Closed CoolLKKPS closed 1 month ago
modlist:
@NiroDev u really have to fix this asap, just create the lobby twice, i already spend many time to test that
I will test this in detail tomorrow and see if I can do something from our side, even though LittleCompany isn't throwing any errors in this case
Yeah so the problem is most likely with LethalLevelLoader. It doesn't handle items well right now, and I did a thing where if LethalLevelLoader is there then we use it to register items instead of LethalLib which everybody else uses.
Just post a fix so that we always default to LethalLib, but added a config so that we can switch to LethalLevelLoader for testing purposes.
Since LethalLib is compatible with lethalLevelLoader, you shopuldnt have this issue anymore.
tbh, other mods doesn't have this issues, and in previous version of LittleCompany this issue will still present, so i don't believe there's no problem at all, in fact this issue already about a month i think, but i cannot find what happen until i disable this mod
Yes, no other mods use LethalLevelLoader to register items except for GiantSpecimens which reverted to using LethalLib because it was having issues. I tought we were fine but apparently not. So that's why I pushed a change to go back to using LethalLib
And remember, buy mod item After re-create a lobby
uh can u push a new release with this commit so i can update my modpack? that will really good for us bc i going to release new version of my modpack to let my party member to test there's any other issues still exist and btw i agree register items method can compatible with LLL (If its stable); tbh from beta version to release version, i am happy LittleCompany are getting more stable now, so i have to say, don't forget to take a break, even i update my modpack almost everyday
Fixed in 1.0.10, which was just released
I'm glad that we got this mod mostly stable by now too, considering the amount of features it has. What i like the most is that as long as you don't change any player/item/enemy sizes it feels like vanilla gameplay because not much is changing.
yippe!
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array. Stack trace: (wrapper dynamic-method) StartOfRound.DMD(StartOfRound)
(wrapper dynamic-method) StartOfRound.DMD(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline?1784313794(StartOfRound)
LethalLib.Modules.Items.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at :IL_0178)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook?-700862764(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline?-2070820660(StartOfRound)
LethalLib.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at :IL_019C)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook?-917453156(StartOfRound)
[Info : Unity Log] Parsed word: gei [Info : Unity Log] noun keyword: geiger-counter ; verb keyword: buy ; result null? : False [Info : Unity Log] result: Geiger-counterBuyNode1 [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array. Stack trace: Terminal.LoadNewNodeIfAffordable (TerminalNode node) (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_006D) Terminal.OnSubmit () (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_00CB) UnityEngine.Events.InvokableCall.Invoke () (at:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at :IL_0049)
TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E)
TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B)
TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()