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A general improvements mod for Lethal Company

Home Page: https://thunderstore.io/c/lethal-company/p/ShaosilGaming/GeneralImprovements/changelog/

C# 99.53% Smalltalk 0.47%

lethalcompanymods-generalimprovements's Introduction

GeneralImprovements

Everything is mostly configurable and improves (IMO) several things about the game, with more to come.

Check the config settings or the wiki! I default most of the improvements to OFF to maximize compatibility with other mods, but there's some good QoL features in there you might not want to miss.

GENERAL IMPROVEMENTS:

  • Places newly picked up items in the hotbar in left-right order. May be disabled in config.
  • Rearranges hotbar items when dropping things. May be disabled in config.
  • Always puts two-handed items in slot 1 (makes selling things a bit faster). May be disabled in config.
  • Decreases the time required in between scrolling through inventory slots. Configurable.
  • Decreases the time required in between placing items on the company counter.
  • Removes the wait to begin typing at the terminal when activating it.
  • Skips the "bootup" menu animation when launching the game. May be disabled in config.
  • Allows all items to be picked up before the game starts.
  • Changes the "Beam up" hover tip for inverse teleporters to say "Beam out" for clarity.
  • Moves the ship clipboard manual to start pinned to the wall. This makes it easier to find, and moves it out of the way of the teleport button.
  • Introduces a degrees config option that snap rotates placeable ship objects in build mode, along with configurable modifier keybinds.
  • Adds an option to make the ship's map camera rotated so that it can face any cardinal direction, instead of at a southwest angle.
  • The ESC key will now cancel out of ship build mode instead of bringing up the menu (similar to the terminal).
  • Adds a config setting to hide the clipboard and sticky note.
  • Changes the inverse teleporter cooldown to be the same as the regular (10 seconds). Both cooldowns may be customized in the config.
  • The little monitors above the map screen will now share the power state of the map screen. Behavior may be disabled in config.
  • Increases the max items able to be saved on the ship from 45 to 999 (affects saving and loading game files).
  • Adds an option to show a small reticle on the HUD UI so you can see where you are pointing.
  • Adds an option to hide scan node subtext if it has no scrap value or description.
  • Adds an option to scan tools.
  • [Host Must Have Mod] Adds the ability to toggle the fancy lamp on and off while holding it.
  • Locks the camera while at the terminal so it doesn't keep getting pulled back if you try to move it. Behavior may be disabled in config.
  • Fixed clients not knowing the amount of days spent and total deaths if joining on later quotas/days, if both the host and client have this mod.
  • Allows players to look down more (85 degrees instead of 60). May be disabled in the config.
  • Improves the spray can color randomness, and persists the colors between clients and even on reloading the saves.
  • Saving item rotations so they aren't all facing the same way when you load up a saved game.
  • Items which cannot be grabbed will not display the "Grab" hover tip.

NEW FEATURES:

  • A total of 14 customizable, screen-integrated monitors for the ship (instead of the vanilla 8)! Choose which monitor to put what item, including ship cams and background color.
  • Available monitors to customize are things like weather, sales, time, credits, door power, ship cams, total days, total quotas, scrap remaining, etc. Work in progress, may be enabled individually in the config.
  • If specified in the config, the game will automatically select ONLINE or LAN upon launch.
  • Using the up/down arrow keys at the terminal will navigate through the previous (n) commands. (n) may range from 0-100 in the config.
  • Using the left/right arrow keys at the terminal while viewing the radar will quickly cycle through available targets.
  • [Host Only] Adds an option to specify starting money per player, as well as define a minumum credit amount. Accepts ranges from -1 (disabled/default) to 1000.
  • [Host Only] Adds an option to prevent tools from getting struck by lightning. This is a bit of a cheat in some opinions, so I recommend leaving it off. If the host/server player has this enabled, it will apply to all clients.
  • Adds an option to display text under the 'Deadline' monitor with the current ship loot total.
  • [Host Required] Adds an option to roll over surplus credits to the next quota. If clients do NOT have this enabled, there will be visual desyncs only.
  • Adds an option for adding a little medical station above the ship's charging station that heals you back to full health when used.
  • Adds an option to use keys from any inventory slot, as well as an option to prevent them from despawning when they are used, AND an option to destroy them when orbiting.
  • Adds an option to hide player names.
  • Adds options to bring held or all items when using teleporters.
  • Adds an option to be able to scan the item dropship.
  • Adds an option to disable overtime bonuses.
  • Adds an option to remove the ship's cupboard's doors.
  • Adds an option to display moon costs next to their names in the terminal.
  • Adds options for a 24 hour clock, and converting lbs to kgs.
  • Adds an option to always show the clock when landed on a moon.
  • Adds an option to disable some colliders for placeable ship objects, allowing them to intersect.
  • Allows the host player to save everyone's last known suit, which persists when possible as the game resets and the same players connect.
  • Allows the host to save furniture position (per save file), which means default furniture will not be reset after being fired.
  • Adds an option to display any hidden moons in the terminal's moon catalog. Defaults to "AfterDiscovery".
  • Adds an option to be able to scan other players. This works nicely with masks as well, as they will take the name of a random connected player.
  • Adds an option to allow the masked entities to blend in more, which means they will not wear masks, and will don the suit (and MoreCompany cosmetics if necessary) of a random real player.
  • Adds an option to control the menu music volume.
  • Adds configurable settings for the chat fade delay and opacity level.

MINOR BUGFIXES:

  • Stops all non-scrap objects from showing value (when scanned and sold) when they do not actually have any.
  • Removes the random 'n' in the middle-left of the terminal monitor when switching through radar cams.
  • Flips the rotation of fire entrances 180 degrees so you are facing inside the facility when entering.
  • Dead bodies will now instantly show as collected when teleported back to the ship.
  • Fixes the scan terminal command and end-of-round scrap sum to include all valuables outside the ship, as well as factor in the current scrap value multiplier (under the hood, not related to company).
  • The initial monitor view now shows the correct player name when first starting a round.
  • The map seed is now properly randomized as soon as you start a new save file, which means sales, weather, etc will be properly randomized.
  • Fixes ship scrap not being marked as 'in the ship' for clients when joining. This fixes several things client side, including terminal scans, extra scrap collection pings, and more.
  • [Host Only] Whoopie cushions and flasks will no longer be hit by lightning. If the host/server player has this enabled, it will apply to all clients.
  • [Host Only] When a new client connects to your lobby, they should see the correct position, rotation, and current emote animation of each player, as well as correct states of the ship lights and monitor power.
  • When loading a file, items in the ship will no longer fall through shelves, tables, etc. May be disabled.
  • Adds an option to fix the personal scanners sensitivity, making it function more reliably, for example being able to ping the ship on Rend.
  • Fixes the ship scan node showing up outside of the ship while flying in to a moon.
  • Fixes the item sales being empty every time a host starts the game, until a day passes.
  • Fixes landmines remaining on the map screens and still being scannable after detonating.
  • Fixes several things about flashlights:
    • Flashlights will no longer toggle on or off when being placed in the ship cupboard (and certain other "E" interactions.)
    • Flashlights/helmet lights no longer turn off when picking up an additional inactive flashlight.
      • It will now turn on the new flashlight, and turn off the old one. If the new one is out of batteries, the old one will stay on. This behavior may be disabled in the config.
    • Multiple flashlights can no longer be active at the same time. This behavior may be disabled in the config.
    • Laser pointers are no longer treated as flashlights. This behavior may be disabled in the config.
    • Flashlights will no longer toggle themselves when using/switching items and picking things up
      • As a result, they will not drain battery randomly while not truly on.
    • WARNING: Players who do not use this mod may, in rare circumstances, not see your flashlight in the state it should be.
  • Fixes grabbable objects having a hovertip that they are grabbable when they are not (Nutcracker shotgun, deposit items desk, etc).

I will probably keep adding to this as I see minor things that could be improved or fixed.

WARNING

Because this mod can shift inventory slots around, if you play with people who do NOT also have this mod installed, the slots they are aware about on your character may be different, and as a result, they may not see you holding what you actually are.

lethalcompanymods-generalimprovements's People

Contributors

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lethalcompanymods-generalimprovements's Issues

[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.

[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

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.

[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

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

[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

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.

[1.0.6] 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).

[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] 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).

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.

[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.

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)

[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

[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.

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.

[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.

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.

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

[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

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.

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.

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.

[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

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?

[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.

[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] 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.

[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

[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

[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)

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