#Starlancer AIFix v3.13.2 | EnemyEscape v3.0.0
1 messages Β· Page 11 of 1
I won't say SEE is bug-free, but the whole reason I made it was to modernize the concept of LethalEscape
Yeah, StarlancerEnemyEscape is my own take on it lol
Okay well I know what imma switch to
Nah, you do you.
And if it's not to your liking that's okay, but I definitely recommend trying it out
I will
With SEE, enemies actually go to the doors and exit/enter. At least with the original LEsc, it just removed and then respawned them outside randomly
Honestly I kinda liked that lul
but I mean
actually going through the doors is revolutionary to escaping
they can also follow you outside if they're chasing you
Though the Jester and Spider are currently misbehaving
I'll work on that over the weekend
The Jester doesn't get close enough to the door, and the spider gets stuck outside at the nearest AINode after exiting
It's probably something dumb
Everything else (that I actually use) works. Brackens are dumb and I never figured out how to override their behavior
damn
It's just tough working on mods when I have other creative things to do that could potentially generate an income
I'll have to disable them
Got it
wait I got an idea
Maybe I could mix the two mods
Disable everything that can escape on LE's end
And everything that can't in EE's end

i gotta try to dig up old conversations
cuz i cant see why this was ever needed
(overrideInsideFactoryCheck || playerScript.isInsideFactory != this.isOutside) sure it'll always be true in company moon, but it should already be true anyway because you set enemies to outside on start
oh it was cuz of how you set enemies to outside? that's odd it's a distance check to outside and inside ai nodes not a y- check iirc 
ohhhh wait nvm
it's because that they're outside that it doesnt work, the LoS checks thinks they're inside due to how it's checked or whatever
i hate that im double taking because i just realised again its not that 
also just realised this makes coilheads appear to walk in place
no wonder i've been seeing that so much, i thought it was a vanilla oddity
@gleaming robin whenever u can, i'd replace that
__instance.agent.speed >= 1f with
__instance.agent.velocity.magnitude >= 0.1f
that explains something
https://github.com/AudioKnight/Starlancer/blob/main/StarlancerAI/AIFixPatch.cs#L349-L400
also this is kind of a lot, any reason you cant just in EnemyAI.Start just do:
__instance.skinnedMeshRenderers = __instance.skinnedMeshRenderers.Where(x => x != null).ToArray();
__instance.meshRenderers = __instance.meshRenderers.Where(x => x != null).ToArray();
and im suggesting EnemyAI.Start instead of that method because you dont need to keep repeating this method everytime, it'd just be bloat
there's probably less allocations in just using the Linq shortcut
a couple more things would be:
https://github.com/AudioKnight/Starlancer/blob/main/StarlancerAI/AIFixPatch.cs#L489 just doing .GetComponent in here, if there IS an IVisibleThreat, it'd be part of the EnemyAI inheritance.
I'd also just get rid of your second null check of the same thing which is 3 lines below it
https://github.com/AudioKnight/Starlancer/blob/main/StarlancerAI/AIFixPatch.cs#L485 also this is... an odd way to do this, just do something like:
if (!enemyWhitelist.Contains(__instance.enemyType.name) return;
That was actually the code I used to make them not walk in place lol
Noting all of this stuff for future. Emotionally drained atm
Take ur time none of it was urgent, just smoll nice optimisations
Starlancer AIFix v3.9.1 | EnemyEscape v2.5.7
Very small hotfix
- 3.9.1
- Removed code related to the SandSpider meshcontainer, as it seemed to be breaking their ability to climb on walls. Use Fandovec03's SpiderPositionFix instead.
@gleaming robin @golden basin pinging you both incase this has something to do with ReXuvination's update but I caught these errors from AIFix in a client's log
it's neither of us
the bee's hive gets destroyed by something
Same one that revealed the bees were exploding in Natural Selection
So it was prolly that

starlancer's mod would only make one error and the base game bees will error every frame
I would guess it changes some things, but yeah that's the log where we got the explosion of KeyNotFound
I would assume in Natural Selection's case Fandovec did something wrong on the client end or his compat patch for your mod broke when you updated it
lol
no idea what error you're talking about but the error for starlancer's mod is from the hive not existing when the bee spawns, which shouldnt be possible
and no, its not rexuvination or starlancer ai fix
Prolly was from NaturalSelection then

Since that was going off every single frame
and nothing else touches bees in my pack besides EnemySkinRegistry and that wouldn't cause the hive to not spawn
I still dunno why that was throwing KeyNotFoundExceptions every frame for clients but not the host but I did noticed there were stutters that went away after I disabled the bee stuff after I saw it freaking out
you just gotta recompile to v70 starlancer
@gleaming robin [Error : Unity Log] TypeLoadException: VTable setup of type StarlancerAIFix.Patches.AIFix+ThreatComponent failed
Stack trace:
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::Start(EnemyAI)
(wrapper dynamic-method) PufferAI.DMDPufferAI::Start(PufferAI)
got this when landed
Working on it now
Thanks
Starlancer AIFix v3.10.0
- Recompiled for v70
- Added 'GrabbableObject IVisibleThreat.GetHeldObject()' and 'bool IVisibleThreat.IsThreatDead()' from v70 as well. This is a blind update, please report any errors related to this change.
Starlancer AIFix v3.10.0 | EnemyEscape v2.5.7
I know I'm essentially absent from LC at this point, but I want y'all to know I'm grateful for everyone who supported me and cheered me on
Welcome back Starlancer

I'll try to do some stuff later this month. Going on a vacation in a few days and I've been hammering away at my own short horror game lately
Nice π
Just a small request it would be cool if the threat compoment on hoarding bugs returned the items they hold.
Sorry, been away from home. What context did this occur in?
I'm not sure what you mean exactly. For SEE or AIFix? And what's currently happening versus what you would like to happen?
Zeekers added a method to IVisibleThreat that allows enemies to check if enemy is holding an object. Your threat component returns null and what I want to happen is if the enemy the component is on is hoarding bug then return it's variable for held object.
In aifix
Ahhh okay, yeah I can work on that
Tomorrow though, just got home after 12 hours of traveling π€
does enemy escape work with modded enemies and does it have any issues?
because i couldnt find good enemy escaping mods
yes enemies get auto generated when u load a game
How well do hoarding bugs interact with the sapsucker with starlancerescape fix??
Like the sapsucker aggroing on hoarding bugs trying to steal
afaik they don't
Ah k
Hoarding bugs "could" steal the eggs, but the bird won't aggro
Okay good to know
Problem is the threat compoment in AIFix doesn't return grabbable objects so bird doesn't know what the bug is holding if it sees the hoarding bug in the first place.
I'll look into it but it's more of a problem with unintended game interaction. Would fit more here to AIFix rather than as a new interaction in my mod.
Found the problem. Since enemies like Giant Sapsucker use OverlapSphere for Line of sight it it tries to get EnemyAI from the colliders. Problem is the gameobject where EnemyAI is placed doesn't have collider. Easy fix would be to instead of getting EnemyAI to get EnemyAICollisionDetect and get mainScript from the compoment. Alternatively and my solution is do add a dummy collider with size 0,0,0 on the game object so the LOS check gets the enemyAI script.
I made a pull request with the fix and other minor improvements so all that's left is for Starlancer to merge it into the main branch.
I'm having an issue where mobs that touch water are dying perpetually, and it throws a trillion messages in the log labelled StarlancerAiFix, with no other visible explanation. Is there some issue currently with mobs ai and water?
every baboon hawk, every dog, every manticoil, even indoor mobs touching cave water was triggering it
every mob that does it emits this horrible sound and lags the game horribly too
the log is MASSIVE btw
the only real info on the situation i have is the label on the messages calling out StarlancerAiFix
@gleaming robin sorry to bother you, I just can't wrap my head around this and this is the only lead i've got
What other mods are you running? AIFix might be exposing an error, but that doesn't guarantee that it's at fault
I believe this is being caused by the quicksand update to FairAI if you have that mod. Been doing some messing around and I think it's the only mod that could be causing this.
that would make sense since water is just quicksand but it doesn't sink you
i did notice a smaller amount of spam from that too, but it seemed adjacent from the huge spam from Starlancer. ill disable that and see if it fixes the issue by loading up a flooded moon
also i saw some mention of starlancer ai fix allowing mobs to move in and out of the facility, is that on by default?
I believe the Starlancer spam is just a symptom of FairAI causing the enemy to die over and over, since AIFix appears whenever an enemy dies. Also it's Starlancer Enemy Escape that allows enemies to move in and out, AIFix alone does not allow that. If you have that it is on by default.
Starlancer AIFix v3.11.0 | EnemyEscape v2.5.7
- StarlancerAIFix v3.11.0
- Merged changes contributed by @jaunty leaf
- Added patch for dummy collider
- Modified GetHeldObject for Hoarding bug
- Set ThreatType to Bushwolf to prevent NullReferenceExceptions
- The changes allow Sapsucker to attack any inside enemy. Tested with hoarding bugs.
- Merged changes contributed by @jaunty leaf
I have not personally tested these changes, so report any new issues that arise from this, Starlancers β¨
Any enemy using OverlapSphere for LOS will be able to actually register outside enemies. Can also confirm it works with Old Birds actively attacking inside enemies.
Would StarlancerAIFix theoretically work for public lobbies?
I'm not 100% sure, but I wouldn't recommend it.
Thanks, missed that and just copied the points from your pull request π€
Although, if you're playing in a public lobby that has custom moons, chances you and the people already have it
AIFix doesn't really do anything by itself
Only if it's an enemy that's normally inside that is spawned outside, and vice versa. On vanilla moons that never happens, and the only way you'd get it on a vanilla moon is with a mod that lets enemies roam in and out like StarlancerEnemyEscape, which is dependent on AIFix anyways.
Im sure it could work
I asked that question cuz im using LethalQuantities to make stuff happen
Im making a "Lethal Company Hard Mode" lobby
LQ being the main MVP of this
Oh that's true. Anyways, I'm not experienced enough to say for certain whether only the host needs it or not
So it's possible that clients may see odd behavior
Enemy movement is calculated only on the host and I am confident enemy behaviors are too so technically only the host has to have it. Still its better if everyone has it just to be sure there aren't desync problems.
enemy movement is controlled by the owner afaik
which is sometimes the host
it actually worked
oh yeah they can switch owners.
So yeah it actually did work perfectly
As well as the fact the game is harder

Next is Natural Selection
This makes me feel as if you're confident that this is host only

either that or ur just excited
its not host only
Ah fuck
Wait huuuu-

Wait wait
if StarlancerAIFix can work in public
how tf can Natural Selection not
Isn't it AI tweaking?
Lets see: Audio desync, Enemy behavior desync, shit not working correctly without networking, shit not working on clients, custom code that will not work without the mod....
I do more than just tweaking Enemy AI
but on the bright side SpiderPositionFix works
oh
Wait for Public?
yeah only host needs it.
Oh awesome
I'll be adding that then
Any recommendations on other host only mods to make the game harder?
I have Huntdown so people have to kill something
idk
LethalQuantities & StarlancerAIFix work hand in hand as I have some monsters spawning in complete opposite places
Like Artifice
I have Nutcrackers and Barbers outside during the outside spawning
not Daytime Spawning, but Outside Spawning
increased the number of traps
Tweaked the Global Spawn curves
so every moon is affected by that
also increased the global scrap amount multiplier
to 2.25
incase it gets a little much
What I actually should ask is do you have any spawn suggestions with LethalQuantities
I definitely will take suggestions
I was thinkin' bout it :P
If nothing comes up I'll try to tackle it tomorrow
Hi I have a feature/fix request. Baboon hawks that go inside often get stuck going after items. I was hoping this could be changed somehow.
Easy fix, just don't have them inside 
Trueee, figured i'd ask for it though since it's something that comes with Enemy Escape normally and it can happen on vanilla interiors.
Hm, I thought I fixed that a while back. I guess next time I feel up to it I'll take a look. I should've just had SEE default to all 0s π
If I knew how to 3d model (and also had the drive to make new LC mods) y'all would hate me
Hmmmmmmmmm nah
I wouldn't hate you

then whats the point of AIFix then-
No no it wasn't meant to be pressure lolπ . Ur mods have been mainstays in our friendgroup's pack for over a year lmao. Just thought i'd ask for that since I saw your mods were still being maintained.
Hello there!
If you are looking for a alternative to EnemyEscape, you should use https://thunderstore.io/c/lethal-company/p/woah25/LethalEscapeUpdated/
As it's fully host-only.
I don't really trust that mod
I mean it works
But honestly so does AIFix and LethalQuantities
I have it in my multiplayer modpack and sure enough it works
the two mods AIFix and LethalEscape pair quite nicely, not saying its the intended pair
im just saying
I just don't trust it because the dev used to be in this server
I've always been used to the way LethalEscape brings them outside
and they have a track record that makes me not like or trust them
Huh, I did not know this
of LethalEscape or LethalEscapeUpdated?
The dev of LethalEscapeUpdated
Oh I remember
Ah
They used to relentlessly harass Starlancer and Matty basically
got multiple warnings for it and eventually got banned for not listening
They were also being rude
Yeah
why-
also wait that seems like a coincidence
but that's worse than enemyescape
i dont know if anyone should be using this
yeah no this is fucked ngl
Yes?
how it will be better than enemyescape while being host-only
It may not be a bad mod, but the current dev, woah25, has a questionable reputation due to his actions done on this server.
Which is why many members, including myself, don't trust him.
Ah the aggravating old days
Exactly
@rocky fable are you able to reliably replicate the unending Butler murder music issue?
Purple said he was able to consistently repro it by spawning them outside and killing them
kk
It might help to test these if I update all my mods π
Sitting here like "Why won't Imperium let me spawn a shovel???"
Imperium v0.2.8
OML
Alright, easily replicated
Will say it's also happened when I leave while they're aggroed on me
Interestingly, the music still plays a bit if you're near a butler corpse
Even inside
I think that's vanilla tho
Cuz I did a test using Imperium without AIFix indoors and that's the behavior
Alright, I've got it to stop on death. Now to stop it on leaving.
And also make it quieter outside, bc it's not supposed to be that loud
Edit: Apparently it is supposed to be that loud
Successfully stopped it on leaving
Alright, gonna push the update in a few
Starlancer AIFix v3.11.1 | EnemyEscape v2.5.7
- StarlancerAIFix v3.11.1
- Outside Butlers no longer have murderMusic playing infinitely after their death or upon leaving the planet while still aggroed.
i dont know who the guy is
i said that cuz the code is atrocious
he did some weird things, asking for mods to be host only and being kinda insistent with other things
Yeah all of woah's mods are like that, it's been theorized he makes heavy use of ChatGPT for his stuff
ok
https://thunderstore.io/c/lethal-company/p/woah25/FairBirds/source/ iirc I remember talks about the code of this one being the worst
I don't like him either he went straight to my channel on other LC server
Yeah I remember you posting something about him before
you have no idea what you have done... (lmao)
logs keep spamming this and some enemies seem to be broken
Nah it's because lethal escape was like that
This is also the same thing as fairgiants just the parameters changed to old bird's one bro π
and the only diff is that it takes the ownership of that enemy
This is not a good thing
Then both are shit idk
it makes it be "host-only"
Yeah i know

Go kill the original owner of lethal escape then
What do you suggest then?
Then you should not attack it if u don't know a better solution.
Thanks.
Then you should argument what to use.
I donβt have a better solution
Can you also make it clear why people should not use it too?
If it's the only option what to use?
yeah the performance implications is fucked changing ownership is a destructive change as enemy ai relies on who currently owns the enemy, the code more than likely causes unintended problems
I would like to think I have pretty good experience reading lc code
There's nothing else to replace it.
I still would not use it
I don't see anything weird from enemies even if changing their ownership
ok
π
No more, please
Is this with just AIFix? What happened right before the spam?
oh no this is with a lot of mods lol
i can try recreating and sending a log
yesterday me and my friends had a session where (in adamance) thumpers on a very old interior (sewer from scoopy's variety mod) were stuck in place and making a very loud noise as if they were trying to do something each frame
but we just concluded that the interior was just too old so we removed it for next sessions
however this logspam i uploaded today is from Solace
Hmm, okay. I'll take a look if you can reproduce it
same
game lags out and more logs and less fps
1 minute in i think there is 2 frames per minute
this is where it started
2 minutes in lethal company crashed
12MB log π
lag starts at line 53046
[21:43:04.4262735] [Info : Unity Log] Playing death sound for enemy: Manticoil
[21:43:04.4262735] [Info :Starlancer AI Fix] DoublewingedBird(Clone) from the daytime enemy list has died;
Previous daytime power level is 0
[21:43:04.4262735] [Info :Starlancer AI Fix] Removing DoublewingedBird(Clone)'s power (1) from the RoundManager;
Current daytime power level is 0
this is looping infinitely
Oh is it unplayable lag that started recently and makes Starlancer AI spam in the logs? If so it's likely the recent quicksand update to FairAI. You should roll back it's update as the dev said they are workin on a fix. If you don't have fairai in ur pack ignore this lol.
i have
You rolled FairAI to 1.5.0? 1.5.1 is the broken version. StarlancerAI shouldn't have anything to do with this error unless if you have something completely unrelated
i have just did it, i'm testing it
ah ok
yeah that fixed it ty
Oh, @ancient musk maybe FairAI is the issue
Is there a way to make arachnophilia works if the spider spawn outside?
Sorry for the delayed response, but without hooking into it directly, I'm not sure that I could.
I use it and havenβt noticed any issues.
Before it used to error when outside but somehow I got it to stop and work fine ??
Iβd guess some sort of incompatibility
oh yeah @gleaming robin I've done forgot cuz it's been so long, did you ever fix the Butler music never going away with outside Butlers
it's important for... project π
there is a changelog y'know
The butlers music is bugged from what i have seen, it happened to me without the mod where the music would go on forever
I thought I fixed it, but I could certainly be wrong
Would it be considered to make it so hoarding bugs cant grab items from the ship eventually?
Probably as a config disabled by default to not mess with aquatis' gimmick :p
you mean atlantica?
@spice latch IT'S STILL HAPPENING
AFTER YEARS
AND IM NOT THE ONLY ONE THAT GETS THEM MIXED UP
LMAO
doesnt this happen on halation too
I'll look into any changes aifix needs for v80 soon, but I will likely not push an update during the beta
@fervent slate Knows one
π
Kk, I just got back from a 2-week trip so am currently exhausted
Lol
Ye no rush lol
It is funny cus when paco told me it needed patched I did tell him to dm you the code to add to AiFix and then today here you are asking about it

Though actually didn't notice there's a couple more places it could use it lol
But ye
Or actually I should spoiler it
I'm just removin this 
However there's also one on DoAIInterval() and Update() so that it actually targets players lol
god i wish he shortened some of those variable names and just had some of that singleton stuff as statics lol
so much of lc's code is so LONG
Also in the player Update() loop π₯
Lmao
There be a bit too much in there perhaps 
not ideals but at least the stuff in that is relatively cheap
I mean ye it's just really messy to manage lol
like it doesn't matter much but just small stuff like this could make that so much more readable ahh
https://gist.github.com/IAmBatby/ad46cc2925c9ae18416b6e2ba2650d6a
even then it still works
and its not spitting errors
Does starlancer escape have any issues in v80?
I actually have no idea
Will do a test in a bit
Sweet
So now that v81 is fully out
I genuinely wonder how the hell thisβll work
Feiopar - Climbing Trees
Backwater Gunkfish - Slippery Floor
Cadaver - Literally just being indoors
I can't imagine any of these really being issues
at least feiopar is
its completely breaks if trees dont exist
making backwater work outdoors may be werid too
I realize I forgot it tries to hide behind trees and not just climb them
ye its coded in a similer way to foxes
I don't know how gunkfish would be weird though
gunkfish im not sure ab
that was a speculation
Surely it's just a navmesh thing
I imagine you just need something to switch over navmesh types
since if I rememeber indoor and outdoor are tagged differently
Gunkfish slipping is hardcoded to only work indoors 
Shame
Can be changed, however 
[HarmonyPatch(typeof(StingrayAI), nameof(StingrayAI.MakePlayerSlipOnSlime))]
[HarmonyTranspiler]
private static IEnumerable<CodeInstruction> SlipOnSlimeOutsideTranspiler(IEnumerable<CodeInstruction> instructions)
{
FieldInfo isInsideFactoryInfo = typeof(PlayerControllerB).GetField(nameof(PlayerControllerB.isInsideFactory), BindingFlags.Instance | BindingFlags.Public);
CodeMatcher codeMatcher = new CodeMatcher(instructions).MatchForward(useEnd: false,
new(OpCodes.Ldloc_0),
new(OpCodes.Ldfld, isInsideFactoryInfo),
new(OpCodes.Brfalse));
if (codeMatcher.IsValid)
{
_ = codeMatcher.RemoveInstructions(3);
return codeMatcher.InstructionEnumeration();
}
return instructions;
}
Ask not why I have that patch 
I will not
Cadavers growing out of the factory
since you looked into it enough to make a transpiler
do you know how its changing the player's footstep surface?
does it make a floor under where it put the slime with a collider with that tag?
You don't want the bright colorful silly creature to be outside on the bright colorful silly moon right?
Slime does reflect nicely with the moon's colorful silly reflection probe lmao
(PlayerControllerB)

paco the goat with code?
we'll see about that
hmm, what is slippery floor lol
oh, lol
I did some tests, it did not launched any error log, but no enemy actually "escaped"
so idk
Not even the pre v80 ones?
they log correctly, but I've not seen them escape
(Tested with Crawler and Hoarding bug)
maybe I have to change something in the config
Ah unforunate
I usually run it with only the Bracken enabled and was using LethalEscapeUpdated until now cause I didn't know this mod existed
Yeah
make it so they all have a 100% chance to escape
except Cadavers
StarlancerEnemyEscape makes them leave the facility moreβ¦ βnaturallyβ
Wdym
With LE do they just teleport to the outside instead of interacting directly
Ah yeah
I only ever play with 2 people so we never noticed that happening ngl
But we assumed that's how it worked
@gleaming robin Ai Fix really needs an update for v80
A recomp for sure, it was throwing MissingMethodExceptions for Butlers
o so this is whats causing that (i nevr checked my log)
i wondered why this was happening i can confirm it started after installing this
Okie dokie, I'll fix it this afternoon
any plans on just patching enemy escape too?
Is it throwing similar errors?
No, but in my tests none of the creatures wanted to "escape".
but if AIFix is not working, it's most prob due to that
Kk
Are you 100% sure this is coming from AIFix? I'm not finding IL_09b0 in my butler stuff
the only other thing i think it would be is maybe imperium
i was in a very small profile earlier for testing and it occured
i only noticed it after adding aifix
i can check rq
Please do, I just don't wanna chase ghosts lol
A sterile test would be good
I'm also not seeing any changes to that method at all in the diffs for v80, so idk how it'd break
i regret to inform you
its definitely AiFix
i tested without it, perfectly fine
kk, attempting to replicate
gimme some steps to reproduce
i mean i think its just when any butler is present on the moon
kk
I'll definitely have to go in to SEE and add some default values for the new enemies. If anyone has any input as to what might be a reasonable default for chance to roam that'd be helpful
yeh im testing on pure vanilla dine + ai fix and its doing the thing
just to 100% confirm
odd...
Yea this may be more than an afternoon's work. Having some issues building the code, let alone narrowing down why the butler is going nuts
Have definitely confirmed AIFix is an issue however
Starlancer AIFix v3.12.0
- Recompiled for v80.
- BepInEx dependency has been updated to v5.4.2305
- The ThreatType used for the added IVisibleThreat is now BaboonHawk instead of BushWolf.
- I don't know that this really matters, but with BushWolf being back I figured I'd swap it back to what I had it as originally.
- Cleaned up a small piece of the IVisibleThreat code so the new version of Visual Studio wouldn't yell at me.
- Removed an unused variable.
Starlancer AIFix v3.12.0 | EnemyEscape v2.5.7
Changes for the new enemies will come later, I strained my leg recently so I'm gonna go play Kingdom Hearts 2 on my couch :3
Oh shit
So wait
Starlancer
What does this mean for Cadavers?
no
Now that its up for v81
read above
k
"Changes for the new enemies will come later, I strained my leg recently so I'm gonna go play Kingdom Hearts 2 on my couch :3"
gotta read more closely!!!
is okae
And I ainβt thinkin straight
Im not gonna say who but a friend of mine presented me either something I donβt even know how the fuck to help them with
life is stressful

Im not gonna help them btw
I don't even know what the new enemies do yet, but I'll steal ask for Paco's code when I get to actually working on the next update, and I'm sure I'll figure something out for the others
its the kind of thing thatβd put me in the slammers probably
Play update :3
Okay but seriously tho
Starlancer I hope your leg feels better

Why does everyone need something from Paco
iunno, they have some Gunkfish code apparently
Paco's going to be homeless by the end of the month by how much he's giving away
thats it
Oh actually, it's already here
quit Clowning Around
Provided to YouTube by Shane Ivers
Clowning Around Β· Shane Ivers
Clowning Around
β 2024 Shane Ivers
Released on: 2024-07-26
Main Artist: Shane Ivers
Composer: Shane Ivers
Auto-generated by YouTube.
Transpilers are scary
I also wanna see if I can tackle it my own way, but it's nice to have something that already functions
I am being genuine when I say now I listen to this song a lot and have been for the past like few days or week
You SHOULD be listening to Starlancer Music on repeat instead β¨
send then 
mushaheuauheridekogrogneoc
Yeah for anyone that doesn't know, StarlancerMusic (and my other music) is on all the various streaming platforms
https://music.youtube.com/playlist?list=OLAK5uy_kydALqMuVQg_aCW-YKV2viWl_yDahCn8s&si=puw3g92EE__PLo98
I accidentally just saw this now of all times- IS THAT THE FIEND!!!???
-# Oh shit wait wowza
listening rn
I'm just removing this part right 'ere 
There's also one of those in Update() and DoAIInterval() that ought be removed, for targeting players
Ah, I'm just hesitant to swap out actual code instead of just patching it, but we'll see how it goes
it's better to listen to it on a streaming platform if you can, it'll help it get to other people
Apple Music?

Yeah, should be on all the major ones
I honestly can't pick a fave from Starlancer Music, I'm so proud of each of them
Hey, should I test the SSEE now?
Sure! Lemme know how it goes
Ok
It doesn't work
Eh, kinda figured that'd be the case. I'll give it a look later, thanks for checking!
based kingdom hearts 2 how was it
Great! I'm on critical mode, level 85, clearing up all the optional content/going for platinum
sick
God I love Kingdom Hearts
Based AudioKnight as usual
There's a reason one of my first cosmetics for my mod was the Keyblade lol
Gotten through half of the data battles so far, doing them clockwise starting with Larxene. Xemnas is giving me a smidgen of trouble, but should only be a few more tries
Just Lingering Will left to go π
And S-ranking the gummi ship missions
Lingering Will defeated!! Peter Pan came in clutch, and now I have the gold crown in Critical Mode!! π
It took me a second you were talking about a real game
I thought this was some kind of roleplay
No he actually killed a guy named will who lingers around in real life
peter pan shot him
and they stole his money and crowns
critical mode is slang for βactively being chased by policeβ
Lmao no, I'm just a video game masochist and like to play games on their hardest difficulties
The JRPG pipeline
please tell me you know about the gummi ship cheese
Nope! I never really did the gummi missions, so I wanna give it my best shot before I decide to look up any cheese strategies lol
Though that does make me wanna make a gummi ship that looks like a wedge of cheese
I'd have to play normal difficulty if I wanted to do the no armor change and no dying ones lmao
Or can you do a reload with the "no continue" achievement, just not a continue?
you can do a reload
I started playing with enemy escape, and I have not seen enemies since?
nothing is spawning?
[Info : Unity Log] Could not spawn more enemies; vents #: 6. CannotSpawnMoreInsideEnemies: True
this could be unrelated to starlancer mods though
Enemy escape is currently bugged, I'll take a look at fixing it over the weekend
hey Star, just FYI, we ran into this spamming the console for everyone except the host last night on Hiccubz' stream:
[Error : Unity Log] NullReferenceException
Stack trace:
StarlancerAIFix.Patches.AIFix.EnemyMeshPatch (EnemyAI __instance, System.Boolean enable, System.Boolean overrideDoNotSet) (at ./AIFixPatch.cs:380)
(wrapper dynamic-method) EnemyAI.DMD<EnemyAI::EnableEnemyMesh>(EnemyAI,bool,bool,bool)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SetPlayerSafeInShip>(StartOfRound)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_01AB)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_0183)```
I don't think anything broke, just probably needs a null check or a "host only" check
Specifically spammed while in orbit, was fine when we were landed
Kk, thanks for the report.
Out of curiosity, any plans to address specific behaviors with the new enemies? Specifically, ||Feiopar AI looks for trees to hide behind and climb but there's none inside, so they break, Cadaver Growths work specifically off of tile bounds so they may need to be changed when outdoors, and the Kidnapper Fox as is still has no clue how to function indoors due to no Shrouds||
I'll certainly try for each of them
Regarding the NRE up above, it seems that something in the actual logging portion is what caused it. Tbh the logging isn't even necessary, so I'm just gonna remove that line
I'm also going to transfer most of the logging instances to Debug so they aren't cluttering the window all the time
Cadaver plant update:
I tried all afternoon, but I don't think I'm gonna be able to set them outside without rewriting the growth code π
Yeah they have a very specific way that they work I am not surprised at all
I do hope you get the Gunkfish working outside properly though
They do kinda depend too much on Tiles themselves 
A different thing that triggers Cadaver Growth infection on players would need be cooked mayhaps
Go inside grab stuff bring it to the ship come back and find half the moon covered
time to restrain the vain shroud and have it tell it's secrets
I'll certainly try! (or end up using pacos)
Make the vain shrouds produce corpse spores
im sayin
this is mod still work for v81 right?
Yes
Starlancer AIFix v3.13.0 | EnemyEscape v2.5.7
- Starlancer AIFix v3.13.0
- Gunkfish slime now works outside.
- Thanks @fervent slate!
- Shifted logging to the Debug channel to cleanup the console.
- Gunkfish slime now works outside.
Apologies for the sporadic delays in updating. Executive dysfunction mixed with gaming obsessions :'3
Also, as much as I love slipping and sliding I honestly think the best part of this patch is the log-changing lol
Did you manage to fix the Gunkfish and Fieopar log spam or just change AI Fix's logging?
Lmao
But ye glad you changed it
Don't worry about it
What I really miss are your moons and your interior tbh
Speaking of, cus of the Vanilla foliage I think Solace is about to get a big drop in size whenever you update it
LOL

I didn't even check lol, I had already swapped it over. I gotta run to the store, but I'll turn on debug logging when I get home and see how bad it spams
Hell yeaaaaa
You'll notice it for Feiopars by it just existing normally but Gunkfish gets spam mostly just when it gets hit/stepped on or when you're sliding on slime
Was AIFix spamming something, or basegame?
Unless im thinking of something else from what Lunxara is referencing its basegame
Ah, I won't be doing anything about that lol
Ye it's just base game
The game just really wants you to know the speed at which a player happens to be sliding on slime 
Or the exact position of the tree a Feiopar is choosing to climb
Yea I'm doing Feiopar things rn and that spam is pretty dumb lol
π₯
oooooo
Feiopar on Solace π₯
Oh oh!!
Also
Can it be possible to have them on Bomeneron?
I wanna put them there
but even with AIFix their AI is doodoo butt farts

I mean like
they climb the trees
but then they JUST STAY THEEERRREEE AAAAAAAAH

On what?
and also
it still works
Iβve landed on it, everything still works
even adding Sapsucker and such works
I have never heard of this moon
Its fun!!
I genuinely was confused when you said the name
Speaking of Bomeneron
you know what we need more of?
Bomeneron isnβt one of these but I feel the need to point it out anyways
Lategame Forest moons!!
I mean come on
We have 3 Lategame snowy moons
And
uh
Artifice
I agree tbh
THANK YOU!!!!
If I ever
make like
moons or whatever
I wanna make Lategame forest moons
And the Showgrounds
Nightmare Moons might be some of the best for some lategame forest moons tbh
OH SO THERE ARE MODDED LATEGAME FOREST MOONS-
https://thunderstore.io/c/lethal-company/p/DemonMae/Nightmare_Moons/ Vigilance is one
I also do just like this moon pack
Ooooo they look really good based off the photos
That sounds like it might be an issue with the trees on the moon. AIFix, by design, doesn't do anything to an entity if it's already in its "natural" habitat
What I'm attempting to do rn is make them work properly indoors. I feel like I'm close to a solution, but I've also been at it way too long today lol
hmmmm
Oh actually
I placed in trees using LunarConfig
lethal_company:tree
Which
are the ones they climb on
Huh, I'm unfamiliar with LunarConfig so Iunno
I know very little about the current modding scene
Oh
Well uuh
You know turrets obviously right?
They use a
sort of
spawn curve
to spawn in and what not
like enemies
I may be familiar
If they're in SpawnableMapObjects (or something), yea they follow a spawn curve
right here
I donβt exactly know if they climb on the leafless ones
but I know they climb on these ones
But the problem is
They arenβt
coming down from the trees
And I think somebody said it before as to why but im unsure, its because theyβre not tall enough
I think its like
I've run into the issue so far of my "trees" being too short, but I didn't notice anything in the code about things being too tall
A specific height away from player hing
Test to see if Feiopars tree hop or come down from the trees to stalk you
Hold On
lemme get a video of it
in a test modpack
SelectableLevel.indoorMapHazards now, they got their own type 
sorry what-
now he just has to listen to my other suggestion of making weathers SO's too
SelectableLevel.spawnableMapObjects still exists but is not actually used 
I do convert any entries still in there to IndoorMapHazardType from LLL's end
97-Bomenoren
Odd. No promises, but maybe I'll take a look later on
20-Adamance
Yuh
also
some more footage is coming
its for comparison
41-Experimentation
So somehow
it fucking works here
but not Bomeneron

AND THOSE TREES WE'RE PLACED VIA IMPERIUM
Yeah I look away and everything
Well, I've got the Feiopars "working" (they think there are trees inside, hide, and attack you), however it looks stupid as heck
id make it so they need devs to place trees
that way they can put objects in interiors / as map spawnables to work with it
or dont
whatever works
Well ideally I want them to work in vanilla interiors, but we'll see what I can come up with. No more today tho, tired of the kitties
oh
what you could do, is if actual trees are detected inside
it only uses those
otherwise, it finds its own like you did
Yee, just gotta make it so that with no real trees they stalk on the ground instead of soaring through the ceiling
Snare Flea 2.0
That's pretty much its current behavior, with the addition of leaping through tiles π
Advanced Snare Flea
so does starlancer enemy escape still work with v81?
Currently no. Once I finish/give up with the new enemies, I'll see about addressing the issues there
alright
Sorry, I forgot to deprecate the package
pain :,]
sadly
hehehehhehhe
jfc lmao
Yeah I'll be shelving this idea for now, better (more likely to succeed) things to pursue lol
maybe just only hiding like the bracken?
I know they always try to hide from your pov
I did try using the bracken code as a reference, there's just a lot of other logic going on and I'm really not that experienced of a coder
Later on I might take another whack at it, but for now I think my time is better spent on some stuff that's been neglected
I see
Inside bloom walked outside :3c
Not sure if you were doing it, do you plan for enemies to activate the new main entrance animations when they enter/exit?
Are you referring to the mineshaft elevator?
Oh, no. Main entrance door got updated in V80 to crack open slightly as you are holding down E to enter/exit the facility.
That would be fucking rad
Specifically you can see the main door opening inside if someone else is entering from outside and viseversa
Hell yeah!!!
Ohhh I can take a look at that later
Starlancer AIFix v3.13.0 | EnemyEscape v3.0.0
- StarlancerEnemyEscape v3.0.0
- Delete the old config and allow a new one to generate.
- Updated for v81 compatibility.
- Added the Cadaver Bloom to the Vanilla Enemies list.
- The rest of the new enemies have been blacklisted. Check the readme for reasons. Might try again in the future.
- Moved logging into the Debug channel.
Updated!
you are awesome
Yooooooo
:c i have to wait
YESSSSSS it's back it's back I missed this fucking mod it's back RAAAAHHHHH
sadness π
Was broken for so long lmao so nice to see it fixed
Yeaaa ^^; It ended up being more than a recompilation
but
literally in the end I added 1 line
and I was like wtf
To be clear, a recomp was needed for it to do anything, but fixing a glaring issue (enemies would leave and go back in immediately) was a one line fix
can I be honest
Bloom being unable to go in and out the facility on it's own feels soo wrong
like that feels vanilla
that feels vanilla
As in, it should be able to do that in basegame?
Nah, I agree
After thinking about it I do actually see why it can't, since it's just a plant
but ehh
I would think it could manipulate the corpse
but that would also imply a certain level of sapience
Yeah
yay β€οΈ
Starlancer AIFix v3.13.1 | EnemyEscape v3.0.0
- StarlancerAIFix v3.13.1
- Fixed an incompatibility that arose when using DawnLib and LunarConfig
- Thanks @golden basin!
- Fixed an incompatibility that arose when using DawnLib and LunarConfig
EnemyEscape has some bugs still, ran into hoarding bugs and baboon hawks getting stuck constantly getting stuck entering and exiting interiors and Coilheads seemed to completely ignore some clients looking at them which iirc was a bug that existed previously but prolly never got reported so you didn't look for it
kk, I'll take a look later
I haven't forgotten about this, just been doing other things
All good 
I have been experiencing a very weird issue with Gunkfish on my moon, and I'm not 100% sure if it's the mod's fault or what
I have Gunkfish set in Daytime spawns for my moon, and they have this very weird habit of going to a specific point on the map outdoors, not moving at all even when triggered, and occasionally not even interacting with the player.
It's a very strange bug and super on & off sometimes. I get no errors in my logs either.
I have seen this occur on other moons too, so maybe it's a widespread thing.
Thanks for the report, I'll check it out when I get back to aifix
They also do this sometimes inside interiors so we think it might be a Vanilla oversight
fish
I checked Gunkfish' AI and it's simply not written with the possibility of it being outside in mind.
Makes sense considering it's an inside enemy.




