#Imperium

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distant stag
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A powerful and highly performant all-in-one debugging tool to test and explore game mechanics and functionality in Lethal Company!

Imperium (Beta) - Version 50 Only

This is the first public beta of Imperium. Please feel free to submit any bugs and or feature requests on Imperium's Github page!

https://github.com/giosuel/imperium
https://thunderstore.io/c/lethal-company/p/giosuel/Imperium/

Disclaimer

Imperium was made with the intent to be a tool to test game functionality and provide more insight into the weird and wonderful mechanics of Lethal Company.
The Imperium team strongly stands against cheating and trolling in public lobbies.

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Visualizations

  • Visualization of hitboxes and colliders.
  • Raycast and spherecast visualization for weapons.
  • Landmine / Spike Trap colliders and overlays.
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Object Spawning

  • Spawning of entities, scrap and map hazards on hosts and non-hosts.
  • Killing and reviving of employees.
  • Object Explorer for Lethal Company objects.
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Teleportation

  • Interactive indicator teleportation.
  • Teleport to coords / map object.
  • Waypoint manager.

Spawn Prediction

  • Entity spawn predictions throughout the day.
  • Predicts spawns, spawn locations and spawn timers.
  • Spawn indicators on vents and outside nodes.
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Freecam

  • Built-in, custom 3-axis freecam.
  • Select / Deselect the camera's render layers.
  • Supports teleportation.
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Moon Information / Properties

  • Information of the current moon / challenge moon.
  • Controlling map hazards and objects via Interface.
  • Changing of moon variables / weather.

Render Settings

  • Custom render and camera settings.
  • Control over volumetrics / lighting / frame settings and more.
  • Custom render resolution.

Entity and Player Overlays

  • Displays entity / employee stats such as HP, Stamina, Weight, etc.
  • Visualizes entity path-finding and targeting.
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Save File Editor

  • Custom save file editor for level saves and general save.
boreal panther
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Omg man, this seems insane!

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Wow!!! I am definitly gonna use it throughout my future testing!

tall bough
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Holy fuck

limpid eagleBOT
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dynoSuccess Added role Modder to giosuel

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Yay! @distant stag you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.

bitter compass
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Looks insane

oak venture
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damn this looks nice, haven't used this but I might just deprecate DevTools/TestingLib if this does everything it does lol

bitter compass
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How long has this been in the works? There's so much lol

bleak shard
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Couple days over three months

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It's come a long way

distant stag
bitter compass
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Noice

tall bough
surreal prawn
slow island
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This is craaaazy

sullen pilot
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dearie me

warm mortar
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would using this for dev purposes be preferable to other dev tools?

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cuz if so

bitter compass
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That's kind of the point

grim stream
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Plz make sure it’s not client side

warm mortar
bleak shard
heady vortex
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oh my god

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its beauitful

plucky granite
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Dude thats such a great mod!

strange onyx
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Wow this looks really nice, at least at a glance. Definitely will be trying this out!

distant stag
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[2024-04-06] Update v0.1.3

  • Fixed compatibility issues with the v50 rev.3 update of lethal company.
  • Adjusted Oracle predictions as the daytime entity bug was fixed.
waxen plover
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Is this a v50 only mod because none of the keys do anything

distant stag
waxen plover
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Yeah I just booted up the beta and found that out. Thank you.

grim stream
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So the is helps with performance?

iron pumice
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no

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sadly

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i thought that to

steel siren
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not sure if this is imperium causing this but when i have the mod installed when i land its stuck on loading seed

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never happend without the mod on

sullen pilot
alpine glacier
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I definitely have to test this :o

grim stream
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He said he was going to test

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Also there are settings to lower resolution and disable visual effects

distant stag
distant stag
steel siren
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ok

steel siren
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btw imperium was the only mod in mod list

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so

distant stag
steel siren
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dang

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lemme check

alpine glacier
distant stag
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try version 0.1.2 if your're on an older v50 patch, but no guarantee that it works

steel siren
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logs

steel siren
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for the loading seed glitch

torn bough
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e

distant stag
# steel siren logs

when does this happen? seems like a nieche error since this function runs a lot

warm mortar
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runtime netcode patcher just deprecated agony

distant stag
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πŸ’€

alpine glacier
torn bough
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oh no...

distant stag
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Interesting, I'll look at it, thx

warm mortar
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this just came out and then rnp just dies LMAO

distant stag
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its probably not too hard to switch to unity netcode patcher

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at least I hope so..

distant stag
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[2024-04-12] Update 0.1.4

Compatibility

This version is compatible with the v50 rev.4 update of Lethal Company.

Added Features

  • Added picture-in-picture mode for freecam (Shortcut: X).
  • Added keybind to toggle the Player HUD (Shortcut: Z).
  • Added visualization of the outdoor spawn denial points.
  • Added night vision to the freecam.
  • Added noise markers to indicate nearby noises.

Internal Fixes

QOL Changes

  • Dead entities are now marked as dead in the object explorer.
distant stag
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[Beta] Imperium

tall bough
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Oh my gahh

distant temple
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Are there any incompatibilities with other mods? Cause everytime I try to open the F1 menu in my mod pack it just doesn't pop up and gives me this:

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But when I do it with no other mods it works perfectly fine!

distant stag
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its meant to be a tool for testing and debugging

sweet drift
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so it can't be used for mod/modpack testing then perceive

distant stag
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definitely something I will look into in the future, for now there is no guarantee that it will not break with arbitrary mods

alpine glacier
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Why does Imperium increase the FOV while sprinting? πŸ˜…

distant stag
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imperium currently has a bug where the FOV change is not smooth, will be fixed in the next version PES_BlankieThumbsUp

strange onyx
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Is there any way to disable other keybinds and interactions in the game while a menu is open? For instance, if I push F2 to spawn a Tulip Snake, the teleportation indicator appears as soon as I type the first letter.

cyan granite
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is this mod supposed to work in multiplayer? like have the other player use it as well?

distant stag
distant stag
cyan granite
distant stag
cyan granite
distant stag
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hmm, it might be a problem with the new netcode patching

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since runtime netcode patcher was deprecated

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you could try using version 0.1.3

cyan granite
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alright we'll try it out and i'll get back to you in a bit

cyan granite
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i guess it is a problem with the new netcode

distant stag
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thats good to know! ill make sure this is fixed in the new version!

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thanks!

strange onyx
shadow ferry
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With the invisbility setting, does that make you invisible to the enemies, other players or both?

shadow ferry
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I see

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I think it'd be really cool if there was an option to be invisible to other players as a small little troll

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unless freecamera already does that

distant stag
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You can do it with freecam I guess, though I don't see how this would be useful for debugging sus

shadow ferry
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not for debugging in the slightest

distant stag
novel lake
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Would it be possible to either redirect (or copy) Imperium notifications to chat (or to another persistent gui)? When testing combat with godmode on, the "enemy took 1 damage" and "godmode blocked X damage" often appear quickly one after another, so it's easy to miss them

distant stag
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redirecting them to chat would be an option but IIRC you can't really scroll up (?) what about logging the event so you can check in the logs?

strange onyx
distant stag
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thanks for the heads-up!

pseudo notch
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Dose this work on the v50 release?

distant stag
pseudo notch
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I tried it on v50 but I could not get it to work

distant stag
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were there any errors?

pseudo notch
distant stag
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do you have the logs?

pseudo notch
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I tried press all of the fn’s

pseudo notch
pseudo notch
distant stag
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yep

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sounds like a problem with other mods

pseudo notch
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Ok I will try again later

distant stag
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try using it without any other mods

pseudo notch
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K

novel lake
elder sigil
# distant stag try using it without any other mods

Is there really any tiny chance Imperium could embrace a bigger scope, by becoming a debug tool for non-"pure" LC, aka LC with mods?
I'm a bit puzzled su much effort went into debugging just the "vanilla" unmodded version. Maybe I'm missing something.

distant stag
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I have to check with every mod, that I want to support, individually to make sure its compatible with Imperium

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I am changing the spawning system to hopefully support custom items in the next version

distant stag
torn bough
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custom enemys-

autumn pawn
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Are there any ways to change the keybinds that Imperium uses? I use Hotbar plus which assigns my inventory slots to my numbers, which then moves my emotes to my F-numbers, and thus, Imperiums default keys are overriden.

distant stag
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It's on the list of stuff that I want to add tho

autumn pawn
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Even with something like InputUtils?

distant stag
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I would need to add support for input utils first

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but it's not the highest priority rn

autumn pawn
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Fair enough

distant stag
# autumn pawn Fair enough

feel free to open an issue on github, maybe more people are interested in this feature so it gets a higher priotity

strange onyx
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How to spawn a Spray paint or a Tulip snake with this mod? Seems like nothing with spaces work.

distant stag
eternal grotto
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This is gooorgeous, what a beast

distant stag
torn bough
strange onyx
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How do I use the save file editor? There doesn't seem to be a save button anywhere.

distant stag
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same for the toggles

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you would need to restart the game for most of the changes to take effect, tho

strange onyx
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None of it saves, though. I've setting the credits, days, steps taken, ship unlocks. I've tried restarting the whole game, quitting and reloading the save, using LobbyControl to save and load the save. I'm not sure what I'm missing.

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No logs are even generated.

distant stag
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I'll have a look

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thanks!

strange onyx
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Thank you! This mod's gonna be so amazing once the kinks are worked out.

distant stag
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Imperium 0.1.5 [Beta]

I re-wrote the entity and item management system to improve the compatibility with mods that add items and entities with LethalLib.

In general, using Imperium in existing v50 modpacks should now work a lot better, but I still can't guarantee that it doesn't break with certain mods.

Compatibility

This version is compatible with the v50 update of Lethal Company.

Known Mod Incompatibilities

Changes

  • Completely rewrote the Spawning UI and entity handling system to be more robust.
  • Added support for modded items and entities.
  • Items, scrap and spider webs can now be teleported from the Object Explorer.
  • Added indoor spawning vents to the Object Explorer.
  • Added breaker boxes to the Object Explorer.

Internal Fixes

  • Changing the weather in real-time is now fully implemented.
  • FOV transitions are now smooth (e.g. when sprinting).
  • Fixed a bug that caused freecam inputs to go through when the UI was open.
  • Fixed the BepInEx dependency.
  • Fixed a bug that caused problems when spawning entities with a space in their name.

QOL Changes

  • Entity spawn location can now be picked interactively when in freecam.
  • Freecam now spawns above the player when opened for the first time.
  • More overlays now correctly look at freecam when its active.
distant stag
elder sigil
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I'm literally drooling just looking at this page (from the store). That's just beautiful, everything looks so neatly organized 😍

sullen pilot
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hypothetically, if i were to wish to use imperium to be a bit silly in a friends only lobby, would all players require the mod?

torn bough
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you just have to be host

sullen pilot
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:D

distant stag
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as loong as your the host

sullen pilot
distant stag
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i switched from runtime netcode patcher to the other one

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and now some RPCs are not worting

sullen pilot
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the other one, very descriptive

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also by god is this useful

distant stag
distant stag
steel siren
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sorry if this is annoying but will u fix the loading seed glitch?

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sorry for asking

autumn pawn
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Are you sure it's caused by this mod?

strange onyx
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Trying to spawn Spray paint still results in 0x spray paint being spawned even after today's update.

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The spaces in names still break things.

steel siren
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but i will try to test again

autumn pawn
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Huh, alright. Just that bug sounded like the same thing LQ also does

steel siren
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i think i was wrong sorry

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im not sure

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weird

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i got these logs

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something about navmeshes

autumn pawn
torn bough
steel siren
torn bough
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same

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multiplayer or solo?

steel siren
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both

torn bough
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its just multiplayer for me rn

distant temple
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Idk if it's just me but this mod has some conflicts with Control Company. Even if I change my keybinds for the control company the menu is gone and I can't select any enemy to control.

distant stag
heady vortex
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Hm

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For some reason my spawn list is greyed out and I cant interact with it at all

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@distant stag you know why this is happening?

distant stag
heady vortex
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understood

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mb

distant stag
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all good, I didn't mention it anywhere in the changelog

urban coyote
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Hello, can you please make the intro (The "Greetings, Padawan") optional? Specifically, something I could turn off in the config. I use imperium sometimes for singleplayer and I tend to prioritize consistent atmosphere with the mods I use, so I try to avoid things like that.

My bad if I've got it wrong, I'm having a tiny bit of trouble figuring out which mod is causing it, but turning imperium on/off seems to consistently cause the easter egg to start/stop.

Thank u for making this mod btw, it's the only debug mod that consistently works for me πŸ‘

distant stag
normal trench
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Not sure if its been reported already, but the mouse cursor doesnt seem to appear when you open the menu. You need to be actively looking around as you open the menu for it to appear.

Also some menus aren't interactable when you are in freecam

distant stag
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what menus aren't interactable?

normal trench
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At least the teleport menu

normal trench
distant stag
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yeah, but is that a problem? you won't be using the cursor anyways before you move, no?

normal trench
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Its pretty hard to use the menus without a visible cursor :P

distant stag
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but you need to move the cursor to use the menus, no?

normal trench
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Hold on...

distant stag
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or am I missing something?

normal trench
distant stag
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ahh I see what you mean

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this is most likely a mod incompatibility

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what other mods are you using?

normal trench
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It might be freecammer how that I think about it, lemme check

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Nope

distant stag
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might be minimap

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but id have to check

normal trench
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Its minimap

distant stag
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Imperium will soon have it's own minimap anyways

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but the mod incompatibility is known

sullen pilot
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even when things do spawn, the oracle always says no enemies spawned

distant stag
sullen pilot
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spawn report i mean

distant stag
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because the spawn report doesn't include entities that haven't spawned from their vents yet

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aka indoor entities

sullen pilot
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doesn't include outside enemies either though, i've seen a hawk spawn infront of me while it says no enemies spawned

meager ember
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NullReferenceException: Object reference not set to an instance of an object
  at Imperium.Core.MoonManager..ctor (SelectableLevel level, Imperium.Core.ObjectManager objectManager) [0x0002c] in <c42d373936674adea180e79f30d377da>:0 
  at Imperium.Core.MoonManager.Create (Imperium.Core.ObjectManager objectManager) [0x00025] in <c42d373936674adea180e79f30d377da>:0 
  at Imperium.Imperium.Launch () [0x000ee] in <c42d373936674adea180e79f30d377da>:0 
  at Imperium.Netcode.ImpNetCommunication.ReceiveImperiumAccessClientRpc (System.UInt64 clientId) [0x000d6] in <c42d373936674adea180e79f30d377da>:0 
  at Imperium.Netcode.ImpNetCommunication.__rpc_handler_912480818 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) [0x0003b] in <c42d373936674adea180e79f30d377da>:0 
  at (wrapper delegate-invoke) <Module>.invoke_void_NetworkBehaviour_FastBufferReader___RpcParams(Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams)
  at (wrapper dynamic-method) Unity.Netcode.RpcMessageHelpers.DMD<Unity.Netcode.RpcMessageHelpers::Handle>(Unity.Netcode.NetworkContext&,Unity.Netcode.RpcMetadata&,Unity.Netcode.FastBufferReader&,Unity.Netcode.__RpcParams&)```
distant stag
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I'll have a look, thx

sullen pilot
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forecaster seems to have some trouble with lots of moons

meager ember
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that reminds me... I get an error whenever I try to switch weather (it seems to still work even with the error though)

NullReferenceException: Object reference not set to an instance of an object
  at Imperium.Core.GameManager.RefreshWeather () [0x000bf] in <c42d373936674adea180e79f30d377da>:0 
  at Imperium.Core.GameManager.ChangeWeather (System.Int32 levelIndex, LevelWeatherType weatherType) [0x00012] in <c42d373936674adea180e79f30d377da>:0 
  at Imperium.Netcode.ImpNetWeather.OnWeatherChangedClientRpc (System.Int32 levelIndex, LevelWeatherType weatherType) [0x000e3] in <c42d373936674adea180e79f30d377da>:0 
  at Imperium.Netcode.ImpNetWeather.ChangeWeatherServerRpc (System.Int32 levelIndex, LevelWeatherType weatherType) [0x000e3] in <c42d373936674adea180e79f30d377da>:0 
  at Imperium.Netcode.ImpNetWeather.__rpc_handler_2306371807 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) [0x00056] in <c42d373936674adea180e79f30d377da>:0 
  at (wrapper delegate-invoke) <Module>.invoke_void_NetworkBehaviour_FastBufferReader___RpcParams(Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams)
  at Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) [0x0004e] in <895801699cfc4b4ab52267f31e2a4998>:0```
distant stag
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thanks!

distant stag
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did you load these levels with LLL?

sullen pilot
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yep

distant stag
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does other stuff work as expected with it?

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I have actually never tested it with the new LLL

sullen pilot
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it seems to yeah

distant stag
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very good

true laurel
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Hi, one question, currently the mod doesn't work with HDLethalCompany, is this expected or incompatibility?

meager ember
true laurel
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Umm weird, maybe something else is causing it to not work, but is strange because just when I add Imperium it stops working

distant stag
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you shouldn't need hdlethalcompany anyways as Imperium has all (or at least most) of the render settings built-in

true laurel
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Don't really see any errors from Imperium

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To see the comparison with HDLethalCompany working

distant stag
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oh yeah but thats because imperium has its own graphics settings

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specifically, it overwrites the resolution at runtime

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you can change that in F1 -> Render Settings

true laurel
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Ohh I see, thank you so much for the time, I'll check it out yoiled

distant stag
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no worries, have fun! salute

heady tinsel
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oooh this is goated

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this makes testing mods infinitely easier

steel siren
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i just found out the loading seed glitch was one of my mods sorry for complaning so much

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it was "general improvements"

distant stag
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Alright, good to know πŸ‘

strange onyx
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Is there any way to set the value of an item with this mod?

distant stag
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its only possible to set the value of items spawned with imperium

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if you want to change the value of existing items, I'd recommend to use unity explorer

strange onyx
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How do I set the value of an item I'm spawning? 3rd arg?

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Ok, yeah, it's 3rd arg.

distant stag
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yep

buoyant cipher
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animations seem to be broke when i use imperium

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is it a setting im not seeing or a glitch im encountering

distant stag
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what kind of animations?

buoyant cipher
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using terminal, using landing/launch lever, and emotes seem to just act a bit strange

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let me double check real quick to make sure it wasnt something else

buoyant cipher
buoyant cipher
distant stag
buoyant cipher
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yes i do

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ok so it was a setting i was not seeings lol

distant stag
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hehe

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yeah, thats what it does

buoyant cipher
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well thank you

distant stag
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no worries!

torn bough
lost portal
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I don't mean to be a pain but how would I unlock the mouse when using imperium

distant stag
lost portal
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its fine now I fixed it

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the problem was minimap

distant stag
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I will add a built-in custom minimap to imperium in the next version anyways

torn bough
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really need to fix the teleport key and minimap key to not work when using the spawning menu

distant stag
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minimap aint even in the mod yet

torn bough
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when!

sullen pecan
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hi is there a setting that will make the ship not leave after dying?

distant stag
sullen pecan
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ok, thanks!

rough grail
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f1,f2,f3 literally do nothing

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the bepinex log had nothing

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so uh

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kind of confused

feral sentinel
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imperium adds a new collider called "ImpNoiseListener" on the Enemies layer to the player camera

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due to some jetpack jank in vanilla, the jetpack collides with that while the player is flying at high enough speeds, which causes the player to die to gravity and explode

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im working on a plugin to fix the jetpack exploding in mid air and was running into issues with that creating inaccurate results in my testing

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not sure how easily that could be addressed or how much it matters but it was an interesting incongruency

distant stag
distant stag
torn bough
distant stag
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No me slep

torn bough
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good

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less sleep more imperium working!!!

distant stag
torn bough
rough grail
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No control company or minimap

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Even tried a new profile with just bepinex and imperium

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Didn't work

distant stag
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that's very weird, I have never heard of this one before

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are there stil no logs even with Imperium + bepin?

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could you send them?

rough grail
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No warnings or errors

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Not a hardware thing either trust me I tried

rough grail
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Because there's nothing in the logs its 100% just something on my end

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I'll get back to you if I fix it

distant stag
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That sounds very odd

brisk bane
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do you have to enable another player (non host) to use the imperium menus or is that not possible because i was trying to test some multiplayer stuff but my partner couldn't use the menus

rough grail
distant stag
torn bough
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welcome back to earth gio

distant stag
alpine glacier
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What exactly is the Freecam teleport button for?

It seems to always teleport me to the ship, no matter where the freecam is πŸ€”

rough grail
distant stag
distant stag
alpine glacier
distant stag
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i am not sure when I'll be able to release it, I am currently on vacation and I stil need to fix one or two things

alpine glacier
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Yeeee, enjoy your vacation! πŸ™‚

distant stag
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thanks! PES_Heart

timber coral
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For some reason I suddenly can't host with Imperium on, even in friends only mode

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this is the error message i get

sullen pilot
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sometimes when i teleport to a fire exit, it teleports me out of bounds and sends me flying into the abyss

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stepping into webs and below snare fleas seems to still alert them even when invisible

distant stag
distant stag
rough grail
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tedious if you have new items that you spawn in and have to manually do multiple clicks to get one at a time

rough grail
# distant stag Wdym multiple clicks?

just annoying yfm? f1, scroll, find the item, click, find where you want to place it, do that 10 times since it falls through the groun 99% of the time, repeat for 8-10+ items..

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you get it lmao

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clippings getting fixed the next update so

distant stag
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Well once the items don't fall through the ground it shouldn't be a big problem anymore, right?

rough grail
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adding that would be helpful and very appreciated

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πŸ‘

rough grail
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that, plus a multi-select would be peak fr

distant stag
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I am still not 100% sure if I know what you mean, once I fix the fall through ground thingy, the items should spawn in front of you anyways

rough grail
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what I mean is the blue circle where you can look around and click where you want the item to be placed, im asking if you could make an option that disables that and just automatically places it at your feet when you select an item to be teleported to you

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my bad if my previous explanation was garbage

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reason being: tedious when your trying to tp multiple items and are having to constantly re-open the menu, scroll, and find what your looking for

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did that make sense or nah πŸ’€

distant stag
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Yeah, I get what you mean, I just wasn't sure in what case you would need to teleport a lot of items at once

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But yeah, a general setting to disable the indicator should be pretty easy to add

rough grail
#

oh im testing a mod that adds items to the inside of the facility

#

just needed to see if stuff was spawning properly or not

distant stag
#

Ohhh, alright makes sense

rough grail
#

yeah sorry for the confusion man

distant stag
#

Haha no worries

#

Yeah sure, can add that

#

It's on the list

rough grail
#

alright sounds good

#

thanks

#

I gtg now

distant stag
timber coral
#

because i can't host so i cant do it ingame

#

would reinstalling change the config

distant stag
alpine glacier
#

Last time I tested the multiplayer function didn't work πŸ€”

Does it not work when using LAN?

distant stag
boreal panther
#

I just want to say that I tried your mod for some testing of my mods, and It works just soooo well! Beautiful work!

bitter compass
#

Thanks

#

Worked hard on it

distant stag
timber coral
#

how do i use the freecam, when i press F or whatever the button is i can't move the camera position at all

distant stag
#

Or are you using a keyboard layout that doesn't have the default WSAD layout to move?

timber coral
#

I'm using that toggle flashlight with F mod

distant stag
#

Maybe try using it without any other mods and see if it works

alpine glacier
#

Ummm πŸ˜…

distant stag
#

not yet, at least

alpine glacier
#

Yeah xd

timber coral
#

The stun timer seems to be incorrect in some cases. What I mean by this is it might display and count down from 7 to 0 but those 7 seconds are 25 seconds long

#

example, turn off flashbang render, flashbang a coil and watch him

#

||also like all the stun grenade times on both wikis seem to be wrong wrong||

bitter compass
#

im pretty sure i wrote that part

#

and i tested it Think

#

pretty sure this is correct

#

like 99%

timber coral
#

Idk whats going on with the code but just stun a coil to see what i mean

bitter compass
#

the wiki with 99% accurate information is lethal.wiki

#

it has guides in it which should contain almost guaranteed true information

#

idk about other wikis

timber coral
#

didn't know this existed and wasn't referring to it

distant stag
#

Yet another wiki Clueless

#

(well it's for modding, so fair enough)

torn bough
#

sole wiki for mouthdog when

sullen pilot
#

how do you enable and disable different layers in freecam? like triggers and stuff

#

SPACE? SPACE?

rough grail
#

Skibidi

torn bough
#

❌

distant stag
#

Arrow up and down to select

timber coral
#

@uneven stump do you know what's going on with your stuntimer display?

alpine glacier
#

Is it planned to add an option to visualize Interact triggers?

#

Also... The OOB option seems to be broken.

Is this known?

distant stag
#

and ye, the OOB is not implemented yet, I removed the option in the new version

alpine glacier
distant stag
#

Arrow up / down to navigate and space to select / deselect

alpine glacier
distant stag
alpine glacier
#

I'm talking about InteractTriggers

distant stag
#

ohh

#

uhm I can look into that

alpine glacier
#

That would be awesome!

Would help me a lot with my latest project

distant stag
alpine glacier
distant stag
drifting condor
#

Hello, I have a little problem, I can't open the render settings menu when clicking on it

#

Am i doing smthg wrong ?

distant stag
drifting condor
#

the log when i click on the button

#

But I just tested with lethal control disable and it work

#

It's seem that i can't open the render settings when I'm in control company mode

#

Same thing for the moons settings btw

distant stag
#

Yeah that's probably a mod incompatibility, feel free to open a GitHub issue

drifting condor
#

Well I don't know if it will really be necessary, once in the ship there will be no more problem

#

I wanted to know if it was possible to make the entities spawn somewhere other than our position, like make them spawn inside with a random position ?

distant stag
#

When in freecam, you can pick the location

#

But this feature is not yet released

#

Very soon Pepe_Smoking

drifting condor
#

Oooh niiice

#

Thank you for this mod really, its was the only one I was waiting for. Now i can be the perfect host for my friends !

distant stag
#

Hahaha

drifting condor
#

I am actually stuck in random seed loading

distant stag
#

yeah, this is also fixed in the new version

distant stag
#

Imperium v0.1.6 [Beta] - The Map Update

Imperium now has its own isometric map and minimap!

Besides that, Imperium's UI got a complete overhaul with new components, better and more consistent alignment and brand new interface skins! There are currently 8 different interface skins to pick from.

I also reworked the night vision system to be more uniform and comfortable to use.

boreal panther
#

That is INSANE

#

Good job Emperor

#

That is such a good work you are doing here

#

you told me to look forward to the mod, well I got my eyes wide open

distant stag
#

Added

  • Added a hybrid 2D/3D isometric map - Open with F8.
    • Added minimap - Open with M.
    • LMB - Look, RMB - Move, MMB - Zoom, R - Reset
  • Added an option to prevent the ship from leaving automatically.
  • Added eight new interface skins to pick from.
  • Added option for host to allow or disallow Imperium commands from clients.
  • Added visualization for interact triggers.

Changes

  • Completely overhauled the look and feel of the Imperium interface.
  • Reworked night vision to be more uniform and comfortable to use.
  • The custom welcome message can now be turned off in the settings.

Internal Fixes

  • Multiplayer works again!
  • Security doors now correctly open and close.
  • Fixed a bug where changing weathers was causing an exception on certain moons.
  • Fixed the freecam teleport button in the Teleport UI.
  • Fixed a bug where Oracle crashed when a vent was overwritten.

QOL Changes

  • Teleport Indicator can now be toggled with T.
  • The "Vent" category in the object explorer can now be collapsed properly.

Known Issues

  • Switching between Unity Explorer and a Imperium UI directly breaks the cursor.
    • To fix, just open and close Unity Explorer once.
  • Scanner overlays are broken at higher texture resolutions.
oak venture
#

Holy damn, nice work! Also btw, how easily do you think Imperium could be applied to other Unity Mono games? Or is it very much tied to LC? Not that I need it for other games, just curious

distant stag
oak venture
#

I see. How is the UI system built? Could that be reused at least?

distant stag
#

I built my own framework for the UI, and I do actually plan on moving that to it's own mod, as I think there is a clear lack of good (or any) UI frameworks for Unity modding

#

Not sure when that will be though, as my Imperium todo list still quite large and keeps growing with every release haha

oak venture
#

ah, nice! Yeah I think the only UI thing for Unity I know is UniverseLib from Unity Explorer, but yeah it's kinda deprecated, and the person who maintains the newest versions of Unity Explorer hasn't really done things to keep UniverseLib really alive for use by other people at least (like, it's not on NuGet for example)

#

But I could use a library for making Unity UI stuff, currently I'm just using OnGUI since it's the only thing I know and can be applied to non-unity stuff with some porting

drifting condor
distant stag
#

But yeah, there are a lot of things that I don't really like about it / that could be better imo, especially from the developers perspective

oak venture
#

yeah I don't really know anything about it other than it exists lol

alpine glacier
#

The new Update is SICK!

#

There's just a few things that are a bit weird πŸ˜…

  • Teleporting yourself to an item usually causes you to fall out of the map
  • Teleporting items to you likes to cause the item to fall out of the map
  • Teleporting things like vents and breaker boxes also places them into the ground
  • Certain UIs cause the Minimap to render like the old one (Specifically the Moon Settings one. It's usually better to disable the Minimap while browsing the UI anyway though...)

I also think you left a spammy debug message in there xd
Dragging the map will cause "DRAGGGGGGG" to be spammed.

And changing the theme throws an exception.

Other then that... An insane Update ❀️

distant stag
#

that should literally not be possible as they are not related at all

alpine glacier
#

I'll make a screenshot next time

torn bough
#

πŸ₯³

muted mauve
#

it sometimes doesnt cover the entire map

distant stag
muted mauve
distant stag
#

you can change the FOV with LeftArrow and RightArrow to make it look more isometric

muted mauve
#

i honestly didn't know that

#

thanks dude

distant stag
#

no worries!

muted mauve
#

also how do i check off the layers when in freecam?

distant stag
muted mauve
#

i see i see,,

#

thanks!!

distant stag
alpine glacier
#

Testing it tomorrow, for now I'll go to bed

distant stag
#

also, not sure if you saw it, but i added the interact trigger visualization

sullen pilot
#

what in the world

alpine glacier
alpine glacier
#

About the Minimap issue:
I was just an idiot.
For some reason, I had FeralMinimap installed.

I didn't install it via r2modman, causing me not being able to just search for it...

alpine glacier
#

I didn't notice that message 'till now xd

serene marsh
#

why nAbady told me about this

distant stag
torn bough
distant stag
manic ember
distant stag
torn bough
manic ember
distant stag
distant stag
torn bough
alpine glacier
#

I'm the host ;-;

alpine glacier
distant stag
alpine glacier
distant stag
distant stag
#

And I am currently on vacation so I won't be able to work on the next update for a few more days

tight urchin
#

This was my experience with the previous version of imperium tho, havent had the chance to use the latest update.

distant stag
#

Very interesting find..

#

Do you maybe have an exact mod list / an idea of what mod is causing it? I am assuming it has nothing to do with imperium tho (?)

tight urchin
#

No clue what causes it exactly, and I sincerely doubt its imperiums fault. When I get some free time, I'll try to see if I can narrow down what might be causing it.

distant stag
#

Would be interesting to know, but yeah, Imperium doesn't really mess with the levels at all (there was a problem with scrap spawning but that was fixed in the latest version)

manic ember
#

erm.. interesting question, is there any possibility that with the overlay for entities (or well anything)... if a mod were to detect that "imperium" is also loaded.. that it could add extra information to the overlays?

for example..

im testing something for my mod, so i spawn a masked, like in the picture above, i can see thier normal information.

what im suggesting is... allowing other mods, to give themselves compatibility with imperium.. so when the mod makers are testing.. they can add more information to that.. fed from their own mod.. so instead of having to check logs (like i am right now), they can just see it on screen?

in my case.. im having to reset the masked 1-40 times.. as on spawn, the personality changes.. if there was a way for me to be able to go "if imperium is also installed, add these variables to the masked".. then when i spawn a masked, they would show, and be updated from my mod..

is that possible already? possible in the future?

for me, it would be great.. i assume it would be beneficial for others too, perhaps for people creating their own monsters and need to perform checks that may not be normal.

edit:- i should add, i will still need to reset the masked many times, im just wondering if i can do it without trying to see through log spam every reset xD

distant stag
#

in general, I am working on a variable watchlist, like in the debugger

manic ember
hazy gulch
#

A quick q, if I want to disable imperium as the host just so all the hotkeys dont mess with my gameplay, is it possible?

distant stag
hazy gulch
#

What do you mean? Im currently using it

distant stag
#

you mean an option to turn off all keybinds?

hazy gulch
#

I mean, yeah just disable its keybinds and popups

#

Theres times where I want to use it and times I dont want it distracting me

distant stag
#

but how would you turn it back on when there is no keybinds anymore?

hazy gulch
#

Well Id assume thered be only 1 keybind to enable/disable

distant stag
#

hmmm, interesting idea

hazy gulch
#

Cuz like it seems to have a lot of buttons to it, and stuff like my F to use flashlight already conflicts with it

distant stag
#

in any case, this is not possible currently

hazy gulch
#

kk

distant stag
#

I plan to add input utils support in the future so you can rebind all the keys

#

this would probably fix this problem, right?

hazy gulch
#

I guess? More like it would mitigate it. I just want an option to hide it and turn off most of the keybinds until I press a button to unhide it if I need it later

#

Like I feel like if I tried to play normal LC with this on it would obstruct some things

#

Also as a q, I was looking at the f5 menu for the oracle stuff. And it said Wave 1 a thumper should spawn, as I spawned in the planet though it gave me a popup that said "Wave 1 nothing spawned >.<"

#

Does that mean something is messing with the monster spawns

#

Or else its just wrong, which is weird. I just observed a thumper spawn and then it told me nothing spawned in the wave

distant stag
hazy gulch
#

It spawned in a later wave where nothing was predicted to spawn, so thats odd too lol

#

Im just testing on Titan rn, and it predicted that C0 and C1 would have a thumper spawn, but I didnt notice entities till C2 where it predicted nothing, which is when I noticed the thumper

distant stag
#

did you check at the beginning of the day or right before it spawned? there are things that influence spawning in the game but oracle should update

hazy gulch
#

I checked when I first landed, and periodically

distant stag
#

hmm, interesting

#

well its not 100% stable yet as it's still beta but I can check it out

#

do you have any other mods?

#

if any other mods use the same RNGs as the spawning, everything will be off

hazy gulch
#

A lot of other mods, so I wasnt really bringing this up as a potential problem for your mod, I was just curious how accurate the oracle is

#

It seems more stuff is spawning now, so Im fine I guess

#

I was just worried the spawning was bugged for a second

#

Im guessing the oracle thing is based more on vanilla spawn predictions, not counting for potential modded spawn rates. I dont know if I have one of those or not, but I have a lot of mods so perhaps

distant stag
manic ember
#

a quick question, so im perfectly understanding..

the red line between a monster and yourself = they are tracking you, nothing more, nothing less, right?

distant stag
manic ember
distant stag
#

but as expected, there are probably inconsistencies between entities

manic ember
#

masked, and it is coming for me, i was just surprised, as i had gone around 3/4 corners, thought it was "it can see me", but targeted player makes more sense.. πŸ™‚

distant stag
#

yeah, I am currently working on a rewrite of the visualization system

#

hopefully that makes it more intuitive in the future

manic ember
#

i think your mod is great already, so i look forward to the extra functionality that will provide πŸ˜„

alpine glacier
#

Air visualization update when? /joke

distant stag
#

me when the world is just a red block

hazy gulch
#

In freecam, is there anyway I can identify what one of the big trigger blocks around the ship does? Im debugging stuff rn

#

Like what is this trigger next to me and the cabinet

distant stag
#

there unfortunately isn't really a way to identify an object yet

hazy gulch
#

Im not familiar with Unity Explorer, is that something else I have to get

distant stag
#

yeah, its a pretty cool mod that basically lets you do anything

#

but it's not super easy to use if you are not familiar with it

#

but it has an object explorer that lists the object hierarchy of the whole scene

#

Imperium works well with UE together

hazy gulch
#

Is there a way to see the triggers and stuff in my normal pov instead of the map?

distant stag
#

you can use picture-in-picture mode tho, with X

hazy gulch
#

Cool, how do I edit the layers in freecam?

distant stag
#

arrow up / down and space to select

hazy gulch
#

Thx

distant stag
torn bough
distant stag
#

Imperium v0.1.8 [Beta] - The Visualizer Update

I reworked the whole visualizer system and added a lot of new visualizers and indicators, including indicators for entity LOS and noise detection.

There is a new UI from which all visualizers can be managed!

#

Added

  • Added many new visualizers for various game objects and layers.
  • Added a new notification type for access control and spawning notifications.
  • Added a new interface to manage all the visualizers in one place.
  • Added entity LOS, proximity and noise detection visualizations.
  • Added an option to disable out-of-bounds triggers.
  • Added an option to unlock all unlockable items in the terminal shop.
  • Added a scaling option for the minimap in the minimap settings.

QOL Changes

  • Entity and Player info panels are now rendered in screen-space, resulting in higher resolution.
  • The size of the visualizers for indoor and outdoor nodes has been decreased.
  • Clamped the freecam movement speed between 1 and 200.
  • Fixed a bug where changing the resolution would tank frames.

Internal Fixes

  • Fixed a bug where Imperium client access would lock the host out.
  • Fixed a bug where the render pipeline changed the aspect ratio of some screens.
  • Fixed an issue where not all notifcations were toggleable.
  • Fixed a bug where the map camera clipping would not adjust when in unlocked mode.
hazy gulch
#

Is there a way to set the interior of a level? Id guess not since thats part of the seed, but just wanted to ask

distant stag
#

There isn't a way to do that currently

proper oyster
#

lets GOOOOOOOOOO

hazy gulch
#

How do you reset the freecam to your character?

#

nvm

#

Its r lol

#

Is it possible to disable lighting in freecam or the map?

#

To just have it on unlit mode?

distant stag
#

wdym with unlit? if you were to turn off all the lights everything would be pitch black

hazy gulch
#

Thats why I clarified unlit, basically how it would look in the editor where everything is just fully lit by default

#

Thats how its called in some engines at least

#

Dont know what itd be referred to in unity

distant stag
#

I think this is not easily possible at runtime

#

at least not with the render pipeline of LC

sullen pilot
#

after setting a moon to clear this happened

#

fixed after i set experimentation t oclear

bitter compass
#

The testing level is considered the same as whatever level you're currently on

#

Before u land anyway

hazy gulch
#

Is this client sided?

distant stag
# hazy gulch Is this client sided?

Most of the functionality is client sided, but there is multiplayer functionality
If you join a lobby with Imperium, the host needs to also have it installed + have Imperium client access enabled

hazy gulch
#

If just the host has it enabled, is that ok?

torn bough
#

also i got an error occurred
when pressing host button :1000quotastare:

distant stag
#

but it works in general

#

I will add better, more intuitive support and better access control for this case in the next update

hazy gulch
#

Also yeah I can confirm all clients need it to connect

distant stag
torn bough
manic ember
#

so.. when an entity enters the ship.. should it be registering as "in ship" rather than "outside"?

i recorded a video where the masked is supposed to ignore items anywhere except for "in the ship", they successfully did that (picked up an item in the ship, the only place its allowed).. but, the overlay always said "inside" or "outside", not "in ship", while if I as a player am in the ship, your mod tells me im in the ship.. thought i should point this out as i assume thats incorrect (that enemy entities do not register as in the ship when they are)

bitter compass
#

do enemy entities even have an in ship property?

#

im pretty sure they dont

#

otherwise they'd be able to also get grabbed when you're flying off πŸ€” (unless zeekers does some extra handling there, also enemies arent meant to go inside the ship except very few so he probably didnt care enough to add it in, but i havent checked so i cant say)

distant stag
bitter compass
#

oh that's surprising

distant stag
#

they have the same three identifiers, inShip, inElevator and inFactory as the player

bitter compass
#

ah my favourite property, inelevator

distant stag
distant stag
manic ember
bitter compass
#

πŸ‘€ this could be useful

manic ember
#

"isOutside" is a bool....false = inside, true=outside
there is a seperate bool... "isInPlayerShip"

#

oh i missed some of the conversation before i replied πŸ˜„

#

but yeah, they identify as inside/outside, everything else is a seperate check i think, so to define as "in the ship", would need to check "isInShip", not "isOutside".

bitter compass
#

also i just realised lol, how often do you maintain the wiki, are you any good at wiki's in general? we could use someone to help write stuff for lethal.wiki modding 🀭 (i can be really lazy but if directed ill write what needs to be added usually lol)

distant stag
bitter compass
#

that'd be great

#

maybe i can use it to add area weight to the navmesh agent for my enemy

#

so they stay the fuck away

distant stag
#

yeah, that would probably work

bitter compass
#

i thought about baking my own navmesh around the ship with a patch

#

but i had to giveup halfway lol, patches are my weakest

distant stag
bitter compass
#

that'd be sick yeah

#

i basically had no way of knowing if my patch worked tbh

manic ember
# bitter compass so they stay the fuck away

i used..

if (maskedEnemy.isInsidePlayerShip && !isHoldingObject)

to tell a specific personality in my mod, to pick up items only in the ship.. because their personality says "steal",but they brought an item to the ship, and then stole the same item out of the ship xD so now they dont pick up items, unless they are in the ship.

#

maskedEnemy is a ref to EnemyAI.

bitter compass
#

lol should just make it so they can't route to ship while holding an item or cant drop while on the ship

#

depending on what ur doing anyway

#

not 100% sure

distant stag
#

maybe you can just disable that

manic ember
bitter compass
#

i'd rather make a whole custom enemy, 3d model it, rig it, animate it, give it super great functionality, before i touch a patch

manic ember
bitter compass
manic ember
# distant stag I think there is some special navmesh stuff going on that they are even able to ...

erm.. so.. the way i understand it.. is..

the masked (at least) can climb ladders.. so if you route them to the terminal while landed.. they arent routing to the ship.. they are routing to the floor in the ship,.. while its landed.

the floor of the ship effectivly becomes a plane on the moon, so when the ship lands, it must be properly integreated with the moons surface so the masked (at least) can use the ladders/etc)

anything that cant use a ladder, i think needs an eyelessdog or baboon hawk style entry (geronimo?)

when the ship takes off, it is no longer part of the moon.. so the masked do not stay with it.

manic ember
bitter compass
#

icic, yeah good luck!

distant stag
#

like a navmesh bridge

#

otherwise it can't pathfind to it and it will never attempt to use the ladder iirc

manic ember
distant stag
#

oh yeah, definitely

#

but I think its still disconnected

#

and somehow bridged

#

as its higher up

distant stag
manic ember
# distant stag and somehow bridged

maybe, the question is, what if you could pause the ship, in midair, ebfore it lands, then spawn a monster and tell it to go "to the terminal" would it walk on thin air where the ship "should" be, or would it error?

bitter compass
manic ember
#

all i will say is.. if you spawn a masked in the ship in orbit.. it wont move, but as you land... it moves like it does when you take off, which i felt gave insight into how that floor "is"

distant stag
#

because the entities and the ship never actually collide iirc

manic ember
distant stag
#

thats why they just phase through the ship when it leaves

distant stag
#

i mean not sure actually

#

because there is also a trigger that keeps you in the ship when in space

manic ember
#

so if i made a moon and said "the ship is where the breaker box is in the interior" then when the monster goes near the breaker box its "in the ship"

distant stag
#

and that travels with the ship

manic ember
#

its not applied to monsters though i assume

distant stag
#

idk if they are different triggers or the same

#

i would have to check in the code how exactly the status is set

#

either by entering a bound

#

or by passing through a trigger

#

and they could either be parented to the ship or the moon

#

like the triggers that activate / deactivate the weather are all on the moon

manic ember
#

well, i think the monsters just ignore the bounds of the ship, while we dont. there is just extra bounds for the monsters, so they cant go through ship walls.. i d k, but thats how it seems to me.

distant stag
#

plus, isInsidePlayerShip is never set, except when a masked is reverse TP'ed into the ship lol

bitter compass
#

loool

distant stag
#

so it makes sense, that it doesn't get updated when the masked walks into the ship

#

nevermind, I lied again

#

audio reverb triggers can also set it

bitter compass
#

pathological liar

#

damn

distant stag
#

not sure which ones or if any triggers actually do it, but technically its possible that a trigger updates the isInsidePlayerShip

#

I would have to check in the unity editor, its annoying to do it with just with the asset files

manic ember
#

(EnemyAI)maskedEnemy).isInsidePlayerShip

this is often the variable im pulling, so i would have thought the EnemyAI would know it already that its in the ship. i do not set this variable anywhere so i think it just naturally changes when the EnemyAI enter the ship.

distant stag
manic ember
#

ill be loading up to test something in a second, let me spawn a masked in the ship, and see what it says.

distant stag
#

it might be tho, that isOutside overrides the check in Imperium

#

meaning, isOutside is still true even if isInsidePlayerShip is true

#

and for imperium, if something is outside, it cant also be in the ship

manic ember
#

well.. the ship is outside xD

distant stag
#

I can invert the logic and send you a fix if you want

manic ember
#

one sec, let me add in a little check of my own, to pull all those variables and output them to a log.. see what it says "in the ship"

#

well, if this is an indicator, i think ship is always outside.

did this in orbit..

[Debug :LethalIntelligence] LethalIntelligence.Patches.MaskedAIRevamp.Update @ isInsidePlayerShip=True
[Debug :LethalIntelligence] LethalIntelligence.Patches.MaskedAIRevamp.Update @ isOutside=True

distant stag
#

so that means that there is an on stay trigger parented to the ship

manic ember
#

so some more info..

ship hasnt landed yet, spawned in mid air.. the masked is sort of a bit "under" the ship, phasing through the floor.
[Debug :LethalIntelligence] LethalIntelligence.Patches.MaskedAIRevamp.Update @ isInsidePlayerShip=False
[Debug :LethalIntelligence] LethalIntelligence.Patches.MaskedAIRevamp.Update @ isOutside=True

likewise... after landing..
[Debug :LethalIntelligence] LethalIntelligence.Patches.MaskedAIRevamp.Update @ isInsidePlayerShip=False
[Debug :LethalIntelligence] LethalIntelligence.Patches.MaskedAIRevamp.Update @ isOutside=True

so, maybe it doesnt update

#

im confused.. lmao

#

oh im an idiot.

the thing i was checking "isplayerShip" against originally.. was the item on the floor in the ship.. -_-

#

isInPlayerShip*

#

so... "isInPlayerShip" is the status for "in orbit"

distant stag
#

sus wut

manic ember
#

on the planet, the player ship doesnt exist... but if something is "isInPlayerShip=true" then i assume its registered to leave with the ship

distant stag
#

so the variable is never true when landed?

manic ember
#

more complex than that.

monsters dont register as in the ship
players do
items can do

#

but items also "can not".. like my masked drops an item in the ship, i dont think it registers as "in the ship"

#

so, when i thought i was checking masked in the ship... i was actually checking "that item is in the ship"

#

so they were never knowing they are in the ship, so your program is doing the right thing.. im just a doofus

distant stag
#

least convoluted zeekerss code

manic ember
#

on the bright side... this leads to a possible solution for telling something it can exist in the ship.. or shouldent enter the ship πŸ™‚

bitter compass
#

😎

#

in the enemyAI

manic ember
#

i assume when items are detected as "added" to the ship, it transfters items from the moon, to the ship.. players the same.. so.. can add other things to the ship.. or block them from going there maybe?

manic ember
#

but reverse patches are not fun.

bitter compass
#

pft

#

no point

#

i just make a network variable

#

so much faster and easier

distant stag
#

i dont think zeekerss has found out about network variables yet KEKW

bitter compass
#

he doesnt use em, ever

#

lol

#

so yeah i would agree

cyan granite
#

im sorry if this has been asked a millon times but is the multiplayer fixed yet, or is the fully functional multiplayer coming back later on?

distant stag
#

I have been busy but I'll have a look later

cyan granite
#

i dont mean to cause more confusion but im just talking about the multiplayer that got broken since runtime netcode patcher was deprecated, which was like after version 0.1.3 if im not wrong

distant stag
#

but it seems something broke again in v0.1.8 (the release from yesterday)

cyan granite
#

great job you're doing with this mod btw

manic ember
distant stag
#

Thanks guys! It's really nice and motivating to get so much positive feedback PES_Heart

manic ember
#

i kind of feel like this is an easter egg, but, i figured id show this after what was just said.. xD i like to write things in funny ways πŸ™‚

for debugging the many routes my mod goes down... i have an extra debug mode with very spammy logs (which auto turns on when imperium is installed so others should never get the log spam), when its turned on the logs say this.

distant stag
bitter compass
distant stag
distant stag
distant stag
manic ember
bitter compass
#

Imperium should def be the new recommended, but for simplicity I still use DevTools

#

The creator of it uses zeekers debugging tools and adds a few of their own, nothing huge like imperium's, but I havent had a need to switch uet

distant stag
#

But I didn't actually know that it adds more things, interesting

#

I have only ever really used dance tools, which was also the inspiration for Imperium

bitter compass
#

Yeah dancetools always been buggy so i never touched it lol

#

DevTools let's me do things like automate my position on game join, and what spawns etc so I can immediately test

distant stag
bitter compass
#

And also-

#

Not on the public release, but I can do weather magic stuff so I can test my weather out immediarely

normal trench
#

Speaking of quickstart, being able to speed up the ship/skip the cooldowns with it's movement would be neat

bitter compass
#

Not really a needed feature in imperium seeing that

#

Yknow

#

I'm the only custom weather developer

distant stag
#

It just uses the enum, right?

bitter compass
#

Icic, the weather effect enum

#

Alternatively I think just enabling the uh

#

Weather itself

#

Works

distant stag
#

Hmm, I will look into it, but if I manage to implement it, it will be possible to change the weather whenever, even after landing

#

but I assume devtools functions do that already anyways

bitter compass
#

Yeh lel

#

Is there an instant leave in imperium?

#

Like

#

Yoy pull lever to land

#

And u can pull lever immediately

#

Instead of waiting for ship to land

distant stag
distant stag
bitter compass
#

Yeah

#

Cuz if I'm testing my weather on moons

normal trench
bitter compass
#

It sucks waiting like 30 seconds to land

#

Then leaving again

#

Just to see if stuff like blacklisting the weather on specific moons etc working

distant stag
#

Yeah, tell me about it lol, could def use this myself
A side project of mine is to re-write the render pipeline and add more realistic and diverse vanilla weather and I spent way too much time already just waiting for the landing

distant stag
#

It shouldn't be too hard to just skip the landing and leaving animation altogether

bitter compass
distant stag
#

A lot of vanilla code sucks

#

I can't stop being mean towards zeekers, I actually love the game, its just that some stuff is really annoying lol

distant stag
#

I haven't really spent much time on adding new content to the game as I was mainly focused on Imperium work so far

bitter compass
#

LLL? Has weather stuff?

#

I use LethalLib to register my weather lol, then ofc write the code for it etc

distant stag
#

but LLL works on top of lethallib anyways, I think

bitter compass
#

LLL depends on LL so it can disable some LL functions lol

distant stag
#

I absolutely love how all the weather stuff is based on animations as well

#

I mean it makes it easy to just change the time of the day in Imperium and have all the weather effects adjust accordinly

bitter compass
#

Really? I haven't gotten into that, I really wanna figure out how to make my own skybox and sun with LL weathers

#

But I don't think LL allows for that and I'm not good enough of a coder to figure out patches etc for that lol

distant stag
bitter compass
#

Yeah those do, I use eclipse for my weather but I'd have loved making my own

distant stag
#

the time scale for the animation is just the time of day lol

bitter compass
#

Lol

distant stag
#

and replace the animation with your own in the animation controller

bitter compass
#

Yeah but wouldn't thay break like custom moon animators etc?

#

Atleast I know a proper weather api is in the works

#

So it'll be more possible soon

distant stag
#

there is this sun animator boolean that holds the trigger for the transition to the weather animation, I believe you should be able to add your own animation and transition with your own trigger

#

so you wouldn't have to replace anything

bitter compass
#

Hmm adding the animation is what I'd struggle with lol, isn't the sunAnimatorBool using a predefined animation controller and I'd have to replace said animation controller?

distant stag
#

I mean...maybe, I thought you might be able to add an animation to an animation controller at runtime

#

But I am not sure about that, just an assumption

#

So far I made the experience that its possible to do basically anything at runtime somehow with Unity

bitter compass
#

Maybe, I don't think so sadly though

#

Well

#

Unity and code aint my expertise hehe

distant stag
#

Are you more on the modelling / animation side of modding, then?

bitter compass
#

I'm uh

#

Jack of all trades?

#

I make enemies, scrap, weathers, enemy replacements, umm

#

And I've done all sides of the coin lol

#

Modelling, animation, rigging, coding, unity

#

But I've only been doing this for a few months

#

So I'm pretty bad lol

distant stag
#

That's cool! I am kind of heavily focusing on coding and Unity internals

bitter compass
#

We definitely need people like that, it's very cool

distant stag
#

But yeah, I am also a kind of a rookie with Unity still, this is my first mod that I ever made for any game

#

I have had some experience with unity before but that was like 5 years ago when Unity was a lot worse lol

bitter compass
#

Also I think animation overriding is actually a bit of a big problem in this game lol, since item mods are starting to more and more make grab animations but overriding rather than adding (I was only able to override, but it was done so that it only overrides whole holding the item so its okie)

bitter compass
distant stag
distant stag
#

I am also planning on extracting the UI framework I built for Imperium into it's own mod so other people can build on top of it

bitter compass
#

It shows, just a lil bit XD

distant stag
#

I really think a solid and easy to use UI framework is missing for Unity modding

bitter compass
#

I agree, unity is weak in that regard

distant stag
bitter compass
#

Oooh that'd be sick actually

distant stag
#

For maximum developer and user friendliness

bitter compass
#

Not sure what I'd use it for but I love UI's

distant stag
#

True!

#

I am of the rare kind that uses Linux but still appreciates nicely designed UIs lmao

#

usually people just go console only

bitter compass
#

Lol I know some super neat freaks that go to Linux to customise stuff insanelt

distant stag
#

Haha yeah, well it is nice for that

#

I just don't like to overuse console for everything

bitter compass
#

Fairs, I'll never understand the Linux mindset lol

#

I've worked a bit with other OS's back when I was slave labour for my Robotics club

#

But it was only minorly for like raspberry pis

distant stag
#

Sounds cool tho!

#

Haven't touched my Pis in so long, I just don't find any usecases anymore

bitter compass
#

Oh the only usecase was some arcade machine they wanted me to make lol

#

They had it almost completely setup, was supposed to take maybe like a couple days

#

Turns out it was assembled incorrectly, the software wasn't installed right, and the hardware wasn't connected properly lol

#

So after like 4 months I managed to make it work, was fun ig

distant stag
#

Haha oh god

#

Peak debugging experience I'd assume

bitter compass
#

Oh 100%, the amount of deep digging I had to do online for the software issues lol

#

Some silly hardware issues my dad would point out like the pin needed rotating 180* for whatever reason

distant stag
#

hahaha lol

#

btw, I just checked out your mod, giant specimens and it looks so cool! I definitey have to try this

#

Unfortunately I haven't properly played this game in a bit too long now as I have been so busy with coding lol

bitter compass
#

Lol same

#

300+ hours and last played is like a month and a half

distant stag
#

feel that πŸ’€

#

do you use blender to create assets?

bitter compass
#

Hmm

#

Sometimes?

#

I used blender to model enemies and sfufd

#

Stuff*

#

But I cant model objects

#

So Ive started using unity store assets lol

#

I'm also like a horribly uncreative human lol, so I rely a lot on reference work to copy paste

manic ember
bitter compass
#

Lol I'm probably worse, my imagination is soooo empty

distant stag
#

I mainly do environment and abstract animations, but I haven't had any motivation recently to do anything in blender sadly

bitter compass
#

I'm jealous, I'd love to do more items and maybe even moons and interiors but I just can't model environment and items πŸ’”

#

Stuff like textures are baaaad for me too

#

Had to look for a long time online for good textures for my meteors lol

distant stag
#

Yeah, I haven't really looked at game assets at all

#

I usually do my materials in blender with nodes, but I need to bake that when I want to export it to unity and I haven't really done what before lol

#

and Blender sucks at baking, so I probably want to use substance, idk its just a lot of work lol

#

how do you do it?

bitter compass
#

I just bake with image texture and save the image as a png lol

#

But im also like, automatic UV, bad colours, etc

#

I'm glad I got people who do substance around me (only one person who's usually busy though), otherwise I'd be far behins

distant stag
#

Alright, alright

#

Maybe I should give Blender baking a chance, I have only heard about it being bad and wonky but I have never actually tried myself

#

Last time I used it I was really into geometry nodes, absolutely love that addition

bitter compass
#

Lol, yeah I'm no blender expert but I totally agree

distant stag
#

idk I use blender forever and there are still so many things I have never touched

#

I wish sometimes I had more motivation to just do stuff with it and get better at it

#

but I mean coding is also fun, especially c#

bitter compass
#

Mhm

#

Agreed

pseudo sable
#

(although both things are probably changed by a trigger at once)

distant stag
#

there are two sets of triggers, the outer ones and the inner ones

#

you should be able to see it with Imperium freecam and since yesterday also with dedicated visualizers

#

I had a screenshot somewhere but I can't find it anywhere now

pseudo sable
#

yeah, I think those show up with UnityExplorer free cam too if I remember correctly, although it's very crowded with those visible so it's hard to tell clearly which is which lol

distant stag
#

yeah, true

#

yeah, i think UE freecam is kinda crowded too, thats why I tried to make it a bit less overloaded

cursive wren
#

client side?\

manic ember
pseudo sable
#

the player's state isn't mutually exclusive enums, so that's not how it works really

#

since they're three booleans, you can possibly be in an invalid state of in factory and in ship, or in ship but not in elevator

#

treating those as mutually exclusive means that some of that information is lost in the visualization, but normally it doesn't matter and you can assume that if the player is in the ship they are also in the elevator

#

it doesn't set in elevator to false when you enter the ship room

manic ember
#

yeah, i figured it was a case of multiple booleans, just didnt realise so many existed. i only noticed "elevator" about 2 hours ago for the first time.. so only just now realising (from what your saying) that.. Ship is in Elevator, which is in "outside".

distant stag
#

which covers pretty much all practical cases

pseudo sable
#

yeah, it's probably the most reasonable way to do it unless you abbreviate them and make checkboxes or something

#

even that could look a little overwhelming

#

might be nice in the current visualization to have it detect unexpected states though, since it can happen with mods

distant stag
cyan granite
#

uhh idk if this is intentional or just a bug with modded moons, but is the pause timer option supposed to be just completely inaccessible?

cyan granite
#

yes, even after landing

distant stag
#

hmm, that's not intentional

#

are you playing in singleplayer?

#

could you maybe provide some logs?

cyan granite
#

yeah sure, just give me a minute

#

and yes im playing in singleplayer

cyan granite
#

yeah nevermind about it

#

for some reason loading into a save file twice seemed to fix it

oak venture
distant stag
#

I guess it can be used for either, now that it actually works well with a lot of other mods

oak venture
#

Oh, that's interesting! And btw I'm the developer of DevTools, and that tool is really just a tool to make developing custom enemies faster lol

distant stag
#

I thought I've seen your name before

#

I might take some inspiration for some future features of Imperium if you don't mind

#

We talked about the faster landing and taking off feature earlier

#

I haven't got the chance to try it out myself yet

oak venture
#

I absolutely don't mind! :3
But also, DevTools is a horribly designed software, I've got a new API that's a million times better at what DevTools did lol (dev tools was kinda like an API, it didn't have the functionality)

distant stag
#

Is that out yet or is it still WIP?

oak venture
distant stag
#

Yeah, I will look at it tomorrow, I'll let you know!

oak venture
distant stag