#Buttery Fixes
1 messages · Page 12 of 1
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
😭
Dine is officially the worst moon in the game
(Depending on who you ask it already was)
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
it sounds like you're having a lot fun
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.
i mean, depending how you look at it
uh oh
that could be the fix
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
no that should be possible
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
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
right??????
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
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
fucking lovely LMAO
if i pick it up, the bug particles are there, then i can pocket and they disappear
they reappear when i take it back out
so my fix works
but if i land on dine with imperium enabled
and any lines assigning to psr.enabled in this patch
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
Crashes on what? Dine, or startup?
in between the lever pull and the ship doors opening the game crashes immediately
Didn't crash for me
Not with Imperium either
Might just have been a one-off thing
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
You do realize Imperium has been slowly degrading for a while now, right
There's even a mod to fix some of the major bugs with it: https://thunderstore.io/c/lethal-company/p/TestAccount666/ImperiumFix
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)_/¯
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
😭
hello stan
i was wondering if there was any chance that any of your other mods aside from butterybalance don't work on v73
What exactly is broken with ButteryBalance btw?
i really dont think any of them should be broken
I think a lot of the rebalance stuff still works
except butterybalance is objectively broken because it uses netcode patcher
and butteryfixes needed some tweaks for new v73 stuff
Ah yeah so anything it calls that is rpc related will break
namely the... bugs... and the gift box thing
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
what about mapper?
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
ye
anyways
ok ok good
i would like, list all the mods im curious about but i don't wanna be annoying lmaoo
it doesn't bother me
i think my entire profile (about ~77 mods) is fine at this point
except sciencebirdtweaks still needs to be recompiled and/or updated
mask fixes?
ye i saw
lethalperformance, cullfactory, butteryfixes, (soon-to-be) butterybalance, pathfindinglib, etc. have all pushed updates at this point
mask fixes is ok
nice
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
ive seen it and it looks cool but ive never gotten a chance to try it out with friends
do you use universal radar? i'm curious about if that one works or not
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
lol yeah
@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
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
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
Huh interesting
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
and assigned to the item list before gift boxes load
@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
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
@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 
Wasn't there a vanilla problem with lobby reloading
Not on the host, but clients don't get dced automatically when the host dcs
pacoito is double checking the issue though, he apparently fixed it before but somehow broke it again
He found it
Yippee
do you know if anybody figured out why this happens yet
I checked the bug report in the Zeekcord and it doesn't seem so
for the love of fucking god batby update the mod
just to understand a bit more about sapsucker, is sapsucker unable to damage clients consistently? @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
because Update() short circuits, this variable can never be set to true on a bugged client and they become completely immune to damage from the sapsucker
i see
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
hmm okay yeah, that makes sense then thank you
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)
yee i was just trying to inform a friend about stuff since they wanna learn more about sapsucker behaviour
more importantly EndOrbitEarly fixes the eggs hatching instantly
so i appreciate the explanation
which i couldn't fix as easily in the egg script
IC IC
this option from AN was causing that for me
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)
https://thunderstore.io/c/lethal-company/p/hu_luo_bo_ya/V73dcfix/ @trim breach Someone found out how to fix it
lalalala I sent it first
#modding-general message
monty wins
(but fr tho that is very useful)
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
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
Error messages in different languages is a funny concept 
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
Actually not sure why it does a nested try/catch 
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
Will Chameleon need an update?
like writing proper transpilers with codematcher
something i've had on the backburner for forever
it seems to work fine with v73 but there is that assetbundle fix i never deployed
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
Yeah support for the new manor and mineshaft he made would be amazing
CodeMatcher do be neat 
(I've only written CodeMatcher transpilers)
Dunno if it's necessarily any better though, but I use em here for instance: https://github.com/pacoito123/LC_StoreRotationConfig/blob/main/StoreRotationConfig/Patches/TerminalItemSalesPatches.cs#L124
i think it looks a little cleaner and is easier to read in terms of intent, at least
here is a glorious transpiler from the most recent update that resolved the gift box weight thing
Yeah
Bread Server has been cooking up its own
FOUL
put the grippers away
Something you may be interested in is that large models clip through the text on ads
This shit is goofy as fuck don't change it 😂
oh yeah and whenever you're inside the model is fully darkened
this is actually intentional (for some reason)
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
Buttery Stan has done it again
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?
used to be part of enemysoundfixes
then zeekerss fixed it in v70
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.
Ah thanks
It should be better to use [HarmonyWrapSafe] instead of try-catch.
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.
yee its totally related to that
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...
yea thats what i was thinkin
for some reason my goofy ass thought you were talking about how zeekerss added black fog to the inside of the doghouse
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
have you ever seen the mysterious fridge that spawns on the first ad? I think the first time you ever get an ad (in a lobby) there's a small fridge that spawns in the center of the ship momentarily
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
that sounds weird and doesnt make a ton of sense to me
definitely, but it'd be very funny if it's a purely vanilla thing (which is my guess tbh)
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)
if there's a quick function to run an ad i could just check with unity explorer tbh
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
@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)
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
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
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
yeah I had the same problem testing stuff a day or so ago using imperium
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
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
On one hand, it would make the Cruiser more of a death sentence on Artifice if you’re not exclusively jumping
On the other hand, this seems like an issue Zeekerss would fix himself
So we’re neutral
drive round the back of the warehouse, or just go fast :)
I thought they already do that so I wouldnt be against it
The emoji really isn’t helping
That'd be a fix I'd enable
they could see you, if the colliders around the truck cabin didn't block them from seeing your transform
your player transform when sat down gets buried inbetween the center console collider and the door collider, and the front colliders
Hmm I guess when they attacked me in the cruiser they already saw me beforehand
I still wouldnt be against it
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
Since v70+ the Cruiser received several buffs and currently it's really hard to destroy it... I wouldn't be against that but keep it as an option
Artifice would be more risky, as inteded, and Embrion wouldn't be playable with Cruiser anymore 😢
The being able to grab people is a side effect of how the "rear compartment protection works"
The giant checks if you're parented to the physics region (which is true when the cruiser is upright even when sat down) but if it goes past the tipping point (32 degrees) for long enough, you are considered "not part of the truck" and you can be grabbed and eaten
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"
I remember seeing a clip with the Forest Keeper grabbing the driver and the whole truck too and it exploded at the end and the forest keeper died burning, it was very funny but never saw that happen in-game
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
They don't grab the truck, but it can get lifted up with the employee when the giant grabs you
And it "looks like it"
If buttery implements that it would be funny as hell to be like that
i don't see it fitting into BF, and it just seems like too much of a hassle to purposefully code that it in properly
embrion is for sure playable even if robots see you
my source is my v55 car 😉
i think this is kind of a bug in and of itself
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
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
so like, all of those "back storage protections" just don't apply at all if the door is opened
on my v55 car i have a collider for the rear compartment and i do a closestpoint check
pretty much
and that also means if you open the backdoor, it suddenly removes protections from the seats
or if the physics region is disabled (if it goes past the tipping point)
yup
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
you can stand freely on the hood, with the back door shut, and be safe from giants and dogs
open the back up, and suddenly you're dead
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
it was probably never really caught during any testing, and zeekerss probably didn't think too much about it when implementing it
i mostly just do prefixes on mine since i'm not great with transpilers lol
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
100% for, it lowkey trivializes what is meant to be the most powerful outdoor enemy. I think it pairs well with CruiserImproved making it so their rockets do not launch you out of the seats, a good trade-off
Been wanting this for a while
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
I'm not opposed or against the idea. It would definitely be more realistic and sensible for old birds to be able to see players who are driving the cruiser
you could add it in as a flavor option and it'd be fine
i'm leaning on the side of it being something zeekerss didn't catch and it being unintentional, and so many people just probably assumed it was intentional rather than it being a bug, it was never really brought to his attention
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
it's either "people assumed intentional" or "people like abusing it as a bug and don't want it fixed"
you can configure it though no?
not the dogs i dont think
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
i stand corrected
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
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
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
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
yeah it is also up to buttery if stuff in their mod is configurable.
Im not buttery so its not my place to make a decision for her but either way people have a choice to have the fix or either turn it off or just not use the mod if the option isnt present, which if a config isnt available for old birds seeing you in the car people can just not use the mod
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
i don't feel like there's any real way to justify them not seeing you, other than something along the lines of "it's meant to be a buff to the cruiser"
but they see you while flying, so that one kinda falls apart
if it were intentional, they wouldn't see you while flying either
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
Well, Giants are awful with giant sight bug. In my opinion, jump cheese shouldn't have a setting.
that is not even remotely the same
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
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
second part is subjective :p
i think zeekerss doesnt fix it because he isnt aware
he fixed the other silent sprint bug
that is also possible, yes
this one is just less obvious
The only difference is that one bug makes the enemy more difficult, while the other makes it a bit easier.
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
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
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
maybe there is some other fundamental miscommunication going on here
Even after v50 Worms are still super risky, it’s really not worth it
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
Due to how AI nodes are laid out, Dogs are prone to camping choke points like the ship or narrow paths
anyways
Assurance and Titan in particular get very sluggish with them
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)
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
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"
hes aware the stealth meter bug is a thing im pretty sure, and he hasnt patched it
although i have caved for some other things before
I honestly find it hard to think he doesn’t. Even casuals know about it
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.
correct me on this btw
i dont know about this
i think it's pretty hard to tell what zeekerss is and isn't aware of
how much has it been reported
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
he rarely communicates awareness of any bugs outside of responding to a few particular issues
or "responding" to them by just patching them
i think what really gets me is zeekerss hasnt noticed it his own self from playtesting with his friends
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
he has responded directly to a few bug tickets
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.
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
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
tl;dr: i dont actually know if he's aware this is a bug or not
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
this is definitely a bug but it's a problem with the player networking, not the forest giants themselves
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
and i strongly believe this is a bug, but it can't be conclusively stated to be a bug just based on the analysis of the code alone
also impacts when old birds are flying
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)
Yes
I see what you mean, imo not that big of a deal but clearly there were mods to fix it etc
i know ive weighed in enough with my personal opinion
as a whole the stealth meter issues are worse imo, because they are actively effecting the game
but
the dog thing can just be avoided
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
ive said it before and i shall again
artifice is harder when old birds dont spawn
purely due to forest giant bs
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
My modpack has it
😭 youre evil
I turned the bug back on, otherwise I would have made changes
I agree that combination is really bad without the bug
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
Honestly even modded too
but you can change so much of the context surrounding stuff like this when you're adding custom content or reassigning existing content elsewhere
That moon seems like a super specific case
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
Ic
@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
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
yeah, thats what i thought too
you could ask testaccount since they published a mod to "fix" this
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
IS THAT DORMITABIS
perhaps......
Yucky game
game most foul
You should watch uhyeah's video on it
uhhh, yeah
erhmm... indeed!
Green Fixes
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)
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?
i d k from the coding side of things, havent looked, but from my experiences of playing to higher quotas, i feel like enemies spawn earlier or something..., even with clear weather, i dont know what it is, often feel overwhelmed, but i was playing to like 20k quotas and like day 60. so it wouldent shock me if the spawning is slightly earlier as quota rises or something..
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.
you mean, high quota rebalance changed it to this? or changed it from this? =p
either way,... kind of makes sense.. but you mean, whole team wiped? or someone dying?
This is from vanilla
ok,and i just read the changelog, and it seems 1 death is enough to prevent the increase in difficulty.. interesting to know 😮
The mod revamp that to his own way
pretty sure lethalfixes does this
oh okie
and yes
vanilla does this but it is mainly just onetime bonuses from meeting certain criteria
icic
if you want to see the exact place it does it it's in RoundManager::AdvanceHourAndSpawnNewBatchOfEnemies()
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)
lmao i saw this and completely missed it cuz of how long the if statement was
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
icic, cuz i did look at PredictOutsideEnemies which wouldnt work with this system i imagine
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
well how would u collect 30$ in scrap at company day?
company is special in that it is the only moon that doesn't reset the scrap collected variable to 0
💀
so if you collected 500 scrap on ass and went to company it would keep the 500 until you played another moon
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)
lmao
so they'd constantly error looking for elevator lol
just to clarify the language here, it's if you picked up at least $30 of value of items that aren't on the ship
since it's checking valueOfFoundScrapItems here too
you dont actually have to deliver
anyways yeah these are the conditions
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);
i thought apparatus force to spawn at least two enemies
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
- the "average number" of enemies to spawn is a fixed amount based on the time of day, set by the moon's
enemySpawnChanceThroughoutDaycurve (which is a slightly misleading name, because it has nothing to do with chance, it's just enemy count) - challenge moons effectively shift the entire curve up by 1, because 1 is always added to the result
- 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)
- afterwards, a random number between the moon's
-spawnProbabilityRangeandspawnProbabilityRange - 1is 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) - the number is clamped between
minEnemiesToSpawnand 20 - if it's an infestation (
enemyRushIndex != 1) 2 more enemies are added - 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)
if you dont feel like reading all of that, the main takeaways are this:
- challenge moons usually spawn an extra enemy every 2 hours (unless that wave was already in the negatives for that seed)
- the closer you are to deadline, the more monsters will spawn
minEnemiesToSpawnforces 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- 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
- 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
too many words
all of this logic also applies to outdoor spawns with a couple differences
- there is no
spawnProbabilityRangevalue defined for outdoor spawns, zeekerss just substituted a hardcoded 3 into the formula (so the random range is -3 to 2) minOutsideEnemiesToSpawnis used instead (which as previously mentioned, only eclipses set)- infestations have no effect
- spawn wave size isn't limited by anything other than the hardcoded cap of 20, since they just spawn at AI nodes
like purple said, the apparatus has an (unseeded) 70% chance when it's pulled to set minEnemiesToSpawn to 2 for the rest of the day
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)
also this is not necessarily true because unplugging the apparatus still powers down the entire factory
and instantly spawns all old birds outside
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
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
i suppose thats true
and then you get overflow spawns from dogs, baboons, and giants (although giants will die pretty much immediately, at least most of the time)
i mean tbf we are talking in a forum post for a mod that fixes this bug
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
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
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
it really isn't doing much
god those were the fucking times dude
seeing a snow moon was like "ah yeah im in the fucking ENDgame baby"
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?
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
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.
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.
ill have to look and see if i can do anything abotu this
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
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
i did some thinking about that advertisement bug
and i think i could fix that easily too
wait nvm maybe not i forgot that lethal uses HDRP lights
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
yeah but that's gonna be really annoying
Yeah
because i have no idea if other mods will support that behavior correctly
like if an item uses custom shaders
Yeahhhhhh
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
and then there is this to worry about
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
I would use it
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?
not sure if darmuh's terminal stuff does something with the camera due to the multiple commands they have (minicam, overlay, etc.) with compatibility with OpenBodyCam
i did a quick check and it appears that mod does not patch this function either
anyways since asking ive already done the work of rewriting it
so hopefully that all goes okay
Lol
That list seems comprehensive from what I can tell. Would not know anything else from the top of my head
well okay then
v1.15.4
- Added
NoBodyNoSignalsetting - 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
im actually surprised you added a fix for the furniture storing pop-up
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
i guess
Lclocalfixes changes the radar line from mineshaft to target the elevator
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
Cool update as always
Stuff like having the exit line still draw when watching a Masked show your impeccable attention to detail
The nobodynosignal works with openbodycam and tworadarmaps?
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
confirming
it spawns me a default cupboard without possibility of placing it somewhere else
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
also i have no idea
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
Can it be because furniturelock spawn them and store them just after joining?
the type of niche thing that basically no one will see, but it is nice to rest assure that that thing in question is fixed :)
...
sweats nervously
Also, what about the sapsucker AI and the Cruiser?
just caching vehicle controller
dw about it
tl;dr better performance
won't impact the sapsucker behaviour at all
Oh ok
as in "never ever stored furniture after joining somebody's game, not even once"
:p
chances are astronomically slim i would think
If the tentacles kill a player, the nobodynosignal option won't work.
like... the tentacles from the company building?
Yes
For me the option didn't work at all
and it would just show no signal only when about to fully enter orbit
Here, it works with mimics but the watcher didn't work.
Here, it worked with vanilla enemies and the mimics. It didn't work with the watcher.
if im being real i never had the opportunity to test it so maybe it's broken somehow
i will have to look at what is wrong
im not seeing at all what could be the problem here
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
yeah
lol
Beautiful X3
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
although the fix will still apply even if you dont use NoBodyNoSignal
much more sinister and ominous that way
I love this
I kinda like that more than the “No Signal” for Jeb
i've discovered a million things wrong with floating bodies while i was looking at dead body stuff
i'm intrigued to know what you found, coincidentally i was just looking at the dead bodys code for how it makes the ragdoll float
#1440456501033439274 message
ahh i see
i was thinking about trying to make my truck float briefly then sink, that's all
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
and wanted to see how ragdolls float
so if a player dies underwater to anything else, they will remain underwater
this has to be my favourite screenshot
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
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
ic ic
@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
it looks like they just dont have any code for dropping held items in their death animation
Retexturing March is more important guys, trust
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
Does hitting it make it drop it's egg in general!excluding last hit?
hoarding bugs are broken in vanilla but 1a3 patched them in lethalfixes
ah
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
apparently it was v60 but [his fix can cause item ghosting](#1277280695592419349 message)
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
I've never seen this happen so it must be a really small chance
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
Care to tell us what it is
its for viewing the inside ship monitor on the terminal
the one thats nearby the air vent in the corner
I mean if it could be a duo view with the normal View Monitor that would be hype
i probably wont btw because it looks terrible
well heres a different idea
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
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"
That is a pretty cool idea though. That'd be extremely practical
well idk about that per se
"extremely" is maybe an overstatement
But it would be pretty cool and have its nieche uses
Could see if terminal guy is still alive
You ever gonna fix this issue /w the advertisment's display models being dark inside the facility?
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
I would appreciate this fix too fwiw
i mean it bugs me and i want to fix it
but i dont feel like doing the work to fix it
Don’t we all
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:
- cloning the sun
- setting it to only cast light on "UI" layer
- 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
beginCameraRenderingoverride (similar to how I fixed "double arms" in the security cameras) to force enable the sun, just until the UI camera finishes rendering
the second option here actually doesn't sound too bad. i will look into it
but if for some reason that's unacceptable
i dont think i have the patience to mess with the other solutions just TBH
lol yeah it sounds like this is one of those fixes
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?
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)
when you say this
are you saying this doesn't work when the setting is enabled?
sorry, I wasn't clear enough mb mb
I meant like, only one item pops up on the bottom right corner
its a conflict, this has been working for me
I figured, yeah
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
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
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
Ah icic yeah I guess we knew that part already, that's also all really neat honestly
The post mentions graphical optimizations
though every now and again he does implement fixes for stuff i report in #bug-reporting
(basically every single bug i fix in my mods winds up there eventually)
Noice
for example the shovel double hit bug and teammate damage bugs were fixed in v56 and that's stuff i reported there
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
Saying this in a very objective context because I don't want it to be perceived as negative but just to be explicit aside from sponge shader he has not expressed interest in any changes that would make modding easier or anything refactor-esque
so far anyway
bumping this
I suppose I'll send my pack code:
019ae0f1-0c85-a55a-79e3-5ed4f9853e05
If Can Destroy? is true the earthleviathan can kill, right?
So an earth leviathan can kill another earth levithan?
ye
it's happened to me before
so i believe an easy fix will be turn off that option for the earthleviathan
i believe i already made that change
Well
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
So you're saying the "old" old bird bestiary entry is in buttery fixes?
the removed text is added back in
That's what i meant
Yeah I figured it was meant to be there
You never know with zeeks but it feels like too dumb of a mistake to make
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
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"
Awesome, thank you!!
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
i guess
but like yeah this only applies "when the body is close enough to see it clearly, but too far to scan and see the cause of death"
and the landmine still leaves a scorch decal behind iirc
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
i might have a look into fixing this
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
V73Poweredlightsfix says that it fixed animators. Your mod fixed animators too, or should I use that mod?
Use both
I know both mods fixed the problem with new tiles lights don't turning off. But butteryfixes fixed animators?
ive only fixed inconsistent object tagging
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.
i have no idea what could be causing this
you're certain it's related to these two mods?
Yea ;; basically the only way to make CrowdControl fully work is by disabling ButteryFixes, haven't messed with every setting tho.
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
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:
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
eta: zeekerss next birthday, it can't be too long for that, surely
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
magnet logic?
yes
haha knew it
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)
what about the client rpc logic?
client rpc can be done with a postfix
fair
ah I see
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
they're so oddly satisfying though lowkey
when they work sure
true 😭
maybe if i finally learned how to write good ones with codematcher
honestly i just use monomod
or zaggy's il tool he keeps offering me
i dont think it looks that bad??? idk though i havent done anything super complicated
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
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)
so it's "good enough for release" but i always feel a bit gross keeping them there and never doing anything to fix it
yeah this is like calligraphy compared to what im doing
dont look it's hideous
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
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)
Question: can "buttery fixes" be used to repair my transmission?
Insert a stick of butter into your car's engine to enhance its flavor 