#Emergency Dice Updated (Maintenant avec Steve!)
1 messages · Page 2 of 1
(note that I am on my phone so idk how accurate this is)
what's trickier isn't getting the tiles and their doorways, it's getting the DoorLocks for those doors
you can potentially do a proximity check, but that won't be terribly efficient or accurate
isn't that just getcomponent?
are they spawn synced objects so they're not on the hierarchy or something like that?
bingo
keep in mind i've not even touched a bit of interior stuff so i have no idea how much nonsense i just said
neat
you would have to transpile the synced object spawning to track a mapping and then send it to clients
are u able to check what tile a spawn synced object spawned into?
at least if you want to be sure that x door is for y doorway
well the SpawnSyncedObject is a child of the tile so yeah
that makes sense okay
or even of the doorway when we're talking about doorways
and spawn synced objects work via a prefab you provide em?
assuming that they didn't use scene objects to enable the door spawner
is there a better way of knowing a prefab is a doorlock prefab than just... get component?
I did a transpiler to do this exact thing in CullFactory at one point but I had to drop it because the apparatus can move
not really
fun
still faster to find a door lock in a small hierarchy than in the whole scene
what would u do if i gave every doorlock gameobjects an agent to freely move around 
but my recommendation would really be to instead make use of the navmesh
just check if a location can path to main
or if it can path to any exits alternatively
kill you

fair enough
ill instead give it to every tile
"where did black mesa go?"
"it went over there"
neat, ill ask you more about that when im going to actually add this into an item
sacrificer borbken...
oh
go ahead. pull the lever.
It is not a good time to mention I buffed its radius
I don't know where to report this bug. I guess maybe we can try it here. After the spacecraft used dice and took off, the fan didn't disappear. Even if it landed repeatedly, it couldn't be removed. Only by restarting the game can it return to normal.
Generally speaking, it is the effect of two MODs, coderebirth and Emergency Dice, in addition to going out in space.
I'll send out my mod list later to try.
i would assume it isnt either of those mods just considering i run both of them myself, but having your log output from a session where this occurs definitely helps, theres definetly going to be errors in it that can help figure out whats going wrong.
or you can share a modpack code and someone whos willing to help can try debugging your pack. personally im not, im quite busy
0194f9ce-a88d-42e1-37ba-ce5b0ecb2cc8
Here is the code of modpack.
Strange, I thought I fixed that I'll take a look when I get off work
I agree with Cobalt here. Providing logs is very helpful as it can point the dev right to the source of the problem and tell them if it's their mod or another mod at fault.
Now the next question @granite basin which event did you roll?
Outside fans?
Moving fans?
Was it just this one fan or where there other fans? More than one spawns. Maybe later when I get home I'll take a look over your modpack cause we haven't had this issue happen since last dice update unless this issue was before that update. If so then it's fixed.
floating gambler

its a feature
It's a feature
gambler broken 
what r all those bars on ur hud lol
Stamina, oxygen and battery
cool
something with 1.8.5 specifically is destroying my fps. when I disabled it went away so I reverted back to 1.8.4 and it's fine. just a heads up
can we get logs
I think I know what is happening
It ***should ***be fixed later today
my bad I didn't get a log but just reverting a version fixed it. it could also be conflicting with my 20000 mods but I just wanted to let you know and in case anyone else was having a problem
thank you for all you do!
@wooden falcon the new update broke my game
broke how?
and do you have logs?
It made the ship windows gone, broke the general improvements monitors, I don’t have the logs but I can get them for you tomorrow.
I'm sorry I have to ask: Are you overexaggerating or are you actually playing with 20,000 mods?😆
They have to be overexaggerating
lol
I assume but had to ask lol
I thought you were going to bed
:D
Mod drops my fps (from 60 to 43) on latest versions, dropping it back to 1.8.3 solves it
1.8.4 is fine too
Its specifically .5
log with latest version
log on version below
the profile code 01952c72-e213-3cfc-7ff8-30bacf1ffa01
Thanks for the logs!
I do have those fixed I believe (and hope) I am just trying to finish one more thing and I will push the update
you were already broken

I just finished testing and found this problem.
Version 1.8.5 is a serious blow to performance.
there are no frame drops
no floating gamblers
no broken sacrificers
this mod is perfect
Yes, that's right.
eepyrigo
@wooden falcon my boy, when you gotta fix the enum configs reset, PLEASE? i literally can't use these configs because it always reset every time i reload a lobby
maybe try string config instead of enums? Like with all the same acceptable values but using the string type ?
Yeah next time I update (probably tomorrow) I'll convert it to a string or an int and just parse it that way
I honestly have no idea why it keeps resetting
I also don't know why but i made string configs before without any issues so maybe this will fix this problem, thanks!
Hi, thanks for the amazing mod! For some reason when I'm holding a die and click to roll it, it just plops on the ground without an effect [(or animation)] as if I dropped it. I was wondering if this was common/well-known or maybe something new since it updated recently
Nevermind haha sorry
I just got this notification so I'm going to try again ^^
I played more and have only tried the Sacrificer die and it works! It says I got rolls like "Terrible" and "Could have been worse," though I remembered it telling me what specifically happened, so that might be on a die-by-die basis. Thank you again for your work on the mod! ♥️
i saw mutliple updates of the mod but with nothing in the changelog regarding this config change, did you do it without writing it? Or maybe you forgot and in that case im reminding you lol
Yeah I did it but I think I forgot to put it in the change log lol
aaaaaaaaa
Slayer sacrificer broken
ok thx, im coming back if its broken again

you know what, i know it's hard to believe but i never saw any floating dice in my life
thats all lol, pretty much everythings works great
No but sacrificer broken
na
if you don't have matty's fixes they won't float lol
If you do have Matty's Fixes you can set the manual offsets in ItemClipping of the Gambler and EmergencyDice to a negative value
I use an larger negative value since -1 didn't work so I just set it to this and it worked lol
Gambler:-10,EmergencyDice:-8
xD
i completly forgot matty fixes was doing something like that
my fake airhorn has an issue before i remember
but why matty fixes touches emergency dices?
I think It touches anything that it thinks clips weirdly
And since the dice spin they probably clip weirdly at random times
I'm not entirely sure how it works since I haven't looked into it too much lol
aaa i see
thats kinda good but also kinda bad since some modded items could have specific floor offset and matty fixes will think that it's cliping but in reality no
for example i myself set very specific floor offset to my items and i dont know if they have issues with matty fixes lol
I haven't seen any of your stuff having issues
https://imgur.com/vfnyu4r here, right?
because theyre usually in the roof when it happens xd
MattyFixes uses the mesh to calculate the offset.
it literally loads all the pixels ( vertices to be precise ) of the item, finds the lowest one and uses that as the offset.
if an item obtains a weird offset means the dev somewhere has a mesh extending up to that location
alternative issue could be animated items having the wrong scale on spawn
that means if i do an item that supposed to fly, with matty fixes installed its not going to fly?
yeah. i guess
uh
if you make it fly with just the offset it will be a static item in the air anyways
there are already few flying items that simply replace the "falling logic" of GrabbableItem to have the item hover and maybe bob a bit
i kinda wanted to do an item that fly and move around
then you have to ditch the original GrabbableItem logic and write your own to move the item around. otherwise the vanilla Update method will reset the item position every single frame making it a still item
oh boy
You gotta override update and override fall with Curve, it's how I did the hoverboard
It's not too hard to make an item no longer follow falling logic tbh
Man eater does it
If you want a simple version of what the man eater does you can look at my snailcatphysicsprop
I took all the weird bits out
wait snail cat is an item??
maneater style item+enemy
you wouldnt believe it unless you look at it, but the maneater is literally both a grabbableobject and an enemyai slapped onto one gameobject
and it's so close to just working™️ on its own
but snail cat cannot be grabed no?
can be, part of a rework, code exists in github just not in current release
ah i see, nice, i really like snail cat
btw issue is that GameNetworkManager.Instance.localPlayerController is null
happens if the client disconnects before getting assigned to a PlayerObject
https://medal.tv/games/lethal-company/clips/jOKFQbQ8zxeTyze7g?invite=cr-MSx4RXYsMjM0NjA2OTQyLA
??? no one was rolling any dice how could this happen
Watch Lethal Company and millions of other Lethal Company videos captured using Medal.
Hoarding bug rolled it
I should have that fixed already in the next version
I need to do some testing but a baboon hawk (or something that can pick up items that isn't a hoarding bug) is rolling the dice
until it is pushed I would recommend turning off yippee bugs rolling dice in the config settings under mixed I believe
Ok got it, thank you!
Why "become small" was removed? I really like this one.............😭
it breaks a ton of things actually
I plan to move it to a separate mod for extra dice effects
Ah ok
Can I ask what kind of things were broken?
it would sometimes adjust size when it wasn't supposed to and it really didn't play well with certain other mods
oh and also it could potentially cause the green fog of death upon joining
Also I tried to update the mod here a little bit ago but it was labeled as: "Package rejected for Reason: Invalid submission"
hopefully it will be back up later today
umm I can't find the mod in Thunderstore anymore?
is this why?
yeah
gale forced me to remove it
hmmm? i never got anything like this, so i suppose it's some mod conflicts in glitch's modpack thats causing it lmao
A simple solution could be to have it off by default, but if you plan on re-adding it in a separate mod then it's also ok
Yeah I submitted it for manual approval but I just have to wait for someone to actually approve it.
I believe most of them are asleep(not actually sure lol) ATM but once someone wakes up hopefully it will be back shortly
okay
lol the gambler bug has spread to the entire mod now, buggy dice updated is now gone for good 🥸
the mod's page got deleted?
lol, first time see this
uninstall them? 
I submitted an appeal so hopefully soon it comes back
#1229912303588212796
Yeah I did one in the thunderstore server cuz I didn't know one existed here lol
the mod is back
@wooden falcon sacrificer borken
trying to roll any dice on 1.9.9 does this for me and just drops on the ground. when I revert back to 1.9.8 it rolls normally
Should be fixed in the current update
there was a dependency I forgot to add and then now it is a soft dependency
ive got some issues in 1.9.10, some dice effects were not working, and sometimes there was no explosions for non owners players
not sure if it's still there in the latest release
in 1.9.11, the dice effect "add a weather to the day" can make the weather effect happen inside the dungeon
for example, if this summons rain then it will rain inside the facility if you are already inside the dungeon, going out and then in again will fix it
I'm not 100% sure if I can actually fix that since I just use weather registry's change weather
I will look into it though
@tawny sierra mr. rov
PLEASE NO
what steps do I take to reproduce this issue 🥺
I'm guessing since I added weather registry to the dice to add weather with an effect using WeatherController.AddWeatherEffect( if someone is in the facility at the time it is rolled it makes weather appear in the facility
I'm currently testing right now to see if I can reproduce it or not
I can't seem to reproduce it, so hopefully zigzag has a bit some steps to reproduce it
I am guessing someone was improperly teleported inside without the flags set for inside so the game thought they were inside and rendered the weather
hell that could have been me with some of my old code (before I knew a bit more lol)
Hum
I just entered the facility of Alcatras and rolled a dice, that's it
hmmmmm
I'm not sure if only dice can do that
I remember it raining inside the Armory once
so I think Weather Tweaks can also cause it
but it's not an annoying issue so it's fine
Somebody rolled a swap and yeah I'm sure this is exactly where they were
i'm not sure, but i think the saint dice is broken
when we use it, there is not the "explosion", it just despawn and nothing
I've been having that happen with all the dice yesterday
sometimes they work sometimes they don't
same
Very strange, is there any errors in the logs or anything?
nothing, i have all none/false D:
that is very confusing
that shouldn't happen???
I'll take a look
Thanks for the logs!
i have to say, this bug still happen in the latest release
but not all the dice are doing that, im gonna say it's only 30% of them that just despawn without any explosion, and without any logs
and without any effect, i think? but can't confirm
is this normal when picking up dices?
if you have DebugLogging on yeah, it logs a lot, including what is in slot 1 when you pick something up for testing purposes/getting item names for creating custom events
I've been meaning to fix that for a while now cuz it runs when anyone picks something up and it is just supposed to be the client who picked it up lol
edit: Should be fixed in the next update
are events that are started by brutal modes shown in the chat?
It follows the Show effects in the chat config option so it will if that is set to either Host or Everyone
I could make a separate one for Brutal that way those events will show up in chat but not normal rolls if needed
brutal starts an event immediately when the round starts correct?
like right when the ship lands
yeah right as the time appears at the top of the screen
unless super brutal mode is on then it is randomly throughout the day
And I went ahead and made it separate just in case people wanted to have those show up, but not regular dice rolls
or vice versa
so super brutal overrides brutal?
yeah it replaces it
it does require brutal to be active though
nre when using rusty
i also kept getting "[Fatal :Theronguard.EmergencyDice] Networker is null, this should never happen, what is going on???????"
0195b0db-1979-3ac2-ff6a-4df5e950360f
"what is going on????" lmao what is this error message 🤣
if networker is really null then nothing in the mod will work wth
Yeah I have no idea why the networker is getting destroyed
that shouldn't happen
I'm tempted to just make it where it will just re-spawn back in if it is ever destroyed
#bringbackmynetworker
is there a list anywhere of what every dice effect does? besides checking the github code lmao
just look in the config
i mean most of the descriptions explain nothing but its best you've got
should the 2 recent patches fix the nre?
I just got "you are now lovers with a random pikmin" from brutal and I am horrified
I might make a github wiki page for it in the future lol
LMAO I GOT EGG BOOTS
very creative
it was very fun until i got carried away and met god 💔
xD
yeah it is really fun until you send yourself to your doom lol
I will say it does seem like the effects that brutal rolls tend to apply just to the host and barely, if ever, to the clients
networker dice when
slayer networker broken 
Well that is good news and bad news
That only errored cuz the networker was deleted for some reason
Did it show in the logs anything about the networker? Cuz It should show up on despawn or destroy
if i remember correctly i didnt see anything about the networker other than the networker is null log
ok i checked again and yea theres no log other than networker is null
it just spams that every now and then
can u show the logs tho
1.9.15
i joined a brand new game, and imediately left
networker wasnt able to despawn since it was null
That is an expected error
it is expected to give that error when it is despawning
I added a thing that prints the current stack trace whenever it despawns and when it is destroyed so In case it despawns/destroys, that way I can know what causes it
but it hasn't shown up except for leaving which should happen since it despawns on game leave
yup xD
Once I figure out the issue I am gonna remove that error(or move it to a toggle such as the debug logging) that way It won't show up constantly when people leave lobbies lol
Is speech jammer usually broken or not working at all or..
or does it have conflictions with anything?
ill boot up the game tomorrow with friends and let you know 🫢
It conflicts with more company unfortunately
like it won't cause errors, but it just won't work if more company is installed sadly
@wooden falcon For some reason when I roll a dice it does not roll and just drops, it still explodes and does the effect. Also, only the host can roll for some reason.
here is the code
0195e4b1-9fc1-7883-1111-ca7456cc1489
It seems like when I roll there is the two dice and one is rolling inside of a still dice model
i myself saw some problems? like this time dices worked but sometimes there was no messages indicating of the effect? But then we saw zombie apocalypse so surely it worked... i think
I noticed that as well
like they worked, but it didn't appear in chat for some reason
so that broke for some reason
oh that is very odd
I'll take a look
is it normal for dice to roll 2 times before exploding and doing their thing?
like it just drops on the ground then rolls, then stops, then rolls again and explodes after that
Well the cool thing is that networker is fixed lmao
the issue was probably wehat i pointed out to him, related to late join
wtf???
not at all??? I will have to take a look lol
quite possibly lol
at least that's fixed now
oh goodness
dice in your pack are acting very strange lol
I don't think I have seen them act like that
I'm guessing some other mod is interacting with it in a weird way
I'll do some more testing to see if I can figure out what it is
With the latest update dice only work for the host now
also even before the update like half of the time when anyone uses a dice it just does nothing and doesnt even show what it rolled in chat
0195ea4b-7301-fb5c-8695-3cd2fef22ac8 heres my profile code
🎲 is 
borken 
Did you ever figure it out?
@wooden falcon just pinging to make sure you see it
yeah if a dice effect errored it did nothing
so that is why I added a new log in the console to find out why
They are debug logs so you would have had to turn on debug logging in bepinex to see them or use bepinex gui
I do know there was a bug where it did roll it, but just didn't show in chat for some reason
maybe???
not completely sure
hopefully tomorrows update fixes some stuff
Your pack has the weirdest interaction I have seen with dice before so I am not 100% sure what is going on there
dunno if this is emergency dice or lethallib or mirage error
apparently a spawnable map object's prefab to spawn is null?
that's a new error xD
either that or the terminal is null???
Am very confused xD
oh yeah that's snowy
snowy broke LL a while back because they had a spawnable map object with a null prefab
had to add null checkign to LL
you still have washing machine right?
ok I'll just add a null check to fix that rq lol
I didn't ever expect that to be null tbh xD
it normally would never be
ye I enabled it again with your fix in LL
yeah ED just didnt also check if other mods were screwin up
I pushed an update that should at least fix that issue for dice lol
Dice explosion and message visible only for host is part of 1 April?
Slayer Dice are broken 😛 Maybe
Yes @wooden falcon dice infact are broken for clients
what a surprise ohoh
are you sure you'r using the right version/ the right emergency dice mod
these errors indicate that @wooden falcon has not updated the LC references since like v50
which im pretty sure he has
yea i got it
hmm weird, ill let him deal with it then
I'm on some modded planets but basically what happened is that I found the dice, used it, and it didn't spin at all and it disappeared
KillPlayer reference error? lmao dice just reverted themselves to v45
strange i tested today every mod in my package with friends and everything was okay
wait did dice not work for you as well?
if yall wanna try and find it I'll send my code in here
0195f8eb-a266-e62a-4cda-ab4a651ff80e
Should disable the ultra wide mod if you guys do get the pack because it might mess up the screen for yall
almost 200 mods lol
i already have imperium in there for debugging
nah it worked I mean my friend used cube but it worked xD
Imperium might be what broke it tbh
Imperium can break things sometimes so that's why I made the debug menu for dice lol
I'll take a look here in a few and see
also you might notice that missiles don't explode and just sit there and for storm weather its just lightning everywhere with no explosions
idk whats causing that either lmao
Although the dice doesn't spin, when thrown, it displays a number of dots and then explodes But maybe its because of other mods
Do you have lethal sponge? If so there is some options you have to change or it doesn't spin and the chronos just looks blue for some reason
yes i have ;D
oh yea lethal sponge does that to me
Yeah turn off the GenerateLODS option that option should be off by default imo
do yall know what causes lightning spam
like lightning strikes every milla second with no explosion and spams the console
send logs here
it was this one :/
Also disabling GENERATELODS completely fixed the dice
Shutting down and disconnecting from server. Is host?: True
[Info : Cruiser+] reset network variables (GameNetworkManager.Disconnect)
[Info :LethalPerformance] Saved 3 save(s)
[Info :LethalPerformance] [Cache] DiFFoZ.Find.NetworkObject (all objects)
[Warning:LethalPerformance] Failed to find cached NetworkObject objects
NullReferenceException: Object reference not set to an instance of an object
at MysteryDice.Patches.StartOfRoundPatch.ResetSettingsShared () [0x000c8] in <b44c1ea00ab34434b8b1355def1abf85>:IL_00C8
at MysteryDice.Networker.OnNetworkDespawn () [0x0005a] in <b44c1ea00ab34434b8b1355def1abf85>:IL_005A
at Unity.Netcode.NetworkBehaviour.InternalOnNetworkDespawn () [0x0000d] in <895801699cfc4b4ab52267f31e2a4998>:IL_000D
thats normal don't worry
is this mod incompatible with morecompany???
should be 
wait what.
@wooden falcon Still errors on lobby close
oh that is because I reverted that file to before I made changes to it to possibly fix networker issues (which it did) so I have to re-add changes to it lol
that isn't the one I forced to happen
that is an actual error, but that is not a bad error, just something that happens
Ah lol

No lol it works fine with MoreCompany
Just the voice effects from one of the effects doesn't work
the other effects work just fine though
@wooden falcon The dice now works but the animation roll will not work.
If you have lethal sponge you need to turn off generateLODs
Or they won't spin and they will look a bit strange
@stable valley Might be worth looking into why it messes up Emergency Dice so badly
Interesting, it might have to do with LODs combining meshes. I'll look into that.
Actually Sponge fixed it in last patch
@wooden falcon any way to prevent griefers from running around like gremlins rolling all the dice
ie a limit of rolls per person per round
Not really as of now
but it is something I can look into, since it would require a bit of changes here and there
thanks, I have a friend or 2 deadset on throwing runs in exchange for the dopamine of rolling dice. Love the mod btw!
Thankies!
Yeah we do similar things
Most of the time when we see dice we instantly roll it
Except sacrificer lol
Guys
Slayer updated a very small thing i dont know when but
this wasn't an int before ??
You literally nuked all my compatible effects 💀
That's why i noticed some of them that were not working
btw this method makes items fly above their expected position, which is weird imo, could be changed to have them just at ground level
@wooden falcon skull
This whole time you didn't even use the raycast
Also give the raycast more parameters like a distance of 50, a layermask of startofround.instance.collidersandroomsmaskanddefault
And make it queryinteractiontrigger.ignore
anyone having issues of dice rolls not showing
normally there's a popup after rolling
it randomly fixed itself
Yeah sometimes it works and sometimes it does not
Not every roll has a pop up, as they were just for some of them to give a vague clue to what the result was. There is a setting in configs to have it display roll in chat. This will show what the results are.
Ah okay that makes sense
The debug menu no longer works, so you probably rolled select an effect
Debug menu? Does this happen with default config as well, or am I missing something?
No they rolled a rusty. Can't roll select effect with Rusty. Its probably the fall to ground changes broke dice completely.
I would probably wait until Slayer gets a chance to look over dice with v.70 im gonna be organizing some testing sessions with him as we are gonna need to do some extensive tests probably.
Did you by any chance roll any other dice successfully? Or was that the only one you rolled and it failed with the error?
Roger that.
That was unfortunately the only die I rolled, and it was outside which shouldn't work anyway(?)
It did blow up, but also made that error.
Yeah its possible its broken for the moment then. Just keep an eye out for an update to it. Slayer is pretty quick with his updates if its not a lot broken.
o7
I just pushed an update a little bit ago that should fix things
If anything is broken lmk and I'll look into it
And like that he worked his magic! @spring pendant you dont need to do what im gonna explain, but it does really help when just trying to debug dice and determine if an event is potentially not working.
In configs there is a setting to allow the dice result to post to chat telling you who rolled exactly what event. Its nice seeing the exact event in the chances it explodes and errors in the logs.
Again its just a suggestion in case you wanted to try and keep an eye out for any events that may have broke 🙂
Neat. <3
Albeit since I have switched from SpectateEnemies (Abandonware) to Poltergeist, I'm going to er on the caution side since from what I could gather, this isnt "fully" compatible with that yet?
Im getting this error then mirage broke (it doesnt mimic appearance and voice)
Do you know what dice event was rolled? Might be a mirage issue though as I've heard people say Mirage was broken.
no event. thats just only entering lobby. dunno what mod conflicts tho
without EDU mod. mirage works fine for my pack atleast
Gotcha then yeah it will be easy to find. DM me your pack list I'll look it over.
theres a lot of stuff mentioned in this error so i have no clue
Its not dice.
Dice are just part of it cause they can spawn mimics.
Been testing too and its not dice or mirage. My pack they work as intended but in this pack i'm working on they are broken. So something is breaking them. Gotta find the mod that broke
Dice are not broken as stated i've been testing since yesterday. In my pack it all works fine.
something else is breaking
in the pack i'm working on for someone its broken so i'm going through mods that I do not have.
oh you are referring to something different my bad.
I thought you were referring to a different issue i've been debugging.
Ok that might just be either the sacrificer or the weather event broke due to weather reg updating.
How often does this error pop? was it just a dice roll that caused it?
there might be a mod incompatible with this event. Rolled dice it worked, and forced the random weather and it worked. If you want DM me and send me your modpack I predict a custom weather mod isn't playing nice with the dice event. Also do other dice events work for you? Worst case maybe disable Random Weather event.
In my testing dice seem to work fine
that error is from random weather which in my testing on @formal slate s pack it worked perfectly fine
my guess is that there is a mod that hasn't been updated that does something with weather registry that breaks something
I believe Lethal Elements is broken at the moment and needs to be updated. so if thats in the pack it could be related to the error.
no idea if it's just me but the debug menu spawn items doesn't work
Trying to troubleshoot this with the debug menu
Spawning Rusty but where does it go? lol
Doesnt spawn on my playermodel nor where I am looking at
Kind of counter-intuitive if it just spawns inside at a random spot
Gave myself all dice via debug
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'CullFactory, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
MysteryDice.Effects.GiveAllDice.DiceScrap (System.Int32 userID) (at <af209b46736c4d0794f2d79d3f4e5881>:IL_0133)
MysteryDice.Networker.GiveAllDiceServerRPC (System.Int32 userID, System.Int32 dice) (at <af209b46736c4d0794f2d79d3f4e5881>:IL_00D6)
MysteryDice.Networker.__rpc_handler_238328387 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <af209b46736c4d0794f2d79d3f4e5881>:IL_0048)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
MysteryDice.Networker:GiveAllDiceServerRPC(Int32, Int32)
MysteryDice.Effects.GiveAllDice:Use()
MysteryDice.Effects.<>c__DisplayClass67_1:<ShowSelectMenu>b__0()
UnityEngine.EventSystems.EventSystem:Update()
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'CullFactory, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
MysteryDice.Effects.GiveAllDice.DiceScrap (System.Int32 userID) (at <af209b46736c4d0794f2d79d3f4e5881>:IL_0133)
MysteryDice.Networker.GiveAllDiceServerRPC (System.Int32 userID, System.Int32 dice) (at <af209b46736c4d0794f2d79d3f4e5881>:IL_00D6)
MysteryDice.Effects.GiveAllDice.Use () (at <af209b46736c4d0794f2d79d3f4e5881>:IL_002F)
MysteryDice.Effects.DebugMenuStuff+<>c__DisplayClass67_1.<ShowSelectMenu>b__0 () (at <af209b46736c4d0794f2d79d3f4e5881>:IL_0012)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0022)
UnityEngine.UI.Button.Press () (at <17de86d66286445fa95af59fa8fa644d>:IL_001C)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0009)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0007)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()
^ Every time when using debug menu to spawn "AllDice"
[Debug :Emergency Dice Updated] Rolling Effect: ALL DICE
[Error :Emergency Dice Updated] Roll error: System.IO.FileNotFoundException: Could not load file or assembly 'CullFactory, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'CullFactory, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
at MysteryDice.Effects.GiveAllDice.DiceScrap (System.Int32 userID) [0x00133] in <af209b46736c4d0794f2d79d3f4e5881>:IL_0133
at MysteryDice.Networker.GiveAllDiceServerRPC (System.Int32 userID, System.Int32 dice) [0x000d6] in <af209b46736c4d0794f2d79d3f4e5881>:IL_00D6
at MysteryDice.Effects.GiveAllDice.Use () [0x0002f] in <af209b46736c4d0794f2d79d3f4e5881>:IL_002F
at MysteryDice.Dice.SurfacedDie.Roll () [0x000ab] in <af209b46736c4d0794f2d79d3f4e5881>:IL_00AB
[Info : Unity Log] Item spawning: Surfaced Die ; item parent : null
[Info : Unity Log] Start falling position: (-15.62, -219.56, 67.46)
[Info : Unity Log] global startposition falltoground for object SurfacedDieChristmas(Clone): (-15.62, -219.56, 67.46)
[Info : Unity Log] Item Surfaced Die landed on : CollisionMesh / CollisionMesh
^ When rolling said dice
[Debug :Emergency Dice Updated] Rolling Effect: Random Store Items
[Error :Emergency Dice Updated] Roll error: System.IO.FileNotFoundException: Could not load file or assembly 'CullFactory, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'CullFactory, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
at MysteryDice.Effects.RandomGreatStoreItem.SpawnItem (System.Int32 playerID, System.Int32 icount) [0x000af] in <af209b46736c4d0794f2d79d3f4e5881>:IL_00AF
at MysteryDice.Networker.RandomStoreItemsServerRPC (System.Int32 playerID, System.Int32 totalItems) [0x00109] in <af209b46736c4d0794f2d79d3f4e5881>:IL_0109
at MysteryDice.Effects.RandomGreatStoreItem.Use () [0x00026] in <af209b46736c4d0794f2d79d3f4e5881>:IL_0026
at MysteryDice.Dice.SurfacedDie.Roll () [0x000ab] in <af209b46736c4d0794f2d79d3f4e5881>:IL_00AB
[Info : Unity Log] Item spawning: Pro-flashlight ; item parent : Props (UnityEngine.Transform)
[Info : Unity Log] Start falling position: (2.84, -227.17, 83.71)
[Info : Unity Log] global startposition falltoground for object FlashlightItem(Clone): (-14.60, -219.56, 67.24)
[Info : Unity Log] Item Pro-flashlight landed on : CollisionMesh / CollisionMesh
Another one
[Debug :Emergency Dice Updated] Rolling Effect: Silent Teleporter Traps
[Error :Emergency Dice Updated] Spawn TP Traps called with: 10
[Info :Emergency Dice Updated] [Debug] GlaciusVerglas rolled a 1: Silent Teleporter Traps
This one baffles me, it works, but still prompts an error
Cool new dice effect idea!
Spams your screen with random ads everywhere (ads from v70 of course, not real ones)
Make some coderebirth gal ads slayer
@spring pendant would need to look over your pack sometime. Seems to be a mod breaking dice. We've been using dice for debugging and lobbies for the past few days and its worked fine. Typically any errors thrown are related to something else broken so dice say nope cant do. But yours looks like something just Hella broke dice all together.
Will say Skelaahs moons, Harvest Moons, and Baykal from otherly world pack are currently broken with a few mods and can result in breaking dice.
If you have individual installed the Skelaahs one was chronos that threw the errors.
We use no modded moons
Pack is available at #1285698645676654676
It might not be dice breaking per se, but adding it to the list will cause errors on almost every die throw
@formal slate
Note: pack isnt updated yet with dice because of the issues, you'll have to add it yourself if you test
I have a manifest and configs for a new version but I wont upload it unless this gets fixed :)
And yes it could be another mod interfering but I have no leads as of now
I can almost 100 percent say its something else cause they do work. And packs reporting issues ive fou d their culprit and got their pack to work.
Ill take a look when im home
why not real ones
taking a look now.
@spring pendant I will say i'm impressed with the size of the mod pack, but I do see a lot of old outdated mods. You can actually cut down the number with other mods that are more up to date and do multiple features you have these outdated mods for. If you want I can compile you a list of what you could removed and add so its more updated mods vs old outdated ones.
right now I am trying to find this one culprit though. Its being sneaky
@spring pendant Thank you for this find. I've ran the test through my pack and yours, and this is in fact a dice issue from the looks of it. Slayer just recently tried to fix the Cull Factory issue with dice in the last update and it seems that the dice now became hard dependent on Cull Factory. I've let slayer know. Most people have cull factory in their pack due to some moons or interiors requiring it so no one seemed to notice yet.
Also let me know if you'd like help tweaking up the pack though cause I believe I could help ya out with replacing tons of outdated mods which would lower your pack count and give more features for ya.
Also I do believe there is another issue in your pack that flags upon loading. wasn't able to find it just yet cause its a weird one but hopefully its harmless.
I do have that fixed in the next version making it an actual soft compat so you don't need it
I just have to test some things first
Slayer just ignored my suggestion 🗿 🗿
@formal slate I appreciate the offer but "If it ain't broken, don't fix it." I know some of the mods in my list are extremely old but from playtesting they don't break anything, thus, it's ok. :)
Feel free to post your suggestions here or in my DMs if you think you can improve the pack tho, I'll definitely take a look at whatever you've got.
tfw when phone tags the wrong guy lol
oh I didn't see it
that would be cool af lol
Oh shit this is a great idea! Slayer how could you ignore Zigzag.
You have have it follow up with like a error message at the end and a blue screen of death with a little 8 bit dice rolling in the middle 😆
Yeah! Do it
how about a "signal jammer" effect that causes that "no signal" thing on the monitor to happen for the whole day

apparently when I try to summon a bunch of ads I get this abomination
Also anyone have any suggestions for top text or bottom text?
cuz I have a list for each and it just randomly selects one from the list
ah, all on the same place?
If you can't move them then maybe just add one, then when it's over another one then when it's over another one etcetc
Yeah unfortunately I don't think I can move them without patching the ads themselves
But I can definitely can call them one after another
do it
Top Text

Bottom Text
LETS GO SLAYER
GLITCH
IS BALD

Don't do that one
you're bald mu 
you're the last person to call someone bald
it isn't funny when it happens to me
yeah
because you aren't me
"it always funny when it happens to someone and not to me"
and that's the point
I'm not you
you're bald
You can not be me and also be bald
one of the rules says that you lost the game unfortunately
God damn it

you'd be suprised
also one of the rule says mu do a flip
Mu is bald spread the word
I thought you were better than them!
i can friendly fire whenever and however the fuck i want >:3
Ok baldy
You shut your face baldigo


peak
Nah we going through this together!
Perfect!
lowkey 🔥
my world clashes with a foreign territory
clear as day photoshopped 😭
welp its on the star board now
"the nile river is in russia"
the 2nd part is prrrrrrfect 😭👏
how did you get this to work ive been trying for like 4 hours
i thought it was just beginDisplayAd same way to remove them but never could get it working
what I did was
HUDManager.Instance.CreateToolAdModel(-100, Item);
HUDManager.Instance.BeginDisplayAd(topText, bottomText);
or
HUDManager.Instance.CreateFurnitureAdModel(unlockable);
HUDManager.Instance.BeginDisplayAd(topText, bottomText);
you need to pass the item or the unlockable and make sure that the prefab isn't null with them
it automatically ends after 14 seconds
oh wait that makes more sense lemme try i thought you wouldnt have to pass any item and it would just be blank
yeah it works now thanks idk why i thought not passing it an item would work at all but doesnt this mean you could pass a dead body as the item since it techincally is if there is one
Yay glad it works for you now!
You might be able pass it something like a body, I'm not 100% sure
I might see if I can get it to display any gameobject lol
that would be cool i have it displaying any item you can spawn rn gonna see if i can do a body or something else cool
also for the sale percentage param what exactly is that?
not exactly sure I think it is for the sticker that appears on them showing how much off it is
@wooden falcon
ayyyy xD
DUDE THIS IS NOT REAL
it indeed is
It is 100% real
new dice effect :D
As a warning, RemoveAds (and LethalAdBlock which isn't mine) will block this effect. I think it would be funny for the ad to force its way through the ad blocker, or even pop up a "You are using an unauthorized ad blocker" warning in this case. You'd have to hijack the animator more directly for that, I'd think.
i dont think slayer touches the animator
He doesn't, he just sets the values loaded.
As specified here.
ye, so why hijack the animator at all?
... "As a warning, RemoveAds (and LethalAdBlock) will block this effect." I think it would be funny for it to push through the ad blocker or even pop up a warning that you are using an unauthorized adblocker.
It's the unauthorized warning part that would require it.
Yeah. So you'd have to run the coroutine yourself, unless you can unpatch the function temporarily.
Running the coroutine is simple.
i assumed you were trying to say that the only way to get around the patch was to do some weird shenanigans with teh animator, but i get what you mean now
I think LethalAdBlock explicitly hijacks the code to load the models too, so that might not be doable.
It was mostly for the warning.
But also, I want to mess with the animator anyway, because I wanted to try and load a rick roll into an ad (which would require just a video played instead of a 3d model, like in the TVLoader stuff).
Needless to say, I love the ad popup dice result. :3
Yeah. LethalAdBlock does IL patching, so maybe we ignore that mod for now.
Err... I definitely came across as rude there. I'm sorry.
Rolled a Dice that spawned a bunch of Maneaters. Game really didn't like that.
https://i.imgur.com/SsuBYoB.png
I dont think its a dice issue. It might be related to a mod that touches the cave dweller. Or where you spawned them in. I recommend using the debug tool with dice and mess around with it. Trying removing mods 1 at a time that affect the cave dweller and use dice debug menu to call the event and see if you can find the culprit. Then you can direct the report to the correct dev.
I too will attempt some tests of my own later cause I believe I recall seeing this error before.
Note im not saying Dice isnt the culprit, just that its highly likely its a different mod as that event just spawns it in. Just needs some more testing to confirm culprit
It could be Diversity as its not updated yet
@wooden falcon there is no way you added the poisson steve as an event in your mod WTF

IT WAS FROM YOU?
AAAAAAAAA
he is dice now

WHAT
:D
SON OF A BITCH @spare coral I THINK I WASNT SUPPOSE TO OPEN THIS THREAD AND SEE YOUR SPOILERS LOL
Slayers gonna yell at me now.
Feel free to continue with spoilers.
ITS NOT MY FAULT
thank you for finally adding ⬛
Steve...
Hey does emergency dice work with Biodiversity?
Like spawn those guys in an event?
Or any custom scrap too?
should work
love that dice lol
is there a way to change the price of the dice i want to incentive rolling it more
go to configs, there is an entry for the price
I revamped it, You got to double tap space(jump) like minecraft now
I changed it a bit a few updates ago
(it should be on the tooltip I thought)
OHHHHGH
That's awesome
Yeah! So now it feels less jank
and you can stop or start flying when you want
also if you land just like mc you stop flying lol
That's great tbh
is there anyway to make custom events?
also another question, can events like neck spin affect all players in brutal instead of just the host?
We experienced the flying roll to be utterly broken
Could only hover down Titan spamming jump key
Double tap
Oh we tried
Im aware of how it works
Double tap, triple tap, delayed tapping, nothing worked
No errors in console either, just no work
Weird
@wooden falcon sacrafifcer broken

I am trying to figure out why that is happening
I noticed that but when I go to test it acts normal 
Crying
Ok so I figured out what is happening
If any other client was on the ground it reset the flying so no one was on the ground
I have fixed it, but I can't push the update just yet for specific parts of the code are unfinished for the next update
I might comment them out to push it depending on certain things
might be cuz we were playing with latest coderebirth
yeah
if you play with the latest code rebirth some dice do error if certain rolls are done
I have this fixed in the newest version, but on the uploaded version, it will die with the new code rebirth xD
I can't upload it yet cuz it implodes with the current code rebirth xD
yeah that's fair
still good news
alienoids have come to destroy slayer's house

LEAKED
Hehehe
Cart go Brrrrrrr
you are right
but wrong
i supposed to only leak cr update but then i leaked seichi and now mystery dice 😔
YOU DID WAT
melanie if you say wow i will leave yuri academy
WOW what a blackmail
FUCK
sorry, sickboi, but yuri academy is important for fumo's future
The betrayal
I would kill fumo to make sure fumo gets into yuri academy
I dont think that would work
smh
Shakes fumos head
harder
WHAT HAVE YOU DONE
Updated for Code Rebirth, so it won't implode
So if you see dice errors from code rebirth but you are not on 1.12.0, that might already be fixed
@wooden falcon
do you have anything code rebirth related disabled?
I turned off some things yeah
should be fixed now
should be numpad minus (as long as the options for it are enabled in the config)
if it doesn't work you can re-map the button in settings
oKAY THIS HAPPENED WHEN WE WERE TESTING
THE DEBUG BUTTON IS JUST
BROKEN
Also
where can you set the remap???
The remap is MISSING!
Oh that's weird
Lemme take a look
Oh the remap is not in the config
I use InputUtilities so it would be in the change keybinds in the settings under Emergency Dice Updated
Oh
THIS RIGHT?
is there no more when you scroll?
I am wondering if something is interfering with it
cuz there should be 3 keybinds from dice
is there any errors in your logs?
No...
Do I need to like
Regen my config
maybe?
The weird thing is it should at the very least have the flying keybinds in there
can you send me your pack code?
yE
019806c6-bc36-6e7e-4aed-0e13b4052db6
small thing i noticed today, code rebirth crates spawned by dice effects persist between landings
Please do help cause like
Before the update
It was fine
oh
I'll fix that too lol

I'm even more confused now?????
try updating to 1.12.2
cuz that is what I did with your pack
Were they the moving ones or just normal ones?
oh that's really strange
cuz they should despawn
it was the "amazon shipping" effect, or whatever its called
ahh ok
Ohhh woops
I think I have the order mixed up
I was spawning them then moving their scene but I think I am supposed to do that in reverse

do we have dice roll but it tells u what the effect was via advertisements yet
lmao
DIE
Oh my goodness xD
Yay!
So basically when lethalmin is installed and you use the revive function it bugs it out
I asked Note for how it could be repaired and his response was this
The HUD for Pikmin breaks
I know I originally had that, but I apparently commented it out I think cuz it caused an issue
I'll look into it again cuz I don't remember what it was lol
instead of checking for owner do playerControllerB == GameNetworkManager.Instance.localPlayerController
IsOwner isnt a good check for someone like the host because they also own the inactive clients
yee
Okay!
i think egg boots is broken 
Even if I disable some effects in the configuration file, those effects can still be thrown out.
Oh yeah @wooden falcon I found something interesting with Brutal that you might want to consider as a new dice item if you're looking for a new dice type to add.
I was testing this feature for a similar compatibility that I will be working on with a different mod and it turns out it totally is possible to run BCMER's Event Manager's ModifyLevel while landed. With the dice, it could reroll the events. Though, I would not recommend allowing this whilst in space -- the game did not enjoy this.
you can add your own dice effects with the api if you want
oh?
Yeah im doing that with Premium scraps already, its just like if you were doing your own external module of the dice mod
slayer did not made a documentation but he made one example https://github.com/slayer6409/Dice-Addon
Funny enough I just did some very light documentation just a few days ago (still working on it tho which is why I haven't posted it on the readme yet lol)
https://dice.slayer.games/API.html
But yeah the example works as well
Thanks!
also speaking of bcmer the event for the dice is now missing the 2 new die
Hey @wooden falcon you should add the known external modules dice effects to this list https://dice.slayer.games/effects.html
such as the weathers effects you added yourself or effects I made myself
for my effects, i made this very small list that you can use
if you want
Hell yeah! I can certainly do that!
slayer sacrificr brokn
i rolled a sacrificer and it tped me to the ship without rolling an effect
well, after this every dice roll started to error, but restarting the game fixed it. so disregard this i guess 
Oh that's really strange
it shouldn't have made every dice error
That's something to look into
Thanks
Did you by any chance have code rebirth fans off?
nuh, i have them on
oh that's even weirder
ok I think I see what's wrong
but that shouldn't have broke every dice
very strange

yeah just in case you might want to disable follower fan for now
but I am working on a update atm but a lot of unfinished code so until I finish that I can't really push that update just yet lol
will do, thanks 
@wooden falcon
Also egg boots seem to be broken
I was playing last night and it was like exploding behind a friend of mine
If owner had it
It sometimes worked
[02:49:13.0946236] [Error : Unity Log] ArgumentException: Gameobject is not a root in a scene
Stack trace:
UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene (UnityEngine.GameObject go, UnityEngine.SceneManagement.Scene scene) (at <e27997765c1848b09d8073e5d642717a>:IL_0000)
MysteryDice.Effects.CratesOutside.SpawnCratesOutside (System.Int32 MinesToSpawn, System.Single positionOffsetRadius) (at <447576312d5b4e9ebe57e51214a042f6>:IL_0123)
MysteryDice.Networker.CratesOutsideServerRPC () (at <447576312d5b4e9ebe57e51214a042f6>:IL_00CE)
MysteryDice.Networker.__rpc_handler_337880440 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <447576312d5b4e9ebe57e51214a042f6>:IL_002E)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
MysteryDice.Networker:CratesOutsideServerRPC()
MysteryDice.Effects.CratesOutside:Use()
MysteryDice.Dice.CodeRebirthDie:Roll()
MysteryDice.Dice.<UseTimer>d__37:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[02:49:13.0956212] [Error :Emergency Dice Updated] Roll error: System.ArgumentException: Gameobject is not a root in a scene
at (wrapper managed-to-native) UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene_Injected(UnityEngine.GameObject,UnityEngine.SceneManagement.Scene&)
at UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene (UnityEngine.GameObject go, UnityEngine.SceneManagement.Scene scene) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000
at MysteryDice.Effects.CratesOutside.SpawnCratesOutside (System.Int32 MinesToSpawn, System.Single positionOffsetRadius) [0x00123] in <447576312d5b4e9ebe57e51214a042f6>:IL_0123
at MysteryDice.Networker.CratesOutsideServerRPC () [0x000ce] in <447576312d5b4e9ebe57e51214a042f6>:IL_00CE
at MysteryDice.Effects.CratesOutside.Use () [0x00001] in <447576312d5b4e9ebe57e51214a042f6>:IL_0001
at MysteryDice.Dice.CodeRebirthDie.Roll () [0x000ab] in <447576312d5b4e9ebe57e51214a042f6>:IL_00AB
[02:49:13.0976155] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CodeRebirth.src.Content.Maps.ItemCrate.Start () (at ./src/Content/Maps/ItemCrate.cs:84)
[02:49:13.0976155] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CodeRebirth.src.Content.Maps.ItemCrate.Start () (at ./src/Content/Maps/ItemCrate.cs:84)
this happens when i roll the code rebirth dice sometimes, in game nothing happens, the dice doesnt roll an effect
@wooden falcon
New bugs I think
I think its parralax?
Its the only new mod I added
Is there a way to change or disable the texts on the ads from this dice mod?
Cause I'm just tired of getting this type of stuff that none of my friends get or understand. Maybe some form of customization...Maybe??
My dice don't seem to even be popping anymore, they just drop on the ground when I use them. Don't even spin.
did the effect occur?
Nope. Just reset my config, I'm going to test again shortly.
There was an odd yellow, flat, near transparent disc underneath the die, I do recall that.
yeaah reset the configs lol
if it persists send logs so that slayer can figure out what's wrong
None of the dice rolls seem to be working for me, each time I get an error similar to this: [Error :Emergency Dice Updated] Roll error: System.NullReferenceException: Object reference not set to an instance of an object
at MysteryDice.Effects.OutsideCoilhead.Use () [0x00001] in <447576312d5b4e9ebe57e51214a042f6>:IL_0001
at MysteryDice.Dice.GamblerDie.Roll () [0x000ac] in <447576312d5b4e9ebe57e51214a042f6>:IL_00AC
[Error :Emergency Dice Updated] Roll error: System.NullReferenceException: Object reference not set to an instance of an object
at MysteryDice.Dice.SaintDie.Roll () [0x00152] in <447576312d5b4e9ebe57e51214a042f6>:IL_0152
yup 
been working on it for few lol
Whoopie!
Should be out a little bit later today
just have to fix a few more things cuz I was slightly in the middle of an update already lol
Fair enough...
Two update REAL?
@wooden falcon SORRY SLAYER BUT
ARE YOU GONNA DO ACHIEVEMENTS?
I just had the idea in the back of my head
soon, not just yet
but I already had plans to do quite a few
Emergency dice achievements will be a big win

@wooden falcon WHO IS LADY LUCK
It has begun 
slayer did you sleep
That's the current plan lol
What's happening
If you haven't
Play zort
Very
That's what is happening on Saturday
New map
How xool
@wooden falcon
Do I need this anymore
I am checking my config AND THIS IS STILL HERE
Yeah
I still don't know how to actually fix that lol
Oh damn
@wooden falcon
So... Lady luck doesn't properly sit on the chair
And if you store her you can't take her out of storage
I am bug apple guy
I find all the bugs
🤓☝️ uhmmmm ackshually
we knew that earlier but forgot to report or it was already reported on dm's
Good to know
I'll have to adjust her sitting placement and fix the storing lol
Still means you forgot
I win

Thanks!
any idea whats happening?
oh right new version is messing with other mods
Yeah I'm currently working on updating it to v73
All of my mods should now be compatible with v73 (Thanks to TypeLoadExceptionFixer existing (Thanks Hamunii :D))
If there's any issues with any of my mods ping me (or create a github issue) and I will see it when I wake up lol
hey slayer i have an issue with your mods
the issue is that you lost the game
-# also sacrificer is broken

Slayer
Dice are telling me to kill my friends
Is this a bug or a feature
Kill them.
Every.
Single.
One.
K
Is it normal for setting the weather to whatever for the admin menu to not work? (I selected eclipse)
V73?
you just might be right? Does it not work with V73 yet?
cause I thought it said it did!
Oh how weird
@wooden falcon
Oh Slayer!!!
Oh that's weird
It was working in my test pack but I may have fucked something up
Lemme check
@wooden falcon
OH SLAYER
BTW
THE UH
NEMOSPLOSION?
Or whatever
Makes you immortal and gives you just inf stamina
I think Forever
I totally forgot to mention this
It should only make you immortal for about 30 seconds that way you can actually survive, cuz without that you would instantly die from it
is this on the current version?
This was still 1.13.1
I assume it was fixed?
no not fixed
just surfaced hasn't been updated yet to v73 so I was just checking lol
but once surfaced does get updated I will take a look
Understood!
i want to translate Korean but this error
i put Dependencies all and CodeRebirth.dll 1.3.1.0 . . .
@wooden falcon
EVERY TIME YOU OPEN THE MENU
SET WEATHER AND ADD WEATHER DUPLICATE
LOL
Maybe someone here can help me out
I tried using the OG emergency dice mod (by theronguard) and it looks like it won't work properly anymore.
The dices do spawn but they cannot be used, only dropped on the ground, "using" them also drops them.
I know the mod is more or less abandoned but is there a way to fix this ?
unless someone updated it for the latest lethal+unity update then no i guess
The og is no longer maintained and updated. Hence why Emergency Dice Updated exist. The original also had many bugs too and Slayer fixed them in his version.
I was afraid that was the case
Sadly my modpack have some issues with Dawnlib and the updated dice mod don't work properly without it hence why I asked, Thx anyway x)
I'd find whats not working with Dawn Lib then. That mod could be outdated and broken. What exactly happens? I can peak at your mod pack if you want.
I didn't look for error messages in the log but with dawnlib, I can't use most terminal features with two entries, like "filter custom" to just see modded moons
a few sounds issues as well, most likely a problem with several mods at once.
It might have been solved since then so I will try again x)
I can still take a peak and see if you drop your mod code. Sound issues are most likely a soundapi issue which is being worked on. If you use LCSOUNDTOOL that mods outdated and filled with bugs.
dice gal:
for some reason every time I roll a dice it says yay? is there a reason for that?
yay
yay
btw will the Rusty Dice icon ever be fixed?
yay
For some reason having Emergency Dice Updated installed and opening the menu via ESC Key causes a bug where your ram usage doubles. The ram usage depend on how many mods you have added but it can happen with just the mod itself.
190 Mods, usage is like 7.6gb but then jumps to 15gb
47 Mods, usage is like 5gb but then jumps to 10gb
14 Mods, usage is like 1.5gb but then jumps to 3.5gb
Doesn't happen when the dice mod isn't installed
Interesting. @wooden falcon I haven't noticed this happen in our lobbies but I also dont watch the Ram usage either mid lobby.
This is with a pack having 191 Mods for the first instance, down to 189 when removing Emergency Dice Updated and it's dependency, Hamunii-TypeLoadExceptionFixer for the second instance though just removing Emergency Dice Updated is enough to notice the ram usage difference.
Ram Usage varies depending on the mods added, as it can happen with just the mod itself
(Hope it's viewable)
Wonder if it's smth with the debug menu, I know there's a lag spike when you pop it up though idk why it would affect the Escape menu
Funny enough, it happens without the ESC Menu as I didn't get the freeze/unfreeze with it
Unless skipping the speaker intro somehow did something
Nah you only get a lag spike when you pop up the Dice debug menu this is smth different
Hmm
oh what the hell
that's odd af
I'll have to do some testing to see what causes that/if I can recreate it
On a new profile, configs are on their defaults and the ram usage spike still occurs with just the dice itself, going from like 1.5gb to 3.5gb or so
Are you landed or just in orbit? I know there are some dice effects that can be a little rough. Theres a setting were Hording Bugs can roll dice and maybe that could some how be related.
Have you ran tests with less mods in the pack? Seems weird it would do that there. I'll see what happens with my pack as I run it consistently. Could be another mod is not liking dice for some reason?
Yes
14 mods is about the minimum when installing the dice mod on a fresh profile
I'd understand a little spike but that much is pretty crazy.
Does it go back down if you pull the lever?
Maybe its just the loading in part as its registering everything that's loaded in the pack?
Don't think it does, lemme check again
Does not go back down when pulling the lever, hovering at 3.38gb or so
...though I did notice something when I cleaned up the profile and re-downloaded the dice mod. Gale told me I had like 7 updates waiting and when I ran the game without updating those mods, the ram spike didn't occur
Guess I'll try updating them one by one and see which mod might be the cause
ah
I updated... BepInExPack, MonoDetour BepIn 5 & MonoDetour
Ram Usage spikes
@wooden falcon
Could this be a lead of some sorts?
...actually, the mod isn't being loaded due to those listed mods being outdated, so... prob not
(Yea, I don't see the BepInEx Console running before doing those updates so the game's prob just booting into vanilla)
Something is definitely not right with your Gale if its not pushing updates to you.
@dawn wagon I just ran multiple tests and what you are reporting does not happen in my pack that also includes Emergency Dice. Not sure if its possibly due to certain configs being turned off but I suggest maybe testing that next. After rewatching your previous video you posted I did notice your esc menu had a weird interaction happening. I do not think it is related to the dice. Your gale also not letting you update multiple mods too is very strange. I feel the issue is with your pc or gale program itself. Maybe try reinstalling Gale and see.
I did exactly as you said you were and I tested it with my 172 mod pack and my memory usage originally was in the 7000 on launching the game BUT did not jump up on loading in and stayed the same. After awhile I saw too my memory usage slowly dropping. So what I'm seeing is a high memory usage on launching the mod pack and eventually it comes back down as it should. Your claims and video of it doubling like that is not normal and I can not reproduce it with the dice mod.
In fact i'm sitting here in orbit just idling and i've dropped all the way down to the 3000's So i'm having the exact opposite of you. I lose memory usage on loading not gain.
Sorry not trying to be dismissive of your claims, but I can not reproduce your claims even with a big mod pack. From my perspective it seems something might be wrong with your gale given the multiple other issues you've mentioned. If you have more details to better pin point it please continue to share and I'll keep trying to reproduce it on my end. @wooden falcon Have you had any luck reproducing it your self?
I haven't seen it happen either in my tests
so I am very confused on what is causing it
Gale was a fresh install. I dunno what I could've done to it other than porting over my profiles. I also did these tests with fresh profiles which should have the configs be at their defaults.
I could try reinstalling the game or wipe my save data completely to see if that does anything
Alright, an update @formal slate @wooden falcon
In my ZeekerssRBLX folder which is in C:\Users\*usernamegoeshere*\AppData\LocalLow, I moved this folder to somewhere else and had it regen and... the ram usage spike didn't seem to occur
So... my Lethal Company instance due to that folder being fresh means that any save data & such is gone, it's as if I booted the game for the first time
This is what's in the folder from before, I'ma try removing the Emergency Dice Updated folder in my old folder and see if anything changes
hopefully removing that fixes it
if it does would you be able to zip up the contents of the emergencydiceupdated folder and send it so I can see potentially why it is causing issues
Sure
Right now I'm copying some of the stuff from the old folder to the refreshed one to see if anything changes, since I did see some old files from mods that I used to have in there. (I'll put back the old folder after I give this a check)
...and the ram spike came back
Hmm...
Then how did it not spike before?







