#Imperium

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distant stag
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Not yet, but could be an interesting addition

formal flax
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the test room is kinda weird
the built-in dev tools can do it, but they just unhide an object on the current moon, so it just clips with everything

distant stag
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Yeah test room is present already but hidden

hazy gulch
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I forget can you specify what dungeon you get when going to a planet with this?

distant stag
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no, this is currently not possible

torn bough
bitter compass
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@distant stag i saw you guys did a bunch of LoS stuff before in this thread, you dont happen to know how i'd make an eye that detects in a 360 radius?
For context my tornados are having a problem that the "eye" gameobject i gave isn't really always detecting the player even though there's a straight line from the player to the tornado

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i've noticed problems due to elevation differences, experimentation just not working sometimes, etc

distant stag
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There is also something called proximity awareness in most of the LoS functions which basically does that but it's probably easier to just do it yourself

bitter compass
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i could try a linecat

distant stag
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Yeah linecast would probably be best

bitter compass
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nah wait that's a lil faulty lol

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that's better

distant stag
bitter compass
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ahh

distant stag
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So you'd have to invert it, also this means if the player is within the proximity range it returns true anyways, right

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No matter if there is line of sight

bitter compass
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my worry with this is, the player's colliders include default and collider, it'd consider the player an obstacle and wouldnt return true right?

bitter compass
distant stag
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The layer mask specifies what layers the linecast ignores, meaning if there is like a door, it gets ignored (for the shotgun for example)

bitter compass
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ohhh, i keep getting it mixed up with layers it detects and layers it ignores lol

distant stag
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Yeah it's kinda complicated

alpine glacier
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Imperium got some issues in v55 btw

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For example the revive feature won't work

distant stag
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im surprised most of it still works

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youll also be able to spawn the car soon

alpine glacier
torn bough
distant stag
torn bough
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Private Beta

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๐Ÿ˜ก

distant stag
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alpha tester

torn bough
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yes

misty halo
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Hey, I'm just curious. I noticed that the more you increase the resolution of the game using Imperium, the farther away the nodes are from scrap, entrances and such when you scan. Is that supposed to happen?

distant stag
misty halo
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Ah! Okay. Was just wondering. Thank you.

true field
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i forgot how to check the spawn rates of entities using imperium :(

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been feeling like a real dummy trying to figure this out

misty halo
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How come whenever I turn Imperium on, every item in the store is 69 percent off?

jovial verge
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because funny

misty halo
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Is there a way for me to not have that?

distant stag
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looking into it

distant stag
misty halo
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I've noticed it doesn't do this at the beginning but as soon as I land somewhere, that's when everything is 69 percent off.

distant stag
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Imperium v0.2.0 [Beta] - The Interface Update (v55)

Fully compatible with v55

This update is a huge one and mainly aimed at the rework of the UI system as well as the integration of new visualizers and debug options for the new update v55! As the previous UI solution was quite static and hard to maintain and expand, I decided to switch from static views with frozen windows to a more dynamic approach with floating windows! I also decided to finally integrate InputUtils, as a lot of people have requested. Imperium keybinds can now be re-bound in the settings.

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Besides that, I re-wrote the whole internal networking and switched form manual RPCs to using the LethalNetworkAPI for all network communication in Imperium. This should provide more stability when using Imperium in multiplayer and reduce client desyncs when changing game variables at runtime.

Finally, I also expanded the Imperium API and added a lot of new functionality, including being able to synchronously spawn items and entities as well as enabling and disabling core functionality such as god mode or flight.

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Added Stuff

  • Merged most of the smaller windows into a large Imperium UI that supports floating windows.
    • Windows can be dragged and resized with the mouse cursor.
    • Holding Alt and dragging an window results in the window being resized.
  • Added tooltips to several buttons and Imperium settings to serve as in-game help with the interface.
  • Added InputUtils integration to make keybinds changeable in the settings.
  • Merged the navigator window and ship settings into a new Ship Control UI.
  • Moon settings were merged with the moon control center into a new Moon Control UI.
  • The teleport UI and the waypoint manager were merged into a new Teleportation UI.
  • Added support for modded weathers in the Moon Control UI.
  • Added scrap, entity and map hazard spawning functions to the Imperium API.
  • Added steam valves as new map hazard in the object explorer and spawn UI.
  • Added new custom visualizer for Nutcrackers.
  • Added new custom visualizer for Hoarding Bugs.
  • Added an option to permanently enable the drunk effect from the TZP-Inhalant.
  • Added new custom visualizer for the Kidnapper Fox.
  • Added an option to spawn Vain Shrouds from the SpawningUI.
  • Added a new visualizer for Vain Shrouds.
  • Added a new visualizer for Vain Shroud attraction points.
  • Added an option to spawn the Company Cruiser from the SpawningUI.
  • Added default insights for the Company Cruiser.
  • Added a slider to change the push control for the Company Cruiser.

Changes

  • Small Object Explorer functionality rework.
    • Toggling objects in the object explorer is now synced with other clients.
    • Disabling entities now results in them being frozen instead of deactivated.
    • Toggling turrets and landmines now results in them being enabled / disabled as if an employee would do it from the terminal instead of the object itself being enabled / disabled.
    • Toggling breaker boxes now results in all the switches being flipped instead of the object itself being enabled / disabled.
    • Toggling steam valves will burst / repair them.
  • Merged the amazing shotgun visualizer rework by digger1213.
  • Pausing time is now possible from space.

QoL Improvements

  • Adjusted all themes to better match the new overlapping window style.
  • Modded weather and moons now show up correctly in the respective UIs.
  • Freecam flight controls were changed to match with the creative flying controls.
    • Default: Ctrl -> Descend, Space -> Ascend, Return -> Toggle the selected layer.
  • The zoom slider in the Map UI now uses a logarithmic scale.
  • Various small changes to the Oracle UI including new formatting of the vectors.
  • Added a way to highlight entity ghost spawns for indoor entities (Caused by a bug in the game).
  • Disabling the flying option now disables flight.
  • Added aliases for Insight class names to simplify class identification.
  • Changed the trigger, collider and navmesh surface visualizer's material.

Internal Fixes

  • Fixed the animation skipping options Interact and InteractHold.
  • Fixed a typo in a function signature in the Imperium API.
  • Fixed a bug where players could die in orbit when god mode was off.
  • Changed it so insight generators are executed in LateUpdate for consistency.
  • Fixed player invisibility and made it more consistent across all entities.
  • Fixed a bug where the ship would always land instantly, even after disabling the option.
  • Fixed a bug where Nutcrackers were affected by infinite ammo and full auto shotgun.
  • Added various functions to the log silencer feature of Imperium.
bitter compass
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I came into this channel after seeing a new message pop up and my phone kept scrolling up

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Good shit, I wish I could pull off a changelog this huge

distant stag
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I always plan to do small updates and push a release every week or so, but I always end up adding and fixing more and more things every time ๐Ÿ˜ญ

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Well this was v55 support too, but still

bitter compass
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Hows lethal network api btw in comparison to normal rpc?

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I've been a bit scared to switch cuz I'd have to relearn stuff + a new dependency

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But new dependency isn't bad if its a good change

distant stag
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Its 1000x better, before I had to create two functions for every functionality I wanted to add which wasn't scalable or readable, now I just have an event-like object that I can use to send / receive messages

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I just defined these request/response objects that I transfer which makes it very easy to read and expand in the future

bitter compass
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Ooo very interesting

distant stag
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No idea why I didn't do this in the first place, I also talked to Xilo and he honestly helped me a lot and added new functionality that made my life even easier

bitter compass
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Yeah... my rpc's are kinda meh rn, just a bunch of serverrpc clientrpc mess

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Hmm icic

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Was it easy to switch?

distant stag
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I thought it was pretty easy, then again it did take me a few days until everything worked

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but I also wrote wrappers and stuff because the mod is so huge, I used to have around 60-70 RPCs

bitter compass
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Ah damn that is quite huge

distant stag
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but I would definitely recommend it if you plan on expanding the mod in the future

bitter compass
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For my CR mod I have like... maybe 30~ rpc's? Basically from having multiple enemies, items, scrap spawn etc, enemies especially bloat the count sometimes

bitter compass
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Funnily enough I used to have the stuff written in lethal network api to some extent before I replaced it lol

distant stag
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lool

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why did you switch?

bitter compass
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I just didn't understand it at the time, I believe it was also used along with another dependency I'll try to find now which made it a bit hard to figure out so i kinda rewrote from scratch

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Found it, UniTaak

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Task*

distant stag
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Hmm, I see

boreal dragon
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Is v0.2.0 only for v55?

distant stag
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because I added a lot of functionality with the new entities and the cruiser

wheat turret
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Setting the weather to "None" seems to be bugged

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It makes the moon display a weather of "6" and the ship doesn't open it's door upon landing.

distant stag
wheat turret
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Also the game softlocks upon landing on the weather

distant stag
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but what if you land first, does that still not work?

wheat turret
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No it doesn't.

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It also only updates when the moon isn't selected.

distant stag
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hmm, this is weird

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do you have any other mods?

misty thicket
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I've got this problem too

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Looks like Terraformer just has Imperium, an interior, and LLL

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Wait sorry I thought that was his logs

wheat turret
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This is the modlist I'm running right now.

distant stag
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uhm sounds fine

unreal flower
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sorry if this has been asked before, but do you plan to add a feature that lets you be able to select whether the quick launch thingy launches you into online or lan mode?

distant stag
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uhh would be an interesting addition

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I didn't think a lot of people would use LAN

unreal flower
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its only really for testing networking stuff so you can have many instances of the game open at the same time

distant stag
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yeah makes sense

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how do you even start LAN with bepinex?

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or like multiple LANs

unreal flower
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jus open multiple games by clicking on the lethal company exe (instead of using steam), then go into lan mode, then theres one button for creating a lan game, and one button for joining one (once you click it, it will automatically just send you into one, i dont think you can choose for some reason)

distant stag
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but how do I load mods like that?

unreal flower
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do u use r2modman

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its the same as playing the game online but you jus press the lan mode instead

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idk if im understanding ur question properly ๐Ÿ’€

distant stag
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because r2 starts it over steam, right

unreal flower
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oh yea i dont use r2 lol

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annoys me

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id rather jus manually drag and drop files that are profiles instead of using it lol

distant stag
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right

grave edge
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how i go to zeekers debug moon with it @distant stag

distant stag
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There isn't really a debug moon, the test environment can be activated on experimentation

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But I haven't really looked into it

waxen scroll
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There's a bug on imperium where the game will fail to save and you'll be stuck waiting in orbit

I'm able to recreate it by

  • New save
  • Land on experimentation
  • Summon ||Company Cruiser|| with imperium
  • Attach it to the ship and take off
  • Go to the company building
  • Land, detatch and reattach the ||Cruiser||
  • Take off again

after that the game will fail to save and you'll be stuck in orbit

bitter compass
manic ember
bitter compass
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ngl never knew about this

normal trench
distant stag
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I have never actually done network testing by myself but this might be pretty useful

misty thicket
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I know it says it in the changelog, but are you really able to use Imperium with other people who don't have Imperium? I tried yesterday and It kept giving them errors (I'm the host)

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The game was otherwise fully vanilla for them, and I had only Imperium installed

distant stag
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meaning, it is actually currently still not possible to do that, I removed it from the changelog

misty thicket
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O man, I was excited for that

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I'll wait for the next update then

distant stag
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both sides need Imperium for now

misty thicket
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Does the switch to not let others use it work? I've got some pretty goofy friends who I definitely don't want using this

distant stag
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but they won't be able to open the interface, spawn things, teleport, etc

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better access control is the subject of the next update and I will be fixing all these inconsistencies

misty thicket
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I'll just have to refresh the configs before sending it to them, just in case

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Thank you!

distant stag
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np PES_Heart

sullen pilot
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is there any way to change to the old UI? the new UI is good but it's a bit confusing after using the old UI

distant stag
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I am afraid you have to get used to it

sullen pilot
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alrighty

distant stag
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the new UI also plays a big role in the next update which focuses on client permissions, meaning you can choose who can change what

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and that will be UI-based, hence why the UIs are divided by functionality like that

sullen pilot
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ooh, very cool

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for some reason i can't see volumetric fog when in freecam

distant stag
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yeah, volumetrics are turned off in the freecam I think

sullen pilot
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any way to enable volumetrics in it?

distant stag
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not currently, is that a problem?

sullen pilot
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i typically use freecam to get cool shots of things, but the shots would look odd without volumetrics

bitter compass
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oh also, whats shiggy lol

formal flax
bitter compass
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very sus

distant stag
formal flax
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shiggy is the mascot of the definitely not third party discord client Vencord (or Vesktop)

bitter compass
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lmao it is?

formal flax
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I see it every time I start up "discord" :3

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and also I think we all might be addicted to shiggy

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:3

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I don't even remember where it started but now shiggy is just a part of our discord server lol

bitter compass
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lmao

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these client users smh

formal flax
radiant cypress
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any idea why lethalthings is breaking this mod?

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Whenever I have them both enabled I cant open the imperium menu

distant stag
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Do you have any logs?

distant stag
# radiant cypress

I think this is just an issue with lethal things not being compatible with v55

radiant cypress
bitter compass
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I'll ask eba to update when v55 drops

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She just needs to update the csproj

alpine glacier
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Ummm

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[Error  : Unity Log] InvalidOperationException while resolving binding 'FlyAscend:<Keyboard>/space[KeyboardAndMouse]' in action map ' (UnityEngine.InputSystem.InputActionAsset):giosuel.Imperium.ImpInputBaseMap'
[Error  : Unity Log] InvalidOperationException: Input System not yet initialized
Stack trace:
UnityEngine.InputSystem.Utilities.TypeTable.LookupTypeRegistration (System.String name) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_0012)
UnityEngine.InputSystem.InputBindingResolver.InstantiateWithParameters[TType] (UnityEngine.InputSystem.Utilities.TypeTable registrations, System.String namesAndParameters, TType[]& array, System.Int32& count, UnityEngine.InputSystem.InputActionMap actionMap, UnityEngine.InputSystem.InputBinding& binding) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_0031)
UnityEngine.InputSystem.InputBindingResolver.AddActionMap (UnityEngine.InputSystem.InputActionMap actionMap) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_0387)
UnityEngine.InputSystem.InputActionAsset:Enable()
LethalCompanyInputUtils.LcInputActionApi:RegisterInputActions(LcInputActions, InputActionMapBuilder) (at /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/LcInputActionApi.cs:171)
LethalCompanyInputUtils.Api.LcInputActions:.ctor(BepInPlugin) (at /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Api/LcInputActions.cs:79)
LethalCompanyInputUtils.Api.LcInputActions:.ctor() (at /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Api/LcInputActions.cs:38)
Imperium.Core.Input.ImpInputBaseMap:.ctor()
Imperium.Core.Input.ImpInputBindings:.ctor()
Imperium.Imperium:Awake()
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()

[Error  : Unity Log] InvalidOperationException while resolving binding 'FlyDescend:<Keyboard>/ctrl[KeyboardAndMouse]' in action map ' (UnityEngine.InputSystem.InputActionAsset):giosuel.Imperium.ImpInputBaseMap'
[Error  : Unity Log] InvalidOperationException: Input System not yet initialized
Stack trace:
UnityEngine.InputSystem.Utilities.TypeTable.LookupTypeRegistration (System.String name) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_0012)
UnityEngine.InputSystem.InputBindingResolver.InstantiateWithParameters[TType] (UnityEngine.InputSystem.Utilities.TypeTable registrations, System.String namesAndParameters, TType[]& array, System.Int32& count, UnityEngine.InputSystem.InputActionMap actionMap, UnityEngine.InputSystem.InputBinding& binding) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_0031)
UnityEngine.InputSystem.InputBindingResolver.AddActionMap (UnityEngine.InputSystem.InputActionMap actionMap) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_0387)
UnityEngine.InputSystem.InputActionAsset:Enable()
LethalCompanyInputUtils.LcInputActionApi:RegisterInputActions(LcInputActions, InputActionMapBuilder) (at /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/LcInputActionApi.cs:171)
LethalCompanyInputUtils.Api.LcInputActions:.ctor(BepInPlugin) (at /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Api/LcInputActions.cs:79)
LethalCompanyInputUtils.Api.LcInputActions:.ctor() (at /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Api/LcInputActions.cs:38)
Imperium.Core.Input.ImpInputBaseMap:.ctor()
Imperium.Core.Input.ImpInputBindings:.ctor()
Imperium.Imperium:Awake()
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()
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Imperium seems a bit broken?

distant stag
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When does this happen?

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With other mods?

alpine glacier
alpine glacier
distant stag
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this sounds like a mod incompatibility

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also your input utils bindings migth be broken?

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this shouldn't happen with the default keybinds

alpine glacier
alpine glacier
distant stag
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I can't think of anything, have you tried using it without other mods?

distant stag
alpine glacier
distant stag
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Well it says it can't resolve the keybinding

sullen pilot
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does imperium work good with people who do not have it yet

torn bough
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no

sullen pilot
distant stag
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Or rather, he already fixed it but it's not yet working with Imperium

gloomy prairie
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just asking why can i go to 44 Liquidaton

normal trench
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unfinished map that was added in v50

gloomy prairie
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i know

zenith wing
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when my friend spawns in a cruiser and tries driving it, them and the cruiser end up in the voiud

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im hosting

gloomy prairie
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its mainly due to its physics

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being really buggy

normal trench
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Ive never had the cruiser to into the void though

gloomy prairie
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well your lucky

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its happened to me 12 times or maybe im just shit at driving

normal trench
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Did you spawn it with imperium?

gloomy prairie
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no

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i buy them

normal trench
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Was imperium on when you did?

gloomy prairie
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no

distant stag
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lol

distant stag
zenith wing
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This doesnt happen to me though, is there a fix?

distant stag
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Does it only happen when you spawn it with Imperium?

zenith wing
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Im not sure

distant stag
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Well if not, I am pretty sure that it's a vanilla bug, it worked for me during testing

jovial verge
gloomy prairie
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ok

warm mortar
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holy peak.....................

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what is THIS

distant stag
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:D

warm mortar
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THE CAMERA FUCKING

ROTATES????

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THIS IS SO FUCKING COOL

distant stag
bitter compass
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friend got this error while testing their modpack, couldnt go back to orbit, unsure if those two are the cause and effect though

distant stag
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I really need to add some error handling

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so not everything breaks when something throws a NRE

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I'll look into it, thx

bitter compass
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i hate error handling tbh, it just makes me feel like im not fixing the root problem

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but tis necessary sometimes

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every now and again im doing like if (targetPlayer != null) in a player where the targetPlayer should definitely not be null but like, gotta do it just incase

distant stag
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in some cases you have to like when you're working with files or networking because this can always lead to unexpected errors

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but a NRE should just never happen in production

manic ember
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is there some key that disables visualizers? visualizers are turned on in the menus, but, for some reason, they no longer appear suddenly, feel like ive hit a key i shouldent xD

warm mortar
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I also got an error where the doors wouldn't open when landing, but it only happened when I changed the moon's weather before I pulled the lever

distant stag
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just any visualizers or which ones specifically

manic ember
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basically, the visualiser that shows information on entities like whether inside/outside etc, seems to be disabled for all entities, im still on the old version, but uh, at some point an hour ago, it seemed like all my settings reset, like i had invisibility enabled.. but suddenly.. it was disabled, and around the same time the visualisers vanished too ๐Ÿ˜„

distant stag
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uhhh

manic ember
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nevermind, i think i found the issue, although, i couldent see this setting ingame...

manic ember
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nvm, im stupid, found the item ingame xD

alpine glacier
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Btw... The Spawn stuff selection is completely broken when using only the keyboard

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Got myself some chemical jugs while trying to spawn a jester

misty thicket
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Would Imperium break enemy spawning on any custom moons? Specifically Gratar from Wesley's Moons.

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I don't have any of the pause spawning options on, and the Oracle just shows this::

bitter compass
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@distant stag just out of curiousity, are u including the kidnapper fox as outdoor or daytime or are you gonna make its own category for it

distant stag
distant stag
feral sentinel
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the kidnapper fox is an outside enemy

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it has unique spawn mechanics but still adds/subtracts from outdoor powwr

alpine glacier
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It seems like the search is completely disconnected from the selected item/enemy

misty thicket
alpine glacier
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Both occur with only Imperium installed

distant stag
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I need to simulate a fourth cycle anyways, so might as well put it in it's own category to keep it clean

feral sentinel
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well, iirc, the weed spawn waves occur at the same time as the normal spawn waves

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so i think it might work out better than expected just lumping them in with the outdoor waves

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but it is true that there are enough unique mechanics that another spawn category isn't unwarranted

distant stag
boreal dragon
# misty thicket

I have also had this issue on gratar, I had it happen on the last 2 versions of imperium

misty thicket
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Yeah its so odd, because it doesn't happen on any of his other moons

formal flax
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someone posted in #1185732310700654732 asking about imperium
I was linking it here so more people were aware of it

normal trench
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I think this list doesnt update correctly

timber coral
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when i change the weather to none it goes to this, when i then route to the planet the ship wont land and softlocks

distant stag
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yep, working on that, this will be fixed in the next update

timber coral
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also not sure if this has something to do wiht imperium but the shop is 69

distant stag
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i'll look into it later today, thanks!

bitter compass
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What kinda bug made everything 69% off

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I'm dying

distant stag
timber coral
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then progressed days by landing and taking off

distant stag
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huh interesting

wheat turret
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I have a question regarding XP, when I was testing some custom moons earlier using the instant land and take off, the game freaked out and reset my XP back to 0.

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The save file editor has stuff related to rank but nothing seems to save, is there a way to reset myself back to Boss? Even if it's at just the base value for it.

distant stag
true field
jovial verge
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If you want to you have to go back to a really old version but idk the exact

true field
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man

formal flax
distant stag
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whoops ping

distant stag
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its fixed now and will be pushed soon

bitter compass
formal flax
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most planets use it

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the game is programmed to use that weather instead of none for planets that use it

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like, if you land on vow with no weather, the weather changes to dust clouds when you land

bitter compass
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Really? I've never noticed that before

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I know some modded moons purposefully choose it but that's interesting

distant stag
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its the volumetric effect you get of like sand sweeps

bitter compass
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Is that what causes the local fog lmao

distant stag
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yes

bitter compass
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๐Ÿ˜‚

distant stag
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but this only exists on experimentation

bitter compass
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Yeah it's stupid as hell

distant stag
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idk why he used a weather for it, it doesn't do anything on other planets

bitter compass
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I noticed if u leave ship before it lands, it doesn't work

distant stag
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yeah exactly

bitter compass
distant stag
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because the triggers don't actually travel with the ship

bitter compass
distant stag
bitter compass
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Afaik it was a lesser fog than foggy, but yeah could be wrong

distant stag
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i think thats just what people have been saying? not sure if thats true or false

bitter compass
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It could be misleading cuz that's what name would suggest

distant stag
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yeah, never trust zeekerss naming

bitter compass
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100%

#

I hate how he never label's anything inside as inside

#

It's just, that thing

#

DaytimeEnemies... OutsideEnemies... and Enemies Kek or smthn like that iirc

formal flax
#

Don't forget MoldEnemies

bitter compass
#

I love Mold

distant stag
#

whats mold enemies

formal flax
#

literally nothing else

bitter compass
#

Ye

formal flax
#

it's hard coded that all moons use it too

distant stag
formal flax
#

you can't not have it

bitter compass
#

Mold is weed no?

distant stag
#

yes

bitter compass
#

Oh internally idfk tbh

distant stag
#

but adi used the wrong term so I am capitalizing on that shiggy

bitter compass
#

He uses the weed and mold names interchangeably so i haven't tried looking into what he chooses where

#

Which is another thing that annoys me lol

distant stag
#

yeah also vain shroud

bitter compass
#

I feel like its purely because he had the idea of what it would be change throughout development

#

Cuz no way in hell was he thinking that Bush is mold

distant stag
#

yeah LOL

#

idk why its called mold

#

also it shuld be bush wolf or mold wolf

#

and not kidnapper fox

#

sounds so much better

bitter compass
#

It's the elevator ship shit all over again

#

I also love finding some variables he left out that are unused

#

Like iirc HeldItemObject is unused but HeldItemObjectServer is used

#

Very weird imo but yeah

distant stag
#

well its called elevator because it used to be elevator

#

and because a lot of ship logic is in RoundManager and StartOfRound and not in the ship object or anything, he still uses elevator in a lot of cases

bitter compass
#

Well yeah I know the reason but it's insane he didn't just Ctrl + D all references and just straight up rename it to HangarShip or smthn

distant stag
#

yeah lol

bitter compass
#

Other than that though, I'm surprisingly pretty happy with zeekers code

#

Obv I haven't gone the deep end of stuff, like terminal

#

But im happy with how he's handled enemies (except targetPlayer), Items (except HeldByEnemy being unused???), and weather (that ones a lie wtf is going on there)

#

I wish he would discover network variables

feral sentinel
#

isHeldByEnemy isn't unused

distant stag
#

ye its used bu shotgun for example

feral sentinel
#

it's just only used by baboons and probably doesn't sync properly across the network

feral sentinel
bitter compass
#

So assumed it was just unused

feral sentinel
#

oh wait nvm

#

it's an EnemyAI on the shotgun

#

which makes sense

#

it's to prevent the nutcracker from killing itself with its own shotgun lol

bitter compass
distant stag
#

yee

feral sentinel
#

shotgun uses both

#

my bad

distant stag
#

he doesn't really follow any basic principles of clean coding, he just kinda does something and if it works it works

bitter compass
#

It can be pretty cursed sometimes, sometimes being a lot of times, I haven't yet reached a point where I was like "Okay this is absolutely unbearable, I can't work around this code" yet

distant stag
#

in the truck, he multiplies a vector by like 1000000 before normalizing it which literally does nothing

bitter compass
#

Lmao

distant stag
#

just things like that where I am like, does he even know what he is doing

#

or just kinda trying things and if it works it works

bitter compass
#

Is it the decompiler btw or does he really just have like huuuuge scripts for stuff like truck etc

feral sentinel
#

it's weird

distant stag
#

like adding random additional logic

bitter compass
#

Okay yeah I was just really confused why truck code was.... that long

distant stag
#

well using a good decompiler obvs makes it easier as you can have ternary operations and it doesn't expand if's all the time

bitter compass
#

I feel like I wrote some pretty cursed vehicle code, but it wasn't THAT long, only like an 1/8 of his code

#

Ah I think dnspy finds ternary? I heard something about it being able though I could be wrong

bitter compass
feral sentinel
#

to be fair the cruiser has a ton of features and specific interactions

distant stag
#

yeah its kinda situational, I don't really like dnspy because it doesn't resolve display classes and stuff

bitter compass
#

Dnspy was just the first one I got my hands on and I've stuck to it so far

bitter compass
#

It's just a simple physics based hoverboard with driving forward controls that uses a client network transform, some parenting and some ownership logic

distant stag
#

well the whole thing would also be a lot easier if he used events and network variables instead of RPCs for every single thing

#

which will vastly increase the decomp code as well due to the unity overhead

bitter compass
#

Sooooooooo many rpc's

#

TargetPlayer isn't even rpc'd in enemyAI iirc lol

#

It's just, not synced at all

#

Oh and ig my last complaint that I wasted a week on, zeekerss client network transform just isn't an actual client network transform I believe

distant stag
#

yeah transforms aren't synced over the network lol

#

that would make things a lto easier as well

#

like all the movement / targeting code could happen on one client

bitter compass
#

Doesn't he rpc sync positions or smthn every update?

distant stag
#

i dont remember, I heard that its from time to time

bitter compass
#

I know there's a float in enemyAI for sync'ng enemy speed, which seemed to affect sync'ing animation and position, but I never looked into it

bitter compass
#

It could just be I don't have enough knowledge to realise that he's just doing things another valid way, but the docs just did not match what he was doing ๐Ÿ˜ญ

distant stag
#

what were you trying to do?

bitter compass
#

The hoverboard was having desyncs with clients riding it, it would follow the player like half a second after they moved (it was parented to them), only happened on non host clients

#

Solution was to use a proper client network transform and change ownership to client riding, not the best solution I think? But so far I've heard it works great

jovial verge
bitter compass
#

I also had a problem with non host clients causing clipping problems with hoverboard due to their invisible colliders, batby showed me this great thing called IgnoreColliders which has worked wonders lol

tight wharf
#

it's a weather effect, but (with the exception of few modded moons) is only triggered by AudioReverbTrigger sometimes

#

when it's not even that weather

#

it's mind-boggling

bitter compass
#

Oh lol

#

So standalone does nothing?

tight wharf
#

I might've worded that incorrectly

#

When standalone it's working normally

#

But the effect can also be triggered by the audio trigger despite it being a different weather than the current one

bitter compass
#

Ah, I.e. experimentation?

tight wharf
#

exactly

#

it's never "dustcloud" weather, but the effect can sometimes be enabled

#

๐Ÿ™ƒ

bitter compass
#

So that weather effect spawns this local fog too?

tight wharf
#

umm

#

๐Ÿคท

bitter compass
#

Lol

#

Lovely

tight wharf
#

I've read the convo now

#

it seems like the answer is yes

#

but I haven't personally tested it

#

the weather code is cursed and I'm it's prisoner

tight wharf
#

I will have to spend some time playing with it ๐Ÿ˜ญ

#

also I've kinda forgot

#

I'll send a PR to add weatherregistry support as a soft-dependency

#

so nothing gets desynced/broken when it's present ๐Ÿฅบ

manic ember
#

i know there has been a change to KillPlayer... but... uh.. when invisible and godmode is turned on.. im still getting killed by Masked, wouldent happen before on v50. I thought maybe its just an issue with my mod in v55.. but i disabled my mod and still getting killed.. its only when i "collide" with the masked, they dont target me if im not on top of them, but it seems they target and try to kill me the moment im in their space.

I should say, i dont actually get killed, just the animation goes off where they vomit blood on you.

#

nvm the visualizer issue (deleted the message), found the problem.

unborn void
#

is there a setting which needs to be enabled for access? i've just installed the mod on a new solo run

#

v50 stable btw

distant stag
#

only v55

unborn void
#

thank you for the quick response twt

#

will that ever be changed?

jovial verge
distant stag
#

i thought about adding backwards compatibility

#

but probably not as the new version will be released soon

#

you can still use v0.1.9 for v50 tho

finite crystal
#

is there a way to give imperium access to multiple players

#

there are custom interiors that we want to explorer but the interior is huge and just want to explore without dying

distant stag
finite crystal
#

how do you enable client access?

distant stag
#

its in imperium settings

#

but it should be on by default

timber coral
#

for some reason just now when i tried to use imperium it didn'T grant access to one of the safefiles when it should have
then I made a new safefile and every imput i do is done four times
spawning a masked onece spawns four, same with bees
and opening a window opens 4 not sure whats that all about

timber coral
#

i was on v56

distant stag
#

hmm very weird

glossy patrol
#

has anybody else had their freecam get sent into the hyperspeed dimension?

distant stag
#

LMAO

bitter compass
#

damn giosuel leak the shaders your hyperspeed effect is sooo cool ๐Ÿ˜‚

distant stag
#

well this is just very very high FOV lol

glossy patrol
#

oh but ofc it works fine in another profile what ๐Ÿ’€

bitter compass
distant stag
#

scroll up and down I think

bitter compass
#

it could be a nice adrenaline effect

#

i meant in code ๐Ÿ˜ญ

distant stag
#

yeah, I think you just scrolled far enough to increase your FoV this much

distant stag
glossy patrol
#

i thought i scrolled ๐Ÿ˜ญ

distant stag
#

well the imperium freecam is just its own camera and fieldofview is a field you can set

bitter compass
#

ahhh

glossy patrol
#

yeah scrolling is doing nothing

distant stag
#

you might have to scrol a lot

#

or just go to the config and reset it manually

glossy patrol
#

how does this even happen

#

i have not used the freecam once on this profile

distant stag
#

lol no idea

#

also, its arrow left and right and not scroll, whoops

glossy patrol
#

hooray it is fixed though

tight wharf
#

๐Ÿ‘€

#

it took me way too long

distant stag
#

lol

#

is it working?

#

well "None" is currently bugged

tight wharf
#

huh

distant stag
#

i can send you a prerelease where this is fixed if you want

boreal dragon
bitter compass
#

whimisical is a custom weather from back in december or january

tight wharf
#

i'm just testing

boreal dragon
#

Pyrovision weather? XD I've never seen this

bitter compass
#

it won one of this server's old modjams lol

#

it has a bunch of stuff so idek if it still works tbh

tight wharf
#

i've had to force one thing in my api

#

and it's working without any issues

tight wharf
#

it might be the same issue as None tbh

distant stag
tight wharf
#

i assume you've changed something in that code block to fix that, right?

distant stag
tight wharf
distant stag
#

yeah, this is the fix

tight wharf
distant stag
#

but I needed to order it by value otherwise -1 was at the end

#

thats why it was weather 6 which didn't exist

tight wharf
#

i've just realized why the weathers don't match duuuuuh

distant stag
#

huh whats up

tight wharf
#

i did something and values don't match ๐Ÿคญ

#

why should it be +1 ๐Ÿค”

distant stag
#

uhh

#

well it works with vanilla weathers, right?

tight wharf
#

okay, i don't know why, but that code works

#

the +1 is wild to me

#

i have no clue why

distant stag
#

lol

tight wharf
#

i'll try to locate the issue

#

this is so funny ๐Ÿ˜†

#

i don't get it

#

why +1 solves the issue lol

tight wharf
#

don't know, oh well ๐Ÿคญ

#

i'll send you a PR

distant stag
tight wharf
#

i'm testing this right now ๐Ÿซก

#

okay, lethal updated

#

and imperium windows stopped working @distant stag

#

fun

#
[Error  : Unity Log] MissingMethodException: Method not found: void .Terminal.QuitTerminal()
Stack trace:
Imperium.Core.ImpInterfaceManager.Open[T] (System.Boolean toggleCursorState, System.Boolean closeOthers) (at <1debce4b7aaf49b8a892e6291dbcbc2d>:IL_0001)
Imperium.Core.ImpInterfaceManager.Toggle[T] (System.Boolean toggleCursorState, System.Boolean closeOthers) (at <1debce4b7aaf49b8a892e6291dbcbc2d>:IL_0038)
Imperium.Core.ImpInterfaceManager.Toggle[T] (UnityEngine.InputSystem.InputAction+CallbackContext _) (at <1debce4b7aaf49b8a892e6291dbcbc2d>:IL_0000)
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)
distant stag
#

I will look into a fix later

tight wharf
#

this changed

#

the softlock with two people accessing terminal at the same moment

tight wharf
#

and i've tested a bit and the +1 is required for vanilla as well

#

which is wild

distant stag
#

I tested it and it worked for me lol

tight wharf
#

with or without? ๐Ÿ˜…

distant stag
#

without +1

#

and it works just fine for me

tight wharf
#

huh

#

Oh

#

I think I know the issue that I did in my branch

#

maybe it's something related to the None weather again?

#

but why would it go the other way ๐Ÿฅฒ

#

I'm genuinely interested in knowing what's the cause of that

distant stag
#

uhm

#

well didn't it work with the fix I sent?

tight wharf
#

that's the code that was working on my end

distant stag
#

yeah I've seen it

#

looks good, but I am not sure about the +1 a it works fine without it on my end

#

vanilla

tight wharf
#

interesting

#

I'll play with it tomorrow to be sure

distant stag
#

okok I will not merge the branch rn

distant stag
#

Imperium v0.2.1 [Beta] - V56 Compatibility Patch

A hotfix to allow support for the released v56 version of Lethal Company.

Note: This version of Imperium is only compatible with the Version 56 of Lethal Company.

Internal Fixes

  • Added compatibility for the new v56 patch (24261494).
  • Fixed a bug where setting the weather to "None" would break the game.
  • Updated Oracle Spawn Prediction to account for the bugfixes and weed enemies.
distant stag
jovial verge
#

weed

lucid kestrel
#

v0.2.1

distant stag
#

this is a rather new function that doesn't exist in older versions

abstract furnace
#

I got this error along with imperium access granted! then 2 seconds later Failed to get imperium access! shutting down...

distant stag
abstract furnace
#

it should all be default, i just installed the mod

distant stag
#

have you tried removing the config and let it regenerate it (maybe backup too)

abstract furnace
#

alr

distant stag
#

or maybe use a different profile?

abstract furnace
#

disabled alot of mods, its an incompatibility

#

gonna see what mod it is

distant stag
#

hmm interesting

abstract furnace
#

this one breaks it

#

rip

distant stag
#

welp

distant stag
feral sentinel
#

isn't it saying that the apostraphe in "don't touch me" is invalid

waxen scroll
#

Whenever using imperium with my modpack I get this issue when taking off from a planet, not sure specifically what mod is causing it though ๐Ÿ˜ญ

[Error  : Unity Log] NullReferenceException
Stack trace:
Imperium.Core.Lifecycle.ObjectManager.ToggleObject (System.String name, System.Boolean isOn) (at <5897786aa95c4753a776168eda1a6903>:IL_000B)
Imperium.Core.ImpSettings+RenderSettings+<>c.<.ctor>b__0_6 (System.Boolean value) (at <5897786aa95c4753a776168eda1a6903>:IL_0014)
Imperium.Util.Binding.ImpBinding`1[T].Set (T updatedValue, System.Boolean invokeUpdate) (at <5897786aa95c4753a776168eda1a6903>:IL_002E)
Imperium.Util.Binding.ImpConfig`1[T].Set (T updatedValue, System.Boolean invokeUpdate) (at <5897786aa95c4753a776168eda1a6903>:IL_000C)
Imperium.Util.Binding.ImpBinding`1[T].Refresh () (at <5897786aa95c4753a776168eda1a6903>:IL_000F)
Imperium.Util.Binding.ImpConfig`1[T].Refresh () (at <5897786aa95c4753a776168eda1a6903>:IL_0023)
Imperium.Util.Binding.ImpBinding`1[T].Set (T updatedValue, System.Boolean invokeUpdate) (at <5897786aa95c4753a776168eda1a6903>:IL_003D)
Imperium.Util.Binding.ImpBinaryBinding.SetFalse () (at <5897786aa95c4753a776168eda1a6903>:IL_0000)
Imperium.Patches.Systems.StartOfRoundPatch.EndOfGamePostfixPatch (StartOfRound __instance) (at <5897786aa95c4753a776168eda1a6903>:IL_0005)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::EndOfGame>(StartOfRound,int,int,int)
StartOfRound.EndOfGameClientRpc (System.Int32 bodiesInsured, System.Int32 daysPlayersSurvived, System.Int32 connectedPlayersOnServer, System.Int32 scrapCollectedOnServer) (at <0b5b829887344817a21214132ea92eef>:IL_014D)
StartOfRound+<unloadSceneForAllPlayers>d__272.MoveNext () (at <0b5b829887344817a21214132ea92eef>:IL_010D)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
distant stag
#

like game breaking errors

waxen scroll
#

it causes the game to never save

distant stag
#

or configs

waxen scroll
#

makes the ship just stuck in orbit between saving and taking off, so pretty game breaking ๐Ÿ˜ญ

distant stag
#

hmmm thats weird

feral sentinel
#

are you saving enemy names to the imperium config by any chance

distant stag
#

does the enemy have an apostrophe in the name aswell? upside_down_cat

feral sentinel
#

that's what i was thinking

#

i haven't actually checked so pure speculation

#

but it seems semi-likely

distant stag
#

thats a very good thought

#

i think this is exactly whats happening

#

I guess I need to escape this

distant stag
waxen scroll
#

thanks for the quick fix LOL

distant stag
#

no worries lol

distant temple
#

Is there a way to change the keybinds instead of it being f1, f2, f3, and f4?

distant stag
distant temple
distant stag
#

its in the settings where all other keybinds are

#

of the game, not imperium specific

distant temple
#

๐Ÿคฆโ€โ™‚๏ธ

agile lynx
#

Is there anyway to teleport another player to the ship as host?

#

Object editor won't do it

alpine glacier
#

Btw... I get this annoying error everytime I press space or control.

I can temporarily fix it by re-assigning the Flying Ascend and Descend buttons

#

Also... Is there going to be a way to destroy mold spores via Imperium?

#

And those two buttons are broken. Are you aware of that? SCaraara

distant stag
alpine glacier
distant stag
#

doesn't happen to me

distant stag
#

hmm, I think I have seen someone else having this before

#

have you tried using a different profile or resetting the Imperium and input utils config?

alpine glacier
distant stag
#

uh, I think they are just files

#

just remove the files to get back to default config

alpine glacier
distant stag
#

and only deleting it locally would lead to heavy desync of the fox behaviour

#

this same problem exists for other objects such as the spider webs

#

its possible to despawn mold that you spawned with Imperium but not mold that was spawned by the game

#

I might implement some kind of internal ID system later though to circumvent this problem

bitter compass
#

Wait the mold is local?

#

owo_think then how does the player destroy it, and how does it carry over from moon to moon?

distant stag
#

I always thought this method was kinda janky but maybe this is a pretty easy solution

bitter compass
#

Yeah it makes sense for the purpose of just carrying over, I kinda thought that's how it would do it

distant stag
#

well I mean position consists of floating point numbers

#

and just checking if thats equal is really weird to me

#

but I mean unity probably approximates it properly internally

#

this is also how I make it so calls to LoS functions that are based on position can be ignored when the player is invisible

#

and it works surprisingly well

bitter compass
#

Unrelated but don't those LoS functions not really even relate to the player, just the position of where the player is?

#

Unless you mess with that position or smthn lol

distant stag
#

these are all the generic ones, baboon hawk, bird, etc also use their own

bitter compass
#

Oh yeah I do remember one LoS relating to the player, but I didn't look at that since the first LoS was my priority (it was back when v50's method name for it changed so I was looking into what changes were required)

distant stag
# distant stag

these are also the colors that Imperium uses to visualize them, I'll probably put this into the Imperium wiki at some point

bitter compass
#

Icic

#

I still need to eventually figure out line of sight stuff with raycasts properly lol, will probably get around to it when updating the tornados

#

Rn on moons like experimentation they just barely can see the player for whatever reason, each moon acts weirder than the last AyameXD

#

Then theres offense and assurance, where u can just double jump on vanilla

distant stag
#

well if you use the standard ones, Imperium should be able to visualize them

#

you can also write a plugin for Imperium to visualize your own stuff

#

altough LoS might be hard currently

bitter compass
#

Think I'd probably have to do the latter, but wouldn't it be easier to look at how imperium does the visualisation and replicate that?

#

(I'm still also pretty hard bent on sticking to a smaller debug mod, less bugs between versions, less bloat, etc, just spawn into test room, spawn the enemy, test it, repeat)

#

Ofc nothing against imperium, best debugging tool overall, but yeah

distant stag
#

what are you using then?

bitter compass
distant stag
#

I see

bitter compass
#

Other than those patches I haven't seen a need for a larger debug mod

distant stag
#

well as I said, you could visualize your own LoS with it

bitter compass
distant stag
#

if you use EnemyAI functions

bitter compass
#

Yeah that's the problem, I'd need to inherit enemyAI no?

distant stag
#

ah yeah

#

i thought that was the case

bitter compass
#

Yea lol

distant stag
bitter compass
#

It'll still be helpful cuz I know of my enemies is behaving really weirdly with LoS rn even though I'm convinced it's another mod doin it

bitter compass
distant stag
#

like you want to draw the cone yourself?

#

uhh I mean I could probably expose some functionality to easily do this in the Imperium API

bitter compass
#

Hmm, it would be pretty helpful to actually soft depend on imperium so I can setup a better test environment, I dunno how possible that is though

distant stag
#

yeah thats the intention of the API, that you can just add your own debug functions

bitter compass
#

I'm also just pretty allergic to non nuget mods, though ik imperium isn't an api and I wouldn't expect that (waiting on LLL for nuget)

distant stag
#

yeah LOL I should really do that

bitter compass
#

Github actions my beloved

distant stag
#

well Imperium is (becoming) a proper debug API so I should consider doing that soon

bitter compass
#

But yeah I could probably waste a day or two on figuring out a better testing environment for my mods with soft dependency, I'm not the only developer on them and it'd probably help my friends who look at my code for stuff like that occasionally

#

Let me know if u ever get anything like that ready/setup or close to that level that'll let me mess with it, I'll gladly waste a day or two for a circle

distant stag
#

this is pretty experimental but I don't see a reason why this wouldn't work

bitter compass
#

Sure I can give that a try when I'm next coding, tonight if I don't sleep or tmrw if I wake up lol

distant stag
#

there are examples of how this is used in Imperium.Patches.Objects.EnemyAIPatches, you have to call these functions everytime the LoS check is performed, Imperium will know and cache if you call it on the same object

#

if you don't call them for longer than 0.76s (the longest downtime in vanilla), the visualizer will disappear until you call it again

bitter compass
#

Do you have anything like a path line the agent is currently taking?

distant stag
#

yeah there is pathfinding visualization for entities

#

do you also have that on your "entity"? does it have a navmesh agent?

bitter compass
#

Though sometimes it just doesn't path even though it'd on the navmesh, I suspect some custom moons are bad not correctly setup

#

I did have a path visualisation thing I used from kittenji

#

Trynna find it rq

#

But I'd just put the function right before DoAIInterval's base

#
public static IEnumerator DrawPath(LineRenderer line, NavMeshAgent agent) {
        if (!agent.enabled) yield break;
        yield return new WaitForEndOfFrame();
        line.SetPosition(0, agent.transform.position); //set the line's origin

        line.positionCount = agent.path.corners.Length; //set the array of positions to the amount of corners
        for (var i = 1; i < agent.path.corners.Length; i++)
        {
            line.SetPosition(i, agent.path.corners[i]); //go through each corner and set that to the line renderer's position
        }
    }
``` super basic but was pretty helpful
distant stag
bitter compass
#

LMAOO

distant stag
#

i can try exposing that functionality as well

bitter compass
#

Yee SC_cool_umaru

#

Lol I remember when imperium was beta.... wait no its still beta, I remember when imperium first came here....

#

I mightve been the first message.... because I had to pin it as a moderator

distant stag
#

hahaha and youre still not using imperium yourself LOL

#

well i guess you are somewhat

bitter compass
#

Kek, I honestly tried lol

#

But since the current testing environment auto launches me ingame inside the test room itself with the weapons I need for my testing without doing anything but launching thr game, I haven't needed an alternative

distant stag
#

it auto lands?

#

time to copy some more ideas from devtools

bitter compass
#

Test room is a sort of overlay, it's best used while in orbit

#

And iirc devtools has some config stuff for starting u out with items, in locations u want etc

#

Then paired with a couple mods that skip the splash screen and auto join lan it's pretty nice

#

Though admittedly, spawning hazards is pretty tempting

distant stag
#

hehehe

distant stag
#

well its currently only auto join not LAN

#

will add an option for that tho

#

eventually..

bitter compass
#

Only part that's manual for em rn is opening multiple instances then going into lan and join lan server, about it

distant stag
#

yeah right

distant stag
#

its quite hard to work around that with the current system

#

as I kind of expected entities to inherit from EnemyAI

#

with stuff like player targeting etc

bitter compass
#

The enemies do inherit LoS yeah, tornado, while an entity, is a script purely for weather, so shouldn't inherit enemyAI owo_think

#

Inherit LoS? Am I drunk?

#

Inherit EnemyAI*

distant stag
#

well if it has an agent and LoS and stuff I would consider it an entity, no?

bitter compass
#

I'm sure the game also limits me quite a bit if I inherit enemyAI

distant stag
#

limit? in what way

bitter compass
#

Good question, very good question

#

I guess as a weak example it'd be stuff like spawning and whatnot Think

#

Yeah I don't think there'd be too much difference tbh if i converted into using enemyAI

#

Just not sure if I can just, register it fine without stuff like bestiary nodes, and making it not an enemy that people can spawn with tools or modes that "spawn a bunch of different enemies for chaos", it could get pretty weird

#

I'm already pretty iffy about having made my hoverboard inherit grabbable object, like it just doesn't feel like it belongs

#

It just makes me feel like I'm doing it in a yucky way if that makes any sense, like that's clearly a tornado not an enemy but it kinda is and it's just weird lol

distant stag
distant stag
#

also for Imperium, you will be able to spawn it, use debug stuff and treat it like any other entity

#

well I haven't used or seen it but it does kinda seem like an entity to me if it has targeting and LoS and stuff like that

#

it doesnt mean tho that it has to spawn naturally, you can only spawn it manually with the weather or whatever if you want

bitter compass
#

Not targeting, its just a moving hazard, the LoS is the best way I figured that I'd be able to make players hide behind obstacles to make the tornado weaker

#

But ywah it probably wouldn't cause problems to make the script inherit enemyai

#

Just not sure if just spawning the gameobject with the weather script will work the same way

#

If I were to use an enemyai script*

#

I probably wouldn't need to use enemytype and stuff

#

Just won't register it as an enemy owo_think

distant stag
#

I am pretty sure every enemyai always has a type associated

#

otherwise it will break stuff

bitter compass
#

Hmm ig it kinda depends where the game uses that type, a lot of stuff requires a rigid body interaction to even use the values in enemytype iirc

#

But I could probably still have one for very basic values, and yeah just not register it

distant stag
#

Rigid body interaction? Where lol?

bitter compass
#

Oh you need rigidbody for interacting with doors

distant stag
#

What how

#

Isn't that just colliders

bitter compass
#

Pretty sure it uses the rigidbody's colliders

#

Enemies can't interact with doors without a rigidbody

#

You'd need enemyaidetection (iirc) and a rigidbody and maybe a box collider too all in the same gameobject, I can't look at my setup rn but rigidbody is essential

formal flax
#

huh
I wonder why the rigid body is needed for that

bitter compass
#

No idea, I never really looked into it in the code, mainly cuz I make outdoor entities lol

distant stag
#

well in any case, you do need to register an EnemyType because it defines basic behaviour and stuff of your entity, if you dont define it, loads of NRE will occur

bitter compass
#

But yeah, whenever it's pathing nearby a door, it warps the rigidbody (so the whole creature) towards the door which starts opening it I think?

distant stag
#

stuff like that

#

but you can just use default values snce you don't really care

bitter compass
#

Oh yeah forgot those things, yeah that's fair, and default would work yeah

distant stag
#

anyways I gtg go, we can talk about this later

bitter compass
#

Yee anytime, if there's anything I know, it's enemies! And items... and a couple other things... lol

distant stag
#

I assume the Imperium I sent you will work if your tornado is a proper EnemyAI but then again, if you use built-in LoS it will work without you even using the API

bitter compass
#

I'll probably convert, I think some of my scripts are a lil ugly and just easier to reference enemyai

formal flax
#

so
I see zero references to rigid bodies in any enemy scripts
there's a couple of variables that store references, but they go entirely unused except for the blob
there's a couple uses in other places, but they're all exclusively related to the player and player ragdoll, or the new company cruiser
the only thing I can come up with is that he thought they were necessary to receive OnCollisionEnter, Exit, and Stay
as far as I can tell, the game would run identically with or without them

bitter compass
#

Shouldn't, my enemies nor can other enemies open doors without rigidbodies

#

Not sure what to tell ya

#

Pretty sure all vanilla enemies also use rigidbodies owo_think

#

It was a weird setup with getting doors to work, had to put my stuff in the right layer AND tag lol then ofc rigidbody and the other stuff

#

I'll test with it some more when i get the time

oak venture
agile lynx
#

Is there anyway we can get a function to teleport other players to your position reliably? My wife is legally blind and this function would be awesome if she didn't have to try and fanagle with the advanced portable tele

distant stag
#

uh

#

you can via the object explorer

agile lynx
#

No

#

It shows on the host side for a second of them being there but they are instantly sent back

#

On the client side it's as if nothing happened at all

distant stag
#

uh

#

are you on the newest version?

agile lynx
#

0.2.1?

distant stag
#

yes

agile lynx
#

Yep

distant stag
#

thats weird

agile lynx
#

Yeah it's like the client refuses to accept or something. Host will see the avatar for a split second then they'll TP back but client side it appears no command was run

#

I can TP to her just fine

distant stag
#

yeah this should be fixed

agile lynx
#

Should as in, was fixed previously or needs to be? I'll see if I can get it to pop a log entry

distant stag
#

yeah this was an issue in the past

#

but I thought it didnt happen anymore in testing

#

can you teleport items?

agile lynx
#

I can teleport everything except other players

distant stag
#

alright I will have a look

#

thx

agile lynx
#

Sure, just tag me if I can do any testing for ya

distant stag
#

will do PES_BlankieThumbsUp

agile lynx
#

It's crazy to actually talk to the mod makers lol. Side note, what does the "Override Door" function on the ship actually do?

distant stag
#

haha lol

#

it makes it so you can open the ship doors when in space

agile lynx
#

Ah makes sense

#

I thought it was to force the doors open/close on planet. I spent an embarassing amount of time testing that one

distant stag
#

haha welp

#

I might need to add a tooltip for that

agile lynx
#

@distant stag
Here you go, it's all I could grab. This is the exact log when the host tries to call the teleport function on a client.

Nothing of note on the host side, but this pops on the client

distant stag
#

yeah its fine, I think I know whats going on

#

but thanks anyways

agile lynx
#

No worries, when I was doing GMOD LUA back in the day peope reporting things without any effort was...frustrating lol

distant stag
#

haha yeah I feel that

torn bough
formal flax
#

Found this in my logs while trying to recreate an error someone reported in my mod lol

bitter compass
#

can i blame imperium?

formal flax
#

oh and I just found these

#

it might be caused by another mod in the pack, but it's not in the stack trace unfortunately

distant stag
#

Yeah this is an incompatibility

bitter compass
#

unfortunate the error happens, but hell yeah, not a xu problem!

bitter compass
distant stag
#

Which is illegal

formal flax
#

that's fair

#

maybe you could catch the error and provide something more descriptive? It'd also be a marker that it's an issue with another mod, not Imperium itself

distant stag
#

Yeah I guess

#

It's just that imperium has to decide which entity to spawn since it's all indexed by name

#

I don't think there is a better way to identify entities across the network

formal flax
#

uhhh
is there any kind of internal indexing that could be used?

bitter compass
#

this game and indexing stuff? pft

formal flax
#

well
I mean more on the networking side of things

#

Same bush wolf error on a more minimal mod pack

distant stag
#

I guess I could do my own system

#

But that would mean I need to make sure all clients have the same entities

#

And if not, were back at square one

formal flax
#

do enemies exist in the networked prefabs list?

#

I feel like that'd be the best shot at making it consistent

feral sentinel
#

i will say

#

just to add fuel to the fire

#

while i was debugging butteryfixes yesterday

#

for lunxara's mods

#

butteryfixes was throwing the same "tried to add pinkgiantobj" etc etc to the list twice in the log

#

which means that they are being added to the testAllEnemiesLevel lists more than once

formal flax
#

we love having the same object twice :3

untold jay
#
IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
Imperium.Interface.ImperiumUI.Windows.Info.InfoWindow.SetChallengeMoonModifiers () (at <5897786aa95c4753a776168eda1a6903>:IL_003d9)
Imperium.Interface.ImperiumUI.Windows.Info.InfoWindow.OnSceneChange () (at <5897786aa95c4753a776168eda1a6903>:IL_0001a)
Imperium.Interface.ImperiumUI.Windows.Info.InfoWindow.<InitWindow>b__24_0 (System.Boolean _) (at <5897786aa95c4753a776168eda1a6903>:IL_00000)
Imperium.Util.Binding.ImpBinding`1[T].Set (T updatedValue, System.Boolean invokeUpdate) (at <5897786aa95c4753a776168eda1a6903>:IL_0002e)
Imperium.Util.Binding.ImpBinaryBinding.SetFalse () (at <5897786aa95c4753a776168eda1a6903>:IL_00000)
Imperium.Patches.Systems.StartOfRoundPatch.EndOfGamePostfixPatch (StartOfRound __instance) (at <5897786aa95c4753a776168eda1a6903>:IL_00005)
StartOfRound.EndOfGame (System.Int32 bodiesInsured, System.Int32 connectedPlayersOnServer, System.Int32 scrapCollected) (at <0b5b829887344817a21214132ea92eef>:IL_0003f)

uuhh

formal flax
#

ImperiumShiggy ๐Ÿค AdiShiggy

#

:3

untold jay
#
NullReferenceException
Stack trace:
Imperium.Core.Lifecycle.ObjectManager.ToggleObject (System.String name, System.Boolean isOn) (at <5897786aa95c4753a776168eda1a6903>:IL_0000b)
Imperium.Core.ImpSettings+RenderSettings+<>c.<.ctor>b__0_6 (System.Boolean value) (at <5897786aa95c4753a776168eda1a6903>:IL_00014)
Imperium.Util.Binding.ImpBinding`1[T].Set (T updatedValue, System.Boolean invokeUpdate) (at <5897786aa95c4753a776168eda1a6903>:IL_0002e)
Imperium.Util.Binding.ImpConfig`1[T].Set (T updatedValue, System.Boolean invokeUpdate) (at <5897786aa95c4753a776168eda1a6903>:IL_0000c)
Imperium.Util.Binding.ImpBinding`1[T].Refresh () (at <5897786aa95c4753a776168eda1a6903>:IL_0000f)
Imperium.Util.Binding.ImpConfig`1[T].Refresh () (at <5897786aa95c4753a776168eda1a6903>:IL_00023)
Imperium.Util.Binding.ImpBinding`1[T].Set (T updatedValue, System.Boolean invokeUpdate) (at <5897786aa95c4753a776168eda1a6903>:IL_0003d)
Imperium.Util.Binding.ImpBinaryBinding.SetFalse () (at <5897786aa95c4753a776168eda1a6903>:IL_00000)
Imperium.Patches.Systems.StartOfRoundPatch.EndOfGamePostfixPatch (StartOfRound __instance) (at <5897786aa95c4753a776168eda1a6903>:IL_00005)
glossy patrol
formal flax
formal flax
glossy patrol
jovial verge
#

Shiggy has taken over Imperium

formal flax
jovial verge
#

Also does anyone know if vain shrouds are more common on specific moons, is so which moon? Or is it all the same

feral sentinel
# jovial verge Also does anyone know if vain shrouds are more common on specific moons, is so w...

after each day (when "X Days Left" is displayed), all moons that haven't spawned weeds yet have a random chance to start growing weeds, which changes based on a few criteria:

  • if it's the moon you just left the previous day, the chance is always 10%
  • otherwise, for Embrion, the chance is 7.5% if you have less than 200 credits on terminal, 7% otherwise
  • for Titan, the chance is 7%
  • for all other moons, the chance is 4% if you have less than 500 credits, 7% otherwise

this random chance only applies until the first weed is spawned. after that, weeds are guaranteed to grow each day afterwards until the end of the run

feral sentinel
jovial verge
formal flax
#

yeah it's really weird and confusing
it's also hardcoded :3

jovial verge
#

Cant wait for ai being kidnapper fox/vain shrouds

||alter ego will have a stroke saying that stuff||

formal flax
#

you'll just have to find out in ~11 days :3

jovial verge
formal flax
distant stag
torn bough
#

shrimp takes over imperium now

glossy patrol
#

nuhuh shiggy

manic ember
distant stag
torn bough
abstract furnace
chrome pilot
#

Soooo are there a way to turn of the spawn notifications ?

distant stag
agile hull
#

Is there a way to disable the 69% sales?

zenith wing
#

From what I've seen, this is an error

distant stag
#

yeah, this is a bug currently

torn bough
waxen scroll
#

not sure what's causing this but noticed that sometimes the item insight will become tilted

formal flax
#

Do you know what seed caused that? Or was it from dropping an item

waxen scroll
misty thicket
#

Is anyone having a problem with the Vain Shrouds? It won't let me delete them, there's like 170 of them, and nothing else is spawning

distant stag
#

Do you have any logs?

distant stag
misty thicket
hazy gulch
#

Is there anything that lets me freecam teleport to entities?

distant stag
#

But you can't teleport freecam directly

#

I wrote it down tho, sounds like a useful functionality

hazy gulch
#

Yeah I just want to be able to teleport and look at entities without putting my player there and the entity starts reacting lol

distant stag
#

Might be able to change all the tp functions to tp the freecam instead of the player when the freecam is used

hazy gulch
#

Been testing my interior, just loaded in and told me I failed to get imperium access

formal flax
#

hmmm seems fine

agile lynx
#

So I'm thinking it may be user error but the respawn function on both self and other players is FUBAR. Other players it won't actually respawn the client but the host thinks they are, thus soft-locking the game.

Host it does revive as invisible but Lethal does not recognize the alive status and can also (rarely) softlock on ship leave.

Am I just using this wrong or are these known issues?

distant stag
waxen scroll
distant stag
#

Hmm, looks like a parenting issue or something, although I'm not even sure if the thing is parented to the item LOL

distant stag
hazy gulch
#

Weird, I think my custom interior mod is messing up Imperium

#

Like it somehow makes it think Im not in a lobby, so it turns off Imperium

distant stag
#

This is the Imperium startup sequence, the entry point function should always be called after the network has been established

#

So it's probably some weird internal error that's now showing causing the network to not initialize

hazy gulch
#

Yeah like I showed before this is the error I get

distant stag
#

Do you have any other mods installed? How do you add the custom interior?

hazy gulch
#

Its not even just the interior at this point, I have 3 mods Im trying to make, a moon, an interior, and scrap. The moon one works ok with imperium, but either the scrap or interior get this error. Im going to choose to stay focused on the scrap mod to see if I can deduce the problem because it has the least files.

#

These are all my files in the mods for the scrap

#

It wouldnt be a case of basic named things replacing anything, right?

distant stag
#

Hmm this does sound weird, how are you loading this? With LLL or lethal lib or something?

#

I haven't really added custom content myself

hazy gulch
#

Its using LLL to load it

#

It must be something odd because this is literally a mod aiming to add 1 new scrap

distant stag
#

This is indeed weird

#

Do you have any special character in the scrap's name or material or something? I've seen errors related to this before

#

But they were more verbose anyway

bitter compass
#

Hm?

hazy gulch
#

nothing too odd with that, in a bit Im going to try to dissect and see if I can single out the reason

bitter compass
#

I dont personally see anything wrong with this setup

distant stag
hazy gulch
#

Based on my research somehow the prefab for the prop is the problem, I dont know how

#

I replaced my prefab of a cube with the candy prefab and it loaded

bitter compass
#

Huh

#

Can yoy show the prefab and what it has etc?

hazy gulch
#

The one currently not working right?

#

I bet theres stuff Im missing that isnt making it generate the scrap right so somehow that messes Imperium up maybe?

#

Its weird that a faulty scrap prefab would shut down the whole system tho

bitter compass
#

What is "cube" supposed to be lol

hazy gulch
#

Its just the placeholder

#

I figured just testing out basic adding scrap

hazy gulch
#

Alright I think Ive narrowed it down at least for the scrap, dont know how it will apply to my interior

#

Its because my scrap object prefab didnt have the network object comp

bitter compass
#

Yeah do check out the custom scrap tutorial in the lethal wiki lol

#

I couldn't really tell anything about your scrap since u just showed a child of the root lol, but the wiki has the setup for ya

hazy gulch
#

Yeah I knew it probably wasnt going to fully function as scrap, as I was still troubleshooting it, but I didnt except it to make Imperium not function

junior shell
#

got this error. i see mention of imperium at the end of the first error line.
any ideas on whats going on?

#

i get more input-related errors kicked up later in the logs.. although those do not mention imperium at all.
but they both complain about the same thing.. an issue relating to tthe space key.

feral sentinel
#

minor issue

#

weed killer uses the "sprayCanShakeMeter" variable to limit the spray to short bursts

#

it decreases by 2x delta time, so it sprays for 0.5s and then you have to click again

#

if you use the infinite battery setting in imperium it constantly maxes out the shake meter which lets you spray nonstop

distant stag
#

I thought it would be intuitive to not have to reload it with infinite battery but I might just change it to infinite sprays

feral sentinel
#

well imo it's fine for spray paint

#

but it changes the feel of weed killer pretty significantly

distant stag
#

Yeah I can see that

#

Pretty sure this setting was added before the weed killer was a thing

feral sentinel
#

most likely

#

zeekerss repurposed a bunch of the spray paint functionality for weed killer so a bunch of pre-existing spray paint mods are now affecting it in weird ways

distant stag
#

Yee lol

#

Same as stun grenade and easter egg LOL