#Starlancer AIFix v3.13.2 | EnemyEscape v3.0.0

1 messages Β· Page 11 of 1

short lagoon
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I mean im sure AIFix is overriding whatever LethalEscape gives them

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and it doesn't seem to bug the game out at all when I pair them

gleaming robin
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I won't say SEE is bug-free, but the whole reason I made it was to modernize the concept of LethalEscape

short lagoon
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Oh

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Wait really?

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Shit now I feel bad

gleaming robin
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Yeah, StarlancerEnemyEscape is my own take on it lol

short lagoon
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Okay well I know what imma switch to

gleaming robin
short lagoon
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I will

gleaming robin
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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

short lagoon
short lagoon
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but I mean

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actually going through the doors is revolutionary to escaping

gleaming robin
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they can also follow you outside if they're chasing you

gleaming robin
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Though the Jester and Spider are currently misbehaving

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I'll work on that over the weekend

short lagoon
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Oh?

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How so?

gleaming robin
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The Jester doesn't get close enough to the door, and the spider gets stuck outside at the nearest AINode after exiting

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It's probably something dumb

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Everything else (that I actually use) works. Brackens are dumb and I never figured out how to override their behavior

short lagoon
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damn

gleaming robin
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It's just tough working on mods when I have other creative things to do that could potentially generate an income

short lagoon
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I'll have to disable them

gleaming robin
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Bracken are specifically excluded

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Like on my end

short lagoon
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wait I got an idea

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Maybe I could mix the two mods

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Disable everything that can escape on LE's end

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And everything that can't in EE's end

gleaming robin
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Oh maybe

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I offer no support then though 🀭

short lagoon
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dude im a genius

golden basin
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i gotta try to dig up old conversations

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cuz i cant see why this was ever needed

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(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

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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 think

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ohhhh wait nvm

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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

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i hate that im double taking because i just realised again its not that Kek

golden basin
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also just realised this makes coilheads appear to walk in place

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no wonder i've been seeing that so much, i thought it was a vanilla oddity

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@gleaming robin whenever u can, i'd replace that
__instance.agent.speed >= 1f with
__instance.agent.velocity.magnitude >= 0.1f

short lagoon
golden basin
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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

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there's probably less allocations in just using the Linq shortcut

gleaming robin
golden basin
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Take ur time none of it was urgent, just smoll nice optimisations

gleaming robin
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Starlancer AIFix v3.9.1 | EnemyEscape v2.5.7

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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.
jaunty leaf
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πŸ‘

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Pretty sure that would also explain the weird spider movement for clients.

rocky fable
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@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

golden basin
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it's neither of us

rocky fable
golden basin
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the bee's hive gets destroyed by something

rocky fable
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Same one that revealed the bees were exploding in Natural Selection

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So it was prolly that

golden basin
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starlancer's mod would only make one error and the base game bees will error every frame

rocky fable
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I would guess it changes some things, but yeah that's the log where we got the explosion of KeyNotFound

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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

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lol

golden basin
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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

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and no, its not rexuvination or starlancer ai fix

rocky fable
golden basin
rocky fable
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Since that was going off every single frame

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and nothing else touches bees in my pack besides EnemySkinRegistry and that wouldn't cause the hive to not spawn

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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

empty pasture
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i don't think this mod likes v70

golden basin
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you just gotta recompile to v70 starlancer

gleaming robin
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Kk, will do

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Is EnemyEscape breaking moreso than usual? :P

stuck quiver
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@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)

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got this when landed

gleaming robin
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Working on it now

stuck quiver
gleaming robin
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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.
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Starlancer AIFix v3.10.0 | EnemyEscape v2.5.7

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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

gleaming robin
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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

rocky fable
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Nice πŸ˜„

static dawn
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@gleaming robin

jaunty leaf
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Just a small request it would be cool if the threat compoment on hoarding bugs returned the items they hold.

gleaming robin
gleaming robin
jaunty leaf
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In aifix

gleaming robin
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Ahhh okay, yeah I can work on that

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Tomorrow though, just got home after 12 hours of traveling 🀭

crude cosmos
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does enemy escape work with modded enemies and does it have any issues?
because i couldnt find good enemy escaping mods

autumn panther
wind swift
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How well do hoarding bugs interact with the sapsucker with starlancerescape fix??

Like the sapsucker aggroing on hoarding bugs trying to steal

wind swift
severe pewter
wind swift
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Okay good to know

gilded talon
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that would be something to suggest for #1293353988913233991

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would be quite cool

jaunty leaf
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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.

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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.

jaunty leaf
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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.

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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.

maiden gulch
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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?

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every baboon hawk, every dog, every manticoil, even indoor mobs touching cave water was triggering it

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every mob that does it emits this horrible sound and lags the game horribly too

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the only real info on the situation i have is the label on the messages calling out StarlancerAiFix

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@gleaming robin sorry to bother you, I just can't wrap my head around this and this is the only lead i've got

gleaming robin
hot badge
gilded talon
maiden gulch
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also i saw some mention of starlancer ai fix allowing mobs to move in and out of the facility, is that on by default?

hot badge
gleaming robin
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Starlancer AIFix v3.11.0 | EnemyEscape v2.5.7

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  • 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.
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I have not personally tested these changes, so report any new issues that arise from this, Starlancers ✨

jaunty leaf
short lagoon
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Would StarlancerAIFix theoretically work for public lobbies?

gleaming robin
gleaming robin
short lagoon
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damn

gleaming robin
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Although, if you're playing in a public lobby that has custom moons, chances you and the people already have it

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AIFix doesn't really do anything by itself

short lagoon
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I thought it tweaked AI to make monsters work properly outside

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oh and inside

gleaming robin
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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.

short lagoon
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Im sure it could work

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I asked that question cuz im using LethalQuantities to make stuff happen

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Im making a "Lethal Company Hard Mode" lobby

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LQ being the main MVP of this

gleaming robin
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Oh that's true. Anyways, I'm not experienced enough to say for certain whether only the host needs it or not

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So it's possible that clients may see odd behavior

jaunty leaf
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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.

golden basin
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which is sometimes the host

short lagoon
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it actually worked

jaunty leaf
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oh yeah they can switch owners.

short lagoon
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So yeah it actually did work perfectly

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As well as the fact the game is harder

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Next is Natural Selection

short lagoon
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This makes me feel as if you're confident that this is host only

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either that or ur just excited

jaunty leaf
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its not host only

short lagoon
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Ah fuck

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Wait huuuu-

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Wait wait

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if StarlancerAIFix can work in public

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how tf can Natural Selection not

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Isn't it AI tweaking?

jaunty leaf
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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....

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I do more than just tweaking Enemy AI

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but on the bright side SpiderPositionFix works

short lagoon
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oh

short lagoon
jaunty leaf
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yeah only host needs it.

short lagoon
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Oh awesome

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I'll be adding that then

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Any recommendations on other host only mods to make the game harder?

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I have Huntdown so people have to kill something

jaunty leaf
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idk

short lagoon
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LethalQuantities & StarlancerAIFix work hand in hand as I have some monsters spawning in complete opposite places

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Like Artifice

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I have Nutcrackers and Barbers outside during the outside spawning

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not Daytime Spawning, but Outside Spawning

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increased the number of traps

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Tweaked the Global Spawn curves

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so every moon is affected by that

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also increased the global scrap amount multiplier

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to 2.25

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incase it gets a little much

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What I actually should ask is do you have any spawn suggestions with LethalQuantities

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I definitely will take suggestions

rocky fable
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@gleaming robin Are you gonna update your moons and Warehouse soon?

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;o

gleaming robin
rocky fable
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Okay

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c;

short lagoon
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StarlancerEnemies when- /j

hot badge
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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.

static dawn
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Easy fix, just don't have them inside keepo

hot badge
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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.

gleaming robin
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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 😭

gleaming robin
short lagoon
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I wouldn't hate you

short lagoon
hot badge
tranquil sentinel
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As it's fully host-only.

rocky fable
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I don't really trust that mod

short lagoon
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But honestly so does AIFix and LethalQuantities

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I have it in my multiplayer modpack and sure enough it works

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the two mods AIFix and LethalEscape pair quite nicely, not saying its the intended pair

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im just saying

rocky fable
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I just don't trust it because the dev used to be in this server

short lagoon
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I've always been used to the way LethalEscape brings them outside

rocky fable
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and they have a track record that makes me not like or trust them

short lagoon
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of LethalEscape or LethalEscapeUpdated?

rocky fable
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The dev of LethalEscapeUpdated

stuck quiver
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Oh I remember

short lagoon
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Ah

short lagoon
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I wanna know now

rocky fable
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They used to relentlessly harass Starlancer and Matty basically

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got multiple warnings for it and eventually got banned for not listening

stuck quiver
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They were also being rude

rocky fable
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Yeah

short lagoon
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also wait that seems like a coincidence

tulip vault
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yeah no this is fucked ngl

empty pasture
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woah25 moment

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basically the primary reason i don't want to use fairbirds

tranquil sentinel
severe pewter
# tranquil sentinel

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.

gleaming robin
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Ah the aggravating old days

gleaming robin
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@rocky fable are you able to reliably replicate the unending Butler murder music issue?

rocky fable
gleaming robin
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kk

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It might help to test these if I update all my mods πŸ™ƒ

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Sitting here like "Why won't Imperium let me spawn a shovel???"
Imperium v0.2.8

gilded talon
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OML

gleaming robin
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Alright, easily replicated

gilded talon
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Will say it's also happened when I leave while they're aggroed on me

gleaming robin
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Interestingly, the music still plays a bit if you're near a butler corpse

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Even inside

gilded talon
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the hell

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wacky

gleaming robin
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I think that's vanilla tho

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Cuz I did a test using Imperium without AIFix indoors and that's the behavior

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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

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Successfully stopped it on leaving

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Alright, gonna push the update in a few

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Starlancer AIFix v3.11.1 | EnemyEscape v2.5.7

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  • StarlancerAIFix v3.11.1
    • Outside Butlers no longer have murderMusic playing infinitely after their death or upon leaving the planet while still aggroed.
tulip vault
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i said that cuz the code is atrocious

severe pewter
rocky fable
tulip vault
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ok

rocky fable
gleaming robin
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credits to the owner

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classic

jaunty leaf
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I don't like him either he went straight to my channel on other LC server

rocky fable
merry kestrel
ancient musk
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logs keep spamming this and some enemies seem to be broken

tranquil sentinel
tranquil sentinel
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and the only diff is that it takes the ownership of that enemy

tulip vault
tulip vault
tranquil sentinel
tulip vault
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Yeah i know

tranquil sentinel
tulip vault
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It’s a really bad way to do that

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Ownership is used for ai purposes

tranquil sentinel
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Go kill the original owner of lethal escape then

tulip vault
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im not attacking any dev here

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Just the code

tranquil sentinel
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it's the way it was first made so

tranquil sentinel
tulip vault
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Dunno

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just not that

tranquil sentinel
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Thanks.

tulip vault
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Nah

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People should not use that

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Period

tranquil sentinel
tulip vault
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I don’t have a better solution

tranquil sentinel
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If it's the only option what to use?

tulip vault
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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

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I would like to think I have pretty good experience reading lc code

tranquil sentinel
tulip vault
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I still would not use it

tranquil sentinel
tranquil sentinel
tulip vault
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ok

tranquil sentinel
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πŸ‘

gleaming robin
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No more, please

gleaming robin
ancient musk
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oh no this is with a lot of mods lol

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i can try recreating and sending a log

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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

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but we just concluded that the interior was just too old so we removed it for next sessions

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however this logspam i uploaded today is from Solace

gleaming robin
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Hmm, okay. I'll take a look if you can reproduce it

south summit
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game lags out and more logs and less fps

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1 minute in i think there is 2 frames per minute

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this is where it started

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2 minutes in lethal company crashed

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12MB log πŸ’€

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lag starts at line 53046

south summit
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[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
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this is looping infinitely

south summit
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switched to 3.10.0 and everything works

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NEVERMIND

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MYY PCCC---

hot badge
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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.

south summit
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i have

hot badge
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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

south summit
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i have just did it, i'm testing it

hot badge
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ah ok

south summit
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yeah that fixed it ty

gleaming robin
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Oh, @ancient musk maybe FairAI is the issue

woven solar
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Is there a way to make arachnophilia works if the spider spawn outside?

gleaming robin
quaint ember
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Before it used to error when outside but somehow I got it to stop and work fine ??

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I’d guess some sort of incompatibility

woven solar
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No errors. The spider doesn't make any webs...

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If she spawns outside.

rough echo
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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

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it's important for... project πŸ‘€

rough echo
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that's fair but I'm lazy and making breakfast

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and AudioKnight would know

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am hongry

stiff reef
gleaming robin
quaint ember
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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

quaint ember
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My train of thought is still at the station

gilded talon
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@spice latch IT'S STILL HAPPENING

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AFTER YEARS

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AND IM NOT THE ONLY ONE THAT GETS THEM MIXED UP

spice latch
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LMAO

empty pasture
gleaming robin
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I'll look into any changes aifix needs for v80 soon, but I will likely not push an update during the beta

rocky fable
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πŸ™‚

rocky fable
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in Bozoros yes, it should be in aiFix too

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lmao

gleaming robin
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Kk, I just got back from a 2-week trip so am currently exhausted

fervent slate
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Lol

rocky fable
fervent slate
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Though actually didn't notice there's a couple more places it could use it lol

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But ye

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Or actually I should spoiler it

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I'm just removin this greed

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However there's also one on DoAIInterval() and Update() so that it actually targets players lol

tulip vault
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god i wish he shortened some of those variable names and just had some of that singleton stuff as statics lol

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so much of lc's code is so LONG

fervent slate
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Lmao

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There be a bit too much in there perhaps greed

tulip vault
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not ideals but at least the stuff in that is relatively cheap

fervent slate
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I mean ye it's just really messy to manage lol

tulip vault
short lagoon
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and its not spitting errors

stiff reef
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Does starlancer escape have any issues in v80?

short lagoon
severe pewter
short lagoon
short lagoon
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So now that v81 is fully out

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I genuinely wonder how the hell this’ll work

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Feiopar - Climbing Trees
Backwater Gunkfish - Slippery Floor
Cadaver - Literally just being indoors

autumn panther
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I can't imagine any of these really being issues

carmine ore
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its completely breaks if trees dont exist

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making backwater work outdoors may be werid too

autumn panther
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I realize I forgot it tries to hide behind trees and not just climb them

carmine ore
autumn panther
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I don't know how gunkfish would be weird though

carmine ore
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that was a speculation

autumn panther
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Surely it's just a navmesh thing

carmine ore
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since if I rememeber indoor and outdoor are tagged differently

fervent slate
fervent slate
#
[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;
}
stiff reef
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Heheh

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Oh wait i have a horrible vision

fervent slate
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Ask not why I have that patch greed

stiff reef
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Cadavers growing out of the factory

golden basin
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do you know how its changing the player's footstep surface?

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does it make a floor under where it put the slime with a collider with that tag?

autumn panther
fervent slate
fervent slate
stiff reef
#

paco the goat with code?

golden basin
fervent slate
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Lol

severe pewter
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oh, lol

severe pewter
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so idk

severe pewter
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maybe I have to change something in the config

upper prairie
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Ah unforunate

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I usually run it with only the Bracken enabled and was using LethalEscapeUpdated until now cause I didn't know this mod existed

short lagoon
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make it so they all have a 100% chance to escape

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except Cadavers

short lagoon
short lagoon
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Like

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they go to the door

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as opposed to

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just

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teleporting outside

upper prairie
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With LE do they just teleport to the outside instead of interacting directly

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Ah yeah

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I only ever play with 2 people so we never noticed that happening ngl

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But we assumed that's how it worked

rocky fable
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@gleaming robin Ai Fix really needs an update for v80

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A recomp for sure, it was throwing MissingMethodExceptions for Butlers

dapper ridge
#

o so this is whats causing that (i nevr checked my log)

rocky fable
rain yacht
gleaming robin
#

Okie dokie, I'll fix it this afternoon

severe pewter
gleaming robin
severe pewter
#

but if AIFix is not working, it's most prob due to that

gleaming robin
#

Kk

gleaming robin
# rocky fable

Are you 100% sure this is coming from AIFix? I'm not finding IL_09b0 in my butler stuff

rain yacht
#

the only other thing i think it would be is maybe imperium

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i was in a very small profile earlier for testing and it occured

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i only noticed it after adding aifix

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i can check rq

gleaming robin
#

Please do, I just don't wanna chase ghosts lol

rain yacht
#

but

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lunxara doesnt use imperium

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i dont think...

gleaming robin
#

A sterile test would be good

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I'm also not seeing any changes to that method at all in the diffs for v80, so idk how it'd break

rain yacht
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its definitely AiFix

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i tested without it, perfectly fine

gleaming robin
#

kk, attempting to replicate

rain yacht
#

tested with it

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butler instantly started spamming errors

gleaming robin
#

gimme some steps to reproduce

rain yacht
#

i mean i think its just when any butler is present on the moon

gleaming robin
#

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

rain yacht
#

yeh im testing on pure vanilla dine + ai fix and its doing the thing

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just to 100% confirm

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odd...

gleaming robin
#

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

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Have definitely confirmed AIFix is an issue however

gleaming robin
#

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

short lagoon
#

So wait

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Starlancer

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What does this mean for Cadavers?

rain yacht
#

no

short lagoon
#

Now that its up for v81

rain yacht
#

read above

short lagoon
rain yacht
#

"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"

short lagoon
#

Oh shit

rain yacht
#

gotta read more closely!!!

short lagoon
#

Look im sorry Beanie

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Im like

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stressed right now

rain yacht
#

is okae

short lagoon
#

And I ain’t thinkin straight

rain yacht
#

i have a test i havent studied for and next week... ough

short lagoon
#

Im not gonna say who but a friend of mine presented me either something I don’t even know how the fuck to help them with

rain yacht
#

life is stressful

short lagoon
gleaming robin
#

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

short lagoon
#

its the kind of thing that’d put me in the slammers probably

short lagoon
#

Okay but seriously tho

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Starlancer I hope your leg feels better

feral cloud
#

Why does everyone need something from Paco

short lagoon
#

Paco is Bozos guy

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:3

gleaming robin
#

iunno, they have some Gunkfish code apparently

feral cloud
#

Paco's going to be homeless by the end of the month by how much he's giving away

short lagoon
#

thats it

gleaming robin
short lagoon
gleaming robin
#

Transpilers are scary

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I also wanna see if I can tackle it my own way, but it's nice to have something that already functions

short lagoon
short lagoon
gleaming robin
short lagoon
#

mushaheuauheridekogrogneoc

gleaming robin
short lagoon
#

I accidentally just saw this now of all times- IS THAT THE FIEND!!!???

short lagoon
#

listening rn

fervent slate
#

There's also one of those in Update() and DoAIInterval() that ought be removed, for targeting players

gleaming robin
#

Ah, I'm just hesitant to swap out actual code instead of just patching it, but we'll see how it goes

gleaming robin
gleaming robin
#

Yeah, should be on all the major ones

short lagoon
#

HELL YEAH

#

found ya

gleaming robin
#

I honestly can't pick a fave from Starlancer Music, I'm so proud of each of them

severe pewter
gleaming robin
#

Sure! Lemme know how it goes

severe pewter
#

Ok

severe pewter
gleaming robin
#

Eh, kinda figured that'd be the case. I'll give it a look later, thanks for checking!

empty pasture
gleaming robin
empty pasture
#

sick

rough echo
#

God I love Kingdom Hearts

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Based AudioKnight as usual

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There's a reason one of my first cosmetics for my mod was the Keyblade lol

gleaming robin
#

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

gleaming robin
#

Just Lingering Will left to go πŸ‘€
And S-ranking the gummi ship missions

gleaming robin
#

Lingering Will defeated!! Peter Pan came in clutch, and now I have the gold crown in Critical Mode!! πŸ‘‘

golden basin
#

It took me a second you were talking about a real game

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I thought this was some kind of roleplay

rain yacht
#

No he actually killed a guy named will who lingers around in real life

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peter pan shot him

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and they stole his money and crowns

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critical mode is slang for β€œactively being chased by police”

gleaming robin
empty pasture
gleaming robin
#

Though that does make me wanna make a gummi ship that looks like a wedge of cheese

gleaming robin
#

✨

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@rough echo

rough echo
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Love it

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I've never 100% KH2, just KH1

gleaming robin
#

I'd have to play normal difficulty if I wanted to do the no armor change and no dying ones lmao

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Or can you do a reload with the "no continue" achievement, just not a continue?

rough echo
#

you can do a reload

steel haven
#

I started playing with enemy escape, and I have not seen enemies since?

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nothing is spawning?

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[Info : Unity Log] Could not spawn more enemies; vents #: 6. CannotSpawnMoreInsideEnemies: True

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this could be unrelated to starlancer mods though

gleaming robin
#

Enemy escape is currently bugged, I'll take a look at fixing it over the weekend

rough echo
#

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

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Specifically spammed while in orbit, was fine when we were landed

gleaming robin
#

Kk, thanks for the report.

rough echo
#

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||

gleaming robin
#

I'll certainly try for each of them

gleaming robin
#

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

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I'm also going to transfer most of the logging instances to Debug so they aren't cluttering the window all the time

gleaming robin
#

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 πŸ˜”

rocky fable
#

I do hope you get the Gunkfish working outside properly though

fervent slate
#

They do kinda depend too much on Tiles themselves plink

#

A different thing that triggers Cadaver Growth infection on players would need be cooked mayhaps

stiff reef
#

Go inside grab stuff bring it to the ship come back and find half the moon covered

autumn panther
#

time to restrain the vain shroud and have it tell it's secrets

gleaming robin
gleaming robin
autumn panther
#

im sayin

flint vector
#

this is mod still work for v81 right?

static dawn
#

Yes

gleaming robin
#

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.
#

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

rocky fable
#

Lmao

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But ye glad you changed it

rocky fable
#

What I really miss are your moons and your interior tbh

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Speaking of, cus of the Vanilla foliage I think Solace is about to get a big drop in size whenever you update it

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LOL

fervent slate
gleaming robin
autumn panther
#

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

gleaming robin
#

Was AIFix spamming something, or basegame?

autumn panther
#

Unless im thinking of something else from what Lunxara is referencing its basegame

gleaming robin
#

Ah, I won't be doing anything about that lol

fervent slate
#

Ye it's just base game

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The game just really wants you to know the speed at which a player happens to be sliding on slime greed

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Or the exact position of the tree a Feiopar is choosing to climb

gleaming robin
#

Yea I'm doing Feiopar things rn and that spam is pretty dumb lol

fervent slate
#

πŸ₯€

rocky fable
short lagoon
#

Oh oh!!

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Also

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Can it be possible to have them on Bomeneron?

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I wanna put them there

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but even with AIFix their AI is doodoo butt farts

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I mean like

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they climb the trees

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but then they JUST STAY THEEERRREEE AAAAAAAAH

rocky fable
short lagoon
#

and also

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it still works

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I’ve landed on it, everything still works

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even adding Sapsucker and such works

rocky fable
#

I have never heard of this moon

short lagoon
#

Its fun!!

rocky fable
#

I genuinely was confused when you said the name

short lagoon
#

I say give it a shot on one of your streams in your modpack

rocky fable
#

thought I had a stroke reading it

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XD

short lagoon
#

Speaking of Bomeneron

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you know what we need more of?

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Bomeneron isn’t one of these but I feel the need to point it out anyways

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Lategame Forest moons!!

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I mean come on

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We have 3 Lategame snowy moons

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And

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uh

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Artifice

rocky fable
#

I agree tbh

short lagoon
#

THANK YOU!!!!

#

If I ever

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make like

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moons or whatever

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I wanna make Lategame forest moons

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And the Showgrounds

rocky fable
#

Nightmare Moons might be some of the best for some lategame forest moons tbh

short lagoon
#

OH SO THERE ARE MODDED LATEGAME FOREST MOONS-

rocky fable
#

I also do just like this moon pack

short lagoon
#

Ooooo they look really good based off the photos

gleaming robin
#

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

gleaming robin
short lagoon
#

I placed in trees using LunarConfig

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lethal_company:tree

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Which

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are the ones they climb on

gleaming robin
#

Huh, I'm unfamiliar with LunarConfig so Iunno

short lagoon
#

Oop-

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well supposedly

gleaming robin
#

I know very little about the current modding scene

short lagoon
#

Oh

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Well uuh

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You know turrets obviously right?

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They use a

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sort of

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spawn curve

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to spawn in and what not

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like enemies

gleaming robin
#

I may be familiar

short lagoon
#

Trees do the same thing apparently

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think I posted it somewhere

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Lemme get it

gleaming robin
#

If they're in SpawnableMapObjects (or something), yea they follow a spawn curve

short lagoon
#

right here

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I don’t exactly know if they climb on the leafless ones

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but I know they climb on these ones

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But the problem is

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They aren’t

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coming down from the trees

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And I think somebody said it before as to why but im unsure, its because they’re not tall enough

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I think its like

gleaming robin
#

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

short lagoon
#

A specific height away from player hing

short lagoon
#

Hold On

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lemme get a video of it

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in a test modpack

fervent slate
short lagoon
#

sorry what-

golden basin
#

now he just has to listen to my other suggestion of making weathers SO's too

fervent slate
#

SelectableLevel.spawnableMapObjects still exists but is not actually used greed

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I do convert any entries still in there to IndoorMapHazardType from LLL's end

short lagoon
gleaming robin
#

Odd. No promises, but maybe I'll take a look later on

short lagoon
short lagoon
#

also

#

some more footage is coming

#

its for comparison

short lagoon
#

it fucking works here

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but not Bomeneron

#

AND THOSE TREES WE'RE PLACED VIA IMPERIUM

short lagoon
gleaming robin
#

Well, I've got the Feiopars "working" (they think there are trees inside, hide, and attack you), however it looks stupid as heck

rain yacht
#

that way they can put objects in interiors / as map spawnables to work with it

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or dont

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whatever works

gleaming robin
#

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

rain yacht
#

oh

#

what you could do, is if actual trees are detected inside

#

it only uses those

#

otherwise, it finds its own like you did

gleaming robin
#

Yee, just gotta make it so that with no real trees they stalk on the ground instead of soaring through the ceiling

gleaming robin
fervent slate
#

Advanced Snare Flea

azure wadi
#

so does starlancer enemy escape still work with v81?

gleaming robin
#

Currently no. Once I finish/give up with the new enemies, I'll see about addressing the issues there

azure wadi
#

alright

gleaming robin
#

Sorry, I forgot to deprecate the package

severe pewter
flint vector
#

sadly

gleaming robin
#

hehehehhehhe

#

jfc lmao

#

Yeah I'll be shelving this idea for now, better (more likely to succeed) things to pursue lol

severe pewter
gleaming robin
#

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

severe pewter
#

I see

gleaming robin
#

Inside bloom walked outside :3c

warm basalt
#

Not sure if you were doing it, do you plan for enemies to activate the new main entrance animations when they enter/exit?

gleaming robin
warm basalt
#

Oh, no. Main entrance door got updated in V80 to crack open slightly as you are holding down E to enter/exit the facility.

warm basalt
#

Specifically you can see the main door opening inside if someone else is entering from outside and viseversa

short lagoon
gleaming robin
gleaming robin
#

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.
gleaming robin
azure wadi
rocky fable
gleaming robin
rocky fable
#

Was broken for so long lmao so nice to see it fixed

gleaming robin
#

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

autumn panther
#

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

gleaming robin
#

As in, it should be able to do that in basegame?

autumn panther
#

Yeah

#

Maybe dats just me tho

gleaming robin
#

Nah, I agree

autumn panther
#

After thinking about it I do actually see why it can't, since it's just a plant

#

but ehh

gleaming robin
#

I would think it could manipulate the corpse

autumn panther
#

Yeah

#

Doesn't seem too intelligent though

gleaming robin
#

but that would also imply a certain level of sapience

autumn panther
#

Yeah

gleaming robin
#

yea lol

#

Well that's what I'm here for, to make nightmares into reality beevil

autumn panther
#

yay ❀️

gleaming robin
#

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!
rocky fable
gleaming robin
rocky fable
#

All good AuroraLove

obsidian musk
#

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.

gleaming robin
#

Thanks for the report, I'll check it out when I get back to aifix

rocky fable
fervent slate
#

fish

jaunty leaf
#

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.

jaunty leaf
gleaming robin
#

Starlancer AIFix v3.13.2 | EnemyEscape v3.0.0

#
  • StarlancerAIFix v3.13.2
    • The Gunkfish now properly moves to a random node when startled outside.