#Liminal Pools
1 messages · Page 2 of 1
Drako, any clue why this might have occured? (the second error)
I was told it occured on "school" interior, but the error seems to reference "pooluginrooms" which seems to be related to your interior? (unless im very confused)
sorry if "pooluginrooms" is a common resource or something, i just did a search through pool rooms and your mod's source via the thunderstore decompile and it suggested it was only in yours (of those two)
I should add, the line referenced in my mod does Apparatus.EquipItem()
(full list of what occurs is here -> #1216979536931979395 message)
my mod is basically renaming the apparatus and making it ungrabbable, and acting like its been pulled.
I tested with the school interior, no error
I tested with your interior, no error
so im guessing something else caused it, but no clue what 😄
As an Apparatus Hunter, this does not sound good...
I sure hope I'm able to find an Apparatus that doesn't bug the hell out when I pull it.
i doubt its something that affects normal play, i think something my mod is doing, and something pooluginRooms is doing, is conflicting, if your just trying to grab all the apparatus's you maybe wont have my mod installed xD
I dunno what PooluginRooms is, or if there's any mods that require it, honestly.
well it might just be liminal pools xD
i thought it was a subdll not a main one. just realised it might be the main one for LP.
Uh-oh. Sounds like an issue with the actual Pools...
nah i think i worked out the issue.. but the error doesnt replicate, ill have to check what i do to the apparatus.. but renaming it shouldent affect it, but maybe i disable it.. which may.. still i got no errors when masked did that.
public void StartAnim(LungProp __instance)
{
animator = ((Component)this).GetComponent<Animator>();
Debug.Log((object)"A\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA");
animator.SetBool("appTaken", true);
}
Lemme know if anything happens to you or the Apparatus after you've done this
ok, maybe the problem is the last line here in my code.. ill leave it for Drako to comment tho xD this is everythign i do to the apparatus.
apparatus.EquipItem();
apparatus.isLungPowered = false;
apparatus.lungDeviceLightIntensity = 0f;
apparatus.GetComponent<GrabbableObject>().SetScrapValue(0); //tainted by the masked
NetworkObject netObj = apparatus.GetComponent<NetworkObject>();
if (netObj != null)
{
var scanNode = netObj.GetComponentInChildren<ScanNodeProperties>();
scanNode.headerText = "SabotagedApparatus";
scanNode.scrapValue = 0;
scanNode.subText = $"Value: ${0}";
var lights = netObj.GetComponentsInChildren<Light>().ToList();
lights.Do(l => l.enabled = false);
}
apparatus.isLungDocked = false;
apparatus.isLungDockedInElevator = false;
apparatus.isLungPowered = false;
apparatus.GetComponent<AudioSource>().Stop();
apparatus.GetComponent<NetworkObject>().Despawn(false);
as i say, if you dont use my mod when your hunting apparatus, you should have 0 issue.
Looks like an issue with LethalIntelligence’s interaction with my app, honestly it’s probably just I don’t check to make sure that an actual person is the one picking up the apparatus because normally the player is the only one that can
I’ll investigate when I’m back from our cabin trip
"adds functional water" that's scary
thats fair, ive disabled the last line, because i worried thats what it is, i dont really need that line, was just trying to stop players taking the apparatus, but it doesnt matter. (apparatus has 0 value anyway)
What last line
Should be fine
It’s networked
Again I just think it’s a funky interaction with the event and someone besides a player interacting with the app
well, either way, its not needed, are you saying though your interior looks at who pulled the apparatus?
Fixable with one line of code
Not 100% sure but that’s what the stack trace says
thats cool.
I’m using Batby’s extended events for an animation trigger which is completely unknown to me
ah, i see
well, its only a 1 off error i assume, not sure its a big deal anyway, i tried with your interior, and no error occured multiple times. so it may not be so forthcoming, either way, have a good trip!
Why would you stop players from taking the Apparatus?
Stop things other than players
well it was more for stopping everything.. but now you say that.. maybe i need to re-enable that line so 2 masked dont try.. lmao xD ill have to do that in my next version. oops 😄
but yeah, players walked up to it, it says grab, but they cant take.
masked, dont take it anyway, they just modify it.
and as for "why?" because im sadistic and like causing people worry and pain? 😄
imagine its 2pm, your deep inside, flashlight about to die.. and then someone pulls the apparatus... you all die... and then realise.. none of you pulled it.. it was a masked who destroyed it... and if you play with metldown.. then.. well.. there is the pain.. 😄
Interesting
You might want to throw a time limit on that though
So that they don’t spawn near it and then do it
luck of the draw really.. its a bit like the old birds waking up after 2pm.
if you get a masked, that spawns,.. has a personality of "insane" (1 in 5), and is near the apparatus, and chooses to go for the apparatus instantly...
ive heard of 1 report of this occuring in a live game.. and the guy was a solo... so its very rare, ive never seen it outside of testing, lol
plus people can always turn off the insane personality if they dont like it ;o
Drako, I just thought id let you know masked cant reach the main entrance on this interior.
Just thought id mention it as I assume this isnt intended as masked exiting the interior via the main entrance is part of their vanilla skill set.
I am adding in code to my mod for stopping them going to the main entrance when inside on your interior otherwise they stop moving if trying to exit the facility, if you do change something to allow masked to exit, please do let me know so i can remove that block 😛
also, the fire exit that is up on the ledge.. is there any way to identify (in code) which fire exit that is? I think id like to prevent masked in my mod using that exit too as they will probably get stuck there as well.
Do the Masked start moving again when you re-enter their Aggro range?
Also it'd be funny to see a Masked drown in the pools while trying to reach either you or an exit.
in my mod? if you walk into their range they will focus on you, unless they are choosing to ignore you. (mostly deceiving)
the problem is with the liminal pools entrances, is that it seems the main entrance and the specific fire exit i mentioned are kinda cut off from the rest of the interior. so if your standing near them, im not sure they would move unless you were on the same ledge they are... xD not sure.. the issue might be completely with my mod, but this is why im bringing it up as I only just noticed it.
It's probly because they don't have a proper navmesh to those exits
I notice that I have to JUMP every time I wanna leave.
exactly, thats what im guessing.
so if a masked enters via the main entrance, they have no where to go, and bug out.. and they cant leave because they cant reach the main entrance.
likewise... if they come in the fire exit up on the ledge.. i assume they would be stuck up there too
It’s not a problem with your mod
It’s an issue I’ve neglected since first release
I just need to add an off mesh link there
It feels bad because the thing I hate the most is when you enter the building and explode instantly cuz an enemy was camping the door, but masks do have to be able to leave so I’ll mess with it soon
thats fair xD i can just ignore the main entrance. but i d k what to do about the fire escape up on the ledge, i d k how to identify it, any way i could? perhaps when a fire exit generates on that tile.. it adds a property to the entrance? or something?
i d k how the elevator works on the mineshaft interior. but i dont beleive thats a navmesh link? perhaps there is a way to only allow masked on to that ledge?
No
They all use the same agent except for the spider so they all get the same rules applied to them
yeah i know, i was just mentioning it because you dont see spiders or coilheads entering the elevator 😛 either way, thanks for the reply, i did figure it was navmeshlinks not existing, let me know when it is changed and i will stop masked from ignoring that entrance 🙂
regarding enemies camping entrances.. yes. its a pain, and not cool, but mods exist to make that less of an issue 🙂
sorry to bring forward another (potential) issue.
a masked got stuck on this doorway... (meanwhile a thumper tried to shove past them through the door)
they were stuck coming from the side i am on, and got stuck where the red box i drew is, i teleported them past this door, and they carried on their merry way like normal, but before this door, they stuttered around a bit up to reaching this door, then stopped moving at the door, first time ive ever seen that happen, so just figured i should report it.
oh and this landmine... xD (not really an issue, just found it funny)
lol
this issue just happened again from the other way.
video of the issue. seems to happen with vanilla masked too, but they often change their minds and do something else shortly after reaching the tile
Now that's what I like to call a WATER mine!
makes the water look like jello ngl
what no fresnel effect does to a mf
Hey there seems to be a bug with the Pool Apparatus, which I think relates to Facility Meltdown. Everytime I pick it up, it gets stuck on my hand, making me not able to interact with anything else or drop it.
It also extends to other aps I pick up, even outside the pool interior or after closing the game, until I uninstall it.
It's something I'm looking into, for now just make sure you have the most up to date version and if it is still buggy you can just disable the mod. I've recieved a few reports of the custom app being kinda buggy, but this is the first I've heard of it extending to other apps
Do you have the error log?
Im not aware on how to find them, not even sure if it registered as an error. It seemed like the apparatus just got reattached to me, since I could still scan it as scrap.
I had the same issue with a lot of modded Apparatus but without Meltdown
I think it's just an Apparatus thing, not a Meltdown thing
Should the App be given a separate ID from the default App?
Egypt moon also creates a custom app. It doesnt suffer from the bug, and works with Facility Meltdown. Maybe thats the fix.
The log is in the facilitymeltdown chat
For us it didnt matter if LiminalPools was the interior, so long as it was installed. When on the company moon to sell, picking up the apparatus triggers the event again
I think I know what's wrong, I'll try to get a fix out as soon as I can
which might not actually be soonb
Depends on how difficult the fix is
Would rolling back the version fix the apparatus problem? I'll try it later to see
Possible
The apparatus was messed with to add compatibility for Lethal intelligence i believe from the changelog
In the most recent updates
that the latest update or a few updates before?
What's Lethal Intelligence do?
Im coming home tonight from out of state so i imagine it should be fixed in a few days, but rolling back to a version without the app would fix the problem
Tried out the interior a day and two ago and I cannot stress how cool of an interior this is. Like, I like it a lot 😂
Indeed. My friend and I get lost in there a LOT
Improves the masked AI to be able to do more stuff depending on personality
One including the ability to sabotage the apparatus (and trigger meltdown if you have that mod)
Honestly I think that's a bad idea, so I'd rather not use that mod
My apparatus
You can just disable personalities you dont like.
As well as disable the touching apparatus ability specifically iirc
ah, I'd just spent some time reproducing this so I could report it 😅 in case it still helps, here's a log with a couple of stacktraces at the end that happen when pulling out the apparatus. and here's the minimal modpack that log is from - 0192f387-11a4-2d05-698d-019a0c8dac3f, just LiminalPools, Imperium, and updated deps
Yeye I know what causes the bug i just need to implement a fix
I found the equivelant of the load bearing coconut
Idk what that means 🧐😂
The entity or file that is holding most of the weight or the problem.
curious what whimsical edible object is your load bearing coconut
The Claw™
?.? afaik no apparatus changes for my mod xD unless im forgetting something.
my issues were random stuff i found while testing my mod in liminal pools, and the only issues were with the entrances (fire exit on a ledge + main entrance)
ur good, it's my app being broken
dw, they said you fixed something for my mod xD but i was clarifying that it wasnt XD
^
i recall this before
hence why i said
Figured out the issue there, will be fixed in next patch
fix door collisions while you're at it please thats like the only issue i have with this mod
O xD
I swear the liminalpools apparatus has the prettiest color
By the way, using the meltdown mod, the pool apparatus dissappears from inventory if you are holding it when facility explodes
Yep yep
Will be fixed
Zaggy helped me out with apparatus coding and stuff so everything related to the app should be fixed with the next patch
is the apparatus the main thing or was there other things needed to be patched?
Working on a few other things that might also get added depending on if we can get the figured out soon
Bet Bet, I hope it all goes well fr
A few small things related to some bug reports from Virus as well
What is Virus?
Who
You said Virus
Ohhhhh okok.
This
?modder 192765933058523136
Added role Modder to unbox101
Yay! @boreal bison you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.
tyty
waah

idk what is supposed to be cooked in this pic but it still goes hard fr 🔥
reflections :)))
👀 That is def cooking lol. Looks sick fr
It seems like spiders always wanna spawn on this interior and occupy all the important doorways
I need to do some tweaking to refraction and some performance related issues, but next update should be out soonish™
Again, please don't rush yourself dude, make sure you're enjoying workin' on it.
I am
great :3
I spent like 12 hours in VC yesterday learning about optimization and stuff
teeheehee
This is genuinely up there with my favourite interiors, cannot wait for it to make a proper return
One of these days, I hope there's a mod that lets employees swim in water, so we can actually swim in the pools.
That one spiral stairway with scrap at the bottom is taunting me
Rip Advanced Company
Closest thing we have is the diving helm from LGU (well it's own separate module now but you know)
Lethal Progress also, with the oxygen stat increase
Well, not swimming, but it helps with not dying
sadly it does break in multiplayer for me
Finally got refraction and reflection to work in a lightweight way that best fits the design. I gotta touch up on a few small details regarding the reflection and a few other issues that i need to deal with and then i should be ready to push. Im not gonna give a concrete day just yet because the last detail with reflection could be a lot more difficult than i think, but if everything goes according to plan it should be a few days or a week or so
One thing's for sure, I hope the Apparatus (as well as all other custom Apps in other interiors) gets fixed so that they stay permanent in your ship, even when logging out.
All *known apparatus bugs will be fixed in the update
Ok good. As an Apparatus Hunter, I am relieved.
Theres also a new tile i want to work on but im gonna try to get this update out before i work on that
🛝
Wheeee~!
good news for you.
I got around to it
thank youuuuuu
Does this mod cause apparatuses to dissappear when reloading a save? Or is that a vanilla bug
It does, it will be fixed with update
i didn't actually think it was this mods fault for that, but I'm sure your working hard so no worries. I usually delete a save when I done anyways lol
There were a lot of backend things I didn't know about the apparatus so the current iteration of it is really buggy.
ye, it was an issue with it not being registered as a synced item with LLL which meant that there was no "inventory" of it when you reloaded so it just wouldnt respawn it
and because it has the same name, it spread to all the apps?
Idk how it works lol
Unknown, i havent heard of it effecting other apparatus
It's been there forever so it probably is vanilla. They only dissappear if you reload a save when they on the ship
That definitely explains why mine keep on disappearing...
Hmm
Ill test when im home
My list is getting really really short so throwing in a few misc tests should be fine
Test out some from Wesley's interiors
And if you can, try testing out the one from Synthesis Moon.
Most others are just custom items with custom names and models, or they are literally just the default App but in a different interior.
I haven't tried the Archipelago Apparatus or the Cosmic Apparatus from Cosmocos.
I think a quick fix might just be to change the name and ID of your Pool's Apparatus to have a unique name and ID like "Fluorescent Apparatice"
(Oh right, and there's a Blue Apparatus in Starlancer Warehouse)
Black Mesa's Apparatus should stay in the ship😎
That is probably because it has a unique ID and name.
Yeah that is what I meant by ID
Unique registration
1.0.13
- Added reflections to water
- Added refraction to water
- Added reflections to tile
- Added configuration options for reflections
- Added accessibility options for people who can not smell (smeerJ)
- Fixed door colliders
- Fixed a bug with the breaker where it could spawn in the wall
- Fixed a bug with apparatus causing it to despawn when the lobby closed
- Fixed a bug with apparatus where grabbing it could soft lock your game
- Fixed a bug with lockpickers not appearing in the correct position on doorways
- Fixed apparatus room animations
- Updated some colliders preventing enemies from pathing correctly
- Updated dungeon scale
Reflections are configurable in the new config file, they are tuned to be efficient, but if you need to frames, disabling them should increase your framerate.
https://thunderstore.io/c/lethal-company/p/theMenagerie/LiminalPools/
cant believe the embed is lying smh
Let me know any bugs and I'll try to throw out patches to them asap
Does this patch also fix the apparatus breaking the apparatus from other interiors causing meltdown at the company and stuff like that?
Love the bug fix list ❤️ can't wait to see the new water, hehe 😄
oh let's goo!!!
Im thinking about adding this to my mod pack. Are there any good moons that match this theme?
i like to put this and pool rooms on moons that either are wet like vow/march, or have them mirror desert moons as like a refuge
They dont rly fit so much on snowy moons imo
but up to you
Liminal pools is also kinda trippy so it works for otherwordly type moons too
I like to put it as any moon with water, Ocean tag moons. I put it at 20 since it doesn't fit the theme but still present
Atlantica is the most fitting one IMO
Aquatis too
There's also apparently a flooded moon in Generic's moon pack
It's a Water Facility that you need to hit some levers to access the entrance
cesspool definitely
mhm, submersion
i know its a risk... but i just inverse telelported into liminal pools.. at the bottom of a bottomless pit... no way out.. insta death basically xD
ddint know if its a bug.. or, intended risk
Think it depends on how inverse works lowkey (I have no idea)
I will investigate
Given that I've inversed into plenty of insta-death situations in vanilla lethal (looking at you spike traps) it's just a risk you take with inverse teleporting in xD
but with spike traps, you have a chance to escape xD its not 100% death.
also.. i teleported in twice, on the same day (we have a revive mod) and i got teleported again, underwater instant death.. so i died by drowning 2 x in 1 day.. lol
Twice in a row is pretty crazy RNG not gonna lie xD.
Yeah, my thoughts before I went in again.., it would be fine if there was a chance of you reaching the waters edge before you drown with quick thinking xD but it just seems I was cursed that day.
1.0.14
- Added 'Slide' tile
- Added config options for 'One Way Fire Exit'
- Added config options for kill triggers in pits
- Added a link between 'One Way Fire Exit' and bridge if config setting is set to 'lowered'
- Fixed a bug with inverse teleporter teleporting players into deep water and objects
- Fixed a bug with 'Massive Tile with Bridge' where certain doors would not be active
https://thunderstore.io/c/lethal-company/p/theMenagerie/LiminalPools/
A lot of changes to the config, if you don't see them when you open the file, delete the config file and launch the game to regenerate it
As always make sure you send any bugs you find with me, I need to know what to fix in order to fix it :))
I'm also not terribly confident that there WON'T be bugs because I didn't do super extensive testing this run
This looks cool 
I think I saw some new tiles, glad it was updated. This is a very cool interior 🙏 It'll always be in my modpack
The pool rooms look great and I love the custom tiles, but I've found it a bit hard to find items within it. I think items are spawning at the bottom of the death pits
They shouldnt be
If you find proof of it send me a screenshot of where so i can fix
Got to play it on the Bingo Event! Interior is a lot of fun!
There is one thing though I need to say and it's out of love......F**K YOU!!! The damn fire exit spot 😆 we had one round where most of the team during a test run entered and walked right off into the water. 😆 wish I was recording the test runs.
@runic sparrow
It was my first time there too and I was so excited to see it and PLOP dead..lol
Its alright i watched it happen 🙂
Glad you enjoyed it
Like I said that was with all love there xD great work. I definitely learned my lesson for next time and I'm adding it to my personal mod pack.
Also played it for the first time during the event
had a great time on it!
loved the touch that the water drained the sprint bar and you can't jump in the water
made things a bit more tense
ironically I also played mesa for the first time during the event lmao
Hope you had a good time!
Its pretty sick, gave me a few ideas for the new project im working on
Lol
anyone else have a problem with going through doorways?
No not really, what's happening?
basically I noticed that when trying to fit through doorways, unless you are in a very specific spot, you get stuck unless you are crouching. I assume somehow the doors are not actually square. I was using a custom playermodel with modelreplacement, but since those don't actually change the height of the character, I don't think it is that.
The other possibility though, is it could be related to how ezcaves makes you step higher
I'm not really sure how that mod works, so it could be that
Send modpack ill test it after christmas
0193ff19-aff1-71e7-8ff7-9c4037bda40d
Ive never encountered the bug before so im guessing its another mods interaction with mine but it should be fixable
What character model were you suing
*using
I was using the eeveelutions, specifically Sylveon. someone else was using eevee and were having the same problems
Kk
I actually did those models myself, so I know unless modelreplacement api was doing something, the hitboxes should be the same
Nice
Not sure if anyone else is getting this but for me the config keeps resetting back to default values once the game closes.
The config settings for tile and water reflections, it only resets them once I open and then close game.
I use Gale
So basically I set them to true in config, launch game through Gale, load into lobby, exit lobby and close game. Then when checking config in Gale again it's back to false for both settings.
@runic sparrow This interior is cool but I honestly feel like it generates way too large
Making it very easy to get lost inside of
Time to decrease the multiplier then.
There's some settings I gotta tweak, I talked to Lunxara on stream to figure out details
I'm gonna be a bit distant from this mod for awhile, I'm working on a different one rn that's taking a ton of time away from me. Sit tight and I might drop some teasers to it at a later date ;)
so excited...

yippee
was testing stuff regarding fireexits and navmesh, found this.. no rush on fixing on this just thought id point it out, this tile is missing navmesh at the top of the stairs.
Weird
I don't think that's true
the Imperium navmesh likes to clip into things
not sure if it does in editor, but either way, you can move the freecam under the floor to check
well, i found it because what im working on suggested there was no path. ill see if i can get the same situation, and if so, spawn a masked to walk over the spot.
just checked this after finally getting that tile to spawn a fire exit.. the navmesh is there, it just clipped through the floor as was said, my apologies.
hey, seems that there is an issue... the time i checked properly before, it was fine. this time, not so, or at least, masked couldent walk, or be spawned on the area that shows as no navmesh.
sorry, seem to be finding more issues today.
i d k why its walking down there when it wants to go to the main entrance x.x
Maybe its like reading the water as part of the navmesh or smth?
This looks weird, it looks like theres a random cube thats blocking navmesh, is there something else installed?
these are the mods im using.
Lordfirespeed-OdinSerializer-2022.11.9
xilophor-LethalNetworkAPI-3.3.2
VirusTLNR-LethalIntelligenceExperimental-0.3.7
Rune580-LethalCompany_InputUtils-0.7.7
giosuel-Imperium-0.2.8
AinaVT-LethalConfig-1.4.3
BepInEx-BepInExPack-5.4.2100
LethalCompanyModding-Yukieji_UnityExplorer-4.12.1
Evaisa-HookGenPatcher-0.0.5
bctix-FPSCounter-1.4.0
Evaisa-LethalLib-0.16.2
Hamunii-AutoHookGenPatcher-1.0.4
Hamunii-DetourContext_Dispose_Fix-1.0.3
DiFFoZ-HarmonyXTranspilerFix-1.1.0
quackandcheese-ToggleMute-1.3.1
flerouwu-LC_FastStartup-1.1.2
Bobbie-UniTask-2.5.0
qwbarch-AutoStart-1.1.1
MaxWasUnavailable-LethalModDataLib-1.2.2
Evaisa-FixPluginTypesSerialization-1.1.1
IAmBatby-LethalLevelLoader-1.3.13
theMenagerie-LiminalPools-1.0.14
TestAccount666-ScannableFireExit-1.0.0
JacobG5-JLL-1.8.0
Generic_GMD-Generic_Interiors-1.6.1
Hm
I guess ill take a peak at my tiles and see if theres something causing that, but ive never seen that before
sorry that im finding all these issues, only testing using your interior as the fire escape thats on the ledge in the up position is good for testing xD
Finding issues isn't somehthing to apologize for, if there's something wrong I gotta fix it and someone telling me about it is better than it just being broken and me not being able to fix it because I don't know about it
no i know, hopefully its something simple to fix. just hate bringing bad news x.x
found this issue with this one
the main entrance one seems to be a bit harder that that tho
you mean nothing wrong with the tile before it turns into the apparatus room?
yeah
I have no knowledge of how pathing works in this game aside from "roam to AI node" so I'm unsure as to why it might be trying to cross an area without a navmesh
Could be off mesh links possibly
what do you mean by that, like there's an off mesh link in the app room doing it or like off mesh links are just buggy?
Oh I just mean that if there are off mesh link points A and B then depending on what they are set to monsters can path between those two points even if there is no nav mesh
usually it is straight line tho
oh
yeah that shouldn't be an issue i thinl
there are off mesh links in the entrance tile but none that connect to the tile from outside of it
that would be an interesting concept that I could play around with for funny new mod
off mesh links aren't buggy in such a way that they can cause a correctly written ai to get stuck like that as far as I am aware
I'm suspicious that this is another issue entirely, would be good to provide seeds for these so that they can be reproduced @mint basin
of course you're currently running a WIP version of your mod I assume, so there may be no easy way to reproduce it
but if it can't be reproduced with another AI, I would suspect it's an issue with the mod's logic and not the interior navmesh
I've never seen that jittery walking be caused by anything other than setting an invalid destination in DoAIInterval though, so I suspect that this would be an issue in the masked AI logic primarily (you should be able to prevent setting an unreachable destination), and then maybe also something in the navmesh also blocking the path to main entrance
LI v0.3.7 is the version i was using when i made those videos, just hadent uploaded it yet.
I will try with multiple entities later though.
i should add though, ive changed nothing about the routing of my mod, so it it was going to main entrance, it was going to main entrance fine, the only time the walking is jittery is when a path isnt possible.
also, the video was no where near the offmesh links, the issue is in that tile imho.
seems doubtful it's in that tile, but somewhere on the path to main, maybe
i d k, but the fact it turned away, made me think here is the problem.
do you mean that in that scenario the masked was trying to go to main entrance without checking if there is a valid path first?
nah, i tested that fire exit.. that fire exit was "invalid". so i spawned a mask there, and it chose to go to the main entrance... but its something near that fire exit that is "wrong".
right, but when it is choosing to go to main entrance because that fire exit is unusable, is it checking if the main entrance is reachable before setting the destination?
if you have locked doors in the way, it will not be able to do so, regardless of your precomputed accessibility
i dont check the full distance. i assume the interior is mostly correct, i only check a short distance from each entrance multiple times (to outside of the tile)
i found this issue by spawning the masked there to confirm there is an issue as i couldent see a problem with the tile.
the issue is within 15f of that fire exit afaik.
you can't just assume that just because 1 out of 3 points around a teleport were pathable, the entrance is usable from anywhere in the interior
even if there weren't locked doors that's not a fair assumption
this is why I was suggesting to you that you just check the paths properly
all 3 were invalid.
i dont mark an exit as invalid unless all 3 are invalid.
im talking about fire exit.. there is no issue with the main
where was the masked trying to path to when it was jittering?
main, from the fire exit.. the issue is at the fire exit.
no it is not
this is why i spawned it there -_-
it is between the point you spawned it at and main
yes.
most likely a door was locked
yes.
this is between the point spawned + the main
#1216979536931979395 message
if you don't test the path then you don't know that you can set that destination repeatedly without causing the agent to stop
the issue is within 15f distance of that fire exit. i dont know where, but thats the rough area.
do you or do you not check the path to the EntranceTeleport in the same frame before you tell it to set its destination to it?
if you dont beleive me, thats fine, when i go back on editing my mod, ill test it before doing anything, ill even do it with vanilla masked, and other entities..
no.
the check which tells me they are invalid.. is at round start.
i then spawned it there because of that check, and the masked pathing to the weird place.. is proof of the issue.
you can't just ignore the existence of locked doors
there is no locked door within 15f of the fire exit.
was this my code too?
#1216979536931979395 message
no.. it wasnt.
#1216979536931979395 message
my code works.
it is, because i found both issues, at the same time.
yes, and im saying, that the issue is found the same way.. and that its likely similar.
is that tile on the path to main?
both tiles, are fire exit tiles.
that doesn't answer my question
both times, i spawned entities, at the fire exit
let's be scientific here
watch this video
#1216979536931979395 message
you maybe dont see it, but just before the problem, a masked was spawned... and walked into the corner, and stared at the wall... same as the masked walking away from the issue on the second video where you say im wrong -_-, diff in the second video is, the masked walked away to another tile because there was a door.
i need to go, but i will re-check this tile, like i checked the first one.. and ill do all the tests i did with the first one to show the issue, no point discussing it when i cant check right now, but the issue is within 15f of the fire exit on that tile. i d k if the til is unique when there is a fire exit, or same as the same tile without the fire exit.. but its within 15f of that fire exit as that is how far i check.
I think maybe my confusion here comes from the fact that there are two issues going on here
I had assumed that the reason the fire exit wasn't used was because it was rejected for failing your check outside, but on second thought I assume you must have been referring to inside
but the fact that it is trying to use an invalid path is also an issue and should never happen ideally
you should have some fallback behavior when the AI has no path out
the jitter is caused by not having that check and fallback
as far as the fire exit being rejected by your precomputation, I don't know if I agree that that will always be an interior issue, as 3 samples is not very many for something like this
i will try to explain it as simple as possible.
the fire exit is invalid, because i checked the navmesh around it, and it was found to be "wrong".
because of this, i can spawn a masked AT the fire exit, knowing they will go somewhere else.. so i did that to see where they would go, and recorded it.
the videos are those recordings... the fact they dont leave the tile via a route that makes sense, and the limit is not much further outside that tile of where i was checking, its likely the issue is within the tile... but it maybe the issue is outside the tile, so i will re-do tests, spawn masked all over the tile, and see if i can find the exact spot at fault, because who knows, it maybe in the next tile along, but from my pov, its likely the area ive drawn on the image. shrug
in this case, it's very possible that there's something odd going on around that fire exit, but it seems very strange to me for random samples around that fire exit to all fail when you can clearly see the connected navmesh
wait, now it's not totally clear to me
from your perspective, is the fire exit being rejected considered an issue in Liminal Pools, an issue in Lethal Intelligence, or intended?
the "samples" are 15f away random spots. hence why its within 15f.. i think its that choke point.. because i agree, if it was further way. then it would not be all 3 failing, but thats the point of the check.
also, i tell it to go 15f forward (afaik) from the fire exit then pick a random place, which is why i think its not pulling a random location from the apparatus room as its technically behind the fire exit, because the apparatus room wouldent be a fail. (for the check on the entrances i mean)
but what's the answer to this question?
from my pov its a navmesh issue.
in the first vid, a masked is slow walking away.. to the main entrance.. this is because of a locked door, as you said, i should really work out something for when there is a locked door, until this week, ive had no way to do that.
the ones getting stuck though, was a navmesh issue
i feel the second video is the same, but i will double check and let you guys know with full video proof like the first vid.
should be pretty easy to verify where the issue is happening, if you spawn a jester it will always try to path to any player within the interior
so you can follow the shortest path to main and as soon as the jester stops you know where the issue lies
good tip, will do that
the reason why I'm still skeptical that this system will hold up is that there is no reason to assume that a randomly sampled point on the navmesh will always have a complete path to the fire exit within 15 units
like say you have a tile that has multiple levels and multiple doors, but no connection between those doors within the tile
it's not so relevant in this case, but I can see the issue here being that there is navmesh under some water in the interior that would normally kill the player, which wouldn't be intended for AI to path to anyways
AI would never choose to go to locations like that as they would not have any AI nodes and would also never find a valid path using CalculatePath (which is almost always called before setting a destination in vanilla), but you assume that you can sample random locations on the navmesh and path to them rather than making use of AI nodes that should be accessible
nah, the route doesnt need to be 15 units, it picks a random place within 15 units then checks the path from entrance to that place. it could be 1000 units, it will check the whole path.
and afaik, most interiors will have no blocks inside, so, they should all succeed, unless otherwise intended.
sure, but there is a maximum length for paths
there are also interiors that have some parts completely blocked off from certain (or in some cases all) agents
it could be argued that it's fine to avoid those entrances, but then you have little pockets where the masked will never find the player
well, ive had to re-do checks from the last corner to check the whole path.
Are you sure? From what i saw about the jester, doesnt it just roam randomly until it comes across a player? (Pacing back and forth, picking a further away AI node each time or something like that? Did you mean a bracken?)
well, if there are pockets like that, not much i can do.
if it pops, it's omniscient afaik
and also as soon as it spots the player as well
I mean, the solution I suggested where you choose AI nodes to go to and then check them through the teleports at the time when you're calculating a path, it has several benefits:
- The masked can randomly decide to check those pockets
- You don't need to precompute accessibility
- You can make it eventually check all accessible AI nodes in the entire level, leaving nowhere unchecked
- You don't have the AI jitter in place when it's trying to path to an invalid destination
I also just got Xu set up with off-main-thread pathfinding for the same purpose of finding paths through teleports last night, and it seemed to be work very well thus far
the performance cost is going to be nearly negligible with that solution
but anyway, it would definitely be good to test any theories about broken navmesh using AI that is guaranteed to have a predictable path before reporting issues with interiors, since it would
- tell you where the issue is
- confirm that it's not a bug in WIP code
also a seed+profile code helps a lot with this so that the specific scenario can be reproduced
that i can help with right now.
01945229-5dd0-28ee-3f89-5de86d4811f7
ive been using that profile all week, and will be using it later as well.
oh I meant the point was to have the combo of profile code and seed so that the specific generation can be reproduced
that way, Drako could just test AI pathing from that fire exit all the way to main
no i know.
This issue was a problem with a collider on this tile being too big a poking through the wall
As for the other problem I don't know why that fire exit would be "invalid"
specifically this one
well, invalid means there is no path from the random point i set, to the fire exit, but ill do more testing on it later and let you know 🙂
you can even make slides that let the monsters travel in lol
unmodified vanilla jester, the ramp cant have enemies spawned on it, nor can they walk accross it, leaving a pocket of navmesh at the top.
I hope that is enough information to fix the issue.
will keep checking the other fire exit tiles.
019455b6-7fab-dec8-8e6a-750a6c8fa014
edit:- sorry, forgot the seed... I guess i should log that as well x.x
I did a bunch of modifying nav mesh thingies in the last patch which is why there are some spots like that around, that room specifically I got really lazy on and didn't do anything properly and just threw some obstacles in. I can work on a patch today and try to push it out
Might have prototype caustics in it, depends on how i'm feeling about them
ohhhhh, sorry, this is this room
#1216979536931979395 message
i didnt realise
ye
i was looking for the one where we didnt find a solution, and found that
it's a different collider tho
it's a super fast and easy fix
I just gotta be a little less lazy :P
my bad though, didnt realise i was telling you about the one you already found xD
oh xD
happened accross another one by random chance
seed is 27951733
moon was march
THAT is the same issue
it's next to the one room
that room has a collider that's too big and is bleeding from where i sent the screenshot
hmm
what do you think, ship with or without the prototype caustics?
I think not yet
Not gonna lie, I think I like the floors with some red in the middle. It'd be nice to break up the monotony with some color.
ah ok, i should really pay attention to the rooms around then.
CullFactory logs the seed and allows you to set an override as well, so if you had that installed it would be there
how are they looking? could always do them as an opt in experiment I guess
its shown inside imperium, i just forgot to check it, but thanks for letting me know, didnt know cull factory logs it will add it to my test profile.
note that you can also toggle culling via the Culling Type config option at any time using LethalConfig
if you're using free cam a lot you probably want to turn off culling most of the time
rarely use freecam, but thanks for the info 😉
I can send some pics in here in a bit
hey darko! i apologize for the disturbance i know you're currently busy with another project and i hope it's going smooth- i was wondering... is there a way to make the water appear as another color using a some kind of hex code editor or in the config? i love the green it has already but wanted to see if the experience would be different with other colors as well
Definitely possible using a config, but it would be awhile before it gets implemented because im super busy with college and other projects atm
i appreciate the response, thank you for your hard work 
Random idea i had is maybe it would be neat if a vertical slide spawned at the middle floor of those deep-water rooms
So if you fall in, and you're able to wade yourself across to the middle, you can save yourself by teleporting to a random location from falling down it
Seems to be quite a common cause of frustration with newer players not knowing its a death pit
Would also be very interesting with the Apparatus room, as thats one of those rooms and that would play nicely into it
Lets go gambling
Water
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Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <1071a2cb0cb3433aae80a793c277a048>:IL_001E)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_009B)
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UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
PooluginRooms.FolgaConfiguratorMachineMomentAMOGUSAMOGUSnotTheFemurBreakerAARGGGGHHHH:PassOverwatch2ClientRpc(FireEnabler, Boolean) (at C:/Users/ecg06/OneDrive/Desktop/TheFunnyHAHA/PooluginRooms/PooluginRooms/FolgaConfiguratorMachineMomentAMOGUSAMOGUSnotTheFemurBreakerAARGGGGHHHH.cs:44)
PooluginRooms.FolgaConfiguratorMachineMomentAMOGUSAMOGUSnotTheFemurBreakerAARGGGGHHHH:PissOverwatch3() (at C:/Users/ecg06/OneDrive/Desktop/TheFunnyHAHA/PooluginRooms/PooluginRooms/FolgaConfiguratorMachineMomentAMOGUSAMOGUSnotTheFemurBreakerAARGGGGHHHH.cs:78)
LiminalPoolRoomsDunGen.StartPatch:PlayerJoinedGuessWhatHesHere(StartOfRound) (at C:/Users/ecg06/OneDrive/Desktop/TheFunnyHAHA/PooluginRooms/PooluginRooms/Class1.cs:140)
StartOfRound:OnClientConnect(UInt64)
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Dawn.MoonRegistrationHandler:StartOfRoundOnClientConnect(orig_OnClientConnect, StartOfRound, UInt64) (at ./src/API/Moons/.MoonRegistrationHandler.cs:379)
DMD<>?520020948:Hook<StartOfRound::OnClientConnect>?1085232984(StartOfRound, UInt64)
GameNetworkManager:Singleton_OnClientConnectedCallback(UInt64)
Unity.Netcode.NetworkConnectionManager:InvokeOnClientConnectedCallback(UInt64)
Unity.Netcode.NetworkSceneManager:HandleServerSceneEvent(UInt32, UInt64)
Unity.Netcode.NetworkSceneManager:HandleSceneEvent(UInt64, FastBufferReader)
Unity.Netcode.SceneEventMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
might need a v73 recompile 😄
Ill look into it, might actually add something while im at it, we’ll see
that'd be insane
Will be fixed in next update, might take a few days tho
For now just make sure LLL is disabled and you use LLL Updated
oh so the error is because LLL is still enabled?, the maker of LLL said we can leave that enabled and it will be fine ;o
I thought the issue is that the netcode patcher updated so need to recompile with the new one.
idk, i disabled it and enabled paco's and the error poofed
just changing dependencies for this update to work
I am however adding a new room so update may take a bit :3
plus maybe more
but I might get bored and just do the one room so dont expect too much
original lll will be updated soon i think, so i wouldent change the dependency =p but i will test with what you said and let you know in a minute if it worked
ty
jumping up and down excited thinking about liminal pools update
yup seems the error went away..
EDIT: tried again with both LLL's enabled and no error, so may have been something else... either way Paco said we can use both together, so id hope thats not the issue XD
This is the best news since sliced bread
Gonna be awhile btw, doing halloween party planning and stuff meaning i havent really had time to work on this. I apologize for the delay.
no worries, got the same errors before, so i think im going to have to disable until they are investigated (as i dont know how much it breaks the game), but no rush, will look forward to the update! 🙂
ooo hope you have fun!
Hi, Does the mod work correctly in v73?
You meed to use Lethal Level Loader Updated for now until i fix the dependency issue which will hopefully be fixed soon once i finish the next update
okay thank you !
just a heads up, v80 is in beta and will be main ver in the near future, and all interiors need a recomp bc of dungen changes
Ive been watching a bit, ill look into and hopefully have an update with all my inprogress stuff in it as well when it drops
excited for this!
It's gonna be a bit, I have to migrate my project to the actual patcher project which is taking longer than I wish it would. I currently have 2 new rooms and I want to add a special tile to kinda finish the project, but this will happen not in the same update as the v81 patch
np
will say tested with the patcher mod that exists and it worked 90%
yeye
mainly the main entrance was broken
It's just a matter of fixing my assets and uploading it with the new stuff
I'm just consumed by work, finishing my degree, and esports rn
np
I love the liminal pools
I have it like 99% working there's some testing I have to do regarding a few tiles and some things I want to touch up on a smidge but it should be out either today or tomorrow :)
Did you ever manage to fix that issue with the doors pushing players, and also the lockpickers not attaching properly to the doors?
finally, nostalgia will be complete once more XD
WHAT IS THAT???
ah
Yippee this mod has been broken for so long welcome back man ^^
v73 killed it, v80 is when it will finally return
did v73 kill it I dont remember
tho I didnt run into it much so prob missed what the issue was
Yes the fire exit mechanic would throw netcode errors
oh yeahhhh
It wouldn’t work
prob missed it since its a pretty uncommon interioir
haha
when I run it at least
yes
yippie
Thought I'd commented on this, but I and I'm sure the others respect the hustle, but yeah it is awesome having you around, your stuff is so cool.
Oh yeah I hope you managed to fix the chance of the first door you can get right in main entrance being locked lol
havent done that, will do today hopefully
this is fixed now (thank you lordfirespeed)
should be fixed now :P was a lot easier than I thought
Wait this is getting updated?
There might be some netcode errors with the slide room which is what im investigating now
sure
Subscribe Please :)Don't update anything until we do a reset (I'll let you know)Lobby Name: EternalXLobby Tag: EternalXThunderstore code: 019d8344-c4c7-17c5-...
My buddy Eternal saw this using Poltergeist
I made this modpack for him too btw
thats crazy lmfao
kinda terrifying
I haven't seen anything like that in my current testing but would you be willing to send me your modpack so I can check out the modlist?
019d80a2-3a34-04a3-f14a-7234783712a4
this was the initial one
oh yeah
Main and Fire Exit was blocked
That's just a thing that happens when there's an issue with stuff in the dungeon, it shouldn't be blocked like that in the new build
1.0.15
- Added 2 new tiles
- Added water caustics
- Removed an evil wizard causing me mild discomfort
- Fixed some issues with nav mesh
- Fixed a dependency issue
- Fixed a bug with doors in the entrance tile being locked
- Fixed some networking stuff (Thank you Zaggy and LordFirespeed <3)
- Updated README.md
- Updated to v81
- Updated dungeon flow scaling and priority
As per usual please let me know if you run into any bugs, I'm already working on a 1.0.16 so the sooner I know about the things the better
peak
Im glad you got rid of the wizard he was pissing me the fuck off
Glad to see my GOAT interior back
I wanna play with this more often
new update has serious issues with cullfactory
it flashes a lot
blinking lights and blackout out tiles
must've been tile bounds breaking from the project migration
ill look into it
probably not today because I have to practice for my finals match tn but it should be an easy fix
We lost, but second place isn't bad
1.0.16
- Fixed an issue with generation
- Fixed an issue with CullFactory compatability
Next on the docket is some custompass stuff with reflections, but i wanna try custom vents and particles to make hazards a liiiiittle more obvious when theyre in water and to work on another tile
Also create aeronautics is peak
I saw a little bit about it and it looks fucking crazy lol
ough it will be so peak
Question, is there a config for this/any way to make the pools interior more common?
You can change the weights with the Lethal Level Loader config (the library that this depends on)
is it called Custom Dungeon: [name]?
What's the exact name?
So, to configure the weights you do it on a per-moon basis
I don't know the exact name but you should be able to recognise it
Take a look through the configs, you'll figure it out
I guess I'll do some trial and error
Thanks for the help 🙏
I made a separate profile with just PoolRooms, launched it and opened config but there seems to be no config for PR
I assume it's a LLL issue
Maybe if I set the other interiors chances to 0?
