#Premium Scraps
1296 messages Β· Page 2 of 2 (latest)
there is only one release on TS though
one difference is that I'm on Linux and running the game through wine/proton but I don't believe that should affect this
okay this is unrelated but interesting, it seems like there's maybe localization stuff in printing of some instructions from EntranceTeleportOptimizations (, vs .). Noticed this because I'm looking at a diff between the original log and mine, where mine is mostly just missing the TypeLoadExceptions
the only mod difference I can notice is that BFLABP doesn't do anything since of that issue where it sees that space under linux is under 10 GB, so I guess I'll install the workaround for that if there was one
no idea why that would affect anything though
hold on... how the fuck is PremiumScraps here? It's not even close to being loaded by this point
here the underlined text is what's diferrent/missing from my log but is present in the original log
okay, I probably figured out why removing TLEF (TypeLoadExceptionFixer) fixes some issue, and it's because of this code:
// Note: I removed most code from this method for clarity
private void RegisterCustomTypes()
{
Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (Assembly assembly2 in assemblies)
{
try
{
// assembly2.GetTypes() doesn't throw here because of TLEF patcher;
// normally it'd throw ReflectionTypeLoadException which would
// cause the assembly to be skipped in this instance (probably)
RegisterCustomTypes(assembly2.GetTypes());
break;
}
catch (ReflectionTypeLoadException)
{
}
}
}
After this, RegisterCustomTypes(Type[] types) throws because TLEF plugin hasn't loaded yet.
I have no idea why I can't replicate this though
but basically, this means that the nuclar option of making Assembly.GetTypes just work can have unintended consequences, meaning I should not hook it directly
@broken karma tagging you because this is relevant since you have hooked Assembly.GetTypes before to make it not throw, and we have a case where it kinda probably breaks things, maybe. Not 100% sure.
anyways I'll add it to the preloader patcher to make sure the hook is applied in time for sure
(TLEF currently ships both a preloader patcher and a plugin)
this does mean though that I get to make it an intuitive feature of MonoDetour so preloader patcher method modifications could be done almost identical to runtime ILHooks, probably
okay the issue should be fixed in 1.0.1
Oh wow some things happened here, that was quite an issue
Thanks again Hamunii, you the goat π π€
Yeah I also noticed it was not loaded yet at this point but I didn't know what to doπ
haha yeah I was never able to reproduce the issue itself but yeah thankfully it was quite clear why it didn't work
Yep, I'll try the new version later and see if it works then
yeah this is like, I have no idea how it's even possible. Maybe the assembly can be loadable and Unity just has some code that magically loads it, or idk, for me it didn't do that because otherwise I would have gotten the same behavior
ye
That's is indeed a certified wtf moment, it was even skipping all my dependencies π
Not only that but also my plugins name starts with "z" so it should load last lol
damn, ye
Ok i can confirm the issue has been fixed π
@fleet frost update all your mods in your pack and you should be good to go
will do, thanks
I didn't even know it wasn't a preload patch before, I always assumed it was. This should've been preload out of the gate since these issues were bound to happen (unless mods willingly started depending on TLEF, in which case BepIn would load TLEF before the mod itself).
tbh I didn't realize it was related to some initalization thing that can initialize earlier (depending on things) instead of always at the same time, which if it was like that, then a normal plugin would have been fine
My own mod would've had the same issue if I didn't add TLEF as a dependency, since I trigger the Input System in the second line of code in Awake
mm I see
Preload also makes it so I don't have to add a BepInDependency
yep
Otherwise BepInDependency is required to guarantee TLEF to load before your mod does
Is why in Content Warning I blanket patch Assembly.GetTypes in preload as well instead of just crossing my fingers hoping nothing triggers it before my mod loads
At least TLEF should almost 100% revert all the assembly load fluff to however it worked in V72 and before
yep I had the Assembly.GetTypes hook in a preloader, but yeah I did remove it now because of the possible consequences
yeah there was a case where TLEF broke more things because of that hook apparently
That is strange though, since TLEF made Assembly.GetTypes behave almost the same way as it did in V72 and earlier
only difference between V72 and V73 + TLEF 1.0.0 is null types are removed from the array
that's because Assembly.GetTypes behaves like it does before, I'm like almost sure
I tested it, V72 GetTypes did not throw
Likely a bug in old mono, or they weren't up to spec
oh right yeah I forgot you did some testing
oh wait you think it return nulls instead of throwing sometimes when it should have thrown?
Ah wait I don't think I can test, since my issue with GetTypes() only affects VR, and I do not have access to that right now
it's very unlikely mods expected the nulls, but still returning nulls would be 100% the same functionality as V72
So I doubt removing nulls caused issues, but it does alter the behavior just a teeny tiny bit from V72
I can add the Assembly.GetTypes hook back though and we can just hope it doesn't break anything
Would have to test extensively first I think just to be sure
And the issue with Premium Scraps I believe was just caused by load order right?
like I think in Unity's case that we saw here, it worked somewhat because of just pure luck, so that the soft dependency class caused it to throw and that was caught so nothing really exploded. But with the Assembly.GetTypes hook, some types from the assembly whose GetTypes hook threw can still throw if inspected further, like in the IsAssignableFrom methods that were used which made them throw
Funny thing about specifically the input system errors, is that they do catch ReflectionTypeLoadException, but IsAssignableFrom throws TypeLoadExceptions instead (which aren't caught)
For specifically that case is why a seperate patch was needed
yeah kinda, that the Assembly.GetTypes hook was applied but the other ILHook that fixes the RegisterCustomTypes(Type[]) wasn't applied, which is the combination wich caused it to explode unity
I could eventually also check what the behavior for IsAssignableFrom/RegisterCustomTypes was in V72
If we want to go for 100% (or as close to) parity with V72
not sure if we care about 100% parity as long as everything just works
Yeah that's the most important part
Just saying that if everything in V72 worked, feature parity would likely make everything work in V73 as well
true
TLEF 1.0.1 indeed breaks for me again
shit
(also maybe an idea to move to #dev-general, this is now not really related to Premium Scraps anymore)
okay I'll just add the Assembly.GetTypes hook back
oh, true
will that break Premium scraps again or not related ?
it will not break it since the core issue has been fixed which was related to the InputManager ILHook being applied too late
Ah ok, its fine then, thanks
I updated the mod just now
It adds an evil feature for the spanish drink π€« π
spanish bread can spawn and kill you
019a288b-132f-c56c-cf11-35a251bf50af
Spanish drink AND French baguette would go so hard for real (I'm French and Spanish)
Thankss
I'll take a look when I can
El Xyphire
ok so turns out i accidentally deleted the abibabou script in unity π³
Lmao I figured since it doesn't error with 2.4.0
πΏ
oh shit no, i deleted all the scripts inside abibabou, not just the item but also the audio, the collider etc π
β οΈ
github:
Thy ball has been sent to thy abyss lol
i removed tracking on my unity project a few weeks ago because it was too big π π π π π π π π π
skull
β οΈ
AssetRipper:
π
lol, im gonna recreate it the best i can
were you using unity's version control lol
no
huh, then idk why it was big, coderebirth's is just fine :p (though obv i dont include anything base game for legality)
oh yeah no, not big like that but just some "useless files" i thought
and also there was vanilla scripts but thats a detail
anyways, this should be easy to recreate, thats just a variant of the soccer ball
it'll never be the same

Does the new version of the mod work at least outside of Abibabou being broken?
I downgraded it incase
lol
@weary lark Mpreg this man
LMAO
Photoshop

AI generated convo
i dont think so lol, the mod seems to crash
This place is a prison
omg real !!
Not real
see? it's already almost fully restored
Mpreg Abibabou
Nooooooooooooooooooooooooo 
Mpreg Zigzag 
True
technically was close to happening once
Mpreg Zeldahuwu

lets go

Listen Kiszony, I'm sorry
I updated the mod again to be compatible with LethalThings
logs mentioned PremiumScraps specifically
- Started a solo run.
- Gone to company.
- Sold stuff. Modded scrap: (iirc) Out of PremiumScraps there was El Gazpacho, and out of ChillaxScraps there was UNO Card.
- Bought Jetpack and Shovel.
- Picked up them, then dropped them.
- Shovel had Jetpack's holding animation for some reason.
- Being confused - pick up Shovel.
- Holdin' nothing, white square in inventory slot, and game is softlocked with constantly repeating message from copiedlog.txt
oh no
that was my reaction, yeah
Ok so after analyzing the problem, i can say that this should not be possible while playing solo, this effect only run when some other player is using the Controller item on you
Ill try reproducing your steps in the following days, thanks for the report
As of right now, im not really sure what happened, but ill try do dig deeper
I had scrap which looked like a controller, but I dunno where it's from
And, no, not controller from Chillax/PremiumScraps, but rather a gamepad/joystick (technically it's still a controller)
Yeah this should not be linked to this error
so... your recommendation is just to not use PremiumScraps for solo runs rn?
wait i think i know what happened
i think I've got 1 guess as well, since you mentioned "solo" specifically
might conflict with LethalInternship. Like, some Intern, who should be treated as player, but is actually a mob, could potentially take Controller scrap (and not bring it back since Interns die a lot in my runs) and somehow interacted with it?
There was something weird going on when grabbing/droping your items, like you had the jetpack animation for the shovel, this should not be my mod's doing
But then you said "Holdin' nothing, white square in inventory slot", what i can understand from that is that there was an item (not null) in your inventory, probably a bugged or glitch item from the interaction with your items (maybe caused by other mods?), this caused my check in IsInControlMode : item != null to pass successfully since the item was not null
But then the white square is the default icon for items that dont have any icons attached to them, or for items that dont have any itemProperties, so the next check item.itemProperties.name == "ControllerItem" fails miserably because itemProperties is null due to the white square of the glitched item
So, to explain it better
This is caused by a problem in my code that happens because of a problem caused by another mod that caused your glitched item
The softlock was expected because i was checking the state of your hold items, which was semi real semi null
What i can do, is to add a check to verify if itemProperties != null which will fix the problem, but your glitch item could theorically still happen so watch out for other mods that could be incompatible with each others and caused this glitch item issue
Oh
Idk how LethalInternship is coded, this could be true or could be false, but i think thats not possible (hopefully)
btw, I didn't launch that Save File since softlock, I can try to check it to see if anything's here to help with the problem
If you can reproduce it easily then yeah it could help determining what caused the bugged white square item
if not, then dw, ill try to fix that by adding some safety checks in the following days
that could help yeah
Google Disk , bugged Shovel animation happened, however, null item nor softlock happen
hmm yeah ok
so this must have been a really rare case where the grab animation wasnt completely over ? im not sure
Can I see you pack. Or can you send a list of all mods since im not home. I believe I know whats happening and premium scraps would have 0% fault here. I just helped someone else out with their pack that was having a similar issue.
modpack is quite big I'd say
019ab643-8e9d-2c5a-70d7-0ced6ee47eda
so I wouldn't be shocked if every single mod conflicts with each other
Cool I'll look it over when I get a chance. At work right now.
I swore there was a way to send the list without needing to import a code. I was hoping I could look it over while at work for ya
you asked for a pack
but that would be a lot
it was easier for me to send a code rather than multiple images, yeh
meanwhile:
https://mattymatty97.github.io/ts-profile/
get a preview of a profile code!
Thanks Xu, this was what I was looking for. I wasnt saying for you @lusty bronze to send it differently I was more voicing my frustration in not being able to find what Xu sent so I could look it over.
: (
Also bad news. I looked over it briefly as im about to go into a case again right now and there are a lot of mods in there that are gonna be broken for v73 or have been broken prior. Premium Scraps is most definitely not the culprit here. After my case is over I'll give you the names of the mods you should highly consider removing.
if possible, can you send it in DMs?
LOL, never seen that before
Will do
Thanks π π
I need to ask ya something very important!!! Did you add a cursed effect to the Harry Mason?!?! π
The evil effect was either Harry Mason or the job application cause that was grabbed by a cursed player π so I was trying to figure which of the two it was cause I swore Harry Mason never had a cursed effect before.
Yes π
not as good as ABIBABOU SID
You want a job my friend? Lmao πΏ 
not this much of it bro
ain't gonna work 2 months daily π
Damn...
wtf?@weary lark
Christmas stuff became active cus it's now the 1st
I'm not too big a fan of the SSS christmas stuff though
Oh
Why the stars are so wide like that wtf it's not supposed to look like that
Lmao, when you worked on it were you testing without LCUltrawide maybe?
I can't think of what else might make them appear stretched
I tested in my dev profile
Hmmmm
Idk what's happening maybe I broke it accidentally?
Possible
Is it due to wide version SSS maybe?
Well yeah I think, but either way it should not be wide like that even with the Wide version
I'll check it later and see if I can fix it (+add something for glitch at the same time)
ok so i can confirm i broke it lol, but for now i dont know how to fix that???? wait a moment ill try to find
ok i found the problem erjhtgqjrsdkkhntgkerj
@loud pecan @west dove it is done
Our friend POV , we absolutely didnt leave him a chance to survive 
we were three in poltergeist mode
Ah very cool (this is epic lmao) but I found this situation to be perfect because of the recent fix in the poltergeist mod by @carmine nacelle (thanks again btw!)
Like before the update, using the item on ghost pov would have activated the effect several times already so if 3 players are doing it it was even worse lol
Anyways, glad you're enjoying the Fake airhorn hehehe
Lol, that's evil
2.4.4
- Changed ShipInventoryUpdated soft dependency detection to be compatible with the latest update
- Moved the Fake airhorn scan node to be closer to the vanilla Airhorn scan node position π₯Έ
- Updated some christmas assets
- Fixed Galvanized square steel spawned by Basics of architecture having a desynced position for host players
@weary lark basics of architecture doesnt give galvanized square steel at all now
I can unfortunately say it works in my pack π I forgot when I reset my configs that it turned the book back on.....now I have to hear that damn metal dropping sound again. I dont know why but I just cant stand that sound from the galvanized square steel (I know its meant to be annoying ) lol π and I have players who will purposely troll me with it. I decided screw it im a keep it on.
Even me I'm sometime annoyed by this item lol so I understand you
hello, havent played in a while. i reported an issue caused when using imperium and this mod a while ago, would anyone know if thats been fixed? think it was spawn animation
its imperium + this mod + betterspraypaint specifically
disable betterspraypaint and it will let you use imperium with the mod
the dev doesnt know how to fix this
hm, unfortunate. i only had imperium to fix OTHER bugs and issues to ill try imperium first. thanks
Oh yeah for this issue Purple is right
But there is also something you can do in the Config to fix that without removing any mods let me double check
You can enable player spawn skip animation in imperium config
ya i was the one to figure that out π. such a nightmare, i was just hoping it was fixed by now, but thank you
Lmao yeah it's def not fixed
Found this ancient thing
Lmao that's a legend French moment right there
Both the Abibabou laugh and the fucking voice of the Crouton are in this video damn lol
It's like mona lisa being painted
The crouton is my voice 
FiEyennn
π lethal sponge lol
Seems like this mod crashes my game when Imperium is enabled
V73 btw with Imperium 1.1.1
Is this a known issue?
Btw i'm very eagar to try this mod, it looks very fun
Hi, yes this is a conflicting Imperium issue, you can fix it by following this : #1225942840282976316 message
Oh, that worked
Thank you very much
@weary lark Did you reverse the cursed player effect for the stick?
LMAO
Cus the stick is nuts rn and noone in our lobby is cursed
XD
I think so, cus we kept getting sent flying to our deaths
LMAO
VV funny at least
XD
lmao π well ill see if i can fix it
Who said you should fix it? 
Make it default, and strenghten the stick further

Lmao that would be cool
It should be fixed because people initially got angry at being killed by it lol
I only have seen only one person being angry abt it
Nah Jacu and Whovian got angry when you killed them during an active round with it on Titan, if it stays broken it can only be used on the Company and not everyone can contain themselves lol
And jsyk, I'm fine being killed as long as I am able to play normally afterwards, and I am not constantly being killed right after rez
And they got rez'd asap but whovian kept killing me preventing from playing the game
It does just send you directly in the air immobile to fall to your death which during active games can be annoying
Jacu was in fact targeted but whovian got yeeted at perfect frame
I think it was just cuz she wanted you to say youβd behave lmao
I shall never yield to a talking parrot
There's only one parrot I shall kneel before
And it's @onyx talon's parrot

But like I said
I would rez asap if you havent took defib with you at the time bruh
I would buy it, but we're broke most of the time
And like I said
Gatekeeping (such as destroying or leaving on the middle of nowhere) corpses from rez'ing is not fun
-# unless justified by certain circumstances

TF is that emoji name π
-# yesmmyessmhmyesyeahyeamhmyupyea
yield to a talking cactus then
yeah ill fix it no worries (but first i need to find why it's happening lmao)
Stack trace:
UnityEngine.Object.get_name () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0001)
PremiumScraps.CustomEffects.ControllerMovement.IsInControlMode (GameNetcodeStuff.PlayerControllerB player, PremiumScraps.CustomEffects.Controller& controller) (at <d753a0b5ac114f01a0887bdce9748b7c>:IL_002E)
PremiumScraps.CustomEffects.ControllerMovement.PlayerVectorPatch (GameNetcodeStuff.PlayerControllerB player, PremiumScraps.CustomEffects.ControllerMovement+ControllerActions action) (at <d753a0b5ac114f01a0887bdce9748b7c>:IL_0029)
PremiumScraps.Utils.ControllerPlayerControllerBPatch.PlayerLookInputControllerPrePatch (GameNetcodeStuff.PlayerControllerB __instance) (at <d753a0b5ac114f01a0887bdce9748b7c>:IL_0001)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::PlayerLookInput>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetcodeStuff.PlayerControllerB::LateUpdate>?1981291704(GameNetcodeStuff.PlayerControllerB)
CodeRebirth.src.Patches.PlayerControllerBPatch.PlayerControllerB_LateUpdate (On.GameNetcodeStuff.PlayerControllerB+orig_LateUpdate orig, GameNetcodeStuff.PlayerControllerB self) (at ./src/Patches/PlayerControllerBPatch.cs:257)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::LateUpdate>?757292872(GameNetcodeStuff.PlayerControllerB)``` had a shovel in my inventory swapped moons when saw it was gone swapped over to it and it froze my character
[Error : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Movement/SwitchItem[/Mouse/scroll/up,/Mouse/scroll/down]'
[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Object.get_name () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0001)
ChillaxScraps.CustomEffects.DarkBook.PreventPocket (GameNetcodeStuff.PlayerControllerB player) (at E:/Productions/LethalCompany-Mods-dev/ChillaxScraps/ChillaxScraps/CustomEffects/DarkBook.cs:108)
ChillaxScraps.Utils.ChillaxPlayerControllerBPatch.ScrollMouse_performedDarkBookPatch (GameNetcodeStuff.PlayerControllerB __instance) (at E:/Productions/LethalCompany-Mods-dev/ChillaxScraps/ChillaxScraps/Utils/Patches.cs:44)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ScrollMouse_performed>(GameNetcodeStuff.PlayerControllerB,UnityEngine.InputSystem.InputAction/CallbackContext)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
[Error : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Movement/SwitchItem[/Mouse/scroll/up,/Mouse/scroll/down]'``` ok chillaxscraps now i found the shovel it was invisible after i quit the first time
Ima restart again leaving the shovel to see if i can get another error out
Hmm I'm confused these errors says an object was null? Can you reproduce this consistently or not with your pack?
when i have gotten errors like this i have swapped moons, in one case it made a pearl from pikmoons pink and when i picked it up i got frozen, the other time i had a shovel in my inventory, the shovel vanished and when i swapped to it is when i got frozen, i left and disabled premium scraps relogged, i later found the shovel invisible picking it up did not freeze me tho, but i could not swap it i will at some point see if i can do this with just the mods
019dd4c6-8b1a-b10c-2ec7-ec61e3b7f902 Heres the current pack both scraps are disabled
Current testing i have no clue, however thinking on it rn the items that did this were both on the pikmoons, even more so both items are ones that ether spawn rightaway or when doing something
ima test again in my main pack, the pearl spawns when attacking the clam clam, and the shovel spawns at the gate, i have an idea
I tested it and the pearl and the spawned shovel from the pikmoons are the issue them breaking just happens to attack your scrap
Ok thats what i thought
This already happened to another user once and the problem was very similar, another mod's scrap broke (for some reasons) then my patches are no longer working because of the item not being here anymore
Your player freezing is expecting as this patch is supposed to freeze your local movement until you receive a movement call from another player using the controller on you
Now of course this should never happen if no one is using the controller on you, but this can still happen whenever an unexpected error occurs inside the controller patch (this means, whenever an item is broken by another mod)
I hope this other mod will get fixed soon, or maybe, the conflict will be resolved
i sent a video i recorded over to them
