#Starlancer AIFix v3.13.2 | EnemyEscape v3.0.0

1 messages · Page 10 of 1

faint copper
#

anywho, if you stick with arrays, I'd at least recommend handling OOBs properly and printing an error that points people to the interior dev instead

#

So the sorting would occur per list, and it would sort the entranceID sequentially within it's own order? :
yep, so in this case since you want to map interior teleports to exterior teleports, it wouldn't work in any more cases than the preallocated array would

#

the entrance teleports don't even connect until they're used iirc
Not sure what you mean by that though
The EntranceTeleport.exitPoint field (which come to think of it, should be useful here as an alternative to these data structures?) isn't populated until the first time a player interacts with the teleport, so a teleport isn't invalid unless it has the same ID as another one on the same side

gleaming robin
#

Huh, never noticed the exitPoint before

faint copper
#

yeah, I think you may be able to ditch these arrays/lists/dicts if you just call FindExitPoint() on them when an enemy tries to teleport, it even tells you if the entrance is blocked with the return value

gleaming robin
# faint copper yeah, I think you may be able to ditch these arrays/lists/dicts if you just call...

I think this is right. It certainly looks cleaner, and avoids what you mentioned before about copy/pasted code

if (closestTeleport.FindExitPoint())
{
    enemy.agent.Warp(closestTeleport.exitPoint.position);
    if (enemy.isOutside)
    {
        pathRange = interiorPathRange;
        enemy.favoriteSpot = insideFavoriteSpot;
    }
    else
    {
        pathRange = exteriorPathRange;
        enemy.favoriteSpot = outsideFavoriteSpot;
    }

    enemy.SetEnemyOutside(!enemy.isOutside);
}```
#

This is just prototype code, I'd want to use FindExitPoint in the calculation of pathing to avoid routing the enemy to a blocked teleport

golden basin
#

I'm a bit late to the convo

#

But I hate working with the navmesh lol

#

Just wanted to say that uwu

faint copper
gleaming robin
#

Thanks for the help, as always ^^

gleaming robin
#

Figured out why Baboon Hawks are such bastards
Apparently in BehaviourState(0) they forcibly start their ScoutingSearchRoutine every DoAIInterval(), which is why they appear to be super indecisive and keep going back and forth sometimes

#

Working on a fix, but nothing I've tried so far has worked in the slightest

gleaming robin
#

Sweet, might have a fix

faint copper
gleaming robin
#

Starlancer AIFix v3.8.2 | EnemyEscape v2.5.3

#
  • StarlancerEnemyEscape v2.5.3
    • Implemented a fix for enemies pathing erratically and not always teleporting to matching entrances. Please let me know if issues persist.
      • Hoarder Bugs' and Baboon Hawks' interaction with scrap is not 100% consistent, I'll continue working on this.
#

I don't feel like working anymore on this for a bit, but this should fix the current issues. If enemies continue to warp to mismatched entrances, I'll revert to arrays since it seemed to work fine with them

rocky fable
#

Baboon Hawks are unfortunately one of the annoying enemies to let go in and out

#

Half the time they'll ram through you to path towards an entrance

gleaming robin
#

lol, I visited Triskelion during an Eclipse and they pulled half of the scrap out of the interior in like 3 minutes

rocky fable
#

XD

random thicket
#

Thank you! :D

gleaming robin
true kite
reef salmon
#

brackens seem to not play their neck snap animation outside, they just stand up next to the player and they die

gleaming robin
#

Heard

rocky fable
#

I had to remove it for now

gleaming robin
stone ivy
#

[01:02:18.8634140] [Info :Starlancer EnemyEscape] Warping BaboonHawkEnemy(Clone) inside.
[01:02:18.8634140] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnemyEscape.StarlancerEscapeComponent.TeleportAndRefresh () (at <6f98ffab72a94135966cc50dd9a3ae60>:IL_0039)
EnemyEscape.StarlancerEscapeComponent.Update () (at <6f98ffab72a94135966cc50dd9a3ae60>:IL_062F)

stone ivy
#

Vow with Mineshaft

#

there was a bunch of Baboon Hawks at the main entrance

stone ivy
gleaming robin
#

Mmk, I'll test it tomorrow and see what happens

rocky fable
# gleaming robin Mmk, send me an error log later

Didn't save it but you should be able to repro it on Pinnacle, I was lagging pretty bad on there and when I checked my log I saw quite a few errors from enemy escape, likely another enemy failing to warp lol

gleaming robin
#

Was it the same as Leafar's report?

rocky fable
#

and I don't remember if they spawn on there

#

I don't think they do

gleaming robin
#

I meant the Stack Trace, not specifically the enemy

rocky fable
#

Maybe?

#

Idk

gleaming robin
#

I'm gonna put in some null-checks that will log if there's a problem with the entrance teleports, and if there is the EscapeComponent will be fully disabled for the round.

rocky fable
#

I know DemonMae is looking into fixing their moons that had the error spam for example cus of the teleport issues

gleaming robin
#

It'll log and say that it's disabling it, so if they fix it the log won't appear anymore.

rocky fable
#

Oki

#

Btw

#

I found out why the fox was obsessed with ignoring players before lol, for some reason your mod defaulted them going in and out of the interior to a weight of 20

#

It was funny though

#

Fox just became a harmless friend that wanted to keep going inside and outside

gleaming robin
#

Huh, I never had them set for a default of 20 tho 🤔

rocky fable
#

Yeah but they were set to a weight of 20 no idea why

#

They also got registered as a modded enemy instead of vanilla but that sort of makes sense

#

since YesFox is modding them back in

#

It said the default should have been -1

#

I never changed the value

#

But I did change it to 0 when I saw it was 20

gleaming robin
#

Well at least that explains the behavior 🤭

rocky fable
#

Yeah XD

gleaming robin
#

Now to continue my tradition of pushing an update late at night so that if errors are found it's while I sleep

#

Not 100% sure what to do about the Vow + Mineshaft report though. I'll see if I can prevent them from using the main entrance if the Mineshaft spawns

#
if (RoundManager.Instance.dungeonGenerator.Generator.DungeonFlow.name == "Level3Flow" && teleport.entranceId == 0 && teleport.isEntranceToBuilding) { continue; }```
this should hopefully take care of it
tulip vault
#

Holdup

#

Null check the dungeongen and flow

#

Just incase

gleaming robin
#

mmk

tulip vault
#

Trust nobody not even yourself

gleaming robin
#

isn't there a way to shorthand that with a question mark, like ?= or am I thinking of something else?

tulip vault
#

yeah so it would be like dungeonGenerator?.Generator but imo it's not very easy to read because of how subtle it is

#

in this case you may prefer an early exit if you wanna avoid encasing yourself in a bunch of ifs

eg. instead of

if (dungeonGenerator != null)
if (dungeonFlow != null)

do

if (dungeonGenerator == null || dungeonGenerator.Generator.DungeonFlow == null) return;

gleaming robin
#

Since this is being done way after a round starts, wouldn't the lack of either of those have caused major issues anyways? So it wouldn't really be worth adding null checks of my own

tulip vault
#

company

gleaming robin
#

ahhh right, I forget people like to have things spawn on the company

#

ty

tulip vault
#

also less of company specific and morel ike

#

there are reasons where it might come up

gleaming robin
#

long boi

tulip vault
#

this is a nitpick but i figure you care

#

you dont need those first three in whatever loop that is right

gleaming robin
#

True, I could just prevent the EscapeComponent from spawning if those are null in the first place

#

well

#

the Level3Flow thing is important because I need it to only run that continue on Mineshafts

tulip vault
#

until we get to multi dungeon modding arcs that's gonna be something that has the same result for every teleporter your iterating through though, no?

gleaming robin
#

In the round yea, this is nested in the iteration to path towards a teleport. I'm just trying to tell it not to path to the outside main entrance if the interior is the Mineshaft bc I guess the elevator makes the enemy hate life

#

So I'm not aware of a better spot to place it without encapsulating other code within the Mineshaft specifically

#

Or are you suggesting a check at the start of the round and caching it as a bool?

tulip vault
#

Again this is very nitpicky you don't have to give a shit about this but atp you'd maybe want some sort of cached round info yeah, maybe to start off with you could blacklist certain entrance ids?

gleaming robin
#

The only scenario I'd not want to wholly blacklist ID == 0 is in the niche case where something aggressive follows a player into the elevator and murders them after the door shuts, that way they could potentially still leave through the main entrance, but not re-enter

#

I will cache the interior state though

tulip vault
#

now you end up getting into fun ideas about weighting ai selection

gleaming robin
#

Fun as that sounds, it also sounds complicated 🤭

tulip vault
#

scales with how much you give a shit tbh. very fine to leave it for now lol

#

played your moons last night btw

#

😄

gleaming robin
#

Oh? Hope you had fun ^^

tulip vault
#

yeee, only solace and trisk so far

#

they cool

gleaming robin
#

Thanks! I look forward to you getting rng'd by the randomly falling catwalk pieces 🤭

gleaming robin
#

Starlancer AIFix v3.8.2 | EnemyEscape v2.5.4

#
  • StarlancerEnemyEscape v2.5.4
    • Enemies will no longer randomly path into the main entrance when the interior is the Mineshaft.
      • This will hopefully cut down on both strange behavior and error spamming.
    • Implemented a failsafe to disable Escaping for the round to prevent moons/dungeons with improperly set up DungeonGenerators or EntranceTeleports from spamming error logs.
      • An error will be printed pointing to either the Moon or the Interior. Please direct these error reports to the correct author.
    • Cleaned up some leftover logging from my tests.
faint copper
#

@gleaming robin I'm testing a change to held item detection in CullFactory, is there a way I can easily make a loot bug leave the interior? whether it be through UnityExplorer or config

gleaming robin
#

You should be able to use SEE set to 100 and imperium to spawn an item and a lootbug.
In imperium, delete all the items inside (to prevent the bug from getting distracted)
Spawn the item on yourself, drop it outside near the entrance (this is to correctly set its state)
Spawn the lootbug inside, wait for it to come outside and find your item, it should immediately path back inside to its nest and you'll be able to view the item status

#

You can enable stats for items as well and you won't need to check the explorer to see if it's set inside or outside

faint copper
#

100 escape chance you mean?

gleaming robin
#

Yee

faint copper
#

also is it possible to have them go outside with an item?

#

testing the reverse is useful but I wonder if it could break one way and not hte other

gleaming robin
#

If its nest/spawn node is outside yes, it should be able to

faint copper
#

i.e. by calling a function on your component

#

hmm

gleaming robin
#

But it won't randomly path while holding an item

#

It'll only path to its nest

#

So an inside bug with an inside item won't take it outside

faint copper
#

is the nest just a vector? and can I recalculate its location?

#

if I modify it after spawn I would imagine your code would still think it's inside

#

I suppose if I just bite the bullet and use Imperium it'll choose one outside though

#

I tend not to use it normally because it introduces a lot of variables

gleaming robin
#

I think it's just hoarderbugAI.nestSpawnPosition or something like that

#

Which is a vector3 iirc

faint copper
#

ah, not static though

#

so I would want to call Start() on your component to update whether it's inside or outside then?

gleaming robin
#

If you want what happens when I teleport an enemy, you can hook into TeleportAndRefresh()

faint copper
#

hmm, after switching seeds I got him to go outside, but he doesn't want to pick anything up and just goes back in

#

escape chance too high maybe?

#

lowering it doesn't seem to help

#

he warps out and then stands directly against the door

gleaming robin
#

what moon?

faint copper
#

experimentation

gleaming robin
#

interior?

faint copper
#

items dropped right outside the door

#

factory

gleaming robin
#

hm

faint copper
#

my profile is practically empty

gleaming robin
#

you have ai fix yeah?

faint copper
#

just ship stuff and PathfindingLagFix

#

yeah

#

I did find that the lootbug sometimes managed to walk away from the door, but never to pick up items, and it always went towards the right side of the entry

#

like past the entry landing and down the tracks and then off the wall into the bushes

gleaming robin
#

They can be finicky about items, but in my tests I managed to get lootbugs to consistently path away from the entrance after teleporting outside

#

Try grabbing an item from inside yourself, bringing it outside, dropping it, and wait for the bug to go outside

faint copper
#

that's what I did unfortunately

gleaming robin
#

oh

faint copper
#

all items were existing

#

I had also deleted all other items

#

not sure if that may somehow break the AI

gleaming robin
#

I'm looking at the code, and it seems they pull from an array of "grabbable objects" present in the scene at the start of the round, so maybe? Idk how that could be though, since store items drop after the round starts
No error messages from SEE?

faint copper
#

nope, none that I saw

#

if it randomly chooses an item from that array that could be a problem, lemme check

gleaming robin
#

This is also where the debug log "gobjectsin scnee" comes from

faint copper
#

yeah lol just saw that

#

hmm, it checks all the items for line of sight in order, so it definitely seems like it should've seen them

#

not sure what's up with that

#

I pulled the trigger on the update though, so hopefully nothing explodes like the last few updates

#

with regard to enemies holding items it hasn't changed drastically, so hopefully it's fine

gleaming robin
#

Hopefully it works! Lemme know if you get a successful test later

feral rune
#

this error is being spammed in the console, we're on fission moon and theres a jester outside who won't go back into its box even when nobody is outside

feral rune
gleaming robin
#

Kk, I'll look into it

gleaming robin
#

Regarding EnemyEscape, I'm gonna push an update shortly that'll have some early aborts for if those null references happen, and it should give more specifics as to what is actually null, as well as log what moon or interior (whichever is relevant to the error) it belongs to

gleaming robin
#

For AIFix, I've updated my GameLibs package just in case, and I'm adding the same embedded debugging that Xu gave me for SEE to AIFix

#

Starlancer AIFix v3.8.3 | EnemyEscape v2.5.5

#
  • StarlancerAIFix v3.8.3

    • Added embedded debugging to help narrow down future errors.
  • StarlancerEnemyEscape v2.5.5

    • Added some early aborts to the teleporting method in case of null references. These will log errors that will point to what is null, as well as what moon or interior it belongs to.
quaint ember
#

So this is kinda just a better version of lethal escape?

golden basin
#

si

tight canyon
#

So should I report this to zeekerss?

#

or do we blame @main wyverns' Collateral?

gleaming robin
#

No, that's actually very helpful, at least I know what the hell is throwing errors. I never should've messed with my own code 😭

rocky fable
#

I believe in you

#

:3

gleaming robin
#

I'm just really confused as to how it's null. If the enemy is pathing to an entrance, that entrance is cached as closestTeleport, and I'm never clearing it so it being null makes no sense to me.

#

It also should only be used if it's had a value assigned to it in the first place, bc it's assigned to in the same chunk that a bool is flipped allowing it to path to an entrance in the first place

#

Okay, so my solution for now will be to swap over to caching the ID of the teleport that gets picked and working off of that. That way, it'll pull from something that I know isn't null, bc if it was null, the entirety of SEE would disable itself for a round regardless, signaling a real problem with the moon/interior

tight canyon
#

He's causing it

gleaming robin
#

... this has only been occurring with lootbugs, hasn't it?

#

gdi

tight canyon
rocky fable
#

Well I'm no longer gonna keep it in the pack for streams til I know it's fixed, but yeah Yippee Bugs really like to misbehave XD

gleaming robin
#

lootbugs and baboon hawks

rocky fable
#

Baboon Hawks I blacklisted but I'm not too surprised lol

tight canyon
#

I think I turned off hawks due to them being a menace when they get inside

rocky fable
#

I turned them off cus I got tired of them suddenly plowing through me and killing me even sometimes just to get to a damn door

#

lol

tight canyon
#

yeah same

gleaming robin
#

well I think I can fix it

tight canyon
#

I wonder if it's just hawks and bugs and it's happening when they go for scrap

gleaming robin
#

I think I didn't properly implement the looter-specific logic I wrote

tight canyon
#

Sometimes grabbing scrap inside seems to trigger them to finally being able to walk in

gleaming robin
#

Yeah, I'm pretty sure this is entirely the fault of my SetDestinationToPosition prefix

#

Thanks for the report and the funny picture that made me remember this all started with the looters

tight canyon
#

I'm happy to help as always, good thing you could get a chuckle about it
And if you want me to test before you publish ou can always drop a dll my way

gleaming robin
#

kk

#

Ignore SEE v2.5.6 for right now. Might still work to resolve these errors, but a better fix is hopefully incoming

tranquil marlin
#

Mineshaft Interior must still be giving you grief

[Info   :   BepInEx] Loading [Starlancer EnemyEscape 2.5.5]
[Error  :Starlancer EnemyEscape] closestTeleport is null, aborting warp. Moon is 21 Offense. Please report this error to the author of this moon.
#

oh you pushed a update?

gleaming robin
#

The new fix should alleviate that particular error

#

But Mineshaft's main entrance is already ignored, so long as the circumstances of that error aren't present 🥹

#

New fix is being tested now, so hopefully this will be naught but a painful memory soon

tranquil marlin
#

figured I'd toss a report since this is a vanilla moon

gleaming robin
#

Absolutely, I appreciate it

#

Seeing it happen on vanilla moons means it's 100% my fault, which means that I can fix it on my end :3

tranquil marlin
#

Yeah haha, I saw some reports was for custom moons, and I just see this spamming my console and was like, maybe this helps

gleaming robin
#

I really thought it was just custom moons missing a thing at first, but I can only do so much in that regard. Sucks to have made a mistake myself, but at least I can do something about it

gleaming robin
#

Starlancer AIFix v3.8.3 | EnemyEscape v2.5.7

#
  • StarlancerEnemyEscape v2.5.7
    • Reverted the changes from 2.5.5 and 2.5.6, because I seem to have fixed the actual issue.
#

Hawks should also work a lot better after this
Now they'll leave their scouting party to path to a teleport

patent epoch
#

@gleaming robin I get this weird errors with butlers, is this a known issue?

#

this happens with butlers outdoors with starlance ai fix

gleaming robin
#

Nope, but are you invisible/untargetable but not muted? If it detects your presence (via sound) but can't find you that error could happen

patent epoch
#

also this

patent epoch
gleaming robin
#

This is the first I've seen of this error. You're sure no one in your group had it?

rustic plume
#

why did @gleaming robin block me?

patent epoch
#

well this is not vanilla, its the minigame I am working on

#

but it just happened while being outdoors with butlers afaict

gleaming robin
#

If you can reproduce it and tell me the steps, I'll look into it

patent epoch
#

sounds good PES_BlankieThumbsUp

#

that will probably be tomorrow (~10 hours) though

gleaming robin
#

no worries, I just got the Elden Ring DLC, so I'm plenty occupied 🤭

patent epoch
#

haha fair enough, have fun with that!

#

no rush on this either, just wanted to report it

rocky fable
#

I hope you're having fun though

quaint ember
#

Do spiders break outside like they do in Lethalescape

Basically just not wanting to make webs and since they can’t finish their nest they just end of not doing anything

tranquil marlin
#

I had spawned some outside, and they were laying webs fine last night

quaint ember
#

For lethal escape they lay only 0-4 webs throughout the day and stay still most of the time. Just wondering if it works fine for starlancer

raw rivet
#

I mean that doesnt sound very broken to me, thats basically what they do inside anyways
Lay some webs and then wait

#

They arent roamers like thumpers

gilded talon
#

they kinda do do that, but i've seen em place more webs inside

quaint ember
#

They’re supposed to lay like 5-9 webs inside, and up to 24 outside.

gilded talon
#

why would they lay more outside if they not even supposed to spawn outside in basegame?

#

is their web count decided by available apace in its vicinity or smth?

quaint ember
#

the mod makes it so they lay more webs outside

#

5-9 inside usually and 18-24 outside

gleaming robin
#

StarlancerEnemyEscape should allow relatively vanilla behavior for any enemy that escapes, since it's dependent on StarlancerAIFix

#

I try to only modify the AI in instances where the creature doesn't behave normally, so I have to occasionally add some extra logic to get it to do what it normally does

quaint ember
#

So spiders should function better outside?

gleaming robin
#

Better is subjective, but they should function normally.

faint copper
#

@gleaming robin thought maybe you would find this relevant:

#

apparently the line of sight boxes used to block pathing of things like the bracken are blocked by the railing of the ship, and not only that but the raycast for them goes straight forward, so no matter if you're looking down or up it will always hit the railing when you're standing on the balcony

#

obviously the box is also not really designed to block pathing out in the open outside the ship, but I thought maybe you might find it interesting and perhaps want to brainstorm ways to make LoS checks outside a little more effective

#

perhaps adding line of sight boxes for 30 degrees down and up and to each side would help? I'm unsure

gleaming robin
faint copper
#

boxes attached to the player, like the ones in the screenshot above

#

the way the line of sight avoidance works is by calculating a path and then checking if it intersects with these boxes, whose sizes are determined by the distance from the player camera

#

before today, I thought it was the distance to the wall in the center of the screen, but it doesn't depend on vertical camera angle

#

ideally, I think the line of sight would be an array of cuboids filling the frustum, but without so many that it tanks performance

gleaming robin
#

I think I understand what you're saying, but I'm not sure how to actually implement that

#

Does that mean that even if you're looking down, a Bracken can be scared away?

rancid brook
#

Do hoarding bugs steal bees nests or it is fixed?

raw rivet
#

if you take a beehive indoors in vanilla they will take it

rancid brook
#

Without a ship door or stun grenade its death

gilded talon
#

yeah hoarding bugs outside on moons with bees are incredibly annoying

rancid brook
#

So its not fixed

#

Will be good if they will ignore beehive if it has bees on it

#

Also would be cool if hoarding bugs could patrol in your ship and steal stuff

#

Right now they only steal stuff on dine because ship is low enough for them to see scrap on the ship

#

Also
Monsters only use main exit?
And they teleport right to the entrance/exit door?

tranquil marlin
#

they use fire exits too

#

I know this as we have Eyeless dogs like to enter. and we generally get jumpscare murdered as they come out the fire exit as we're running to leave

#

they do need to be able to access it tho. Babboon Hawks can use ladders, but if an exit is accessable via a ground route (does not require a ladder) they will use it

rancid brook
#

Also if interior monster spawn outside because of LethalQuantities can he enter back inside?

tranquil marlin
#

and same with inside mobs, they will use any exit as well

#

yes

#

the mod should register them as "outside" and then use their outside detection values, and if an exit is in range and the chance rolls a win. Then they'll path and enter the door

rancid brook
#

If thumper that have been spawned outside walks inside and he dies
Does inside or outside power lvl gets down?

tranquil marlin
#

that I'm not sure, and I'm not sure if OP is juggling power levels. Since that's generally handled when they are spawned. So I'd assume a thumper spawned outside, dies inside, it'd lower the outside power level

#

as it spawned outside

gleaming robin
#
  1. I'll think about maybe injecting some logic to not steal nests that have bees, but no promises at the moment
  2. Power levels are correctly accounted for, outside spawn = outside power level
tranquil marlin
#

we have that with hawks, hopping in the back when we leave the door open

gleaming robin
#

I love it

golden basin
#

Actually probably my favourite LC clip period

raw rivet
#

Perfect

gleaming robin
#

absolutely WRECKED

faint copper
#

it's definitely something very tricky to implement, so perhaps it's only worth it if people find the current outdoors bracken behavior to be undesirable

#

if you were to implement it, positioning the boxes is probably the trickier part, but once they're in the positions that would work best, they can just have a component that raycasts forward to determine how much to scale and offset itself

#

then they just have to have the LineOfSight layer and then the pathfinding should be blocked by them

rancid brook
#

Will be cool to have a setting for enemies to instantly go in/out of the faility if they see exit/entance
Like i want maneater to have 1% to get out of the facility and 100% to get back inside the facility
Just so he could walk outside and back in if he didnt saw any players
Or make it that way so if it rolls 1% then it will not get back inside or something like this

rancid brook
#

Yo i found issue with enemy escape

#

The dog can't choose to run after me or to the entrance

#

Its pretty much the same as this jester does

rancid brook
#

pretty much only bugs work fine

#

I angered a dog and instead of running after me it just walks inside interior and ate a bug

rancid brook
quaint ember
#

Is the AI fix compatible with lethal escape?

Was thinking of using LLL to have some exterior monsters spawn inside and interior monsters spawn outside and thought I should use AI fix. We also use lethal escape though so I’m uncertain if they’re compatible or not, might just be better to use enemyescape instead but i thought I’d ask

golden basin
#

no idea, it should be i think? but u should use enemyescape

compact phoenix
rancid brook
#

For enemy outside spawns just use lethal quantities

#

At least its what im using

compact phoenix
#

yeah its pretty neato #1213985212686532638

quaint ember
#

That’s a shame, so if I want both to work together I should use enemyescape instead

reef salmon
stone ivy
#

Does StarlancerEnemyEscape need both client and host to have it to work or client only needs StarlancerAIFix?

quaint ember
#

Everyone should download it for the mod to work. Not sure if it’ll work if only the host has it

gleaming robin
rancid brook
#

Maybe if only peeper from lgu but I don't think that this is a problem

#

I didn't tested all enemies

#

Didn't had time for it

#

But dogs and nutcrackers that angered on the player are just walk to the closest entrance if there is one

#

Nutcrackers still shoot at me but walking backwards to enter the interior

fervent slate
#

@gleaming robin Hey, I keep seeing this error spammed when an active outside Jester runs out of players to target (i.e. everyone goes inside, or it kills the only player outside), pretty sure it's causing it to not reset and stay active in some occasions. Might just have to add a null check for __instance.targetPlayer in here.

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
StarlancerAIFix.Patches.AIFix.JesterAIPatch (JesterAI __instance, System.Boolean& ___targetingPlayer, System.Single& ___noPlayersToChaseTimer, System.Int32& ___previousState) (at ./AIFixPatch.cs:159)
(wrapper dynamic-method) JesterAI.DMD<JesterAI::Update>(JesterAI)
gleaming robin
gleaming robin
#

Starlancer AIFix v3.8.4 | EnemyEscape v2.5.7

#
  • AIFix v3.8.4
    • Added a null-check to the Jester logic to prevent its brain from shutting down.
raw rivet
#

How exactly does the "chance" to escape work? How often is that being called?

gleaming robin
gleaming robin
# raw rivet How exactly does the "chance" to escape work? How often is that being called?

Sorry, got a bit busy yesterday and this slipped my mind. A custom update interval of 1 second is set so that the bulk of the update code doesn't run every frame. Once the cooldown time has elapsed, it rolls the die from 0-100, and if the number is less than the chance to escape, it checks for a path to the entrance. If it finds one that's close enough and not blocked, it begins pathing toward that entrance.

golden basin
#

@gleaming robin was looking at default enemy prefabs... idk about other enemies but thumpers don't have any colliders at their root, so IVisibleThreat wouldn't work, out of curiosity do you check for any trigger colliders and add your own if they aren't there?

gleaming robin
#

I do not. I check all children of the root for an IVT and add one to the root if none exist.

golden basin
#

Most enemies use something like overlap sphere

#

Which requires the collider to exist

gleaming robin
#

Roger doger

tranquil marlin
#

any other mobs that might be missing it? I've been trying #1293353988913233991 message which I found in the other server, but appears the Author has joined us here

#

And I'd say both of these combine pretty well, in terms of fleshing out the AI and local interactions

#

by missing, I mean the collider for IVT to pick up on

gleaming robin
#

When I get around to it, I'll add a trigger collider component to interior-default enemies on spawn

#

Any enemies designed for outside should already be set up for threat on their own, so I won't be addressing exterior mod enemies in that regard

jaunty leaf
#

When I get to it I'll eventually add compatibility with StarlaceAIfix to take advantage of IvisibleThreat

#

and StarlanceEnemyEscape for some behaviors

jaunty leaf
#

I managed to write a crude but effective fix to spider getting stuck. Made the spider able to jump as an unintentional bonus

reef salmon
#

you should probably make the spider unable to jump

tranquil marlin
#

idk jumping spider sounds pretty good lol

#

they can climb walls to chill, why not do a 9 point triple flip to get you on that box?

reef salmon
#

i always thought them not being able to jump over gaps was neat and unique because it's the only enemy that can't

jaunty leaf
quaint ember
#

If a baboon hawk spawns in the building but can’t leave the building how does it behave?

If it’s been roaming for a while or picks up an item it will return to its nest, but their nest is outside. Does it behave strangely at all or does it just set a nest inside the building?

jaunty leaf
jaunty leaf
#

I'll publish it on thunderstore later today

gleaming robin
quaint ember
#

Like if it gets trapped behind a locked door, blast door, or the moon makes baboon hawks spawn inside but enemy escape isn’t enabled

gleaming robin
#

Ohh, well assuming the hawk is only on one spawn list (the interior one, in this case), I think a nest gets placed near the first hawk that spawns, so it should behave just fine. Trapping it behind a door while it's carrying loot is something I never tested though, but that seems like it'd be a rare occurrence

#

As far as spawning behind a locked door and finding loot, that's also something I never tested, but I think Z might have implemented logic for them to give up pathing if they can't reach their nest for some reason

quaint ember
#

So if a baboon hawk is set to spawn inside on a moon there shouldn’t be any bugs or conflict?

gleaming robin
#

Correct. Most moon devs only put enemies in one list at a time afaik

stone ivy
jaunty leaf
golden basin
#

I'm not sure how you'd make something that affects movements host only

#

Hmm actually

stone ivy
golden basin
#

Yeah but host only stuff is always done in a jank and horrible way

#

Plus that's only because zeekerss did a shitty jank way of how enemies move

#

I think this one could probably work host only, but there's still a chance for desyncs

stone ivy
#

thx for the info yoiled

reef salmon
#

you seem a bit obsessed with mods being host only

golden basin
#

Not sure what the ghost ping was but host only mods aren't good

#

you know exactly those are not what i was talking about Kek

#

nah

#

why would i lol

tranquil marlin
#

hate to butt in, but maybe not the best place for this discussion? Since it's getting lengthy?

golden basin
#

it was like 7 messages lmfao, but sure

quaint ember
#

Another question regarding enemyescape. Monsters natural can roam in and out of the building but what about following you outside?

Like if a thumper is chasing me and I leave the building will it also leave the building immediately after?

gleaming robin
stiff pulsar
#

@rustic plume We've been here before, please do not message in this thread again, consider this a warning.

digital plinth
#

bro was forced to peepoLeave

rocky fable
#

He's been kicked from threads by Xu, Robyn, and now you

gleaming robin
#

Thank you Debby 💙

tranquil marlin
#

didn't know there was a deep lore.

rocky fable
tranquil marlin
#

I know Xu joked about "7 messages" but I sort of saw it would have gone longer if I didn't busy body in

gleaming robin
tranquil marlin
#

lol, and smooth transition to on track

gleaming robin
#

Solace is... Well, who knows...

rocky fable
#

Solace is the moon where you're just raiding someone's home

#

lol

gleaming robin
#

Sure, let's go with that ☺️

rocky fable
#

Pristine ass mansion

#

XD

gleaming robin
#

Pristine is not the first word I'd use to describe the mansion lol

rocky fable
#

Solace has a sort of pristine design to it

#

Hell compared to most moons in general it does but I like it lol

raw rivet
#

I'm having it where for the escape config for modded enemies, it seems reversed or something
Like the chance here for a mantis shrimp to go in/out of a door should be a 5% roll every 2 minutes from what you described, yet they can be seen going back and forth often
Clip from a friend: https://cdn.discordapp.com/attachments/1225752540566519829/1295490397619097701/Roblox_Player_replay_2024.10.14-21.52.mp4?ex=670ed6f3&is=670d8573&hm=b33afa2122c2248d1aababa73f4222815911ddd98ee008a1422646cdeb780b9d&

01928cd3-abe3-bf29-e45b-906c2e16c6e4

#

Same profile and configs ofc

#

they're behaving as if its a 95% chance and the cooldown is much much less than 120

gleaming robin
dusty jewel
#

I've set the jester to basically ALWAYS head to the exit and cause havoc amongst the masses, but it still somehow is never able to exit the facility. at the most it just sits near the main or fire, waiting for someone to go in.

gleaming robin
dusty jewel
#

nope

#

i was thinking of using LethalEscape but didn't want it to conflict

gleaming robin
#

Yeah they're completely incompatible
Any errors, or just the weird behavior? Is this on a custom interior?

dusty jewel
#

facility/factory, mansion, mineshaft,

#

Only custom one we have is the SCP Facility

quaint crow
#

Do y'all know what increment the range is measured in? Feet? Meters?

golden basin
#

If I told you meters would you even know how much a meter is ingame?

#

It's just a Unity measurement, I'll get a reference when I'm on pc if no ones given yoy one

raw rivet
#

iirc the distance from ship to the main entrance on experimentation is 200 or so in a straight line
And the length of the ship is 30 (???)

golden basin
#

forgor about this but i think the player is like 2.4 units long or smthn

faint copper
#

2.5 units tall yeah

#

I calculated the conversion at one point, hold on

#

I believe the conversion was something like 0.496875m per unit

#

iirc, this was based on the lore measurements of the mechs

#

that makes the employees pretty short though, only 124cm

jaunty leaf
#

I believe you can scale the size of units in unity but I am certain. There is a tool in Imperium to measure distance between points that shows both meters and units.

autumn panther
#

(For future reference, the letter O to do that)

faint copper
golden basin
faint copper
#

wouldn't surprise me lmao

lean cargo
#

Is there any reason to really use AIFix if you aren’t playing on modded moons/aren’t using Enemy Escape?

golden basin
#

no

#

if a mod depends on it tho, probably has a good reason

raw rivet
lean cargo
#

gotcha. Wasn’t sure if it was like NestFix where it’s like 90% for modded but can impact vanilla

gleaming robin
#

Is there a mod related to fixing the Spider's jank movement?

raw rivet
#

Arachnophilia

#

idk if it touches movement much

gleaming robin
#

Yeah iirc that doesn't

#

I'm referring to the weird issue where the navmesh agent gets seperated from the meshcontainer

#

anyways I just wanted to check bc

#

it was a very simple fix

#

gonna include that in AIFix now, which funnily enough makes it the first fix that actually affects vanilla as well

#

unless I'm forgetting something

#

What this means is that the spider will no longer get stuck on offmeshlinks when it goes outside, AND its soul will stop leaving its body behind on staircases

golden basin
#

#1298542667390779413

gleaming robin
#

Ahhh okay good

#

That handles quite a bit, yeah. My solution (since it's the only part I cared about) was just postfix appending this to the spider's update function

__instance.meshContainerPosition = __instance.agent.transform.position;
__instance.meshContainerTarget = __instance.meshContainerPosition;```
#

I'll give that mod a test alongside current-release AIFix+SEE and make sure it fixes the issue on my end. If it does I'll add it to SEE as a dependency

#

Yeah doesn't seem to be fixing it unfortunately

gleaming robin
#

For some reason it causes the spider to stutter walk whenever it goes outside 🤔

#

Disregard

#

That seems to be an Experimentation issue with SPF, which obviously isn't something I'd expect it to consider since spiders aren't natively outside, but I'll post in their thread

jaunty leaf
gleaming robin
jaunty leaf
#

Its not a bug it's a feature

#

idle moth
#

I had a run last night with some buddies where enemies (a hygrodere, eyeless dog, bracken, etc) were stuck floating out in orbit (seen outside using Celestial Tint) and around the ship. Any idea what would cause this?

It was funny at first but became a problem because then those enemies would continue to be around the ship when landing and come back with into orbit, which was an issue with the unkillable hygrodere hanging around.

Disabling enemy escape seemed to fix it as they were gone.

quaint crow
#

The fuck?

#

What the hell happened to their configs??

#

...Okay? The config can't seem to register entities until they've spawned?

#

I'll... be disabling SEE for now 'till this is addressed

golden basin
#

Wdym till this is addressed, that's the way it should be lol

#

Just spawn all of em with a dev mod if u want it immediately, there's no guarantee someone adds an enemy in the game and it being before when starlancer checks for all ingame enemies

quaint crow
#

Why is it like that? It registered all of the entities a mere few days ago, and kept all of the values I set, but now it's gone

#

Why do I have to go through such a tedious process just for this??

golden basin
#

Idk why the values are gone, that sounds like an issue, but it only registering an enemy when it spawns is kind of the safest way to do it

quaint crow
#

Safe, sure, but that leaves me to deal with it, having to spawn them in one by one

#

It's now exactly the same problem as ItemWeights has

golden basin
#

It's either safe or a non guarantee that it'll work for all enemies lol

quaint crow
#

Well, it sure did a few days ago, with the exception of manticoils and roaming locusts

#

Idk why it's suddenly doing this now, SEE wasn't updated

golden basin
#

Dunno, we'd just have to wait for what star thinks

quaint crow
#

Ohh Star if you can hear this

gleaming robin
#

What should happen is after you get to the main menu the config should populate. I have the "register when spawned" as a failsafe in case something slips by somehow

#

Are you using something that affects or bypasses the main menu?

#

@quaint crow

quaint crow
#

I had Emblem installed initially, and the config was just fine

#

After uninstalling it, the config put a thumb up its ass and evicted the entities like the average suburban landlord

gleaming robin
#

Odd, and if you delete the config and regenerate it the problem persists?

gleaming robin
#

I'm afraid it must be some sort of mod conflict, though I'm not sure what with.

quaint crow
#

I have no clue what mod would be doing it, because it only started dying after I uninstalled Resonance

carmine ore
gleaming robin
carmine ore
#

thats why lol

#

ill change them to 0

gleaming robin
#

Happens to the best of us 🤭

jaunty leaf
#

@gleaming robin How is my #1298542667390779413 working?

gleaming robin
gleaming robin
inner vessel
#

What is the EnableEnemyMesh thing about? anybody mind explaining; any mods that fix the same issue?

golden basin
#

EnableEnemyMesh? Where are you seeing that?

inner vessel
#

I want to see whether it’s worth keeping in my modpack, as I only have vanilla moons, interiors, and monsters.

#

(Mimic doesn’t count as it’s a door)

#

I’m hoping this mod helps with attaining consistent performance.

golden basin
#

It's not super necessary really, it's about how some enemies have null references in their mesh list that it uses to disable when u close the ship door

#

It causes an enemy or two to error without it I imagine, I think its only when the enemy is dead and inside the ship? I've never looked at this specific behaviour but it seemed like that from gameplay

gleaming robin
# inner vessel What is the EnableEnemyMesh thing about? anybody mind explaining; any mods that ...

It's a bug that can occur with masked if they're wearing cosmetics (idr if this was ever fixed on anyone else's end besides maybe ButteryFixes?) that could cause massive NRE error spam that significantly impacted performance while it was happening.
AIFix doesn't really fix anything else in the sense of purely vanilla improvements, it's for allowing enemies to be where they normally aren't. Normally if an inside enemy is outside, they'll path to world origin and not function properly. This mod fixes that :3

inner vessel
#

Gotcha. So, enemies like the masked are an example of indoor enemy?

#

If this mod helps fix masked in that regard, then I’ll keep it in.

gleaming robin
#

Masked are sort of an exception, since they can already go in and out. I added the EEM fix since it technically falls under the EnemyAI code. AIFix won't cause any performance issues if you wanna keep it as a safeguard though

#

And if you ever do decide to download a custom moon, it's fairly likely that it'll depend on AIFix anyhow 🤭

golden basin
#

My customer moon will never depend on aifix >:3

inner vessel
#

I’ll keep it in, as I realized that I enabled the masked to copy suits like the bunny suit, which has what I s assume to be a cosmetic

#

Right?

#

Actually, if you can send a file showing what the error message looks like, it’d be appreciated.

gleaming robin
gleaming robin
golden basin
subtle kelp
#

is enemyescape broken?

#

the entities on the map dont despawn when in orbit and when i check the log, i see this

gleaming robin
#

Nothing major that I'm aware of, but I'm extremely under the weather at the moment and unable to do any checking

#

Does it only happen with specific enemies?

rocky fable
#

You had something else break first and it threw EnemyEscape into a frenzy probably

subtle kelp
dusty jewel
#

The only thing i know doesn’t work is that jesters won’t exit the facility, regardless of how high you put the exit chance at

#

At the very most they just hang out there

#

I think they can actually go out if they target an exit while popped, which requires someone to still be in the facility for that to happen

#

Though they also end up going back and fourth between running towards the exit and the player since they technically target both at once, constantly switching between targets

#

Same goes for SCP-096 from the Scopophobia mod

#

if the jester does go outside while popped they just unpop and wait a bit before winding up and actually terrorizing the people outside

quaint crow
#

Starlancer AI Fix doesn't seem to adapt kidnapper foxes for the indoors. They usually take a couple steps when in line of sight, and lock up, unable to do anything.

rocky fable
quaint crow
rocky fable
#

I mean just blacklist it in enemy escape then, by default it was never meant to be able to go inside due to issues

#

But for some reason Enemy Escape defaults it to be able to, just set it's chance to 0

quaint crow
#

That's why I'm reporting this bug then

rocky fable
#

I think some weirdness with it being registered as a modded enemy

#

It's not a bug and I told Starlancer about it ages ago, there's no vain shrouds indoors

#

It's not something that could be fixed

#

Just make it not able to go inside

quaint crow
#

It could with some extra code, it's this mod's job to make every entity compatible both indoors and outdoors

rocky fable
#

No it couldn't, the fox is pretty hard coded to pull you towards vain shrouds and it's not natively in the game anymore

quaint crow
#

Yeah, have them pull you toward main/fire, and teleport both of y'all outdoors

rocky fable
#

I mean maybe if that doesn't break in some way

#

From what I understand the fox uses VehicleController code to pull you

#

So might be some jank there

tulip vault
#

El Blanco feel free to to ignore them until the real dev responds

rocky fable
tulip vault
#

No one cares what you remember and or if you have an idea

#

This isn’t about you

#

This is not the Lunxara server

#

This is not the Lunxara thread

quaint crow
#

Please don't argue...

rocky fable
#

I'm just trying to help, idk why you always feel the need to be rude to me and shut me down anytime I try to help with stuff ever since you were told about our mental health issues. Frankly it's quite daunting. I enjoy being active in the community and trying to help out whenever I can, even if I'm wrong about some things. I mean I haven't actively went out of my way to do anything wrong to you so it's quite odd behavior

#

I see other people try to help in similar ways all the time and you don't target them so it's just weird

quaint crow
# quaint crow Starlancer AI Fix doesn't seem to adapt kidnapper foxes for the indoors. They us...

A basic idea I could offer for going about this is basically having kidnapper foxes only care about vain shrouds when they're reeling you in. When they lock onto you, they'll begin pulling you to the nearest exit. When both of y'all have come into contact with the interact trigger, the kidnapper fox will teleport outside first, with the end point of their tongue locked onto the entrance, then you'll teleport outside second, and the kidnapper fox's tongue will snap back onto you. Only then will they begin to care about vain shrouds again, as that's where they'll need to bring you to in order to kill you.

If that kidnapper fox releases you while they're still in range of an entrance, the timer for losing you will only begin in the facility, and when it runs out, that kidnapper fox will immediately retreat back outside, and into their nest. Another idea is for them to only enter/exit into/out of the facility when they physically watch a player enter/exit said facility, I guess as a form of balance.

tulip vault
#

Because you constantly respond on behalf of other developers when you are not in a position to respond, you have never changed your before and you have actively made other devs dislike interacting in the server

autumn panther
#

tl;dr: just deny them being able to go inside till Starlancer decides what he wants to do now that it's been ~5 months since Fox released

tulip vault
#

Your mental health issues are irrelevant

rocky fable
rocky fable
# tulip vault Because you constantly respond on behalf of other developers when you are not in...

I mean over the past couple months I've been actively trying to improve upon this, I know it still happens sometimes from our host alter Alex like in the LLL thread a month or so ago but generally I've been trying to make sure we only respond in situations where we know a dev has replied in the past or if it's a case where someone reports a bug with a mod and it's most likely a conflict somewhere instead - I can see how in some cases that may still be problematic though and we probably shouldn't step in to tell someone a mod conflict is happening for example cus I don't wanna make anyone not enjoy interacting in the server by overstepping when trying to help out.

#

Ideally I'd prefer to help out without overstepping any boundaries 😦

tulip vault
#

You can just wait for the person their talking to to respond

#

You don’t need to help every time

rocky fable
#

Yeah

tulip vault
#

Declarations like this actively go against helping

rocky fable
#

Yeah that definitely was wrong, it's something that could be fixed Starlancer just felt it was better to leave it as-is to avoid issues

#

But I did tell Starlancer about it at one point cus I kept having a fox going in and outdoors 😂 the fox going inside has something to do with it being registered as a modded enemy though cus he had it setup to be blacklisted when it was Vanilla but since it pathfinds outside just fine he didn't seem to really consider it a priority on needing fixing - so I guess whether or not it's a bug is debatable tbh

#

I only said it's not a bug since he didn't seem to feel it was a bug

#

But it would be a good idea for him to try and remember to blacklist it eventually if he can

quaint crow
#

Oh yeah, that leads me to a critique of this mod that I initially forgot about: The cooldown for entering/exiting just doesn't work, but if it does, is put together very weirdly. I set entities attempting to enter/exit the facility at 30 seconds, not every 5 seconds.

rocky fable
quaint crow
#

No, every entity does it.

rocky fable
#

Ah

#

Yeah that would be a bug then

quaint crow
#

I've mainly seen thumpers do this.

rocky fable
#

I've only really seen the fox repeatedly go in and out tbh

quaint crow
rocky fable
# quaint crow Bump for this

This could just be rng tbh, I remember in my case he generally just ignored players when inside and just walked around til he went back out

#

Cus I looked at him once even and he just walked right through me

quaint crow
#

It's not rng because we've already went over that they're unable to kill players while in the facility, and often get stuck in place when in line of sight

#

It is a bug

rocky fable
#

and the fox does do that outside too, sometimes he'll stand on a corner of the ship and lock up for a bit

quaint crow
#

But yeah, I don't want any more discussion for now until Starlancer sees this

rocky fable
#

Yeah

#

the fox trying to target you while inside could be due to one of the recent game updates potentially, cus I know he used to just ignore you if you were inside

raw rivet
#

Other enemies that i would only want to rarely started doing it all the time

compact zinc
#

money

quaint crow
#

I agree

raw rivet
gleaming robin
#

Sorry I haven't been active, been exhausted from being sick. I don't personally mind if people want to help debug things, but I'll go ahead and say try to link back to things I've said in the past if it's something that's been brought up before. No fighting in my threads :P

Regarding the fox, I'll take a look when I get back in town to my PC, but it shouldn't be defaulting to enabled 🤔
I won't be implementing native compatibility with it though, since Zeekers removed it from the game (unless I've missed it being reinstated).

I'll have to look into the timer stuff, bc all of my settings were definitely working last I checked.

hot badge
#

Hi. Really enjoy both of these mods but occasionally enemies (mostly hoarding bugs) will just get stuck going in and out of the facility despite whatever cooldown they have in the configs. Was hoping this could eventually be fixed as it's kind of bad to have to play around. Didn't see any errors in the log but this is what was being spammed if it helps idk.

quaint crow
#

There are people who still enjoy the fox (Like me), Idk why people just don't want to touch them

stone ivy
#

Fighting the fox in general is a losing battle in the game and in the code

quaint crow
#

Skill issue, I'm afraid

stone ivy
#

yes

#

i prefer that way

#

funny enough, the best counter to the fox is the truck

tulip vault
quaint crow
gleaming robin
#

Regardless, if it's not implemented natively (meaning if a mod has to re-enable it as cut content) then I won't be implementing native compatibility. If the mod reimplementing it (or a secondary mod) wants to tie it in better to vanilla systems, that's fine, but I'm confining the scope to vanilla enemies.
I never even played when the fox was in the game, so it'd be a lot of trial and error on my part to get it functioning properly, especially since it depends on vain shrouds, the spawning of which is a different system entirely

#

If they're ever put back in by Z, I'll absolutely look more into it

quaint ember
#

Especially early in the day when everyone is going to the building

stone ivy
#

I'm mostly a solo player and focus on loot, don't like fighting

#

But that's not the reason I don't like the fox, he's incomplete in my opinion and people didn't give enough time to Zeekerss work on him

#

I mainly hate the vain shrouds that is part of his mechanic

quaint ember
#

I completely agree with you

#

I like the fox, it has a pretty nice mechanic and it’s such a breath of fresh air to have more biodiversity™️ for the outside monsters. The vain shrouds were also a really cool concept, it’s just they were executed really poorly.

#

Vain shrouds were unmanageable, couldn’t be removed easily or somtimes couldn’t be removed at all, and they could spawn on moons you weren’t even visiting so by the time you go to artifice there’s way too many shrouds. Not to mention shrouds usually spawned near the ship.

gilded talon
quaint ember
gilded talon
#

sounds like an awful idea

quaint ember
#

Well YesFox's, WeedKillerFixes, and KidnapperFoxTweaks already exists so-

stone ivy
quaint ember
#

YesFox does a good job with its config

#

Setting maximum iterations lower stops there being 70 vain shrouds

stone ivy
#

Normally I play Titan outside at 20 FPS, I remember the first time testing that update I got 5 fps on ship

#

But, the vain shroud system could have worked better if it didn't literally spawn most of the times on the ship

#

And was easy to get rid of them

#

It shouldn't spawn on moons that the player didn't visit, it could work as a counter mechanic to players choosing the same moon many times

#

The fox also spawning at the start of the day, in counterpart to every other enemy, wasn't very welcoming

quaint ember
stone ivy
#

good to know that YesFox fix some of the problems

#
  • KidnapperFoxTweaks
autumn panther
#

unmanageable, couldn’t be removed easily or somtimes couldn’t be removed at all, and they could spawn on moons you weren’t even visiting

cunning rivet
#

Mineshaft is unmanagable. The enjoyment from playing on it is comparable to smearing your balls with pate and letting your dog lick it off. Due to the Artifice nerf the most profitable moon is Titan where the main and fire exit are seperated by a yoctometer so playing with 4 people is pointless. The second most profitable moon is Rend with about 873 nutcrackers spawning per day. Killing nutcrackers in a Mineshaft is like throwing a 80 side coin where 79 sides are tails and hoping it lands on heads because of the assets in the interior. You cant loot the cavern system unless you have a 30 year experience of mountain exploring. You need to have photographic memory like a Detroit Become Human android to remember how to return from that bitch. Thanks for the cruiser tho at least I can easily bring back the 4 items I was able to find. Deleting kidnapper foxes good tho. Thats all.

icy hinge
#

Skill issue.

autumn panther
#

I always applaud people who can make copypastas accidentally it's so funny

quaint ember
#

If a baboon hawk spawns on the daytime enemy list instead of nighttime enemies will it still share the same nest as the others or will it make a new one?

gleaming robin
#

It should check for an existing nest with no regard to spawnlist

quaint ember
#

Thank you that’s a massive help. I’m trying to put baboon hawks on daytime spawn list so they sometimes spawn early in the day

#

Makes no sense that any aggressive wildlife comes out between late afternoon and night

#

Besides they’re more afraid of players if it’s before 10am so it shouldn’t be annoying on the way to main entrance I hope

gleaming robin
quaint ember
#

So if a baboon hawk or spore lizard occasionally spawns early from the daytime list they won’t despawn

gleaming robin
#

Ohhh neat, I never really looked into that

golden rain
quaint ember
cunning rivet
# golden rain If you can't navigate the caves, it just means you have bad directional sense. P...

6 is unmanagable. The enjoyment from playing on it is comparable to smearing your 6s with 6 and letting your 6 lick it off. Due to the 6 nerf the most profitable moon is 7 where the main and fire exit are seperated by a yoctometer so playing with 6 people is pointless. The second most profitable moon is Rend with about 6 nutcrackers spawning per day. Killing nutcrackers in a Mineshaft is like throwing a 90 side coin where 6 sides are tails and hoping it lands on 6s because of the assets in the interior. You cant loot the cavern system unless you have a 6 year experience of 6 exploring. You need to have photographic memory like a Detroit Become 6 android to remember how to return from that 6. Thanks for the cruiser tho at least I can easily bring back the 6 items I was able to find. Deleting 5 foxes good tho. Thats 6.

quaint ember
#

Some guy made that as a suggestion and left the server

golden rain
#

well i wouldnt know that AnimatedPlink

cunning rivet
#

Bro is FAKE FAN!

#

smh

golden rain
#

tbf this server is like an order of magnitude more interesting

#

and active tbh

quaint ember
#

I think a large percentage of the community have moved to modding since Zeekerss is taking a break from LC

#

To be fair though the game is fun playing both vanilla and modded.

cunning rivet
#

should have modded the upturned tbh

quaint ember
#

I don’t think the upturned really needs mods

#

Not as replayable as other games with large modding communities. You kinda just play it once or twice like undertale.

golden rain
#

dark place travelers rn:

"Suggestion: Aesthetics update"

*describes like 5 already existing mods*

cunning rivet
#

upturned needs level mods 100%

#

ribcages in the wild west

quaint ember
#

Used to

faint copper
#

I guess it must be tricky if you don't know how an enemy was spawned?

gleaming robin
faint copper
#

only reason I asked is because it showed up on a deep profile I was running to see what kind of optimization might be needed for the tulip snakes, but admittedly those profiles likely make things look worse than they are

#

might be a little rough if you're on a moon with a high daytime cap since then you end up with a lot of spawned enemies but idk how much time it would spend in practice

gleaming robin
#

It only runs when an enemy dies, so it should be fine

rough wedge
#

did you intent for this to be host only or is that completely by accident? tested it with the boys, only i need it for it to work for everyone

quaint crow
#

Will this mod's broken cooldown feature ever be fixed?

rocky fable
#

He's working on updating his moons and Interior atm

#

Which are way more important than a minor issue with SEE

#

You could just remove the mod for the time being til it's fixed

#

If it bothers you so much

quaint crow
#

Uh-huh

rocky fable
#

He Terrra-meshed his moons and likewise needed to replace all the trees on them to make them Cruiser friendly

#

I've noticed the broken cooldowns too cus I had a Barber repeatedly entering and exiting recently

#

But I'd rather not bother him when he's working on his other stuff

gleaming robin
#

As far as the cooldown goes, I never ran into that issue, but I'll investigate after the other updates are taken care of

rough wedge
gleaming robin
#

Been doing a lot of Christmas running around 🤭

gleaming robin
rough wedge
gleaming robin
#

Lmao alrighty then, I guess a lot of its functionality is server side then, but that would've been by complete chance. I didn't really have any particular consideration for it during development

tulip vault
faint copper
#

enemy ownership swaps to whoever the enemy is targeting generally, so there may be issues whenever they are supposed to target another player than the host

#

changing ownership can be done by any client, so whether it will work depends on the enemy and whether they require AI nodes to be able to target the local player, I would imagine

undone copper
#

small suggestion: enemies dont go in if their target is outside and viceversa, and hoarding bugs don't abandon items theyre guarding

#

'small' probably a bitch to code 😭 idk

gleaming robin
#

That's actually how I already have it coded, if an enemy is in a behaviour state other than 0 (meaning they're actively doing something), the code to go inside/outside shouldn't trigger

undone copper
#

oh

#

seems to have happened a few times

#

maybe i misinterpreted it

quaint crow
#

I've had thumpers go outside despite being locked onto me

#

Same with coil-heads and barbers

undone copper
#

hm

#

ok yea not me imagining things then

gleaming robin
#

Kk. I've been busy prepping a cosplay lately, but I'm hoping to update soon, starting with my moons, and then I'll investigate

quaint crow
#

I don't have logs, but

#

Starlancer Enemy Escape seems to be crashing Dine now for some reason

#

It's always appeared at the end of the console when the game finally freezes, iIrc relating to a forest keeper

#

I'll send logs when I encounter the crash again

formal mesa
#

Does starlancer AI Fix compatible with pathfinding lag fix?

iron ravine
#

i think this mod is causing monsters to be invisible inside the ship again
buttery stancakes mentioned to me this mod caused that to happen before, im just mentioning this just incase it is this mod

iron ravine
#

after some further testing
it is starlanceraifix causing this

rocky fable
#

I thought that was just Vanilla

#

They're not invisible in the ship if you use ShipWindows

#

and also they're only invisible in the ship if the doors are closed

iron ravine
#

no, its just if any non-host player is inside the ship fully

iron ravine
#

what im reporting is not

rocky fable
#

I mean I haven't had this issue then

#

and I have AiFix

#

so that's weird

stone ivy
#

I also never had this issue, are you sure it's AiFix?

rocky fable
#

I'm pretty sure it's not and probably some mod conflict

iron ravine
#

alright its not this, its openbodycams, but i dont know if its it itself or a mod conflict

#

apologies

quaint crow
#

are juvenile maneaters able to go outside when i set their weight in enemyescape, or is it only adults that can go outisde?

gleaming robin
#

Not entirely sure, I haven't thoroughly tested them, but if they're able to move normally it should be possible

quaint crow
#

i was just asking since juvenile maneaters just dont work outside

hot badge
#

The babies can go outside and the adults dont seem to go outside ever. The bigger problem is the babies have the tendency to follow you outside and then get mad lol

quaint crow
#

yea thats my issue

#

should be the inverse

#

juveniles dont outside, but adults do

faint copper
#

getting error spam sometimes when leaving moons, which causes SetPlayerSafeInShip to never complete successfully:

#

profile code is 01948a65-d93c-8454-70a3-488f4e51f43f, just with modifications to make it show the console and write BepInEx logs (also running in a debug build, probably not relevant here)

#

I am a client

undone copper
#

they wont get mad for no reason nearly as fast

#

you can just pick htme up and drop them in again

gleaming robin
faint copper
#

it's been a while so I don't remember for sure, but the log should say what moon and interior spawned through the LLL/CullFactory logs

#

not sure if it's caused by that though, wouldn't make a lot of sense unless they are hooking into the unloading sequence, and iirc any of the content in the pack shouldn't have been terribly custom code wise

gleaming robin
#

What i saw spamming was related to EnableEnemyMesh, the code for which shouldn't have any problems or else it'd occur on every moon. The log says it was Peter Griffin's House, so maybe the reverb triggers around the ship are missing something?

reef salmon
#

can brackens use enemyescape yet...

gleaming robin
faint copper
#

why would a reverb trigger be causing null refs in a function that doesn't touch them?

#

also, it happened on multiple moons, and it looks like the log indicates that one of them was assurance

gleaming robin
#

Oh weird. Uhh I'll take a look at the log again later

faint copper
#

this seems shockingly slow for what I'm seeing the awake function doing thonk might be worth profiling a bit deeper

#

feels like something else is doing additional work where it's calling BoneMapper.SetupSkeleton(), though, not sure what that is

#

wouldn't think it's a component that's a child of the nutcracker, so I feel like it has to be from someone's patch

#

oh it's LethalEmotesAPI theinking

#

oh god

#

why is it calling FindObjectsOfType 32 times in a frame??

#

actually, count varies between 8 and 32

rocky fable
#

LethalEmotesAPI also always seems to cause some weird bugs when I try using it

faint copper
gleaming robin
faint copper
#

that particular part isn't, but I don't know about the calls to FindObjectsOfType

#

I am trying to determine that now

#

but deep profiles are a pain

#

if only modded lethal didn't consume disgusting amounts of ram

#

I'm hitting 96% on 32 GB trying to deep profile this

#

any idea where this call to FindExitPoint() is coming from?

tulip vault
#

That reminds me I gotta try just straight unloading all assetbundles with false param on lobby load to see if it breaks anything

faint copper
#

yeah this pack is actually using 1.4.6 so it does kinda surprise me I'm still hitting 8GB

#

though some of that my be purely due to debug+deepprofiling

tulip vault
#

I think a lot of people might not be unloading their bundle when they can but not positive

faint copper
#

yeah maybe

#

I had issues unloading mine before

#

but haven't tried since

tulip vault
#

It’s honestly so inconsistent and not clear that it’s really hard to test

faint copper
#

classic unity

tulip vault
#

I have a feeling sometimes my hotreloading isn’t working as intended but also various people have reported notable improvements so idk

faint copper
#

oh...........

#

this is not on GitHub

#

you need to check if the exit point is actually missing before calling that, the method does not check

#

no wonder

#

when was this added??

#

last update 5 months ago ?!?!?

rocky fable
#

So I think it's working, it's just sometimes clients don't sync up loading the moon

faint copper
tulip vault
#

I assume random is probably cheap af but

faint copper
#

yeah theoretically that would be more efficient

#

probably negligible tho

#

I'm all for micro optimizations if they're provable though :^)

#

(after doing macro optimizations)

gleaming robin
wind spire
#

the problem is that there's no caching to skip the findobjectsoftype call

#

so calling that function has a huge performance cost

gleaming robin
#

ohhh gotcha

wind spire
#

it would probably be pretty easy to patch it with some custom logic

#

if you are using it a lot

#

or you can implement caching per enemy if that is somehow infeasible

gleaming robin
#

kk, I'll see what I can do

wind spire
#

baby maneaters go outside and that seems kind of buggy

#

because they turn invisible(? or their mesh doesn't follow outside, or something)

#

also it's a huge issue if they follow players outside because that causes them to start crying and you have to take them back inside to soothe them

#

but then they follow you right back outside

#

if you're making changes, i would personally suggest just making maneaters only use the doors after transforming

gleaming robin
#

I'll look into it today and observe their behavior

faint copper
quaint ember
#

Are there any issues with EnemyEscape at the minute? People had mentioned some issues in past but I didn’t pay much attention to it at the time.

gleaming robin
vernal otter
#

Does jester AI wonkiness = jesters not resetting after everyone inside dies/leaves? bc I have been experiencing that and wasn't sure why.
Also if yes, would disabling them in SEE fix that?

gleaming robin
vernal otter
gleaming robin
vernal otter
#

Ah ok, I'll report back when I get a chance to play and if they start going back in. I have a good amount of mods installed but every time I've played with v60+ it's been with SEE and every time we've gotten a jester it's not reset

quaint ember
#

Do you think with StarlancerAIFix it’d be possible that hoarding bugs are unable to pick up beehives? I often find hoarding bugs will steal the beehive causing the bees to start roaming, killing players without them interacting with the beehive.

#

If I remember correctly you’re either taking a break or not currently working on AIFix. Unless I’m thinking of someone else.
Just view it as a suggestion for if you update the mod again

vernal otter
gleaming robin
gleaming robin
hollow kraken
#

Does this mod allow the Old Birds to shoot inside enemy types when they are outside? I haven't noticed them getting targeted

quaint ember
autumn panther
#

tf is stealth level 😭 😭 😭 😭

merry kestrel
#

Fym stealth level on old birds skull

#

Wait nvm

#

But that's crazy anyway

autumn panther
#

it probably looks for a box that only outside enemies have checked

quaint ember
#

Kidnapper foxes have a stealth level of 1.8 for example so old bird don’t target them

#

I’d imagine indoor enemies either don’t have a stealth level or have it set to something like 1 by default. I don’t know much about stealth levels though so I’m probably just wrong

autumn panther
#

Where did you get this information

quaint ember
#

I can’t remember

#

I have seen it mentioned multiple times by people and in my own testing to verify it old birds don’t target foxes

gleaming robin
#

Huh, I thought I had it targeting them. I'll play around with it at some point, but if anyone can verify it in general that'd be helpful.

oblique moth
#

my monsters really like to lurk around the door

#

is that intended

#

idk why but the horseshoe crabs and spore lizards just chill with eachother

#

they dont even exit or enter

gleaming robin
oblique moth
#

yeah it was experimentation with the normal facility interior

gleaming robin
#

Testing some SEE things now, not experiencing any issues with spore lizards, however Jesters are just standing 3 feet from the door unable to move any closer for some reason

gleaming robin
#

Bunker spiders also don't want to move past the nearest AI node once they teleport ughhhh

#

I don't even think anything relevant has changed about the enemy code, why would it just stop behaving 😭

oblique moth
#

funky

dusty jewel
#

They run up to main or fire and sorta just

#

Don’t go in

#

And that’s IF they decide to go towards one

gleaming robin
#

I definitely had it working at one point

clear dagger
#

Jesters do work outside tho. I've seen them outside on a planet where they can spawn outside.

gleaming robin
#

Yea, they're fine as spawned, but SEE breaks them a bit

gleaming robin
#

Starlancer AIFix v3.8.5 | EnemyEscape v2.5.7

#
  • StarlancerAIFix v3.8.5
    • Hoarding Bugs no longer pick up Circuit Bee Hives. They don't want the smoke.
    • Butler murder music now plays properly when outside.
#

I'll work on SEE more later, but for now enjoy those minor updates.

severe pewter
#

cool!

gleaming robin
#

For anyone interested, all I did for the hives is set "grabbableByEnemies" to false in RedLocustBees Start()

#
private static void DoNotGrabHive(RedLocustBees __instance)
{
    __instance.hive.grabbableToEnemies = false;
}```
#

I tried like 10 things on the Hoarding Bug side before I realized the solution was so much simpler 😭

gaunt glacier
gleaming robin
#

A global change, since that's kind of a squad wipe scenario if a bug takes a hive randomly

#

Though if it's really desired, I guess I could do a config for it.

gaunt glacier
#

I can agree to it being a wipe, but I also think certain moons deserve to stay evil (not saying names ||Wesley’s Hyve||)

gleaming robin
#

I'll say a name
@spice latch

#

Thoughts?

quaint ember
#

Glad to see the beehive change

#

Hoarding bugs work nice as outside monsters but they caused random deaths too often

spice latch
gleaming robin
#

you bastard

spice latch
#

:3

gleaming robin
#

ughhh okay I'll figure out an exception

#

what's the scene name and planet name?

spice latch
#

Asteroid14Scene
58 Hyve

gilded talon
#

this is also a mechanic on Generic's Collateral

#

and im pretty sure it's an intended one since otherwise he would not have put bees on a trash heap

gleaming robin
#

@main wyvern

main wyvern
#

Agony

#

I like the hoarding bugs grabbing bees

gleaming robin
#

What's the scene name

clear dagger
quaint ember
#

Who hurt you all..

clear dagger
main wyvern
#

I name my scenes really stupid shit

gleaming robin
#

If I make it a config, I'll have it default to off. While funny, I'm sure there's some subset of players that appreciate a more fair experience 🤭

gleaming robin
#

Mmk, I have a config working. If anyone else has a moon dependent on bugs grabbing hives, let me know and I can blacklist this feature from them.

#

@main wyvern also give me the full planet name so I can list it in the config description

main wyvern
#

wdym the full planet name

gleaming robin
#

like ## - Name

main wyvern
#

ouh

#

ok

gleaming robin
#

Wesley's is 58 Hyve

main wyvern
#

im opening..

gleaming robin
#

See you in 15 years

main wyvern
#

you broke my 2 week streak 💔

gleaming robin
#

Of not opening Unity?

main wyvern
#

specifically the moons

gleaming robin
#

ah

#

get File Explorer-pilled

gleaming robin
#

I just look at the assets in Windows lol

#

No way am I booting up Unity to check the name of an item in its properties

main wyvern
#

CollateralScene

#

72 Collateral

gleaming robin
#

Kk, thankee

gleaming robin
#

How does that gif do that

main wyvern
#

you can turn off a gifs looping

#

ive done it before with a gif of bart exploding

gleaming robin
#

idk how, but oh well

#

the pug gif brings me joy

main wyvern
#

i used a website when i did it

#

i forgot what it was called

gleaming robin
#

ohhh I thought it was a discord thing

main wyvern
#

naw

#

its a gif thing

gilded talon
gleaming robin
#

Starlancer AIFix v3.9.0 | EnemyEscape v2.5.7

#
  • StarlancerAIFix v3.9.0
    • There is now a config option to allow Hoarding Bugs to pick up Circuit Bee Hives for all the sadists out there that enjoy inflicting misery upon their squad.
      • Hoarding Bugs are now able to pick up hives on Wesley's 58 Hyve and Generic's 72 Collateral, REGARDLESS of the config setting.
gleaming robin
#

The config is set to false by default btw, just to be clear

#

Now, barring any gamebreaking issues, that's enough LC for today. I have chores I must do

quaint crow
#

If the config option is already there, there is not really a reason for this

gleaming robin
#

It's a central gimmick to them, and the moon authors requested they be excluded from this

quaint crow
#

Damn

gleaming robin
#

If you want, you could always remove the bees entirely via LLL's config

#

But you better beelieve that if you go to Hyve or Collateral, there will bee no mercy

quaint crow
#

I don't use either moon, so it's not that big of a deal to me

gleaming robin
#

Also, thank you all for 4 million downloads ✨ 💙 ✨

quaint crow
#

W

quaint crow
#

Speaking of hoarding fucks, could there be an option for them to not enter the ship

#

Baboon hawks don't do it either unless you're in the ship yourself, which makes them a whole lot less aggravating to deal with

gleaming robin
#

Uhhh maybe I could look into that

#

But I will say that's funny stuff

quaint ember
#

It’s not so funny when you make the mistake of putting your jetpacks and shotguns by the door

gleaming robin
#

skill issue

#

Yea I'll look into it

gilded talon
#

tell em audioknight 🔥

#

fuck hoarding bugs though LOL

gleaming robin
#

It'll also default to off tho, cuz a bug going onto your ship, grabbing a shotgun, and blasting you in the face is peak comedy

gilded talon
#

i don't think they can actually activate a shotgun by themselves but i guess if you leave the safety off they could shoot it by accident when they drop it

#

which is genius tyvm zeekers

gleaming robin
#

Oh right I think there's a mod for it

storm citrus
#

an outside butler came at me stabby-stabby like, then the ship left because it was 12 AM, and now the butler chase music won't stop playing, even on the next day, landing on a moon and going inside the interior lol

is this perhaps caused by the 3.8.5 update somehow?

oblique moth
#

He’s holding on underneath the ship

quaint ember
gleaming robin
#

I'm not seeing anything on ButteryFixes page regarding that, but I think I can whip up something in a bit

quaint ember
#

I think I remember seeing it in the changelog

gleaming robin
#

Just to be sure, @wind spire do your fixes include clearing persistent butler music?

wind spire
#

but i have not figured out what causes it or fixed it yet

storm citrus
#

I suppose it's worth mentioning that I was using Imperium and god mode, so even when I was left behind, technically I did not die, just teleported to the ship as the level unloaded and the chasing butler vanished.
Perhaps either the player or the specific butler entity dying is a very important part of canceling the music in the code? And since the butler didn't die but was just deleted on level unload, and I never died because I had godmode, it thus skipped over crucial checks that would have told the music to shut off?

gleaming robin
#

Yeah, I think it's caused by the Butler not dying properly. Maybe implementing something in StartOfRound.ShipLeaveAutomatically() that finds all current Butlers and calls murderMusicAudio.Stop() on them would work, though I'm not sure that's the most elegant solution

short lagoon
#

Does RossButler get affected by this mod properly?

#

He was a bit strange in the uh

#

I mean in a uh

#

lethal vid I made

#

I have a short of him but uh

#

his behavior is goofy

#

I usually have this paired with LethalEscapeUpdated

gleaming robin
#

In theory this mod should work on anything that has an EnemyAI

#

Ah

short lagoon
#

#lethalcompanygame #lethalcompanygameplay #lethalcompanymodded #lethalcompanyshorts #lethalcompanymoments #lethalcompanyclips

@YourPalRoss found ya :D

Discord Server: https://discord.gg/FBFScnYu8B
TikTok: https://x.com/darkfedorap?s=21&t=824TeFmB90x_Is7960oTDA
Instagram: https://www.instagram.com/darkfedorap?igsh=MmpycW1xeTNvZmtm&utm_source=qr...

▶ Play video
#

Lookie

gleaming robin
#

I don't support LethalEscape, only my own StarlancerEnemyEscape

short lagoon
#

He just has his knife out and about

short lagoon
#

well I mean it still works properly

#

just RossButler it acted weird with

#

he had his knife out even though he wasn't attacking anything when outside

gleaming robin
#

The normal butler has some logic that checks for players being inside the interior, so it may be something like that

short lagoon
#

Ah

gleaming robin
#

Nothing I'd want to fix on my end though, and all the dev would really have to do is implement the same logic but flipped if it happens to be outside

short lagoon
#

Me when Xu-

#

I mean its not game breaking

#

just Ross being silly

#

just thought I should bring it up is all incase it is an issue

#

Also LethalEscape only affects vanilla enemies right?

gleaming robin
#

No clue tbh

short lagoon
#

Huh

#

cuz somehow it got Ross into that mix

gleaming robin
#

SEE registers all enemies, but modded enemies have to be set manually

short lagoon
#

yeah

#

also is there a way for us to like

#

config it so monsters that go outside don't go back in?

#

I like it when that happens tbh

#

thats kinda why I have LethalEscapeUpdated paired with StarlancerAIFix tbh

gleaming robin
#

You could set the Exterior search distance really low and that'd mostly do what you want, but there's no explicit option to do that

short lagoon
#

Damn

#

Maybe like

#

I could try to set it to 0

#

Somehow by some means

gleaming robin
#

I thiiiiink I have a minimum set. And of course you're free to pair it with whatever, but I won't help with LethalEscape issues

short lagoon
#

Nah thats alright