#Buttery Fixes

1 messages · Page 14 of 1

trim breach
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i mean lowkey

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you're just gonna have to alter Terminal.playerScreenTex directly

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or overwrite it with your own custom render texture

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unless you patch out this terminal thing

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the terminal script is always active and enabled

trim breach
thorn breach
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i might just transpile tbh but ill probably just edit playerScreenTex directly

meager estuary
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I’m going to tentatively say v80 has the potential to be better than v50

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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

still mantle
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fuck stare

trim breach
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but maybe zeekerss will rise to the challenge

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i think v80 is maybe first place for "the most improvements over the previous version of the game" though

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like everything he's changed just feels so smooth and good

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the game feel is so much better even if the content was a bit lighter

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im so glad the kidnapper fox is back

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we've seen the new stuff very briefly and it all looks very sick

meager estuary
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v50 does have more content yeah but I am a quality over quantity guy

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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

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I am gonna think of v80 as the “Zeekerss put bug fix/optimization mods into vanilla” update

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Which I for one could not be more happy for

subtle compass
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not a lick of bug fixes to the cruiser

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none

daring steeple
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more likely for that to happen closer to release

subtle compass
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maybe

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the rest of the update is awesome i love it

paper garden
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the enemies are so cool

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if I ignore the plant

thorn breach
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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

subtle compass
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😭

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im just sad it received no changes

daring steeple
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its not a major priority

radiant nymph
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so Cruiser mods still needed then

daring steeple
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¯_(ツ)_/¯

radiant nymph
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Actually wait

subtle compass
radiant nymph
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this means I can have the Nuclear Cruiser

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pog

meager estuary
subtle compass
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but not everything in the update was :)

meager estuary
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Worst part about the update is it will probably cause another mod apocalypse

subtle compass
radiant nymph
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Ye

subtle compass
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unless something is broken with CI that i didnt notice when testing

meager estuary
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Never know…

trim breach
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concerning resolutions...

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zeekerss kept 860x520 the default

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he did not add 970x580 as a selectable option (Sad)

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but he did add the 620x350 setting... kinda

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he actually added 620x364 to, i assume, improve on the aspect ratio stretching

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it is a more comparable ratio

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for sure

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anyways he also added 400x260

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and 186x104

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in the next update i will probably just add a "Force Max Quality" config setting

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which will make the game always render at 970x580 (not just in the terminal)

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since you can basically just use the in-game resolution settings to replicate the "Low" setting

thorn breach
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are you able to add it into the settings? im not sure how hard that is

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that would so much cleaner though

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i thought about doing that honestly

trim breach
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i would like to do that

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yeah

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but

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i will need to do some hacky stuff internally

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to prevent it from saving an invalid index to your save file

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and breaking things if you ever stop using butteryfixes

thorn breach
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fairr

trim breach
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so the config option is my fallback option

thorn breach
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that's an assumption you never assume

trim breach
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i will at first try to add a resolution setting directly

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because i agree it'd be much nicer

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and more intuitive that way

thorn breach
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🥹

snow girder
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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.

trim breach
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i think it's probably better to use a mod suited specifically for that purpose

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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

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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

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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

snow girder
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i see. Guess that's a request for LCUltrawide then

meager estuary
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I had heard that Barbers have multiple of them spawning again, is this true?

trim breach
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he did not change barbers at all in v80

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so if that's the case

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they will be totally broken

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still

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lol

radiant nymph
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I heard they were getting fixed, just prolly in a later update

thorn breach
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I don't know where you heard that

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I don't think I saw zeekerss talking about it

radiant nymph
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Beef said it was happening

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I guess he saw it on the Patreon somewhere

thorn breach
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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

ruby dagger
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Yes, Zeekerss mentioned fixing barbers

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We guess it didn't come this update

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or at least in the beta

radiant nymph
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I know MaskFixes is broken according to Chuxia

trim breach
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i have been only playing games

radiant nymph
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fair

trim breach
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not working on mods

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i hope to get to that later tonight

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once my friends stop playing

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i can practically guarantee butteryfixes is broken or at least not worth using right now

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like my forest giant patch will probably make them really dumb in v80

trim breach
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i literally can not find any source for this

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and i've tried searching

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beef is the only person ive heard mention it

radiant nymph
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@trim breach It should work, looks like one of your transpilers safely fails

trim breach
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he changed the signature for killplayer

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i imagine that's all that's wrong

radiant nymph
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Yeah

trim breach
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i just need to update my transpiler to support the new parameter spacing

radiant nymph
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But yeah it should work then, just not that patch

subtle compass
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1 extra parameter

trim breach
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in vanilla only the host can see mimics

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everybody else just sees default orange masked

radiant nymph
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Mirage appears to possibly be completely broken

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I could not load a lobby with it, no error

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just stuck loading

trim breach
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@thorn breach i figure you probably have the best idea of this given that you were working on updating dawnlib earlier

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is using the patcher "relatively stable" right now

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i know if you just use it off rip it has trouble finding some dungen references

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and i know there's some shader issues now

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i was looking around and couldnt seem to find anybody conclusively saying "do this for ripping v80" though

thorn breach
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I'll try to get zaggys repo updated if he doesn't himself

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Also DawnLib did get updated :p

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Rn I'm unsure if my priority is fixing all modded moons or getting patcher back up, probably patcher

trim breach
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is it easy enough to explain

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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

thorn breach
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DunGen update and he actually uses the new Rpc params now

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Before we had them but he didn't use em

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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

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Its now split up into it's own 3 dlls

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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

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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

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I believe someone already posted code for this

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This is why the update for the patcher is kinda ready, it just needs to be put together

trim breach
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@jade badge @cursive otter player weight gets reset to 0 whenever ReviveDeadPlayers() runs at the end of a round

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lol

cursive otter
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oh lol

trim breach
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i think this is what was causing the weird 0lbs thing

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it might not actually have to do with the utility slot

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weight might not get recalculated until you drop and pick up items again

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or maybe it recalculates weight but only for your non-utility slot items

trim breach
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zeekerss changed inShipPhase to update for the same time for all clients

subtle compass
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so no more sapsucker issues?

trim breach
subtle compass
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oh

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so more broken sapsucker?

trim breach
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well actually

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he apparently fixed sapsuckers in v73

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and i just didnt know

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the problem is that he never fixed sapsucker eggs

subtle compass
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oh?

trim breach
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and i assume v80 did not change anything about that

ruby dagger
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Does this mod fix terminal keywords being bad?

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E.g. show ties to shovel instead of shower

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or telep tying to television instead of teleporter

thorn breach
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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)

trim breach
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lol

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well

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i really try to make them digestible so im glad you enjoy them i suppose

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part of me wonders if zeekerss hates how much im spoonfeeding this information

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like he understands this code enough to have written it in the first place, but

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anyways

trim breach
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ive always just used this mod which does the thing you're asking for

trim breach
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@thorn breach did the patcher stuff go over well

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im still kind of in the weeds with BF running into a bunch of stuff that's annoying without editor access

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lol

thorn breach
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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

trim breach
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lol

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i see

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well that's unfortunate but thank you

thorn breach
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yea, ill still try to update it as soon as i can if what they send me works, and ill definitely let you know

trim breach
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now that the patcher is working

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i would really hope i can get BF out today

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if absolutely nothing else

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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

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even if v80 made that stack of leaves very colorful and pretty and coated them in sugary syrup

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zeekerss increased key price from $3 to $5

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but still didn't fix them being marked as non-scrap items

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so they still can't be sold

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lol

cursive otter
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LOL

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does this mean it'll be changed to actually be able to be sold since that's more clearly his intention now?

trim breach
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idk

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i could make KeysAreScrap default to true

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but the problem is that means keys disappear on wipe and can't be placed into a belt bag

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the latter requires using BagConfig by matty

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because i dont want to patch the bag to fix that

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it requires a transpiler and will more than likely just break matty's stuff

cursive otter
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hrmm

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i see

trim breach
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players can turn it off if they dont want it

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and i agree this makes his intention that keys sell for money very clear

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and not just a holdover he never fixed

cursive otter
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ture

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true

trim breach
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ideally he'd just fix this himself though

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if we had a world where keys sold for $5 but were also whitelisted in the bag that would be ideal

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personally i think they should be lost on wipe if they're worth money

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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

cursive otter
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yah

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it makes sense

trim breach
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the next changelog is absolutely massive

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will probably be the longest changelog for any butteryfixes update

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sorry in advance

subtle compass
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that's oki :)

cursive otter
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nothing to be sorry about!!! awesome bf update for awesome v80

trim breach
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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

v1.0.1

  • Eclipsed Rend hotfix

v1.0.0

  • Initial release
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im just kind of amazed at how this mod started out

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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

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both of these jetpack fixes are in Jetpack Fixes now

opal cairn
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ok guys new challenge
Q10 rend with butteryfixes first version

trim breach
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looking at this now i had no idea it would balloon to this level eventually

opal cairn
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lowest sensitivity, stop moving is not allowed

paper garden
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to be loved is to be changed

trim breach
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my bad

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i made eclipses 3 -> 4 and increased inside power level 10 -> 25

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still i cant believe i released this by accident lol

cursive otter
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Rend Eclipsed Challenge...

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i kind of love it

trim breach
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i have been missing this in v80

cursive otter
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humble beginnings

trim breach
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i need my BF back

ruby dagger
opal cairn
trim breach
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i mean

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i could just write a plugin that just incorporates those changes into v80

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if you want to do the rend eclipsed challenge

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in v80 the update

hollow palm
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v80 the update

meager estuary
unborn geyser
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Haiiiii

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Im kinda curious on the state of most buttery mods

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Is it too broken?/ how much will it change :0

trim breach
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i wanna say it's close but honestly i just dont know

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i havent looked at the radar scripts yet and those are going to be a real headache

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but i think everything else is straightening out soon

cursive otter
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you got this!!! greed

mellow umbra
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hey buttery, have you made that one change to buttery fixes in order for it not to conflict with my interiors for whatever reasons?

unborn geyser
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Tysm for making these amazing mods, cook cook!!

trim breach
mellow umbra
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oh

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what exactly was the reason that caused to conflicts though?

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because if it is something i can change then it's fine

trim breach
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honestly i have no idea

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i just changed my code to ignore all non-vanilla interiors since im not patching them anyway

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the only thing i think could have maybe been wrong was if you had an empty tile in your interior or something

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like a tile with no gameobject

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but idk if thats even possible

mellow umbra
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and they have a doorway

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sure there isn't anything about there being no vents?

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because i did change that and i don't know if that could cause an issue

trim breach
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i dont think the class that was crashing cares if there are vents

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im not sure how code privy you are

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but this is the function that was crashing

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it was pulling a NullReferenceException and i went through to see what i was doing

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and it looked like everything i was doing had enough null checking to prevent that except tile.name, tile.gameObject, and tile.transform

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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

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although i think i caught another thing i missed just now

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@mellow umbra by any chance did you have a "GarageTile" in your interior?

mellow umbra
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yup

trim breach
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okay

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that is likely what was wrong then

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actually

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my code is missing a single null check when it searches for a specific gameobject in the GarageTile from the manors

mellow umbra
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how exactly, was it mistaking stuff because of naming convention?

trim breach
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so if you have a GarageTile without that gameobject in it

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my code would cause a crash right there

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most likely

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im willing to bet that is what the problem was

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now that i've caught that

mellow umbra
trim breach
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you needed an object called "HangingLEDBarLight (4)" as a child of your garage tile

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because i dont null check that before searching for "IndirectLight (1)" as a child of that object

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i only nullcheck the indirect light

mellow umbra
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can renaming the tile prefab work?

trim breach
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so that simple goof is probably what was crashing this function (and thus crashing roundmanager)

trim breach
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again, it'll be handled in v80

mellow umbra
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lmao

trim breach
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but

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i can't really publish a new v73 version at this point

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unfortunately

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i guess i could stash all my changes and do this hotfix but im so close to releasing v1.17.0 for v80 anyway

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and i dontw ant to delay that any longer than i have to, at this point

mellow umbra
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i'm just gonna do that one change and i'll call it the day

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i'll tell you if that worked out fine

trim breach
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but anyways all you need to do is rename that tile

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i think

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just something like "GarageTileB" would be fine

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even

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literally just any other name

mellow umbra
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i'll keep you updated

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thanks for the help

trim breach
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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

mellow umbra
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we can only hope

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i did change its nav agent to be medium quality but that was all i think would do stupid stuff to its AI

trim breach
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i was so close to finishing the update

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but then zeekerss released a massive v81 patch

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so

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🙃

meager estuary
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Btw Old Birds were not actually fixed

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Gotta wait for v82 ig

trim breach
meager estuary
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Their flying is still broken

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They fly but just sit there in the air

trim breach
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i just loaded into a game on eclipsed embrion

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3 old birds entered flight mode immediately and landed just fine

radiant nymph
trim breach
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on that note i am noticing it looks like old birds immediately enter their flight mode upon spawning now

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which seems like it is maybe not intended but is also maybe cool and not an issue

meager estuary
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Hmmm

slate venture
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Thx

ruby dagger
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Absolute peak

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Ty for the update <3

meager estuary
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Wait, so Keys actually sell for $3 now? So you still keep them after wipes?

trim breach
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keys sold at the company desk now give you money

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as the only non-scrap item that sells for money

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the fact that they aren't scrap means they still fit in belt bags

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and still aren't lost on game over

meager estuary
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Darn

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Pretty peak imo

fringe charm
# trim breach zeekerss added a special case

[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

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when starting a new save after deleting a leaving a previous one

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it reverts it to the vanilla terminal

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save 1 and save 2

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comparison

fringe charm
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just checking if this was seen

trim breach
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off the top of my head i dont immediately understand what is wrong here

fringe charm
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KK

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no rush

trim breach
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but i was midgame and couldnt do anything at the time

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zeekerss released another another patch and fixed even more stuff i had in this mod

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so there will be a 1.17.1 "shortly"

trim breach
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and it's a mod conflict that is very easy for literally any mod to trigger by accident

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so i definitely need to patch this

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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

slate venture
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  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
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If I start a new save won't log this error

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but if I open a save file its gonna log this error and the other one

trim breach
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yes, i think i made the same mistake in two places

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i can handle this in the next version

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too

meager estuary
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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!

trim breach
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even just playing vanilla in the early days of release

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i was blown away at how good playing with no mods felt after so long of getting used to them

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there's some stuff im never gonna trade

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like i like BF and ESF and scrollinverter etc.

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i could definitely feel i was missing some things i liked

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but the overall game state is really really good right now

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best it's ever been

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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

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was great to get something like that after such a long wait

fringe charm
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he really blew it out of the park with them

paper garden
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I'm in love with Cadaver

meager estuary
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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

paper garden
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ima be soo lowkey idk about being in jeopardy

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bc nothing is topping the combo of Spike Trap, Tulip Snake, Adamance, Butler, Knife, Old Bird, Artifice

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disco bal

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and giants being killable

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and Dine not being Rend 2

meager estuary
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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

worldly dew
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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.

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Like holy glorp

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Last major update we got was v60, with mineshafts and maneaters. That was almost 2 years ago now.

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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.

meager estuary
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I mean the hype train was never gonna last forever

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REPO and then Peak came out, and then the wider internet labeled all these games “friendslop” and moved on

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The momentum was dying by v50 and never picked back up, and that update is at least on par with v80

brazen vapor
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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

trim breach
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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

brazen vapor
gilded lintel
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@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

trim breach
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hummmmmmmmm

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well i know what's wrong

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kind of unfortunate

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but i think i can deal with it

slate venture
minor sleet
#

@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

trim breach
#

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)

minor sleet
trim breach
#

it's not

#

and what it fixes is not changed in v81 to my knowledge

minor sleet
# trim breach it's not

ah i guess just the readme is not updated then, because it does say its experimental there

trim breach
#

there is an experimental setting in that mod disabled by default

#

but the mod itself with default settings is basically just free performanfe

radiant nymph
#

@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

trim breach
#

brb wont work

#

and a bunch of its shit is just obsolete now and needs to be reworked/removed anyway

radiant nymph
#

Yeah figured lol

trim breach
#

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

radiant nymph
#

Which of your individual fix mods still work or are needed btw?

trim breach
#

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

radiant nymph
#

Outside of the ones for Barbers, I know those work since dopa tested ClaySurgeonOverhaul

trim breach
#

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

radiant nymph
#

Ye

#

MaskFixes just needs that one transpiler fixed still I believe

#

Assuming it's needed

trim breach
#

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

radiant nymph
#

Yeah which makes it all the more weird that Mirage is broken and makes it so you can't load lobbies

#

lol

trim breach
#

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

radiant nymph
#

I do not know why Mirage got nuked

trim breach
#

outside of that im not sure he meaningfully changed anything else about them

trim breach
#

like, primarily it exists for masked, but any enemy can use voice mimicking and stuff

radiant nymph
#

Yeah

trim breach
#

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

radiant nymph
#

☠️

#

Someone was impatient

#

lol

thorn breach
#

Buttery, release MaskFixesFinallyFixedForever please

#

MFFFF for short

minor sleet
#

lmao

trim breach
#

lol

#

i mean

#

i guess my license permits it

#

but yes

#

talk about impatience

fringe charm
#

they just wanted to for a game they were planning

trim breach
#

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

trim breach
#

ive already done a lot but looking ahead at what i still have to do is so overwhelming

minor sleet
trim breach
#

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:

  1. deprecate vent spawn fix
  2. update spawn cycle fix
  3. update barber fixes (to remove outdated dependency)
  4. update butterybalance
#

so that's like

#

at least 7 mods left to update and i've already done 5

radiant nymph
trim breach
#

i was in the process of merging it into spawn cycle fixes when v80 released

radiant nymph
#

Ah

trim breach
#

because there's no real reason to keep it separate i feel like

#

they're all touching the same systems

radiant nymph
#

Zeekerss changed some stuff with Spawn Cycles right?

trim breach
#

a bunch of it

#

yes

radiant nymph
#

I saw some things logging differently in V80

#

Yeah I thought as much

trim breach
#

he fixed a bunch of bugs with the outside spawn predictor (some of those were things i used to fix myself)

paper garden
#

is snare flea thing whatever this is

trim breach
#

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

trim breach
paper garden
#

well whatever the case

#

I wish you luck

#

Don't stress over the big picture too much

thorn breach
#

@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

thorn breach
#

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

thorn breach
meager estuary
slate venture
#

teleporting a player killed by the company monster will show the collect notification

trim breach
#

thanks

trim breach
gilded lintel
#

"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 🤣 AnimatedPlink

#

if its tricky to fix, the locked camera doesn't bother me, I just like the faster typing greed

trim breach
#

so it seems weird that it doesnt

#

in any case it shouldn't happen again

smoky current
#

thank you

#

for the code i mean

#

im stealing from you Lol!

#

((i needed to figure out how to reference the playerscreen ingame))

trim breach
#

andi will graciously ignore it so you are free to do whatever you want with it

smoky current
#

:3

jolly raven
#

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?

trim breach
#

"interested" not really but if i figure out what's causing it i will

ruby jay
#

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

jolly raven
#

I saw em do it today

ruby jay
#

I guess I just got really unlucky

minor sleet
#

makes sense

#

i was trying to figure out why it was doing that

radiant nymph
trim breach
#

when and where did this happen

radiant nymph
trim breach
#

what did it collide with

radiant nymph
#

I have no clue, I saw it pop out a few times near main entrance

#

Maybe it didn't like Scandal's Scanvan though?

trim breach
#

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

radiant nymph
#

Ohhhh there are a few like custom cadaver bodies on the map

#

@manic holly Is it possible you missed smth?

manic holly
#

they're just emptied husks but i'll check

#

maybe i missed something

trim breach
#

what is most likely happening here is the worm is touching an EnemyAICollisionDetect that does not have an enemyScript assigned

radiant nymph
#

Yeah cus I think the only other actual outdoor enemy we had spawn was the Puma but I doubt the Puma would cause it

trim breach
#

an enemy bugged like this couldn't be killed with other weapons either

#

i believe

radiant nymph
#

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

manic holly
#

i'm looking and i might've left some stuff misstagged as enemy in the corpse

#

that might be it

radiant nymph
#

Prolly yeah

manic holly
#

thanks for the heads up, i'm trying to fix rn

radiant nymph
#

No worries lol

subtle compass
#

besides what buttery said

#

worms have zero interactions with vehiculars

radiant nymph
#

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

subtle compass
#

ahh i see

#

but it do be OnCollideWithEnemy

#

lel

brazen vapor
#

finally im gonna feel less blind

ruby dagger
#

Weird that I start seeing a lot of vivid/stasis all of sudden after my girlfriend starts playin' it

thorn breach
#

dont spoil me, i plan to play it later

ruby dagger
#

@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

slate venture
#

Well, I should have reported this before bc I have tested before with a friend.

ruby dagger
#

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

trim breach
#
[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

ruby dagger
#

That's what I thought too :d

#

But ButteryFixes doesn't touch scenes from what I recall

trim breach
#

it does touch scenes

ruby dagger
#

Oh

trim breach
#

does this affect every moon

#

when landing

#

or is it specific moons

ruby dagger
#

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

trim breach
#

im mainly interested in what happens when:

  1. the ship is landed on each moon
  2. 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

ruby dagger
#

I can test both right now

trim breach
#

if you decide to test yourself please let me know what happens when you have only BF installed

#

and no other mods

ruby dagger
#
  1. Is weird, as I swear to God, either Titan or Artifice were affected at one point
trim breach
#

... lol??

#

so it's only experimentation that fails

ruby dagger
#

Might because I'm doing LAN and not Online

#

Idk

trim breach
#

and only if clients are using BF and not the host?

ruby dagger
#

Yes

trim breach
#

... okay

#

i think what is maybe causing issues is me disabling the door

#

the one stuck in the wall at the old fire exit

ruby dagger
#

The hatch door from v4..?

#

What

trim breach
#

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

ruby dagger
#

Why'd you disable said door anyway if it's out of bounds?

trim breach
#

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

ruby dagger
#

Did you not disable stuff like the floating OOB ladder and silo on Offense...?

#

Those're still there

ruby dagger
#

His Roblox roots are still there I see

trim breach
ruby dagger
#

o

ruby dagger
trim breach
#

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

#

if you want to try replicating the issue again

#

where you use this as a client and host uses no mods

trim breach
#

instead of disabling the object

ruby dagger
ruby dagger
#

Zeekerss you had no reason to do that

trim breach
#

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...

jolly raven
#

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

trim breach
#

wdym

#

like

#

are you talking about the second helmet

jolly raven
#

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

trim breach
#

yeah it's the helmet shape you can see at the corners of the screen

trim breach
#

it's been broken in vanilla forever

#

BF fixes it

jolly raven
#

ah does it? didn't know that

#

since when?

#

cuz I was playing on my v73 profile and it was still happening

ruby dagger
#

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

trim breach
#

since v1.0.2 apparently

ruby dagger
#

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)

jolly raven
#

maybe my 3rd person mod fucks w it somehow...

ruby dagger
#

I don't have anything like that

jolly raven
#

cuz ik that disables it when you go into 3rd person

ruby dagger
#

I do have ImmersiveVisor, but I don't know how that would fuck with ButteryFixes

jolly raven
#

so maybe it's clashing with BF and then it just undoes the fix?

trim breach
#
[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

jolly raven
#

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

trim breach
#

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

trim breach
#

89874772

trim breach
#

1 contains a $49 plastic cup

#

the other contains... nothing

#

literally no idea how that's even possible

slate venture
#

It happened the same in Rend

normal wigeon
#

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

paper garden
#

What you're talking about sounds like it gets added by a mod

#

oh wait no

subtle compass
#

doesn't seem like something that would be part of BF

#

seems more like something sillythings should do on their end

paper garden
#

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

trim breach
#

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

normal wigeon
#

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

subtle compass
#

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"

normal wigeon
#

That would only be a cherry on top feature for me
The thing that I mostly want is the HUD information

cursive otter
#

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

normal wigeon
#

Oh wait no I forgot to mention this is intended for Buttery Balances

cursive otter
#

well #1336205534126407681

#

there is a thread for that

normal wigeon
#

Damn it, I was looking for that one and didn't find it, thanks

slate venture
#
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?

trim breach
#

that is sort of bizarre

#

no clue what is going on here

#

ill have to have a look later

jolly raven
#

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?

trim breach
#

im not erally familiar with what you are experiencing

#

at least

winter widget
#

it's a vanilla thing

#

not sure why it happens

jolly raven
#

one of those struck the bird but it just spewed errors while walking in place

jolly raven
#

so it just sits there

slate venture
trim breach
jolly raven
#

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

jolly raven
slate venture
#

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.

unborn geyser
#

opened a giftbox inside the ship

#

didint get registered

#

this the error

#

want me to send complete log/code? :3

trim breach
#

no it's probably fine... i dont get how this is happening but i will try to figure it out

thorn breach
#

@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)

trim breach
#

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

thorn breach
#

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

slate venture
potent belfry
#

what this it's new

slate venture
trim breach
#

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

slate venture
#

that error isn't happening anymore probably it was that

trim breach
#

@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...)

normal wigeon
#

Wow thanks a lot, gonna check it out.

worn junco
normal wigeon
trim breach
#

@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 NoBodyNoSignal not 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

slate venture
#

and the cadaver blooms?

trim breach
#

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
mellow umbra
#

hey buttery, have you noticed that the item region doesn't keep items on the old bird?

#

cuz i sure did

subtle compass
#

me too

mellow umbra
#

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

subtle compass
#

i dunno

#

didn't look into it

#

could be as simple as allowDroppingItems is set to false

#

or something deeper

mellow umbra
#

it's meant to be able to carry items on it

slate venture
#

Could you remove easter eggs, gift boxes and homemade flashbangs from scan command when they are used?

trim breach
#

does bf not already do that?

#

with scanimprovements

#

it is intended to, at least

trim breach
#

but that actually appears to just be totally wrong

#

loll

slate venture
#

For some reason, general improvements do this but only with scrap left monitor

#

Scrap left

trim breach
#

in any case it should be handled in the next version

#

when that releases

#

how do people feel about me changing cause-of-death

trim breach
#

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

subtle compass
#

if you really think people would disagree with those changes then you can make it a config option

trim breach
#

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

subtle compass
#

and that makes coherent sense

#

;p

trim breach
#

well it does but i just havent touched it before because i figured people would find that to be a downside

#

i guess

subtle compass
#

i don't see it as a downside

#

"gravity" when a giant falls on you is nonsensical

slate venture
cursive otter
#

how are you planning to change the knife cause of death?

subtle compass
cursive otter
#

i meant more the coding it in part

subtle compass
#

ah

hearty shale
jolly raven
#

makes sense

trim breach
#

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

subtle compass
#

i use this exact sound for the haulers sunroof snipper

trim breach
#

now you can hear this sound effect:

  1. when a giant falls over on top of you
  2. when the ship lands on you
  3. 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

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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)

trim breach
jolly raven
jolly raven
trim breach
#

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

jolly raven
#

what the fuck LOL

subtle compass
#

they can even kill you through the cruiser isn't that fun!!!

jolly raven
#

that's super niche ig that's why I never saw it, love this fucking game holy shit

jolly raven
subtle compass
#

i thought about this

#

but is too mean

jolly raven
#

LOL yeah

trim breach
subtle compass
#

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

trim breach
#

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

subtle compass
#

i think ghost girl popping your head should be "Unknown"

#

adds the mystique of your head randomly popping off in front of your crew

trim breach
#

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"

trim breach
#

i feel like "Unknown" is by design with her

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and if it's not it's still cool

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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

slate venture
#

and is earth leviathan unknown too?

subtle compass
#

i didn't realise

trim breach
subtle compass
#

i thought it was something else

trim breach
#

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

subtle compass
#

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

trim breach
#

giants use "Crushing" when they eat players but you can also hear them audibly chewing on you

subtle compass
#

only the ones that actually leave something behind

trim breach
#

earth leviathans just kind of snatch you up and you're gone

#

who knows what happens

subtle compass
#

vaporised

trim breach
#

when giants were made killable in the first place

subtle compass
#

i think giants falling over on you and killing you is most common when using car to kill a giant

trim breach
#

they're actually able to kill you through the ship this way which i patched in this mod because it feels not intentional

subtle compass
#

thats when ive had it happen most

trim breach
#

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

subtle compass
#

i like the brick on the gas approach and quickly bailing from the car

trim breach
#

you have to be behind them at the point which their kill animation shows their body landing on the ground

trim breach
#

but the kill does happen in vanilla and with it playing the fall damage SFX and no other audio

#

it's very confusing

#

lol

jolly raven
slate venture
#

[Error :Buttery Fixes] Kill trigger transpiler failed

trim breach
#

but idk what mod would be doing that

slate venture
#

I tested in a profile with only butteryfixes and logs this error too

trim breach
#

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

slate venture
#

yes, no problems here.

trim breach
#

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

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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

slate venture
#

Is the ghost girl in the camera not a bug?

unborn geyser
#

ghost girl showing up in the ship cameras?

#

thats vanilla

slate venture
#

Is intended?

unborn geyser
#

yeah i think so

#

is the only way for other people to see the girl when is hunting someone

slate venture
#

Its weird seeing her doing the walking animation standing still.

unborn geyser
#

i also use it to know when she is looking at me from outside

subtle compass
#

doesn't mean it's not an oversight

unborn geyser
#

so i know not to look outside hehe

subtle compass
#

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

unborn geyser
#

maybe

slate venture
subtle compass
#

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

subtle compass
#

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

slate venture
#

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.

trim breach
#

@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:

  1. Enemies
  2. EnemiesNotRendered
#

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
unborn geyser
#

haii buttery!!! i do feel the looking through camera is cool, but the walking animation through camera does feel like a bug tbh

slate venture
# slate venture

the second clip looks like she knows where the camera is pointing and uses that to disappear

hearty shale
#

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

hearty shale
slate venture
trim breach
slate venture
trim breach
#

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