#Imperium
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Are you building your own UI framework for that?
I'd like to avoid UI stuff as much as I can, so I've kept it really simple
the OnGUI implementation is messy, I need to refactor it lol (it's mostly copied from DevTools, and for that I got the code from Robin)
I am asking because I am planning on extracting the UI framework that Imperium is built on top of, into it's own mod so other people can use it
Yeah, I would absolutely love that! :3
Because I really think there is a lack of good UI systems for unity modding
This would allow modders to easily create good looking and unified UIs with minimal effort
Well, good looking is relative I guess 
I'll let you know when there is any update on this, as I would love to have some testers for this
But idk yet when that will be, the Imperium feature and bugfix list is still really long lol
But it will allow me to also split the new minimap into a separate mod
Take your time! :3
But yeah I'll happily volunteer as a tester for it ๐ฉท (hehe :3)
I may have found an issue. When pausing outside mob spawning, the setting seemed to be active when starting up a new save even tho the checkbox was unchecked. Now whenever I use Imperium on any profile it seems to have this issue. This is the error that's being thrown
seems to be trying to import settings and failing
Deleting the mod and it's config from all profiles fixed the issue
Nevermind, that only temporarily fixed the issue, did it again after reloading a save
@oak venture @bitter compass alright, I added instant landing, takeoff and travelling to the next release of Imperium
it was surprisingly easy, just had some problems with the transpilers I had to make as all the animations are hard-coded with enumerators 
The animations were made programmatically??
also, nice!
well the ship always stays inthe same position, but there is an animator that teleports it to the "start" position from where it then descends
the same for takeoff but the other way around
so I just disabled these animators when the setting is on
but the code stuff was done with enumerators, i.e. when the "Map Hazard" and the clock will be shown was all "synced" with WaitForSecond calls LOL
also the "unlocking" of the start lever was done that way
so now you can start immediately after landing and vice-versa, it really feels like an elevator now lol
nice!
Sorry for the question but attempting to look everywhere online, I cant seem to find how to activate the mouse cursor while in the menuing. I can spam F1 until a cursor shows up but going into any other menu from F1 causes the cursor to disappear and I cant find it :c
Is there imperium data anywhere else but the profile it's installed it? I still can't get anything to spawn naturally due to that error
This sounds like a compatibility problem, do you have any other mods installed?
Sorry I haven't had time to look at this yet
I probably have some time later today
Lmk what you find, loving the mod so far, it's incredibly useful!
Sorry about the other messages, I got my channels mixed up ๐
Ohh, okay I was a bit confused lol
Yeah my bad ๐
just lategame upgrades and the shy guy mod
trying to move the breaker box to speed up testing.. and its not working the way i assume its intended.
if im facing the wall the breaker is "normally" on, it only allows me to place it "underground" (maybe its original position is WAY lower?)
if im not, it allows me to place it correctly on the wall.. but its not the right way around.. ๐
by the wall the breaker is normally on,... i mean like..
if im in the room with the breaker.. its NORTH of me
if i put it on a wall to the NORTH, it faces the right way, but as can be seen by the "placement" overlay.. its aiming at the floor.
also, was trying to delete some spider webs after deleting a spider.. o.o i delete it, new spider web appears
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: Imperium.MonoBehaviours.ImpUI.ImperiumUI.ObjectListEntry.ObjectEntrySpiderWeb.Destroy () (at <d36aff6d6e0b4ac2b3de4bbaad12cf59>:0) UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:0) UnityEngine.Events.UnityEvent.Invoke () (at <e27997765c1848b09d8073e5d642717a>:0) UnityEngine.UI.Button.Press () (at <17de86d66286445fa95af59fa8fa644d>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:0)
UnityEngine.EventSystems.EventSystem:Update()`
Yeah the spider web issue is known, will probably be fixed in the next version
Well, I didn't really think this feature would be useful for anyone and it was just there for completeness lol, so it's implemented in a very simple way with the same raycasting masks as the teleport for players that is usually on the ground
It's probably not very hard to fix this, I wrote it down
to be fair, it doesnt matter much, in my case.. im just telling masked to go to object -> if near enough "do whatever" so it facing the wrong direction, doesnt matter to me xD
i think the bigger issue for me is that its "in the floor", because that distorts the actual distance a bit (possibly) xD
haha yeah makes sense lmao
For some reason, the imperium freecam doesn't show blockers on black mesa
blockers?
well you have the default layer turned off
I didn't even know I did that, how do I turn it back on?
Door blockers
shouldn't those be in the room layer? 
Toggle with space, arrow up/down to select
Depending on the mod implementation, usually raycasts go through doors in vanilla so it would make sense to put doors there, I think
i hate that enemies can see through doors, its so annoying x.x
nutcrackers ๐ก
#1243163303870726164
nutcracker is just legs now
LMAO
I was bored
when does this happen?
When you use the Up-/Down- Arrow Key in the F2 menu
@distant stag Hey your amazing mod did me some not so amazing crap
The line of sight gizmos is wrong, it shows the view angle using the "visionWidth" variable while in reality this is more like the angle. That mean the vision angle is that x2.
In the following screen you can see your gizmo showing a nice 90ยฐ angle which is what i set it up to be. But i am being seen by the xeno cuse its actually 180ยฐ.
this was getting me going cwazy while playtesting, and i think there is some other weird stuff imma try to figure out like why still even in the supposed vision i can't be seen sometime and the proximity thing
also while i'm at it, did you know that the lil hud showing info above entity don't go away if you delete the entity, like it just stay where it was on the screen when it happen
behold the stats !
mh yea thats what i thought too, the range is wrong aswell, looks like the gizmo is going 2x further
so does the proximity one
dam everything is wrong here, im starting to think i may have done an oopsy and u did not
been getting this error as well, idk if it has to do with modded entities or not
Yeah, those are currently a bit broken, I thought to publish a follow update soon but a lot of stuff got in-between that
oh yeah, that's absolutely right
I made the implementation for the mesh generator, and yeah, I did the math wrong lol
luckily it should be an easy fix, just putting an x2 to the width at the start of the function
:3
look at the other thing too like view range and proximity
hmm
range and prox should be fine
the generator I wrote places the end of the cone at one unit away from the origin, and the tip directly at the origin
the proximity is just using a standard imperium debug I think, so that should be fine as well
it's possible that between my writing of the mesh generator and the imperium implementation that something ended up broken with the range though
from what i tested they both look like they are 2x too big
interesting
how did you do btw to implement such thing ? it would be so usefull to be able to draw debug shape thing in game
like if its something not too complicated
mesh generation is a bit complex
what I did in this case was calculate each point mathematically, using some constants to define the resolution of the cone and the sphere it's a part of
after that, you need to generate an index that tells the renderer with sets of 3 points form triangles
i would love another line to be drawn between ai eyes and player camera when the player is being seen
f
ah, for adding a simple thing like that, it's much easier
the cones were highly specific because I wanted them to have the proper curvature and such
well the input of the prox is the radius, and the resulting sphere's diameter would be that radius 2x
I will be working on an API that can be called at runtime or by other mods to draw shapes like this and have a lifecycle system to manage them
that already exists for some entities, you can activate with a separate checkbox
well yea, but again, i tested with 10 range and i logged the distance : the length is not the same 10 unit ^^
oh ยฟ
this is how the sphere is rendered
ah well that's why the prox awareness is causing issues
should it not be 2x
nope
is that using the standard unity sphere?
iirc that sphere has a radius of 1 m already
yes
the value used by zeekers is the range (radius) not the diameter
oh
no need to double it
as for the range of the LoS cone, everything seems to be correct for that
unlesss
gio the cone is being scaled by the parent transform I think
you set the local scale, so parent transforms will affect the final size
right?
the cone is parented after the scaling and everything so it should not affect that
like if you do SetParent, it should not "apply" the scale of the parent iirc
where do you see this
guys imma send other screenshot later today showing the log aswell
ohyeah for the cone its actually set after
is this prod? i probably fixed it already
but does it matter? does the local scale get scaled with the parent scale?
that's from the current github repo
okay so the angles on the cones are fixed now but the prox should have been correct as the default sphere is, as I thought, 1 unit in diameter
this would be the new snek FOV
I can send you a pre-release if you want to test it yourself and let me know if that checks out with your testing
alright
We've done some testing and it seems like we have it fixed now
we tested a couple different LoS types with a bunch of different enemies, and their reactions appear to align with the visuals
I'm not sure when the fix will be pushed to GH and Thunderstore, but a fix is coming at some point
noice
Night vision stopped working for me ๐ค
ye happened to me after doing idk what
also some other mod just straight up make it useless
singleplayer?
I'm the only person, yes
do you guys have cull factory?
that makes it so the night vision lighting isnt being rendered
I think so, since some mod depends on it ๐ค
^
yeah thats probably it then
It should be fine to turn culling off using lethal config mid game. I do it all the time during testing
is the night vision light a directional light? iirc, I still need to look at those again
it's probably a fairly easy fix
yeah, the night vision is composed of two different lights, one 20 units above the map camera with a range of 70 and one 70 units above the map camera with a range of 500
im pretty sure both of them are being culled rn
also, I haven tested this but I thought the isometric view of the map might be breaking with cull company since it sees a lot of stuff thats outside the normal player's view
okay wait u seem really goated with all this UI stuff so i got a question
is there a way for me to make an item i spawn, whether by shaders, layer tricks or whatever, make it see-able through walls?
or like an outline of it or whatever
like a rectangular 2D outline or an actual x-ray like outline?
x-ray type outline, cuz I'd want the player to see it from like the other side of the interior for example
it's for a quest-type enemy that spawns a quest item somewhere randomly
but gotta reduce difficulty by showing the player the "general location" of where it is
ideally I'd have been able to emissively outline the item and only make that part see-through
kind of like this?
yeah exactly kind of like that
yeah you can do this by changing some settings in the forward renderer
and combining this with a fresnel shader to get this glowy outline look
i haven't done it, I just wrote a simple non-transparent shader that looks kinda ugly for the xray stuff I am currently doing in Imperium
gotcha gotcha
changing the settings of the forward renderer, is that for like hte player camera?
i was worried about things like that breakig aspects of the game
I think you need to tell it to render a certain layer / material above everything else
I haven't looked into how to do that in LC yet
but would def be cool for entities
yea it'd be really nice, it's just one of the things hidden so far back in terms of stuff to mess with lol
i can let you know when I get to implementing this
that would be awesome
im not in a hurry to do it since I have plenty of time (and im working on a hoverboard with a couple HUD bugs lol)
for now I am working on this ๐
oh that is sick
as so many people have requested this to be dynamic for their own mod testing
now everyone can add their own variables
with very little effort
orthographic cameras are just assumed to see everything, since the minimap uses that
frustum culling already takes care of whatever can be culled based on visibility in those so iirc I just make everything visible
so those are point lights, not directional lights?
if they're being culled, my guess is that this is attached to a free cam that can go between the surface and the interior?
yeah, pretty sure, its the default one
they are parented to the map camera that follows the player
by default one you mean the default light type?
yeah
the map camera? doesn't that already have night vision?
I'll have to take a look though, lemme see if I can get this fired up
gotta reinstall my r2modman crap on Windows
I don't remember, but it might, the reason I am using my own system is just to have more control, in general, I prefer to add stuff rather than changing existing game objects to ensure consistency and make debugging easier
also, the two-light setup allows fine-tuning of colors and intensity
yeah, fair enough
I'll have to look at how I'm handling the night vision light on the map too, I forget
I think maybe it normally just doesn't matter because the map shows everything
that would be really nice, a lot of people have reported this issue and I just considered it out of scope haha
did you switch to windows?
I'm dual booting rn, main reason why I'm inclined to use Windows for Lethal Company is that it seems like ILSpy is really bad on Linux
I tried out a Linux UI port for it and it just crashes constantly lol
I can technically also use a VSCode extension, but I haven't gotten used to that yet
yeah same, did you try the avalonia one?
yeah
yeah its shit
it was really disappointing
I'm kinda surprised ILSpy itself can't work, I thought these days the UI frameworks in .NET were cross-platform
but maybe they're on an old framework
i am mainly using Rider + Resharper, they work extremely well, arguably better than ILSpy, plus it runs on penguin
but its paid software so
huh, whenever I saw people using Resharper, it looked like it came up with weirder code
I think it was that anyway
haven't used it myself though
really? I usually get pretty clean and readable code with it, at least for LC, even in cases where ILSpy (and more often DNSpy) have issues with decomp
plus, it gives me IL view, low and high level C# which can be really useful
because ILSpy does only low-level in some cases which can be confusing
ILSpy has an IL view too, but yeah, that's pretty invaluable
low-level in what sense?
ILSpy seems like it's pretty up to date with the syntax sugar at least in the Windows version if you haven't tried that
maybe I'm missing something that Resharper can do better, though, obviously I haven't directly compared them
this is high-level, it resolves all the compiler magic that happens when compiling the assembly
and this is what "actually" happens
sometimes ILSpy will only have this low-level version that's hard to read
form what I've heard
huh, I've never seen that
at least not without disabling some decomp features
I have to do that for coroutines sometimes
hmm, interesting, I just discussed this with friends yesterday, this exact code came up
lemme check that function
but I haven't really used ILSpy or DNSpy because of compat issues, I only ever heard stuff from others
plus resharper is integrated into Rider which is really useful as i only need one tool for everything so i didn't really see a reason to try something else yet
yeah, it'd be nice to have that integrated
VS has decomp built in but it doesn't really let you find references or anything
at least... not by default
I guess I haven't tried to check if there's a flag for that
yeah, before resharper I just used asset ripper, which has a fork of ILSpy to decode code, and I just navigated the code with global search
looks pretty similar here
oh gotcha
that sounds like a bit of a pain lol
oh Resharper didn't do the string interpolation, that's curious
its honestly not that bas when youre used to it, it also instantly gives me all the references to asset files and prefabs which is really useful
but yeah, using a proper tool is probably better in most cases lol
it did, just different
I assume this is interchangeable in the compiled code?
yeah, string interpolation compiles down to that
it's pretty likely the original code used it
yeah, I guess the decompiler always has to assume some things
especially syntactic things
yeah for sure
interesting, maybe there is a config to adjust this afterall
for ILSpy it has this
if all you tried was avalonia, I wonder if it's just out of date
I never checked, since I couldn't even really get it to decompile without crashing
never used that either
(except that its UX is better)
in ILSpy on Windows, it's very inconsistent about how you open new tabs
you'll right click on something in the analysis pane and it has an option to decompile to a new tab with a shortcut tip saying "MMB", but if you middle-click it, it does nothing
hmm interesting
wait so you said the night vision is attached to the map camera? does that mean I should see it on the ship map, or where is it visible?
oh, it's just visible for every camera while you're in the interior?
huh, it must be rendering your minimap in a different pass than the gameplay camera since the night vision light shows in the minimap and not the player camera
its always there but the on/off state is controlled by the vanilla night-vision
so, only activated when youre indoors
ah, gotcha
will probably add an override checkbox for this to allow night vision outdoors
I think this should be an easy fix, lemme try something
I just have to add these lights to the "unpredictable" list
really? it should show it in both
that was with CullFactory
I actually haven't managed to only show the light only on one camera
would allow more control
CullFactory culls for a set of cameras at once, normally it's all the active cameras in the scene
maybe its because it's an isometric camera?
I don't think so, but I may be wrong
I think the vanilla map camera renders in the same pass
I don't remember for sure since I have to print that out from the event I hook into to get that info
there is alsoo this btw
its a light added to the map camera for illumination
but I don't think this has a large influence
wait, I thought that's the one that was controlled by the night vision
do you have three lights?
oh wait
I think I saw those, I need to look again now
is ImpMapLight actually functioning? it looks like it's always got a position of [0 130 0] for me
that might be possible lol
well its kind of broken anyways since I wanted it to only render on the map camera
but I couldn't figure out how to do that yet
the way I'd recommend is using the camera callbacks like what I do in OpenBodyCams and TwoRadarMaps: https://github.com/Zaggy1024/LC_TwoRadarMaps/blob/main/TwoRadarMaps/Plugin.cs#L97
you can also use the light's culling mask, but I moved away from that because that property doesn't actually appear in the editor, so I've been using that to disable lights in CullFactory since it's the least likely property to be used by other mods (that I've found)
and CullFactory will clobber whatever you set
I was previously using Light.enabled, but for some reason it doesn't work on lights in Mansion, and I wasn't able to figure out why
ohhh, thanks!
i was not able to find the before-render function for HDRP
i assumed its a built-in only thing
yeah, took me a bit to find it as well, it's only a little less pretty for things you only need to do for a single camera
also, night vision works after putting those lights in the unpredictable list, I'll put out an update in a minute
(I do depend on finding your map light by the "ImpMap" name, though, so if you rename that, it'll break again)

so this only affects the map light? or also the night vision?
both, but the night vision attached to the vanilla map camera is gotten through StartOfRound.Instance.mapScreen.mapCamera
alright, I think you can ignore the other light, all the lights that I will add will always be parented to the map camera
its more generic this way too
About ILSpy and whatever on Linux, I use the ILSpy dotnet cli tool to decompile the code onto my drive and use vscode for browsing it which is really good, and if I need IL code, I use the vscode ILSpy extension
the vscode extension is a little janky, but for just IL code it's enough
too late, I'm already grabbing it
it's fine if you remove it though
hmm, gotcha, I suppose that's always an option if I'm unsatisfied with the VSCode extension
I may try to use that again, but for now I'm using the lazy approach
alright 
so everything thats parented under MapCamera is not culled, right?
rather every light under MapCamera is checked every frame to determine whether it's in the interior or outside
most of the other lights in the game are updated by events, like the player entering or leaving
so if I were to implement night vision outdoors, this would break again?
I don't see why it should
it should now be able to determine that the lights are outside when they're outside, so if a camera is outside those lights should be visible
(if they're enabled, which currently they're not)
np!
that shit look like project zomboid
haha yeah thats what I thought too at first 
best debug mode ever
mod
and holy ITS ONLY BETA!?!
i dont wanna know the full version omg

i mean... now you gotta add it
I already have an idea for a release easter egg 
oh by the way now that i remember it
@distant stag do you have learn some stuff about mob spawning when doing your glorious masterpiece ?
especially regarding the vents
well, i'm working on an enemy, a Xenomorph, that has the ability to use vents to navigate (amogus see)
and so i have to make sure i am not using a vent that is occupied
and idk what impact it could had on the enemies spawn cycle that is, by looking at your mod, predefined
and may change due to some specific stuff
so you are using vents and the vent timer mechanic to navigate?
nope not using timer stuff : the xeno will spawn like any other mob, but when it decide to vent, it (using programmer magic) enter the vent (animation that slurp it into the vent then become invisible and navmesh agent is disabled) and move simply in a stright line to other vent
so it checks before choosing a vent if its not already occupied
and if so it mark it as occupied
what is the reason behind this?
well i believe this will prevent the base game stuff to try to spawn a mob inside it ?

well you know zeekerss code...
pls no
unfortunately there is a bug that makes it so entity spawning basically ignores if a vent is already occupied
this has funny consequences
then why the fuck is there is "occupied" boolean variable
ur telling me that if i say to the game "hey this vent is free, imma put my xeno in (setting occupied, enemyType and enemyTypeIndex even tho idk what is the id) alright ?", it may just decide to still spawn a mob inside it and thus, if its worse case scenario, replace the information on the vent ?
it does replace the entity yes
and also... when my xeno leave a vent, it clears the data on it to empty, so if any mob is inside it got thanosed
there is even logic to ignore occupied vents, he just doesnt use it LOL
probably an oversight
yep
you probably need to somehow work around that
seems like a pattern in this game's code
there is logic and assets for many things that are just unused by default
we need our boi zeekee here just so we can spam pong him with evidence of his torturing legacy
all these fix mods coming out recently make the game feel much more alive
HAHA true
well i did a shit ton of debuglog that send every information about every vent every aiinterval
imma iterate a few times to see if it create any concerning issue
...probably will have to make checks at every step to verify that the vent data didn't changed randomly
well thanks for that moral boost ! @distant stag
no worries, let me know if you have any other questions
oh i will be back to torture you with question until you regret making this mod
@distant stag โค๏ธ

โ
NO
I mean he is in this server
Iirc
don't get any idea's...
nah imma not bother him
Bro gets angry, because I want to feed him too much ๐ฆ
it's the sound lol
Yes... I am aware that the company monster reacts to sound and 200 engines falling make quite a bit of sound ๐
I should've checked where I'm sending this video though, oops ๐
(But still kinda fitting, as I'm using Imperium xd)
i found that out the hard way.. i forget what mod i was using...but, it made the monster super sensitive to the bell being pressed, or scrap being put down xD
when had that mod installed, screw the bell, just scream at them for fun and they open the hatch xD
Sounds like a really funny mod I could use to troll my friends ๐ค
If I had any, that is ๐ฆ
well it was releaed to selling items, i think it was just one that cut the cooldown to nothing tbh. it seemed to make the monsters patience also be cut short as well.

I love how in every single clip I see of Imperium everyone always uses a different theme, seems like this was a good addition 
Well it was working just fine, then after a restart I'm suddenly unable to see a minimap or get any interfaces to open, and when I press keys I get log errors like
[Error : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Freecam[/Keyboard/f]'
[Error : Unity Log] NullReferenceException
Stack trace:
Imperium.MonoBehaviours.ImpFreecam.OnFreecamDisable () (at <d36aff6d6e0b4ac2b3de4bbaad12cf59>:IL_0038)
Imperium.Util.Binding.ImpBinaryBinding.OnUpdate (System.Boolean value) (at <d36aff6d6e0b4ac2b3de4bbaad12cf59>:IL_001E)
Imperium.Util.Binding.ImpBinding`1[T].Set (T value, System.Boolean skipSync) (at <d36aff6d6e0b4ac2b3de4bbaad12cf59>:IL_003B)
Imperium.Util.Binding.ImpBinding`1[T].Set (T value) (at <d36aff6d6e0b4ac2b3de4bbaad12cf59>:IL_0000)
Imperium.Util.Binding.ImpBinaryBinding.Toggle () (at <d36aff6d6e0b4ac2b3de4bbaad12cf59>:IL_0007)
Imperium.MonoBehaviours.ImpFreecam.OnFreecamToggle (UnityEngine.InputSystem.InputAction+CallbackContext callbackContext) (at <d36aff6d6e0b4ac2b3de4bbaad12cf59>:IL_002A)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
Not sure if any of that is helpful, if this is a known conflict I just was somehow miraculously avoiding before now or what.
I have determined it was the latest OneshotMoons update (1.3.0), I have no idea why. https://thunderstore.io/c/lethal-company/p/DemonMae/oneshotmoons/ Disabling the mod seems to fix Imperium. I don't know which end is actually at fault, but just alerting of a conflict now. For all I know it could be a third mod causing the issue when both of these exist, I got too big a pack because of friends.
and the https://thunderstore.io/c/lethal-company/p/YippieDev/LethalApertureDunGen/ update. This makes me think it's a deeper rooted problem, with something holding a memory of how these were, and when they are different it all implodes. Might not be Imperium's fault, but it is where I noticed the issue.
Saw some message in passing somewhere earlier suggesting LethalThings could be a problem, I don't even know for what or why now, but that may have been the instigator. I am honestly throwing stuff at the wall and some of it is sticking.
Hmm, very interesting, thanks for your testing! I am kinda busy recently but it's definitely noted
I will have a look once I have some time
I have found that it was HDLethalCompany also at fault? Or mainly at fault? Look I don't know, it took a combo of 4 mods before it blew up, so I can't say for sure who stepped on whose toes.
Imperium v0.1.9 [Beta] - The API Update
As so many of you have requested more advanced debugging functionality that can be accessed by other mods, I have started to implement an API that can be used either in the UE console or by other mods.
I also started writing a wiki that should cover the basics on how to use Imperium as well as information for devs that want to work with Imperium or contribute to Imperium.
Added Stuff
- Added the Imperium API and a wiki for it.
- Added minecraft-like creative flight.
- Added options for the ship to instantly land, take off and travel betwen planets.
- Added an option that removes the hold time on interact triggers (e.g. ship lever or main entrance).
- Added new custom visualizer for Old Birds.
- Added new custom visualizer for Baboon Hawks.
- Added a moon indicator to the minimap.
QOL Changes
- I had to limit the possible quota deadline to 3 days as deadlines above 4 were actually breaking the game. Instead, I added an option to completely disable the quota deadline for testing.
- Turning on god mode now restores health to full and removes the damage overlay.
Internal Fixes
- Fixed a bug where spawned entities would sometimes be placed below the ground.
baboon hawk
And another well done update :3
Thanks!
Probably already on the todo list, but the weather and moon selection menus really could use a scroll for when there is too many moons to display. Also some keybindings, because those are conflict hell (at least its not breaking the game, just annoying).
Yeah I only thought about vanilla moons so far
Imperium randomly broke ? It worked fine then after downloading few mods it dosen't work, no signs of it other than in lethal config, even after deleting the mods it dosen't work
Do you have any logs?
that can do it ?
it the logs after I've deleted the mods
do you maybe wan't the logs with the mods ?
Also the mods I've downloaded were the following:
-Don't touch me
-Men stalker
-Lethal things
-Locker
-Peepers
and this is my current mod list
Do you also have logs from when you uninstall all the mods and imperium is still broken?
oh, I will try that
Now works
without any mods
I will try to add the mods one by one to see which one conflicts
so without mods it works again?
which one
very possible that mods conflict with imperium
i can try to fix it, if i know what is causing it
singleplayer or multiplayer?
yeah, this is the second report I get now, but Imperium used to work well with HDLethalCompany
?
even though Imperium does everything that HDLethalCompany does
so there is no need to also have that installed
when debugging
because multiplayer isnt very stable recently
yeah its weird
it's after downloading theses that it completely stopped working
so its not HDLethalCompany?
seems to be it
switched it with fairAI and it now works fine
I'll just have to add morecompany at the end
thanks for the assistance ! :D
no worries 
i believe hdlethalcompany is just broken in general
yeah, I could probaly export some functionality from imperium into its own mod
or add it to the graphics mod that I am working anyways
Pretty please
I am forced to use HDlethal company because my computer is a toaster lol
Yeah this is the problem I had. HDlethal + LethalThings + Imperium + some other mod triggering it to explode. Not sure what was triggering it here, since either of the two mods that finished it off for me were not in the list.
could you possibly add night vision to freecam?

imperium probably boosted his productivity by 10
Im not able to open the imperium menu for some reason
F1 just isn't doing anything
Are you using any other mods?
Yeah it's probably an incompatibility that causes this
Or actually, this looks like you have illegal characters in your config and bepinex can't parse it
my config is default I didn't change anything
maybe something gale did when installing
Maybe try to back it up some where and remove it so bepinex can re-generate it
Very cool mod, I've used it a lot to test out new monster mods to list and gauge what spawn values need tweaking via other mods such as CentralConfig. It's been a real helping hand for testing and I love a large majority of the features it has.
One request I do have is for a display option for the monster's spawn values, such as spawn weight (and by extension, spawn chance), power level and max spawn. This would admittingly only benefit mod pack makers and players new to Lethal Company's spawn system, however I think it would be such a nice QoL to determine quickly what enemy has X power level without having to relaunch the game several times ๐
Changing the weather seems to be somewhat broken ๐ค
I changed it to clear before even landing ๐ค
This is / was actually a feature but it was broken so I disabled it a few versions ago. But there is a UI and everything for changing spawn lists and power levels.
With the rewriting of the netcode I am currently working on, it should be possible to re-enable this system
it will probably take some time because I am pretty busy rn and there are a lot of things on the roadmap
so probably i wouldn't expect this to be implemented within the next few weeks
is this with any other mods and / or multiplayer?
considering the amount of work went into this mod, that's entirely fair

Oh, I think I may have WeatherRegistry installed. Could that cause issues?
possibly, I have never done any testing with that mod
It's fairly new so that makes sense
It's @tight wharf API for adding custom weather, would probably be good that imperium works with it so people can test weathers if they want
yeah, I agree
the repo for it is public if you want to take a look. Mrov may be sleeping now๐
Mrovs on holiday afaik
I've been summoned
yeah, my mod is paying weather effects and changing the sun during the landing sequence
No matter what's been changed in the SelectableLevel, it's gonna use my settings
so a way to change the weather would be to change a thing in the WeatherManager
I will make a transpiler to work with your mod, but that's coming next week in the earliest ๐
whats the benefit of doing it that way?
are there any things that have to be loaded during landing?
yeah no worries, so far I only had one report about this 
i mean
I'm picking all the weathers using weighted system and setting them to levels
and I'm assuming it's still the same when ship lands
I need to add methods to override my picking system (kinda done that with weathertweaks) and individual moons as well
isnt this done when the day advances in vanilla or am i remembering this incorrectly?
Yeah, I'm prefix patching SetPlanetsWeather method
Wait but that should be fine, what breaks with Imperium then?
is it set again later on which would override the Imperium weather change from earlier?
so I'm setting the SelectableLevel weather and saving that in my WeatherManager
and during landing I'm only referencing my mod's values, not the actual ones
so there might be a mismatch
hmm, interesting
but yeah, Imperium can set the weather arbitrarily, at any point in the game
which probably doesn't work straight away with your mod
I'm sure this has been mentioned, but I'll ask anyways. Any plans to add a way to scroll down the moon list in the weather forecaster? If you have a lot of moons you cannot change weathers on all of them
This is probably one of the most requested things, I should start working on this haha
Just having Tolian's or Wesley's moon packs is too many moons to fit on the screen๐ using imperium with my pack would not even come close lol
I'm surprised how well imperium works with random mods
At the beginning I thought it would be really hard but it turns out that most mods don't interfere that much with the game logic and try to re-use a lot of vanilla logic
We try our best

what is the keybind to open the main menu
F1
it just dances
are you pressing f1 or 1?
f1
weird
do you have any mods that switches keybinds?
i remember theres a hotbar one that switches the dance command to f1
so that might be that
I have advance company
Hotbarplus can change the base emotes to F1 and F2 if you have the hotkey setting enabled
Yeah, there currently isn't a way to rebind the default keybinds as I thought the F keys wouldn't be used for gameplay, but I considered to support Input Utils sometime in the future
so finally getting the chance to try the new update ๐ love it โค๏ธ
some things i want to point out though...
i tried "instant land".. this seems to break masked from being able to enter the ship, i d k why, as soon as i turned it off, the ship re-landed, and the masked walked in, during "instant landing" it seems the coordinates are a bit off as i spawn in a masked and they teleport to a weird place ๐
I also think in this patch, pausing spawning maybe broke, because i paused spawning, and then im pretty sure a spider appeared, if it didnt happen for anyone else, then it maybe just the spider appeared while i was disabling spawning, and i didnt realise, but i found it really weird!
https://github.com/giosuel/imperium/wiki/Visualizers
on there its Imperium.API.Visualization.InsightsFor<EnemyAI>()
but when writing my method for this i found it wasInsightFor (no S)
so the spawn position only breaks when in the "instant landing" phase
or does it always break?
always seemingly broken while "instant landing" is on... and if they spawn away from the ship, they wont walk in either, because thier pathing walks them into a place they cannot escape.
I am currently working on a complete re-write of the Networking, I will be using the Lethal Network API in the future which makes stuff a lot easier
This should also fix inconsistencies with spawn pausing etc.
oh, so only when you spawn them in the ship? but in space it works?
ive seen them in the ship railing outside the ship, i also saw them in concrete at the base of the ladder on experimentation (but that maybe unrelated)
no, spawn them anywhere, it just seems like the navmesh is moved or something
like, masked normally climb up the ladder near the back of the ship (at least with my mod installed)... but now they dont, they teleport into the railing or something, i d k
(I also fixed the API error, lmao mb
)
hmm, I will have a look
thanks!
yes, if i turn off instant landing, the ship goes back up to start position, and comes down.. and they then walk in, no respawn was required afaik.
dont thank me yet, i was writing more ๐ฆ
ill thank you again, dont worry
i seem to be getting this error, only just noticed as you replied, dont know whether its a fault in my code, or what XD also didnt know if it was related to me spawning 3 masked one after the other, and where my code is placed, i put it in my update function.. which repeats after a masked is spawned.
[Error : Unity Log] NullReferenceException Stack trace: Imperium.Visualizers.MonoBehaviours.ObjectInsightEntry.Init (System.String insightName, System.Func2[T,TResult] generator, UnityEngine.Component target) (at <2ed6dc40b2e64a40bf330371703d0436>:0)
Imperium.Visualizers.MonoBehaviours.ObjectInsight.OnInsightsUpdate (System.Collections.Generic.Dictionary2[TKey,TValue] insights) (at <2ed6dc40b2e64a40bf330371703d0436>:0) Imperium.Util.Binding.ImpBinding1[T].BroadcastUpdate (System.Boolean isSame, System.Boolean skipSync) (at <2ed6dc40b2e64a40bf330371703d0436>:0)
Imperium.Util.Binding.ImpBinding1[T].Set (T value, System.Boolean skipSync) (at <2ed6dc40b2e64a40bf330371703d0436>:0) Imperium.Util.Binding.ImpBinding1[T].Refresh () (at <2ed6dc40b2e64a40bf330371703d0436>:0)
Imperium.Types.InsightDefinitionImpl1[T].RegisterInsight (System.String name, System.Func2[T,TResult] generator) (at <2ed6dc40b2e64a40bf330371703d0436>:0)
LethalIntelligence.Patches.ImperiumPatches.maskedVisualization (LethalIntelligence.Patches.MaskedAIRevamp+Personality p, LethalIntelligence.Patches.MaskedAIRevamp+Activity a, LethalIntelligence.Patches.MaskedAIRevamp+Focus f) (at ./Patches/ImperiumPatches.cs:13)
LethalIntelligence.Patches.MaskedAIRevamp.MaskedStatusReport () (at ./Patches/MaskedPatches.cs:423)
LethalIntelligence.Patches.MaskedAIRevamp.Update () (at ./Patches/MaskedPatches.cs:893)`
it doesnt seem to break anything, afaik, but, yeah, it spams constantly.
interesting, could you maybe install LethalLib? it has a function that automatically adds a bit more debug information to all the stacktraces to make my life a bit easier
will do, didnt know xD give me 5, i will repeat what i just did
ok. so i dont know if this is exactly the same as above.. but i installed lethal lib, turned it on, no errors, turned it off, no errors..
despawned 50 masked (i needed to despawn that many to get it to pop up 3 times lmao) with lethal lib turned on and got this.
[Error : Unity Log] NullReferenceException Stack trace: Imperium.Visualizers.MonoBehaviours.ObjectInsightEntry.Init (System.String insightName, System.Func2[T,TResult] generator, UnityEngine.Component target) (at <2ed6dc40b2e64a40bf330371703d0436>:IL_000E)
Imperium.Visualizers.MonoBehaviours.ObjectInsight.OnInsightsUpdate (System.Collections.Generic.Dictionary2[TKey,TValue] insights) (at <2ed6dc40b2e64a40bf330371703d0436>:IL_0048) Imperium.Util.Binding.ImpBinding1[T].BroadcastUpdate (System.Boolean isSame, System.Boolean skipSync) (at <2ed6dc40b2e64a40bf330371703d0436>:IL_002F)
Imperium.Util.Binding.ImpBinding1[T].Set (T value, System.Boolean skipSync) (at <2ed6dc40b2e64a40bf330371703d0436>:IL_0019) Imperium.Util.Binding.ImpBinding1[T].Refresh () (at <2ed6dc40b2e64a40bf330371703d0436>:IL_000F)
Imperium.Types.InsightDefinitionImpl1[T].RegisterInsight (System.String name, System.Func2[T,TResult] generator) (at <2ed6dc40b2e64a40bf330371703d0436>:IL_0030)
LethalIntelligence.Patches.ImperiumPatches.maskedVisualization (LethalIntelligence.Patches.MaskedAIRevamp+Personality p, LethalIntelligence.Patches.MaskedAIRevamp+Activity a, LethalIntelligence.Patches.MaskedAIRevamp+Focus f) (at ./Patches/ImperiumPatches.cs:13)
LethalIntelligence.Patches.MaskedAIRevamp.MaskedStatusReport () (at ./Patches/MaskedPatches.cs:423)
LethalIntelligence.Patches.MaskedAIRevamp.Update () (at ./Patches/MaskedPatches.cs:893)`
as i said, i despawned 50 masked, to get that to occur, it happened 3 times, so i can only assume it is caused by updating the visualizer "while" the masked is being despawned.
i had it in a location, that repeated only every 100 updates, hence, i needed 50 masked to get it to show up xD
i can redo without the delay between, but im pretty sure its just when a masked despawns.
my guess would be that the "thing" the visualizer is attached to, no longer exists.
i assume this is not only with maskeds tho, right?
i dont know, i was only using masked, i think i despawned other things and it also occured, but i didnt double check
we love imperium
lol
so umm, i didnt really change anything, but this just occured. ๐คฃ spams like mad, i dont know why.
[Error : Unity Log] NullReferenceException Stack trace: Imperium.Visualizers.MonoBehaviours.ObjectInsightEntry.Init (System.String insightName, System.Func2[T,TResult] generator, UnityEngine.Component target) (at <2ed6dc40b2e64a40bf330371703d0436>:IL_000E)
Imperium.Visualizers.MonoBehaviours.ObjectInsight.OnInsightsUpdate (System.Collections.Generic.Dictionary2[TKey,TValue] insights) (at <2ed6dc40b2e64a40bf330371703d0436>:IL_0048) Imperium.Util.Binding.ImpBinding1[T].BroadcastUpdate (System.Boolean isSame, System.Boolean skipSync) (at <2ed6dc40b2e64a40bf330371703d0436>:IL_002F)
Imperium.Util.Binding.ImpBinding1[T].Set (T value, System.Boolean skipSync) (at <2ed6dc40b2e64a40bf330371703d0436>:IL_0019) Imperium.Util.Binding.ImpBinding1[T].Refresh () (at <2ed6dc40b2e64a40bf330371703d0436>:IL_000F)
Imperium.Types.InsightDefinitionImpl1[T].RegisterInsight (System.String name, System.Func2[T,TResult] generator) (at <2ed6dc40b2e64a40bf330371703d0436>:IL_0030)
LethalIntelligence.Patches.ImperiumPatches.maskedVisualization (LethalIntelligence.Patches.MaskedAIRevamp+Personality p, LethalIntelligence.Patches.MaskedAIRevamp+Activity a, LethalIntelligence.Patches.MaskedAIRevamp+Focus f) (at ./Patches/ImperiumPatches.cs:13)
LethalIntelligence.Patches.MaskedAIRevamp.Update () (at ./Patches/MaskedPatches.cs:921)`
ImperiumPatches.cs:13 is this..
Visualization.InsightFor<MaskedPlayerEnemy>()
yeah this is the same error as before
what did you do to cause this?
oh im stupid -_- i didnt realise its the same as before..
i spawned a masked.. who fell under concrete.. deleted them.. its probably from them.
i thought it was something new. xD
yeah probably the same cause, I hope I fixed this in the new version, might be able to publish it later today
if I can get some testing in
is this spammed like permanently after the maskeds have been despawned or just while you are despawning them?
yes permanently.. i assume its a "me" problem tbh.
so.. what i am doing is..
masked is spawned -> MaskedAIRevamp (an instance of MaskedPlayerEnemy?) is spawned...
when its deleted, i assume MaskedAIRevamp still exists.. but the player enemy is Dead or non existant.. so... your mod thinks there is something to do? but there actually isnt? i d k
does this not happen without the MaskedAIRevamp mod?
well its only started occuring AFTER i added my custom values
so... im calling the addition of the values in the UPDATE of MaskedAIRevamp.
maybe i just need to put it later in the update... but i would have thought it would stop if the masked didnt exist.
i mean it should
idk this error doesn't originate from an update function
its an init function that for some reason is called a lot
maybe im just being stupid with how i implement adding a variable to your visualizer.
its being called from my update method.. i would have put it in start, but afaik, in start, the values never update.
deleted a manticoil, no error.
deleted a masked (now) ... no error..
what i changed was this.. i added to check if its not dead... but if i should be implementing this a different way, do let me know.. as adding this to "update" is not ideal xD
if (Plugin.imperiumFound && !maskedEnemy.isEnemyDead) { ImperiumPatches.maskedVisualization(maskedPersonality, maskedActivity, maskedFocus); }
Ah.. ๐
Yeah, you only need to do it once
ok, im checking now by re-putting it in start.. but it didnt seem to work before. xD
How did you write the insight?
Visualization.InsightFor<MaskedPlayerEnemy>() .RegisterInsight("Personality", entity => $"{p}") .RegisterInsight("Focus", entity => $"{f}") .RegisterInsight("Activity", entity => $"{a}");
yeah this won't update
it maybe just the way im doing things, is a problem.. because as i said, im not exactly using "MaskedPlayerEnemy".
p, f and a are just local variables that don't change
how do you compute maskedPersonality, maskedActivity, maskedFocus?
well they do change.., but not in this function.
yeah
why not
ok, maybe i can, maybe im just the biggest dumbass.
one second, let me test this.
doesnt work, nothing displays now ๐
so you are doing this but with Visualization.InsightFor<MaskedAIRevamp>()?
yes
what about MaskedRevamp? the other class doesn't even show up in my decomp
i have nothing right now tbh, i had to reformat my pc thanks to windows 11 being a pos.
yeah, it wouldent let me roll back to windows 10 after my mobo got bricked in windows 11... ๐ so i had to do a clean install.. and that went.. bad.. xD
oh its a thunderstore mod? didnt know xD
yeah you use it at runtime
yeah sorry, im just being dumb this week, my pc had everything i needed on it, lost.. literally.. everything, forgot what i lost.. ๐ฆ also lost 1TB of stored data... so been a shit week xD
can't you restore the 1TB disk?
its a physical issue... when replacing the motherboard, apparantly i damaged the sata port on the HDD. so its not really "lost" but im going to have to fix the port before i can get the data back.
so what am i looking for in unity explorer?
dont worry, i think i purged my stupidity and got it working.
๐
wait.. nevermind, stupidity persists. -_-
dont ask me how i reached this point.
so.. in the START of MaskedAIRevamp.. im now calling this
public void Start() { if (Plugin.imperiumFound) { ImperiumPatches.maskedVisualization(); }
which is calling this..
public static void maskedVisualization() { Visualization.InsightFor<MaskedAIRevamp>() .RegisterInsight("Personality", entity => $"{entity.maskedPersonality}") .RegisterInsight("Focus", entity => $"{entity.maskedFocus}") .RegisterInsight("Activity", entity => $"{entity.maskedActivity}"); }
but... Puffr? lmao
im going to re-check your example, as i think ive done "something" wrong still
do i need this?
.SetConfigKey("Entities");
along with the Puffr display.. im getting this error
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Imperium.Visualizers.MonoBehaviours.ObjectInsight.LateUpdate () (at <2ed6dc40b2e64a40bf330371703d0436>:IL_0024)
i feel like i need to just re-add everything you had in your example, as i removed things thinking they would be added to the same visualiser
Lol puffr is the default name, you need to set a name generator
(it's in the example)
I should probably do a better default
yes, i removed it because i thought my visualiser info would be added to the one that already existed ๐
Yeah, I probably missed some default things, I will have a look later today, this is good info ๐
Yeah, now that it is a different object it's different
Because MaskedAIRevamp doesn't inherit from EnemyAI
so is there a way to assign it to an entity? because its essentially the same entity.
You can't merge it, no
hmm.
Because it doesn't inherit from EnemyAI
no i understand.
Maybe I can add a manual override or something
well what i was thinking was.. can there be a "As MaskedPlayerEnemy" so it would then be appended to MaskedPlayerEnemy?
like
Visualization.InsightFor<MaskedAIRevamp>() As MaskedPlayerEnemy
? i d k if thats what you mean, but afaik, both MaskedAIRevamp and MaskedPlayerEnemy, will have the same ID, for the same masked.
Yeah, I'll have to see how hard it would be to implement this
Because it needs to be consistent, so if you update something in MaskedPlayer it also has to propagate to the manually linked one
hmm.
i think unless others have the same issue or similar issues, you shouldent worry about this. i think its just a "masked" thing for me, MaskedAIRevamp went in an interesting way about things. instead of patching methods to edit, instead patched methods to "remove" functionality, then replaced them in MaskedAIRevamp.
so i think probably i just need to do a borked way of calling it and accept the results. xD
Yeah it's really weird
i might have found a solution.. that means no changed required.. fingers crossed..
yup.. fixed.
How did you do it?
You should probs not use the object name but rather a string literal for the name generator
So it's not as long
public static void maskedVisualization() { Visualization.InsightFor<EnemyAI>() // Sets the function that generates the name of the object. .SetNameGenerator(entity => entity.name) // Sets the function that determines if the object is dead or not. .SetIsDeadGenerator(entity => entity.isEnemyDead) // Registers the new insight generators .RegisterInsight("Personality", entity => $"{MaskedAIRevamp.maskedPersonality}") .RegisterInsight("Focus", entity => $"{MaskedAIRevamp.maskedFocus}") .RegisterInsight("Activity", entity => $"{MaskedAIRevamp.maskedActivity}") // Defines that this object belongs to the "Entities" category. .SetConfigKey("Entities"); }
changed..
public Personality maskedPersonality;
to this for each variable.. my problem was, they werent static.. i hope to god, this isnt an issue for me elsewhere, but i can just assign it to a static copy of the variable, just for displaying xD
public static Personality maskedPersonality;
? this didnt work
.SetNameGenerator(entity => entity.entityInfo.entityName)
nor did this..
.SetIsDeadGenerator(player => entity.isEnemyDead)
couldent even compile, so just changed to what i knew would work... i dont think i even need them, as i am adding to an already existing visualiser.
Yeah I guess it doesn't inherit from EnemyAI
Rip
im using EnemyAI xD
or you mean your code wont take it from enemy AI?
ok, i think i might just... i d k, stop looking at code for today, something else broke ๐
The masked class doesn't, do there is no enemyInfo
*The modded masked
ah.
also, maybe i wont stop coding, as i think i understand the issue im now having.. lol
Yeah well I guess but then you can only display one value for all maskeds
Because it's static
that maybe the case...
which maybe where its broken ๐
You could do get component and then store them in a dict mapped MaskedRevamped -> MaskedEnemy
Be cause you shouldn't do get component in the generator
erm what the sigma
this happens when i change the weather lol
its not even flooded 
๐
I have never seen that, I know that it happens with stormy noises but flooding 
HOW IS THAT HAPPENING AGAIN ๐คญ๐คญ๐คญ
this is the default value of flooding
when I've started playing with weathers I got that on Gordion
01901716-78c1-704c-6e9d-597009b42d15
my testing profile
if you wanna see whats happening lol
btw all i did was change the weather on absention
on the first day to clear
and thats all LOL
weird ik
If it hasn't been reported, there seems to be an issue with the nightvision going away after teleporting, not sure if any teleport or just the quick point one. Specifically the nightvision slider seems to just not work anymore. At least this has been my limited experience with whatever mods I'm running and the 3 times it happened (everytime I tried it)
Yeah I think this is because night vision only works inside and when you teleport randomly, it's really hard to tell if youre inside or not
okay, i need to make a confession
i haven't used your mod before
it's amazing
holy shit i did not expect that it's sooooooo good
(what's biod? ๐
)
upcoming enemy mod!
yea heheh
first time using imperium
@distant stag is there a way to stop the player from being hidden in freecam when getting close?
i kinda wanna get closer than 3 feet away lol
yeah this is an LOD issue with unity, its on the bug list but not very high priority
I can look into it for the new release later today if I have some extra time
okie ty
=) (don't get too used to the UI, huge rework coming soon)
okie
@distant stag
the minimap somehow made things look a lot cooler lmao
it's a really smooth minimap, i love it
that's the next update for #1241786100201160784 lel
i dont know what to really add to the tornado otherwise i would've done more than just pulling the player in lol
gonna be today if i can think of anything more to add to tornado etc
cant*
omg I love it! how did you create that tornado? VFX pipelines?
it looks really good
nah just like 200 particles?
damn impressive what you can do with legacy particle systems
never really used them
made some meshes, then some materials, then just stuck em together in a weird prefab
well it's not legacy i think? its just particle systems as they are, i wanna learn VFX but it looked hard lol
maybe moving around? :D
i need to replace the meteor shower particles with VFX particles
oh i already stuck a navmesh agent to em, they move around to different nodes like enemies do lol
idk I heard the particles being referred to as legacy as VFX pipelines are kinda the replacement for them
but probably not really legacy
this is great
afaik VFX just makes use of the gpu instead of the cpu, which does just sound like a better replacement
yeah, plus its a lot easier and more dynamic
you can do some crazy things
well easier, not necessarily I guess, depending if you have done node-based procedural generation before
like shader graph
unfortuantely not! lol, i was making the tornado out of a shader graph at first, but then got stuck with some weird emission stuff and it didnt really look that good
so i just settled on using mobile particle stuff
well it works and it doesnt seem to lag, really
oh yeah 100%, it's only like an active amount of 200 particles at once
the meteor shower on the other hand...
wel there might be like 10k+ particles going on at any point in time, which is why I REALLY need to switch to VFX
haha yeah
idk VFX pipelines are really impressive
they can render millions of particles with collision and physics and everything without impairing performance somehow
well at least I tried some of it in LC
could you make the volumetric fog render in freecam?
there is some sort of bug with imperium causing challenge moon modifiers to be set incorrectly
this week's challenge moon sets the increased indoor monster spawn to mask hornets if you have imperium enabled
even though mask hornets (ButlerBees) dont spawn on march (or on any other moon, for that matter)
with imperium disabled it increases spore lizard (Puffer) spawn rate
Hmmm, interesting, I thought I have fixed this issue but I will look into it later today
the pink lines coming out of the back of the head = ?
i only have "vision" turned on, but the fact the lines come out of the back of the head make me wonder wtf xD i realise there is lines from the feet too.. just trying to understnad if this is a bug... or my coding is whack ;o
also, baboon hawks seem to be able to track me even while invisible/muted, i can only assume they have special code breaking that feature.. lmao
yeah baboon hawks are specia, I haven't patched those functions yet
I think this is on your side, considering the vanilla things work, those are 2 different functions
one where you probably set the eye as origin and one where the entity itself is the origin
idk why its backwards tho
well, if its what i think it is.. i set the "angle" as "160".
but 160 is less than 180.. so it should be a forward facing cone.. UNLESS the masked are treat as having 2 seperate eyes.. with a range of 160... = like.. 120+120 with a 40 crossover directly in front?.. which would then mean.. 240 degree vision.. leaving 120 that isnt seen = the back 120.. i guess thats an explanation xD
you can visualize angles > 180 without problems
they will look like partial spheres
well, i mean.. a specific function..
like this
have you tried with the normal maskeds?
not recently, but i only saw this since your recent update, so thought id ask.
these are the functions.. got this
__instance.CheckLineOfSightForClosestPlayer(70f, 50, 1, 3f);
70f is the angle there.. default is 45... that should both be fine.
but i also have this..
__instance.CheckLineOfSightForPosition(pos, 160f, 40, -1, null);
^ this one, i know i added, but i added it a long time ago.. its probably this.. i guess your mod is going to help me understand this better, lmao xD
? is that a setting in your mod?
ah, had it on.. changine the angle to 70f "fixed it", i think on the masked.. the 70f is doubled or something
looks more like 170 degrees.
only on masked?
i dont know, not set a view angle for any other mob yet, i was starting to look at the bracken, but the weird graphic was irritating me, glad i asked now, they probably had a VERY high amount of vision compared to what they should, lol
yeah the cones are weird when you stand inside of them
well i didnt know i was standing inside it.. i just thought it was coming out the back of their head ;o
also, just realised the function comes from enemyAI.. so might be all AI that have "two eyes"
wdym two eyes?
Zeekers treats the "angle" parameter as half of the angle of the cone because it makes the math easier, so an angle of 160 will be treated like 320 instead
Old birds are likely similarly broken, but they do use the standard functions once they enter chase mode, so they'll act like you instantly disappeared
ah, makes sense, thats roughly what i was thinking.
It has to do with them seeing IVisibleThreats, which the game has no standard function for
Instead zeekers has implemented it manually both fimes
so for 120 angle, i want 60f, thanks.
its weird how, when i tested.. 120f seemed like they had a blind spot xD
im just checking for line of sight on some occaisions, i havent modified the vanilla functionality, and as far as i know piggy never did aside from disabling the LoS function to replace with the one i know about.
Ok, nice
The wording made it seem like you might be using the imperium internal functions to generate and render a cone yourself lol
The cone generator currently uses the half angle just as the game expects, but I'm doing a rework of the generator rn that'll make it take in a proper angle instead and double it when calling the function
The rework should also fix up some of the visual bugs, and will also lay the groundwork for dynamically generated capsules so that they don't show up weirdly stretched
ah, nah, i was just baffled as to why the cone showed weird when using imperium, i just figured i had done something wrong without realising ;o and i was right.
speaking of capsules
ooo nice
yes
it'd also require specific implementations with LLL and other interior loaders so that they don't override it
true
how to hide minimap?
M
thanks
dev should add a little text that shows you the keybind when you load in to hide minimap if people donโt like it since I believe you cannot view the keybind (sorry if im wrong)
yeah
at the very least the keybinds should integrate with Input Utils or smth so you can see them in settings and reconfigure them if you need to
That would be great
so i could change Teleport keybind (i use T as my scan because im a mousepad player, dont ask)
very soon
:3
yoey
uh oh...
am I stupid or can I not go past the butler bees to spawn a butler
@coarse kernel didn't you have this exact issue
why are there even 6 mask hornets?
It shouldn't be like that lol, I haven't experienced this myself but I got a similar report earlier today
It might be other mods messing with it
but is there no way to scroll down to get to the 3 more results?
Nope, never thought about this
It shouldn't be a problem if they are all called differently
I sounds like a mod incompatibility
I'm just gonna use another mod to spawn butlers in then, it's probably because of the 130 other mods in the modpack im testing
but everything else works fine, this mod is amazing
Never had to send logs before, where do I find them?
In the bepinex folder there's a file called LogOutput.txt
what am I looking for exactly? (sorry for delayed responses)
r2modman/thunderstore > choose your profile > settings > click "Browse profile folder" > Open the BepInEx folder > Send LogOutput.log
well this is filled to the brim with crap, but here ya go
oh wow, 83MB is a huge log file
yeah it keeps saying error something about the piggy mod over and over again
PiggyVarietyMod is spamming the game with errors
its working fine tho
so far
and also causing a bunch of lag from spamming the logs
hm I see, I will delete it then
I'll send another log without the piggy mod hold on
is more emotes installed?
that error indicates either a missing dependency, or that the mod is outdated
oh yeah it uses Runtime netcode patcher which is deprecated, but the mod still works fine
there's definitely a major issue if it's erroring that much
it could also be stopping other mods from working that patch the same function it does
well darn, thanks for helping me find theese issues. Never knew I had them
I'd recommend trying to reach out to the dev and see if they have any idea what's going on
also, SanityRemastered is bugged. It's trying to access asset bundles from the wrong location
I'm also seeing that something depending on CSync is trying to access data that doesn't exist
Diversity isn't loading because LCCutscene isn't installed
I thought deleting LCCutscenes would make it less impactful because I don't use the cutscenes anyways ๐ญ
so mayn things wrong with my modpack
I really appreciate the help thank you
I also see a bug with YippeeKey
it looks like a mod might be messing with LethalLevelLoader
oh dear
Starlancer Escape is struggling
well that's what I get for having 100+ mods
I've seen people with a lot of mods like that before, but it takes some work to figure out which ones are compatible and which ones are buggy
LethalThings's FishFriend is erroring
what is a fishfriend what
no idea
still grabbing more rq
MaskedAIRevamp
Lethal Presents
ok so
I don't think any of these are the core issue since they're all having similar issues
Just realised oneshot moons was also cluttering up the logs because it kept trying to play a nonexistant audio clip
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
that error doesn't tell us which mod caused it
PlayOneShot is a generic function
whatever mod is causing the issue, it's hard to tell from the logs
I'd recommend removing mods until there's no more Exceptions in the logs and everything seems to be working, then try adding stuff back in until you find the mod one that, when enabled, breaks things
yeah the good old process of elimination seems to be the only thing to find the culrpit, still thanks for everything, I'll see if I can find the mod thats causing it
Will there at some point be a way to list all items and entities?
Can be useful sometimes
List? Wdym
Like a whole list of all the items and monsters
Doesn't that already exist in the Objects tab? Or am I dumb?
yeah, I am not quite sure about this request
I assume a list of all the entities and scrap that exist in the game?
Maybe it would be useful if you don't know the exact name of the entity/item, or just want to search and click on a list/grid of some sort to spawn it
well there will be a spawn list UI later
where you can change all the spawn data of items
so I guess that will double down as a list of all objects
Oh nice, didn't know that
well it was there at some point and then I removed it because it wasn't working
I will re-add it at some point
Cool! Also you've probably heard this a lot before, but this mod is really, really good! Quite useful, in my case for practice and testing modpacks before sharing with friends
thanks! appreciate it 
lmao
is there any way to add a second column of moons for imperiums moon travel display? our modpack has too many to display at once and the rest are cut off ๐ญ
same question with the weather forecaster
gio said he will add a slider soon idk when soon is tho
Yeah both of this is fixed in the next version 
Just a matter of releasing it now
awesome, tysm
โผ๏ธ

Hey uh kinda dumb question but how do i open the menu?
@distant stag
f1
K appreciate it
Can u help?
Had that too, fixed it by uninstalling minimap mod
alternatively, actively moving your mouse when opening the menu makes it visible
Ye i uninstalled it and it worked it appreciate it
Yeah, the minimap mod is and will never be compatible with Imperium
but you can use the built-in minimap instead
Btw... I find it very funny that you can die in orbit with god mode disabled ๐
Wdym? Isn't that supposed to happen?
Or you mean die by shotgun and stuff
Nope ๐
You're supposed to be completely immortal in orbit ๐ค
Died a few times 'cause of fall damage ๐
Both
Thanks :3
is there a way to go to the test room
