#Buttery Fixes
1 messages Β· Page 13 of 1
Narrator: It was then that his transmission grew 3 gear sizes that day.
sorry i was gonna say "ill just hurry up and write that transpiler and release the update"
since a bunch of shit keeps piling up
including a couple of requests i'd really like to address sooner rather than later
but i forgot i was kind of in a limbo state with a bugfix i was pitching to matty
so i'd like to confirm some input on that before i push
i suppose i will still suck it up and make the trnaspiler either way
i'll have to take a look at this
im not immediately sure what is happening for either of these
Sounds good
i got distracted for like 6 hours and never did this
it is now that i bring to you the Buttery Fixes Quality 100% Guarantee
if i do not write the transpiler by the end of tonight i will deprecate every single one of my mods and disappear from the community permanently
not a single person who has played lethal company will ever hear from me again
(except in their nightmares)
π

when she has to add literally 2 instructions
call static GameNetworkManager GameNetworkManager::get_Instance()
ldfld GameNetcodeStuff.PlayerControllerB GameNetworkManager::localPlayerController
ldfld bool GameNetcodeStuff.PlayerControllerB::isInElevator
brtrue Label5
+ldarg.1 NULL
+brfalse Label5
call static HUDManager HUDManager::get_Instance()
ldc.i4.0 NULL
callvirt void HUDManager::ShakeCamera(ScreenShakeType shakeType)
Crisis averted
im gonna have a lot more trouble keeping my stomach upright visiting dine in the future π
(crawling flies now work for all of these scraps rather than just the foot)
hrm i wonder if there is a mod around to turn off that sort of thing ... well i guess if it doesn't work properly normally then it wouldn't be too hard to make ... but it'd be a nice thing i imagine . sorta like the NoVomit mod
it's extremely easy
this mod hasnt been updated in years but i pitched a solution for it in that mod
Replaces sounds and graphics in the game for various phobias. Tags: Trypophobia, Hoplophobia, Arachnophobia, Epilepsy Modes: Adds Trumpets, Basscannons, Popcorn Replaces: Shotguns, Turrets, Beehives
basically, these body parts have only a 25% chance of being infested with flies at all. and of those 25%, only 10% will have the "crawling flies" version of the particle i fixed
so only about 1 in every 40 of these items you see will be "worse than usual" (how it would appear without the fix)
the code i posted here would basically treat all of those items as if they failed the 25% check
since it would destroy the object that gets created when the chance succeeds
and then the item will just behave as if they never spawned at all
what i will say is this... if there is demand for this entomophobia mod, and absolutely nobody else has plans to support it, i can throw something together and upload it real quick... but i'm also more than happy to just pass this off to somebody else and let them run off with it
huhh well it's a shame that hasn't gotten updated in forever it sounds really useful
i don't really know anyone else who has this issue though tbh we don't play on dine very much
i can imagine it'd get pretty bad after a while even for me
i guess to explain this perspective a bit better, getting rid of dine's entomophobic elements is extremely easy to do. as you saw it's like 2 lines of code for a "totally vanilla compatible + consistent fix"
but i do think it'd be a bit weird to upload a dedicated entomophobia mod when i don't really have plans to handle other bugs like circuit bees and locusts (some of which have been tackled in other mods already)
that's why i think ideally someone who's put in that work could just adopt my fix and offer everybody a more complete package
but im not sure there's anybody in the community actively doing that right now
so releasing a mod for "specifically removes the flies on dine" could work as a stopgap, just so the option is available for those who want it
so long as it is understood that i probably would not be developing more features for it
i mean i think that makes sense yeah
anyways yeah idk
dine is technically the meta right now
anybody going for world record is pretty much exclusively playing dine
but im not in any of those spaces to know if there's been demand for a dine entomophobia toggle in that community
or if it would even be permitted in competition anyway
theres no reason it shouldnt be
but i do know that it gets to me and every time i've spent time fixing issues with the dine scrap i have kind of dreaded playtesting it
now at this point, where it works and is ready for release, im dreading having to play with it in the future a bit
it is a weird situation you've put yourself in
i dont know if im "dreading it enough" where i feel like i need a toggle to turn it off but i could absolutely see that sort of thing being nice to have
and im sure somebody else probably wants that even if im on the fence
well i think even in that case it'd be nice to have it for yourself if no one else... no pain you need to put yourself through with a solution that easy
i dunno up to you ultimately but if it'll make things easier on you mentally i imagine it's worth it
yeah idk it's objectively an issue and i really want it fixed
but it always makes me a bit uncomfortable actually testing out the fixes for it
it's not as bad as it could be but it's certainly a bit awkward
idk how to describe it but i guess the desire to fix it is stronger than the desire to avoid dealing with it
although knowing it works now, i can't say im looking forward to putting up with it in actual gameplay
it's really weird
well
whatever
im probably gonna release this next update already
i've made like a million changes and now that i wrote that transpiler the changelog is finally complete
i will probably also release a microscopic "DineEntomophobia" mod as a sister release
to disable the flies (which exist in vanilla but will be so much worse with the new BF)
and then if anybody ever wants to steal this and do something else with it the door is open
i'm kinda curious what these mods do for the bees now, i've always been a little curious about phobia mods altering gameplay in some way but never really looked into it perhaps i should
god i totally forgot dine was "the butler moon"
so even "DineEntomophobia" is a bit misleading with the existence of mask hornets
Sighh...
wow this is my first time uploading to thunderstore in 4 months
π¬ ssssssss
dont do it
dont you dare fucking do it
oh wow i found an easter egg in dine (in the "both ways" ???)
anyways it looks like my mod for Removing Bugs works
with this latest release i will officially become one of the community's "Bug Removers"
anyways if the bugs make you sick too use this
anyways, sorry for how long it took me to get this update out the door... but the new CharredBodies setting I added should let you turn that feature off while keeping PlayermodelPatches enabled
hougry....
We need a mod that makes it so the Maneater keeps getting fatter with every scrap it eats, without limits
See how big it gets when set loose on Dine
Butteryfixes new update seems to be incompatible with v70poweredlights fix. If the game generates a mansion interior, it will get stuck in the seed screen.
lol
i added a fix for the incorrectly named object in the garage tile
since there was a bug report for it in zeekcord
and by the sound of things the person who posted it there is the same person who added it to poweredlightsfix
anyways
i went and checked the source of poweredlightsfix and apparently it has no null check before it makes changes
if (((Object)((Component)__instance).gameObject).name.Contains("GarageTile"))
{
Transform val8 = ((Component)__instance).gameObject.transform.Find("HangingLEDBarLight (4)/IndirectLight (1)");
((Object)((Component)val8).gameObject).name = "IndirectLight";
}
so since mine runs first and makes the change already
theirs runs into an error and crashes
id argue the lack of error checking is dangerous and should be fixed upstream in v70poweredlightsfix
but i will just have to hotfix and add auto-compatibility to work around this for now
Hey buttery a lil out of context but I really enjoy some of your mods, so I was wondering what's your favorite, personal modpack?
i dont really use a modpack
i just made a profile with a bunch of fix mods and restored content
i like vanilla so i dont really use custom content
ah, i see. I think vanilla is pretty unbalanced, especially with store prices and enemy power levels, so I was trying to find or create a modpack focused on that. Thanks though
well i do rebalance some stuff
i agree pure vanilla is pretty bad
in its current state
i just havent found any custom content that i can holistically say i enjoy
Buttery has done a couple things about that, check out this mod https://discord.com/channels/1168655651455639582/1336205534126407681
Has anything come close? I remember you saying the moon Kast was up there but still falls a little short
maybe the puppetmaster
i dont think it's perfect but i think many of its mechanics feel they capture lethal company's sort of weird monster design
and aesthetics are pretty good
i posted v1.16.1 for this
i installed v70poweredlights fix and tested a manor seed with a garage
seemed ok
The monster from CodeRebirth? I agree it is a highlight from that mod, even if it suffers from said modβs trappings
but yeah the code rebirth puppetmaster
that guy is peak
yeah ive checked that mod out, very good but still not quite what I wanted, I feel like it has some un-needed specific changes and i think it lacks store price changes, but i'm a bit unexperienced so if i'm gonna make my own changes i'd like to discuss with someone experienced like buttery or someone else
You can use lunarconfig to change tool price
i already found a good mod for it (LethalCompanyVariables), just need someone more experienced to discuss values with. I guess i should make a thread somewhere here but idk where
it "includes store price changes" but everything in that mod is set up to default to "what i want" and i just have options to let you disable individual changes
it's not intended to be a fully fledged configurator mod like lunarconfig (at least, that's what i believe everybody is using now)
it's mainly designed so i can push networked changes to my friends in multiplayer without making them have to constantly download local mods
if any of the changes in that mod interest you, you can install it and disable the other choices that you dont like and it should still work fine
but depending on what it is you want, you could also just replicate those changes in the configurator of your choice
ex. if you just want coilheads to be 2 power and maneater to be 3 power
i am 99.9999% sure you can just do that with lunarconfig
but if you want the maneater's lunge change, afaik my mod is the only one that has implemented a change for that
yes
lunarconfig not only has more options but is just better anyways
should i swap LCvariables for lunar?
probably
dont know if this is the case for it also
but another configuration mod recently broke entirely if recent dawnlib versions are in use alongside it
oh yeah and lunarconfig can properly read content added by dawnlib
can it alter enemies, prices, weights, and scrap values? without having to do it per moon
im not sure about a single item having globally shared weight for all moons its on
but i mean you can just copy paste a weight entry
that's interesting, i didnt know weights were moon based... i thought every item always had a certain weight and value assigned to it, and then the moon has a price modifier that affects all scrap equally
i think there is a misunderstanding with the term "weight" being used here
oh yeah
i mean weight in Kgs
there are 2 definitions for "weight"
items themselves have a weight value, which is how much they slow the player down when held
and then when you assign an item to a moon, you have to give it a weighted value to determine how likely it is to spawn
right
internally the second value is called "rarity" but it's a bit confusing because items with higher rarity spawn more often than items with lower rarity
where did spawn weight come from then
as a term
because "spawn weight" makes more sense
it's a weighted list
and items with a larger spawn weight should spawn more often than items with a lower spawn weight
it's just unfortunate that it exists in a game that also has actual weight (like gravity applied to mass weight) as a term that also needs to be defined
anyways
items set their own weight and minimum/maximum value
that is correct
it's actually impossible for individual variants of an item to have different weights
right, that makes sense
because every individual item (let's use the v-type engine as an example) all reads from a global v-type engine file that says "they weigh 15.75lbs" with no randomization
does variables not have settings for spawn weight specifically
individual moons dont have a price modifier in vanilla
it should be a string like
"Red soda:37,V-type engine:48" as an example
but there is a global "scrap value multiplier" and a global "scrap amount multiplier" that the game tracks internally
i assume mods that let you configure that on a per-moon basis are just overwriting those global values temporarily
but for vanilla, the scrap value multiplier is always 0.4x and the scrap amount multiplier is always 1x
i believe you're right about that (or they make their own)
so if an item says "my minimum price is 50 and my maximum price is 140" (again, this is the v-type engine)
50 is actually multiplied by 0.4x and so is 140 (so they become 20 and 56)
the decimal places are dropped if it's not an integer value already
and then because Random.Next is maximum exclusive, the actual price range becomes $20-55
i love that V-type engines are worse than large axles on average for no reason
large axle min/max is 36-55
that's odd, why not just make the multiplier 1x, would be less math
i imagine zeekerss had a whole thing with their weights already done at a high value, but thought that the numbers overall were too high so he just multiplied em all by 0.4x
the value exists as a knob for zeekerss to tweak the balance of the entire game
makes sense
if he thinks scrap is too valuable across the board he can change one number which adjusts everything all at once
rather than rescaling every individual scrap item's price values
it works out as being a nice inclusion for modders too though
say you want eclipses to increase all items' value by 50% for a day
you can just prefix SpawnScrapInLevel() to say "if it's an eclipse, increase scrapValueMultiplier to 0.6"
and then reset the value back to 0.4 after items spawn
same thing if you want 50% more items to spawn
you can just change scrapAmountMultiplier to 1.5
and then change it back
like i said, this is what im assuming most configurator mods are doing under the hood
(although i suppose they could just transpile their own modifier value into the function)
i dont think a single configuration mod has used transpilers yet
maybe lethal quantities
What's a transplier?
it's a way of patching code to add in code instructions when compiling instead of running code before/after a method - lots of details about it here
https://harmony.pardeike.net/articles/patching-transpiler.html
Oh, I wonder if that's what harmony does
well harmony can do lots of things
it can also run code before/after a method, that's just a prefix and postfix respectively
I'm using this knowledge to transplice beanie and cheese into the same being.
intriguing...
ridiculously minor thing
πΌ before and π½ after
i had to reimplement this text for the FilterDecor setting anyway, so if you're using that, it will have corrected formatting in the next update
ok so as far as i can tell the first issue just isnt even a thing
on a profile with just imperium + unityexplorer + lcbettersaves
im able to lockpick both sides of every door that is capable of generating in the greenhouse
i do have a hypothesis for why people could be getting confused by this
that wasnt the issue
the issue is the double greenhouse doors have a space under them that you cant pick up items from
nvm i was wondering if itemgrabfix broke it somehow but it looks like that's not the case
anyways
yes
i am aware this is a problem but this is not very easy to fix
the problem is that lethal company allows the interact raycast to be interrupted by triggers
so items inside of triggers can't be interacted with
the glass doors have an absolutely massive trigger and any items inside that region are uninteractable
but if you shrink the trigger, it changes how enemies interact with the door
because enemies open doors by standing inside the trigger
this is actually the issue that itemgrabfix specifically exists to work around
and right now it's the best way to get around that issue
although personally i dont use it because it makes selling items at the company really annoying (the desk's "sell zone" is a trigger you interact with, so items showing grab prompt inside of that makes it unusually difficult to place large amounts of items)
and also iirc it made stacking items in the cupboard difficult
or maybe im forgetting the other reasons i turned it off
anyways
everybody using TestAccountFixes with ItemGrabFix enabled shouldnt have to worry about the trigger issue, and if that's a recurring issue in your gameplay, that is the workaround i'd probably suggest
here is why the maneater thing is a problem:
the box at the bottom of the double doors is the trigger
monsters need to stand in that zone to open the door
but it's very short (i guess zeekerss shrank it to try and allow "tall items" to be grabbed through the trigger zone?)
and the maneater's collider hovers over that trigger
0% overlap
you can see the single glass door variant (also in the screenshot) has the monster trigger cover the entire vertical distance of the door
so maneaters can open those just fine
barbers also hover above the trigger
and probably others but i dont feel like checking every single one
baby maneaters have their colliders touch the floor so they can open these doors just fine
thumpers also touch the floor
and hoarding bugs, and spiders... etc.
there are 2 ways to fix this, and im concerned neither one will be very popular.
no matter what, these colliders have to touch for the door to get opened, meaning:
- the affected enemies need to have their colliders extended downwards
- the door's trigger needs to be extended upwards
fix #1 is kind of the nuclear option because i expect it will change a lot of nuances of interacting with these enemies
maybe there's some strategy with maneaters/barbers on the factory stair tile that will become impossible with their hitbox extended, even just a little bit
so #2 is more realistic, but it will make this issue worse
and while personally, i think that's acceptable (since most items will already be ungrabbable anyway, this only affects big stuff like bottles, engines or axles)
im sure some people will be very vocal about me making a change that:
- makes it easier for monsters to chase you through a certain area
- makes certain items that are grabbable in vanilla ungrabbable
so im hesitant to do that
as much as this is objectively a bug that i want to fix
unless #2 were out of the picture i think it would be a problem for me to fix it
I β€οΈ Lethal Company jank
if the general consensus is "this is acceptable", then i'll do it
so i guess feel free to weigh in, anybody who reads the above
i think the first issue is fine since they can go through every other door it is just bug exploiting to hide behind these broken doors, so fixing it would be fine...
as for the second one, you said ItemGrabFix fixes it, right? you could maybe add it to the readme as a recommended mod for that fix to make it not a problem
if that's a thing you can/want to do
basically i think itd be an acceptable bug fix
idk how navmesh generates, but I think if navmesh near the door was thin, the enemies would try to pathfinding by the middle of the door.
well, more specifically, ItemGrabFix is a "sub-fix" of the mod TestAccountFixes
so you need the latter installed and need the former enabled
i agree with this also but historically players have really not liked me fixing exploits
the biggest example that comes to mind is when i patched old birds getting killed by the cruiser
even though zeekerss fixed it himself in the next patch anyway
and also it was obviously a bug lol they'd just freeze in place permanently with no special effdcts or animations
anyways
my bug fixer mod that fixes bugs fixed the bug that i liked?! outrageous!
i guess i could make it configurable like i did some of the other exploits
but i really dont like adding new config settings unless they feel really warranted
and i think a config setting that says "this fixes maneaters not being able to open a specific door but makes items ungrabbable in extremely rare cases" is just weird and unintuitive anyway
Fixing a bug that makes the game easier: π Fixing a bug that makes the game harder: π€¬
Ah darn, I guess insane edge cases claim another π
The line between exploits and tech can be very thin I find, so people like to bend the latter to be the former. If I had to guess, a lot of sweatier players are just kinda annoyed that so much unfair stuff is being left as-is while rare helpful jank is patched out. I still stand by that Zeekerss not enabling the code to make traps not spawn near entrances was a huge fumble.
The only exploit I actively defend is bunny-hopping around Dogs, and even then I understand patching it out. I just like that the exploit allows some active counterplay (not just passively sitting there waiting for them to leave). The exploit is not free either, costing all your stamina and still being a bit finicky. That said I can see that it may make Dogs too easy on most vanilla moons.
a lot of sweatier players are just kinda annoyed that so much unfair stuff is being left as-is while rare helpful jank is patched out
i totally sympathize with this and I 100% agree with this perspective
but i also put a lot of effort into fixing a lot of that "unfair stuff" in this mod and imo there's a give & take to it
if you want to play with my mod where i patched turrets shooting you through bookshelves, spike traps spawning inside the elevator on mineshaft, forest keepers having completely broken sight mechanics, etc.
then it personally feels a little unfair to me that those players also expect any change that disadvantages the player to be left as is or at least made configurable
i do it anyway for a couple things, because i've already set a precedent for it (by including that jump cheese setting years ago i opened the door)
but if i knew what the scope of this mod would eventually become and how much stuff like this i would have fixed
i probably wouldnt have even included the option in the first place just being real
though im not gonna go back and remove it
i think as it exists lethal company has a lot of issues with balance and a lot of it comes down to unfair interactions that have just never been fixed
and i do make an effort to fix that stuff when i can with minimal heartache
i just get personally a lil annoyed at how that is sometimes overlooked and i get requests to re-enable bugs that offer players an unfair advantage
i've basically made my peace with where it's at but this is my philosophy
anyway
this mod does have a default config and i do have another mod (BRB) which people can use if they care to try "my vision of lethal company"
and with the current arrangement of configuration settings hopefully i can make "the vast majority of players" happy
if previous incidents havent made it apparent (probably the big one is the item cooldown thing)
i do feel like i tend to be pretty narrow minded and controlling of "what other people should experience"
and i am making an effort to try and be less forceful of what i think the game should be like
which is why some settings like PatchPocketLights and AdjustCooldowns exist now
and why i've historically caved for options like KillOldBirds (and iirc UnlimitedOldBirds was also a request but my memory might be failing me)
anyways
no TL;DR
And I for one appreciate that
I agree there is a bias. Those of us who really pay attention to all you do seem to all agree with your balance of buffs and nerfs
UnlimitedOldBirds and Dog cheese also do allow some mod compatibility you may not be aware of. The former keeps Old Birds from just dying off each day when mods that introduce ways to kill them are installed, and the latter keeps some modded moons from being brutally difficult
So the options for those of us in different circumstances to control aspects of this mod are very much appreciated
@hollow palm ok so i pass the buck to cruiser improved now
it looks like toggling the setting mid-game with lethalconfig just doesnt work
i havent checked what CI is doing under the hood
but as long as you boot the game with the setting disabled BF 1.16.2 will respect that
I guess I will just go ahead and push it
okei :D
[Debug :Buttery Fixes] Player "ButteryStancakes" died to "Blast" outside during stormy weather
[Debug :Buttery Fixes] Player "ButteryStancakes" was likely struck by lightning, shake rigidbodies
#dev-general message
if your dead body's cause of death is "blast" and you died within a certain radius of the most recent lightning strike, i added the "electrocution jitter" from circuit bees/electric chair to it
it's very fun
this effect is already present for any bodies that die to "electrocution"
circuit bees or electric chair
i just apply it to lightning bodies (which are technically "blast" and don't spawn the electrified corpse prefab)
I see
oh that's so awesome it's so perfect
while i was implementing this fix i finally discovered the reason my fix for auto-collecting players who die in the ship didnt work
so that will also work in the next update
i've always been a fan of the mental image of this so it's a bit disappointing it's taken me this long to actually get it working
i think there's a lot of fun to be had in seeing bodies randomly get collected on your screen
and then you find them decapitated by ghost girl on ship or surrounded by dogs or baboons or something
or maybe someone detonates a jetpack on your other 2 friends and you see 3 bodies instantly collect π
Nice
Is it possible to do an auto-collecting when teleporting a body? General Improvements did this, but it doesn't work pretty well.
this has been a feature for forever and i've never noticed issues with it
but it is disabled if you have general improvements installed
im not sure if you're asking because it's disabled or if it's broken
GI sometimes collects players without bodies, and if you teleport a player while changing the screen, it will teleport the right body, but the collect notification will be the wrong one.
I didn't know butteryfixes do this too. I always turn it off GI setting bc of this problem.
i see
i didnt realize it was so buggy
i disable mine so that the GI config setting would still work
i still never got around to figuring out a way to test specific settings from another mod's config
i dont think it's actually that hard, probably just a matter of using configfile with a diff GUID, but ive never tried up to now
I'm not sure, but this GI setting causes the collect notification to spam when teleporting a masked while going to orbit.
if thats the constant ringing, i disabled ALL "auto collect of body" mods for that reason, it affects all mods like that afaik.
i havent run into any issues like that with my implementation
im not sure if it's a conflict or if GI just doesnt do something that i do
but anyways
historically i have just disabled all my body collection stuff if GI is enabled
in the next version i will just make it a config setting
so you can use it and disable GI's implementation if you think mine works better
or you can just disable it everywhere if you have some sort of conflict or bug with it
π
the next update is going to include a very controversial fix
so controversial i don't even think it makes sense to be enabled by default
it's going to completely change how monster spawns work
across basically all seeds
but im pretty sure the current system works the way it does because of several unintended effects
if you read zeekerss' code there is an intentionality that i believe is missing in the current system
if you're in zeekcord and want more detalis im fixing these two issues:
https://discord.com/channels/750645598293590077/1483371260472721498
https://discord.com/channels/750645598293590077/1483374477709414442
but they are pretty complicated issues and difficult to concisely explain
so im not sure how much this would actually help
Very interesting
So I assume something about the spawning system we take for granted could actually be βwrongβ?
ogh good luck with these ...
sounds like quite the undertaking
all of this because of trying to get the baby to be struck by lightning lol
actually it's like a single line of code to fix both of these issues
oh well there we go
it's more just that it has such overarching impacts on gameplay that im not sure people will appreciate the changes
they are a bit over-steppy i guess
next time you should just silently change it and see if anyone notices π
the TL;DR is:
- vanilla lethal company has 2 spawn waves immediately at the beginning of each day, when spawn waves are intended to only occur once every 2 hours
- so for example, when a spawn wave occurs anywhere between 7:00 AM and 7:59 AM, the next spawn wave should occur at 9:00 AM
- in vanilla, you get a spawn wave at 7:39 AM (when the day starts) and another spawn wave immediately at 7:40 AM
- when spawn waves put enemies inside the vents, the math used to set the upper/lower bounds is wrong
- this allows them to persist inside of vents after the next wave is supposed to occur
- ex: a spawn wave at 9:00 AM can spawn monsters anywhere between 10:10 AM and 12:00 PM, even though the next spawn wave is supposed to occur at 11:00 AM
- spawn waves can't occur until all the vents are empty, so if a monster needs to spawn at 11:30 AM, the next spawn wave will occur at 11:31 instead
my changes would mean:
- there is exactly one spawn wave at 7:39 AM, and the next one will occur at 9:00 AM
- enemies will always spawn within 10 minutes to 2 hours of the current spawn wave (ex: a 9:00 AM spawn wave would only allow enemies to sit in vents between 9:10 AM and 11:00 AM)
some potentially undesirable effects of these fixes:
- outdoor monsters (dogs, giants, old birds, etc.) will always spawn at exact intervals which might be noticeable, or even distracting, in gameplay (spawns will only happen at 9 AM, 11 AM, 1 PM, 3 PM, etc. on the dot)
- indoor monsters can spend as little as 10 seconds making vent noise before they pop out
both of these only don't occur because im 99% sure the math zeekerss intended to be used has problems in it, so i think these effects are only "undesirable" because everybody has gotten used to the game not working like this historically
anyways literally all i have to do is
- add
hourTimeBetweenEnemySpawnBatchestocurrentHourinRoundManager.BeginEnemySpawning() - subtract
timeScript.lengthOfHoursfrom thespawnTimeparameter inRoundManager.AssignRandomEnemyToVent()
to fix both of these problems
both of these are host-only functions
literally nothing else needs to be done
it's a clean and concise fix for what is an extremely convoluted issue to explain
i imagine the most unpopular side effect of this change is just going to be [#1 here](#1245891961966170204 message)
it's already kind of distracting seeing dogs/giants/baboons all play their spawn animation at the exact same time, but imagine how distracting it would be to notice that's always happening exactly at 2 hour intervals
on the other hand some players will probably appreciate the added consistency
so !
i imagine that could be somewhat exploitable to expect it to happen every 2 hours... i guess you don't know what's spawning though so that's fine
i accidentally replied to the wrong message... wrote so much bullshit i misread my own post...
anyway
to some extent vanilla is already kind of exploitable, if you really wanted to
with the bugged vent spawn time calculations, the spawn wave at 9:00 AM can be delayed as late as 10:00 AM but the vents will always be empty by then
and even if it happens at 10:00 AM, the next wave still gets queued at 11:00 AM, it doesn't suddenly offset the next wave to 12:00 PM and then change the 2-hour cycle to even hours
so in vanilla it's "i know enemies will spawn between 9:00 AM and 10:00 AM" opposed to "i know enemies will spawn at 9:00 AM"
that's still a wide enough period of time to add some doubt and uncertainty, but you know for sure that there won't be anything spawning on the surface between 10:00 AM and 11:00 AM for example
indoor monsters don't have that issue, because the vent timers completely obfuscate the spawn waves (and also the clock isn't visible inside the building anyway)
yeah yeah
i do think fixing this is for the better of course but it would become quite more predictable
anyways im sorry to dump all of that text here
this is a bug ive been curious about for forever and until last night i never looked into diagnosing exactly what all these problems were
now that i finally understand the exact mechanisms it's like putting an old friend-turned-villain to rest
no need to be sorry this is important and very interesting 
glad you found it eventually!
i believe 99% of players won't really notice much of a difference with the setting enabled
and it's probably a 50/50 whether the people who notice like it or dislike it
but i would be happy to see this fixed in vanilla if it is indeed unintended
or maybe zeekerss can weigh in on whether some of this jank became a feature (i'm like 99% confident all of the math was intended to work how i've described it, but he might have kept the bugs because it adds some unpredictability to the game)
i was kinda thinking the same thing honestly
like it's a bug but if it works out it works out
might be worth asking him about it?
lol i hate pinging him unless it's for something disastrous (like the old bird client desync bug)
sometimes im lucky and i catch him responding to other modders in #patreon-hangout but usually the extent of our communication is "oh wow a moderator locked my post and added the fixed tag in the bug reporting forum"
so im not gonna hold my breath
that's fair honestly
i just... idk with some of the things he gets pinged with it certainly wouldn't be the worst thing lol
there are so many things i'd love to talk about but i also feel like the time spent talking is time he spends not working on the game anyway
if we never talk about bugs but they start popping up as fixed in future patches then that is still a net positive
i always feel bad for pinging when i do then i think about the random shit random people ping him for lol
the only time i was ever confident to ping was the stoat gun
yeah i mean... i think im probably being too reserved about it, but id rather not become a problem just because "i can blame others for being worse"
so i still don't really feel good doing it
this was good though
you definitely should've felt good about this
oh yeah for sure, what i said wasnt meant to be taken as "others do bad so i can too", it's just kinda weird seeing it lol
I would be on-board with these for the most part, only big thing I see is that #1 would mean less Bees and Sapsucker
I would not mind a BYB change later on to give outdoor enemies randomly offset spawns
watch this get inducted into the high quota suite
these changes dont impact daytime enemies
or well
actually maybe it does
now that i think about it
but if it does impact it the way i think it does
then it should be possible to see stuff like bees/sapsucker spawning after the day starts in vanilla
They should still spawn, they just will only have half the opportunities (1 spawn wave rather than 2) if I understand right
the spawn wave at 7:39 AM is only for indoor enemies
daytime enemies only occur during the second spawn wave (which is usually 7:40 AM)
but if enemies spawned inside of vents at 7:39 AM and delay the second spawn wave to 8:00 AM
then you could totally see sapsucker/bees spawn at 8:00 AM
anyways that's also an easy fix, i can just force the original spawn wave to also spawn daytime enemies
okay #2 took a little more work actually
but ANN brought up a good point
now that i've done this
for complete 100% consistency i need to also make outside enemies able to spawn during the first wave
but then i'd need to change RoundManager.PredictAllOutsideEnemies()
and if im doing this, i should also fix the spawngroups bug that causes baboon hawks to count as 1 spawn instead of 2 (which causes baboon/old bird nests to spawn incorrectly)
but any changes to PredictAllOutsideEnemies() will require a transpiler...
and thus the dream dies
now im not sure if i want to ship this feature (which is disabled by default anyway) in an incomplete state or if i should just shelve it until im willing to do the rest
Ughh. The first spawn wave occurs before eclipses set minEnemiesToSpawn which also means there won't be any outside enemies until 9 AM unless i do this
that "2 spawn waves at the start of the day" thing is really fucky but so many things require special handling once you start to fix that
maybe i could just release the vent timer fix initially, since that will at least make spawn wave schedules consistent, like they should be
i mean yeah i feel like the baboon hawk thing is a totally different bug so it'd be fine to release the fix for one/both of these
lol zeekerss has apparently changed a shit ton of stuff with enemies spawning
in v80
so maybe i ought to just wait and see what he did
even
Am I crazy for feeling like v80 is gonna be the update that brings the game out of Early Access?
It really feels like that is the goal tbh
in all previous communications thus far zeekerss has said he intends for the update that leaves early access to contain the game's overarching objective and ending
there's 3 more sigurd logs, all of the drill parts, and whatever awaits behind the company wall
he hasn't communicated any work being done on this so far
v80 is shaping up to be the largest update since v50 for sure
already he has "completed" 3 new creatures
same number as v50
and apparently still has plans for more in this one update
but many of the big changes he's mentioned are just tweaks to existing content or internal changes that likely *primarily impact modders
he has apparently reworked the spawn system to make the seed more deterministic (so killing enemies won't change what spawns during the day, until all predicted spawns have already occurred)
i imagine something like that is going to break starlancer ai fix
as an example
and i imagine im going to have my hands full updating BF once v80 releases
removing all the fixes implemented in vanilla
and changing a bunch of my behaviors to match vanilla
ough good luck... i hope that doesn't impact your ability to enjoy the update
whenever that does come out
I saw that he fixed Giant bug.
well usually i do a session of "vanilla"
ASAP
aka as soon as my friends are on and willing to play
usually i use qol stuff that's so extremely tiny it has 0 chance of breaking
like i prefer my inventory controls reversed
and scrollinverter probably will never break
but anyways
whenever my friends get off
i just get to work updating mods until im able to get new sessions going again
sometimes im able to finish updating my mods before my friends want to play again
maybe that won't happen with v80 just because of the scale of internal changes
but idk
oh yeah i figured, i just thought it might weigh on your mind like damn i gotta get rid of the fix for / go back and fix this
i'll probably be doing my first v80 session with my friend group but if you want to play it together sometime id be down :-)
i dont use GI. I used to only use the one by snow/snowy?? but i got rid of it a long time ago as the cause was the auto collection... being host and having a constant ringing until restarting the game was just too much, couldent just wait til end of the round, had to close the game there and then lmao.
the more i look into PredictAllOutsideEnemies() the more i notice little incongruencies and im wondering if maybe i want to just completely throw out the vanilla function and re-implement it with a prefix cancel
prefix canceling is pretty bad and you're not generally supposed to do it... but im not aware of anybody else touching this function, and all of this is behind a config setting i've disabled by default... so the ease-of-implementation is absolutely tempting me
do itttt...
worst case you have to go back and do it the long way around anyway... best case you don't
yeah im just gonna go the prefix cancel route
i have decided
although i now have another decision in front of me
with the facts:
- this setting is disabled by default currently
- it's like 4 or 5 different fixes in the same realm of code ("enemy spawning systems")
- it radically changes the course of gameplay
- explaining exactly what i've fixed is way too complicated for BF's changelog or in-game configuration menu
im actually thinking i might want to just split this out of BF completely
and release a new mod like "spawncyclefixes" or something like that
#4 is the biggest reason for that
it would be particularly cumbersome to explain everything that i've fixed as a single configuration setting for a huge mod that makes a magnifillion other changes
and i can't understand why people would see a big scary "this will change gameplay" config setting and turn it on without a clear explanation of what it does
i'd need an entire mod description to cover everything
do you see any other bug fixes needing this to be fixed as well in the future? otherwise i think it's a good idea
anyways that also has the perk of "people who want new spawn behavior but hate BF can use it" so that's a boon
cause then it'd need to be a dependency anyway... but i guess having the description isolated regardless would be nice
I for one am hyped for v80! IIRC Zeekerss said somewhere that v100 is his planed full game launch, so we have a little ways to go. It seem a bit of time away from the game has made him more enthusiastic than ever
BF casts a giant umbrella over the game since it would be ridiculous for me to release individual mods for some of the small nitpicky changes i want to make
but i do generally like to split things up when it's reasonable... MaskFixes, Chameleon, tulip snake changes from JetpackFixes, shotgun changes from MeleeFixes, etc. all used to be under this one mod
and i think splitting those out has been a net positive
Iβm not sure how this mod would be split anyway, none of the changes are big enough on their own
im not exactly sure. my gut feeling is "most likely not", the only reason it was in BF to begin with was because i thought it was an isolated issue i could resolve fairly easily
but then it grew up from "code bug" to "code butterfly"
code fish,, π
Metamorphosis into possibly the best mod in all of LC Thunderstore
Change is a beautiful thing
aw hell nah cookie caught da fih
i'm quite curious to try this out
like i'm pretty sure i understand objectively what these fixes would do but it's hard to imagine how it would feel to play
if it is much different
Itβs one of those mods you will have a real hard time going back after playing with it
The changes and QOL are small but numerous, and make the game more intuitive and fair imo
get up fih
okay
im splitting the spawn fixes into their own mod
i just think i'd feel better that way
in other news
butteryfixes will now fix sapsucker egg value changing for the same seed
the function that sets the price for sapsucker eggs uses like 4 different seeded RNG calls and then in the middle there's a single unseeded RNG call that makes the entire point moot
Zeekerss
just in case anybody wants to see some fun stuff

here is the spawncyclefixes predictor predicting all the spawns for an eclipsed artifice day on 0 days left
maybe i can release this tomorrow
i also moved a bunch of other spawning fixes from butteryfixes to this mod
so
i kinda have to release both updates together
at this point
waow...
can i ask what's different about this algorithm besides the "no 2 spawn waves at the beginning of the day"?
Look at the official Zeekers server (its a lot)
thouh i am still curious about moving them over to this mod since i thought the whole reason it was separated was because it was such a drastic change... so anyone wanting the other spawn fixes but not this big one would have to use it anyway right? or is it configurable
and ventspawnfix?
i wont be merging ventspawnfix into this (at least not immediately)
right now it is non-configurable but i was thinking id probably have to add those before i can release it
also the reason i decided to move everything over was because i had to change the predictor to cap enemy weights at 100
for baboons on adamance (as an example)
and that doesnt really make sense if you have to also install BF and toggle on that specific setting
im also relatively confident that if you arent ok with the cycle timer changes
you wouldnt want any of the other features im migrating over anyway
but the goal is to make everything toggleable in case im wrong about that
ahh i see alright
i thought enemy weights were already capped at 100 since they add up to 100?
not 100%
100
in all of the vanilla moons, zeekerss never gave any interiors more than 300 weight
and never gave an enemy more than 100 weight
usually those numbers are reserved for the moons' "main attraction"
i.e. rend has 300 manor and 100 nutcrackers
and there's a bunch of other cases where this is relevant:
- challenge moons randomly choose one indoor and outdoor enemy to boost the spawn chances of. their weight gets increased to 100
- enemies which have increased chance to spawn in specific interiors (currently just the maneater in mineshaft) get their weight multiplied by 1.7x, but capped at 100.
- infestations set hoarding bugs or nutcrackers to 100 weight and set everything else to 1 weight
all this is evidence, to me, that 100 is the intended maximum weight
however there is exactly one case where this is not enforced
if a monster's probability curve (for time of day) or number spawned falloff curve actually increase their weight, it can cause their weight to exceed 100
nutcrackers on rend are a good example. after the first two spawn, the third has its spawn weight boosted to 106
baboon hawks and masked are the other two enemies affected by this interaction
baboons exceed 100 weight on both march and adamance if enough spawn during the day
it also leads to odd behavior like "if rend challenge moons select nutcrackers as their increased monster, it locks nutcrackers at 100 weight, which actually decreases their spawn rate"
anywayspl
i fixed this in BF years ago at this point
but now that im changing the predictor's behavior to be more consistent
i needed to change it there too
and if the predictor is part of a separate mod i dont think it makes sense for BF to keep that setting
so if im moving that i decided i might as well move everything spawn related
that's fair yeah
thats a change i think is just good for the game
it keeps enemy variety up
rend is the nutcracker moon but it's honestly needed a nerf for forever and reducing nutcracker spawns (even just a teensy bit) is totally fair
but i made it a setting anyway
so it will be a setting in SCF too
I'm just glad your mod naming style isn't like Minecraft where they got "YetAnotherButteryFixMod" or smthn stoopid
even though i really think most people using SCF will just be curious to have everything on
TheSamething2
interestingly before v45 rend's primary exports were coilheads and jester
huh!
i think if coilhead/jester weight was restored to v40's values, and butlers finally got increased spawn rate in manors (why Zeekerss)
that would basically be "fine" for rend
even those changes would reduce nutcracker spawn rate from like 25% to 20% lol
that's the main thing i did with rend in BRB
butlers are "sort of" dine's thing but a lot less noticeably now than it used to be
and also dine randomly became a mineshaft moon
because dine is always having an identity crisis
butlers are horrible in dineshaft
still kind of incredible to witness
"dine is harder rend" -> "dine is the butler murder mansion" -> "dine is the forest keeper moon with lots of mineshafts" -> "dine is the gore moon (at least the butlers keep the place clean)"
vow is the only other moon that has undergone so much soul searching
it really was crazy to see
and then offense fell asleep a decade ago and has been having nice dreams that we dont get to see i guess
And with the new changes from mineshaft, maybe Titan will be a little better with mineshaft interior
anyways im getting really off topic
id really like to release SCF and BF 1.16.3 today
i was playtesting it yesterday in solo
and while it totally fucking breaks imperium's displays
(not sure i can do anything about that lol...)
the actual behavior seemed to work
Imperiums displays barely ever worked for me tbh
do you think it plays nicely?
or are there really any super noticable changes at all
gameplay wise that is
well the oracle menu (F6) tries to run an algorithm that predicts what vanilla is going to spawn based on the seed + what has already happened earlier in the day
it's actually pretty accurate to vanilla's behavior but it seems to have re-implemented vanilla's behavior into new functions
Yeah I've honestly never had that work
because when i changed all of the vanilla functions, imperium now keeps up to date with all of the old stuff, but totally mismatches what my mod makes the game do
Maybe cuz when I use it I'm using it in a modded context or smthn, dunno
every time a spawn wave occurs, oracle updates to show the correct time and monsters, but all the vent timers are wrong, and all the future waves are wrong as a result
it also didnt seem to like me moving the first outside/daytime spawns to 7:39
because now when you land on a moon you have to refresh the objects menu (by spawning something) or the entities list is just empty lol
idk i feel like most of the changes will be barely visible in game even if you're really paying attention
the only major changes are being able to tell comprehensively that enemies spawn at specific hours outside and never any time else
which is "cool i guess" but not a huge deal
and also like... i guess since daytime spawns always happen at 7:39 AM, there is "a non-zero amount of seeds where bees/sapsucker will have increased spawn chances compared to vanilla, which sometimes allows them to spawn as late as 8:00 AM"
the biggest change is my nervous tic will no longer be telling me i need to fix this shit while im playing the game
that's what we call a Quality of Life mod
LOL that's fair
well i'm glad that'll all be sorted out soon
been a bit of a messy experience so far from what i can see/comprehend
it's actually just mostly been the headache of "i want this to be a separate mod"
implementing everything was really easy
even rewriting the predictor cycle as a prefix was easy, just kind of time consuming
i mean part of the work was even parsing what was going on too no?
but i still have to write the thunderstore description, and config descriptions, and make an icon...
sometimes i get a cool idea for an icon
like for what it's worth im really proud of the concept behind revisitstingers
but most of them are extremely low effort
like sometimes i just want the world to know i removed all bugs in lethal company v73
lol i mean for that one it's understandable
im also proud of how i made the chameleon icon look
but it's worth mentioning i did not come up with the concept behind it i just put it together
lol
yessss i've always really liked that one
batby pitched the idea for it and i think nickham13 also maybe gave some feedback
it looks awesome
just as much art in the execution as the idea 
do you have any ideas for it rn? i was kinda thinking of something with the clock graphics would be cool
i wanted to do something with the night-time icon
since it's time-related and also very Lethal Company
outside of that i have not developed the idea at all
oooh yess...
Amazing
Clock scrap idk
Flames
on a semi-related note i actually used the palette of the clock scrap to color the scale in the BRB icon π
ohhhhthats awesome
maybe i can make the icon a hoarding bug holding a clock
or a baboon would be more relevant i guess
since many of the fixes apply to outdoor monsters primarily, including the 100 weight thing for baboons specifically
oohh true...
I thought it will be cool but it doesn't look good.
mann... i just discovered a new problem with SCF
all this talk about the kidnapper fox finally led me to boot up yesfox on my debug profile again
where i was also testing SCF
and i realize that my changes make the kidnapper fox spawn at 9 AM instead of when the ship lands
so right now there's 3 avenues i can use to deal with this
- "fuck it, kidnapper spawning at 9 AM is a balance change now"
- make a PR for yesfox where i move that function call somewhere else and ask 1a3 to push an update
- interface directly with YF (ideally through soft dependency only, since not everybody running SCF will want the kidnapper fox) and add a call to its spawn function to my first spawn wave
#2 is probably "the most objectively correct fix" but it wouldn't make a difference in 99% of cases and i'd hate to bother 1a3 about this
and #1 is "acceptable but unideal" for me
so i guess im going to go the way of the #3
i don't think it'd be a bother if it's for bug fixes, especially if it's possible it'll be fixed later, but up to you
can you make it a config...?
actually it looks like there is a bug with what yesfox is doing
he's running SpawnWeedEnemies() in a prefix to AdvanceHourAndSpawnNewBatchOfEnemies() which changes the order-of-execution from vanilla
since SpawnWeedEnemies() actually uses the value of currentHour it's not going to have consistent behavior with vanilla in 100% of cases
also since the fox takes up outside power this would cause bigger issues if normal spawns occupy all the power level
like, on eclipsed dine, you'd get 4 outdoor monsters immediately, and that would basically instantly suck up all 7 of the outdoor power
which would block the kidnapper fox from spawning
but with yesfox's current behavior the kidnapper fox would spawn first and then some of the other spawns would be canceled
so i guess i actually probably would want to bug him about this instead...
ooohhhh
maybe i should also look into doing those player count fixes
at the same time
and thus another side quest begins

godspeed
random thought, i sort of doubt that this is a bug but i think it's odd how the [ SYSTEMS ONLINE ] text only shows up when first entering a lobby and not also every subsequent time you get revived after death
(maybe it's just so the game can display the penalties and exp though idk)
ok well i've contributed a fix to yesfox and hopefully 1a3 can follow up once he has some time
unfortunately i havent had the opportunity to do this because yesfox suddenly isnt compiling on my computer again
i fixed this a couple months ago and i forget how i did it
and now im running into trouble again
i feel like im already pushing it by submitting something like this without even compiling it, so i need to figure that out, and then im not sure how long fixing those AI issues is going to take me
but if 1a3 just winds up pushing these few changes to thunderstore and the AI stuff gets put off then maybe it can wait until after BF + SCF are out
i guess i can also push BF + SCF before yesfox updates, and then people will just have to deal with 9am fox until everything gets synchronized on thunderstore together
i think that would be reasonable
i mean correct me if i'm wrong but looking at the commit it seems like a small enough change that it should be alright
because the fun is never over
im also realizing im gonna have to release an update for BRB's infestations to coincide with spawncyclefixes
i just made some assumptions in how i hijacked the spawn wave system
that work with vanilla's weird jank
but because spawn cycle fixes is trying to polish that jank
some of those assumptions are now incorrect
and i'd like for them to be correct
i dont think getting into the specifics is super important but basically:
- vanilla infestations
- just add +2 to spawn counts
- max out the "infestation enemy" weight, to 100
- set all other enemy weights to 1
- mega increase the power level
- BRB infestations
- all normal spawn wave behavior still applies
- "infestation enemy" doesn't occupy any power count
- each spawn wave has a secondary spawn wave that just assigns 2 "infestation enemies" to the vents
since im changing how the first spawn wave works in SCF it wasn't going to work correctly with that secondary spawn wave system
and i made a couple of other "just frankly weird" decisions in how i set up that mod
because i didnt understand the spawn system as much as i do now
so im just mopping up the floors a bit so to speak
it shouldnt
in fact i think im already done but i have not tested at all
it's more just inconvenient because i was holding on to the next BRB update because i had plans
but now i need to shelve those plans to get this hotfix out
so ripping that stuff out took a second but it's mostly fine now
that's good
@trim breach do you know of any bugs related to player physics region? i have a big hazard with multiple of them, but it seems like visually, when a player goes into one of the main playerphysicsregion, they get teleported (only for other clients) to another specific player physics region
i think this is the right video
i am not aware of any but ive also never looked into the system that much
fair enough
sciencebird discovered [this one](#1370877936084844624 message)
and player physics regions get sorted into a giant list
StartOfRound.CurrentPlayerPhysicsRegions
maybe it's not consistently ordered for all clients
oh maybe that would do it
this has caused something i didnt know zeekerss allowed, players being parented to a transform without a networkobject lol
lol well im pretty sure there's actually nothing tethering playerphysicsregions and networkobjects together
i remember looking into the system "in some amount of detail" and being confused at how "risky" the sync felt
but i dont remember specifics anymore
technically, not the first version of it
but the second and current version has a networkobject field, which i assumed is what he parented to
i think this was the last time i did anything with PPR research
v1.12.1
- Fixed items growing when dropped in the Cruiser and shrinking when dropped in the elevator
lol items growing bigger in playerphysicsregion is one of hte funniest bugs to exploit
even though i think i am making good progress on everything it is kind of overwhelming knowing im gonna have to update like 4 separate mods on thunderstore at the same time all in a particular order
lol
if they weren't, then surely this would show its face by now when there's a mineshaft + any vehicle at the same time
they both have physics regions
because cruiser and mineshaft elevator spawn so far apart from one another
the currentplayerphysicsregion thing is only for the current physics regions you're on
meanwhile if one network object spawns with multiple playerphysicsregions inside of it i wouldnt be surprised if those aren't guaranteed to be ordered
i don't see why distance matters for the list order
and it'll be specific to the client that's filling up the list, it's not something that's "synced" if that makes sense
or if multiple network objects get spawned at the same time, and all of them have a physics region
also, vehicles get removed and readded when they go past the tipping angle iirc
not distance, time
ah
also, the issue is related to a getcomponentsinchildren somewhere that zeekerss does lol
cruiser spawns in orbit when joining a new game or 40s+ after landing when the dropship arrives
misunderstood mb
and mineshaft elevator spawns during SpawnSyncedProps()
i forgot about thisthough apparently so im still wrong
but i guess you're maybe already figuring things out anyway
how did you go about tackling this? out of curiosity
on my vehicles i just fixed the size to be 1,1,1 so this issue doesn't occur normally
if there's two playerphysicsregion on an "object" (something like the cruiser i guess) and they both point to two different synced transforms for the player to be constrained to, one of them is gonna act like the other
it depends on the children's order
hence why i think its a getcomponentsinchildren somewhere, because that does get the components sequentially
iirc anyway
swapping some gameobject ordering around reversed my issue
[HarmonyPatch(typeof(GrabbableObject), nameof(GrabbableObject.EquipItem))]
[HarmonyPostfix]
static void GrabbableObject_Post_EquipItem(GrabbableObject __instance)
{
// fix items being too big/small when grabbed out of cruiser or elevator
if (__instance.transform.lossyScale != __instance.originalScale)
{
__instance.transform.SetParent(StartOfRound.Instance.propsContainer);
__instance.transform.localScale = __instance.originalScale;
}
}
[HarmonyPatch(nameof(PlayerControllerB.PlaceGrabbableObject))]
[HarmonyPostfix]
static void PlayerControllerB_Post_PlaceGrabbableObject(GrabbableObject placeObject)
{
// other code removed
// fix items shrinking/growing when dropped in elevator/cruiser
Transform trans = placeObject.transform;
Vector3 scalar = new(trans.localScale.x / trans.lossyScale.x, trans.localScale.y / trans.lossyScale.y, trans.localScale.z / trans.lossyScale.z);
placeObject.transform.localScale = Vector3.Scale(placeObject.originalScale, scalar);
}
i see
also, the client knows which playerphysicsregion they should be parented to (and does parent to the right one), so i have no idea why other clients are seeing them parented to the wrong playerphysicsregion
okay figured it out
its not entirely a bug, just faulty logic that i can workaround with what zeekerss' given
im pretty sure it's this getcomponentsinchildren, i should just be giving each playerphysicsregion its own network object lol
man
i forgot unity wont just spawn em
this is proving to be annoying
I have finally released SCF please go use it and break the game and yell at me so i can fix it tomorrow
"SCF please go use it" is a strange name for a mod
is there a thing for when dying to ghost girl in mineshaft water or is this coincidental?
this has been spamming while im inside the ship lol
i forgot to say the other day but i have no idea what's happening here
im totally unfamiliar with this
i know there's a problem with the masked in water
they use player tags on some of their colliders which causes QuicksandTrigger to freak out
i fixed that in maskfixes
Ic, well at least my issue fixed itself when I landed so the errors didn't spam that often (and standing on ship lever put me outside of any reverbs so no errors there either)
@opal cairn @mellow umbra we were playing for so long last night i didnt have any time to look into your issue
as far as i can tell the problem is just that im causing a crash in RoundManager.Awake()
which prevents it from initializing anything in Start() and probably causes all of the spawn shit to break
monster spawns happen due to chain-of-command from RoundManager.Update() and normally when scripts throw an exception on initialization they get disabled (which means no Update())
anyways, about this...
something about my "tile overrides" system is breaking with your mod
it's running into a nullreferenceexception somewhere
We can look into it together later as today i'm not at home
Really not sure what could be missing though
i can fix this a couple different ways, two of which i will probably be implementing anyway:
- i can HarmonyWrapSafe my RoundManager.Awake() patch so it will catch exceptions instead of just breaking RoundManager (this is worth it for basically any of the start-up initialization stuff, so this is fine)
Perhaps it be because one of my interiors doesn't spawn vents (very obvious oversight on my end)
- right now im only overriding tiles for vanilla interiors (to fix drip particles in caves, fix table collision in kitchen, etc.) so i can add an interior whitelist so i dont touch modded stuff at all
- all of my code is supposed to null check everything it's doing so im not 100% sure where the null reference even is, but once I figure that out, ideally I could just nip that problem in the bud too
im finding myself split between many projects again
im starting to get overwhelmed by the amount of stuff i need to do all at once
and with v80's release "any day now" im feeling a bit iffy about releasing anything in general
it's mainly just because i have a couple things i specifically i want to do but there's a billion side quests to get that into the proper state
like i want to deprecate vent spawn fix and just add it to spawn cycle fixes
since both of those mods are touching the exact same systems (technically they dont conflict but i feel like they might as well exist under the same roof)
but that means ill need to update barberfixes and butterybalance to point to SCF as a new dependency instead of VSF
and i wanted to implement a bunch of new stuff for BRB so ideally i could release this dependency change with all that new stuff
but the new stuff is going to take me so much work to get done
i wanted to have a look at rebalancing jetpacks again
but with the cruiser being as completely busted as it is
nerfing the jetpack is awful for balance if the cruiser does not also get nerfed
but everything i want to do with the cruiser is gonna be like 100x the effort of the jetpack changes
honestly up until the BRB changes you wanna make, the rest seem like they'd be fairly quick
yes
i wanted to get to work on BRB 0.4 right away
but im thinking maybe i just shouldnt do anything in that department until v80 is out
so i should just work on a 0.3.3 instead and get this dependency chain sorted
i think that makes sense
with v80 hopefully any day now, you might have things you'll wanna balance more than jetpack cruiser shenanigans
im so excited for the modding scene to collapse soon 
ive always wanted to revisit zeekerss' jetpack nerfs "eventually" with a mod but all of my early tests were never in a state i felt confident to release
and then i dropped it after the cruiser released because it just didnt seem like anybody was focused on jetpacks anymore anyway
but like
with all the v70 gameplay ive done recently
with the totally invincible cruiser
i just feel like stakes are so low now im not really invested in what's happening most of the time
i thought changing both of the vehicles would sort of revitalize that interest
and that's a big reason why i think it doesn't make sense to release one without the other
i can probably get away with some smaller changes at least
like improving thumper infestations and adding those other two infestation types
-# ghost whispers vee fifty five
i do intend to try it
if nothing else just for the trip down memory lane
though my "ideal cruiser" still includes stuff like space-rocking and (more restrictive) item collection
i think mine would probably also include similar stuff
i guess i just enjoy the pain and suffering that this vehicle is meant to bring
What do you want to nerf about the Jetpack? I think 900 credits, v49 controls, lower battery, and no high sale has it in a pretty fine state
Do you really want to add v50 beta controls 
As for Cruiser I would definitely not mind it getting rolled back to v69 durability, it is pretty brain dead right now
she has talked about some other nerfs
for the cruiser
as for the jetpack iirc she said about making carry weight affect the jetpack
the idea is that with just the weight of the jetpack itd work like it currently does
at "excessive weight" it would use v50 beta values
and there would be a sliding scale in between
im not sure the exact threshold but obviously 3 gold bars should be pretty awful to fly with
and then the 40s battery goes with that
the discount nerf was a bigger deal when the cruiser was a lot easier to destroy and jetpacks kinda reigned supreme
with thrust nerf steep discounts are probably more fine
especially with cruiser being as cheap as it is
this is my biggest problem with the cruiser
the other big issue is enemy detection
old birds not being able to see you in the seats makes it feel pretty safe to drive when it should otherwise be much more dangerous
there's also some jank with becoming immune to enemies as long as the backdoor is closed
even when you're like, standing out in the open on top of the back storage
Ah yeah, I have said for a while now I am fine with Old Birds seeing you in the Cruiser
Especially as a trade-off for CI making their rockets no longer kick you out of the seat
I think a price nerf is in order for the Cruiser too, I think 600 or even 700 is appropriate
i find it funny that explosions are specifically coded to kick you out of vehicle seats, and yet the only thing that would realistically be able to cause an explosion to do that is an old bird, but since zeeks fixed them seeing through cars they can't see you no more
also baboons can't see you in cars either
technically Sapsuckers too
but Sapsuckers are coded to get mad at vehicles so it's not as bad there
couldn't tulip snakes fly you out of the seat
or is it only externalForceAutoFade
easter eggs would launch you out of the car too
but i guess there's also a chance those would launch the cruiser itself
that's only external force auto fade
ah yeah right
but imo it seems more likely it was intended for old birds
old birds seeing seated players is all my what my v55 cruiser is really just missing atp
and maybe baboons
i think baboons squaring up against the car would be funny
Did zeekers say that v80 is close to release?
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pawsy ...
Oh I see
So I assume this means he's gonna release the new creatures in a different update then?
Or does this just mean he's nearly finished
he has already finished 3 creatures
he wanted to release the update in march
but around the time he finished the third creature
he still wanted to add more
Ahhhh I see
and more creatures would delay the update past march
a couple weeks later he tweeted that he has decided to just finish what's already there and release it
and then after v80 we will get another update with more creatures
maybe it'll be v85
maybe it'll be further down the line
That sounds good, you don't wanna delay anything too long after all
Do you know if the new revamped mineshaft/facility is coming out anytime soon?
Or if he's still working on that?
he has not mentioned working on these at all since before he took his break for WttDP
i assume it will happen "eventually"
and he confirmed factory was up before mineshaft was
but i doubt those are coming in v80
I do hope he has not forgotten about those
At least the Mineshaft generation tweaks are something I am really excited about
yeah
im hopeful i can just retire mineshaft changes in BRB
after v80
im not sure whether or not i'll be happy with vanilla shafts until i see it
but like
the concrete sections being so absurdly big and having no loot are my biggest gripes with mineshaft
and both of those problems are mitigated partly by the new distribution of caverns
maybe he will even shrink mineshafts down a little bit generally
Not having one or two choke points that monsters can camp will be very nice, but I do think shrinking them is still warranted
although i think i am becoming "more okay" with vanilla mineshaft size over time
i think BRB maybe makes them a bit too small now
i also wanted to look into adding more loot nodes into the concrete tunnels
like for the shelf/pallet props reused from the factories
i was thinking of putting loot spawners on those
so the concrete zones feel more rewarding to explore
Ye
I think a good way to address the size at this point would be to make it scale less with bigger interior sizes. It feels fine on Vow and Adamance, but Artifice is a bit much and Titan is lowkey hopeless. The difference between 1.0 and 2.0 size is so much more palpable than Facility or Mansion
yeah defiinitely
I think itβs because you have to find the loot in the caves, which is harder than Mansion having loot in every tile and Facility having predictable loot room generation. The extra time spent finding and traversing caves really adds up as the interior gets bigger
the problem is mostly, i think, that the cave tiles themselves are so small
so zeekerss made the "map tile size" smaller to make it generate more tiles
but that same multiplier gets applied to the concrete tiles which are much larger
and so titan has these awful mile-long concrete tunnels
I still remember a picture someone posted on the Bread server of Mineshaft Titan. It was so big it barely fit in the gameβs draw distance for the free cam
Maybe Zeekerss will also come to his senses and remove the stupid βNo Signal!β thing literally nobody likes. One can dream
i dont think they're that big of a deal
i like them
i like the no signal screen but i do wish radar boosters were more justifiable to use
as a counter
Well of course there are people saying they like it now
Not sure where you all were before
people bring up things they don't like more often then they bring up things they do like
havent i said i like it too
i dont like it for gameplay but thats different from liking just it itself
I guess that is the key. I have not seen anyone (until now) say it is a good part of gameplay
Every time I have brought it up before it was met with groans and sighs
Depends on the type of people you talk to as well
time = clock from lethal company
up = elevator from lethal company
groans = ambient sounds from lethal company
sighs = ghost girl from lethal company
i think it's too intrusive generally and it impacts the ship player which is already the least fleshed out role in the game
conceptually i do like it and i think it's fun for the mineshafts to have an extra hazard to play around
but i think the counterplay that exists for it is "not effective enough"
right now
so i can't say i wholistically like it
would it be as bad if hazards couldnt spawn in the caves
i mean
What gets me is Mineshaft would still be the hardest interior without it
it still means the ship player is totally disconnected from the game as it's occurring
though
oh yeah i guess
My brain usually just goes not go to gifs for reactions. It dos occasionally though
I also recently organized my phoneβs photos which means I have better immediate access to gifs for reacting
at this point
cream if v80 tomorrow
lol
i feel a bit silly
apparently the "high resolution" mode supported by butteryfixes isn't actually unused at all
rather, high resolution mode is used when you are interacting with the terminal
to make the text more readable
i had no idea this was the case until zeekerss mentioned it the other day in the patreon channel
but now it totally makes sense why that was in earlier versions of the game
even before the v60 intro cutscene (which also uses high res mode)
as far as im aware, the low res mode is still exclusively used for v50's intro scene
is there a toggle or some function i can call for the high res mode?
i remember hearing about that but being unsure about asking him
:O
i've wanted something similar to that for a while for some of my stuff
no, and when you see the way zeekerss did it, you're probably gonna find it pretty annoying to manually override with a mod
mmmm that sounds like fun
/// Terminal.Update()
private void Update()
{
if (HUDManager.Instance == null || GameNetworkManager.Instance == null || GameNetworkManager.Instance.localPlayerController == null)
{
return;
}
if (!this.terminalInUse)
{
this.timeSinceTerminalInUse += Time.deltaTime;
HUDManager.Instance.playerScreenTexture.texture = this.playerScreenTex;
GameNetworkManager.Instance.localPlayerController.gameplayCamera.targetTexture = this.playerScreenTex;
return;
}
this.topRightText.text = string.Format("${0}", this.groupCredits);
this.screenText.caretPosition = this.screenText.text.Length;
HUDManager.Instance.playerScreenTexture.texture = this.playerScreenTexHighRes;
GameNetworkManager.Instance.localPlayerController.gameplayCamera.targetTexture = this.playerScreenTexHighRes;
π
he changes both localplayer and hudmanager's reference to the normal one, but only hudmanager to the high res one?
the only reason butteryfixes' changes even work is because i apply my changes to PlayerScreen directly instead of creating a new render texture and assigning it
sorry i cut myself off too early
oh okie
anyways
so butteryfixes' high res mode just forces it to use "terminal quality" everywhere
essentially
but it's actually not restoring a cut feature
like i initially thought
good to know, i guess, though i probably wont get a chance to correct myself
because i assume ill be totally removing the option in v80 anyway
i wonder what the best way would be for me to replicate how the terminal does it where i switch it on the fly whilst overriding the fact that he does it on update π, zeekerss pls you have an interact for interacting the terminal, use THAT instead
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