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LCLocalFixes

Tweaks to oddities in the vanilla game or in other mods that bothered me.

Date uploaded a year ago
Version 0.0.1
Download link SimonTendo-LCLocalFixes-0.0.1.zip
Downloads 33795
Dependency string SimonTendo-LCLocalFixes-0.0.1

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

COMPANY-MANDATED MESSAGE:

Hi, I'm hijacking the introduction message.

This is not so much a "mod" as it is a collection of ideas/changes/solutions to bugs/oddities/things-that-bothered-me in vanilla Lethal Company and other mods. I used to only have this running locally, as it is client-side and I find interfering with otherwise non-issues quite rude, but the Artifice-tweak might actually save some performance in my friend group for people who... kind of desperately need it.

So there might be some stuff in here that helps you too. There might be some stuff in here that other mods made by smarter people very likely already fix (go download those). But I never intended to release this, hence the "Local" in the name, so right now it's just whatever I've come across and wanted changed when playing. So sorry if there's either more or less than you'd want to see, I primarily just quickly released this for my friends.

That's all. Don't forget to have fun, above all.

Tweaks:

  • Artifice will no longer try to play a disabled audio source near the ship every frame, causing possible frame drops
    • Does this by checking a box that should stop this from happening, and it's worked so far, it's just a bit band-aid-y so there's probably better solutions.
  • Landmines no longer print their "audio spatializer failed to" blablabla
    • Does this by instantiating a new GameObject on every mine that has an AudioSource with identical parameters. The mine and its PlayAudioAnimationEvent are told to use this new AudioSource, which luckily does not print that.
  • Spike Traps no longer print "PlayOneShot called with null AudioClip"
    • Does this by injecting a silent AudioClip in the PlayAudioAnimationEvent calling PlayOneShot.
  • Pressing the button to store furniture while the menu is open will toggle TimeOfDay.Instance.globalTimeSpeedMultiplier from its normal value to 0 and vice versa.
    • Only does this when playing in editor, such as with LethalDevMode
  • The TimeOfDay.Instance.playDelayedMusicCoroutine is set to null to make it possible for ambient music to play again on later days
    • Even if non-ambient music such as at the Company and going back into the facility prevent it from going back to null, and thus preventing it from restarting and playing music on later days.
    • It does this after a random chance. It is guaranteed to reset in singleplayer and quickly drops off the more players there are, because other people's voices then fill the silence.
  • A HarmonyTranspiler adds a null-check to AnimatedObjectTrigger's PlayAudio() in case it wants to play audio but has a null ParticleSystem
    • This predominantly fixes the Experimentation garage door not playing sound nor syncing properly. But it theoretically also fixes every other instance of this breaking.
    • It is theoretically also the most prone to breaking if another mod already fixes this with their own Transpiler.
  • ModelReplacementAPI's first-person models no longer act jittery while the ship is moving
    • Did this by introducing a new Update() that checks if you're locally wearing a replaced model, and then if the model's Transform.parent is different from your player object's Transform.parent, and then reparents the replaced model to whatever your player is parented to.
    • Also fixes this on the mineshaft elevator and I guess every other object that parents the player to non-PlayersContainers.
    • Only does this every 0.5 seconds instead of every frame to hopefully save performance.

CHANGELOG

v0.0.5

  • Set the default values for Configs [Music Playing Once], [Navigation In Mineshaft], [Animated Object Errors], and [Fix Radar Terrain] to false since these are fixed in v80 and will throw errors when playing the update with them set to true
  • Reworked [Helmet Double Shadow] to only check for the local player instead of every player in the game
  • Updated dependency on BepInExPack to v5.4.2305

v0.0.4

  • Added Config Mods/[Balanced_Items Null Checks] to fix an incompatibility issue between LCGoldScrapMod and Balanced_Items when the latter tries checking for items that have been registered to the terminal after they themselves check the terminal on Start
  • Reworked [Sync GrabbableObject Parameters] to not happen anymore while the ship is landed, to have items from Gift Boxes and Crates count towards the daily scrap total

v0.0.3

Added fixes:

  • [Sync GrabbableObject Paramaters]
    • If true, this synchronizes some values the game uses to determine item's collection
    • For example how items always display a collection pop-up on clients, even on subsequent rounds after having been collected
  • [Gift Box Error Log]
    • If true, a bug will be prevented when a Gift Box is opened outside the ship on a client that would mostly throw an annoying error message
    • This might also fix a slight desynchronization from the host
  • [Flood Helmet Drops]
    • If true, this enables the water drops that appear on your helmet during rain and storms to also appear during flooded weather
  • [Helmet Double Shadow]
    • If true, this disables the shadow of the first-person helmet, making for a cleaner silhouette of your own player character
    • Due to weird technical limitations, it does have to do this every frame though
  • [Destroy Radar Icons]
    • If true, will destroy items' radar icons on more conditions, such as when entering a lobby, selling, or unlocking doors with a key
  • [Fix Radar Terrain]
    • If true, will fix an issue that prevented the ship monitor from showing the level's terrain on subsequent days
  • [SpectateEnemies Enemy Names]
    • If true, SpectateEnemies will display the canonical name of enemies when spectating them, as opposed to the internal file names of enemies
    • It should also fix the displayed target of the Ghost girl

v0.0.2

  • Added configs options
    • You can set any of these config options to true to turn on this mod's potential fixes, set any option to false to make this mod not interfere.
    • The only tweaks turned off by default are the isEditor globalTimeSpeedMultiplier toggle, to prevent potential desyncs or cheating, and the ModelReplacementAPI's first-person arm-jitter, since this should now be fixed by the mod itself, I believe.
  • Fixes:
    • The ship's monitor will now correctly draw a line from the watched player to the mineshaft elevator button if they're underground
    • The spectate camera's flashlight available through SpectateEnemies will no longer have a cookie, preventing the debug console errors and other flashlights not properly turning on
  • Changes:
    • The Landmines' new AudioSource now uses the AudioMixerGroup of the original AudioSource, dunno what changes but can't hurt right
    • Moved the list of tweaks from the ReadMe to the Wiki's List of Fixes page
  • Updated dependency on BepInExPack to v5.4.2304

v0.0.1

  • First upload, including the Wiki's Artifice disabled AudioSource, Landmines audio spatializer, Spike Traps null AudioClip, isEditor globalTimeSpeedMultiplier, playDelayedMusicCoroutine, AnimatedObjectTrigger null-check, and ModelReplacementAPI's first-person arm-jitter