#FairAI - Mine and Turret AI

1893 messages · Page 2 of 2 (latest)

uneven stream
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I don't think seamines at all are compatible

humble roost
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They already are

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I've tested it

uneven stream
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I've never seen any enemies set off seamines, nor any enemies get hurt by seamines

humble roost
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You've probably got an incompatibility

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Could try deleting the Fair Ai config and letting it Regen

eternal junco
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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

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Yet landmines and even the Surfaced Sea mines work fine

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Ah i see now

orchid orchid
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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

humble roost
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Goodnight, take care!

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Looking forward to what you've got planned

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Quick sand yoiled

subtle turret
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yea its been disabled for a long time now sadly.. i would be interested in when its gonna be enabled again as well

orchid orchid
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@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 ❤️

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cough Discord did say the @ everyone thing would only at the people currently in this thread so I hope that is what it did

orchid orchid
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Should be added with the Turrets now able to target and kill enemies too

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FIxed that. Turrets target and kill enemies

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Fixed this. Turrets will target and kill all it can yay

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Turrets will lock on and kill enemies with this newest update

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I added this feature again. Hope to make more updates soon

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Finally done

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Added again

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Turret targeting and attacking is back

acoustic shale
orchid orchid
orchid orchid
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Hope it works without too many problems. Have not fully tested out everything but it targeted me and enemies so seemed good lol

thick carbon
orchid orchid
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Oh lol I tried to only ping everyone who might seem interested lol

humble roost
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Yaaaay

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I'm looking forward to trying it out soon

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Also looking forward to whatever update you've got planned next when you're free

cursive sequoia
final osprey
uneven stream
gritty quartz
orchid orchid
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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

eternal junco
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With Surfaced, does that mean Big Berthas?
Also i am noticing the new update reset the whole config Cri2 which is kinda pain but its fine

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@orchid orchid

nova spruce
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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

orchid orchid
orchid orchid
eternal junco
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like

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i have both ticked to allow them to be customisable

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but then i disabled it on the vending machine

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so the turrets wont target or damage vending machines right?

next ice
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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

eternal junco
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i am aware

eternal junco
nova spruce
eternal junco
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the name isnt very accurate
It isnt actually "Turret damage all mobs"
It really is "Turrets can damage all mobs that you tick below"

nova spruce
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oh okay my bad!

orchid orchid
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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

orchid orchid
nova spruce
orchid orchid
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Yeah so whenever Thuinderstore releases my version 1.4.1 it will work lol

orchid orchid
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Lol hopefully soon

eternal junco
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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

spring wedge
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Hello can i ask for mod support for the missile turrets ?

eternal junco
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Honestly i thought it did support it, but i hadnt tested

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that would be cool cuz i just added that one

spring wedge
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Oh neat !

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I think i just hadn't noticed it, i guess i could go more often on Offense to more likely to notice it

uneven stream
eternal junco
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last updated 3 months ago
As far as lethal mods go thats not too bad

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its simple and fine

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only fault i can give it is that it does nothing when you smack it with a shovel

spring wedge
eternal junco
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nah

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but whats interesting is how configurable it is

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you could for example, make it slowly rotate a full 360 degrees around

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or make the missile much slower but deadlier

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i think its a nice mod

spring wedge
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Yeah, i like that

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I configured to be a full range, but less dangerous turret, because the travel time is factored in

stone ginkgo
eternal junco
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runs alot better than r2

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a lil buggy here n there but i like it

stone ginkgo
eternal junco
eternal junco
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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

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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

scenic raft
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does this mod still work? I was getting some errors while using it on v64 when exploding so I removed it

orchid orchid
scenic raft
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either related to killing the player or something with the explosion

orchid orchid
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thats fine i cant touch it for now either. take your time

grim basin
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thanks for awesome update, make enemies go boom boom and gunshots

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keep it up forward

stone ginkgo
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@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

orchid orchid
stone ginkgo
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Sounds good. @ me when you get around to it.

orchid orchid
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Sure

warped canyon
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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

plucky lark
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Also confirmed that I had a turret once shoot at a thumper corpse nonstop.

orchid orchid
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Hm weird that it did that would love to have a log file

scenic raft
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the left is client and right is host

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also on the host i hear the noise that lootbugs do when flying being angry

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and the loot bug didnt even die

scenic raft
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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

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so i removed it and everything is fine

stone ginkgo
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Send me a code to your modpack and I can check which of my mods is causing compatibility issues

scenic raft
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wdym

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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

orchid orchid
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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

stone ginkgo
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I’ll take a look later today

eternal junco
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Its quite common for turrets to continue shooting for clients

eternal junco
# scenic raft

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

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i'll get my stuff now

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Code we used at the time: 0192c51c-f740-3d04-7208-6012d792132f

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(playing on previous version of lethal, v64)

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"[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.

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Anytime it happens it lags the game really bad for the clients

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and they can hear it constantly

orchid orchid
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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

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I might just be spamming logs I mean I forgot to delete them so might be part of it lol

eternal junco
orchid orchid
glossy citrus
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and I'm always the host

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it's happened a few times already

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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

orchid orchid
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I honestly dont have a friend to help test it so strugglin fixin the issue

eternal junco
eternal junco
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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

orchid orchid
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i have class around this time except on wednesdays

deft summit
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I have the exact same issue

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I adressed it by using the "BodyRemover" mod

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It's like the turrents don't distinguish between a dead and a living npc

half stratus
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@eternal junco Just disable FairAI from having Turrets target enemies

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It's a config option I know Glitch disabled it likely for this reason

eternal junco
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But its a feature i would like to have working, hence why i offer to help test

half stratus
glossy citrus
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nothing to fix on my side!

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fix your modpack

half stratus
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It's not my pack if he's doing illegal things he used to not do

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Blame Zeekerss for whatever he changed

eternal junco
eternal junco
half stratus
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He just doesn't like to behave

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If you play on Gorg and Seichi now he has a habit of going under terrain and grabbing people through it

glossy citrus
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(you're just now noticing it)

half stratus
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Bad Ogopogo

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Bad

orchid orchid
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Would around this time work to test it? <t:1731272400:R>

eternal junco
orchid orchid
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Probably be ok because I only got around an hour

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Then I got to do college stuff again

eternal junco
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I forgor KaguyaStare

low ore
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whats the difference between a mine and a boomba

deft summit
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Boombas are a walking menace

low ore
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ohhh its the landmine roomba

zealous pecan
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Boombas are an old custom entity

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from LethalThings

low ore
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so i guess i'll set all entities that are supposed to explode landmines to explode those too

orchid orchid
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No they are separate

sleek berry
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Do monsters only trigger landmines if there’s a player nearby?

Dont necessarily want monsters just randomly dying

eternal junco
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there is a config option for that

long nova
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This doesn't make unkillable entities killable, right?

eternal junco
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it simply allows them to receive damage
Something like a Jester wont do anything if it receives damage

low ore
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although a side effect is that invincible enemies can accidentally clear all landmines from the map if your lucky

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or if you lead the jester around

gritty quartz
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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...

long nova
orchid orchid
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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

humble roost
deft summit
orchid orchid
long nova
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Will spike traps config be added to this in the future?

sleek berry
long nova
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But don't target them.

sleek berry
long nova
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Others when you trip them.

sleek berry
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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.

humble roost
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Would like to see that feature

orchid orchid
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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

mossy hill
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really nice that this mods still getting support

eternal junco
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Yippee

orchid orchid
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I try to keep supporting it at least lol

latent flame
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got this while running some tests.

zealous pecan
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Will this mod ever support spike traps?

latent flame
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I believe spike traps already does work on enemies.

latent flame
zealous pecan
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There's a bubble below spike traps that prevents them from slamming if an entity is under it

latent flame
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Thats why you bait the enemy to it.

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sometimes they just walked up one as its already going and they die from it.

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But its high risk high reward if you can lure and enemy under one.

zealous pecan
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If they can be shot by turrets, and blown up by landmines, they can be pancaked by spike traps too

stone ginkgo
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[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)

orchid orchid
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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

zealous pecan
sleek berry
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It’s to stop them randomly dying without a player seeing it

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Player detection spike traps don’t work on monsters though. Unless a player also goes under

orchid orchid
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The errors should be gone this update thanks for the reports and the support

eternal junco
orchid orchid
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.

glossy citrus
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!

orchid orchid
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WIll be working on this again soon school started when I typed that period it was meant to be a real message lol

orchid orchid
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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

humble roost
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Quick sand quick sand quick sand

eternal junco
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My #1 would be proper big bertha support so it respects the same kill radius as it does for players

orchid orchid
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ill keep those in mind lol

zealous pecan
orchid orchid
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Lol well I know they can trigger it for sure now

thin eagle
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Could compatibility with the toil head mod be possible?

orchid orchid
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Possibly when i can get to it

latent cliff
orchid orchid
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Oh yeah I put that in my notes to add that after finals

latent cliff
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good luck on your finals!

orchid orchid
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Thanks will be right on this when I am done

orchid orchid
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Updated

eternal junco
latent cliff
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tysm!

orchid orchid
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Lemme know if anything unintended explodes or something lol

delicate cobalt
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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?

orchid orchid
orchid orchid
warped canyon
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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

orchid orchid
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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

round hemlock
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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

orchid orchid
round hemlock
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Sounds good, this is my only issue with the mod. I like the recent QoL and overall this mod has come a long way

orchid orchid
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Thanks means a lot

delicate cobalt
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I can confirm that this mod is much funskies and is one of our favorite atm 💯

maiden haven
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also if there isnt already an option for enemies to run away from turrets that lock onto them would be cool

orchid orchid
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Will think about it. Glad you figured it out

zealous pecan
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Hi

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I believe your mod is causing certain turrets to go permanently berserk (Upon round start) despite nobody having touched them beforehand

orchid orchid
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By default they should not be able to hit each other

zealous pecan
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What the fuck

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Alright then

orchid orchid
zealous pecan
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Ueah

orchid orchid
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I just left it as a config option because i figured some crazy players might want it lol

calm walrus
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some crazy players
-looks at two of my friends-

orchid orchid
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I thought there might be some out there lol

round hemlock
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Basically that mod that makes turrets be always in berserk mode but it is not immediately active

eternal junco
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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?

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I know you can disable it when nobody is in the facility which is good

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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

orchid orchid
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I could try and add that. I do not think it should be too difficult

hollow sapphire
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@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.

orchid orchid
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Oh ok lol I will make that a config option. Something like disable immortal enemies option

hollow sapphire
orchid orchid
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np lol

round hemlock
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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

zealous pecan
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Most recent update gives me a metric fuckton of lag

deft summit
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Same problem over here

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From 144 fps to 20

zealous pecan
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Jesus christ bro

crisp solstice
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I put the 1.4.6 and my game is smooth again

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was like 20 fps to

orchid orchid
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Well crap thanks for the update on that. Sorry for the bugs

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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

deft summit
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Sadly, it didn't fix it on my end

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I see nothing weird on the console tho

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No errors at all

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:/

orchid orchid
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will work on it more after sleep. hope to resolve it soon

crisp solstice
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1.4.8 is better than 1.4.7 but 1.4.6 still is smoother

orchid orchid
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Yeah I am trying to understand the problem still

lean abyss
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oh is it known?

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i was gonna report that my profile slowed down from 120fps to 30 when fairai 1.4.8 was enabled

orchid orchid
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It is known that something I updated since 1.4.7 causes lag

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I am hoping to fix that soon

orchid orchid
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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

lethal seal
orchid orchid
# lethal seal 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

forest hemlock
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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?

orchid orchid
forest hemlock
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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.

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As far as I can tell you don't need to call it more than twice.

orchid orchid
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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

forest hemlock
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That's fair. I haven't checked how the code works to full extent when I wrote that.

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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.

orchid orchid
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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.

forest hemlock
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Doesn't Resources.FindObjectsOfTypeAll always return the same list regardless when its called?

orchid orchid
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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

forest hemlock
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That's weird. I didn't encounter anything like that.

orchid orchid
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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

forest hemlock
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I don't get what the cast part is for. Is it to ensure it's the type?

orchid orchid
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Wait which cast?

forest hemlock
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.Cast<EnemyType>()

orchid orchid
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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.

forest hemlock
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actually idk if that would affect anything

orchid orchid
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No I am only calling these on the start method of both RoundManager and StartOfRound

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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>()
forest hemlock
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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.

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Aside that at least it works thats the important part.

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Optimizations can come later.

orchid orchid
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Yup lol. Until it is fully fleshed out

forest hemlock
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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.

orchid orchid
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No matter the error I think the game still ran lol

zealous pecan
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Where... are the individual config options?

hollow sapphire
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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 SideEye_Toucan

eternal junco
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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

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i just stick to 1.4.6

hollow sapphire
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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.

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There's a name for this: QOL.

orchid orchid
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Oh I didn’t even think of adding lethalconfig support but I guess that might be an idea for later

hollow sapphire
orchid orchid
hollow sapphire
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Yup! I'd say most of my modlist supports it. Generally the heavier things do not, but everything else does.

orchid orchid
hollow sapphire
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I'm not sure I'd have to check, but I've had no issues with it, including with brand new mods.

orchid orchid
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Ok then I think it’s fine

hollow sapphire
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Zeek boutta break everything anyway DogeMegaKek

orchid orchid
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I’m used to working around that brokenness anyway lol

round hemlock
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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?

zealous pecan
orchid orchid
orchid orchid
zealous pecan
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They r not there atm

orchid orchid
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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

zealous pecan
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Oki

glossy citrus
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have you tried resetting the config

zealous pecan
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Yes

glossy citrus
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erhmmm ... modpack issue

lean abyss
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i did notice the individual entries got orphaned

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but since i already had them set up i don't think it affected me

glossy citrus
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yeah that's super weird

zealous pecan
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I tested it in a fresh modpack

glossy citrus
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it was a jokey joke

orchid orchid
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Yeah I will see if I can fix the issue tomorrow. For some reason even though it is supposed to generate it does not

eternal junco
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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

lean abyss
eternal junco
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i mean
Its a quicksand thing, not a worm thing

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also applies outside on quicksand moons or rainy

lean abyss
#

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

orchid orchid
#

Ok so maybe should be fixed I guess? Config options are there lol

#

Oh and I might hop on the quicksand stuff next

eternal junco
#

I referenced ScienceBird because that mod added a quicksand thing

lean abyss
#

i thought we were still in sciencebirds thread

eternal junco
lean abyss
#

anyway

#

i agree abt what you said initially

eternal junco
round hemlock
#

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

lean abyss
orchid orchid
round hemlock
#

Cool beans

lean abyss
#

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?

orchid orchid
# lean abyss

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

lean abyss
orchid orchid
#

You can if you want but I also plan to add compatibility myself soon because I do not want to cause problems

lean abyss
#

fair

orchid orchid
#

Still working on a decently big update but school is annoying. Will have a small break soon

round hemlock
#

Looking forward to it!

orchid orchid
#

At last the update is probably complete. Do please come here and let me know if any bugs occur

orchid orchid
orchid orchid
orchid orchid
orchid orchid
orchid orchid
eternal junco
round hemlock
#

I unfortunately do not have time to test the interaction, what does it do?

orchid orchid
#

slows and overtime kills

round hemlock
#

Do they sink, or is it just damage over time?

lean abyss
#

i don't know if they actually sink but they get instakilled after 5 sec default

round hemlock
#

Ah cool

kind hedge
#

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

orchid orchid
kind hedge
#

Sick

warped canyon
#

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

kind hedge
#

Yea that too

#

I didn’t realize the water killed them, but

orchid orchid
kind hedge
#

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

orchid orchid
#

gotcha i am thankful you enjoy the mod and thanks for the reports. would be nice lol

kind hedge
#

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 wait

warped canyon
#

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

orchid orchid
#

Love the silliness it causes. Will fix soon. Maybe should make it possible to disable

fading pivot
#

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.

orchid orchid
#

Thanks for letting me know. Probably not killing the enemy correctly so gotta fix that

kind hedge
#

😭

fading pivot
kind hedge
kind hedge
#

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

forest hemlock
orchid orchid
cunning sage
#

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)

orchid orchid
#

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

cunning sage
#

it's oke BabyManater

#

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

vague turtle
lean abyss
#

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

orchid orchid
#

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

fading pivot
#

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💀

orchid orchid
#

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

fading pivot
orchid orchid
#

Of course I might try and fix it again later though

forest hemlock
orchid orchid
#

Gotcha thanks for the info I changed it just now. Still fixing the interactions sadly

forest hemlock
#

I probaby wouldnt matter tbh

lean abyss
#

1.5.1 in general is broken

#

downgrade to 1.5.0

orchid orchid
#

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

cinder adder
vague turtle
round hemlock
#

Eye of Sauron keeping the bird petrified

orchid orchid
#

Wtf lol

fading pivot
sleek chasm
#

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?

round hemlock
#

The current version of Fair AI is buggy, it is best you downgrade

orchid orchid
sleek chasm
orchid orchid
#

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

round hemlock
#

I would agree, not everyone is in this thread to know the situation

crisp sparrow
#

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"

forest hemlock
#

@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.

orchid orchid
forest hemlock
#

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.

orchid orchid
#

Sure I will check it out asap. Thanks for your hard work

forest hemlock
#

I spent much more time overengineering and revamping the code to fix the visual bugs but I give up because its much more complicated.

orchid orchid
#

Yeah it was really strange I was spamming ever solution I could while I had time

forest hemlock
#

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.

orchid orchid
#

Yeah I did try and disable it but it caused more problems too

forest hemlock
orchid orchid
#

Oh no I changed that already

#

Just didnt push the update

icy bear
#

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?

lean abyss
#

if quicksand isn't entirely fixed by then

icy bear
#

sounds good, yeah just had several giants make weird noises lol

orchid orchid
#

Yup will have it fixed soon

balmy crane
#

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

timid vigil
#

if you have v1.5.1 of FairAI, downgrade it to previous version. it is known that version is broken

balmy crane
#

To be fair, I did see people mention the quicksand part. Just not the blues drowning one.

verbal citrus
#

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

lean abyss
#

but are you using 1.5.1?

#

because if so, there is a quicksand function that is buggy in that version

verbal citrus
#

hm

#

it dose tthe same thiing when enmies walk on quicksand

#

ill check tho

lean abyss
#

downgrade to 1.5.0 then

verbal citrus
#

alr

lean abyss
#

that version doesn't have the quicksand patch and might fix your problem

verbal citrus
#

thank you

lean abyss
#

np

soft kernel
#

@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

forest hemlock
soft kernel
#

icic

forest hemlock
#

or in short: Networking shenanigans

fierce kayak
#

bug with game giving continual logs every like, millisecond and basically crashing the game stemming from your newest update

lean abyss
#

Yes, known

#

Downgrade to 1.5.0

plucky lark
#

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?

lean abyss
#

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

orchid orchid
#

Oh I see I can change that soon. Sorry for not being able to do much atm been busy with irl stuff

orchid orchid
#

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.

cinder adder
#

just woke up and im about to shower so like 20 30 mins at most

orchid orchid
cinder adder
#

alright ill ping when im done

orchid orchid
#

Take your time

cinder adder
#

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

orchid orchid
#

Ok

kind hedge
#

So how’d that go

cinder adder
#

not as broken as current update where stuff just starts spinning

#

so its closer

#

but, itll need some work

orchid orchid
#

Indeed I am working on it more trying to fine tune things. Should be able to test again soon

neon yacht
#

1.5.2 yoiled

silent sonnet
#

works fine now?

fading pivot
# silent sonnet 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)

silent sonnet
#

explains why exiting water makes the game think im still in the water

fading pivot
#

It also kept spamming this in the console if that helps.

vague turtle
orchid orchid
#

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?

kind hedge
#

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

orchid orchid
#

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.

kind hedge
#

Yww bro

#

Just wanted to see this mod in its best possible form yk lol

#

But i gets u

oblique harbor
#

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?

heavy frigate
#

sounds fair to me

eternal junco
orchid orchid
low meteor
#

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 :)

orchid orchid
#

I appreciate you. Thanks for letting me know it is always nice hearing that the mod is creating fun for people

cunning sage
#

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.

round hemlock
#

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

cunning sage
#

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

orchid orchid
#

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

lean abyss
#

what does this mean

orchid orchid
# lean abyss 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?

lean abyss
#

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

orchid orchid
#

I just took another look at it. I think when syncing with github it removed some of my changes so it caused problems.

orchid orchid
#

Started school but am close to probably fixing the last issue which is with the weird glitchiness that comes with enemy interactions with quicksand

round hemlock
#

Sounds good

zealous pecan
#

Is there any way to disable FairAI's quicksand?

hazy stag
#

If there's not a config for it, you can use version 1.5.0

orchid orchid
#

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

daring charm
#

a lil bit of V73 can't hurt right

zealous pecan
#

I am so sorry, Golden

orchid orchid
#

Did V73 turn this mod into even more of a broken mess?

soft kernel
#

more like every mod

#

you'll need to recompile with a newer netcode patcher update basically

daring charm
#

as far as know, if your mod does networking you are in the poopoo

soft kernel
#

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

orchid orchid
#

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?

soft kernel
#

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

orchid orchid
#

I am not sure if I should wait or release a temp update for now hmm...

soft kernel
#

uh, i mean what would a temp update do?

orchid orchid
#

It would at the very least prevent people from getting confused with my newest update being broken lol

soft kernel
#

its 99% of mods rn since a lot use netcode patcher but ye up to you lol

orchid orchid
#

Well I mean is netcode patcher another mod or are you talking about MonoMod.HookGenPatcher?

soft kernel
#

netcode patcher is a post processing thing you add to your .csproj so that rpc's can actually work

orchid orchid
#

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

soft kernel
#

then yeah if you're not using netcode patcher you're fine as is

orchid orchid
#

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

orchid orchid
#

Released a hotfix update for the mod. Added quicksand config and other little fixes

round hemlock
#

Nice

sick elbow
#

does fairai work with lategame now do i still use 1.5

orchid orchid
#

Wait did it not work with lategame upgrades?

hidden mountain
#

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

orchid orchid
languid goblet
#

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)

hidden mountain
#

it doesnt like the quirky outside puffer

languid goblet
#

No puff pit for you

orchid orchid
#

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

hidden mountain
orchid orchid
#

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?

languid goblet
#

StarlancerAIFix?

orchid orchid
#

I mean I guess I will try it thanks for giving me something to try

languid goblet
#

You might need uhhh the escape mod too

#

I forgor

languid goblet
#

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

orchid orchid
#

Thanks for going out of your way to help me out

hidden mountain
#

They don't work together though, so its one or the other

orchid orchid
#

Oh gotcha thanks for that makes it easier to debug

#

Gotcha

hidden mountain
#

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

orchid orchid
#

I will see if I can config it

hidden mountain
#

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

next ice
languid goblet
#

Oh good

orchid orchid
#

Lol it is fine it works for me. Thank you all for the help

fickle wind
#

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 ^-^

orchid orchid
#

Oh thats good thanks for the update

fickle wind
#

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

orchid orchid
#

Nice I will be making a way to disable the kill part of it soon

fickle wind
#

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

orchid orchid
#

That is part f the config?

#

should be mobname quicksand kill. all but masked should be set to false for it to work

fickle wind
#

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

orchid orchid
#

Do you not see quicksand kill as a config option that you can set for each mob?

fickle wind
#

Wait; Does quicksand always slow, no matter if quicksand kill is enabled?

orchid orchid
#

should be so

fickle wind
#

Then I have said nothing and will swiftly rework my configuration

orchid orchid
#

oh ok lol let me know if it works for you

fickle wind
#

Works as you said

#

All enemies are slowed, always, not all are killed

#

Beautiful; Thanks a bunch!

orchid orchid
#

👍

fickle wind
#

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

orchid orchid
fickle wind
#

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

hidden mountain
fickle wind
#

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

orchid orchid
#

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

languid goblet
#

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

languid goblet
#

@orchid orchid

orchid orchid
#

Thanks for this I guess I need to figure out more broken things

languid goblet
#

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

orchid orchid
#

Hmm I tried uploading an update but seems there was an issue?

fickle wind
#

I think cloudflare is having problems and thus thunderstore might not take your update currently

orchid orchid
#

Oh I totally forgot about cloudflare being down today. Thanks that might be it but I submitted a support ticket anyway

orchid orchid
#

Resolved the issue new version is up

hidden mountain
orchid orchid
#

should be? probably

languid goblet
#

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

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It relates to the LiminalPools interior, though not everyone in my session was experiencing what I did

orchid orchid
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Ok well I like fixing bugs to the best of my ability so feel free to tell me when you can

languid goblet
#

That was funny

hidden mountain
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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

orchid orchid
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Lol well I will eventually fix that issue but it is just visual so next update might fix it?

inland yacht
#

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

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Right when it happens it shows an error involving the QuickSandPatch in FairAI

zealous pecan
#

How in the everliving fuck does FairAI cause this LMAO

hidden mountain
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LOL

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its had some quicksand issues, i got a temp fix for the dictionary errors but i didnt touch the player quicksand/water errors

round hemlock
#

Wait so this is the mod causing the hyper-speed water bug?

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Good to know, I had no idea

orchid orchid
orchid orchid
inland yacht
#

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

cosmic comet
#

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

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This seems to be an issue that could be solved by despawning enemies instead of killing them maybe

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If I can get a clip I'll send it

soft kernel
orchid orchid
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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.

eternal junco
cinder adder
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hello

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would it be possible to have missile turrets & teleporter traps work?

eternal junco
cinder adder
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oooh

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good to know abt tp traps

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nah its cool im glad to know that

eternal junco
# cinder adder good to know abt tp traps

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

maiden haven
#

Imagine an old bird inside 1000QuotaStare

eternal junco
#

Worst is proly a worm
Especially if you use the ScienceBird tweaks thing where is spawns a puddle of quicksand upon emerging

soft kernel
#

I think that got fixed or removed in sbt

#

Last update

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Ye no quicksand inside

eternal junco
silent sonnet
#

the Jimothy/Tele Trap combo is a thing of beauty tho calido15Head

eternal junco
#

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

orchid orchid
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Happy new year. Still working on the mod just too dumb to make it work.

inland yacht
# exotic cobalt 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.

orchid orchid
#

I should have fixed that but there is other bugs I am trying to fix before this release

dense bison
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can you make a config so Nutcrackers wont go around and kill mobs?

orchid orchid
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Didn’t know they did that. I could try after this release

maiden haven
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nutcrackers are finally smart i see

eternal junco
# dense bison can you make a config so Nutcrackers wont go around and kill mobs?

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.

dense bison
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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

eternal junco
dense bison
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Thank you!

eternal junco
#

All good

orchid orchid
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I thought it was a Vanilla mechanic as I have not played in awhile thanks for the info Zeta

orchid orchid
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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 ❤️

cinder adder
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we eatin good this weekend

eternal junco
#

I'll try and get a log and replicate it soon

eternal junco
#

FairAI is off in that profile, you can toggle it to compare

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I'm also gonna test to see if that ladder-when-in-water softlock got fixed

orchid orchid
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Thanks for the help I appreciate your testing

eternal junco
#

All good!

eternal junco
orchid orchid
#

Good news I guess lol

eternal junco
eternal junco
#

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/

exotic cobalt
eternal junco
#

@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?

exotic cobalt
#

so maybe its a mod incompatibility

eternal junco
#

Well whatever incompat i must have as well in my pack lmao

exotic cobalt
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did you turn off fair ai and it works?

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u had the same problem as me?

eternal junco
#

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

exotic cobalt
#

and not damaging the player

eternal junco
#

havent tested that, but i imagine i probably have the same

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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

exotic cobalt
#

are you able to test right now? im streaming with Daily Lethal News in an hour and don't want any broken mods

orchid orchid
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I really wanted it to be compatible too

eternal junco
eternal junco
eternal junco
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If the bug doesn't occur when quicksand stuff is disabled then yeah it's not so bad

orchid orchid
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Will see later I will try and do stuff today but it might be more like tomorrow

orchid orchid
#

Yeah so I uploaded something. Should fix stuff? Maybe?

orchid orchid
#

i sle4p gn

eternal junco
plucky lark
#

Anyone have any insight on if FairAI was affected by V81 or not?

#

Neutral-party traps are a must-have when I play Lethal.

plucky lark
#

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.

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Just an FYI whenever you have the chance @orchid orchid

orchid orchid
plucky lark
#

Turrets target players fine but get stuck erroring when they try to fire

orchid orchid
#

Mind sending me your log file?

plucky lark
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Yeah just a moment

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First stood in front of a turret, then got a masked to go in range of it.

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[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)

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The error spammed in both cases

lethal seal
#

Yeah no

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FairAI is

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probably cooked from v80

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most definitely

plucky lark
#

Just turrets it seems

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Even tested Feiopars with quicksand and they sunk with no issue

lethal seal
#

Oh yeah wait

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cuz FairAI I think also take Modded things into consideration unlike uh Natural Selection

orchid orchid
#

Yuppers will see if I can fix the turret thanks for the report

lean abyss
hidden mountain
orchid orchid
#

lol good

orchid orchid
#

Should be fine now?

exotic cobalt
orchid orchid
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Wait was it broken this update?

plucky lark
exotic cobalt
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YAY!

orchid orchid
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Oh ok good to know lol happy gaming all

karmic stirrup
#

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?||

exotic cobalt
#

Ask them

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I forgot the devs name

orchid orchid
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Yeah probably them but I might look into it when I got time

forest hemlock
fading pivot
#

Fandovec 🤝 goldenkitten
Making awsome enemy interaction mods.

wooden quarry
#

Does this work for v80, and can I pick what enemies get affected by what?

orchid orchid
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Yes fully configurable and I think it should work for v80

humble roost
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Dunno if it's this mod but Turrets stare up at the sky when targeting me

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But their bullets still fly forwards like normal, so it's just a visual bug

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Just tested without this mod and it still happens. Hmm I don't have any other mod that effects turrets

orchid orchid
#

Interesting to know lol

floral parcel
#

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.

humble roost
orchid orchid
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ty will check

median wren
orchid orchid
median wren
hollow sapphire
#

@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.

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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.

orchid orchid
orchid orchid
#

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

orchid orchid
#

New update released as I said above btw please let me know if the same problems still happen

median wren
#

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

orchid orchid
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Damn yeah I am unsure how to adjust that atm but eventually will figure it out

median wren
orchid orchid
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Welp gotta work on another update then. I only cause more bugs with each new update sadge

median wren
orchid orchid
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Still might as well fix them always good to have less bugs

hollow sapphire
#

Wait that might be what it is...lol

orchid orchid
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So did another update and it might fix the issues but at this point I just kind of await issues

hollow sapphire
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Yayyy thank you kitten. Will let you know if it happens again.

orchid orchid
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Thank you I hope it doesnt

next ice
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Will give some tests to this in a bit :]

orchid orchid
#

Appreciate all the hard work you all are doing just to help

median wren
forest hemlock
#

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.

orchid orchid
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I mean I think I tried to do it via the same method that the turret does so for players

forest hemlock
#

From what I read from thunderstore your method is different from vanilla.

forest hemlock
#

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.

orchid orchid
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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

cyan sky
#

what is the 1.5.9 update?
i dont see a changelog anywhere

forest hemlock
#

So I figured out how to make working networking scripts with unity netcode patcher and more importantly how to use the references.

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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.