#Science Bird Mods
1 messages · Page 2 of 1
Yeah, the freezing/stalling has basically been ruining multiplayer for me, nobody wants to keep relobbying 😓
doesnt seem to happen with just SBT and Diversity installed, so probably not a core issue of my mod at least
I do have LC Office installed (though I'd thought Xu had fixed its issues), but I don't have voxx's.
jacob did fix most of the lc office issues
yeah definitely get voxx's, and if you're able, check which interior generated when you get stuck in the ship on landing (it'll be somewhere in the console logs). if it always gets stuck on a certain interior (like office) you'll know that's causing issues.
It definitely was prior to rewrite but havent tested since then and I assume it probably got (inadvertently) fixed
Will do, thank you both so much, this has been very frustrating of late lol.
Like, I just wanna die horrible deaths and not meet quota already 
@lean pendant suggestion
tweak to make the radioactive barrels from fission-C SHUT THE HELL UP
I personally do not find them much worse than Clocks with their noise
suggestion
tweak to make the clocks SHUT THE HELL UP
(I don't actually mind the clocks too much. The barrel I guess wasn't too bad either, but I think it was a bit worse. Jokingly, I want it to shut up. In actuality, I don' really mind)
I imagine it wouldnt be that hard to make a config blacklist of items to mute
i know a few people that would put all the noisemaker scraps in there 
Server client hell world for dogs getting attracted perchance
Idea: They'll spawn ticking, but after you drop them after a certain number of times; they'll break and stop ticking
So their gimmick isn't gone entirely
Would you also be interested in adding a patch that allows earth leviathans to emerge anywhere
They can only emerge on terrain, so earth leviathans are non-functional on moons that don't have their terrain setup correctly, or the playable area lacks any terrain, e.g. Calt Prime and Prominence
wdym by "terrain"?
just took a quick look at earth leviathan's code, they seem to be able to emergy anywhere with navmesh, are you asking for them to be able to emerge in places without navmesh?
Na
It's a weird thing like
They can only emerge when there's a player on the moon's geography
if said player then walks onto an artificial structure, say... one of Artifice's warehouses, the earth leviathan can no longer emerge on that player
probably this then
i'd have to check the artifice's warehouses to make sure though
does it still make the emerging sound or just completely disappear?
No
When you look at the monitor (Or Imperium's mini-map), you can see the earth leviathan repeatedly snapping onto their target player that's on an artificial structure, trying to begin emerging, but doesn't actually go through with it
oh actually i think i might be seeing what you mean
No noise, no particles, nothing
for (int k = 0; k < StartOfRound.Instance.naturalSurfaceTags.Length; k++)
{
if (raycastHit.collider.CompareTag(StartOfRound.Instance.naturalSurfaceTags[k]) || (StartOfRound.Instance.currentLevel.levelID == 12 && raycastHit.collider.CompareTag("Rock")))
{
flag = true;
}
}
it's a bit indented so looks a bit weird
and i'd have to read more to really tell
but it might be that it wont emerge if you're not on a natural surface or "the 12th level with a tag of rock (probably embrion)"
does this seem consistent to you?
Ya
What seems consistent? Earth leviathans being unable to emerge on non-terrain/natural geometry?
If so, then yes
Every time
if you spawn earth leviathans on the moon "adoration"
they cant emerge
because the moons playable area isnt marked as natural terrain
Ya
I'm essentially asking for earth leviathans to not give a shit about natural tags, and to simply emerge whenever they're given the opportunity to
the thing is
this is how zeekerss created safe spots outside of the small radius around the ship that makes earth leviathans ignore you
if sciencebird tweaks were to add this, you can no longer use a few structures to regain stamina at an earth leviathan
Well, obviously, have the Ship be an exception, as well as ladders
As if forest keepers and eyeless dogs don't have the same issue?
zeekerss actually forgot to make the shed on artifice count
not really the same thing is a giant ass worm emerging through the ground
I mean
logically you would expect the structure in question to collapse
A giant-ass worm emerging through anything makes sense
or be eaten
and you would logically imagine a hole left behind from where a leviathan emerges, but it isn't there
Same with trees and scrap
worms actually dont leave holes behind in real life though
last i heard anyways
they just push dirt away from them, but it reforms
but trees and shit yeah
??
Yeah, the 40m biological drill is totally not going to leave any damage behind
Also, you're wrong regardless
my overarching point is zeekerss intentionally created things that make leviathans unable to pop out
I don't care
This gives the opportunity to integrate earth leviathans on finnicky moons (Like Prominence) better, and if you don't like the change, then disable it. Every option in ScienceBirdTweaks is optional. No since in complaining
Leviathan being destructive would be cool, hard to prevent soft locks if it removed game objects on collision though, I'd think a texture overlay would be easy-ish similar to quicksand
Actually just spawning an actual quicksand puddle is probably a decent approach
Loose dirt or something
what are we arguing about
Some are saying I’m the best, others think I’m the second best
I feel like this is an issue with moons, not the Worms. Removing checks like this could have unforeseen consequences
Holes the size of the one these Works make would not completely fill themselves in. The lower parts would collapse but there at least would still be a divot at the top. There being no hole at all was for gameplay simplicity
and also i imagine it's a nightmare to implement beyond like a decal, or similar
!!!feature request!!! would it be possible to add a config to hide the exhaust smoke from the cruiser? (And maybe even the old bird's exhaust too tbh)
IMO it never really looks good, but so often is wayyy too visible through all sorts of weather effects which makes it look 1000x worse.
Or if possible - but prob way harder to actually do - make it actually render below other detail layers instead of seemingly above every other effect.
yeah I've noticed that many times myself, there's a lot of weird render priority stuff lethal. would def like to fix it if it's do-able
So true. idk if anything else has that smoke effect beyond old birds and the cruiser... but if it's something inside it wouldn't be so noticeably bad looking from long distances so ig it wouldn't really matter.
wdym make it count
as a place earth leviathans cant pop out
yeah but levis can't pop out on the arti shed
I'm pretty sure he fixed them being able to do so in an update
yeah ik
I had it happen on super early artifice and then ever again even when leviathans were active and near me or other players
and I also read he made sure they couldn't go in that shed LMAO
in some patch notes I think
he did change some of the earth leviathan's logic in v50 which was probably done to address this
yeh
i think earth leviathans also used to be unable to attack on embrion and then that got fixed
it was kinda bullshit dying there cuz like
you have to crouch to get out
and the place is super cramped so it's not easy to run away
How is that a fix
what
so it was fixed
yeah???
wdym how is that a fix LMAO
narpy please sleep at a normal time your brian ain't brianing
our dog, brian griffin, is dead
earth leviathans can not normally attack when their target is standing on rock
but the entire surface of embrion is considered rock
so in earlier versions of v50 earth leviathans could spawn and target players but they would endlessly grumble and never be able to attack
zeekerss allowed them to attack through rock when the ship is landed on embrion
Wait, the code still stops them attacking on rock unless the moon is Embrion? That feels... jank. Honestly, rock seems like something they could break, considering they're massive worms that live underground lol.
yes to answer your question
Bruh just let them break through rock or change what Embrion's tagged as at that point 😭
worms on Nephrite boutta feel real dumb
I assume it's because tags are used for footstep sounds, and some moons probably use the rock tag for some larger structures or obstacles, but the same tag has to be used for Embrion to get those footstep sounds.
idk why the ground on embrion can't just be tagged the same as assurance ground
arent they the same sound anyway
assurance ground is tagged as sand iirc, but sand footsteps sound a lot like rock for some reason
that's why for my own moon I used snow tag for my sand footsteps. I guess it's subjective though, just sounds a little gravelly to me
sand does not make gravely sounds unless you dig in it or something like that
I think it works well on assurance and offense and such because they're quite rocky moons
actually walking on sand irl when it isnt wet feels rougher and doesnt really emit any unique noise from stepping on concrete
depends a lot on the sand, but I get ya. when will zeekers add 10 different sound effects to account for varying soil density
add granny

add john
i dont think theres a sand tag btw, pretty sure it's gravel
john company
you get it
ye, I meant the tag used for sandy moons, internally it's just called gravel (which explains the sound)
Please add to the mod :trolling:
there's not really any sandy footsteps
snow sounds too wet and crunchy
and there's two different varieties of "hard rock" (both rock and gravel)
i forget what the vanilla maps use
offense and assurance anyway
they do gravel cuz worm, remember?
yeah, vanilla doesnt have any proper sandy moons, assurance and offense just use gravel
oh yeah that was the entire point of the conversation
oops

I just can't really think of a moon where there's only some small area with floor with the rocky tag that worms are barred from. I guess the randomly placed little rocks but would that really stop the worm?
By giving Embrion a new tag I meant like call it "amethyst", "crystal", or something but it could still technically use the same footstep sound as rock.
yeah I also dont know, just guessing. my only idea would be the really big rocks on assurance and offense
Ah, yeah that makes sense
i can confirm random rocks dont stop them
what stops leviathans from emerging is checking the surface tag a player is standing on
different objects have different tags obviously
Yeah I know. I assumed those rocks might have the rock tag
I'm pretty sure the random rocks do have the rock tag, but idk enough about leviathan AI to say how that affects their behaviour. they could still easily emerge from the ground underneath the random rocks
also u cant add tags to the game in runtime
youd have to be standing on top of the rock for them to not do it
@lean pendant
Wanted to report a bug: the green light doesn't show when you disable spike traps with the zap gun for some odd reason
I'm not using any other mod in this clip other than imperium (and dependencies) and lcbettersaves
Thanks for the catch, accidentally left a mistake in the last hotfix. Fixed now 👍
You think you can also add an option to hide the Clipboard in the cruiser?
a little more out of the way than removing ship objects, but yeah that's probably possible

add a setting that breaks every single thunderstore ToS
If only thunderstore had a ToS
dunno if this error broke something i didn't noticed, I just search if there's an error in my test run
probably an incompatibility with something else changing the hazards, I'll add some more safety to the code later 👍
afaik only fair ai I have that changing hazards
Idk if you've had time to look into the exhaust visibility thing @lean pendant but I tried a bunch of ways to get it to disappear using Darmuh's shipcolors (which can be a bit finicky because disabling rendering actually disables the whole object - meaning like you disable something from rendering and the audio and stuff from it gets disabled too)
Anyway tl;dr I can't get it to show up to be disabled using shipcolors, so I'm not sure how the particle system (I presume) works as far as rendering goes. Inb4 hardcoded lol
Unrelated but I'm having trouble conclusively testing this - does having apparatus true blackout off but these other config options enabled still work?
Yeah those should work independently last I checked
I've looked into it a bit myself as well, seems like a fundamental issue with the shader it uses but I have a few ideas to try
@lean pendant a couple suggestions
tweak to make eyeless dogs not hear tulip snakes flapping their wings on your head (yes, this actually happens)
tweak to not get uncrouched after being hit by a turret, cause theres a lot of times it happens a few frames after youre behind cover, and they just kill you anyways because of doing that
I'll add them to the list. I'm working on an update right now which will add a bunch of things that were suggested here, including some for enemy AI
🙏 🔥
funnily enough it looks like the flapping isnt what the dogs hear, it's the laughing sound effects they make
MANEATER BUFF WILL BECOME REALLL
hopefully! need to learn a bit more about that door stuff you were talking about
i see
still annoying as shit that you can just randomly die
the part with turrets hitting you causing you to uncrouch is all forms of damage btw
yeah prob something with the player animator I assume
there's probably a hitting animation that the player uses that wont run unless the player is standing so zeekerss forces an uncrouch, my guess anyway
and if my guess is right itll bug out by repeating the damaged animation if you uncrouch later if the damage didnt uncrouch you
seems like the crouching might just be tied to the animator itself, at a glance I dont see any obvious place where the player is manually uncrouched
im pretty sure there is something that damages you that doesnt make you uncrouch
this animation doesnt affect crouching
different layer entirely
i dont know where the uncrouching is happening either though
i'd have to check in ilspy or smthn
hmm, yeah I've only lightly messed with the player animator, it's a bit of a mess
it's not something i'd like to touch at all, broke the players' arms and crouching a couple times myself
i guess if it cant be patched then oh well
not that its a patch
its just annoying as shit
should be possible, just dunno where the code that triggers it is
Up Zeekerss' ass or something
Can we add the 5 fish of legend
Have the force uncrouch when damaged be removed would be nice for me too. I have died a couple times to turrets in that way like Purple, and I suspect that there is trouble waiting to happen in the Mineshaft’s water tile
I asked about the water tile before and nobody could predict what would happen if you took damage while in it
1 fish 2 fish red fish blue fish
pretty funny but nothing gamebreaking
ye game forces a crouch if you're not able to really be stood up like that
the crouching again thing actually seems to happen even outside of a tunnel, damage only makes you stand up for a bit, but that'd be hard to notice with something like a turret
oh interesting
it might really be an animation thing then
but i couldnt really tell from looking at the animator
yeah even though it's on a different layer I'm thinking it's probably the damage animation temporarily overriding the crouch animation, will test that soon
Hopefully it is that simple
Mask Fixes' tragedy masked aren't compatible /w Science Bird Tweak's masked scrap
If the masked is tragedy; it spawns comedies instead of tragedies
Any plans for this compat?
It's supposed to check what mask the enemy is wearing, but would depend how it's implemented. I'll have to check if it works with MaskFixes version of that or if it's just that mod specifically
wonder if it works with seichi onis
i have both in my main mod pack i just dont use the collectable masks because i think its too strong
masked are arguably the easiest monster to kill, and the game practically forces you to fight them due to how theyre designed
im not one for there being a reward for it
but i can check the oni mask
yeah that's fair, that's why I made them really low value by default, too easy to farm otherwise. but overall I like there being some incentive to kill enemies, so I use it in conjunction with the lategame upgrades enemy drops
I'd assume not unless it uses a mask with the exact same name internally as vanilla, probably not too hard to add compatibility though
yeah it doesnt work
mask fixes would cause this issue yes
i have to apply the mask mesh and sound effects to the comedy mask
because the tragedy mask is disabled by default
and won't play sound effects if it's re-enabled because it's a network behaviour
even vanilla wouldnt have correct behavior with this mod though
because tragedy masks look like a comedy mask in vanilla
so you'd put on a tragedy mask -> become a comedy masked -> drop a tragedy mask
if you're checking the mask type
what I do is check what the active game object on the masked enemy is, I assumed that the disabled tragedy object would actually be the one used but I guess not. in that case I can just check the mesh renderer directly I guess
yeah if you want cross compatibility you'll need to check the mesh renderer
sorry it's a little hacky
no problem, I've dealt with plenty of hacks in my time
Ik this is more personal tweaks but could I request a tweak the modifies another mod?
Id be to be able to disable the moreinteriors bunker rats, interior works fine besides them fucking up the bestiary
if it's not too hard I'll see what I can do
nice, I love that mod and despite its age it works perfect besides that
isn't it possible to just downgrade to a previous version of it without the rats?
the version I use without em works just fine, unless newer versions have like extra tiles i don't think you'd be missing out on anything if you downgrade
I like to use the update all button so a way to not have to do that
would be nice
I cant imagine id be that hard a tweak
to disable their spawns
iirc there's like,,, other issues w the interior other than the rats on newer versions
like the generation just tweaks out and some tiles just make the game crash, or I recall hearing smth like that at some point
dam
yeah 2.2.0. was the one before the rats
and the versions after did some changes to the generation which may or may not have fucked up some stuff
man I wish someone would rip the files and try to fix it
like voxx did with the older sector 0s
uhmmm
I'm 99% voxx was able to do that because rosie had the files
the main reason why bunker wasn't updated is that major's pc just fucking exploded and he lost everything
nah rosie lost the files
thats why there are 3 versions
last I remember
for real?
I thoguht rosie was just a perfectionist
how did they lost the files like, 3 times
that's unfortunate
true true
yeah it should be possible to decompile and rebuild it (not something I'm interested in, but if somebody has sufficient dedication it's certainly possible)
so should I still look into disabling the enemy or is it not worth it if the newest version has other problems?
prob not worth it
Ill try and find someone to pick it up tho
since a decomp is probable
lol what
uhh, if you have any logs I can see if it's an issue on my end
also idc since this thread is basically for everything, but I also have a thread for Wither specific stuff too https://discord.com/channels/1168655651455639582/1338282728918880399
I'm in the middle of rewriting Wither's scripts for an update later on, so if it is an issue with me it'll probably be fixed whenever that gets done
also there's some other really whacky stuff going on in that video, did one of you get an apparatus and it de-synced? since it isn't there in the socket, that might be the root cause
oh yeah
on my friend's end the apparatus was invisible
in orbit
was it from the map?
ahh, okay then I guess that's an issue with Vacuity that ended up causing issues with Wither. if one of you doesn't have the apparatus on your client it's def gonna cause issues
well we also restarted actually
we left vacuity
went to wither
restarted
also
what causes items to not produce sounds
like
if the apparatus is still invisible it's definitely still de-synced. from what I've seen with other maps that have that have had that issue in the past (e.g. Tomb), restarting doesn't fix it, it's on the person who made the mod to register the item correctly.
it feels like items are producing less pick up and dropping sounds
do you have LCMaxSoundsFix?
hm
i couldve sworn the apparatus made a sound when you picked it up
and sniper's pillow and abandoned company asset's emergency flare
no it doesn't, I also thought that was weird but it's only on drop. it does make a sound when you initially pull it out of socket but not after that
k
ALSO
The Pinto Boy is like
floating in midair
and then falling
its so weird
ill get a vid
haven't tested that one myself, but it'd be weird if it had an incompatibility with a moon. if it's all the same session with the invisible apparatus could be generally de-sync related, not sure though.
Yeah that just happens with the pintoboy. Iirc if you set its offset to 0 in MattysFixes, it fixes it
no i mean when you drop it
like it has this weird animation where it like
Does it fall upwards?
a little bit and then it falls onto the ground
Curious. I'll have to check later to see if it does in my pack 🤔
if vodka knew interiors I know they would be super down to do it, they've been looking to pick up dead moon mods he loves
would he be open to suggestions?(Reale is working on LE ports but maybe some older LLL moon updates would be nice haha)
been a min since I talked to them
didnt know they were still active
tbh
lol
I don't know, you'd have to ask them but I they kinda just go with the flow
they're still around
the only reason altMoons hasn't updated is because batby still hasn't fixed the one issue that kills the update they worked on
scene selection is still fucking Dead
like it's set up just fine, and works offline but I think it desyncs? I'm not super sure on the deets but they can't release the update cuz of that
hm, batby's classes have been hell lol
yeah so I've heard
I can't imagine It'd be easy to do classwork and LLL at the same time
is batby from the US? cuz like if so I think they might be coming up on sunmer break
ofc
hoping everything will be fine compatibility-wise when v70 rolls around 🥴
don't wanna speculate though, just hope all goes well with his classes lol
please god i hope so
I think hes australian
if im remembering right
I don't wanna go through early 2024 LC where you couldn't use any interiors cuz they'd all desync constantly
got no idea, lmao
but hopefully school's going good for em
hope when he gets less busy in the summer we can get some projects done 😉
v70 is just adding tiles and making changes to existing moons I think, so hopefully shouldnt be anything like mineshaft update
plot twist he recodes the entire game
he switches engines
I'm expecting I'll have to be looking through a lot of code changes regardless, sciencebird tweaks touches basically everything at this point lol
we still need a skin for manticoils so they wear lab coats
so the mod is true
to the name
true...
only for clients it seems as well
i noticed in discussions before, there was chatter regarding people falling through the ship with some of your mods, perhaps a long time ago, but im just wondering, is there something you changed in the last update regarding below the ship?
i think i either have a corrupted save, or just one bugging out due to a mod, but, not sure which mod yet, but only ScienceBirdTweaks updated in the last 7 days since i last played with no issue. going to turn off a tonne of mods, and see if i can fix the save, but it may just be borked, just thought id ask.
There's an existing issue with other mods that MoreCupboards might make worse (which only happens on the company moon), but nothing like that with ScienceBird Tweaks as far as I know. I update fairly frequently, but all really small stuff, nothing I can think of that would cause big problems like that. Let me know if it does end up being anything with me though.
ok, well i know whats leading to me falling out of the ship.
the lobby is bugged, so i fall out of the ship...
if there is no shipwindowsbeta.. i bounce off the floor non-stop
if there is shipwindowsbeta, i fall through the floor into oblivion (presumably because im falling into the skybox instead of a brick wall)
so its not your mod, and not really ship windows fault either, as imho its the "bouncing" issue XD, might try deleting all beltbags or something as thats what erroring.
edit: fixed it by using imperium to move all items to normal positions within the ship.
i theorized it was sciencebird tweaks because this issue wasnt happening until like a month or so ago, and one of the only mods that couldve been logically causing it at that time wouldve been sciencebird tweaks
i dont actually believe it is anymore, but i still experience it, and i have no clue what could be causing it
well, the issue itself is seemingly due to an item within the floor of the ship.
i remove the item, and things behave normally again.
more descriptive?
for example, i had a belt bag stuck in the floor, now i removed that, and still got the issue, but i moved EVERY item using imperium (without ship windows installed so i didnt fall through the floor) and i stopped falling through the floor
to be fair.. because i had tonnes of mods off.. all my items moved a bit by themselves, because i had nothing to stop them falling...
so it could be an item fell into the void, which fixed the issue.
hmmm belt bags and jetpacks do this frequently
even with mattyfixes/smartitemsaving/etc
well i noticed i had a second item position and rotation fix mod installed, i probably should only have one (explains why ive had issues in the past), also, i think i bought normal jetpacks... for the first time in months.. (discount).. which maybe triggered the issue
i normally use "takeypacks" (jetpacks with a theme, for the same price)
@lean pendant
the mask does not have the mask on when I kill them but I have your config enabled
any logs?
I can get them but here is the code also
0196bbb7-f38f-fd05-22ae-d65e7226dcc1
this is probably why
in GI
oh
yeah there needs to actually be a mask for it to work
huge update for those who like playing with buttons
PEAKK
what do they do
stimulate your neurons
(some of them are able to control the floodlight if you have that enabled)
a friend is asking if you can make one of these buttons explode a player
I could, but I'm not sure if I should...
it would be funny 
(if possible, add a config to add steam names)
it'd be nice if there was some way to add totally configurable functions or something, would need a whole API for that though
add a button to instantly kill anyone using mods
(as in,"its not a cheat, its a mod!")
add a big red button that says dont press, it does nothing
actually configurable button tooltips would be pretty easy, might do that for fun
fidget toys in my lethal gompany
insane
it's what lethal was truly missing
so true!!
Honestly this is great
One of the buttons starts the eject sequence
i remember the april fools mod 🤣 when trying to open the ship door you are immediately fired
on orbit
Why should the fox not be affected
a bit involved for something non-vanilla, so not a major priority for me. maybe if zeekers brings back the kidnapper fox someday
Tbf you've done similar for mods, but if you don't want to do it, then fair enough
Considering they have a spawn cap of one, and a low spawn curve, it makes the threat of them very irrelevant when you can just wipe them out with a Cruiser
it doesnt make sense to me though
it is the exact kind of thing you should be able to run over
Again, it makes them irrelevant
and they're low enough to the ground where I could see them realistically slipping under the car as it passes over them
I usually stick to small fixes for mods since they're generally harder to work with than vanilla patches. something like the Wesley tape skip was one of the hardest things I've put together and I'd only do something like that if I have a large motivation to do so (and feel like there's a lot of player demand).
I don't mind you asking though, since this is basically the misc bullshit mod, but I can only prioritize so many things
@lean pendant this only removes collision, no texture or geometry right?
yes 👍
@lean pendant this isnt as much of an issue as it would be if you were to have the arachnophobia mod installed at the same time
but basically, your zap gun rework is causing spider webs to be able to block connections with actually zapping things
I can probably look into adding an edge case, but it should only matter when it comes to zapping other players, since enemies are a higher priority than map hazards
thats interesting actually
i forgot that theres a priority setting
so the way i discovered this was playing with the haunted harpist
i made them explodable with the zap gun(via usefulzapgun, shouldnt be related to this afaik), and when i tried to target them, the zap gun just wouldnt pick up they were there, and at the time, there was a spider web in front of me
i tested this with multiple vanilla game monsters, but it doesnt happen quite as consistently as it does to the harpist, probably due to how their hitbox is
tbh its hard to tell if it is even a thing happening
but i have no other explanation for the past events
and yes i made the top priority as enemies
additionally, ive never had issues with targeting the harpist, aside from just distance
its always worked just fine before
looks like it's just being picky about distance, but I can do some debugging with the raycast to make sure everything's working properly
ScienceBird Tweaks 4.2.0: I Heard You Liked Quality of Life
-
Many new small tweaks of various sorts:
- Taking damage will no longer cause you to stand up
-# (suggested by Purple) - Opening the belt bag interface will clear any scan nodes on your screen
-# (suggested by Purple) - Cruiser exhaust and other smoke effects are no longer be visible through fog
-# (suggested by Geist) - Most scrap items that make passive noise can be muted in a config list, including masks, the clock, animated items, and Wesley's radioactive barrels
-# (suggested by various people) - The starting moon can now be configured to something other than Experimentation
-# (suggested by AdjectiveNounNumber) - When (vanilla) bridges collapse, the items on them will now fall as well
-# (suggested by Narpy/Purple) - When starting a hold interaction before you've moved your cursor over the trigger, the hold tip will now still display
- Option in technical/debug config to disable all red warning pop-ups
- Mod tweak fixing ShipWindowsBeta shutters not closing when entering orbit
- Mod tweak fixing ship lever being interactable while routing with LLL
- Taking damage will no longer cause you to stand up
-
New tweaks for enemies:
- Fix for coilhead sightlines being calculated incorrectly for players in the mineshaft elevator
- Ability to override the list of "natural surfaces" which Earth Leviathans use to determine what they can burrow through
-# (suggested by Narpy) - Option for Earth Leviathans to spawn quicksand where they enter and exit the ground
-# (suggested by xameryn) - Maneater can be adjusted to exit its transformation animation when hit and its door opening speed can be increased
-# (suggested by Narpy) - Tulip Snake laughing triggering Eyeless Dogs can be disabled
-# (suggested by Purple)
-
New "ship additions" category (including rotating floodlight):
- More ship panel controls for the rotating floodlight: position reset button, rotation speed knob, and player targeting toggle (and a few other refinements to the code)
- Fully interactable "fancy ship panel" just for fun, easy for mods to patch in functions (also comes with dynamic light animations)
- Customizable "maximum occupancy" sign, which can update dynamically as players join
- Notification sound effect transmission to all players upon player death
- Bodies auto-teleport (if there's a teleporter) and are collected upon death, with special notification if the teleport fails
-
Changes and overhauls to existing tweaks:
- Shotgun unloading totally rewritten to cause less prefab issues, give a visual indicator, and be integrated with LCAmmoCheck's animation (with the author's permission), so you now check the chambers and hold the button down to eject
-# (suggested by Geist) - Ship Removals now includes an option to remove the clipboard manual from the cruiser
-# (suggested by Lunxara) - When any True Blackout occurs, a global sound effect plays
- Fixed Ship Objects now has a configurable blacklist/whitelist for modded items (rather than all-or-nothing)
- Gimme That Mask now correctly finds tragedy masks and also supports Seichi's oni masked
- Shotgun unloading totally rewritten to cause less prefab issues, give a visual indicator, and be integrated with LCAmmoCheck's animation (with the author's permission), so you now check the chambers and hold the button down to eject
-
Some experimental tools to adjust and debug interior generation and scrap spawns:
- Config section allowing you to spawn an additional amount of scrap whenever an interior generates
- Logging option which will calculate the "scrap density" of an interior, based on the total area of its tiles and amount of scrap spawned
-
Totally overhauled config to hopefully make it a bit more nicely organized and readable
- This will mean you'll need to re-setup all of your config after updating
the fix with the ship lever being interactable with LLL would be pretty nice as a PR to LLL if possible 
im also curious to see where in zeekerss code taking damage forced the player to stand up, i didnt look more than however much i did last time but it was fairly bizzare
it's just the damage animation which makes you do it, so I just reset the animation trigger after the damage animation.
as for LLL, my fix is completely external and a bit scuffed (I just continuously update the interactable flag while the routing is happening). I assume fixing it in LLL would be done differently (and generally better). I dont actually know what causes the issue in LLL, I just threw the fix in last minute because it was easy
afaik you're both fighting for the lever in Update 💀
:<
Small price to pay 
luckily I'd win
dam
banger update
I wonder how the 'grab mask on death' feature works ? I see in the image it works with the seichi custom mask, so what about other custom mask ?
I just find the mask on the body and replace it with the actual item, but I need to add in a check for each one. right now it's just comedy, tragedy, and oni.
I will say I think the change to ShipWindows Beta was intentional lol, cus when going back into orbit it's bot as necessary and the voice line used to bug out a lot with the original mod that being said I don't mind the option to restore the behavior
I asked TestAccount about it once and he never said it wasn't in fact he kinda just ignored the question lol
Also I'm impressed by how large this update is lol you fucking cooked 🔥
Oh perfect then, I was afraid of the compatibility with the Majora mask but since a manual check is needed then compatibility is good! Nice work
The Ship Windows tweak doesn't even appear to work in my testing
lol
Yeah it does nothing
Question about the "Config section allowing you to spawn an additional amount of scrap whenever an interior generates"
Would this still work with mods that edit what scraps spawn, like LethalQuantities?
0196ca6b-c2e8-a8b1-c87f-71aa068287ea My pack if you need to test, I suspect you didn't account for compat with Wider + 2SS potentially
does lethalquantities have a setting for additional scrap spawns depending on interior?
what the setting is referring to is what mineshaft does
not like, scrap injection
Nope
Just lets you specify the scrap spawns, amount etc.
well then i dont think it will conflict
extra scrap via specific interior is a different thing
wanted to make sure, because some things dont work with LQ like that
Like LethalElements blacklist for creatures not spawning outside during snowfall are ignored by whatever you set in LethalQuantities
it's not really, no one who saw the code when that came out was happy with it
it's literally just hard coded if mineshaft, give extra scrap
it would be nice if different interiors could define extra scraps to their scrap pools
but nope, just a mineshaft thing
if LQ doesnt correctly assign currentDungeonType then it actually wont work still
Lol
or if it reorders and changes dungeon IDs
because the value is hardcoded like xu posted
If you mean for the Mineshaft, it does
The +6 scraps spawn in with LQ
Dunno about this new ScienceBird setting though, gonna test in a second
I'm satisfied with the update
From my testing, it seems to work
I am surprised you remembered my starting moon suggestion, thanks for that!
yeah I figured it was something like that. I asked about it in the thread a while ago but seems like testaccount is pretty busy with IRL stuff. thanks for the info, I'll make a note of that in the README.
I'll also do some testing with wider and 2story ship later today
as of now, the auto tp will just always happen if you have it enabled in config (all gameplay affecting stuff is off by default)
Ah k
How the hell can someone cook this hard
You do know the city is on fire, right? No longer just the kitchen
The option to have more scrap based on interior is going to be so helpful on some interiors
Also the customizable "maximum occupancy" sign is the best thing ever thank you
the "Body Unrecoverable" message appears only when you have the auto tp enabled?
if it is, it's a good idea to have an option to see it with no auto tp
yes, and only when a body is automatically teleported. the idea behind the auto teleport is for it to be a death notification
It shouldn't be that hard to make it more separately configurable, I was already thinking about that
understandable
appreciate you remembering my belt bag report btw, i guess it was just a lot harder to think of a fix for and it took a bit of time due to that
but im happy that bullshit wont happen anymore to me when im playing my mod pack
it wasnt that bad, I just hadnt bothered to learn much about HUD stuff until now (which is why I did a bunch of other ui fixes). though I did have to add an extra case for gooditemscan which handles scan nodes differently
Would you be interested in having the Apparatus True Blackout ignore fire exit lights and lamp posts on the ice moons
- I imagine they're on another power grid due to their significance, and 2. Makes navigating in a dark facility more unbearable
Also, peak btw
Thank you for all ur work 💚
yeah I think i'd be down with adding an option for that, true blackout is pretty cruel lol. gotta pack like 3 flashlights
or radar booster if you're demented enough
These are requests btw you don't have to do them, but it'd be nice if there was a sub-option for making only LethalPerformance shut up
Oh I forgot Discord's dying
Disable Warning Popups is the config option I'm talking abt
GRAH THIS IS FUCKING AMAZING
Ugh
Check and Unload Animation
I remember the mod for it used to break viewmodels despite being very good, so seeing it here is amazing
Tysm
I didnt want to make anything too targeted against a mod maker's intentions, but it will work for solving that issue. there arent that many important warning popups anyways
Alr
Last yap session, a critque I meant to make awhile ago is for the Dust Clouds Noise is for it to use Experimentation's ambience, not Rend/Dine's
Experimentation utilizes Dust Cloud's particles anyway, and is overall weaker than Rend/Dine's blizzards
yeah LMAO
I mean, the discord dying
Monty pissed on the server computers I have photographic evidence
but teah, that thing too :]
Source: Trust me
I dont think experimentation has special ambience except for the wind height based audio (when youre higher up the volume of wind audio increases, this happens on a few maps), I might be wrong tho
I chose the blizzard sfx since it stands out more and doesnt sound like regular ambient audio, since the dust clouds are supposed to be more of an actual hazard
I'm pretty sure it does
E.g. if you're high up on Assurance, it just sounds like normal blowing wind
yeah ill have to check myself later, I just dont remember anything but the wind height thing
On Experimentation, it sounds like there's something physically moving in the air
Tbf Foggy exists
The weather feels more ambient personally
If we assume that the weather isn't an early version of Foggy, that is
fair, dust clouds is a moving weather effect so I like the idea of it being a "sandstorm" sort of thing. rend/dine blizzard fog is also moving the same way
I do think Experimentation’s ambience is different from the generic wind blowing sfx, and LethalResonance has separate sounds for both fwiw
Pluh!
I was never able to make the dustcloud mod to work :,]
Dusted?
It works for me
You have to set the moon names you want for the weather to be on in both WR and Dusted's configs
I don't think this is already in the mod but it would be cool if there was an option for the blackout weather to only turn off the sunlight while having the other lights continue? (like asteroid 13)
do you have a config?
for both
like this right?
hope that screenshot helps
That's just how I did it at least
@lean pendant (not sure if pinging is too much I just don't wanna have this suggestion get buried)
that should be pretty simple to have as an option, yeah
cool
also another thing with that is that the apparatus blackout would have the lights go off so you can have a double one
@lean pendant wait so
by default sciencebird tweaks makes mineshafts no longer have extra scrap spawn?
my interior scrap adding is in addition to whatever's hard coded in vanilla, so mineshaft extra scrap is untouched
oh i see
Minecraft +12 scrap 🤑
ah, the joy of not having to have a complicated start to this mod pack anymore
I am glad Science Bird did not forget my idea, I honestly kinda did myself
I write down almost every suggestion I get and put it in a big list (no promises I get to everything tho)
Disregard what I said; some mod, probably Dusted, adds it by default
Good idea, that is what I do myself when debugging my modpack
it wouldnt be dusted im pretty sure, but I can look into the sfx and consider using it if I think it's better than blizzard
Might be Imperium actually Idk
Nvm it's not
Let me check if it's Dusted then
It's inconsistent
What the fuck is going on lmao
I have no idea, man
also fyi, you can technically do this via config if you have enough technical know-how about the light objects names and where theyre located. that's not very accessible though, so I add options when I can
@lean pendant whats the tag for the footsteps of carpet
(its probably just carpet i just wanna make sure)
uhhh, I feel like it's just carpet or something? theres chance I forgot to include some tags for earth leviathan thing, I'll check when im next able to
well
im currently standing here on filitrios
and this guy is just not popping out
so either filitrios has insane earth levaithan blockers when they dont even spawn naturally to begin with
or the tweak doesnt work
oh no ok its just filitrios
wtf
above and below
I tested a bit on stuff like calt prime and kast for metal and concrete, mighta forgotten carpet tho
why does it have pop out blockers 😭
I would not wish filitrios earth leviathans on my worst enemy
the dogs are bad enough 😭
but the outside nutcrackers (besides the one you can spawn) are gone
so its balanced!!!
You could say they make transfers rather arduous
@lean pendant do you get teleported after being corrupted by a masked with auto teleport?
I believe that counts as the body being unrecoverable, since the player corpse doesnt exist. dont think I tested it tho
I might actually just disable it for masks to keep it mysterious
What's one more config option at this point 🚬
@lean pendant @sturdy lion Idk who's at fault here, either this mod or CodeRebirth, but I'm getting the tzp bug for some reason upon load now
0196cc52-fa9b-3d64-bb23-c8730da9039e
It's neither mod cus my pack is fine
@lean pendant This errored out and the game soft locked
wtf, I havent touched that in months 😭, I guess that might explain why the implementation is subpar
anyways looks easily fixable with better implementation
Figured this out: the way it's implemented it's tied to the "hide transitions" ShipWindowsBeta config. Since I'm using ShipWindows' existing methods to close the shutters (to minimize breaking any of the existing logic), my choice is either the transition shutters event or the landing one, and since the landing one waits for the ship doors to open (which wont ever happen when leaving a moon) I have to use the transition shutters event.
might figure out a less hacky way to do it, but for the moment you'll need hide transitions enabled for it to take effect.
The only thing I miss with your tooltip for the shotgun vs the seperate mod is enabling the colors btw lol, but dunno if that has a performance impact
havent messed with the tooltips in a while since I was focusing on all the other shotgun stuff, I can look into that though
Ah lol yeah I turned that off cus I always felt it wasn't needed but that makes sense
Insanely goated update holy moly
Does the LCammocheck integration make it incompatible with the separate LCammocheck (old, specifically) mod btw?
I'm just wondering if I need to immediately remove it upon this update - bc if it doesn't outright break I might leave it in until I overhaul my pack with v70
it should be fine as long as you dont have the unload animation or shells unloading enabled in my config, otherwise there'd be two mods trying to do the same thing
maybe too specific of a suggestion
but i just realized the coderebirth puppeteer also has a mask
is it possible to make it able to be picked up alongside the other drops
I'm willing to add compatibility for any creature which wears a mask that is also a scrap item (e.g. seichi's oni)
would also make it more worth it to actually kill, which is not easy to do at all
tbf it already gives u a weapon and a scrap so I mean
its like ~70 credits
in total
and the weapon is currently just a knife reskin
i know they plan to make it more special but its still just excruciating to put in the effort to kill it and be rewarded with just that
It's a better reward than the butler at least
disagree tbh
when you have a knife, all butlers are easily profitable, yeah
the puppeteer is not the same
Hmmm
and even if you dont have a knife, theyre way easier to kill than the puppeteer is
the reward for killing the puppeteer is moreso meant to be being released from the torture that is a secondary heart
thats understandable
yeah, i wouldnt mind seeing extra scrap drop though he is a strong mfer
can still take like 3 in game hours to find it
after you get the doll
at that point you might as well just deal with it
yeah he specifically teleports somewhere far from where you are
randomly atleast 30 units away from ya
small issue with the recent update.
I have this mod called RandomMoonFX which when the lever is pulled, it will land the ship on a random moon
with the new update, the lever now need to be pulled twice to land the ship
the previous version don't have this issue.
just these 2 mods I tried with my testing
wowza that's a wild one, it literally happens with every config option in the mod disabled. it'll take some debugging but hopefully I can narrow it down
minor inconvenience
yeah just minor one not a priority 😅
My modpack has the Halls of Flesh interior, which has a built-in +6 scrap modifier. How does this interact with this mod’s scrap modifiers, is the interior’s own modifier overridden?
there's no actual standard for interior modifiers, so any interior that does it will have their own system. I do mine manually at runtime as it's generated, so there shouldnt be any conflicts as far as I can tell.
i.e. any modifiers from my mod will just add on top (same with vanilla mineshaft)
Sounds good, thanks
Quick patch is out for some small things:
- New blackout config to keep guidance poles, keep emergency exit lights, or only blackout the sun
- Option to enable the "body unrecoverable" message any time a teleport fails regardless of auto-teleport
- Auto teleport now has a bit of a delay before activating, and will completely ignore death by mask
- Fixed not all surfaces being included with Earth Leviathan config by default
- Slight changes to the timing of the blackout sound effect
- Rewrote old code to fix errors with big screw
- Fixed things breaking without LLL installed
- Fixed weird patch incompatibility with RandomMoonFX
lmao?
ah it's fixed lol
I was patching a method and immediately returning but that somehow still caused issues so I just used a different method 😭
oh weird
that was fast 😳
Getting this error in my Vanilla+ pack (Pre-patch)
0196ce48-1de6-2841-a9d6-0cf82ae70caa
what exactly is the error you're getting? cant see much in the log
Oh ew it didn't pick it up
Hold on
Whatever this is
Causes the moon to fail loading and softlock the ship
Post-patch doesn't fix it
I'll add some safety so it shouldnt be possible to lock up anymore, but it also shouldnt be possible to end up in this state in the first place. are you using the clientside mode and fancypanel configs?
Yes
gotcha, I'll fix a few things up
should be fixed now 👍
Yayayayayyyaa
@lean pendant just curious... do all the gameplay changing options that could be implemented client-side (like snare flea forgiveness, as an example) automatically get disabled when running clientside mode
as of the recent patch I made it so stuff that involves network prefabs automatically get disabled (I already had it so the network prefabs wouldnt register, but now the tweaks themselves are also disabled), but havent gotten around to anything more than that.
clientside mode is a bit of an experimental extra thing I threw in, not something I super strongly support, so it's not exactly fully fleshed out.
i see
for what my opinion is worth i feel like "client side mode" sort of implies it shouldn't change gameplay in any major ways
since it needs to be compatible with vanilla lobbies
and with how many options exist for changing game balance i think some sort of way to ensure "mostly vanilla" gameplay would be nice
whether that's just "use client side mode as a host and then that limits what other players can use" or maybe an alternative of "everyone uses the host's config if client side mode is off"
i understand both are not effortless implementations though
and i have generally good faith my friends will be playing fair, so
@lean pendant Has a fix for the "Hands Full" tooltip been applied when opening doors with ur hands full/putting them in a cupboard
yeah ideally that would be the case. I probably need to generalize some of my config checking stuff to make that work nicer.
as for gameplay and vanilla stuff: my current approach is if you install the mod and change nothing in config, it's basically just a very light QOL mod. so, any gameplay changes need to be manually enabled in config anyways.
I definitely agree that's how clientside mode should work though, will look into that at some point
oh yeah I did notice that when I was adding in my tooltip fix this last update, probably an easy fix
Need it to also allow us to climb ladders while holding 2 handed items lol
Would be useful for LC Office when the Elevator drops to the 1st floor after pulling the Appy
use betterladders
this one?
Yep
use the other one
What other one? lol
🤔
also a tweak that would be nice is to allow for items like jetpacks/belt bags to not be carried in your inv
i know theres reserved item slots but with that the belt bag doesnt show up until you select it
like on u
so when you pick it up it just disappears
@lean pendant
for example
??????? all of this dudes mods are stolen from other people
the sound replacements are whatever but the 2 actual mods that are stolen don't have permissive licenses
i just realized that yeah
just example
s of what i mean
i mean, the guy don't want to hide anything, it's in the name, a complete public criminal in a way lmao
You've made this possible
Peak
Would you be interested in fixing the equip animation playing twice when you scroll to a slot?
It makes organizing outside the cupboard painful
sometimes it also plays constantly with specific items
Inb4 someone says it, "isn't necessary"
no idea what causes that
if both of these are from the same issue
then it is necessary in the sense of the specific thing i mentioned
because it is really dumb looking and distracting
Mhm
yeah I've noticed that myself as well, no idea what causes it tho. anything with player animator is pretty rough 
If it isn't too painful either, fixing baboon hawks constantly pogging after making a call would be nice too
I'd understand if you wouldn't want to do either in the end
i feel like theres a more important animation error with them
sometimes they dont exit their animation for sleeping when disturbed
and they just
move like that
That's much more uncommon than them pogging
It's every time they make a call, their mouths remain open afterwards
and it looks very weird and unintimidating
I can give them a shot if they arent too difficult, depends how the animators are set up
Oki
Thank you
Btw Science Bird
do you actually play the game often
I was wondering if you'd be interested in playing LC sometime
I havent played in a little bit due to some scheduling difficulties with my group, but usually pretty often. I'm honoured by the request but I generally prefer playing with people I know personally, and I think our modpack visions probably differ quite a bit lol.
Alr
i have wanted to figure out and solve this one for a while but never got around to it
i wasn't even 100% sure it wasn't caused by, say, additionalnetworking
I've experienced it in my bare bones testing setup a few times, so I don't think it's caused by that at least
its a vanilla game bug
Two requests for barbers:
- When they open a door while jumping, they burst it open
- Rookie barbers physically follow (Or rather stay in close proximity to) the Master; the Master's snare drum actually has some use to it since the Rookies will be in close proximity to it, for which you can hear and judge when a rookie is about to jump
The latter probably requires some rewriting of the Barber's code unfortunately
yeah I'm not sure about the viability of that one, changing door opening speed isn't usually that hard tho
Btw I'm surprised the catwalk collision doesn't have a check in place for Wider + 2SS I forgot to disable it when redoing the config and saw the error spam in the logs and was like "Right I need to turn that off" XD
ah, yeah that's another old one that could probably use a second look
Btw if using Auto Teleport Bodies I imagine GI's auto collection setting should be off since that patch will cover that
it shouldn't make a difference if it's on, but yeah auto teleport will do the same thing
ts is not embrion
yeah?
bro has never heard of modded moons
the landing zone looks like embrion a bit
thats what i mean
Yes, because the moon is composed of amethyst
@lean pendant noticed how u fixed cruiser smoke
could u do the same for redwood titans?
maybe, but you should probably try asking them to fix it in CodeRebirth itself
How'd ya do it for cruiser smoke? Making it blend in with post processing
I just remade the particle using HDRP/Lit. this legacy shader it uses is trouble, and I think HDRP/Unlit or Particles/Standard Unlit have similar issues iirc
Problem with HDRP/Lit when I tried is that my particles didn't inherit the colour over lifetime from the particle system or the base colour from the PS, also that it would turn white on thr angle you were looking at
I feel like I might've solved similar issues by just playing around with the surface settings, not sure if that would work in this case though
I havent worked with colour for this one so I cant speak to that aspect
Hmm I'll give it a try, it's been a minute since I tried switching the shaders
@lean pendant So since the 1.6.0 update there's been a bug that is sometimes causing the teleporter to teleport other players when teleporting bodies
that's strange, the code I run literally isn't capable of teleporting anything except bodies so that would mean the teleporter is getting triggered somehow. I'll see if I can recreate that later 👍
Yeah I wonder if it's some conflict with the GI setting, I may just disable it later
Can bird implement general fix for word parse failures for the terminal by chance 😄
Lethal Internship no longer wants to load its terminal command, but this seems to be a relatively common issue with mods, so thought I'd ask. I have let Szumi know for this particular case, just waiting to hear back.
this is vanilla im pretty sure
unless this is something entirely different
ive seen it a few times before sciencebird tweaks ever existed
but its decently rare if its that bug and not something else youre referring to
Oh interesting cus I never had it til now
my other guess was maybe it's cus of LethalElements Beta
i don't think LE beta has anything that would do that
unless its something with solar flare
but i don't think that touches teleporter?
its possible it isnt pure vanilla and just a relatively unknown rare bug that happens from some mod
ive seen a few cases of that where a bug is so rare people dont know it is vanilla, like the inventory softlock bug
but it could just be from a mod and no one knows what causes it
i know it isnt sciencebird tweaks though
i can confirm this bug happened before SBT
it's possible some combination of mods makes it manifest more frequently but im sorta leaning towards it being a rare vanilla bug, at this point
for a while i thought it was general improvements but then i started experiencing it without GI
Ah yeah prob vanilla then
so its not happening with just these 2. but happening when LLL is present and the LLL lever fix is enabled. I disabled the LLL lever fix on my part so it doesn't happen. thx for the fix btw !👌
What is LLL lever fix ?
its a part of sciencebird tweaks, removes the interactor for the ship lever while its routing to a moon
(idk if its just until the level id is updated or until everyone is finished loading the moon into ram)
Oh i see
I wonder if "removing the interactor for the ship lever" also means canceling any attempt to use the lever during moon routing, cause if yes that's the issue with RandomMoonFX it uses the ship lever 2 times (including 1 automatic use) to randomize and to start the moon. In any case this was fixed so we are good
Yet another hotfix with new config options:
- Landmine disabled sound effect now defaults to a clicking sound (can be configured back to the original beeping sound or made entirely silent)
- Added another mod tweak for ShipWindowsBeta letting you choose what sound effect (not voice line) plays when the shutter is switched, or mute the switch sounds
- Fixed teleporter de-syncing or teleporting multiple players (yes this was my fault in the end due to some bizarre Harmony patch shenanigans)
- Fixed Tiny Teleporter hitbox not working on other clients
- Consistent Catwalk Collision will no longer throw errors when it can't replace a catwalk
Ship windows tweak is so good
The stupid shotgun dropping sound gets tiring after a while
i just cant teleport the body in general
hope it was fixed
i also dont think science bird will be able to
, since there's changes to the colour as it goes up into the sky and making it hdrp/lit affects the colour depending on if light is pointing at the fog, but ill give it a try just incase
i have already changed all particles in the project, meteor shower, redwood, etc, to use hdrp/lit but they looked terrible and took a bit to go back to how they were
So its either look bad or look terrible? Lol
yes
clearly the solution is to create a mod that replaces the smoke texture with a clear background PNG so you just see nothing
that's jsut rollover + weather tweaks + slot mods
so like i said, QoL
that's exactly the qol you're asking for yes!!!
Don't forget default settings for BetterStamina and SellBodies

why even pull apparatus if you can just go to aquatis and get 2k
Yeah the default prices for Sell Bodies are so broken
Its insane
Enhanced Monsters by default does a similar thing with the default prices idk why
I do think slots are fine if you make them paid upgrades though
Weather multipliers are also okay if you tone them down so their proportional to the amount of people that will die to the weather / bring less scrap back etc.
I think the better approach is to make them tied to items rather than straight buffs. Like, instead of having extra slots be permanent upgrades, use BagConfig to let Belt Bag pick up scrap and balance that accordingly. Same for weathers, you can install the Beacons mod for Foggy, Lightning Rod mod for Stormy, etc. and make it so the weathers are easier but not better than clear.
I think this kind of approach fits the game more, none of the vanilla stuff just let you use it with no downsides. They also are easier to balance, like as someone who knows all the vanilla moon exteriors, I would be purposefully routing to Foggy moons for free extra scrap
YES YES YES YES YES
"Made the disabled mine sound effect configurable between a click (new default value), a beep (original sound), or nothing"
I don't see this in my config?
should be here
I cant actually confirm 100% that this works yet since I havent gotten a test going with >4 people, but it should. let me know if it does lol
@lean pendant suggestion
an option to blacklist specific items from being a SID option
SID option?
Single Item Day
ah icic
might be easy, I'll have to remind myself what that code looks like later
Why tho? It's a very cool event
it isnt for specific things
i dont mean two-handed scrap
i more so mean like roses from usualscrap
But that's the whole part of the fun for this event
Imagine you get an all Uno Reverse Card day, you know you are cooked because you will use them all to troll
But I can understand your point
Some more quick tweaks out:
- Fix for stretched out/incorrectly scaled hand icons on modded moons/interiors
- Logic to check for items with null properties (i.e. bugged invisible items from moons which didn't register them correctly, like the shovel and boombox from Aquatis) and attempt to replace them with the intended items
I keep trying to go back and work on my more major projects but then I think of another silly tweak I can add 
can you add a fix for every single moon that has the dropship music playing as its landing
(i advocate this to be fixed by every moon maker, this is probably not possilbe)
Atp tweaks is now a major project
And I think it deserves to be on the pedestal of must have mods
without a doubt this is one of the best tweak/QoL/bug fix mods
I think what especially sets it apart is the mod tweaks
Since nobody else really does that
At least not to this scale
like the dropship music playing too early before it's landed? trying to remember if I've seen that before but I could look into it I guess
I believe that's it
I think the reason for that happening is some gameobject or component that's disabled while landing in base game, but isn't disabled in modded levels?
Someone told me that a long time ago and I don't know if it's true
might be like the hand icon thing I just fixed where it's something messed up with the basic LLL setup, but subtle enough most people dont notice. I'll definitely check it out at least
that is why it happens yes
I'm trying to think of anything that would be a good tweak but I'm blanking right now
I might figure something out tomorrow, and I'll mention it here
Oh do you know about the siabudabu dropship lol
That one has the triggers for item spawning still visible 
It's really funny
4 red circles that follow the dropship
😭
#dev-moons in pins, reason it happens is the rip copies animation data incorrectly
music gets started too early, about it
i dont know how easy it would be to really tweak this, since you're editing animation data (which i dont think is actually accessible at runtime so you'd have to brute force it) that's per moon and you're assuming that whatever the mooner is doing is wrong if its not like vanilla
swapping out the animator is probably doable, though it'd have to come with something like a blacklist or whitelist of moons
i see
Not sure which would be easier. Vanilla ones are obviously fine and I think most major moons are probably fine, especially since there’s the pin in the dev channel on fixing it. My guess is it would be easier to input which moons need fixing.
However, I really only have used Wesley’s, Rosie’s, and my moons so that’s not the greatest sample size.
Who runs Vanilla Improvements? They should add it!
This may be wayy too much trouble to add @lean pendant, but would it be possible to have some way to balance the global death notification?
Like maybe pay a configurable amount of credits to press a button to activate it for that moon only. That way it can be bought as an extra/termporary safety net on harder moons without always being active.
I really love the idea of the feature, I just think having it always active fo' free might be a bit too strong.
- then the scenario where everyone is dead and you don't realize it yet wouldn't be able to ever happen with the setting enabled.
Ngl, thinking about the OG office map -
I wonder what amount of scrap is good for that interior?-
Like 6 or 8 makes sense
what's mineshaft's?
I would say about the same as that
it's 6 base game for mineshaft-
But I did tweak the size of Deamon's subsystem interior to be smaller, so I just added 4 extra scrap to spawn there
not sure it's exactly balanced or not
but considering how large it is and sometimes the interior being seperated by a huge body of water -
I might up it to 6 actually-
I didn't see whomsts it was, but I just wanna say whomstever came up with the idea for customizable useless buttons I love you
@lean pendant I have a suggestion for the mod.
- Add a way to make the apparatus true blackout work with the meltdown mod, this can be done by adding a percent chance that the meltdown happens when pulling the apparatus. If there is not a meltdown then the Apparatus True Blackout will happen.
I've definitely thought about turning the stuff in Ship Additions into purchasable upgrades, just havent bothered to set up the infrastructure for it yet. I'll keep that implementation in mind
It was me 😳, glad you've found good uses for it
(I think) it should be relatively compatible with meltdown from what I've heard (you need to check the "ignore animators" config for the red lights to appear though). I'll consider something like that if it ends up being easy enough to integrate with facility meltdown, not a high priority though
Well thank you! It's epic. My only thought for a potentially fun use for one of the currently useless buttons might be adding a configurable transmit command to that red button next to the blue light - only because one of the funny names for them I came up with was "Transmit Insult". Perhaps even randomly transmitting one of a few different configurable commands? (thus there could be different insults lmao) Assuming that functionality is even possible to begin with.
Regarding the ship additions being purchasable; at least speaking for myself, it wouldn't make much of a difference from the current implementation if it was a one-time purchase since (for me) it would still be too strong as a permanent upgrade for the run. My preference would be if anytime you pressed the hypothetical "activate death notifications" button you got charged credits and it only stayed active for the duration of that moon.
Not at all saying that it SHOULD be that way just because I'd like it that way, of course
but just givin' me 2 cents. Tysm again for all the epic changes 🫡
here's a weird suggestion, a fix for one mod's compatibility with another:
fix QualityCompany Fork's scrap value UI from breaking down if the utility belt from LethalThings is held?
currently the UI acts up and duplicates the value and total elements for each slot on utility belt, which doesn't update until the belt is dropped (this does not affect hotbarplus or reserved slots)
don't worry about it if this is too hard to implement
i just figured i'd ask since this is currently the only reason i don't use quality company
there's also a separate bug that causes icons to be doubled when doing the same thing, where you only scroll every second slot instead of each one, but i couldn't replicate it
Another issue with this mid belt 💀
@lean pendant https://cdn.discordapp.com/attachments/996957342417559602/1373237427644141648/2025-05-17_04-32-16_-_Trim.mp4?ex=6829ae84&is=68285d04&hm=bcc813be7e28b120477cc5cf13dcf08cf75510e0559dd08e2486616b55bbcb46& i cant tell if this is your setting still functioning when off or not
i'm considering removing it
cus if the GI lightning fix from enhancedtweaks doesn't work with it i might just bin it
I can make sure later, but it looks like it's emerging from the ground beneath the rock/between the rock and the ship. not totally sure how the player detection works when standing on map objects like that
it's a bit specific for me to do anything big for, but I might see if it's something easy
alright yeah
the utility belt doesn't work with enhanced tweaks either
guess it's done for
i guess i could rephrase, maybe instead of fixing that one niche issue, perhaps getting the utility belt to create its extra slots in a manner similar to how hotbarplus does it, to fix incompatibilities in general?
cus its gotta be something with how the utility belt is coded
but that's probably too big of an undertaking
(and honestly should be on lethalthings to fix it)
In that cas you could wait for the remaster by Xu
yeah sounds like somebody needs to port utility belt using a more supported API. like I said I can look into anything with it that's surface level, but I'll leave the remaster to others
is xu still working on it
last update was 4 months ago and that was just merging someone elses pr
theyre probably more concerned with coderebirth right now
fair enough, at that point don't bother
Yes
This will take time
in the meantime i'll jus have to convince my friend to use beltbag instead
Yeah not working on LT rn, also been working on a coderebirthlib so I can actually just not copy paste my code everytime I make a new mod
ye I can't even remember all the issues the utility belt caused in my game. desyncs, disappearing (it and items with it) - much less incompatibilities with other mods. 100% recommend the beltbag over it rn
xumisctools2 
That was just JLL before JLL was a thing lol
most of the time we just end up losing it anyway so not a big loss
maybe itll incentivise us to use the hotbarplus additional slots
CRL will actually be the stuff I have in CR for registering enemies and items and whatever else is in the game with different assetbundles and automatically created configs
personally I used to think an extra slot was an OP buff but it really helped people be more able to bring tools. Then I thought adding the dedicated flashlight slot would be wayyy overboard since it means 5 (FIVE) item slots - but making mirage masked more convincing + flashlights less of a wasted slot + the weight system covering the balance anyways (for the most part)... it really wasn't too bad.
imo if you've got crazy modded creatures and other modded difficulty multipliers a lil QoL buff here and there isn't too bad 
true, i'm taking an approach to my modpack of, "everything is way harder than it usually is, but to compensate the players are buffed a lot"
it's not perfect right now because there are many cases where things get swung in the players' favor too much
but i'm getting there
quota is probably a good way to sum it up
every moon has more scrap spawns and the weather multipliers are pretty generous, so in exchange the quota ramps up crazy hard
You should lowkey add a fix for objects that have this weird transparency effect when you are spectating
or whitespike's weird ass shaders lol
when you hold it up to blood and stuff
i'd rather see that in a proper fix mod like #1245891961966170204 tbh, but also curious as to what causes it as i remember @gloomy cove having the same problem but idk if he ever fixed it
specifically i see it for morecompany cosmetics and usualscrap items in spectate
yeah i've seen it for those i agree
lgu and other whitespike mods just have it when u hold it up to blood
it happens for enemy skins using ESK/ESR also
at least all the ones ive seen does
but its only really noticable on outside monsters
i have a guess on what causes it then, and i might have a weird fix
before you check
just note it is not an issue for hoarding bugs, theyve actually always been slightly transparent
just a missable detail
Yeah this has been a thing forever
it's probably not something i can fix personally but would have to be fixed by the person since the fix is similar to the AggresiveMaterialFix mod
any little decal just makes mc cosmetics see through
spray paint, landmine explosions, blood
that's usually where I encounter it the most
yeah..
Should i use aggressivematerialfix?
wow i didnt know it does it on this too
weird as hell
i dont really see a fix for this being a thing since it's a shader issue, only the person who made the content can fix it by using nomnom's patcher
what changed in 26 minutes
hero
damn
radar zoom is still stretched
?
you said you had a weird fix but then you said it would be impossible
it's not impossible, there's already a mod for it, it's just super destructive and aggressive and isnt worth it
the person who made the thing has to fix it themselves
well if you dont use modded moons you should be fine then right?
maybe? you'd have to play with it and see
that is there in vanilla
it's the helmet model you can see at the edges of your screen
zeekerss didn't disable its renderer being allowed to cast shadows
i fixed it in butteryfixes but I disable that code if you have modelreplacementAPI installed, i think, because i didnt want to test if it broke anything
can you implement a config to reenable it
yeah i think i'll just make it a config setting in the next version
so users can disable it if there's trouble
cause all the issues that people have with modelreplacementapi arent issues for me
in fact it fixed the viewmodel on the camera being shown
does it affect Atlas skyboxes?
I wouldn't know
k it doesnt sry
for the decals ? I did not, i have the same materials values as vanilla but there is still graphical issues with explosion decals or spray paint
and you use nomnom's patcher's hdrp settings?
yeah I've noticed it doesn't work consistently for everything, will try to make it fix more things in a later update
@lean pendant Also for some reason the zap gun on the heavy doors in the facility is not working
the zap gun wont lock onto them
I assume you've disabled the lethal doors options in config? looks like those broke it at some point, I'll get a quick fix for that out now 👍
I have lethal doors enabled
then that sounds like a mod incompatibility of some sort. using any other mods which change the zap gun or map hazards like doors?
I don’t think I’m using any that modify the zap gun or heavy doors in the facility.
I don’t have the code because I’m not on my pc right now but you can see all the mods if you install the modpack
?
That modpack is fucking huge