#FairAI - Mine and Turret AI
1893 messages · Page 2 of 2 (latest)
I don't think seamines at all are compatible
I've never seen any enemies set off seamines, nor any enemies get hurt by seamines
You've probably got an incompatibility
Could try deleting the Fair Ai config and letting it Regen
I am noticing turrets never target masked in my games, all i had modifying masked was Mirage, and they are definitely set to in the config. They seem to target other enemies ok
Yet landmines and even the Surfaced Sea mines work fine
Ah i see now
I will see what i can do about it. There is a lot on the list at this point lol. Good night for now take care
yea its been disabled for a long time now sadly.. i would be interested in when its gonna be enabled again as well
NEWEST UPDATE: Turret AI has been re-added. Took me forever to finally fix the turret stuff because of the new update to the game. Added support for new Surfaced update too
@everyone Hello all you lovely people. Sorry to do this but I got excited news I mentioned in the message above this. I finally finished Turret support. Meaning turrets will now target and kill enemies. All is fair in the world. Only more to come. I am also busy doing college on top of this. THANK YOU ALL FOR THE SUPPORT ❤️
cough Discord did say the @ everyone thing would only at the people currently in this thread so I hope that is what it did
Fixed. Turret AI is here to stay with the newest update
Should be added with the Turrets now able to target and kill enemies too
FIxed that. Turrets target and kill enemies
Fixed this. Turrets will target and kill all it can yay
Turrets will lock on and kill enemies with this newest update
I added this feature again. Hope to make more updates soon
Finally done
Added again
Turret targeting and attacking is back
Sadly I don't play anymore 😭
Broke up with my bf and now have nobody to play with so suffice to say I won't get to experience it, thank you tho!
Sorry to hear that but I still wish you well. Thanks for the response anyway
LETS GO
Hope it works without too many problems. Have not fully tested out everything but it targeted me and enemies so seemed good lol
oh my god you pinged everyone, what a goat
Oh lol I tried to only ping everyone who might seem interested lol
Yaaaay
I'm looking forward to trying it out soon
Also looking forward to whatever update you've got planned next when you're free
Had notifications muted so I just noticed new messages. Awesome work as always @orchid orchid 👍
Time to re add this to the pack :)
You are superior.
LET'S GOOOO
YAAAAAAY THANK YOU THANK YOU THAN YOU
Lol I am happy to see it is well received. Let me know if it causes problems of course but have a happy time everyone
With Surfaced, does that mean Big Berthas?
Also i am noticing the new update reset the whole config
which is kinda pain but its fine
@orchid orchid
Is there anything I need to do after the latest update to have my config settings take place? I'm noticing that though I have turrets target mobs disabled, they still shoot all mobs
I forgot to implement that config option I am sorry I can fix it soon
Had no clue it did that but yes bertha too I think lol
wait so, will this still work?
like
i have both ticked to allow them to be customisable
but then i disabled it on the vending machine
so the turrets wont target or damage vending machines right?
target is that the turret will shoot at the monster but no damage,
damage is that the turret will shoot at the monster AND damage it
i am aware
My question is whether this will stick work as it did previously because nattaboy said the config option is working in the new update
I think the way this might work is that turrets will still target and damage vending machines because you have set target all and damage all
But the description says this
the name isnt very accurate
It isnt actually "Turret damage all mobs"
It really is "Turrets can damage all mobs that you tick below"
oh okay my bad!
Yes that is correct I just have weird naming sense that makes no sense. I will fix the targeting to be configurable. I was focused too much on making it work I forgot about making that part configurable
Should work now sorry
Should work now forgot to add the config part for targeting
Yippee!! 
Yeah so whenever Thuinderstore releases my version 1.4.1 it will work lol
Lol hopefully soon
from what i saw yesterday, Big Berthas dont kill enemies in their radius once they go off
I'll try testing in a minute when i can
Hello can i ask for mod support for the missile turrets ?
Honestly i thought it did support it, but i hadnt tested
that would be cool cuz i just added that one
Oh neat !
I think i just hadn't noticed it, i guess i could go more often on Offense to more likely to notice it
Isn't that mod kinda... outdated?
last updated 3 months ago
As far as lethal mods go thats not too bad
its simple and fine
only fault i can give it is that it does nothing when you smack it with a shovel
...Oh, i would have thought it would just explode 😦
nah
but whats interesting is how configurable it is
you could for example, make it slowly rotate a full 360 degrees around
or make the missile much slower but deadlier
i think its a nice mod
Yeah, i like that
I configured to be a full range, but less dangerous turret, because the travel time is factored in
What are you using to run mods? I've never seen that interfac before.
Gale, the superior mod manager
(imo)
#1246088342458863618 message
runs alot better than r2
a lil buggy here n there but i like it
I'll give it a try
Gotta say: Gale rocks!

Just tested and yeah, Big Berthas do not kill enemies
I expect it works fine for Seamines since they're so similar to landmines
But Big Berthas have like a custom explosion thing thats configurable in size and goes through walls
It would be very neat if you could add support so they do, it'd make it more interesting to debate setting one off or not if it might take out some enemies nearby, or when is best to use it
Ok thanks for testing
does this mod still work? I was getting some errors while using it on v64 when exploding so I removed it
send a log file please as it should work
can't rn but I think it was something about an function
either related to killing the player or something with the explosion
thats fine i cant touch it for now either. take your time
@orchid orchid I noticed that a turret was still shooting at a dead hoarding bug. Btw, I was wondering if it's possible for you to implement MissileTurrets into FairAI
That is a possibility but I got a lot on my list already. So maybe at some point
Sounds good. @ me when you get around to it.
Sure
Yeah my group ran into the same issue of the turret continuously shooting at a hoarder bug. I think it also did the same for a slime or a spiderweb
Also confirmed that I had a turret once shoot at a thumper corpse nonstop.
Hm weird that it did that would love to have a log file
can confirm
the left is client and right is host
also on the host i hear the noise that lootbugs do when flying being angry
and the loot bug didnt even die
i also got my problem resolved now, the erorr was caused only when the mod metalrecharging was enabled and it wasnt updated for a long time
so i removed it and everything is fine
Send me a code to your modpack and I can check which of my mods is causing compatibility issues
wdym
i mean, i didnt check if it shoots dead monsters cuz i dont have anyone to do it with rn and my pc with 2 instances is near exploding
Oh good to hear but I mean I would love if I received some log files. I have no clue what is going on internally without it
I’ll take a look later today
We also have this issue, might have a log in a bit
Its quite common for turrets to continue shooting for clients
Log from a client in my session
The turrets just fire continuously at the enemy long past them being dead or no longer there, but for the host they dont
I've seen it happen with masked, baboon hawks, and i believe a thumper one time
Unsure if its maybe because the target escapes outside because of StarlancerEscape, or something else
But it happens with a variety of enemies
i'll get my stuff now
Code we used at the time: 0192c51c-f740-3d04-7208-6012d792132f
(playing on previous version of lethal, v64)
My log, which is rather big
This happened most notably on SecretLabs
Another client log
"[21:52:28.7523089] [Info :GoldenKitten.FairAI] Attacking Target
[21:52:28.7523089] [Info :GoldenKitten.FairAI] Attacking Target
[21:52:29.2410025] [Info :GoldenKitten.FairAI] Attacking Target
[21:52:29.2420000] [Info :GoldenKitten.FairAI] Attacking Target
[21:52:29.2429968] [Info :GoldenKitten.FairAI] Attacking Target
[21:52:29.5177684] [Info :GoldenKitten.FairAI] Attacking Target
[21:52:29.5187664] [Info :GoldenKitten.FairAI] Attacking Target
[21:52:29.5187664] [Info :GoldenKitten.FairAI] Attacking Target
[21:52:29.9027569] [Info :GoldenKitten.FairAI] Attacking Target
[21:52:29.9027569] [Info :GoldenKitten.FairAI] Attacking Target
[21:52:29.9027569] [Info :GoldenKitten.FairAI] Attacking Target
[21:52:30.2787517] [Info :GoldenKitten.FairAI] Attacking Target"
Etc. etc.
Anytime it happens it lags the game really bad for the clients
and they can hear it constantly
Never looked at sql files so took a bit but I might be able to do something about it. Strange why it happens but hopefuly the log file will help
I might just be spamming logs I mean I forgot to delete them so might be part of it lol
Yeah, but clients do see a turrets constantly firing bug
For me tho as host its just log spam
Ill see what I can do thanks for the heads up
I also see em constantly shoot
and I'm always the host
it's happened a few times already
I usually see it after I die using poltergheist, and when I go look at the turret it's just shooting at a dead body
I honestly dont have a friend to help test it so strugglin fixin the issue
Perhaps we can arrange a time to have myself or someone else here come and help you
Thanks nya
I am free most of tomorrow up until around this time tomorrow, where i would then be doing lethal in my server for a bit with people
i have class around this time except on wednesdays
I have the exact same issue
I adressed it by using the "BodyRemover" mod
It's like the turrents don't distinguish between a dead and a living npc
@eternal junco Just disable FairAI from having Turrets target enemies
It's a config option I know Glitch disabled it likely for this reason
I have already
But its a feature i would like to have working, hence why i offer to help test
the goat zeta
It's not my pack if he's doing illegal things he used to not do
Blame Zeekerss for whatever he changed

its broke?
Works fine for me
He's not broken
He just doesn't like to behave
If you play on Gorg and Seichi now he has a habit of going under terrain and grabbing people through it
(he's always had this habit)
(you're just now noticing it)
Would around this time work to test it? <t:1731272400:R>
i gotta get up early monday so, at that time, i could only test for like 2 hours if thats fine
Probably be ok because I only got around an hour
Then I got to do college stuff again
I forgor 
whats the difference between a mine and a boomba
Boombas are a walking menace
ohhh its the landmine roomba
so i guess i'll set all entities that are supposed to explode landmines to explode those too
No they are separate
Do monsters only trigger landmines if there’s a player nearby?
Dont necessarily want monsters just randomly dying
there is a config option for that
This doesn't make unkillable entities killable, right?
No
it simply allows them to receive damage
Something like a Jester wont do anything if it receives damage
although a side effect is that invincible enemies can accidentally clear all landmines from the map if your lucky
or if you lead the jester around
High risk, high reward :]
If you can successfuly kite the Jester to achieve that goal, might as well let the mod give it to you: those are some dangerous plays
or you could just config it so the mines don't get triggered by the invincibles...
Always used it to just enable turrets damage.
I will get back to working on this mod after December 13th. That is the final day of school for me before my next semester. Hope to update it more then take care all

I know this is not the thread to ask for this, but could you make your Hexi's Shotgun implementation in EverythingCanDie toggleable? For compatibility with Lategame Upgrades 
I have not touched that mod since Entity sort of became the maintainer of it. I can see what I can do on my end but I thought they said they would remove it
Will spike traps config be added to this in the future?
Spike traps already kill monsters in vanilla
But don't target them.
Some spike traps drop on intervals
Others when you trip them.
Only thing this mod could do is make it so player detection kills monsters too or add an option where spike traps always drop on monsters, since in vanilla they won’t drop down onto a monster if there’s no players nearby.
Would like to see that feature
This update hopefully fixed turret targeting corpses issue. As soon as that issue is fixed I plan to add more of all of your ideas. Thanks for the support as always and love all of your ideas
really nice that this mods still getting support
Yippee
I try to keep supporting it at least lol
Will this mod ever support spike traps?
I believe spike traps already does work on enemies.
I know I have sellbodies and I can kill most enemies with the spike traps.
They're not supposed to
There's a bubble below spike traps that prevents them from slamming if an entity is under it
Thats why you bait the enemy to it.
sometimes they just walked up one as its already going and they die from it.
But its high risk high reward if you can lure and enemy under one.
This mod goes against that norm, so nah
If they can be shot by turrets, and blown up by landmines, they can be pancaked by spike traps too
[04:28:11.0214930] [Info :GoldenKitten.FairAI] Attacking Target
[04:28:11.0214930] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TurretAIPatch.FiringFunction (Turret turret) (at <22344ffe4bd64cc2ad5f3186a9987715>:IL_039B)
TurretAIPatch.PatchUpdate (Turret& __instance) (at <22344ffe4bd64cc2ad5f3186a9987715>:IL_01D7)
(wrapper dynamic-method) Turret.DMDTurret::Update(Turret)
Thanks for the reports I will see what I can do about that error and for spike traps that is on my to do list
Spike traps will still drop on monsters if there’s a player nearby
It’s to stop them randomly dying without a player seeing it
Player detection spike traps don’t work on monsters though. Unless a player also goes under
The errors should be gone this update thanks for the reports and the support
.
!
WIll be working on this again soon school started when I typed that period it was meant to be a real message lol
Whats your plans for it?
The plan is attempt to fix errors I got sent on github, add more configurable things such as damage turrets do, and maybe some more features after it
Oh damm, not a bad idea
My #1 would be proper big bertha support so it respects the same kill radius as it does for players
ill keep those in mind lol
I second this (If possible)
Lol well I know they can trigger it for sure now
Could compatibility with the toil head mod be possible?
Possibly when i can get to it
praying for the turret damage config 🙏
Oh yeah I put that in my notes to add that after finals
good luck on your finals!
Thanks will be right on this when I am done
Updated

tysm!
Lemme know if anything unintended explodes or something lol
turrets shooting each other? And if there are 2 and more next to each other they just shoot like crazy so you can't go round them?
I noticed that and am working on it but thanks for letting me know. I honestly do not know why they do that as they are not part of the possible targets for each other. Making sure they now are excluded
Thanks for the heads up the new version 1.4.6 has been pushed to the store. I made the bug into a config option now lol. I made quite a few new config options actually but yeah this should no longer be an issue. Hopefully....
Hi. I was messing around before tonight's sesh and spotted this in console. Also seems like turrets were having some difficulty tracking enemies? Idk if these are linked
I will try to see if I can replicate it and then fix it. Seems to have something to do with the hit method in the sand spider web trap as it seems it wants a player but well turrets are not players. Tracking of enemies has always been a little weird as I can not seem to find a good way to make it do so. For now this will be it but I will try to get something better going as soon as possible
Hello, I think this is a really cool mod that while not for everyone, I like the chaos and arguably immersion it brings. One thing I would ask be changed is turrets instantly shooting when targeting enemies, with no windup animation. Them shooting instantly has the issue of basically insta-killing any unfortunate nearby players, which I think is a bit too far. It could be an easy option for a config
So that is part of the ai that I have to work on. Unfortunately it likes losing the enemies instantly if I do not make it fire instantly. Targeting is weird. WIll be working on it and hopefully have something soon. Thanks for enjoying the mod
Sounds good, this is my only issue with the mod. I like the recent QoL and overall this mod has come a long way
Thanks means a lot
I can confirm that this mod is much funskies and is one of our favorite atm 💯
are there config options anymore? i cant seem to find them (nvm i figured it out)
also if there isnt already an option for enemies to run away from turrets that lock onto them would be cool
Will think about it. Glad you figured it out
Hi
I believe your mod is causing certain turrets to go permanently berserk (Upon round start) despite nobody having touched them beforehand
0195fa03-a9f6-253c-40f2-8c814d7b7288
There is a config option to turn off turrets from being able to hit each other. If they can shoot each other they can cause each other to go beserk permanently
By default they should not be able to hit each other
permanently
What the fuck
Alright then
Sorry but did that fix it
Ueah
I just left it as a config option because i figured some crazy players might want it lol
some crazy players
-looks at two of my friends-
I thought there might be some out there lol
Basically that mod that makes turrets be always in berserk mode but it is not immediately active
Question
Would it be possible to get an option so that enemies (namely thumpers come to mind) can only setoff a landmine/seamine when they are chasing you?
I know you can disable it when nobody is in the facility which is good
but even then, the way how their roaming works means they'll end up just killing themselves to landmines naturally overtime if a player is inside which is kinda lame
I could try and add that. I do not think it should be too difficult
@orchid orchid Would a config option be possible for hazards to ignore immortal enemies (vanilla & modded) that are by default unable to be damaged by the player?
I love FairAI but would rather not go through my list of 200+ enemies and filter out each one. I attempted it earlier and then said "nah" lmao.
Oh ok lol I will make that a config option. Something like disable immortal enemies option
Yippeeeeeee, lol. Legend 👊
np lol
This mod one time generating a config for how the Shiggy easter egg from Imperium should interact with traps will never not be funny to me
01969d30-7fda-3fdc-93ff-6ea8a88b4600
Most recent update gives me a metric fuckton of lag
Jesus christ bro
Same
I put the 1.4.6 and my game is smooth again
was like 20 fps to
Well crap thanks for the update on that. Sorry for the bugs
I am not sure why this happened but it seems to be when I try and grab assets. Seems to be happening enough where it caused an issue so hopefully this update fixed that
Sadly, it didn't fix it on my end
I see nothing weird on the console tho
No errors at all
:/
will work on it more after sleep. hope to resolve it soon
1.4.8 is better than 1.4.7 but 1.4.6 still is smoother
Yeah I am trying to understand the problem still
oh is it known?
i was gonna report that my profile slowed down from 120fps to 30 when fairai 1.4.8 was enabled
It is known that something I updated since 1.4.7 causes lag
I am hoping to fix that soon
Hopefully this update fixes the bug. I am trying to make it so you can configure if you want the immortal enemies targetable or not. So if not traps and turrets will no longer be set off for immortal enemies
how will it check for Mortal/Immortal enemies?
All enemies have an associated script called EnemyType that contains a variable called canDIie. If it is set to true that means the enemy can die so therefore all enemies that are damageable will have that set to true. So I just have to remove the enemies that have it set false from the targetable list I get. So to simplify I just do not add the enemies that are immortal to the target list
I'll try to look into it and help. Is there a reason you're finding types in resources both in gamemanager and startofround start patches?
I used to have a problem getting all of the enemies consistently and it would cause errors. WIth the way it is setup it now always makes sure to have such list. Not sure if that is fixed now but I figured might as well leave it so it consistently gets all the enemies for targeting
You should probably cache the result enemyTypes list and work with that instead of calling FindObjectsOfTypeAll multiple times and avoid calling it repeatedly in general.
As far as I can tell you don't need to call it more than twice.
I mean as long as the compared list to the previous list is correct it will not make that call more than once
I hold the value retrieved for the list and then make sure to set these values in another list to compare to. Should make it so it only fills the list only at the very start of a lobby
That's fair. I haven't checked how the code works to full extent when I wrote that.
I only used the method when generating configs on loading main menu. I run into unexpected cases with ScarletDevilMansion mod how it assigns enemy names to enemyType on StartOfRound start so made second cycle to account for these cases.
Oh no it is fine. I just figured either RoundManager or StartOfRound would properly catch the list. I mean I do not expect anyone to actually read each line of code as that is a lot of effort for something.
Doesn't Resources.FindObjectsOfTypeAll always return the same list regardless when its called?
I mean it should but I had an error where sometimes it did not grab a list at all. That is why even though it is redundant it is just in case. If one does not properly grab the list the other would
That's weird. I didn't encounter anything like that.
Maybe it is not something that occurs anymore? I do not know why it happened but as soon as I did it in but RoundManager and StartOfRound it fixed it
I don't get what the cast part is for. Is it to ensure it's the type?
Wait which cast?
.Cast<EnemyType>()
Oh once again I do not know why it might be the version of tools I am using in Microsoft Visual Studio. At this point I forgot why I had to do it that way but if it works I do not want to touch it again lol.
Did you call it as soon as the plugin loaded?
actually idk if that would affect anything
No I am only calling these on the start method of both RoundManager and StartOfRound
I mean I could replace it with these type of calls instead at some point and if it exploded I just will not upload it as an update lol:
Resources.FindObjectsOfTypeAll<Item>()
I meant before when the errors occurred. I am trying to come up with an explanation but I am not nearly knowledgeable enough to know.
Aside that at least it works thats the important part.
Optimizations can come later.
Yup lol. Until it is fully fleshed out
Unless its stuff like softlocking the game from booting up due to missing enemy name causing NREs while also not throwing error in logs because it was in try/catch block that didn't write the exceptions.
No matter the error I think the game still ran lol
Where... are the individual config options?
Mod doesn't seem to be causing FPS issues anymore, thanks for indulging my request @orchid orchid, that brief hiccup was worth it imo. New config is rad.
Echoing Narpy above though even though I'm not using these, I also no longer have configs for individual enemies 
yeah, i never really got the point of the new config option, you could already manually set each enemy if you want it to be targetable or not, so i just avoided updating
i just stick to 1.4.6
Perusing a list of what for most people will be hundreds of enemies for which you need to know their codenames to even properly identify, and in a mod without LethalConfig support no less, is extremely impractical.
If you don't get the point of it, I don't know what to tell you.
There's a name for this: QOL.
Oh I didn’t even think of adding lethalconfig support but I guess that might be an idea for later
Glad to hear it
Ye, primarily for the search functionality, and it just makes everything far easier overall. It'd be a great addition for other folks that do like to go in there and make a bunch of tweaks without necessarily tweaking all of them.
It’s a single config option now just to disable all immortal enemies from being added to the target list rather than sifting through the list to disable them one by one. I mean you can still do it that way too though
Is it still being supported?
Yup! I'd say most of my modlist supports it. Generally the heavier things do not, but everything else does.
I see i see
I mean is it still being updated? LethalConfig I mean
I'm not sure I'd have to check, but I've had no issues with it, including with brand new mods.
Ok then I think it’s fine
Zeek boutta break everything anyway 
I’m used to working around that brokenness anyway lol
Wait, is there any way to configure the precise ways enemies interact with hazards, or have these just been deleted and you can only toggle immortal enemies in 1.4.9?
@orchid orchid ?
Wait did these options disappear?
These options should be under the Mobs tab
They r not there atm
I will see why that is tomorrow. Sorry that I can not work on it tonight. I am looking at my code and not seeing any issues but will look more into it
Oki
have you tried resetting the config
Yes
erhmmm ... modpack issue
i did notice the individual entries got orphaned
but since i already had them set up i don't think it affected me
yeah that's super weird
it was a jokey joke
Yeah I will see if I can fix the issue tomorrow. For some reason even though it is supposed to generate it does not
With ScienceBird tweaks now having an option for Worms to spawn quicksand after emerging, i do rly think having quicksand support for enemies would be really awesome in this mod
That might be something more inline for Natural Selection or FairAI to implement
i mean
Its a quicksand thing, not a worm thing

also applies outside on quicksand moons or rainy
I'm saying that because those two mods are better suited for it
Fair ai especially because it already configures traps to work on enemies
And it would be a pretty major undertaking for a misc tweaks mod
Ok so maybe should be fixed I guess? Config options are there lol
Oh and I might hop on the quicksand stuff next
Yeah, i did mean FairAI, hence why i said it in the FairAi thread-
I referenced ScienceBird because that mod added a quicksand thing
i'm ngl when i responded the first time i didn't pay attention to which thread we were in lmfaooo
i thought we were still in sciencebirds thread


What is the 1.5.0 update for, Changelog does not mention anything. I am still on 1.4.6 while waiting for the performance to be resolved and per-enemy configs to be re-added
probably fixed some config options being orphaned
I think I fixed the performance and the config options should all be there now
Cool beans
Turret Settings features to change the damage and speed of turret firing aren't working with this mod installed
is there anything that can be done about it?
So I actually change the turret damage setting myself. I could add compatibility with the Turret Settings mod but that might be a bit as I am in school and only work on this mod when I have time. I will try and fix this asap. I did make it so other mods can tap into my mod by overriding my beserk and firing functions
oh ok, so should i tell the turretsettings dev that they can override your berserk/firing function
You can if you want but I also plan to add compatibility myself soon because I do not want to cause problems
fair
Still working on a decently big update but school is annoying. Will have a small break soon
Looking forward to it!
At last the update is probably complete. Do please come here and let me know if any bugs occur
Think this update made it work with TurretSettings
Update should fix problems and added some more things
Quicksand beta is up and running
Fixed.
I think I added lethalconfig options?
Nice!!!
I unfortunately do not have time to test the interaction, what does it do?
slows and overtime kills
Do they sink, or is it just damage over time?
they sink and after a certain amount of time they die (i think)
i don't know if they actually sink but they get instakilled after 5 sec default
Ah cool
I tested it with imperium
It’s either something on my side with my mods or whatever, but it’s extremely weird
Enemy corpses just continuously pop in and out of the ground when they die
And they still do the same thing, even if they don’t die, and then some cases, if the kill time is longer than the default they can get clipped through the ground and essentially be invisible
I don’t have much time to test any longer, but I have a feeling it’s on me the fact that it’s doing this
So I’ll just test the mod without anything else but imperium
when i get back home
Another part of me thinks the reason why it’s being so weird is because I’m deliberately spawning in these monsters and for some reason that causes different interactions (or none) from them spawning naturally, idk it does that in Natural Selection so maybe it does it here too
i forgot to sync the kill time and the sinking time so it might be causing bugs. will fix the issue asap
Sick
Hi! Just wanted to say this mod has been one of my favorites for over a year. I believe the quicksand update is causing some problems however. Whenever enemies touch mineshaft water they die, and sometimes get stuck in a loop dying over and over, causing insane amounts of lag.
I'll try to get a log in a moment
Its never an update without the need for bug fixes i swear
That’s what essentially is happening when they pop in and out of the ground continuously
:(
If only zeekkers thought of these ideas himself </3
gotcha i am thankful you enjoy the mod and thanks for the reports. would be nice lol
I love it sm
I have a really funny clip of a butler blowing itself on a mine
And then all chaos ensues
But im out rn so can’t send it </3
also idk if it’s possible but i feel like enemies should at least slowly sink into the quick sand then just sort of dip in there basically instantly
So yea 
Hmmm I don't seem to be getting any error or mention of FairAI in my logs when it happens, it just seems to happen. I'll try a a couple more times
This is the spam im getting, mentions imperium and Starlancer AI but I'm fairly certain it's this mod as it happens as soon as an enemy walks into quicksand/water
Love the silliness it causes. Will fix soon. Maybe should make it possible to disable
New fair AI update doesn't seem to be working very well...
So i was testing out some mods and i wanted to test how the new quicksand interaction features worked on enemies, so i spawned 2 baboon hawks via imperium and it was just started spamming this in the logs while my game was lagging to all hell (And it also kept spamming the log spawn sound). There was also another message in the console when i first booted up the game when i first tried this new update.
Thanks for letting me know. Probably not killing the enemy correctly so gotta fix that
Yea this was happening too, I should’ve probably mentioned that ages ago
😭
Why did you make the enemies instantly die to quicksand anyway if you don't mind me asking? Could you not make it work like how it does with employees?
Tf kind of quicksand did those 2 baboon hawks go in?! A Quicksand mimic!?
(Also known as the quimic, quimic in LC mod real
)
yea safe to say this update's a bit buggy
i think a blacklist should be added for quicksand interactions
to blacklist certain monsters and what not
and just fix the issues already mentioned before lol
thas really it
Pretty sure this should be KillEnemyServerRPC() and not KillEnemy()
Yup lol I did it wrong I will use the proper function and adjust how fast they poof from existence lol
Seems like the latest update makes Open Monitors have a heart attack and completely breaks it. Also a bunch of other things kinda break down like the round not ending when pulling the lever and some store sounds not working (when Open Monitors is installed)
Well from my understanding it seems like a bunch of components on enemies just go haywire because of the quicksand interactions. It is a lot of work to attempt to fix. I am very sorry but for now please use an older version while I attempt to fix it in the next version. I sadly try to give as much time as I can to this but I also do not got too much spare time. I will do my best though
it's oke 
FairAI has been such a silly mod to have. nothing like hearing a mine go off in the distance and then hearing the baby charging towards everyone. I wouldn't mind waiting for any updates for this mod
Mine + baby = kaboom is a vanilla thing unless Zeekerss changed it.
It’s because items can detonate mines if dropped on them and the baby uses item code because it can be picked up as far as I recall. So, maybe not an intentional vanilla thing but one nonetheless.
ah
diffoz did profiling on some mods in my profile and pointed this out
is it true this runs every frame? i'm not very well versed in how this mod works
I could check but I do not remember doing such? Maybe I fixed it in the latest update but the quicksand stuff is broken so still fixing that
Something i also wanted to mention is that you should make the turrets not instantly start shooting when it spots an enemy cus it could lead to some unfair moments (Make it like how it is with employees). Like that one time where i was holding a maneater and i got completely obliterated by a turret in like a second💀
Oh well I remember the turret ai acting strange because it would not pass the charging up stage so I skipped it so it would attack
Well now that makes much more sense, thanks for letting me know
Of course I might try and fix it again later though
About that KillEnemyOnOwnerClient would be the intended way of killing enemies. KillEnemyOnServer will work but the former would be better and intended way of killing enemies.
Gotcha thanks for the info I changed it just now. Still fixing the interactions sadly
I probaby wouldnt matter tbh
Yup recommend 1.5.0. I am in school again for the summer quarter of college but I am still working hard to fix it. Might temporarily take out the interactions as it is much more complicated than I first assumed
haaahaahaha
Bird of eternal torment
Eye of Sauron keeping the bird petrified
Wtf lol
You were looking at that sapsucker like "you seeing what i'm seeing?" lol
Hey I want to ask right now cause I'm having trouble with this mod with LethalMin.
I've installed FairAI to use alongside Lethalmin for my friends and I, but I know what happens with Pikmin and quicksand.
Normally, the Pikmin walk on the quicksand just fine it seems. Though now with FairAI, the issue is the moment they step on quick sand, Pikmin die instantly but also make this very loud scream, repeatedly.
Is there a possible way for me to turn off dying to quicksand for the Pikmin?
The current version of Fair AI is buggy, it is best you downgrade
As stated before yeah please downgrade as the latest version is bugged
If I can suggest something,
wish there was a blacklist for quicksand then, or turn off FairAI Quicksand. I was getting annoyed that my Pikmin always die for just standing on the ship because quicksand was right beneath it.
At this point with how much of an annoyance quicksand is being in fixing it I might as well just throw a temporary disable on it
I would agree, not everyone is in this thread to know the situation
Nom.
Couldn't it be solved by adding a isDead check before doing anything with the enemy?
Checking code through phone is horrible but I can see that SetSinking is always called whenever the enemy is in some "quicksand"
@orchid orchid I managed to fix quicksand in my fork. Although there are visual bugs and inconsistencies it will at least work functionally and won't explode.
Do you want me to create a pull request or use your code? I do not know exactly what to do with this information lol
Bad Idea. I spent 2 hours just to be able to open the project and compile a DLL. I'll send you a link and you should be able to just copy and paste the modified files into your project.
Sure I will check it out asap. Thanks for your hard work
I spent much more time overengineering and revamping the code to fix the visual bugs but I give up because its much more complicated.
Yeah it was really strange I was spamming ever solution I could while I had time
You would have to either turn of NavMeshAgent or somehow move every child of it. Some enemies like baboon hawk and old bird wont visually sink.
Yeah I did try and disable it but it caused more problems too
What you were doing was killing the enemy locally
soooooo question
We have been having major issues with giants going insane with quicksand
and we think its this mod as reverting it to 1.5.0 stops it.
ahhhh i see its been discussed a bit
can we have an option to disable it?
probably will be a thing next update
if quicksand isn't entirely fixed by then
sounds good, yeah just had several giants make weird noises lol
Yup will have it fixed soon
Noticed another issue with FairAI+LethalMin that doesn't seem to have been brought up. Blue Pikmin loose their special ability and just drown in water now.
Disabling FairAI fixes it
if you have v1.5.1 of FairAI, downgrade it to previous version. it is known that version is broken
To be fair, I did see people mention the quicksand part. Just not the blues drowning one.
Question, do mobs drown in water? and if so is tthere a way to disable it?
because with the lethalmin mod blue pikmin are like rappidly dying in water
and it makes a really ear pericing sound
Going to do furthere testing to try and see if fair ai is the source of this problem, but i have no clue what other mod it would be
this mod doesn't cause enemies to drown
but are you using 1.5.1?
because if so, there is a quicksand function that is buggy in that version
downgrade to 1.5.0 then
that version doesn't have the quicksand patch and might fix your problem
thank you
np
@orchid orchid i dont exactly know why, but it seems like you're causing crashes with my mod with a specific enemy.
i have an enemy that when killed, spawns more of the same enemy and something in v1.5.1 somehow relating to quicksand is making them kill themselves and duplicate to an insane amount where the game just crashes
They used wrong method for killing enemies so enemies die on client but on the owner/server's side it's never been killed which causes the said problems. Will be fixed next update by using the right method.
icic
or in short: Networking shenanigans
bug with game giving continual logs every like, millisecond and basically crashing the game stemming from your newest update
Would it be possible at some point to have a config setting similar to the turret damage, where you can set what the "max damage" of an explosion is?
have not noticed it doing that
i know the rockets have a certain blast range where they instakill players, thats really close to the rocket but not the rocket itself
Oh I see I can change that soon. Sorry for not being able to do much atm been busy with irl stuff
I am doing some testing on the mod right at this moment but as I have no one to test it with I have decided to ask here. Would anyone be available within an hour form now and if not I will be releasing version 1.5.2 and hope for the best.
how much time do you have?
just woke up and im about to shower so like 20 30 mins at most
That works for me
alright ill ping when im done
Take your time
am done @orchid orchid
just looking for my glasses and putting my hair back so i can put headphones on, dm the version or whatev meanwhile
Ok
So how’d that go
things were broken for the client
not as broken as current update where stuff just starts spinning
so its closer
but, itll need some work
Indeed I am working on it more trying to fine tune things. Should be able to test again soon
1.5.2 
works fine now?
Playtested it a bit, seems to work fine. (Except for a few funny bugs i found where when a dog/giant gets killed in quick sand, there bodies just kinda keep going into the quick sand only to teleported back up repeatedly, and old birds being stuck in place when they get in quick sand. Heres an image for proof)
explains why exiting water makes the game think im still in the water
It also kept spamming this in the console if that helps.
That’s Imperium as far as I know
Should work ok but I mean I tested it in multiplayer and single player and it works fine. Might be because of how my mod is interacting with other mods which may be causing this?
So, from what I can tell, it works pretty well. all I just wish for is the ability to toggle which monsters can get killed by the quicksand or not.
Another thing that’s more is the fact that most of the monsters don’t visually sink and slow down. Only Dogs and Giants from what I’ve tested, Baboon Hawks and Tulip Snakes just appear to have a spontaneous heart attack and die on the spot without slowing down or sinking. Despite the Dogs and Giants properly dying to the quicksand, their corpses pop in and out of the ground repeatedly which sort of annoys me sine it looks off as hell
I hope you somehow manage to fix these bugs, because it would be really cool to see really any monster sink and die in the quicksand properly. A part of me thinks maybe once they die in the quicksand the corpse should despawn too
I do not really want to handle the killing of enemies as many mods mess with that. Mods such as sell bodies need it to exist so I do not want to bug out more mods. This update was just to get rid of the main huge bug causing giant lag but I plan to fix all of the other smaller bugs you listed. Thanks for taking the time to message it all though I really appreciate the time you took.
Could there be a blacklist for enemies dying in water/quicksand? Reason being is that there are some mobs that will spawn enemies when they die. One enemy from Code Rebirth does this where if a CutieFly dies, it spawns a Morarch Enemy whom hunts you down for doing that, even if it wasn't a player that did it directly.
Was on March and there were Cutie Flies dying somewhere... prob in a quicksand pit that spawns on that moon naturally and Morarches kept spawning
It wasn't lagging the game, but having a Morarch Army chase you down is rather something
You do have config options whether or not they can trip some traps. Maybe there could be one for Water/Quicksand where if unchecked, they won't die in it?
I think they just forgor and wanted to push out an update to fix the mod asap, i recall a config for quicksand being planned though
I will after I can find time. Got a couple other things to do but this will be a main fix
I just want to say that i love this mod, it has always irked me how mines and turrets would always gun after you rather than the big ass spider or shark monster thing. It so satisfying to lure a bulter or mimic into a mine and watch the fire works :)
I appreciate you. Thanks for letting me know it is always nice hearing that the mod is creating fun for people
is it possible to have the turrets have a grace period (the warning SFX + the laser) for other creatures? right now it kinda just starts to instantly shoot at the creature as soon as it sees it.
This is my only personal issue with the mod here, otherwise it is perfect. The issue is that if a player is nearby the turret will just murk them without warning
yea
it sounds really weird in the distance- sometimes you've just hear a turret go off out of nowhere and then immediately stop
other than that small thing, this mod is amazing
I plan to try and fix that but everytime I try it seems to cause the turret to not want to shoot the enemies at all. That is a planned fix at some point but for the moment I plan to flesh out the quicksand from being weird then I will move on to other issues. Thanks for letting me know it was a bother though as that means I will put more focus on it asap. Hope you all keep enjoying the mod though
what does this mean
So that means that it was trying to grab an enemy that used to exist in the list that no longer exists. Maybe that enemy died or somehow the id assigned to the enemy changed. So when it tries to find that enemy and finds nothing it does not know what to do and gives you an error. Did it cause any problems during gameplay?
I don't think there were any gameplay issues
If that's the case you might want to surround that function in a try catch, and remove the entry from the list if that error throws
I could do a try catch and it is supposed to be removed right before they are killed
I just took another look at it. I think when syncing with github it removed some of my changes so it caused problems.
Started school but am close to probably fixing the last issue which is with the weird glitchiness that comes with enemy interactions with quicksand
Sounds good
Is there any way to disable FairAI's quicksand?
If there's not a config for it, you can use version 1.5.0
Yeah not currently a config. I thought I would fix the problem but it still is an unstable state so 1.5.0 is recommended for now. I am struggling to fully fix the mod but it is very close
a lil bit of V73 can't hurt right
Did V73 turn this mod into even more of a broken mess?
more like every mod
you'll need to recompile with a newer netcode patcher update basically
as far as know, if your mod does networking you are in the poopoo
we went from unity version 2022.3.9f1 to 2022.3.62f2
yeah if you have any rpc's you'll need to update when that netcode patcher update comes out
but there are some good news in regards to rpc's, zeekerss updated the netcoding package meaning we got more rpc functionality
Seeing the positive is good I guess lol. So this update is already in effect or do I have to wait for the full release?
nah we're waiting on two things rn
fixplugintypes update (Which you probably dont need)
and the netcode patcher update, which is wip rn
if you mean the lethal v73 update when you said update then yeah that's out rn
nah this thing
I am not sure if I should wait or release a temp update for now hmm...
uh, i mean what would a temp update do?
It would at the very least prevent people from getting confused with my newest update being broken lol
its 99% of mods rn since a lot use netcode patcher but ye up to you lol
Well I mean is netcode patcher another mod or are you talking about MonoMod.HookGenPatcher?
netcode patcher is a post processing thing you add to your .csproj so that rpc's can actually work
Hmm I do not think I personally added that as it is definitely not part of my references
The only reference that has netcode in it would be the one from Unity
then yeah if you're not using netcode patcher you're fine as is
Welp good to know but Imma do a run and see if my mod lights itself on fire
Thanks for the heads up and stuff though I really appreciate it. Take care and I will give updates here
Released a hotfix update for the mod. Added quicksand config and other little fixes
Nice
does fairai work with lategame now do i still use 1.5
Wait did it not work with lategame upgrades?
I haven't had any issues with that, only a visual bug with the corpses sinking animation looping on dead enemies after dying to quicksand

Saw this recentlyyy
[04:03:41.0663337] [Error : Unity Log] KeyNotFoundException: The given key 'Mobs.EarthLeviathan.Quicksand Kill' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <1071a2cb0cb3433aae80a793c277a048>:IL_001E)
BepInEx.Configuration.ConfigFile.get_Item (BepInEx.Configuration.ConfigDefinition key) (at <fe49c90fe8e24102b42489c11910c71c>:IL_0013)
BepInEx.Configuration.ConfigFile.get_Item (System.String section, System.String key) (at <fe49c90fe8e24102b42489c11910c71c>:IL_0008)
FairAI.Plugin.GetBool (System.String parentIdentifier, System.String identifier) (at G:/WIndowsProjects/VS/FairAI/FairAI/Plugin.cs:637)
FairAI.Patches.QuickSandPatch.OnTriggerExitPatch (QuicksandTrigger& __instance, UnityEngine.Collider other) (at G:/WIndowsProjects/VS/FairAI/FairAI/Patches/QuickSandPatch.cs:133)
(wrapper dynamic-method) QuicksandTrigger.DMDQuicksandTrigger::OnTriggerExit(QuicksandTrigger,UnityEngine.Collider)
Yes. it seems its missing a few entities in the list, so it just kinda freaks out otherwise
it doesnt like the quirky outside puffer
No puff pit for you
Welp this is great lol welp I figured there would be some bugs. Thank you for letting me know I got some more messing around to do then
NOOOOOOO
So I am currently programming but I want to test how it works with inside enemies being changed to outside enemies. Which mod would that be?
StarlancerAIFix?
I mean I guess I will try it thanks for giving me something to try
Hasn't been updated since last year so idk if it'll work with v73 though
So you might just have to spawn enemies outside with imperium and hopefully it still applies the AI change
Thanks for going out of your way to help me out
For this, I was using brutal company minus extra reborn and imperium (when debugging)
They don't work together though, so its one or the other
No events in brutal company spawn puffers outside though, they were custom ones
or atleast, i think the chance is so small I haven't had the chance to
I will see if I can config it
you can force the particular event at the terminal using mevent <eventname>, I however forgot the name off the top of my head. mevents shows event list
sorry idk the way people do that coding box thing lmao
It works, I can confirm
Oh good
Lol it is fine it works for me. Thank you all for the help
Hey, btw. a while ago I reported the fair AI cfg file not generating. It works now for me as well, just as an update ^-^
Oh thats good thanks for the update
I also really like the new quicksand stuff. I set it up to never kill enemies (by putting the timer to 180 seconds) and only slow enemies down
Nice I will be making a way to disable the kill part of it soon
I would love to be able to make masked the only entities capable of dying to quicksand but that would complicate the config most likely
That is part f the config?
should be mobname quicksand kill. all but masked should be set to false for it to work
Yes, but I set the kill timer high so that all enemies are just slowed, making it effectively not kill at all and I can not change the kill timer for the masked entity only
Do you not see quicksand kill as a config option that you can set for each mob?
Wait; Does quicksand always slow, no matter if quicksand kill is enabled?
should be so
Then I have said nothing and will swiftly rework my configuration
oh ok lol let me know if it works for you
Works as you said
All enemies are slowed, always, not all are killed
Beautiful; Thanks a bunch!
👍
Legendary situation; The constantly trigger each other and go beserk again and again X3
Wait, this turret has walls between it and the others and it triggered as well
This is strange; The turrets trigger each other as soon as one turret looks at the other; It does not need to be shooting
And that apparently through walls as well
Well I did make a toggle in the config where you can turn on whether they can hit each other. Also because turrets are not part of the targeting list they should be unable to target each other so this is a weird error
They do not target each other; They activate each other without shooting
The turret only has to point at another to make it go beserk as if hit
And that leads to a loop as they continuosly retrigger each other
And I did toggle it off for now
you should try another interior to be sure, for some reason ive seen laser turrets (of code rebirth) shoot through walls on those interiors made by that guy specifically a few times
Can do so tomorrow; The important thing is that the turrets just had to point at each other to trigger each other, that it happens through walls is just the cherry on top
It should not be possible as I do use the layers specified by the game for targetting. Will have to look at it another time
I didn't see what specifically caused it, but I noticed this while testing other mods for my pack today
Also for keys -141676, and -141586
@orchid orchid
Thanks for this I guess I need to figure out more broken things
I'll let you know if I see it again
I might try experimenting with spawning enemies with Imperium over quicksand and just see what happens
Hmm I tried uploading an update but seems there was an issue?
I think cloudflare is having problems and thus thunderstore might not take your update currently
Oh I totally forgot about cloudflare being down today. Thanks that might be it but I submitted a support ticket anyway
Resolved the issue new version is up
I beg two questions... were the corpses Y value resetting fixed and the error spam when an unidentified creature walks through quicksand ?
2nd yes 1st no
should be? probably
Might have found a new issue
But I'll have to do some testing with it specifically later tonight, as I'm in the middle of a session with friends
It relates to the LiminalPools interior, though not everyone in my session was experiencing what I did
Ok well I like fixing bugs to the best of my ability so feel free to tell me when you can
I think it was just a bug with Liminal Pools
But I did see this today
That was funny
this one haunts my games, they must stay BURRIED so i can dig them up as fossils in 3 million years when the company discovers time travel
Lol well I will eventually fix that issue but it is just visual so next update might fix it?
I'm having an issue where if I attempt to climb a ladder that's underwater (PoolRooms, v70 mansion pool tile) I become permanently stuck
Right when it happens it shows an error involving the QuickSandPatch in FairAI
How in the everliving fuck does FairAI cause this LMAO
019aec36-6390-98e7-ec76-d54accc2c3e3
LOL
its had some quicksand issues, i got a temp fix for the dictionary errors but i didnt touch the player quicksand/water errors
Wait so this is the mod causing the hyper-speed water bug?
Good to know, I had no idea
Would love to see that log file please
Thank you for showing the hyper speed funny. Yay more thingies to fix lol
For this log I went to Experimentation while it was flooded and waited until the water reached the ladder needed to climb up to the facility. Same result as last time, I got stuck
Uh, not sure if this is a code rebirth or a fairai bug, but if a cutifly falls into quicksand, the monarch will instantly die from the same quicksand and proceed to create an infinite loop of spawning enemies which will inevitably crash the lobby unless you leave in time
This more or less makes it impossible to go to aquatis when raining weather is active as cutiflies spawn there commonly
This seems to be an issue that could be solved by despawning enemies instead of killing them maybe
If I can get a clip I'll send it
Blacklist cutieflies and monarch from quicksand if you can in the config, I've heard a lot of people report this ages ago
Cough I thought I did make it so immortal enemies were blacklisted automatically but I am guessing the cutiefly is not immortal. I did make it so you can config what can be killed by quicksand.
They are killable yeah. The problem is they spawn a Monarch on death, and then Monarchs spawn more Cutieflies on death-
Teleporter traps already teleport enemies, unless you mean you want to blacklist some from being able to be teleported
Thing to note, teleporter traps teleport entities to a random position indoors
So if a tp trap finds it's way outdoors, e.g. messing with it's spawns in LunarConfig, or a CodeRebirth Jimothy taking one outside, shit like dogs can get teleported inside
Imagine an old bird inside 
Worst is proly a worm
Especially if you use the ScienceBird tweaks thing where is spawns a puddle of quicksand upon emerging
Nooooo 💔
the Jimothy/Tele Trap combo is a thing of beauty tho 
Jimothy+FairAI turrets also goes crazy
Once had him save the day by doing a drive-by against a bunch of dogs camping the ship
Did you ever figure it out?
I'm using the Quicksand Fix version by qwcan to turn off the quicksand changes for now, but you could also try downloading an earlier version of FairAI if you'd rather do that.
I should have fixed that but there is other bugs I am trying to fix before this release
can you make a config so Nutcrackers wont go around and kill mobs?
Didn’t know they did that. I could try after this release
thanks
nutcrackers are finally smart i see
they dont do that normally
That would be another mod like Natural Selection or something, which you might have confused with FairAI
Nutcrackers can accidentally friendly fire onto enemies when trying to shoot a player, but they never target each other
Enemies hit by a Nutcracker also dont go after the Nutcracker, they still go for the player. Most infamous example is a Bracken catching stray hits from a Nutcracker immediately aggro'ing onto the player, killing them kinda unfairly
ButteryFixes has a specific fix for this issue.
I know all this I just had a run I played solo and went in and the nutcracker shot a butler and another nutcracker maybe it’s another mod I have but I did not say in any of the mod details I don’t like butteryfixes because it changes cool game mechanics
Pretty sure ButteryFixes is all configurable. You can just turn off the stuff you dont like.
Byeah FairAI isnt doing anything related to Nutcrackers
Okay cool I will look into it
Thank you!
All good
I thought it was a Vanilla mechanic as I have not played in awhile thanks for the info Zeta
I created a release just now yay. I think I got all the bugs but I know I didnt they always sneak in. Have fun all ❤️
we eatin good this weekend
From testing, it seems to do the opposite now. Sprinting in water slows you down until you cant move, rather than speeding you up

I'll try and get a log and replicate it soon
Here is a minimal profile, with flooded set to spawn very often
019beb9e-9227-23f2-8376-19d80b337a5c
From further testing, the issue is that when you arent sprinting, you move SUPER slow compared to vanilla.
Sprinting i think is fine now, but yeah if you run out of stamina or just stop sprinting you basically get stuck
FairAI is off in that profile, you can toggle it to compare
I'm also gonna test to see if that ladder-when-in-water softlock got fixed
Thanks for the help I appreciate your testing
All good!
From my own testing, the ladder softlock doesnt happen anymore though
Good news I guess lol

With GoldenKitten's permission, i made this fork for v73
It takes the 1.5.0 version of the mod (prior to the quicksand stuff) and updates it for v73
Just a temporary thing until all the quicksand related stuff is fixed
https://thunderstore.io/c/lethal-company/p/ZetaArcade/FairAIFork/
zetaarcade fucking loves utensils
@exotic cobalt I saw your ping, unsure why you deleted
Byeah, i think you're right, the fork is being problematic atm, or at least it was for me
Luckily i helped GoldenKitten test the quicksand + water issues being fixed and i recall it working fine, iirc they just wanted to add compat with some kind of LGU thing before updating
So i'd say to just wait on that instead of me trying to fix the fork
@orchid orchid How long would you say until its ready?
because i tested it out rn and it worked
so maybe its a mod incompatibility
Well whatever incompat i must have as well in my pack lmao
What was your issue again?
Mine was turrets not targeting things in the config like they should be, and in fact the config going blank
that AND turrets not targeting clients on their end, but they do target on the hosts end
and not damaging the player
havent tested that, but i imagine i probably have the same
in any case, i am not really able to update the fork atm, but the build GoldenKitten has seemed stable so idk they might be able to update main soon and i can just deprecate the fork

are you able to test right now? im streaming with Daily Lethal News in an hour and don't want any broken mods
I got plagued with the busy. I might give up on the compat with lgu for now and release soon
I really wanted it to be compatible too
I am not able to, no
My wifi stuff isnt setup properly at this place, i am doing everything through a hotspot atm

I mean you always can after~
Right now the mod isn't really usable with any moons or interiors with water, or during flooded weather because of the speed bug 
Though, I've not tested if it occurs even with the quicksand stuff fully disabled tbh
If the bug doesn't occur when quicksand stuff is disabled then yeah it's not so bad
Will see later I will try and do stuff today but it might be more like tomorrow
Yeah so I uploaded something. Should fix stuff? Maybe?
today it uploaded
i sle4p gn
Yayyy
Ty!!
Anyone have any insight on if FairAI was affected by V81 or not?
Neutral-party traps are a must-have when I play Lethal.
Actually went in real quick with a new profile of FairAI and Imperium(+Dependencies)
Landmine and spiketrap functionally seems 100% working.
Turrets on the other hand are entirely busted targeting enemies and busted trying to fire at players.
Just an FYI whenever you have the chance @orchid orchid
So turrets are unable to target at all?
Turrets target players fine but get stuck erroring when they try to fire
Mind sending me your log file?
Yeah just a moment
First stood in front of a turret, then got a masked to go in range of it.
[Error : Unity Log] MissingMethodException: Method not found: void GameNetcodeStuff.PlayerControllerB.KillPlayer(UnityEngine.Vector3,bool,CauseOfDeath,int,UnityEngine.Vector3)
Stack trace:
TurretAIPatch.PatchUpdate (Turret& __instance) (at G:/WIndowsProjects/VS/FairAI/FairAI/Patches/TurretAIPatch.cs:68)
(wrapper dynamic-method) Turret.DMDTurret::Update(Turret)
The error spammed in both cases
Just turrets it seems
Even tested Feiopars with quicksand and they sunk with no issue
wait the fu-
Oh yeah wait
cuz FairAI I think also take Modded things into consideration unlike uh Natural Selection
Yuppers will see if I can fix the turret thanks for the report
TurretSettings might need an update too then
I know what you are... and I agree with you...
lol good
Should be fine now?
Quicksand fixed or?
Wait was it broken this update?
No, at least with the quick test I did.
Oh ok good to know lol happy gaming all
Okay I know this is a bit out of scope of the mod since it only really affects mines and turrets in vanilla, but
||What if the new Backwater Gunkfish could spray other creatures that step directly on it, giving them a stun effect?||
Thats more natural selection territory
Ask them
I forgot the devs name
Yeah probably them but I might look into it when I got time
👀
Fandovec 🤝 goldenkitten
Making awsome enemy interaction mods.
Does this work for v80, and can I pick what enemies get affected by what?
Yes fully configurable and I think it should work for v80
Dunno if it's this mod but Turrets stare up at the sky when targeting me
But their bullets still fly forwards like normal, so it's just a visual bug
Just tested without this mod and it still happens. Hmm I don't have any other mod that effects turrets
Interesting to know lol
this might be an issue when using mrovs turret mod that makes them go berserk when the ap is pulled OR I don't know. figured I'd lead it here just in case.
That's a LittleCompany's bug
ty will check
The turret is such a mess:
- It rarely locks onto monsters and usually just makes a burst without a lock
- Even when the turret does lock - sometimes all shots miss (maybe it is due to targeting feet instead of body?)
- Turret lock is never synced to clients
- Lock-less bursts on the client side are much shorter
- Lock-less bursts are late
Recording of host (up) vs client (down) perspectives
https://www.youtube.com/watch?v=N41GSZFRbwY
Would you mind sending your modpack code so I can test?
There are FairAI + Imperium + dependecies
019e2243-e300-78be-6db5-7dabb8e7e6b8
@orchid orchid Is there the possibility for a config option wherein turrets (or any hazards for that matter) will blacklist a monster type for the round/stop targeting them if it returns object instance errors?
I'm still finding rare scenarios where turrets will just endlessly fire and stutter me into oblivion. I don't know if that's because particular modded enemies are not marked as immortal when they should be, or can only be damaged by players, or what.
Or perhaps it'd be even better if it ceased targeting that specific mob, not the type. There might be cases where monsters spawn or get stuck inside geometry but can still be targeted. I should take a closer look next time it happens and see what's going on exactly.
Still doing some debugging myself and i think lehalonfig lets you config stuff midgame and i added support for it so you can try tht and see if it works changing stuff midgame
Confirmed LethalConfig editing of my config does seem to apply even while mid game with the newest update for my mod and maybe the older ones
New update released as I said above btw please let me know if the same problems still happen
Whoa! My expectations were low, but you made turrets perfect at shooting at monsters.
Now they always lock even from far and kill enemies as fast as players.
They ONLY problem I found so far is that client-side turret locks onto opposite side, but monster dies nevertheless
Damn yeah I am unsure how to adjust that atm but eventually will figure it out
https://www.youtube.com/watch?v=Qe8J6WRD8Ss
The "Lost LOS during charge wind-up" occurs often with maneater. (The top one is host)
If 2 turrets shoot at the same monster - only 1 stops shooting after monster is killed. The other one is stuck
Welp gotta work on another update then. I only cause more bugs with each new update sadge
I haven't tested these last two bugs in prev version, however I'm certain that now turrets are so much better.
The new discovered bugs are less likely to be encountered by accident
Still might as well fix them always good to have less bugs
Wait that might be what it is...lol
So did another update and it might fix the issues but at this point I just kind of await issues
Yayyy thank you kitten. Will let you know if it happens again.
Thank you I hope it doesnt
Will give some tests to this in a bit :]
Appreciate all the hard work you all are doing just to help
Hi. I saw only regression. The client turret no longer focuses or shoots at monsters
How do you synchronize where turret is shooting from host to clients? From what I can tell you try to pass EnemyAI via RPC, which is a HUGE no no.
I mean I think I tried to do it via the same method that the turret does so for players
From what I read from thunderstore your method is different from vanilla.
EnemyAI instances are not same across the network. Instead you should either pass enemy's NetworkObjeck or NetworkBehavior ID and use that to find it on clients or use NetworkBehaviorReference/NetworkObjeckReference, though I have no experience with those.
Oh ok then I will do so I appreciate the tips. Will have to mess with it more to figure out everything but a point in the right direction is good. Will change it to use some form of NetworkingObject then
what is the 1.5.9 update?
i dont see a changelog anywhere
So I figured out how to make working networking scripts with unity netcode patcher and more importantly how to use the references.
I even figured out a way where you don't need to register any prefabs with network manager as long as it's an existing prefab with NetworkObject component.

