RadarLabelsFix
Fixes ship monitor/radar names showing one player while tracking another, which made the teleporter beam the wrong person. Client-side.
About this mod Author’s original text
RadarLabelsFix
Fixes the ship monitor (radar) showing one player's name while it is actually tracking a
different player. Since the teleporter beams whoever the monitor is really tracking, the
wrong labels made people teleport the wrong crewmate — often themselves.
The bug
The game keeps a list of radar targets (players and radar boosters). Whenever a radar
booster is added, the game re-sorts that whole list, players included, by network ID. Some
code paths afterwards write player names by player slot number instead of by the player
the entry tracks, so after a re-sort the names can land on the wrong entries. It's most
likely after someone joins or rejoins mid-session in a lobby that has radar boosters around
(including modded scrap boosters).
What this mod does
Whenever the radar list changes, player names get (re)assigned, or a label is about to be
read (switching the monitor, or switch at the terminal), every player entry's label
is reset to the name of the player that entry actually tracks. If the label currently shown
on the monitor changes, the monitor text is refreshed too.
- Client-side only, no networking. Players without it simply keep the vanilla behaviour.
- Doesn't change which player is targeted, only the names shown for each entry.
- Logs each correction to the BepInEx log (Radar target #N: label 'X' -> 'Y').
Notes
Targets can also be listed in a different order on different players' games, which can make
one teleporter press beam several people. That is a separate issue; LobbyControl's
sync_radar_names setting makes the host align everyone's order when someone joins.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: