#Usual Scrap
1351 messages · Page 2 of 2 (latest)
mansion pack has the pocket watch and servant bell. Facility pack has a traffic cone and gear.
traffic cone?
so
another item conflict
with terrasscrap
oh wait maybe not actually
yeah ok its fine
terras is just "TrafficCone" not "TrafficConeItem"
wait nvm
it would conflict with spawn weight strings
not internal name strings
I'll see about getting around that.
Small update tomorrow.
can you also add configs for the pack items like
i remember pocket watch didnt have one
and i never understood why
Because it was going to end up in the pack as it was an idea I had for quite a while. MAYBE I'll add configs for them, If I add as many items as I have written down which is like 30+ it'd bloat the config but idk we'll see.
@open bridge
I think the config you did seems to be incorrect unless it's just me
Xu said the : needs to be = or else nothing will spawn
My configs are not automatic I set them up myself
I know me too
I'm just suggesting that the config for Dawnlib stuff in general is usually Vanilla=+8
Instead of like Vanilla:+8
If that makes sense
I mean I suppose for consistency I can switch it over. It is just set to check for : currently
I mean if it's able to spawn
Go for it!
I just changed all my config from : to = because of shit having errors when spawning
Cause I'm also using Dawnlib!
I am so excited when you do modded trap compatibility
Would be great for Code Rebirth.
It will happen eventually 
small request if this will happen.
When using the toolbox on the Haunted Crane from CodeRebirth it can only be used on the lever inside the crane:
- Disable permanently the crane (Currently using the lever it only disables the crane for ~5 seconds)
- Obtain the lever as scrap (Optional)
I’ll note this somewhere for when I start implementing it, I haven’t played code rebirth in a very long time so I’ll have to try it to know what you’re referring to.
if you see something huge, you will see what it is
@open bridge I was wondering if the defibrillator had a config that would only make them work on bodies that have recently died. For example it would set a timer when you die and you can revive them in that time but after that, they are dead.
That is an interesting idea but to answer your question, it doesn’t have that functionality currently.
Could you add it
I probably could. I don’t recall if the vanilla game keeps track of how long you’ve been dead and if I’d have to add it then it’s more confusing so I will look into it and say maybe.
Maybe.
it'd probably need a bit more logic for resetting that timer, im unsure if the game spawns the deadbody each time the player dies or stores it
hello!
Idk if this can be possible, but maybe add a compatibility with RuntimeIcons (the mod that let you change the normal icon for a quick render of the item)
There's a friend who is adding some custom position of these renders, so I'd like to see how it would look with this mod
I kinda prefer the mod having the unique icons for it’s scraps honestly
They’re really well done
yeah I like it too, but maybe it activates the runtime icons when the mod is installed?
or a config
Yeah in biod we have it so runtime icons overrides our default ones if it's installed
I can see about adding a config.
thanks!
@open bridge Just wanted to let you know Usual Scrap does work but you do need to recompile and update to the new netcode patcher ❤️
Oh alright, can get that done this week. Thanks.
Yw ^^
@open bridge Btw since you'll be updating this soon there is a bug you need to fix, if a client dies while holding the walking cane when they revive in orbit they become slower than their original speed
not able to use the medkit :,]
sorry for pinging, but to let you know this :,]
Is there more info to go along with this?
found this
Oh it's that. It will be out in a couple days, I had a busy week.
hope you're able to relax soon, and take your time!!!
Update this weekend
What's it gonna have!
It's to fix stuff the update broke nothing new is ready yet.
hell yea
Win!
Hello i use Usual Scrap for quite a while now, and i see you needed some logs to identify the issues, i would love to help, i have a 140 mods we just had a 6h session and i had some errors ( I can also give you the full log or the code for the modpack if you need )
UsualScrap will be updated this weekend with the fix for v73
Oh okay, great, thanks
Alright so, there seems to be a bit more to fixing the issues than I had initially thought. I had a lot of issues show up when testing the updates last night and after hours trying to fix them they were still cropping up. Sorry for the long wait but I won’t release an update until I’m sure these new issues have been dealt with. The update is coming! Sooner rather than later.
Hope everything is ok :,]
All good, still working it out. I will be sure to comment when it’s done.
gotcha, dw
Just making sure
Issues have been resolved, update tomorrow.
Update 1.9.0 posted, you can read the short changelog here - https://thunderstore.io/c/lethal-company/p/etherealemil/UsualScrap/changelog/
I know a lot of moon makers so I could ask em for weights whenever you get to implementing this
good update btw, thanks a lot for the v73 compat
W
Hello, I'm getting this error with the last update 🤔 :
Stack trace:
System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0013)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0037)
System.RuntimeType.GetCustomAttributes (System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
HarmonyLib.HarmonyMethodExtensions.GetFromType (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
HarmonyLib.PatchClassProcessor..ctor (HarmonyLib.Harmony instance, System.Type type, System.Boolean allowUnannotatedType) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0030)
HarmonyLib.Harmony.CreateClassProcessor (System.Type type, System.Boolean allowUnannotatedType) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
HarmonyLib.Harmony.PatchAll (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
CoronerIntegrations.Plugin.Awake () (at <a1603fdf890841158986d4c35556d77b>:IL_0367)
UnityEngine.GameObject:DMD<UnityEngine.GameObject::AddComponent>(GameObject, Type)
BepInEx.Bootstrap.Chainloader:DMD<BepInEx.Bootstrap.Chainloader::Start>()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()```
did you update to v1.9.0?
It says Version=1.8.0.0
Yes I just updated it and gived it a try
I was on 1.8.6 just before updating
I'll check it out, it's referencing a script I got rid of a while ago
Any clue what were you doing when you got this error?
Just starting the game
oh
I don't get that error so it must be some error when updating to the new version. SHOULD be harmless.
Not sure really. I had to do a clean install for the new update so I didn’t technically update from an old version which is why I assumed that may be why.
probably something with my profile or modpack I just tested with just this mod on a new profile there is no issue
Oh alright, well goodluck. Hope you can get that ironed out.
Thanks, I tell you if I found out
@open bridge It's this one https://thunderstore.io/c/lethal-company/p/Turkeysteaks/CoronerIntegrations
oh interesting
He maybe have something linked to UsualScrap and it's making the error?
Yes, they are referencing the productivity autoinjector before it got renamed and reworked
No problem , tis what I'm here for 
Oh I have a report, unsure if someone's mentioned it yet
the productivity auto injector cannot be bought from the store unless you have TerminalConflictFix installed (which I didn't at the time)
basically just thinks you're typing something else
is that actually something this mod specifically can fix on their own or is it vanilla madness?
vanilla bullshit I believe
this mod can be made to depend on TCF though and it'd fix it for all users no matter what, but that depends on emil
this mod can be made to depend on TCF though and it'd fix it for all users no matter what, but that depends on emil
It's a known vanilla issue I won't be fixing but I'll consider adding tcf as a dependency
ye I don't think you can really fix it unless you change the name (which was a recent change so it'd probably be annoying for you to do that again)
I've changed item names in the past to get around the issue but stopped considering it as I use tcf myself so I may add it as a dependency unless it's fixed in vanilla but who know.
Name it "Drugs"
Yeh my bad I think I was using the github repo as an easier guide than the assemblies, only just realised the github repo is 10 months old whoops
Working on it now, but sorry for any bother coming your way!
could we get an option to disable the item icons so runtime icons could override them
Yes, it's planned I just forgot to put it on the changelog plans.
Think you could also update the github repo? There's some plausible sources of lag I'd like to inspect, and decompiled code's a bit wacky to sift through 
No rush if you're busy though
Sure thing, I’ll get that done today.
Yippee
The Github has been updated, if you do find some lag issues I'd be happy to get them fixed/optimized.
Ye I'll take a look in a bit
hi guy, have you tested the spawn weights a bunch? i saw a lot of candy dispensers, then i turned it down by 5 and now i never see them ever, so im considering just leaving it default
I’ve tested items with 0, 9999, and 40 spawn weight and it seemed correct. I can take a look at that item specifically and make sure it’s working correctly though.
nah nah im just crazy perfectionist
hey so if you try to type "salvaged crowbar" in terminal it tries to buy a padlock. you have to type "salvagedcrowbar". is there a way you could just make it "crowbar" and "padlock"
Not with how I have done it. The salvaged crowbar and crowbar are completely separate items with code differences so they need unique titles to avoid overlap issues which is why it is called that. I will look into a way to change it as I wanted but no promises.
where is colon (:)
There is no bat in this mod.
Unauthorized Crowbar use may lead to a $20 fine (and an error log)

It's a door opening thing I've been trying to work out for a while but it's harmless besides the error showing up, I've noted it.
@open bridge Had a couple questions/suggestion features
Defib:
- Config to toggle off Battery requirement. Players keep getting confused with the battery and number of uses being two separate things 😐
- Number indicator for number of uses left? Tbh if you implement the first one i dont really care for this suggestion then.
Got it, should be easy enough to add a battery config, maybe I’ll add a use indicator also. Update will be sometime soon, thanks for the suggestions.
Np thanks for the future update 😄 I'm so tired of my players throwing out good defibs cause they thing they are out of uses but really its just the battery lmfao. If I used infinite uses then I'd totally get using the battery.
Also another report
Medkit and Bandages. Can not heal players past 100 if using mods that increase max health. Lots of people use LGU and I'm surprised no one reported this yet too you. But on the other side LGU has a Med Kit item too and people probably just use that or General Improvements Wall Med kit. I think its a simple change but I get if you don't want to change it.
I havent tested since I removed a mod that cause network desync but the golden ticket have unlimited uses
Yes it does
ahh, that sucks. I love that item being used in my "luxary scrap" tag
its a bug that hasnt been fix :c
Hey any update on this feature? No rush just curious.
Yea I’ve been pretty distracted. I’ll get an update out before the end of next week. It’ll just be a smaller update.
Awesome thank ya 😄
@open bridge Just incase Xu hasn't already spoke to you, you'll need to update Usual Scrap for the new DawnLib update
Yeah sorry I just woke up, I edited WeightTableBuilder and SpawnWeightsPreset for future maintainability, you likely just need to rebuild, if it's not just that lemme know and I can help
Alright, will get that updated this week. Thanks.

Update 1.9.1 posted with a few additions and fixes for recent updates, you can read the changelog here - https://thunderstore.io/c/lethal-company/p/etherealemil/UsualScrap/changelog/
lets go!!
@open bridge Just so you know DawnLib handles this with it's latest update
lmao
It was added in 0.7.2 I believe
So when turning off the battery the defibs sort of break and stop working no errors. I got 1 revive off with one of them but then they just stopped.
I'll take a look.
I missed a line of battery code, my bad! I'll get a fix out soon.
btw why is the golden ticket infinite? is it intended?
It should only have one use.
but was it fixed?
Yes it should be fixed, in the recent update I've changed the golden ticket, it has a single use but will turn many surrounding items into presents. The normal ticket still just makes one present. Ignore the mod page info as I just didn't get around to updating it yet.
@rose iris well it seems i lied my bad
nobody corrected me so i genuinely thought it was still broken xD

LMAO
It was broken when y'all were talking about it though, I just posted the update fix a couple days ago
tbh i did missread your message (i think i was waking up) so my bad
OOOOOOOOOOH
OMG
Yeah it def was
lets goooooooooooooooooooooooooooooooooo i dont feel as dumb now! :3
I just didnt know it was intended to have 5 uses
Thought it was turn 1 lowtier item into something more valuable
it was a code mishap, should work now though!
😆 I was going nuts trying to figure out what happened to them cause I revived 1 person fine and they all had the green lights pop up when testing them but then suddenly they just all stopped working and I'm like WAIT NO WHAT?!?!
Best part is chat broadcasted a message in game to everyone saying GLITCH BROKE THE DEFIBS DON'T DIE!!!
And right as it popped up and 1 player read it they turned around to see an active Jester 😆 🤣 😂 so much for the don't die part
@open bridge
It's harmless. I've been adding checks for it but seems it still slipped through the cracks.
Btw are you still using Lethal Lib for anything or did you forget to remove it as a dependency?
It is still used but very sparingly. Now that I have a bigger grasp of what I'm doing I could probably rotate it out.
@open bridge Quick question: Will we ever get some sort of hud option to show how many hit points are available to use in the medical kit?
The mechanic of having a limited amount of HP to heal and that amount slowly recharging is really good, but I'd reckon most people don't know about it and it'd be very helpful to have some way of knowing
Possibly. Additions like that just bank on me learning how the HUD stuff works and I've not had the best of luck with that thus far, I tried that for the toolbox previously for example. Regardless, I definitely won't rule out HUD additions in the future.
A not so bad idea for this is to use the existing tool tip lines to relay that information, unless a custom hud is desired for it
That may work, I will look into that actually.
from memory, you override SetControlTipsForItem
what are the facility and mansion scrap packs?
They are just packs that enable some other ambient items to spawn.
019cef85-3ecf-3e02-5ec3-c70d9647c5a4
Frigid capsules are not spewing their smoke outside
I’ll take a look when I’m back in state with my pc, thanks.
neat, v80 update
Beat me to it lol, changes can be seen here as always - https://thunderstore.io/c/lethal-company/p/etherealemil/UsualScrap/changelog/
lol
Still doesnt seem to be loading at all. hmm
If you used this previously, my guess would be that maybe the configs aren't updating correctly since I changed the structure slightly but I'm not sure.
oh, that could definitely do it
small issue, the fuel cilinder is no flaming when picked up :,]
It has a 1/10 chance to not activate, is it playing the sound to indicate it is active but not the effect?
ok, so I had luck?
lol
let me check with another one (if I find another one ofc)
Ok, no problem. You just got a little lucky I’m thinkin’.
ok, I was lucky lol
another things (No huge issues)
- The flame sound of the fuel cylinder is not correctly cycled (I can hear a small "tick" when it repeats)
the "tick" is really low, but it's kinda noticeable when you have headphones
forget the 2nd one, it was a me issue lol
It did have a tick sound and I took care of that earlier today actually! The update will be soon either tonight or tomorrow.
neat!
also, a small feature on v80 is that 2handed scrap have some sounds when you walk/run.
Maybe adding that on some scrap here would be neat too!
New update, changes can be seen here as always - https://thunderstore.io/c/lethal-company/p/etherealemil/UsualScrap/changelog/
This early return is gullible 
Should pretty much always be true no?
OH, someone had shown me that previously actually I must've forgot to implement it. I will get that changed for next update.
Yeah it caused revives to not increase the number of living players, so ship left with players alive 
OH NO
Should be fine to just revert it to how it was before though, not too sure if there's a specific reason you're returning early if voiceAudio happens to be missing (which I'm guessing was the intent, just forgor to change it to ==)
Just an overlooked piece of code, don't really recall why I changed it. I'll get another quick update out soon.
Fair lol
I am... uhh, not certain, but I think the walking cane buff is permanent even after yeeting the cane. Though it may be interacting funny with LGU upgrade Running Shoes
Possibly, I’ll take a look.
Sorry for the delay, I checked it out and didn't notice any issues but still made some tweaks in the next update to hopefully work better with other mods.
Oh, I meant to add that it doesn't seem to be consistent. It's frequent, but doesnt happen every time. And it does go away if we close the lobby. So it might just be some weird interaction that makes it permanent
it is an issue also happening to me
also it stacks if you have 2 since you cant normally hold both
it does remove if you remove it from inv for me
Weird, may just be better to rewrite it a bit then. Will do.
Is the defibrillator working properly? When it revives someone and they die, the ship leaves on its own even if there is a survivor. (Versión 73V)
Weird, was the survivor also revived using it? This is the latest mod version I'm assuming also?
Two players remain. One dies and is then revived. The revived player dies. One player remains. And yet the ship leaves the location.
then I send video
Don't think I've seen this happen o:
I'll do some testing myself and get it fixed if I can reproduce it, it'll just be a little bit since its multiple people to reproduce it.
I've already resolved it. I hadn't realized there was a new update. Sorry for the inconvenience 👏
No problem
Nice moves
Why did this new update Reset my config when all you changed was the Fuel Cylinder?
;~;
I added some new configs but they don't function yet so I didn't mention them. Sorry about that, been trying to stop that from happening.
Yeah there definitely has to be a way to avoid it happening lol
I’ll figure it out before I decide to add any more configs, my bad.
Oh yeah a suggestion, you should prolly blacklist infected corpses from being able to be revived
So a corpse created by a Cadaver should be blacklisted imo lol
I didn't know they made corpses that could be revived, I’ll definitely take a look knowing that now.
apparently the walking cane doesnt give speed boost till you unpocket it
That is how it is supposed to work.
I've had a report that people that get killed by the fox can be revived with the defib when permadeath rules are on
Haven’t had the chance to play, what does it do to the corpse? If it doesn't remove the head or cut them in half then I’ll have to add a new thing for it.
The fox removes the head
but they could still be revived
We do have permadeath rules on, maybe config setting is inverted?
I'll check and let you know, doing updates on weekends now so it'll be a bit still.
suggestion: it'd be kinda neat if the defib used a less intense version of the effect from the electric chair when reviving someone cause right now it's a little flat.
It used to be a bit louder and zappy but I flattened it because if it's often used it could get annoying, hence why I sped up the charge up also. I'll mess with it a bit more and see if I can get the best of both worlds.
I think the new update of Coroner softlocked usual scrap, I can't drop the Rose
Or maybe it was something else, but that's my guess uppon seeing the logs
I’ll double check that there is no issues with my code generally but I did quickly check that mod’s change log and don’t see anything mentioned recently that should conflict on the surface. Until I can check my code I can’t yet say whether it’d be something I could fix or if they’d need to.
My bad, it mentions coroner integrations so that with the new update of coroner may be causing issues if integrations hasn’t been updated and is trying to do its thing to my mod. I’d try disabling that and see if that fixes the issue.
gotcha
the toolkit doesn't have an icon and just displays as a white square
Got it, thanks.
Ok I don't know if I never pressed send but I had made a bug report a while ago but can't find it anywhere.
Anyways here are the two bugs:
- the new tooltip that you get while holding for example the medkit or defibrilator, only shows up for the host and ALWAYS for the host. Meaning if someone else is holding a medkit, I as host get the tooltip top right
and apparently the clients don't... (while I was showing my sister a recording of my gameplay she said:"Wait the medkit has limited uses?") - When you have the config for the defibrillator set to regain its charges every day and use up all the charges, the red lights only update after you try to use it again and not when it actually gets it's charges back.
Got those recorded, I’m out of my home country currently so it’ll be a while before I can do anything though. Thanks for the reports, much appreciated.
hey does setting -1 disable the item completely?
as they aren't appearing
might've fixed it so I guess I have to use 0 cause I forgot
Seems you got it but just in case. -1 effectively disables it, if you want it to be spawnable in most cases by other mods and some stuff you'll want to use 0.
ah okay
so I guess I set the global to 1 so they can spawn still
yea global is still overriding the weights I set in the moon tab
or I'm just unluckly rn
yea it's just not working
the individual weights
though I'm unsure if it is just modded moons
as I added them to the specific moons
assuming it's like
Taldor=10
it doesn't work for modded moons yet only what's listed
Oh okay
tried to use lunar config
but annoyingly it's not working or the scrap isn't appearing
What are you trying to do exactly? If you don't mind me asking.
adding specific scrap weight for different modded moons
I don't know how lunar config works but I'd think it'd work if in this mod's config you load the item , allow it to spawn as scrap, and set it's global spawn weight to -1. Then set up lunar config, it should work like this but it's very possible it's getting stuck somewhere. I'll take a look at the code in a bit, I have an idea why this may not be working out smoothly.
I figured out the issue
I just didn't set the configuration on for moons
:3
Oh well glad it's working then 
Hehehe
why does the info for bandages appear top right when anyone in the lobby holds them? As shown I'm holding a food can but it shows bandage top right because someone in the ship is using a bandage
019e3e65-2433-4331-8274-fe1dffa9d59a
It's a known bug, will be fixed soon.
Weird, I’ll check it out.
Quick update, any recent bugs were addressed or will be addressed next update. Changelog here - https://thunderstore.io/c/lethal-company/p/etherealemil/UsualScrap/changelog/
by any chance did you fixed the Good item scan not working on the injector?
I was just about to mention that, I made a small change so hopefully that fixes it, if not then I have the fix next update. It's very weird since it was showing the wrong node type for that item but not any other item that has the same node type.
kk
still not scanning :,]
Weird, I got it next update!
Question is whether it's showing because that's an item you had in your hand, or the host thing. Any idea?
i never picked up an item, i think it was bandages
i never picked up the bandages though
i was the host however
Ok, I'll test it and update tomorrow.
There was a line of the old code hiding that I missed, removed it and it will roll out tomorrow.
v2.0.0 update!
altought for the milestone update, you know that you could've make the current hotfix update smth like 1.9.10 right?
True, I suppose I'm just used to stopping at 1.0.9
bug: players who are revived remain in the dead list on the side
It's a bug that has been there, will get it worked out eventually.
how the heck am i supposed to sell the fuel cylinder? every time i place it on the sell table it explodes immediately
Honestly I wouldn't much care if the items were similar to those in other mods or anything like that, I'd just be happy to have more items and content in a mod as high quality as yours
(plus, new buyable weapons with interesting features like the crowbar would always be nice, wink wink nudge nudge :D)
Nother weird bug, it seemed to explode easier the more players are in the lobby, that I have a fix for already.
so with the new planet weights update.
I assume I set the global weight to -1 and moons I don't want a scrap to spawn on be -1 too?
Yes, or turn the item off if that's more convenient.
A friend wanted me to report some bugs regarding items breaking? In their words:
2.0.1 broke every non-scrap pack item working and im not sure exactly why its either enabling a scrap pack at all disabling a specific item or because the preset configs are non-existant with the update
Don't really have time to ask them for specifics since I'm going out to hang out with irls, but this is something to look into
item uses remaining on top right for host is still present
Know what item?
defibrilator
Got it.
Looking into this.
specficically with the setting on that adds uses to it per day
Specifically? Meaning it wasn't doing that with the setting off?
Unsure. I only play with the setting on
Did several tests with this mod and it's dependencies changing the configs around and couldn't replicate every non-scrap pack item breaking but did notice the bandage and medical kit were breaking seemingly randomly, possibly the defib but I can't test that right now. If it was just those two or three items, I've fixed/am working on it. If it is a large portion of the items as was said, it may be a very specific config or combination of them I have missed it. Could also possibly be a newly created mod conflict also.
