#Mask Fixes

1995 messages Ā· Page 2 of 2 (latest)

shrewd vale
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it's kind of weird what's going on there

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yeah it's weird if i spawn them all in one frame the chances are pretty good

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but if i spawn them one-by-one it seems to be insanely skewed

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i see

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apparently if you just add 1 or 2 to the seed

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it barely changes the result of NextDouble

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i think I have an idea how I could address that

nova furnace
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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

shrewd vale
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what other mods do you use that affect the masked

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just GI?

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@nova furnace

nova furnace
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uh

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huh?

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oh

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let me check rigt quick

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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

crisp pewter
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i have LI installed on my test profile so its not that XD

shrewd vale
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what settings are you using in GI?

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i installed all of these mods with default settings + imperium and i will see if i can get it to replicate

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at the moment GI is the only thing that i'd think has an "above average chance" of affecting things

nova furnace
shrewd vale
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oh wait

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duh

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i just realized

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@nova furnace when you're testing, have you tried changing your own suit?

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iirc (at least this was the case last time i used mirage) mirage makes all masked mimic players

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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

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if you're the only person in the server and they always copy your suit

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then that would be the problem

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i'd think

shrewd vale
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i had a look at the config (i enabled the mask, arms, etc.)

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and i dont see a setting to turn that off

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at least, not one that is untethered from voice

nova furnace
shrewd vale
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this mask seed thing is a bit tricky

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yeah idk what the deal is but there seems to be a bias in nextdouble with all the different seed logic i've tried

shrewd vale
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ok

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i think i've settled on "good enough is good enough"

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for this

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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

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i still get long stretches of comedies spawning followed by long stretches of tragedy spawning

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but in fairness it's only in control conditions where i'm spawning them in a row and immediately looking at them

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in a real game i feel like that problem will be minor enough to basically disappear

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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

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so i'll just take this

dim sky
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We found the MaskFixes mascot!

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They are now dead :}

shrewd vale
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i'll look at this in the future

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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

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so i'm gonna table it for now

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i don't think it'll be that hard though, so i still think it's fair to expect this "soon"

nova furnace
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so.. all my mods which make masked copy player looks are configured to not do so.

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yet they still want to to this

shrewd vale
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idk

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this is intended behavior though

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whenever they are mimicking a player, my randomization code does not run to avoid overwriting the player's appearance

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so whatever mod is causing them to mimic players on spawn would be the issue

nova furnace
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i mean, i don't think i have any mod that's making 'em do that

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let me check again...

shrewd vale
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which one, i am not certain

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but in vanilla, mimics always spawn with orange suit and comedy

nova furnace
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i mean

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the only mod i have that does that is general imporvements

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but it's turned off

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and i guess the only other "player-mimicking" feature is masked copying player nametags?? but i don't think that'd do it

shrewd vale
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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

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if you have it set to anything else, it is another mod doing that

nova furnace
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i've got it set to None

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dangitttt then what other mod???

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sigh

shrewd vale
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did you disable mirage?

nova furnace
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i'll try that

shrewd vale
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by default, mirage makes all masked mimic players

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as far as i can tell, that feature is attached-at-the-hip to the voice copying feature

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so you can't disable one without disabling the other

nova furnace
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AH, OKAY!

shrewd vale
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but, in fairness, you probably want masked that are copying player voices to look like the players they are mimicking

nova furnace
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IT IS MIRAGE!!

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we simply must contact qwbarch about this revelation.

lapis tide
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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

shrewd vale
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i haven't seen any issues being reported, and i haven't broken it despite rigorous testing

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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)

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everything else I am a lot more confident in

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it's designed to be dropped straight in to a vanilla(esque) modpack and just work without issues

lapis tide
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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

shrewd vale
shrewd vale
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tbf none of them would work without someone also configuring mirage as well (since mirage hides the masks and defaults to 100% chance mimics)

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so someone experiencing issues with them would've had to intentionally choose to configure both

lapis tide
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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

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although im honestly a bit confused why someone would want voices to not match their suit šŸ˜‚

shrewd vale
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maybe it would be cool

dim sky
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Are you playing on v4 tf

stiff crane
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this is the artifice office room and that's a mask so this CANNOT be v4

dim sky
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o

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Am dumb

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I forgot the v4 carpet is blue, not purple lol

inner ore
# shrewd vale

it would be cool if the smoke was still coming off him

nova furnace
merry bone
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but she did say "maybe"

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this was just her seeing what it looks like in game

nova furnace
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i wish there was a mod that let you wear these like

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hidden suits

rustic quartz
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goofy masked aah going to hide in the ship

candid badge
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How does the mask hiding work exactly? Does it use set locations or do they target somewhere out of LOS?

shrewd vale
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there are like a dozen set locations

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and it tries to pick one behind some furniture if it can

untold idol
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DEAR GOD HE'S NAKED

warm sail
shrewd vale
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i dont know what's the dela with that

warm sail
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Me either but I see it so often lol

shrewd vale
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i think i can fix it pretty easily

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i just dont know why it's happening

warm sail
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Yeah same, cus they always seem to be pathing just fine

crisp pewter
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oh so MaskFixes is the issue? xD

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i fixed them all in LI.. but people now blame LI for them x.x

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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.

GitHub

Lethal Company plugin. Fixes several problems with mask items and masked enemies. - ButteryStancakes/MaskFixes

warm sail
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@shrewd vale Maybe this will fix it

shrewd vale
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i believe it only runs on the host already

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but i will check

warm sail
shrewd vale
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yes, i wanted to do it today but i wound up not actually working on any mods

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sorry about the delay on that

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it is a really easy fix

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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

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it will be a short and easy one i think i just need to have an hour or so to sit down on it

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anyways

shrewd vale
warm sail
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Ooh, yeah the Giant sight thing does make more sense to be in a fix mod

shrewd vale
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the only reason i didn't do it before is because i wasn't aware it was host-side

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then i found out it was and i feel like it makes sense to be in my other host-side fixes mod

warm sail
shrewd vale
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i think DoAIInterval doesn't run on anybody except the host

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in the first place

shrewd vale
warm sail
shrewd vale
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ok then yeah i need to look into something else

shrewd vale
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the code that is probably causing this would likely still be a problem in vanilla

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and i've never seen this error before

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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)

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but that might just be because it has a hook

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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

crisp pewter
summer trail
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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.

shrewd vale
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so for "Default Beta" you could enter "dEFau" and it would match

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unless more suits uses some custom logic, it should be whatever is displayed on the rack

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"Change: SUITNAME" would mean you enter "suitname" or something adjacent in your config

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i didnt actually test if it was compatible with more suits though

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it's very possible it could be broken, and if it's broken, it could also be my fault for that too

summer trail
shrewd vale
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well

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if it doesn't work there is a very real possibility it's my fault

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i will try to get something up and working and post a hotfix

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i need to update some other mods first but i'll get to it soon

candid badge
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Is support for ModelReplacementAPI planned for randomised suits?
I wouldn’t think it was but thought I’d ask anyway.

shrewd vale
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i have no intentions of it

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if my suit patch is breaking an existing modelreplacementAPI feature, then maybe i can work to make it not conflict

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but i am not going to implement it as a new feature

candid badge
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That’s fine, I don’t think it’d be majorly needed or wanted regardless

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I think masked choosing a random suit and mask type is how it should be in vanilla atleast

shrewd vale
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i do see the desire for such a feature, i just think it's more the responsibility of the API to provide that functionality

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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

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the suit fixes on my end were just expanding vanilla functionality to incorporate other vanilla functionality

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like how the bee/bunny suits don't properly attach to anything except the player object

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bodies are missing the attachments, masked are missing the attachments (seriously seeing the bunny suit without the ears is so cursed)

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etc.

shrewd vale
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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

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i will try to have a hotfix for this very soon

summer trail
candid badge
shrewd vale
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yeahh i probably should have double checked order of execution just to be sure

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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

candid badge
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I don’t think most people would use the feature though so I don’t think many people have noticed so far. Or they can have the masked mimic players instead if they really want it

shrewd vale
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so this was a huge oversight on my behalf

shrewd vale
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you mean it just doesnt work with the randomized suit stuff? or does it also break when players are converted?

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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

candid badge
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My bad that sounded confusing

shrewd vale
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you're fine, i'm just checking

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no worries

candid badge
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It’s the former dw

shrewd vale
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okay then yeah, this will just be a low priority bonus feature

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for the future

candid badge
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Masked that spawn with a randomised suit use the default suit colour if it’s a model replacement

shrewd vale
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if i can implement it without too much hassle i'll try

candid badge
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I really don’t think it’s that necessary since most people wouldn’t use it, but someone mentioned it a while ago and I remembered it this evening so thought I’d ask

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I love masked being able to choose a random suit and mask type and doubt it needs much improvement.

shrewd vale
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it probably has custom functions that run on conversion, rather than just when the suit gets changed

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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

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i'll need to see what it's doing internally before i can say for sure

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okay yeah it's referencing mimickingPlayer but it doesn't actually set mimickingPlayer

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i could just call this function and feed it a diff parameter

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but it sounds like it'd only be able to pull from models that are already being worn by players

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so idk

candid badge
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Oh I see

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Not sure what I can recommend since I don’t know much about how copying suits with masked works

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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 it’s probably best just to leave the idea for now

shrewd vale
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lol more suits adds like 100 duplicate orange suits for some reason

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which completely dilutes the selection pool

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why

merry bone
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average moresuits bullshit

shrewd vale
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it's probably just to prevent players with different numbers of suit mods from running into exceptions

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instead it'll just default to orange suit clones

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still a pretty rough and dirty solution to that

merry bone
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so the fix here is just if you have moresuits to disclude the orange suit?

shrewd vale
shrewd vale
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it was just a case that my original code didn't account for

merry bone
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ah cool

shrewd vale
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so if it was actually running after more suits

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it would completely fuck up the selection

shrewd vale
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i've published a fix for the more suits problem

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way later than anticipated but later is better than never

summer trail
shrewd vale
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no worries

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it needed to be fixed

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i intended for it to work with more suits, otherwise i wouldn't have bothered with the player-entered list

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it was just me being silly by not bothering to try it at all before release

nova furnace
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ok what is buttery stancakes doing on uhyeah's video about the granny spinoff

merry bone
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i mean
you can read the comment and find out yourself

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or just watch the full video

nova furnace
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i just clicked on it and scrolled down

stark sapphire
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The comment literally says what the deal is 😭

nova furnace
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oh wait i have an idea

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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

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so some masked spawn without one

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and some spawn with one

shrewd vale
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i think there are enough mods to remove masks from the masked already

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and it's not really a fix + directly conflicts with vanilla's design, whereas the suits/tragedy were just bonus

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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.

nova furnace
shrewd vale
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im aware

lapis tide
warm sail
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@shrewd vale Still getting SetDestination errors every frame from masked

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which eventually lead to the game freezing

shrewd vale
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i need more information before i can do anything about that

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as far as i can tell, the same behavior would replicate in vanilla

warm sail
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I would assume it's related to patching the roaming but idk

shrewd vale
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you can try disabling my roaming/hiding patches

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because those are the only things my mod does that patch the navigation behavior

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but i dont know if that will help

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i only call setdestination in one place

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and it's the same place where vanilla would call it

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with the same checks in place

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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

warm sail
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Hmmmm

shrewd vale
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are you aware of what's happening when the error starts?

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with the problematic masked?

warm sail
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Well it does mention CodeRebirth in the Stack Traces

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No idea

shrewd vale
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also, you're certain MaskedPlayerEnemy is calling it?

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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.

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but iirc the bepinex console would display it

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and i do remember you sent a screenshot before with maskedplayerenemy

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at least i think

warm sail
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It does in the Stack Trace via SQLite

crisp pewter
night elbow
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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."

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Don't want to accidentally have two mods doing the same thing

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@shrewd vale

crisp pewter
night elbow
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Ah gotcha, thank you for clarifying its kinda hard to guess

granite marsh
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For random masked suits can they use modded suits?

candid badge
granite marsh
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Epic

lapis tide
hasty bramble
shrewd vale
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for the record i think it is pretty unlikely code rebirth is causing the error

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code rebirth just patches everything

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so it shows up in basically every error under the sun

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anyways, i still have never replicated this bug and need more information about how to replicate it

warm sail
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@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

shrewd vale
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i have never had that issue and nobody else has reported this issue either

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i dont have any while loops in my patches

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and im nearly certain there's no recursion either

warm sail
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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 NODDERS it very well might be something from MaskedInvisFix cus I never ran into this until both mods were added

dim sky
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Not sure if this is a MoreCompany and MaskFixes incompat, but a converted mask's eyes are permanently red upon conversion

shrewd vale
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a converted mask's eyes are permanently red upon conversion
the masked that converts, or the player that becomes a masked?

dim sky
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A masked that is born from another masked, not mask

shrewd vale
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sounds like a conflict

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i haven't seen this at all while getting masked in testing

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and the function that activates the red eye glow is only called in vanilla when the mask starts the killing animation

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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

dim sky
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Will do later

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Not sure if I'll be able to replicate it with LAN clients though

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but I'll try

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Might have to nag Purple to get it if it ends up that way

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as he was the one converted in the screenshot seen here

crisp pewter
shrewd vale
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@crisp pewter hey so get a load of this

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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

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turns out masked arent even spawning player bodies

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so that behavior is completely unused (although it's still functional)

crisp pewter
shrewd vale
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it is complicated

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i am probably going to implement a setting to re-enable that behavior

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since the lack of body spawning causes another bug where clients can't monitor masked on the radar

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and also prevents clients from seeing masked mimic players that get converted

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but making that change will also cause players to drop items when they are masked

crisp pewter
shrewd vale
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openbodycams fixes this bug

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but if you dont use openbodycams you are subject to dealing with it

crisp pewter
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oh i see.

shrewd vale
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because it's technically still used if players put on a mask item

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that is just way less likely of a situation

crisp pewter
# shrewd vale anyways your work also wasnt wasted

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?

shrewd vale
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well

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i am probably going to fix it two ways

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and let players choose

crisp pewter
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ah ok

shrewd vale
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the easiest fix is to just make players spawn bodies again

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because it utilizes all the behavior that's already set up (just unused)

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fixes the radar bug

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and fixes masked not mimicking properly for other clients in multiplayer

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the problem with that is that players dropping items is kind of a major change

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but that's already the case if you wear a mask item so i don't think that necessarily needs to be a dealbreaker

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the other option to fix it is to just

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untether all this shit so it doesn't check for a body to be spawned

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which is a lot more complicated but would solve the problem without making masked drop items

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when they vomit on a player

crisp pewter
shrewd vale
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and that's the way openbodycams fixes it

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openbodycams' fix apparently caused them to drop items

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which was fixed in the update that just released

crisp pewter
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oh, so mayeb they dont.

shrewd vale
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so that probably wont be the case anymore unless you have another mod touching it

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and there are like

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10 different masked mods

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so that is definitely a possibility

crisp pewter
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well, i have a mod called "dont eat items", it may just be that.

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but i thought it was only giants and some others that ate items

shrewd vale
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oh yes

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in vanilla

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you drop all your items from any cause of death that leaves a body

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but if a body doesnt spawn, you dont drop items

shrewd vale
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so it affects everything

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masked, giants, earthworms, quicksand

rustic quartz
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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

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Makes sense for him to get rid of material goods just to be weightless and infect as many players as possible

dim sky
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Dubb

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Love this upcoming addition

crisp pewter
crisp pewter
rustic quartz
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Well, the employee does that for most types of death plink

sour kayak
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me taking all my stuff out of my pockets as im being constrained by a flamethrower wielding giant robot

shrewd vale
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i mean

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i feel like the thought process is at least more like "you are losing bodily autonomy and drop your shit"

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except a masked is taking control of your body and all the stuff you are holding

dim sky
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Would the masked care enough to keep it though

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I imagine they would drop it on accident since they're akin to sluggish zombies anyways

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They hold out their arms instead of using what they have, too

rustic quartz
dim sky
rustic quartz
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Old Bird and Forest Keeper death animation should allow players to use/drop items

dim sky
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but for forest keepers, your entire body is covered by their hand

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I don't think you would be strong enough to squeeze out your items realistically

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nor would there be any wiggle room for them to fall out to do so

rustic quartz
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They're holding your body, not your hands

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Why can't you just use the stun grenade on your hand

dim sky
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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

dim sky
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Imagine you hold a small little mouse when your hands

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Like, REALLY tight

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Would they be able to use their limbs, or would they be held down by your palm?

shrewd vale
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you need to be teleported out of their hand or you die

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they arent like giants

nova furnace
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hey guys how's the mod going

rustic quartz
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What about the radar-booster

dim sky
shrewd vale
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old birds dont drop players when stunned

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if you are grabbed the only thing that saves your life is the teleporter

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forest giants explicitly drop players when stunned because zeekerss made them do that

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that code just doesnt exist for old birds

rustic quartz
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oh ok

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well, they're robots so it makes sense in some way

rustic quartz
shrewd vale
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i forgot the dll in 1.3.0 :\

warm sail
shrewd vale
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it's better than the alternative

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dopadream reported broken elevator behavior

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and i thought i was about to have to debug 80 lines of elevator code

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but it turns out it was just zeekerss' code running instead of mine

warm sail
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Lmao

#

Hotfix incoming to actually include the dll

dim sky
#

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

shrewd vale
#

i dont have any plans to work on this

#

sorry

#

imo it's modelreplacementAPI's responsibility to handle it

dim sky
#

Alright

dim sky
#

INVISIBLE MASKED?!

shrewd vale
#

or any other mod that makes natural spawning masked copy players

dim sky
#

No

#

I have those settings disabled in GI

stark sapphire
#

He does use a model replacement mod, there could be something with that

shrewd vale
#

if it is model replacement related it's likely out of my hands

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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

shrewd vale
#

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

untold idol
#

the mod's whole purpose is to be compatible with MRAPI i thinkk...

dim sky
#

Name?

untold idol
#

Masked Model replacement or smth like that

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6am brained en

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rn

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its this

candid badge
#

Was hoping something like this would be made

crisp pewter
# shrewd vale this code exists so that in vanilla, in the brief period of time between you spa...

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)

candid badge
shrewd vale
#

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

shrewd vale
#

going to bed

#

but i've finished up everything except the consistency patches

#

so definitely tomorrow

shrewd vale
#

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

#

🄲

shrewd vale
#

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

nova furnace
shrewd vale
nova furnace
warm sail
shrewd vale
#

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

warm sail
#

Okay ^^

#

Hope it comes back asap

shrewd vale
#

this is more likely to be my fault

#

i will have to look

shrewd vale
#

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

warm sail
#

Noice

#

Naps are goodge

shrewd vale
#

so this is a vanilla issue

warm sail
#

Yeah I also saw that error in my host log after

shrewd vale
#

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

warm sail
#

Yeah a small try/catch to suppress the error would still be good anyways, since errors do cause lag especially if they spam enough

shrewd vale
#

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

warm sail
#

Yeah same

shrewd vale
#

it literally just controls whether the mask's eyes glow (and plays a sound effect if the glow "turns on")

warm sail
#

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

shrewd vale
# warm sail Also had this happen

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

warm sail
#

Also I did set Tragedy Mimics to spawn naturally at 0.5 percent and they spawned just fine equally outside and indoors on Pareidolia

shrewd vale
#

that is good to know

warm sail
#

so I'm unsure which moons Science Bird had issues on

shrewd vale
#

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

warm sail
#

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

shrewd vale
#

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

warm sail
#

Yeah that will work

#

the All feature is perfect

#

cus that will auto add any future suits

#

lol

shrewd vale
#

if it's still of use i can probably add it really quickly

#

so i will just do that

warm sail
#

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

warm sail
#

@shrewd vale Are we still getting the updates for Mask Fixes and Classic Suit Restoration soon? lunxara_love_with_tail

shrewd vale
#

soon yes

#

sorry i spent yesterday finally playing deltarune

warm sail
#

Lol all good

#

Hope you had fun ^^

shrewd vale
#

i am still not even done with the first new chapter

#

but what i have already seen so far has been worth it

rustic quartz
fast marsh
warm sail
# shrewd vale but what i have already seen so far has been worth it

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 šŸ¤”

shrewd vale
#

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

warm sail
#

Probably, this would explain why it doesn't repro everywhere

shrewd vale
#

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

warm sail
#

I will let DemonMae know about this šŸ‘

warm sail
shrewd vale
#

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

warm sail
#

Fair lol

shrewd vale
#

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

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how i apparently never did anything about this is beyond me

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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.

merry bone
#

have warped textures of furniture as suits

shrewd vale
#

no furniture doesnt have a suit material defined

#

so it's 100% unshaded magenta

merry bone
#

oh i see

warm sail
#

Well good thing you discovered that lol

warm sail
#

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

warm sail
#

Noice

warm sail
# shrewd vale yes

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

warm sail
#

Without ShipWindows they'll just become invisible btw

untold idol
#

ye that's the derendering thingymabob I assume?

#

for enemies outside the ship when the door's closed that also made Coilcrabs invisible

crisp pewter
warm sail
#

It's probably an issue with all enemies tbh

candid badge
#

In v72 Masked Model Replacement doesn’t 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 weren’t interested in before because it’d likely need to be something done on MRAPI’s 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/

untold idol
#

noooo that sucks I'm so sad

shrewd vale
#

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

candid badge
#

It hasn’t been updated in 2 months so it could be that

candid badge
#

I reached out to the dev of Masked Model Replacement and they can’t replicate the issue. I had tried it with just some test mods previously and it didn’t work so it must be an incompatibility with them

#

Hadn’t figured it’d be that, but I’ll take a look a little later

candid badge
#

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

wooden cove
warm sail
#

@shrewd vale Any idea why this is throwing on lobby close?

shrewd vale
#

you can pretty safely ignore this

vapid moon
#

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?

shrewd vale
#

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

vapid moon
shrewd vale
#

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

shrewd vale
vapid moon
#

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 šŸ¤”

#

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

vapid moon
shrewd vale
#

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)

vapid moon
#

ahh i see. i did enable the sounds that play each time you enter a dungeon so that might be causing it

warm sail
#

@shrewd vale You prolly need to push an update for compat with SmartEnemyPathfinding

fast marsh
#

she already did it

#

before 1.5.0 this error won't appear

#

just overrides smartenemypathfinding

shrewd vale
#

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

warm sail
shrewd vale
#

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

warm sail
#

Ye

shrewd vale
#

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

warm sail
#

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

warm sail
#

@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

shrewd vale
#

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

warm sail
warm sail
shrewd vale
#

i will have to look in a second

warm sail
#

Thank you @compact pike for clipping it lol

compact pike
shrewd vale
#

did this happen more than once? and did turning off the setting fix it?

#

just curious

warm sail
#

Have never had it before the update so I guess it relates to the error I saw that threw

shrewd vale
#

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

warm sail
#

Yeah I'd never heard that sound before either

#

it was weird

shrewd vale
#

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

compact pike
#

Ye I think ScienceBird tweaks uses it to indicate missing body greed

#

That sound effect

shrewd vale
#

hm

warm sail
#

LMAO why would it only now happen though?

shrewd vale
#

i dont know

compact pike
#

Also didn't test if it happened after turning the setting off

warm sail
#

I love this goofy ahhh game and the random combos that cause funnies

shrewd vale
#

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)

compact pike
#

I'm not sure if we had mimic corpses teleported to ship before updating buttery fixes, so it could be unrelated

shrewd vale
warm sail
#

so yeah it's possible it's SBT

shrewd vale
warm sail
#

Likely Mirage cus I threw that back in today if I had to guess

#

But can't say for certain

shrewd vale
#

me neither

#

anyways my patch shouldnt touch dead bodies at all

#

dead bodies are technically a separate entity from players

warm sail
#

Yeah

shrewd vale
#

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

warm sail
shrewd vale
#

so my first impressions are "this is just coincidence"

#

with butteryfixes 1.15.0

warm sail
#

Yeah my guess too

shrewd vale
#

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

warm sail
#

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

shrewd vale
#

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"

warm sail
#

It luckily does fix after going back into orbit and reviving, unlike when the bug existed in Vanilla lol

shrewd vale
#

when that boolean gets set to true, it activates the red bloom effect + the blood spillage

warm sail
#

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

shrewd vale
# shrewd vale when that boolean gets set to true, it activates the red bloom effect + the bloo...

back when the animation was officially implemented, dying was supposed to set that boolean back to false, but it had two problems:

  1. 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
  2. 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
warm sail
#

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?

shrewd vale
#

what im assuming is happening here is one of two things:

  1. 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
  2. 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

warm sail
shrewd vale
#

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

shrewd vale
#

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

warm sail
#

Lmao

shrewd vale
#

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

shrewd vale
warm sail
#

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

shrewd vale
#

the halloween "action" ambience was completely removed from the files and you'll have to use my mod to restore it

warm sail
#

They just sound better, and the track not always being the same was amazing

warm sail
shrewd vale
#

idk i like the zedfox tracks but i think they don't really capture the "elevator music" feel

warm sail
#

I thought when he redid it it was so much better than the vanilla fear effect sound

shrewd vale
#

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

warm sail
#

I feel like he has a habit of adding cool things then just making it unused or removing it from the files

shrewd vale
#

and the elevator also happens when the mines have spooky fog

#

since that was a halloween feature

warm sail
#

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

shrewd vale
#

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

warm sail
#

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

shrewd vale
#

yes it's the interior where pure random fire exits can fuck you over the hardest

warm sail
#

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

shrewd vale
#

when all the fun is exploring the caves

shrewd vale
shrewd vale
#

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

shrewd vale
#

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

fast marsh
crisp pewter
#

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)

fast marsh
#

I never saw this bug. But it looks like it was fixed.

crisp pewter
fast marsh
#

science tweaks has a auto teleport and auto collect

#

I use general improvements auto collect and I never had this problem

crisp pewter
#

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.

fast marsh
#

I only use unrecoverable body notification too

crisp pewter
#

but back then i was using the "auto collect bodies" mod by snowy?

fast marsh
#

i stopped use it

crisp pewter
fast marsh
#

For me it was when a scrap got collected but it shows the scrap+dead body in the same notification

crisp pewter
fast marsh
#

oh well i know the collection noise starts to spam just for the host too

fast marsh
#

Do you still intend to add this detail?

shrewd vale
#

i still think it would be neat but it is not high on my priority list

fast marsh
warm sail
#

@shrewd vale Looks like tragedy masked throw a netcode error under Info logs on v73

shrewd vale
#

it is why tragedy masked are silent in vanilla

#

this is ignorable (and was not new to v73)

warm sail
#

Ah got ya

raven token
#

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

crisp pewter
# raven token on v73 maskfixes seems to be bugged, Masks out of range of the player stutter an...

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

raven token
#

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

crisp pewter
# raven token Using imperium freecam to observe masked far away. There wasn't a locked door fr...

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.

shrewd vale
#

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

raven token
#

Mods installed is mirage + deps and imperium

I recall testing with just maskfix and no mirage + deps and seeing the same issue

crisp pewter
#

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

crisp pewter
# raven token disabling roaming patch has same result, with maskfix disabled I see this moveme...

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.)

raven token
#

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

shrewd vale
#

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

shrewd vale
#

profile with just imperium + maskfixes: 019a02b4-617d-08d3-cc82-ffeaa29d04ec

try these steps:

  1. make a new save
  2. set level seed to 1 with Imperium
  3. land the ship
  4. press "Open Security" and "Unlock Doors" with Imperium
  5. spawn a masked inside the building (I chose to do so in the gigantic fork room with the scaffolding and "assembly line")
  6. 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
  7. now teleport yourself somewhere inside the building (I chose to do so next to the apparatus)
  8. 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:

  1. running this profile as-is
  2. running this profile, but with "PatchRoamingBehavior" disabled in MaskFixes' config
  3. running this profile with MaskFixes completely disabled
shrewd vale
#

the only difference is i reordered/tweaked the masked's "priorities" to fix some problems with vanilla's original AI where:

  1. if it couldnt reach any players in either the interior or exterior, it would enter/exit the building every 3 seconds in a loop
  2. 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

raven token
#

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 šŸ‘

proven dagger
#

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

shrewd vale
#

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

shrewd vale
shrewd vale
#

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

#

šŸ™‚

dim sky
#

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

shrewd vale
#

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

shrewd vale
shy cargo
#

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?

shrewd vale
#

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

shy cargo
shrewd vale
#

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

shy cargo
#

It's sad, because it's unlikely that the thiccCompany mod, which hasn't been updated for 2 years, has such a patch.

#

šŸ™

shrewd vale
#

im not sure either

#

but i think it uses ModelReplacementAPI, right? i thought ModelReplacementAPI itself handled that (but i could be mistaken)

shy cargo
proven tendon
#

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.

merry bone
#

???????? what

#

this is not "known" at all

proven tendon
#

It came up a while back in #modding-general when discussing outdated mods like TakeThatMaskOff. I'll see if I can forward it here.

merry bone
#

oh

#

i guess it is known my bad

#

no this mod doesnt do that

proven tendon
#

All good, I only found out about it due to trying to find an alternative to TakeThatMaskOff.

shrewd vale
#

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

proven tendon
#

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.

shrewd vale
#

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

shrewd vale
# proven tendon

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

proven tendon
#

Appreciate it šŸ‘

#

I'm planning on using Natural Selection this time around, will see how it goes.

crisp pewter
#

sell bodies fixed allows for masks to fall no problem afaik, havent seen 8 masks appearing.

untold idol
#

It's somewhere in the changelog i believe

#

From version 4.4.8.

#

So you should be just fine!

proven tendon
#

Appreciate the info, thanks!

fast marsh
#

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?

shrewd vale
#

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

fast marsh
#

I was using global roaming but it increase the cpu usage when a lot of masked spawn

fast marsh
#

Most features are working?

shrewd vale
#

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

pliant solar
#

hello, is this mod relevant in v81 or should i not use it?

shrewd vale
#

i will get around to it very soon, i've been working on my larger projects first

pliant solar
shrewd vale
#

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.)

pliant solar
shrewd vale
#

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

pliant solar
shrewd vale
#

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"

shrewd vale
#

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

shrewd vale
#

in any case i published the maskfixes v81 update and hopefully the other one is deprecated so there is not confusion between the two

warm sail
#

It throws this, and then masked ai completely dies

#

I would not use it at all right now

shrewd vale
# warm sail

it'll just need a recompile, zeekerss changed the EnableEnemyMesh method signature by adding a new parameter to it

warm sail
#

Yeah

crisp pewter
#

thanks for letting me know.

crisp pewter
#

should be fixed now in v0.0.3 (uploaded just now)

fast marsh
#

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

dim sky
#

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

shrewd vale
#

i need your log to see what happened here

warm sail
#

MRAPI I've heard has quite a few issues on v81

dim sky
#

im using the patched version

#

since the main branch induces a memory leak

untold idol
#

god this in me logs after booting up

warm sail
#

šŸ¤”

#

I haven't seen this error weird

shrewd vale
#

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

untold idol
#

I can send the code, but it's a super barebones pack

fast marsh
#

Only happened two times the masked be unable to kill a player. Do you know why this happens?

fast marsh
#

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

shrewd vale
#

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

shrewd vale
#

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

fast marsh
#

Not sure, but I think it's about a player who turns into a masked that can't kill any other player.

untold idol
fast marsh
#

@shrewd vale its a v80 problem i tested with imperium both v73 and v80 and v73 its working normally

shrewd vale
# fast marsh

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

fast marsh
#

At least I know its not a problem with my modpack.

shrewd vale
#

@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")

fast marsh
#

yes, advance features show bludgeoning

shrewd vale
#

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

thorny summit
#

uh oh lol

shrewd vale
#

i can hotfix this really easily and then suit sync should work again

#

and players will drop their items again

thorny summit
#

nicee:)

shrewd vale
#

and outside players will stop being immune again šŸ˜…

fast marsh
#

:D

thorny summit
#

well i did expect that discussion yesterday was about vanilla anyways lol, but i'm glad you figured out how to refix it here ^_^

shrewd vale
#

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

thorny summit
#

well like u said last night

#

hard to break it harder than vanilla lol

shrewd vale
#

okay v1.6.1 has been published

burnt wedge
#

hello, can you make a feature to drop masked player body after killing him like cadaver?

shrewd vale
#

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

burnt wedge
#

damn

#

ik you dont have to but maybe just make it separate mod?

shrewd vale
#

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"

burnt wedge
#

im begging you, make it if you have time and nerves

#

it would pretty nice feature

fast marsh
#

When a player transforms into a masked, is the bodycam disabled?

shrewd vale
#

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