#Science Bird Mods
1 messages · Page 5 of 1
I cant pin stuff but I don't mind re-explaining it since it's such a niche issue
if you change the config thing everything should work fine with both mods, the reason no console spam overrides that method is to remove the logs, but my replacement zap gun method also doesnt have spammy logs so even that shouldnt be an issue
what config thing do I need to change?
just gotta remove the 12 from this list (assuming this is still accurate, I tested this quite a while back)
ahhh okok. Thank you!
Wait you can’t do /pin-bot pin: messagelink in your own thread? I think you’re supposed to be able to.
Yes
thanks for the heads up, didnt know it could do that lol
next you need to add granny
Hasn’t always been able to but at some point the old bot died and eventually Pawsy inherited the ability
bruuh, granny in lethal company xdd
when using tonight we dine to change the fire exit on dine, the contour map still shows the old fire exit position
doesnt this mod and MapImprovements make changes to the moon once its already loaded
because it probably applies changes after the map is generated
also i meant to post this in the universal radar thread oops
but yes, i believe so, because tonight we dine has to apply changes after i spawn the fancy doors with chameleon
compat could probably just be delaying the map generation for however long it takes that mod to make its changes
since all the vanilla stuff is placed manually by me I'll need to add a case to disable the sprites when mods like this are present and fallback to the auto generated ones like on modded moons (I do this for rebalanced moons already, though that case will be removed soon since they adopted my radar sprites into their own custom scenes)
Btw with the experimental name fix on in SBT this occurs in the logs when in Orbit I noticed or when loading into a save
Apologies for the lack of patches for the last while, I've been slowly finishing up a bigger project and generally being a bit lazy
. I should be getting back to SBT and Universal Radar very soon though. I just finished going through the last few months of requests and issues, and I'll be trying to put out a quick update for fixes and easy additions in the next few days (or at least by this weekend).
Science peak is back les goooooo
I don't wanna be rude, take your time to come back but I have some small suggestions that I would appreciate if they're in this mod... (Some of them was mentioned some time ago)
- Scan highlight compatibility with GoodItemScan
- Option to hide Experimentation and Assurance preview on the main monitor
- Option to hide wires behind external cam monitor
- Black square on main entrance door window in Experimentation to match others moons and hide the alpha original entrance
- Sun disappearing from the sky between 20:00 ~ 22:00? (8PM~10PM)
#4 is part of RebalancedMoons
which removes the alpha entrance entirely for optimization
I know about that, but it requires LLL, does too many changes to textures and lights. Also the times I played with friends had some missing ladder and they we're complaining about loading time 😑
It's a great mod tbh but this request is minor and I think could easily be included
I haven't seen that sun issue. Is that from Science Bird Tweaks?
the sun thing may be that in that specific map it's far away and it culls
It's not a bug, the game has a sun at the distance that never dissapears, you can see it at night also depending where you're on the map (ex: when leaving the planet). This suggestion is simply to make it dissapear when it's night
I think they are suggesting this mod adds the sun disappearing, not that it already does
Many maps also have the issue that the sun is visible through the ground
yar, it's to do with the really silly way that the sun is handled
maybe using some funky render shenanigans it could be made so that it's material is always behind whichever the terrain uses.
On a side note, I would love SBT to have a patch for the terminal that corrects the capitalisation of store items
As is, many vanilla items are incorrectly capitalised. Specially with suits, some have their S's capitalised while others do not.
Then there's stuff from mods, which are equally if not more all over the place than vanilla.
Well, this solution is very good too but idk how difficult it would be, let's wait science input about it
most of these I was already planning on adding, though I'll save any really time-consuming stuff for a later big update since this is just a quick one
Quick question: will some of the apparatus stuff I suggested also be added in the new update?
I have it on my list, so I'll look into it, but if it ends up being too involved I'll move it to the next update
i have a suggestion i havent seen anyone try yet, being able to use the garbage lid to block bullets would be awesome
i mean
theres a lot of items you could theoretically do that with
and also theoretically use as a weapon
i dont really know about this
true i suppose but i havent had the thought come to mind with any other scrap personally, the employee holds the garbage lid like a shield
an idea ive had for balancing it would be the lid quickly loses value when being shot, and breaks when it hits 0
a good amount of people thought it did that
witha friend we thought smth similar with the police shield from Wesleys
a config to whitelist any modded scrap to have the same function could be nice
I would say it could be a shield against monsters, blocking bullets is a little ridiculous though. If turrets are a huge issue you are meant to use the terminal
And what if you play alone 
i dont think turrets are a huge issue or anything like that, i just think it would be a neat feature. it should probably only last a few seconds under fire and only protect you from 1-2 nutcracker shots
Or maybe instead of protecting it could do less damage
Since a garbage lid would NOT save you from a bullet
But a police shield could
thats not a bad idea
maybe instead of blocking 100% of the damage, it blocks something like 60%
or even better, a configurable damage reduction
is someone want to block it 100% you can set it up
Oooh right we are asking in science bird thread i forgot
I forgot that was an option!!
Yea a configurable damage would be amazing
And with a way to choose which scrap/item blocks how much
So we can make police shield block it, and garbage lid reduce it hehe
And paper rolls explode the turret

I guess having the option would satisfy all
Yes!
Maybe it can reduce/block damage for non turret related things too!
I did admittedly wonder if it was shield myself, it is just the way you hold it is all
So it can satisfy you aswell!!

just in the config add a list of the item names that can block
but in default only add the basic like the trash can or the shield
@lean pendant you probably wont do this until the big update but i had a great idea just now
add a config to apply the x1.7 chance that maneaters use for mineshafts to any monster spawning by writing a string in correlation to the interior you want that monster to have the increased chance for
in short, he wants to increase the spawn chance of the Cabinet enemy on Mansion
it's a 1.7x chance
i think itd just be a cool option
wtf i saw everywhere it was 1.2x
not that it changes what you're asking for but it does impact the effect
degree of effect, anyway
like increasing the chance of thumpers spawning for factory would be awesome
especially for artifice and dine
just an example
what is SBM ? i am not up to date with the latest mods
is it some new General Improvement kinda mod ?
Skill Based Matchmaking
/j
the main one is Science Bird Tweaks which is along this line yes
there are a couple of smaller ones
and then there is universal radar which has its own thread
id need to check it out when i rebuild a modpack when my ded friends will awake
increased bracken chance in greenhouse 
Since CentralConfig already has this feature, anyone got suggestions for which enemies to make common on specific interiors?
well centralconfig technically doesnt have the same thing
but they are very similar
What's the difference?
the maneater increased chance is flat x1.7
you can add additional weight of any number with the injection settings
but i think itd be a nice addition for SBT since its less complicated set up like that
and people would use it for cool ideas absolutely
not that you couldnt with CC its just a much more complex mod and most people dont even understand how to properly access the settings
Is the x1.7 multiplier basegame or part of SBT?
Don't see it anywhere in the config
its base game for maneaters on mineshaft
my suggestion is sciencebird adds the option to apply that multiplier to any monster for any interior of your choice
a config example would be:
"Facility - (Crawler,Hoarding bug,Centipede)"
Isn’t there mods that do that already?
not specifically applying the same chance increase maneaters have, no
except butterybalance with butlers
but thats only for butlers
actually not even sure stan used the same x1.7 increase
she mightve altered the number to be less extreme in effect since butlers have a cap of 7 and are bad to handle in large groups
@nimble pond did you out of curiosity?
the butlers use the exact same mechanics as the maneater
1.7x in manors
and then i reduced butler spawn rate on dine to compensate
since butlers are basically only common on dine and suck in mineshafts
even with 1.7x rates, they arent really that common on rend or adamance
and on artifice im pretty sure they get capped by the 100 weight limit since they have a base weight of like 9x
the effect of this is that it is basically unchanged when manors generate and significantly lower for mineshafts
makes sense, they're 91 on artifice
thats what i thought but i couldnt remember the specifics
yes
Definitely not your fault, but if you have either of these set to True whilst also having a posters mod that changes the occupancy sign then the lobby crashes when clients join (fails to update occupancy sign and just shits the bed)
Figured it'd be useful for you to know even though it's 1000% my fault for not disabling that after I installed a posters mod 😭
legit forgot it was even a thing
I can probably make it so it doesnt crash at least, I guess it must just delete the original poster models
Ye, what happens is upon joining the client gets the green fog and host gets kicked off the lobby with this error message
wtf i didnt know zeekerss changed this text
oh wait
no
nvm
this is a different error
ive never seen this before
I have a posters mod and both options true i never had problems 🤔
do you use CustomPosters or the older API?
Its one mod that randomizer the posters let me see
This one
This one
Doesnt that version have memory leak issues?
wow i didn't know
I didnt read too much into it, but DiFFoZ mentioned it a while ago so its probably the case.
suggestion for a tweak (more like a bug fix)
when dropping an item, check if all slots are empty and if they are, force player's weight to 0
idk how hard it would be to check for this but it would be a definitive fix for the weight bug
the one where you get like 200 weight added when you drop shit?
LL fixes this already, is it still happening?
it still happens
afaik ain't that due to items being set up incorrectly?
in my case it was probably because of weighted belt bag
i was putting stuff in the bag, and when i dropped all it didn't reduce the weight
so i was stuck with 80 lbs passively
as far as i'm aware all the scraps in my profile are set up correctly, or otherwise clamped by LL
i still think it would be good for some mod to be an all-purpose weight fix
without being lethal weight fix
whats wrong with lethal weight fix itself?
did you drop it one by one or all at once thru a keybind?
it fucking sucks from a code perspective
just look at its source decomp you'll see why
the bind to drop all
i won't cuz i don't understand code LOL but yeah you prolly right
the weighted belt bag person should prolly fix that then, or is the bind a separate mod?
... what
that's def added yeah
you're supposed to drag stuff out 1 by 1 afaik
you got me looking at m.. 🤢 m... miraheze's wiki 🤮 🤮 🤮 🤮
oh yeah there it is
tbf last time you questioned me on a game feature i was right
i dont rember
ive just been using bagconfig for so long i forgot vanilla bag didnt have the bind
from bagconfig's code it looks like it just calls the drop item function for each entry
this is what weighted belt bag does for removing items
ik bro
hopefully either of them fix the incompat tho
i wonder if its to do with them using local client for the prefix
but i'm not knowledgeable enough to speak on it
the scanned item highlights feature is amazing, would other players be able to see it?
figure thats a pretty great way of marking items for other people if you're full on stuff
that'd be tricky since scanning only happens for each player individually, so other clients don't know what other players are scanning. I'd need to add in a whole new networking system to send that information between clients. Not sure it'd be worth it, but I'll consider it when I eventually take the scan highlights out of their experimental phase.
personally I would find that really annoying seeing other people's scan/marks for items
that's fair
i think it'd be good as a seperate mod, probably
it sounds great for marking things or nonverbal communication, dropping an item and scanning it to show it off
This feature would probably be best to ask MattyMatty, since they have the ExtraNetworking mod
Yeah it would be great for nonverbal communication
type shit
That’s silly
WE'RE RICH
I'm looking for info on a bug with contour maps if anybody knows: I've frequently encountered an issue in testing where contour maps only appear after first landing and when landing for a second time the contour map just won't show up at all. I know what causes it and it's super easy to fix (I already implemented a fix in Universal Radar), but is this a vanilla thing or some issue with a common testing mod like Imperium? I feel like it can't be vanilla since it should be fixed by now, but maybe it's already in ButteryFixes or similar?
I noticed the contour maps not showing up in vanilla after a specific amount of landings
So I guess its just a vanilla bug
I'll probably just silently throw a fix in SBT since it shouldnt cause any harm regardless
Pretty sure its vanilla
It's a vanilla bug but pretty sure ButteryFixes fixes it
Yeah it was fixed in v1.14.3
it is a vanilla bug and i fixed it in BF
but if you patch it too it probably won't cause any issues
gotcha, I assumed it had to be fixed somewhere since it's so easy to notice. I might still patch it, but if it's in BF that probably covers most standard modpacks anyways
sorry for taking so long to get to this, but you can actually mostly accomplish this for safety text with the existing config (it wont affect the key bind part though). if people are interested I might do more colour config options later
Ooh
hopefully this is to your satisfaction
Bro tried escaping last second 🙏😭🥀
-# it is also to my satisfaction, as I killed the kiwi bird with the death note yesterday, took the eggs and I had nothing to do with them except for selling them without possibility to feed my child with them
Hello!
I'm getting reports that clients can't do the check bullets animation on shotguns.
I haven't seen anything like that in my testing or gameplay, so it might be some mod incompatibility or maybe even config difference? let me know if you have any logs or leads as to what causes it. I can probably test your modpack at some point down the road
I'll give you the code in a bit
I know there have been issues with shell prefab loading before but I think I fixed those, if it is that there should be obvious warning/error logs in the console though
Yeah, it happened yesterday, I don't have longer the log :']
no problem, I'll be putting out an update first but after that I'll find some time to test it for a later hotfix if possible
here is the modpack.
This is more of a Client issue due to me, the host, can do the animation with no issues at all
019877ee-5a6e-2198-56fe-f756e588e768
A quick SBT update to fix a few things and add some easy features.
ScienceBird Tweaks 4.4.0
- Fixes for the experimental scan highlights:
- Now compatible with GoodItemScan
- Fixed shader issue with ClaySurgeonOverhaul
- Highlights should linger less when an item is taken into a belt bag
- Some slight improvements to compatibility with weird items (though anything complicated and animated likely won't work, e.g. monster plushies)
- Many new little tweaks and options for existing ones:
- Allowed furniture placement even when the fear/insanity effect is active
- Darkening effect on the sun texture over transition to night (though it still looks a little goofy at the moment)
- Apparatus spawning parameters are now configurable (% chance to increase spawns and minimum spawns per hour)
- Spike trap "warning" creak sound effect only plays when the trap is activated
- Blacklist for scrap which shouldn't appear on a "single item day"
- Sapsucker eggs will now scream before being eaten by a maneater
- [Hands full] tooltip won't appear on interactions you can still use with hands full
- Added wires behind the monitor to ship removals
- Added clipping/render distance option to Player Cam tweaks
- More sun configuration for Blackout weather, so now you can have the sun unaffected (though it will still look eclipsed for now)
- Quality of life for config:
- Any outdated config entries will be automatically re-assigned to the new ones if the new ones are still at their default value (e.g. if your config file still has the old interior scrap bonuses from before that config name changed, those values will now be transferred to the correct configs automatically)
- Added config option to clear orphaned config upon next joining the game (it's a one-time checkbox that unchecks itself so it's basically a button)
- Various fixes:
- Dynamic occupancy sign won't break with poster mods
- Gimme That Mask should cause less errors on de-sync (still not sure if any de-syncs that happen are my fault or not)
- Cleaned up some warning spam in the experimental Player Cam text box tweak
- Fixed some Tiny Teleporter issues with the inverse teleporter and working across clients
- Other random stuff:
- Some changes to accommodate features used in Wither's latest update
- Removed JLL noisemaker fix from README and config since it's an obscure incompatibility with BetterMonitor that doesn't need to be listed
- Improved some wording and names of Blackout config to hopefully make it slightly less confusing
- Added a tweak in Technical config which will manually set carry weight to zero when your inventory is emptied
- Added a patch for QualityCompanyFork to avoid errors on saving (too small a patch to warrant any config)
science really said "a quick update for fixes and small additions" and proceed to drop a nuke on SBT and UR 😭 🙏
you didnt add grannyt his is a piece of trash shit mod that needs to be banned from lightningshop immediately
and wither
"minor changes" (commit with +700 and -200 lines changed)
and bumblebee
augauygusghafgsuhyafguafgsyhafdg
all 3 mods had to be cross-compatible so they kinda held each other up in the pipeline lol
holy fuk a patch for quality company too? you're too good for us
and gandalf the gray
and gandalf the white
and monty python and the holy grails black knight
surprisingly close (I think most of that is just that I don't efficiently space my code tho)
waiting for thunderstore to update, the changelog looks very promising!
What is the JLL noisemaker issue caused by BetterMonitor? I see you removed the fix for it
The fix itself isnt removed, it's just hidden now. The issue was just that some JLL items (like Wesley's audio logs) wouldnt work. Especially with the radar update I'm not sure anybody should be using BetterMonitor anyways, but it's still there for those who need it.
Ah okay, I should probably remove it anyways, thanks
@lean pendant Didn't see this option listed in the Changelog but it also didn't exist before, thanks for this fix since it is a rare issue that can be annoying lol
it's hidden away at the end of the changelog since I quickly threw it in at the end and I'm not sure how widespread the issue is or if this 100% fixes it. I'll probably move it to the regular fix configs once I'm sure it's good
Btw have you thought about implementing the functionality that Smart Item Saving used to cover since it no longer works? Specifically the fixes to avoid item id shuffling and furniture id's shuffling/breaking if furniture is added/removed?
I know LLL has this for items added through LLL but LethalLib is still a problem child
lol
haven't heard of it but that could be interesting. updating a pack mid-save is always a bit of a nightmare
i actually just tried Smart Item Saving again for the purpose of saving LL items earlier today
i think it still works explicitly for the id fixing
i have basically everything else turned off though
Yeah it is
Yeah it definitely doesn't fix furniture but it's supposed to
didn't try it with unlockables, but thats unfortunate
my primary use case is for new item or scrap additions
actually this prompted me to look at its github and realized that its MIT licensed
Btw a small tweak worth looking into is a fix for a bug I think is with furniture lock. If you place an item in a storage cupboard or pull one out before a client joins they tend to see all the furniture in the middle of the ship after joining. I've reprod this the most with Zigzag's Self Sorting Storage
I let Matty know about it but he's quite busy atm with work so maybe you might have an idea for a quick way to patch this
I know my group would be happy to see it fixed so they don't have to leave and rejoin the lobby everytime it happens lol
Similarly I found out if certain scraps get held the client can't see them after joining and that tends to lead to Infinity or NaN spam
I've no idea if there's a way to fix that lol
I should probably verify this isn't a bug with Reserved Item Slots tbh since Flip fixed a bug relating to this at one point
@cedar rock This wouldn't happen to be an issue with RIS would it?
I'm pretty sure it's a more general issue, I've seen it come up a couple times. It'll be on the list of things to investigate for the next big update
#1350616165289951272 message

I still love the scan highlights, they're such a nice addition
everyone in my group also really likes them too
a few of them thought it was something zeekerss added hehe
that's already on my list, but since it involves manually changing all the furniture prefabs I saved it for a later update
I know this isn't really the right thread for it but since it was mentioned, does anyone know what the gimmick is for Wither?
Something about the apparatus?
Also new update looks rlly good, CSO fix is a godsend ty
https://discord.com/channels/1168655651455639582/1338282728918880399 you need to go to the elevator assuming the location didn’t change with the new update, haven’t tried it yet since I was only on it recently to check the mod out.
When re-hosting the "Fade out sun texture after sunset" doesn't work, it just teleports the sun at the end but it's still visible when taking out
Aside from that, didn't notice anything else breaking
Got ya 👍
does this mean we can use old scrap mods that had this issue?
Yes but youd need to empty your inventory to remove all the weight
ohhhh
Does SBT now make QualityCompany usable? Or does it have other issues?
I dont use it so no idea lol. I'm pretty sure you might need to disable a bunch of stuff for it to work though, I just fixed one issue with errors on disconnect
Found a bug.
If by any chance a friend disables a turret with the terminal while you take the apparatus or use a breaker box to turn off the lights with the Apparatus Hazard Shutdown or Breaker Hazard Shutdown enabled, the deactivated turret will turn on again.
not sure if the same thing can happen with the mines and/or the spike traps
Use the one with Fork in name
I use it myself and even before 4.4.0 it worked fine to me
does it work with hotbar plus extra inventory?
Yeah
But you have to reload the lobby after purchasing extra slot if you have value preview otherwise it won't show up
It's only that minor thing when it comes to purchasing the extra slot
Other than that it shows up fine
I was talking about fork.
Hmmm
Still usable tho
@lean pendant i cant remember if i suggested this
tweak to make keys unable to spawn at cave nodes in mineshaft
New update seems to have broken a few things for me, namely the rotating floodlight and warning suppression
Downgraded and everything works fine now :/
Here its working fine
dont think anything like that is happening on my end, if ya got a modpack code I can test it
i pointed out the rod is like this first
but not by using this mod
you can just see it when you collect one lol
its also breaking runtimeicons for some reason
dont know whats up with that
(as in it doesnt get an icon ever)
I assume the scrap was made with something like an invisible material on part of the model (and as purple said this will show up when collecting the item too), I can check it out, but not sure I'll be able to do much on my end
wesley used the walking cane from gloom to make the metal rod
this is the disabled parts of the model
and he just never fixed it
Unplayable
Is there a way to fix lightning particles from lethal company? Matty tried to fix it, but the particles weren't aligned with the object.
this one here
no idea how it works but I might take a look sometime. that might be part of the reason zeekers hasnt fixed them not displaying lol
Modpack is huge and probably not worth your time but here's the error
@lean pendant
that one will happen regardless of modpack
someone forgot to apply their netcode patcher
i havent figured out why it does this either
i'd also like a fix for it
and i could maybe look into it myself i guess
it would be so great.
Have you even tested with this off? Tbf though with this setting I don't think anything else needs done for the lightning particle stuff
I like the alternate particles
Its a sphere particle for all scraps
Yeah which works well imo
It's simple and from what I remember Matty saying, rendering the particles to match the shape of every scrap would significantly increase ram usage
I can't see this particles while holding some objects.
i prefer the visuals of when it matches the shape of the scrap
if it's just a sphere it's kinda like why even bother
you can already see them converge on a point in vanilla
the point imo is making the effect match the shape of the object like zeekerss intended
And it looks more accurate and cool.
This is a bit of a weird request, but hear me out. If a moon is set to spawn Sapsucker Eggs as part of its scrap pool (yes you can do that with CC and LQ), the eggs do not hatch and trigger Sapsucker aggro when picked up and brought outside. Could it be made so they do function like the nest eggs?
well all that option does is change the mesh to a readable one letting unity show the particle exaclty as zeekers sees them in unity editor. in previous versions that was showing correctly aligned so i guess now zeekers changed them 🤷
the toggle is doing exactly what it says: showing particles as zeekers sees them 🙃
also can confirm that option will probably triple the basegame RAM usage. as it needs to create clones of all the meshes and keep them in RAM instead of in GPU VRAM.
that's why Matty fixes default is the sphere
it is correctly aligned for most scraps
there are a few specific items that are broken
Maybe you could have the sphere for most objects, but then have a couple preset ones for the exceptions
Maybe Zeekers move the center from shovel and large axle to see better the lightning particles from vanilla?
Since its just a single point
i've looked into it before and im pretty sure that wouldnt be the case
the way he does it is he moves the static electricity particle system to match the world position of the target item, applies the same rotation, and then the particle system's renderer is set to match the object's mesh
so it should always line up consistently unless there is some sort of offset in the actual object
like if the shovel's mesh was a child gameobject of the actual shovel item, offset by some pixels
then maybe it would have that problem
it's really weird
Did a little debugging and this seems to be an incompatibility since I can't recreate it outside of my modpack
No idea what could be the cause though, I'll have to spend a while disabling mods until I find the cause
Any ideas what might be causing the issue?
it's really weird because it starts in my mod but the actual error occurs later down the line outside of it. my only guess would be any libraries dealing with netcode
I've narrowed it down to <15 mods but it's 3am so I'll figure it out later
no problem, I can check it out myself at some point too, just working on a lot of different things atm
@lean pendant Cause was 'LaterNights v0.9.1 by ATK'
Mod hasn't been updated in 2 years, but there's nothing else like it so I hate to cut it :(
I played around with it a bit and couldnt get any problems to happen with my setup, got some steps to recreate or a more specific mod list/config?
I'll send the modcode and config in a bit, be warned it's a pretty big pack though
Disabling RNGConfigurator fixes the issue with this pack for me as well, still other stuff involved, but let me know if that also fixes it for you
Something in their pack is breaking RNGConfigurator then
The mod works fine for me
yeah it's one of those weird multiple mod conflict type things, I'll see if I can gather a few more datapoints
nope
I see so many outdated mods in this pack 
But they still work though 🤷♀️ (until they don't)
Anyway one sec I'll test it
gotta be wary of anything that throws errors in console, even if it seems harmless. just the other day I was looking through old logs and learned the cause of some issues with audio playing items was actually caused by seemingly harmless errors with the ship monitor that would appear on loading a moon
yeah if something breaks a function it completely halts everything else on the stack
so an item failing to initialize might also crash the save loading code and cause data corruption + initialization to fail for some core scripts
which then causes other unrelated mods who expect that to work properly to start throwing errors
etc.
a good principle is "look at whatever throws an error first and assume that is a problem"
but that isn't necessarily going to apply to 100% of cases
You're right that totally works now, weird
havent fully tested, but it's looking like a patching conflict between RNGConfigurator and LaterNights, with ScienceBird Tweaks just getting caught in the crossfire of errors
it works with just RNGConfig, and with just LaterNights, but not both
Out of curiousity, you find any other major red flags?
Have some weirdness going on with certain MapImprovements features, and also the Diversity Walker's staircase is pitch black
Actually dw about it, I'll figure it out myself at some point neither are really important
Diversity barely works right now and you should probably just remove it tbh
Not what you wanna hear probably byeah
That or just disable stuff like the walker
All I know is, I have had a bug where I fell out of the ship one time and I did not have morecupboards.
I've got it set to never send people to the shadow realm, it just spawns occasionally and is spooky
The dimension existing still adds a lot of lag when landing the ship
Oh I might know the cause of this actually
turning off the walker gets rif of it
yeah, that issue can be caused by a million different things. I found that it stopped happening after cleaning up my pack enough, but some people still experience it from time to time
Even if I massively reduce it's size?
Disabling this in CruiserImproved seemed to fix it for me
It still happens for people in my group sometimes, it's usually when certain scraps are held when a client joins that does it
though note that disabling the walker wont fix all of its issues, I believe you can still get stuck in the ship when certain interiors generate even with the walker disabled (but I think this happens less often with DiversityNoFloppy)
DiversityNoFloppy fixes this yeah, the issue is that even when it's off it still always picks a door to look odd
idk why
What do the odd doors actually do? I'm guessing they send you to the stairs if you're hallucinating, but I've never seen it happen
You would want DiversityNoFloppy anyways if using Diversity cus the floppy reader is so ridiculously unoptimized
Chaos said he has the new update pretty much done but it seems he's went silent again recently
yeah it seems like we're kinda waiting on it getting transferred to a new dev
I also know he's looking for a maintainer for the mod since he's shifting focus to work on his game
yeah
we need to spread the word!!!!!!!
I would not wish maintaining diversity on my worst enemy lol (major respect to chaos for getting this far)
It's been spread but I don't think anyone is interested unfortunately

v0xx was pretty much the only one interested and he's been MIA for months now
Mineshaft already have 6+ scraps so if i add 1 it will be 7? Or reset to 1?
Do we know that v0xx is just taking a break for a while or is it not known if he is returning to LC?
He can do what he wants of course, I just miss some of his moons
it's separate from vanilla, so 7
thx
If I’m remembering right, Xu had contact and they said they’d be gone a while. That’s all I remember Xu relaying in the LethalElements thread but I’m not sure if more details were provided in private. Unfortunately “a while” is very relative and subjective.
I do assume that means he wants to come back, but something big must just be interfering
or a really long break ¯_(ツ)_/¯
I see, hope he's doing alright!
ik its an experimental setting but the scan highlight made my buddy unable to join my lobby
black screen of death
ill set it up again and get a log later tn
worked fine after we turned that feature off
it couldve just been a coincidence
did you try multiple times
or just once and instantly assumed it was that
tried multiple other things and the only change I made for the last attempted fix was turning that off
I played with my friends with scan highlight and it worked fine.
if it is something like that there should be a console error saying exactly where the problem is
yeah I didnt think to grab it beforehand since we wanted to play, ill recreate it
I hath returned after some testing
FOG DETECTED
seems to be a wesleys interiors conflict
in some way shape or form
01989b55-31cc-9357-e3dc-97f779d9933f code
Unless its the dreaded
3+ mod conflict
where its only when 3 or more specific mods interact
to cause a bug
the horror
oh
oh no
pls no
we can try with only wesley if you want
but
bread comes first
im sure this is enough data
if they really cant find it from this then yeah
Oki
is this the full log from the client encountering the issue? I don't see any errors coming up at all
I can take a look at the modpack later though
Yes!!
full log apparently
I assume this isnt the usual greenish screen with tooltip when you join in then, that one is almost always an error interrupting join and comes with tons of log spam
In the next update could you fix the Fade out sun texture after sunset not working as intended after rehosting and add a option to hide Experimentation and Assurance/Offesne moon preview on the main monitor?
I've been planning to fix some of the monitor jank for a while yeah. I'll see if I can recreate the other issue
it is that one
hmm, couldnt recreate anything using this even with another client joining. are there some specific circumstances you need or is it just inconsistent? I'll try a few more things that might be messing with it
just someone else joining me
thats all
still havent gotten anything to happen on my setup. I'd try doublechecking those logs, since I've never seen that sort of error come with zero logs. Usually you'll at least see something like soumdmanager: True; False spammed over and over. Whatever it is it seems like a really weird issue
weird
its not like it just happened with 1 client
2 different people
there's a small chance it's an online-exclusive issue, but I've never heard of one of those before and it's very hard to debug that. I'll keep it in mind to troubleshoot later
I've never seen any issue in online that couldnt be recreated in LAN, and I don't think there's any easy way to locally test online, but I'll certainly try it sometime if it comes to it
could you be more specific about the rehosting issue? I watched the sun fade animation, went into orbit, quit, rehosted the save file, landed again, and the sun animation still seemed to work
that's strange, the first time i tried worked fine when hosting, then i died and left the game and when i went to the moon again it didn't work. I'll try to reproduce it
was it on a vanilla moon? I can try dying I guess lol
it was on Vow
LOL i was on the way to reproduce it and then this happened
bruh, why Discord is like this
ok, i wasn't able to reproduce it... i found some really weird edge case on my first attempt and idk what it was
but, is it intended to be able to see the sun when taking out too?
the sun reset stuff happens a little early, I can probably push that back a little
still havent gotten anything to happen with this code, even in online. if you end up finding any reference to my mod in logs I can probably fix it, but without that there's not much I can do 
this is the second black screen a mod dev cant recreate
on this same pack
im cursed
maybe I should fresh install the game lol
just in case
would a config to use the blackout values for the ship light on dark moons (probably a configurable list) be possible?
ok so
the tweak for resetting weight to 0 works pretty well
except when this happens
i got this by using weighted belt bag, the bag had stuff in it that added weight, and if i drop that bag last it causes this
actually probably a bug with weighted belt bag
because now putting stuff in the bag and emptying it doesn't reduce the weight
hmmm, now it's not happening
if you drop the last item in your inventory, it should set it to zero, so even if some weird stuff ends up happening that should fix it at least (though cant speak for any weird mod interactions).
I can check sometime if belt bags are messing with it though
@lean pendant the set inventory weight to 0 makes tulip snakes not give you weight after it happens
lol didnt even know that was a thing. I figured there would be a bunch of weird edge cases so I'm glad I've kept it in technical. should be pretty fixable though
tulips add 0.03 weight (3.15lbs) to the person they are latched to
afaik it is the only source of weight apart from inventory items so it is the only edge case you need to account for as far as vanilla goes
but i guess the point is that vanilla doesnt have the weight problem to begin with so idk how helpful that actually is
lol
@lean pendant this throws when doing a lobby reload
should be fixed now 👍
Btw a potential tweak that could be interesting that will fix the Infinity or NaN issue, an option to be able to blacklist or outright disable scraps from being able to be picked up before landing the ship for the first time, since a lot of times Infinity or NaN relates to a client joining and a scrap being invisible to them from someone else holding it
I feel like a tweak for this would be better than trying to get mod devs to change the flags for their scraps
since it's not all scraps just some
It's an interesting fix but Def not the way it should be fixed, I still haven't had any of these errors so I'm sure it's a very weird combo of mods that creates this issue
However, now finding it is another story
Nah it's just an issue of when some scraps don't have the flag setup to not be picked up before the first land when they should be
like Wesley's Mortar
(that flag is only used because some items have a randomisation property that's used when you activate em, so zeekerss sets it so you cant grab it and use it until everyone joins the lobby and u start the round, with latejoin you're guaranteed to desync the seed but its usually only sounds that desync anyway)
so completely unrelated to the Infinity or NaN anyway
I see thx for the explenation
But now to avoid that, one only need to write code that will sync the item to late joiners
And that's pretty easy to do
yeah, you could manually reseed an item on a person joining maybe?? but it'd be pretty specific to only vanilla/your own items
idk if theres a good way of doing it globally easily
Oh yeah I don't know lmao
But for example my scraps all have a mechanism to sync the item by asking the item state on the host, so since it's specific to each items I'm not sure if this can be done globally
Zeekers will prob never change that also
One solution could be a patch to each item 💀
it sounds like a solution that should be done by the item lib itself
i would think that the mod adding the items in the first place could add a component for latejoin syncing
the problem is, its not really possible for it to be centralised
items dont have a universal random field
if an item wants to do something random, they create that random field themselves
so its their responsibility to keep it sync'd
i cant access something that 100% doesn't exist on my side
so the infinity or nan errors only happen with items that have a random factor?
no
so then why is the random field being brought into this
if that isn't what causes infinity or nan errors
because thats the only thing that picking an item up before you're supposed to be able to changes
lunxara is saying that that causes NaN or infinity errors, but it does not
Ok so syncing isn't the solution then
the infinity/NaN thing can be caused by various different issues relating to items as far as I can tell. the specific one lunxara is talking about is if an item exists for one client (generally the host) but not the other, it will cause those sorts of errors and players to fall through the floor. not sure if letting players pick up the items in orbit helps with that though, but it wouldnt be that hard to implement a config system for that at some point later on, at least just for testing purposes.
Dust clouds noise tries to replicate the wind noise from Rend and Dine, when i tested it did work but the sound was loud even inside the ship, while in Rend and Dine the sound lowers
I'd also like to suggest some extra feature to the buttons added by fancy button panel:
- Fancy panel tooltips middle right red: Toggle entity targeting (Same as Toggle player targeting but targets the nearest entity near the ship)
- Fancy panel tooltips small knob: Zoom in/Out (3 levels to the main monitor radar: close, normal and far)
now i'm out of ideas 
oh there's also that window on the main entrance in Experimentation without the black square that lets you see the alpha interior
console is spamming this and the face cams on the radar are on even though i have them off
not sure what would cause this besides some other mod messing with the terminal UI, but should be fixed now (or at least it should cause less errors)
running around while inspecting the shotgun looks a little wonky
running around while reloading looks normal
I just remembered an old idea I had, could it maybe be implemented in this mod? It could be really cool with anomalous moons like RosiePie’s Penumbra and Sorreal
https://discord.com/channels/1168655651455639582/1324841366513254400
good idea, I'll definitely add it to the list
not much I can do about this with the way it's implemented unfortunately, the whole animator has to get tweaked a bit for the new animation. think of it as making the shells easier to look at while you're running I guess 🥴
Cool beans, I already have ideas to use it in my modpack
Weird issue encountered with BrutalCompanyMinusExtraReborn
With the event that makes turrets pickup-able
You Brutal Company fans gotta come up with some better names ngl
that's the reason they're named that, it's supposed to be a joke 😭
I don’t play with those mods and it has already worn thin for me
cry about it idk
this shit be like dvloper community mod names
"GRANNY CHAPTER TWO ENHANCED RECAPTURED"
BCMER
@lean pendant BiggerBattery conflicts with the zap gun changes in this mod and causes the zap gun to not be able to target traps. Would it be possible to fix that in any capacity? BiggerBattery is one of the only mods that allows you to directly configure the battery life of certain items (the green flashlight, laser pointer, or walkie talkie for example)
You can configure battery life from zap gun with science bird tweaks
there's mods that to that too separately
not for walkies and laser pointer tho, which stinks
I can look into exactly why sometime, but if it's the issue I've seen before where the other mod is replacing the zap gun method that I use, there's not much I can do unless they have a config to disable it. It's definitely possible to change battery stuff without interfering with the zap gun as others have mentioned (my mod and ButteRybalance do this), so I'm not sure why it'd have to do anything like that.
One high effort solution would be to add in the ability to tweak the battery capacity of every battery related item
Not sure how much you'd want to do that though, it'd probably be a lot of work
Also there is no config to disable any of the changes on BiggerBattery, which is unfortunate
I did think about that, I already do some similar things, but yeah it would be pretty annoying to implement. something to think about for the next big release
One simple way to make stuff like Flashlights better is to make them cheaper @rich cove, I have been meaning to get in the habit of getting Flashlights in AH since they are free. Green Flashlight was actually briefly a part of High Quota as an expendable aid would get left behind during transfers, decent niche imo
Yeahhh I could make them cheaper
It just feels like a less satisfying conclusion to commit to in terms of game balance
Having a regular flashlight last 3 minutes instead of 2 minutes 20 seconds feels much better
LGU supremacy 
I have been using the player cam tweaks from your mod, and even with that option enabled, the cam position was the vanilla one. Maybe it's bc I rehost the lobby or incompatibility issues.
Speaking of this @lean pendant I noticed after you get fired the option to hide your own player cam stops working
No errors it just doesn't work anymore after
got this but instead of being fired it was an irregular cause of death that caused it
then i switched to someone who died that way, the cam came up and the text was gone, and the cam got frozen in that single frame for the rest of the game
also unrelated, found another niche issue with quality company if you'd be willing to look into it
the slot value only shows on the first 4 slots, and doesn't account for hotbarplus additional slots (kinda like GI lightning warnings), the total does adjust though
this mod https://thunderstore.io/c/lethal-company/p/lukeprime/EnhancedTweaks/ has a feature to fix the GI warning for hotbarplus, I wonder if its style of implementation could work for this as well
By 2026 all mods will be merged with sciencebird tweaks
Are these paid slots? I have it configured to start with 5 slots and all of them work for me
Yeah they're paid slots, it works with default slots?
Yeah, both GI and QCF work fine for free slots
Since you already do some stuff to make some vanilla traps more interesting, i think this would be a nice inclusion: https://thunderstore.io/c/lethal-company/p/jacksonb_cs/RemoteMineDetonation/
Sadly the mod doesnt seem to work anymore, hence why i ask
Disabling landmines is...pretty pointless? Being able to detonate them is a lot more handy, can even be used to kill enemies or friends if timed correctly, similar philosophy to the deadly security doors with the zapgun, which i imagine would also work with the mines
Disabling them is not useless, though this would definitely be more useful
There’s a lot of counters to mines already tbh
@lean pendant I also discovered it seems to stop working after a lobby reload
if you get around to updating soon
at this point i don't think its worth it
i switched to lethalhud which has the same feature as this and does it better
Wait does it?
Where?
Cus I'm not seeing that anywhere lol
oh

i only remembered that i was mentioning the hotbar slots
i completely forgot the player cam problem cus it didnt happen again this session tonight
i havent paid attention if it stopped working after a lobby reload though
i might try that later
apologies for the delay, should be fixed now 👍
@lean pendant hi
uh
you should really watch this
i have no clue why this happens, the log doesnt generate any errors from it
afaik its only dine that does this, but there might be some random modded moon it also happens
Wtf? What happens if you try to land?
it just doesnt
Changing a config while the game is running is your fault

funny bug with single number moon names lol, fixed now 👍
do you think there'd be a chance to bring back this mod into the tweaks catalogue? afaik it doesn't work as of v70 and its a great QoL for giants
just played with it a few days ago and it seemed to work fine
tho i didnt play that much
would be cool as a tweak tho
every time I tried using it past v70 my game would crash if a forest keeper was in the vicinity
thats one way to prevent motion sense
yeah happened to me too post v70
Hey SB!!! totally forgot to report this when it happened
but I was playing on my moon and an earth levi killed a mask, and I have that option you added where they drop their mask on death enabled
it was mad funny but after the leviathan killed the masked the mask item just sat there in mid air looney tunes style
in the exact same position the masked enemy was in before it got eaten
additionally when I went to pick it up it wasn't just 1 mask but 8 masks
Mitosis
We use the zap gun a lot, but sometimes it log this error.
Stack trace:
UnityEngine.Transform.SetParent (UnityEngine.Transform p) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
ScienceBirdTweaks.ZapGun.ZapPatches+<ScanGunPatch>d__28.MoveNext () (at ./ZapGun/ZapPatches.cs:333)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
PatcherTool:ItemActivate(Boolean, Boolean)
GrabbableObject:ActivateItemClientRpc(Boolean, Boolean)
GrabbableObject:__rpc_handler_1761213193(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
GrabbableObject:ActivateItemClientRpc(Boolean, Boolean)
GrabbableObject:ActivateItemServerRpc(Boolean, Boolean)
GrabbableObject:__rpc_handler_4280509730(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()```
I had that as well when I used lass' mod to drop masks on death
Leviathans make them drop 8 for some reason
if you ever stood on top of a levi that's about to jump out i think the kill trigger or whatever it uses to fucking delete everything activates around 8 times
Reminds me that I was going to make a suggestion for earth leviathans, to have them delete items in their hitbox when emerging
Which would probably have to be off by default because it’d screw up a lot of tech, so just not having masked killed by earth leviathans drop masks makes more sense
But it’d still be pretty neat 
Is the 'Scrap To Keep' list the same names you see when you scan?
I'm trying to make sure the cats from Jordo's NeedyCats stay so my gf doesn't get upset at me
Is there an internal name to use or should I just list out every possible cat name
Also, the 'Worthless Display Text' doesn't seem to be working for me, it just displays blank. It's a fairly big modpack though so probably just a conflict on my end
Yes. I made this with 3 vanilla scraps and two modified scraps and it's working so far.
This is a thing with General Improvements iirc (can be changed in its config)
Cheers - do you know if it's case and punctuation sensitive? E.g "Yield sign" or "YieldSign"?
My bad I'm actually just dumb, I think it works for other scrap just not keys because I had a setting related to that disabled with butteryfixes
I put one of modded scraps like the first option
Cool, thanks dude
Hey, does UniversalRadar modify the ship's sprite on the map?
should be
I believe I just change its colour based on config
oh, alrighty
@lean pendant A client got this and it broke the terminal
It has been a bit quiet around here, how are you doing @lean pendant
all good, just a bit too busy at work to release anything major right now (I'll still fix any reported issues as they arise 🫡). I'll be coming back to my plans for major updates around December probably
Sounds good!
[Error : Unity Log] TypeLoadException: Could not load type of field 'ScienceBirdTweaks.ModPatches.InteriorConfigPatch:dungeonDict' (0) due to: Could not load file or assembly 'LethalLevelLoader, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
System.RuntimeTypeHandle.CanCastTo (System.RuntimeType type, System.RuntimeType target) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
System.RuntimeType.IsAssignableFrom (System.Type c) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0020)
UnityEngine.InputSystem.InputManager.RegisterCustomTypes (System.Type[] types) (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0022)
UnityEngine.InputSystem.InputManager.RegisterCustomTypes () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0064)
UnityEngine.InputSystem.InputManager.InitializeData () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_06DB)
UnityEngine.InputSystem.InputManager.Initialize (UnityEngine.InputSystem.LowLevel.IInputRuntime runtime, UnityEngine.InputSystem.InputSettings settings) (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_000D)
UnityEngine.InputSystem.InputSystem.InitializeInPlayer (UnityEngine.InputSystem.LowLevel.IInputRuntime runtime, UnityEngine.InputSystem.InputSettings settings) (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0028)
UnityEngine.InputSystem.InputSystem..cctor () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_000F)
Rethrow as TypeInitializationException: The type initializer for 'UnityEngine.InputSystem.InputSystem' threw an exception.
UnityEngine.InputSystem.UI.InputSystemUIInputModule.get_explictlyIgnoreFocus () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0000)
UnityEngine.InputSystem.UI.InputSystemUIInputModule.get_shouldIgnoreFocus () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_0000)
UnityEngine.InputSystem.UI.InputSystemUIInputModule.Process () (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_001B)
UnityEngine.EventSystems.EventSystem.Update () (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_00B7)
The Game Has Updated. Billions Must Die
took a look at the update earlier and seems like a lot of misc. code changes, so some recompiles are in order
yeah zeekerss updated unity
and netcode for gameobjects
almost every mod is going to need a recompile, at this point
every major mod
yikes
definitely anything with its hands in networking
All the misc code changes u saw were the netcode package updating
Which I'm excited for
Yeah you'll need to recomp and update to the new netcode patcher, that really should be all though SBT seems to function just fine outside of any of the rpc related stuff
Anytime it calls something rpc related it does error
lol
ye I've been checking in on the situation in the dev channels, with the new netcode patcher hopefully shouldnt be too bad just recompiling everything 
Yeee, any eta on the update? I miss it in my testing pack lol
apologies for the delay, it's just happened to coincide with a lot of other things keeping me busy.
I should have everything updated by tonight or tomorrow if there are no major complications
👍
No worries lol
Worries 
Hello! sorry if it has been asked before, but are the Shotgun settings compatible with this shotgun: https://thunderstore.io/c/lethal-company/p/Entity378/BuyableShotgunPlus/ ?
They should be, unless the Shotgun in this mod is internally different than the vanilla one for some reason
i use both mods, its compatible
Yeah I couldnt test it with new LLL but it is updated, theoretically it should work unless there's other new issues introduced I dont know about 
ScienceBird Tweaks and Wither are have both been updated for V73
SBT was way more of a headache than anticipated, but Hamunii came through with a fix for some Unity issues 🙏. I tested SBT a bit, but let me know if there's anything that's messed up. Wither isn't really testable unless you're using the new development build of LLL.
I checked a few of my other mods and I didn't catch any immediate issues, but let me know if something is broken in any of them.
Well I tested and no network errors on the LLL 1.5.0 build pacoito worked on
so ye
Wither is good
I even tested all the apparatus event stuff
you forgor the floor sounds on wither :[
this is just an update to make it work on v73, didnt actually make any changes to code yet
that's on my list of things to do ASAP though
I see, dw
And just like that SBT is now incompatible with PremiumScraps 💀 💀
(dw Hamunii is working on a fix, I hope this will work)
yeah, I apologize for any issues with the new dependency, but the alternative was rewriting some really big parts of the mod in a really annoying way, so for now this is by far the most time efficient option.
Yeah no problem dw
I wonder why it's always my mod that gets nuke with these little Fixer mods
Issue is fixed now
🙂
yeah sleep really is magical
Thank for the fix 🙌
no problem 👍
Blackout turning all the lights off doesn't seem to work, using the breaker box doesn't work either.
iirc the only config I have for breaker box is for hazards, all the other blackout stuff is tied to the Blackout weather and/or apparatus (since as it's implemented now, the blackout isnt reversible)
is that from a lack of LLL working? because I swear that before you could turn off all the lights using the breaking box in this mod
nope, always been that way. breaker will only affect internal lights in vanilla and some modded moons might have support for it (I think rebalanced moons might iirc).
the current blackout code in SBT is one-way, so it's not possible to turn the lights back on after a blackout (therefore breaker control wouldnt be possible)
making it reversible would be something I'd do whenever I get to rewriting it, but for now I just have breaker hazard control since it was highly requested (and hazard shutdown is reversible).
yeah I think it was RBM that had that support
guess I am just crazy
oh wait I might be less crazy than I though
probably a combination of RBM and the apparatus removal then
probably tested with RBM originally and just thought it was a part of this
for specifically why it isn't reversible: the blackout routine dynamically chooses lights to darken, so I'd need a way to store which lights were darkened and their previous state to be able to restore them (mrov's blackout weather which our code is based on isnt reversible for a similar reason)
to add some additional clarity here...
- this specific "neon lights" prefab is bugged in vanilla, and zeekerss forgot to remove the PoweredLights tag from it when he placed it on Dine (above the main entrance) and Artifice (in some of the warehouses, like the office and that big room with the shelves)
- as a result, they respond to "building power" and turn off when breakers are off or when you unplug the apparatus
- butteryfixes opts to fix this the way zeekerss most likely intended, by removing that tag and making the lights statically enabled
- dopadream opted to fix this in RBM the opposite way, by instead expanding it into a feature that applies to all exterior lights on all moons
I did know that, it being on dine was a coincidence.
actually I found a screenshot from 2024 of me talking about it
i see
I was testing out the new dine scrap with some mods that weren't broken and thats when I noticed the "bug"
Does butteryfixes blanket apply that to all moons? I think I’ve deliberately made the choice for certain outside lights to get turned off and others not for some of my moons depending on the moon.
Not that it really matters. I don’t really care. I’m more just curious.
btw thank ALL you guys for your hard work please dont burn yourself out bug fixin!
i remember the trouble that one caused me years ago 💀
also figured i'd ask since im here... for changing the settings for the ship's rotating light, do i always have to close out the game and reopen to see the changes?
it only applies to the original dine scene and original artifice scene
with config? I assume so. but if you use the ship button panel to change settings it should be instant
@lean pendant Any reason why you're messing with Furniture rotations after a ship wipe? It seems to be potentially breaking Furniture Lock after a wipe on v73
Well swapping parenting to client sided mode didn't resolve it so idk
That's for the rotating floodlight, so it might mean the floodlight reset button on the ship panel won't work, shouldn't break anything with furniture as far as I know.
Ye got ya
@lean pendant ok so just to mention
the heart being in the muted scrap list doesnt work
my guess is because the audio it emits works different for the variable for when you have the fear effect to work
The Serpent of Ronka also doesn't work
and that thing is quite annoying
looks like it uses a new special function for the noise unlike all the other items yeah. my tweak just patches the main vanilla animated items and random noise items (e.g. masks), plus an edge case or so for some modded scrap like wesley's. thanks for the info 🫡
The Serpent of Ronka is in Premium Scraps btw if you wanna look into that one, idk why it doesn't work cus the Ababibou works lol
I'm assuming it has its own custom scripts handling the noise, I'll note that one down
@lean pendant
Maybe it's an incompatibility issue. But if I enable “Hide all cams” for the host, it looks as it should, but for clients only the client name is hidden properly; the rest has a transparent black square with the nickname.
Hello
Thats because Abibabou is just a variant script of the soccer ball while Ronka is completely original
Btw I added a config to change the volume of Ronka in the latest Premium Scraps update if you didnt saw that 🫡
Is the soccer ball named something else in unity?
soccer ball uses a subclass of the normal item script (GrabbableObject) called SoccerBallProp
which defines its own audio source for playing kick audio
Okay... Good to know
presumably SBT accounts for all variants of vanilla items, and would patch over the soccer ball to mute it, so any objects derived from the soccer ball's script would follow suit
Good to know again
iirc I use the display name of the item for the blacklist (e.g. the name you see when collecting the item in the ship)
the mute is just for objects with additional sound effects (like noisy animated items), so im not sure if the soccer ball works but I haven't tested it
ah strange, lunxara said it works?
it is possible the soccer ball reuses whatever audio source you mute by default, then
Hey, just wanna mention there is a weird issue when using both ScienceBirdTweaks and WesleyMoons, the gift shop items are free to grab instead of having a value to buy them. I got around this issue by disabling Keep Worthless Scrap. On v73 and using the latest versions of both mods.
My bad, if this is already known
I did lol just wanted to silence it when not being held cus it does go off a lot
ah ok i see
weird, I wonder why they're getting affected if they're not on the ship. thanks for the report 🫡
don't really know if this is intended, but true blackout with the right dependencies doesn't blackout the sun, something i noticed when testing facility meltdown yesterday on v73
if you mean the power outage when you pull the apparatus, that won't affect the sun, that's just a special thing MrovWeathers does.
If the blackout weather isnt blacking out the sun that is a problem tho
all the blackout stuff has been built layer by layer based on other mods and player requests so it can be a bit confusing to understand at first. hopefully I can reorganize for clarity when I rewrite one day
the blackout weather isnt blacking out the sun is what i meant, yes
I see, I'm not sure V73 would affect anything like that but could be some weird incompatibility. I'll add it to the list
Wait let me understand this. so pulling out the apparatus turns on blackout, basically?
it turns off all the lights, wont affect the sun though
(if you have apparatus blackout enabled in config)
this is how its configured
I believe it didnt blackout during blood moon and the 2nd attempt was on clear weather, on experimentation, in the past though i did notice it during v72, but i wasnt in the discord to say anything unlike now
there's a chance it's just my config being broken, in which case it'd be an easy fix. I'll try to get around to all the quick fixes for reported issues this weekend
not sure what you got on your to-do list, but another one that isnt working is LLL - Ship Lever Fix
IIII do not
I'm not sure anything LLL-related will work with the new temporary LLL version, will have a look sometime to see what works and what's easy to port over
im not sure about unlock syncing, honestly not even sure what it does. the only time ive heard of locked moons was setting them to locked in lunar config
i mean locking in general
i know it syncs it alteast
the only time unlock syncing matters that I know of is with Wesley's moons, which often had issues with unlocked moons being desynced
the main other LLL function is adding additional scrap to interiors, but I suppose it might be hard to tell if that's working or not lol
oh yeah, i havent used that additional scrap setting
and i havent used wesleys moons so now i understand...
i lock planets in lunar config i dont wanna use lmaoo
though malfunctions still sends us to them sometimes but what can ya do... 🚬
you can do it via LLL as well iirc, but I know LLL config can be janky sometimes
i think from memory i had troubles with it then too but id say its more of a malfunctions problem for not letting you configurate reroutes (though its planned as far as im aware)
atleast, in v72 LLL i had troubles with it
It's got the same namespace, everything should be working fine 
I do a few really weird patches at specific points so I figured some stuff might've been moved around, I'll see when I get to testing it I guess 
Not much was actually changed, it ain't the big 2.0 rewrite 
I did tweak some stuff with bundle loading but it's mostly to do with NetworkBundleManager iirc
since on the talk of this mod, does this include reserved slots as well?
I'm pretty sure i heard about some issues with extra slot mods so I assume not. it's a really bare bones manual fix which is why it's in technical options
it works with bcmer and their grabbable mines so its good lol
this might be very conditional as i havent been able to do it again, i apologise and if i figure it out ill lyk
For some reason we are being gifted a purple cabinet after ejection and when we open up a save again. I honestly would like this as a feature, to just be able to pick one cabinet to be auto unlocked for biggership for example
@lean pendant
Just one thing
Im trying to remove the stuff on ship
And V73
Aint working no more
If you have dawnlib, it could be an incompat since I mess with the saving system (depending on what you're removing and how SB removes it)
I got both
You could try turning off the config options for dawnlib's save system and see if it helps, but ig can just wait for sb to finish typing ;p
pretty sure FurnitureLock allows you to have whatever you want unlocked by default and also appear in a specific location.
as for this bug, stuff like that can happen if you change what mods you have installed and load an old save. if you didn't then maybe there are issues with V73 I need to recompile to fix.
no way zeekers changed the names of the objects in the ship scene 
should be an easy fix if it's that simple 
I doubt he did that :p
Ah, I did enable some unrelated mods. Very well then, then it is probably nothing of your concern ^-^
Removing these things works for me currently, with dawnlib and biggership installed
I have not removed the generator but the pipe and it worked so hmm
Wth
Do I need to redo the config?
all the removals seem to be working fine for me, so if it's enabled in config my only guess would be incompatibility with another mod changing the ship
I only have two story shift
did it work before V73? unless two story ship updated and changed something it shouldnt be any different now
Yes
It worked before
This is a new thing fr
Do I reset?
Delete and regen config?
if the config checkboxes are enabled that shouldn't matter, but you can try it I guess. load a fresh save to test
Like
do you have dawnlib
nope, I just confirmed 2 story ship works on its own so I'll try adding that next
Yeah just let me know if its related to the new save system since that's the culprit I might think
yeah it appears that dawnlib causes none of my removals to happen. I'm assuming it's blocking my patches because the code is very bare bones
If you can postfix startofround.start instead of load unlockables you should be good
I completely just return false prefix on load unlockables
Can't let vanilla run it's load logic
good to know lol, I'll have to change a few things but it's probably doable
Sowwy but I gotta :3
Ye I only do this for loaditems and loadunlockables
The save system is a lot more dynamic with dawnlib so content isn't based on index in list anymore lol
oh sick, vanilla save system is so scuffed 😭
you did what xu
I do appreciate that you're making some good changes, did you manage to fix the incompat with the SSS yet?
I haven't used the new feature cus it broke Self Sorting Storage
Idk, like I said, I'm sick and haven't been able to test much
I can test for you
Also we apologize again about last night, our comment really wasn't meant to come across as harsh as it did we love and appreciate the hard work you do Xu ^^
DawnLib overrides vanilla saving and loading with its own saving and loading, adding and removing mods won't shuffle your items in saves anymore
You're doing amazing work
oh thats nice
I appreciate you cheese but I don't have access to pc rn lol
RIP
Yeah as long as a specific author doesn't make an item with the same name, WESLEYS RED BUTTON cough, it'll get the right item
Btw the error I reported earlier is ignorable for now based on what Hamunii said right?
its not actually the same name technically
the broken one i think
has a capital B
in button
SSS supposedly has an issue because I overrid matty fixes with when matty tries to make items spawn on the cupboards instead of under, I fixed it but haven't tested it
@lean pendant Would using the same method that Ship Colors can use to hide the ship objects work?
Ah makes sense, I ignore capitals and the like since they're unreliable sadly (and almost any sort of search will land on em being the same), hopefully its not relevant enough of an item for it to cause issues
well it depends which one it prioritizes
They just gotta push their patch to be like past start rather than inside start, they'll be fine
if its the broken one then you can never keep one that will kill you
Got ya yeah that should be an easy update for them
If its something important enough to need both's existence then I'd have to insist on wesley giving em different names, even if not by much (though he should do this anyway)
its not really important
i just imagine people would be sad they cant troll their friends and ruin runs with the big red button
because thats so fucking funny to just do that
right guys
i love doing that
i love ruining my friends enjoyment in videogames by making us wipe with the big red button
so funny
hahahahahahaha
Lol
Got around to testing and it seems I can't recreate anything like this. Do you have any more details on how you got it to happen or what other mods you're using?
Items being grabbable is specifically if you take too long to load the moon, usually lower-end PC enjoyers are able to shoplift 
It do be this I believe: https://github.com/JacobG55/JLL/blob/main/Modules/WesleyMoonScripts/Components/ItemShop.cs#L24
I don't think the scrap keeping stuff should be slow enough to affect that (one of the rare parts of the mod written by an actually good programmer and not me lol), so I assume it's just coincidence it didnt happen with that config disabled 
Probably yeah
So...
Following up on this, I think I didn't explain the blackout stuff very clearly: the sun will only be blacked out if the weather is "Blackout" (or a combination weather with Blackout like "Blackout + Foggy"), so if the weather is anything else (e.g. clear weather), the sun should still be there (pulling the apparatus doesn't do anything). Again, apologies for the config and my explanation being a bit confusing.
I couldn't get anything weird to happen in a few tests, so if it is an issue with Blackout weather, it'd be something more weird and specific.
(Game waits 11 seconds after scrap spawns to sync scrap values, for instance)

Okay
I reset
AND ITS STILL NOT WORKING
Ah okay. thats all good. the suns already blacked out during blackout though, isnt it?
you're playing with coderebirth on v73
Is this v72? 
thanks for the followup
Oh nevermind, CodeRebirth on v73 will do it too yeah 
sorry for not responding been catching up on stuff, the ship removal thing is an issue with me and dawnlib, that should be easy to fix if that's what ur talking about
good easter egg
ye, that's why it's on by default (my true blackout basically totally replaces mrov's blackout weather with our own code), I added that option since some people wanted Blackout weather to only affect lights
Thats why the Sciencebird stuff aint working???
OHHH
Okay
idk, coderebirth stuff breaks which will break other stuff since u have it enabled on v73 when u shouldnt
Hm, that's interesting, didn't know that was a thing. Because I can't recreate it again xD I thought it had something to do with sciencebird_tweaks since I thought it might interfered with it and tinkered around, so it really could be coincidence, that it worked when I disabled that config option. Sorry about the false report 😅
CPU is a Ryzen 5 5600X my bad
GPU RTX 2070 SUPER
32 GB RAM
Game is on a SSD
does this count as low end PC already? 🥀
Or maybe slow internet enjoyers actually
I've never been able to shoplift and I have snail 🐌
Does it even connect to a server even if you play singleplayer?
Oh wait it happened while you were hosting?
yea
I can send in my modpack, if that is allowed
It is FORBIDDEN 
-# jk it's fine to send codes 
awesome sauce, one sec
0199fa5c-4f8d-fb78-fec3-349e8aff707d
Should've mentioned on my original message that I had more mods installed than these 2. (and maybe tested them later with only 2 of them installed D: )
oopsie
haven't recreated this in my testing yet so it might be an incompatibility. let me know if you learn anything else and I'll update you if I figure it out
ScienceBird Tweaks patch is out to address most of the recently reported issues along with a few improvements
- The heart item's heartbeat is now muted by the Muted Scrap List
- Players killed by masks will no longer play the notification sound effect with the Broadcast Death Notification tweak
- Masked enemies that are completely destroyed no longer drop masks with Gimme That Mask (also fixes duplicate masks spawning when killed by Earth Leviathan)
- Ship removals and the Dynamic Occupancy Sign should now work with DawnLib
- Added checks for some reported errors
- Removed redundant LLL Ship Lever Fix
thank you for fixing the vanilla heart not working
i cannot stand listening to heartbeating much, it just makes me extremely anxious and uneasy, and im sure a lot of others also
I still haven't gone to Dine yet to check out the new scraps
I just forgot about it tbh, I wish the new scraps were added to the pool for other moons
@steel tide You should add them to Espira and the moons in your Nightmare Moons collection
but the lore 
Dine is zeekers test subject
So Lunxara never saw the kidnapper fox working.
lasso man was spotted here as well
Best moon*
It has the coolest map design in my humble opinion
tbf rend is better
dine is more forgivable in design imo
Rend is just so generic
Not very interesting
I wish there were more path variations
Tbh all of the maps only have like 1-2 routes
you say that like dine isn't
March is another map I really enjoy
design wise
There’s so many different routes you can take on dine if something is blocking your path
Anyways uhh
Dine rant over
not very significant routes 
Dine is very cool I agree
I love the cool fence and the fallen tree and the guide lights and the hills....
iconic and creepy though, I'd say
are you me
I will when I know what their scriptable object names are
Dine's list if it helps
It does
If you need a list of internal stuff then this website should help. 1a3 is really good about keeping it up to date
https://1a3.uk/games/lethal-company/diffs?version=v73_1&tab=5
Had the values of the v73 scrap basically right when the update dropped
What do disabled spike traps look like in vanilla compared to Science Bird's version of it?
Vanilla - nothing
Science bird - changes the red light to a green light and adds beeping sounds
Unless the beeping is just from landmines
only landmines
I thought vanilla disabled the light iirc? Not the material, like, the actual light that glows around the bulbs
nope it doesnt
Ok, I guess I'll keep it on then even though it's technically a cheat in vanilla lobbies
Because literally no indication to when it's off is ass
it is ass
How the terminal is able to remotely view the building and disable presumably separate automated turrets and landmines is beyond me
Especially maps like the mansion or mineshaft where the terminal having access to some internal computer makes a little less sense
This is Sci-Fi, and Zeekerss' Sci-Fi no less
It doesn't need to make exact sense, it just needs to be fun lol
they HACKED THE SYSTEMS silly
hackerman style
True...
This is true, but it’s also fun to speculate on it
my theory when I first started playing was that the company owns these facilities and just wanted their shit retrieved after they were abandoned so naturally their autopilot ship comes with a system in place to manipulate any and all technology inside
like how in like, idk walmart the employees have a key to the a staff only room
The Company owning outside anything outside of Gordion is boring I'm ngl man
we are, we are, WALMART!
in lethal company, HE employees have a puter to turn off the violent fucking death traps
imean that was just my idea when I first started playing
it helped make sense of it
The scanner can detect main entrance so the company’s tech can definitely sense the building
but yea nowadays it doesn't make sense
Keep the Company where it is; unknown mechanisms and mysterious whereabouts
A lot of custom moons include the Company in their lore for some reason and it is just SOOO BOOORING
Feels like a cop out, almost
Maybe something similar on the ship detects the layout inside the building and any additional objects of interest such as scrap, keys and hazards.
i don't think it is
they just want to expand on pre-existing lore, it's just a take on it really
and like, a cop out to what?
Which is why I say almost
It's so predictable and unoriginal that it feels like so
Of course I'm not going to name names but yeah
Coming up with original lore for the moon
Every vanilla moon has their own unique story in their info pages
It’s not really a cop out, just overdone
Except for Rend and Dine but they're clear copy pastes of each other in the earlier stages of the game lol
this is like saying minecraft content mods including the existence of pillagers in their lore is a cop out