thorn breach
#

Does hitting it make it drop it's egg in general!excluding last hit?

opal cairn
#

doesnt the same thing happen with hoarding bugs

#

or did you already patch this

trim breach
#

hoarding bugs are broken in vanilla but 1a3 patched them in lethalfixes

opal cairn
#

ah

trim breach
#

actually zeekerss might have fixed it in vanilla too

#

i vaguely remember that and i cant seem to find the patch in lethalfixes anymore

#

yeah he fixed it at some point

trim breach
#

supposedly

#

purple just alerted me to the existence of an unused terminal function and while im 99% certain zeekerss purposefully scrapped it because it was totally useless

#

i might play around with adding it back

#

just for funsies

#

i think it'd be pretty easy

radiant nymph
trim breach
#

yeah that's what i was thinking too

#

granted i dont exactly instakill hoarding bugs while they're carrying stuff super often

#

basically the only time this will happen (under realistic circumstances) in vanilla is if you shotgun one

#

but i expect this issue would be a lot more widespread if it was really a problem

#

but im not sure

meager estuary
opal cairn
#

the one thats nearby the air vent in the corner

meager estuary
#

I mean if it could be a duo view with the normal View Monitor that would be hype

trim breach
subtle compass
#

that's beautiful

#

unregistered hypercam2 quality

opal cairn
#

what if you can make the mapper use it

#

like you can choose if the mapper is connected to that or not

#

so you can see if anyone is inside the ship (masked specifically)

#

or if who should be there is not/dead

trim breach
#

it's not a bad idea but the camera inside the ship only renders if you are inside the ship (and with lethalsponge, only if you are looking in its direction)

#

and i dont really care that much about this feature i was only planning to add it because it was a cut vanilla feature

#

i prefer restoremapper to keep "basically vanilla's intended functionality"

leaden pawn
opal cairn
leaden pawn
#

"extremely" is maybe an overstatement

#

But it would be pretty cool and have its nieche uses

meager estuary
#

Could see if terminal guy is still alive

ruby dagger
#

You ever gonna fix this issue /w the advertisment's display models being dark inside the facility?

trim breach
#

i forgot that zeekerss uses HDRP, so the easy solution i was planning to fix this with is actually kind of annoying, and idk that i care that much

meager estuary
#

I would appreciate this fix too fwiw

jolly raven
#

me too! me too!

#

but it's up to you if you wanna fix dat or not

trim breach
#

i mean it bugs me and i want to fix it

#

but i dont feel like doing the work to fix it

meager estuary
#

Don’t we all

trim breach
#

the reason this happens is because the sun casts a light on most layers of objects

#

even including the "UI" layer (which is normally just screen elements)

#

but the sun gets "turned off" when you're in the building

#

and for the advertisement stuff, which are actual 3D models getting spawned on the "UI" layer, they need that light source to appear at the correct brightness

#

the approach I wanted to use was:

  1. cloning the sun
  2. setting it to only cast light on "UI" layer
  3. toggling that object on when the player is inside the building (and hence the normal sun is disabled)
#

then you would get identical looking results regardless of if you were inside or outside the building

#

but zeekerss uses HDRP instead of standard and for some reason they changed the way you can alter culling masks of lights

#

i dont even know how to do it, and from the one time i looked into it, it looked way more complicated than it is in standard

#

so, i can look into what "the HDRP way" is, but it's not an extremely interesting prospect for me and it's for such a minor bug it doesn't give me much energy

#

and then there are some other alternatives:

  • i could set the materials in the object's renderers to be unlit, but this would be extremely prone to break on any objects with custom shaders (and would be lowkey annoying to set up in the first place)
  • maybe if there's a separate camera rendering the UI elements, i could do a beginCameraRendering override (similar to how I fixed "double arms" in the security cameras) to force enable the sun, just until the UI camera finishes rendering
trim breach
#

but if for some reason that's unacceptable

#

i dont think i have the patience to mess with the other solutions just TBH

jolly raven
#

lol yeah it sounds like this is one of those fixes

jolly raven
#

still encountering this with the option enabled

#

only problem with item collection i've encountered is better EXP displaying the wrong value collected for each player (it goes into the negatives, for some reason)

#

but despite this it doesn't even show multiple scrap items collected

#

should I send my modpack code?

trim breach
#

im confused

#

what is the "this" you are encountering

#

when you have this setting enabled and 4 brand new scrap items in your inventory, walking into the ship should display 3 "Item collected!" prompts immediately and then the 4th shows up on the second page

#

normally, in vanilla, the items only collect in your hand (so as you scroll through your inventory, it would show individual popups for all 4 items)

trim breach
jolly raven
#

I meant like, only one item pops up on the bottom right corner

opal cairn
#

its a conflict, this has been working for me

jolly raven
meager estuary
#

I meant to say, I am very excited for the next LC update based on the new Patreon post. Zeekerss is taking feedback from the modding community and adding their stuff to vanilla, literally what I think he should be doing. I guess the technical fix update is a not a pipe dream after all

#

Huge Zeekerss W in my book

thorn breach
#

What kind of feedback from modding community is he taking? Though feel free not to say since you probably aren't supposed to share that stuff out of patreon

trim breach
#

the latest patreon post went public a few days ago

#

batby and i pitched some community fixes to him and i think he implemented some of them

#

like the v73 host disconnect fix

#

he fixed the broken rebinding screen

#

i think he fixed the scroll speed

#

that wasnt in the patreon post but i don't think it's exactly "secret" either

#

the patreon post is where he mentions he implemented the sponge shader into vanilla

#

right now those are the only confirmed things

thorn breach
#

Ah icic yeah I guess we knew that part already, that's also all really neat honestly

meager estuary
#

The post mentions graphical optimizations

trim breach
#

though every now and again he does implement fixes for stuff i report in #bug-reporting

trim breach
thorn breach
#

Noice

trim breach
#

for example the shovel double hit bug and teammate damage bugs were fixed in v56 and that's stuff i reported there

meager estuary
#

It will be nice to not have my modpack have like 5 usability fix mods due to v73 shenanigans

#

I like to keep it lean

jolly raven
#

Finally some Zeekerss positivity lmao

#

you love to see it

daring steeple
#

so far anyway

jolly raven
#

I suppose I'll send my pack code:
019ae0f1-0c85-a55a-79e3-5ed4f9853e05

slate venture
#

If Can Destroy? is true the earthleviathan can kill, right?

#

So an earth leviathan can kill another earth levithan?

jolly raven
#

it's happened to me before

slate venture
#

so i believe an easy fix will be turn off that option for the earthleviathan

trim breach
#

i believe i already made that change

trim breach
#

im probably still not gonna remove it because it was still officially available in a public version of the game

#

but it is tied to that config setting and i will disable it by default if it isnt already

mellow umbra
#

So you're saying the "old" old bird bestiary entry is in buttery fixes?

subtle compass
#

the removed text is added back in

mellow umbra
#

That's what i meant

jolly raven
#

You never know with zeeks but it feels like too dumb of a mistake to make

rigid mortar
#

Could the "Playermodel patches" config in ButteryFixes be split up so that the bug fixes and burning bodies from explosions are separate options? I feel like the vibe I get from landmines is that they kill you more with the impact than the brief fireball, so your suit shouldn't be as burnt as like if you're in the cruiser when it blows up or you get torched for 5 seconds by an old bird

trim breach
#

i could split it into a separate option though i dont think it really matters if the impact is what kills you or not since explosions still spit fire everywhere

#

even if you die to the blast your suit would still get scorched if it was in the proximity of a giant fireball

#

i should at least mention that the patch applies to all bodies that die to "blast"

#

including specialized patches for when you die by crashing a jetpack (since crashing the jetpack causes death by "gravity") and the electric chair (which is "electrocution")

#

it also applies to old bird rockets and lightning strikes (as an unintended consequence, it also applies to easter eggs, which kinda sucks and is the only behavior i've historically wanted to fix)

#

anyways i will add an option for this "whenever the next update happens"

rigid mortar
#

Oh and after thinking about it more, I think another reason I'd prefer landmines not to char bodies is since that makes them the only source of a charred body in the facility

#

And landmines are a special case when it comes to dangers where as soon as it's triggered, it's no longer a threat

#

So when you find a charred body inside, it can be a bit of a boring interaction since you don't have to worry about protecting yourself from whatever killed them like you usually do. It's just kind of like ".....oh ok"

#

"Guess I gotta carry this around now"

#

And ofc that still happens whether their suit is burnt or not, since scanning them and seeing "blast" will tell you the same thing, but if their suit looks normal there's at least a short moment of uncertainty while you approach their body where you don't know that the thing that killed them isn't a threat anymore

trim breach
#

i guess

trim breach
#

and the landmine still leaves a scorch decal behind iirc

winter widget
#

Idk if this is within the scope of the mod but since it's a general fixes mod I figured it would fit, there's a very small bug with furniture luck

It's intended for luck to apply to the first ever quota roll (or at least that's how I interpret this piece of code in TimeOfDay::CalculateLuckValue):

    {
        AutoParentToShip[] array = Object.FindObjectsByType<AutoParentToShip>(FindObjectsSortMode.None);
        for (int i = 0; i < array.Length; i++)
        {
            if (array[i].unlockableID != -1 && StartOfRound.Instance.unlockablesList.unlockables[array[i].unlockableID].spawnPrefab)
            {
                furniturePlacedAtQuotaStart.Add(array[i].unlockableID);
            }
        }
    }```
but `timesFulfilledQuota` is never actually 0 when this method is called because it gets incremented just before that happens, in `TimeOfDay::SetNewProfitQuota`, so it's impossible to apply luck effects to quota 2 roll
trim breach
#

i might have a look into fixing this

slate venture
#

Randomize default seed always go to this pattern

#

Its diversity

#

sorry to bother

meager estuary
#

There is an issue where the Lockpicker cannot be placed on the doors to the greenhouse tile in Manor, seems like a good fix for this mod

#

I have been told there might be a mod that fixes this but I cannot find any such thing

slate venture
#

V73Poweredlightsfix says that it fixed animators. Your mod fixed animators too, or should I use that mod?

slate venture
#

I know both mods fixed the problem with new tiles lights don't turning off. But butteryfixes fixed animators?

trim breach
#

ive only fixed inconsistent object tagging

crude ginkgo
#

Hi there! Question! So using the effects of CrowdControl: https://thunderstore.io/c/lethal-company/p/CrowdControl/CrowdControl_LethalCompany/ to spawn items/scrap make them invisible and hardly interactable while using ButteryFixes.

Is there any config in ButteryFixes or anything I can do so that doesn't happen? I don't wanna turn the mod off for when using CrowdControl.

trim breach
#

you're certain it's related to these two mods?

crude ginkgo
#

Yea ;; basically the only way to make CrowdControl fully work is by disabling ButteryFixes, haven't messed with every setting tho.

trim breach
#

in the next version i will fix this ugly bug (pun not intended) that causes flies to appear enormous when you are standing far away from the infested scrap

#

ive known about this problem for a while now but kept forgetting to fix it

#

but we marathonned like 3 quotas on dine last time we played and it was really getting to me

meager estuary
#

Sounds good

#

If you are pushing a new version though, there is some jank with the greenhouse double doors on Manor I would like to see fixed.

The first is that Lockpickers cannot be used on them. Apparently there is some mod that fixes this, but nobody (including the ones who claim this) knows which, so having a well-known mod like this fix it would be nice.

The second is that the doors allow yet another Maneater cheese strategy:

trim breach
#

i will be pushing a new version "soon" featuring some requested config settings and other tiny bits i have implemented over time

#

but i have no eta on when

#

every time i think it's about ready something else pops in my head

thorn breach
#

eta: zeekerss next birthday, it can't be too long for that, surely

trim breach
#

theres also one fix in the changelog i havent actually implemented yet because it requires a transpiler and i dont wanna write one lol

#

even if it's just to insert a single conditional

subtle compass
trim breach
#

yes

subtle compass
#

haha knew it

trim breach
#

the thing that makes magnet only pull when it's turned on

#

literally just have to add a single bool check and conditional jump

#

it's like 2-3 instructions

#

i just hate writing transpilers (also because im not good at them)

subtle compass
#

what about the client rpc logic?

trim breach
#

client rpc can be done with a postfix

subtle compass
#

fair

trim breach
#

which i already implemented

#

that half

subtle compass
#

ah I see

trim breach
#

i could technically use a prefix + postfix with __state

#

to remove the magnet pull on local client

#

but i cant cancel the screenshake that way

#

so the screen would still shake when turning off the magnet

#

and i just feel like zeekerss wouldnt do that

#

so im not 100% satisfied with that

thorn breach
subtle compass
#

when they work sure

thorn breach
#

true 😭

trim breach
thorn breach
#

honestly i just use monomod

trim breach
#

or zaggy's il tool he keeps offering me

thorn breach
#

i dont think it looks that bad??? idk though i havent done anything super complicated

trim breach
#

but i just do a simple for iterator and directly manipulate codeinstructions

#

and the way i match vanilla instructions is so scuffed (even if it does work)

#

they work and ive always fixed the few instances where they caused unintentional conflicts

thorn breach
#

maybe i just haven't seen really good transpiler code but this feels pretty satisfying enough for me (ig it's also not that complicated, just inserting code at a specific spot)

trim breach
#

so it's "good enough for release" but i always feel a bit gross keeping them there and never doing anything to fix it

trim breach
#

dont look it's hideous

thorn breach
#

i was never able to understand harmony transpilers tbh

#

a lot of it probably comes down to how you format your code maybe, cuz i could definitely make this look hideous, especially the beginning if statement

cursive otter
#

transpilers... yay

#

i had fun working with them... even if it was pretty small and definitely not as pretty as this lol

#

(i say that like as if i wasn't losing my mind getting things to work sometimes but it's fine)

severe gale
#

Question: can "buttery fixes" be used to repair my transmission?

trim breach
#

huh

#

youre probably looking more for "lemony fixes" there

#

sorry about that

rustic crater
trim breach
#

okay

#

well