#Science Bird Mods
1 messages · Page 6 of 1
like how do you NOT include the main thing the game is about in your lore
the green withces
FUCK
withces
FUCK
fail
witches
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.
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)
The difference between pillagers and the Company is, again, the mysterious nature of it
There's a reason the Company is seen almost nowhere else, and is hard to track down
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
Also the age old masked or old bird spam
Assteroid-13
Coilhead spam is kind of funny to be fair
No, the masked during eclipses
im kind of guilty of this with Wither but I wanted an excuse to make an elaborate fake interior section lol
Wither is related to the Company?
Feels kind of like conspiracy theorists rushing to blame aliens or the shadow government LMAO
It’s the go to
I just realized, is it spelt Company, or The Company
The Company usually I think
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
Yeah, makes more sense, since I'm almost referring to it as a common noun here
So the, "The," would be capitalized
well the pillagers are also really vague and mysterious with what they're trying to achieve
it is capitalized usually so maybe that's just what it's called
Idk man
idk what moons do this really, all I can think of are moons that have the company logo in x place
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
Rosie has a few moons like that iirc, I haven’t played her moons for a while
She did flesh it out a bit with some storytelling and sector0 but it was still a little vague
I'm not gonna even get into Sector-0
oh like sector-0?
corrosion?
No, the one /w outside loot and hoarding bugs
oooh the scrapyard
Yeag
well I would assume it's defunct which is why there's actively no trash being transported there
IIRC it doesn't even mention that fact in its info log, so it's even weirder
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
well I'm just assuming, since there's barely any activity there
ye at least it's a lil more creative with it
I think (now that I understand what type of moon y'all mean) the grievance is totally justified tho
it's a bit of a cliché
It would be weird why they wouldn't be hidden to begin with considering The Company's track record
They likely wouldn’t care since it’s just a scrapyard that doesn’t belong to them
Similar to Artifice and Embrion, but they were probably hidden due to in-universe political reasons
Mostly all the company is hiding is stuff actually revolving around the monster in the walls
Yeah 100% no fucking way The Company would realistically allow you to travel to moons like Sector-0
They want that shit hidden
They would ied your ship immediately if you were to ever discover one
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
Oh yeah, dunno what Zeekerss was cooking with that
I wouldn't be surprised if Richard actually became an entity similar to The Ghost Girl
i mean isn't S-0 just gordion's backside
Yeah, I still imagine the Company would in-universe send your ass into orbit due to all of the shady leftover tech and experiments kept there
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
the shit with the vent was so uncanny cuz it ALMOST confirmed wendigoon's theory to me
it's a good take yeah
It’s not impossible that Sigurds hallucinating, but with how much weird anomalous crap is going on with the mansion I wouldn’t be too shocked. Body horror is a common theme with the mansion monsters
What's Repress' deal?
What was his theory again? I don’t think I watched the entire video
unsure really but it looks really good
Imagine Richard transitioned as he was becoming a ghost and became the Ghost Girl
Transition goals
Idk why my mind when to typing joke but I meant ghost
Eww Wendigoon
Hed still have to become a child though
Richard being a child when he was alive is the funniest concept
Idk if The Ghost Girl is actually a child though, I was joking anyways
No shot he's actually that entity
Idk I just recall him being in some Turkey Tom-type worldviews
I've avoided him ever since then
something along the lines of "the company ate everything and everyone, you're playing as the rinds the monster's spitting out" I think?
the concept stayed with me
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
How are we the rinds if we're actively feeding the entity?
it's kinda metal
cuz we get eaten and spit out again
I think LethalFixes is what does that, vanilla leaves you with nothing
Didn't Richard get replaced with Lucas though
or are you just talking metaphorically
There’s also the fact Sigurd was hearing his fathers voice from the vents
yeah, lucas would be part of that too
Realistically, his father couldn’t actually be the corpse in the vents. Which is maybe more unsettling if it wasn’t him
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
explains some things like spawning out of a vent, rapid loss of memory, etc
it's not the most SOUND theory but it's kinda metal
So Sigurd was a victim of The Golden Planet you're essentially saying?
I mean I think so? it's been a while since I watched the video
Spawning out of a vent isnt really canon when the team appeared there on the shuttle. Although seeing it now, the players themselves also spawning at vents is really funny
forget if he implies that or not
How tf does that explain his father being on Titan though? Humanity would absolutely notice The Golden Planet's disappearance
well yeah but it's kinda fun to think about it that way
i don't know bitch watch the video!!! im just the messenger
Among Us
I’m going to find you and rip your guts out
This is hate speech.
GYATT DAMN
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.
the rinds theory?
Yep
there is absolutely 0 indication in vanilla
1a3's lethalfixes makes it emit the same clicking sound that landmines emit when they get disabled
and i think SBT is the mod that lets you also toggle off the light when it's disabled
i know some mod lets you do that
LethalFixes also makes the light stop glowing, though it still is lit
I don't really like it as a story thing, I feel like the "fear of working yourself to death" (from that one patreon post) doesn't really work as well in the story if the WacKy TwiSt is that you've already done that
OH THAT'S WHAT I WAS THINKING OF
Ye
yea
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
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
i don't think it'll turn out that way personally
even though there's some stuff pointing to it being true zeekers' said he wanted the ending of the game to be optimistic
I don't either but theres a slim chance
so the plot twist might not be "you're a little flesh minion and you're already doomed and there's no civilization left"
even though that's a really cool concept
How come you can't check the shotgun's ammo in client-side mode?
all player animations are networked
so if it uses a custom animation, everybody's gonna need the mod or there will be problems
Didn't this mod do it just fine though
that mod so cool really cool cool mod cool
i mean it literally replaces the player's animator controller, so when animations get synced over the server, there would be problems
i dont know if those problems cause gameplay altering effects but all clients are expected to have identical animators and controllers
also lcammocheck literally breaks the animator even for just the local player
at least it did last i checked
it causes your arms to like, invert and look really weird on ladders and stuff
trying right now
it does not happen
at least alone
idk how it behaves with other living organisms
It didn't use to
One of the older updates broke it, and the author hasn't bothered to fix it since
😔 ok
it doesnt always happen
i forget what you have to do to make it happen
i think it happens after you die and respawn(?)
but then your arms are just broken for the rest of the session
the main issue is that checking the shells and ejecting the shells are handled in the same place, and ejecting shells definitely can't be a clientside thing (the clientside mode is pretty half-baked in general at the moment though, one of the main things I'd want to improve if I ever get around to a rewrite)
All we really care about is the checking part
Wait guh
So it literally can't be done, since checking and ejecting are handled the same, and ejecting is a server-side thing?
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).
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
We've been using SBT since the beginning as a client-side mod lol
The amount of bullshit it fixes is just too good to look past
glad to know it's been working 🫡
this is unrelated to the conversation i just really badly wanted you to see this
Uhh what is that?
the sapsucker
Oh that's a fossilized sapsucker lmao
Speaking of custom content, CC is probably coming never
Too uninterested and treadmill work
the "custom animation" is actually just dynamically changing the speed of an existing animation to look different (trying to add an animator override with a custom animation is what caused the animator to break in LCAmmoCheck, I had to revert to their older method without a custom animation to fix it). so clientside is probably possible if I handle it in the right way
i wish there was a way to modify an animation's speed without modifying the entire animator's speed at runtime
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)
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)
yeah sadly
i have gotten used to it by now
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)
and also that way too loud sound when shaking
save the soul society
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
it's all a bunch of auto-compat stuff that gets disabled when you have betterspraypaint enabled
are these tweaks still in butteryfixes now?
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)
so if you're not using betterspraypaint but you are using butteryfixes, you won't go back to "totally vanilla" spray paint
better than nothing but im also a betterspraypaint user so it's pretty sad to see it unmaintained (at least presently)
its license would allow anyone to maintain it
that is good to know
i think reserved spray paint slot also has an option to increase the capacity
@lean pendant Does this go for all mods??
just SBT
each mod handles its own config so that's up to the dev.
afaik only lunarconfig also lets you clear orphaned entries
i know of no other mod that does
matty has it for one of his mods iirc
i automatically clean up orphaned entries in my mods when i remove settings
i have probably missed one or two but for the most part i handle it
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)
but it's not a lot of code to implement it into your own mods
Central Config does too
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)
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.
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)
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
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
https://thunderstore.io/c/lethal-company/p/Ozone/Runtime_Netcode_Patcher/ this mod could affect the zapgun? the only mod that use this it's betteremotes
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
Could you send me your modpack code so I can see which mods I have and which ones you don't have?
If you have Useful Zap Gun that might do it, I'm not sure if that mod still works on v73 or not
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.
Hmmm
ZapGun changes are overpower
lol this is one of my favourite vanilla bugs, I have a clip of my own that's almost identical to this one
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).
it's a vanilla thing that happens under weird circumstances, so no need to worry about mods
there's some weird bug with the zap gun where it increases the player's movement speed instead of decreasing it
normally when you're being zapped it multiplies your speed by a decimal to bring you to a crawl
and then when you stop getting zapped it divides by the same decimal to restore your speed
but somehow it's possible to divide without the multiplication happening first
which gives you turbo speed
Not this problem, but rather the one where you can't use the zap gun on anything.
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)
inconsistent issues like that can be pretty annoying
[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
OH I REMEMBER THIS
[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)
^ 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!
oh wow I didn't know other people have found this bug too
I have a clip of me and a group of friends doing the same thing hehe
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:
what mod is the purple cabinet from?
MoreCupboards by ScienceBird
ahhhhhhh =p explains why i dont see it xD
Without DawnLib enabled I can at least not buy a second purple cabinet now as it seems from testing right now.
Also, has an Astolfo Plushy been considered at any point for Polished Plusheis and Silly Scrap? A friend of mine would love it ^-^
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
I'll be following up on this hopefully soon, sorry for the delay. I imagine I'll be catching up on DawnLib incompatibilities in my mods for a while lol (also thanks for the love on Polished Plushies, I'm not pursuing any content additions to it at the moment but glad to see people using it)
My other guess is maybe it's just a funny execution order thing happening
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
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
Clay Surgeon Overhaul admittedly hasn't been updated in quite some time and the motion blur effect it adds causes weird behavior anyways
I really wish dopa would update it
yeah, I remember dopa has said she wants to remove it when she gets around to updating it
ill do a quick test to see if that fixes it
disabling claysurgeonoverhaul does indeed fix it
Seems like there are still some little issues (you can visit DawnLib thread for any of those), but the recent patches to FurnitureLock and DawnLib mostly fix this weird behaviour from what I can tell. Theoretically my cupboards shouldn't be anything special, so I think this is mostly a DawnLib/FurnitureLock thing.
Let me know if you're still having problems though.
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
0 is always the ID of the vanilla Company Cruiser
also, you can just access the exhaust particle via VehicleController.carExhaustParticle
yeah I can do that, is it actually causing problems? I would think it should only replace the exhaust if it finds one with the goofy shader. the reason why it's written like that is because I use similar code to change the particles on a bunch of other things (jetpack, old bird), so it was just easiest to grab all the particles and check them, mostly re-using the same code for each case.
it would just end up replacing any exhaust particles on modded vehicles inheriting vehiclecontroller
which is annoying if someone has their own exhaust particles
i.e. if someone made a small hatchback and SBT ends up replacing the exhaust particle with its own black smoke particle
then it just bellows black smoke out the back
doesn't hurt to have the check in place :p
and it's just a little cleaner to access the carExhaustParticle directly from VehicleController
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).
i would add it regardless
this is true though, that's just lazy writing on my part lol. I'd like to generalize my smoke particle stuff and make it cleaner if possible
better safe than sorry
the name checks aren't really sufficient imo
vehicleID check ensures you're only targetting the vanilla CC
if someone replaces the vanilla CC model well, that's on them
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.
yes but if you don't exclude modded content, it'll just end up replacing anyones custom exhaust particle, no?
and it'll end up "ruining the intended look"
if someone uses the vanilla particle then sure i guess it's okay
like if someone plays around with the particle (colour, size, speed etc)
and SBT replaces that
it won't look right
since SBT as far as i can tell is just replacing the entire particle
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
i guess there's alot of nuance to it, i still feel like just checking for the vanilla cruiser is still the best way to handle it, but, ultimately it's up to you
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
yeah i get'cha, i just feel like it'll prevent headaches if someone's custom exhaust particle starts getting replaced with something they didn't intend for
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
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
(this won't be an issue for DawnLib vehicles)
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 🫡
it's pretty much the same particle as the vanilla CC, i'm just playing around with the size, color etc n whatnot. what was the 'fix' you found for the vanilla particle if i must ask?
idm fixing the particles on both these vehicles, i just don't know what exactly you changed
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
ic
handing yours over would probably be pretty helpful
you might have to manually assign that texture to the material, but hopefully this works
cheers!
i'm just experimenting with a new smoke particle, i'll see what it looks like ingame
still no idea why BiggerShip was changing my patch priority, but managed to fix this on my end lol (harmony my beloved)
I think cus he added a compatibility patch for your mod to allow the Occupancy Sign to work
it looks so jarring based on what angle you look at it from haha
although i think that's just unity being weird
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
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)
here's what texture import settings should look like btw
(and material for reference just in case it didn't import properly)
i am using a different texture but yeah my settings are p the same
my material is a little different but it is still HDRP/Lit
i think it is just a unity thing
since it looked funny even with yours
yeah, many such unity things lol, well good luck with it regardless
hell nah whos rolling coal on the cruiser
cummins diesel :)
that fuckin engine i hate
(it did not look that smokey in editor lol)
the cummins engines are the primary reason a lot of siemens charger locos are having problems
*with a blown headgasket
since the specific model they use (QSK95) was not used on rail applications before the chargers
they are very temperamental
i wonder why the cruiser blows black smoke
it's said to be a gasoline
clogged air filter much
its probably running too rich
thank you for fixing this!! 
Scannable tools+ Scanned item highlights breaks Mapper from Restore Mapper
I would just use the GI Scanning Tool function anyways
It doesn't work with mapper
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
i love routing to liquidation and trying to land immediately softlocking my game
It's a problem for moons that have been renamed to Liquidation by Lunar Config
I wouldn't rename a moon to liquidation, because the game recognizes liquidation as a moon that exists in the game and will generate conflicts
It wouldn't matter though since LLL can remove moons from the terminal to begin with, no?
not exactly, liquidation itself doesn't show in the terminal. Also renaming moons could lead to other problems with scene loading (since the names are tied to the scene/scene loading iirc)
I see. The simulation issue still annoying regardless though
I've had it happen in other instances outside of these two moons
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
@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
good to know yeah
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?
Hello!
It seems that the RotateFloodlightUponLanding config is no longer working, it never rotates until it's 8:00 am
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
It's been a bit so might be wrong but I think it always did that, the .shipHasLanded flag is a little later than when it physically lands as the ship is still 'settling' before that which caused the light to not rotate in the correct position if rotation started any earlier.
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
I looked into this when I was collecting misc. fixes a few months ago, I couldn't recreate the issue consistently and it was hard to distinguish from their regular aggressive animations (which generally involve keeping their mouth open for a bit). even if I could identify the issue, animators are such a mess I'm not sure I'd be able to fix it, but I'll keep it in mind.
Ok !
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
Aightt
what features do you still use from quality company
honestly surprised its still working
The hud is rlly good for quickly looking at and keeping track of the loot in ur inventory
Well it's a forked version so
The original is prob shot dead in the bronx
the fork was not made for this version
i thought it would be screwed cus of the networking
U can disable the networking tho
LethalHUD has this feature now
for value and total
Colors?
pretty much the same
Noted,,,
Ughhh it doesn't like
tell u the vanilla hex codes colors
QualityCompany it is
most of them are the same as vanilla
but s1ck got busy and never updated some of the new color configs to have the vanilla as default
x_x
Why would you use this mod when LethalHUD exists
I stepped out fron the mod day 1 when lethalhud released
I mean they said why
Without saying too much, Samatha is very particular about this sort of thing
"Gimme that mask" works with maskfixes "tragedy chance"?
iirc it does, yes
Minor issue with rotating lights
Did you recently have a blackout weather day? I think it gets stuck sometimes. If not is the config default for the floodlights?
We mightve had blackout
I thought I fixed that issue many months ago 
lemme know if there's any consistent way to recreate
I think it's a funny incompat with the new WR update, also I found out either the Rotating Floodlight or Universal Radar were lagging me as host while on the ship in Multiplayer, I turned off the floodlight rotating and pulled UR for now and it went away, been trying to diagnose it for a few weeks now
I'd like to add that it's a client side issue (I played with Jacu and didnt encounter one)
hi where do i find the scrap density reports
Huh?
it's this config in Technical, it should just be in the logs after you land onto a moon and generate the interior
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
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
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
that would be pretty badass, i liked it gone but i had to sacrifice pipe removal in the end
I already know what breaks the ZapGun, its any mod that makes you possible to scan tools+Scanned item highlights
it breaks the mapper too
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
100% agree, it's just that the sun materials used for LC aren't set up with transparency, and enabling it makes the sun look different. the sun should disappear shortly after turning black, but yeah there's definitely a window where it looks weird. I might add a config option for enabling sun transparency or something so at least there's the option
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.
weird, its okay, i dont need it much anymore,
its for the better lol
gotcha, well since it works for me I'll assume it's not a major issue if it is one at all
. 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
nah its prolly my fault
no i did
which is why i was confused
maybe i have something that cuts my logs out
Recompiling seemed to fix the floodlight issue for me (really weird), so let me know if that or the lag still persists with the update I just pushed
(also added those removal options 👍)
thanks for all the details, should be fixed now 🫡
Yippee yeah I dunno why it would rotate sometimes but not always lol but hopefully it does fix it
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.
Wdym makin' the sun look different? How?
You can use Lunar Config to change Barber’s spawn curve
client-side (As in only the host'll need it)
Since they are so absurdly rare in vanilla
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
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.
I love how the clipboard is just wrong lol
clipboard actually doesnt get any scan highlight since it's a skinned mesh renderer iirc
I meant the info on it
about scans
it talks about yellow scans
meaning like caution if I remember right
lol yeah there's a lot of leftover stuff from scrapped mechanics in zeekers' lore
(tbh making traps scan yellow would be a cool feature)
but idk how hard that would be
lol\
What about old birds and coil-heads too?
Shrug
They're certainly not biological material
Well maybe coil-heads are...
So just old birds lol
ig, tho my idea was less about biological and non biolgical
yeah that would be coolnits
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
so what you are saying is you timetraveled to steal my idea
for shame
Enemy spawning is solely managed by the host so I would assume it is already like that
It’s like the only thing host has full control over
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).
I never rule out a suggestion entirely, but I do want to avoid making SBT into a quantity tweaking/configing mod (since many of those already exist and it only makes config more annoying to maintain and organize). I only added the interior scrap quantity stuff because no other mod seemed to do it in the way I wanted
How about instead of transparency, you do the same thing as before (fading to black) but once it's entirely black you deactivate the renderer? Like, making it invisible
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)
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
Aah I thought you only changed it to black, my bad
got a lil request, a feature that allows you to place furniture while having less concern about collision, used to have a mod for this but it was taken down bc it was client sided and used to ruin other's game
I already do this for the teleporters specifically, so I'd definitely give that some thought if I can think of an elegant system for it
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
it definitely worked before, might be an issue with all the new updates. thanks for the report
bald
ah, forgot an important follow-up question to this lol. do you have the config enabled in mirage for masked enemies to have masks? if not, there will be nothing for you to grab
i believe i did.
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!
honestly this isnt really an issue cause you can still load the spooky ammo into the regular shotgun
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
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
nvm I went to go test it again and this time it worked for some reason
@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? 🤔
NVM I say this then Buttery Updates it 😂
SBT is going to become a singularity of random bits and pieces of different mods 
ill just say this isnt really a good reason to uninstall chameleon
because it still does nice things outside of whats mentioned
I was gonna remove it cus it was starting to feel like bloat, I have similar feelings about most of ButteRyBalance as well tbh
butterybalance is even less bloat
its not like there isnt other rebalance mods
but butterybalance is very, very nice
Butter
for a ton of reasons
True but I just don't care about the vanilla moon rebalances and stuff all that much
then disable them??
I like the restored snowmen and stuff though
even if butterybalance only had butlers dying to one shotgun blast and nothing more
id still use it
Fair
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
revisitstingers also doesnt work for content configuration in general
because the interior labelled as rare isnt based off spawn weight
by revisitstingers code
Chameleon and BYB have that issue too
where does chameleon??
It is just how she makes her mods, they usually do not have explicit compatibility in mind
Fancy manor doors
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
I doubt it would have to be done that way
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
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
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
- 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
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
The more I work on my modpack the more I appreciate stuff like this
i agree it would be cool if it didnt break things
Having more functional RevisitStingers and having both Charred Giants and ESK/ESR would be peak
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
@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 ^-^
i am almost certain chameleon would make giants reset to default skin when burning
assuming esr just replaces the material/texture on the renderer
i am sorry about this but i think it is just a fact of the way i work
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
For me its good to have since the moons I have been mostly playing with my friends are vanilla moons
"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.
i tend to prefer auto compatibility since i dont love giant unruly configs but if people would be satisfied by this solution (and dont mind the hassle) i am open to adding one
it wouldnt be very difficult
Don’t take it too harshly, your mods are still among the best. Yeah they’re not perfect but nothing is.
The only time I have ever seen a mod be criticized for having too many configs is SBT, because we are lowkey adding a ton of bloat to it. On the other hand, I can think of multiple mods by many different people that were crippled by a lack of configs. I think more customization is nearly always good
What features? I use this and SBT together and they seem to work fine
I thought about an opt-in like system that maybe the interior makers could just add a simple check or something but I am unsure how effective that'd be
Last I used it together the spiketrap would not reactivate after being zapped and its deactivation light and such would not work either, if I remember correctly
I also just think these features make sense for a mod that already reworks hazards this much
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
Has also been a while, but given SpikeTrap has had no updates and SBT did not have any updates regarding that to my knowledge since I assume it still persists
Can understand; If it weren't for the incompatibility I would not have suggested it either
it's totally understandable, I think the fact you made compat in the first place is awesome but I never really expected it because it's not content you tenf to use
@lean pendant Can you look into potentially fixing this in the next update?
I don't mean to bug you with the ping, but the maneater charge windup bug is super annoying
any more specific info? I've seen the maneater being janky a lot in my testing but not sure exactly what part of it you mean.
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
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
It charged 3 times
First time at me
Second time at purple
Third time at me, with the cancelled windup
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
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
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
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
This is something I've encountered quite a few times
To the point where I can safely say that it's unintended behavior
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
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
oh i see
i was a bit confused too
lol
@lean pendant Any luck or interesting findings about the maneater charge bug?
yep, I think I've narrowed down the issue and have a potential fix. I'm still working on a handful of other fixes and additions as well, but it'll be included in the next update and you can let me know if it works
ok seems like one of the mod's options is causing issues with the cruiser
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)"
Which option though?
me neither till today
but do you have the lever or speedometer on
in additions
No
well those 2 are where the error pops up with sciencebird
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
narrowed it down, disabling the interior cam breaks it
I will keep the Interior cam disabled
I prefer the performance boost
lmao
I mean you dont use the features it breaks so
why would you care lol
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
it may have something to do with ship patches or something, since it adds a level to the cruiser for the magnet
Idk if the dev is still around tbh
Ye
It's prolly worth trying to see if the dev is around to fix it
dev is semi active last I checked
👍
tho lowkey hope sciencebird can find a workaround lol
just in case
but ill message the dev
regardless
I don't think this is his issue, he just turns off it rendering I'm pretty sure
doesnt it also get rid of the model on the ship, havent thought to check tho
funny enough I dont use the scrap transfer
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
ok lil update, it happens specifically only with the speedometer it adds
its a lil screen on the cruiser so maybe something related idk lol
I bet it's reusing the same code somehow lol
makes sence, im happy its just that as thats an easy disable as I mostly cared about the lever
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
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
This is a great update!! Love it, thanks a bunch!
Cool update, I appreciate the love for older moons
great update
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
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
oh is it already in the mod
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
ok thx, btw the sunlight fixes are really nice
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):
-
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.
-
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.
i s2g discord needs to stop randomly x reacting to messages when i tap them
the amount of times i've done that...
Mine is a general fix which just checks for any missing item properties (i.e. invisible broken items) upon changing moons, then uses the item name to search for the correct properties, then deletes and respawns it (along with setting parent etc.). It's worked for all the stuff on Aquatis in my experience
https://github.com/Science-Bird/ScienceBirdTweaks/blob/main/Patches/NullItemPatches.cs#L68
Very thorough, sounds like that should do it 🙂
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)
hmm, theoretically it shouldn't do anything if it isn't on a natural surface (as I assume most interiors aren't). is this with extra surfaces also turned on?
Is it possible to fix playersregion from lcoffice like you did with mineshaft elevator or the interior dev needs to do this?
It is yeah, I thought they might not work indoors with it turned off
I'm not exactly sure what the issue is with the LC office elevator is, I heard that it was going to be fixed by PathfindingLib but seems like that didn't end up happening. I'd certainly like to fix it, but it seems like a very different issue from the mineshaft elevator so I'd have to spend quite some time figuring it out
I can't speak for how the indoor earth leviathan is implemented, but with extra surfaces turned off the quicksand shouldn't kill you on non-natural surfaces at least. I can see about adding a depth check to it when I next update though
PathfindingLib's purpose would've been to allow enemies that use the smart pathfinding from pathfindinglib (including the masked using the smart agent mod zaggy made) to use the elevator to go to the different floors
yeah I saw that, it's just that Jacob mentioned it would fix the enemy AI breaking (i.e. spinning around a bunch) when it goes into the elevator but it seems like that still happens. may have just been a misunderstanding at the time
oh not sure then
this is what I'm referring to btw (this is an old clip so I think it's not as bad now, but still pretty similar)
yeah i remember this, shit's hilarious
i wonder if enemies can still path in after the doors closed
what does the custom quicksand texture look like?
they can it's very annoying
Yeah if you get around to it, a depth check would be great, thanks
Also I just realised your pfp is Shimeji Simulation, how did I not notice that before
@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
warr
would make sense since it's seemingly just something weird with placement colliders. I'd try to look for the root cause if it weren't so impossible to recreate
always glad to meet another fan 🫡
not the best pic, but it gives you an idea. it blends in with sand the same way the brown blends in with earthy terrain
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
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
in other news, here's a fun bug i literally just discovered
i see
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
ye that'll happen with any object in motion lol (at one point I parented the hologram to the object but that caused issues). I have a long list of improvements to consider whenever I take this tweak out of its experimental phase
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
this can be visible sometimes on non-host, unless its a LAN mode thing somehow
yeah I've seen this reported before but couldn't recreate, so I assume it's some mod conflict, thanks for the info 🫡
🤔
@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)
This isn't a multiplayer bug
Navmesh is just a little bit buggy in some parts of Atlantean Citadel
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
Oh odd I have never had this
its more of a problem when you actually try to kill them
which like
is sort of the only option against them
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
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
The humble snail: 🐌

(Not LOS based but it will get a specific player eventually, if given enough time)
I didn't see this yesterday while i was killing a thumper with a friend
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.
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).
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.
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 🫡
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
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.
I've had the problem several times myself
I have late join players yes but never had the issue
Yeah I know and you're not the only one so hopefully there will be a fix sometime later hm but I'm glad I never had this
I see, good to know
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
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.
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
I Honnestly wrote something totally random, that's probably not the cause of the issue
Anyway, if you want the modpack code then ask @dreamy bane
019adffa-91e1-e85e-ff08-beba495c2a4d
I got the keys to our friend group's modpack since Zigzag got off his unemployed era
yeah
No Lunxara they are saying maybe furniture lock prevented it NOT caused it....
Oh
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
Just wanted to clarify that we never said Furniture lock was the culprit lol.
Yes further up I posted all pairings I can remember.
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
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
Didn't you say it got reprod in a completely vanilla profile a while back?
Thats why I thought Furniture lock preventing it was a good theory since most people use it But Lunxara had to debunk that one.
I dont think I said that at least. but if somebody did I'd be very interested to hear. If it were a vanilla issue I'd expect these reports to be much more widespread
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
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)
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
tbh I can't remember if the players affected by it were late join or not. With my lobbies I can run between 8 - 16 players some times. So we get people leaving and joining all through out the night. Usually too we can run strong with no need to reload the lobby either and its better now that Lunxara gave me a mod to fix our one issue with monitor desynces lol.
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
You're right cause it happened very early into our lobby that night. We started catching it was happening on Infernis cause people kept falling through the world when attacking the spider then on Galetry it happened again to 2 people I think on landing so we quickly swapped it out to the bedroom
Yeah
I think it's more likely smth messing with the colliders of the storage cabinets or smth
if it's specific to modded
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.
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.
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
I'm contenct with the bigger one by mrov gives just enough space for larger lobby and room to fit what we need.
does this happen if you have Furniture lock BUT you dont have everything already unlocked and you buy a furniture mid game ?
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
Yeah that's why I said I once thought it caused it but it was debunked
I would still buy them and used funiture lock to autoplace them for me.
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)
then maybe the issue is there
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
When I go to deep dive testing for it ill throw this in to see.
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.
suspicious
@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
ngl peak feature
god slaugherhouse needed that
LC office moment
honestly lc office has it fairly ok
i actually inspected this one out of curiosity from someone mentioning it to me
just what we said before, that it spawns big
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
it's sorta remedied by being able to dig through turds to find some extra scraps
but it does generate quite big
I mean itll at least help in a bandaid sorta way
have you tried doing this for a bit
in my experience they barely spawn items
i only loaded like 10 seeds
but still
yeah I've played slaughterhouse a ton
vanilla adamance slaughterhouse seemed fine in my experience
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
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
No the males have been stated to hunt in the bestiary
right right
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
but don't sapsuckers already sleep?
do you mean make the females sleep all the time or just longer?
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
Ok so to summarize
Allow multiple sapsuckers to spawn, they recognize themselves as the same entity, both do the same thing but one of them never sleeps
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
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
Fair, but I thought we'd be considerate since this feels like way too much to ask :d
understandable yea
It'd also be nice if the male sapsucker/second sapsucker that spawns would be considerably smaller than the female. Probably slightly taller than alpha baboon hawk height
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
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
Science bird tweaks
Cool idea and fun for lore, probably too involved for it to be an immediate priority, but I'll put it on the list of things to think about when I get time to add some major stuff
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
really? it isnt really a super intense moon on the performance front
or at least it shouldnt be
im getting about 90-100fps, but on other moons around 150 (included modded ones)
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
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.
I thought that got fixed? It’s still not? Wow
Only if you put 4 players in the settings
this is kind of intentional, as it would require adding like 50 additional audio mixers, and from what i remember it's apparently a pain to do, so it's just disabled entirely
the tzp pitch effect is not exactly modular unfortunately
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
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.
019b0100-5725-e0b6-2a33-5ea46e5a2726
Oh yeah, the blizzard sfx is also REALLY fucky around the ship's hangar, landed or not. It will sometimes continually reset itself until we're either away from or inside the ship.
It's actually probably not a good idea to do this if it's too costly for you :d
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
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.
When was the last update for the enemy spectate mod? Last I saw it was pretty outdated. Its very much possible if your issue is only while dead and spectating that its related to the spectating mod being very outdated.
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?
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
💀
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.
? Doesn't the setting require Dusted to begin with
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.
Because there was a time where we played without these settings enabled, and vanilla DustClouds didn't have either issue
without what settings? Vanilla dustcloud from dusted mod?
All of these
Without all of these enabled DustClouds is fine IIrc
We haven't encountered them bleed into the interior
Ah gotcha. Didn't realize those where a thing. and actually I need to correct you on something I just noticed and found.
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.
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
Ah gotcha that would make sense cause I do know I see it as our weather from time to time, I also have like 20 different weathers so Dust Clouds are kind of boring to me lol. I like having actual Blizzards and jumping in the snow lol.
Sorry tried giving ideas but I got nothing more unless the issue happens with other weathers too. Hope you get it resolved.
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
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
Dilf sapsucker oh my lord
Wasn't it you that discussed about it awhile back in here??
I will say the sfx is most noticable. The visuals are fine
It's kinda hard to uh. ignore it resetting over and over again
Yuh
Just never thought of the male being a short king dilf lol
Yeah I wanted to ask why is the #1 Sapsucker HATER wanting a 2nd sapsucker the Daddy to be a thing lol
I legit found it so hilarious and wanted to know more about you after that.
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
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
I honestly loved the fox.
And is also practically impossible to play with without cheeses so it just feels like unnecessary work
Bitches never gave the damn thing a chance even when vain shrouds were fixed and the only people who learned how to play against the two were speedrunners
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
I love enemies that pull players away. Its so commical to me to see your friends getting dragged away and hearing their screams for help slowly fade then POP head goes flying out the bushes lol
IT'S SO GOOD,, FUCK man I hate this community so much
It's only the modders that are mature, the consumers are just .yeah
wait who's the second entity we lost? I know the Fox, but I don't remember any others?
Vain shrouds
They are an entity because they have a bestiary entry. I would consider so at least
Oh gotcha your right my bad.
First and only plant entity so far btw :d
Ughhhhhhhhh the magic of seeing a lone vain shroud on Offense for the first time will never be recapturedddddddddd
Hope Zeekerss gives the pumpkins a bestiary entry someday
That would be cool I think
I'm surprised he didnt
Tbf the idea of something like a vain shroud prolly didn't come to him until like a year later :d
Kind of like how turrets don't have bestiary entries but old birds do
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.
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.
b- but the competitive community wouldnt like it!!!!
Id have let you rip its tongue if you pulled away from it enough
Id regen it back at the bush
i really dont think the fox is ever coming back
the sapsucker strikes me as the "area denial enemy concept re-interpretation" and puffo confirmed that this was probably the case months ago
I’ll never give up! Long live the fox!
Long live the fox...
They were probably the least bothered by it
You were still in the competitive community back then so I am surprised you do not know this
Me making the comp community explode:
they were definitely bothered by it
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
fundamentally the problem isnt even the fox, its the vain shrouds
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
Even if they were the casuals definitely hated it more
I agree the issue was mainly the vain shrouds, I have been saying that since day 1
The Fox’s AI was not perfect but I cannot say too much bad about it, especially compared to the shrouds
v56 Titan always screamed “was this never play tested” to me
i'm pretty sure the core reason is that Art got nerfed in v60, so they play on 56
pffft
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
I bet v56 would still see action, but v60 would be a lot more popular
some people can consistently clear mineshaft, so the highest quotas would definitely by on v60, but those who arent as consistent might play on v56
True
ButteryBalance restore earth leviathans for rend and this happens with Earth leviathan quicksand on Rend
This is almost like the terrain isn’t set to render the proper layer. I can’t remember, does it ever rain there? If no, Zeekerss honestly might’ve forgotten
Or, I guess if it does he still could’ve lol. But I’d imagine it’d be reported a bunch
This also happens on some custom maps too or when snowing (if i recall)?