#Starlancer AIFix v3.13.2 | EnemyEscape v3.0.0

1 messages Β· Page 8 of 1

ruby bobcat
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Bye bye affliction until my update xd

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Other moons should work fine

gleaming robin
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What's wrong with affliction?

ruby bobcat
gleaming robin
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that'd be the issue currently :P

ruby bobcat
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I didnt register the enemy and likely the enemytype scriptable object is outdated and busted

gleaming robin
ruby bobcat
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Next update will have it registered properly though

gleaming robin
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mmk, if you have that update ready and waiting, I'd like for you to test it with EnemyEscape and see if the issue occurs

ruby bobcat
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Does it just crash on launch or?

gleaming robin
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it prevents my mod from running

ruby bobcat
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Got it

gleaming robin
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Next update I might try and implement a TryCatch thing

ruby bobcat
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So just look for giant errors in the console?

gleaming robin
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these two errors will occur and the config will be mostly empty

ruby bobcat
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Got it

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Ty ill test

gleaming robin
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It'll happen immediately after clicking "Online/LAN" and loading into the main menu

faint copper
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what's null here? couldn't you just skip an enemy if there's a null enemy type or whatever may be happening?

gleaming robin
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yea, I just didn't anticipate it as a possibility lol

faint copper
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try/catch isn't a bad idea though to prevent it breaking the game

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yeah lol mods manage to make some pretty amazing things happen

gleaming robin
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it doesn't break the game, just my mod

faint copper
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is that because it's a postfix?

gleaming robin
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Maybe, and also priority 0. A null check will prolly suffice

faint copper
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the name of the method doesn't indicate

faint copper
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yeah, it running last means that it probably wouldn't break anything, but it still can't hurt

gleaming robin
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yee, I'll implement the check in the next update to prevent this from happening in the future

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For now it's movie day 😎

ruby bobcat
faint copper
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nice thing is EnemyEscape should still function regardless then, since it lazily binds configs if they don't get found immediately

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I saw Autumnis deleted their config several times but it shouldn't be necessary as long as the enemies that need configuring spawn

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so anyone running into this can probably just ignore it

gleaming robin
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Oh fair

reef salmon
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they never attach to the ceiling

ruby bobcat
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Not much ceilings to attach to outside

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And thatd be more of a creator side thing

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Snare fleas search for an upwards raycast and if its a collision + tagged as room then itll attach to that ceiling

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I think πŸ˜…

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Never 100% sure

faint copper
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I don't think they actually search for a ceiling, they just assume there is one to attach to at whatever position they choose to go to

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would be tricky to make them do that, since it involves the code that PathfindingLagFix has to replace, so making it smarter would require hooking into that if it's present, instead of the vanilla code

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it would also drastically increase the amount of time that pathfinding would take when outdoors

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if code gets injected to change that behavior by AIFix, I'll probably want to change my code to be the lowest priority possible so that the code I copy from vanilla includes any injected instructions

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it might be very tricky though

ruby bobcat
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Got it

gleaming robin
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If I did try to address it, I'd attempt to do so in a postfix. But I know they work outside to some degree bc the one that can spawn outside on ||Triskelion|| works

reef salmon
ruby bobcat
faint copper
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looks like it can cling to surfaces that are within 20 units

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also, looking at the code that does the raycast, it seems like it also does actually retry its pathfinding if it doesn't find a hiding spot

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if your moon has plenty of ceilings to cling to, it's probably fine, but if it doesn't then I would imagine the snare fleas will spend a lot of time running around looking for a place to hide

gleaming robin
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Maybe I could postfix it to give it more range? lol

golden basin
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20 units is quite a lot though

ornate helm
gleaming robin
ornate helm
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oh i put a space when searching for it

reef salmon
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hello bros

short lagoon
reef salmon
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hmm, with enemyescape existing, maybe adjustments will be made so some enemies actually work (in a gameplay way) outside (like brackens having a sight range limit, so you can't aggro them from across the solar system)

gleaming robin
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TBD lol

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Btw if any big YT vids showcase EnemyEscape now that it's in its prime, someone let me know!

short lagoon
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i think all I want

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is a shit ton of manticoils inside

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will I be-able to perfect that

gleaming robin
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Weeeellllll manticoils are blacklisted until further notice. They don't roam like normal enemies, so they weren't listening to my pathing instructions.

short lagoon
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ah

gleaming robin
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But you could certainly just use LLL to add them to a moon's interior spawn list

short lagoon
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Love it

reef salmon
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it seems lc_office is incompatible

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breaks the config

gleaming robin
gleaming robin
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@clear dagger So if you try your mod with JUST AIFix, it occurs?

clear dagger
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Yes

gleaming robin
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What prefab is it?

clear dagger
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RobotToy

gleaming robin
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May I see your GNM code?

clear dagger
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basically at line 30 the spawnPrefab is null

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I don't think the problem is with your mod cause I'm the one doing weird stuff, but it only breaks with AIFix

gleaming robin
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That's so weird. I could almost understand if EE was somehow causing it, but nothing I do in AIFix even remotely touches GNM. And EE touches it at priority 0 so it should be the last thing that runs

gleaming robin
clear dagger
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I'll do

gleaming robin
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That's just my tried and true method for figuring out where things go wrong lol

tulip vault
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That code will prob break with LLL btw

clear dagger
tulip vault
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Suprised

clear dagger
# tulip vault Suprised

That tidbit at the end; ScrapManagementFacade.RegisterItem is calling LLL stuff to register it correctly

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LLL thinks it's a normal different prefab

gleaming robin
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gonna go eat breakfast, but I'll check back in to look at whatever you find

clear dagger
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With AIFix:
Spawnable Item : RobotToy (Item)
Index : 54
Spawnprefab :
itemName Item : Toy robot
isScrap Item : True
minValue Item : 140
maxValue Item : 220
name Item : RobotToy

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So I've had the error without AIFix once, it's probably a timing thing πŸ€”

reef salmon
# gleaming robin dawg you gotta give me a log so I can see how it breaks ; - ;

im sorrgy i forgot

Stack trace:
EnemyEscape.StarlancerEscapeComponent.BindRegisteredEnemies () (at <a5a07d1df715484e849d3d540a9d2ca0>:IL_0016)
(wrapper dynamic-method) GameNetworkManager.DMD<GameNetworkManager::Start>(GameNetworkManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetworkManager::Start>?-1668471360(GameNetworkManager)
LethalLib.Modules.NetworkPrefabs.GameNetworkManager_Start (On.GameNetworkManager+orig_Start orig, GameNetworkManager self) (at <c68aa40cbbae4bd69cd2fcd50c8f1ae1>:IL_0000)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetworkManager::Start>?310767716(GameNetworkManager)

[14:34:42.6923466] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnemyEscape.StarlancerEscapeComponent.BindRegisteredEnemies () (at <a5a07d1df715484e849d3d540a9d2ca0>:IL_0016)
(wrapper dynamic-method) GameNetworkManager.DMD<GameNetworkManager::Start>(GameNetworkManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetworkManager::Start>?-1668471360(GameNetworkManager)
LethalLib.Modules.NetworkPrefabs.GameNetworkManager_Start (On.GameNetworkManager+orig_Start orig, GameNetworkManager self) (at <c68aa40cbbae4bd69cd2fcd50c8f1ae1>:IL_0000)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetworkManager::Start>?310767716(GameNetworkManager)```
gleaming robin
gleaming robin
short lagoon
reef salmon
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halt too, but i don't think halt really counts as an enemy so wouldn't be registered

gleaming robin
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anything that has an EnemyAI component would be registered by EE

reef salmon
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i don't think halt has an enemyai component

clear dagger
gleaming robin
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AIFix doesn't do anything until an enemy spawns tho

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Try making AIFix a soft dependency

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just to see if it works

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[BepInDependency("AudioKnight.StarlancerAIFix", BepInDependency.DependencyFlags.SoftDependency)]

clear dagger
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I did find a solution that I'm not too comfortable with, but it does give me an hint

gleaming robin
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Wait, it crashes?

clear dagger
gleaming robin
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oh

clear dagger
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If I load the asset on StartOfRound::Awake it works, but I don't feel like I should do that πŸ˜‚

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Do you know of an event that fires off when all assets are loaded?

gleaming robin
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I just can't wrap my head around how AIFix is interacting with your mod in the slightest

gleaming robin
clear dagger
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And my code gotta run after the RobotToy prefab is loaded so that's what's breaking it

gleaming robin
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Almost any other mod should add more loadtime than AIFix does

clear dagger
gleaming robin
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Aww thanks 🀭✨

gleaming robin
clear dagger
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I'd prefer running before LLL initialize the ExtendedItems, just gotta figure out when that is πŸ˜‚

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I'll find it πŸ‘€

gleaming robin
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Best of luck! I hope someone can point you in a clearer direction ^^;

clear dagger
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It gets initialized in StartOfRound::Awake so I think RoundManager::Awake would be good kie you said πŸ˜„

celest isle
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i keep hearing your escape mod bugs vanilla monsters spawn

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is this cap?

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i have only been seeing modded monsters recently

gleaming robin
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No one has said anything about it to me

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And I really don't see how it could, I don't touch spawns

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(As in, the actual spawning of the enemy. I just hook into it when it spawns)

gleaming robin
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Starlancer AIFix v3.6.0 | EnemyEscape v2.1.0

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  • StarlancerEnemyEscape v2.1.0
    • Added logic to accommodate for the case where an EnemyAI has a null enemyType or enemyName. This should prevent the NREs that could sometimes cause the registration of enemies in the configuration file to fail.
    • Added logic to remove the EscapeComponent from enemies that were placed on a moon as a prefab. This should prevent the hard-crashes that have been occurring on custom moons that utilize that concept (Solace, for example).
    • Fixed a mistake in the code for determining an inside-spawning enemy's favorite outside spot.
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@spiral ermine @rocky fable please let me know if this update resolves your crashes

noble rose
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πŸ‘

noble rose
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uhh

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not the first time this happens

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where they just pathfind to an entrance

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this happens both when I set their chance to pathfind to an entrance to -1 on the Disabled preset and when I set their chance to 0

faint flower
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[12:33:07.3397321] [Info   :Starlancer AI Fix] HoarderBug (5) spawned outside; Switching to exterior AI. Setting Favorite Spot to OutsideNode (16) (UnityEngine.Transform).
[12:33:07.3427323] [Error  : Unity Log] ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue.
Parameter name: minValue
Stack trace:
System.Random.Next (System.Int32 minValue, System.Int32 maxValue) (at <787acc3c9a4c471ba7d971300105af24>:IL_001D)
EnemyEscape.StarlancerEscapeComponent.Awake () (at <ba6a15884be84a92bdf60db0fb8b9acc>:IL_0166)
UnityEngine.GameObject:AddComponent()
EnemyEscape.StarlancerEscapeComponent:EscapeSetup(EnemyAI)
EnemyAI:DMD<EnemyAI::Start>(EnemyAI)
HoarderBugAI:DMD<HoarderBugAI::Start>(HoarderBugAI)

[12:33:07.3427323] [Error  : Unity Log] ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue.
Parameter name: minValue
Stack trace:
System.Random.Next (System.Int32 minValue, System.Int32 maxValue) (at <787acc3c9a4c471ba7d971300105af24>:IL_001D)
EnemyEscape.StarlancerEscapeComponent.Awake () (at <ba6a15884be84a92bdf60db0fb8b9acc>:IL_0166)
UnityEngine.GameObject:AddComponent()
EnemyEscape.StarlancerEscapeComponent:EscapeSetup(EnemyAI)
EnemyAI:DMD<EnemyAI::Start>(EnemyAI)
HoarderBugAI:DMD<HoarderBugAI::Start>(HoarderBugAI)
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Did I do something wrong? πŸ˜…

Pretty sure I left the Hoarding Bug on default πŸ€”

gleaming robin
gleaming robin
faint flower
gleaming robin
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What moon?

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Or was the outside lootbug from a custom config choice?

noble rose
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I was trying to steal their hive when they just started to slowly pathfind to the fire exit on March

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from somewhere near the ship

gleaming robin
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You say try, did you steal their hive?

noble rose
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I put it back down after I was almost out of stamina, they reached the hive and after a few seconds began to pathfind to the fire exit

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and then not responding to me doing anything to the hive anymore, or getting close to them

gleaming robin
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Hm. When set to disabled or 0 the escape component should remove itself. But it's possible they randomly did some pathfinding to the node I instantiated. I'll look into it later

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Wait, were you the host?

noble rose
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yes

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I was also solo, if you need that

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but it did happen when I was playing with 2 other people yesterday

gleaming robin
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Hmm, alright. I was hoping you were a client, but regardless I think I can fix the issue

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I'll make it so that enemies without escape components remove my instantiated nodes from their pathfinding

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Which should prevent random pathing to an entrance for enemies with no escape component

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You've also brought to my attention that I need to set up my SetPositionToDestination prefix to only apply if an escape component is present

noble rose
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I think I see what you're getting at

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oh and the bees just remained there until the end of the day, without actually going inside the facility

gleaming robin
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Yea without an escape component they couldn't teleport

noble rose
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I see

gleaming robin
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It's very odd that you couldn't get their attention again tho

noble rose
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they still do damage and easily kill you (if there's multiple stacked up) when you exit through the entrance they were staying at

gleaming robin
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Oh, that's good at least

noble rose
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one of the unsuspecting clients found out that way

gleaming robin
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Pfft

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But no chasing after?

noble rose
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none

gleaming robin
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Alrighty, I'll investigate. Thanks for the report :3

gleaming robin
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@noble rose was this a naturally spawned circuit bee hive?

noble rose
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yes

gleaming robin
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Odd. I think I solved it tho

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I managed to reproduce it, and I just tested a fix and was unable to further reproduce it

noble rose
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neat

gleaming robin
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Starlancer AIFix v3.6.0 | EnemyEscape v2.2.0

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  • StarlancerEnemyEscape v2.2.0
    • Added logic to the SetDestinationToPositionPrefix() so that it only runs the EE-relevant code if an Escape Component is present on the enemy.
    • Renamed EnemyWhitelist to EnemyBlacklist so that it properly describes its purpose.
faint flower
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ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue.
Parameter name: minValue
Stack trace:
System.Random.Next (System.Int32 minValue, System.Int32 maxValue) (at <787acc3c9a4c471ba7d971300105af24>:IL_001D)
EnemyEscape.StarlancerEscapeComponent.Awake () (at <21ddb9ac13fc462796a60f21e1d13ac6>:IL_0166)
UnityEngine.GameObject:AddComponent()
EnemyEscape.StarlancerEscapeComponent:EscapeSetup(EnemyAI)
EnemyAI:DMD<EnemyAI::Start>(EnemyAI)
SandSpiderAI:DMD<SandSpiderAI::Start>(SandSpiderAI)

Got the same for the spooder

gleaming robin
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hmmm @ruby bobcat are you doing anything weird with your exits/entrances?

gleaming robin
ruby bobcat
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Might not have unique IDs for the exits

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Ill look into it

gleaming robin
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Not really sure tbh, but that error should only happen if there's a missing entrance or something

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the IDs should resolve themselves iirc what Batby told me

ruby bobcat
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Not sure

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All my exit ids are 1 it looks like

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My entrance one should be 0?

gleaming robin
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yeah main entrance needs to be 0

ruby bobcat
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Got it

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Nothing off i don’t think so then

gleaming robin
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hrmmm

faint flower
short lagoon
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Mr or Ms Starlancer

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I desperately need to know this

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Can Giants go inside

autumn panther
short lagoon
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But unreasonable config yesssss? πŸ‘€

autumn panther
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yeah

gleaming robin
# short lagoon Can Giants go inside

Any value that's manually set will override any preset that's being used, and almost every enemy is registered (I excluded enemies that either don't need it or don't really follow normal pathfinding rules)

short lagoon
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Hehehehe hell yeah

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giants inside

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and old birds

gleaming robin
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Honestly, old birds could work in some of Warehouse's rooms

short lagoon
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Warehouse's rooms?

gleaming robin
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You don't know about my interior? o:

short lagoon
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I DON'T WHAAAT

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YOOOO

reef salmon
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has config breaking with lc_office/rosie's moons been fixed yet?

gleaming robin
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Should be yea

gleaming robin
gleaming robin
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Starlancer AIFix v3.6.0 | EnemyEscape v2.2.1

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  • StarlancerEnemyEscape v2.2.1
    • Adjusted some logic to prevent NREs from occurring.
gleaming robin
gleaming robin
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Starlancer AIFix v3.6.0 | EnemyEscape v2.2.2

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  • StarlancerEnemyEscape v2.2.2
    • Removed an accidental cyclic method call in the SetDestinationToPositionPrefix() that was causing heavy performance issues.
turbid wave
#
+ this.destination = door
gleaming robin
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yep

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Turns out calling SetDestinationToPosition inside SetDestinationToPosition can cause issues 🀭

gilded zealot
# gleaming robin yep

on aquatis baboon hawks sit around entrance or inside main entrance facility and almost kill instantly players ( they don't wander ) they just move in and out

gleaming robin
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There might not be enough nodes near the entrance for them to properly wander

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wait

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nvm I guess that could still be the issue

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are you referring to the vanilla factory for the interior btw?

gilded zealot
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yes

gleaming robin
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odd, they should pathfind normally upon entering the factory

gilded zealot
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also it seems it spams a bit logs

gleaming robin
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The multiple "Finding" is normal

gilded zealot
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they enter factory then go in/out

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without wandering around

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and simply just when they are not inside they sit outside main entrance

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and kill players

gleaming robin
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I'll doublecheck on my end

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ty for the report

gilded zealot
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thanks ❀️

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no problem just tested it

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will test it also with more players in than just myself

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haha

gleaming robin
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if things are fine on my end, I'll yell at sfDesat

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:P

gilded zealot
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that might also be other issue cause i have xu specimen and the guy was wandering around time to time throwing them around

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and they wandered back to the entrance and he also did wait for them there

turbid wave
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Sounds like they just have a high chance of escape and they keep getting lucky on both sides of the exit

gilded zealot
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the specimen itself also was sitting next to main entrance

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not wandering casualy around the map

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they go maximum to first door and stack there waiting

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then out and stack upon main entrance

gleaming robin
gilded zealot
turbid wave
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Maybe they are, but then 10 seconds later, they are still in range and their roll succeeds again

gilded zealot
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i will test them on other maps where they apear in neutral

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not on modded moons

turbid wave
gilded zealot
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also this apeared once after landing and loading enemy spawns

gleaming robin
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I think that's something else's fault, not sure if it's another mod or a vanilla bug

gleaming robin
gleaming robin
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@hallow merlin I don't really know much about the layout/design of Aquatis, but you might need to add some more nodes outside the entrance/exits for people who are using EnemyEscape

hallow merlin
gleaming robin
gilded zealot
hallow merlin
gleaming robin
hallow merlin
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none of my moons go over 20

gilded zealot
gleaming robin
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I can't guarantee that's what's causing the issue with EE, but it's likely

gilded zealot
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but after they see the player go inside the facility

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they wander close to it and stay next to it going inside and outside

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and if they are outside when player gets out mostly dies cause they kill him instantly

hallow merlin
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ok ill increase them

gleaming robin
gleaming robin
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if so, then test adding more and see if things work normally

gleaming robin
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oh, and EE instantiates a node at the entrances and exits btw, so no need to put one directly in front of the door

hallow merlin
golden basin
#

@gleaming robin the spider AI bugs out if a player isnt the one that deals damage, do you have anything incase the old bird shoots the spider, intentionally or not?

gleaming robin
golden basin
# gleaming robin Is this an EE issue or AIFix?

i imagine this to be a bit of both but would need to be incorporated into AI fix, i should also clarify this isn't me reporting a current bug but something i've experienced when having my enemy attack the spider and would later cause problems when the spider gets attackedby something not a player

gleaming robin
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ohhh okay, yea once I figure out how to implement the IVisibleThreat patch that should probably fix that

golden basin
#

I also dunno if you try to do fixes just in general for custom enemies since normal enemies won't attack spider but yeah for now I disabled spider being attacked by driftwood lol

gleaming robin
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I didn't think you could make something a target without that component o:

golden basin
gleaming robin
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Alright Jevil, calm down

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but yea hopefully I can get that patch working, but today is a no-mod day for me

gilded zealot
golden basin
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/j

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I'll prolly make it later today or tmrw

gleaming robin
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🀭 lemme know if you do!

golden basin
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Bet, I'll need to just make it so that it still let's me attack the spider and you'd then be able to implement the threat type patch so it fights back lol

gleaming robin
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yee

tired ore
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got logs spammed with enemyescape while on black mesa, although that moon hasnt been updated to v50 yet

gleaming robin
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If the logs persist once it's on v50 I'll take a look

tired ore
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wym by that

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also PEEPERS ON BY DEFAULT???? YOU MADMAN

tired ore
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im stupid lol

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i thought about enemy escape

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jeez i love how seemlessly everyone enters after playing with lethal escape

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great job

gleaming robin
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I don't default mod enemies outside lol

tired ore
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weeeeeeeeeeeeeeeeeeird

tired ore
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I HAVE NEVER TOUCHED THE CONFIG

golden basin
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ayo

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@gleaming robin let my redwood breathe 😭

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aboutta get bug reports "um your redwood is inside the facility pls fix"

spiral ermine
golden basin
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that'd probably have to be done on the enemy's own side, not starlancer's lol

gleaming robin
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Wtf it literally says the default is -1

tired ore
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ong I've never ever even opened the config

gleaming robin
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Did you import someone's code?

tired ore
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nope, I'm the only one who touches the group pack

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i also have some weird entries without formatting

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gnomes i have turned off though

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and idk what a spore dragon is

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probably old stuff that i need to delete

gleaming robin
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Idk what causes that formatting issue, but my mod works with LethalConfig if you use that

tired ore
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cause there is a duplicating entry of #1232483405887967272

tired ore
# tired ore

with redwood i got lucky that the initial lll release didnt load lmao

gleaming robin
#

I think you config'd it in your sleep somehow

tired ore
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i would NEVER

gleaming robin
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Don't make me tap the sign

tired ore
gleaming robin
tired ore
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also why did you put bees on 5 by default

autumn panther
#

funi

gleaming robin
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They only roam if their nest is stolen, so I figured I'd let them have fun

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Plus the mod is no fun I make too many defaults 0

tired ore
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they got stuck in the ground for me twice, once in scoopy's and once in warehouse

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in warehouse i think they were stuck in the door, but both of those hives were spawned by lethal missions so kinda doesnt count

gleaming robin
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Yea I can't really say for sure unless they're naturally spawned (or debug-spawned like with Imperium I'll trust a bit)

golden basin
tired ore
#

i dont want no bees im turning them OFF

gleaming robin
tired ore
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oh fuck i meant entrance door

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not the door door

gleaming robin
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I figured that's what you meant, but still worth checking

golden basin
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yeah but actually still agood point lol

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surprisingly they can open doors

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and they're actually decently fast at it

gleaming robin
#

Lmao wonderful

reef salmon
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bees are messed up

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even while they're at their hive, they can go inside and just get stuck as a hurting area at the door

tired ore
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thats what i experienced yeah

gleaming robin
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Hm, I thought I fixed that

rocky fable
#

Fix your mod sir

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πŸ˜›

simple sleet
#

@gleaming robin Is Triskelion supposed to have a preset spawn weight for the Redwood Giants from the GiantSpecimens mod? LethalQuantities is reporting that map in specific has a weighting of 2 to spawn redwood giants. I've removed modded moons from my config (it isn't default), so there shouldn't be anything there at all unless it's part of the moon's normal weighting

#

just want to make sure nothing is screwing up

gleaming robin
#

that makes no sense xD

#

so no, it's not supposed to lol

simple sleet
#

Weird, no idea why it's showing there because it's not in my weightings for that monster and isn't on any of your other moons

gleaming robin
#

@golden basin your giant is continuing to be naughty

simple sleet
#

My weightings for it are Experimentation:1,Assurance:1,Vow:50,Offense:4,March:32,Rend:30,Dine:50,Titan:16,Adamance:8,Embrion:1,Artifice:12

golden basin
#

I nominate LLL for the blame

#

Though it might seriously be LLL

simple sleet
#

LQ reports this for Triskelion's outside weightings

golden basin
#

Can you let me know if there's any LLL configs about my enemy?

simple sleet
#

Sure, lemme check

#

okay I found the issue

#

centipede weight getting replaced by redwood giant

#

now whether that's actually the case or is just LQ fucking up, I don't know

golden basin
#

Wair what

simple sleet
#

LQ's inside weights also show the redwood giant where the centipede weights would normally be lol

tired ore
#

πŸ‘€

golden basin
#

IS THAT WHY ITS AN INSIDE ENEMY

simple sleet
#

so either LQ is displaying it wrong or GS is replacing centipede weights

golden basin
#

GS?

#

Oh giantspecimens

simple sleet
#

GiantSpecimens

golden basin
#

It... shouldn't be...

simple sleet
#

for reference which also matches centipede interior weights

rocky fable
#

XD

simple sleet
#

This isn't even directly related to Starlancer Moons actually, this is also happening on vanilla moons

golden basin
# simple sleet

@tulip vault I have no clue whats going on here but I'm assuming this is LLL.
To summarise it looks like my enemies are borrowing stuff from centipede for some reason??? But I've also had people telling me that the bestiary entry before LLL had driftwood showing up as snare flea for some reason

#

This could also explain why the enemies are showing up as inside enemies

#

I'll give my code another look but I don't think I reference the centipede anywhere

simple sleet
#

so what I'm seeing is that this centipede is a consistent pain in the ass lol

gleaming robin
#

Next AIFix: Snare Flea is removed from the game

simple sleet
#

Anyway false alarm @gleaming robin, you're uninvolved lol

#

sorry

gleaming robin
#

No worries :3

golden basin
#

When will the AI fix fix all my problems

gleaming robin
#

Are you an AI?

golden basin
#

For the right price I can be

gleaming robin
#

I

#

Don't like that answer

golden basin
#

Bee boo

cloud valley
#

is this normal

#

i also tried landing on Solace and never landed for some reason

#

no error log, just went to solace before, pool room interior. tried going again and logs said scp facility but the level seed never changed

#

only mod i added since i last played was EnemyEscape

gleaming robin
#

hm, I would say none of that is normal lol

#

do you have any custom enemies?

cloud valley
#

yeah i do

#

why, are they incompatible?

gleaming robin
#

My code should account for things properly, but it's always possible that a custom enemy might do something weird and break something. Do you have the log from that, or do you remember what enemy spawned right before it occurred?

cloud valley
#

uuuuh i dont think i have those logs

#

but when that WAS happening, there wasnt a crash or anything

#

my fps was really low though

#

but then when we tried going back down, the ship never landed

gleaming robin
#

As far the level not loading problem... I'm not sure lol

#

If this stuff happens again, throw the logs in here and I'll take a look

cloud valley
#

kk will do

#

would it conflict with enemies that can already leave the facility?

simple sleet
#

assuming this is not intended lol

gleaming robin
gleaming robin
simple sleet
#

spore lizard walking backwards even if it isn't strafing away from someone

gleaming robin
#

Something must've spooked it, but that's just normal spore lizard AI being wacky.

#

As far as I can tell anyways lol

simple sleet
#

fair enough lol

faint copper
#

yea they do ramp up speed like that

#

given the fact that there's hardly any obstructions on the surface it makes sense for them to evade in a straight line, though it looks very strange

#

currently the AI doesn't prioritize getting to the closest position that's out of line of sight, it just looks for the path that has no line of sight obstructing it

#

(and when that fails, it picks the farthest position, which means it just goes in a nonsensical straight line)

gleaming robin
#

Spore puppy go nyoooooom

sullen inlet
golden basin
#

Cuz herobrine is one of those that works perfectly fine but dunno how your code handles it lol

gleaming robin
golden basin
#

Smort

gilded zealot
# golden basin Smort

About ur driftwood he sits also on aquatis next to entrance and tries to enter the facitility

#

Same he does in adamance mostly next to entrance

golden basin
#

have you been noticing this with EnemyEscape?

gilded zealot
#

He spawns in random spots but he move around entrance

#

Yea after enemy escape update

#

Thats why i answer it here πŸ€™

golden basin
#

lovely

#

@gleaming robin <-- is to blame

gilded zealot
#

He changes location after he follow someone to the ship

golden basin
#

wdym?

gleaming robin
gilded zealot
#

Ummm when someone goes to ship from fire exit

#

He follows him and sit next to ship

golden basin
gilded zealot
#

Even when someone close door or do nothing

golden basin
#

i gotta try that later

gilded zealot
#

That was on adamance

gleaming robin
#

also

gilded zealot
#

Also on embrion ur giagantic one eats sleeping birds

gleaming robin
#

@gilded zealot did you give Driftwood a chance to escape?

#

in the config

gilded zealot
golden basin
gleaming robin
#

then it has, in fact, nothing to do with EE 🀭

gilded zealot
#

It happends when he ate the driftwood

golden basin
gilded zealot
#

Then he ates closest one sleepin

golden basin
#

he should only be triggering after a missle or something stronger attacks him, thats odd

#

for old birds**

gilded zealot
#

Also funny thing i don't remember the name of the mod but he ates the anime bunny when you do simon says with her

#

πŸ˜‚

#

Happend twice

golden basin
# gleaming robin you're the enemy person lol, idk if my suggestion will work

i think it'd work, I don't see much reason why it wouldn't, StartSearch basically takes in your current position and picks something in the surroundings (it really should've been given something for radius zeekers >:c) and give it a position where it isnt would create a destination further away, im just worried that it'll try to create a destination in an invalid spot in the navmesh and just fail lol

#

wait what

gilded zealot
#

I will send you vids after we do some runs with friends

golden basin
#

redwood eats football???

gilded zealot
#

Yea football

golden basin
#

I NEED to see this

#

@edgy topaz apparently my big redwood is eating football 😭

tired ore
#

lmao wtf

gilded zealot
#

He ate it after my friend danced with her

tired ore
#

doing god's work here

golden basin
#

i gotta recheck the code, im pretty sure i set up a whitelist system tho lmao

gilded zealot
#

Ye he saved him πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚

golden basin
#

I definitely wouldn't want it to eat football lmfao

#

well unless football somehow inherited one of these names, it shouldn't target football

#

but i would LOVE to see a video of this

#

@spiral ermine you play with football, do you also play with giant specimens?

gilded zealot
#

Sure will try to make one

#

Sorry for the spam in here about other stuff Starlancer

golden basin
#

its okay, he loves my spam

gilded zealot
gleaming robin
gleaming robin
golden basin
golden basin
gilded zealot
#

And also Shrimp still bugs the EnemyEscape

golden basin
#

i think shrimp is generally buggy, did it ever get fully made?

gilded zealot
#

Dunno last update of lc office was just lll stuff related

gleaming robin
#

I've put in null checks and replacers for each character that BepInEx doesn't allow into its config files, how the heck is it still breaking

gilded zealot
#

He bugs alot of mods tho

#

I did remove lc office because of it but i might install and give you the info from console

golden basin
#

i've found having lc office but disabling the shrimp is fine, but i havent done any tests on shrimp recently so not sure

turbid wave
#

I have been testing the shrimp, And it got to a very stable position just a few days before LLL dropped.
I've heard that the LLL updates for LC_Office have broken it again, but haven't confirmed that for myself

#

Well i shouldn't say 'very stable', i haven't done extensive tests on it.
But it was fully working without causing lags or errors

gilded zealot
#

I did check it after update with enemyescape soo seems legit that it broke after lll

tired ore
#

protip dont play mantif with enemy escape

#

dogs are straight up getting stuck in entrances there

golden basin
#

ah yeah

#

AI fix will probably wanna do a patch to fix the dog lunging thing where they never reach their destination so they dont end their plunge

gleaming robin
#

never heard of that bug

golden basin
#

thats a pretty common vanilla bug

gleaming robin
#

I haven't gotten to play much in a while

golden basin
#

the dog isnt allowed to stop its lunging animation

#

until it reaches the end of its lunge destination

#

if something is blocking it...

#

well its never moving again

#

unless it bites a player and eats em

gleaming robin
#

I'll look into it

#

later that is

#

I wanna do creative things instead of fixing bugs rn ; w ;

golden basin
#

says the guy who decided to take on an AI fix mod

#

why do you think im doing exclusively content mods

golden basin
spiral ermine
#

…

#

…

#

what?

#

I can’t say I’ve ever been in a situation with both football and a redwood giant

golden basin
spiral ermine
#

aint no way

golden basin
#

im also in disbelief

#

it shouldnt target them according to code

ripe flax
#

So I can't go to the company building due to LLL, I only have LLL for StarlancerMoons, any idea whats happening?

ruby bobcat
rocky fable
#

It's funny how random this issue is

#

Cus I can route to it fine with LLL 1.2.2

cloud valley
#

is this enemyescape or naw

#

entranceteleport update makes me think it might be so im asking here bc holy shit this was being super spammed

rocky fable
gleaming robin
#

I don't modify the EntranceTeleport script, so I'm pretty sure that's something else. Looking at the code the issue seems to be here, but I'm not sure what the issue actually is

#

@faint copper any ideas?

cloud valley
#

i mean theres a good chance it isnt your mod since i have so many in my pack rn

#

does this conflict with Diversity?

gleaming robin
#

Β―_(ツ)_/Β―

#

I haven't had any reports specifically regarding that

#

but I also don't know the full extent of what Diversity does

cloud valley
#

it most likely messes with ai so thats why im thinking it could be a conflict

#

sorry idk how this stuff works entirely

#

am i correct in assuming entrance teleport is something trying to use a facility door, at least?

faint copper
gleaming robin
gleaming robin
faint copper
#

my guess would be that something is screwed up on the moon or interior on which this occurred

cloud valley
#

Oh... you mean... Solace...?

gleaming robin
#

don't

#

my heart can't take it

gilded zealot
gilded zealot
#

like solo camera or helmet camera

cloud valley
#

actually yeah i have LC office and body cams

#

and Black Mesa

gilded zealot
#

check lc and body cam

cloud valley
#

what do i check

gilded zealot
#

remove one check if issue disapeared

#

if not remove the other and check again

cloud valley
#

idek what the issue is tho

gilded zealot
#

i had this issue with if i remember lc office on old lll

cloud valley
#

i went an entire day on Solace, black mesa, no errors

#

the screenshot was from a Haunted Mansion interior but i crashed taking the screenshot bc i clicked the bepinex log and that makes my game crash lmao

gilded zealot
#

you answered urself

#

in that message what was the issue htne

#

then

faint copper
#

if this is reproducible, this is something that UnityExplorer would very much help diagnose

cloud valley
#

huh?

#

that wasnt the problem i was reporting, that happens all the time. unrelated to the screenshot i sent

#

im trying to figure out whats happening with the null reference things being spammed about the entrance

cloud valley
# gilded zealot ^

the moon is solace and the interior was haunted mansion. others have said they do not get this issue on solace, and i cant always reproduce it myself, so i dont think this is entirely true

faint copper
#

it's possible that it could depend on the interior generation if it's something in the interior

#

but it's hard to say what's wrong without looking at the values that it's trying to access there

cloud valley
#

is there any way to see that?

faint copper
#

with UnityExplorer, but it's a bit involved

#

it seems possible it's actually related to an enemy that was spawned

#

the exit point shouldn't be null by the point that it got that error, so maybe some enemy isn't removing itself from the list of spawned enemies

#

someone could probably take a look at it with a profile code, or you could keep UnityExplorer installed and if that starts spamming you can check RoundManager.SpawnedEnemies and see if any of the enemies in its list are null (but like I said that's a bit technical)

cloud valley
#

yeah i do have a lot of enemy mods

#

tbh its probably nightmare foxy, ive had null errors with it before

hallow sigil
#

Don't know if it's been reported yet, but bees spawn at the main entrance and keep going in and out of the facility

#

It was on Vow, don't know if it happens on other moons

gleaming robin
#

Thought I fixed that already, I'll take a look later

gleaming robin
hallow sigil
gleaming robin
#

I have an idea that might fix it, so I'll give it a try later

cloud valley
#

So I (the host) can not see this tiny fire exit that is apparently following our ship?

#

idk what is causing it, but a bracken went outside and got stuck trying to go back through to door

#

anyone know wtf is happening? again i cant see it as host but my friends can

blazing anvil
meager axle
#

I am as well

gleaming robin
#

...

#

I'm at a loss

tired ore
#

the mimics are escaping?

#

wtf is going on

gleaming robin
#

even if that's the case, someone had to have purposefully set them as being able to lol

#

Can I just blame @twilit drift ? Surely he had something to do with this, right?

solid wyvern
#

I have a problem, but i dunno if it's a lethallevelloader thing but i can't change the spawn weight

gleaming robin
#

Make sure the top option in the config for the warehouse is set to true

#

otherwise no settings below take effect

solid wyvern
#

ffs

#

i'm so dumb

gleaming robin
#

nah, you're good, I did the same thing when I started testing Warehouse on LLL 1.2 🀭

solid wyvern
#

hahaha thank god i'm not alone atleast

gleaming robin
twilit drift
blazing anvil
gleaming robin
#

I estimate a 0.000000000001% chance of it being WT causing that

twilit drift
ruby bobcat
twilit drift
#

this is wildly accurate πŸ˜‚

clear dagger
#

The outside bracken in Auralis killed me while I was in the ship looking at the radar πŸ˜‚ you're messed up @gleaming robin
Did not even know it was possible to spawn outside, is that only possible cause of your AIFix? Does it work on all moons? πŸ‘€

gleaming robin
#

(I put it on Auralis' outside enemies list)

golden basin
#

whoever this auralis moon creator is smh

clear dagger
blazing anvil
#

@gleaming robin@twilit drift btw just wanted to let you two know, neither of your mods were causing that extra fire exit problem, it was due to two versions of Csync being installed at the same time for some reason.

golden basin
#

I think mrov knew...

turbid wave
#

It's such a baffling issue

gleaming robin
blazing anvil
#

Since someone else reported that issue in here.

opal bane
#

@gleaming robin
I noticed you helped Tolian with "BetterShotgun by Hypick" Compat. What was needing changes to be compatible? I am confuze.

gleaming robin
#

I'm not 100% sure what the issue was tbh, I mostly helped pare down the size of his bundles and I guess it was a happy coincidence

rocky fable
#

Nice πŸ˜„

#

I noticed some of them were extremely large before

gleaming robin
golden basin
#

Iirc there's like a script? owo_think

gleaming robin
golden basin
#

Ye ty

gleaming robin
#

Starlancer AIFix v3.6.0 | EnemyEscape v2.3.0

#
  • StarlancerEnemyEscape v2.3.0
    • Added some logic to prevent Circuit Bees from uselessly hanging around the entrance. Let me know if the issue persists.
#

@rocky fable hopefully this will fix it, I made it so that they'll start a new search for their hive if they teleport, which in theory means they'll start wandering around again

rocky fable
#

Lmfaooooo

golden basin
#

not enemy escape forcing me to add code so my meteor weather works properly

gleaming robin
#

Starlancer AIFix v3.6.0 | EnemyEscape v2.4.0

#
  • StarlancerEnemyEscape v2.4.0
    • Added logic to prevent circuit bees from bouncing back and forth towards an entrance while stationed at their hive.
    • Added logic to allow circuit bees to properly path back to an entrance and teleport while inside.
golden basin
#

my meteors target those

gleaming robin
#

I only add 1 per EntranceTeleport lol

golden basin
#

oh you do?

#

i thought you guys added a bunch

#

lol

#

but anyway i was mostly kidding, im already culling possible nodes that are close to eahcother or close to entrances from the meteors

gleaming robin
#

or are you talking about how moons needs a decent amount nearby the entrance so enemies don't break?

golden basin
#

depends on how close to the entrance nearby means

#

i havent actually checked where they've been put

gleaming robin
#

well the ones instantiated by EE are parented under the EntranceTeleport's telepoint

#

so monsters are forced to walk exactly where a player would spawn inside or out in order to teleport

golden basin
#

ah yeah that's way too close for my meteors, doesnt matter tho since i get rid of them from the list of ai nodes

#

for my meteor's landing possible positions

gleaming robin
#

ye

#

that first sentence scared me lol

golden basin
#

i like funni

golden basin
gleaming robin
#

describe your usage

golden basin
# gleaming robin describe your usage

i have a gameobject with a particle system, where i destroy its parent which also destroys the particle system, but i want the particle system's particles to play for a second more

#

i could just give the crater the same particle system and only run it like 3 seconds

#

might be easier actually lol

blazing anvil
#

I will say, the Starlancer Moons and Rosie's Moons are some of my favorites out of the newer custom moons I have seen.

#

So congrats to you for making some really good ones, dude.

gleaming robin
golden basin
#

icic

gleaming robin
#

alternatively

#

you could do .DetachChildren() on the parent if you want all of its children to exist for x more seconds

golden basin
#

that sounds like what i want tbf

#

lol

faint copper
#

I feel like if it's a specific child that you're concerned about, Transform.SetParent(null, worldPositionStays: false) would be more like what you'd need

golden basin
#

zaggy do you know how i'd get a list of the main entrance and fire exit positions in code? owo_think

golden basin
faint copper
#

DetachChildren() feels like it might default to not keeping the world position, in which case your particle system might teleport to the origin

faint copper
golden basin
#

trynna get rid of all nodes near entrances (for meteor targetting)

faint copper
#

not guaranteed to compile, but something like

var outsideEntrances = Object.FindObjectsOfType<EntranceTeleport>().Where(t => t.isEntranceToBuilding);
golden basin
#

eugh

#

that's real ugly

faint copper
#

is it?

golden basin
#

it feels like it atleast

gleaming robin
#

that's kinda judgmental

faint copper
#

I think Zeekers relies on FindObjectsOfType for that as well, it's not really a problem if you're only doing it once

golden basin
faint copper
#

whoops, I used FindObjectsOfType instead of FindObjectsByType

gleaming robin
#

find the entrance positions and iterate over them instead

faint copper
#

FindObjectsByType should be faster

#

(thanks Unity devs for not making the names indicate that difference.......)

gleaming robin
faint copper
#

oh nooooo I have to put one more word in the name !??!

#

FindObjectsByType has no defined order

#

it should be preferred in any case where order is unimportant

#

(99.999% of cases)

gleaming robin
#

ohhh

#

I should switch to that for micro-optimization :P

faint copper
#

(side note, it's probably faster to allocate your list with capacity than to copy the array and remove elements, removing elements from a list is an O(n) operation)

#

(unless you give it an index to remove at)

golden basin
faint copper
#

it's still more costly to remove from a list, but that's much better at least

#

removing from a list requires copying back all the list entries that fall after the index you're removing

golden basin
#

icic

golden basin
#
    private IEnumerable<GameObject> CullNodesByProximity(GameObject[] nodes, float minDistance, bool cullDoors = false)
    {
        var nodeList = new List<GameObject>(nodes);
        nodeList.RemoveAll(n => nodes.Any(m => n != m && Vector3.Distance(n.transform.position, m.transform.position) < minDistance));

        if (cullDoors)
        {
            var entrances = FindObjectsOfType<EntranceTeleport>().ToList();
            nodeList.RemoveAll(n => entrances.Any(e => Vector3.Distance(n.transform.position, e.transform.position) < minDistance));
        }

        return nodeList;
    }
``` @faint copper forgot to post but what do you think?
tired ore
#

@ruby bobcat hoarder buglings cant get back inside 😭

#

left to die in the snow

golden basin
#

LOL

gleaming robin
#

Seems like whatever collision they have isn't reaching the door trigger

golden basin
#

That is NOT what i thought I saw

#

Fucking hell

tired ore
#

bruuuuuuuuuuhhhhhhh

gleaming robin
#

posting lewd stuff smh

faint copper
golden basin
#

Probably, I did cut quite a bit off from what I originally wrote so not 100% sure, especially since I don't use smthn like imperium to check outside nodes lol

faint copper
#

I think? it may make sense to do a double for loop for the first operation where you only iterate like

var result = new List<>(nodes Length);
for (var i = 0; i < nodes.Length; i++) {
    var nodePositionToCheck = nodes[i].transform.position;
    for (var j = i + 1; j < nodes.Length; j++) {
        [check distance and add to new list]
    }
}
#

if you only iterate forward then you only check each pair once if I'm not currently too tired to think

golden basin
#

Yeah that's what I did at first tbh

faint copper
#

actually edited a little

golden basin
#

And ill reread my current code just incase, the testing didn't really show much since its March and I think basegame doesn't have too many nodes I'd need to cull to begin with

faint copper
#

the important thing is to check only the nodes after the current one so that you only check each pair once

#

yeah it seems tricky

#

is it common for moons to have nodes densely placed anywhere other than around the entrance?

#

also I wonder if it may be more important to check x/z distance only since your meteors are coming from above

golden basin
golden basin
#

And I don't want stuff to overlap

faint copper
#

oh wait, like actually changing the geometry?

#

or decals?

golden basin
#

Not actually actually

#

It's just a game object placed

#

If I knew how to actually change I probably would try

faint copper
#

ah yeah

#

deforming terrain would probably require specific support to actually look good unfortunately

#

if the mesh is readable you probably can do it as-is, but if the geometry isn't dense enough you'd have to be able to subdivide it which isn't something I'd know how to do

gleaming robin
#

plus that would mess up navmesh

golden basin
#

Navmesh is baked beforehand no? Even if the geometry is "gone", they'd still route as if its there I imagine

#

Dunno tho

gleaming robin
#

If you deformed the terrain, they'd still follow the navmesh, but they'd be walking on the existing already-baked navmesh so they'd just walk in the air over a crater, or worst case (bc idk how gravity affects enemies), they'd fall into the crater, off of the navmesh, and then throw errors bc they can't get back to it

golden basin
#

I think its the first scenario

#

Anyway the aim is to simulate the crater without changing the actual height, which shouldn't be too difficult with how I'm imagining it

#

Might be some slight height differences but should be okay

gleaming robin
#

only one way to really find out

golden basin
#

Yep!

faint copper
#

I feel like it should be possible to recalculate the navmesh, but obviously that could stutter which isn't really reasonable

opal bane
#

Enemy Escape error.

[00:17:44.4371416] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
(wrapper stelemref) System.Object.virt_stelemref_class(intptr,object)
EnemyEscape.StarlancerEscapeComponent.EntranceTeleportsAndAINodes () (at <006ef5b3c0c54513a70146a619e906db>:IL_009D)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SetLevelObjectVariables(RoundManager)
(wrapper dynamic-method) RoundManager.DMDRoundManager::FinishGeneratingNewLevelClientRpc(RoundManager)
RoundManager.rpc_handler_2729232387 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.RpcParams rpcParams) (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_002E)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Logger:LogException(Exception, Object)
AsyncLoggers.Wrappers.Unity.<>cDisplayClass4_0:<LogException>b0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:36)
AsyncLoggers.Wrappers.Unity.<>cDisplayClass28_0:<wrapCallback>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:136)
AsyncLoggers.Wrappers.JobWrapper:LogWorker() (at ./src/Wrappers/JobWrapper.cs:84)
AsyncLoggers.Wrappers.LogJob:Execute() (at ./src/Wrappers/JobWrapper.cs:68)
Unity.Jobs.JobStruct`1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)

opal bane
#

Maritopia I believe. Same as the log I sent you for the warehouse. Just clipped for this chat.

ruby bobcat
twilit drift
#

the frustration πŸ₯Ί

raw rivet
#

So, what is meant by "chance"?
Is this called every minute or so like LethalEscape? or is this the chance they choose to do this when a player is detected using an entrance/exit?

gleaming robin
#

Source code is on the github if you wanna peruse it

raw rivet
#

Ah, interesting
This is definitely alot more customisable than LethalEscape

#

you could have it where enemies have a low chance to just choose violence and path to the entrance from a really high distance
or have it so they have a high chance but only when very very close to it

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Can also make it easier for enemies to escape than come back in, and vice versa with the different ranges

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i like it

gleaming robin
#

I'm glad! :3

raw rivet
#

I noticed Tulip Snakes and Masked arent in the config
Masked i can get since they have their own AI for when they want to exit/leave, but what about the tulip snakes?

gleaming robin
#

That decision was actually made prior to me knowing how they work, so I thought they could do it themselves. I'll de-blacklist them next time I update, but default them to 0

raw rivet
#

Ah nice

reef salmon
#

tulip snakes can be brought in and out by the player but can't wander in

keen flare
reef salmon
#

yes i know, i was pointing it out because of the other messages!!!

reef salmon
#

still hoping for a config menu for aifix to make some of the enemies act better in terms of gameplay outside

golden basin
#

Wdym act better

reef salmon
# golden basin Wdym act better

some enemies are a bit stupid outside (brackens can be angered from infinite distance is the main example, through foliage and stuff)

slow monolith
#

Hi! I don't quite understand the configuration of this mod, for example, what number should I set to prevent any enemy from entering or leaving the facilities?

reef salmon
slow monolith
#

I want to prevent some enemies to scape (or enter), but not all of them.

#

is "-1 " disabled or should I set it to 0?

slow monolith
gleaming robin
gleaming robin
#

Starlancer AIFix v3.6.0 | EnemyEscape v2.4.1

#
  • StarlancerEnemyEscape v2.4.1
    • Disabled the instantiation of nodes near EntranceTeleports. After the rework, the instanced nodes no longer provided any benefit to functionality, and instead caused issues with Bracken camping fire exits.
fresh adder
#

uhh how does starlancer enemy escape work config wise

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Like I'm guessing its a bool on enemies to decide whether or not they can breach and the chance is a %?

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Trying to figure it out, I'm guessing if some other conditions are met they attempt to path to a door?

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Like if they are chasing someone would they just bail and go outside?

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Do they only go inside/outside if there are no players inside/outside?

gleaming robin
fossil raven
#

Is this normal for starlancer escape? (I was on a modded interior and a modded moon) Cause these kept getting spammed in the error log.

gleaming robin
faint copper
#

I think I saw mention of some tiny blocked fire exits on Rosie's moons

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could be any of em though tbh, I feel like I see that happen every week lol

wind swift
#

Just checking, does starlanceraifix have brackens take the player back into the facility?

steep bolt
#

I'm not sure how, I stumbled again in that special case "the entrance is blocked" that happens a bit randomly and not a single mod was happy about it as the entrance node was missing πŸ˜„

gleaming robin
gleaming robin
wind swift
#

typing too fast lol

faint flower
#

I still laugh everytime I try to grab a behive and the bees just say "I'm outa here" and go inside the facility xD

short lagoon
#

nah thats funny

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keep that in

gleaming robin
#

Funny though it may bee, that wouldn't bee intended 😭

short lagoon
#

Well now

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It shall Bee a feature

hallow sigil
#

The bee curse. I personally haven't had problems with bees that much ever since the fixes

short lagoon
#

Bee jokes peak

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Also Mr Starlancer

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does this work with modded monsters?

gleaming robin
gleaming robin
hallow sigil
#

Redwood Giant inside the facility 😐

gleaming robin
#

Exactly

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Last thing I want is @golden basin to yell at me for that 🀭

hallow sigil
#

It would be mrov's fault anyway

gleaming robin
#

True!

faint flower
#

So... I walk into the bee hive and they just go "Bye"

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Oh... And they also love to camp at the main entrance.

Entering and leaving as often as they can πŸ€”

rocky fable
#

I had to disable bees being able to go inside on my end lol

faint flower
#

Yeah... Did that today too xd

rocky fable
severe pewter
#

From my experiences, bees start going to dungeon entrances after aggro, especially if you've grabbed the honeycomb.
like in Experimentarion who stay on the ladder constantly going up and down

faint flower
golden basin
#

i didnt even know bees can climb the ladder

golden basin
rocky fable
# faint flower I'm trying ;-;

Haha it's even funnier when someone tells me a door keeps opening and shutting for them but doesn't happen for me, or sometimes it doesn't but then starts after they say it's been doing it for them

golden basin
faint flower
gleaming robin
golden basin
rocky fable
golden basin
#

they're just ambient daytime enemies

faint flower
#

I haven't seen SnailCat und CutieFly so far 😦

Are you sure they even spawn, Xu?

#

Also... Plushie variant when?

rocky fable
#

Xu fixed the config being wrong

rocky fable
# gleaming robin ... wha?

Did you not? Cus they are set up to by default, I wonder if they just followed the chance the coil head has XD

gleaming robin
#

I haven't added any custom enemy default values to the configs lmao

rocky fable
#

Lol yeah then it probably copied the values for the Coil lol

golden basin
gleaming robin
golden basin
#

they dont have any main functionality other than being "ambient critters"

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so a more detailed version of like, docile locusts

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well, technically less detailed because the butterfly is only 4 vertices big

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but yeah

faint flower
#

Wait... Can they technically go inside the facility with EnemyEscape?

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Or will that not happen?

faint flower
rocky fable
#

Starlancer btw I would also add @ruby bobcat Eclipsed Whisps too if you're doing that

gleaming robin
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Mmk, maybe 45 or so then, that way they won't constantly do it

rocky fable
#

Cus they're also ambient

golden basin
faint flower
gleaming robin
#

I need internal names for things btw

gleaming robin
rocky fable
faint flower
rocky fable
#

Actually if they register in your config that would work right?

golden basin
gleaming robin
golden basin
#

i look cuter than that tyvm

golden basin
#

well, that's a bit of work i think im not sure

rocky fable
#

XD

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I imagine that should be correct, the internal names for Xu's enemies showed up the same in your config

gleaming robin
#

Oh yeah, I misunderstood

rocky fable
#

Ye

gleaming robin
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well, not that that makes it fine

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but I just have things checking for values in dictionaries

golden basin
#

yeah the only annoying part would be checking what mod contains what enemy's and verifying that

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cuz u wouldnt want another mod modifying the rates for another mod

gleaming robin
#

I'm not sure I'm understanding you

gleaming robin
golden basin
#

the soft dependency part, i meant it in a way that not you would be the one settings default configs

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similar to how i'd be waiting on the api from mrov so moon creators can put my weather in their stuff themselves

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rather than me taking input from each individual and defaulting it

gleaming robin
#

I see

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Hmm, not sure how to do it

rocky fable
golden basin
gleaming robin
#

Yea and I have neither the desire nor the energy to do that 🀭

golden basin
#

figured lol

gleaming robin
#

I'm happy to maintain my mods and possibly add new things as energy/creativity permits, but I don't think I'll be doing anything new/big for a while

rocky fable
#

Plus I love how Wesley blames the bugs like the Old Bird being glitchy on ||the cubes|| XD

golden basin
#

okay i havent really seen the moon, but from the screenshot i was sent, isnt it just ||a bunch of fireexits placed randomly about||

rocky fable
#

No lol not at all

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That's only an area of it

gleaming robin
gleaming robin
rocky fable
#

c;

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Also I can never not laugh at Wesley talking about how he went out of a fire exit on that moon and was staring at a Driftwood's ass XD

golden basin
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i made em extra thicc on request

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glad wesley could admire em

rocky fable
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XD

frozen wolf
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quick question @gleaming robin is enemy escape server-side? like how the original lethalescape you could install it only on the host and other people wont need to download it

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i like hosting really insane lobbys with those kinda mods so i jus wnana know lol

golden basin
#

You should 100% add this mod on both clients and hosts

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Idk if its a requirement, but a mod that changes this much definitely will cause desyncs unless everything is explicitly done host's end (which is pretty hard since it's a patch mod)

frozen wolf
#

i mean, lethal escape worked perfectly fine serverside since i believ like all the calculations n stuff for monsters doing stuff is calculated by the host? i think (ik zero abt coding but thats how i assume is how it worked serverside) so im not rlly sure

golden basin
#

Mods like this shouldn't be server side to begin with since it adds to the game rather than the player

frozen wolf
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wdym ? i dont rlly see an issue lol unless u like make every monster have a 100% chance to go out and dont mention it in the like, server name

golden basin
#

I'm not talking about gameplay

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Cosmetics are client sided because they change nothing of value for one player

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Can't cause desyncs normally

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This messes with enemy pathing and whatnot, it changes how the game works

frozen wolf
#

o

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i dunnooo ik nothin bout coding rlly lol :P

gleaming robin
frozen wolf
#

aww okie

faint flower
#

πŸ€”

gleaming robin
#

That error usually indicates an issue with how the interior has loaded their EntranceTeleports

severe pewter
rocky fable
# severe pewter Hmm

Yeah bees have been bugged for a while, I'd set red locust bees to 0 in the config

severe pewter
rocky fable
#

Find Red Locust Bees

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change it from -1 to 0

carmine shale
#

I've come to say Enemy Escape is one of the funniest mods I've added for us

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Can I make modded enemies escape?

autumn panther
#

yes they get added to the config

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might need to load into a save for it though

carmine shale
#

πŸ‘€

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Time to check

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Hehehe they're there

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is -1 for modded enemies essentially disabled?

autumn panther
#

yes

carmine shale
#

Ok cool

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so Football Herobrine and Shy Guy I can keep at -1 since they do their own thing

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Time to mess with the others hehehehehe

normal wagon
#

Hoarding bugs don't nest outside for me. Is that a mod feature or is one of my other mods messing with it?

gleaming robin
normal wagon
gleaming robin
#

LEsc sorta re-spawned enemies when they teleported, they didn't actually "use" doors, so the AI adjustments followed a different methodology

normal wagon
#

ah I see. Well the hoarding bugs stealing loot that you put out to specifically NOT get your loot stolen by hoarding bugs is a bit tedious anyways so it's not that big of an issue.

gleaming robin
#

You're going into their house and stealing everything 🀭

gleaming robin
#
  • StarlancerEnemyEscape v2.4.2
    • Since none of my attempts seemed to work, Circuit Bees are now blacklisted from being affected by Enemy Escape.
#

Starlancer AIFix v3.6.0 | EnemyEscape v2.4.2

normal wagon
#

I got really confused when the circut bees kept going in and out of the facility 24/7

compact phoenix
#

theyre lubricating the door

rustic plume