#Emergency Dice Updated (Maintenant avec Steve!)

2107 messages ยท Page 3 of 3 (latest)

dawn wagon
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If this is running...

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Ram spike

wooden falcon
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oh
wtf

dawn wagon
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...but if it isn't running? No ram spike

dawn wagon
wooden falcon
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That is very odd
glad you found the issue though!

dawn wagon
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There's been times where some games just like to run with a uncap'd framerate, it's why I use this program to at least keep that framerate in check

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...now the question, how do I fix the ram spike with this program?

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Leaving that off seems to fix that

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All that option does is show a fps counter on your games

wooden falcon
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oh
that's quite interesting

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very strange

dawn wagon
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Yea, the moment I turned it on, my ram spike'd

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I think I have a mod added that shows fps anyway, think it was lethal hud, so I can prob just keep that disabled for now

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Still weird, though

wooden falcon
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very weird indeed lol

dawn wagon
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Oh, updating that program seems to have fixed the spike

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Guess they knew? shrugs

formal slate
# dawn wagon Oh, updating that program seems to have fixed the spike

Lol yeah sounds like they maybe had a memory leak issue or something then and resolved it. Glad its all good now lol. Still weird it only did it with dice ๐Ÿ˜† and when I tested i had the opposite effect where after loading into a save my memory starts at 7000 then drops to around 3500 after a bit ๐Ÿ˜† which I must say for my 170 some mod pack I am proud of that number! @wooden falcon I think thats a record for our pack ๐Ÿ˜† I don't think ive seen it run that low in a long time. Obviously once everyone joins and we start its gonna go back up.

dawn wagon
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190 mods here and it hovers at like 7.5gb on start

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Prob increases as you play, though, it depends

wise shadow
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WUT do lovers on start and bald do

formal slate
wise shadow
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Gotcha, thankie

wooden falcon
# wise shadow Gotcha, thankie

I have 2 bald things if you are talking about the config option that one shows a image of the bald @formal slate in the debug/select effect menu as a transparent background :D

wise shadow
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Not fixed yet? She's sitting on air like a real mage.

formal slate
wise shadow
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Oooo ok

spring pendant
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I can't for the life of me figure out why the inventory "icon" for dice seems to be a white'ish square lol

terse willow
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@wooden falcon new bug!

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New feature!

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Uh

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New experimental weather tweaks and registry is broken

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And the fly effect isn't working

wooden falcon
wooden falcon
terse willow
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OH

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A KEYBIND

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OOPS

formal slate
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Yeah I had the same issue with fly and thought it was broken until slayer told me check keybinds ๐Ÿ˜† for some reason mine were not set.

wise shadow
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@wooden falcon From this mod? "Dice" seems a giveaway, but just checking. Bot claims it's my "most serious issue" lol.

Stack trace:
MysteryDice.Patches.StartOfRoundPatch.ResetSettingsShared () (at ./Patches/StartOfRoundPatch.cs:156)
MysteryDice.Networker.OnNetworkDespawn () (at ./Networker.cs:564)
(wrapper dynamic-method) Unity.Netcode.NetworkBehaviour.DMD<Unity.Netcode.NetworkBehaviour::InternalOnNetworkDespawn>(Unity.Netcode.NetworkBehaviour)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkBehaviour:DMD<Unity.Netcode.Ne```
formal slate
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You know what happened when the error hit?

wise shadow
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BLEH. Well, furniture can't be moved on a fresh save anymore, I need to land for the first time. Wasn't happening yesterday; no new mods, just updates to these.

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Other than that, no, nothing is going wrong anywhere.

formal slate
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Dice says otherwise. Something else is breaking. Send mod pack code and I can take a look when im home.

wise shadow
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Rephrase: Nothing is perceivably going wrong, lmao.

formal slate
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Again if you send your mod pack code I can debug when im home later.

wise shadow
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Appreciate, it's a big boy: 019c057c-da3e-8041-4923-0d89eb2f0c76

wise shadow
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Might look into that tomorrow for Mel, if I have the time.

formal slate
# wise shadow No need I've figured it out, unfortunately the most recent update to pocket room...

Ah that definitely makes sense lol. Sorry got called up for testing an unreleased mod and had to run a lobby after so I didnt get a chance to test it out.

But yeah for future reference when you see that error from dice just remember that 9 out of 10 times dice isnt the culprit, its throwing the error cause something else isnt functioning like it should so Dice flag it.

Say its a monster thats broken what I'll do then is use the dice debug menu and just spawn each monster until I get the error then I'll know the culprit. Sometimes its a broken item, or a hazard. Same debug method can be done within Dice mod to test them.

Short version is Dice is very good at being a debug mod and helping find other problems lol.

storm gale
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but uh, that should actually be fixed now. It was a weird incompat that only happened if you had PocketRoomLib and SoundAPI. But it should be good now

wise shadow
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Ohh I'm sorry Mel I definitely forgot to report that one :p Glad it's fixed though, ty

storm gale
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it's no worries, I'd been a bit occupied doing other things anyways

wise shadow
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Hope all is well ๐Ÿ™

spring pendant
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I got rid of all the pesky errors in my modpack so I decided to add Emergency Dice back and got this after getting fired on day 4:

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MysteryDice.Patches.StartOfRoundPatch.ResetSettingsShared () (at ./Patches/StartOfRoundPatch.cs:156)
MysteryDice.Networker.OnNetworkDespawn () (at ./Networker.cs:564)
Unity.Netcode.NetworkBehaviour.InternalOnNetworkDespawn () (at <d961951ab868489cbec1aa9b2480688f>:IL_000D)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkBehaviour:InternalOnNetworkDespawn()
Unity.Netcode.NetworkObject:InvokeBehaviourNetworkDespawn()
Unity.Netcode.NetworkSpawnManager:OnDespawnObject(NetworkObject, Boolean)
Unity.Netcode.NetworkSpawnManager:DespawnAndDestroyNetworkObjects()
Unity.Netcode.NetworkManager:DMD<Unity.Netcode.NetworkManager::ShutdownInternal>(NetworkManager)
Unity.Netcode.NetworkManager:ProcessServerShutdown()
Unity.Netcode.NetworkManager:ProcessServerShutdown()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()```
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Albeit unsure if it was caused by the game resetting due to being fired or if it just shat itself when I quit back to main menu

formal slate
spring pendant
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I kinda figured it was that, the dice themselves seemed to function just fine, etc

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Just found it a little funny the game went "fuck you heres an error" at the very end haha

formal slate
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Most times too (not saying that's whats happening but its most likely) when a different mod fails or breaks but doesnt actually flags an error (so annoying) then dice will flag it and drop an error similar to the above error. Its not the dice being broken its something else and dice is saying it can not access or touch the broken item,hazard,enemy, or what ever it is. Dice registers everything in the mod pack as events touch so much and it has a debug mode too so when I get these issues I can use dice to locate the problem easily.

spring pendant
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Fair

formal slate
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Its actually helped me locate so many bugs and issues over the past couple years. Like when I see a dice error I go OH SHIT SOMETHINGS BROKEN! Then lets say for example it was a broken enemy that wasn't working, I'd use the dice debug to spawn each enemy 1 at a time until the error flagged again then BAM.

Another great thing I love about the debug menu as its host only unless permissions are granted in lobby by me to another player, if something breaks during a lobby like a player getting stuck out of the map from a bug, I can use the debug menu to quickly bring them to me. Or the spider web bug with infinite web slow speed, I can use fix player select the player, then they die and instantly respawn right there and are fixed and can continue playing. Or players getting bugged and falling out of the ship on landing I can revive them.
Short version, it helps with countering unexpected bugs mid lobby a lot. I definitely recommend learning the debug menu and having it for an emergency situation during lobbies if you're host.

spring pendant
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Noted

valid finch
wooden falcon
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STEVEEEEEEEEEEEEEEEEEEEEEEEEEEEE N CHEESE

runic moss
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@wooden falcon Any chance for the LGU GUI mod (sorry didnt seem like you have a thread for it) could get support for the "Randomized upgrades" setting (Where only a certain amount appear per quota)?

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The GUI seems to just allow for every upgrade

spice pier
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does the site for emergency dice not work anymore?

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i needed to see what all the dices do

wooden falcon
chilly torrent
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So uhhh does this work for V80?

low palm
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Has the mod been updated for the most recent version of Lethal Company (v80 / v81)?

wooden falcon
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it should for the most part work (at least in my testing) will update soon to fix some things

potent fossil
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Why are you a f*rry FoxStare

wooden falcon
potent fossil
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You will never find it out

wooden falcon
potent fossil
chilly torrent
wooden falcon
sand vine
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@wooden falcon I got this error with v81

wooden falcon
runic moss
wooden falcon
runic moss
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that would be even more awesome

wooden falcon
runic moss
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Nice nice

wooden falcon
runic moss
wooden falcon
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Yee np!

hoary frost
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@wooden falcon you may want to post an update to emergency dice later that pushes everything to require the latest versions of the mods as of now. I used the latest version of EDI, and it was giving multiple typeloadexception errors. This didn't go away until I simply hit update all on the dependencies the mod requires.

dense garden
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update pls O,O this mod break dawnlib

hoary frost
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Imagine

hoary frost
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actually ima do that

potent fossil
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that would be cool if instead of giving a random effect like other dices, it would add up a random BCMER event
but considering some events, that would be kinda broken

hoary frost