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lc-malfunctions's Issues

Penalty desyncs malfunctions

Currently, there is a possible desync in malfunctions between players due to the penalty mechanic counting bodies in the ship differently between players.

I'm investigating the issue and possible fixes at the moment. If anyone has any ideas let me know!

[Error] In console

[Error :Malfunctions] Failed to find door panel screen from previous reference.

[Suggestion] Using an apparatus to fix the power malfunction

There would be a slot somewhere on the ship where an apparatus can be inserted in case of a power malfunction, which would fully restore the ship's power. After reentering orbit, the apparatus will spark and fall out, leaving it damaged and worth very little or nothing. Essentially, you'd have to choose between waiting for auto pilot or sacrificing an apparatus to get yourselves out of there sooner.

Unable to land after navigational malfunction - possible mod conflict?

When navigation malfunction happened - ship was routed somewhere, but monitor with level info turned off completely. When i pulled the lever - game was stuck forever on "Waiting for crew", and this error happened:

NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object)
  at UnityEngine.Object.get_name () [0x00001] in <e27997765c1848b09d8073e5d642717a>:IL_0001 
  at BrutalCompanyMinus.Minus.Manager+<>c__DisplayClass26_0.<RemoveSpawn>b__1 (SpawnableEnemyWithRarity x) [0x00000] in <c42eff2870b34b5986219080b04a0600>:IL_0000 
  at System.Collections.Generic.List`1[T].FindIndex (System.Int32 startIndex, System.Int32 count, System.Predicate`1[T] match) [0x00033] in <787acc3c9a4c471ba7d971300105af24>:IL_0033 
  at System.Collections.Generic.List`1[T].FindIndex (System.Predicate`1[T] match) [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000 
  at BrutalCompanyMinus.Minus.Manager.RemoveSpawn (System.String Name) [0x00050] in <c42eff2870b34b5986219080b04a0600>:IL_0050 
  at BrutalCompanyMinus.Minus.Events.NoSnareFleas.Execute () [0x0000b] in <c42eff2870b34b5986219080b04a0600>:IL_000B 
  at BrutalCompanyMinus.Minus.EventManager.ApplyEvents (System.Collections.Generic.List`1[T] currentEvents) [0x00010] in <c42eff2870b34b5986219080b04a0600>:IL_0010 
  at BrutalCompanyMinus.Plugin.ModifyLevel (SelectableLevel& newLevel) [0x0014c] in <c42eff2870b34b5986219080b04a0600>:IL_014C 
  at (wrapper dynamic-method) RoundManager.DMD<RoundManager::LoadNewLevel>(RoundManager,int,SelectableLevel)
  at StartOfRound+<OpenShipDoors>d__245.MoveNext () [0x0007f] in <af9b1eec498a45aebd42601d6ab85015>:IL_007F 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <e27997765c1848b09d8073e5d642717a>:IL_0026 

I understand that it seems that Brutal Company Minus is to blame, but "NullReferenceException
at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object)" is the reason of all that, and it happened right after navigational malfunction. It's also weird that level info monitor was turned off completely (is that supposed to happen?)
I asked in Brutal Company Minus thread as well, but mod author is not yet availible, so i'm trying to find reason of that.

It's also possible that it's somehow related to yesterday's Lethal Level Loader update, which broke many things.

Sparks sound can be heard throughout whole map

While malfunction happens, spark sounds can be heard throughout the whole map, inside and outside. Moreso, sometimes spark particles can be seen as well, emitting from the (i think?) player head

Spark Sound (global)

When spark sound enables, it becomes a global sound to player and gets stuck. No logs available.

(Suggestion) Malfunction Ideas.

Here are my few suggestions focusing on the delivery rocket, ship leaving / arriving and other interesting mechanics.

Behind Schedule - The ship arrives later than usual. (around 11AM - 1PM).

This was already suggested by willoheajaunka however I'm surprised there's pretty much no mod focusing
on the ship arriving late / early. This would be especially helpful if it was adjustable in config file. Maybe also it could scale depending on the days passed..?

Misconfigured Autopilot Clock - The ship automatically leaves when reaching a certain hour. (5PM - 7PM)

This is pretty self-explanatory, would be ideal if it was shown after landing or up to a minute after it. As the one above, would be amazing to set this up in config files / make them scaleable.

Traffic Hours - Delivery Rocket will arrive only once, and after 2-3 minutes after purchasing the items.

Also very self-explanatory, makes buying items very tactical (since you will only have one chance to buy them) and requires someone to stay behind, otherwise everybody will waste time waiting for their walkies. (3 minutes converted to in-game time is around 4-5 hours.)

Facility Lockdown - You cannot access the facility from the Main Entrance both from the outside AND the inside. This event will happen when at least one person is in the facility at any hour.

So, from a first glance this might seem very hard to code, however I got this idea from the code of few other mods,
specifically We Need To Dig Deeper locking the Main Entrance and FairAI, making it check if at least one person is in the Facility. Making you either use a Lockpicker on the door.......? (don't really know if this would work but if it did maybe make it open after like 2 minutes), or what I find more fun, go find a Fire Exit.

I'd love to see your response to this, take care!

[Bug] softlock when travelling to moon v1.8.3

With the latest version (1.8.3) when starting a game in a brand new save file I attempted to travel to a moon. After the loading completed nothing happened and the game was effectively softlocked (door still closed + could not change destination. The game was stuck traveling to the moon). I have only tried this with experimentation.

I tried switching to an older version: 1.8.2. Worked fine. Back on 1.8.3, I tried running the game with only malfunctions (and its dependencies) installed this time. Got the same exact issue as i described above.
To confirm, here is the modlist:

  • BepinExPack (5.4.2100)
  • OdinSerializer (2022.11.9)
  • LethalNetworksAPI (2.1.6)
  • Malfunctions (1.8.3)

Figured it would have been useful to mention that I used r2modman to manage these mods.

Error message (found in the console logs):
[Error : Unity Log] MissingMethodException: Method not found: int .RoundManager.PlayRandomClip(UnityEngine.AudioSource,UnityEngine.AudioClip[],bool,single,int,int)
Stack trace:
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::openingDoorsSequence(StartOfRound)
RoundManager.FinishGeneratingNewLevelClientRpc () (at :0)
RoundManager.__rpc_handler_2729232387 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at :0)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
RoundManager:FinishGeneratingNewLevelClientRpc()
d__115:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[Error : Unity Log] MissingMethodException: Method not found: int .RoundManager.PlayRandomClip(UnityEngine.AudioSource,UnityEngine.AudioClip[],bool,single,int,int)
Stack trace:
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::openingDoorsSequence(StartOfRound)
RoundManager.FinishGeneratingNewLevelClientRpc () (at :0)
RoundManager+d__115.MoveNext () (at :0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at :0)

better ways to repair malfunction

There needs to be a better way to repair the malfunction. Right now, its not fun and just annoying. The difficulty is there, but no challenge, per se.

If there is a power surge or malfunction, you should be able to use a tool to repair the malfunction you can either buy from the shop or loot from the facility.

[Feature Request] Paid Planet Safety - Mod Compatibility - Repair Kit

Thank you again for your wonderful mod. I greatly enjoy using it, I however have two requests, and one suggestion.

[Paid Planet Safety]

  • As it can cost a hefty sum to get to late-game planets suddenly being re-routed to a lower-cost planet can be depressing and at worst game-ending. If possible a config option that allows the user to choose to not have the malfunctioned moon be of less cost or maybe just a price drop down from the moon they are on would be preferred. For example, one can get sent to Experimentation from Titan, or worse from higher-cost modded moons. This eradicates a large portion of the crew's money and quite possibly has them miss quota. This is currently the only major upset that I have experienced playing with others and would love this to be addressed. I personally like the risk however not everyone does and a config option would be great to fit a wider audience.

[Mod Compatibility]

  • In multiplayer lobbies, I use the mod OuterDoorButtons to mitigate trolling and negative gameplay from other players. I also use ExtraTerminalCommands to allow the use of the door by a terminal player, which has a door command. While I love using these mods for their intended functions they seem to override the lockdown malfunction which I would love to take precedence. If possible if you could implement a function to deny all door requests from all sources until the malfunction time ceases it would be a welcome addition.

[Repair Kit]

  • While I was playing with the addon a common immediate reaction to a malfunction was players trying to figure out how to fix it. Some would stay on the ship investigating the malfunction. I found this intriguing and often received questions from players about how to repair each part. They seemed excited at the opportunity and dejected when no option was possible. Thus I formally request an option to repair the ship, or to "Macguyver" it if you will. It would be very interesting if players could find ship parts on moons that could be used with a prompt to "repair" or at least restore partial function to a piece of equipment. There could be different qualities to the parts, possibly causing a bigger problem when tampering with the ship. Maybe even adding pristine parts that are purchased from the store. Regardless of implementation, the ability to repair at some cost to the player would be a very interesting scenario.

Thank you again for the wonderful mod. Take care!

[suggestion]equipment malfunction

a harder kind of event that happens at random in the middle of the day, for all players or a few targetted ones at random.
their suit will start malfunctions in unexpected ways:

  • rare, random switches to other items, or dropping two handed items
  • walkietalkies jam occasionally, and other times they cause a noise detectable by enemies (even if off, theyd turn on momentarily just for that)
  • flickering flashlights, recoil with spray paint, faulty flashbangs...
    all equipment starts having trouble, of course with rare chances as to not be too intrusive. imo, the main bit ofthis would be the walkie talkies making a noise that might get you eaten. but other equipment failing could also be fun.
    if things like the helmet or stamina or any kind of life support also count as equipment, maybe that could malfunction as well?

Take Off Malfunction Suggestion

A ship takeoff malfunction so when you hit the leave lever it can require a fix outside the ship forcing one of the crew members to be sent outside to fix it when you're all already trying to leave. MOREOVER, when they complete the outside task just make the ship automatically start taking off instead of just fixing the lever.

new malfunction idea

"Hydraulic malfunction" meaning: "Door malfunction".
The door can open and close by-itself. like 16 seconds closed, then 6 seconds opened. the number being random each per landing. but past 4 PM. it will re-roll like a "Computer and Door Malfunction". as if the computer is now itself is confused if the door is open or closed. during this re-roll. it will be closed longer and opened shorter. like minus the current value. by a number between 3 to 6 seconds. this will minus the 6 second by this piked number. if it happens to go below 3 seconds length opened. just set it to 3 (so it's fair). and then add a random amount to the length closed. like an extra 5 to 12 seconds. Why i think this pre-set thing would be better, is so its consistent. it's not like every second it has a chance to open or close 50/50. that would be too random. but that could be a 2nd worse, rarer version of this. like a "Computer to door malfunction". as if it gotten smashed accidently or some water got into it.

MORE ideas for malfunction

"Lever Jam" meaning "Lever jam". the lever is jammed at time past 1:30 PM. giving the players a hard decision to leave and miss out on loot. or get that loot and risk the outside creatures. once its past 1:30 PM. the auto ship is the only way it can leave.

"Rocket Over-smoke" meaning: "rocket is loud". all hearing-based creatures (eyeless dogs) will constantly go after the ship. but since the rockets are at the bottom. most times, they will be after the bottom. and let's just say they go towards the front. at least keeping the ladders in the back open. but making it surely risky.

IF YOU ARE ABLE TO MAKE THE TIME OF DAY BE CHANGEABLE-----
"Delayed entry" meaning: "Delayed entry" the ship arrives late. and its now 11 AM and you just landed.

"Max Power output" meaning "everything on" all objects that can be turned off and on are set to on (except teleporter, but the inverse teleporter is still affected) showers are on, inverse teleporter is constantly trying to teleport anyone on it. and mainly, the ships horn is on at all times. being both loud, but bad for any near dogs (well, good for the dogs. not the humans).

IF YOU CAN ADD A NEW VARIBLE. HOST SIDE ONLY, SENT VIA CHAT MESSAGES OR ADD NEW MECHANICS OR EDIT THE TERMINAL:
a new system. the fuel system. when you are at the company building. and either, click on a new container. it will fill the ships fuel to 100%. or in chat say /fill or go to the terminal and type "fuel" or "fill". every time you go to a moon. you lose 33.33% or 25% of the fuel. if it reaches 0%. the ejection sequence will play (and a chat message saying that you ran out of fuel). I guess using the velocity from both the air getting out and you flying out at high speeds as a way to slowly change its velocity to I guess head back. also showing the true love the company gives you. if you want to. you can either constantly tell the crew what fuel they are on (but less likely for them to forget, but funnier if they did, since it literally says right there), or they only get an update when the leave the company building (more likely to forget. but it varies more on the funny.) you can either have it update after or during the landing. and/or have the fuel be subtracted at the same time.

Weather stuck on all maps after navigational malfunction happened

So navigational malfunction happened, sending me to Rend
Weather on Rend was foggy
After taking off i have foggy weather everywhere else, including the company building. Moreso, foggy weather applied on top of real weather, so it's flooded + foggy, eclipsed + foggy, etc.

Reactor malfunction

Reactor malfunction

Issues: ship becomes inresponsive, ship starts slowly lightning on fire, ship starts collapsing with small explosions

Fixes: go to The facility grab the Apparatus and make a core transfer remove the old core at the back of the ship and put the Apparatus on the place of the old core

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