#Mask Fixes
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yeah it's weird if i spawn them all in one frame the chances are pretty good
but if i spawn them one-by-one it seems to be insanely skewed
i see
apparently if you just add 1 or 2 to the seed
it barely changes the result of NextDouble
i think I have an idea how I could address that
the only idea i have about my suits not working is me removing the bee + bunny suit from the list, but that's still probably not it
uh
huh?
oh
let me check rigt quick
ahem so, for mods that affect masked (in any way), i have:
mirage
enemysoundfixes
fairAI (lets them explode from mines)
GI (already known)
this mod
lethal intelligence
i have LI installed on my test profile so its not that XD
what settings are you using in GI?
i installed all of these mods with default settings + imperium and i will see if i can get it to replicate
at the moment GI is the only thing that i'd think has an "above average chance" of affecting things
for masked i have it set so masked copy nothing
oh wait
duh
i just realized
@nova furnace when you're testing, have you tried changing your own suit?
iirc (at least this was the case last time i used mirage) mirage makes all masked mimic players
if that is the case, none of them would be considered natural spawns, so my randomization wouldnt be running if mirage patches start before i do
if you're the only person in the server and they always copy your suit
then that would be the problem
i'd think
at least by default, mirage still does that, yeah
i had a look at the config (i enabled the mask, arms, etc.)
and i dont see a setting to turn that off
at least, not one that is untethered from voice
ahh yeah that ay be it
this mask seed thing is a bit tricky
yeah idk what the deal is but there seems to be a bias in nextdouble with all the different seed logic i've tried
ok
i think i've settled on "good enough is good enough"
for this
right now changing the seed formula from map seed + network ID to map seed * network ID has made the bias a lot less obvious although it has not disappeared completely
i still get long stretches of comedies spawning followed by long stretches of tragedy spawning
but in fairness it's only in control conditions where i'm spawning them in a row and immediately looking at them
in a real game i feel like that problem will be minor enough to basically disappear
in the long run, chances feel pretty good - if you spawn 50 in the same frame and count them, the chance works out just about perfectly mathematically
so i'll just take this
i'll look at this in the future
i thought about including it in v1.2.1 but then i started on it and it turned out to be more of an undertaking than i expected
so i'm gonna table it for now
i don't think it'll be that hard though, so i still think it's fair to expect this "soon"
????
so.. all my mods which make masked copy player looks are configured to not do so.
yet they still want to to this
idk
this is intended behavior though
whenever they are mimicking a player, my randomization code does not run to avoid overwriting the player's appearance
so whatever mod is causing them to mimic players on spawn would be the issue
i mean, i don't think i have any mod that's making 'em do that
let me check again...
you definitely do
which one, i am not certain
but in vanilla, mimics always spawn with orange suit and comedy
i mean
the only mod i have that does that is general imporvements
but it's turned off
and i guess the only other "player-mimicking" feature is masked copying player nametags?? but i don't think that'd do it
when i had a look at general improvements' source, it looked like the only thing that would cause problems is having MaskedEntitiesCopyPlayerLooks set to SuitAndCosmetics
if you have it set to anything else, it is another mod doing that
did you disable mirage?
i'll try that
by default, mirage makes all masked mimic players
as far as i can tell, that feature is attached-at-the-hip to the voice copying feature
so you can't disable one without disabling the other
AH, OKAY!
but, in fairness, you probably want masked that are copying player voices to look like the players they are mimicking
how stable are the fixes for this mod (ignoring the bonus features)?
im thinking of adding it as a thuberstore dependency for mirage, just want to make sure there isnt any major issues
i haven't seen any issues being reported, and i haven't broken it despite rigorous testing
the bonus features are just small bonuses, and I implemented them quickly + with only a quick sanity check to make sure they don't crash and work generally as expected. very possible there are edge cases (for example, i found out v1.2.0 had a huge bias towards making one mask type for the entire day rather than randomizing evenly across spawns throughout the day)
everything else I am a lot more confident in
it's designed to be dropped straight in to a vanilla(esque) modpack and just work without issues
sounds good, even if bonus features potentially conflict out of the box (like randomized suits) it's not really a big deal since it's not turned on by default
just for your safety-of-mind, all the bonus stuff is disabled by default and should at least be easily identifiable as "a potential source of problems" for anybody choosing to try them
yeah
tbf none of them would work without someone also configuring mirage as well (since mirage hides the masks and defaults to 100% chance mimics)
so someone experiencing issues with them would've had to intentionally choose to configure both
ill probably add a config option to allow mirage to not set the mimickingPlayer field of a masked enemy when it spawns so that randomized suits can be used
although im honestly a bit confused why someone would want voices to not match their suit š
Are you playing on v4 tf
this is the artifice office room and that's a mask so this CANNOT be v4
it would be cool if the smoke was still coming off him
wait how is he wearing the burnt suit??
i asked if they could have it as a variant
but she did say "maybe"
this was just her seeing what it looks like in game
How does the mask hiding work exactly? Does it use set locations or do they target somewhere out of LOS?
there are like a dozen set locations
and it tries to pick one behind some furniture if it can
DEAR GOD HE'S NAKED
Now if we can just get a fix for all the SetDestination errors

i dont know what's the dela with that
Me either but I see it so often lol
Yeah same, cus they always seem to be pathing just fine
oh so MaskFixes is the issue? xD
i fixed them all in LI.. but people now blame LI for them x.x
here is an example of why it occurs.
https://github.com/ButteryStancakes/MaskFixes/blob/16618bfb42b15a0085c1430de08c22126b8e2d92/Patches.cs#L531
__instance.agent.SetDestination(__instance.destination);
this must be run ONLY by the host... i dont know how it affects your code... i also dont know if instance.SetDestination would work instead.. I just know NavMeshAgent.SetDestination and NavMeshAgent.CalculatePath must be run only on the host as the agent is inactive on the client.
hope that helps in finding all the instances. i literally justlooked for both of those ("SetDestination" and "CalculatePath") in all my code.. and put them within an if(IsHost) statement so only the host runs them, all the errors then went away and things worked fine.
@shrewd vale Maybe this will fix it
Will we also get that fix for ButteRyBalance soon? For the crouching errors?
yes, i wanted to do it today but i wound up not actually working on any mods
sorry about the delay on that
it is a really easy fix
it just needs to ship with the next butteryfixes update (since im migrating the giant sight fix) and i need to take the time to make one more feature for butteryfixes first
it will be a short and easy one i think i just need to have an hour or so to sit down on it
anyways
i was wrong
Ooh, yeah the Giant sight thing does make more sense to be in a fix mod
the only reason i didn't do it before is because i wasn't aware it was host-side
then i found out it was and i feel like it makes sense to be in my other host-side fixes mod

oh wait actually maybe im not
i think DoAIInterval doesn't run on anybody except the host
in the first place
Yeah those were from my host log
ok then yeah i need to look into something else
i am going to be honest
the code that is probably causing this would likely still be a problem in vanilla
and i've never seen this error before
i do see that coderebirth is in your stack trace which makes me wonder if maybe it's running the AI in a different context than usual (maybe something to do with the puppet master spawning masked? no clue)
but that might just be because it has a hook
without a way to replicate this error in a testing environment, i could only guess at what might fix it, and since masked AI spawn in large amounts i'd like to minimize the amount of checks im adding if possible
that maybe the case, all i know is, its occuring a fair bit and i dont know if the latest user to report it to me also uses code rebirth, i will check.
Has anyone confirmed if it is possible to have a mask use things added through moresuits or not yet? If so, how is it handled?
For example I have a bunch of lore-friendly suits in my modpack, one is named Default Beta for instance.
Would I need to include the space and capitalization? All a single word in lowercase? Or do I need to find out if the suit has a specific ID tied to it- and if so how would I find that?
So far putting the names haven't worked out for anything but the default game suits.
whatever you enter in the list will automatically be lowercased and stringmatched from front to back
so for "Default Beta" you could enter "dEFau" and it would match
unless more suits uses some custom logic, it should be whatever is displayed on the rack
"Change: SUITNAME" would mean you enter "suitname" or something adjacent in your config
i didnt actually test if it was compatible with more suits though
it's very possible it could be broken, and if it's broken, it could also be my fault for that too
Ah I think it just doesn't work then.
Tried it four different ways and it seems to get ignored so I guess moresuits handles it all weird? Ty for replying though.
well
if it doesn't work there is a very real possibility it's my fault
i will try to get something up and working and post a hotfix
i need to update some other mods first but i'll get to it soon
Is support for ModelReplacementAPI planned for randomised suits?
I wouldnāt think it was but thought Iād ask anyway.
i have no intentions of it
if my suit patch is breaking an existing modelreplacementAPI feature, then maybe i can work to make it not conflict
but i am not going to implement it as a new feature
Thatās fine, I donāt think itād be majorly needed or wanted regardless
I think masked choosing a random suit and mask type is how it should be in vanilla atleast
i do see the desire for such a feature, i just think it's more the responsibility of the API to provide that functionality
it's defining the feature set and implementation of alternate playermodels, and the masked enemy is basically just a playermodel with some new animations and different code
the suit fixes on my end were just expanding vanilla functionality to incorporate other vanilla functionality
like how the bee/bunny suits don't properly attach to anything except the player object
bodies are missing the attachments, masked are missing the attachments (seriously seeing the bunny suit without the ears is so cursed)
etc.
by the way, to follow up on your earlier message, i think this is something i can fix
the problem is that my mod is building the list of suits to select before more suits is initializing, so the modded suits don't exist until after my mod no longer checks for them
i will try to have a hotfix for this very soon
Oh that makes sense actually.
It already causes masked to have model replacement suits if a player with it gets infected, or a mod like mirage allows it to mimic a player. Just for some reason it doesnāt with MaskFixes. Not sure if that makes it something ModelReplacementAPI needs to fix, I doubt the mod dev is interested in LC anymore sadly.
yeahh i probably should have double checked order of execution just to be sure
but this was just a quick bonus feature and i pretty much only tested to make sure it wouldnt crash in vanilla or with CSR
I donāt think most people would use the feature though so I donāt think many people have noticed so far. Or they can have the masked mimic players instead if they really want it
so this was a huge oversight on my behalf
wdym by "it doesn't with mask fixes"
you mean it just doesnt work with the randomized suit stuff? or does it also break when players are converted?
if it's the latter that sounds bad. if it's the former, then that probably makes sense, and might be something i can look into bolstering in the future
My bad that sounded confusing
Itās the former dw
Masked that spawn with a randomised suit use the default suit colour if itās a model replacement
if i can implement it without too much hassle i'll try
I really donāt think itās that necessary since most people wouldnāt use it, but someone mentioned it a while ago and I remembered it this evening so thought Iād ask
I love masked being able to choose a random suit and mask type and doubt it needs much improvement.
it probably has custom functions that run on conversion, rather than just when the suit gets changed
the part that worries me most is that it might require a mimickingPlayer to be set, which is something i can't really do, for multiple reasons
i'll need to see what it's doing internally before i can say for sure
okay yeah it's referencing mimickingPlayer but it doesn't actually set mimickingPlayer
i could just call this function and feed it a diff parameter
but it sounds like it'd only be able to pull from models that are already being worn by players
so idk
Oh I see
Not sure what I can recommend since I donāt know much about how copying suits with masked works
What I do know about it makes me assume masked copying model replacements when choosing a random suit is an easy thing to do anyway, so itās probably best just to leave the idea for now
lol more suits adds like 100 duplicate orange suits for some reason
which completely dilutes the selection pool
why
average moresuits bullshit
it's probably just to prevent players with different numbers of suit mods from running into exceptions
instead it'll just default to orange suit clones
still a pretty rough and dirty solution to that
so the fix here is just if you have moresuits to disclude the orange suit?
i can just filter out the duplicates
it was just a case that my original code didn't account for
ah cool
so if it was actually running after more suits
it would completely fuck up the selection
i've published a fix for the more suits problem
way later than anticipated but later is better than never
Thank you 
Sorry for bringing up the trouble too.
no worries
it needed to be fixed
i intended for it to work with more suits, otherwise i wouldn't have bothered with the player-entered list
it was just me being silly by not bothering to try it at all before release
ok what is buttery stancakes doing on uhyeah's video about the granny spinoff
i just clicked on it and scrolled down
The comment literally says what the deal is š
oh wait i have an idea
idk if this would fit with the mod, but maybe there could be a toggle slider for like the chance of a masked actually spawning with their mask
so some masked spawn without one
and some spawn with one
i think there are enough mods to remove masks from the masked already
and it's not really a fix + directly conflicts with vanilla's design, whereas the suits/tragedy were just bonus
maybe i could restore this though
One hard choice was whether the possessed players should drop the mask off their face to become totally disguised; for a while, the mask would slowly fade in as the masked crewmate got closer to you, but that was mistaken for a glitch and just didn't work for dramatic effect.
no i mean a random chance for them to HAVE the mask on or not
im aware
i'll add this to mirage later on if i remember to since i'm already gonna be adding a config that disables copying suits/cosmetics anyways

@shrewd vale Still getting SetDestination errors every frame from masked
which eventually lead to the game freezing
i need more information before i can do anything about that
as far as i can tell, the same behavior would replicate in vanilla
you can try disabling my roaming/hiding patches
because those are the only things my mod does that patch the navigation behavior
but i dont know if that will help
i only call setdestination in one place
and it's the same place where vanilla would call it
with the same checks in place
i have never replicated this error before in all my time using the mod and without consistent reproduction steps i dont know how to look into it
Hmmmm
are you aware of what's happening when the error starts?
with the problematic masked?
also, you're certain MaskedPlayerEnemy is calling it?
your log doesn't show, just the [21:58:52.6202052] [Error : Unity Log] "SetDestination" can only be called on an active agent that has been placed on a NavMesh.
but iirc the bepinex console would display it
and i do remember you sent a screenshot before with maskedplayerenemy
at least i think
i am shocked if it is causing the freezing, log spam yes, but freezing... O.o
Buttery is the invis fix mentioned in the fixes the same as the one in this mod? https://thunderstore.io/c/lethal-company/p/VirusTLNR/MaskedInvisFix/ "[MaskedInvisibilityFix] - when a player died, Masked would often go invisible due to a bug in the vanilla method "MaskedPlayerEnemy.SetVisibilityOfMasked". I have modified this method and the invisibility on player death issue no longer occurs."
Don't want to accidentally have two mods doing the same thing
@shrewd vale
no, that is a separate thing
the fix in my mod fixes a modded "masked mimicking" issue. (ie, caused from mods making it so that all masked are mimicking players)
MaskFixes (by buttery) focuses on fixing vanilla bugs.
Ah gotcha, thank you for clarifying its kinda hard to guess
For random masked suits can they use modded suits?
Yes, not model replacements though.
You just put in the name of the suit on the suit rack
Epic
ended up not adding this to mirage, sorry š
ran out of time working on the mod so it'll have to come from another mod
because code rebirth don't work with mask ?
for the record i think it is pretty unlikely code rebirth is causing the error
code rebirth just patches everything
so it shows up in basically every error under the sun
anyways, i still have never replicated this bug and need more information about how to replicate it
@shrewd vale Been running into an issue for a while now where all clients end up freezing at once and I've linked it to being due to masked enemies, is there anything in your mod that might cause masked to get trapped in an infinite loop for clients? It started after I added this mod
i have never had that issue and nobody else has reported this issue either
i dont have any while loops in my patches
and im nearly certain there's no recursion either
Yeah I was just wondering, it's been a thing since around the time I added both your mod and MaskedInvisFix so I wanna trace down what mod is doing a bad
it very well might be something from MaskedInvisFix cus I never ran into this until both mods were added
Not sure if this is a MoreCompany and MaskFixes incompat, but a converted mask's eyes are permanently red upon conversion
a converted mask's eyes are permanently red upon conversion
the masked that converts, or the player that becomes a masked?
A masked that is born from another masked, not mask
sounds like a conflict
i haven't seen this at all while getting masked in testing
and the function that activates the red eye glow is only called in vanilla when the mask starts the killing animation
if you post your log i will have a look but unless an error pops up there's nothing that comes to mind that could cause this
Will do later
Not sure if I'll be able to replicate it with LAN clients though
but I'll try
Might have to nag Purple to get it if it ends up that way
as he was the one converted in the screenshot seen here
masked invis fix has no loop, just replaces a vanilla if statement that is setup for vanilla mimicking only, with one that corrects the logic for modded mimicking.
how exactly does your game freeze? (ie, what is occuring when the freezes occur? does it happen infrequently, or is it a freeze every X seconds, etc?) i havent seen any freezes and i use both every week.
@crisp pewter hey so get a load of this
remember all those weeks back when i was explaining to you how zeekerss wrote a bunch of code to make mimics invisible while a dead body is spawned
turns out masked arent even spawning player bodies
so that behavior is completely unused (although it's still functional)
?.? you mean that fix i did, isnt required or?
it is complicated
i am probably going to implement a setting to re-enable that behavior
since the lack of body spawning causes another bug where clients can't monitor masked on the radar
and also prevents clients from seeing masked mimic players that get converted
but making that change will also cause players to drop items when they are masked
but in modded, the masked can be watched?
openbodycams fixes this bug
but if you dont use openbodycams you are subject to dealing with it
oh i see.
anyways your work also wasnt wasted
because it's technically still used if players put on a mask item
that is just way less likely of a situation
i didnt think it was wasted, but if your implementing those fixes, then that means players have to choose between those fixes (the things fixing the radar..) or, not having items dropping when a masked kills them? and does that mean, that, people turned into a masked, then wont have the items to be mimicked, like the flashlight, etc?
ah ok
the easiest fix is to just make players spawn bodies again
because it utilizes all the behavior that's already set up (just unused)
fixes the radar bug
and fixes masked not mimicking properly for other clients in multiplayer
the problem with that is that players dropping items is kind of a major change
but that's already the case if you wear a mask item so i don't think that necessarily needs to be a dealbreaker
the other option to fix it is to just
untether all this shit so it doesn't check for a body to be spawned
which is a lot more complicated but would solve the problem without making masked drop items
when they vomit on a player
well.. i only play modded, but im pretty sure items do drop in modded, tbh im surprised to hear in vanilla they dont.
and that's the way openbodycams fixes it
openbodycams' fix apparently caused them to drop items
which was fixed in the update that just released
oh, so mayeb they dont.
so that probably wont be the case anymore unless you have another mod touching it
and there are like
10 different masked mods
so that is definitely a possibility
well, i have a mod called "dont eat items", it may just be that.
but i thought it was only giants and some others that ate items
oh yes
in vanilla
you drop all your items from any cause of death that leaves a body
but if a body doesnt spawn, you dont drop items
DoNotEatItems just makes items drop even if you die without spawning a body
so it affects everything
masked, giants, earthworms, quicksand
Masked dropping items is a great "fix" tbh, it's kinda unfair how you're unable to recover lost scrap just because it's on their inventory
Makes sense for him to get rid of material goods just to be weightless and infect as many players as possible
that makes sense. š
i mean, i d k about you, but when i die, i wont be getting busy taking stuff out of my pockets š
Well, the employee does that for most types of death 
me taking all my stuff out of my pockets as im being constrained by a flamethrower wielding giant robot
i mean
i feel like the thought process is at least more like "you are losing bodily autonomy and drop your shit"
except a masked is taking control of your body and all the stuff you are holding
Would the masked care enough to keep it though
I imagine they would drop it on accident since they're akin to sluggish zombies anyways
They hold out their arms instead of using what they have, too
That's actually something I wanted to talk about that and request a future feature to ButteryBalance
It'd be cool as a chance-based thing, since the digits on old birds are spread out
Old Bird and Forest Keeper death animation should allow players to use/drop items
but for forest keepers, your entire body is covered by their hand
I don't think you would be strong enough to squeeze out your items realistically
nor would there be any wiggle room for them to fall out to do so
Wait no I guess realized
They're holding your body, not your hands
Why can't you just use the stun grenade on your hand
For old birds, you can do that Leafar suggested when you get grabbed, but for forest keepers, there's a chance for your items to drop as the forest keeper lunges you into the air
This is just an example
Imagine you hold a small little mouse when your hands
Like, REALLY tight
Would they be able to use their limbs, or would they be held down by your palm?
stun grenading old birds doesnt do anything anyway
you need to be teleported out of their hand or you die
they arent like giants
it doesn't?
What about the radar-booster
Reminds me of the virtual hamster Zeekerss smashed with a hammer because LC didn't win GotY
no stuns work
old birds dont drop players when stunned
if you are grabbed the only thing that saves your life is the teleporter
forest giants explicitly drop players when stunned because zeekerss made them do that
that code just doesnt exist for old birds
i don't like the ideia too much of the items just dropping from the player when being captured by a giant or dropping them after dying, being able to drop them while on death animations seems better... The items vanishing when being eaten by an Earth Leviathan or Forest Keeper makes sense
i forgot the dll in 1.3.0 :\
Oh no lmao
it's better than the alternative
dopadream reported broken elevator behavior
and i thought i was about to have to debug 80 lines of elevator code
but it turns out it was just zeekerss' code running instead of mine
There seems to be no compatbility with Model Replacement API
Despite this furry playermodel being tied to a suit, which isn't in Mask Fixes' config, masked still use the furry playermodel
Depicted here is a dead furry masked wearing a bee suit
i dont have any plans to work on this
sorry
imo it's modelreplacementAPI's responsibility to handle it
Alright
@dim sky are you using general improvements or mirage
or any other mod that makes natural spawning masked copy players
He does use a model replacement mod, there could be something with that
if it is model replacement related it's likely out of my hands
but i ask because there is a known issue where masked turn invisible if the player they are mimicking has a corpse on the map
virustlnr made this mod to fix it
this code exists so that in vanilla, in the brief period of time between you spawning a masked ragdoll and the masked enemy itself spawning, you don't see 2 bodies
but if mods allow masked to mimic players that aren't dead (something that is impossible in vanilla) and then those players die to anything that doesn't delete their body, the mimic turns invisible
there's a mod that lets you blacklist suits that masked enemies can wear when they spawn
the mod's whole purpose is to be compatible with MRAPI i thinkk...
Name?
Masked Model replacement or smth like that
6am brained en
rn
its this
Have you tried this out yet? Just wondering if itās that buggy.
Itās fine if not Iāll probably end up trying it myself.
Was hoping something like this would be made
Reminds me... (sorry if I mentioned this before I forget if I did or not)
My group found a bug last week.
I (the host) was turned into a masked.
When my body was teleported back to the ship, it was a normal player body. (Usually this doesn't matter, but it's still a bug)
We have a revive mod, so they were able to revive me the first time. If I died again, I couldn't be revived.
From what I saw, both masked body and normal body were teleported the first time.
After that there was no second body (I think)
yeah I've used it, works just fine
Alright thanks!
zeekerss changed more than i thought with the masks in v70
he tried to fix comedy/tragedy mimics not being properly differentiated, but tbh, kind of broke more than he fixed... i'm gonna have to adapt all of my patches to account for these changes, or they won't work right either
probably soon, but it won't be a nearly instantaneous patch like i thought it'd be
most likely tomorrow, though
going to bed
but i've finished up everything except the consistency patches
so definitely tomorrow
update should be done now.
gonna do a quick test to make it sure it works
as long as i didn't break anything, it'll go to thunderstore in a couple mins
ok something is broken
but it should be a very minor issue with a quick and easy fix
probs just a typo somewhere
yep just a typo
ok, this time, i think it's for real ready
ok i just found out zeekerss changed something in v70 that broke the badge patch in this mod
so now it doesn't work for the local player
i'll have to fix that in butteryfixes v1.14.1 too
š„²
when i say "broke" i just mean that mimics of the local player will always be interns with no VIP badge
it's technically just a visual issue but like... my mod exists to fix those visual issues, i wanna do it right...
so give me another 10 minutes to get this straightened out, then it'll be ready
ahh. very nice
why does he look especially jolly in this picture
happy pajama man
he's comfy
@shrewd vale this happens for clients a lot
probably a vanilla issue
it is trying to access children gameobjects while the parent object is getting destroyed
it is probably safe to ignore and i might not patch this but i need to look into it again later
my power is out
well it was out for just under 7 hours
but it's back now
i will get to looking at this for you
i took a nap so i probably have a bit of energy in me before i go to bed proper
ok just as i expected i do not patch this method
so this is a vanilla issue
Yeah I also saw that error in my host log after
this is a fairly common occurrence with running stuff in OnDestroy, sometimes references stop being valid because objects are getting destroyed
also happens more frequently on OnDisable, since that also runs when stuff gets destroyed (which is less intuitive for developers to design around)
anyways i am familiar with this problem and I could put in a quick patch to suppress the error but it should ultimately be harmless anyway
and if i prefix canceled it to avoid printing the error, i might wind up breaking other prefix cancels
or postfixes
Yeah a small try/catch to suppress the error would still be good anyways, since errors do cause lag especially if they spam enough
but TBH it's probably pretty safe to do it anyway, and just be wary i might need to pull it out if incompatibilities are reported to me
i doubt very many people are messing with that method
Yeah same
it literally just controls whether the mask's eyes glow (and plays a sound effect if the glow "turns on")
I think when you play with Mirage that error is normally not there since it gets rid of the masks on masked, but I recently pulled it cus I needed break from it
this is definitely "my fault" since it's my patch that is crashing here, but I'm making an assumption that should always be true for vanilla, so it is more likely a conflict
i can probably just write my code to fail a little more safely and it should go away
Also I did set Tragedy Mimics to spawn naturally at 0.5 percent and they spawned just fine equally outside and indoors on Pareidolia
that is good to know
so I'm unsure which moons Science Bird had issues on
i took a peek at the code and could not decipher any cause for "tragedy mimics can't spawn outdoors"
so im glad to hear that is working properly for somebody, at least
Also I manually added all my suits to the Whitelist for now while waiting on that patch and the suits synced properly with clients which was fantastic
that's nice
i was thinking i'd add the "all" feature to the whitelist for you when i pushed this patch
but i guess if you wound up solving your own problem
we'll see if i get to that
Yeah that will work
the All feature is perfect
cus that will auto add any future suits
lol
Yeah cus I know someone in my group is planning to request I add a suit mod for them so it'll be an essential for sure
@shrewd vale Are we still getting the updates for Mask Fixes and Classic Suit Restoration soon? 
i am still not even done with the first new chapter
but what i have already seen so far has been worth it
is it about tragedy mask crying?
So I found an interesting issue, I have no idea if it repros on any Vanilla moons cus I know it doesn't on Experimentation but on a couple of custom moons I've ran into an issue where if the ship doors are closed masked can't be killed while inside the ship, but while open they can be š¤
this is a new property of the shovel
in v70 zeekerss disabled the ability for the shovel to damage enemies when the doors are closed unless both the player and the targeted enemy are either outside together or inside together
i dont know exactly what flags a monster as being inside the ship but iirc it's a trigger placed inside the ship
possibly on a per-moon basis
Probably, this would explain why it doesn't repro everywhere
that will cause other buggy behavior, like enemies disappearing when the ship doors are closed even when they are inside the ship
dogs mainly
if it is handled on a per moon basis you should probably get the moon's author to fix it
i can look into it in more detail later
I will let DemonMae know about this š
Just wondering if we might be getting the Mask Fixes and Classic Suit Restoration updates today, idk how much still needs to be worked on lol
i havent done anything with the classic suit restoration update
the mask fix update might be done, i havent decided for sure if i will fix the ondestroy thing but im thinking i probably wont just because it would affect other scripts in vanilla
and it's a harmless error
Fair lol
oh god dammit
i found out you could add non-suit furniture as random suits and it would completely bug out the masked's appearance
how i apparently never did anything about this is beyond me
it's a good thing this "all" feature made it so extremely obvious
[Debug :Mask Fixes] Random suit list: Added "Orange suit"
[Debug :Mask Fixes] Random suit list: Added "Green suit"
[Debug :Mask Fixes] Random suit list: Added "Hazard suit"
[Debug :Mask Fixes] Random suit list: Added "Pajama suit"
[Debug :Mask Fixes] Random suit list: Added "Cozy lights"
etc.
do they just
have warped textures of furniture as suits
oh i see
Well good thing you discovered that lol
I saw you pushed the update so I imagine you already fixed this issue?
I'm excited for Classic Suit Restoration's update too, my group never likes the normal Orange suit but I know they liked the brown one when it was in the game lol
Noice
So the issue with masked becoming invincible on the ship with the doors closed does repro on Vanilla Moons after all, just reprod it on Experimentation
so 100% vanilla oversight
Without ShipWindows they'll just become invisible btw
ye that's the derendering thingymabob I assume?
for enemies outside the ship when the door's closed that also made Coilcrabs invisible
invisible? masked? or all enemies?
It's probably an issue with all enemies tbh
In v72 Masked Model Replacement doesnāt work anymore for model replacements, only MoreSuits suit mods, and the developer isnt active in LC afaik. I know this is something you had said you werenāt interested in before because itād likely need to be something done on MRAPIās end so feel free to ignore this if you wish, but would you add support for model replacements in Mask Fixes? If you need to see how Masked Model Replacement did so, I linked the source.
https://thunderstore.io/c/lethal-company/p/CubeMathsTeam/Masked_Model_Replacement/source/
noooo that sucks I'm so sad
being honest, i dont have any interest in supporting this feature
sorry
i doubt anything in v70 broke this mod
i think model replacement API itself presently has some bugs and isnt being actively maintained
unless that has changed within the last week or two
It hasnāt been updated in 2 months so it could be that
I reached out to the dev of Masked Model Replacement and they canāt replicate the issue. I had tried it with just some test mods previously and it didnāt work so it must be an incompatibility with them
Hadnāt figured itād be that, but Iāll take a look a little later
Turns out it does work on fresh modpacks, but not my ones pre-v70. Even when disabling mods except to match the fresh modpack, and regenerating all configs
no clue whats up there
but i suppose thats good news
I am still active on LC modding.
If you need me, ping me.
@shrewd vale Any idea why this is throwing on lobby close?
unity just has this problem where references are sometimes null when OnDestroy gets called
you can pretty safely ignore this
for some reason, when all players die to masked enemies, the entire lobby breaks
it acts as if there's still one more person alive, it resets, and then all players can no longer use scan or interact with anything such as the ship lever, doors, changing suits anymore :(
could it be this mod or something else that might be causing it?
need to see logs
@vapid moon
let me see if the logs from last night still show it, gimme a moment to find it
the only way we were able to fix it was by closing out the game completely
alright now im not so sure if it's this one from last night, but...
you are getting warnings from MonoDetour concerning types (seems possibly related to MysteryDice? which is throwing type load exceptions)
[04:21:09.5725053] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalSettings.UI.Components.VerticalComponent.Construct (UnityEngine.GameObject root) (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/Components/VerticalComponent.cs:22)
LethalSettings.UI.ModMenu.BuildMod (LethalSettings.UI.ModMenu+ModSettingsConfig mod) (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/ModMenu.cs:77)
LethalSettings.UI.ModMenu+<Start>d__11.MoveNext () (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/ModMenu.cs:45)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
you first error is from LethalSettings
More Suits appears to be encountering an error
[04:23:01.0805676] [Info : Unity Log] Something went wrong with More Suits! Error: System.IO.FileNotFoundException: Could not find file "C:\Users\Kevin\AppData\Roaming\com.kesomannen.gale\lethal-company\profiles\SummerSpooksV7\BepInEx\plugins\Misha277-The_Ultimate_Suitpack\moresuits\advanced\glowrgb.png"
this error usually indicates the host/client don't have a matching indoor spawn list for the current moon
[04:32:27.0264085] [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
EnemyVent.SyncVentSpawnTimeClientRpc (System.Int32 time, System.Int32 enemyIndex) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_00DC)
EnemyVent.__rpc_handler_3841281693 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <31f0351006d541aeb5ae92a12fc7161b>: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.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
FairAI is throwing this exception multiple times
[04:41:20.5882362] [Error : Unity Log] KeyNotFoundException: The given key '-1652148' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
FairAI.Patches.QuickSandPatch.OnTriggerExitPatch (QuicksandTrigger& __instance, UnityEngine.Collider other) (at G:/WIndowsProjects/VS/FairAI/FairAI/Patches/QuickSandPatch.cs:130)
(wrapper dynamic-method) QuicksandTrigger.DMD<QuicksandTrigger::OnTriggerExit>(QuicksandTrigger,UnityEngine.Collider)
many many times
error from facilitymeltdown but it's probably fine
random SoundManager error
[05:06:03.2878230] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
SoundManager.PlayNonDiageticSound () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0120)
SoundManager.Update () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0080)
honestly there's a lot more errors but they kind of seem unrelated so let me just skip ahead
ok it doesnt seem like anything easy to detect is in your log
FairAI was throwing heaps of exceptions (it was the most common and the most recent error in the log you sent) but im not sure quicksand/deep water errors would stall a round
it seems like everything else was either handled gracefully (more suits caught its exception and probably wouldn't cause runtime issues, etc.) or is probably similarly irrelevant
something is causing errors with SoundManager which could maybe cause some trickle down effects in RoundManager or StartOfRound but i don't know for sure
as far as i can tell mask fixes (and masked enemies in general) are not throwing any errors so i dont think it's related to this mod
[04:23:17.0196151] [Debug :Mask Fixes] Random suit list: Added "Green suit"
[04:23:17.0196151] [Debug :Mask Fixes] Random suit list: Added "Hazard suit"
[04:23:17.0196151] [Debug :Mask Fixes] Random suit list: Added "Pajama suit"
[04:23:17.0196151] [Debug :Mask Fixes] Random suit list: Added "Purple Suit"
[04:23:17.0196151] [Debug :Mask Fixes] Random suit list: Added "Bee Suit"
[04:23:17.0196151] [Debug :Mask Fixes] Random suit list: Added "Bunny Suit"
[04:23:17.0196151] [Debug :Mask Fixes] Random suit list: Added "beenthrusumshit"
[04:23:17.0196151] [Debug :Mask Fixes] Random suit list: Added "GreenGlowMan"
[04:23:17.0196151] [Debug :Mask Fixes] Random suit list: Added "Purple_Guy"
you might want to take a look at your suit whitelist in case you dont want those bottom 3 suits to be part of the cycle
assuming you use the suit randomize feature
i guess this is the big takeaway though
huh... that's so strange, i did have an issue recently with fairai not letting me change settings for a turret so i downgraded and it broke then reinstalled the most recent and somehow it works, sometimes enemies and the player would skip ahead a few steps as well and also when loading a moon there's a chance a really loud repeating sound might play. as for the randomized suit feature, it seems like it only ever copies the suit of everyone who is in the lobby at the time
ill have to dive deeper to see what might be causing all these errors and why lobbies break when everyone dies to masked enemies, it seems like it tries to reload the lobby and fails and it might not even have to do with the masked in general at this point if im getting a lot of errors
i feel like i might have some conflicting configs for some mods or might have accidentally changed something without knowing exactly how it worked or what it did š¤
i do appreciate your help in providing me info on what i need to keep an eye on, ill try searching around or see if others might encounter these issues too and what may fix them
since these may be the most important errors, where can i find the settings for those? i cant seem to find the mod or config, unless it's in the folder of the game and bepinex itself
SoundManager is a vanilla script and i dont know what exactly is causing it to throw errors
but i believe it's probably alluding to playing on a moon with no defined ambience SFX (the stuff that plays randomly inside the buildings and stuff)
ahh i see. i did enable the sounds that play each time you enter a dungeon so that might be causing it
@shrewd vale You prolly need to push an update for compat with SmartEnemyPathfinding
she already did it
before 1.5.0 this error won't appear
just overrides smartenemypathfinding
i missed this error before pushing the update but it is not an issue
the transpiler fails because SEP does the exact same thing first
Yeah I also disabled the roaming patch since it gave a warning that SmartEnemyPathing was already overriding it. It was a patch that I noticed you defaulted to false. Idk if it was always that way or just a recent change cus of Zaggy's mod lol
the default setting is false if smartenemypathfinding is installed
otherwise it is true
if you leave it on true and have smartenemypathfinding it prints a warning telling you to disable it
but the warning does not cause any issues
it just indicates that enabling the setting will do nothing until you uninstall SEP
Ye
the warning is intentional and probably not going to go anywhere
the error is not intentional and i will patch it next update
but it breaks nothing so im not really in a hurry
Yeah I figured the warning was intended, it just informs you that the other mod overwrites the transpiler
The error definitely wasn't though but as you said it's small
@shrewd vale Can we have a config option to disable the blood effect that this mod restores? Sometimes it gets stuck on the screen while dead which is very annoying
do you have any errors in your log
just out of curiosity
i could add a config but i'd really rather just fix it being on screen while dead
Didn't see anything but I'll post the log
Also there do be an error in there about Masked Dead Bodies that is from the Buttery Fixes update when going back into orbit, it freaks out and plays a sound til they despawn lol
i will have to look in a second
https://www.twitch.tv/lunxara/clip/PrettyEvilHedgehogPunchTrees-1BW5LHlo8NABDrJb Here's a clip btw of what happened from the Experimental feature in Buttery Fixes' update from the masked body lol
Watch Lunxara's clip titled "Body collected body collected body collected body collected"
Thank you @compact pike for clipping it lol

did this happen more than once? and did turning off the setting fix it?
just curious
It happened both times we had dead masked bodies on the ship
Have never had it before the update so I guess it relates to the error I saw that threw
that doesn't make a ton of sense
to me
i also dont recognize the sound it's making
my guess is it could be related? especially if you've never seen it before
but the dots do not immediately connect in my head here
to me, it sounds less like the scrap collection sound and more like one of the HUD warning sounds
but there's no on-screen warning and i think warnings play a randomized sound clip
but this seems to be looping the same clip over and over
hm
LMAO why would it only now happen though?
i dont know
Also didn't test if it happened after turning the setting off
I love this goofy ahhh game and the random combos that cause funnies
i would be more skeptical of science bird tweaks since it has a couple of different changes regarding dead bodies + masked corpses especially (which can be changed to drop masks, for example)
I'm not sure if we had mimic corpses teleported to ship before updating buttery fixes, so it could be unrelated
this error is a problem with vanilla code
Oh right, we just killed them as they walked onto the ship
so yeah it's possible it's SBT
but it might be because a mod is altering the dead bodies to cause one of these references to be null
Likely Mirage cus I threw that back in today if I had to guess
But can't say for certain
me neither
anyways my patch shouldnt touch dead bodies at all
dead bodies are technically a separate entity from players
Yeah
and masked corpses are technically a separate entity from player bodies
the patch specifically looks inside a player's inventory when they enter the ship
so it shouldnt have any effect on this interaction
Anyways @ebon shadow might be worth confirming if this is from SBT
Yeah my guess too
but if you see it happen again very soon, or it goes away conveniently after disabling the setting, bug me again because i might be wrong
I would say outside of that I had no issues today with the ButteryFixes update lol
I do also wonder why the blood effect sometimes stays on the screen after dying though lol
Cus it doesn't seem to error
i kind of wasnt expecting it to throw an error
but i was hoping it would because it would make fixing it easier
lol
the way the blood spilling animation works, it sets a boolean on the HUD's animator called "biohazardDamage"
It luckily does fix after going back into orbit and reviving, unlike when the bug existed in Vanilla lol
when that boolean gets set to true, it activates the red bloom effect + the blood spillage
I do see why Zeekerss just nuked it when people had it breaking them lol, likely due to the inconsistent issues like this that were hard to fix
back when the animation was officially implemented, dying was supposed to set that boolean back to false, but it had two problems:
- the player's reference was cleared from the masked script before it did a
if (player != null) player.hudanim.setbool(bio, false)etc, so the player would always be null and the code wouldnt run - even if "biohazardDamage" is set to false, that doesn't actually change the animator's state; you have to also fire the trigger "HealFromCritical" to reset the animator
I was about to say I hope he pushes a Halloween update this year but uhhh didn't he set it so the Halloween related stuff just automatically enables when it comes around?
Fun
what im assuming is happening here is one of two things:
- before my patch runs to reset the animator, the reference gets lost (like in bullet point #1 above) and so my code literally can't run because it has no target
- my patch runs and resets the animator, but the masked is still attacking the player for at least 1 frame afterwards, so the boolean gets set back to true
i will have to look at the order of execution to figure out which is more likely
hopefully i can fix it at the source
It might be the 2nd one, which is why it doesn't always happen
but worst case scenario, i can probably just add a check that resets the animator if the local player is dead and the boolean is still true after 1-2s
my guess is that #2 could happen with netlag
if #2 is why the bug is happening
the only auto-toggle halloween feature is the hoarding bug costumes
hoarding bugs will wear their sheet again if it's october 31st for the local client
which will actually cause visual desync if the players are in different timezones
Lol
Lmao
the halloween elevator music is still in the files but is completely unconnected from any scripts
you'll need to use SBT or my elevator mod
or, rather, it's connected to the elevator script but has no functionality to play
I genuinely dunno why he didn't just keep that permanently, I used SBT to reenable it ages ago cus I prefer the randomized tracks over just the 1 old one
the halloween "action" ambience was completely removed from the files and you'll have to use my mod to restore it
They just sound better, and the track not always being the same was amazing
That was another change I'm lowkey surprised he didn't keep
idk i like the zedfox tracks but i think they don't really capture the "elevator music" feel
I thought when he redid it it was so much better than the vanilla fear effect sound
and after they were default for like 3 months i was kind of getting tired of them lol
personally i like the halloween stuff for eclipses
sort of like the solar eclipse in terraria
being a bunch of classic horror movie references
i think by default my mod guarantees halloween elevator and action on eclipses
I feel like he has a habit of adding cool things then just making it unused or removing it from the files
and the elevator also happens when the mines have spooky fog
since that was a halloween feature
I really can't wait for Mineshaft to get improved
for now I just disabled it and use Beanie's Deepcore Mines cus my group was getting tired of Mineshaft
lol
The exterior section of Mineshaft just is really underwhelming
i love the mineshaft but i would be lying if i said i was perfectly content with the state it is in
that's an entirely separate discussion though
im personally looking forward more to the factory rework because like 75% of the game is factories
it's coming up next so
Yeah I too love Mineshaft, but when it generates large it feels like it takes ages to find the cave section and that is when it's not fun to play in
since all the loot spawns in the caves
yes it's the interior where pure random fire exits can fuck you over the hardest
lol
I'm pretty content with how Facility is right now, especially since Wesley's Fractured Complex works as an amazing alternative to it to add to a ton of moons but I am sure the update will be really nice
It's also cool how it will be the only interior to get redone a 2nd time
and when there's a high interior size it puts all the loot so far away that you waste so much time peddling it around
when all the fun is exploring the caves
Yeah
ive only played a little fractured complex but it seemed cool
it appears it's #2
because the function that kills the player sets biohazardDamage to false and then runs trigger hideHud (in HUDManager.HideHUD()) which changes the animator's state
so i think what's happening is that after the player dies, my script is still setting biohazardDamage to true on the local player somehow
if the issue was as simple as i thought
then i have just pushed a fix for this
if you encounter it again in 1.5.2 please let me know and i will look into it again
but i think you should be good now
Its normal if you try to teleport a dead masked body it will throw this error
isnt the blood getting stuck an old bug from V50 and before? or was that a different bug? (if its already fixed, ignore me, just read about it just now so replied x.x)
I never saw this bug. But it looks like it was fixed.
age old bug, i had it way back when from like V65? onwards. once i removed mods that auto collected bodies, it stopped, something about masked bodies being collected automatically or something.
also i use a mod now that doesnt make noise/show a prompt saying things are collected.. so this may also be "preventing" this bug for me.
science tweaks has a auto teleport and auto collect
I use general improvements auto collect and I never had this problem
and this is why i have thatturned off.
way back when i used to get it, i got some weird symbol of a player body glowing bottom left, and the repeating collection noise, usually only happened to the host afaik.
I only use unrecoverable body notification too
but back then i was using the "auto collect bodies" mod by snowy?
v69 I had this problem with lightsout and apparatusfix
i stopped use it
oh you think that was caused by lightsout and apparatus fix? cause that makes no sense to me when it was always when a body got collected xD
For me it was when a scrap got collected but it shows the scrap+dead body in the same notification
ah that was different to my bug, im not talking a notification, im talking a graphical glitch that repeatedly showed when the noise was being made, there was no notification on screen.
oh well i know the collection noise starts to spam just for the host too
i still think it would be neat but it is not high on my priority list
The same thing happened, In their vision the masked was outside the ship after starting it
@shrewd vale Looks like tragedy masked throw a netcode error under Info logs on v73
vanilla always throws this error
it is why tragedy masked are silent in vanilla
this is ignorable (and was not new to v73)
Ah got ya
on v73 maskfixes seems to be bugged,
Masks out of range of the player stutter and don't path.
I was testing Mirage and noticed enemies spawned far away stuttered/didn't move properly
disabling Maskfixes dep fixed the issue
How did you notice e they are out of range of the player if your out of their range?
This sounds like the "locked door" issue in LI.. namely, an enemy stuck behind a locked door wanting past it and wanting nothing else, gets stuck.. if your observing an enemy behind a door and it wants to reach a player beyond that door for them, then it's not that mask fixes is broken, I just didn't realised mask fixes implements such behaviour, which is why I think your watching a masked that you shouldn't normally see (because it's so deep in the interior)... it's only in LI that masked usually go deeper inside... so the issue is seen sometimes x.x
Using imperium freecam to observe masked far away. There wasn't a locked door from my POV, I could be confused or it is something else going on though
The test I do with LI to know if something is wrong when I'm working on it is.. if I see an enemy stuck... use imperium to unlock and open all doors.. if they start moving after that, then it's locked doors, if it still is stuttering along, then the place it's trying to reach is unreachable, at which point... why is it unreachable? Moon? Interior? Seed? Profile? Logs? Etc... more info required.
But afaik vanilla masked are always trying to reach the main entrance... so only time you may see a masked in vanilla stuck.. is if you come in the fire exit, but at that point they should just be walking around aimlessly until they see you afaik.
mask fixes is not broken in v73
i've been using it and seen masked moving fine in the past couple sessions i've played
if you're absolutely sure mask fixes is conflicting with something else you're using, you can try disabling my roaming patch to see if it helps - there is a config setting for that
my roaming patch should already be "mostly identical to vanilla" except for a significant deviation in how the mineshaft elevator is handled
but if you disable that setting then you should basically be seeing vanilla movement
with no alterations
maybe this is intended or how it functioned before v73,
havent played for quite a few updates,
see video,
masked spawning far away will walk with this stutter and not get much of anywhere.
when you leave the building or any mask that "sees" you will aggro and have normal movement
disabling roaming patch has same result,
with maskfix disabled I see this movement from far away masked,
it moves a lot more and faster
Mods installed is mirage + deps and imperium
I recall testing with just maskfix and no mirage + deps and seeing the same issue
turn on the pathing overlay in imperium, see where the path leads from the masked when they stutter.. ill be shocked if it doesnt lead to a door that is closed (requiring a code to open) or a door that is locked x.x
because your not spawning them in the same exact situation, I feel this is kind of a redundant point, spawn a masked FAR away from a player, with no locked doors between, and see what happens, if it still stutters, trace the path using imperium, the end point will be the problem.
the only places ive seen for both vanilla masked, and masked in my mod that these paths end.. are a locked door, a wall, or an entrance, if it leads to the middle of a corridor, then you may have to wait for the mask to reach there.. and see where the path continues (it doesnt show the full path right away, only part from my experience.)
I can test with pathing tomorrow. I had all doors unlocked in both tests. But yeah it is different situations.
I will try to replicate a more similar situation and observe the paths next time I test
im still not sure what to say about this because i dont patch anything about their movement unless you have the roaming patch enabled
so if you're experiencing issues with that patch disabled, you would still experience issues with the mod disabled anyway
at least, in the exact same conditions
i've tested the mod in v73 and played 3 or 4 real sessions with it and masked have worked fine in all of them
profile with just imperium + maskfixes: 019a02b4-617d-08d3-cc82-ffeaa29d04ec
try these steps:
- make a new save
- set level seed to 1 with Imperium
- land the ship
- press "Open Security" and "Unlock Doors" with Imperium
- spawn a masked inside the building (I chose to do so in the gigantic fork room with the scaffolding and "assembly line")
- assuming you are still outside the building or inside the ship, watch it run straight to the main doors and exit, then start wandering randomly outside
- now teleport yourself somewhere inside the building (I chose to do so next to the apparatus)
- watch it run straight to the main doors and enter, then start wandering randomly inside
I observed no stutter stepping during any of these tests.
there was no difference in movement behavior (same results when following the steps above) from:
- running this profile as-is
- running this profile, but with "PatchRoamingBehavior" disabled in MaskFixes' config
- running this profile with MaskFixes completely disabled
on that note, even with my roaming patch, i still default to using vanilla's functions for movement (it still uses AISearchRoutine.StartSearch, AISearchRoutine.StopSearch, EnemyAI.SetDestinationToPosition...)
the only difference is i reordered/tweaked the masked's "priorities" to fix some problems with vanilla's original AI where:
- if it couldnt reach any players in either the interior or exterior, it would enter/exit the building every 3 seconds in a loop
- it would get stuck using the elevator in a loop
once the masked decides what it actually wants to do, all of the movement logic is vanilla
Thanks for the clarification on what your mod patches and also for looking into this non-issue. I think what I am seeing is just vanilla masked pathing and maybe it looks scuffed sometimes but overall it is normal.
I was just looking into this because in the past few sessions it felt like Masked would spawn but we would not see them in our gameplay (locked doors or too deep into the map?).
Previously it felt like Masked was very active and when one would spawn it would move towards players.
Could just be bad rng or bad seeds on the maps we played, again thanks for looking into this š
I have actually noticed some behaviour with the masked, they hide on the ship again and crouch like theyre supposed to. I can't remember the last time I saw them do that during v72 with mirage and whatnot
In fact, I didn't even know they were meant to until I saw it on youtube lmao. Never played the game vanilla
that is vanilla behavior but yeah i feel like it has been vanishingly uncommon in recent versions due to weird quirks with their AI
it also has a bug where if there are multiple masked on your ship, they'll all try to hide at the same spot (even though there exist multiple hiding places) which usually causes them to get stuck walking in place against the guy already hiding there
i fixed this issue (utilizing a little creative liberty)
it also kind of works out, because to fix #1, i could make the masked default to staying outside if no players are targetable... which also highlights their hiding behavior because they're more likely to reach the ship
all of it is working within the bounds of the behavior zeekerss already gave them, but it's fun to see little forgotten features become more apparent in actual games
š
I can't tell if this is a you issue, but I feel like the tragedy mask has always had a modeled back side
But now it's just gone
mask fixes doesnt use any custom meshes
all of them are from vanilla
im pretty sure the LOD1 mesh for the masks (possibly just tragedy, or maybe both, i dont remember) are missing backfaces
as in, i don't even load meshes from an asset bundle. i just grab references from the vanilla items
Is it possible to make masks appear on costumes that change the character's model? Or do I need to look for mods that add this feature?
just speaking personally
im not that interested in accounting for modified playermodels with this mod
i am not "antagonistic" to them, so if i've done something that causes them to break, i will look into fixing them
but i think it's the responsibility of other mods (the ones making playermodels customizable) to fix masked meshes
Sorry, I worded it incorrectly. Does the random costume feature work with costumes that change the character model, or should I look for a different mod?
oh
well
i call the vanilla SetSuit() function
so if mods patch that function to change the masked's model when it's using a model replacement suit
then it should be compatible
if it doesnt work, it's likely not something i can fix on my side
It's sad, because it's unlikely that the thiccCompany mod, which hasn't been updated for 2 years, has such a patch.
š
im not sure either
but i think it uses ModelReplacementAPI, right? i thought ModelReplacementAPI itself handled that (but i could be mistaken)
Yes, it does, but no matter how many times I tested it with Imperium, not a single mask appeared with this suit
Does this mod fix the weird bug where, if a sandworm eats and masked it drops eight masks? Heard that was an uncommon but known issue in the game.
It came up a while back in #modding-general when discussing outdated mods like TakeThatMaskOff. I'll see if I can forward it here.
All good, I only found out about it due to trying to find an alternative to TakeThatMaskOff.
this mod doesn't fix that because it's not a vanilla bug
masked enemies dont drop masks unless you have a mod that makes them do that
and in that case, it would be the mod you have that introduces that bug
so it would be the responsibility of that mod to fix the bug
Okay, I wasn't sure if it was something in the vanilla code that only popped up due to a mod changing something, good to know.
im not familiar with this issue and im not sure if there's a solution (whether it's an alternative mod, or some setting you can fix)
so sorry about that
i would've suggested sciencebird tweaks but apparently that has the problem too ?
this is the only other "recently maintained" mod i can think of
sorry i butchered that embed
fixed it
Appreciate it š
I'm planning on using Natural Selection this time around, will see how it goes.
sell bodies fixed allows for masks to fall no problem afaik, havent seen 8 masks appearing.
SB patched the issue a while back I think
It's somewhere in the changelog i believe
From version 4.4.8.
So you should be just fine!
Appreciate the info, thanks!
If I don't use global roaming and I don't have any modded interior. Is it worth to use smartenemypathfinding than Patch roaming behavior?
if you dont use either of those features
custom elevator support or global roaming
there's probably not much reason to install smartenemypathfinding right now
at least, not to my knowledge
mask fixes already fixes masked using the elevator and getting stuck on entrances
I was using global roaming but it increase the cpu usage when a lot of masked spawn
Most features are working?
i dont know
i've heard that only a single one of my transpilers breaks
and if that's the case
it's probably "relatively safe to try"
but so much has changed in v80 since the first beta and idk if anybody's re-checked
and i know i personally havent touched it at all and can't give any sort of informed stance
i really really hope i will release BF today and get to work on other stuff
i was so close to being done with it but now i need to go over everything again with v81 to make sure my ducks are all in a row
and then wrap up the last two things i had on the docket
hello, is this mod relevant in v81 or should i not use it?
most of the stuff in this mod was not fixed but i haven't updated it for v81 so im not 100% sure everything in it works right now
i will get around to it very soon, i've been working on my larger projects first
ah ill add it to my modpack then and wait for it to update, may i ask what's your bigger project? C:
i updated buttery fixes first and enemy sound fixes right after
im working on chameleon right now and hopefully that will be done before tonight is over
then i need to release a hotfix for buttery fixes
after that i was gonna do butterybalance but that's gonna be a bit of a big undertaking and i might take a break to do the small stuff next (like jetpack fixes, mask fixes, etc.)
oh wow i wasnt aware all those fixes are made by you, i dont wanna ask you for each single one so i can just assume it's still relevant and will be getting an update as long as it's not deprecated, right?
i've been keeping up with all of the v80+ betas and thus far im not aware of a need to deprecate any of them but i've been removing unnecessary changes and updating for compatibility
i will deprecate anything that's worth deprecating yes
@shrewd vale is this fix included in your mask fixes or should i use it alongside yours?
https://thunderstore.io/c/lethal-company/p/VirusTLNR/MaskedInvisFix/
i dont fix this because this is a bug caused by other mods
and it actually leads to (subtly) more incorrect behavior in vanilla
so little that in 99.999% of cases nobody will notice or care but that's why i dont "include it just in case"
i am really sleepy so i didnt spend a lot of time testing this
but i think the only issue was that transpiler (an extra parameter was added to a function i was patching, so i had to adjust the parameter spacing)
"maskfixesfixed" doesn't even change that transpiler so im not sure what it even did
This mod is broken on V81
in any case i published the maskfixes v81 update and hopefully the other one is deprecated so there is not confusion between the two
It throws this, and then masked ai completely dies
I would not use it at all right now
it'll just need a recompile, zeekerss changed the EnableEnemyMesh method signature by adding a new parameter to it
Yeah
ah. ill do that when i get the chance.
thanks for letting me know.
should be fixed now in v0.0.3 (uploaded just now)
Now that the cam doesn't show the face of the player, I think it shouldn't be turned off when you turn into a masked
why do masked wear custom suits, even though they're not in the whitelist ..?
i just realized
it's wearing both the bee and rivulet suit at the same time
how
keep in mind
i need your log to see what happened here
Might be an issue with ModelReplacementAPI
MRAPI I've heard has quite a few issues on v81
god this in me logs after booting up
yeah im not familiar with this error
seems like a conflict of some sort
BushWolfEnemy.Update is probably my fault, i need to remove my patch for it in BF since it's in MC now
I can send the code, but it's a super barebones pack
Only happened two times the masked be unable to kill a player. Do you know why this happens?
was it on a vanilla moon?
yes
rend
I thought it was latejoin but the second time it happened we didn't open the lobby mid-game
019dc57f-38da-c915-1e06-5646dbe680d7 modpack
this is v81?
now that im looking at it more closely
PlayHitGroundAudio() was added in v80, and would be missing in v73
Mimic kill transpiler failed because I had to change the instructions it patches in v81 (which would make it fail in v73)
UpdateWeightCounter() is also a method that was added in v80+
if you're running in v73 all of these errors make sense
you'd need to downgrade morecompany, maskfixes, and whatever mod is touching PlayHitGroundAudio() to their pre-v80 versions
without more information (do you have a log or reproduction steps?) I don't know how to investigate this apart from looking for obvious conflicts in your profile code
I did notice while playing as a client yesterday that we got the orange suit bug from dying to a masked
(host saw the right suit, other players just saw an orange suit)
which seems to suggest the Fix Attack Conversion setting is broken (which would be related to the "Mimic kill transpiler")
but it didnt give any errors so im not sure why
and i dont think that's actually related to the "masked cant kill people at all" behavior from the video
Not sure, but I think it's about a player who turns into a masked that can't kill any other player.
yerp
@shrewd vale its a v80 problem i tested with imperium both v73 and v80 and v73 its working normally
anyways with all the stuff i just wrote out in zeekcord
i assume the problem is that Fix Attack Conversion isn't working after v80
i do not know why
to be clear, the v73 stuff just has to do with the errors monty sent
At least I know its not a problem with my modpack.
@fast marsh @thorny summit lol i think i realized what i fucked up about Fix Attack Conversion...
im pretty sure maskfixes v1.6.0 is patching the cause of death parameter (from "Strangulation" to "Bludgeoning")
yes, advance features show bludgeoning
because the parameters got shifted around by 1 instruction (he added a new parameter in v80+)
i fixed all the other stuff that got shifted around but apparently didn't fix the off-by-one instruction replacement
uh oh lol
i can hotfix this really easily and then suit sync should work again
and players will drop their items again
nicee:)
and outside players will stop being immune again š
:D
well i did expect that discussion yesterday was about vanilla anyways lol, but i'm glad you figured out how to refix it here ^_^
well it is
vanilla has always been broken like this
it's just that i used to fix it
but i broke my fix accidentally in the v81 update
so now i was expressing the broken vanilla behavior
okay v1.6.1 has been published
hello, can you make a feature to drop masked player body after killing him like cadaver?
i "have considered it" but since this mod doesn't strictly require all clients to download it, unless i could implement such a setting to be 100% host-sided i probably won't
because it's a pretty major gameplay change
a separate mod would be easier because then i could add custom RPCs and enforce all clients to use it
so that is "more possible"
When a player transforms into a masked, is the bodycam disabled?
it's not supposed to be
in vanilla the masked are still bugged
so when anybody gets converted, only the host will see them on the radar and see them on the bodycam
