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lethalcompanymods-generalimprovements's Issues

[1.0.6] Issue concerning ship scrap incorrectly detected on terminal scan

This is both a bug report & a suggestion, since it would also solve an issue with the base game. When joining somebody else's session, if there are already scrap present on the ship, they will not be deemed 'collected' to the client unless they are picked up & dropped. As a result of this, they seem to be considered 'outside scrap' until they are considered 'collected', so they will unfortunately end up scanned via the terminal scan. This mod is able to automatically detect bodies when teleported back, so perhaps something like that for all the scrap in the ship upon joining the session? If this is not possible to implement, then a config option to disable the presence of outside scrap in the terminal scan would at least solve the issue the mod creates (although not the issue as a whole).

Additionally, perhaps some clarification on what 'use the current scrap value multiplier' refers to in the context of the terminal scan? My understanding is that if you're scanning on Day 2, that it will show 77% of the total value for each scrap item in the terminal scan. If so, it would be nice to have a config option disabling this, as I feel most sell on the final day (meaning 100% is most relevant, no matter what day you're running the terminal scan).

ASCII for Foggy weather doesn't render on the Extra Monitor

Not much i can say here, it looks like FoggyAnimations probably doesn't get loaded on the screen, since even replacing the animation with a new one doesn't bring it on the extra monitor.
Lethal_Company_s4ZaFIqbpk
Might be due to the fact that we don't have LevelWeatherType.Foggy referenced in SceneHelper.cs or something..?

                    // Change the animation we are currently referencing
                    _curWeatherAnimations = StartOfRound.Instance.currentLevel?.currentWeather switch
                    {
                        LevelWeatherType.None => WeatherASCIIArt.ClearAnimations,
                        LevelWeatherType.Rainy => WeatherASCIIArt.RainAnimations,
                        LevelWeatherType.Stormy => WeatherASCIIArt.RainAnimations,
                        LevelWeatherType.Flooded => WeatherASCIIArt.FloodedAnimations,
                        LevelWeatherType.Eclipsed => WeatherASCIIArt.EclipsedAnimations,
                        _ => new string[] { string.Empty }
                    };

Adding LevelWeatherType.Foggy => WeatherASCIIArt.FoggyAnimations, seems to fix this issue.

Lethal_Company_XDwr1Uqvko
Also, might be cool to have a Braille Font support and smaller font for a more detailed ASCII art.

[1.0.17] Apparatices float outside ship with FixItemsFallingThrough enabled

This issue has been present prior to this version, and I have tested this as a host w/ FixItemsFallingThrough enabled (the issue is not present with this option disabled). Upon loading into a save with apparatices on-board, I will see that they are not on-board, and when landing they will both be floating outside the ship. I have provided a video that demonstrates this.

GeneralImprovements-Bug-5.mp4

[Suggestion] Lightning / electrified item indicators

I'm not sure if it's out of the scope of the mod nor the feasibility, but a better indication of electrified items (such as specifically highlighting which items are being electrified, perhaps by highlighting the affected slots) would be a very useful feature. If not possible, (or if possible, in conjunction with) some sort of toggle-able on-screen indicator would be nice. I believe there is something like that in the base-game(?), although my modded game certainly doesn't show anything - something that pops on-screen would be nice, perhaps even listing which slots / items are affected.

[Suggestion] Fix for nutcracker scanning bug

When there is a nutcracker present on the map, using the "scan" command on the terminal will not work, and it will only print "[scanForItems]". This issue will persist as long as there is at least one living nutcracker somewhere on the map.

This is a problem with the vanilla game as well. But since GeneralImprovements already patches this function, it seems like it would be good to include a fix for this issue as well.

Error shown in Player.log when using scan:

Parameter name: minValue
  at System.Random.Next (System.Int32 minValue, System.Int32 maxValue) [0x0001d] in <787acc3c9a4c471ba7d971300105af24>:0 
  at GeneralImprovements.Patches.TerminalPatch+<>c__DisplayClass8_0.<TextPostProcess_Pre>b__1 (GrabbableObject i) [0x00000] in <1d841a769c7344e4ba5c14a3d3ad329b>:0 
  at System.Linq.Enumerable.Sum[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) [0x00036] in <dab7f68612224ba3ae40f651d44f9d4c>:0 
  at GeneralImprovements.Patches.TerminalPatch.TextPostProcess_Pre (System.String& modifiedDisplayText, TerminalNode node) [0x00072] in <1d841a769c7344e4ba5c14a3d3ad329b>:0 
  at (wrapper dynamic-method) Terminal.DMD<Terminal::TextPostProcess>(Terminal,string,TerminalNode)
  at Terminal.LoadNewNode (TerminalNode node) [0x00092] in <af9b1eec498a45aebd42601d6ab85015>:0

[Incompatibility] Corporate Restructure

New config is great for customization, but there's a bit of an issue when you try to remove blue background from extra monitors while having Corporate Restructure mod installed as well. Corporate Restructure breaks completely while extra monitor from GeneralImprovements defaults to a quota monitor still having a blue background.
IMG_20240119_043632
There's a couple of errors that pop up along with it as well:

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
GeneralImprovements.Utilities.SceneHelper.CreateExtraMonitors () (at <3f608587e5564bd68f727547011be618>:0)
GeneralImprovements.Patches.StartOfRoundPatch.Start (StartOfRound __instance) (at <3f608587e5564bd68f727547011be618>:0)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Start>(StartOfRound)
[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CorporateRestructure.Component.CreditMonitor.UpdateMonitor () (at <145f04274b9a4d6b9e59d1553ca40844>:0)
CorporateRestructure.Patch.MonitorPatch.OnPlayerConenct () (at <145f04274b9a4d6b9e59d1553ca40844>:0)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
GameNetcodeStuff.PlayerControllerB.Update () (at <af9b1eec498a45aebd42601d6ab85015>:0)

[Suggestion] A few things

It would quite nice to implement the ability to look almost straight down, instead of that awkward 30 degree angle or whatever in the base game.

Another thing is making it so once you buy a moon to route to it stays bought forever! Would pair well with Advanced Company which allows you to tweak moon prices, meaning I could make all the moons cost money but once I buy em I have em forever, like a progression system!

The shotgun can be a bit quirky as well if you'd be willing to look into that. I believe it cannot hit eyeless dogs at all and has various hit registration issues in general. There are a couple mods that fix/improve it but the less mods needed to download the better lol.

Incompatibility with darmuhsTerminalStuff

The arrow keys to switch players on radar doesn't work well with darmuh's alwayson command which makes the terminal stay active even when you've exited it. (AdvancedCompany also has this by default) It only works the first time you go onto the terminal but when you exit the terminal and hop back on it, arrow keys no longer work unless you turn off radar view and turn it back on.

[1.0.10] Clipboard & Sticky notes floating stuck on the wall

Hello!
I really liked the mod and I'm glad that it corrects several of the game's basic bugs.
The only detail I have found is that when starting the game, I find that the clipboard and the sticky note are positioned strangely on the wall.

I will show how it looks without your mod and with the mod.

Without your mod:
image

With Your mod:
image

Key usage bug

Using a key causes other items in your inventory to be dropped (and maybe makes an item disappear), and visually keeps the key in your hand permanently afterwards. This happens with fully default settings. I suspect it happens because the key is detected as being dropped, and causes issues with the mod. Let me know if you need help testing/replicating this issue.

[Compatibility] Can't leave moon on E Gypt

With GeneralImprovements installed it seems that I can't leave the E Gypt moon. Other LethalLevelLoader-dependent mods like Atlas Abyss let you leave, so it seems to be a problem between E Gypt and GeneralImprovements specifically. The E Gypt dev is aware of this and multiple other people have reported the problem to them, but I don't think anyone's tracked down what the issue is being caused by yet. You can pull the lever, but the ship won't take off and will be stuck on "waiting for ship to land". This is on the latest version of E Gypt + all dependencies and GeneralImprovements + all dependencies, but seems to have been a known issue for a week or two.

[Conflict] UncertainCompany

Hi, this is mod make conflict UncertainCompany [Feature > HideWeather ] not work
how can be not work?

On Monitor Work:
image

Terminal Moons not Work:
image

Mini Monitor Bugs:
image

Log Error:
image

LogOutput.log

[Incompatibility] Game breaking bug with Corporate Restructure

Since the latest update this mod in combination with Corporate Restructure mod will break the game. Removing either one resolves the issue.

Of course you're both adding displays above the monitor but even when your newest additions are disabled in config it will produce a null reference error during camerapatch when the round ends after taking off. The ship will never enter orbit and softlocks.

I can provide the exact error log if you need it.

First I assumed ShipMapCamDueNorth = true was the culprit because of camera patch but as far as I can tell it doesn't matter.

Purchased items don't fall to the ground upon delivery

They just kinda float next to the door of the delivery ship, at a weird upright angle too. This and a few other floating oddities when loading in are presumably a side effect of the "prevent items from falling through the shelf" fix. Can you add a toggle for this?

A few more config toggles in general would be appreciated, even for the small things like the fire exit flip for example. As convenient as it is, I can't help but feel like I'm bypassing an intentional design choice by the dev and I'd love to be able to go back to the way it was without losing the other features in this mod.

[Suggestion] Add config option for minimum starting credits

I like your option StartingMoneyPerPlayer, but when setting it to an option like 15, to match vanilla of 60 credits in a 4 person lobby, it has the consequence of leaving solo players with only 15 credits to start with, (or 30 at your config)

It would be nice to have an option to set the minimum amount of starting credits, so if after doing the above calculation on credits per player, if the value is below the minimum, it gets set to the minimum.

Example, I set the following:
StartingMoneyPerPlayer = 15
MinimumMoney = 60

This would result in:
1 player: 60 credits
2 players: 60 credits
3 players: 60 credits
4 players: 60 credits
5 players: 75 credits
6 players: 90 credits

Love the mod, and thank you for considering my suggestion

Partial incompatibility with Touchscreen mod

Using two different configurable functions from GeneralImprovements mod, causes a couple of visual bugs with Touchscreen mod by TheDeadSnake.

Option AddTargetReticle when set to true causes Touchscreen's cursor to disappear when hovering over the monitor, instead being replaced by the faint Target Reticle that GeneralImprovements adds.
IMG_20240117_015214

Option ShipMapCamDueNorth when set to true causes Touchscreen's labels to be displaced from their intended position, although the intended behavior of closing the door, disabling landmines and turrets still works, you need to click on the object itself instead of the label, which is really confusing.
IMG_20240117_014426

Both of these visual bugs don't cause any errors in the console, since intended functionality of both mods doesn't completely break, but the visual part partially does.

[Suggestion] Scannable equipment nodes

This could surely be something that can be disabled, but being able to scan equipment (such as shovels, extension ladders, flashlights, walkie-talkies, etc.) would be quite useful - something akin to the ScannablePlayerItems mod, except without the misspells in the tooltips (no disrespect to the developer of that mod - I just can't find any sort of means to contact them). It could preferably keep the same blue nodes, and perhaps the (configurable?) hiding of said nodes if the equipment is on the ship to avoid too much clutter.

[Suggestion] Fix for the terminal text overlay

When using view monitor, typing the next command will not show unless you scroll down or exit/reuse the terminal.
this is a vanilla problem but would be nice to have a fix for this.

LethalCompany.mp4

[Suggestion] Automatically move key to right-most used slot

I've touched on this a bit in an issue comment, although it suddenly came to me to post a dedicated issue. Anyway, the idea is that (with PickupInOrder applied, of course, and presumably an additional configurable option for this feature) if you have a key in slot 1, and upon picking up a scrap item, that the key will swap to slot 2 - and the scrap item to slot 1. Pick up a scrap item again, and the key swaps to slot 3, and the scrap item to slot 2, etc. This would maintain that the key is in the right-most slot, which would make it so you can quickly drop all of your scrap outside if you wish, whilst holding on to the key for use in the facility (of course, if you still wish to drop the key alongside all the scrap, you can still do so no problem).

Snap rotation keybinds

Love the mod and the frequent new additions, but I would appreciate the ability to config the Left Shift and Left Alt Keybinds for the new build mode rotation options.

Shift+Alt in Windows changes your keyboard language. Some people like myself use multiple input language settings so this is bit of an inconvenience.

Alt+R on the other hand opens some kind of performance overlay window for NVIDIA users instead of doing what it's supposed to do in the mod.

Mod Incompatibilities

The following mods have incompatibilities: AdvancedCompany, darmuhsTerminalStuff, CompanyBuildingEnhancements

AdvancedCompany breaks the terminal history function from working properly
darmuhsTerminalStuff breaks cycling through players on the radar through arrow keys
CompanyBuildingEnhancements has its "instant landing feature at the company" feature broken

Incompatability with LethalThings and something else?

This error is spammed to high hell while I have LethalThings enabled
image
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
GeneralImprovements.Patches.PlayerControllerBPatch.SetHoverTipAndCurrentInteractTrigger (GameNetcodeStuff.PlayerControllerB __instance) (at :IL_0112)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::SetHoverTipAndCurrentInteractTrigger>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetcodeStuff.PlayerControllerB::SetHoverTipAndCurrentInteractTrigger>?274205614(GameNetcodeStuff.PlayerControllerB)
LethalThings.PouchyBelt.PlayerControllerB_SetHoverTipAndCurrentInteractTrigger (On.GameNetcodeStuff.PlayerControllerB+orig_SetHoverTipAndCurrentInteractTrigger orig, GameNetcodeStuff.PlayerControllerB self) (at O:/github/LethalThings/LethalThings/MonoBehaviours/PouchyBelt.cs:81)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::SetHoverTipAndCurrentInteractTrigger>?568086116(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)

When I disable LethalThings I now get this error spammed to high hell
image
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
GeneralImprovements.Patches.PlayerControllerBPatch.SetHoverTipAndCurrentInteractTrigger (GameNetcodeStuff.PlayerControllerB __instance) (at :IL_0112)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::SetHoverTipAndCurrentInteractTrigger>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)

Feature Request / Suggestions

Some small features I think would be great to add if possible.

Death Penalty Cost%
Company Buying Rate
Company Bell Cooldown
Company Sell Item Limit
View Clock in Building
Light Switch Scan Node
Keep Cosmetics After Being Fired
All Cosmetics Available in Store
Hide Mod List on Player Join
Remove Jump Delay
Remove Numbers and Underscores from Username Filter

Crosshair is way too small.

The new crosshair that was added in a recent update is way too small on certain resolutions making almost impossible to see it, adding a way to change the size and the alpha of it would solve this problem.

[1.0.17] Softlock on Orbit

When downloading the latest version, when you go into orbit when you leave the moon, the day does not pass.
The scrap achieved and experience boxes are shown, but the one indicating the remaining days of the deadline is not.

I am using TheMostLethalCompany modpack and added this mod, there may be some incompatibility like Corporate_Restructure by Jamil.

image

[1.0.10] Disorienting fire entry

This began in 1.0.9 (I marked it as 1.0.10 just to show that I've also tested in 1.0.10), and the issue is that, upon entering a fire exit as a client connected to a host (whether or not the host has the mod), it will for a split second show the fire exit door before flipping the player around. The issue is not present if playing as the host. I find that it is quite disorienting, and was not an issue in 1.0.8. I have provided a video to demonstrate.

Generalimprovements-Fire-Entry-Bug.mp4

[1.0.6] First-person visual issue w/ RearrangeOnDrop when host lacks mod

This issue began in 1.0.2 with the introduction of the animation bug fix - in 1.0.1, the particular problem detailed in this issue was not present. When playing on a session where the host lacks the mod (and I am using the mod with its default configuration, so RearrangeOnDrop is enabled), upon dropping an item my arm will go down to the side of me w/ the item that gets slotted in its place. If I switch to another slot, and then switch back, the issue is resolved. I have also tested by creating a session as a host - and the issue is not present there. I have provided a video to demonstrate.

GeneralImprovements-Bug.mp4

[Suggestion] Keybind to override collision while in ship build mode

First of all, thank you once again for the frequent and reliable updates, fixes and additions. Very happy with the new config that came with the latest version!

Today's suggestion is to add a keybind when placing ship/decor objects that overrides collision with other ship objects (as well as ship walls maybe to some extent), allowing you to place objects such as teleporters inside of each other with no restrictions. There are two other ship placement overhauls and neither of them seem to get this right.

Medical station not showing

have the setting set to true and still doesn't show, there anything else besides the dll that needs to be in plugins?

[1.0.4] Incompatibility with slots added by HotbarPlus

Despite having more than 4 slots from HotbarPlus, I am not able to pick up more than four items as it says "Inventory is full".
I was having no issues with 1.0.3, and had this issue come up after updating.

Screenshots of the issue. I have the empty slots selected and can switch to them, but I can't pick up anything else.

1966720_20240105141923_1
1966720_20240105141936_1

The screenshots were taken with only HotbarPlus and GeneralImprovements, along with their respective dependencies, enabled.

Error with Advanced Company new update

Advanced Company released a new update removing a lot of their interactions with the ship terminal and I've been told this mod tried to do some patching with it before. Now when I open Advanced Company's portable terminal and select the item quantity in the store this error gets thrown

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
GeneralImprovements.Patches.TerminalPatch.Update (Terminal __instance) (at :IL_01BD)
(wrapper dynamic-method) Terminal.DMDTerminal::Update(Terminal)

Though once I open the big terminal and open up the portable terminal after and do the exact same thing no more error. I can consistently reproduce this.

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