#Science Bird Mods
1 messages · Page 4 of 1
yeah
i mean that as in
the maneater ai code probably has something to identify when it's moving in to eat something right? so if you could hook into that function of when the maneater has decided it's gonna eat the egg, then you apply the sapsucker egg's animation
[00:23:33.1498996] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PlayAudioAnimationEvent.PlayAudio2Oneshot () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0026) sciencebird tweaks this error only occurs inside mansion interior, this happens when i turn off/on breaker box with breaker hazard blackout
hm, maybe something changed with v70 or new mansion when I recompiled stuff, thanks for the report 👍
im like 99% this is vanilla
I'm thinking the same but I'll do some testing sometime to see for sure
i think zeekerss just forgot to add audio to the new tiles' lights
so it throws errors when they are set to play clips
for example the bedroom closet lamps don't go out when the breaker is turned off which im guessing is an oversight
i think the pool tile also never goes dark
can we have a new config to not show the body collected notification when auto teleporting bodies? I have a mod that revives a player into a mimic and I want to surprise my friends when they got on the ship 🤣
I noticed that the auto teleport of bodies is once per orbit? since I have the mod revives player into mimic. When killed it doesn't auto teleport anymore.
just noticed. no problem with that
Two questions, will it also work for custom interiors and will it release soon?
custom interiors is being handled by a different mod currently being developed by IAmBatby, and I'm hoping to finish it sooner rather than later. I should be posting some more info on it later today
its not a problem with the mod. Here is working fine
I just did a bunch of testing and it seems like ClaySurgeonOverhaul causes the issue (at least for me)
if I had to guess it's probably because of the custom shader it uses for the Barber model
Oh that might be it, I was going insane trying to find the cause 😭
yeah removing ClaySurgeonOverhaul fixes the issue
huh, I know it does change some materials and shaders for the barber, but I guess it touches the hologram material too, weird
I have some ideas to fix it, so I'll look into it when I resume dev on SBT
There's a few things I think would improve this effect a ton:
- I think it would be really really nice if faded in/out (super fast) when initially scanning an item, and for when the scan icons disappear
- Maybe randomly slant the effect slightly so it doesn't look odd on flat surfaces (like on keys and gift boxes)
- (not sure if this is fixable but) Have it so that the effect isn't tied to the camera's position? Basically, if it's possible, have it so that the effect doesn't move based on what the camera is doing
-# (this is just a video of the 2. and 3.)
- Planned, but will be pretty difficult, so for a major update down the road (when I take this tweak out of its experimental phase)
- I noticed this as well, yeah, it's because the hologram material just takes vertical cross-sections (you can see this when you collect something like a painting into the ship and look at the scrap collected icon). To fix I would probably have to just make my own shader from scratch, which I'm considering, but would take some time to look into and set up, so that would also be for the next major release
- Not 100% sure I know what you're talking about, but the effect is an actual object in 3D space (not part of UI or anything), so that's probably responsible for it. I'm decently happy with the effect as is (especially if I can fix my other issues with it and optimize a tad), so I probably wouldn't bother rewriting the whole thing to make it a UI element, but we'll see how I feel later on
Thanks for the feedback, I kinda threw this together last minute into the update and left it as an unfinished test, so glad to see people are so interested in it.
, also 3. is very unnoticeable and is only obvious when you're looking at a scanned item while crouch walking so it's not too big of an issue
this effect is super freaking neat btw
oh one last thing- it might be nice to have the effect fade out the further away the scanned item is from the player
(though this is probably super unnecessary)
I'll see how simple and performant the fade effect is when I implement it, much still to think about
It doesn't seem like the breaker box turns off the lights on things like fire exits and cave entrances. (trap lights did turn off though)
Killing the lights by pulling out the apparatus does turn off the lights though.
and the blackout sound effect only plays when the apparatus is pulled (not sure if this is also meant to play when turning off the lights with the breaker box)
yeah the "true blackout" stuff is only for Mrov Weathers and the apparatus config, since it's kinda a one-time thing at the moment, while breaker is something that can be undone, so the only thing configurable for the breaker is hazards
ahh makes sense
the notification will still happen when you pick it up (it's more of a bug in vanilla that it doesn't when teleported), but maybe I can squeeze a config in there or just make the auto-collect thing a separate config like General Improvements
I thought I made it so this wouldnt happen, but since it doesnt apply in vanilla I havent really tested it (might depend on the mod used). thanks for the report, I'll add it to the list 🫡
Omg this took way to long to debug- apparently "No Console Spam" breaks the zap gun's ability to disable traps for some reason
https://thunderstore.io/c/lethal-company/p/4902/No_Console_Spam/
oh yeah, I figured that out for somebody a few weeks ago. I'll put a warning in the readme next update since I forgot to do that. it overrides the zap gun method to remove the logs so my mod's code for the zap gun doesnt run
oh weird
you can disable it in that mod's config, tho it's a little unintuitive
#1350616165289951272 message
I'll probably just remove the mod entirely if it's overriding methods
I feel like it could be breaking other mods in small ways
You can use AsyncLoggers and suppress the logs that are spamming manually
oh didn't know you could do that with AsyncLoggers
@lean pendant Is it intended for all masked enemies that spawn naturally to drop comedy masks when you have the option to take the masks off of them on? I thought both comedy and tragedy ones are supposed to spawn naturally in v70+
Maybe I'm wrong though
iirc there were some changes to masked, but I don't think it got fully fixed since it's still in maskfixes. but if a tragedy masked is actually spawning, my tweak should drop the tragedy mask (though there's a chance I have to do some updating to account for v70 changes as well)
Yeah I know I killed a bunch of masked yesterday on some of DemonMae's Nightmare Moons and never saw a single tragedy drop lol
Could be worth confirming with Buttery ig
were the masked themselves all comedy? (from what you can remember lol) I know I've had an issue pre-v70 where masked that spawn on custom moons are always comedy, even with maskfixes config enabled, but that might be more of a per-moon issue.
if a tragedy masked is dropping a comedy mask, that's definitely a problem with my mod though
Lmao it's a possibility they were all comedy
a little status update on my map radar overhaul: I've ironed out most of its functions and just need to sort out some optimizations and do a bit more testing, but it should be pretty close to complete (🤞). The main features are: terrain contour maps with height-based shading generated at runtime for all moons (vanilla or modded), and lots of additional radar sprites on vanilla moons, so buildings and other obstacles actually appear on the radar (see examples below).
Feel free to suggest any moons with diverse or unconventional terrain I could use for testing.
Oooh
@nocturne ether wheres my resident greed reactor

This looks sick!!! 😄 I forwarded it to Wesley cus I think it'll make him pretty happy
Feel free to suggest any moons with diverse or unconventional terrain I could use for testing.
penumbra and cosmocos would be my first suggestions
very curious how it would handle cosmocos' exterior changing
it only runs on initial load so not well probably lol, some interesting cases to test tho
why does polarus get to be there twice...so greedy...
it simply has the coolest terrain 
cubatres could be a good test?
yeah I think I'm gonna have to do the whole wesley gauntlet, lots of weird stuff in there
i think offense has the best image out of all of those
also rendering objects wouldnt work too well if said objects can move
since you said you only do it once on load
for now rendering objects is strictly for fixed vanilla stuff, when batby finishes the interior thingy I'll probably look into doing it dynamically as well (at which point I will have to worry about moving objects)
demetrica would be a good test because it has alot of non-terrain environment
filitrios aswell
trite buildings could be interesting
I kinda want to see Gratar ngl
lecaro too
ooh yeah gratar could be cool
yeah to be honest just test all of the wesley moons
i think cosmocos is the most outlandish of wesleys for this kind of thing
i dont really expect it to fail at any others as much
This'll probably break with MapImprovements
non-terrain stuff wont be touched too much on initial release, since you'd need a totally different system than contour mapping for it (again I'll see what iambatby is cooking). might do some manual patches for certain moons but I'll play it by ear
I'll be doing patches for mapimprovements and rebalanced moons shortly after release
Either way, looks really good 👍
The water looks a little odd but honestly not sure how I'd do it
yeah I played around with it a bunch but it's weird, it's separately configurable from other sprite additions
Aquar might be an interesting one to test
Or the moons in lunar lights
They both have very sculpted terrain unlike the smoothed out ones in vanilla moons
Also it looks sick
Will this have a noticeable impact on loading times?
such as on maybe larger moons like ferangdalion
there might be a bit of impact the first time you load the moon in a session (especially if the moon hasn't used something like TerraMesh to make mesh terrain), but it remembers values and generated meshes after that. still testing and working on the performance side of things, so we'll see

this is hot damn
now we just need an interior radar generator
do we know if IAmBatby made any progress on that?
he's been posting about it regularly in #dev-general, so safe to assume it's still in progress. it looks pretty ambitious though (and he's a busy guy) so we'll see how it goes
yeah I keep poking my head in there but not going to pretend to understand half of what they're doing, hope they pull it off though. I would have honestly thought the moon radar gen wouldv've been harder
Hey, not sure if anyone reported it yet but I've noticed that the floodlight rotation tweak doesn't work with the wider ship mod
Obviously it's a model issue but would you be able to add support for it 🥺
I would be kind of curious how one of my moons, Starship-13 looks because it doesn’t have any terrain. The “ground” is really just a flat concrete slab with a bunch of cargo containers and such but assuming it outlines stuff on the room layer, I’d think it would be fine.
You’re not obligated to test it of course, I was just thinking about it.
I do a bunch of checks to try and find terrain specifically, so anything that's a really big mesh collider and lines up pretty well with the nav mesh is what will be used. So, it probably wouldn't do anything there, but I'll add it to the list, thanks for the tip
that's not too surprising but a little weird because I thought I heard it was working at some point. regardless, it's something I'd consider, but not super high priority at the moment. maybe along with some other reworks to the floodlight
Ok nevermind I did some more testing and it works well
I have no idea why it didn't earlier but now it's all good
@lean pendant @crimson thunder so ive mentioned this before, but to clarify again what's probably happening, with mask fixes there are no actual "tragedy mimics"
the same masked enemy prefab is used for both comedy and tragedy masked, and zeekerss toggles off the comedy mask and toggles on the tragedy mask if it's supposed to be tragedy
but his approach doesnt work right, because RandomPeriodicAudioPlayer (the script that makes masks laugh/cry) is a network behavior and those do not work if they are disabled when they get spawned
as a result any masked that spawn by a player putting on a tragedy mask are completely silent and do not properly cry
afaik the only way i could work around this was by reusing the RandomPeriodicAudioPlayer from the comedy mask, and then just swapping all of the meshes and audio clips
so that is what happens, basically. all tragedy mimics are still internally comedy mimics, they just have swapped meshes, materials, and audio clips to the tragedy variants (making them indistinguishable to players, but internally quite different)
Btw since you're here, could you implement a way for MaskFixes to have the randomized suits become a blacklist instead of a whitelist as a config toggle? I noticed that Masked Model Replacement won't sync between the host and clients so I wanna use your mod for it instead but I don't wanna have to individually add every single suit to the Whitelist lol
there is also an internal "mask type" field on the MaskedPlayerEnemy script, but using that breaks the eye glow effect (because its value changes whether the comedy eye glow object gets enabled or the tragedy eye glow object gets enabled)
and because tragedy mimics are still just comedies, i need their eye glow to be enabled
Unless you have a feature where adding All to the whitelist will work
maybe? this was a quick bonus feature i implemented and i wasn't intending to expand on it any more, but if it isn't too difficult or time consuming i wont say no
i had to do something weird with more suits because otherwise it adds like 100 identical orange suits to the pool and completely ruins the weighting
I'm assuming the swapping just doesn't happen depending on how it's spawned. spawning via command mods seems to work but masks added to exterior enemy spawn pools just always stay comedy from what I can tell. havent tested super thoroughly so can't be 100% certain tho
it's unrelated but loadstone could cause layout desync between host and clients?
No
Please stop coming in random threads asking if mods you've already been told won't do this will cause it
I told you earlier to post your mod list or a pack code in #modding-general
weird, i checked to see if i was doing an outdoor/indoor check before randomizing the mimic type but it looks like im not
so im not sure why there would be a noticeable difference
WOAH WHAT THAT’S AMAZING
could you try out Solarius and Submersion from Generic Moons?
this looks so good btw...
If you're still looking for moons to test, maybe try Cambrian
Not sure how it'll handle the super shallow water
That's so freaking cool, but how does it react to flooded weather?
the water i mean
Kast! Prominence Wither an Sector-0, im curious how those would work
CaltPrime too
This is fire
Also I’m the guy who made vaporization and I can’t even tell where the fuck you are 😭 😭 😭 😭
They're on Vaporization. I hope this helps 🙂
@lean pendant I saw you mention recently to downgrade CustomStoryLogs, will that also fix a lot of the errors I keep seeing it randomly throw in client logs?
depends on the error, but if they're related to CustomStoryLogs I'd try it. the one issue I'm aware of that throws errors is occasionally when inserting a tape on Galetry (on client side), though I've tried to fix this in ScienceBirdTweaks. I wouldnt be surprised if that's just one of many issues caused by its latest netcode update though
I low-key hope when Wesley updates his moons he finds a way to do away with it
But yeah I rolled it back for now, I saw so many NRE's
I let the customstorylogs dev know and they said they'd take a look, but they're not too active so hard to say if/when it might get fixed on that end.
The amount of NRE's from CustomStoryLogs here is insane, though I also saw errors from other mods as well and I informed those devs
ReservedItemSlots threw a lot of NRE's
Idk why
Hey @lean pendant can u maybe do something like object volume control, but for the cruiser?
Nope
That one does not work in game
Its only a config
I need an in game one
OVC does realtime
why not request a cruiser compat for Object Volume Control instead? I mean flip(I think is the dev of that mod) is active enough in this server
Who?
bruh just as I said. its Flip. you can go to one of their mod threads like too many emotes or reserved item slots since I think there's no thread for Object Volume Controller
Honestly, at first i thought flip was the word and not the name hahaha, but then i read it again
Wait so this is during runtime???
I don’t have to do anything?
Could you do me a favor actually and check brutality and submersion
Iirc brutality at least has water under the entire thing
Wondering if the water stripes will show up under the terrain
the water texture is for vanilla only at the moment for exactly that reason, would need some way of telling when it's exposed to the air, maybe for a future update
but yeah, everything is handled on this mod's side. only thing moon creators might want to do is terra mesh their terrain (which I know you are already considering) since that will speed up the load time a bit when first landing on a moon (especially if there's a ton of terrain). I'll have more info about compatibility and such in the readme when it's out
you can just not include the water for now
since it won't update with flooded weather
I don’t think it should actively update personally bc the radar itself feels like it’s a scan of the moon so it would be strange
ye it shouldn't update, but basegame doesn't really display water either so I feel like not including water in the scan makes sense imo
yeah it's separately configurable from the other vanilla radar sprites
diff mod
niiice
cuz I figure a lot of people will just want to set this as a depencency for their moons or whatev
when it is released, will wither have it as a dependency?
Wither will be getting a rework sometime after, and will have its own custom contour map/radar sprites that will override this mod
sorry to get back to this but I'm guessing you need to create the custom moons' map contour first in order to have this working right?
my mod generates the contour maps at runtime, so the moon creator shouldnt have to do anything (I just recommend that they use terra mesh for best performance in-game)
wait for real? that's actually insane then
thanks, I'm looking to solve the compatibility issue with the new radar once and for all
can it update the contours / layers as well? lets say hypothetically there's a moon where a water level can rise high enough to overlap a lower elevated area, would the radar update based on that?
might come up with a solution eventually, but for now I'm keeping the water stuff to vanilla only since it's a little hard to make it work nice on modded moons
the fact that you made it work with custom moons at runtime is already an amazing feat
Me I will
I'd love this as well
Yeah same. Too lazy to manually make it

hopefully in the next few days. I finished up testing all of Wesley's moons today, and am aiming to make another progress update sometime later after I test some more things.
what are the bad news homeboy
(we talked in dms, bad news is resolved
)
I jumped generic and stabbed him until.he told me, I also found out
I was in the walls, so I too, know
a tweak that removes the mod titles for lobbyimprovements and bettersaves would be cool
and just call it Lobby Configuration and Save Files or smth
why do you want to remove mod tag on server titles
?
what i mean is that I want to replace the BetterSaves and LobbyImprovements titles with something more generic and vanilla
i'm assuming you want to remove where lobbyimprovements adds [MOD] to the front of a server title
oh
i don't really see why you'd want to change those
most people are not gonna look at them
Here's some more demos from my final major round of testing. The biggest addition since my last post is I found a decent way to render objects and buildings on modded moons! It's not as polished as my handcrafted sprites for vanilla since it's all automatic at runtime, but I'm really happy I could get at least something working. I have a few more little features and optimizations I want to try and squeeze in, then I hope to release sometime over the next few days (if all goes to plan).
Generic moons nice
Just ask those devs for a config.
Also I’m not sure if changing those would be a good idea
Real ones remember Advanced company
thank you 
truee
oh no dont remind me
i didnt even think about that tbh
I was actually gonna ask if Wither might be getting an update soon since I noticed after V70 it lags a little when landing on it then the lag clears up
not sure what could be causing that, but it'll probably be fixed since I've rewritten everything. meant to get it out sooner but radar project got in the way
It could be anything, my best guess is a Reverb Trigger behaving weirdly while the ship is landing
HOLY DAMN
this is beautiful
apologies if this has already been asked but I can't seem to find it hve been
curious as to when these are generated, is it after scenes are loaded so things like the silly random rocks are rendered - oh, and also pseudorandom stuffs, cause I know some moons have random scene selection and then there's things like MapImprovements with their various scene overrides for vanilla moons.
this is the only thing I could find but evidently I didn't look super hard @mossy spindle
I assume if it loaded on round start it would add a bunch more loading time which would overall be worse, but maybe better for scene changes/additions like those?
I think it's too early in the load order for random rocks to be included (and I think they'd mostly be too small to get considered as an object by my code anyways, except maybe the really big ones). not sure about multi-scene stuff since I haven't tested it, but my code runs after a scene loads, so theoretically it might be fine, similar with mapimprovements and rebalanaced moons (though they have a separate issue where I'll need to change the radar object positions to match changes to the maps). will definitely give that a look before release
Okay, I see, thank you!
Oh I also wanted to say my goodness I just adore your tweaks mod, especially the ship features like the functional buttons.
looks fantastic. glad someone's been making this
What that
the buttons on the ship controls
like the rotating floodlight
there's a setting to enable more of them that don't have usage yet
for reference
#1350616165289951272 message
That’s awesome
You should make it so that pressing too many buttons at a time explodes the ship 
how about a button which turns off all of the power on the ship similar to what happens when lightning strikes the ship
and a button for ship windows (the mod)
not quite what you're talking about, but I do like the idea of having a button integrate with the electric chair
a button that spawns 99 old birds outside
a button to close/open the door
Bro imagine a button that makes the ship take off
We need a button that makes the next update from LC come tomorrow at 10 PM
A button that releases the wax soldier update 😀
i mean clearly someone already pressed it considering the (unfinished) wax soldier was in the mod for ages
omg this was always something I wanted
lethal company dial update (real)
true blackout doesn't turn off artifice lights?
thought it did last I checked, I'll check if it's an issue on my end later
am I misunderstanding this config or does this make it so no lights at all are affected by blackout?
meaning that the interior shouldn't be out of power?
I believe so. one reason I can think of as to why it wouldnt work is if the breaker is still being shut off, cant remember how much I tested it
Ye for some reason the interior is always super dark
even if this is set to true
I have other configs on so maybe they're interfeering?
if the exterior lights are fine it's probably just the breaker, I'll double check when I'm back to SBT
I think if you have the mrov weathers true blackout off it won't touch anything about the blackout weather
You can continue to use this thread for whatever, but since this is a bigger project I made a dedicated thread for it.
PEAK JUST RELEASED!!!!
yes, need it for moons which use unity terrains
Btw I saw Batby recently mention their thing that auto generates contours for interiors might not release, would you tackle that if it doesn't happen?
uh oh. I'd have to talk to batby about that since I wouldn't know where to start and clearly he's done a lot
also reminder thread exists
#1385016182330888252
Science Bird try not to be awesome and peak challenge: Difficulty level S+++++
Btw @lean pendant one thing I'd like to mention:
The blackout sound effect only works if you have apparatus true blackout selected and doesn't work otherwise. Not sure if it's a bug or not but it'd be nice if the blackout sound effect worked if you had anything else other than true blackout selected since I don't typically like to use true blackout but I do like apparatus hazard blackout.
it's tied to the enhanced blackout effect itself, which happens during Blackout weather or on apparatus removal if that's toggled. I could probably make a version that runs on the apparatus itself at some point though
Sounds good :)
@lean pendant You should probably take on making an updated Monster Plushies mod at some point, I know some of the models could use some improvements and optimizations, and I would also love to see Plushies for all the enemies it doesn't currently cover
there was teasers posted for an old bird and tulip snake plush a while ago
assuming science bird has permission to take those plushies lol
no idea what the dev is doing now
the guy modelled all his own plushies
Yeah
probably not
I would imagine new models will need to be done
what "improvements" and "optimisations" are you even looking for lol
Mostly texture improvements for the Nutcracker, the Bunker Spider has a visible seam
not all of them are bad though
i mean theyre about as perfect as can get tbh
Yeah
I just notice a bit of a performance hit when using the mod so there's some unoptimization somehwere, part of it could be just due to it being an old mod and the older config style it uses idrk
It is extremely old
iirc, when sponges setting to reduce model vertices released, i tried it on the plushies
and none of them looked weird
Yeah which tells me it's not the assets or textures most likely
so like, idrk what you mean
might be the sounds and the config
the jester plushie plays like 3 sounds at once
possibly 4
thats the only one i can see causing issues
but even then, ive never experienced random fps drops
each meteor in meteorshower has like 3 concurrent sounds lol
one day we getting new crystals (next update™)
I look forward to that
The current crystals are sometimes a bit difficult to find
I will say it would be cool to at least see a new monster plushie mod that contains all current vanilla enemies. I know my group loved collecting them. I want a kiwi plushie 😆
@sturdy lion when are you doing Code Rebirth Plushies???!!!! That would be a cool scrap addition! You have so many different ones you could do!
I think the CR update is coming with plushies isn't it?
I thought I saw Xu and Rodrigo talking about that
me rodrigo and mel
From the meteors?? Nah they are not hard to find. Just gotta be brave lol. Cross hunts them down like crazy and brings back a ton of them.
I saw talks about plushies for the CR enemies too
ok now i have to choose either webley or jimothy plushie to be my prized possession
at some point this stuff too
this is a rough choice
cards also is cool
i offer you use my puppeteer painting image for their card
If there are cards id love to see cursed versions that look just like the real and when picked up they burn away and spawn the enemy from the card 😆
finally a way to inflict guaranteed torture
Thats what my mod packs all about 😆 check out Xus bigger present mod. Bigger reward but bigger risk 😆 its always anxiety inducing when someone opens one.
so its just the crates but inside
i'd have to see that one again but lethal packs inspired idea, since i loved that mod
honestly not a bad idea for a drawing for a card
Nah yes a big ass present that can spawn a shit ton of items (low chance) or explode killing anyone close enough to the present opener and spawns an enemy. (High chance)
the puppeteer and me have a weird relationship
i recognize their problems and hate actually playing with them often, but their aesthetic and concept are so cool that i just deal with them and enjoy them anyways, so much so i made this silly painting for them
mfw i have to go afk right when im typing something
plushie scraps are peak in generell
i have some people wich love collecting them too
instantly reminds me of the time i threw someone off the company building who had a shark plushie in her inventory and she was like begging to not do it because of the plushie
cant bird just make a seperate mod for the non existing plushies
kinda like a addon mod
I also would love to see new monster plushies, shame it seems like it isn't being actively developed anymore (as far as I know). It would be a pretty difficult job modelling those from scratch though, especially trying to replicate their style, so not sure I'd want to commit to it.
would you mind adding any of these features? the mod I used for them broke "Instant Sprint speed, no more slow build up
Instant jump, no delay.
No slipperiness when turning at sprint speeds
Crouch Jump!"
Haven't dealt with that part of the code too much, but I'll look into it down the line
Could you disable the audio queue that plays when standing under disabled spike traps?
Or rather, disable the vanilla audio queue when the trap has been disabled
good idea 👍
@lean pendant suggestion
tweak to make hoarding bugs not have a chance to constantly follow you if you are holding an item (which would in turn make them aggro for standing nearby them too long)
on the topic of hoarding bugs, Sapsuckers dont attack them if they steal their eggs
too be fair not like its expected for that to be possible XD
sure, under normal circumstanses lmao
actually that feature sounds like id fit
pretty sure its in there/fandovec was working on it, iirc he was waiting on an update from starlancer's ai fix
a wild xu approaches!
im going back to night reign
im off too stardew valley
The "reset light rotation" button seems to just reset the direction of the light and disable rotation, is this intended behaviour @lean pendant?
From the description, I'd assume it would reset the rotation speed but it's currently behaviour is almost identical to the "toggle light rotation" button
Minor bug with the item scan overlay, items going into the belt bag seem to leave "ghost" overlays behind for a second or so
me too
Uh I didn't work on the buttons but I'm pretty sure it's because there's no other way to 'reset' the light to point where it does in vanilla, trying to pause rotation accurately is tricky, maybe the wording should be changed on the button to clarify. Toggle light rotation is more of a pause button. Additionally the floodlight rotation is relative to world space atm (that's why it only rotates while landed), this results in it wandering in some cases where the ship settles after it's actually landed and the reset button fixes that by re-zeroing it's position, when I have time I plan to make it relative to the ship so that won't be an issue though.
yeah the reset button just puts the floodlight back in its original spot
Thanks for the spark notes version
Just thought I’d say science bird tweaks is cool as hell
I’ve seen it have its fair share of praise before but it’s a legitimately great mod that fills quite a few hardly touched niches.
It is probably the only non-Buttery mod I consider a required download
Yeah
@lean pendant can you add a tweak that removes the fear effect making you unable to move furniture inside the ship
yes, this is an actual thing
and i genuinely cannot think of a single reason it exists
its just kind of annoying
lol that's funny, probably an easy patch I assume
When are you even moving furniture and experiencing the fear effect? I just move stuff in orbit and then never again.
I just can’t think of a reason to move stuff while on the moon is all.
well i also cant think of a reason zeekerss even coded this in the first place
so touche
Fair enough
oh yeah I've noticed that as well, havent looked into the furniture system enough to know exactly why though
How have I never noticed that with the beds? I always move them
it's just their collider for moving isnt accurate
since the mod can already remove the face cams could we get an option to disable the compass(both moniter and ui)
https://thunderstore.io/c/lethal-company/p/BlueAmulet/NameFix/ @lean pendant I was thinking that what this mod does feels fitting to be an option for SBT whenever you get around to updating it again, I know you plan to implement the remaining features of Useful Zap Gun too when you update it again iirc
Also this happened one day and I have a feeling it was cus I had the alternate fix logic off, it fixed after enabling it
this was for a client
they voided when trying to join
this is the sort of thing caused by any fatal error when connecting, from the looks of it additional networking seems to be throwing the most errors (maybe just related to some more general connection issue) but hard to say for sure what's causing it. since SBT doesnt throw any errors it's probably not related, and the object fixing stuff is mostly host-side anyways, so I'd be surprised if it caused this kind of fatal error on a client
Got you yeah I wasn't sure what caused it and neither was matty
are their any options I should turn off with Science Bird tweaks?
everything is subjective so there arent any must turn offs
most of the stuff that some people may not like from the start like experimental features are turned off by default, so no need to worry there
Oh actually
definitely turn this off
but science is right, its a screw not a bolt
Doesn’t feel right after nearly 2 years of LC
turn the screw into a bolt if this setting is being disabled 
Counter point: Big screw is not as fun to say as big bolt
then add an actual big bolt 
and forest keepers aren't forest keepers cuz they show up on desert moons but we don't call them desert keepers do we
I’ve never called the big bolt by its real name ever in my life so big screw makes sense to me
Since that’s what I’ve been calling it this whole time
what about coilheads, they dont have a coil for a head
Welll
The neck is the coil™
And when you get killed by a coil head, your head gets replace with a coil
that makes the player a coilhead and them a coilneck
next addition is to remove the head from coilheads so they are actualy coilheads, just add some funny googly eyes to the coil
Does this screw (haha) something up in game?
oh 😂
As others have said, I have the configs mostly set to off by default, the only things enabled are things I dont think change the game very much or interfere with the average experience.
Small suggestion: There was a mod called Symbiosis that added a feature called "Scent of Death". This feature made corpses, that died more than 1 minute, have flies around the body. For some reason the dev just removed the feature and disappeared... Now it's only a mod that modifies Hoarding Bug behavior
It was a cool feature, could you bring it back?
How would you be bleeding if you’re wearing a suit
It’s probably the suit being torn
if a thumper takes off a yummy chunk of flesh from your favorite MRAPI waifu id imagine suits or clothes get torn
but only maybe
Ohhh yeah that makes sense.. 🤦♂️
I guess like 90% of deaths probably also damage your suit
Falling is the only one that maybe wouldn’t
Or like a centipede
Falling over can tear material, and you have to fall far enough to get to critical health for you to bleed
We must not try to find logic in a game where water doesn't affect entities, paranormal creatures exist and fire exits defy space-time
Have you seen how hippos “swim”?
Now look at dogs 
i was testing out with lumens and once you enter the factory and exit, it resets
After entering / Before entering
in the blackout weather
weird, I'll look into it
I'd have to ask the original dev for permission if they're still around
i believe they mean just making that a part of your mod
and kast i checked the concept of flies around a dead body isnt copyrighted
WTF KAST???
LIKE THE MOON??
it would involve some amount of custom assets, animations, particle sfx, etc. so, would be much easier as a port
from what i remember, it didn't had any sound cues, it was just something visual?
similar to roaming locusts but very small and black
Before / After
ty
i feel like it could work to just spawn locusts on corpses
are you using lethal sponge
yeah
do you have "volumetric compensation" enabled
yeah
iirc that's the setting you have to disable to fix this
sponge caches every light source's intensity at the start of the day
and restores their intensity when entering/exiting the dungeon if the setting was enabled
so that if you disable the setting you can get the original light intensity back
but it will cause issues like this with lights that dynamically change intensity
based on certain post-load conditions
as a whole though, disabling that setting is going to make everything look brighter
what moon is this? landslide?
looks like landslide
https://thunderstore.io/c/lethal-company/p/Financier/GhostGirlFearReset/ @lean pendant @nimble pond Figured this would be a good thread to bring this up in, is this mod still needed? I've seen some people say the issue was fixed in Vanilla a while ago and I feel like if it hasn't been this might be in the scope for one of the larger fix mods to include potentially
i actually was just about to come here to suggest a tweak lol
this was fixed in vanilla in either v56 or one of the v6x patches
i dont remember which
I thought so
ok cool
lethal wiki is outdated and says she doesnt reset still
might be why
i can suggest a deprecate in moderation
ok both lethal wikis are just fucking wrong on so many things
pretty sure fandom still says bracken has 3 health
so basically
fuck fandom
to be fair im pretty sure this mod is totally harmless
do not listen to them
it just no longer has any effect
i thought the miraheze wiki would be better at least
I went ahead and put a Report in that the issue was fixed in Vanilla
miraheze being a better platform for wikis doesnt mean the editors are better or fully aware of everything
not that i expect absolute perfection
but a wiki should have a lot of correct info at least
anything's better than fandom in my eyes
doesnbt the imperium guy maintain the fandom wiki or smthn
idk
does he??? lol
I mean if y'all know this much I think it'd be valuable to apply for wiki moderator or whatever you gotta do to submit changes and actually make miraheze an accurate source of information
cuz as it stands both have outdated, factually wrong information all over em
I'd be really happy to have a good source of information to rely on for my shit
I've only been downloading it since I thought it still wasn't fixed lol
suggestion,
a feature to stop the fan in the main entrance of facility (and potentially anything else that uses that prefab), and (if it's not too much trouble) turn off the outside BigMachineRoom audio when appy is pulled
Yes, it's that moon
My beautiful baby boy
https://thunderstore.io/c/lethal-company/p/Terraformer9x/JesterDoorSlam/ Btw this should likely be a tweak imo, it's cool but it's odd to have be a seperate mod lol
if it still works i don't think it needs to be added to this mod
I just know my group is gonna complain it's bloat
So I feel it's one of those mods that should also be a tweak
is it not still bloat if it's moved from 1 mod to another
Guess that just depends on how you feel about it
Yeah
I still wish MonoDetour wasn't added as a dep for LL for example, it's bloat for end users and only useful for developers and debugging
so many people are complaining abt that i imagine it won't be a thing next update
I hope Hamunii strips it, cus what it does isn't bad it's just not useful for mod packs and end users
It's kinda funny how everytime I open some random thread it has at least someone that will say "Hey [insert modder name], I really like your [insert mod name], I think you should add [insert feature from a existing mod]"
Not judging, I've already done that
But it happens frequently
i think this is fine if youre playing a personalized mod pack with silly things
and your friends are also able to with you just fine
otherwise h
btw add a tweak that makes the dropship land faster after the cruiser is bought 
sure the 1 big mod will look nicer
but the performance impact will be the same
it only really matters for aesthetics
i actually just thought about this too
I rather have them separated, sometimes a mod with too many features ends up breaking and you're unable to use the mod at all
if too many good features are consolidated to 1 mod you'll inevitably get people asking parts of it to be separated
just like GI
you can't satisfy everyone, so go for the most configurable implementation imo
i think the only time ive really felt more separation like that was needed is wesleys stuff
I wish GI had the Monitors as a separated mod...
theres so many high quality scraps that match with vanilla and the lone listeners are awesome
would love separate mods for those
I think it's annoying to suggest features for a mod when another mod implements it already and said mod still functions normally without issue
Unless you're asking for the feature to be expanded upon there's 0 reason to do this
just my opinion
Yea-
Cause the door slam thing for the jester I feel-
Could be used for other enemies or the door open speed being dynamic depending how fast/long the player and/or entity opens the door-
Artifice blackout still has some lights turn on.
Ok so, there is this mod that adds the backrooms, https://thunderstore.io/c/lethal-company/p/Backrooms/Backrooms/
It doesn't have any relation to this mod whatsover but i think you should add it idk it would be very cool ngl 
i think you should add the entirety of legmr moon into this mod
Proposal: add every mod to this mod
nah, remove everything
but keep the mod up
at least I feel what I ask is reasonable most of the time 😭
but if a mod still works no reason for it to be in this mod
most of the time
yes! a mod that stops any other mod from loading would be great. Sometimes there's just too much stuff!
even better a mod that opens the vanilla game and uninstalls the mod manager
very inovative
thats actually already a thing
but its more so useful for mod packs
particularly if you dont want yesfox but have butterybalance
although diffoztweaks cant block every mod period from loading so yeah
diffoztweaks can't block patchers
i believe thats the only mod type it can't stop
but it can stop plugins that have a dll
if its something like an interior or moon that only has an assetbundle then diffoztweaks can't stop it
i am a huge supporter of "small mods that do very specalized things"
which is a little hypocritical coming from me since i've bundled a shit ton of stuff into butteryfixes
but that's mostly because i dont want to maintain separate packages for something like "this mod fixes slimes being 'killed' when hit with a spike trap" etc
and im not opposed to splitting chunks of that into separate releases where it makes sense (mask fixes forked off of an earlier version of butteryfixes)
but like
me maintaining 56 mods because thats how many different bundles are in coderebirth would be so much fun
general improvements is a pretty big example of a mod that has a lot of small features bundled under one umbrella
and it breaks almost every single update
and shaosil is pretty much only on a "need for maintenance" basis when it comes to updating his mods atm
afaik he has a pretty good response time for getting his stuff working again each time it breaks but i dont think he's actively developing mods right now
that sort of headache is a lot easier to avoid as an end user when your profile has a bunch of mods you can disable if individual features break
as opposed to having to completely disable one mod and everything it includes because otherwise it will break your game on load
i found another one
the electric chair is floating when you move it
actually hate this fucking game
I am too guilty of that, I unfortunately never think to check for a mod’s thread until I need to ask about something. The politeness is cliche but is so for a reason, what is wrong with that
But I am a slave to the big number on the screen 😭
certified zeekerss jank (my beloved)
Hey Science Bird, I’m a big fan of your mod ScienceBird Tweaks, I think you should add Wesley’s Moons as a possible tweak.
Nice mod
that's why I always half-lie/downplay how many mods are installed 
I have a ton of small mods that are mostly just fixes and improvements; if I had to count how many mods I had that added completely new things it would be like 10 or 20
@fallow hornet @crimson thunder I have no current plans to remove it because the thing is that it's a UI/UX issue with mod managers that dependencies seem as important as mods explicitly added by the user and you don't what is a content mod or what is not.
The biggest bloat about MonoDetour as a dependency is that it appears as an important mod in mod profiles in mod managers and takes two mod spaces because it comes in two packages. Almost no one would care if I bundled MonoDetour in the LethalLib package as it would be an invisible dependency.
If all dependencies of BepInEx also showed as separate mods in mod managers, even a profile with just BepInEx would look "bloated"
yeah lowkey i just hate how thunderstore handles dependencies
and all mod managers using thunderstore basically have to respect the same rules as each other so the experience is consistent
i am in a constant design battle between "should dependencies represent the bare minimum needed to make my mod load without errors" or "should dependencies represent what is necessary for all of my mod's optional features to work"
tbh I should have a discussion about how gale deals with mods and dependencies to see if the UX could be improved, since I'm curious if there's something blocking the ability to show what's actually important and how hard it would be to do
this is separate to the issue you mentioned above but it's my biggest complaint for sure
super separate yeah lol
it really depends on what you want from your mod tbh
Is there no soft/optional dependency thingie?
thats fair but i don't think forcing all mod managers to download something that only developers are gonna find use in is the move either
the thing that makes it difficult for me is that ideally id like for users to get my "intended experience" with a mod from just a single click to install
not in thunderstore no
without the people who want to be able to disable some features being inconvenienced by having their mod manager reinstall dependencies that they dont need every time they update
its all dependencies but theres no indicator for people that they can remove some
unless the mod dev states it in like a readme
MonoDetour is a very small dependency though, so I believe that in total it's a positive thing to include it
we should bundle every useful mod ever with lethallib because its a positive thing in the end
surely
again, fair but if the average user has no use for it, it's actual definition of bloat
i think it kinda depends on what is happening with it
another thing with making it come with LethalLib is that it will create more awareness of that the CIL analysis thing exists and mod developers don't need to suffer for no good reason with bad error messages
if this was a case of bundling it because it actively fixes some issue then i'm fine with it
but from what i understand it'll just make debugging easier
in which case i'd just recommend it in the readme
if a dependency i mark does nothing except improve error logging, then even from a user standpoint it is helpful for them to have it so they can be more productive with reporting errors on the off chance they occur
its not for users, its to raise awareness for mod developers that might have an ILTranspiler error and it helps with debugging why that ILTranspiler errored
it's better for the .NET modding scene as a whole if more developers are aware of it because everyone wants better and more informative error messages
the dev response "install the dependency, get this bug again, and then report it to me" is not very productive
i mean i tell people to download bepinex monomod debug patcher if they dont have it and reproduce the error all the time if they send me an error without it
as someone said (I forgot name) MonoDetour's CIL analysis is not that important for users to have since ILHooks/transpilers are almost always applied during game load time and the apply order should be the same with the same mods
also if I made LethalLib actually use MonoDetour, I doubt people would care as much. Nah I'm kidding people care about dependnencies way too much
pretty sure i told you if you rewrote lethallib to use monodetour it'd be fine but you're just adding an unneeded dependency to lethallib (AS A MAINTAINER) to give everyone your mod in hopes its useful to someone because as a technicality it will be useful eventually
This does still though allow devs to just start looking into the invalid IL error without installing the mods to reproduce it, though well tbh reproducing it is a good way to make sure the issue is actually fixed
i do think if the longterm goal is "convince more people to run monodetour in general" then there are better ways than adding it as a dependency to a mod with high download counts
because the thunderstore dependency system makes that intention pretty opaque and confusing
it doesnt strike me as a huge deal but i would not call it best practice
if thunderstore had better hard/soft dependency system this wouldn't be a big deal
true but i wouldnt blame thunderstore on this one
just the fact thunderstore will complain if you try to take it out because it thinks lethallib needs it to work
"better ways" in terms of ethics and transparency, unfortunately not in terms of results
if i didnt know any better i'd just look at it and be like "okay this maintainer just wants to give their mods artifical downloads"
it does look this way from an outsider's perspective
someone who isn't in this server and sees these 2 mods added, and them not doing anything meaningful in logs right away is gonna assume they're useless
i think an end user is probably more likely to assume it's just a dependency for internal functionality with no user facing results
I can't really write LethalLib to use another thing since the API is written to stone, including the priorities of things so I'd break a lot without much benefit
Also somewhat unrelated but a kinda strange thing is that I don't know of the majority of the cases where it's useful, but I know at least one person has had it been helpful in PEAK modding when I asked them to write invalid IL and they had already seen it.
im sure its useful where its needed, but its just not needed where its being put right now
which is still not correct, ultimately, but i think that it's the opposite here. the reason it comes off as a big deal is because we are in this server talking about how it's not required for functionality
it's great though that it almost does nothing, that's why I added it
well I mean, I designed it all
if it does almost nothing then people wouldn't want it right?
because why would anyone install something if it doesn't do anything
The thing is that people should not care, but they do because of the UI/UX
they also care because its not a lethallib dependency
nor is it really even a soft dependency for lethallib
its just a thing attached to lethallib out of sheer want to spread it
if I didn't, I actively wouldn't help developers when I could because of all the effort I spent to make the feature work
sure I could tell devs to install MonoDetour, but if it was already there, it could have saved hours of debugging even
yeah but u dont see people putting dependencies on super popular mods to help users or developers because tahts just not really a thought that crosses anyones minds to do
and I will not see every time someone needs help and not everyone asks for help
Because usually there aren't those mods that are just very useful
like, that can be applied to everyone
there's a lot of mods that are super useful
or doesn't harm anyone's experience
and should be used by everybody
that dont harm anyone's experiences
and definitely a lot more useful than monodetour
if they change anything about gameplay though, it could be negative
I think though that well written bug fix mods kinda belong there, but those don't apply accross games
a lot dont and are just purely super useful
when are we making lethallib depend on lethal performance, or lethallib depend on rexuvination, or lethallib depend on cullfactory, or or or
i could go on
that is a fair thing, and the simple answer in this case is that since I kinda maintain LL and I'm the author of MonoDetour, I'm comfortable adding it as a dependency
so yeah it's because I made it
im not gonna deny your help, but i've mainly been the one maintaining it lol
I see that and I agree, but everything still goes through my review
I do enforce certain things like the API never breaking again
I thought they were useful in some code way or smth honestly, so I never looked into it
yah that's what I thought
big agree
with this mindset so many other mods would be depended on by lethal lib
despite making no actual sense to include them
yeah
the actual reason is above though
so i'm not really surprised
so should i add all my cosmetic mods to depend on Moonswept because the cosmetic mods are mine
yeah i really just dont think lethal lib should be depending on those
its just unnecessary
extra debugging tools for specifically developers are great but it shouldnt be depended on by the largest used api
i just don't see why it can't be recommended in readme instead of being forced
^^
the reasoning was that it would be easier to just have it there when the issue happens rather than asking people to install it and replicate
but i've not seen 1 person actually use its debugging capability here so far
the example given was in the PEAK modding server
probably we only see it in work after major update in lethal company
i'd understand that
i just don't think it should be a dependency of lethallib
LL doesn't make any mention of it in the code or anything
but LL uses IL patching
so after LC update it may break and it would show detailed error
and it would be useful then
i'm not gonna say monodetour will never be useful
because i know it will be
it just doesn't have a place in TS dependencies imo
here's the thing though, is having MonoDetour as a dependency of LethalLib doing more harm to users than good to mod developers?
it should basically not be doing anything after all ILHooks are applied, it's a lightweight dependency
the biggest harm it does is be in your mod list among mods you care about, but this is a UI/UX issue
here's the thing though, is having rexuvination, lethal performance, and cullfactory as a dependency of LethalLib doing more harm than good?
like you can apply that to alot of mods
thast the thing
how many people have actually said monodetour has helped them vs how many people have complained about it being there
I'm pretty sure those touch a lot of stuff, while what MonoDetour touches is generic stuff that applies to any game, it doesn't change anything about how the game behaves itself
People don't come saying that MonoDetour has helped them because from their perspective it's just there already giving them info, I'll only know this by asking people directly if it has helped them
okay you know what? I should just fix Legacy MonoMod ILHooks exploding when any of those throw when applying, in MonoDetour, and then there's a real reason for everyone to have MonoDetour
also, no one has begged LethalLib to remove the patch it does to add IL offsets to (some) methods in stack traces even though it's technically none of LethalLib's business as a content addition API
Users don't see that
yep
so that's why they don't complain about that
Not really, I don't really care and I think having it as a dep is fine enough since it doesn't impact gameplay really
It's just people complaining about "bloat" when that bloat doesn't impact anything except for a mod count
yep
Like, fair enough, but to me it's more of a nitpick than a valid complain IMHO
your opinion isnt humble, try again later
not that I think it's not valid if it bothers people to have it there, I just don't personally mind
and if it's helpful that's awesome
also my complaint isnt that its bloat, its a mod being added by a maintainer that they have no real right to add and the logic for adding it isnt very sound, only reason it exists there is because said maintainer made that mod
thats a super boiled down version anyway
that is a fair complaint
I still stand by what I said but I do hear you out on that one
sit down and i might hear you out
I mean, Eba isn't here anymore (I mean she's alive but not modding this game). Me and batby were given the permission and access to maintain LethalLib when eba left
ultimately I don't care personally, but it feels like its misusing and taking advantage of LethalLib which matters to me
i am sitting, Xialona
you're gonna wanna stand up for this...
keyword being maintain
I see that view, but then again there's the philosophical question of me being able help modders by doing one simple thing, or not doing it and not helping them when I just could
it's not like it changes players' experience playing the game in any way
i wouldnt call it philosophical when u consider that that's not the actual reason, atleast not the main reason anyway
main reason is ya made it
Main reason is that it's a feature I wanted and others did too, and I actually decided to make it real and spent over a week to get it to the state where it is now.
Only then I decided at that LethalLib should depend on it to bring it to as many people as possible
so in a hypothetical universe where you arent the person who made it, and the owner asked you to make it depend on lethallib, you would've done it?
most likely
yeah this is where i exit the conversation lol
anyway sorry for taking up your thread sb
stands up
you are free to go fuck yourself if you want to #dev-general message
Holy hostility
it feels really disrespectful when you reply like you did
I'm not continuing this here, you're free to dm me if you'd like.
I just downgraded LethalLib to 1.1.0 and removed MonoDetour
personally
In the next update, would it be possible to add in a feature that'd allow you to modify the damage values of both the stop sign and yield sign? I know yield sign damage tweak exists but it doesn't allow for decimal values (like making the yield sign deal 1.5 damage or 2.5 damage) and there's straight up no damage tweak mod for the stop sign at all
decimal damage isn't possible without a significant overhaul
enemy HP is stored as an integer which does not support decimals
I wish he had scaled the health differently, so that way instead of all the weapons doing 1 damage you could have some do more or less than others
Because currently your options are no damage, vanilla, twice as much or more basically lol
solution: 50% chance to do 1 damage = 0.5 damage 
iirc, Zeekerss did introduce a thing where enemies take different amounts of damage from different sources, right? So maybe this could be used for some crazy workaround where for instance, a Masked has 12 hp, and is set to take 3 damage from shovel, 4 from stop sign, and 6 from yield sign?
i love lethal hands
this is possible yes but that's one of the possibilities i meant with "significant overhaul"
Ah
Or for consistency
Imaginary counter which on each n-th punch deals damage
0.25 damage = each 1/0.25 = 4-th deals damage 
Artifice blackout still has some lights
I've heard. it'll be one of the things I look into when I resume work on SBT
Haven't tested it without other mods installed, but picking up items with the belt bag doesn't immediately remove the scan overlay
Overlay is slightly borked because of Clay Surgeon Overhaul, don't think that'd affect this though
i had the true true blackout: blackout+out of power error from malfunctions. It was fun.
@lean pendant I'm curious, since Digg is inactive currently, I wonder if you could make a patch for Cruiser Improved that allows it's fix for running over enemies to work with the Hauler and other modded vehicles, currently anytime you try to run over any enemy with the Hauler it throws an error and idk when Digg will return to potentially fix it
Prefixes can't return their original function right
I was also thinking it could also just be a good idea for maybe the dev of Cruiser Additions to implement some of the fixes from Improved, since they're much more active
that would be the ideal solution. if that doesnt work and the patch would be really simple I might consider it for a future misc update
all it is really is just doing
if (__instance.vehicleID != 0) {
return;
}```
so it would be better for the mod itself to implement rather than have something else patch it
ye lol, this is basically what I did for customstorylogs before the dev was able to implement the fix on their end
@lean pendant is this random collision thing fixable? https://cdn.discordapp.com/attachments/1339708340468711424/1390926688665337976/Lethal_Company_-_2025-07-05_01-25-32.mp4?ex=686a08ec&is=6868b76c&hm=6edc6fc8e5352b0db3f636a131affd4b9b29b1d4dd2933fd772b9143be3fcae6&
hmm, if I had to guess it might be something to do with trying to jump off the ship while it's moving, don't think there should be anything too strange about the collision there
whoops
wat
I had a deleted message that said
"Hey, quick question, what mod is this from?"
I'm either thinking it came here or I'm messing with the configs the wrong way or this isn't where the mod comes from.
Cause I think it came from this mod but I have no idea what the configs are.
definitely not this mod
this is my mod pack
i did this with centralconfig
never tried centralconfig in my life. How exactly do you make it do that?
its just one of the options
of many
@lean pendant Any chance you could add an option to hide these wires?
yep that's simple to add. I'll put that in my next small update
Can you do a tweak to disable the forcecredits terminal command of Lategame Upgrades?
why tho its host only thing, no?
yeah but i mean, the thing being host-only doesn't mean the host plays seriously
I've never even heard of that
well thats kinda an issue of the host lol
Holy cow what a setup
Ever since openmonitors deprecated idk what to replace it with
GeneralImprovements
That's what these monitors are from
Thanks cuh 🤝
GI even came out before OM.
General Improvements makes wayyyy too many changes to the game for me to use it over open monitors (it still works perfectly fine)
And a bunch of the mods I use already have most of the features I would've used from GI
To me it sounds like a Great thing when I can replace 2 mods with 1
I would have to disable like 90% of GI just to use like 5 features from it lol
but ye it is nice when 1 mod can replace 2 or more mods
today i replaced 4 mods with GI
If I removed GI I’d have to use probably 6 or 7 mods to replace it. Not including monitors.
kind of tired of people saying generalimprovements is bloat
its like saying coderebirth is bloat despite it not only being a content expansion mod, but also, disabling features completely turns off the cache of those disabled
generalimprovements... is literally its fucking name
its going to be having a lot of options, because thats the entire fucking point of the mod
if you dont want to use it, thats fine, but saying its bloat is kind of dumb
I think people install GI, then notices the things it changes by default and then they uninstall it without even looking at the config
I generally don't like GeneralImprovements style mods, where it's "a bunch of already existing mods but now all in one mod", but I don't mind particularly because it's better maintained than most of the standalone mods that it replaces
idrk about that
for a time period before like v55 sure, but shaosil has slowed down a lot since
there was a period he was considered completely gone from the modding scene even
GI should just come with everything vanilla by default.
idk if anyone here knows about Starbound mods but there's a really popular one called "Frackin Universe" that infamously stole and incorporated a bunch of other mods into itself, sometimes without permission. It's a good mod, more of a modpack with it's own features but there are some pretty shitty practices from the dev imo.
that typo is crazy
More mods support GI's monitors that OM ones.
i can understand being upset at a mod stealing major content addition ideas into itself
but GI hasnt really done that
closest is more monitors
but that isnt really something to be fussed over too much imo
and i know GI has a health recharge station but afaik GI had that addition first of any mod for lethal
I agree
When I first downloaded GI like a year ago (I didn't know much about config files) I immediately deleted it because it changed so much things like the building rotation snap
Now I have it back but with everything configured
yeah that's the config setup I aim for with sciencebird tweaks. GI is an excellent mod but there a few unusual default configs
if there is Tiny Teleporter Collision why not Tiny Inverse Teleporter Collision
Me with code rebirth (dont tell xu)
Using the mod for the tornados 😭
And the giants if those have become a thing yet, I haven't been active for a while
Yeah support was discontinued for that a while back. The redwood is pretty cool but I've started leaning more towards the mangrove (which broke 💔) and the cactus which I believe is upcoming
Perhaps redwood will remain a rare spawn on more spacious moons
it should apply to both teleporters
Hmmm, weird, I remember the teleporter having a small collision and the inverse a normal one
I will double check tho
Death penalty

you can have bloat in a mod even if its very premise is to be bloated with content/misc features
too many features is still too many features
anyway both are cool, I depart now
does this mod effect the door collision for the ship? I cant seem to hit enemies through the door with a shovel
that was fixed in vanilla
mfw people cant play this game without exploits
who gaf
ah, the knifes still work though. i guess he only did it for shovels
4 days left
impending doom approaches
Given the opportunity, players will optimize the fun out of a game.
If it was not fun why would we do it
fun police
People can play the game how they like. And if cheeses are what they enjoy then they should enjoy it
If they complain when it gets fixed though I will literally strangle them
I had fun w the apparatus clip but I respect the fact that it was patched out
This be the truth
Apparatus clip?
at some point pre v55 there was a specific facility generation for the apparatus tile that you could use to clip out of bounds by crouching and uncrouching under some ceiling decor
and before now, when you clipped out of bounds on an interior it would TP you to main as a failsafe
so you could just grab an apparatus + full inventory and clip out of bounds into main
but at some point zeekers changed it so the trigger at the bottom doesn't TP you but kill you
it was specifically fixed in the shovel's code
so all enemies are affected by the shovel changes
but the knife had no changes yes
@lean pendant Wanted to ask if you can add an option to disable the External Camera, that camera causes so much ship lag on some moons
just neuter it in sponge
I tried and it didn't really help, I've found the Sponge camera settings actually seem to make ship fps worse
how
Idk but the Sponge camera settings are worse than just capping framerate with GI
@fossil torrent Maybe you know why?
my guess is something changed in the jump between v69 and v70, and since sponge hasnt been recomped yet it is slowing down
Possibly yeah
Tbf those cameras are generally useless though I find
I don't like the inside ship cams
you mean fps limit? or disabling?
Just having the Sponge patches for the cameras on seems to affect ship framerate I feel like
That being said I do wish we had a mod to completely disable the rendering of the Internal and External ship cams
rather than capping their fps, I know LethalPipeRemoval can do it in a way but that comes with it's own slew of bugs
I don't know what those patches are, you're gonna have to tell me what you're talking about
This whole section
I haven't looked in a while and I feel like I remember there being several options
what did you change that caused this perception of a loss in fps?
I just notice things feel worse with Fix Camera Settings on vs off
that toggles everything
Possible
it's implemented in the worst possible way
also it looks like there's no way to apply all overrides except for framerate so you're probably out of luck with regard to those options
ah wait no
You can set framerate to 0 to make it be untouched by Sponge, I'll have to see if GI overrides it
yeah
ah wait no Sponge does appear to replace the vanilla fps limiting with what I suggested, I forgot if that had happened
I would assume the average fps improves with the fps limit being enabled based on what I'm seeing
frame timing may be your issue, but you'll have to diagnose that yourself
Hmmmm
@lean pendant Would it be possible to add in a extra blackout setting to modify the chance of increased enemies spawning and the minimum amount of spawned enemies upon apparatus removal?
In vanilla I think it's a 70% chance of increased enemy spawns and a minimum spawn count of 2?
At least, that's what one of the wikis says
I'll have to remind myself how the vanilla system works, I'll add that to my list though
the way it works in vanilla, when the "radiation warning" popup appears, it rolls an unseeded 70% chance to increase the minEnemiesToSpawn value to 2 if it's less than 2
that's the same variable that eclipses control, so on harder eclipsed moons, it has no effect
and it's always RNG
Did not know this, but that’s interesting. I usually delay pulling the apparatus until later in the day but I guess if I remember that then there’s one instance where it doesn’t matter
@lean pendant
Could this be added to SciencebirdTweaks?
ooh
Why does everything have to get integrated into SciencebirdTweaks
Just use TerrasBalance
because science bird allows suggestions
That mod still works, so it shouldn't
Consolidating too many features into this mod turns it into bloat
I avoid adding features already in other mods unless I have a specific reason to (e.g. improving it, compatibility with something else, etc.).
If I did add anything like that it would probably be disabled by default like most of the stuff in SBT to keep bloat to a minimum
how about a navmesh for the company building that works properly with LethalCasino? 
Can we get an option to not blackout sun during Blackout?
what's the point then
Facility has no power?
isn't that just handled by breaker
No?
I'm not sure actually.
But what would be the point then if it just turns them off through breaker and that's it?
This weather makes all lights in the facility turn off, making it hard to see anything.
I'm gonna check.
Yeah Blackout doesn't impact the breaker, it just turns off all lights
not through the power outage mechanic or anything, it just turns off all things that emit light except for a few
if you want an alternative, basegame has a chance to generate the interior with the breaker box off
Hello, I apologize if this has been address somewhere but I can't find a method of fixing this issue I keep having
I was able to bypass it once by renaming my pack but now I cant even seem to disable the mod to try and fix other things :(
I think there’s technically a limit to how long the path can be and TheCompanyVisitsBoosMansionV2 is kind of long. Idk if that’s it, but perhaps worth looking into
ahh okay. i'll try again! i did shorten it to something stupid too but let's see
alright looks like it worked this time! thank you, I suppose adding on the V2 for a revision was just enough to trigger the error but I couldnt find a fix anywhere for a long while 😭
You can also look into enabling long path in your operating system, but its more involved
yeah i figured that might be a good idea for my other games as well. i think tomorrow when im off i was going to look into another mod manager and see if that would hopefully fix a lot of the issues i get with thunderstore :(
oh it absolutely does
there's no breaker box with Blackout
wh- does it just despawn it or what
I never noticed that
yes
that's crazy
science bird plushie when-
Have you ever considered making the breaker look shorted or destoryed in some way or would that require more effort than it's worth?
for anybody using sciencebird tweaks, this might not happen with the SBT blackout stuff, not sure since I wasnt aware of this behaviour in the first place but we override a lot of the blackout stuff. will look into that among other things when I get back to working on blackout
yes, I've decided the simplest method would work the best - no breaker box 😅
Lol fair enough
So I recently found out Enhanced Monsters was causing enemies to desync in ways between the host and client, do you think that might be why a mask that came off of a masked enemy went null for a client?
it's possible, but either way a null issue is pretty easy to fix on my end. I'll double check some stuff with the mask tweak code when I next update
👍
is no console spam fixed now?
I saw it was messing with something about zap gun
uhh I have no idea, I removed it after I learned that it broke the zap gun features in science bird tweaks
haven't added it back since then. also you can just disable/hide the bepinex console in it's config file so log spam really isn't much of an issue (for the most part)
Isn't bepinconsole different from having the console spam?
Do you know? 😭
well if you can't see it spamming things in the logs then you won't ever worry about it actually doing that lol
the console still runs does it not?
ye it still logs
It just doesn't show on your computer
so then the repeated logs would stop loggging in the console that you can't see
which means no console spam still is needed?
yeah the console just won't pop up along with the game
it's needed if you worry about potential lag and file sizes, but tbh it's not that big of a deal
you can fix it by disabling its zap gun changes in config
#1350616165289951272 message
Not sure if you’d want to, but pinning that might be helpful. Just because I feel like it could come up again and having to dig it up might suck
What zap gun features from science birds does it conflict with?
no console spam overrides the zap gun method which I patch, so basically any changes to the zap gun itself won't work (mainly making other things zappable)


