#LethalMatt Moons & Interiors - Outpost 31, Bozoros, Circus, PlayZone
1 messages · Page 11 of 1
It does not spam logs for me 
The InputUtils error shouldn't matter, but you can get rid of it by removing the + sign that's present in here: This is a pack\BepInEx\config\controls\Theronguard.EmergencyDice.IngameKeybinds.json
Alr
@quasi nest Does the interact climbable stuff have a bool for being able to climb with 2 handeds?
if not, dw about it
im just curious
it wasnt explicitly mentioned on the modpage
i also really wanna make rideable minecarts that go in a loop but i have no idea how to do that cus it would be hard to get the player out of the seat without getting them stuck or hit
cus i also want to make minecarts hit players and damage them
tricky balance
might drop it tho
seems to complex
Oh the only thing InteractClimbable's got right now is variable climbing speed 
ouh
But uh, I think just enabling interacting with two-handed items in the InteractTrigger lets you climb with them?
thats fine
I believe so
So beanies question confuzzles me
nope
nah
tried it with storage complex
it suprisingly doesnt work
unless my scripts were broken
but i swear, several times, i tried to turn it on and it didnt work
Interesting
It might be a ladder specific thing cuz I've used that option successfully before
i just tested with ito's climbable script and no, it doesnt work
despite having 2 handeds allowed ticked, it shows that you cant climb regardless

also uh
whatever this is, is ruining every single synced object in my interior
i already told you whats causing this
what is it
because i sure as hell dont remember you saying anything
idfk, i told you what it was in wherever the last time you asked
literally right under where you asked
i cant FIND it
LITERALLY WHERE YOU JUST ASKED
shouldnt this work??
I would think so yes
cus it doesnt…
just gives the message of “hands full” or whatever and refuses to let you on
Alright ill take a look when I'm on my pc next

if i can get this to work then I could release the mine interior before jacorn cob makes the scripts and give it the default elevator that just goes to 2 floors
cus then you could go down a floor to the bottom and take the elevator to the top
(once his scripts release ill make a full 5 story elevator tho
The elevator stuff is still gonna be a bit of a while away lol
Though I can see it being worked on rn
which is why i wanna get this working
that way i can have a vanilla elevator that goes from floor 1 to 5
and the ladders for switching floors
if u have loot at like level 3-5 drop down to level 5 using the ladders, call the elevator and ride up
Try disable special character animation 

ty
ill test it
I'll probably have it so special character animation disables itself if allow two-handed item is enabled 
(For InteractClimbable, since it's specifically intended for ladders)
@quasi nest @late roost https://thunderstore.io/c/lethal-company/p/SpitfireSZN/BigtopBurgerCruiser/ this is so peak...
holy peak
THIS IS PEAK
i need photoooos
why do people never have photos
of skins mods
the entire point is for me to see them!!
peak
Oh that's a cruiser 👀
Free candy-ahh car 
@burnt cedar
neat
Clearly should be a required Bozo dependency 
theres also a version that adds bigtop music to the radio
We finna be back to broadway with this one!🔥 🗣️ 🤡 🔥

Do let me know if there's any issues with latest PlayZone update, I did change a lot of stuff 
testing it out rn, seems every climbable wall i come across makes you stuck on it like this
oh weird i just had a normal climbing wall rn, same day as well, might be something with imperium not really sure
yeah might have just been a few-time thing with imperium, been for a bit
really cool updates though ty!!
im really feeling the updates to playzone its very nice feeling
Ye not sure what's up with this, I do test with Imperium and haven't seen that happen 
same! never had that happen with inperium either and ive used it with this interior a lot
Can confirm the playzone sound issues seem to be fixed now. I used to get them a ton and haven't at all since the update :)
harmless and silly but thought i'd share. the ballpit and the juice mod are fightiiiing (and the ballpit being the all powerful entity it is is winning)
💀
Ball pits are an illusion, juice just highlights it 
The ball pits are an illusion 💀
I know that's just a programming thing but the in-universe implications would be concerning at best.
||any chance the banana mode thing can be enabled without requiring progression mode? like, just require Alcatras and its banana mode?||
"There's something in the ball pit and it probably just wants those juices".
Oh ye I could separate it
There ain't, I'd have to tweak some stuff so the Mimic's not visible from outside (due to being able to see through walls), but also there's relatively few fire exit spots so I'd probably have to add some more 
oooh yeaah didnt thought of that
sad
@quasi nest you did WHAT
i cant wait for people who dont read changelogs to be like "why cant i route to bozoros help!!!"
Only a forkful
@quasi nest where is my extra potassium 😡
Alcatras is substantially larger than Bozo, I'll probably have like a 3x multiplier on them 💀
wait oh
so theres just
more banana peels
which i have off
and therefore am not seeing
There's also this 

urgh.. the beezb… theyhve gort me good..
Oueghhj.. heuhh.. cough..
dies from hyveness
ok. so. 3 times now, ive been to Bozoros and had it crash on me. i have 0 clue what's going on.
session log and player log are provided
the crash dmp
Don't think it's actually related to the crashes, but I do spot an Ogopogo in these logs 
I have not found solution to the warning spam 
take your time. i also dont know if anyone else is experiencing this
No like uh
It's a mystery I have given up on lmao
I have no idea why Ogopogo specifically doesn't like Bozoros
I've tried a substantial number of things 
I do recommend turning him off there but I don't think it'd cause a whole ass crash though
i do wanna toss in here that ive had about 3~ crashes on bozoros recently (once with imperium), and i honestly dont know what itd be. sadly wasnt able to get a log either times. though i did not have biodiversity.. 
Huh
at first i thought it was cruiserimproved since they all happened when messing with the cruiser but im not entirely sure on that, thats all ive got
i shall remove Ogo's pogo'ing on Bozo
If you send a pack code I can take a look
are you sure?

lol, good luck
01988d6b-9711-26ce-9eff-ea5c7e79f642
removed Ogo on my end (not reflected in the code)
Ye
Whar
I mean the most I'm doing is toggling NavMeshLinks for the Ferris wheel for each cart as they spin
Haven't really touched that in a while though, not sure why it'd be causing crashes now
probably something with updating navmesh? dunno
Heatwave weather so the Ferris wheel was going at 2.5x speed too
(I have it do the same stuff as Eclipsed)
Hmm
i remember having Stormy another time. dont remember the 3rd
Stormy's 1.5x speed 
Actually I do have both surface and links set as Elevator, slight suspicion PathfindingLib (with the new elevator stuff) might not like that maybe, though I'm not sure if it'd touch it at all if not in an IElevator-implementing thing, hmm
I'm still downloading this pack so I can't verify all mods that could be touching NavMesh stuff just yet 💀
Only guessing
hum this kinda looks like PathfindingLib is running a job while something is modifying the navmesh, but that's not supposed to be allowed.. I would be interested to see if this recurs if you downgrade PathfindingLib to the previous version
i'll try and test that out tomorrow after my nephew's bday party
ooh
yeah no rush
I'm guessing others may encounter this too
I'm curious to see if it's only affecting bozoros
we shall see
tolja
@quasi nest fyi in case it helps you narrow down the cause, the main thing that might screw with PathfindingLib is if you're modifying navmesh (including offmesh links) in a way that PathfindingLib doesn't account for
maybe you're doing something extra special sauce that I didn't think of when I was implementing the synchronization, but I thooouught I was pretty thorough
if it's possibly related to your elevator offmesh link tricks (I think those were yours), then you may be able to trigger the crash by toggling a link every frame
Oh wait I actually don't turn them off
Ah wait no that's for PlayZone's elevator
ahhh
The crash happened on regular circus facility, so no weird elevator thing going on in the interior
interesting I see
is there anything on the moon that might be fiddling with the navmesh?
I mean I don't turn off the ones here as the wheel spins
So maybe if going at a faster speed (like 1.5x on Stormy or 2.5x on Eclipsed) it can't keep up or something?
they sort of update the navmesh, the moving links, iirc right?
like the ferris wheel moves faster there? that could certainly make it more likely to crash, but probably not be directly the cause
yeah they have to
I'm thinking and I don't believe I have anything that checks if those are causing changes, I might have to hit up ghidra again
I wanna say it probably would be the same code that handles disabling/enabling links and moving them, but not sure
@quasi nest are these links a fairly new addition to where you would expect to have only heard these reports recently?
it's also a possibility this only started happening due to people using CodeRebirth + Smart Pathfinding though, since that causes a lot more pathfinding jobs to run, which increases the chances it coincides with a link changing something
I've had them like that for a while 
it's times like these when I wish we had crash telemetry lol
if this is a new crash then it's a lot more worrying than my theory above
mostly because it'd take a while to investigate
Kinda wanna see if it's reproducible by spawning like 30 Jimothys during Eclipsed or something 
it seems likely that it would be
definitely worth checking
might not even need the wheel to be sped up
whats a crash telemetry
Mozilla Crash Stats site for viewing and searching crash reports.
when you have version information tied to crash reports from all your users it makes it a lot easier to find when a regression occurred
or if one occurred
or if it correlates to one hardware vendor or another
ohh icic
etc etc
dcrash everyone's pc with the name that start with a z
that would be a bit tricky to track down with anonymized data lmao
just check the steam name ez
i'll still try downgrading, but i believe this started happening before PFL's latest update
that's good to hear 🫡
it'll be helpful to know if you confirm that it happens after downgrading, I appreciate it!
still crashed
nice okay
ogopogo is disabled and PFL is downgraded
the info
I went to a bunch of trouble to hook into the OffMeshLink implementation only to realize that you were using NavMeshLink instead lol
oopsie
I might want to employ your help to test whether my OffMeshLink solution works if you're willing @quasi nest
but I will write a hook for NavMeshLink too shortly
I'll also have to make a hook at the lowest level to ensure that nobody adds/removes links without PathfindingLib knowing, that'll be worth testing separately as well
Oh ye I've switched to using them for the most part, I probably shoulda sent a picture of the actual component object now that I think about it 
Also I probably won't be too available today specifically, something's come up so I'll likely be busy the whole day
But also I haven't actually repro'd the crash myself, so maybe could get @unreal jackal to try an early build perhaps 
yeah no particular rush, I would just like to verify it against both types of links to ensure it covers everything
I wanna say I have a solution that should work now
for both
the main thing I would need is a build of bozoros with offmeshlinks instead of navmeshlinks so I can make sure that that also triggers my locks
unfortunately I can't reproduce the crash with just bozoros and the masked mod in my pack, but I have a build that should theoretically fix it that I can send to pepsiman
only had to write like 3 more native patches and a bunch of helpers lol
twill have to wait til tomorrow. work til 7 PM CST, the LC night with my main crew til 11 PM CST
wish i knew which mod's current ver didnt like Bozoros' new update
unless...
@quasi nest by chance, did you work on Bozoros' update with FairAI installed? specifically ver 1.5.1 (current latest)
ive been having this crashing issue on bozoros aswell, i dont have fairai installed :p
Well if you are using FairAI make sure you downgrade to 1.5.0 from the talks I've veen seeing
But I doubt that's the problem here
checkin if pacoito does, tho; and if so, which version
the changes to PathfindingLib don't affect behavior other than to prevent crashes, so if you're the main person getting the crashes, you could potentially run the pre-release while others are on the stable release
Well since we know it happens even with the previous lib though it might be more likely that itolib or Bozoros need downgraded
no problem if you can't though, I can try to see if I can get repro on my end with CodeRebirth and a bunch of Jimothy or something
I also played on Bozoros once yesterday but didn't crash, just got the usual late day lag that I get whenever I play on Bozo for whatever reason
well the stack trace very clearly indicates it's pathfinding when it shouldn't be, so it's possible some other mod started making the crash occur but it needs a fix on my end regardless
Yeah possible
I also don't use FairAI so I doubt FairAI would be causing it if it's missing
it is curious that it seems to be only happening to pepsiman though
@valid vigil Did you post your code? I know Pepsi did
You didn't, when you get the chance it'll be worth sending that to cross compare what mods are in the packs
also whichever one is smallest would be preferable to for me to test crashes
or if the crashy mods have been narrowed down at all
Yeah they're offline right now
agreed
@valid vigil I heard pinging helps

Actually I think I had OffMeshLinks at some point for the Ferris wheel but I need to find which version exactly
Whyd you switch to navmeshlinks?
Curious
I'm not certain 
I like the NavMeshLinks' width thingy but the Ferris wheel doesn't really need it lol
I'd also be curious to see if there's a cost on that width thingy tbh, but maybe not
0198950b-a9ad-dcec-1416-233383a28118
i havent played since before PathfindingLib 2.0.0, not sure if that has anything to do with it 
PFL version didnt matter when i downgraded to 1.0.1
I am also experiencing crashes on Bozoros 01989563-8a7c-c558-7175-9a9e2db73767

Nah idk if im experiencing crashes but when blue dropped the first thing i did was go into bozoros
And it almost instantly crashed
Maybe related?
Only tried once since i was trying to go into moons that had blue weather
Mmmmmmmmmmmmmmmm
Mmblue
Bozoros v2.3.5 does have OffMeshLinks in the Ferris wheel 
I think I swapped to NavMeshLinks on v2.3.6
oo okay I'll take a look
paco, matt... i came up with a new idea for a dungeon 💀
since your playzone map brought me back to some really old fond memories of being young at the local arcade...what about a sort of elementary school?
i do apologize if this isnt the place to make suggestions or if you guys were even accepting any, i just found it to be a really cool idea!
I remember this existing but it's pretty old https://thunderstore.io/c/lethal-company/p/MrUnrealTeam/SchoolDungeon 
oh that's cool! i didnt even know there was one of these already but yeah it seems like it's pretty dated now
school still works
problem is that shit was made for gnomes/elves
and it doesnt feel natural at all
also a bit laggy. playable, and aesthetically accurate, but the place hurts performance a tad.
not enough a reason for me to disable it, tho
heres one actually, just remembered
two-handeds dont properly spawn in it
its not that they cant ever
but i did throw it onto my assurance edit, which almost only spawns two-handed items
and none were on the map
i knew two-handed generation was broken before that, i just did that to provide 100% sure proof they dont generate properly
except apparatus
and paintings i think
Oops! All SmallScrapSpawns I guess

doubtful but good to know
how often would you say you encounter a crash on bozoros? I'm wondering how likely it is that I will repro the issue with your profile
last time i was playing it was happening most of the time i land on bozoros. out of like, 7-8 landings i was only able to actually complete a day once
it seems to happen at random times during the day
gotcha, that's a pretty good rate of repro then
it makes sense it would be randomly too, since this is a somewhat unpredictable race condition
@candid edge This actually is reproducible by just doing this 
I spawned 7 Jimothys near the Ferris wheel, no other enemies
Crashed after a minute or so
Jimothy just kinda struggles pathfinding actually
But if I delete the Ferris wheel he immediately starts pathfinding places lol
Definitely related to the Fire exit in there 
Or maybe not
I do specifically have a config setting that removes the fire exit lmao
I thought it was trying to path to the fire exit there, but he still gets stuck even without it
huh, it seems odd for the ferris wheel to affect pathfinding like that
but I have repro now
that'll help me to test the fix
@quasi nest was this a known issue in older versions? this seems to only appear if I have bozoros enabled
I tried 2.3.5 and 2.3.4 and both do this, but this is a debug build, not sure if that may have some effect on the exception
seems like this should happen in release Unity as well
unsure if somethin weird is going on on my end though, since I downgraded it specifically because I was encountering an unexpected crash
Not aware of any missing NetworkObjects, weird
Or uh
I didn't see that message when I loaded up that older version
trying a clean profile now 
huh even clean profile does it
lemme redownload bozoros just to be sure
I also was able to land but that error is certainly very worrying, since it would cut the LLL loading process short
well
I was able to land when I didn't have PathfindingLib+CodeRebirth anyway
it crashed with them and I'm unsure why yet
Oh nevermind yeah, I see it
Weird
It's from trying to load up an older version 
I could also just send a version of Bozo but with OffMeshLinks in the Ferris wheel, Unity do be slow to open though 🐌
yeah don't worry about it
this crash I'm seeing is probably my fault, I just had to do a bunch of mod toggling to make sure
and that error confused me
im just watching. i love Bozoros, and i dont want health inspectors to march about

the crash I'm getting is happening instantly on land while it's trying to instantiate hazards for some reason, but I think it's from a memory corruption issue in PathfindingLib
...somehow...
it's all very weird
Weird it doesn't happen in my profile though, perhaps some mod is unintentionally fixing it?
it only happens with the older version of bozoros afaict
but also I would assume this wasn't a thing previously, so uhhh

Testing an older version of Bozo (v2.3.5) since that was before I replaced OffMeshLinks with NavMeshLinks 
I gotta figure out where it regressed
We did however luck out by not having a Jimothy spawn or something lmao
7 Jimothys in current Bozo causes a crash after a little while 
so blacklist Jimothy on Bozoros until further notice?
I'm guessing any other smart agent-using enemy could cause it though
I only tested Jimothy due to the funny joke I made about spawning 30 and seeing if it crashed
(It did end up being the case)
ye
yeah jimothy also uses the smart pathfinding to roam a lot so he's especially good as a stress test
dude I'm so confused tho
what the hell is this crash
it's happening even with PathfindingLib downgraded to 0.1.1
if it is, we sure have been lucky to avoid it so far
actually
I know like steam valve hazards suddenly ceased being a NetworkBehaviour in v70
more likely it's an issue that's always existed but only occurs in debug build
lemme check
not sure why that didn't occur to me before
vanilla is always the last thing to come to mind when it comes to mod compatibilities
if that's the case though, you somehow managed to fix the issue without knowing it 
yeah there's so many factors when doing stuff like this

it stops having issues if I disable PathfindingLagFix afaict
so make sure you have that as well
Ohh LagFix
I've been testing against 0.1.1
Ye I just had PathfindingLib
if it works on your end then I might have to erase my cache and reimport my testing profile lmao
I'm running out of ideas
The good news is Jimothy appears to not really have issues pathfinding when it's OffMeshLinks in the Ferris wheel
Or at least has less issues, I think it's still strugglin a bit
huh, it's odd if it differs visibly
oh I also have a set seed in my testing profile: 4052198
using cullfactory
ok now it happend with PathfindingLagFix disabled lol
I'm being trolled
💀
and PathfindingLib disabled as well...

maybe this seed is just cursed somehow
lemme try it on a clean profile
nada with just the seed, time to disable more stuff
If it happens with PathfindingLib disabled doesn't that mean it's a Bozoros issue?
Well I made it to the fireworks show with 7 Jimothys out and about on the OffMeshLinks version 
Wait uhhhh
Is it somehow the same issue that a few other moons that aren't terra meshed have where it crashes only with the Vanilla shader?
Doubt it
potentially, but I'm trying to determine why it doesn't happen under certain setups
Testing on a clean profile without LethalSponge 
no it's an unrelated stack trace
it's erroring while trying to instantiate some object
Clearly it must be the banana peels, gotta set banana peel multipliers to 0 
(/j but you could actually try that lmao)
hmm might be worth trying actually lol
Banana peels do work for me though so I don't think it's that
if those are spawned from SpawnMapObjects
Ye
hmm
SpawnMapObject that spawns a spawner that spawns a banana peel 
oh do they periodically respawn you mean?
Oh no it's a one-time thing
Object shows up, spawns a banana peel, refuses to elaborate, gets destroyed
is that where the error about the network object comes from?
Doubt it, Jimothy did carry me over to a banana peel that I then activated
Thus indicating that they did spawn correctly
oh I thought you found the problematic prefab based on what you said before
Ah no
What 💀
I have no idea why it didn't happen on the profile with just bozoros tho
I'll try one more repro with no nanners to make sure
I'm even more confused if that's the case lmao
But I guess you can test pathfinding then
lol yeah that's true I suppose
I hate leaving this unsolved tho
especially if it's being masked by different rng
I wonder if it could still happen
Mystery bug 
looks like the crash stops happening if I disable FixPluginTypesSerialization
so apparently whatever build of FixPluginTypesSerialization I had in my cache was causing issues, but it also happens with FixPluginTypesSerializationDebug
this is so bizarre
right, but that's usually due to additional checks in debug
this is different
something in FixPluginTypesSerialization is corrupting some asset in Bozoros or something
was your cached version the newest one after it got fixed?
I'll have to confirm the version that I'm using where it's not crashing is actually patching it to load SOs correctly but it definitely should be (it was)
it might have been a fixed version that I made myself before Evaisa pushed an update
not sure
anywho, looks like my fixes in PathfindingLib are confirmed working, I'll have an update out probably in the next hour
just gotta commit a bunch of stuff
fix is out as 2.1.0 neow
took a lil longer than I thought because I forgot I had to grab the addresses from release Unity as well
Meow meow!
Thank you, very cool!
Howdy
Not sure whether or not it crashes, but he does appear to still struggle pathfinding if the Ferris wheel exists 
(on PathfindingLib v2.1.1)
I could change the Ferris wheel to accomodate his pathfinding, but I assume it's an edge case you wanna deal with 
(I probably will change it regardless, I don't really need NavMeshLinks there, or could probably get away with stationary ones at the bottom
)
did you say it did better at this before you switched to NavMeshLink?
thanks for the visual though, and that is definitely very curious
not quite sure what would cause that
Oh yeah when I tested the older Bozoros version with OffMeshLinks he seemed to pathfind better (though I think there was still a slight stutter occasionally)
But he could actually route to stuff
what I wonder first is whether any other enemy trying to path past the ferris wheel might have similar issues
You know actually uhhh
I've seen giants do a stutter step thing sometimes, I've been wondering what that's been about but it's likely related
it may be
Like they just kinda half-complete their walking animation but actually move
I'll take a look with imperium visualizations and see if it gives me a clue
But yeah I probably should change it anyway, I was just wondering if it coulda been a PathfindingLib thing 
I'd definitely like to confirm that it's not before I dismiss the issue
yep 100% it's the NavMeshLinks and it does affect all agents
good job Unity
I would definitely be curious to see how much better it is with OffMeshLinks instead, but I'm guessing it still isn't great

one thing I do know is that for some reason OffMeshLinks don't remove their data from the navmesh before re-adding it when they move, which NavMeshLinks do
I wonder if it would be possible for me to optimize it
It is way better compared to with the NavMeshLinks iirc
At least I remember it being the case while testing Bozo v2.3.5
But uhhhh yeah I'll probably stick to stationary OffMeshLinks lmao
lemme see how moving ones look rq
I'm curious if it's worth me adding a patch for this
I may be able to make NavMeshLinks behave like OffMeshLinks in that regard
oh there's literally no problem when it's OffMeshLinks
puffer runs by the ferris wheel perfectly
at least that's assuming they work correctly in 2.3.5
they do
maybe I will try to patch this then
What type of
is that

Since its wide, perhaps a Plank
or Plonk
pli
@quasi nest In case you're still curious at all, I have done way too much investigation into this and come to the conclusion that Unity is stupid
I discovered a few things:
- Your old OffMeshLinks worked after moving despite having autoUpdatePositions set to false, seemingly because they're attached to moving NavMeshSurfaces which are the actual objects causing the motion
- Enabling autoUpdatePositions on those doesn't cause stutter stepping, despite the fact that the same code paths run as with NavMeshLink
Only thing I can imagine is that maayyybe somehow the NavMeshLinks aren't being placed into the navmesh tiles that follow the cars? Not sure if it depends on the bounds center of the links, the object position, or what
there's probably more I could find out, but I'll have to see if I feel like reverse engineering more of the navmesh code lol
I've figured out a lot of the off-mesh links, but debugging to find out the difference between OffMeshLink and NavMeshLink will be a bit of a pain
Ohh interesting
All that said, I see zero issues with OffMeshLink, and all its code runs directly in the runtime, so I think the only case NavMeshLink should be used is for stationary links with width
Yeah I'll be switching off of them for the Ferris wheel
Probably will have 4 OffMeshLinks on either side of each cart that are only enabled when their specific door is open
Sounds a bit more reasonable 
ah yeah that makes some sense
not sure if AI will be able to open the doors but that would be incredibly tricky to achieve regardless
Yeahh, though it's not really a common scenario at all for an outside enemy to target a player inside the wheel
There's really no specific ones that path towards the player (that fit in the carts)
I guess the concern would be Jimothy exiting out of that specific fire exit lol
Though I think it can open the windows just by virtue of being close to them already
you mean the one past the ferris wheel?
he should do fine with OffMeshLinks from what I can tell
the vanilla enemies at least experience no delays in pathfinding
The one in the Ferris wheel

I don't think I've seen Jimothy try exiting out of that one though
I did see him enter through it when I was repro'ing the NavMeshLinks crash with 7 of them lol
oh I haven't seen that, is it in one of the cars?
Ye
oh random small nitpick but you might wanna hard depend on itolib lol
I just loaded in with it disabled since I was swapping from 2.3.5 and it errored
doesn't matter really though
I do though 
At least it's both in the manifest and Bozoros .dll as a hard dependency
huh
that seems odd unless there's some code that might be running regardless of whether the plugin is initialized by BepInEx
not a big deal tho
ahhhh I figured out the difference
NavMeshLink with width > 0 won't use the navmesh tile's transform when it gets updated by the tile moving
it's also very possible that the width is the cause of the delays in pathfinding, perhaps it causes more time-consuming threaded work to update the polygons of the navmesh around the edges
I'm also not sure whether the endpoints of the OffMeshLinks were accurate with auto update off, but with it on, it didn't cause any stutter stepping either
@candid edge since you're already looking at offmeshlinks and navmeshlinks
you probably already know but
do offmeshlinks contain references to agents on them?
i could check but lazy and you're right here
wdym references to agents?
oh you mean agents passing through them I suppose
agents travelling an offmeshlink take time to do it based on the agent's speed, so i was wondering if off mesh links contain references to agents travelling through em
that would be in the agent's crowd data
crowd data?
it's an internal struct that Unity uses to jobify the agent movement
there's one for each NavMeshAgent afaik
so if i have an off mesh link, im definitely able to tell what agents are on it, that data's on it?
I believe that's where that info would be, if not it's on the internal info of the agent
no you would have to look at all the agents in the world to find out if any are on your link
hmmm alright
that might be a bit expensive depending on how convoluted that gets
if im checking it every frame
which ig brings me to something else, off mesh links are considered internal teleports in pathfindinglib right?
no
the navmesh handles them
the only reason I gotta screw with them is because of navmesh modification
oh, what are internal teleports then?
this is sorta related to the portal effect i told you about in dms, i dont want enemies to think something is super costly if offmeshlinks calculate their cost based on distance
icic, sounds like what i need but since not every enemy would be able to implement that natively i gotta settle for something like putting off mesh links and hoping agents dont think its super costly lol
also im stupid i can just change this
I just noticed
NavMeshLink has the cost override as an int
Unity devs really screwed up
good thing it's there on OffMeshLink at least
is it supposed to be a float?
wait what
oh that makes sense
thinking about it yeah
that's weird to not be a multiplier 💀
they definitely could also make it an absolute cost value, or both, but 
interestingly, it doesn't appear to be the link width that's the cause of the stutter stepping either 
welp it looks like I must've goofed something previously in my OffMeshLink testing, it looks like setting autoUpdatePositions to true does indeed cause the stutter stepping as well
but that's actually good to know, since it gives me more of an idea of where I may be able to experiment with solutions
I suspect I may be able to modify the positions of the links and then update them without having to remove/re-add them, but we'll see if that explodes horribly
it seems like it should be possible, considering that the NavMeshSurfaces are already doing something similar
The stutter stepping (at least by Jimothy) still seems to happen with OffMeshLinks that have autoUpdatePositions set to false
I have it so they activate when their respective window is opened
The moment I open one it starts happening
I can switch to stationary ones but I'm wondering why they're fine in v2.3.5
were they fine for you in 2.3.5 when you tested Jimothy?
I never tried him, only puffers
It was mostly fine
I think I saw him stutter a bit occasionally, but he was actually moving places
I would suggest checking where the link object itself was before then
see if that makes a difference, maybe it needs to be in a particular spot to make it attach to the moving tile
Yeah loading up the older version
Ohhh wait
I have them as children of the actual NavMeshSurface
Yeah he paths just fine in v2.3.5
I'll try changin that
Nevermind I'm dumb 
I forgot that was something I wanted to test/double check
Yeah nevermind it was just that
I was reenabling autoUpdatePositions 
oop I see
me = "be carefull you can drown on this ground"
my crew 2 seconds later=
and when we found the jumpzone for the first time
Uh here
PIKMIN MOON KILLED MY PC
Also lotta errors going on in here 💀

it only took me like a week but I managed to make OffMeshLinks with auto update on not cause stutter stepping 
problem is that this could potentially break obscure setups without me knowing it, so I might have to make it opt in to start
Will this potentially fix Scrap-E in CodeRebirth?
He's had a bad habit of getting stuck at times for up to 2 minutes at times
👀
I've still yet to release Bozo Ferris wheel adjustments so that's probably good 
Ah well if you and @bleak remnant Ever manage to look into Scrap-E that could be amazing, he's a really cool enemy but when he's holding you and comes across some obscure thing and gets stuck on something that Jimothy won't get stuck at all on it can be really frustrating lol, especially since he tends to stall for 1-2 minutes I personally had to turn him off for now
I do gotta make this fix work for NavMeshLink, and also see if it works for non-zero width, but fingers crossed
that sounds like a logic error rather than pathfinding, but if they ask me I'm down to look into it
at least until I get busy with work in 2 weeks
Omg u finally got work??
Congrats 
It is a logic error yeah, the enemy doesn't pathfind normally like any other agent, it bolts in straight lines so I calculate a path, and make each corner in the path an individual path and path to it unless smthn changes, I think my rotation logic is flawed and I'm it gets stuck sometimes
yee thank you thank you 🫡
This could've been playzone 😔
How gullible I've been
Ball pit during Flooded weather 
hell yeah more liminal dungeons 🤤

hello! could you provide me info on what causes stutter stepping and how to fix it? i know this may not be the right chat but this is the only recent message i could find on the issue im now having 😔
i'm sorry, i'm not but i do kinda understand a bit when it comes to specific configs or possibly even changing a code or two if it's basic enough
I'm afraid as an end user your best bet is to try to determine the minimal mods needed to reproduce the issue and just report it
stutter stepping is almost certainly either broken AI or some conflict
sounds good! i'm actually going through the mods one by one at the moment to figure out what's going on, since it seems like for solo play im getting one kind of issue but when it comes to multiplayer it's an entirely new set of problems
ill see if i could replicate it, but i just thought i'd ask since i searched around in the server for mentions of stutter walking and this was the most recent
it's certainly easier to debug if you're familiar with how AI works in the game and therefore know what to look for as far as malfunctions, but that takes a lot of explanation unfortunately
I'm causing it 
(on Bozoros)
-# Fix coming soon™ 
But yeah it do just be any moving NavMeshLinks or OffMeshLinks with autoUpdatePosition that can cause it, though I can't think of any other mods doing such a thing off the top of my head 
wait actually? cause i disabled the moon and playzone just in case after reading up on the chat above and i think something bigger might be causing it since the stutters keep happening, even on the ship... i wonder if i have a broken mod or if some ai change is overlapping with eachother or something
I don't think it's the only source of the stutter stepping, I should clarify
I just know that does cause it 
Make a "John carpenter's the thing" monster for the bunker please.
Which Thing to add would be the funny thing to decide
My idea for it would be to take the stats and transformation from the "infected company" mod but to make it ai controlled and designed like a mask variant type enemy except rather than transforming you directly instead it just tries to kill you directly but each hit has a 50% to infect you transforming you after a delay.
is there any chance the locked ferris wheel fire exit door on bozoros could be a config toggle?
It does have a config toggle but it's to get rid of the door entirely 
@quasi nest hi yes i found a banana peel in circus with them disabled again
on a different moon this time
I'll double check it still work, I might've goofed something up when adding potassium to Alcatras

oh wait when the heck did that get there 😩
ok cool then lmao
I'm in the zone
NOOOOOOOOOO-
wow! the update looking nice!!
This mall was crazy, they had so many separate types of places like this that when combined are pretty much PlayZone
There was an indoor amusement park detached from the main mall that I didn't go to
that sounds so rad damm!!
rad...?
so when are we getting the custom interior exclusive enemy, ticket man
clark kent in our universe 😔
All the games were extremely focused on gambling
But the coin pushers were peak, we sat for an hour playing a baseball coin pusher from Konami that was genuinely a lot of fun
The only time I've ever gone gambling I left the casino with $200 that I didn't have before so 100% success rate so far
Can't wait for someone to make the Casino Floor interior
thatd actually go kinda crazy honestly
now the scariest thing that can kill me in this interior is the rigged machines
that's actually a really good idea... a sort of vegas moon where the interior is like a hotel/casino?
you either get the scrap from winning, or spawn a monster if you lose
surprise ghost girl haunt lmao
the moon's time multiplier is 0.0001
but the clock moves normally
so you're there for like 30 days
routing to moon 777-Jackpot to get stuck in the casino labrinth for months and live off of the chocolate coins that every machine is filled with and an unattended maneater i found
Oxyde but for gambling 💀
99% of gamblers quit right before hitting their 100x value quota 
loool
@late roost hi, hope you dont mind the ping, im having compatibility issues with bozoros because it has a planet tag called "fun", because lethal level loader lets you filter planets by tag, this means i cant use an actual command called "fun" in the darmuh terminal stuff mod since the game prefers to sort by the filter instead
unrelated but i wish somebody could port the clown enemy from REPO to lethal company just because it would be so good on bozoros lmfao
There's several moons that use the fun tag 
Terminal stuff also has this setting, could try it perhaps
ahh i see, i must have missed that setting, my bad :O
I've lost over 300 credits and i've only been playing with the mod for a few days now so i guess i have like a -100% success rate lol
#1198545579765141565 message
hello gentlemen, I come bearing a question. Is there a way to add/change the music that plays in the PlayZone interior/elevator? A mod or perhaps another method I'm unaware of?
I think it can be done with SoundAPI but not 100% sure what the process is 
Alternatively could mute elevator music in the config and bring a Boombox 
paco would know too
they work with matt for this
Well shit
probably can be done with sound api yeah didnt thought of that
i associate soundapi with vanilla sounds
but maybe can be done with modded things too
absolutely
just turn this on and use what it prints for the sound replacer
i made sound replacements for piggys variety mod guns this way
oh well that works
Awesome, thanks!
was just about to look for this, thanks a ton
hey. thats beanish.
in order to properly learn the word, take beanish 101
where can i take it
Only i can provide
first, you need to flarch it.
after that, if you are splingly enough, you may be able to check it out like sklarpet
a true beanish knower loves to flean it
generic can prove this
hes quite flingly
and versed in beanish
thank you Beanits of infinite wisdom
infinite flarch
How do you access Bozoros with the wesley progression compat?
You go to Seichi and look at the ceiling there should be a message which says ||gullible
||
Wesleys moons doesnt have Seichi... unless its from that one moon that does look like it
you mean like faith?
true...

See I told you its there

the dumbell yearns to smash the yellow creature
||There are now four tapes that unlock a moon in Galetry, but I also did not add an extra tape
||

(It's functionally not actually locked, it's just practical joke until a proper tape's made perhaps
)
||solo play wont unlock it nicely||
#1198545579765141565 message

It ain't, the 'hard' part is the video itself 
dibs on voice acting 
im not that great at editing but if you need help i would be more than happy to help
Ye Matt wrote a script for one at some point, but there was also an idea I had for one that didn't involve voice acting, I just didn't really get around to finishing it before starting PlayZone stuff 
You know I wonder if someone goes through enough servers and ask them to do one tiny thing at a time if someone can get like 20 people to accidentally create a whole mod.
That would be the funniest thing ever.
I mean if bigger or better can get someone a whole house with just a paperclip to start then why not this?
Forbidden technique 
Someone should try that to see if it works 🤣
there are no "tiny things" for just 20 people in one mod
amazing!
would it have footage of bozoros, circus facility and playzone? or how would it go about
Well I mean there sort of are, it depends on how you ask. It probably would also help if you're able to get some of the template work done yourself and then you just ask people to kind of fill in the gaps.
For example with an enemy, you can ask for one specific script behavior here, one tiny animation there, get someone else to do basic texturing job, maybe get the next person to finish the texturing, and then bam finished enemy. I am oversimplifying and it would probably take way more steps and time than that but still.
I certainly am not doing this because at that point with all that effort I'd rather just do it myself.
😮
Agreed
What he said
||CURSED TAPE, INSERT CURSED TAPE 🗣️||
mods, don't touch me
i already figured it out smh
for saying that your punishment will be: 3 full quotas on trite

Also pacoito since you are the compat master
I wanted to request smth you might be interested

Oh that do be a funni concept
PlayZone trash bins are vents though, so it might be a bit weird to see them placed randomly in the middle of tiles
Thats why i say
A unique one
Maybe the same but with somehing off like no top
To differentiate i from other trashcans
are there unique landmines?
There ain't
There's a model made for (non-bowling alley) spike traps but I just haven't set them up 
giant woopie cushions
turrets and landmines dont look too out of place
with little red lights
but the trashcans do
I know this is kind of a longshot but I found out last week I'm getting laid off from my job. I'm actively looking for work, if anyone hears anything please let me know.
I'm so sorry to hear that Matt :[
I hope you're able to find something, stay strong!!
You're a super talented guy
Thanks. Honestly if I had any kind of capital I would love to assemble a team of the people in this community to make some pretty cool games
Oh my fucking God.
Why??
I can't really go into detail about it, it has nothing to do with me or my performance or anything like that
That's usually even worse...
Such is the game industry, can't say this wasn't inevitable anyway
I've read like four or five major studios had layoffs in the past two weeks so excellent timing to have more competition in the applications
Its discouraging dawg
Oh please dont tell me it was AI
Honestly, same..
Nah lol
Thank you Cheese
Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!
goddammit pawsy
anyway uhm
Pictured here is a shot of a bath tub filled with balls akin to those found in so called 'ball pits'
And to match, right above the bath tub you can see a sign that with "Play place" written on the cardboard piece using what was probably a common permanent marker
Gotta make do with what you have
https://www.reddit.com/r/backrooms/s/zatq4ttL9v
This could be a moon
Imagine driving the cruiser around
That would be soooo sick

Honestly it's mostly a texture job more than anything
feels like it's actually a super simple texture job, all base colours
but you'd need to have a shader dedicated to the effect#
I realise this is a month ago but I got laid off at basically the exact same time (2 days after your message), big ol tech company layoffs. I feel you. Still looking for jobs, gotta love going through 4 stages of interviews for them to decide they're no longer hiring for the role
Hope you find something soon, if you haven't already :)
what was this it got taken down

i heard backrooms
I still haven't had an interview yet 🙃
About ~90 applications submitted
Oof you’ll get one soon for sure!
Aw man I'm sorry. Up to 50 applications myself, and 40 of them have ghosted me. 2 interviews, 1 ghosted me 1 put me through all the stages just to tell me they don't want that role anymore
Tech industry is wild rn. The job i did get far with was going to be getting my foot in the door for the games industry too, a kind of mix of both
But it'll get better for sure man
Fingers crossed 🤞🏼
Actually really happy to have PlayZone in my portfolio and that I made it when I did
I’d definitely employ you i’d have a budget to create an indie team, not there yet unfortunately
For sure dude, it's awesome. What kind of roles are you after if you don't mind me asking? Like more programming side or level design or something?
Occasionally I'd get an idea for a game and think "now all I need is a team"
I've been going after environment artist and 3d artist roles, but there's not many so a lot of the time I'm applying to senior roles
I’ve got one idea for a singleplayer game and one for a multiplayer game that are pretty detailed 
Would definitely not start with multiplayer 
I've got a really solid one for single player, even started a design document a few months ago after roi2 released
Oh sick! Getting a senior role would be awesome. I think more roles across all levels will be opening up again soon at least. Again, best of luck dude
I'm halfway through making two games, (more than halfway maybe) but just have so much scope creep. And I suck at art. There's only so much animation and art I can do through coding lol
Not sure whether either will ever see the light of day. I love starting projects and not finishing them...
But if you do ever get the money for making a studio and need a mediocre coder, I'm right here xd

A senior role would be lit, I'm hoping my experience being the only 3D artist for a shipped game helps with that, that's my main thing I'm banking on
There's far too many jobs rn where they want like 3 shipped AAA titles with 10+ years of experience and offering peanuts compared to other senior roles
Absolutely. Honestly I think just keep up with the applications and with your experience once an actual human sees it and gets to interview you'll be grand
bro legit. Applied for one the other day, £25k for 5 years experience AND a degree.
I'm not getting a senior full stack role anytime soon, but cmon
I really appreciate the support!
Indie is definitely the way rn. I think its the golden age for indies to strive but we also cant just start working on something full job. I’ve had this discussion with a few others and we are all on the same page that it’d be sick to work on something together but at the same time we cant do that without a budget or it’d take even longer and everyone would just work on it as a hobby
Yeah I used to contribute to Restitched which is a hobby indie project that is still being worked on 5 years later. It's like a LittleBigPlanet successor
Im fortunate enough to have a stabil income and family as support but im also from a poor country so it sucks
I'd love to be able to work fulltime on gamedev. I got quite a bit done while I had a full time job, but as you say it's just worked on as a hobby. And then mixing it with more people, it's even more difficult to coordinate with jobs and shifts etc. Ended up being only 2-3 hours a week on the duo project I worked on 
I think indies are 9 times out of 10 the most fun I've had playing games though. And I feel like gamedev is more accessible than ever, which has been great. Especially when you have repeated smash hits; LC, Repo, Phasmo, Peak, Silksong etc - it's a great sign imo
On the flip side, all it takes is one botched release to kill the studio 🫠
Yup
yeah
Im trying to learn as much as possible before actually starting out but at the same time I feel like I just push this idea on and on
very startup-y I suppose?
that's like every employer now it's fucking terrible
I'm not the best example - but honestly, I really really learnt the most by just starting. At least for anything programming
Imo it's sometimes best just to chuck yourself into it (and take care of yourself and burnout at the same time)
but that's just me ofc
If the idea is good and the vision is solid then its more likely than not one that others will enjoy
My litmus test is if I have an idea and I wake up thinking about it the next day(s) after then that means I'm serious about it and it's not a passing thing
That was PlayZone
I'm glad that's not just me haha
I've probably put in 60% of my features by thinking about them as I'm going to sleep and remembering the next day
Imo modding is also just a great way to get into everything related to gamedev, ofc its not the same but it definitely is useful to get organized, learn about optimizations, learn about animations, setups, models, coding in general
Absolutely!
Though maybe I'm just a bit stupid, but I've found mod dev harder than gamedev haha. At least from the coding side
Yeah it's very valuable learning how your favorite games are constructed because you can adapt into whatever pipelines, I think studios value that
It's also public and out there, which is really helpful
and what I'm trying to get into now
Yeah I’ll definitely try to actual do the singleplayer game idea even if alone, but I’d want to finish some projects for repo and lethal before that
Just recently finished an api-sdk combo for repo with darmuh and that taught me so much (and darmuh helped me learn too with comments)
Well “finished” still got more i’d want to add to it but in general it works very well :p
Hell yeah its a really fun game imo
Apologies if this was already asked Matt, but are you working on any other mods right now? My friends and I have been playing playzone in our pack and it feels like the most high quality interior mod for sure
Not at the moment, but I do want to do something again once things are less crazy for me
Would be cool to get back to Jazztronauts
ive noticed a strange bug with the Playroom regarding the cruiser, it seems whenever i interact with object like the spinner bonks or the trampolines this bug happens with the cruiser
the view model gets all wacky
Hmmm I know some emote mods break sitting down on the Cruiser like that, but if it happens specifically after jumping on a trampoline it could be me doing something goofy 
If you send a pack code I can take a look
019973ca-3d44-2205-85fa-268a6c3de64f
so, ill get hit by something to see whats up
ok
update: it was neither the trampoline or the bonk thingy but the slides
riding the three lane slide causes the car view to be bugged
Hmm yeah I do sit the player down for the slides, but stuff should be properly reset after getting off of it
Got it to happen on my testing profile, so ye it's not a mod incompatibility
Oddly enough it doesn't happen when sitting down on Bozoros' benches, which use the same script 
Should be fixed in latest itolib update 


....I wish I could hold on to the balloons.
Hold space 
Or do you mean bring one with you
If it was one or two balloons you could carry them around, but the Balloon Bundle™ includes four (4) balloons
That's too much Helium to control 
balloon scrap. spawns normally, but letting go makes it fall upwards. stopped by ceiling, and if it rises too high from the point it was let go, it despawns. placing it (i.e. cabinet or sell counter) sets it on a surface properly
can pop 

Hey, I ran into this error a while ago (about 2 weeks) when testing the Playzone interior. I do not have the log from then anymore but also do not remember having seen any log entries that seemed connected to this error.
It occured multipletimes and would be accompanied by a lagspike which lasted for multiple seconds. Because I have a feeling this might be relevant, I am playing on a Linux Platform (NixOS to be specific)
[Error : Unity Log] WindowsVideoMedia error 0x80004004 while reading …sharedassets1.resource
Context: WindowsVideoMedia::DiscardSamples ReadSample
Track types:
Video Track [960 × 540], type: H264
Error details: <Empty>
The only video present in PlayZone is the TV at the TykeZone, but it plays the exact same things as the vanilla TV
Isn’t this a linux error?
Ye I was wondering if it happened with the vanilla TV as well
I thought I recall the ship screens throwing errors like this on Linux as well
Got ya
Interesting
I may test the TV later as well then
But I do not remember it causing such massive lag
Hey dude, I also run linux (6.16 arch w/ KDE on AMD CPU + AMD GPU)
I'm not sure if it's the same thing but I've had it every time on PlayZone (and occasionally other maps) where there will be frequent but irregular freezes that effect all players in the lobby (but I'm the host, so that's not too surprising) and lasts 5-15 seconds
last time it happened I took a video and saved the logs, though I don't believe I had this specific error
I see! I only had that occur with this interior specifically. All other interiors work entirely fine.
-# Back when I used Arch, like a year ago, I did not run into this issue with any interior either
I was just thinking about it though - while it's still possible it happened with other interiors, the freezes I can think of that weren't in PlayZone were times where we never even made it into the interior in the first place. I'll try and check the log I saved now to see what interior it was
I didn't have this issue a year or so ago either, it's only since playing again more recently after a long break it's happened. I have quite a few mods though in fairness
It only started for me when the TV room was first rendered
I do have lots of mods as well but I wouldn't know which one specifically causes the issue with this specific interior

