#Science Bird Mods
6580 messages ยท Page 7 of 7 (latest)
It feels weird seeing Experimentation with a modeled interior xd
We were gonna ask Buttery for dis but Idk, feels out of scope for Chameleon
RebalancedMoonsBeta removes this
Well u can't use RMB in vanilla :p
As in client side only mods?
Ye
Very late but yeah this isnt true
WeatherReg shows DustClouds on its own, yes, but DustClouds is not a valid weather on any moons besides moons that implement it themselves (E.g. Seichi)
Doesnt matter what you put in the WeatherReg config, it will not show up on moons besides modded ones that add support for it
Its the same as trying to put Flooded on Vanilla Titan in WeatheReg, for example. Config doesnt matter because Titan doesnt explicitly support Flooded
Dusted forcibly adds DustClouds to the list of possible weathers for the moon, thereby letting it work in WeatherReg
I am tempted to make a mod to allow you to forcibly add any weather to moon, but i talked with mrov about it and it might annoy some moon devs by taking away their ability to control what weathers appear there
also to add to that: creating configs for this will be a fucking headache to manage
which is probably the biggest reason for me not to consider it seriously as a feature to add
so much work for so little gain
bruh ok im sorry
but i refuse to believe no one else has ever noticed this
like, genuinely, i dont understand how issues that are fairly obvious like this just go under a majority of people's radars, for so many mods
i dont use this, which is why i myself havent seen it
but i wouldve months ago if i did
i
se
e
how did you get everything so detailed?
LCultrawide + config Height to 720
Just beware that this comes with huge performance concerns
tbh with the basic performance mod set it runs really well, given you arent playing on a potato
I have no performance issues, a constant 250 fps It doesn't matter where I am except outside of experimentation.
which specs do you have?
hiii got a question, does zap gun rework work withhh lgu zap gun upgrade?
whats the player cam? is it the thingy from the v70 update where you can see their face?
if i add a moon in here without having that moon, what will happen?
I would assume it would just default to Experimentation if it cannot find the other moon
I remember testing it and I think it worked, not 100% sure anymore though
Ty :3, i guess ill have to try myself
Happy almost-new year! Here's another modest collection of fixes and additions for ScienceBird Tweaks 4.6.0 to catch up on things
I've had bigger plans for SBT for a while (including a very long list of major features and reorganizing most of the existing stuff), but I can't say when I'll have the time to get to it. I'm shifting from part-time work to full-time in the new year, plus contributing to mods for other games, and I'll likely need to spend a lot of time updating for the next big lethal version Zeekerss is working on. Still, I hope I can see it through someday.
-
Fixed client issues with player cam hiding tweaks (which would leave a black box on the screen)
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Fixed some issues with Better Dust Clouds, including the effect perpetuating into spectator mode and unusual behaviour with reverb triggers
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Fixed some small possible sources of errors with True Blackout
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Added a tweak for radar exit line pathfinding, which will choose the closest exit instead of always main entrance (compatible with ButteryFixes)
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Added another tweak for the player cam, which will actually render your own cam feed like everybody else's instead of using a placeholder graphic (though beware of issues with mods that change models)
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Added a tweak to stop all lightning sounds and particles when conductive objects are brought indoors (as a bonus, GeneralImprovements is also patched to have its lightning HUD overlay no longer get stuck when inside)
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Added an extra function to the monitor fixes tweak which will remove the black bars around video feed (especially noticeable if using LethalSponge)
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New mod tweak which will change the terminal radar map (from TwoRadarMaps) to "no signal" during a solar flare (since the terminal is otherwise unaffected)
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Earth Leviathan Quicksand won't generate if a worm emerges in the interior
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Scan highlights will now track with their objects, matching position and rotation (fixes some weird cases like the soccer ball or nutcracker shotgun)
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Re-added the LLL Lever Fix for now, since there's still some cases not fixed by LLL (though now off by default, and will likely cause the same issues with things like RandomMoonFX as before)
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Changed Rend's terrain decal mask to support quicksand decals (let me know if there are any other moons that could use this change, for now it's just manually added)
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Added an experimental technical option to debug and resolve
Infinity or NaNerrors with colliders, I've gotten it working with a simulated issue that seems similar to the one people encounter, but since the natural issue is so hard to recreate I can't know if it actually works, so give it a try and let me know if there's any useful logs (though note there's some possible performance impact)
A handful of the new additions are still a bit experimental, and although I've tested (mostly) thoroughly I'm sure there are mod conflicts or scenarios I haven't considered, but I didn't want to hold off on the update any longer. So, let me know if there's anything to fix ASAP!
You're the fucking best SB!!!
This sounds absolutely astounding! Incredible. I will enjoy these new tweaks and changes a lot ^-^
I also wish everyone here a great start into the new year :3
Its so peak
do we need to regenerate config?
nope, all config stuff should be handled automatically
cant wait to try the new features, unfortunately i cant until next year
im glad someone could leer in deeper with the collider errors
hello ! would like to request for missile turrets and lethalthings' teleporter traps to be disabled during true blackouts if that is possible
Atp i would say to add a config to disable every hazard
Like a blacklist
But idk which one would be easier to do
Every hazard is a different thing that needs to be handled individually (even the ones in vanilla are pretty distinct from each other), so modded hazard support has been on my list for a long time but it's one of the things I'm saving for larger scale changes
awesome ty
If I use the command switch with tworadarmaps the cam will switch and only target will remain in the radar map
when i change the target its fixed again
probably its only improved name
just did a bunch of tests and couldn't get this to happen, might be one of those things I need specific circumstances or lots of players for so I'll keep an eye on it. also weird if it's only happening now since very little would've been changed with the improved name stuff
morecompany incompatibility?
could be, I havent had any issues with it in the past though
thats assuming leubes was using it anyways
I still have yet to find an issue that's exclusive to actual online multiplayer but at this point I'm just asking fate to give me one
I wasn't using morecompany
good to know
This happens with radar boosters too
on singleplayer
if i turn off improved name its fixed
should probably post modpack code lol
019b8158-1709-8072-6b26-c6574245aadd here
should hopefully be fixed in the update I just uploaded. turns out it was just one of the mods I happened to be testing with somehow fixes the issue on my end so I never noticed it lol
does the shipwindows shutter fix not work in multiplayer due to networking? it works fine in singleplayer but i have clientside mode enabled
Short answer: yes. everything on my end doesn't care about client or host (so clientside mode config doesnt affect anything), but in ShipWindows itself, only the host is authorized to change the state of the shutter directly (and send that information to other players). So, if you're in an online game where you aren't the host and the host player doesn't have SBT, you having SBT won't matter since you don't have authority to change the state of the shutter (without using something like the switch).
I imagine there'd be some janky way to remotely trigger the switch to simulate the fix, but for use in an online lobby I'm pretty sure that'd be a violation of the thunderstore terms of service anyways.
For some reason No Console Spam stops the zap gun rework from working???
check pins
no prob ๐ซก
When I unloaded the shells from teh Shotgun, I got Magazines from Piggys Variety Mod, but not shells. And don't worry, I am using the fork one
What fork, the testaccount one?
the shotgun fires whole magazines. That's like over 100% more bullet per shot!
exactly!
Aperature understands! They probably made that shotgun
Imagine someone pointing a shotgun at you and a magazine just flies out and thunks you in the forehead with enough force to give you a mild concussion.
@lean pendant i dont know if this was reported beforehand, but keep worthless scrap makes the items in the galetry gift shop free to buy
I heard about that happening but could never recreate it myself, any additional details or modpack code?
i mean i was just told that it was keep worthless scrap by purple here
i had a similar issue months and months prior when i used imperium on some saves to try and fix a bug and it caused the gift shop to be free
i dont think i have a log because i reopened the game again idk how logs super work and i turned off keep worthless scrap.
but i can say it had only happened once i had reopened the save it didnt make them free the first time playing the save
(like this mod alot btw)
gotcha, thanks for the info. might need to mess around with save loading to recreate
tbf when i quit the save it also like. erased all my items on one of the saves that were in the ship (doesnt usually happen) ill try and save logs next time
but when i used the other save the gift shop thing was still there
https://thunderstore.io/c/lethal-company/p/SylviBlossom/SmartItemSaving/ i do also have this
so that could be linked...?
i left mid like selling on galetry and it fucked everything up im kinda bad at all this lol
I'm surprised you don't have a mod that requires DawnLib actually but yeah I would recommend it
probably very unrelated to this all but when i leave the game with people in my lobby it crashes everyone but the hosts game and they have to close it via task manager
i know none of this is helpful without logs i just felt like sharing
used to use usual scraps like a year ago i feel but that was in a different profile
not really huge on coderebirth and lethalthings i respect them just not how i like to play
Nope, the fork by Dewniel
Umm...no, that doesn't help at all, that fork is the only working one, TestAccount666's fork is deprecated. The one that appeared 4 days ago from PiggyVarietyMod has issues, for example enemies don't die from Tesla Gates, and I remember correctly I had an issue with the Rifle but I cannot remember
And the one made by Piggy himself isn't working, of course.
testaccount fork is not deprecated
testaccount fork is the same that appeared 4 days ago
seems like he uploaded it with the team name "piggyvarietymod" instead of his own
the other fork does not fix any of its issues, just puts a bandage on the broken things that v73 brought
this seems to be broken, i have it on unchanged but it doesnt reproduce any sounds :c
hmm, as in the shutter doesnt make noise? that sounds like a shipwindows issue since "unchanged" should be doing nothing
:0
yeah the shutter flip doesnt do any sound
it only started happening when i added sbt
I'll double check later, maybe something broke at some point
im gonna check again tho, ive been a bit dumb lately so ill double check
does it change anything if i'm the only one who has shipwindows and sbt? e.g. all other players including hosts are playing vanilla and only i use these clientside mods for visuals (since that would make changing the shutter settings only visible for me anyways). if it's too intricate to implement i get it, it's just a neat visual tweak to hide the skybox changing outside the ship when pulling the lever
or it's just a shipwindows problem and has nothing to do with sbt
the host needs to have it for the shutters to close yeah (this is a shipwindows thing, not an sbt thing). the only way for a non-host to toggle the shutters is with the switch, but that's not a great solution since 1. there won't always be a switch already in the ship and 2. making a clientside mod which remotely triggers an interaction is probably over the line for what a clientside mod is allowed to do (I know it's low stakes but could technically be considered a form of cheating)
tbh, the ideal solution would be that shipwindows just hides the transition like it used to and my patch doesnt need to exist, but I think there was some reason it got removed, maybe something about messing up the voice line audio but I don't play with those anyways 
ok after testing, the issue IS from shipwindows
idk how it happened but it doesnt have any sound now :o
sorry for the mistake
might be related to whatever caused hover icon for the shutter switch to break a while ago, could be some corrupted assets or something
ye prob
is it your mod the one that fixes it?
the weird white icon in the shutter
@lean pendant Getting this client side in MP; I think it's causing softlocks upon being fired:
at Unity.Netcode.NetworkObject.SpawnInternal (System.Boolean destroyWithScene, System.UInt64 ownerClientId, System.Boolean playerObject) [0x0002f] in <d961951ab868489cbec1aa9b2480688f>:IL_002F
at (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SpawnUnlockable>(StartOfRound,int,bool)
at TestAccountCore.SpawnTheUnlockablesGodDammit.DoYourWorst () [0x00063] in ./SpawnTheUnlockablesGodDammit.cs:27
at TestAccountCore.SpawnTheUnlockablesGodDammit.RespawnTheGodDamnUnlockables () [0x00000] in ./SpawnTheUnlockablesGodDammit.cs:16
at (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::ResetShipFurniture>(StartOfRound,bool,bool)
[07:46:06.8126486] [Error : Unity Log] NotServerException: Only server can spawn NetworkObjects
Stack trace:
Unity.Netcode.NetworkObject.SpawnInternal (System.Boolean destroyWithScene, System.UInt64 ownerClientId, System.Boolean playerObject) (at <d961951ab868489cbec1aa9b2480688f>:IL_002F)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SpawnUnlockable>(StartOfRound,int,bool)
TestAccountCore.SpawnTheUnlockablesGodDammit.DoYourWorst () (at ./SpawnTheUnlockablesGodDammit.cs:27)
TestAccountCore.SpawnTheUnlockablesGodDammit.RespawnTheGodDamnUnlockables () (at ./SpawnTheUnlockablesGodDammit.cs:16)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::ResetShipFurniture>(StartOfRound,bool,bool)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::ResetShip>(StartOfRound)
StartOfRound+<playersFiredGameOver>d__293.MoveNext () (at <83220f1fc337491eba19b3618ec61339>:IL_02E1)```
SBT catches and logs any errors which occur in this function since we use it for some stuff, but the error here looks like entirely a TestAccountCore thing
I really need to remember to put in a disclaimer about that lol
Gotcha, thanks for clarifying. I'll have to ask them about this then.
@karmic wasp What are these logs? Lol
The god damnit do your worst
Pfffff
I was... Slightly annoyed at the antics of unlockables at this point 
Beeeeean haaaalp lol
I'll fix it soon ๐
My fav bean, of course you will 
Actually, I just pushed the update for TestAccountCore.
Was just a little logic error from what I could tell 
F'in awesome, ty. It's the lil' things that destroy us 
Can we get a fix for https://thunderstore.io/c/lethal-company/p/Dummydude/Small_Bolt/
Make it say small screw
Lunar Config lets you rename any item (including modded ones) if you want
Small big bolt
big small screw
Lunar Config ๐คข
Everyone can go home now. We have a winner for the bad take competition!

I mean every other config mod is barely functional or just completely broken right now so you gotta give it some credit
It is not perfect but Crafty and Xu are hard at work
Storing the teleporter and bringing it back will make the teleporter cord visible only for clients.
@lean pendant Whenever you next update the mod, be sure to update the Dust Clouds rework part of the readme to recommend WeatherInjector instead of Dusted since its now deprecated, and basically does the same thing 
@lean pendant For whatever reason Beanie's Liminal House interior doesn't work with the stretched hand fix
It should work with pretty much everything that has the assets named the same thing as vanilla, but good to know the exceptions
Mfw im gonna go through 30 prefabs to fix stretched hand
science plird
In the blackout session if you could add a host-side "true darkness" like option to remove night vision effect from the game
True Darkness mod already handles that, no?
The host-side version has lobby compatibility as a dependency, and some people say that mod is bugged.
I see. Haven't played with others in a while, so that's news to me. Unless it's been like that a while?
Never came across any issues prior to v73 at the least.
Just remove it
Its soft dep
Will the mod still be server-side?
Idk what that has to do with removing lobby compat
Added Lobby compatibility dependency to not let in people without the mod(they couldn't get in anyway but now at least it's just gonna kick them)
changelog from 1.1.0
Oh so the mod is not actually serverside
It just added lobbycompat to make it sounds like it was
If thats the only thing making it serverside then yeah it wont be serverside without it
Not that should really care
@lean pendant I think this might be because of Scan Highlights being on but scanning the Hypercube or Colored Cube in TestAccountVariety makes them turn a missing magenta color
Clearly intended
Lmao
Holy errors
@karmic wasp it exploded
It just spammed this
I will be disabling the Hypercubes and Colored Cubes
XD
@nocturne ether I believe this is the error you said spammed before?

A while back I recall it mayhaps

yeah any unconventional model will cause some issues. I tried to filter out the most common problems, but something to keep in mind for blacklisting
Hmm, I don't think this is something I'll be able to fix...
Prolly could add a try/catch or null check though so it doesn't explode with errors if using the setting in SBT
lol
That won't prevent it from turning pink tho
True, but would fix it erroring every frame
XD
I will double check to make sure it doesn't happen when I disable the setting
If I use a try-catch, chances are that I will still print the error.
Because I dislike hiding errors. It just makes debugging a mess
True
Yeah having the option off confirmed fixes it

Good thing this is never going to hide any errors :3
I just disabled the Scan Highlights for now even though I really like it
hey, anyone else sometimes loses additionally bought cupboards?
in morecupboards mod, especially if the game is shut down during mission or a crash.
items stay on the ground in cupboard location just cupboard itself disappears.
Doesn't happen to vanilla one.
I haven't heard of anything like that outside of changing the modpack between sessions. Haven't tested morecupboards in a while especially with stuff like DawnLib so I'll keep that in mind
it's a big modpack (175) mods so it definitely can be caused by some incompatiblity.
i have not tested it beyond that.
dawnlib is amongst them.
i don't know what's happening with it, is it completely deleted or just somewhere in the ground.
if there was any option to just store it in storage and reset it's location that would be enough for me.
If you can test it quickly, try turning off dawn's save system (by toggling on the config, yes I know confusing, yes I know it's too late to change it) and checking if it still happens
Depending on the naming of the cupboards it might be DawnLib unable to tell the difference between them
I am curious, what is the TypeLoadExceptionFixer dependency for? It has been erroring in my modpack (literally the first message in the console is an error from it) so I tried booting up the pack without it, and this mod worked just fine. How necessary is the dependency?
kinda annoying it doesnt really explain in the README but some mods create soft dependencies to other mods by hooking onto them, but it causes issues depending on how the hook is created
mods like DawnLib create manual hooks so I don't trigger that stuff, but it's a lot easier code-wise writing to do the less-manual hook
regarding the errors, I did explain why it might error (though I should have pinged you): #1387434268577370324 message
correction: the issue is types referencing types which are not present at runtime, and sometimes people have bad code which explodes because of this in specific cases (well, most of the blame goes to bad reflection APIs in .NET, especially Assembly.GetTypes)
it's only there because I was under the impression it couldnt work without it (and I did a lot of testing when the unity version update happened and broke everything), but maybe something's somehow changed? it's something I can put in the queue to test
i never had it for those scenarios, i'd get the error when i had the monomod hooks in my soft dependency compat classes
not too sure why, but switching to manual hooks is what did it for me
I see. I guess my question is why exactly do I need MonoDetour and its associated fix mods for? If the only errors they throw is not having each other, it all seems kinda pointless
Could you explain this for a layman like myself?
i could be misremembering the issue tbh
pretty sure the monodetour mods are just for some debugging stuff. I guess they're clutter for the end user but the number of mods in your modpack doesnt meaningfully impact anything at the end of the day (at least not with these particular ones as far as I know) so it's really just an aesthetic/slight logistical complaint. I'll be honest that I also don't love the dependencies, but they don't really matter enough for me to take any strong issue with them either
I see
Personally I am big on keeping my modpack lean so I do care about any sort of clutter, as insignificant as it is
try conveying this to people who dont have a lot of experience modding lethal company
which is a majority
not that it is a problem with monodetour but for a lot of other mods this is quite annoying
thankfully diffoztweaks plugin disabler exists
but thats obscure and cant disable some things
also a lot of people just see the mod count and think their pc cant run it
when like 70ish of those mods are gonna be APIs/libraries
yeah I getcha, I'm just saying the "leanness" in this case is just whether the number next to your profile is 2 higher or not, I don't think there's any performance or load penalty associated.
@glad panther @north iris @lean pendant to clarify things a bit, while MonoDetour does provide some tweaks by itself, most of the tweaks are all for improving the experience related to hooking methods, which mods usually do.
Another newer tweak MonoDetour does is to prevent bad ILHooks/transpilers from "corrupting" the ILHook detour chain for the target method by throwing, which would break unrelated mods for no good reason. So nowadays just having MonoDetour by itself does have the benefit of - in the above case - preventing a broken mod for breaking other mods (and as a result, this likely will also will lessen the amount of false-positive bug reports).
MonoDetour is mainly a detouring/hooking library though, which means that mods can depend on it so they can use its API for hooking methods and performing lower level modifications to methods with ILHooks. TypeLoadExceptionFixer does use MonoDetour's IL manipulation APIs for patching a certain problematic method in UnityEngine.InputSystem from exploding in specific cases.
LethalLib is the only case where it doesn't use MonoDetour's APIs, but adds it as a dependency for the debugging stuff (and now for also the preventing broken ILHooks from "corruping" the detour chain part).
In TypeLoadExceptionFixer, I could have used for example MonoMod's APIs for the same thing (MonoMod is included in BepInEx so no extra dependency), but MonoDetour's IL manipulation APIs are just better, and we are using mod mangers, so additional dependencies should not matter at all, at least in theory. Dependencies do manifest as bloat in mod managers, but I'd argue that it's mostly an UX issue on their part: #1463906298767872091 message (link to Thunderstore discord)
as for why TLEF is needed, when a mod soft depends on some other mod and that mod isn't installed, someone else's code might explode because they didn't take the above thing into account, and mods which depend on TLEF likely have such a case where someone's code is just exploding, and adding TLEF as a dependency just fixes that issue for free without having to do any weird workarounds
you'd be depending on the MMHOOK assembly existing which itself could result in the same issue
still happening, tested with both dawn save systems disabled
dunno then, not dawnlib, thats neat
actually no, they were set to false, had to turn unlockables to true, mb it works now ๐
๐
I'm pretty sure most of the weirdness I do with morecupboards names is just the terminal commands, not sure exactly what would cause a dawnlib issue with names unless numbers are a problem. regardless it'll be something I look at when I get the chance (may be in a while since I'm quite busy)
i think having it start with a number is the problem
dawnlib doesnt like that since for stuff like moons it causes them to have a super weird UUID, that type of thing
I wanted to ask, does your patch to Ganimedes to allow terrain decals only activate if the Earth Leviathan Quicksand config is on? I am trying to use WeatherInjector to add Rainy to the moon, but even with this mod the quicksand is invisible. I did not use the config though
the only config which affects it is Clientside Mode which will disable it (since it involves loading assets). other than that it should work with rainy since it uses identical logic for Aquatis and Orion, but I havent tested it with rain on Ganimedes specifically
so.. having the Dawnlib Save System Unlockable Saving set to true for the MoreCupboards mod will cause other problems with items falling through in certain areas of the pocket room mods, is there a possible workaround to have both?
heyyyy Science Bird!!!
i have kinda a question/suggestion/change
why does the Shutter Fix require hide moon transitions to work?
could it be not required at all?
i could understand being locked behind hide moon landing, but moon transition seems kinda random
and tbh i dont really understand why its locked behind an option to begin with hahaha
Hey @lean pendant any chance u could work in code from lethal sleep mod and add the ability to sleep in the bunkbeds?
Seems your style
Plus the mod author is pretty chill wjth those kinds of things, as long as u give credit where credit is needed
short version: it's basically tied to the way ShipWindows is already set up. it's probably possible to do it manually, but might require manually recreating all the logic and hooking into other functions of the mod. haven't looked at it in a long time tho
it's been on a list of things to check out for a while (an increasingly long list), I'm not sure when I'll have time for content additions to SBT though. it'll be at least a few weeks until I'll have time to work on any form of mod updates, and if I do it will probably focus on fixes and compatibility stuff (if I end up having time and it's quick enough, I might consider some simple additions, though). the earliest I can imagine big content updates would be sometime in the summer. I'm also looking out for the next major Lethal update which looks like it will break a lot of stuff again, and that would take priority as well.
Mr hat just did it for his niche tweaks mod
Might not be as hard as it seems :0
sick, well I guess you can use that in the meantime lol. If it really is a simple code change I can do it alongside other fixes sometime
Long story, i just didnt realize this mod added that option, because it was tied to that config, so i asked hat if he could add it
Then we figured out you had this tweak, but depended on that option
So thats why i asked :3
๐ฅบ
tbh I've thought about switching some of my mods over to DawnLib's system, though the difference in naming for MoreCupboards might require some more extensive changes. That's the kind of thing that's a higher priority fix for me though
the library/API is reading my fucking mind and i know it
No custom contour map loads on Map Improvements/Rebalance Moons' Rend,,,
isn't universalradar a dependancy of RBM?
do you not have universalradar?
/did you disable vanilla moons in the config
No
We have not touched Universal Radarโs config at all
Request: A feature to replace DAISY from Code Rebirth's scan vfx /w Science Bird Tweaks' Scanned Item Highlights vfx
Mainly due to DAISY's scan vfx being legitimately jarring on the eyes from the flashing vertices on DAISY-highlighted items
hello i'm a fellow mod developper and i've noticed an issue when it comes to items using the base "ShotgunItem" script, it's purely that using the "unload shells" config in Shotgun QoL only ejects base ammo and doesn't work with custom ammo (say a shotgun and ammo items both use different IDs than the base ones, you can only load the special shells but when ejecting them they are converted to vanilla shells which sorta wastes them)
i'm merely suggesting a check for the item's "GunCompatibleAmmoID" so that ejected shells can be loaded back into a gun if it's a different one than the vanilla ones
:P
@lean pendant Do you ever plan into looking into why Universal Radar is fucked up here?
What is wrong
No countour lines
Is this Offense? The terrain there usually takes a couple seconds to render while the ship is landing, as is the case for really all moons
The most evil lure of all time
Not sure if it's just between SBT and CR or if another mod is involved, but inconsistent tooltips on the CR coins
btw anyone know any good progression mods? Other than Wesley's?
Why not make your own? Lol
https://thunderstore.io/c/lethal-company/p/mr_hat/QuotaMoonUnlocker/
-# (quota based tho, but progression still
)
I've been using LethalMoonUnlocks to do something similar but I'll check it out
Oh I just realised this is not #modding-general, mb srry
CodeRebirth
aside from that there isnt really
Doesn't DemonMae's moons have progression?
Not that i know off
pandoramus isnt really progression in the same sense as wesleys moons
you just have to walk up to hidden letters on all the non-hidden moons and thats it
you dont have to go in any particular order
Ic
Mae's new Cruiser Moons have a secret 5th moon afaik
Thanks for all the reports and suggestions folks, I've been keeping tabs on everything. I was hoping to find time last week, but I should have time mid-April to catch up ๐ซก (and update for v80
)
Good news is that since v80 has such a big focus on bug fixes and QoL, we should be able to survive for a while without this mod
that said, ton of features still work
Only big issue I've noticed is that after having picked up and dropped an item, the player becomes unable to interact with anything ever again . . .
believe it is caused by Applience Interation Fix
I would prolly just run this with all the fixes off atp
if using V80
and see if the item stuff still breaks
Just reporting since a lot mods are giving error even thou i am on V73 still
Do you need the logs for the errors it currently gives when running on v81?
I recently started using the snare flea tweak from ScienceBirdTweaks and the mode option doesn't seem to work. We were playing with it set to second chance and a snare flea still killed me and my friend. I then changed it to fixed damage at 50% health but when I got attacked by one it brought me down to 11 hp and then stopped. I had logs pulled up the second time and didn't see any
This mod wasn't updated to v80
I'm freed up from work for a couple weeks, so I'll start working through things in the next few days ๐ซก
awesome cant wait for SBT&UR to be back on the menu ๐
v80 made a lot of changes so good luck!!
Universal Radar I have low hopes for because TerraMesh broke, unless those features are just gonna be removed
But I do greatly miss Science Bird Tweaks
Hope the v80 update allows for SBT to go through a lot of code cleanup and for some things to be removed lol
Good thing Kenji made a tool which allows moon makers to mimic the vanilla contours
He did!?
I think so yea
Or its in the making (I'm not exactly sure)
Should be in dev-resources
yeah, on github too (though they never link who actually wrote most of the code)
Oh yeah it is. Bro never mentioned it in the moons channel? (Maybe I just missed it)
Yeah but Iโm not in there. It just seems like the kind of tool to mention in the channel dedicated to the development of moons lol
fair
It was originally from an unity thread from 10 years ago, one of the accounts doesn't exist anymore and none had proper links to the users ๐, I'll update the readme with the thread link
#1492997743826960444
I ran a small session over the weekend and a few of the people where complaining about the control panel no longer being interactable ๐
The mod wasn't updated to v80
ive been using it and it seems fine besides a minor lag spike when langing
tho yeah terramesh busted for stuff like
Lethal elements
only thing that didnt seem to work on radar is some time manual placed objects, like example the vow bridges
yeah I'm not certain what I'll do with universal radar. it'll still work for moons with mesh terrain, but iirc the reworked vanilla moons dont even use mesh terrain so ideally there's an alternative solution I can explore eventually
vow, adamance, and march no longer use mesh
strange, seemed to work
at least partially
tho yeah those ones have the extra loading spike I mentioned
Do you think you'll be adding a feature to turn the little body cam of the person back round, making it a face cam again?
I just thought because using your mod you also made it so, you could change the angle of the face cam which was hilarious because you could make the camera look up at you.
that feature allows you to totally customize rotation and position of the cam, so assuming the update goes smoothly that should still work
Oh I didnโt know that, cant wait to try out new weird angles
Wonder what it will look like after a person gets turn into a|| cadaver bloom||
the camera is disable
Well when a player turned into a masked, they kept their camera so why not the bloom too
Nope, the camera is disable too
In the next update, could you add an option to change masked hp? To balance with the option "Gimme that mask"
is that not covered by existing config mods already? (I genuinely dont know since I don't really use them
)
yes
are there any config settings to disable to get SBT to work in v80 or is it just remove until updated?
just wait for update
sadge but alright
also since i havent seen it yet, this is my issue, game kinda gets stuck when dropping items? i tracked this down to SBT when disabling mods 1 by 1
From what I've seen so far SBT will be a bit more of an undertaking to check everything, but I'll do my best to get something stable sooner rather than later
๐
Any news?
Mostly multiplayer testing left so hopefully not much longer ๐ค
ScienceBird Tweaks is finally updated for v81! (4.7.0)
-
Updated for compatibility with v81, including various small changes
- Radar exit pathfinding tweaked to reflect changes in vanilla code, and is now independent of ButteryFixes (which no longer significantly affects pathing)
- Removed some now-redundant fixes to monitor transitions
- Zero weight config now accounts for utility slot
- Reorganized and recompiled code to fit vanilla changes (mainly changes to item networking and interior generation)
-
Cleaned up some existing tweaks
- Lingering Lightning Fix now addresses a few more edge cases and still works with GeneralImprovements
- Caught some errors on masked enemies being destroyed after their masks have been taken off via Gimme That Mask
- Fixed death notification still playing (for clients) even when a player is killed by a mask
- Ship removal options for cameras/monitors are now less invasive (also fixes some issues with v80)
- Shotgun modifications now check the ammo ID of the gun to account for possible modded overrides
-
Blackout options slightly reworked
- Unrelated options only affecting hazards are now in General Tweaks, along with apparatus spawning changes (to avoid confusion)
- New option for Blackout weather to shut down power and disable hazards
-
Changes and additions to head cam tweaks
- Config section overall reorganized, more clearly presented angles and offsets to move the camera from its vanilla position (which now faces forward)
- There are now two options for seeing your own cam: one which just shows the cam feed, and another which shows you your own high poly model (you only see a low poly model by default when your own feed is turned on)
- Fixed some bugs with the Improved Name Text Box at the start of the game and the show your own model option breaking after death
- New option to turn the camera around to face you while you are sprinting (for comedic effect)
-
Scanned Item Highlights have been improved and moved out of Technical config into General Tweaks (thank you to everyone testing it!)
- Scan highlights now have a subtle fade-in transition
- No longer causes errors with TestAccountVariety Hypercube (let me know about any other edge cases)
- Rewritten scan behaviour to fit with the latest version of GoodItemScan (should hopefully perform better)
- Can be toggled into a "Performant" mode, which renders less layers and disables the fade in effect
I tried to test a lot of things, but I was moving quickly and there's always a few issues I miss, so I'll be on the lookout ๐ซก.
Thx for the update.
we're back
heya sb, it seems like when I have sciencebird tweaks on the motion blur stops working all together
Thatโs weird lol
yeah, dunno why
there were some rendering tweaks from scan highlights I forgot needed to be updated, should be good now ๐
thank you 
Oh speaking of Scan Highlights I noticed it sometimes was causing a stutter after scanning on the performant mode, dunno if it's a weird interaction with GoodItemScan maybe
I tested with GoodItemScan quite a bit, but I havent truly stress-tested it so I might've missed some things. I'll keep an eye on it
the rotating lights for the ship aint working it seems
oh wait now they do
i just had to press the button like 10 times
when putting a flashlight item in the smart cupboard
is there a delay between landing and the lights to actualy start spinning?
I didn't have this wha
Is it with a certain setting on?
Oh the patch it adds
no9t sure, might happen after lobby reload?
still worthy of a report....
I don't have Terminal Formatter which is likely why I didn't experience it
Ye for sure
im not entirely sure what's happening here (and i know 100% it's not something that sciencebird tweaks is causing) but ever since v80+ there's been a lot of weird clipping issues with the UI on the radar
was wondering if that's the sort of thing you'd like to look into, because to my knowledge, you adjust some other radar/bodycam stuff in SBT
and of course there's universalradar
otherwise i could look into it myself
it just irks me ๐
What the fuck lmao
It looks like the beginning of a Bob Ross painting
yeah, basically when the clock appears it should start, the ship isn't fully settled into position before that so it got misaligned when it started spinning earlier.
Are you using Universal Radar here?
It does look like it might be a Universal Radar bug
i am using universalradar but i've noticed issues in vanilla as well
I can probably just put in a check to handle this, but any specific circumstances to recreate/mods installed? I haven't had any issues with the smart cupboard in my testing
I've also noticed this, but only on rare occasions in weird specific circumstances, so I havent had the chance to fully figure it out (havent played casually extensively in v80 though, so may be more common now). I would look into it if I had a way to recreate it consistently though, let me know if you learn anything more. It's possible there's some clipping setting I change that effects it, my only guess would be these sorts of parameters on the map screen
If you hide all cams, your name will be lower on the screen while others will be higher up.
IIIII do not know unfortunately... i did have something concerning that round, i reloaded the lobby and got a fatal error from additionalnetworking, eventually after placing any item like that in the smart storage (started randomly), at the company, the game softlocked and tentacles took the scrap and never processed it and stayed open. That match was incredibly odd, never seen anything like it and never seen it happen again after lobby recreation
Sometimes the ship doesn't show up when viewing other teammates
Are you sure this is ScienceBird Tweaks? I don't touch very much with the radar itself and it doesn't look like you have UniversalRadar
I didn't said it was SBT
but I do have Universal Radar
gotcha, couldn't tell from the screenshot. I'll see if there's anything weird with clipping planes I guess
just to gather some info: what moon is this and any consistency with recreating?
should be fixed now ๐
nevermind I actually found the cause while I was working on UniversalRadar: it's the radar water planes (can't speak for whatever might cause similar issues in vanilla though). their rendering has always been weird with priority and I haven't found an alternative system. I did some testing today but nothing promising, so I know what it is but no clear idea of how to fix it yet.
I think it was on Assurance and that was my friend dead body?
I think the death notification sound isn't working
just had to update some config checks, should work consistently now ๐
Epic
@lean pendant I will forward this here since I was told SBT does not work with VR if you wanna look into it
if there are any specific errors I could take a look sometime, but I'll be away for a little while soon so probably nothing I can fix immediately
It was just reported that SBT does not work with LethalVR, so you need to add compat lol
IDK if anyone else has this but the feature "SSS Smart Cupboard + Mrov Terminal Stock" doesn't work
but honestly it didn't work for me before in v73 either and I just hoped it would work now in v80 but nah
EX: I should have 5 Pro flashlights on ship(1 in my inv, 1 in my utility slot, 1 in my reserved slot and two in the cupboard)
But the shop only shows 4 and once I take out one of the flashlights from the cupboard the count goes to 5
small thing
shotgun shells still display as blue with Scanned Item Highlights
even though their scan node is green
not sure if there's a better way to handle that than just hardcoding an exception for shotgun shells
but that's kind of my only major gripe with the setting now
(i did notice there were some circumstances where i'd scan an item and it would appear blue then gradually fade to green, which might not be intended? but im not 100% sure how to replicate, and it's fairly minor)
keys?
the image in my head is of a soccer ball but i might have seen it on keys too
per chance, is the shotgun shells scan node type set to 3?
@lean pendant When someone disables a turret while it's firing, the turret will continue firing until it's turned back on. This isn't a big problem in the vanilla game, but the options to disable traps with an apparatus or breaker box are a problem since it will continue firing until the end of the day.
is morecupboard working on v81?
if so can you make an update just to bump version?
when i launch LC these errors show up
and this is on a fresh profile with only sciencebirdtweaks and its dependencies installed
Scanned item highlights is incompatible with the new gooditemscan update
Stack trace:
(wrapper dynamic-method) GoodItemScan.Scanner.DMD<GoodItemScan.Scanner::DisableScanNode>(GoodItemScan.Scanner,GoodItemScan.ScannedNode)
System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) (at <1071a2cb0cb3433aae80a793c277a048>:0)
GoodItemScan.Scanner.HandlePendingRemovals () (at ./Scanner.cs:213)
(wrapper dynamic-method) GoodItemScan.Scanner.DMD<GoodItemScan.Scanner::UpdateScanNodes>(GoodItemScan.Scanner)
GoodItemScan.Patches.HUDManagerPatch.UpdateScanNodes (System.Action`2[T1,T2] orig, HUDManager self, GameNetcodeStuff.PlayerControllerB playerScript) (at ./Patches/HUDManagerPatch.cs:63)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<HUDManager::UpdateScanNodes>?87223032(HUDManager,GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) HUDManager.DMD<HUDManager::Update>(HUDManager)``` log spam this
havent had a chance to uese these yet as i just got back after a long hiatius but i just wanted to say both of these features sound awesome ty for making it
strange, just tested myself
worked fine
may be some config tho
Are you using scanned item highlights?
i ran into the same issue with scanned item highlights (on whatever setting is "on but not performant")
if you'd like additional input
๐
I assume this is unintentional, but shotgun shells have a blue hologram, despite their scan node being green 
ok yeah it started happening to me as well
dont know why not before
@lean pendant whenever you get the chance
Hoping science bird is doing fine
im sure everything is fine
oh also, i might have been mistaken about this
what i think is actually happening is the blue "scanner sphere" is drawing over the items before the green highlight can fade in
which is kind of distracting and ugly but im not sure what you'd be able to do to resolve that
they're THE most peak SBT features
the most peak one
i don't know whtta that means
oooh!!! right
I kinda fuck w it being inconsistent but I remember playing w this for a while
I've checked the options to remove items like the clipboard, helmet, and oxygen tank, but they're still there when I start the game. Is everyone else experiencing this, or is it just me?
Thanks for the reports everybody, most seem like simple fixes/tests so I'll try to get an update out not long after I'm back this weekend.
Or would manticoils be more fitting?
Ah no? Obviously baboon hawks
Stack trace:
(wrapper stelemref) System.Object.virt_stelemref_class(intptr,object)
ButteryFixes.Utility.ScrapTracker.TrackGiftBoxOnClient (GiftBoxItem giftBoxItem, GrabbableObject objectInPresent) (at <917cfc9878af4514a1b786f65ad859c9>:0)
(wrapper dynamic-method) GiftBoxItem+<waitForGiftPresentToSpawnOnClient>d__19.DMD<GiftBoxItem+<waitForGiftPresentToSpawnOnClient>d__19::MoveNext>(GiftBoxItem/<waitForGiftPresentToSpawnOnClient>d__19)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:0)``` looks like sometimes it doesn't works with clients
using this option from additionalnetwork can affect this?
Why did I put this here instead of the butteryfixes?
Boom birds!!!
ScienceBirdTweaks 4.7.3 throws the following error in the log on startup:
[03:55:56.2975987] [Error : Unity Log] FileNotFoundException: Could not load file or assembly 'TestAccount666.GoodItemScan, Version=2.0.3.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
System.Reflection.RuntimeMethodInfo.GetPseudoCustomAttributes () (at <1071a2cb0cb3433aae80a793c277a048>:IL_0002)
System.MonoCustomAttrs.GetPseudoCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType) (at <1071a2cb0cb3433aae80a793c277a048>:IL_000C)
System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0021)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0037)
System.Reflection.RuntimeMethodInfo.GetCustomAttributes (System.Type attributeType, System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
ScienceBirdTweaks.ScienceBirdTweaks.NetcodePatcher () (at ./ScienceBirdTweaks.cs:500)
ScienceBirdTweaks.ScienceBirdTweaks.Patch () (at ./ScienceBirdTweaks.cs:464)
ScienceBirdTweaks.ScienceBirdTweaks.Awake () (at ./ScienceBirdTweaks.cs:325)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
DMD<>?-119367534:Trampoline<BepInEx.Bootstrap.Chainloader::Start>?-358457344()
AsyncLoggers.Patches.ChainloaderPatch:DetourStart(Action) (at ./Preloader/src/Patches/ChainloaderPatch.cs:42)
DMD<>?976623718:Hook<BepInEx.Bootstrap.Chainloader::Start>?1127157876()
UnityEngine.XR.Management.XRGeneralSettings:Awake()
I don't have GoodItemScan installed
i think its a known issue
both having and not having them throw errors with sciencebird lol
disable the scan highlights in SBT if you have them on
and yeah that is bc its compat patch with GoodItemScan broke with its latest update
SBT has to patch that
@lean pendant I've noticed that when using any of the snare flea options, the snare flea damages you much faster than in the vanilla game
Could that be seperated into a seperate config option? since nobody expects the customizable snare flea damage amounts to make the snare flea damage you faster
@lean pendant I noticed that some objects are weird in vr can you fix?
thanks for the patience everyone, I should be able to start work on things today, hopefully most fixes should be simple but I'll follow up with specific reports as needed
Quick patch for ScienceBird Tweaks is out now!
- Should work with latest GoodItemScan (and without it lol)
- Fixed some inaccurate scan highlights (e.g. shotgun ammo) by checking the scan node itself
- New tweak which stops turrets from continuing to fire after they've been disabled
- Cleaned up some old code which inadvertently caused snare fleas to attack faster when using my configs
it's been all fine on my end, but my guess is that reserved slot mods could cause issues since I don't check for that. I'll let you know if I end up finding a simple way to add compatibility or other possible causes.
no idea (probably mostly fine?), but my main priority is to get it fully working with dawnlib (which it wasn't even before v80), so I'll work out any issues and bump the version then
The issue with GoodItemScan should be gone now, but I wasn't able to recreate this error. My only guess is that you don't have TypeLoadExceptionFixer installed, but let me know if it's still happening
haiiiii
soo
seems that blackout features are kinda broken
unless the true blackout means the floodlights are vanilla
when a blackout occurs the floodlights either have vanilla intensity (with default 30000 intensity) or the intensity light gets carried to the next day (this might be an issue with weather tweaks hmm)
but first issue happens when using sbt and mrov weather
can you make a video?
I've not seen this issue on my side
I think I remember the intensity carrying to the next day occurring a while back, thought it was fixed at some point
hey moroxide :3
019e241c-98b5-1887-97b0-17cbd3fd2133
from this code, could you tell me which mods you dont have?
just wanna make sure if its maybe another mod causing the issue
because just sbt and mrov works fine
so might be another mod
now its working with all those mods
i love mods!!
lol
i would still like to know tho bc im having another issue rn
in march when i go there, sometimes there are bees flying around
and scrap to the right of the ship that i cant pick up
aaaand i got the blackout issue again
no weather tweaks
idk man
hehe i know you dont know, we only know that its not happening to you so if you could tell me which mods in the code i sent you currently do not use it would be really helpful :3
just to narrow it down
only if you can tho, dont wanna bother you
I remember there was an inconsistent issue with floodlight brightness but I thought I fixed it a long while ago. havent touched any of the blackout code in a while tho so maybe something else broke at some point
Setting that disables masks possessing people taking it on god I beg all of you ๐ญ
lol amusingly i was actually working on publishing a mod for this (and a couple of other common forms of griefing)
because i play with a couple groups of friends and one of them REALLY ENJOYS doing stuff like this...
saw you post this in like 3 other channels LOL (nothing wrong w it dw I get the struggle)
๐
im not sure if it will work for your profile and i dont really plan to do much support for it (im making it for myself and that group of friends) but it might be of use to you once it is published
Ong I'd do anything ๐ญ
lets goo
Hello! I have a suggestion for a tweak/addition to the mod. Unsure when you'll be working on those again since but I think it'd be really cool to bring back a feature from an older, unsupported mod
Basically the person who made CullFactory had a mod back then called "BetterMonitor", and one of the features I really loved about it was how it would change the scrap icons depending on how valuable they were
by the looks of the icon names, I suppose the second one was for credits 59 and above, and the third one is for 89 and above
the first one is the base one obv :P
they currently don't super work with the current scrap item colors tho since magenta-ish is already the base color, but I could probably recolor these myself if the idea gets picked up
oh yeah I used bettermonitor for ages specifically for the custom scrap icons until I realized it could actually cause some major errors in the background. definitely interested in restoring that feature
it's finished and i thought about publishing it last night but i haven't gotten the opportunity to test in any real multiplayer games
i am hoping to get that opportunity "today" and then i will post about it *in the #1169056298856362105 channel
I had an issue where a snare flea was on my friends head and it wasnโt actually damaging him and just stayed there
This mod is the only one that should be affecting them but here is the code just in case: 019e2988-df11-9928-cfe8-3a051f69e056
Oh I've had this bug happen to me in v81, I'm not sure where it comes from but I wasn't running SBTweaks at all

