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Bugs
Unfortunately, despite our best efforts, there will pretty much always be bugs due to the sheer amount of mods and all the things they touch simultaneously. Here, I will do my best to document known issues in the current version of the main modpack, in order of severity.
These bugs/issues are somewhat universal across all modpacks in Lethal Company, but should be noted and avoided where possible.
- Touching items in orbit can cause problems after a save is reloaded, since this isn't something you can do in vanilla to try to prevent desyncs. It is recommended to avoid touching items until the ship has landed.
- Similarly, players joining later in a round rather than at the beginning may experience random issues with desyncs, as this is not something you can normally do in vanilla. It is recommended to try to have all players join a session from the start.
- Editing the mod config files whilst the game is running is likely to cause issues if it isn't explicitly a client-side setting that can be tweaked (Such as keybinds and volume in most cases).
- When importing a mod profile, it is recommended to use the "Gale" mod manager, and to tick "Advanced Options" and "Import all Files" to ensure everything is downloaded. Any missing files can result in mod-mismatches, often not letting users join the lobby.
- When importing a mod profile, "overwriting" an existing profile is known to cause issues where sometime files aren't overwritten, likely an antivirus related issue. Importing to a new profile each time avoids this issue.
- If you do not have 10GB of space free on the drive you have Lethal + Gale installed to, the mod for loading the game faster will not function since it needs space to decompress the asset bundles.
- Spamming keys or anything silly like that whilst the game is trying to load you into a lobby, load into a level, or just when it is freezing in general is likely to cause a crash
- Avoid using the terminal whilst a level is in the middle of being loaded, as this may bug out some things. Similarly, be careful to not try and land the ship in the middle of another player connecting to the lobby.
- An inventory bug can occur where you are unable to pickup/drop items, and cannot interact with anything. In our pack, this can be fixed by pressing the ` key (May be different on other keyboards). Pressing "J" to trigger LethalHands mode can also help by making you force-drop your items.
- If you ever see things persist into orbit when they shouldn't (such as enemies), reload the lobby immediately.
- Spawning entities directly in the ship (Such as from an opened gift) can cause said entity to be parented to the ship, causing it to follow you between moons. This can be fixed by reloading the lobby.
These bugs, when they do occur, have the potential to completely ruin sessions, requiring a reload or possibly even just crashing the game itself. If they aren't that volatile, then they may have severe affects on the game balance, such as duplication, causing issues for runs in competitions and such.
- Reloading a save may cause issues regarding route prices to moons. Pay attention to the prices, and if anything is off, you can always route to the company (or often any other moon) to reset them.
- Reloading a save where there is "0 days left to the Deadline" (So you need to sell at the company) is reported to break, where after selling, the game doesn't transition to the next quota. It is highly recommended to sell before ending your session if possible, or at least make sure it's not deadline day upon exiting.
- Ducks spawned at the Company can ask for quests infinitely, resulting in infinite credits.
These bugs, while often not requiring a full lobby reload, can still have a major effect on the gameplay and can make for an unpleasant surprise.
- As of right now, the teleporter seems to desync with clients, resulting in the wrong players being teleported and other weird behaviour. This is currently being looked into.
- Pathfinding is currently broken outside on Atlas Abyss. Enemies are unable to pathfind to the ship and across the Bridge, resulting in then camping certain spots.
- Bozoros is known to cause performance issues, particularly in larger lobbies and with larger interiors when paired with weather effects.
- The Aloe, upon taking damage from an external source (such as a Microwave), may enter a rage mode if it's already chasing a player (which it will be, so long as the player is not on full health and is inside at the time), opting to instead instakill players it reaches instead of kidnapping them, which is an unfair oversight with the mod failing to consider what damaged the entity. Caution is advised anytime an Aloe spawns if external damage sources are present.
- The Jimothy enemy is known to kill players accidentally by pushing them into walls which puts them out of bounds. Caution is advised anytime one is moving around nearby. A similar behaviour has also been observed with the "Cruiser Gal" upgrade when it carries players.
- The ship landing on Oxyde can clip into the Crane, resulting in players being pushed out of the ship and killed on landing. Pay attention and be careful. Similarly, the ship leaving on any moon can collide with a Redwood giant behind it, pushing players out the ship. Be sure to let the giant pass first before leaving.
- Rarely, multiple Beartraps will spawn on top of each other, making them much more deadly since players will be unable to escape each one in time without the assistance of other players. Worse is when they spawn on a cliff, or if the snared player is somehow moved away, as they can then no longer unlock the beartrap but are still "trapped" by them.
- Moving incredibly fast into multiple beartraps (usually as a client) can result in multiple beartraps grabbing you at once, repeating the above issue.
- Some interiors (SDM, Decrepit Store) have issues with the inverse teleporter (and subsequently teleporter traps) where teleported players (or even enemies) can end up out of bounds. Avoid using these devices when these interiors are present.
- Being put on critical health by a ship Supercharger explosion can leave players in a bugged state, that can be fixed by damaging them below critical again (without killing them) and letting them regen like normal. Solo players may therefore have trouble fixing this.
- Reloading a lobby causes all of the 999 Gal Upgrade's revive count to be set to 0, making it useless until the next quota.
These bugs can still effect the gameplay, but are often easy to workaround and avoid or don't do much.
- Being in orbit too long (approx 20 mins+) can result in the lobby being closed, preventing people from joining. Landing on a moon and going back into orbit (even at the Company) can re-open the lobby to fix it.
- When worn, the Doremy suit is reported to bug out and teleport all players into the ship, where they begin bouncing and clipping into the floor repeatedly. Switching the suit off and on again fixes the issue.
- Lockpickers are deleted when used on a door in the Slaughterhouse interior. It is not recommended to use them there.
- Storing furniture that has items on it can delete them!! Take the items off first!
- UnlockOnStart (which spawns in 4 green flashlights at the start of a new lobby) may trigger multiple types upon creating multiple lobbies back to back, resulting in extra flashlights. Reloading the game prevents this.
- Extra battery charge gained from a Supercharge is lost on lobby reload.
- Leaving the game whilst dying in Quicksand (or leaving the game in spectator AFTER dying to Quicksand) can lead to a bug where the Quicksand player "drowns" in any surface they spawn on, and has a garbled voice still as if they were underwater, and is not fixed until the lobby is reloaded.
- Discord invites via LethalRichPresence may not work on some Linux builds, as well as if you are appearing offline, or if you have other Discord activities at the same time (E.g. Spotify).
- Sometimes speaking into a walkie at the same time you swap slots or drop the item may result in the player trying to "speak into" other items in their hand. This can be fixed by swapping back to the Walkie, letting the hand move the walkie to the player's face, dropping it and picking it up again.
- Sometimes grabbing items too quickly from a dropship can result in the items bugging out. This can be avoided by opening the dropship from the corners and waiting a second.
- Rarely, Beartraps will spawn in the ship. This is more common on smaller moons.
- Dice effects that spawn Crates/Safes are known to cause them to be parented to the ship, where they can be seen still in orbit and persist onto other moons. They disappear on lobby reload.
These bugs are purely visual/cosmetic, with very little to no gameplay impact, and can often be ignored.
- The Quota + Day counter wrongfully says "Quota 1 Day 1" after reloading a save, but is fixed upon visiting a moon. The true Quota/Day counter can be seen still in the Discord Rich Presence and Stream Overlay.
- Favourited emotes may still appear on a new save, even when said emote has not been unlocked on that file yet.
- The camera tilts at an angle when the ship leaves on Oxyde. This is fixed once the ship is in orbit.
- The Paintings and other decorations in the Museum interior have scan nodes even though they are not grabbable in our modpack
- Sometimes sprinting whilst carrying items and scanning can result in the held item being scanned, causing a scan node to appear at the side of the screen.
- The loading music sometimes doesn't change based on the new moon/weather, instead using the previous one.
- Sometimes in spectator, players have their walkie-talkie "voice filter" applied, usually if you have a walkie on you when you died.
- The water no longer seems to freeze over during Snowfall / Blizzard weathers.
- The causes of death in spectator may not line up correctly with what actually happened.