#Emergency Dice Updated (Maintenant avec Steve!)
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oh
wtf
...but if it isn't running? No ram spike
Yea, I don't get why that happens
That is very odd
glad you found the issue though!
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
...now the question, how do I fix the ram spike with this program?
Leaving that off seems to fix that
All that option does is show a fps counter on your games
Yea, the moment I turned it on, my ram spike'd
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
Still weird, though
very weird indeed lol
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 ๐ 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 ๐ 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 ๐ 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.
190 mods here and it hovers at like 7.5gb on start
Prob increases as you play, though, it depends
WUT do lovers on start and bald do
Makes two players lovers so if 1 dies both dies.
BALD is a twitch chat command. If chat types BALD followed by their message it will display it in game for everyone to see.
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
Once you buy her activate her and sit her down again. All gals including CR will start off floating out of place upon initial purchase or lobby reloading.
Oooo ok
I can't for the life of me figure out why the inventory "icon" for dice seems to be a white'ish square lol
@wooden falcon new bug!
New feature!
Uh
New experimental weather tweaks and registry is broken
And the fly effect isn't working
I'll have to take a look at that to see what they changed lol
Make sure that you have the fly up keybind set and then double tap it to fly (like Minecraft)
If you do have it set then that's really weird and I'll need some logs lol
Yeah I had the same issue with fly and thought it was broken until slayer told me check keybinds ๐ for some reason mine were not set.
@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```
Thats cause something else broke and Dice catches the error since it checks and touches everything. Most times a dice error is more a sign something else is broken.
You know what happened when the error hit?
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.
Other than that, no, nothing is going wrong anywhere.
Dice says otherwise. Something else is breaking. Send mod pack code and I can take a look when im home.
Rephrase: Nothing is perceivably going wrong, lmao.
Usually how it goes. Stuff breaks in the back end a lot and you usually dont notice it easily.
Again if you send your mod pack code I can debug when im home later.
Appreciate, it's a big boy: 019c057c-da3e-8041-4923-0d89eb2f0c76
No need I've figured it out, unfortunately the most recent update to pocket rooms (or the lib) was the culprit. Whether or not it's an issue in and of itself or the interaction with another mod I have, I don't know.
Might look into that tomorrow for Mel, if I have the time.
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.
wow, I found this while looking through messages mentioning certain keywords
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
Ohh I'm sorry Mel I definitely forgot to report that one :p Glad it's fixed though, ty
it's no worries, I'd been a bit occupied doing other things anyways
Hope all is well ๐
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()```
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
If this was when you quit to main menu then its harmless. There are a few things that just kind of shit themselves when you quit to main menu but its harmless. Its just cause the game ended. Loading the save back up is safe and fine.
I kinda figured it was that, the dice themselves seemed to function just fine, etc
Just found it a little funny the game went "fuck you heres an error" at the very end haha
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.
Fair
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.
Noted
STEVEEEEEEEEEEEEEEEEEEEEEEEEEEEE N CHEESE
@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)?
The GUI seems to just allow for every upgrade
does the site for emergency dice not work anymore?
i needed to see what all the dices do
Sorry was having issues with cloudflare/GitHub
It should be fixed now
So uhhh does this work for V80?
Has the mod been updated for the most recent version of Lethal Company (v80 / v81)?
it should for the most part work (at least in my testing) will update soon to fix some things
What's wrong with you
Why are you a f*rry 
Who said I was xD
Maybe I just find the pic cute 
Or maybe I am ya never know

Also why is that censored lol


I don't think it works. I can't open up the debug menu. Whenever added to my modpack it does not let me load it at all.
yeah at the moment it is angy with some mods but hopefully I should have everything fixed and fully working either later today or tomorrow
Should hopefully be fixed
@wooden falcon Did you see this btw?
Apparently I missed that
Yeah I can certainly do that
Nice!
I wont be on v80 for a while but i look forward to that when i update to it
Unless you're able to update it for v73 first

that would be even more awesome
Since it is just a generic thing that hooks into lgu if I update it to add that that might just work on both versions
I'll see what I can do
Nice nice
cool it seems to work on v73
just have to upload it now
!! Nice!! Thank you!
Yee np!
@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.
update pls O,O this mod break dawnlib
Imagine
actually ima do that
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
I actually kinda implented that in the mod I released
