#Buttery Fixes
1 messages · Page 14 of 1
you're just gonna have to alter Terminal.playerScreenTex directly
or overwrite it with your own custom render texture
unless you patch out this terminal thing
the terminal script is always active and enabled
like i said, BF only gets away with making changes because this is what i was doing
i might just transpile tbh but ill probably just edit playerScreenTex directly
I’m going to tentatively say v80 has the potential to be better than v50
No new moons is the only ‘bad’ thing I can really say about it. Otherwise there’s a ton of “Buttery will love this” I see in the patch notes
fuck 
I DID
v50 was definitely "more content" and i think it will be hard to ever top an update of that scale again
but maybe zeekerss will rise to the challenge
i think v80 is maybe first place for "the most improvements over the previous version of the game" though
like everything he's changed just feels so smooth and good
the game feel is so much better even if the content was a bit lighter
im so glad the kidnapper fox is back
we've seen the new stuff very briefly and it all looks very sick
v50 does have more content yeah but I am a quality over quantity guy
I say Mario Kart 7 has the best track selection in the series even though Mario Kart 8 Deluxe has 96 tracks with the DLC. I will take 32 tracks where 90% if them are peak vs 96 where half are slop
I am gonna think of v80 as the “Zeekerss put bug fix/optimization mods into vanilla” update
Which I for one could not be more happy for
still no cruiser changes :(
not a lick of bug fixes to the cruiser
none
more likely for that to happen closer to release
the dynamic of me being so happy for the update and then opening the cruiser related threads and seeing you so sad is probabl y the funniest part of this update experience
its not a major priority
so Cruiser mods still needed then
¯_(ツ)_/¯
Actually wait
ya
Ah well, there’s always more
i mean i guess that's fair
but not everything in the update was :)
Worst part about the update is it will probably cause another mod apocalypse
and cruiserimproved
Ye
unless something is broken with CI that i didnt notice when testing
That’s what I’m wondering too, if even more might be in store
Never know…
concerning resolutions...
zeekerss kept 860x520 the default
he did not add 970x580 as a selectable option (Sad)
but he did add the 620x350 setting... kinda
he actually added 620x364 to, i assume, improve on the aspect ratio stretching
it is a more comparable ratio
for sure
anyways he also added 400x260
and 186x104
in the next update i will probably just add a "Force Max Quality" config setting
which will make the game always render at 970x580 (not just in the terminal)
since you can basically just use the in-game resolution settings to replicate the "Low" setting
are you able to add it into the settings? im not sure how hard that is
that would so much cleaner though
i thought about doing that honestly
i would like to do that
yeah
but
i will need to do some hacky stuff internally
to prevent it from saving an invalid index to your save file
and breaking things if you ever stop using butteryfixes
fairr
so the config option is my fallback option
that's an assumption you never assume
i will at first try to add a resolution setting directly
because i agree it'd be much nicer
and more intuitive that way
🥹
Since you mentioned the game actually uses two resolutions I'd love if we could set them both separately. I personally like the low res look for gameplay. I think it blends the enemies better with the environment, especially at a distance. However with the amount of information printed on the terminal with some mods I kinda have to reduce the font size and then it's impossible to read at vanilla high res ig.
im not really planning to make resolution customizable
i think it's probably better to use a mod suited specifically for that purpose
the only reason it was in this mod at all is because i thought it was a cut feature and i wanted to restore it as a small bonus thing
at this point it is clear to me it was not ever a cut feature i just didnt realize how it was implemented when i made the setting
but since i've provided support for "terminal resolution" outside of the terminal, i do feel like i should keep the option there for people who were using my mod for that
i see. Guess that's a request for LCUltrawide then
I had heard that Barbers have multiple of them spawning again, is this true?
he did not change barbers at all in v80
so if that's the case
they will be totally broken
still
lol
I heard they were getting fixed, just prolly in a later update
The only person I would ever trust on this kind of thing is buttery because they're actually in there and not just seeing screenshots or rumours and they keep up really well
We're in there
Yes, Zeekerss mentioned fixing barbers
We guess it didn't come this update
or at least in the beta
Do any of your fix mods work right now?
I know MaskFixes is broken according to Chuxia
i have no idea
i have been only playing games
fair
not working on mods
i hope to get to that later tonight
once my friends stop playing
i can practically guarantee butteryfixes is broken or at least not worth using right now
like my forest giant patch will probably make them really dumb in v80
lso yes
i literally can not find any source for this
and i've tried searching
beef is the only person ive heard mention it
@trim breach It should work, looks like one of your transpilers safely fails
Yeah
i just need to update my transpiler to support the new parameter spacing
But yeah it should work then, just not that patch
kinda sucks though because that patch is the one that makes player mimicking work
in vanilla only the host can see mimics
everybody else just sees default orange masked
Mirage appears to possibly be completely broken
I could not load a lobby with it, no error
just stuck loading
@thorn breach i figure you probably have the best idea of this given that you were working on updating dawnlib earlier
is using the patcher "relatively stable" right now
i know if you just use it off rip it has trouble finding some dungen references
and i know there's some shader issues now
i was looking around and couldnt seem to find anybody conclusively saying "do this for ripping v80" though
Doesn't work but I know what you need to do basically to make it work
I'll try to get zaggys repo updated if he doesn't himself
Also DawnLib did get updated :p
Rn I'm unsure if my priority is fixing all modded moons or getting patcher back up, probably patcher
lol
is it easy enough to explain
having a working decompile would help me get my stuff up-to-date sooner but i guess if a "more proper" solution is in the works maybe i ought to wait
Kind of, basically this update brought about two new things for the code
DunGen update and he actually uses the new Rpc params now
Before we had them but he didn't use em
DunGen update was low-key so destructive for modded interiors and anything around that and that's because DunGen used to be packaged inside of Assembly CSharp
Its now split up into it's own 3 dlls
The patcher knows they exist but they're being told to be included in the patch, the patcher has a field you can edit for that though! That's one thing we gotta do, edit the dlls field to include new dlls
The other thing is that in v73's rip, we had to edit the NGO scrubbing code to properly scrub out the new rpc code logic, but I think we just forgot about the newer rpc's since they weren't in use
I believe someone already posted code for this
This is why the update for the patcher is kinda ready, it just needs to be put together
@jade badge @cursive otter player weight gets reset to 0 whenever ReviveDeadPlayers() runs at the end of a round
lol
oh lol
i think this is what was causing the weird 0lbs thing
it might not actually have to do with the utility slot
weight might not get recalculated until you drop and pick up items again
or maybe it recalculates weight but only for your non-utility slot items
zeekerss changed inShipPhase to update for the same time for all clients
so no more sapsucker issues?
except he made all clients, including the host, use the later timing (when the ship doors open) instead of when the lever is pulled...
well actually
he apparently fixed sapsuckers in v73
and i just didnt know
the problem is that he never fixed sapsucker eggs
oh?
and i assume v80 did not change anything about that
Does this mod fix terminal keywords being bad?
E.g. show ties to shovel instead of shower
or telep tying to television instead of teleporter
new notif in zeekerss server:
checks bug-reporting:
sees its just @trim breach doing another report
clears notifs and moves on
(it's just funny how oftne this happens, i do read the bugs cuz they seem interesting :p)
lol
well
i really try to make them digestible so im glad you enjoy them i suppose
part of me wonders if zeekerss hates how much im spoonfeeding this information
like he understands this code enough to have written it in the first place, but
anyways
no
ive always just used this mod which does the thing you're asking for
@thorn breach did the patcher stuff go over well
im still kind of in the weeds with BF running into a bunch of stuff that's annoying without editor access
lol
nope, im supposed to be getting help from someone who got it working in like 5 hours but A. I'll be sleeping and B. I tried their code and it didnt work for me so there's something I'm missing lol
yea, ill still try to update it as soon as i can if what they send me works, and ill definitely let you know
now that the patcher is working
i would really hope i can get BF out today
if absolutely nothing else
i need my BF... it's like building a house and then deciding you'd rather live in a stack of leaves in your backyard for a week
even if v80 made that stack of leaves very colorful and pretty and coated them in sugary syrup
zeekerss increased key price from $3 to $5
but still didn't fix them being marked as non-scrap items
so they still can't be sold
lol
LOL
does this mean it'll be changed to actually be able to be sold since that's more clearly his intention now?
idk
i could make KeysAreScrap default to true
but the problem is that means keys disappear on wipe and can't be placed into a belt bag
the latter requires using BagConfig by matty
because i dont want to patch the bag to fix that
it requires a transpiler and will more than likely just break matty's stuff
i probably will still do that
players can turn it off if they dont want it
and i agree this makes his intention that keys sell for money very clear
and not just a holdover he never fixed
ideally he'd just fix this himself though
if we had a world where keys sold for $5 but were also whitelisted in the bag that would be ideal
personally i think they should be lost on wipe if they're worth money
i think it's very important that there is a clear cutoff of "you lose all your money if you die" and keys would muddy that
the next changelog is absolutely massive
will probably be the longest changelog for any butteryfixes update
sorry in advance
that's oki :)
nothing to be sorry about!!! awesome bf update for awesome v80
v1.1.0
- Improved physics when using a jetpack while tulip snakes are riding you
- Fixed boombox pitch staying wrong if you recharge it on low battery
- Fixed dropped butler knives not showing "Value: $35" until reloading your save
- Fixed Doppler effect still applying to the jetpack when you are the one flying it
- Added a config setting to disable/reduce the Doppler effect for music players
- Added a config setting for the unused resolution quality settings
v1.0.2
- Fast Climbing and BetterLadders compatibility
- Now hides "fake helmet" shadow
v1.0.1
- Eclipsed Rend hotfix
v1.0.0
- Initial release
im just kind of amazed at how this mod started out
the first version of the mod i released literally fucked up rend, i made it permanently eclipsed and increased its power level to test some nutcracker changes i made lol
both of these jetpack fixes are in Jetpack Fixes now
ok guys new challenge
Q10 rend with butteryfixes first version
looking at this now i had no idea it would balloon to this level eventually
lowest sensitivity, stop moving is not allowed
to be loved is to be changed
my bad
i made eclipses 3 -> 4 and increased inside power level 10 -> 25
still i cant believe i released this by accident lol
i suppose it is true
i have been missing this in v80
humble beginnings
i need my BF back
I'd unironically be up for that with you and Alex
im not gonna roll back whatever version of lethal company is needed
i mean
i could just write a plugin that just incorporates those changes into v80
if you want to do the rend eclipsed challenge
in v80 the update
v80 the update
Following our passion takes us to places never thought possible
Haiiiii
Im kinda curious on the state of most buttery mods
Is it too broken?/ how much will it change :0
i have done almost nothing but work on butteryfixes today
i wanna say it's close but honestly i just dont know
i havent looked at the radar scripts yet and those are going to be a real headache
but i think everything else is straightening out soon
you got this!!! 
hey buttery, have you made that one change to buttery fixes in order for it not to conflict with my interiors for whatever reasons?
Amazing!!!! I wish you thr best and hope everything goes amazing for you and your mods :3
Tysm for making these amazing mods, cook cook!!
yes but i never got the chance to release it before v80
oh
what exactly was the reason that caused to conflicts though?
because if it is something i can change then it's fine
honestly i have no idea
i just changed my code to ignore all non-vanilla interiors since im not patching them anyway
the only thing i think could have maybe been wrong was if you had an empty tile in your interior or something
like a tile with no gameobject
but idk if thats even possible
impossible, only things close to it are entry tiles
and they have a doorway
sure there isn't anything about there being no vents?
because i did change that and i don't know if that could cause an issue
i dont think the class that was crashing cares if there are vents
im not sure how code privy you are
but this is the function that was crashing
it was pulling a NullReferenceException and i went through to see what i was doing
and it looked like everything i was doing had enough null checking to prevent that except tile.name, tile.gameObject, and tile.transform
so if your interior had some sort of null tile in it, or a tile with no gameobject/transform attached, those are the only points of failure
although i think i caught another thing i missed just now
@mellow umbra by any chance did you have a "GarageTile" in your interior?
yup
okay
that is likely what was wrong then
actually
my code is missing a single null check when it searches for a specific gameobject in the GarageTile from the manors
how exactly, was it mistaking stuff because of naming convention?
so if you have a GarageTile without that gameobject in it
my code would cause a crash right there
most likely
im willing to bet that is what the problem was
now that i've caught that
which gameobject?
you needed an object called "HangingLEDBarLight (4)" as a child of your garage tile
because i dont null check that before searching for "IndirectLight (1)" as a child of that object
i only nullcheck the indirect light
can renaming the tile prefab work?
so that simple goof is probably what was crashing this function (and thus crashing roundmanager)
if you want this to work in v73 then yeah most likely
again, it'll be handled in v80
lmao
but
i can't really publish a new v73 version at this point
unfortunately
i guess i could stash all my changes and do this hotfix but im so close to releasing v1.17.0 for v80 anyway
and i dontw ant to delay that any longer than i have to, at this point
i'm just gonna do that one change and i'll call it the day
i'll tell you if that worked out fine
but anyways all you need to do is rename that tile
i think
just something like "GarageTileB" would be fine
even
literally just any other name
also about the frostpecker thing IDK i still hadn't had a chance to look at it before v80 dropped but i still hope i can provide some information on that eventually
we can only hope
i did change its nav agent to be medium quality but that was all i think would do stupid stuff to its AI
i was so close to finishing the update
but then zeekerss released a massive v81 patch
so
🙃
what do you mean
i just loaded into a game on eclipsed embrion
3 old birds entered flight mode immediately and landed just fine
Prolly didn't update version or you have a mod breaking them
on that note i am noticing it looks like old birds immediately enter their flight mode upon spawning now
which seems like it is maybe not intended but is also maybe cool and not an issue
Hmmm
Thx
Wait, so Keys actually sell for $3 now? So you still keep them after wipes?
zeekerss added a special case
keys sold at the company desk now give you money
as the only non-scrap item that sells for money
the fact that they aren't scrap means they still fit in belt bags
and still aren't lost on game over
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ButteryFixes.Patches.General.TerminalPatches.Terminal_Post_Start (Terminal __instance) (at <3629bd2fbad74912befc93fb16907bc9>:IL_006E)
(wrapper dynamic-method) Terminal.DMDTerminal::Start(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineTerminal::Start?692649184(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at ./Modules/Enemies.cs:141)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookTerminal::Start?-1558590272(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineTerminal::Start?-399128292(Terminal)
Dawn.StoryLogRegistrationHandler.RegisterStoryLogs (On.Terminal+orig_Start orig, Terminal self) (at ./src/API/StoryLogs/.StoryLogRegistrationHandler.cs:23)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookTerminal::Start?427622136(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineTerminal::Start?1111032154(Terminal)
Dawn.WeatherRegistrationHandler.RegisterModdedWeathers (On.Terminal+orig_Start orig, Terminal self) (at ./src/API/Weathers/.WeatherRegistrationHandler.cs:21)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookTerminal::Start?1611104904(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineTerminal::Start?-858661972(Terminal)
Dawn.TerminalCommandRegistration.AssignTerminalPriorites (On.Terminal+orig_Start orig, Terminal self) (at ./src/API/TerminalCommands/.TerminalCommandRegistration.cs:405)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookTerminal::Start?566574688(Terminal) issue when using teminal mods
when starting a new save after deleting a leaving a previous one
it reverts it to the vanilla terminal
save 1 and save 2
comparison
just checking if this was seen
it was yeah
off the top of my head i dont immediately understand what is wrong here
but i was midgame and couldnt do anything at the time
zeekerss released another another patch and fixed even more stuff i had in this mod
so there will be a 1.17.1 "shortly"
okay i think this is "technically a mod conflict" but it's a mod conflict causing very unsafe code i wrote to throw an error
and it's a mod conflict that is very easy for literally any mod to trigger by accident
so i definitely need to patch this
thanks for letting me know, im pretty confident it wont be an issue in the next update, but if you want to send me your code so i can double check for you i can do that
at ButteryFixes.Utility.ScriptableObjectOverrides.OverrideSelectableLevels () [0x00025] in <3629bd2fbad74912befc93fb16907bc9>:0
at ButteryFixes.Patches.General.StartOfRoundPatches.StartOfRound_Post_Awake (StartOfRound __instance) [0x00000] in <3629bd2fbad74912befc93fb16907bc9>:0
at (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Awake>(StartOfRound)
``` log this error too
If I start a new save won't log this error
but if I open a save file its gonna log this error and the other one
yes, i think i made the same mistake in two places
i can handle this in the next version
too
With the full release of v80/81, I think I am gonna give it the silver medal for second best LC update to date. If it had Liquidation I think it could have topped v50, but it still more than earned second place. Easily better than v60 and v70, in fact a lot of what makes it good is how it fixes parts of those previous updates. I can happily say the game is in a state now that it feels good to play vanilla after being so used to mods!
yes that was my big takeaway
even just playing vanilla in the early days of release
i was blown away at how good playing with no mods felt after so long of getting used to them
there's some stuff im never gonna trade
like i like BF and ESF and scrollinverter etc.
i could definitely feel i was missing some things i liked
but the overall game state is really really good right now
best it's ever been
it's hard for me to say whether it tops v50 or if v50 remains "the best" but at the very least they have fierce competition in my mind
was great to get something like that after such a long wait
as much as I loved the new enemies idk if zeekers can top the old birds in my mind
he really blew it out of the park with them
I'm in love with Cadaver
I can see an argument for v80 over v50, but yeah 3 moons and 3 iconic enemies (including everyone’s goat) really is the wombo combo. Plus v50 had a good few bug fixes from v49. Either way I agree v50’s title was definitely in jeopardy
ima be soo lowkey idk about being in jeopardy
bc nothing is topping the combo of Spike Trap, Tulip Snake, Adamance, Butler, Knife, Old Bird, Artifice
disco bal
and giants being killable
and Dine not being Rend 2
I will concede that v80 maybe hits a bit more for me than others. I really really dig the QoL and sound improvements, I have been saying for months I would take a fixes and improvements update over new content. v50 still edges it out but v80 is exactly the kind of update I wanted
I'm gonna be truth and real and say that it took . . . too long to get v80 as far as the grander playerbase goes. WIth the fixes and improvements it bought, we really should have gotten most of those long, long ago.
Like holy glorp
Last major update we got was v60, with mineshafts and maneaters. That was almost 2 years ago now.
With the extreme lethal drought, I personally feel that v80 is the most substantial update we've got, simply down to how long it has been along with the magnitude of the polish we have gotten. All prior updates where effectively just adding more and more content, and where pretty close to each other in terms of release windows.
I mean the hype train was never gonna last forever
REPO and then Peak came out, and then the wider internet labeled all these games “friendslop” and moved on
The momentum was dying by v50 and never picked back up, and that update is at least on par with v80
it seems like disabling the head bobbing setting in vanilla doesnt affect the headbob while crouching
do u think this could be added to butteryfix ?
@trim breach
kinda depends on what that entails but i dont super want to mess with player cam stuff and i have my hands full with other work

@trim breach I think I found an issue with the new "ForceMaxQuality", when you die, your camera view is stuck on your body and seems to be in a frozen state instead of the camera re-locating to the inside of the ship and see it taking off, can you test this out? I just re-create this by loading up a single player game and jump out of the ship early as its landing to die quickly
hummmmmmmmm
well i know what's wrong
kind of unfortunate
but i think i can deal with it
For me, Butterybalance, some matty mods, Fairer Fire Exits and Science bird tweaks too
@trim breach is the mod recommendations list in the readme up to date? i noticed one of the mods there (ReverbTriggerFix) was last updated 2 years ago so i'm not sure if the mods on that list are still relevant or not
everything on that list is relevant as of v73 and will be relevant in v81 once they are updated for compatibility (if they do not already function)
but how come reverbtriggerfix is an experimental release since 2 years ago?
ah i guess just the readme is not updated then, because it does say its experimental there
there is an experimental setting in that mod disabled by default
but the mod itself with default settings is basically just free performanfe
@trim breach Did you ever figure out why ButteryFixes causes TerminalStuff to break on a lobby reload? Also will ButteryBalance work? I assume it needs a big update lol
brb wont work
and a bunch of its shit is just obsolete now and needs to be reworked/removed anyway
Yeah figured lol
im not sure when i will get to it
ive already fixed butteryfixes but i ran out of time to release it before i had to leave for a while
i just got done testing 1.17.1 and it looks ok so im gonna post it
Which of your individual fix mods still work or are needed btw?
i dont know which ones work
but as far as i can tell none of them will be deprecated once im done updating all of them
Outside of the ones for Barbers, I know those work since dopa tested ClaySurgeonOverhaul
zeekerss fixed a bunch of bugs i (and others) reported in his server but i dont think a single one of my mods is "totally obsolete now"
if i discover that im wrong i will deprecate it and you will know
Ye
MaskFixes just needs that one transpiler fixed still I believe
Assuming it's needed
he didnt change much about the masks so i assume it will be pretty easily fixed yeah
he fixed the masked searching for the elevator script every 0.2s
Yeah which makes it all the more weird that Mirage is broken and makes it so you can't load lobbies
lol
but he still doesn't use the static elevator reference that works just fine
so every masked still does one elevator search when it spawns
but w/e
I do not know why Mirage got nuked
outside of that im not sure he meaningfully changed anything else about them
well mirage changes a bunch of stuff not specifically related to masked
like, primarily it exists for masked, but any enemy can use voice mimicking and stuff
Yeah
i assume it's something under the hood and not something "masked related" that broke it
as far as that transpiler goes
i assume the issue is just zeekerss changing method signatures
but i need to double check if i can remove any of my patches
like im curious if zeekerss fixed comedy/tragedy using the wrong mesh like half of the time
and those wouldn't be code diffs
lmao
was just talking to the dev in mirage thread lol
they just wanted to for a game they were planning
as long as they deprecate once i update i don't really mind
i just don't want it to be difficult for people to find the right stuff
ive already done a lot but looking ahead at what i still have to do is so overwhelming
we really appreciate and love your work, it's honestly really cool how you manage to do all this shit and find motivation for it 💗
i think it looks something like this right now
- update weed killer fixes (totally broken right now)
- update restore mapper (probably just recompile)
- maybe update melee fixes to have a failsafe [for hitting snare fleas on your head](#1241591538413207552 message)??? idk what zeekerss did and if i need to handle it
- update upturned variety (i wanted to include some new variants and add a vanilla compatibility mode, apparently it works fine in v81 so maybe i can put this off for a little bit)
- update keep unlocks??? (i'm not actually sure if it's broken but apparently there's some sort of issue with it i might need to look into)
all of this has to happen in order:
- deprecate vent spawn fix
- update spawn cycle fix
- update barber fixes (to remove outdated dependency)
- update butterybalance
so that's like
at least 7 mods left to update and i've already done 5
Vent Spawn Fix is no longer needed?
i was in the process of merging it into spawn cycle fixes when v80 released
Ah
because there's no real reason to keep it separate i feel like
they're all touching the same systems
Zeekerss changed some stuff with Spawn Cycles right?
he fixed a bunch of bugs with the outside spawn predictor (some of those were things i used to fix myself)
is snare flea thing whatever this is
and added the entire diversity system
and also changed power level so it doesn't spend "extra power level" from killing monsters until the normal power level is already totally full
im not sure how many bugs still persist but i know at least the vent spawn time bug exists (which also causes inconsistent spawn timing)
i will have to go through that with a finetooth comb once im working on it
yes im under the impression this is the change that was causing issues but at least glancing at the changes he made im not immediately sure how it would be invalidating shovel hits
well whatever the case
I wish you luck
Don't stress over the big picture too much
@trim breach something to think about, zeekerss switching to terrain colliders on march and vow makes it so that MaskedPlayerEnemy won't correct for them outside on those moons, they'll be playing footstep sounds meant for untagged ground
btw he also hardcoded march and vow with their footstep sounds, it is honestly not great how he's doing it rn
lol
wtf
i've already made a sort of "solution" in DawnLib for devs, but it is like, he setup something good and then proceeded to just fail the last step to making it dynamic
me seeing if vow, interpret this as grass instead of rock
Keep it up, you’re doing great!
teleporting a player killed by the company monster will show the collect notification
https://medal.tv/pt/games/lethal-company/clips/mtfEftj2gjdHazw_M?invite=cr-MSxPTTMsNTY1MjAyMTU0&v=11
Assista Untitled por leubesgames e milhões de outros vídeos Lethal Company na Medal. #lethalcompany
lol should be an easy fix
thanks
literally the only cause of death in vanilla that spawns a ragdoll and then disables it without deactivating or despawning it afterwards
"LockInTerminal" makes you lose mouse movement if you die while using the terminal, you can use the mouse pointer on the Esc menu but you can't look around anymore.. don't ask how I died on the terminal 🤣 
if its tricky to fix, the locked camera doesn't bother me, I just like the faster typing 
i fixed this although i thought dying at the terminal was supposed to "quit" it
so it seems weird that it doesnt
in any case it shouldn't happen again
thank you
for the code i mean
im stealing from you Lol!
((i needed to figure out how to reference the playerscreen ingame))
that's evil
andi will graciously ignore it so you are free to do whatever you want with it
:3
Are you interested in fixing that one bug with the snare flea rn where it gets stuck to your head and doesn't kill you?
"interested" not really but if i figure out what's causing it i will
I haven't been able to test this much, but it seems like Spore Lizards no longer stomp their little legs when you get close to them?
might be bugged or something idk
I could have just gotten very unlucky with getting it to do it's silly little stomp
I saw em do it today
I guess I just got really unlucky
oh so this is a vanilla bug
makes sense
i was trying to figure out why it was doing that
@trim breach
when and where did this happen
I think on Kenji's moon Thrive, it was the only moon we had a Worm spawn on
what did it collide with
I have no clue, I saw it pop out a few times near main entrance
Maybe it didn't like Scandal's Scanvan though?
this is specifically what happens when the worm collides with an enemy
so i doubt it
it seems more like it collided with an enemy that has its collider set up incorrectly
Ohhhh there are a few like custom cadaver bodies on the map
@manic holly Is it possible you missed smth?
what is most likely happening here is the worm is touching an EnemyAICollisionDetect that does not have an enemyScript assigned
Yeah cus I think the only other actual outdoor enemy we had spawn was the Puma but I doubt the Puma would cause it
Well
The Puma was acting weirdly and couldn't hurt players on the ship but
I think that might have been cus of ShipWindows' EnemyFix
i'm looking and i might've left some stuff misstagged as enemy in the corpse
that might be it
Prolly yeah
thanks for the heads up, i'm trying to fix rn
No worries lol
i dont patch anything with worms
besides what buttery said
worms have zero interactions with vehiculars
Yeah no it was the only thing I knew of it came across til Buttery mentioned enemies
lol
Cus it was under the van a few times
XD
btw
finally im gonna feel less blind
Weird that I start seeing a lot of vivid/stasis all of sudden after my girlfriend starts playin' it
dont spoil me, i plan to play it later
@trim breach This is due to you, it seems
For context, whenever I have ButteryFixes enabled and join a public lobby; the vanilla host is indefinitely unable to land unless I leave. Their screen displays the loading text screen, while mine doesn't, simply showcasing the rumbling of the ship
I disabled almost all of my mod while debugging this issue, and dumbed it down to ButteryFixes
Well, I should have reported this before bc I have tested before with a friend.
Okay, in that case, can you seriously look into this, Stan?
This is a severe issue that has screwed over many public lobbies I've joined, and wasted people's time
[18:50:01.0214798] [Error : Unity Log] [Netcode] NetworkPrefab hash was not found! In-Scene placed NetworkObject soft synchronization failure for Hash: 4223147627!
[18:50:01.0214798] [Error : Unity Log] [Netcode] Failed to spawn NetworkObject for Hash 4223147627.
[18:50:01.0214798] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.SceneEventData.DeserializeScenePlacedObjects () (at <97ae41d8913f4f12b6133336c5f4f494>:IL_009B)
Unity.Netcode.NetworkSceneManager.OnClientLoadedScene (System.UInt32 sceneEventId, UnityEngine.SceneManagement.Scene scene) (at <97ae41d8913f4f12b6133336c5f4f494>:IL_000D)
Unity.Netcode.NetworkSceneManager.OnSceneLoaded (System.UInt32 sceneEventId) (at <97ae41d8913f4f12b6133336c5f4f494>:IL_00DE)
Unity.Netcode.SceneEventProgress.<SetAsyncOperation>b__37_0 (UnityEngine.AsyncOperation asyncOp2) (at <97ae41d8913f4f12b6133336c5f4f494>:IL_0012)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <c39a522eee05469b8171a6cfeb646c59>:IL_000F)
my guess is this is the error?? but i have no idea how im causing this to happen
That's what I thought too :d
But ButteryFixes doesn't touch scenes from what I recall
it does touch scenes
Oh
Seems to be every moon, but I can test landing on all 11 moons for you
I only ever landed on Experimentation during my tests
im mainly interested in what happens when:
- the ship is landed on each moon
- either:
- the host is using no mods, and client(s) use BF
- the host is using BF, and client(s) use no mods
i might be able to test this later with cookie but right now i do not have time to look into what is happening
I can test both right now
if you decide to test yourself please let me know what happens when you have only BF installed
and no other mods
- Experimentation is affected
- Assurance is unaffected
- Vow is unaffected
- Offense is unaffected
- March is unaffected
- Adamance is unaffected
- Rend is unaffected
- Dine is unaffected
- Titan is unaffected
- Artifice is unaffected
- Embrion unaffected
- Doesn't make a difference
- Lands just fine
- Is weird, as I swear to God, either Titan or Artifice were affected at one point
and only if clients are using BF and not the host?
Yes
... okay
i think what is maybe causing issues is me disabling the door
the one stuck in the wall at the old fire exit
my guess is that when it's disabled for the host
clients never have to network spawn it
but when it's enabled for the host and disabled for clients
it causes a synchronization issue
Why'd you disable said door anyway if it's out of bounds?
just because it was out of bounds and it's a minor optimization not having OOB objects loaded
i disable a bunch of OOB objects under the map too
there's a bunch of this bullshit just sitting under the map and rendering even though you can't ever see it :p
Did you not disable stuff like the floating OOB ladder and silo on Offense...?
Those're still there
What the fuck lol
His Roblox roots are still there I see
i don't disable them because they affect collision
o
So these are just models without collision then?
which is why i never disabled the experimentation door before like v1.17
but i guess when i refactored that i broke shit without even realizing it
well, here is a release candidate for v1.17.4
if you want to try replicating the issue again
where you use this as a client and host uses no mods
i changed the scene override to just refit the door into the frame like it did before v1.17
instead of disabling the object
Lands just fine now, yeah
Why the fuck was it just moved OOB like that 😭
Zeekerss you had no reason to do that
ok it took me way too long to actually get around to releasing this (almost exactly 12 hours)
but i did put this out
now
sorry that i was breaking pubs for you folks
i think i at least should have a good idea of how to avoid it in the future...
I'm sure you're aware of the issue but for the longest time sometimes behind the player's shadow you can see the visor hud just like. hovering there
I read somewhere that it was fixed? but it keeps happening to me in vanilla anyway
ye
second helmet's just the visor hud manifesting in the player's shadow, right?
swear on my mommy I saw it behind me playing vanilla a week or two ago
yeah it's the helmet shape you can see at the corners of the screen
ah does it? didn't know that
since when?
cuz I was playing on my v73 profile and it was still happening
According to Purple, I guess not, because when he and I were playing my modpack, he could see it, while I couldn't :v
And this was a few days ago
since v1.0.2 apparently
The log for it is long gone now
I'd have to get in a game with him next time to get info on it
But there was jack shit on my end (I was the host)
maybe my 3rd person mod fucks w it somehow...
I don't have anything like that
cuz ik that disables it when you go into 3rd person
I do have ImmersiveVisor, but I don't know how that would fuck with ButteryFixes
so maybe it's clashing with BF and then it just undoes the fix?
[HarmonyPatch(nameof(PlayerControllerB.ConnectClientToPlayerObject))]
[HarmonyPostfix]
static void PlayerControllerB_Post_ConnectClientToPlayerObject(PlayerControllerB __instance)
{
// fix some oddities with local player rendering
Renderer scavengerHelmet = __instance.localVisor.Find("ScavengerHelmet")?.GetComponent<Renderer>();
if (scavengerHelmet != null)
{
scavengerHelmet.shadowCastingMode = ShadowCastingMode.Off;
Plugin.Logger.LogDebug("\"Fake helmet\" no longer casts a shadow");
}
this has been in the mod since may 31st of 2024
ahh ok it's just the shadow you fix
that makes more sense why it can show up in 3rd person lol
glad you fix the shadow issue tho
it's super bothersome lol
yes i just fix it making the shadow really ugly
i dont make any other changes to it
if any other mods are impacting the renderer's shadow casting mode it will probably overwrite my changes
89874772
titan seed with 2 gift boxes
1 contains a $49 plastic cup
the other contains... nothing
literally no idea how that's even possible
It happened the same in Rend
I don't know if this is possible but can you add a blacklist feature for items that should be excluded from the performance report "scrap collected" summery
Would help with mods like the camera from silly things that increases it's value the more pictures you take of monsters or sellbodiesfixed that make enemies drop their bodies
doesn't seem like something that would be part of BF
seems more like something sillythings should do on their end
Still probably out of scope for this mod but I realize they're probably talking about the pop up for when you bring an item onto the ship and not the screen for right after you leave a moon
or there really is a mod that does something like that for the after-moon summary thing
i struggle with classifying it as "part of this mod's scope" or not
because technically i am patching the code which is responsible for displaying the scrap tracker
and so someone trying to fix that issue would probably have to patch my patches, not just vanilla code
but i also have to explicitly write in support for certain item types (gift boxes were an absolute nightmare in v1.17.5)
and it's not like my behavior is going to be "more broken than vanilla" because if those mods aren't patching vanilla's code it's going to be just as incorrect
ok THIS might be feature that is in the scope of the mod.(ButteRyBalance)
There are quite some features for the cadaver Infection that only exist for singleplayer.
I'd be cool to be able to individually activate theses:
- HUD indication for how long the air filter still fully blocks the spores (Filter quality: X%)
- HUD indication for high fever when infection reaches 80% or higher, from 101°F to 112°F
- HUD indication while at Critical burst ((90% to 100%)shortly before blooming) which says: "High Fever detected!!! Foreign Bodies detected!!! Irregular Brainwave detected!!!"
- While Solo the time from 90% to 100% critical burst is 18 seconds and in multiplayer its about 1.7 seconds. I was hoping you could increase this time to maybe 3 seconds so you actually get to experience all the effects(ear ringing, Movement becomes hindered, Vines-in-head audio, Visual poison starts building up) and maybe warn you're team that your head is about to explode
I got most of this info from the wiki but can also speak from experience: https://lethal-company.fandom.com/wiki/Cadaver
You could also make all these feature into one toggle, I wouldn't mind, I'd just would love to see these while playing with friends
increasing the time probably crosses the line of "cheat" and probably isn't within the scope of this mod since it's not really a "fix"
That would only be a cherry on top feature for me
The thing that I mostly want is the HUD information
it's still pretty intentionally coded as a singleplayer-only feature
like, discussion of balance implications aside, it isn't really a bug that needs fixing
Oh wait no I forgot to mention this is intended for Buttery Balances
Damn it, I was looking for that one and didn't find it, thanks
Stack trace:
(wrapper stelemref) System.Object.virt_stelemref_class(intptr,object)
ButteryFixes.Utility.ScrapTracker.TrackGiftBoxOnClient (GiftBoxItem giftBoxItem, GrabbableObject objectInPresent) (at <917cfc9878af4514a1b786f65ad859c9>:0)
(wrapper dynamic-method) GiftBoxItem+<waitForGiftPresentToSpawnOnClient>d__19.DMD<GiftBoxItem+<waitForGiftPresentToSpawnOnClient>d__19::MoveNext>(GiftBoxItem/<waitForGiftPresentToSpawnOnClient>d__19)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:0)``` looks like sometimes it doesn't works with clients
using this option from additionalnetwork can affect this?
that is sort of bizarre
no clue what is going on here
ill have to have a look later
I'm yet again consulting about sapsucker jank
my custom moon has an increased random interval for non-targetted lightning strikes and the sapsucker got hit by one and it just tweaked in place for a while until it got hit by another one and died
is that... a problem that's on me or is the bird just like that?
from my experience, the bird will attack in place when hit by lightning
it's a vanilla thing
not sure why it happens
well you know how in stormy weather lightning strikes can happen but not target a conductive item?
one of those struck the bird but it just spewed errors while walking in place
my hypothesis is that the bird just tries attacking whatever damages is but since the lightning comes and goes it can't target anything?
so it just sits there
When a client opens a gift, the scrap inside doesn't show the collected notification.
this would have been my guess too yeah
I assume patching/fixing smth like that is a little out of scope/too complicated?
makes me sad to see the signature enemy in the moon just kinda shit the bed so often but I don't think I can really do much about it
yay ❤️ .... im smart ❤️.....
Idk if it's already fixed. But when I died in the quicksand holding an egg, the sapsucker AI broke, and other players were able to get the eggs.
opened a giftbox inside the ship
didint get registered
this the error
want me to send complete log/code? :3
no it's probably fine... i dont get how this is happening but i will try to figure it out
@trim breach are you aware of any bug relating to joining clients thinking experimentation is stormy but only on the monitor's end?
i thought it was dawnlib until i disabled most of my mods, the monitor on the client says stormy weather (it's not actually stormy weather though)
well
i know that experimentation displays the wrong weather for some clients (maybe all clients?) immediately after being fired
i wonder if maybe the screen is showing the wrong weather because the seed is getting re-synced (and weather resetting) after the monitor is refreshed
but also maybe weatherregistry is changing vanilla's behavior
i didnt have weather registry if thats what you mean
it was super barebones, and the weather on the terminal etc is accurate, it was just the monitor, i assume zeekerss isn't calling StartOfRound.Instance.SetMapInfoBlahBlah
A client opened a gift box, and it worked as it should.
what this it's new
Yesterday, I played without reverbtriggerfix because of a problem I noticed, and Idk if it was a coincidence, but all 3 times a client (latejoin too) opened a gift box inside the ship it worked as intended.
weird
i was using reverbtriggerfix myself
and i toggled it off because of the issue you reported
but i didnt check if it changed the gift box replication rate for me
that error isn't happening anymore probably it was that
@normal wigeon @sudden sphinx in the latest version of BF i have added a setting which displays filter quality in multiplayer
it also shows the 3 warnings when you are bursting (but since you usually burst in like 1.7s it's more for flair than anything)
anything else would be too significant of a balance change for a clientside mod to make (although I may cave and make settings for it in BRB, we will just have to see...)
what that mod spectate? Poltergeist?
You mean what mod we used to fly around like that? That’s poltergeist yeah 👍
tysm!
insane gif
@slate venture
[When a player transforms into a masked, is the bodycam disabled?](#1336202685317120060 message)
this might be a bug that i am causing, my patch for this:v1.15.6
- Fixed head cam still being visible on radar after a player is eaten by the monster at the company building
- Also fixes
NoBodyNoSignalnot applying to the same conditions
seems to be a bit overzealous
when you are eaten by the company monster, your body gets disabled
but masks also disable your body (since otherwise there'd be a ragdoll and a mimic at the same time)
it looks like i was just forgetting to check if the player had a mimic before disabling the headcam
and the cadaver blooms?
the cadaver blooms would be subject to the same bug
but the same fix would also work
so it should be fine
this also reminds me i sort of need to fix the exit line thing
- Line now displays when targeting a "masked"
i dont think this has worked since v80 because of some changes zeekerss made
hey buttery, have you noticed that the item region doesn't keep items on the old bird?
cuz i sure did
me too
scandal? what are you doing here
i thought you'd show up only if i talked about vehicles
while we're here, why doesn't it
i dunno
didn't look into it
could be as simple as allowDroppingItems is set to false
or something deeper
ain't
it's meant to be able to carry items on it
Could you remove easter eggs, gift boxes and homemade flashbangs from scan command when they are used?
okay i was under the impression i had already implemented this
but that actually appears to just be totally wrong
loll
For some reason, general improvements do this but only with scrap left monitor
Scrap left
i seriously feel like i already accounted for this "at some point" but i guess i removed it at some point or something
in any case it should be handled in the next version
when that releases
how do people feel about me changing cause-of-death
#1486746820787965952 message
a bunch of cause-of-death calls are just wrong in vanilla
changing them would be pretty easy
though the problem is all of these are clientside
if you really think people would disagree with those changes then you can make it a config option
so if someone is using butteryfixes in a public lobby and dies to a giant
they would display crushing as their cause of death even for vanilla clients
well it does but i just havent touched it before because i figured people would find that to be a downside
i guess
It would be a cool change.
this would be awesome and i would love that
how are you planning to change the knife cause of death?
stabbing, no?
i meant more the coding it in part
ah
Maybe an “on by default” toggle?
oh i never considered this
makes sense
this was my first plan but i wound up not doing it
i realized i'd have to fix the jetpack cause-of-death in jetpack fixes instead of butteryfixes
(unless i wanted to patch jetpack fixes with buttery fixes, which sounds horrible)
and i thought it'd be clunky to have cause-of-death being changed by two separate configs in two separate mods
on top of this having "fairly minimal impact" it also fixes a lot of stuff with sound effects
i.e. lethal company uses this sound effect whenever somebody dies to Crushing
but basically the only two ways you can hear this SFX in vanilla are:
- dying to a spike trap (which plays its own loud slam SFX)
- getting run over by the cruiser, fast enough to kill
now you can hear this sound effect:
- when a giant falls over on top of you
- when the ship lands on you
- when the item dropship lands on you
all of which used to be gravity, and used to play this sound instead
it just feels way more fitting this way
i actually debated putting this in enemy sound fixes for that reason
but i already wrote all the code to put it in BF and enemysoundfixes tries to be pretty minimal about sound fixes which actually change visuals/gameplay
(not to say there aren't a few examples where that's the case)
extension ladders also have a sound effect for bonking players which overlaps with the fall damage death sound
Yeah i've only ever heard it clearly w the cruiser lol
Oh I didn't know giants falling over actually killed you??? that's so fucking cool, since when??
and i guess it's "more up to interpretation" if that is the intent but making the ladder a different cause of death makes the unique kill sound more audible and special
since v50
what the fuck LOL
they can even kill you through the cruiser isn't that fun!!!
that's super niche ig that's why I never saw it, love this fucking game holy shit
they should explode the cruiser if they fall on top

LOL yeah
cookie suggested "Bludgeoning" and after some consideration i decided that was the best fit as well
i did add protection against it for my v55 car and scanvan
but you have to be in the back for v55, and either in the back or in the cab for scanvan
which means there is now another source of bludgeoning that is not "another player melee'd you to death" although i guess it's sort of funny it wound up being another scenario caused by players
anyways
there's also baboon hawks dealing "Unknown" damage which is straight up just because zeekerss forgot to specify a damage type for the baboons
i think ghost girl popping your head should be "Unknown"

adds the mystique of your head randomly popping off in front of your crew
i assume he would have made them Mauling when they were originally added, but I decided to use Stabbing (only been in the game since v50) instead
since their kill animation shows them skewering the player's corpse on their "beak"
yeah ghost girl wont change
i feel like "Unknown" is by design with her
and if it's not it's still cool
anyways im not sure whether to push this update or wait
but i have patched over all the nonsense i posted in that thread above
and is earth leviathan unknown too?
oh wait ghost girl is already unknown
i didn't realise
i think technically yes?
i thought it was something else
you can't see that without a mod to show cause-of-death on the spectate screen
since earth leviathans leave behind no body
i feel like "unknown" is fine for such a case
changing the cause of death when there isn't even a body left behind doesn't even matter
and i don't think you should get hung up on it
giants use "Crushing" when they eat players but you can also hear them audibly chewing on you
only the ones that actually leave something behind
vaporised
anyways yeah like scandal said this has been a thing since v50
when giants were made killable in the first place
i think giants falling over on you and killing you is most common when using car to kill a giant
they're actually able to kill you through the ship this way which i patched in this mod because it feels not intentional
thats when ive had it happen most
but yeah like scandal said it's most likely to occur when you ram into them with the car
i've had it happen once or twice which isn't a lot but it definitely makes killing them more of a nailbiter
i like the brick on the gas approach and quickly bailing from the car
you have to be behind them at the point which their kill animation shows their body landing on the ground
(ESF plays this sound effect at the same time, which seems to be the intent in vanilla but zeekerss forgot to add it...)
but the kill does happen in vanilla and with it playing the fall damage SFX and no other audio
it's very confusing
lol
thank you for this information
I love this one so much
[Error :Buttery Fixes] Kill trigger transpiler failed
my guess is something else patched what im trying to patch
but idk what mod would be doing that
I tested in a profile with only butteryfixes and logs this error too
ok then maybe im just stupid
in any case this error is probably harmless
i dont think this patch even changes anything in vanilla
i fixed it "on principle" just in case custom content uses it
yes, no problems here.
this is the patch for KillLocalPlayer.justDamage ignoring KillLocalPlayer.causeOfDeath and always dealing "Unknown" type damage
i dont think any of these triggers in vanilla set that flag
all of them are instakills
okay yeah
there's no way this transpiler would have worked
i was checking the wrong opcode and i was forgetting to modify an opcode somewhere
i got so caught up in "everything else works" that i totally overlooked checking if this worked
Lol
i found out yesterday that my kitchen knife bludgeoning patch doesnt work either
so im gonna have to look into that
Is the ghost girl in the camera not a bug?
Is intended?
yeah i think so
is the only way for other people to see the girl when is hunting someone
Its weird seeing her doing the walking animation standing still.
i also use it to know when she is looking at me from outside
doesn't mean it's not an oversight
so i know not to look outside hehe
if the intent is "you're meant to sound and look like a crazed lunatic to your coworkers" then only having ghost girl show up on the camera for the haunted player makes so much more sense
having it show up for everyone feels a bit awkward and like an oversight
maybe
that's why I think isn't intended.
because it'd be really funny to furiously point at the camera while screaming "SHES RIGHT THERE!!!" and your coworkers genuinely just think you're delusional or trolling because they don't see anything
that feels "much more intended"
imo
and then this is usually followed up by animalistic screaming and aerobatics as you jump to try and avoid the girl and then your head just fucking explodes right in front of them
that's a "very lethal company moment"
i think having the ghost girl only render for the haunted player in the ship camera would be a pretty neat (and niche) thing to have as an option or something (i wouldn't mind it forced on but i know people can get up in arms about tiny stuff)
and whether it's a "fix" is up for debate i guess
Probably it is unintended when she disappears, the camera still renders her. That's why she stay still doing the walking animation.
With imperium you can see her after disappears and she does the same thing.
@slate venture @unborn geyser i think it is unintended but i haven't really patched it because it's "sort of cool" how it works out
the reason it happens is because enemies have 2 different layers:
EnemiesEnemiesNotRendered
the latter is not visible to players but is visible to the ship's camera
it's used to hide enemies like dogs/giants/old birds/etc. when the ship doors are closed
so they don't bleed through the walls or doors
but for them to still be visible when watching the camera
ghost girl reuses that layer which means she is always visible on the ship cameras
even if you are not personally haunted
and even if ghost girl is invisible to you while you are haunted
i dont think zeekerss ever intended for this behavior to be the case but it just wound up that way anyway
especially because her facing direction and animation does not adjust while she is invisible
so you will just see her skipping and doing nothing
this is the same bug that causes cadaver blooms to be really fucking buggy
which are what these fixes are for
v1.17.6
- Fixed some specific circumstances which could allow Cadaver Blooms to reappear (visually) after death
v1.17.3
- Cadavers
- Fixed Cadaver Blooms suddenly blocking movement after death
- Fixed Cadaver Blooms displaying their radar visuals on bodycams after death
haii buttery!!! i do feel the looking through camera is cool, but the walking animation through camera does feel like a bug tbh
the second clip looks like she knows where the camera is pointing and uses that to disappear
Honestly, it very well may be “This was unintentional, but I decided to keep it in as a feature” thing
Does she appear in the player cams too? Or only the ship cams
Yeah, I feel if it was intentionally implemented/finalized the animation would stop, or some kind of mechanic would be introduced. My guess has always been that since the skipping animation isn’t super noticable on the ship cam (and it’s such a minor thing), Zeekerss just hasn’t bothered to fix (adjust?) it
So if she uses the first one will be fixed?
the fix is to disable her renderer completely instead of using the second layer
So not even the target player will be able to see her.
well ghost girl's visibility is all handled clientside
you could define whatever arbitrary set of rules you want for how she should be visible
and apply them individually to all players
i will probably look into adjusting this but im not sure what i will wind up doing
probably the most authentic behavior would be "let all players see her on the cameras" while also "fixing her animation and rotation after she disappears"
but i think you can make a serious argument that this is just a bug zeekerss never fixed