#Starlancer AIFix v3.13.2 | EnemyEscape v3.0.0
1 messages Β· Page 8 of 1
What's wrong with affliction?
Hoarding queen
that'd be the issue currently :P
I didnt register the enemy and likely the enemytype scriptable object is outdated and busted
??? My mod should load custom enemies just fi- ohhhhh
Next update will have it registered properly though
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
Its not ready by far but i can test my build with enemy escape xd
Does it just crash on launch or?
it prevents my mod from running
Got it
Next update I might try and implement a TryCatch thing
So just look for giant errors in the console?
these two errors will occur and the config will be mostly empty
It'll happen immediately after clicking "Online/LAN" and loading into the main menu
what's null here? couldn't you just skip an enemy if there's a null enemy type or whatever may be happening?
yea, I just didn't anticipate it as a possibility lol
try/catch isn't a bad idea though to prevent it breaking the game
yeah lol mods manage to make some pretty amazing things happen
it doesn't break the game, just my mod
is that because it's a postfix?
Maybe, and also priority 0. A null check will prolly suffice
the name of the method doesn't indicate
yeah, it running last means that it probably wouldn't break anything, but it still can't hurt
yee, I'll implement the check in the next update to prevent this from happening in the future
For now it's movie day π
Wooo
nice thing is EnemyEscape should still function regardless then, since it lazily binds configs if they don't get found immediately
I saw Autumnis deleted their config several times but it shouldn't be necessary as long as the enemies that need configuring spawn
so anyone running into this can probably just ignore it
Oh fair
they never attach to the ceiling
Not much ceilings to attach to outside
And thatd be more of a creator side thing
Snare fleas search for an upwards raycast and if its a collision + tagged as room then itll attach to that ceiling
I think π
Never 100% sure
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
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
it would also drastically increase the amount of time that pathfinding would take when outdoors
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
it might be very tricky though
Got it
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
so if i were to try and make a map that had snare fleas outside, i would have to put a collider box tagged as room wherever i want them to go? and do they have any height limit?
Not sure entirely but probably related to that. Id ask Zaggy for more info
looks like it can cling to surfaces that are within 20 units
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
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
Maybe I could postfix it to give it more range? lol
yo last night when i put my jetpack and shovel down outside the main entrance on Auralis, they clipped through the floor and i lost them
I'll take a look later and see if there's any missing collision. If you wouldn't mind, any moon reports should go here: https://discord.com/channels/1168655651455639582/1194042915840872548
oh i put a space when searching for it
hello bros
π
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)
TBD lol
Btw if any big YT vids showcase EnemyEscape now that it's in its prime, someone let me know!
i think all I want
is a shit ton of manticoils inside
will I be-able to perfect that
Weeeellllll manticoils are blacklisted until further notice. They don't roam like normal enemies, so they weren't listening to my pathing instructions.
ah
But you could certainly just use LLL to add them to a moon's interior spawn list
Love it
dawg you gotta give me a log so I can see how it breaks ; - ;
@clear dagger So if you try your mod with JUST AIFix, it occurs?
Yes
What prefab is it?
RobotToy
May I see your GNM code?
basically at line 30 the spawnPrefab is null
I don't think the problem is with your mod cause I'm the one doing weird stuff, but it only breaks with AIFix
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
Throw in some logs for debugging. Like at 29 find out what the value of toyRobotIndex is and any relevant info you can log from BurningRobotToyPrefab
I'll do
That's just my tried and true method for figuring out where things go wrong lol
That code will prob break with LLL btw
It doesnt
Suprised
That tidbit at the end; ScrapManagementFacade.RegisterItem is calling LLL stuff to register it correctly
LLL thinks it's a normal different prefab
gonna go eat breakfast, but I'll check back in to look at whatever you find
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
So I've had the error without AIFix once, it's probably a timing thing π€
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)```
But it's 100% consistent with AIFix enabled? That's so bizarre.
LC office is shrimp right?
yes
yes
halt too, but i don't think halt really counts as an enemy so wouldn't be registered
anything that has an EnemyAI component would be registered by EE
i don't think halt has an enemyai component
Yeah, maybe it's cause your mod patches a lot of stuff and is a bit longer to load idk?
AIFix doesn't do anything until an enemy spawns tho
Try making AIFix a soft dependency
just to see if it works
[BepInDependency("AudioKnight.StarlancerAIFix", BepInDependency.DependencyFlags.SoftDependency)]
A soft dep wont help, it crashes on GameNetwork::Start
I did find a solution that I'm not too comfortable with, but it does give me an hint
Wait, it crashes?
No just errors out
oh
If I load the asset on StartOfRound::Awake it works, but I don't feel like I should do that π
Do you know of an event that fires off when all assets are loaded?
I just can't wrap my head around how AIFix is interacting with your mod in the slightest
Unfortunately no, but @tulip vault or someone else might
I think it doesnt, it just adds a little loading or something and make the assets load slightly slower
And my code gotta run after the RobotToy prefab is loaded so that's what's breaking it
Almost any other mod should add more loadtime than AIFix does
Well I don't have a lot of mods I'm testing with right now. I'm gradually adding mods to limit test my modpack in order of my favorite ones and your's happen to be High on the list β€οΈ
Aww thanks π€β¨
How about RoundManager.Awake()? That only gets called when the lobby starts, yea? (I have no idea if this is a bad idea or not)
I'd prefer running before LLL initialize the ExtendedItems, just gotta figure out when that is π
I'll find it π
Best of luck! I hope someone can point you in a clearer direction ^^;
It gets initialized in StartOfRound::Awake so I think RoundManager::Awake would be good kie you said π
i keep hearing your escape mod bugs vanilla monsters spawn
is this cap?
i have only been seeing modded monsters recently
No one has said anything about it to me
And I really don't see how it could, I don't touch spawns
(As in, the actual spawning of the enemy. I just hook into it when it spawns)
Starlancer AIFix v3.6.0 | EnemyEscape v2.1.0
- 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.
@spiral ermine @rocky fable please let me know if this update resolves your crashes
π
uhh
not the first time this happens
where they just pathfind to an entrance
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
On it
[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)
Did I do something wrong? π
Pretty sure I left the Hoarding Bug on default π€
Are you on the new 2.1.0? That error should've been fixed ; w ;
Hm. Do they just camp the spot?
Yes, 2.1.0 π
right
I was trying to steal their hive when they just started to slowly pathfind to the fire exit on March
from somewhere near the ship
You say try, did you steal their hive?
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
and then not responding to me doing anything to the hive anymore, or getting close to them
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
Wait, were you the host?
yes
I was also solo, if you need that
but it did happen when I was playing with 2 other people yesterday
Hmm, alright. I was hoping you were a client, but regardless I think I can fix the issue
I'll make it so that enemies without escape components remove my instantiated nodes from their pathfinding
Which should prevent random pathing to an entrance for enemies with no escape component
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
I think I see what you're getting at
oh and the bees just remained there until the end of the day, without actually going inside the facility
Yea without an escape component they couldn't teleport
I see
It's very odd that you couldn't get their attention again tho
they still do damage and easily kill you (if there's multiple stacked up) when you exit through the entrance they were staying at
Oh, that's good at least
one of the unsuspecting clients found out that way
none
Alrighty, I'll investigate. Thanks for the report :3
@noble rose was this a naturally spawned circuit bee hive?
yes
Odd. I think I solved it tho
I managed to reproduce it, and I just tested a fix and was unable to further reproduce it
neat
Since I've determined that the bees pathing to an entrance were a bug caused by my prefix, I've decided that this bit is unnecessary and I won't be implementing it
Starlancer AIFix v3.6.0 | EnemyEscape v2.2.0
- 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.
Affliction. The loot bug spawned outside and was probably trying to get in.
I also left all values at default
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
hmmm @ruby bobcat are you doing anything weird with your exits/entrances?
also was this a custom interior or vanilla?
Whatd be considered weird
Might not have unique IDs for the exits
Ill look into it
Not really sure tbh, but that error should only happen if there's a missing entrance or something
the IDs should resolve themselves iirc what Batby told me
yeah main entrance needs to be 0
hrmmm
Can't remember, but I think it was vanilla π€
with preset Reasonable config, no
But unreasonable config yesssss? π
yeah
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)
Honestly, old birds could work in some of Warehouse's rooms
has config breaking with lc_office/rosie's moons been fixed yet?
Should be yea
I know the issue and we'll be resolving it soon :3
Starlancer AIFix v3.6.0 | EnemyEscape v2.2.1
- StarlancerEnemyEscape v2.2.1
- Adjusted some logic to prevent NREs from occurring.
2.2.1 should clear up those NREs/Out-of-Ranges for ya
Starlancer AIFix v3.6.0 | EnemyEscape v2.2.2
- StarlancerEnemyEscape v2.2.2
- Removed an accidental cyclic method call in the SetDestinationToPositionPrefix() that was causing heavy performance issues.
+ this.destination = door
yep
Turns out calling SetDestinationToPosition inside SetDestinationToPosition can cause issues π€
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
There might not be enough nodes near the entrance for them to properly wander
wait
nvm I guess that could still be the issue
are you referring to the vanilla factory for the interior btw?
yes
odd, they should pathfind normally upon entering the factory
also it seems it spams a bit logs
The multiple "Finding" is normal
they enter factory then go in/out
without wandering around
and simply just when they are not inside they sit outside main entrance
and kill players
thanks β€οΈ
no problem just tested it
will test it also with more players in than just myself
haha
that might also be other issue cause i have xu specimen and the guy was wandering around time to time throwing them around
and they wandered back to the entrance and he also did wait for them there
Sounds like they just have a high chance of escape and they keep getting lucky on both sides of the exit
the specimen itself also was sitting next to main entrance
not wandering casualy around the map
they go maximum to first door and stack there waiting
then out and stack upon main entrance
They should definitely be resuming normal behavior on teleport tho π€
also this says in logs that there is 3 spawned enemies but there is 5 even inside ( update said it goes up to 6 )
Maybe they are, but then 10 seconds later, they are still in range and their roll succeeds again
It was changed in v50 that baboon hawks spawn in pairs. If the log says that there was one spawn of baboon hawk, then there are actually 2.
Idk if that's what you observed but maybe.
probably but there is spam in logs about 3 and time to time it apear information about copy of them
also this apeared once after landing and loading enemy spawns
I think that's something else's fault, not sure if it's another mod or a vanilla bug
I spawned a hawk outside on march, it went inside, found some scrap, and took it back outside
seems like issue with aquatis
@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
i think i got 14 outside ai nodes, but i'll add some more
ahh yea that's a pretty slim amount lol
I think vow has like 100+? But again, I don't know the layout/walkable area of Aquatis
at start of aquatis the hawks wander after you go inside the facility they stay around main entrance inside or outside
π³
ah ok and does that depend on their nest location?
Auralis has 72 π€
none of my moons go over 20
soo they spawn far away from entrance as i saw
I can't guarantee that's what's causing the issue with EE, but it's likely
but after they see the player go inside the facility
they wander close to it and stay next to it going inside and outside
and if they are outside when player gets out mostly dies cause they kill him instantly
ok ill increase them
the rest of the nodes might be out of their range to path to
when you get around to it, you might wanna test the current version with EE and see if you replicate the issue
if so, then test adding more and see if things work normally
sure thing
oh, and EE instantiates a node at the entrances and exits btw, so no need to put one directly in front of the door
i think it fixed it? I tested it before and they where a lot around the main entrance, going inside and outside. After I increased it they started wandering more around Outside
@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?
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
ohhh okay, yea once I figure out how to implement the IVisibleThreat patch that should probably fix that
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
I didn't think you could make something a target without that component o:
It's a custom enemy, I can do anything lmao
Alright Jevil, calm down
but yea hopefully I can get that patch working, but today is a no-mod day for me
Soo in next update aquatis should be fine with them? β₯οΈ
i hope so
That's fine, I'd just love that you make it so I can copy paste it π©·
/j
I'll prolly make it later today or tmrw
π€ lemme know if you do!
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
yee
got logs spammed with enemyescape while on black mesa, although that moon hasnt been updated to v50 yet
If the logs persist once it's on v50 I'll take a look
ah you meant black mesa
im stupid lol
i thought about enemy escape
jeez i love how seemlessly everyone enters after playing with lethal escape
great job
What???
I don't default mod enemies outside lol
weeeeeeeeeeeeeeeeeeird
ayo
@gleaming robin let my redwood breathe π
aboutta get bug reports "um your redwood is inside the facility pls fix"
be nice if there was a way to switch animations based on a detector if the enemy was inside or outside the facility
that'd probably have to be done on the enemy's own side, not starlancer's lol
Wtf it literally says the default is -1
ong I've never ever even opened the config
Did you import someone's code?
nope, I'm the only one who touches the group pack
i also have some weird entries without formatting
gnomes i have turned off though
and idk what a spore dragon is
probably old stuff that i need to delete
Idk what causes that formatting issue, but my mod works with LethalConfig if you use that
cause there is a duplicating entry of #1232483405887967272
I think you config'd it in your sleep somehow
Don't make me tap the sign
funi
They only roam if their nest is stolen, so I figured I'd let them have fun
Plus the mod is no fun I make too many defaults 0
they got stuck in the ground for me twice, once in scoopy's and once in warehouse
in warehouse i think they were stuck in the door, but both of those hives were spawned by lethal missions so kinda doesnt count
Yea I can't really say for sure unless they're naturally spawned (or debug-spawned like with Imperium I'll trust a bit)
@gleaming robin as long as star patches it so that they have a door speed multiplayer they shouldnt get stuck (where they can open doors)
Ah I didn't even think about that. Is their multiplier 0?
ill check
I figured that's what you meant, but still worth checking
yeah but actually still agood point lol
surprisingly they can open doors
and they're actually decently fast at it
Lmao wonderful
bees are messed up
even while they're at their hive, they can go inside and just get stuck as a hurting area at the door
thats what i experienced yeah
Hm, I thought I fixed that
I also experienced this earlier
Fix your mod sir
π
@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
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
@golden basin your giant is continuing to be naughty
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
LQ reports this for Triskelion's outside weightings
Can you let me know if there's any LLL configs about my enemy?
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
Wair what
LQ's inside weights also show the redwood giant where the centipede weights would normally be lol
π
IS THAT WHY ITS AN INSIDE ENEMY
so either LQ is displaying it wrong or GS is replacing centipede weights
GiantSpecimens
It... shouldn't be...
for reference which also matches centipede interior weights
This might explain why I haven't seen a single Redwood today
XD
This isn't even directly related to Starlancer Moons actually, this is also happening on vanilla moons
@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
LQ was also reporting Driftwood as Centipede but had some extra information in paranthesis that identified it as a driftwood giant, that appears to no longer happen though
so what I'm seeing is that this centipede is a consistent pain in the ass lol
Next AIFix: Snare Flea is removed from the game
No worries :3
When will the AI fix fix all my problems
Are you an AI?
For the right price I can be
Bee boo
@tulip vault reping
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
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?
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
Yea at worst it'd cause stutters and break the AI of the affected enemy.
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
assuming this is not intended lol
I default custom enemies to 0% chance to escape, and I blacklist certain vanilla enemies that my code would be useless on
What's the problem?
spore lizard walking backwards even if it isn't strafing away from someone
Something must've spooked it, but that's just normal spore lizard AI being wacky.
As far as I can tell anyways lol
fair enough lol
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)
Spore puppy go nyoooooom
These enemies are subspecies - modified prefabs of vanilla enemies placed in the moon scene. That's probably why they're breaking formatting.
Does your code for them still run if they leave though?
Cuz herobrine is one of those that works perfectly fine but dunno how your code handles it lol
If (chanceToEscape == 0) { Destroy(Escape component); }
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
have you been noticing this with EnemyEscape?
He spawns in random spots but he move around entrance
Yea after enemy escape update
Thats why i answer it here π€
He changes location after he follow someone to the ship
wdym?
nah, you need to expand your search radius
oh yeah do i do that with the thing you suggested?
Even when someone close door or do nothing
i gotta try that later
That was on adamance
you're the enemy person lol, idk if my suggestion will work
also
Also on embrion ur giagantic one eats sleeping birds
I didn't touch config
only eats birds once its aggravated and has been hit by an old bird already
then it has, in fact, nothing to do with EE π€
I will send ya vid when he does it when they sleep
It happends when he ate the driftwood

Then he ates closest one sleepin
he should only be triggering after a missle or something stronger attacks him, thats odd
for old birds**
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
π
Happend twice
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
I will send you vids after we do some runs with friends
redwood eats football???
Yea football
lmao wtf
He ate it after my friend danced with her
doing god's work here
i gotta recheck the code, im pretty sure i set up a whitelist system tho lmao
Ye he saved him ππππ
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?
its okay, he loves my spam
The thing about driftwood in aquatis was before the update yesterday desat done
Use GetNavMeshPosition to make it find a valid navmesh spot
destination = RoundManager.Instance.GetNavMeshPosition(position, RoundManager.Instance.navHit, -1f);```
it's okay, it's never really my thread it seems π€
that would work indeed, much love xoxo π©·
that should be hopefully fixed too next update
I also had some warnings in logs after last escape update. Later will send you the info about it
And also Shrimp still bugs the EnemyEscape
i think shrimp is generally buggy, did it ever get fully made?
Dunno last update of lc office was just lll stuff related
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
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
i've found having lc office but disabling the shrimp is fine, but i havent done any tests on shrimp recently so not sure
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
I did check it after update with enemyescape soo seems legit that it broke after lll
protip dont play mantif with enemy escape
dogs are straight up getting stuck in entrances there
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
never heard of that bug
...really?
thats a pretty common vanilla bug
I haven't gotten to play much in a while
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
I'll look into it
later that is
I wanna do creative things instead of fixing bugs rn ; w ;
says the guy who decided to take on an AI fix mod
why do you think im doing exclusively content mods

Yes
Whatβs going on
has... football ever been eaten by the redwood
β¦
β¦
what?
I canβt say Iβve ever been in a situation with both football and a redwood giant
apparently the redwood targets football
aint no way
So I can't go to the company building due to LLL, I only have LLL for StarlancerMoons, any idea whats happening?
Its an LLL v1.2.2 issue. You can either wait for 1.2.3 or downgrade to 1.2.1 temporarily
what the fuck
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
@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?
i mean theres a good chance it isnt your mod since i have so many in my pack rn
does this conflict with Diversity?
Β―_(γ)_/Β―
I haven't had any reports specifically regarding that
but I also don't know the full extent of what Diversity does
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?
which line is IL_0064?
yes, the main entrance and fire exits use an EntranceTeleport script
my guess would be that something is screwed up on the moon or interior on which this occurred
i don't have that issue on solace
you have lc_office instaled or something that change ur camera stuff ?
like solo camera or helmet camera
check lc and body cam
what do i check
idek what the issue is tho
i had this issue with if i remember lc office on old lll
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
^
if this is reproducible, this is something that UnityExplorer would very much help diagnose
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
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
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
is there any way to see that?
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)
yeah i do have a lot of enemy mods
tbh its probably nightmare foxy, ive had null errors with it before
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
Thought I fixed that already, I'll take a look later
Can you verify that you're on the latest version?
It says I'm on 2.2.2
I have an idea that might fix it, so I'll give it a try later
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
I also have this issue now.
I am as well
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?
I have a problem, but i dunno if it's a lethallevelloader thing but i can't change the spawn weight
Make sure the top option in the config for the warehouse is set to true
otherwise no settings below take effect
nah, you're good, I did the same thing when I started testing Warehouse on LLL 1.2 π€
hahaha thank god i'm not alone atleast
oh also @solid wyvern, here's the Warehouse thread https://discord.com/channels/1168655651455639582/1227783799639769098
the classic case of "weathertweaks fault"
Could that actually be causing this lol
I estimate a 0.000000000001% chance of it being WT causing that
nah, but it's still funny π€
You either break your own mod or fix others mods accidentally, so breaking another mod doesnt seem likely xD
πππ
this is wildly accurate π
The outside bracken in Auralis killed me while I was in the ship looking at the radar π 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? π
Thanks to AIFix, moon creators can set inside monsters on the outside spawn list and vice versa βΊοΈ
(I put it on Auralis' outside enemies list)
whoever this auralis moon creator is smh
Brb, gonna add Flowerman:1 to every moons in my modpack
@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.
I think mrov knew...
Ok but how does 2 versions of csync equal a wild fire exit on the loose?
It's such a baffling issue
that's incredible lmao, ty for letting me know
I simply wanted to inform these guys so they didn't worry about some weird shit that wasn't their fault.
Since someone else reported that issue in here.
@gleaming robin
I noticed you helped Tolian with "BetterShotgun by Hypick" Compat. What was needing changes to be compatible? I am confuze.
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
Oh you helped him optimize his asset bundles for his moons?
Nice π
I noticed some of them were extremely large before
I'm the moon guru after all π€
As I get into it, how do you guys do the sky?
Iirc there's like a script? 
Nope, the base of it is sfDesat's lighting package #1212150109375037511 message
Ye ty
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
Lmfaooooo
not enemy escape forcing me to add code so my meteor weather works properly
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.
oh?
you guys add so many damn outsideAINodes π
my meteors target those
I only add 1 per EntranceTeleport lol
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
or are you talking about how moons needs a decent amount nearby the entrance so enemies don't break?
depends on how close to the entrance nearby means
i havent actually checked where they've been put
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
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
i like funni
btw would you know how to unparent a gameobject in code?
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
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.
You could try this
Thank you! π
icic
alternatively
you could do .DetachChildren() on the parent if you want all of its children to exist for x more seconds
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
zaggy do you know how i'd get a list of the main entrance and fire exit positions in code? 
ill give that a try if it no work
DetachChildren() feels like it might default to not keeping the world position, in which case your particle system might teleport to the origin
do you mean specifically outside ones?
ye
trynna get rid of all nodes near entrances (for meteor targetting)
not guaranteed to compile, but something like
var outsideEntrances = Object.FindObjectsOfType<EntranceTeleport>().Where(t => t.isEntranceToBuilding);
is it?
it feels like it atleast
that's kinda judgmental
I think Zeekers relies on FindObjectsOfType for that as well, it's not really a problem if you're only doing it once
i'd have to reiterate it over all outsideAI nodes hmm
whoops, I used FindObjectsOfType instead of FindObjectsByType
find the entrance positions and iterate over them instead
FindObjectsByType should be faster
(thanks Unity devs for not making the names indicate that difference.......)
What's the difference??
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)
wait why? can't you just check distance to each entrance teleport in that loop?
(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)
it's what ill do yeah
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
icic
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?
@ruby bobcat hoarder buglings cant get back inside π
left to die in the snow
idk who to report this toooooo
LOL
Seems like whatever collision they have isn't reaching the door trigger
bruuuuuuuuuuhhhhhhh
posting lewd stuff smh
hmm, I think maybe you'll end up with it culling pairs of nodes in that first operation
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
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
Yeah that's what I did at first tbh
actually edited a little
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
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
Idk about modded moons but doesn't seem like it for vanilla
The reason for the culling is that my meteors make a crater by messing with terrain
And I don't want stuff to overlap
Not actually actually
It's just a game object placed
If I knew how to actually change I probably would try
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
plus that would mess up navmesh
I'm not too sure about that tbh
Navmesh is baked beforehand no? Even if the geometry is "gone", they'd still route as if its there I imagine
Dunno tho
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
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
only one way to really find out
Yep!
probably the latter if I had to guess
I feel like it should be possible to recalculate the navmesh, but obviously that could stutter which isn't really reasonable
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)
Moon?
Maritopia I believe. Same as the log I sent you for the warehouse. Just clipped for this chat.
Ill look into it xd
the frustration π₯Ί
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?
Every time the cooldown timer is reset, they'll roll the dice to see if they can leave. If successful, they'll check if any EntranceTeleports are in range (also configurable). If yes, they'll path to the closest one and teleport
Source code is on the github if you wanna peruse it
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
Can also make it easier for enemies to escape than come back in, and vice versa with the different ranges
i like it
I'm glad! :3
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?
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
Ah nice
tulip snakes can be brought in and out by the player but can't wander in
that happens in vanilla lethal company im pretty sure
yes i know, i was pointing it out because of the other messages!!!
still hoping for a config menu for aifix to make some of the enemies act better in terms of gameplay outside
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)
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?
if you don't want enemies entering or leaving, just uninstall enemyescape. aifix and enemyescape are seperate
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?

-1 follows whatever preset is selected, 0 disables the funcitonality for that enemy
awesome! thanks!
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.
Primarily on Cosmocos ^^
uhh how does starlancer enemy escape work config wise
Like I'm guessing its a bool on enemies to decide whether or not they can breach and the chance is a %?
Trying to figure it out, I'm guessing if some other conditions are met they attempt to path to a door?
Like if they are chasing someone would they just bail and go outside?
Do they only go inside/outside if there are no players inside/outside?
If chance != 0, they get a component attached to them that dictates everything else.
Every x seconds they check conditions and roll the dice to see if they path to an exit.
They should not stop chasing to leave.
No, they do it whenever they feel like
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.
That seems to indicate an issue with the moon. One of the entrance teleports is missing an Entrance Point for some reason (the spot where you teleport to when you enter/exit the facility)
I think I saw mention of some tiny blocked fire exits on Rosie's moons
could be any of em though tbh, I feel like I see that happen every week lol
Just checking, does starlanceraifix have brackens take the player back into the facility?
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 π
In theory if it's an interior bracken that kills an exterior player then yes, but it'd be EnemyEscape doing it, not AIFix
That's an interior mod issue
yeah that's what I mean't lol
typing too fast lol
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
While they're chasing you?
Funny though it may bee, that wouldn't bee intended π
The bee curse. I personally haven't had problems with bees that much ever since the fixes
I ironed them out for the most part, but the intended behavior is to only go inside if they're not chasing you
SEE will automatically add configs for custom enemies, but they are disabled by default to prevent unintended behavior being blamed on the enemy creator
Redwood Giant inside the facility π
It would be mrov's fault anyway
True!
Nah, they usually do that just before actually chasing me
So... I walk into the bee hive and they just go "Bye"
Oh... And they also love to camp at the main entrance.
Entering and leaving as often as they can π€
Known issue unfortunately π¦
I had to disable bees being able to go inside on my end lol
Yeah... Did that today too xd
Bls fix door desync with MalfunctioningDoors btw I'm tired of them shutting for me and then watching people just phase through them XD
I'm trying ;-;
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
Huh? I've never seen bees doing the last one ._.
i didnt even know bees can climb the ladder
just client rpc the method
The Fiend Outside
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
make it a default for the "stellar sovereign", he's on the smaller side of things, trust me
Well, I'm opening/closing the doors just like a client would... So it's technically already RPCed
If you (or any other enemy creator) wants me to give their custom enemies a default value, I'm certainly willing to
can you give SnailCat and CutieFly default values when u get around to it
I did like that you set it so the Knights from SDM can escape as a default
they're just ambient daytime enemies
I haven't seen SnailCat und CutieFly so far π¦
Are you sure they even spawn, Xu?
Also... Plushie variant when?
They should spawn now after the latest update
Xu fixed the config being wrong
... 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
I haven't added any custom enemy default values to the configs lmao
Lol yeah then it probably copied the values for the Coil lol
@clear knot uhh if scintesto's interested in making a plushie variant for them i wouldnt mind, they're much cuter and plushier than the giants if it helps lol
idk anything about them, would a minimal chance (~5) be what you're looking for?
something average on the higher end
they dont have any main functionality other than being "ambient critters"
so a more detailed version of like, docile locusts
well, technically less detailed because the butterfly is only 4 vertices big
but yeah
Wait... Can they technically go inside the facility with EnemyEscape?
Or will that not happen?
are u like daft
Who's daft?
Starlancer btw I would also add @ruby bobcat Eclipsed Whisps too if you're doing that
Mmk, maybe 45 or so then, that way they won't constantly do it
Cus they're also ambient
not the person i replied to, i would never
I don't even know what that means ;-;
I need internal names for things btw
Xu slapped a sticky note on your forehead that says "DUM"
Well you'll have to wait for Rosie to wake up to give you that but I'm sure she will ^^
Well, that's quite rude, innit?
Actually if they register in your config that would work right?
As revenge, I'll do this to Xu:
Yeah but if I want them to have a default, I need it on my end lol
i look cuter than that tyvm
you might wanna eventually find a way to make it a soft dependency, type deal
well, that's a bit of work i think im not sure
No no I meant for seeing the internal name
XD
I imagine that should be correct, the internal names for Xu's enemies showed up the same in your config
Oh yeah, I misunderstood
Ye
SEE operates via dictionaries, so it should be fine?
well, not that that makes it fine
but I just have things checking for values in dictionaries
yeah the only annoying part would be checking what mod contains what enemy's and verifying that
cuz u wouldnt want another mod modifying the rates for another mod
I'm not sure I'm understanding you
I still need Rosie's input for the default value tho
the soft dependency part, i meant it in a way that not you would be the one settings default configs
similar to how i'd be waiting on the api from mrov so moon creators can put my weather in their stuff themselves
rather than me taking input from each individual and defaulting it
Yeah she should be able to give you that when she wakes up lol
i'd help but i've never set that up from my side, its an api type thing which means its annoying and tedious
Yea and I have neither the desire nor the energy to do that π€
figured lol
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
Honestly I'm still amazed at your new moon and how ambitious was, easily one of my favorite custom moons lol
Plus I love how Wesley blames the bugs like the Old Bird being glitchy on ||the cubes|| XD
okay i havent really seen the moon, but from the screenshot i was sent, isnt it just ||a bunch of fireexits placed randomly about||
Almost like he has ptsd with them or something π€
I really appreciate that β¨
Yes lol
It's a truly unique moon and I love it
c;
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
XD
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
i like hosting really insane lobbys with those kinda mods so i jus wnana know lol
You should 100% add this mod on both clients and hosts
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)
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
Mods like this shouldn't be server side to begin with since it adds to the game rather than the player
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
I'm not talking about gameplay
Cosmetics are client sided because they change nothing of value for one player
Can't cause desyncs normally
This messes with enemy pathing and whatnot, it changes how the game works
I'm in agreement with Xu, everyone should have it installed. I've had reports of enemies not damaging clients after escaping if only the host has it installed
aww okie
π€
That error usually indicates an issue with how the interior has loaded their EntranceTeleports
Hmm
Yeah bees have been bugged for a while, I'd set red locust bees to 0 in the config
How can I disable completely the Bees?
In StarlancerEnemyEscape's config
Find Red Locust Bees
change it from -1 to 0
I've come to say Enemy Escape is one of the funniest mods I've added for us
Can I make modded enemies escape?
π
Time to check
Hehehe they're there
is -1 for modded enemies essentially disabled?
yes
Ok cool
so Football Herobrine and Shy Guy I can keep at -1 since they do their own thing
Time to mess with the others hehehehehe
Hoarding bugs don't nest outside for me. Is that a mod feature or is one of my other mods messing with it?
Enemies with nest functionality are weird to work with, they usually only nest where they spawn.
Lethal escape had one though no? Even so I still prefer yours over lethal escape because lethal escape is outdated
LEsc sorta re-spawned enemies when they teleported, they didn't actually "use" doors, so the AI adjustments followed a different methodology
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.
You're going into their house and stealing everything π€
- 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
I got really confused when the circut bees kept going in and out of the facility 24/7
theyre lubricating the door
you can fix that by getting the ownership of the entity AI, well it's gonna depend if the owner of the mods wants to do that

