#Science Bird Mods
1 messages Β· Page 3 of 1
I've playtested bigger modpacks than this to fix smaller issues 
@lean pendant take ur time u are the goat
True!
The issue is with No Console Spam, it overrides the zap gun behaviour, you can turn it off in that mod's config
It does? Where can I change that?
change the cd list to not include 12
I thought that this mod only messes with the console
in order to clean up the console logs it needs to change existing code in the game (in this case the zap gun), and it seems like that always means my mod's zap gun function never gets run
should we just remove the entire line?
cause i dont want other stuff to break
well at that point you could just uninstall the mod, though I'd just see if there's anything else that doesn't work and disable it case-by-case
yeah does the other things that mod does break anything else
at a glance the zap gun is the only obvious one, but hard to say for sure. let me know if there's anything else unusual and I can check if it's that
I have to ask is there a bug that causes the muted scraps to just not spawn? I noticed after setting the clocks to be muted I've not seen a single one spawn
it could just be wild rng ig
but figured I would ask lmao
that shouldn't be possible as far as I know, my bet would be on rng. doesn't help that when you start looking for something you especially notice when you don't see it
Btw
Is the Miku plush broken in Polished plushies? I never see it spawn
I saw it spawn once before you pushed the most recent update but I've never seen it since you updated it lol
not on my end at least, was playing recently and got a day with all miku plushies. there are still some I've never seen in the wild though, since they're all pretty rare seeing a specific one individually can take a while. the rarity is adjustable in config as well if needed
and she's set to a weight of 5 so she should spawn
Hmmm
I wonder if disabling one of them causes it
I did turn off Rei, Pou, Neco-Arc, and Mendako is it possible she's tied to one of those accidentally?
cus Teto also has a weight of 5 and she spawns like all the time
lol
just double-checked the code and it doesn't look like anything's been mixed up, and if the ones that are disabled arent spawning that should indicate it's working
there's probably some debugging tool that could find out for sure by looking at the spawnable scrap in the pool, I can check real quick if I can do that easily. with low probabilities unintuitive stuff like that is bound to happen though
Yeah the game seems to consider her as not existing
I tried spawning her with simple commands
My only other guess is she's not properly registered for Only Load Enabled and turning on that setting broke her
RuntimeIcons registered an icon to generate though
so weird
Oh wait it does it for all of them even the disabled ones
Well I'll try enabling the ones I turned off and see if she spawns
if not then I turn off only load enabled
Okay well
reenabling the plushies I turned off allowed me to spawn her @lean pendant
So she is being tied to one of those
I just wonder which one
lol
time to turn them off 1 by 1
@lean pendant It's disabling Neco-Arc that does it
It also turns off Miku
Guessing that was an oopsie but yeah
I was confused because I couldnt recreate any of these issues when I tested and debugged just now, but turns out it's an issue with the "only load enabled" setting for some reason.
the configs are definitely tied correctly, but somehow that's messing with the order I'm assuming, I'll look into it
Why is it only an issue with that setting and disabling Neco-Arc? lol
Are you sure her entry isn't somehow under Neco-Arc?
Cus turning off Neco-Arc would turn off both, the others all registered fine when I had those 4 disabled
Just Miku also turns off with Neco-Arc lmao
no idea, I'm assuming not loading the neco-arc scrap interferes with loading other scrap down the line but idk why yet. this is the order they're loaded, but I dont see anything special about neco-arc
That is so weird lol
hopefully I should be able to fix this quick, but if not just unchecking "only load enabled" will work as a temporary workaround I guess
Yeah I mean at least I isolated it, bugs like this are weird cus I was thinking the enabled setting for Neco-Arc was also somehow tied to Miku in some way as like a master setting
this hurts me on a personal level
what about the scalability when scalability wont exist π
"Your honor, my client isn't causing this"
I don't even dislike Neco-Arc lol I just have mixed feelings on the plushie's design
im talking about science bird's code
What are they doing wrong? lol
let's just say I do a little fucking around and finding out when it comes to lethal lib
Lmao
Hard coding it 
this is like the old lethal things code
well technically still the lethal things code
I can understand LethalLib being a bit of fucking around and finding out though, you said it yourself it's not the most convenient to work with
it's cuz my assets arent stored in a consistent way so I was like whatever I'll just copy and paste the paths, I could probably easily make it a loop but it's mostly an aesthetic issue so idc really
I did look at lethal things as a reference at one point so that would explain it lol
using it is fine and easy, you dont need to fuck around with anything, rewriting it is a different story
Ahhhh
Oh yeah Lethal Things isn't the best to reference off of
That mod is in progress of getting a rewrite
XD
He's compensating for the fact that Lacy permanently engraved BALD on his forehead
I have alt+0153 muscle memoried for that symbol
lmao
I assumed it would be fine since they made lethal lib π, but like xu said it works pretty easily in the end so the exact implementation doesnt matter much. the reason my configs got messed up in this case is because I didnt thoroughly test the code I wrote to remove items (when unload is enabled) after I had to change it for networking stuff
i wouldnt recommend trying to remove items at runtime, especially shop items (doesnt work), i just dont load the items at the start if they're not enabled 
fixed now though, so I'll push a patch for that
Yeah do it the way Xu does it
TestAccount also does it the same way for his mods
the way i do it is a bit overcomplicated
Is Testy's method just as complicated?
my way works because i have like 100 pieces of content to register
Ye it's more for aesthetics/workflow/organization/scalability purposes to avoid copy pasting stuff 
yeah, that's what I'm doing already. I create a list of content then remove it before loading, it's just a made some minor oopsies in the removing part :3
idk about test account's method, but science bird doesnt need to change their method since it works
Not required per se 
Yeah true
icic, that's perfect then
Noice
my way involves registering a scriptable object for each asset bundle which contains empty entity names that conform to different scriptable objects inside of bundles like unlockables, map objects, items, enemies and weathers 
with each scriptable object registry having stuff to define configs, the other SO's, or whatever else they needed
Leakedβ’ content starts with a or b 
this is the biggest screenshot i could've taken of a list of 57 assetbundles with only hiding one thing π
and even it still has cactus budling that isnt released yet
Oh I didn't even notice that lmao
but yeah i like the automatic config registration
that's pretty sick. everything I do is basically a one-off so I dont worry too much about scalability or generalization most of the time
yeah if i only did one off's i would've never gone this far, this took a couple weeks where i wasnt sure it was even possible, especially the config stuff lol
the config stuff needed editor inspector tools so that it didnt show all default values for all supported types at all times and only the supported type im clicked on
working on a lib to release all this stuff so it makes it easier for me to release more mods though (and others if people want lol)
what a fucking creature, I love it
dori-dori-dori-dori 
@lean pendant For some reason the auto teleportation is setting off the inverse lmao
Btw is it your mod that is causing the lights on the ship to turn off when using the TV?
It isn't
Do you know what mod does do it?
0196f052-aa10-4a46-6b15-2305eefe786d My only guess would be Science Bird Tweaks tbh
I don't recall there being any code that touches the television
I was thinking a side effect of one of the recent updates lol
Cus as far as I'm aware none of my mods should touch it
as a confirmation, i messed around with the tv last night while setting up furniture lock, and it didn't do that
and ive got sbt
Yeah I'll see if it repros cus we also had Cozy Lights and I know when turning the tv on it would switch the lights off and turning it off they would turn back on
can't see any immediate issues from modlist
btw is there a reason you use MeteorShowerChance instead of RNGConfigurator
There's nothing else I would need to adjust so RNGConfigurator would be pointless
@fallow hornet we figured it out it's Skelaah's moons cua Skelaah did an oopsie
Lol
oh
lol what
π
@lean pendant i guess no one has really tried it
but it seems the tape skip for galetry doesnt work
the tape plays but isnt consumed
and you cant skip the video
OH AND THE MOON ALSO DOESNT UNLOCK
COOL
ok now after i disabled it
the tape still isnt taken
and now theres no audio coming from the video
i cant tell if this is just due to updates of dependencies now
tried disabling jll noisemaker fix and it still didnt fix it
wtf
maybe its the lethallib update that happened recently..?
yeah ok this isnt sciencebird tweaks so i think its the lethallib update
i
dont fucking understand
this is my vanilla+ profile, no major content mods or anything like that
I haven't tested Wesley stuff in a while but it was working for me last I tried, I'll give it a double check later
no its not your mod
even the tape skip thing? well that's good if so
ok
i figured it out
i had lethalnetworkapi off because i had it installed already for imperium and just disabled lollllll
kill me π
that being said
the skip actually does not work
so like
Unsure if its within the scope of this mod, but i think a visual rework for Quicksand would be really cool, especially with that Earth Leviathan change that spawns a giant puddle of it
Applying a slow-moving scrolling texture towards the center
Think like, mario 64 shifting sand land quicksand areas: https://youtu.be/vmSbKtzwbPA?si=KPUlRf4h03E4fjMv
15 Points
Grab the crazy box, and once Mario starts flying, "steer" him directly into "Shining Atop the Pyramid".
Not timed.
I personally think "flying" should have been in quotes instead of "steer".
Yeahh those ones
It should still visually make sense with mud on the forested moons and such
Only issue is, well, it makes quicksand easier to spot which some might not like, but its a config mod so whatever
Another issue might be getting the speed of the scrolling texture right
Will definitely look into this, though I'm not too familiar with how Unity handles animated textures or decals (if at all)
not sure if this is the same issue you're having, but looks like the latest CustomStoryLogs update broke something with the cassette loader when a tape is inserted (which means that my changes to the tape insertion never happen since it breaks before that, with lots of red text in console)
let me know if you're still getting the issue with CustomStoryLogs on 1.4.6, if so then the issue is likely some conflict with another mod you're using I guess. As for the story logs issue, I'll try and reach out to them about the issue and possibly just fix it myself via SBT in the meantime
It also might be an issue with me if you have the tape interact fix enabled, since it looks like they might've fixed that within the Wesley's Moons scripts already and mine might just be messing with it, that's all just my speculation though
silly oversight on my part lol, this is fixed along with a bunch of other stuff in the latest patch π
Noice lmao, yeah it was funny hearing the inverse make noise and watching a body teleport onto it, the animation and effects didn't work though
the flickering bugfix broke when you have LobbyImprovements installed
is it just a visual thing where it's always highlighting the top option? the way it works is it just keeps the currently "selected" option always highlighted, which is "resume" normally, so if any mod adds a new menu option which is automatically selected instead of resume that will be highlighted instead
if there's nothing else weird happening I think that's working as intended, been a while since I looked at it tho
oh ok
I don't really recommend using LobbyImprovements anyways, i found it causes quite a few incompats with other mods and breaks some things
I had an issue with clients on Seichi being unable to be teleported by the mailbox for the longest time for example and that was finally resolved after pulling LobbyImprovements
S1ckboy plans to discuss it with 1a3 when he has some free time, I would assume it's altering or messing with client rpcs in some way
You have not yet learned the art of blaming random people for your problems
solution is to not have the mailbox enabled to begin with because its evil
And apparently, it's always slayer's fault
just curious, as im getting back to updating my modpack again-
is the falling throu on gordion bug fixed?
im either blind or didnt see any mentions about that on the changelog
no one knows whats been causing this definitively
i have had it happen on the ship in orbit more than not
someone who knows modding well in the butteryfixes forum post proposed its possibly a butteryfixes issue
but we still arent sure
damn
how the heck could that be causing that lol
i mean
you can just read what they posted
ah I didn't scroll up far enough to see it. Didn't know how long ago it was
Awesome!
to clarify in case you dont know the full story: this is a problem that potentially happens more frequently when using MoreCupboards specifically (ScienceBird Tweaks is totally fine as far as I know). I also know it isn't caused by MoreCupboards directly since it can happen without it, and though I did some extensive testing a while ago I was unable to recreate the bug. My only guess as to why it happens is some weird combination of mods/scrap items that makes the game not play nice with placement colliders like the desk on Gordion.
unity also has a weird bug that just sometimes causes meshcolliders to not work
on a potentially unrelated note
i've only ever seen it happen on mobile games and even then it's like a 1 in 500 reproduction rate
but i have seen it before
meshcolliders just completely failing to work properly until the scene is reloaded for some reason or another
failing to work in what way?
xu xu xu
like not providing collisions, not being able to use Physics.ClosestPoint (that one stumped me for a bit but it was a toggle in the mesh collider)?
collision being disabled completely
you walk right through them as though they arent there
reload the scene and try again and it's just the same as always
my guess is some sort of initialization error but it seems to be an internal unity error and not caused by any game specific scripts
hard to say for 100% sure without more information though
@lean pendant just wanna confirm this isn't cus of you, I was doing some testing on Oldred last night and saw JLL throwing a ton of errors likewise the Oldred mines seemed to not be going off. I know you patch some functions with JLL so wondering if it might be cus of your mod
I can double check later to be sure, but I don't think this is me. I've seen a lot of errors like that before on moon landing before though. My mod only touches the JLL noisemaker stuff.
Got ya yeah I will bring it up to Jacob and see if he knows what causes it
this error occured when I got masked (I was solo) in Flicker (demonmae's moon)
I dont have teleporter yet.
It spammed after I got masked. It stopped after the ship got into orbit
Full logs :
ahh I think it's an issue with the unrecoverable notification config, didn't do a good enough testing when I threw that config in a while ago I guess
woa thx for the fast reponse! what should I do?
to fix it for now you can disable the unrecoverable notification in config, I'll put a fix for this out soon though and it'll be fine after that
Does the additional scrap for specific interiors override the Mineshaft's default one?
its additional on top of already included extra scrap items
Thanks! I was just making sure
this should be fixed now, let me know if any issues persist π
@lean pendant Hello, sorry if this was reported already or if it's simply unfixable. The video tape skip for Wesley's Moons does work as it should in the latest version of the Tweaks, however if the host decides to skip the video tape, the client will continue seeing and hearing the tape as if it was never skipped.
Admittedly it does not cause any further issues than this, only creates a slight dissonance between what the host and client see.
From what I can tell, this is caused by the latest update to CustomStoryLogs breaking the tape machine. I might try and patch the mod myself at some point, but for now you can downgrade to 1.4.6 to fix it.
#1350616165289951272 message
i tried this (solo btw)
doesnt work still
do you have interact fix enabled? if not than it's probably some weird mod incompat since it works on my end
you mean the tape insert fix..?
yeah this one. I mentioned earlier they may have fixed this in the mod itself, so it might be causing problems now. not sure though since I havent actually tested it in a while.
Thanks for the fast response! I will do a quick downgrade and test it in 1.4.6.
When I was testing it in 1.4.6 and 1.5.0, I had the insert fix enabled and it didn't cause any issues on my end.
(downgrading to 1.4.6 does indeed fix the tape skip desync, thank you :3)
Admittedly, I don't use the JLL Noisemaker fix, although that shouldn't be related since it changes a completely different library.
Did you ever get to the bottom of this btw?
Would you be interested in adding a mechanic that makes nutcrackers see falling scrap items, and goes to the last location where the player was dropping said scrap items at?
It's weird that nutcrackers 1. Don't see you drop scrap items right in front of them, and 2. Investigate scrap items they see falling from above them right in front of their eyes
Another complicated request, so I understand if u don't wan' do it
@lean pendant Since you merged in the features of Useful Zap Gun and fumo is no longer updating the mod, can you implement the feature to zap bees as well?
I'm definitely considering adding stuff like that and support for CodeRebirth hazards eventually, will take a look at their code at some point and see how tricky it will be
Based sciencebird once again
Oh btw
Do you think it's possible to address this through your mod? Or is this more of an asset problem
And I don't wanna press on stuff like this, because you already do great work and probably are also busy
is that really base lethal casino? I know there's sometimes some console spam but I feel like I've never seen that sound effect repeating or getting stuck like that
might have to test that sometime and see
Not sure abt base cus I haven't tried with just it in a while
I think it might be cus I always run morecompany and it might have something instanced per player
ive had the casino mod for awhile and ive never seen that happen lol
@lean pendant random suggestion #835 from me
is it possible to fix placing some items on the company building desk pushing you away
i assume you know what im talking about
i definitely know but @gray condor doesnt, can you explain what you're tlaking about
well afaik it only happens with two handed items
when you place one while being close enough, you just get pushed backwards
might also be angle dependant
i dont know but @sturdy lion does
With the way ScienceBird_Tweaks renames 'DustClouds' to 'Dust Clouds', could it do something similar for WeatherTweaks's Combined Weathers?
For example, 'Eclipsed + Flooded' --> Flooded Eclipse
I know Lethal Elements has 'Eclipsed Flare' instead of 'Eclipse + Solar Flare'
@lean pendant your mod is changing the grab prompt right? I'm noticing sometimes items just can't be picked up and I think it's cus of your patch
iirc I only change interact triggers, like doors and intractable switches and such, I dont think anything I do should be affecting all items. I do patch a lot of things though so I can double check
I know someone bought one of the items at the Galetry and only they could interact with it lol
til they put it in the SSS
the one thing I do which changes items directly is fixing items with null properties, but that only happens on orbit so shouldnt matter on a moon anyways
.
Ive dealt with a lot of weird item issues like that in my (often fixed by using SSS lol) so hard to narrow down exactly what it could be
this would be pretty easy, so I can put it on the list for a future update
havent heard of this and couldnt recreate in a quick test, seems weird since items on the table shouldnt have any collision. but I'll keep an eye out for it and if I do learn any more and think it's an issue worth fixing I might consider looking into it
items on the table shouldnt have any collision
they do though lol
they gain collision after being placed
hmm, I guess the random placement makes it hard to test but I couldnt get it to a point where the collision did anything if it was there. maybe if you had a ton of items stacked and managed to get the random placement to put it on the edge?
Btw curious if you ever ended up improving the Falling rotation fix and I was also wondering if the issues with it happened to be that maybe it conflicted with this fix in Open Body Cams
I've had the rotation fix on and been using open body cams with no issues for at least a few months now, so I don't think it's that simple, but I didn't know about that config so I can check if there might be any potential conflicts in certain situations.
Yeah I do know the issue I mentioned where people saw items floating pertained to late joiners so it's possible it needs some compat fixes with things like Lobby Control, it's also possible LobbyImprovements may have caused issues in the past since I found that seemed to break some rpc related things with some mods in Multi
Some names you could use:
- 'Blackout + Snowfall' --> Blackout Snowfall?
- 'Blackout + Solar Flare' --> Blackout Flare?
- 'Eclipsed + Blackout' --> Blackout Eclipse
- 'Eclipsed + Flooded' --> Flooded Eclipse
- 'Eclipsed + Rainy ' --> Rainy Eclipse
- 'Eclipsed + Snowfall' --> Eclipsed Snowfall
- 'Eclipsed Flare' [unchanged]
- 'Foggy + Blackout' --> Foggy Blackout
- 'Foggy + Eclipsed' --> Foggy Eclipse
- 'Foggy + Flooded' --> Foggy Flood
- 'Foggy + Snowfall' --> Foggy Snowfall
- 'Foggy + Solar Flare' --> Foggy Flare
- 'Snowfall + Solar Flare' --> Snowy Flare?
- 'Stormy + Flooded' --> Stormy Flood
- 'Stormy + Rainy' --> Rainstorm?
- 'Stormy + Rainy + Eclipsed' --> Eclipsed Rainstorm?
- 'Stormy + Rainy + Flooded + Eclipsed' --> Flooded Eclipsed Rainstorm?
- 'Stormy + Solar Flare' --> Stormy Flare
Some of them I wasn't so sure about, do with it what you will
Or don't, I won't be offended :p
um um, Stormy + Rainy + Flooded + Eclipsed -> Chaos
also no Majora?
I keep meaning to check that mod out, looks sick
Does it support compound weathers?
eh only problem is the flood tbh
unless this is on offense
we love four monsters every two hours on eclipsed offense
Yes, but not progressive
These make sense and are nice
Imo some of the direct combinations sound a little weird to me (like Blackout Eclipse). I tried to come up with a few replacements that sound a little more unique but are still interpretable:
- 'Blackout + Snowfall' --> Black Winter
- 'Eclipsed + Blackout' --> Total Eclipse
- 'Foggy + Blackout' --> Black Fog
- 'Foggy + Snowfall' --> Whiteout
- 'Stormy + Flooded' --> Flash Flood
- 'Stormy + Solar Flare' --> Solar Storm
Someone else mentioned that snowfall + solar flare was like the northern lights, I could see that being a decent name
I would avoid getting too fancy with the names, I think it may be hard to deduce what weathers βNorthern Lightsβ or βWhiteoutβ are comprised of
Also aurora shoes up in base solar flare so kinda a misnomer anyways
'Whiteout' is a bit iffy for me too. I think it would make more sense with a Fog + Blizzard combo if that ever gets added.
I love "Total Eclipse" and "Solar Storm" ngl
But yeah, this is also valid
when I get around to implementing this I'll probably have a config list with some default names, so you can customize the combination names as you please
I am a fan of configs
I am too if you couldnt tell
I think modpack fiending for months killed my love for configs
I ain't built for that shit no more..
that's why all my configs are optional and mostly disabled by default
, only real config-heads need to bother with it. I've been thinking of adding a "recommended configs" setting or somethin for a middle-ground between default setup and full customization for those who want changes but dont want to look through every setting
Unironically more configs for the crates would be really good π
@lean pendant Oh wait do these combined weather names actually change the weather name, or is it like a visual thing for the monitor/terminal?
it would just be a visual thing
yeah I do the same thing for my weather tweaks change lol
Make extra configs configurable
they are actually, lol
if you dont have something enabled it doesnt generate the configs for it

lol.
does your mod do this
oh wait
i have problematic pilotry
does that do it
(the cabinet got moved to the original position of the ship as well)
you can try disabling the fixed suit config and see, I haven't heard of that reported by anybody else before though
could be an obscure incompatibility with some other mod
yeah i could try that
i think its some weird behavior with problematic pilotry
since that moves the ship
i'll make sure though
it's not this mod
tried turning the fixes off and the alternative logic, neither worked
it's just an issue with problematic pilotry i think
the cabinet getting moved back to the root of the level might be an issue with furniture lock
that gets compounded by problematic pilotry
It is, that's why I stopped using it :(
I can't live without toomanysuits
@lean pendant Btw this might be a bug on your end but we got Blackout earlier and the ship lights never reset from being super bright after for the remainder of the session
weird, I know there have been some bugs with the floodlight brightness in the past so I'll look into that
After a quick check looks like nothing is broken catastrophically in ScienceBird Tweaks with v70, only issue I could find is the rotating floodlight player targeting seems like it isn't working anymore. I'll also need to add the new furniture to the default vanilla objects to fix for fixed ship object stuff.
The only one of my fixes that might've been added in v70 is the coilhead one, but from a glance at the code I didnt see anything conclusive so unsure as of now
I'll double check but I'm not sure if that's me. my mod does some stuff on end of round so it catches any exceptions that happen there (thus why it's my mod logging the error), but my mod doesn't actually appear in the traces, though I also don't see any other mods either.
im still troubled by monsters not spawning also, my modpack is not stable in generall
id just not really try to run modded in v70 until a few days pass
yeah it'll take a bit for all the kinks to be worked out. as far as I know SBT should be stable though (and I'm working on a patch fixing some other stuff and better v70 compatibility at the moment)
there is some mod trying to call the previous method signature for FallToGround
he added new parameters to it in the latest version
yeah I noticed that in the code changes
should be as simple as recompiling whatever mod it is
but you'll need to figure out which one first and reach out to the author or find someone else to PR
basically
FallToGround is gone in v70???
just an extra argument added
if you believe Stan its just got new parameters
i actualy havent tried majora
its installed and the game starts so theres that lol
I dont think this will be broken, but some of my custom scraps should be
Btw does someone have a code comparison tool for v70?
yes he made a bunch of small changes everywhere
it's giving me a bit of a headache trying to update bf
too much small changes π π
so leaving a moon softlock wasnt about science bird tweaks
i got leaving to work i just need to check wich mod exactly it was now
Some quick fixes out:
- A few things for Fixed Ship Objects:
- Now includes furniture from v70
- Fixed whitelist excluding vanilla unlockables
- Added a fallback parenting method if a network object spawns too late
- Fixed incorrect brightness being set with rotating floodlight
- LLL Lever Fix now also makes lever non-interactable after pulling it and during day transition (reported by @stable shard)
- Removed Wesley Tape Interact fix since it seems like it isn't needed anymore
- Tried to fix issue with CustomStoryLogs breaking Wesley's Moons myself (while we wait on CustomStoryLogs to fix it)
Yay awesome thank you for the amazing fixes!
did you find that mod?
MattyFixes
oh thanks
@lean pendant
[19:25:38.6806226] [Error :ScienceBirdTweaks] Exception occurred within DespawnPropsAtEndOfRound: System.MissingMethodException: Method not found: void .GrabbableObject.FallToGround(bool)
at (wrapper dynamic-method) RoundManager.DMDRoundManager::DespawnPropsAtEndOfRound(RoundManager,bool)
[19:25:38.6806226] [Error : Unity Log] MissingMethodException: Method not found: void .GrabbableObject.FallToGround(bool)
Stack trace:
(wrapper dynamic-method) RoundManager.DMDRoundManager::DespawnPropsAtEndOfRound(RoundManager,bool)
(wrapper dynamic-method) StartOfRound+<EndOfGame>d__285.DMD<StartOfRound+<EndOfGame>d__285::MoveNext>(StartOfRound/<EndOfGame>d__285)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
when going into orbit
actually this might be because of another mod
yeah it was matty fixes
New vanilla rotating spotlight is real
Lmaoo
Do you think it'll be safe/stable to run this version on v69? Might not update my pack for a bit and the other fixes would be nice to have 
the only thing that might cause unexpected behaviour would be fixed ship objects, so if you have issues you can turn that off. other than that I imagine it's fine
Ah ty. I think the only fix relating to that I really loved was the teleport button hitbox not moving while taking off, is that separate from the v70 change you're talking about? Like the shipobject thing is different in the config and more to do with furniture right?
it is part of the same thing (technically the teleporter is also a piece of furniture), but you should be fine to try using it on v69. it's just possible there could be issues, mainly if you have modded furniture, it might think the modded furniture is the new v70 furniture and try to fix it, but that would only be an issue if the modded furniture isn't compatible with my fix. so, it's only a problem under very specific circumstances, just keep it in mind on the off chance it comes up
Gotcha tysm! My hats off to the peeps immediately scrambling to get everything to work but I will be cozying up with v69 for a while lol
yeah, there are a few key mods that will take a little bit to get fully working. I got lucky and basically didnt need to change anything lol (yet)
vanilla doesn't use a gradient eh
yaww, too hard to do from a screenshot of blender I guess π
I think this is better but muh pairity
update is still fresh and two of the moons dont even have contour maps yet so I'm gonna wait and see how final this type of map is
if it stays this way I might do this for all the vanilla moons, many ifs though
this looks automatable...
dont even joke lad
hypothetical, can you export a unity map to an obj or similar
yaw easily, everything I've done for this is in Blender
cause its composed of a ton of dif objects (I know vanilla shows the shipping crates and stuff)
lol???
which dont
march and titan lol
ok gonna try smth
titan would just be like, a line lmao
What I've noticed yesterday is that the radar map for dine doesn't seem to be aligned properly btw
Not sure if the entire map or just some hills tho
yeah I've heard about that, the contour maps are definitely in need of some updates so hopefully we'll see that along with hotfixes soon π
sorry for the reply but I think it's matty's fixes for me as well. Did you find a fix by turning off a specific option or is it just matty fixes overall if that's the case?
I think Mayy's fixes just got an update: https://thunderstore.io/c/lethal-company/p/mattymatty/Matty_Fixes/
ye, 20 min ago
i love mayy's fixes
thank you for mentioning it and thanks matty for fixing the fixes lol
is this mod working on v70?
yes
i'd like to suggest a tweak if that's alright
to just disable a harmonypatch in QualityCompany that prevents disconnecting
the savemanager function is broken in v70
and from what i can tell it's just this in the decomp
so hopefully won't be that hard
I'm gonna wait a bit for all the v70 craziness to die down first, but I can give it a shot sometime
yeah I got lucky and only needed to add the new furniture items to my object parenting fix for compatibility
lucky lucky
Are you interesting in adding a feature that allows you to jump when you're out of stamina?
Probably wouldnt be hard to add an option for
QualityCompany was totally broken last I checked :(
At least as of v70
qualitycompanyfork works fine enough
i have everything turned off except the scrap value on the hud, and the host ping
Oooh I didn't know that existed, this is huge
God I love QualityCompany
should make the ||new bird enemy|| wear a labcoat, id be a SCIENCE BIRD
trueee, as a bird enjoyer im a big fan of the ||sapsucker||
woah
Bird Nye the science bird. BIRD! BIRD! BIRD! BIRD! BIRD! BIRD!
Change its model to this while you are at it
Nah, I need a giant one blowing out my eardrums with its scream before I die
dont we all
fr though why is its scream so loud
Way louder than the literal sound cannons on Old Birds
nah i wouldnt say that
I would
It made me flinch in my chair it was so loud, first thing to do that without straight jumpscaring me
wish someone would add this QoL in their tweaks mod *wink wink
looks like it'd be pretty involved, but some of the features are neat so I might consider it at some point
If u add the scrap value hud elements then I'd definitely just dump QC in favor of your feature
this is from a playthru before in v69
when blackout or pulling the app
these errors pops out
(it happen again in v70 but I didnt catch it)
ah, yeah I've noticed that before, though it isn't usually that bad lol. I dont think it should cause any problems, but there's some things in the blackout method that I'll need to clean up.
now i've never seen any logs for what causes this but the rotating floodlight, and the fancy button panel buttons usually dont work, like the black switches cant be interacted with at all, and the button for the rotating light works but doesnt activate the light beside it nor the floodlights , its weird because sometimes it works in singleplayer, and sometimes doesnt, but it seems like it never works in multiplayer
if you know how to get proper error logs for it, then heres the modpack 01973555-343d-6ac0-894c-d467c6d4cc08
hmm, that's unusual. I'll look into it later π
Ive just been calling it the kiwi
even tho ik its real name
its internal name is kiwi 
giantkiwi get it RIGHT
erm actukshyally its GiantKiwi
erm ackshually those are pukeko
I like to just call it bird
Because that's funnier
Ik there's already like 3 other birds
@lean pendant
hmm, I wonder if it's a v70 thing. I tested the basics but not everything thoroughly. from the looks of it it's an easy fix anyways
Yeah this was a client sided error
Would it be possible to add a tweak to make the small radar camera face where the person is looking at instead of having their forehead take up the whole frame?
Seems a little goofy why it would face that way to begin with
I was thinking the crop is a bit tight, but there's openbodycams already for front-facing (though I'm not sure it's updated for v70 yet). I might be open to adjusting the camera angle a bit/making it work better on the local player, but would be a bit of an undertaking so probably not anytime soon
fair, I just thought the placement was neat on the monitor, but the orientation was a bit useless. And now that you say it it does seem a bit tight
I think it works well as a comedic tool even if it's less realistic and practical than front-facing. "live intern reaction" type shit. tbh it'd be nice if openbodycams or similar gets an option to add the front cam there, but it would be a pretty big nerf (to openbodycams that is)
I don't like it cause it there's no actual camera there so it makes no sense
have you considered it's funny
tbh I think it'd be even more funny if it was fixed to the chest facing upwards
type shit
yeah I was pondering something like that for changing its angle
the vanilla cam reminds me of that guy who did fisheye lens videos on tiktok
its really funny watching those types of videos where the head doesnt move at all but everything else does
i like funo's mod that just adds "LIVE REACTION" to the top of the camera
makes it so much better
amazing
Could there be a fix for mods where you put an item into something but the item's tooltip doesn't go away?
Like these
@lean pendant Does MoreCupboards still make issues more likely?
I found Mel's furniture mod throws so many try/catched errors and wanna replace it lol
with the bug that causes players to teleport to the ship orbit spawn point and constantly fall through?
Yeah
no one knows what causes it still
theres only been speculation
so yeah it would still increase the chance of encountering it
I guess I can keep Mel's furniture then
tbh no idea. if you don't experience the bug at all without it then maybe it's fine with morecupboards? since plenty of people are reporting having some variant of the bug without it installed, it must be some weird lower level thing. I tried testing it for a while to try and debug but was never able to recreate it π. I've simplified it as much as possible so it's basically just adding the vanilla cupboard with no changes (and the few things that are custom like parenting fixes are configurable)
Since the issue itself and its cause aren't really understood, it's hard to say what role MoreCupboards could play in any given situation
If it helps I think it was always a conflict with Mel's mod, the Infinity or Nan errors generally would link to one of Melanie's furnitures
and I found that her mod throws a lot of errors under a try/catch
I have Mel's furniture mod and never got this issue
Mel's Furniture + MoreCupboards + Cruiser Improved combo
I think did it
it's complicated because the errors always just link to some placement collider (i.e. item shelf). The issue I saw come up a bit was with company desks on Gordion or Galetry, which would throw Infinity/NaN errors even without Mel's furniture installed, and even without MoreCupboards installed
Interesting
Oh ok, well then I don't have the other 2
Well if I run into it again, I will try turning off the parenting fix
what does cruiser improved have to do with falling through the ship
The patch that ran when a client joined would cause it if I had groan tube installed
Almost always
LMFAO
Cus it couldn't add a ridgidbody iirc
something like that
Cruiser Improved I took out right now anyways cus Buttery says it needs an update for V70, BetterVehicleControls and Cruiser Additions I kept
Cruiser improved has also a feature to move items out of the cruiser on save load, which is not compatible with custom ships and can break other mods such as the SSS (I know this has nothing to do with the falling though th ship issue but still annoying)
It's cus of the logic change for damaging enemies that it needs an update
Cruiser additions seems really good from what I saw in the mods page (and in your streams)
Yeah
Hey, any chance u can make the terminal buttons pushable????
And maybe a roof for the cruiser that can retract a hatch when the eject button is pressed? And can fully retract with another button?
@lean pendant
Ive got all 3 mods and ive never had any issues with them in V71
Hey guys, I'm having an issue with ScienceBird Tweaks where it won't remove the floppy disk from Diversity
It just removes the computer for me
DiversityNoFloppy is better
I have it but I was hoping to get rid of it since this mod (tries) to provide the same functionality
Diversity no floppy has other fixes this mod doesn't do
Like the aforementioned removing floppies all together
Fixing the walker's dungeon generation
Fixing crashes
Etc
that shit is still broken for me regardless lol
I wish Diversity would get updated but it seems unlikely at this point
It's not broken its just disproportionately hard to get with default configs
You have to turn the contact amount way up to even have a chance at it
not what I meant
I have the full darkness addon enabled and the Walker's dungeon is just pitch black since
there's no light in there
so it's essentially impossible to navigate
I just killbind whenever I get sent there lol
Are you talking about the stairs
ye
I'm referring to the other one
there's a different one?
The stairs are gotten by touching the walker the amount of times defined by contact amount in config
Default 3
The other one is caused by raising the walker insanity level high enough and interacting with the odd door during a hallucination
like while your screen is black and white?
Yes
that lasts like 3 seconds lol
The odd door turns into a portal basically
that's like impossible to get
Yes it's extremely hard to achieve
And basically no reward
That dungeon has basically no features so it's easy to get lost, it generates way too big, and there's only 1 exit
When Diversity is updated soon(ish) it will have a config to disable all the floppy stuff, and I'll be removing my tweak then anyways
the update was ready for release before, but the developer waited until v70 was out so they could update to that version and have everything still be stable, so hopefully not too much longer, but I dont know much about the state of it
okay
also I'm new to sciencebird tweaks, i like it a lot
but i think the button controls for the rotating floodlight are borked in v70
i couldn't get them to work
It's not (exclusively?) caused by full darkness, I have the same issue without FD
Cutscene works fine, then entire screen goes black
dont think it's an issue with v70 itself since I've tested that, but I've heard some similar reports so might be some weird mod incompatibility. will be looking into it when I have the time
unless it's like v71 for some reason 
it would be v70 when I tried it
I agree this is bork
i dont use the mod but i agree it broke
Wasnβt broken for me in V70. At least, just enabling it and adjusting speed seemed fine. Didnβt try making it target the player
If you could fix this issue that would be cool
@lean pendant u might wanna switch these functions over since ship windows was finally pushed to stable
@lean pendant Played with a mostly vanilla pack today with MoreCupboards and someone started falling through the world, this error is different than usual but it might explain some things
RPC error
Ah, I think that's a v70 thing. surprised it leads to falling through the floor since I thought it was pretty much stable. I'll need to update the cupboards to have the new v70 shelf changes π«‘
oh sweet, yeah I've been waiting for that so I can switch things over and see what issues are still present
so this is for a different cause of the bug, and the primary cause is still not known
its so fucking over
Apologies for not responding earlier, I do read everything here but have been sticking to just urgent issues the last few days. It's not a high priority for me to hunt down issues in small mods like that, but if any of it is really simple I might include it in my next big wave of fixes and tweaks.
On Cabinet Item Storage specifically: I used this mod myself before, and would definitely recommend using an alternative since its issues run pretty deep. I made MoreCupboards specifically to replace it, so that's a more vanilla option, but personally I've opted for SelfSortingStorage since it's just a strictly better version of it (though different in aesthetic) that's a little less vanilla.
I have definitely thought about this, but it's more complicated than the ship panel since the terminal is a piece of furniture I'd need to modify at its base. I would like to have somethin like that at some point but unsure if it would ever be viable
wait what issues are there
Any issue with science bird??
probably nothing gamebreaking, but lots of messy network stuff (any mod which has its own netcode patcher like that is generally a bit of a red flag). items don't sync for clients on save load, don't behave normally for clients when taken out while landing, don't get removed on game over, and so on. it might still be useable, but at least in my opinion there's now mods that do its job a lot better
most things in my mods should be generally fine, but I have a few patches I'm releasing soon which will solve any remaining issues I havent gotten to yet
I've tried reaching out to you before. Your pack is extremely huge and needs a lot of working on. I've offered once already to help you out with touching up you pack. Your pack is 369 mods last i checked and a lot of mods in there are old and outdated and after the last couple game updates a lot of them are probably gonna have issues. Please consider my offer and let me know cause we can reduce the amount of issues you have been reporting and you will be able to spend more time enjoying the game modded.
Broβs got the kitchen sink modpack
01974d46-fcd7-7958-7347-9e11c20b31b9
what does this mean
its not thrown together
its very meticulous and runs very well
idk man, 369 mods sounds like itd be pretty heavy
even if you are careful about the choices, and do fine tuning with configs and all that
not only would that be heavy for a majority of PCs, it would definitely increase the likelyhood of encountering random conflicts/errors/other undiagnosable computer errors
yeah i fixed them though
like the only one causing issues is modelreplacementapi
and thats because... well yeah
then just disable it for now
i did?
1st do you play just solo or multiplayer? Cause I can tell you now your friends will probably struggle. Clients tend to get the worst of it from modpacks and hosts will feel fine. Plus once you start playing with others and get networking involved then thats when a lot of stuff can start breaking.
2nd i've seen you report things in various places so you have experienced bugs. You say you have fixed them but lots of times people make the mistake of pulling the wrong mods. Lots of times when stuff breaks you dont see it until something else breaks as a result and that 2nd mod could be a fine and working mod.
Feel free to DM me and i'll assist in looking over some stuff with ya. I already imported the pack. I see some stuff that can be replaced with different mods. There are some very hard hitter mods on performance in here.
- they are fine
- dont question me or noteboxz how we make our modpacks
but sure
we can go over the mods
Its not questioning its trying to help cause your pack needs some work. There are a lot of issues in here.
i accidentally unfollowed this thread when v70 launched apparently
did zeekerss fix items getting placed weirdly in the microwave/fridge in one of the v7x patches?
nope
@gusty ingot
Slayer knows what he did wrong
when i tried it on v70 it didnt work super well. items clipped into the bottom of the microwave (flat items visually disappeared) and items placed in the fridge would randomly go out the back into the ship's walls and floor
He fixed the door thats it.
i'd like for somebody to fix that
could be me, but if anybody has more experience, would point me the right direction at least
I believe it was just that he didnt add a colider on the back of them or something
the fridge thing is a layer issue i assume
im thinking the interaction layer mask and the item placement raycast layer mask have a discrepancy somewhere
most likely
@viral tide Already flagging BAD errors from your pack. You had logs off. Stuff will break in your pack.
microwave probably similar id guess
wha
a bit different from what you're talking about but would probably fix those issues: I've thought that having the items automatically scale to fit inside the microwave (using same method SelfSortingStorage used for its smart cupboard) would be an interesting solution, if a little silly looking
tbh i dont really care about the sides clipping
it is gonna look silly no matter what
it might be a cool effect if it's subtle though
stuff like clipboard and sticky note get completely buried under the plate though and that's lame
yeah that's true. if I do end up doing something like that I could probably separately fix the core issues with item placing while I'm at it, but haven't looked into the microwave too much 
Classic slayer
Know I meant Slayer knows what Zeekers did wrong lol
I know
Well Slayer probably did something wrong and knows that as well lol
True...
Yeah lets blame slayer
Nah #BlameGlitch He's always breaking stuff
I know I saw this issue with a different furniture pack (smooth reserves) and depending on the angle it just did a raycast through the furniture and landed way behind, but I remember that being fixed with an update to sr so it might be similar to that
Don't tempt me
floating furniture - new dice effect
I'll see it when I believe it
Do it, I dare you!
:D
@lean pendant Dunno if I've ever asked but do you have any particular preferences for interiors on Wither?
For vanilla, I'm overall a fan of mineshaft (as you can tell by the default values). Since the moon isn't as harsh with early spawns as something like Titan, mineshaft adds some additional challenge (and no late-game vanilla moon has it as its primary interior). I still plan on tweaking the map hazard levels a bit though, since they make mineshaft a bit more annoying than I intended.
It's hard to say for modded without just listing interiors I like, but Tower, Art Gallery, and LC_Office are solid since they all benefit a lot from late-game scrap quantity and aren't too out of place thematically.
I was curious if the new Dam interior might also fit but yeah I agree with the others for sure lol
Cozy Office would probably equally fit since at this point I have it copy the weights of LC Office
I've heard about it but haven't checked it out in detail yet, will see when I next do modpack tweaking
my modpack is 210 mods and i know someone who tried to boot it up but his pc was so bad the entire pc crashed 2x then he gave up
LOLLL
i think around 200 is like the most someone should have lol, beyond that is probably really difficult to manage and make sure mods are compatible with each other. not to mention how chaotic having that many mods is, which personally i dont find that fun
https://thunderstore.io/c/lethal-company/p/quackandcheese/ToggleMute/ I'm surprised this hasn't been implemented into a larger mod yet tbh, wonder if it could be a neat addition to be added into Science Bird Tweaks as an option π€ at this point it feels like bloat to keep a 15 month old mod around for this
it works perfectly fine, i would say it's bloat to add unnecessary redundancy here
its not outdated, it doesnt need to be more up to date 
add granny
I use it as well, but I don't think there's that much to be gained from consolidating literally everything, I'd assume something like that has basically no impact on boot time or anything so it's bloat in aesthetic only. I generally only port over stuff like that when I have other features that rely on it or existing implementations have some kind of issue
It can be a good habit to keep mods up to date, but for ridiculously simple stuff, how old it is doesn't really matter much
Yeah fair lol
besides the code this interacts with hasn't been changed like ever, right
i don't recall there being any changes to the voice api
from playing around a bit, seems like there are two issues: all the colliders are on the default or props layer instead of the room layer (which means you can grab stuff through the walls and also sometimes arent able to place things), and the other problem specifically for the fridge is that there are only placement triggers for the shelves in each compartment and not actual colliders, which means the raycast will go straight through it when finding a collider, so you can't easily put anything above the bottom shelf (and because of the angle you're looking this also means stuff gets moved towards the back of the fridge)
it's just a matter of changing the prefab and adding some extra objects so I could try my hand at fixing it at some point, but feel free to give it a shot yourself if you're inclined
this is a great improvement from vanilla
I haven't checked many threads since the update cuz I've only been able to play a single session on v70 so sorry for replying to an okd message LOL, but does the lighter tone mean the floor is higher up or lower down in elevation?
I assume higher up?
higher up yeah. I haven't worked on it in a bit, but once I get some updates out for my mods I'll be getting back to making an automated version of this and trying to get some kind of prototype released soon-ish (since as far as I know there's still no way for modded moons to have a radar map without disabling the new radar system entirely)
they can make their own I think
s1ck and some other friends showed me theirs but idk id anyone has updated their moons to have them
spooky buddy also showed his map in a thread
but yeah there's no easy way to do it really other than Zeekers' method
yeah, and it's especially rough for those with like 30 moons, nevermind the moons which arent updated anymore, so there needs to be an automated solution at some point
Could you add a feature that would make moons and interiors that have not updated to the new map texture thing automatically update or something?
demonmae did
dude what do you think we're talking about right now
elevation
like changing the color based on height
but thats not what I was saying
or am I wrong

oh
I see
nvm

they work so fast goddamn
@lean pendant Curious if this is even needed anymore with all the ui fixes you have https://thunderstore.io/c/lethal-company/p/Rminin/FinallyCorrectKeys/ π€
with stuffs getting add in this mod
its kinda have the same vibes of GeneralImprovements π
Its not a bad thing!
but its getting into the point where this mod is a must have! π
atleast for me
i still use this cus i think it shows controller binds as well
iirc this just makes it so that tooltips change depending on what you have bound, I change a few tooltips but I just use the vanilla system for the most part. I also checked a while ago and at that time at least it was compatible with my UI changes to the shotgun (though probably not my custom key prompts like the "hold" one, that's a bit more of an edge case).
seems like using non-default keybinds is the main reason to use it, plus some other qol stuff from the looks of it, can't say much since I've only installed it to test compatibility lol
it is for that, but it also shows controller binds next to keyboard binds (which basegame doesn't do i think) so i use it for that as well, one of my players is controller only
I thought vanilla had some kind of controller support but cant speak to how functional it is π₯΄
i think it already has binds set up but i don't think it shows them
unless it's inpututils that adds the binds
dunno if some mod has done somethin like this already, but thought it would look cool
That is actually really cool
only similar. Terminal Gal from CodeRebirth have scanning feature for the scraps too
the one in coderebirth is a bit jarring sometimes, but that one also kinda is, idk if there's a good way to make it look seamless, it might be the rough edges or shading on the items, feels like its both dark and unlit at the same time
yeah it was a brutal trial and error process, used a modified version of the shader for the scrap collected notification. decently happy with it but it'll be in an experimental state for a while until I can clean it up a bit and make it performant
I think this one looks p good, no idea about the cr one
I think a way to make it less jarring could be having the effect fade in and out?
i do think a transition is in order
also i think it's maybe a bit too bright in the buildings
on ship it looks ok
this is probably where it looks worst imo
idk! i feel like the glow hits the right spot both inside and outside, but I'm open to whatever as long as it ends up looking sick
of the examples shown yeah
still don't think it's the worst but it does look worse than the rest
can we get an actual good scanner upgrade where it can slightly scan through walls and more to the far left and right so you dont miss shit
doesn't lgu have dat
id rather not install LGU
this should just be a general scanner change
cause its very easy to miss items due to those two things
and its irritating
tbh this does the job for me
as long as it glows green and also still looks like the item, then it works

Lgu upgrade is different. It just increases the range of your scanning and lvl 3 allows it to scan through walls. So it would probably combo well with science birds scanner they showed.
Hey @lean pendant any chance for a patch for facility meltdown that removes the apparatus tracker or whatever it is?
Genral Improvements 2
Are you referring to the item from facility Meltdown that it adds? If so either check the mods configs for a setting to disable (it might have it) or request to the facility Meltdown dev for the setting to disable it. Having science birds tweaks add a setting to disable a specific mods shop item isn't really the best of ideas. You can just choose to ignore the shop item and not buy it too.
If this isn't what you're referring too then my bad, but its the only thing I can think of from that mod that fits what you're explaining.
Waiting for science bird tweaks to add their own monitors next π they already upgraded the lever panel. Between that and GI monitors and my Darmuh terminal i feel ive replaced just about everything on my ship π
If science bird tweaks adds its own monitor I will ask for an API like in GI lol
You even replaced the cupboard

Oh true! I did! And it was by yours π thank you again for taking on the project when I pitched it. It turned out way better than I imagined.
self sorting ship when- /jk
π as soon as you drop tools on the ground it immediately goes into the cupboard, scrap immediately into a a big box that can be dumped on company counter π
Oh right! I forgot about that! We gotta switch to DMs π
Hey @lean pendant some ideas for things to add: 1. a chillzone/lounge to the company with maybe some minigames and rides for people to enjoy. 2. Maybe a more immersive crouch slide mod (the current one is very wierd), 3. Maybe a motorcycle with a sidecar that u can have either 2 player ride in, or place 2 handed items in, 4. Maybe more player animations when interacting with things, 5. MAKE IT SO PLAYERS CAN LAY DOWN IN THE FRICKIN BUNK BEDS. SRSLY.
This was just me spitballin some random ideas for things
U dont have to take them all to seriously. But the bunkbeds one I 100% needs to be a thing.
Its sooo buggy unfortunately
Lethal Sleep?
Ok, make it lethal, if you sleep for too long you might never wake up π
The dev unfortunately said they werent going to update it (or at least i remember them saying smthn like that when I dm'd them)
So Science Bird looks like the perfect person to maybe do it. A less buggy bunkbed mod
Maybe
While I doubt this will ever be somethinv ScienceBird will do, I do hope they may consider it.
Hold up what's that suppose to mean π you're the one dev I rarely can report bugs too! Stop being good at coding so I can actually DM you bug reports π
There is no bugs, this is not real 
Ok so @lean pendant I did talk to the creator of Lethal Sleep, and u are granted permission to add the files to ur mod and fix it up too if u want. (This is if u want to of course)
It's an awesome feature π₯ but it's too bright compared to the dark environment around it
maybe dark green fits well in those scenarios
woooulddd this be compatible with mods like gooditemscan??
Idk how problematic is this suggestion but is it possible to make the sun start disappearing near 10:00 PM?
the sun does disappea as time goes on though?
Not like that, it's still visible depending where you are because
ic what you mean yeah
It just drifts to the edge
And it annoys me sometimes when we're leaving at midnight and the sun is in the distance
@sturdy lion at 10pm just have an AC Unit just shoot the moon and blow it up.
tweak like this would fit in SBT right?
This still works by itself so I don't think it needs to be added
just recently added that and didnt test enough but that mod spams logs per second and it lags my game
i'll test it again if I have time
As glitchednpc said, for really specific stuff I'd recommend asking the original author if you haven't or looking for mods which allow you to customize or remove certain things. If it's something like a store item I wouldnt make an option to remove it specifically, but a store blacklist I might consider down the road
cool ideas, but I think most are beyond my current scope. useable bunk beds could be interesting though, but would still be pretty involved. might glance at how LethalSleep does it
good idea. usually the terrain obscures it, but depends on moon layout. ideally you'd have a fade of some sort but that would be a lot more difficult to implement
if the original isnt working I'd probably try it, I already do this specifically for shotgun tertiary use
Yeah, the mod author said u could use the mod's code and stuff.
Id love to see it revisited and fixed up.
Some updates to a bunch of my mods, catching up on a backlog of issues (as reported by @crimson thunder @fallow hornet @light orchid @jagged sapphire @midnight isle), and some little new features:
ScienceBird Tweaks (4.3.0)
-
Tweaks for the new radar player cam:
- Adjustable angle and position offsets (by default points up from a low angle) and option to disable seeing your own cam
- Dynamic text box sizing to better accommodate longer names (should be compatible with "Live Reaction"), still a bit experimental
-
Prototype for highlighting objects on scan, found in Technical config (I've improved it a bit since the demo I sent earlier, but it's still pretty untested and unoptimized)
-
Updated ShipWindowsBeta changes to use ShipWindows instead
-
Added some fixes for colliders on the fridge and microwave (this is a pretty quick patch that definitely doesn't solve all their issues, I'll wait and see what Zeekers/other mods like ButteryFixes end up doing)
-
Adjusted True Blackout audio cue
-
Probably fixed shader errors thrown during True Blackout
-
Fixed some weird mod incompatibilities that could sometimes cause the floodlight to not initialize and mess up the button panel interactions
-
Fixed ship removals sometimes not working after loading a save
-
Some improvements to Fixed Ship Objects to catch network object edge cases better
-
Reworked some config categories a bit (hopefully less config shifting in the future)
-
Removed Diversity Computer Begone since it's going to redundant very soon anyways
MoreCupboards (1.4.0)
- Re-compiled scripts and assets for v70 (should hopefully no longer cause errors and will not allow you to store it with items on it)
- Cleaned up a lot of old messy stuff with dependencies and asset loading
- Lowered default cupboard price
- Added config option for separate entries to use colours instead of numbers for the names
Polished Plushies and Silly Scrap (1.0.4)
- Renamed config to organize a bit and made the default Seal and Nuko values (slightly) less annoying (you'll have to redo any existing config)
- Eyeless dogs can't hear seals as easily (if that config is enabled)
- Walkies can detect Nuko from farther away
- Fixed some issues with position offset of "scrap collected" models
- Fixed being unable to drop Nuko or the Seal off tall ledges
- Fixed some rare null exceptions/desyncs
ScienceBird Tweaks interior config will need be re-filled in, you can look at the raw file to find your old values
i didnt even know the polished plushies mod yet
my people love the plushies from the other mods
gonna install it
@lean pendant Just wanted to let you know, you might wanna give a disclaimer that the update for ScienceBirdTweaks resets Interior Scrap Bonus settings
lol
I updated and it all got reset
ah, yeah I changed the last few config names. your old values should still be there when you look at the raw file outside of Gale, so you can copy them over.
Apologies for the inconvenience though, I changed the order now so I won't have to keep changing it every update
Speaking of, you think we could get a config option to delete orphans when you end up removing or changing up entries? I would prefer that over doing a regen/manually removing them once enough pile up lol
yeah me too lol, I've had to do a lot of that for my own modpack. not sure if bepinex has something like that built in but if so I would be very interested
I know @spice dock has made use of a feature in Lethal Config that adds a button to delete orphans for his mods, he might be able to tell you how to set that up

ahh, ok I'll definitely take a look then
Hehe sorry I knew you were active right now and you're the only one I know of who's made use of that feature ^^
the orphan removal is code from the #1175883003474485369 channel tbh. i just prefer to leave it as a button if people want instead of having it run every boot
Yeah the button is useful so people can migrate entries if needed and then delete them themselves
I also see Science Bird as the type to prefer that method over them auto deleting too lol
Hi. Lethal casino not working for me
why you posting this here π
Hi. Lethal casino not working for me
Hi. I check that out (if y'all lying)
Hey @lean pendant have u had time to check out the lethal sleep code?
Get outta here foo!
guys i cant play mods i dont know whats wrong all i did was uninstall a random extra mod i didnt download called "BepInEx"
works fine to me?
can't tell if it works for clients because I have no friends to confirm the statement
Have you tried replacing it with LethalExpansion? I heard adding depreciated mods is a good way to fix things
did you tried turning the dial?
I'm going to be working on other mods for a bit, but I'll look into it when I start working on SBT's next major update
please consider the sun ideia too, it would be really neat π
best mod ever when I am in a Discord call at the same time
@lean pendant hey i was thinking if you could add a feature to hide lethalconfig and lethalsettings' menu buttons?
and annoying stuff like view extension and menu music slider being visible in inpututils and lethalsettings
you shouldn't be using viewextension or lethalsettings anyway
just do view extension through cullfactory config
as for menu music slider, you can just do that through GI
also u got this for lethal config
@viral tide
so that's all your problems solved without needing an SBT patch
some other notes on view extension: the cullfactory one was a little iffy when I tried it, but probably improved with enough configuration. regardless, I think view extension is mostly redundant since view distance is handled per moon in LLL now iirc. if you absolutely need it due to using sfDesat's moons, you can use DiffozTweaks to disable view extension from loading (though it's a bit technical to set up)
absolutely
while i'm here i might as well say what to do
literally just this
that's all that needs to be done
the cullfactory distance settings worked pretty well for me, and since ViewExtension hasn't been updated for a long time and apparently has bugs, i'd favor cullfactory
the manual distance changes are still nice to have around because the only moon i noticed that actually uses it is wesley's Motra (and probably tolian's Celestria)
I like the view extension sliders tho
And the menu sliders
thats crazy
im pretty sure view extension doesnt even function anymore, and like, hasnt for quite a few lethal updates now
the mod is simple enough it should function just fine
but LLL and CullFactory might override it lol
lol this shit is funny
i just realized i can use diffoztweaks to make view extension not load for if its a dependency of a random moon
this is so peak π
oh lol, that makes sense
does LLL effect draw distance tf
Last time i tested view extension it didn't work... But that was long ago, i took out cuz i had Cull Factory
yeah theres no reason to use viewextension cause cullfactory is just better
it's not draw distance its just a distance for how far your camera can render things, and yeah each moon in LLL can custom set a distance with lethal's default 400 to change it so it might just override any changes you had with other mods
Moons can have a render distance set for them in LLL
LLL can now set custom distance?
Lzlzl
Look I'm on mobile
there's a difference but its probably pretty subtle and small
Lzlzl do be my favourite API
physicslevelloader
thats Pylzlr

@lean pendant had this happen on Bilge, unsure if your fault or if Bilge is broken
I'm guessing something with your Mineshaft Elevator script is broken but idk
Okay it might be the moon
cus the interior is Facility
LMAO
hmm, I assume they use the elevator outdoors somewhere but I thought I fixed a similar issue a while ago.
@wanton basin
Yeah it might be something with the moon cus iirc the elevator outside on Summit doesn't do this
lemme double check
Yeah Summit appears to be fine
I can fix this on my end as well, so I will, but the reason it's breaking for me is it's still setting the RoundManager.Instance.currentMineshaftElevator flag (which I use to check if it's actually in the mineshaft), so I assume it's just copy pasted version of the mineshaft one with no changes.
Probably
The prefab if the elevator is copy pasted but I created separate animation clips, I thought that would be enough to not cause issues. Was I supposes to create a separate instance of the elevator as well?
I've already updated my mod to not cause errors so it should be all good. If you're doing something more involved it's probably better to make your own script (I also use an elevator on my own moon, I just made my own elevator script using the original as a base, I have it on github if you're interested in that approach), but tbh if it works fine it doesn't really matter. this is just a weird edge case where two obscure things conflict
a person im bullying will eventually make an elevator api for yall, well i think its made its just not released yet due to some crashing hiccups that me and jacob found, hopefully fixed soonβ’οΈ 
it's the zaggington
some mods depend on lethal settings to configure their settings as it works on a per user basis rather than on a profile basis.
yes and it doesn't work
it's broken
oh is it? i didnt open it since the new update, i was just saying, that suggesting people abandon it may not be an option in some cases.
either way, rip.
at the least it can be prevented from loading by diffoztweaks
i think some mods would actually benefit from doing a per-player config the way MelaniesVoice does
that mod's config isn't saved in the normal bepinex folder but can still be viewed by lethalconfig, therefore it saves between profiles and doesn't get overridden by anything
if it doesnt load, then mods that expect it, will break, i assume
nope
no mod that has lethalsettings compat actually requires it to work
at least the ones i know
mirage and facility meltdown are the only two i know that use it and neither require it
oh i thought they throw an error if its disabled. nevermind then xD
i just dont like them being weird in settings lol
Which can be avoided by using the versions that aren't weird in settings
do they add a slider?
No
How often are you changing your view distance and menu volume anyway
all the time depending on whether im using headphones or speakers
Ok
and view distance is good for people wj
who have lower end pcs
and i dont want to explain "go into cullfactory blah blah blah"
Fair enough
But the things you don't like about them probably aren't gonna be fixed
Unless desat and whoever made the menu music slider come back to modding
"seechela" made it apparently
Didn't they just update something
I'll just say that at the moment I haven't done anything with menu UI directly, but if I end up doing any stuff with buttons and sliders I can revisit what other changes I might want to make. no immediate plans though.
Cool thanks
@lean pendant I'm curious since you patch some LLL bugs have you attempted to try and fix the issue where Atlantean Citadel slows down the game booting up cus of it spamming warnings in the console? Apparently that happens due to a bug with LLL and idk if it's easily patchable
I've noticed that as well. from what I can tell suppressing logs is pretty tricky, especially more fundamental ones (though I'm not familiar with the details of why this LLL loading issue happens, it seems to mostly be a logging thing). I'd love to see some ways to suppress read/write errors, box collider warnings, and asset loading warnings on boot, but from what I've seen most of the mods which suppress logs are pretty finnicky.
a lot of the time it either involves totally replacing methods or weird code injection stuff, so it's not something I understand enough to be able to do at the moment. pretty sure I heard some stuff about suppressing box collider warnings recently, so hopefully we see better ways to deal with log spam eventually
It's not a big issue but scanning held items leaves a floating afterimage behind
I'm honestly not sure if it's a vanilla feature or from another mod
Just thought I'd lyk
you're not able to scan held items normally, so that would be some mod. I remove the after images after an item is picked up since normally you can only scan them on the ground
also those scan highlights look weird... might be a mod changing shader or something, or just the way it happened to look in screenshot
thanks for the report tho π«‘
No that's how they look for me, I'd assumed you changed them after the demo you sent earlier π
I think I know which mod is causing it, I've forgotten the name though give me a sec
this is how it looks normally fyi
Yeah that looks a lot better :)
Yeah if I had to guess, it might be caused by Lethal Sponge?
I'd check later when I have a minute
I also assume it's that, but not certain at all, let me know if you find it
I have scanned item highlights option on but it isn't working
It doesn't throw any error or warnings, idk which mod is causing the incompatibility
any scan-related mods? havent tested those yet, but anything that replaces the vanilla system could cause issues
I have GoodItemScan, ScannableTools, ScanShipEverywhere and HoldScanButton
i will disable then and try again
GoodItemScan would be most likely to cause issues, I know ScannableTools is fine though and the other two are probably also fine
I think it might use its own dedicated scan method, so I'll have to make a patch specifically for it
oh mine look super bright like in here
i don't use lethal sponge
hmm, must be something else then, weird
the scan highlights are based off the scrap collected notifications, so any mod that changes those could be causing the shader to load incorrectly
oops forgot to reply
but ye
idrk what it is honestly :(
i largely don't mind it cuz it looks alright
it's still a pretty experimental feature so I expect a lot of incompatibilities like this, so many different mods touch scanning and materials/shaders
. thanks for all the reports to help narrow it down π«‘
okay good to know I'm not just insane lol
If you wanna take a look what mods aren't affecting it (except GoodItemScan ofc) you can have my code (It isn't heavy)
019761b1-24ba-958a-6a88-9d1f14f4af2a
i have no scan mods whatsoever so thats weird
It's probably something that changes/adds materials or shaders, which is why I initially suspected LethalSponge, but hard to narrow it down beyond that
I keep my opinion from before, the effect is really good and goes well on bright places, but in dark places the highlight draws a lot of attention
Lethal performance maybe?
I've toned it down a bit since my initial demo, but the intent is for it to be highlighted in the dark since that's when you're unable to actually see it. I still foresee a lot of adjusting the values though, it's a finnicky thing to make look good with different lighting
Actually whilst ppl are talking about the scan, would it be possible to add support for Bell Crabs and BigMouth?
And also the gift mimics from TestAccountVariety actually
I have too many fake items π
I think any grabbable object should receive a highlight, except those which are skinned mesh renderers (i.e. bendy meshes with bones and stuff). there are a lot of weird modded edge cases to test tho
I haven't seen the gift mimic yet but the others don't seem to get the highlight from what I've seen
Again not a big issue, just worth pointing out in case it's an easy fix
I'd have to see how those mods work to know why, thanks for the info
Idk very well how it works, but maybe you could try tuning the transparency? That bright green stands out in the dark
Aside from that, great work π keep cooking
oh could be
@lean pendant random suggestion, although you probably wouldnt do it, as this is impossible to have happen without intentionally doing it
let the baby sapsucker scream like when its sold at the company desk, if a maneater eats it
Oh fuck I forgot that baby sapsuckers are scrap that maneater can be interested in and eat it π
tbh im surprised this isnt a vanilla thing
zeekerss tends to be attentive to these details being a thing
Wdym? Maneater can't eat it?
LMAO
but it doesnt scream
What time is it on you, maybe you should go to sleep grandma π³ππ
3:38 AM
Scan doesn't seem to work with plushies
Also things still seem to be glowing weirdly even with lethal performance + lethal sponge turned off
Discord didn't seem to like that image so here's a smaller ver
how do I turn that tweak on?
it's way at the bottom of the config file
I don't really know how either of those systems work tbh, but sounds like a fun idea when I have some time
if my assumption is right, the egg probably has a specific function that's called when it gets dragged into the sell slot. so you could probably hook into the maneater ai and call that function whenever it decides to eat that object
when a maneater eats an item it gets despawned
