#Science Bird Mods

1 messages · Page 6 of 1

north iris
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zeekerssrblx quiz what is official trio name of vow march and adamance win free shotgun if right!!!

trail patrol
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like how do you NOT include the main thing the game is about in your lore

trail patrol
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FUCK

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withces

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FUCK

north iris
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fail

trail patrol
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witches

dense yoke
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I’m not a particular fan of the “this place is owned by the company, it’s dangerous and you aren’t meant to be here” since it’s quite unimaginative and has been done a lot by now.

lean pendant
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fyi, another tweak I have for improving spike trap feedback is muting the screeching audio when you walk under it if it's disabled (cant remember where but it's in config somewhere)

shadow lily
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The difference between pillagers and the Company is, again, the mysterious nature of it

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There's a reason the Company is seen almost nowhere else, and is hard to track down

dense yoke
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CodeRebirth does expanding on the company’s lore well. But when moons just mention it’s owned by the company and don’t elaborate too much further it does feel kind of out of place

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Also the age old masked or old bird spam

shadow lily
dense yoke
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Coilhead spam is kind of funny to be fair

shadow lily
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No, the masked during eclipses

dense yoke
lean pendant
shadow lily
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Wither is related to the Company?

dense yoke
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Feels kind of like conspiracy theorists rushing to blame aliens or the shadow government LMAO

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It’s the go to

shadow lily
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I just realized, is it spelt Company, or The Company

lean pendant
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The Company usually I think

dense yoke
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The company has a name but it’s usually just referred to as “the company” by the speaker on the company building and a few other places

shadow lily
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So the, "The," would be capitalized

trail patrol
lean pendant
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it is capitalized usually so maybe that's just what it's called

trail patrol
shadow lily
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Generic's Company moon kind of makes sense, but it's also confusing to why we're looting it to begin with if.. it's already owned and operated by The Company

dense yoke
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She did flesh it out a bit with some storytelling and sector0 but it was still a little vague

shadow lily
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I'm not gonna even get into Sector-0

shadow lily
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No, the one /w outside loot and hoarding bugs

trail patrol
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oooh the scrapyard

shadow lily
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Yeag

trail patrol
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well I would assume it's defunct which is why there's actively no trash being transported there

shadow lily
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IIRC it doesn't even mention that fact in its info log, so it's even weirder

dense yoke
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I think it’s not as bad since it’s not just directly thrown around as “an abandoned company moon” with little explanation or anything following it

trail patrol
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well I'm just assuming, since there's barely any activity there

trail patrol
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I think (now that I understand what type of moon y'all mean) the grievance is totally justified tho

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it's a bit of a cliché

shadow lily
dense yoke
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They likely wouldn’t care since it’s just a scrapyard that doesn’t belong to them

shadow lily
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Similar to Artifice and Embrion, but they were probably hidden due to in-universe political reasons

dense yoke
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Mostly all the company is hiding is stuff actually revolving around the monster in the walls

shadow lily
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Yeah 100% no fucking way The Company would realistically allow you to travel to moons like Sector-0

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They want that shit hidden

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They would ied your ship immediately if you were to ever discover one

dense yoke
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There’s also the weird crap with the vent, seeing Richard after he died and Sigurds memory but those are kind of still unexplained and intentionally vague

shadow lily
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Oh yeah, dunno what Zeekerss was cooking with that

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I wouldn't be surprised if Richard actually became an entity similar to The Ghost Girl

trail patrol
shadow lily
lean pendant
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I haven't played the wesley campaign in a while so idk how it ties in story-wise, but Repress is probably my favourite of the company themed moons in terms of visual design

trail patrol
dense yoke
shadow lily
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What's Repress' deal?

dense yoke
trail patrol
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unsure really but it looks really good

shadow lily
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Idk why my mind when to typing joke but I meant ghost

dense yoke
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Richard being a child when he was alive is the funniest concept

shadow lily
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Idk if The Ghost Girl is actually a child though, I was joking anyways

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No shot he's actually that entity

trail patrol
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you're losing monty points by the minute samantha

shadow lily
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Idk I just recall him being in some Turkey Tom-type worldviews

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I've avoided him ever since then

trail patrol
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the concept stayed with me

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and read about a weird bloody mass of hair and flesh coming out of the vent in the new log kinda sparked that idea in my head again

shadow lily
trail patrol
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it's kinda metal

trail patrol
glad panther
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I think LethalFixes is what does that, vanilla leaves you with nothing

shadow lily
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or are you just talking metaphorically

dense yoke
trail patrol
shadow lily
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I'm gonna start tweaking if it turns out we're all just skinwalkers

dense yoke
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Realistically, his father couldn’t actually be the corpse in the vents. Which is maybe more unsettling if it wasn’t him

trail patrol
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company monster eats everyone, spits "people" out to get it shit, continues to eat from what they bring, they get eaten and spat out over and over

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explains some things like spawning out of a vent, rapid loss of memory, etc

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it's not the most SOUND theory but it's kinda metal

shadow lily
trail patrol
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I mean I think so? it's been a while since I watched the video

dense yoke
trail patrol
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forget if he implies that or not

shadow lily
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How tf does that explain his father being on Titan though? Humanity would absolutely notice The Golden Planet's disappearance

trail patrol
dense yoke
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This is hate speech.

shadow lily
manic girder
shadow lily
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GYATT DAMN

dense yoke
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Moving back on track, I was never a fan of that theory since theres a lot of jumps to conclusions and ideas that aren’t entirely supported. It kind of feels like most of the evidence is “theres no evidence against it so it’s technically a possibility”. Which is true, but no evidence against something is not equal to evidence for something.

manic girder
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wowowowow WOW

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say that again

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you were what on track??

dense yoke
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Yep

nimble pond
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there is absolutely 0 indication in vanilla

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1a3's lethalfixes makes it emit the same clicking sound that landmines emit when they get disabled

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and i think SBT is the mod that lets you also toggle off the light when it's disabled

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i know some mod lets you do that

glad panther
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LethalFixes also makes the light stop glowing, though it still is lit

lament aurora
shadow lily
glad panther
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Ye

trail patrol
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I do like it as a concept tho and I set one of my modpacks in a far far future that's set in that theory's version of the game

lament aurora
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I'm fine with it as a concept I just don't think it works with lethal company, if it turns out the theory is true I would be disapointed

trail patrol
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i don't think it'll turn out that way personally

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even though there's some stuff pointing to it being true zeekers' said he wanted the ending of the game to be optimistic

lament aurora
trail patrol
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so the plot twist might not be "you're a little flesh minion and you're already doomed and there's no civilization left"

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even though that's a really cool concept

shadow lily
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How come you can't check the shotgun's ammo in client-side mode?

nimble pond
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all player animations are networked

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so if it uses a custom animation, everybody's gonna need the mod or there will be problems

shadow lily
manic girder
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that mod so cool really cool cool mod cool

nimble pond
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i mean it literally replaces the player's animator controller, so when animations get synced over the server, there would be problems

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i dont know if those problems cause gameplay altering effects but all clients are expected to have identical animators and controllers

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also lcammocheck literally breaks the animator even for just the local player

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at least it did last i checked

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it causes your arms to like, invert and look really weird on ladders and stuff

manic girder
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trying right now

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it does not happen

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at least alone

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idk how it behaves with other living organisms

shadow lily
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One of the older updates broke it, and the author hasn't bothered to fix it since

manic girder
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😔 ok

nimble pond
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i forget what you have to do to make it happen

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i think it happens after you die and respawn(?)

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but then your arms are just broken for the rest of the session

manic girder
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Hmmm ok gonna try another day

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Now its eepy time

lean pendant
shadow lily
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All we really care about is the checking part

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Wait guh

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So it literally can't be done, since checking and ejecting are handled the same, and ejecting is a server-side thing?

lean pendant
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that's the way it's set up right now yeah. it's probably possible, but I'd need to separate them into different things (I'll put this on the list for if I get around to reworking clientside mode).

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I haven't really designed SBT to work in public non-synced lobbies at all so if clientside mode works in any capacity I consider that a miracle lol

shadow lily
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We've been using SBT since the beginning as a client-side mod lol

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The amount of bullshit it fixes is just too good to look past

lean pendant
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glad to know it's been working 🫡

shadow lily
north iris
shadow lily
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Uhh what is that?

north iris
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the sapsucker

shadow lily
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Oh that's a fossilized sapsucker lmao

shadow lily
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Too uninterested and treadmill work

lean pendant
sturdy lion
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i wish there was a way to modify an animation's speed without modifying the entire animator's speed at runtime

lament oasis
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could sbt add config options to change the spray paint (similar to the zap gun options)?
the only mod that made the spray paint useful does not work on v73 and has not been updated in over a year
(this is not something with high priority only consider this if it is relatively easy to implement)

lean pendant
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nooo betterspraypaint is dead? I guess I'll have to port it eventually since I use that one religiously lol (havent switched over to v73 yet)

lament oasis
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i have gotten used to it by now

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the vanilla spray paint does not paint as good and only has a limited capacity (which for how expensive spray paints are makes them basically useless)

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and also that way too loud sound when shaking

nimble pond
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back when betterspraypaint was broken the first time (i think it was v56 or v60, i forget) i made a few tweaks to it in butteryfixes

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it's all a bunch of auto-compat stuff that gets disabled when you have betterspraypaint enabled

lament oasis
nimble pond
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and i dont support any added features, just fixed some problems with vanilla that caused inconsistent spray patterns (and i think boosted the max decal count + reduced the distance between decals)

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so if you're not using betterspraypaint but you are using butteryfixes, you won't go back to "totally vanilla" spray paint

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better than nothing but im also a betterspraypaint user so it's pretty sad to see it unmaintained (at least presently)

lament oasis
lament oasis
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i think reserved spray paint slot also has an option to increase the capacity

shadow lily
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@lean pendant Does this go for all mods??

lean pendant
shadow lily
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Aghh

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Thought it'd go for everything

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Still useful tho, thank you

lean pendant
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each mod handles its own config so that's up to the dev.

north iris
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afaik only lunarconfig also lets you clear orphaned entries

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i know of no other mod that does

lean pendant
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matty has it for one of his mods iirc

wintry pulsar
nimble pond
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i have probably missed one or two but for the most part i handle it

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kinda wish that bepinex would automatically handle it (or, ideally, give you the option to make it automatically handle it in case you dont want that behavior)

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but it's not a lot of code to implement it into your own mods

glad panther
blazing onyx
# north iris afaik only lunarconfig also lets you clear orphaned entries

amazingly, even though i only have like 10 settings, i built into my mod (LI) auto cleaning of config entries, i worried i would add and remove tonnes of settings in the future, wanted to keep it clean x.x I think in my moon ratings mod i added the same feature, but manual.. because a lot of settings can be generated there by the user, to which would be orphaned automatically on restart, but would want to be kept, so i think i did something to manually orphan them x.x either way, i thought a method to remove orphan configs was a great idea (in my cases at least)

wintry pulsar
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Stack trace:
UnityEngine.Transform.SetParent (UnityEngine.Transform p) (at <c39a522eee05469b8171a6cfeb646c59>: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 <c39a522eee05469b8171a6cfeb646c59>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
PatcherTool:ItemActivate(Boolean, Boolean)
GrabbableObject:UseItemOnClient(Boolean)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::ActivateItem_performed>(PlayerControllerB, CallbackContext)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)``` the zap gun wasn't working and throw this error everytime i tried to use it in a player, door, etc.
lean pendant
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this is something with the vanilla code I thought I fixed last update but I guess I'll have to add some more checks (though I think the root cause is probably somewhere else, since SBT shouldn't do this on its own)

wintry pulsar
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So I tested the zap gun on my friend, and it was working; then he tried to use it on me, and the zap gun stopped working. I thought it wasn't working only on players, so I tried to use it in traps and doors, and it still didn't work.

#
ScienceBirdTweaks.ZapGun.ZapPatches+<ScanGunPatch>d__28.MoveNext () (at ./ZapGun/ZapPatches.cs:333)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>: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()``` the first error was this
lean pendant
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it looks like the error is happening before my mod does anything, so I can stop that error from appearing but no guarantees it will fix the zap gun issues

wintry pulsar
lean pendant
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I've been wary of it for a while, but I had it in my own pack for a long time with no issues so it's probably fine

wintry pulsar
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Could you send me your modpack code so I can see which mods I have and which ones you don't have?

crimson thunder
wintry pulsar
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I don't have this mod. I tested the ZapGun in my mod pack with fewer mods, and it was working, so the problem lies with the mods that this mod pack doesn't have.

crimson thunder
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Hmmm

wintry pulsar
lean pendant
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lol this is one of my favourite vanilla bugs, I have a clip of my own that's almost identical to this one

wintry pulsar
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I thought it was a problem with itolib, but after many tests, the problem reappeared, but now only for the client; it was working for me (the host).

lean pendant
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it's a vanilla thing that happens under weird circumstances, so no need to worry about mods

trail patrol
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what the hell LMAO

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what exactly is happening there?

nimble pond
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there's some weird bug with the zap gun where it increases the player's movement speed instead of decreasing it

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normally when you're being zapped it multiplies your speed by a decimal to bring you to a crawl

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and then when you stop getting zapped it divides by the same decimal to restore your speed

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but somehow it's possible to divide without the multiplication happening first

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which gives you turbo speed

wintry pulsar
lean pendant
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oh that, yeah I'll get back to you if I learn anything else about it (I havent gotten around to testing big packs on v73 yet, so not sure what the source of the issue is)

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inconsistent issues like that can be pretty annoying

wintry pulsar
#
[00:33:01.9713823] [Error  : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Transform.set_position (UnityEngine.Vector3 value) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0000)
PatcherTool.LateUpdate () (at <83220f1fc337491eba19b3618ec61339>:IL_0130)``` If this helps you for the clients was logging this errors too
blazing onyx
#

[edit.... dont bother reading, it was a non-issue after all :D]
sorry to bring this here... but, well Science Bird, you may have a better clue (than me) considering your mod is telling me how much scrap there should be here, after my mod set it.. when there was 0 scrap.

I attached part of a log.

according to my own mod, that sets the scrap level in my mod profile... there should be 11-20 items (i basically dynamically set the value + item count for the moon, just before the moon is loaded, im aware only the count matters =p)

[23:35:29.0523920] [Debug  :DynamicMoonRatings] [Moon]Atlas Abyss           -> (([Enemies]16830       + [Price]0       + [Cruiser]0)      - [Scrap]1000)      x [Weather]0.8       / [Time]1       = [Total]12664       = [DisplayedRating]E266
[23:35:29.0523920] [Debug  :DynamicMoonRatings] Moon: Atlas Abyss | Rating: 12664 -> Rating%: 63 | Day%: 6 | Quota%: 7
[23:35:29.0523920] [Debug  :DynamicMoonRatings] MoonModifier ((100%+(Rating%+Days%+Quota%))/100) -> 1.76
[23:35:29.0523920] [Debug  :DynamicMoonRatings] ScrapValue -> 395 - 703
[23:35:29.0523920] [Debug  :DynamicMoonRatings] ScrapCount -> 11 - 20

according to SBT... there should be 18 pieces of scrap.... but all we found were keys... which at least in my settings, are not scrap...

[23:35:29.1111086] [Info   :ScienceBirdTweaks] INTERIOR TILE SUMMARY (Tower, Atlas Abyss): 197 tiles | Total tile area: 332.1745 | Average tile area: 1.686165
[23:35:29.1111086] [Info   :ScienceBirdTweaks] INTERIOR SCRAP SUMMARY (Tower, Atlas Abyss): 18 scrap | Average scrap per tile: 0.09137056 | Scrap per unit area: 0.05418838

so my question is... is it even possible for the "scrap" to be all keys?..AND even when keys cant be scrap?

I am guessing both of our mods agreeing make it likely that there were just 18 keys... just never seen this before and trying to make sure its not a bug. (my mod doesnt choose what scrap, just the value/count)

blazing onyx
#

^ little update, shared this in buttery fixes thread and it seems it was caused by "Key" being added as a scrap option in the scrap weights for the moon (not by me afaik xD).. woo, at least that was a quick solution 😄 sorry for the wasted read!

uncut cloud
#

I have a clip of me and a group of friends doing the same thing hehe

wind gale
#

To follow up on this, this also happens when we make entirely new files. The purple cupboard always spawns at the same location as the red one despite it not being unlocked according to the store. This is unrelated to DawnLib's & LCBetterSaves weird interaction which makes items and unlockables of deleted files persist.

Additionally, I have also begun using furniture lock and I could not copy the position of this purple cupboard; FunitureLock complained that I tried to copy the position of furniture item that has not been spawned. Yet if I entered a coordinates and then applied them to 5Cupboard/the purple cupboard it would still move. When making new files it only would be positioned correctly when I have enabled its auto unlock in FurnitureLock, yet I could still not copy its coordinates.

Now, when I tried to move it in and out of storage I noticed that I could still buy a purple cabinet, which I then did. That new purple cabinet was entirely unaffected by FurnitureLock, but now I could copy the coordinates of the original one. Both worked flawless though aside from that weird interaction, but maybe its worth checking out what is happening here. Maybe it is also related to DawnLib's save management? Yet I had a bonus purple cabinet spawn back then as well. In my original message DawnLib was not yet included in the modpack

Current Modprofile Code: 019a1b7c-6579-e005-ae87-afa9c54d9b2b

-# Picture with two purple cupboards and the original red one:

blazing onyx
wind gale
blazing onyx
#

ahhhhhhh =p explains why i dont see it xD

wind gale
wind gale
#

Also, has an Astolfo Plushy been considered at any point for Polished Plusheis and Silly Scrap? A friend of mine would love it ^-^

ancient flame
lean pendant
# ancient flame

ah, if this is the same issue as I've seen before with ClaySurgeonOverhaul, it might be an issue with HDRP settings being changed, but I don't see anything like that on their github so I'm not sure

#

@pulsar spear you don't do any shader/HDRP changes for BiggerShip right? this is an example of code I've seen cause this shader error before. changes to item scan stuff might also mess it up

lean pendant
crimson thunder
lean pendant
# lean pendant <@231002429406183424> you don't do any shader/HDRP changes for BiggerShip right?...

I mostly understand the issue now: BiggerShip isn't doing anything to HDRP stuff, but it seems like it's stopping SBT from fixing the issue caused by ClaySurgeonOverhaul (my patch fixing it is attached below). Since BiggerShip doesn't patch QuickMenuManager as far as I can tell, I assume it's something about the compatibility transpiler on SBT? (despite that patching a completely different class) @pulsar spear

lean pendant
# ancient flame

so if you're looking for an alternative way to fix it without getting rid of BiggerShip, you can get rid of ClaySurgeonOverhaul instead if that's preferable lol

crimson thunder
#

Clay Surgeon Overhaul admittedly hasn't been updated in quite some time and the motion blur effect it adds causes weird behavior anyways

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I really wish dopa would update it

lean pendant
ancient flame
#

disabling claysurgeonoverhaul does indeed fix it

lean pendant
ionic falcon
#

would it be possible to get a VehicleID == 0 check on the smoke particle fix in SBT? to prevent trying to change smoke particles on any modded vehicles that inherit VehicleController

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0 is always the ID of the vanilla Company Cruiser

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also, you can just access the exhaust particle via VehicleController.carExhaustParticle

lean pendant
ionic falcon
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which is annoying if someone has their own exhaust particles

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i.e. if someone made a small hatchback and SBT ends up replacing the exhaust particle with its own black smoke particle

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then it just bellows black smoke out the back

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doesn't hurt to have the check in place :p

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and it's just a little cleaner to access the carExhaustParticle directly from VehicleController

lean pendant
#

it should only replace specifically the weird exhaust particles the cruiser uses (thus the material name checks), and it's specifically that material that doesn't display correctly with fog. so if somebody else is using the particle it probably won't be displaying correctly which is what my fix is for.

I don't mind adding the check, but it seems like if a mod does use that particle I might actually want to replace it with my own (if the smoke fix config is enabled of course).

ionic falcon
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i would add it regardless

lean pendant
ionic falcon
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better safe than sorry

ionic falcon
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vehicleID check ensures you're only targetting the vanilla CC

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if someone replaces the vanilla CC model well, that's on them

lean pendant
#

that's fair, tbh I might just add more conditions to ensure it's those weird particles specifically, seems like a better solution than excluding modded content. the smoke fix is supposed to fix the broken smoke in general (on various different entities), so idk if I strictly need to target only the vanilla cruiser.

if there's actually a vehicle that does cause some issues I'll put in a quick vanilla check, but otherwise I'll probably think about a better long-term solution to make it more rigorous.

ionic falcon
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and it'll end up "ruining the intended look"

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if someone uses the vanilla particle then sure i guess it's okay

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like if someone plays around with the particle (colour, size, speed etc)

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and SBT replaces that

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it won't look right

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since SBT as far as i can tell is just replacing the entire particle

lean pendant
# ionic falcon yes but if you don't exclude modded content, it'll just end up replacing anyones...

if they happen to make a custom exhaust particle with a specific name that isn't the broken particle I'm attempting to replace, yeah, but I'd be surprised if there's a mod like that since there arent that many vehicle mods. and if it is that broken particle (even if some qualities are modified), it still wont display correctly on fog.

I feel like adding the vanilla check right now would be more likely to cause the fix to not work with modded vehicles that happen to use the same exhaust as vanilla than unintentionally alter a working particle effect of the same name (i.e. I think adding the check would probably break more stuff than it fixes, if it breaks or fixes anything). if there is an actual instance of that happening I'd add a check, but just weighing the odds in abstract it seems safer to go without it

ionic falcon
lean pendant
#

since my fix is more about the particles than the cruiser, and those edge cases seem so rare, that's why it makes sense to me. I agree I don't like how that code is structured at all though, was a bit of an improvised mess trying to catch all the different smoke sources, definitely on the list to improve some day

ionic falcon
lean pendant
#

I'm willing to bet it's less likely to cause headaches than removing support for modded vehicles would, but hopefully I can rewrite it before anybody has to run into any issues

ionic falcon
#

i was just asking about all this since i was playing around with the exhaust particle on my truck haha, and i plan to also redo the Company Haulers exhaust particle, and i remembered SBT has a particle fix that tries to apply to anything using VehicleController

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(this won't be an issue for DawnLib vehicles)

lean pendant
#

as long as you arent using the same cursed particles as zeekers, it should be totally fine, if it isn't just let me know and I'll do something about it 🫡

ionic falcon
#

idm fixing the particles on both these vehicles, i just don't know what exactly you changed

lean pendant
# ionic falcon it's pretty much the same particle as the vanilla CC, i'm just playing around wi...

I just remade the particle from scratch to look similar, the problem is with the shader the material uses iirc, so just copy-pasting the particle and changing values usually wont fix anything. if you don't mind the weird rendering behaviour of the particle and still want to use it, you might be able to make a copy and rename it so my check wont replace it (though I think it was some messy internal unity thing), otherwise, I can make an exception for it on my end if that's what you intend.

I'd recommend making a fixed version of the particle though (I can probably find mine and send it if you need), since seeing it so clearly through fog from any distance is really jarring visually

ionic falcon
#

ic

ionic falcon
lean pendant
ionic falcon
#

cheers!

#

i'm just experimenting with a new smoke particle, i'll see what it looks like ingame

lean pendant
crimson thunder
ionic falcon
#

although i think that's just unity being weird

lean pendant
#

this is what it's supposed to look like (right side) when just replacing the vanilla material, but depending how you're using it, it might take some playing around

ionic falcon
#

i mean like, based on light/angle, it just goes pitch black

#

maybe it's an editor thing

#

i still need to get this ingame

#

mine has a slight hint of blue (oil burner)

lean pendant
#

(and material for reference just in case it didn't import properly)

ionic falcon
ionic falcon
#

i think it is just a unity thing

#

since it looked funny even with yours

lean pendant
#

yeah, many such unity things lol, well good luck with it regardless

ionic falcon
#

i guess it's fine

#

appreciate it anyways!

fallow hornet
#

hell nah whos rolling coal on the cruiser

ionic falcon
fallow hornet
#

that fuckin engine i hate

ionic falcon
#

(it did not look that smokey in editor lol)

fallow hornet
#

the cummins engines are the primary reason a lot of siemens charger locos are having problems

ionic falcon
fallow hornet
#

since the specific model they use (QSK95) was not used on rail applications before the chargers

#

they are very temperamental

ionic falcon
#

i wonder why the cruiser blows black smoke

#

it's said to be a gasoline

#

clogged air filter much

fallow hornet
#

its probably running too rich

ancient flame
#

thank you for fixing this!! yoiled

wintry pulsar
#

Scannable tools+ Scanned item highlights breaks Mapper from Restore Mapper

crimson thunder
wintry pulsar
shadow lily
#

Are you interested in adding a kill switch for LLL simulation?

#

It fucks up routes when typing in stuff like Gordion or Liquidation, leading to the simulation screen without having typed it in

#

The command shouldn't be running if I'm not simulating to begin with

ionic falcon
shadow lily
upper tundra
shadow lily
upper tundra
shadow lily
#

I see. The simulation issue still annoying regardless though

#

I've had it happen in other instances outside of these two moons

upper tundra
#

it would only happen on moons that have another route word (Gordion - The company for example)

#

If you can route to that moon by that word, it won't show the simulate prompt

glad panther
#

@shadow lily @upper tundra If neither of you know, Lunar Config only changes the name in the display when you land, not any of the internal names or terminal nodes

#

So if you can hand-wave the fact your “Liquidation” is not actually called that, it should not have issues

upper tundra
#

good to know yeah

shadow lily
#

Anyways, we're not sure if we've reported this before; but are you interested in fixing this animation error where baboon hawks permanently pog after making a call?

oak veldt
shadow lily
#

Bringing this up here

#

So QualityCompanyFork has no option for. disabling what it does to the two screens above, leading to General Improvement's not being able to do its edits of the upper monitors itself

#

Do u mind adding an option for uhh

#

bricking that feature of QualityCompanyFork

#

:p

tribal spear
lean pendant
#

yes the ship only actually "lands" a little bit after it touches the ground (we wait until landing to start rotation since we save the position and rotation states, and the ship's position is often desynced across clients, so it needs time to make sure it's set)

#

I feel like it might've been a little earlier than 8am? but I doubt it's gotten later unless zeekers changed anything about ship landing, so probably always been that way

lean pendant
shadow lily
#

Ok !

lean pendant
# shadow lily

it's a bit more involved than what I typically do (qualitycompany is a bit of a walking corpse at this point sadly), and feels like the sort of thing I wouldnt want to add a config for. I have done quick fixes for mods in the past, but altering features and adding options for them is probably a bit much for something so specific and deprecated. I can at least look into it next time I'm working on things to see if it's trivial, no promises atm tho

shadow lily
#

Aightt

fallow hornet
#

honestly surprised its still working

shadow lily
#

The hud is rlly good for quickly looking at and keeping track of the loot in ur inventory

shadow lily
#

The original is prob shot dead in the bronx

fallow hornet
#

the fork was not made for this version

shadow lily
fallow hornet
#

i thought it would be screwed cus of the networking

shadow lily
#

U can disable the networking tho

fallow hornet
#

for value and total

shadow lily
#

Like, 1:1?

#

Including shotgun and colors?

fallow hornet
#

not shotgun

#

but item value and total

shadow lily
#

Colors?

fallow hornet
#

pretty much the same

shadow lily
#

Noted,,,

#

Ughhh it doesn't like

#

tell u the vanilla hex codes colors

#

QualityCompany it is

trail patrol
#

but s1ck got busy and never updated some of the new color configs to have the vanilla as default

#

x_x

restive abyss
#

I stepped out fron the mod day 1 when lethalhud released

glad panther
#

I mean they said why

#

Without saying too much, Samatha is very particular about this sort of thing

wintry pulsar
#

"Gimme that mask" works with maskfixes "tragedy chance"?

trail patrol
#

iirc it does, yes

bitter pike
#

Minor issue with rotating lights

tribal spear
bitter pike
#

We mightve had blackout

lean pendant
#

I thought I fixed that issue many months ago AAAAAAAAAAAAAA

#

lemme know if there's any consistent way to recreate

crimson thunder
wanton basin
#

I'd like to add that it's a client side issue (I played with Jacu and didnt encounter one)

heavy onyx
#

hi where do i find the scrap density reports

lean pendant
heavy onyx
#

ah well i couldnt find it but ill check again

#

ive tried lookin lemme look again one sec

#

yea nuthin

#

oh well i dont need it that much

#

itd just make me go super perfectionist anyways

#

its for the better

lean pendant
#

I havent tested it in a while so it's possible I broke it with the new LLL stuff, will take a look when I have the chance

heavy onyx
#

thank u :)

#

i appreciate ur work

crimson thunder
#

Btw @lean pendant I humbly request the options to be able to disable and internal and external ship cams, currently only Lethal Pipe Removal can do it and disabling those cams provides a decent performance improvement especially when you have furniture and scrap on the ship cus the internal camera renders everything a 2nd time pretty much and for some reason the overhead is a lot more rough on some moons than others. Also I think I know the reason for the Rotating Floodlight lag, on some moons such as Wesley's Repress the Floodlight never begins rotating and I wonder if the lag is due to it failing potentially 🤔 I'm not too sure

#

I have doubts Universal Radar would have been causing the lag though, more likely whatever caused the Floodlight to not rotate + the Internal Ship cam rendering stuff

lament tree
#

that would be pretty badass, i liked it gone but i had to sacrifice pipe removal in the end

wintry pulsar
#

it breaks the mapper too

shadow lily
#

Small critique, but the fading sun feature in Tweaks should fade to transparency, not black

#

I saw a vantablack sun over that one hill leading to fire exit on Rend lmao

lean pendant
lean pendant
# heavy onyx

sorry for taking a bit to get back to you, just wanted to check what part of the game this log covers. I don't see any of the usual LLL logs for generating an interior or landing on a moon here, but when I did that the interior analysis logs appeared as usual.

heavy onyx
#

its for the better lol

lean pendant
#

gotcha, well since it works for me I'll assume it's not a major issue if it is one at all clueless. just in case I wasn't clear, you need to land on a planet and start the day for the interior logs to show up

heavy onyx
#

nah its prolly my fault

heavy onyx
#

which is why i was confused

#

maybe i have something that cuts my logs out

lean pendant
lean pendant
crimson thunder
shadow lily
#

Completely up to you, but are you interested in adding a client-side (As in only the host'll need it) option for making the barber's probability curve go upwards rather than downwards?

#

Since they are so absurdly rare in vanilla

#

Apparently they spawn on Rend now (Not sure if they always have), so it'd be nice to have a mix of them thrown in there while grinding the place, since it's mostly just nutcrackers and coil-heads there, just to make vanilla Rend a lil' less.. boring.

shadow lily
glad panther
#

You can use Lunar Config to change Barber’s spawn curve

shadow lily
shadow lily
shadow lily
#

Science Bird you are the GOAT

#

THIS HELPS SO MUCH

sturdy lion
#

Out of curiousity, how do you choose the colour @lean pendant

#

I have a script that changes the colour of the scan node to anything I want so I'm curious if it samples the colour from the scannode rect's image

#

Or if it's hardcoded with zeekerss' node types

lean pendant
# sturdy lion Out of curiousity, how do you choose the colour <@233771575550279680>

in vanilla, the only items with scan nodes are green (maybe like 1 exception), I added a case for tools being blue since the mod adding blue scan nodes to tools is fairly common. so yeah all hardcoded, probably wouldnt be that hard to determine it based on scan ui, but since I was just covering for one mod edge case I didn't bother.

glass lodge
lean pendant
#

clipboard actually doesnt get any scan highlight since it's a skinned mesh renderer iirc

glass lodge
#

about scans

#

it talks about yellow scans

#

meaning like caution if I remember right

lean pendant
#

lol yeah there's a lot of leftover stuff from scrapped mechanics in zeekers' lore

glass lodge
#

but idk how hard that would be

#

lol\

shadow lily
#

Shrug

#

They're certainly not biological material

#

Well maybe coil-heads are...

#

So just old birds lol

glass lodge
manic girder
#

i asked mr sickboy to add it as a feature in lethalhud but he said its finnicky

#

uhm, rewrite and all that stuffs

#

tho my idea is a bit different from yours

glass lodge
#

for shame

glad panther
#

It’s like the only thing host has full control over

lean pendant
# shadow lily Wdym makin' the sun look different? How?

theoretically, just lighter with softer edges (as pictured top right), which I'd be ok with as a separate config since some people may be ok with/prefer that look, but it doesn't display correctly at all in-game so I havent pursued it any further for now. if I get around to making it work I'll probably add a config for sun transparency (pretty sure I figured out how to do it properly when I was working on custom sun textures for Wither, but it's higher effort than just changing a few properties).

lean pendant
upper tundra
#

So you don't see the black circle and you don't need to use transparency (which can lead to other problems in certain moons, even more so the ones whose unity projects are not yet updated)

lean pendant
#

that's what I already do, it's just there's always gonna be some time where it's close to black before it disappears

upper tundra
#

Aah I thought you only changed it to black, my bad

glass lodge
lean pendant
blissful crescent
#

I guess ill also report my issue here

#

but the mask-taking feature doesn't work with mirage installed

#

idk if its a mirage issue but just letting you know ig

lean pendant
#

it definitely worked before, might be an issue with all the new updates. thanks for the report

shadow lily
#

@lean pendant Thought you would find this funny

#

The bug got worse 😭

trail patrol
#

what the fuck

#

who took all their hair....

upper tundra
#

bald

lean pendant
blissful crescent
#

i believe i did.

plain quarry
#

If you eject the shells from a shotgun with Wesley's Moons installed, it gives you spooky ammo no matter what kind of ammo it was loaded with!

north iris
#

also if youre curious, he made the creaker, his old nutcracker skin, its own independant entity

#

and thats why the spooky ammo now exists (cause it drops it)

#

it spawns during hallowed weather

lean pendant
# blissful crescent i believe i did.

just tested and everything seems to work for me. let me know if you can recreate (and with what mods installed) and if all your config is set correctly

blissful crescent
#

nvm I went to go test it again and this time it worked for some reason

crimson thunder
#

@lean pendant Hey out of Curiousity, I was thinking of removing Chameleon from my pack since it's not actively updated anymore and doesn't support Wesley's versions of Manor and Mineshaft, do you think the planet preview option could be a fitting option to include in SBT but just be defaulted to false? 🤔

crimson thunder
#

NVM I say this then Buttery Updates it 😂

uncut cloud
north iris
#

ill just say this isnt really a good reason to uninstall chameleon

#

because it still does nice things outside of whats mentioned

crimson thunder
#

I was gonna remove it cus it was starting to feel like bloat, I have similar feelings about most of ButteRyBalance as well tbh

north iris
#

butterybalance is even less bloat

#

its not like there isnt other rebalance mods

#

but butterybalance is very, very nice

nocturne ether
#

Butter

north iris
#

for a ton of reasons

crimson thunder
#

True but I just don't care about the vanilla moon rebalances and stuff all that much

north iris
#

then disable them??

crimson thunder
#

I like the restored snowmen and stuff though

north iris
#

even if butterybalance only had butlers dying to one shotgun blast and nothing more

#

id still use it

crimson thunder
#

Fair

glad panther
#

I guess it reflects the two different sides of modpack creation. You got the scale and spectacle, where you throw a ton of mods together and have fun without worrying about the finer details, and then you got detail and depth, where you carefully choose and configure every mod to provide a dense and curated experience. I would a say a lot of Buttery’s mods appeal more to the latter

#

Buttery’s mods not being compatible with modded moons is my biggest gripe with them though, it keeps them from reaching their full potential. I have a few things disabled in Chameleon and have skipped Revisit Stingers because of this, they are too jarring

north iris
#

revisitstingers also doesnt work for content configuration in general

#

because the interior labelled as rare isnt based off spawn weight

#

by revisitstingers code

glad panther
#

Chameleon and BYB have that issue too

north iris
#

where does chameleon??

glad panther
#

It is just how she makes her mods, they usually do not have explicit compatibility in mind

glad panther
north iris
#

thats not technically her fault

#

it is possible for moon devs to integrate compatibility for that

#

its just no one has

#

and i dont think she has to be responsible to type out every moon being compatible for it

glad panther
#

I doubt it would have to be done that way

north iris
#

its because the door changes the loaded level

#

she cant have it effect modded moons due to this

#

because it can break the scene

#

but moon devs are able to make it work for their moon

#

if they so choose

glad panther
#

There also is Giant Skins not having any compatibility with skin mods

#

Basically gotta pick one or the other for how to give Giants skins

north iris
#

i mean
if youre using ESK/ESR
theres very little reason to want to have chameleons snowy giants

#

either because
the giants model is changed to something else entirely
or more likely
youre using colorfulenemyvariety, which already has a white giant skin option

#

even if you use extraenemyvariety instead, birch giant works for snowy moons

glad panther
#
  • Charred skin effect from Chameleon cannot be replicated with ESK/ESR
  • I would assume Chameleon has compatibility with ArtificeBlizzard’s random snow setting, so Giants are appropriately snowy or not snowy
north iris
#

artificeblizzard is the main reason to not want this issue yes

#

but thats also only if you have the chance its snowy either not 0% or not 100%

#

im not saying youre wrong

#

this just isnt a very big issue imo

#

also i just realized its dumb for the chance to be 0% so ignore that

glad panther
#

The more I work on my modpack the more I appreciate stuff like this

north iris
#

i agree it would be cool if it didnt break things

glad panther
#

Having more functional RevisitStingers and having both Charred Giants and ESK/ESR would be peak

north iris
#

actually im not even sure what breaks exactly

#

is it only the charred giants...?

glad panther
#

I actually never bothered to test, maybe it actually does work by pure coincidence

#

Real issue would be what skins would take priority on snowy moons, I assume Chameleon

wind gale
#

@lean pendant I meant to ask since a while but is there any chance you might add features from SpikeTrapFixes by SpookyBuddy into your hazard rework? The mod is sadly not compatible with your reworks and I miss some of its features ^-^

nimble pond
#

assuming esr just replaces the material/texture on the renderer

nimble pond
#

even making the chameleon update yesterday was kind of difficult for me because i dont understand the modded content "ecosystem" the way everybody else playing with mods does. what compatibility i did add is pretty surface level and while i did test it, i just felt way less confident that i would be shipping something cohesive

#

i have hundreds of hours of experience with vanilla and it is just so much easier for me to target making comprehensive packages for vanilla than work with mod stuff im unfamiliar with. and i dont really expect that to change because modded content has just never taken off for me

#

i dont want to make a huge wall of text since this isnt my thread but that is kind of how i feel, i guess. i do take requests for compatibility seriously, but it is difficult for me to get motivated and hyped up for releasing stuff in the same way since there isnt the same degree of "personal benefit" as publishing stuff i want to use when i play with my friends

wintry pulsar
#

For me its good to have since the moons I have been mostly playing with my friends are vanilla moons

spiral flame
# nimble pond i have hundreds of hours of experience with vanilla and it is just so much easie...

"Dilapidated Manor" Now supports FancyEntranceDoors
I was thinking about compat possibility here. At the moment, you hardcode interiors in but what if you made a list config so people could enter interiors in that would trigger the change? Like, technically CabIn uses the fancy doors but I'm not necessarily going to ask that you do an update for one interior, nor would I expect you to keep track of every new interior that may use the door. But if there is a list people can just put the name in themselves. It lets users decide "oh, X interior should have the fancy doors but it's not accounted for by default. I'll add it to the whitelist" which is kind of mod compat, but the nice kind that you don't really have to deal with from your end. Just a thought, but up to you.

nimble pond
#

it wouldnt be very difficult

manic girder
#

yes pleaseeee

#

we talked about this months ago

#

i would love to see that

glad panther
glad panther
glad panther
wind gale
wind gale
#

I also just think these features make sense for a mod that already reworks hazards this much

glad panther
#

I will have to test tonight

#

I usually am a fan of consolidation, but enveloping a mod with multiple features seems a bit much. I would rather Science Bird work on things not done by other mods

wind gale
wind gale
trail patrol
rich cove
#

I don't mean to bug you with the ping, but the maneater charge windup bug is super annoying

lean pendant
rich cove
#

All I know is it's related to the maneater charging at multiple players

#

It seems to happen often when the maneater switches targets

#

Regardless of client or host connection

#

In the clip it charges normally the first time, then normally the second time when it switches targets, then for the final target switch it skips the windup

lean pendant
#

it only charged twice in that clip right? the third time it's just continuing its walk cycle, I think it only charges to close in on players under certain conditions

rich cove
#

It charged 3 times

#

First time at me

#

Second time at purple

#

Third time at me, with the cancelled windup

lean pendant
#

I'll have a look at the code (it's a mess if I recall correctly), I'm curious what it's intended routine is supposed to be

lean pendant
# rich cove <@233771575550279680> Can you look into potentially fixing this in the next upda...

took a look at the AI routine and animator and seems like everything is working as normal, here's a breakdown of how it works:

  • when the maneater targets a player, it will attempt to leap at them (after some cooldown)
  • the leap has two parts, a wind-up, and a "leap" which is more like it sprinting along the ground
  • after the leap is finished, it has another cooldown, then it enters "chase after leap", this is when it runs after you without screaming
  • this chase will continue until it either gets close enough to you, or you get far enough away from it and break line of sight
  • when it's close enough, it goes back to its regular routine of leaping at you
    this "chase" part is what can be confusing, since it looks similar to the "leap", but functions very differently. During this chase (and the cooldown between leaps), it's more flexible about its actions, which is what allows it to switch targets and such.

following through the video, we can see both leaps follow the same progression:

  • 0:02 windup into leap -> 0:04 cooldown -> 0:05 enters chase -> 0:06 exits chase (since it got close enough to another player)
  • 0:06 windup into leap (it changes targets since another player got closer to it during windup) -> 0:09 cooldown -> 0:10 enter chase (here it changes target again, maybe because they walked into the elevator), I assume it probably exited the chase and lept again shortly after the video cuts off since it got quite close
    The second chase lasted much longer than the first because it had much more distance to cover. Another factor is its turning around: you might've seen it do this weird animation at the late 0:10 mark where it gets really tall, that's its idle animation for when it's not moving (this is pretty uncommon since when it's stationary it's usually doing some other animation). It needs to turn around to see its new target, and while it does it isn't moving, so it enters its idle animation, then immediately exits its idle animation and continues the chase. I can see that being mistaken for a windup but that's why it happens.

in looking at the animator I did see there technically exists a situation in which the leap windup could transition into the idle animation, but I'm unsure how it could even be triggered and it doesn't appear to be what's happening in the video

tl;dr: after it finishes leaping, it will chase you down until it gets close enough to leap again, it chased for a long time after the second leap since nobody was nearby

north iris
#

it retargetted to me

#

thats what happened

#

@rich cove

rich cove
#

My face when the clip I uploaded hours ago cuts off before the actual part I wanted to show you and I only noticed just now

#

My bad

#

@north iris @lean pendant

#

But yeah, in this clip the third charge has no wind-up before the leap after the first 2 charges, it just gets close and immediately leaps

lean pendant
#

ah, that makes more sense. it's hard to tell if it's actually leaping there or if it's just screaming. it's technically not possible for it to transition from walking directly into a leap, but maybe if it just transitioned immediately after entering the windup. my best guess is that the scream got in the way of its windup or something (the maneater is programmed to kill the player on contact if it's in its attacking mode, which includes chasing you), so it might have just kept chasing until you died.

I'll play around in-game to see

rich cove
#

This is something I've encountered quite a few times

#

To the point where I can safely say that it's unintended behavior

lean pendant
#

I assuming it's something to do with it being in the chase longer than usual, which is why it would happen when other players distract it

rich cove
#

I have a hunch it's because of player targetting or something

#

Like, something about the maneater retargetting onto a different player is screwing up how the attack is supposed to function

#

But that's just a guess

nimble pond
#

i was a bit confused too

#

lol

rich cove
#

@lean pendant Any luck or interesting findings about the maneater charge bug?

lean pendant
glass lodge
#

when you get one a red cube spawns near the ship

#

and if you have any mods that add stuff onto the cruiser like a spedomiter they wont be added to it

#

ok narrowed it down

#

specific conflict with

#

when spawning a cruiser "[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
kirby.cruiser_additions.pre3 (VehicleController __instance) (at <84c837fb08774a06aacaf4a735c20594>:IL_087B)
(wrapper dynamic-method) VehicleController.DMDVehicleController::Start(VehicleController)"

crimson thunder
#

Which option though?

glass lodge
#

doing some tests rn

crimson thunder
#

It's prolly smth that is defaulted off

#

I've never had issues

glass lodge
glass lodge
#

in additions

crimson thunder
#

No

glass lodge
#

only recently tho not in the past

#

ok yeah confirmed default settings SBT is fine with it

#

time to see what causes the issue

#

wont take long as I dont change much in SBT

glass lodge
crimson thunder
#

I prefer the performance boost

#

lmao

glass lodge
#

why would you care lol

crimson thunder
#

Dunno why Cruiser Additions is even hooking into that tbh

#

kinda sus

#

I've been debating on removing Cruiser Additions tbh, it's bloat outside of the feature to move the scrap into the ship automatically

#

and it's not actively maintained atm I don't think

glass lodge
crimson thunder
#

Idk if the dev is still around tbh

#

Ye

#

It's prolly worth trying to see if the dev is around to fix it

glass lodge
crimson thunder
#

👍

glass lodge
#

just in case

#

but ill message the dev

#

regardless

crimson thunder
glass lodge
glass lodge
lean pendant
#

ye it gets rid of the model. I'm assuming something in cruiser additions is confusing it but not sure what. will look into that for next update

glass lodge
#

its a lil screen on the cruiser so maybe something related idk lol

crimson thunder
glass lodge
#

that thing is really useful

#

speedometer was just a nice visual

#

actually that reminds me

#

wonder how broken cruiser map is

#

used to love that mod

#

tho I imagine it broke after the map overhaul

lean pendant
#

A mini-update (4.5.0) for ScienceBird Tweaks is out now, catching up on a few fixes and some quick additions I've been meaning to get to.

  • Fixed Zap Gun Rework incompatibility with SpikeTrapFixes by avoiding the light object it disables

  • Fixed the interior cam ship removal incompatibility with Cruiser Additions by no longer removing the cam model (only the camera feed)

  • Fixed non-vanilla shotgun ammo being ejected from the shotgun (e.g. Wesley spooky ammo), though note that ejecting ammo will always spawn vanilla ammo regardless of what you put into it

  • Improved the Stretched Hand Icon Fix to work with interior interact triggers

  • Adjusted the floodlight material a bit

  • Added a tweak to fix the monitor's transition when taking off into orbit (no more random video feed and ship icon lingering too long)

  • Added a tweak to fix maneaters skipping their windup after changing targets due to desynced timers across multiple clients

  • Added a few silent fixes in the background to address issues with older moons:

    • Ganimedes' terrain now supports decals
    • On Aquatis, quicksand will display with its intended custom texture (instead of a translucent white square due to the asset corrupting)
    • That same custom quicksand texture also applies to Orion and Ganimedes (this may become a configurable list later, but this should only be needed for old unmaintained moons)
  • Added a tweak to always enable shadow casting for the sun (at some performance cost), avoiding an overly bright ship interior when landing on certain moons

wind gale
glad panther
#

Cool update, I appreciate the love for older moons

glass lodge
#

actually have 2 more fixed for aquatis

#

if youd consider it

#

well mainly one

#

I use a mod that came out to fix this but

#

"The config starts with 5 replacement rules that fix the items on Aquatis. The items found on the surface of Aquatis cause several bugs related to saving the game and entering orbit. The 5 default replacement rules in this mod fix these issues by replacing the items on Aquatis with correctly instantiated versions."

#

mod has general purpose of doing this

#

it just has this as a default

lean pendant
#

I have a general fix which attempts to replace any item with the correct one when it bugs out like that, I've tested it and it works with the items on Aquatis

lean pendant
#

yeah, though I think I've seen it not work before so let me know if it isn't under some circumstances, but I just tested yesterday in a big pack and it was fine

glass lodge
sly mulch
# lean pendant yeah, though I think I've seen it not work before so let me know if it isn't und...

If it's replacing all 5 items with newly spawned items, and it's updating the parent (so it's tied to the ship or the global instance instead of inheriting the parent from the original) then it should be fine.

The Aquatis test cases which should cover these issues (if these work then it's fine):

  1. Land on Aquatis, pickup boombox, go back to ship, return to orbit. After reaching orbit, the boombox must still be in your inventory. Drop it, pick it up, and turn it on.

  2. Land on Aquatis, pickup boombox, go back to ship, drop the boombox inside the ship, return to orbit. After reaching orbit, quit the game. Open the game again, and the boombox must still be in the ship where you dropped it. Pick it up, and turn it on.

If those both work then there shouldn't be an issue, assuming all 5 items on Aquatis are being corrected the same way as the boombox.

#

Btw you're doing god's work by fixing the quicksand textures on Aquatis. This is the best first-quota map and it was a shame to see it get such a serious visual bug.

nimble pond
#

i s2g discord needs to stop randomly x reacting to messages when i tap them

sturdy lion
lean pendant
sly mulch
#

Very thorough, sounds like that should do it 🙂

indigo bough
#

Super niche suggestion, but could the "earth leviathans create sinkholes" feature be disabled in the interior?

#

Since mods like brutal company and I think Polarus can spawn Earth Leviathans indoors

#

But the sinkholes don't render indoors and they're fully invisible (but still deadly)

lean pendant
wintry pulsar
#

Is it possible to fix playersregion from lcoffice like you did with mineshaft elevator or the interior dev needs to do this?

indigo bough
lean pendant
lean pendant
sturdy lion
lean pendant
sturdy lion
#

oh not sure then

lean pendant
sturdy lion
#

yeah i remember this, shit's hilarious

#

i wonder if enemies can still path in after the doors closed

wooden loom
trail patrol
indigo bough
#

Also I just realised your pfp is Shimeji Simulation, how did I not notice that before

sturdy lion
#

I thought it was a bird

crimson thunder
#

@lean pendant @sturdy lion I just wanted to let you both know that Glitch and I have both confirmed that having multiple storage cupboards leads to the NaN issues where people fall through the world, the issue also tends to happen with the Microwave as well if it exists. Having only 1 storage cupboard fixes the issue entirely

trail patrol
#

warr

lean pendant
lean pendant
lean pendant
nimble pond
#

how exactly are the "scannable item highlights" color determined?

#

im working on a mod RN and it's got an item that is showing blue highlights even though the scan node is green

lean pendant
# nimble pond how exactly are the "scannable item highlights" color determined?

it's just whether it's a tool or scrap (with some edge cases). I should probably look into grabbing the scan node colour though, cant imagine it's hard.

only reason it's hardcoded like that now is because it's meant for compatibility with one specific mod that adds scan nodes to tools, but I've come to realize there are other mods that add new scan nodes lol

nimble pond
#

in other news, here's a fun bug i literally just discovered

nimble pond
#

it's kind of a weird situation because i wanted the item to not count as scrap but it needed a green scan node

#

but i actually need to make some upstream changes that involve changing that item into scrap

#

so it'll probably fix my problem

lean pendant
nimble pond
#

i see

#

if you want to follow the transform i guess you could just add a component with a "fake parent" field and then do SetPositionAndRotation to the fake parent in LateUpdate() on that component

#

im not sure if there are edge cases where that wouldnt work but i think that'd be the simplest workaround

#

it's how i'd try it first

#

anyway

lament tree
#

this can be visible sometimes on non-host, unless its a LAN mode thing somehow

lean pendant
#

yeah I've seen this reported before but couldn't recreate, so I assume it's some mod conflict, thanks for the info 🫡

crimson thunder
rich cove
#

@lean pendant Would there be any possible way to fix the weird thumper targeting in multiplayer?, I think this vid is a pretty good example of how annoying and disorienting it can be

#

(Apologies in advance for bad mic quality, I just bought a new headset recently and I'm adjusting my volume settings to accomodate it)

crimson thunder
#

Navmesh is just a little bit buggy in some parts of Atlantean Citadel

north iris
#

no this is the thumper constantly retargetting to someone else and alex over and over

#

someone was standing behind him on top of a structure the thumper cant pathfind to

crimson thunder
#

Oh odd I have never had this

north iris
#

this happens like

#

all the time

#

if you have two people facing a thumpers LoS

crimson thunder
#

I've never experienced it

#

Lmao

#

That's so funny

north iris
#

its more of a problem when you actually try to kill them
which like
is sort of the only option against them

crimson thunder
#

The only time I ever faced a weird bug with the Thumper was on OG Penumbra on an older build of the game

#

lol

#

and I never had it again after

north iris
#

monsters dont have set-in-stone targets based on who they first see

#

the target can constantly change, mainly depending on who is the closest player from the monster

#

the bracken can be aggroed by someone like 10 feet away, but it will go for the player closer to them if its not that player

#

combine that with thumpers having slightly offset movement when you are not the host of the lobby

#

and you get this

nocturne ether
#

(Not LOS based but it will get a specific player eventually, if given enough time)

wintry pulsar
#

I didn't see this yesterday while i was killing a thumper with a friend

tacit heath
# lean pendant would make sense since it's seemingly just something weird with placement collid...

Yeah its an extremely annoying bug cause it doesnt seem to care what type of shelving I use, if I have more than 2 furniture pieces that can hold items then clients randomly fall through the world. Seems to trigger more on company days and when landing. Its very inconsistent though.
Used the SSS and Mel's Pocket room and it was by 2nd quota I think when it started happening.

Then another time I bought a workshop bench from Mel's furniture and immediately next landing multiple fell through map. Storing the workbench and it never happened again.

Let me know if you need help testing if you end up trying to fix that bug.

lean pendant
# tacit heath Yeah its an extremely annoying bug cause it doesnt seem to care what type of she...

I tried to give it some testing a few months ago but after I couldn't recreate it in almost an hour I decided it wouldn't be worth my time (and because I hadn't experienced the issue casually in a very long time, even using SSS, so it seems like I fixed it in my own modpack). If you know of a way to consistently recreate it in <10 minutes of gameplay I'll give it another look, but even then I think it'll still be challenging to pinpoint.

I have nothing concrete to prove this, but I also have a theory that in addition to shelf colliders it's also a particular issue with modded scrap (I never experienced the issue again after removing a bunch of different modded scrap from my pack, but I also changed a lot of other things so no way to know for sure).

tacit heath
# lean pendant I tried to give it some testing a few months ago but after I couldn't recreate i...

It happens to clients only and its very random. But anytime we have two furniture that can have items stored on them thats when we randomly get players falling through the ship. I've had it happen with the following combos.
Vanilla Cabinet - SSS
Vanilla Cabinet - Wide Cabinet from Mel
Wide Cabinet - SSS
SSS - Pocket Room (only the one that has shelves in it) by Mel
SSS - Workbench by MeL another storage type furniture

This issue has been happening before the SSS was released too. I just never knew what it was until someone else told me it was having two cabinets. Then after limiting to 1 it stopped happening. Then on stream I took a chance and bought the Workshop thinking it would be different and it happened within 10 minutes. Same when I tried the pocket room in hopes that it was far enough away.

#

@lean pendant When you were testing did you have others or just your self? cause it is client only. Otherwise I'm curious if I could peak at your mod pack to compare in the event its some random ass broken mod.

lean pendant
# tacit heath <@233771575550279680> When you were testing did you have others or just your sel...

I was testing with multiple clients in a LAN network, but as you said it's very inconsistent to recreate (even when it was happening in my pack it was pretty infrequent).

I can send you my mods later, though I have a feeling the biggest difference is I only have one mod which adds shelving (SSS) as opposed to multiple. I also first encountered this issue with my mod that adds multiple cupboards.

I'll double-check some things later (mainly to see if there's some underlying Unity issue I should know about), but until I can recreate it my options for troubleshooting are limited by looking at logs alone. I'll keep you posted if I figure anything out 🫡

gloomy cove
# tacit heath It happens to clients only and its very random. But anytime we have two furnitur...

You said it's happening with 2 or more shelves furnitures but one thing I don't understand is that

  • SSS does not have any shelves collider, it uses transform points to place the items, this is different from any other cupboard mod
  • I have so many shelves furnitures in our friends modpack (all the shelves from Mel, vanilla, and another one I forgot the name) and I never got this issue when playing with 10+ players

Maybe the issue happens only when you buy a new furniture while in orbit? And like it's fine when you have already everything spawned with Furniture Lock? Idk, but I agree with Science bird that if it is inconsistent they should not waste their time trying to figure it out

lean pendant
#

I'll definitely look into adding some sort of debug feature to the SBT update I'm working on to attempt to catch when it happens and log some information, might at least help get some more details even if we can't recreate it consistently yet.

Though I was also curious, @tacit heath @gloomy cove do either of you have players joining the game late? (i.e. after the initial host) I think I've went down this line of reasoning before, but it really feels like the sort of thing that would happen particularly to players who joined late.

crimson thunder
gloomy cove
gloomy cove
lean pendant
gloomy cove
#

People seems to report that it happens when furniture are spawned (either spawned from late joining, or when bought in the store) so maybe you can try looking into that? Not sure what else you can do

tacit heath
# gloomy cove People seems to report that it happens when furniture are spawned (either spawne...

Hmmm....I stopped using furniture lock awhile ago. And just buying everything manually and moving it. You might be onto something. If it was like a rare bug that be one thing cause I always have Dice Debug menu to revive and catch players but the problem is when it does happen to someone it keeps happening to that same person during that lobby. @gloomy cove can I get your mod pack code via DMs so I can compare mods and I think I'll find someone to help deep dive today into it and try to find a way to reproduce it consistently. I feel it might just be an old mod that broke awhile back if not everyone experiences it.

crimson thunder
#

It wouldn't be from Furniture Lock

#

I've also been buying furniture constantly after people late join without problems, the NaNing issue only happens when adding the Microwave or another Storage Cupboard

#

Also this would not explain why it happens from Mel's Storage Room if it was because of Furniture Lock

#

because Glitch didn't have it there, and also some of the people that NaNed had been there since the lobby started with Lizzy being the first person to fall through the pocket room a couple of times

gloomy cove
dreamy bane
#

hi what

gloomy cove
#

Send the code

#

Please

dreamy bane
#

019adffa-91e1-e85e-ff08-beba495c2a4d

#

I got the keys to our friend group's modpack since Zigzag got off his unemployed era

gloomy cove
#

plink yeah

tacit heath
crimson thunder
#

I have Furniture Lock in my pack and it happens though

#

What I wonder however

#

Does it happen with the Vanilla one?

#

I would assume so if the Microwave causes it

tacit heath
#

Just wanted to clarify that we never said Furniture lock was the culprit lol.

tacit heath
#

Vanilla Cabinet - SSS
Vanilla Cabinet - Wide Cabinet from Mel
Wide Cabinet - SSS
SSS - Pocket Room (only the one that has shelves in it) by Mel
SSS - Workbench by MeL another storage type furniture

#

@crimson thunder

crimson thunder
#

WorkTable would also prolly cause it

#

WorkTable is just a smaller Workbench

lean pendant
#

As far as I know the issue is exclusive to modded games, and likely not any simple direct cause since some people don't experience it at all

crimson thunder
tacit heath
lean pendant
crimson thunder
#

I think when you were looking into More Cupboards making it way more likely you found it was vanilla

#

lol

#

That being said if it only happens in modded then it'd be caused by some mod fucking with Storage Cabinet colliders or smth probably

lean pendant
#

I've had a number of theories but i don't feel confident in any of them tbh. theoretically morecupboards just adds additional instances of something in vanilla, but evidence seems to point to something about the presence of mods messing stuff up

part of me suspects there's a major networking component since the error itself and its inconsistency bear a lot of resemblance to catastrophic client desyncs (which is why I suspected late joins, but clearly that alone isnt the cause either)

crimson thunder
#

I at one point theorized Cruiser Improved may cause it because it adds rigid bodies to scraps which I thought sometimes made clients unable to see some scraps and a lot of times the scraps they can't see is what causes them to NaN

#

But typically that issue only happens if someone is holding certain scraps when a client is joining

#

and that isn't specific to late join

tacit heath
crimson thunder
#

But Scandal debunked that Cruiser Improved would cause it a while ago

#

So idk

#

Wouldn't explain the issue of it happening with the pocket room on a fresh lobby though

#

cus in that scenario the client would see every scrap just fine

tacit heath
crimson thunder
#

Yeah

#

I think it's more likely smth messing with the colliders of the storage cabinets or smth

#

if it's specific to modded

lean pendant
#

Has it happened a lot when first loading a new moon/leaving one? that would actually make more sense from the perspective of a client desync, but from the cases I've seen it happens randomly after some time on a company moon.

tacit heath
# lean pendant Has it happened a lot when first loading a new moon/leaving one? that would actu...

It happened both times we went to Infernis, and it happened on landing at Galetry on company day, and in the past i've seen it just randomly happen while in orbit. My examples are yes of Wesleys Journey due to it being the last experience we had with the bug, but its happened before without Wesleys Journey on I believe. Its happened so much and so long ago that once I discovered that connection I stopped using 2 storage furnitures and started just keeping a basic ship again.

crimson thunder
#

It's funny that all furnitures work okay except the cupboard and microwave

#

lmao

#

I like having the smaller ship though, way better compat with moons

tacit heath
crimson thunder
#

Ye

#

BiggerShip + the Pocket Room has been perfect for our lobbies

gloomy cove
nimble pond
#

Cruiser Improved may cause it because it adds rigid bodies to scrap
im not sure if you were saying this was "just part of the theory" but i should mention that this doesn't happen

#

it adds kinematic rigidbodies to the scan nodes

#

which specifically allows you to scan items when they are in the cruiser

#

but items themselves are not affected by this change

crimson thunder
#

Yeah that's why I said I once thought it caused it but it was debunked

tacit heath
lean pendant
# nimble pond it adds kinematic rigidbodies to the *scan nodes*

not to say it is related because I dont know anything about this specific issue, but when the "Infinity or NaN" collider error happens it's almost always the scan node which triggers it in my experience (since grabbable items dont generally have any other colliders in them)

gloomy cove
#

Whatever Furniture lock, just buy a furniture in the store

#

I almost never buy furnitures in the store in our friends pack, and when we do its always things like the disco ball, or some useless things like plants etc, not shelves

tacit heath
lean pendant
#

in my sessions we generally purchase a smart cupboard (technically no shelves) and a microwave at some point (though we have furniture lock to save some positions), and I haven't experienced the issue firsthand in almost a year. seems like the strongest tie is to mods which add shelf items like Mel's and MoreCupboards, I haven't used either of those in a long time.

gloomy cove
#

suspicious

shadow lily
#

@lean pendant We noticed something

#

Mineshaft's extra scrap spawns is 0 in your config

#

Does that mean changing it to 6 will readd those 6 extra spawns from vanilla, or add 6 extra to the 6 it already spawns by default

north iris
#

it adds 6 more on top

#

i think this is explained in the mods README

glass lodge
#

almost forgot about that feature

#

decided to add a few rn

manic girder
#

ngl peak feature

glass lodge
#

god slaugherhouse needed that

manic girder
#

LC office moment

glass lodge
#

I never had that many issues

#

with office's scrap

manic girder
#

honestly lc office has it fairly ok

north iris
manic girder
#

just what we said before, that it spawns big

north iris
#

the problem is not loot node placements

#

its how fucking big the interior is by default

#

needless to say, idk if extra scrap on it will help much

#

because you still need to run deep in

#

office size is fine, loot nodes are a bigger issue for office

#

and theres a ton of spots scrap spawns out of bounds

trail patrol
#

but it does generate quite big

glass lodge
north iris
#

in my experience they barely spawn items

#

i only loaded like 10 seeds

#

but still

trail patrol
#

vanilla adamance slaughterhouse seemed fine in my experience

shadow lily
#

Would u be interested in adding a, "male," sapsucker feature :d
Basically if a second sapsucker spawns, they won't attack each other, and one of them will be selected as the master similar to barbers, and will be allowed to sleep, while the male just does the standard sapsucker routine of walking, pecking at trees, and occasionally dancing

#

They're the only other entities who been stated to mate for life (The first one being kidnapper foxes, but they don't have a nesting behavior as sapsuckers do, nor do they attack each other, so they just kinda chill together) and getting to see that would be pretty cool methinks

trail patrol
#

So the second sapsucker that spawns would be away from the nest just chilling, while the female protects the nest?

#

or was it the male that protected the nest and the female that hunted

shadow lily
#

No the males have been stated to hunt in the bestiary

trail patrol
#

right right

shadow lily
#

But in-game, the male and female sapsuckers would be behave the same (Since this is Science Bird Tweaks, not Code Rebirth), but only the female is allowed to sleep, and the two won't attack each other since sapsuckers in vanilla don't recognize each other as the same entity and will become hostile if either of them are within bounds of a nest

trail patrol
#

but don't sapsuckers already sleep?

#

do you mean make the females sleep all the time or just longer?

shadow lily
#

No female sapsuckers don't sleep all the time, males are just not allowed to sleep

#

Though I guess it could also be cool if they take turns sleeping instead

trail patrol
#

Allow multiple sapsuckers to spawn, they recognize themselves as the same entity, both do the same thing but one of them never sleeps

shadow lily
#

they recognize themselves as the same entity, both do the same thing but one of them never sleeps
Yes, I left out the first part though since we'd be modifying the sapsucker's spawn cap via Lunar Config, and also to put less strain on Science Bird

trail patrol
#

I mean if SB adds is they'd probably wanna allow this to happen without another mod being needed

#

it's more of a vanilla tweak than a mod tweak

shadow lily
#

Fair, but I thought we'd be considerate since this feels like way too much to ask :d

trail patrol
#

understandable yea

shadow lily
#

Since male sapsuckers are smaller than females

#

But its Science Bird's choice

#

We're already allowing two kidnapper foxes to spawn in our modpack, and more glimpses into Lethal Company's take on nature would make for more interesting and refreshing sights

dense yoke
#

I’d probably also end up using this feature since it sounds really cool

#

Would love to see if added. Only if science bird what’s to ofc

spiral flame
#

Science bird tweaks

lean pendant
misty rapids
#

the wither moon might be one of my favourite moons out there, the only thing is that my fps drops by like half even when using perfomance mods

glass lodge
#

or at least it shouldnt be

misty rapids
#

im getting about 90-100fps, but on other moons around 150 (included modded ones)

lean pendant
# misty rapids the wither moon might be one of my favourite moons out there, the only thing is ...

I spent a long part of wither's development on performance optimization (making custom LOD models, adjusting light source shadow resolution), but I think it's inevitable for there to be some dip with how big the moon is and how many light sources and decals there are. In my experience and for most people using it, the performance is still acceptable most of the time (imo anything around 100fps is perfectly fine). unless the drop in performance is a recent-ish issue, I don't think there's any easy performance gains to be found

wintry pulsar
#

MoreCompany breaks TZP voice pitch; this is a minor issue and probably very hard to fix. But if that interested you in trying to fix it.

spiral flame
#

I thought that got fixed? It’s still not? Wow

wintry pulsar
#

Only if you put 4 players in the settings

ionic falcon
#

the tzp pitch effect is not exactly modular unfortunately

wintry pulsar
#

Thx for explain it

#

Well, if they could add at least 4 more. 8 players

lean pendant
#

I've briefly looked into voice-related stuff for a different idea and it seems pretty brutal to do anything with, yeah. though I'll be returning to that idea eventually, so maybe if I stumble upon an easy solution

shadow lily
#

Hey, d'you mind ironing out your iteration of DustClouds a bit? In spectate, it not only bleeds into the interior, but also its blizzard sfx resets when you click mouse1.

shadow lily
shadow lily
#

Allowing a male sapsucker to exist without affecting the balance of either gender would make the eggs even harder, possibly even impossible to get since the male would notify the female of your shenanigans way before you could even get semi-close to the nest

lean pendant
# shadow lily Hey, d'you mind ironing out your iteration of DustClouds a bit? In spectate, it ...

I've very occasionally noticed odd behaviour with dust clouds and spectating, but could never recreate it consistently enough to be sure, so thanks for confirming that I wasn't just hallucinating that lol.

As for the ship hangar thing, I think it might just be an extension of vanilla dust cloud weather being really jank (as it's not actually implemented). I had to fix a lot of inherent bugs with dust clouds when I made those tweaks and one of them is dust clouds persisting or disappearing when they aren't supposed to (though it's much more noticeable with the tweaked dust clouds obviously). I'll look into if this is something I just didn't fix or is caused by something else.

Thanks for the tips.

tacit heath
shadow lily
#

Science Bird just stated that it happens outside of Spectate Enemies

tacit heath
# shadow lily Science Bird just stated that it happens outside of Spectate Enemies

Ok, but if they can't find anything om their end causing it then see if it gets better without the spectate enemies mod. Just a suggestion to try and be helpful in the event it isnt their mod causing the issue. I may biit up my pack and see how it is on my end cause I've never really noticed any of that from your clip. Is it only dust clouds causing the problem? I heard you mention blizzard are you referring to Lethal Elements Theta?

shadow lily
#

We can try. Science Bird's DustClouds uses the ice moon's blizzard sfx; that's what we're referring to, and we don't have Lethal Elements anyway

#

Nvm we can't test because running two modded LC instances just isn't an option

#

💀

tacit heath
#

This mod could be your culprit. Its outdated and possibly conflicting. This is just a theory.

#

I can also help assist and there is a way to run two modded instances. I just dont know how my self.

shadow lily
#

? Doesn't the setting require Dusted to begin with

#

WeatherRegistry doesn't allow DustClouds to spawn by default

tacit heath
# shadow lily WeatherRegistry doesn't allow DustClouds to spawn by default

Ah that is true. Then its more likely Dusted is still the problem since its how you can spawn them. I thought there was another way to activate dust clouds so I got mixed up a little bit. After looking over Dusted

  • How moons will behave once DustClouds is added is out of my control, as its down to the dev of the moon to implement support for DustClouds themselves if its a weather THEY want on their moon. Any unintended behaviour from forcibly adding it this way is on you for choosing to do so with this mod. Likewise, its also possible the weather will do nothing on some moons boowomp.

So if its Weather Registry, Dusted, and any modded Moon as the main factors here where does Science Bird Tweaks play in for all this? I'm not being a smart ass I am generally curious how this comes back to Science Bird and if I'm missing something.

shadow lily
#

Because there was a time where we played without these settings enabled, and vanilla DustClouds didn't have either issue

tacit heath
shadow lily
#

All of these

#

Without all of these enabled DustClouds is fine IIrc

#

We haven't encountered them bleed into the interior

tacit heath
#

Ah gotcha. Didn't realize those where a thing. and actually I need to correct you on something I just noticed and found.

tacit heath
# shadow lily WeatherRegistry doesn't allow DustClouds to spawn by default

Weather Registry does have dustclouds. You're right though they are off by default just read that part. Why not try disabling Dusted the mod and just use Weather Registry for it as it does feel like Dusted isn't needed. Maybe that would fix it.
Edited in: Actually my weather registry does have Dustclouds on by default.

#

I can help run a test with ya if you wanted.

shadow lily
#

No we mean it doesn't matter if you give it weight in WR or not

#

Moons will never roll the weather unless you have mods that actually reimplement the weather i.e. Dusted

tacit heath
shadow lily
#

It's a problem for Science Bird to resolve unfortunately since it's their mod that's touching an unused mechanic that was left in an unstable state upon release of the game :d

#

Nothing we can personally do

tacit heath
#

don't bother me much. I never noticed it on my lobbies. If it is just a death spectate issue too then I can live with that also. We got more important things to hope for like a Daddy Sapsucker >:D

shadow lily
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Dilf sapsucker oh my lord

tacit heath
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Wasn't it you that discussed about it awhile back in here??

shadow lily
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It's kinda hard to uh. ignore it resetting over and over again

shadow lily
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Just never thought of the male being a short king dilf lol

tacit heath
# shadow lily Yuh

Yeah I wanted to ask why is the #1 Sapsucker HATER wanting a 2nd sapsucker the Daddy to be a thing lol

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I legit found it so hilarious and wanted to know more about you after that.

shadow lily
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The entity has a rlly good design and worlbuilding and we also rebalanced them in our modpack Confined Contract, but they suck absolute shit in vanilla

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I have no fucking clue how people went crazy over the kidnapper fox there's an an entity nowadays that's basically guaranteed death if you have to go past it since they can travel up to Mach fuck

shadow lily
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And is also practically impossible to play with without cheeses so it just feels like unnecessary work

shadow lily
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It actually pisses us off how whiny some fucking people are and we lost two great entities because they couldn't just give formal criticism like normal adults

tacit heath
shadow lily
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IT'S SO GOOD,, FUCK man I hate this community so much

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It's only the modders that are mature, the consumers are just .yeah

tacit heath
shadow lily
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Vain shrouds

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They are an entity because they have a bestiary entry. I would consider so at least

tacit heath
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Oh gotcha your right my bad.

shadow lily
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First and only plant entity so far btw :d

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Ughhhhhhhhh the magic of seeing a lone vain shroud on Offense for the first time will never be recapturedddddddddd

shadow lily
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That would be cool I think

tacit heath
shadow lily
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Tbf the idea of something like a vain shroud prolly didn't come to him until like a year later :d

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Kind of like how turrets don't have bestiary entries but old birds do

uncut cloud
# tacit heath I love enemies that pull players away. Its so commical to me to see your friends...

I have a very love hate relationship with the fox. I think it’s one of the most well designed (looking&sounding) entities that have been added to the game, but it does get incredibly annoying to deal with if you get a bad vain shroud spawn where it’s completely unavoidable. The main thing that would significantly improve it for me would be to make it so you don’t drop all of your items when you get yoinked. There’s mods that make it acts that way which makes it sooo much better.

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I wonder if we’ll get the kidnapper fox back with the next update? Since it seems pretty nature focused from what I’ve seen.

north iris
glass lodge
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Id regen it back at the bush

nimble pond
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i really dont think the fox is ever coming back

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the sapsucker strikes me as the "area denial enemy concept re-interpretation" and puffo confirmed that this was probably the case months ago

spiral flame
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I’ll never give up! Long live the fox!

shadow lily
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Long live the fox...

glad panther
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You were still in the competitive community back then so I am surprised you do not know this

north iris
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the only reason they play on the version with it is because its the latest before mineshaft existed and they have strategies that make the fox have almost zero impact

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fundamentally the problem isnt even the fox, its the vain shrouds

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if they were more restricted on how they could spawn and didnt spread in numbers so fucking quickly, i dont think the fox wouldve been nearly as hated

glad panther
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Even if they were the casuals definitely hated it more

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I agree the issue was mainly the vain shrouds, I have been saying that since day 1

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The Fox’s AI was not perfect but I cannot say too much bad about it, especially compared to the shrouds

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v56 Titan always screamed “was this never play tested” to me

ionic falcon
glad panther
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It is interesting to wonder of HQ would have played v60 if Artifice had not gotten nerfed. Mineshaft is hard to full clear compared to Factory and Manor, but the +6 items means the profit potential is higher

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I bet v56 would still see action, but v60 would be a lot more popular

dense yoke
glad panther
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True

wintry pulsar
spiral flame
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Or, I guess if it does he still could’ve lol. But I’d imagine it’d be reported a bunch

lament tree
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This also happens on some custom maps too or when snowing (if i recall)?

shadow lily
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We got a request :d A weird one at that

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Would you be interested in adding a Chameleon-compatible plane behind Experimentation's main entrance