#Imperium

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oak venture
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Yeah, and ModMenuAPI.Plugin.LC is pretty much all the things DevTools had (which the functionality actually comes from TestingLib)

distant stag
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Are you building your own UI framework for that?

oak venture
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I'd like to avoid UI stuff as much as I can, so I've kept it really simple

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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)

distant stag
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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

oak venture
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Yeah, I would absolutely love that! :3

distant stag
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Because I really think there is a lack of good UI systems for unity modding

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This would allow modders to easily create good looking and unified UIs with minimal effort

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Well, good looking is relative I guess TE_trollSmile

oak venture
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lol

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but yeah it would be awesome ๐Ÿฉท :3

distant stag
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But idk yet when that will be, the Imperium feature and bugfix list is still really long lol

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But it will allow me to also split the new minimap into a separate mod

oak venture
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Take your time! :3
But yeah I'll happily volunteer as a tester for it ๐Ÿฉท (hehe :3)

boreal dragon
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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

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seems to be trying to import settings and failing

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Deleting the mod and it's config from all profiles fixed the issue

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Nevermind, that only temporarily fixed the issue, did it again after reloading a save

distant stag
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@oak venture @bitter compass alright, I added instant landing, takeoff and travelling to the next release of Imperium

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it was surprisingly easy, just had some problems with the transpilers I had to make as all the animations are hard-coded with enumerators discord_woozy

bitter compass
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Lol

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Lovely

oak venture
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also, nice!

distant stag
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the same for takeoff but the other way around

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so I just disabled these animators when the setting is on

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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

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also the "unlocking" of the start lever was done that way

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so now you can start immediately after landing and vice-versa, it really feels like an elevator now lol

oak venture
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nice!

uneven lily
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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

boreal dragon
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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

distant stag
distant stag
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I probably have some time later today

boreal dragon
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Lmk what you find, loving the mod so far, it's incredibly useful!

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Sorry about the other messages, I got my channels mixed up ๐Ÿ˜…

distant stag
boreal dragon
uneven lily
manic ember
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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.. ๐Ÿ˜„

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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.

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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()`

distant stag
distant stag
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It's probably not very hard to fix this, I wrote it down

manic ember
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i think the bigger issue for me is that its "in the floor", because that distorts the actual distance a bit (possibly) xD

distant stag
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haha yeah makes sense lmao

boreal dragon
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For some reason, the imperium freecam doesn't show blockers on black mesa

distant stag
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well you have the default layer turned off

boreal dragon
boreal dragon
pseudo sable
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shouldn't those be in the room layer? Hmm

distant stag
distant stag
manic ember
distant stag
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haha yeah

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they can also shoot through them x)

torn bough
distant stag
torn bough
distant stag
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deserved TE_trollSmile

torn bough
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:unv

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no...unverifed doesn't work

torn bough
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bullet time for LC WHEN

bitter compass
torn bough
distant stag
bitter compass
alpine glacier
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Would be awesome if all items/entities are shown instead of this error ๐Ÿค”

distant stag
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when does this happen?

alpine glacier
distant stag
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ohh

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okay

serene marsh
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@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.

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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

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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

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behold the stats !

serene marsh
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so does the proximity one

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dam everything is wrong here, im starting to think i may have done an oopsy and u did not

cyan granite
distant stag
formal flax
formal flax
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luckily it should be an easy fix, just putting an x2 to the width at the start of the function

formal flax
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:3

serene marsh
formal flax
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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

serene marsh
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from what i tested they both look like they are 2x too big

formal flax
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interesting

serene marsh
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how did you do btw to implement such thing ? it would be so usefull to be able to draw debug shape thing in game

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like if its something not too complicated

formal flax
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mesh generation is a bit complex

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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

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after that, you need to generate an index that tells the renderer with sets of 3 points form triangles

serene marsh
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i would love another line to be drawn between ai eyes and player camera when the player is being seen

serene marsh
formal flax
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ah, for adding a simple thing like that, it's much easier

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the cones were highly specific because I wanted them to have the proper curvature and such

distant stag
distant stag
distant stag
serene marsh
distant stag
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this is how the sphere is rendered

formal flax
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ah well that's why the prox awareness is causing issues

distant stag
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should it not be 2x

formal flax
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nope

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is that using the standard unity sphere?

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iirc that sphere has a radius of 1 m already

distant stag
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yes

serene marsh
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the value used by zeekers is the range (radius) not the diameter

serene marsh
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no need to double it

formal flax
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as for the range of the LoS cone, everything seems to be correct for that

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unlesss

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gio the cone is being scaled by the parent transform I think

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you set the local scale, so parent transforms will affect the final size

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right?

distant stag
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the cone is parented after the scaling and everything so it should not affect that

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like if you do SetParent, it should not "apply" the scale of the parent iirc

formal flax
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the cone is parented before scaling

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also its scale is set twice

distant stag
serene marsh
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guys imma send other screenshot later today showing the log aswell

formal flax
distant stag
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ohyeah for the cone its actually set after

distant stag
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but does it matter? does the local scale get scaled with the parent scale?

formal flax
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that's from the current github repo

distant stag
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this would be the new snek FOV

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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

serene marsh
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he dieded

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oh nvm

formal flax
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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

serene marsh
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noice

alpine glacier
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Night vision stopped working for me ๐Ÿค”

serene marsh
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also some other mod just straight up make it useless

distant stag
alpine glacier
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I'm the only person, yes

distant stag
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do you guys have cull factory?

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that makes it so the night vision lighting isnt being rendered

alpine glacier
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I think so, since some mod depends on it ๐Ÿค”

distant stag
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yeah thats probably it then

boreal dragon
pseudo sable
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is the night vision light a directional light? iirc, I still need to look at those again

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it's probably a fairly easy fix

distant stag
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im pretty sure both of them are being culled rn

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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

bitter compass
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okay wait u seem really goated with all this UI stuff so i got a question

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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?

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or like an outline of it or whatever

distant stag
bitter compass
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x-ray type outline, cuz I'd want the player to see it from like the other side of the interior for example

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it's for a quest-type enemy that spawns a quest item somewhere randomly

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but gotta reduce difficulty by showing the player the "general location" of where it is

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ideally I'd have been able to emissively outline the item and only make that part see-through

distant stag
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kind of like this?

bitter compass
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yeah exactly kind of like that

distant stag
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yeah you can do this by changing some settings in the forward renderer

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and combining this with a fresnel shader to get this glowy outline look

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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

bitter compass
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gotcha gotcha

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changing the settings of the forward renderer, is that for like hte player camera?

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i was worried about things like that breakig aspects of the game

distant stag
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I think you need to tell it to render a certain layer / material above everything else

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I haven't looked into how to do that in LC yet

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but would def be cool for entities

bitter compass
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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

distant stag
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i can let you know when I get to implementing this

bitter compass
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that would be awesome

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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)

distant stag
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for now I am working on this ๐Ÿ‘€

bitter compass
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oh that is sick

distant stag
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as so many people have requested this to be dynamic for their own mod testing

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now everyone can add their own variables

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with very little effort

pseudo sable
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frustum culling already takes care of whatever can be culled based on visibility in those so iirc I just make everything visible

pseudo sable
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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?

distant stag
distant stag
pseudo sable
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by default one you mean the default light type?

distant stag
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yeah

pseudo sable
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the map camera? doesn't that already have night vision?

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I'll have to take a look though, lemme see if I can get this fired up

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gotta reinstall my r2modman crap on Windows

distant stag
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also, the two-light setup allows fine-tuning of colors and intensity

pseudo sable
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yeah, fair enough

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I'll have to look at how I'm handling the night vision light on the map too, I forget

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I think maybe it normally just doesn't matter because the map shows everything

distant stag
distant stag
pseudo sable
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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

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I tried out a Linux UI port for it and it just crashes constantly lol

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I can technically also use a VSCode extension, but I haven't gotten used to that yet

distant stag
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yeah same, did you try the avalonia one?

pseudo sable
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yeah

distant stag
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yeah its shit

pseudo sable
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it was really disappointing

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I'm kinda surprised ILSpy itself can't work, I thought these days the UI frameworks in .NET were cross-platform

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but maybe they're on an old framework

distant stag
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i am mainly using Rider + Resharper, they work extremely well, arguably better than ILSpy, plus it runs on penguin

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but its paid software so

pseudo sable
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huh, whenever I saw people using Resharper, it looked like it came up with weirder code

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I think it was that anyway

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haven't used it myself though

distant stag
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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

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plus, it gives me IL view, low and high level C# which can be really useful

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because ILSpy does only low-level in some cases which can be confusing

pseudo sable
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ILSpy has an IL view too, but yeah, that's pretty invaluable

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low-level in what sense?

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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

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maybe I'm missing something that Resharper can do better, though, obviously I haven't directly compared them

distant stag
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this is high-level, it resolves all the compiler magic that happens when compiling the assembly

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and this is what "actually" happens

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sometimes ILSpy will only have this low-level version that's hard to read

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form what I've heard

pseudo sable
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huh, I've never seen that

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at least not without disabling some decomp features

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I have to do that for coroutines sometimes

distant stag
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hmm, interesting, I just discussed this with friends yesterday, this exact code came up

pseudo sable
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lemme check that function

distant stag
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but I haven't really used ILSpy or DNSpy because of compat issues, I only ever heard stuff from others

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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

pseudo sable
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yeah, it'd be nice to have that integrated

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VS has decomp built in but it doesn't really let you find references or anything

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at least... not by default

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I guess I haven't tried to check if there's a flag for that

distant stag
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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

pseudo sable
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looks pretty similar here

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oh gotcha

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that sounds like a bit of a pain lol

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oh Resharper didn't do the string interpolation, that's curious

distant stag
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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

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but yeah, using a proper tool is probably better in most cases lol

distant stag
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I assume this is interchangeable in the compiled code?

pseudo sable
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yeah, string interpolation compiles down to that

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it's pretty likely the original code used it

distant stag
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yeah, I guess the decompiler always has to assume some things

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especially syntactic things

pseudo sable
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yeah for sure

distant stag
pseudo sable
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for ILSpy it has this

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if all you tried was avalonia, I wonder if it's just out of date

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I never checked, since I couldn't even really get it to decompile without crashing

distant stag
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okay I think I mixed it up

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it was DNSpy that showed the low-level code

pseudo sable
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oh yeah

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DNSpy kinda sucks

distant stag
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never used that either

pseudo sable
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(except that its UX is better)

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in ILSpy on Windows, it's very inconsistent about how you open new tabs

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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

distant stag
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hmm interesting

pseudo sable
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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?

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oh, it's just visible for every camera while you're in the interior?

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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

distant stag
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its always there but the on/off state is controlled by the vanilla night-vision

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so, only activated when youre indoors

pseudo sable
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ah, gotcha

distant stag
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will probably add an override checkbox for this to allow night vision outdoors

pseudo sable
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I think this should be an easy fix, lemme try something

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I just have to add these lights to the "unpredictable" list

distant stag
pseudo sable
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that was with CullFactory

distant stag
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I actually haven't managed to only show the light only on one camera

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would allow more control

pseudo sable
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CullFactory culls for a set of cameras at once, normally it's all the active cameras in the scene

distant stag
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maybe its because it's an isometric camera?

pseudo sable
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I don't think so, but I may be wrong

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I think the vanilla map camera renders in the same pass

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I don't remember for sure since I have to print that out from the event I hook into to get that info

distant stag
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there is alsoo this btw

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its a light added to the map camera for illumination

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but I don't think this has a large influence

pseudo sable
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wait, I thought that's the one that was controlled by the night vision

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do you have three lights?

distant stag
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no, this one is just for the map

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yes

pseudo sable
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oh

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what's the other one called?

distant stag
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currently just "Far" and "Near" lol

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i will rename them in the new release

pseudo sable
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oh wait

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I think I saw those, I need to look again now

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is ImpMapLight actually functioning? it looks like it's always got a position of [0 130 0] for me

distant stag
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that might be possible lol

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well its kind of broken anyways since I wanted it to only render on the map camera

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but I couldn't figure out how to do that yet

pseudo sable
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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)

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and CullFactory will clobber whatever you set

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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

distant stag
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ohhh, thanks!

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i was not able to find the before-render function for HDRP

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i assumed its a built-in only thing

pseudo sable
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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

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also, night vision works after putting those lights in the unpredictable list, I'll put out an update in a minute

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(I do depend on finding your map light by the "ImpMap" name, though, so if you rename that, it'll break again)

distant stag
pseudo sable
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both, but the night vision attached to the vanilla map camera is gotten through StartOfRound.Instance.mapScreen.mapCamera

distant stag
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its more generic this way too

oak venture
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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

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the vscode extension is a little janky, but for just IL code it's enough

pseudo sable
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it's fine if you remove it though

pseudo sable
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I may try to use that again, but for now I'm using the lazy approach

distant stag
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so everything thats parented under MapCamera is not culled, right?

pseudo sable
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rather every light under MapCamera is checked every frame to determine whether it's in the interior or outside

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most of the other lights in the game are updated by events, like the player entering or leaving

distant stag
pseudo sable
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I don't see why it should

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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

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(if they're enabled, which currently they're not)

distant stag
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alright, nice

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thanks for this change!

pseudo sable
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NODDERS np!

warm mortar
distant stag
jovial verge
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best debug mode ever

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mod

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and holy ITS ONLY BETA!?!

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i dont wanna know the full version omg

bitter compass
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The full version includes a singing cactus man car hanger thing

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That's it

distant stag
serene marsh
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i mean... now you gotta add it

distant stag
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I already have an idea for a release easter egg shiggy

serene marsh
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oh by the way now that i remember it

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@distant stag do you have learn some stuff about mob spawning when doing your glorious masterpiece ?

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especially regarding the vents

distant stag
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I wrote my master thesis in entity spawning

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why, whats up?

serene marsh
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well, i'm working on an enemy, a Xenomorph, that has the ability to use vents to navigate (amogus see)

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and so i have to make sure i am not using a vent that is occupied

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and idk what impact it could had on the enemies spawn cycle that is, by looking at your mod, predefined

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and may change due to some specific stuff

distant stag
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so you are using vents and the vent timer mechanic to navigate?

bitter compass
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Are u not using any api?

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Oh wait whoops

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I misread

serene marsh
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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

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so it checks before choosing a vent if its not already occupied

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and if so it mark it as occupied

distant stag
serene marsh
distant stag
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well you know zeekerss code...

serene marsh
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pls no

distant stag
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unfortunately there is a bug that makes it so entity spawning basically ignores if a vent is already occupied

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this has funny consequences

serene marsh
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then why the fuck is there is "occupied" boolean variable

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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 ?

distant stag
serene marsh
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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

distant stag
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probably an oversight

distant stag
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you probably need to somehow work around that

silk spade
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there is logic and assets for many things that are just unused by default

serene marsh
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we need our boi zeekee here just so we can spam pong him with evidence of his torturing legacy

silk spade
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all these fix mods coming out recently make the game feel much more alive

serene marsh
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well i did a shit ton of debuglog that send every information about every vent every aiinterval

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imma iterate a few times to see if it create any concerning issue

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...probably will have to make checks at every step to verify that the vent data didn't changed randomly

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well thanks for that moral boost ! @distant stag

distant stag
serene marsh
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oh i will be back to torture you with question until you regret making this mod

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@distant stag โค๏ธ

distant stag
torn bough
distant stag
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epic fail

torn bough
bitter compass
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Iirc

torn bough
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don't get any idea's...

serene marsh
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nah imma not bother him

alpine glacier
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Bro gets angry, because I want to feed him too much ๐Ÿ˜ฆ

alpine glacier
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I should've checked where I'm sending this video though, oops ๐Ÿ˜…

(But still kinda fitting, as I'm using Imperium xd)

manic ember
alpine glacier
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Sounds like a really funny mod I could use to troll my friends ๐Ÿค”

#

If I had any, that is ๐Ÿ˜ฆ

manic ember
distant stag
#

I love how in every single clip I see of Imperium everyone always uses a different theme, seems like this was a good addition Hypers

rigid wolf
#

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.

#

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.

distant stag
#

I will have a look once I have some time

rigid wolf
#

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.

distant stag
#

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.
torn bough
alpine glacier
#

And another well done update :3

distant stag
torn bough
rigid wolf
#

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).

distant stag
spare lagoon
#

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

spare lagoon
#

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

distant stag
#

Do you also have logs from when you uninstall all the mods and imperium is still broken?

spare lagoon
#

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

distant stag
spare lagoon
#

yup

#

annd i've re-added 2 mods and it dosent work anymore ?

distant stag
#

which one

#

very possible that mods conflict with imperium

#

i can try to fix it, if i know what is causing it

spare lagoon
#

more company and hdlethal commpany

#

mods that worked fine before

distant stag
#

singleplayer or multiplayer?

boreal dragon
#

HDLethalCompany breaks a ton of mods

#

wouldn't be surprised if it's that

distant stag
#

yeah, this is the second report I get now, but Imperium used to work well with HDLethalCompany

spare lagoon
distant stag
#

even though Imperium does everything that HDLethalCompany does

#

so there is no need to also have that installed

#

when debugging

spare lagoon
#

I've tried both in singleplayer and multiplayer

#

it used to work fine

distant stag
#

because multiplayer isnt very stable recently

distant stag
spare lagoon
distant stag
#

so its not HDLethalCompany?

spare lagoon
#

removed it and it still dosen't work

#

all I have is more company currently

distant stag
#

but it works without more company?

#

so its probably just that

spare lagoon
#

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

distant stag
#

no worries PES_BlankieThumbsUp

bitter compass
spare lagoon
#

and now i have the green smoke of doom

#

modding is hard man

distant stag
#

or add it to the graphics mod that I am working anyways

spare lagoon
#

I am forced to use HDlethal company because my computer is a toaster lol

rigid wolf
#

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.

muted mauve
#

could you possibly add night vision to freecam?

proper oyster
#

10/10 update

#

flying feels so good

distant stag
spare lagoon
#

imperium probably boosted his productivity by 10

distant stag
#

at least

dense drift
#

Im not able to open the imperium menu for some reason

#

F1 just isn't doing anything

distant stag
dense drift
#

Yeah

#

A modpack

#

so a lot of other mods

distant stag
#

Yeah it's probably an incompatibility that causes this

distant stag
# dense drift

Or actually, this looks like you have illegal characters in your config and bepinex can't parse it

dense drift
#

my config is default I didn't change anything

#

maybe something gale did when installing

distant stag
#

Maybe try to back it up some where and remove it so bepinex can re-generate it

quiet owl
#

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 ๐Ÿ˜…

alpine glacier
#

Changing the weather seems to be somewhat broken ๐Ÿค”

#

I changed it to clear before even landing ๐Ÿค”

distant stag
quiet owl
#

absolute godsend if you decide to add it back in

#

I wish ya the best if you do

distant stag
#

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

distant stag
quiet owl
distant stag
alpine glacier
distant stag
#

possibly, I have never done any testing with that mod

boreal dragon
#

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

distant stag
boreal dragon
#

the repo for it is public if you want to take a look. Mrov may be sleeping now๐Ÿ˜…

bitter compass
#

Mrovs on holiday afaik

tight wharf
#

I've been summoned

#

yeah, my mod is paying weather effects and changing the sun during the landing sequence

tight wharf
#

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 ๐Ÿ˜“

distant stag
#

whats the benefit of doing it that way?

#

are there any things that have to be loaded during landing?

distant stag
tight wharf
#

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

distant stag
tight wharf
distant stag
#

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?

tight wharf
#

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

distant stag
#

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

tight wharf
#

yeah ๐Ÿ˜…

#

I'll make it work ๐Ÿฅบ

#

sorri about that

distant stag
#

no worries!

boreal dragon
#

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

distant stag
#

This is probably one of the most requested things, I should start working on this haha

boreal dragon
#

Just having Tolian's or Wesley's moon packs is too many moons to fit on the screen๐Ÿ˜‚ using imperium with my pack would not even come close lol

distant stag
#

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

bitter compass
#

We try our best

distant stag
pseudo notch
#

what is the keybind to open the main menu

muted mauve
pseudo notch
muted mauve
pseudo notch
#

f1

muted mauve
#

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

pseudo notch
#

I have advance company

muted mauve
#

oh

#

try disabling it?

pseudo notch
#

I cant

#

my modpack relies on it

#

and it worked before

muted mauve
#

just to test it out

#

oh?

boreal dragon
#

Hotbarplus can change the base emotes to F1 and F2 if you have the hotkey setting enabled

distant stag
#

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

manic ember
#

so finally getting the chance to try the new update ๐Ÿ™‚ love it โค๏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 ๐Ÿ™‚

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)

distant stag
#

so the spawn position only breaks when in the "instant landing" phase

#

or does it always break?

manic ember
# distant stag 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.

distant stag
#

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.

distant stag
manic ember
#

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)

manic ember
distant stag
#

hmm, only with instant landing?

#

thats weird

manic ember
#

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

distant stag
#

(I also fixed the API error, lmao mb KEKW)

distant stag
#

thanks!

manic ember
#

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.

manic ember
distant stag
#

ill thank you again, dont worry

manic ember
#

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.

distant stag
manic ember
torn bough
manic ember
#

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)`

distant stag
#

hmm

#

when does this happen exactly?

manic ember
#

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

distant stag
#

lol

#

very interesting

manic ember
#

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.

distant stag
#

i assume this is not only with maskeds tho, right?

manic ember
#

i dont know, i was only using masked, i think i despawned other things and it also occured, but i didnt double check

torn bough
distant stag
#

lol

torn bough
distant stag
torn bough
manic ember
#

so umm, i didnt really change anything, but this just occured. ๐Ÿคฃ 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>()

distant stag
#

what did you do to cause this?

manic ember
#

i thought it was something new. xD

distant stag
#

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

distant stag
manic ember
#

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

distant stag
#

does this not happen without the MaskedAIRevamp mod?

manic ember
#

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.

distant stag
#

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

manic ember
#

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); }

distant stag
#

Yeah, you only need to do it once

manic ember
#

ok, im checking now by re-putting it in start.. but it didnt seem to work before. xD

distant stag
#

How did you write the insight?

manic ember
#

Visualization.InsightFor<MaskedPlayerEnemy>() .RegisterInsight("Personality", entity => $"{p}") .RegisterInsight("Focus", entity => $"{f}") .RegisterInsight("Activity", entity => $"{a}");

distant stag
#

yeah this won't update

manic ember
#

it maybe just the way im doing things, is a problem.. because as i said, im not exactly using "MaskedPlayerEnemy".

distant stag
#

p, f and a are just local variables that don't change

#

how do you compute maskedPersonality, maskedActivity, maskedFocus?

manic ember
#

well they do change.., but not in this function.

distant stag
#

yeah

manic ember
#

but i cant use "of type MaskedAIRevamp" xD

distant stag
#

why not

manic ember
#

ok, maybe i can, maybe im just the biggest dumbass.

#

one second, let me test this.

#

doesnt work, nothing displays now ๐Ÿ˜„

distant stag
#

I see this in the decomp

#

here its called MaskedRevamp?

manic ember
#

yes

#

wait

distant stag
manic ember
#

yes

distant stag
#

what about MaskedRevamp? the other class doesn't even show up in my decomp

manic ember
#

it renamed it. its MaskedAIRevamp xD

distant stag
#

hmmm

#

do you have Unity Explorer?

manic ember
#

i have nothing right now tbh, i had to reformat my pc thanks to windows 11 being a pos.

distant stag
#

average windows

#

well you can just add it from thunderstore

manic ember
#

yeah, it wouldent let me roll back to windows 10 after my mobo got bricked in windows 11... ๐Ÿ™‚ so i had to do a clean install.. and that went.. bad.. xD

#

oh its a thunderstore mod? didnt know xD

distant stag
#

yeah you use it at runtime

manic ember
#

yeah sorry, im just being dumb this week, my pc had everything i needed on it, lost.. literally.. everything, forgot what i lost.. ๐Ÿ˜ฆ also lost 1TB of stored data... so been a shit week xD

distant stag
#

can't you restore the 1TB disk?

manic ember
#

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.

distant stag
#

LMAO

#

how did you fix it?

manic ember
# distant stag how did you fix it?

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

distant stag
#

(it's in the example)

#

I should probably do a better default

manic ember
#

yes, i removed it because i thought my visualiser info would be added to the one that already existed ๐Ÿ˜„

distant stag
distant stag
#

Because MaskedAIRevamp doesn't inherit from EnemyAI

manic ember
distant stag
#

You can't merge it, no

manic ember
#

hmm.

distant stag
#

Because it doesn't inherit from EnemyAI

manic ember
#

no i understand.

distant stag
#

Maybe I can add a manual override or something

manic ember
#

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.

distant stag
#

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

manic ember
#

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

manic ember
#

i might have found a solution.. that means no changed required.. fingers crossed..

#

yup.. fixed.

distant stag
#

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

manic ember
#

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;

manic ember
distant stag
#

Rip

manic ember
#

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 ๐Ÿ™‚

distant stag
#

*The modded masked

manic ember
#

ah.

#

also, maybe i wont stop coding, as i think i understand the issue im now having.. lol

distant stag
#

Because it's static

manic ember
#

which maybe where its broken ๐Ÿ™‚

distant stag
#

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

muted mauve
#

erm what the sigma

#

this happens when i change the weather lol

#

its not even flooded concern

distant stag
#

I have never seen that, I know that it happens with stormy noises but flooding KEKW

tight wharf
tight wharf
#

this is the default value of flooding

#

when I've started playing with weathers I got that on Gordion

muted mauve
#

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

tight wharf
#

LOL

#

huh

muted mauve
#

weird ik

rigid wolf
#

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)

distant stag
tight wharf
#

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

distant stag
#

appreciate it!

warm mortar
#

imperium has carried biod testing so hard lmao

#

top 5 mods of all time

distant stag
torn bough
#

biodiversity maybe

#

ยฏ_(ใƒ„)_/ยฏ

warm mortar
warm mortar
distant stag
#

Ohh

#

Exciting!

torn bough
torn bough
bitter compass
#

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

distant stag
#

I can look into it for the new release later today if I have some extra time

bitter compass
#

okie ty

distant stag
bitter compass
#

okie

bitter compass
#

the minimap somehow made things look a lot cooler lmao

#

it's a really smooth minimap, i love it

distant stag
#

what's that mod?

bitter compass
#

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

bitter compass
#

cant*

distant stag
#

it looks really good

bitter compass
distant stag
#

damn impressive what you can do with legacy particle systems

#

never really used them

bitter compass
#

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

bitter compass
#

i need to replace the meteor shower particles with VFX particles

bitter compass
distant stag
#

but probably not really legacy

bitter compass
#

afaik VFX just makes use of the gpu instead of the cpu, which does just sound like a better replacement

distant stag
#

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

bitter compass
#

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

distant stag
#

well it works and it doesnt seem to lag, really

bitter compass
#

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

distant stag
#

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

dawn ridge
#

could you make the volumetric fog render in freecam?

feral sentinel
#

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

distant stag
manic ember
#

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

distant stag
distant stag
#

one where you probably set the eye as origin and one where the entity itself is the origin

#

idk why its backwards tho

manic ember
# distant stag 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

distant stag
#

they will look like partial spheres

manic ember
#

well, i mean.. a specific function..

distant stag
#

like this

distant stag
manic ember
#

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

distant stag
#

hmmm very interesting

#

try turning off smooth animations

manic ember
distant stag
#

yes on the bottom left

#

in visualizers

manic ember
#

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.

distant stag
#

only on masked?

manic ember
#

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

distant stag
#

yeah the cones are weird when you stand inside of them

manic ember
#

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"

distant stag
#

wdym two eyes?

formal flax
formal flax
manic ember
formal flax
manic ember
#

so for 120 angle, i want 60f, thanks.

formal flax
#

Ye

#

np

#

Are you using the cone function directly or just the LoS stuff?

manic ember
#

its weird how, when i tested.. 120f seemed like they had a blind spot xD

manic ember
formal flax
#

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

manic ember
#

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.

formal flax
#

ooo nice

torn bough
#

will interior picker be added?

#

or not possible

distant stag
#

for moons?

#

like when youre in the ship

torn bough
#

yes

distant stag
#

idk seems kinda hard

#

to just override the layout once

formal flax
#

it'd also require specific implementations with LLL and other interior loaders so that they don't override it

distant stag
#

true

untold jay
#

how to hide minimap?

tight wharf
#

M

untold jay
#

thanks

jovial verge
#

dev should add a little text that shows you the keybind when you load in to hide minimap if people donโ€™t like it since I believe you cannot view the keybind (sorry if im wrong)

formal flax
#

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

jovial verge
#

so i could change Teleport keybind (i use T as my scan because im a mousepad player, dont ask)

formal flax
#

:3

jovial verge
#

yoey

torn bough
#

uh oh...

radiant cypress
#

am I stupid or can I not go past the butler bees to spawn a butler

distant stag
#

@coarse kernel didn't you have this exact issue

radiant cypress
#

why are there even 6 mask hornets?

distant stag
#

It shouldn't be like that lol, I haven't experienced this myself but I got a similar report earlier today

radiant cypress
#

but is there no way to scroll down to get to the 3 more results?

distant stag
#

Nope, never thought about this

#

It shouldn't be a problem if they are all called differently

#

I sounds like a mod incompatibility

radiant cypress
#

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

distant stag
#

Thanks!

#

Do you have any logs?

radiant cypress
distant stag
#

In the bepinex folder there's a file called LogOutput.txt

radiant cypress
formal flax
#

r2modman/thunderstore > choose your profile > settings > click "Browse profile folder" > Open the BepInEx folder > Send LogOutput.log

radiant cypress
formal flax
#

oh wow, 83MB is a huge log file

radiant cypress
formal flax
#

PiggyVarietyMod is spamming the game with errors

radiant cypress
formal flax
#

so far
and also causing a bunch of lag from spamming the logs

radiant cypress
#

hm I see, I will delete it then

#

I'll send another log without the piggy mod hold on

formal flax
#

is more emotes installed?

#

that error indicates either a missing dependency, or that the mod is outdated

radiant cypress
#

oh yeah it uses Runtime netcode patcher which is deprecated, but the mod still works fine

formal flax
#

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

radiant cypress
formal flax
#

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

radiant cypress
#

so mayn things wrong with my modpack

#

I really appreciate the help thank you

formal flax
#

I also see a bug with YippeeKey

#

it looks like a mod might be messing with LethalLevelLoader

radiant cypress
#

oh dear

formal flax
#

Starlancer Escape is struggling

radiant cypress
#

well that's what I get for having 100+ mods

formal flax
#

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

radiant cypress
#

what is a fishfriend what

formal flax
#

no idea

radiant cypress
#

without the things that caused all those errors

formal flax
#

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

radiant cypress
#

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.

formal flax
#

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

radiant cypress
formal flax
#

good luck

#

:3

alpine glacier
#

Will there at some point be a way to list all items and entities?

Can be useful sometimes

spare lagoon
#

Like a whole list of all the items and monsters

sinful delta
distant stag
#

yeah, I am not quite sure about this request

#

I assume a list of all the entities and scrap that exist in the game?

sinful delta
#

Maybe he means in the spawny thingy

#

yeah

distant stag
#

but thats already in the spawn UI, right?

#

you can search for it

sinful delta
#

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

distant stag
#

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

sinful delta
#

Oh nice, didn't know that

distant stag
#

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

sinful delta
#

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

distant stag
#

thanks! appreciate it PES_Heart

torn bough
waxen scroll
#

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 ๐Ÿ˜ญ

#

same question with the weather forecaster

torn bough
#

gio said he will add a slider soon idk when soon is tho

distant stag
#

Just a matter of releasing it now

waxen scroll
#

โ€ผ๏ธ

distant stag
tender orchid
#

Hey uh kinda dumb question but how do i open the menu?

tender orchid
#

@distant stag

radiant creek
#

f1

tender orchid
#

K appreciate it

tender orchid
#

Onother problem

#

My mouse isnt visible when I open the menu

tender orchid
normal trench
#

Had that too, fixed it by uninstalling minimap mod

alternatively, actively moving your mouse when opening the menu makes it visible

tender orchid
#

Ye i uninstalled it and it worked it appreciate it

distant stag
#

Yeah, the minimap mod is and will never be compatible with Imperium

#

but you can use the built-in minimap instead

alpine glacier
#

Btw... I find it very funny that you can die in orbit with god mode disabled ๐Ÿ˜…

distant stag
#

Or you mean die by shotgun and stuff

alpine glacier
#

Died a few times 'cause of fall damage ๐Ÿ˜…

distant stag
#

LOL

#

When you start a lobby or only after landing and taking off?

distant stag
#

fixed it PES_BlankieThumbsUp

alpine glacier
#

Thanks :3

distant stag
#

thank YOU

#

:]

tall bough
#

is there a way to go to the test room