#Starlancer AIFix v3.13.2 | EnemyEscape v3.0.0
1 messages · Page 10 of 1
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
TheEntranceTeleport.exitPointfield (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
Huh, never noticed the exitPoint before
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
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
I'm a bit late to the convo
But I hate working with the navmesh lol
Just wanted to say that uwu
oh yeah, fair
looks right to me there though 👍
Thanks for the help, as always ^^
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
Sweet, might have a fix
no problem! sorry for being pedantic lol
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.
- Implemented a fix for enemies pathing erratically and not always teleporting to matching entrances. Please let me know if issues persist.
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
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
lol, I visited Triskelion during an Eclipse and they pulled half of the scrap out of the interior in like 3 minutes
XD
Thank you! :D
Hope everything works! :3
aye they were just being hard workers 😂
brackens seem to not play their neck snap animation outside, they just stand up next to the player and they die
Heard
Enemy Escape was throwing a lot of errors for us earlier
I had to remove it for now
Mmk, send me an error log later
[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)
What moon was this on?
then i noticed that this was spamming on the logs
Mmk, I'll test it tomorrow and see what happens
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
Was it the same as Leafar's report?
Nah, I blacklisted Baboon Hawks
and I don't remember if they spawn on there
I don't think they do
I meant the Stack Trace, not specifically the enemy
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.
Yeah that sounds like a good idea but if I were you I would make disabling it a config option, so that way some mod authors can fix compat and make sure it no longer errors
I know DemonMae is looking into fixing their moons that had the error spam for example cus of the teleport issues
It'll log and say that it's disabling it, so if they fix it the log won't appear anymore.
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
Huh, I never had them set for a default of 20 tho 🤔
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
Well at least that explains the behavior 🤭
Yeah XD
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
mmk
Trust nobody not even yourself
isn't there a way to shorthand that with a question mark, like ?= or am I thinking of something else?
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;
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
company
also less of company specific and morel ike
there are reasons where it might come up
long boi
this is a nitpick but i figure you care
you dont need those first three in whatever loop that is right
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
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?
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?
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?
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
now you end up getting into fun ideas about weighting ai selection
Fun as that sounds, it also sounds complicated 🤭
scales with how much you give a shit tbh. very fine to leave it for now lol
played your moons last night btw
😄
Oh? Hope you had fun ^^
Thanks! I look forward to you getting rng'd by the randomly falling catwalk pieces 🤭
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.
- Enemies will no longer randomly path into the main entrance when the interior is the Mineshaft.
@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
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
100 escape chance you mean?
Yee
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
If its nest/spawn node is outside yes, it should be able to
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
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
I think it's just hoarderbugAI.nestSpawnPosition or something like that
Which is a vector3 iirc
ah, not static though
so I would want to call Start() on your component to update whether it's inside or outside then?
If you want what happens when I teleport an enemy, you can hook into TeleportAndRefresh()
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
what moon?
experimentation
interior?
hm
my profile is practically empty
you have ai fix yeah?
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
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
that's what I did unfortunately
oh
all items were existing
I had also deleted all other items
not sure if that may somehow break the AI
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?
nope, none that I saw
if it randomly chooses an item from that array that could be a problem, lemme check
This is also where the debug log "gobjectsin scnee" comes from
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
Hopefully it works! Lemme know if you get a successful test later
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
my friend decided to go back outside, got killed by jester, and then it finally went back into its box and the errors stopped
Kk, I'll look into it
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
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.
So this is kinda just a better version of lethal escape?
si
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 😭
Happy I could help
Man I'm tired of seeing EnemyEscape erroring out ngl XD
I believe in you
:3
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
He's causing it
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
lootbugs and baboon hawks
Baboon Hawks I blacklisted but I'm not too surprised lol
I think I turned off hawks due to them being a menace when they get inside
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
yeah same
well I think I can fix it
I wonder if it's just hawks and bugs and it's happening when they go for scrap
I think I didn't properly implement the looter-specific logic I wrote
Sometimes grabbing scrap inside seems to trigger them to finally being able to walk in
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
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
kk
Ignore SEE v2.5.6 for right now. Might still work to resolve these errors, but a better fix is hopefully incoming
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?
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
figured I'd toss a report since this is a vanilla moon
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
Yeah haha, I saw some reports was for custom moons, and I just see this spamming my console and was like, maybe this helps
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
It happens to the best of us
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
@gleaming robin I get this weird errors with butlers, is this a known issue?
this happens with butlers outdoors with starlance ai fix
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
also this
hmm, we didn't have Imperium or anything when we tested
This is the first I've seen of this error. You're sure no one in your group had it?
why did @gleaming robin block me?
yep
well this is not vanilla, its the minigame I am working on
but it just happened while being outdoors with butlers afaict
If you can reproduce it and tell me the steps, I'll look into it
no worries, I just got the Elden Ring DLC, so I'm plenty occupied 🤭
haha fair enough, have fun with that!
no rush on this either, just wanted to report it
I want your moons to update so bad 😦
I hope you're having fun though
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
I had spawned some outside, and they were laying webs fine last night
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
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
they kinda do do that, but i've seen em place more webs inside
They’re supposed to lay like 5-9 webs inside, and up to 24 outside.
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?
the mod makes it so they lay more webs outside
5-9 inside usually and 18-24 outside
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
So spiders should function better outside?
Better is subjective, but they should function normally.
@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
Interesting. Line of sight boxes like objects in the scene, or adding additional sight-lines to an EnemyAI on spawn?
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
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?
Do hoarding bugs steal bees nests or it is fixed?
Isnt that an intended behaviour? I mean a nest is a scrap item
if you take a beehive indoors in vanilla they will take it

The problem that they TAKE bee hive and then the bees are gets angry and start to patrol the map like if you steal the hive
Without a ship door or stun grenade its death
yeah hoarding bugs outside on moons with bees are incredibly annoying
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?
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
Also if interior monster spawn outside because of LethalQuantities can he enter back inside?
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
If thumper that have been spawned outside walks inside and he dies
Does inside or outside power lvl gets down?
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
- I'll think about maybe injecting some logic to not steal nests that have bees, but no promises at the moment
- Power levels are correctly accounted for, outside spawn = outside power level
we have that with hawks, hopping in the back when we leave the door open
I love it
https://www.twitch.tv/readyjp/clip/AggressiveEndearingGnatRitzMitz-KMmuNRObvE6whOg- this is my favourite truck clip ever
Actually probably my favourite LC clip period
Perfect
absolutely WRECKED
it shouldn't affect whether they get scared I think, only where they path to when they are sneaking up on the player
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
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
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
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
and coils from what i tested
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
no idea, it should be i think? but u should use enemyescape
yeah its pretty neato #1213985212686532638
That’s a shame, so if I want both to work together I should use enemyescape instead
yeah, enemyescape is overall much better
Does StarlancerEnemyEscape need both client and host to have it to work or client only needs StarlancerAIFix?
Everyone should download it for the mod to work. Not sure if it’ll work if only the host has it
yeah everyone needs it
I never ran into that with any of my tests. Are you running any mods that might conflict with the AI?
I dont have any mods that change ai in any way
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
@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)
Ah, thank you. I had forgotten about that happening. I'll push a quick update in a bit
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.
How exactly does the "chance" to escape work? How often is that being called?
iirc I have an update interval of 1 second, I'll double check in a bit
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.
@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?
I do not. I check all children of the root for an IVT and add one to the root if none exist.
Gotcha, that would be something to add then
Most enemies use something like overlap sphere
Which requires the collider to exist
Roger doger
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
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
My mod mentioned! 🔥 🔥 🔥
When I get to it I'll eventually add compatibility with StarlaceAIfix to take advantage of IvisibleThreat
and StarlanceEnemyEscape for some behaviors
I managed to write a crude but effective fix to spider getting stuck. Made the spider able to jump as an unintentional bonus
you should probably make the spider unable to jump
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?
i always thought them not being able to jump over gaps was neat and unique because it's the only enemy that can't
I am not sure if i'll be able to
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?
FOUND IT! Just needed to turn the Jump areaMask off
Managed to make a simple mod out of the fix.
https://github.com/Fandovec03/SpiderPositionFix
I'll publish it on thunderstore later today
If the nest is outside it should return to the nest. All hawks share the same nest per round
What I mean is if the baboon hawk can’t go outside
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
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
So if a baboon hawk is set to spawn inside on a moon there shouldn’t be any bugs or conflict?
Correct. Most moon devs only put enemies in one list at a time afaik
hey is this mod client-side/host-side or required by everyone on the lobby?
I am not sure but it could be host side only
I'm not sure how you'd make something that affects movements host only
Hmm actually
fair giant host only 💀
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
thx for the info 
you seem a bit obsessed with mods being host only
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 
nah
why would i lol
hate to butt in, but maybe not the best place for this discussion? Since it's getting lengthy?
it was like 7 messages lmfao, but sure
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?
Yeah
Indeed, it would hate to leave you all by your lonesome.
@rustic plume We've been here before, please do not message in this thread again, consider this a warning.
bro was forced to 
It's been his 3rd warning mind you
He's been kicked from threads by Xu, Robyn, and now you
Thank you Debby 💙
didn't know there was a deep lore.
Yeah he's got a history of causing issues
I know Xu joked about "7 messages" but I sort of saw it would have gone longer if I didn't busy body in
There's StarlancerMoons lore too, I'm just the only one that knows any of it 🤭
I wonder why
lol, and smooth transition to on track
Solace is... Well, who knows...
Sure, let's go with that ☺️
Lmao it feels that way half the time
Pristine ass mansion
XD
Pristine is not the first word I'd use to describe the mansion lol
Compared to your other moons
Solace has a sort of pristine design to it
Hell compared to most moons in general it does but I like it lol
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
It's possible there's some weird logic that's getting them stuck at the door, which is forcing them to teleport regardless of the cooldown
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.
I'll add it to the list ; w ;
You're not using any other escape mods, right?
Yeah they're completely incompatible
Any errors, or just the weird behavior? Is this on a custom interior?
Nope, this happens on any interior we have
facility/factory, mansion, mineshaft,
Only custom one we have is the SCP Facility
Do y'all know what increment the range is measured in? Feet? Meters?
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
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 (???)
forgor about this but i think the player is like 2.4 units long or smthn
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
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.
(For future reference, the letter O to do that)
I'm not sure if there's any definite way to determine the scale of meters in LC though, so I'd have to ask giosuel how that was calculated
We out here employin children
wouldn't surprise me lmao
Is there any reason to really use AIFix if you aren’t playing on modded moons/aren’t using Enemy Escape?
Theres also mods that may spawn stuff outside like Emergency dice
I dont think they have starlancer as a dependency but it should be if it isnt
gotcha. Wasn’t sure if it was like NestFix where it’s like 90% for modded but can impact vanilla
Is there a mod related to fixing the Spider's jank movement?
Arachnophilia
idk if it touches movement much
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
Yeah there is
#1298542667390779413
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
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
Hes lying
Sorry, that was in relation to the Experimentation issue I relayed to you 😅
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.
This should fix it: https://thunderstore.io/c/lethal-company/p/SZAKI/EnemyFix/
...What?
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
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
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??
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
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
It's either safe or a non guarantee that it'll work for all enemies lol
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
Dunno, we'd just have to wait for what star thinks
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
Yes… previously
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
Odd, and if you delete the config and regenerate it the problem persists?
Yeah
I'm afraid it must be some sort of mod conflict, though I'm not sure what with.
I have no clue what mod would be doing it, because it only started dying after I uninstalled Resonance
cfg does not seem to work, enemies set to not go outside go anyways
It was working last time I tested it out. Are you setting it to 0 or -1? Because -1 will use whatever the preset value is
oh fuck
thats why lol
ill change them to 0
Happens to the best of us 🤭
@gleaming robin How is my #1298542667390779413 working?
Ah, I haven't checked yet, but I'll test it later! :3
Yep, seems to have fixed it!
What is the EnableEnemyMesh thing about? anybody mind explaining; any mods that fix the same issue?
EnableEnemyMesh? Where are you seeing that?
To rephrase, this mod says it fixes an issue regarding EnableEnemyMesh, and I was looking for a more elaborate explanation about it
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.
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
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
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.
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 🤭
My customer moon will never depend on aifix >:3
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.
Sounds like a boring moon 😔
Suits I think are fine, but the error message to watch out for involves NullReferenceExceptions related to Masked enemies. I don't have anything on hand to show you exactly what I mean though.
True, I called it triske-
Sounds good
is enemyescape broken?
the entities on the map dont despawn when in orbit and when i check the log, i see this
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?
I've never had this issue
You had something else break first and it threw EnemyEscape into a frenzy probably
all enemies
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
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.
I think that's a bug with the interior, usually when inside they become harmless and just roam around until they go back outside
Happens /w vanilla interiors too
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
That's why I'm reporting this bug then
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
It could with some extra code, it's this mod's job to make every entity compatible both indoors and outdoors
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
Yeah, have them pull you toward main/fire, and teleport both of y'all outdoors
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
El Blanco feel free to to ignore them until the real dev responds
I specifically remember Starlancer looking into doing this when the fox was still vanilla and pretty sure he ran into issues and said it wasn't possible. Seeing as it's now a modded enemy I have no idea if he would still be interested in working on it.
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
Please don't argue...
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
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.
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
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
Your mental health issues are irrelevant
Yeah I was remembering this comment but couldn't remember the exact words
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 😦
You can just wait for the person their talking to to respond
You don’t need to help every time
Yeah
Declarations like this actively go against helping
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
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.
I mean is it only the fox doing it?
No, every entity does it.
I've mainly seen thumpers do this.
Bump for this
I've only really seen the fox repeatedly go in and out tbh
and a bump for this too whenever Starlancer looks at this thread
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
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
and the fox does do that outside too, sometimes he'll stand on a corner of the ship and lock up for a bit
But yeah, I don't want any more discussion for now until Starlancer sees this
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
I have been having this too
That was part of the reason i started being very selective about what can escape
Its basically just loot bugs, baboon hawks and urchins for me now
Other enemies that i would only want to rarely started doing it all the time
money
I agree
You yapper
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.
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.
That doesn't rlly make sense considering they're not only a fully functioning, fleshed out entity, but also will make a return in the near future (Probably)
They're not like lasso man and red pill who were clearly canned really early in development, and both having not much to them mechanically
There are people who still enjoy the fox (Like me), Idk why people just don't want to touch them
Fighting the fox in general is a losing battle in the game and in the code
Skill issue, I'm afraid
Zeekerss said it's not coming back
Probably* not coming back
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
The fox isn’t that hard to kill. If you have 2 people who play with a shovel you can catch it outside its nest and beat it to death. It works really well.
Especially early in the day when everyone is going to the building
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
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.
so what you're saying is we should make our own version of the kidnapper fox
You should make a wax replica
Well YesFox's, WeedKillerFixes, and KidnapperFoxTweaks already exists so-
Only saw now 😅 Completely agree with you, they're also performance heavy, even more than foliage...
YesFox does a good job with its config
Setting maximum iterations lower stops there being 70 vain shrouds
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
YesFox has an option for this
vein shrouds were WHAT?
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
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.
Skill issue.
I always applaud people who can make copypastas accidentally it's so funny
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?
It should check for an existing nest with no regard to spawnlist
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
Interesting, though I think the game mechanics despawn daytime enemies at some point, but I'm not 100% on that
Aifix will also correct the power levels so everything will stay consistent :3
Despawning is dependent on each enemy and not connected to the list they spawn on.
Tulip snakes leave at 3, manticoils at 4, and locusts at 8. If they’re on a different list they’ll still despawn at the same time
So if a baboon hawk or spore lizard occasionally spawns early from the daytime list they won’t despawn
Ohhh neat, I never really looked into that
If you can't navigate the caves, it just means you have bad directional sense. Photographic memory only somewhat helps
It’s a copypasta from the “Welcome to the Dark Place” discord
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.
Some guy made that as a suggestion and left the server
well i wouldnt know that 
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.
should have modded the upturned tbh
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.
dark place travelers rn:
"Suggestion: Aesthetics update"
*describes like 5 already existing mods*
Zeekerss used to check suggestions y'know
Used to
https://github.com/AudioKnight/Starlancer/blob/main/StarlancerAI/AIFixPatch.cs#L106
This function looks a little heavy, is it not possible to keep track of the power level that an enemy is contributing to instead of checking for it in all the lists?
I guess it must be tricky if you don't know how an enemy was spawned?
I think that was my rationale behind it, but it's been a hot minute since I wrote that (with help from Buttery).
It definitely needs to be connected to a list though, since each list has its own dedicated power count
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
It only runs when an enemy dies, so it should be fine
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
Will this mod's broken cooldown feature ever be fixed?
You need to be patient
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
Uh-huh
He is, he's been working on ironing out the remaining issues with Solace
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
It should be required by everyone really. The escape feature may work properly, but you'll likely run into AI issues (targeting/damaging players other than the host) if not everyone has it
As far as the cooldown goes, I never ran into that issue, but I'll investigate after the other updates are taken care of
I dont have the escape mod
I just spawned a coilhead outside and it worked for everyone
Been doing a lot of Christmas running around 🤭
Oh, are you sure you were the only one with aifix? Bc if you were running any custom moons, then it's likely that everyone had it
No custom moons
My friends dont even have thunderstore
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
Because all enemies are in theory directed by rpcs a mod like this can be mostly server-side yeah
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
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
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
Doesn't seem to work though
I've had thumpers go outside despite being locked onto me
Same with coil-heads and barbers
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
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
Does starlancer AI Fix compatible with pathfinding lag fix?
Yes
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
after some further testing
it is starlanceraifix causing this
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
no, its just if any non-host player is inside the ship fully
this is vanilla
what im reporting is not
I also never had this issue, are you sure it's AiFix?
I'm pretty sure it's not and probably some mod conflict
alright its not this, its openbodycams, but i dont know if its it itself or a mod conflict
apologies
are juvenile maneaters able to go outside when i set their weight in enemyescape, or is it only adults that can go outisde?
Not entirely sure, I haven't thoroughly tested them, but if they're able to move normally it should be possible
i was just asking since juvenile maneaters just dont work outside
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
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
best thing you can do is get a mod that makes maneaters not act different outside
they wont get mad for no reason nearly as fast
you can just pick htme up and drop them in again
Sorry I didn't respond to this sooner, but was this on a custom moon?
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
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?
can brackens use enemyescape yet...
Nope lol, I haven't touched the project in a while, but I never figured out a way to override it well enough to get it out of it's routine. After I update Warehouse maybe I'll try to polish up SEE
what was the exception pointing to it trying to deref? the line number didn't match up to any code on GitHub so I don't know what to look for
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
Oh weird. Uhh I'll take a look at the log again later
this seems shockingly slow for what I'm seeing the awake function doing
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 
oh god
why is it calling FindObjectsOfType 32 times in a frame??
actually, count varies between 8 and 32
LethalEmotesAPI also always seems to cause some weird bugs when I try using it
huh, nothing in the deep profile here to indicate what's taking so long
So not an issue with aifix then?
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
I see
any idea where this call to FindExitPoint() is coming from?
Glad LLL related mods have improved in this regard. Curious what other mods are being awful tho
That reminds me I gotta try just straight unloading all assetbundles with false param on lobby load to see if it breaks anything
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
I think a lot of people might not be unloading their bundle when they can but not positive
It’s honestly so inconsistent and not clear that it’s really hard to test
classic unity
I have a feeling sometimes my hotreloading isn’t working as intended but also various people have reported notable improvements so idk
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 ?!?!?

I've noticed significantly less ram usage despite the occasions where it glitches and softlocks and I have to route to another moon and back ^^
So I think it's working, it's just sometimes clients don't sync up loading the moon
yeah, not sure, I haven't really done an a/b test myself, been too busy looking at other stuff lol
Hyper nitpicking but that !preventPathing should be first right
I assume random is probably cheap af but
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)
My bad about the github thing, I guess I just forgot to push the local changes. But doesn't this part of the method act as a check? If the method returns false it should means there's no exits, right?
it does findobjectsoftype first thing
the problem is that there's no caching to skip the findobjectsoftype call
so calling that function has a huge performance cost
ohhh gotcha
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
kk, I'll see what I can do
also i read this and meant to mention since i was checkiing it yesterday
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
I'll look into it today and observe their behavior
what I took a screenshot of was Enemy Escape code declined, it just needs a check for exit point before calling that
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.
I haven't been able to replicate some of the issues that have been reported, such as Jester AI wonkiness, but the maneater babies probably need some additional logic to function more appropriately. Otherwise I believe SEE is fairly stable still, I just haven't had the energy to really dive back into it
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?
If SEE is the root cause, then yes, disabling them in the config would completely remove any interference from SEE on Jesters
ty I'll give it a shot, but also is that what you meant by wonkiness? If not, what did you mean?
That is correct, some reports have said they don't go back into the box
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
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
late report back but I can confirm that disabling the jesters ability to go in and outside with enemyescape made them actually go back in their box, regardless of whether they were spawned inside or outside.
Sorry, completely missed these messages. I'll look into it whenever I decide to mod some more, it should be pretty easy to get the bugs not to target hives
Heard. Putting it back on the list
Does this mod allow the Old Birds to shoot inside enemy types when they are outside? I haven't noticed them getting targeted
I’d assume that’s because inside enemies have a low stealth level right?
tf is stealth level 😭 😭 😭 😭
it probably looks for a box that only outside enemies have checked
Each enemy has a stealth level and old birds can only target an enemy with a stealth level of atleast 2
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
Where did you get this information
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
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.
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
Is this on vanilla moons/interiors?
yeah it was experimentation with the normal facility interior
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
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 😭
funky
Yeah, i don’t think i’ve ever seen jesters exit the facility
They run up to main or fire and sorta just
Don’t go in
And that’s IF they decide to go towards one
I definitely had it working at one point
Jesters do work outside tho. I've seen them outside on a planet where they can spawn outside.
Yea, they're fine as spawned, but SEE breaks them a bit
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.
cool!
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 😭
Is the hoarding bug change a config for users or set up by moon creators?
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.
I can agree to it being a wipe, but I also think certain moons deserve to stay evil (not saying names ||Wesley’s Hyve||)
Glad to see the beehive change
Hoarding bugs work nice as outside monsters but they caused random deaths too often
uh
hoarding bugs grabbing beehives is one of the core gimmicks on Hyve
you bastard
:3
Asteroid14Scene
58 Hyve
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
@main wyvern
I would appreciate if this was a config. Random scenarios causing wipes is very funny to me 😂
Who hurt you all..
It's more like I'm the one hurting my group of friends with my modpack 🤷♂️
That’s a good question I’ll have to go check
I name my scenes really stupid shit
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 🤭
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
wdym the full planet name
like ## - Name
Wesley's is 58 Hyve
im opening..
See you in 15 years
you broke my 2 week streak 💔
Of not opening Unity?
specifically the moons
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
Kk, thankee
How does that gif do that
ohhh I thought it was a discord thing
I do agree cuz the only reason I keep bugs inside in my configs is cuz of bees lol
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.
- 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.
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
Hoarding Bugs are now able to pick up hives on Wesley's 58 Hyve and Generic's 72 Collateral, REGARDLESS of the config setting.
This is what made these two moons painful to play (And not in a good way)
If the config option is already there, there is not really a reason for this
It's a central gimmick to them, and the moon authors requested they be excluded from this
Damn
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
I don't use either moon, so it's not that big of a deal to me
Also, thank you all for 4 million downloads ✨ 💙 ✨
W
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
It’s not so funny when you make the mistake of putting your jetpacks and shotguns by the door
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
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
Oh right I think there's a mod for it
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?
He’s holding on underneath the ship
It’s a vanilla bug, i think ButteryFixes fixes this
I'm not seeing anything on ButteryFixes page regarding that, but I think I can whip up something in a bit
Not everything in ButteryFixes is listed on the page
I think I remember seeing it in the changelog
Just to be sure, @wind spire do your fixes include clearing persistent butler music?
i am aware of this bug
but i have not figured out what causes it or fixed it yet
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?
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
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
#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...
Lookie
I don't support LethalEscape, only my own StarlancerEnemyEscape
He just has his knife out and about
Ah
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
Understandable
The normal butler has some logic that checks for players being inside the interior, so it may be something like that
Ah
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
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?
No clue tbh
SEE registers all enemies, but modded enemies have to be set manually
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
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
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
Nah thats alright


