#Imperium
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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
Yeah test room is present already but hidden
I forget can you specify what dungeon you get when going to a planet with this?
no, this is currently not possible
@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
i've noticed problems due to elevation differences, experimentation just not working sometimes, etc
Ehh, I'd recommend using OverlapSphere or just a linecast directly if you want to have 360 view
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
only reason i didnt use an overlap sphere is because i dont want it to detect if there's an object in the way
i could try a linecat
Yeah linecast would probably be best
I think Linecasts returns true when there IS something on the way
ahh
So you'd have to invert it, also this means if the player is within the proximity range it returns true anyways, right
No matter if there is line of sight
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?
true, proximity isn't even allat i prolly wont use it
Uhm, I think you can just look at other examples
The layer mask specifies what layers the linecast ignores, meaning if there is like a door, it gets ignored (for the shotgun for example)
ohhh, i keep getting it mixed up with layers it detects and layers it ignores lol
Yeah it's kinda complicated
yep, working on it
im surprised most of it still works
youll also be able to spawn the car soon
Yeah, I was surprised too
as a beta tester can confirm
everyone is a beta tester here 
alpha tester
yes
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?
yeah this is a known issue rn
Ah! Okay. Was just wondering. Thank you.
i forgot how to check the spawn rates of entities using imperium :(
been feeling like a real dummy trying to figure this out
How come whenever I turn Imperium on, every item in the store is 69 percent off?
because funny
Is there a way for me to not have that?
looking into it
when is this happening? I can't replicate it with a new save file
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.
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.
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.
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
Altand 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.
- Default:
- 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
InteractandInteractHold. - 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
LateUpdatefor 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.
I came into this channel after seeing a new message pop up and my phone kept scrolling up
Good shit, I wish I could pull off a changelog this huge
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 ๐ญ
Well this was v55 support too, but still

Hows lethal network api btw in comparison to normal rpc?
I've been a bit scared to switch cuz I'd have to relearn stuff + a new dependency
But new dependency isn't bad if its a good change
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
I just defined these request/response objects that I transfer which makes it very easy to read and expand in the future
Ooo very interesting
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
Yeah... my rpc's are kinda meh rn, just a bunch of serverrpc clientrpc mess
Hmm icic
Was it easy to switch?
I thought it was pretty easy, then again it did take me a few days until everything worked
but I also wrote wrappers and stuff because the mod is so huge, I used to have around 60-70 RPCs
Ah damn that is quite huge
but I would definitely recommend it if you plan on expanding the mod in the future
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
I'll look into it then thanks!
Funnily enough I used to have the stuff written in lethal network api to some extent before I replaced it lol
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
Found it, UniTaak
Task*
Hmm, I see
Is v0.2.0 only for v55?
Seems like the newest Imperium version doesn't work on v50
yap, unfortunately v0.2.0 only supports v55
because I added a lot of functionality with the new entities and the cruiser
Setting the weather to "None" seems to be bugged
It makes the moon display a weather of "6" and the ship doesn't open it's door upon landing.
hmm, does it work when you land first and set it afterwards?
No, setting it to "None" causes it to be set to "6"
Also the game softlocks upon landing on the weather
but what if you land first, does that still not work?
I've got this problem too
Looks like Terraformer just has Imperium, an interior, and LLL
Wait sorry I thought that was his logs
This is the modlist I'm running right now.
uhm sounds fine
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?
its only really for testing networking stuff so you can have many instances of the game open at the same time
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)
but how do I load mods like that?
do u use r2modman
its the same as playing the game online but you jus press the lan mode instead
idk if im understanding ur question properly ๐
but how do I open multiple instances with r2
because r2 starts it over steam, right
oh yea i dont use r2 lol
annoys me
id rather jus manually drag and drop files that are profiles instead of using it lol
right
how i go to zeekers debug moon with it @distant stag
There isn't really a debug moon, the test environment can be activated on experimentation
But I haven't really looked into it
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
Most just directly open it through the .exe
i d k about R2, but with thunderstore, can put the launch parameters into a shortcut and run the shortcut which allows many instances.
also, gale has a "direct launch" mode.
ngl never knew about this
https://github.com/ricky-davis/LC_LaunchProfile
Here you go
ohh, thanks guys
I have never actually done network testing by myself but this might be pretty useful
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)
The game was otherwise fully vanilla for them, and I had only Imperium installed
lol good that you mention this, I was actually not able to implement the new lethal network api yet due to some problems
meaning, it is actually currently still not possible to do that, I removed it from the changelog
both sides need Imperium for now
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
it works for most things, but there are some edge cases that aren't covered yet, for example if you already have god mode enabled, it might be that they still have it, even if Imperium is off
but they won't be able to open the interface, spawn things, teleport, etc
better access control is the subject of the next update and I will be fixing all these inconsistencies
I'll just have to refresh the configs before sending it to them, just in case
Thank you!
np 
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
there unfortunately isn't, the new UI is more flexible and scalable so I decided to just switch
I am afraid you have to get used to it
alrighty
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
and that will be UI-based, hence why the UIs are divided by functionality like that
yeah, volumetrics are turned off in the freecam I think
any way to enable volumetrics in it?
not currently, is that a problem?
i typically use freecam to get cool shots of things, but the shots would look odd without volumetrics
oh also, whats shiggy lol

very sus

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

I see it every time I start up "discord" :3
and also I think we all might be addicted to 
:3
I don't even remember where it started but now
is just a part of our discord server lol

any idea why lethalthings is breaking this mod?
Whenever I have them both enabled I cant open the imperium menu
Do you have any logs?
I think this is just an issue with lethal things not being compatible with v55
oh I see, I hope it gets updates soon. Really need my boomba
Ummm
[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()
Imperium seems a bit broken?
When trying to run the game with Imperium 0.2.0.
Reverting back to the previous version works just fine
just at start-up?
Yeah and Imperium doesn't seem to work when joining/hosting a lobby
this sounds like a mod incompatibility
also your input utils bindings migth be broken?
this shouldn't happen with the default keybinds
Input Utils works just fine for other mods ๐ค
Did you change anything in 0.2.0 that might cause mod incompatibility? ๐ค
I can't think of anything, have you tried using it without other mods?
Weird, because it can't find this specific keybind which is completely wrong but I don't see where its coming from
What do you mean the keybind is wrong?
So far, I've always decended using ctrl when using fly ๐ค
Well it says it can't resolve the keybinding
does imperium work good with people who do not have it yet
no

Not yet, I am working with the guy from lethal network AP to get this to work
Or rather, he already fixed it but it's not yet working with Imperium
just asking why can i go to 44 Liquidaton
unfinished map that was added in v50
i know
when my friend spawns in a cruiser and tries driving it, them and the cruiser end up in the voiud
im hosting
Ive never had the cruiser to into the void though
Did you spawn it with imperium?
Was imperium on when you did?
no
lol
This usually happens to me when I spawn it inside and then attempt to drive it
This doesnt happen to me though, is there a fix?
Does it only happen when you spawn it with Imperium?
Im not sure
Well if not, I am pretty sure that it's a vanilla bug, it worked for me during testing
Imperium takes all moons from game data including modded ones to show/route in imperium.
ok
:D
You can also move / rotate the camera yourself in the map UI (F8)
friend got this error while testing their modpack, couldnt go back to orbit, unsure if those two are the cause and effect though
I really need to add some error handling
so not everything breaks when something throws a NRE
I'll look into it, thx

i hate error handling tbh, it just makes me feel like im not fixing the root problem
but tis necessary sometimes
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
yeah error handling is not very efficient either and usually you should't do if you don't have to
in some cases you have to like when you're working with files or networking because this can always lead to unexpected errors
but a NRE should just never happen in production
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
had this happen when testing moons w nothing but imperium ans a few LLL moons I think
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
uhm there shouldn't
just any visualizers or which ones specifically
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 ๐
uhhh
nevermind, i think i found the issue, although, i couldent see this setting ingame...
Visualization.EntityGizmos.Info seems to be turned off, i guess i cant see that setting ingame.. or im just blind, found it in the config
nvm, im stupid, found the item ingame xD
xD
Btw... The Spawn stuff selection is completely broken when using only the keyboard
Got myself some chemical jugs while trying to spawn a jester
Would Imperium break enemy spawning on any custom moons? Specifically Gratar from Wesley's Moons.
I don't have any of the pause spawning options on, and the Oracle just shows this::
@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
wait wut
any other mods?
do you have any logs, and is it just oracle or do actually no entities spawn?
uhh good question, it will probably be it's own category, I haven't added it yet
the kidnapper fox is an outside enemy
it has unique spawn mechanics but still adds/subtracts from outdoor powwr
interesting okay
Not any other mods than before 0.2.0 ๐ค
It seems like the search is completely disconnected from the selected item/enemy
No nothing spawned at all, Iโll see if I can get the logs
This error
And this one
Both occur with only Imperium installed
yeah but it doesn't spawn like normal entities so it wouldn't fit into the outdoor spawn cycle
I need to simulate a fourth cycle anyways, so might as well put it in it's own category to keep it clean
well, iirc, the weed spawn waves occur at the same time as the normal spawn waves
so i think it might work out better than expected just lumping them in with the outdoor waves
but it is true that there are enough unique mechanics that another spawn category isn't unwarranted
Yeah they do but it's still its own function just like indoor, outdoor and daytime
I have also had this issue on gratar, I had it happen on the last 2 versions of imperium
Yeah its so odd, because it doesn't happen on any of his other moons
someone posted in #1185732310700654732 asking about imperium
I was linking it here so more people were aware of it
I think this list doesnt update correctly
when i change the weather to none it goes to this, when i then route to the planet the ship wont land and softlocks
yep, working on that, this will be fixed in the next update
also not sure if this has something to do wiht imperium but the shop is 69
yeah this is a bug with the quota that I haven't quite figured out yet
i'll look into it later today, thanks!

irc i reset quota then disabled it
then progressed days by landing and taking off
huh interesting
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.
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.
hmm, interesting, I will look into it
still trying to figure this out
You cant anymore
If you want to you have to go back to a really old version but idk the exact
man
I think that's because some moons use Dust Clouds as their "None" weather. Try using Dust Clouds instead
yeah I think it also only works on v45
whoops ping
its because the index of the dropdown starts at 0, while the actual lowest weather "None" has the index -1, so the list goes from 0 to 6 inastead of -1 to 5, thats why it says 6
its fixed now and will be pushed soon
ah
that too lol
Dust clouds is the same as a regular weather iirc, mix of foggy but less, I'd treat it the same as any other weather, I think embrion uses it but I can't remember but it does actually function iirc
most planets use it
the game is programmed to use that weather instead of none for planets that use it
like, if you land on vow with no weather, the weather changes to dust clouds when you land
Really? I've never noticed that before
I know some modded moons purposefully choose it but that's interesting
well dust clouds is just a workaround for audio reverb triggers, they have a system to change the weather and on experimentation the triggers activate the "dust clouds" weather when you step outside the ship
its the volumetric effect you get of like sand sweeps
Is that what causes the local fog lmao
yes
๐
but this only exists on experimentation
Yeah it's stupid as hell
idk why he used a weather for it, it doesn't do anything on other planets
I noticed if u leave ship before it lands, it doesn't work
yeah exactly
U sure it doesn't do anything? I recall @tight wharf stating it does, could be misremembering
because the triggers don't actually travel with the ship
Yeah, i hear some modded moons go crazy with interact triggers on ship startup
well maybe it does other things on different moons, but I haven't found anything yet
Afaik it was a lesser fog than foggy, but yeah could be wrong
i think thats just what people have been saying? not sure if thats true or false
It could be misleading cuz that's what name would suggest
yeah, never trust zeekerss naming
100%
I hate how he never label's anything inside as inside
It's just, that thing
DaytimeEnemies... OutsideEnemies... and Enemies
or smthn like that iirc
I love Mold
whats mold enemies
Ye
it's hard coded that all moons use it too
whats WeedEnemies, no?
you can't not have it
Mold is weed no?
yes
Oh internally idfk tbh
but adi used the wrong term so I am capitalizing on that 
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
yeah also vain shroud
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
yeah LOL
idk why its called mold
also it shuld be bush wolf or mold wolf
and not kidnapper fox
sounds so much better
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
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
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
yeah lol
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
isHeldByEnemy isn't unused
ye its used bu shotgun for example
it's just only used by baboons and probably doesn't sync properly across the network
shotgun actually has its own unique "heldByEnemy" boolean for some reason
Ah right, I only looked at hoarderbug, and didn't see it used
So assumed it was just unused
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

yee
idk I think the game is really well made and its a miracle that everything works as well as it does but the code is really cursed
he doesn't really follow any basic principles of clean coding, he just kinda does something and if it works it works
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
in the truck, he multiplies a vector by like 1000000 before normalizing it which literally does nothing
Lmao
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
Is it the decompiler btw or does he really just have like huuuuge scripts for stuff like truck etc
yet 
oh yeah pretty much every instance of normalize he multiplies by 100 before normalizing
it's weird
nah this stuff is straight from his code, theres no reason why the decompiler would do something like that
like adding random additional logic
Okay yeah I was just really confused why truck code was.... that long
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
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
Though ofc ik code length isn't usually indicative of too much
to be fair the cruiser has a ton of features and specific interactions
yeah its kinda situational, I don't really like dnspy because it doesn't resolve display classes and stuff
Dnspy was just the first one I got my hands on and I've stuck to it so far
It feels like a lot of it is mainly buttons and whatnot, I've had to make safeguards quite a bit as well for my vehicle but I dont nearly have that much capability
It's just a simple physics based hoverboard with driving forward controls that uses a client network transform, some parenting and some ownership logic
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
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
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
Doesn't he rpc sync positions or smthn every update?
i dont remember, I heard that its from time to time
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
But yeah this really really annoyed me
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 ๐ญ
what were you trying to do?
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
revenge
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
oh lord don't get me started
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
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
Ah, I.e. experimentation?
exactly
it's never "dustcloud" weather, but the effect can sometimes be enabled
๐
So that weather effect spawns this local fog too?
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
oooh, is that really how it works?
I will have to spend some time playing with it ๐ญ
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 ๐ฅบ
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.
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
yeah, unfortunately the newest version doesn't run on v50
only v55
Use previous imperium version for v50
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
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
If everyone in the lobby has imperium and client access is enabled (it is by default), everyone should be able to use it
how do you enable client access?
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
uhh are you on v55?
i was on v56
hmm very weird
has anybody else had their freecam get sent into the hyperspeed dimension?
LMAO
damn giosuel leak the shaders your hyperspeed effect is sooo cool ๐
well this is just very very high FOV lol
oh but ofc it works fine in another profile what ๐
how'd you increase that out of curiousity?
scroll up and down I think
yeah, I think you just scrolled far enough to increase your FoV this much
XD
i thought i scrolled ๐ญ
well the imperium freecam is just its own camera and fieldofview is a field you can set
ahhh
yeah scrolling is doing nothing
hooray it is fixed though
i can send you a prerelease where this is fixed if you want
Whimsical? ๐
whimisical is a custom weather from back in december or january
i'm just testing
Pyrovision weather? XD I've never seen this
it won one of this server's old modjams lol
it has a bunch of stuff so idek if it still works tbh
all enum values are shifted by 1 ๐ค
it might be the same issue as None tbh
yep
i assume you've changed something in that code block to fix that, right?
here, if you want to try it
this is weatherforecaster (setting the dropdown values)
a-ha!
but I needed to order it by value otherwise -1 was at the end
thats why it was weather 6 which didn't exist
alrighty, i'll check it out
i've just realized why the weathers don't match duuuuuh
huh whats up
okay, i don't know why, but that code works
the +1 is wild to me
i have no clue why
lol
i'll try to locate the issue
this is so funny ๐
i don't get it
why +1 solves the issue lol
well doesn't this work with vanilla stuff?
i'm testing this right now ๐ซก
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)
oh no
I will look into a fix later
got it working
and i've tested a bit and the +1 is required for vanilla as well
which is wild
Wut
I tested it and it worked for me lol
with or without? ๐
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 ๐ฅฒ
I'm genuinely interested in knowing what's the cause of that
that's the code that was working on my end
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
okok I will not merge the branch rn
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.

weed
v0.2.1
do you have the correct version of lethal network API?
this is a rather new function that doesn't exist in older versions
I got this error along with imperium access granted! then 2 seconds later Failed to get imperium access! shutting down...
uhh this looks like you have weird characters in your config
it should all be default, i just installed the mod
have you tried removing the config and let it regenerate it (maybe backup too)
hmm this config works for me, have you tried removing the config and Imperium
or maybe use a different profile?
hmm interesting
this one breaks it
rip
welp
@fresh basin any idea what could be causing this? really obscure error and I can't find the source code for the mod
isn't it saying that the apostraphe in "don't touch me" is invalid
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 ๐ญ
[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)
Along with this error
uhm, does this cause any errors or does it just happen?
like game breaking errors
it causes the game to never save
hmm, interesting, but why does that have anything to do with Imperium?
or configs
makes the ship just stuck in orbit between saving and taking off, so pretty game breaking ๐ญ
hmmm thats weird
not sure, just trying to make sense of the error
are you saving enemy names to the imperium config by any chance
yess
does the enemy have an apostrophe in the name aswell? 
that's what i was thinking
i haven't actually checked so pure speculation
but it seems semi-likely
thats a very good thought
i think this is exactly whats happening
I guess I need to escape this
alright I added a fix (probably)
feel free to try with this if you want to check if it works now
awesome that fixed it
thanks for the quick fix LOL
no worries lol
Is there a way to change the keybinds instead of it being f1, f2, f3, and f4?
yes, you can change it in the settings
where exactly is the settings on imperium?
its in the settings where all other keybinds are
of the game, not imperium specific
๐คฆโโ๏ธ
Came here to google and yeah same deal. Fixed it here as well
Is there anyway to teleport another player to the ship as host?
Object editor won't do it
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? 
every time? or only after restarting the game?
Everytime I press Space or Left Control
huh, sounds like an incompatibility I think
doesn't happen to me
Just Imperium:
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?
I just tried a fresh profile.
How would I reset Input Utils?
uh, I think they are just files
just remove the files to get back to default config
Also happens with fresh files
well this isnt easy as these objects only exist locally and not over the network so there is no way to just delete one and broadcast that to all other clients
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
Wait the mold is local?
then how does the player destroy it, and how does it carry over from moon to moon?
okay funny enough the game does it with the position of the mold
I always thought this method was kinda janky but maybe this is a pretty easy solution
Yeah it makes sense for the purpose of just carrying over, I kinda thought that's how it would do it
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
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
it depends, there are functions for both
these are all the generic ones, baboon hawk, bird, etc also use their own
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)
these are also the colors that Imperium uses to visualize them, I'll probably put this into the Imperium wiki at some point
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 
Then theres offense and assurance, where u can just double jump on vanilla
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
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
what are you using then?
wdym how Imperium does it
Devtools, has zeekerss debug menu but more importantly a good 5 or so essential patches
I see
Other than those patches I haven't seen a need for a larger debug mod
well as I said, you could visualize your own LoS with it
As in what the code is to draw the gizmos and stuff for visualising line of sight, I imagine imperium does that, though I could be wrong
if you use EnemyAI functions
Yeah that's the problem, I'd need to inherit enemyAI no?
Yea lol
well I patch all these functions, get the values that way and draw and or update the LoS cone based on those values
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
Yeah that's what I figured, I've just never drawn anything like that in code so I'd probably reference the imperium code heavily lol
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
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
yeah thats the intention of the API, that you can just add your own debug functions
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)
yeah LOL I should really do that
well Imperium is (becoming) a proper debug API so I should consider doing that soon
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
you can try using Imperium.API.Visualization.DrawCone and Imperium.API.Visualization.DrawSphere
this is pretty experimental but I don't see a reason why this wouldn't work
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
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
lmao lmk how that goes
Do you have anything like a path line the agent is currently taking?
yeah there is pathfinding visualization for entities
do you also have that on your "entity"? does it have a navmesh agent?
Yes lmao, I'm using a navmesh agent
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
okay nvm I need to do something else, this won't just work
LMAOO
yeah this is kinda what I do as well
i can try exposing that functionality as well
Yee 
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
hahaha and youre still not using imperium yourself LOL
well i guess you are somewhat
, 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
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
hehehe
you can do that too with Imperium 
well its currently only auto join not LAN
will add an option for that tho
eventually..

Only part that's manual for em rn is opening multiple instances then going into lan and join lan server, about it
yeah right
why isn't your entity an EnemyAI in the first place?
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
The enemies do inherit LoS yeah, tornado, while an entity, is a script purely for weather, so shouldn't inherit enemyAI 
Inherit LoS? Am I drunk?
Inherit EnemyAI*
well if it has an agent and LoS and stuff I would consider it an entity, no?
I'm sure the game also limits me quite a bit if I inherit enemyAI
limit? in what way
Good question, very good question
I guess as a weak example it'd be stuff like spawning and whatnot 
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
well you would also need to create an EnemyType object with name, power, etc but you can leave this empty I think(?)
idk I have never really added an entity but LethalLib probably has good tools for that
idk I feel like sticking to vanilla game mechanics such as entities, items, etc is good practice
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
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 
I am pretty sure every enemyai always has a type associated
otherwise it will break stuff
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
Rigid body interaction? Where lol?
Oh you need rigidbody for interacting with doors
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
huh
I wonder why the rigid body is needed for that
No idea, I never really looked into it in the code, mainly cuz I make outdoor entities lol
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
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?
Fair enuff tbh
Oh yeah forgot those things, yeah that's fair, and default would work yeah
anyways I gtg go, we can talk about this later
Yee anytime, if there's anything I know, it's enemies! And items... and a couple other things... lol
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
I'll probably convert, I think some of my scripts are a lil ugly and just easier to reference enemyai
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
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 
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
This is probably relevant (for why enemies also need a rigidbody for door collisions) https://unity.huh.how/physics-messages/trigger-matrix-3d
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
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
0.2.1?
yes
Yep
thats weird
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
yeah this should be fixed
Should as in, was fixed previously or needs to be? I'll see if I can get it to pop a log entry
yeah this was an issue in the past
but I thought it didnt happen anymore in testing
can you teleport items?
I can teleport everything except other players
Sure, just tag me if I can do any testing for ya
will do 
It's crazy to actually talk to the mod makers lol. Side note, what does the "Override Door" function on the ship actually do?
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
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
No worries, when I was doing GMOD LUA back in the day peope reporting things without any effort was...frustrating lol
haha yeah I feel that
Found this in my logs while trying to recreate an error someone reported in my mod lol
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
Yeah this is an incompatibility
unfortunate the error happens, but hell yeah, not a xu problem!
Maybe >:3

Well this implies that an entity with the same name exists twice
Which is illegal
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
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
uhhh
is there any kind of internal indexing that could be used?
this game and indexing stuff? pft
well
I mean more on the networking side of things
Same bush wolf error on a more minimal mod pack
Well the assets that are instantiated are not spawned so there isn't any consistent indexing
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
do enemies exist in the networked prefabs list?
I feel like that'd be the best shot at making it consistent
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
we love having the same object twice :3
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
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)




Shiggy has taken over Imperium

Also does anyone know if vain shrouds are more common on specific moons, is so which moon? Or is it all the same
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
so tl;dr: kinda. not really
the only moon that prohibits weed growth is the company building
I love how zeekerss code is randomized and oddly specific on random conditions xd (such as credits stuff), tysm for the explanation!
yeah it's really weird and confusing
it's also hardcoded :3
Cant wait for ai being kidnapper fox/vain shrouds
||alter ego will have a stroke saying that stuff||
Noted

nuhuh 
Is your windows username in non Latin characters? (Or well, a-z and 0-9)?
Just a thought sorry if already resolved ๐
:D
nope, it was a mod conflict
Soooo are there a way to turn of the spawn notifications ?
yes in the preferences
Is there a way to disable the 69% sales?
From what I've seen, this is an error
yeah, this is a bug currently
not sure what's causing this but noticed that sometimes the item insight will become tilted
Do you know what seed caused that? Or was it from dropping an item
nah I don't have the seed, it was just tilted when picking up a plastic fish I had found, next to no mods either
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
Yeah it's not possible to delete them with Imperium
Do you have any logs?
Does this always happen with the same items or does it just break sometimes?
Here's the logs and the dependency string
Is there anything that lets me freecam teleport to entities?
Uh you can currently only teleport yourself to entities and then reset freecam to your player model
But you can't teleport freecam directly
I wrote it down tho, sounds like a useful functionality
Yeah I just want to be able to teleport and look at entities without putting my player there and the entity starts reacting lol
Might be able to change all the tp functions to tp the freecam instead of the player when the freecam is used
Been testing my interior, just loaded in and told me I failed to get imperium access
seems to just break sometimes
hmmm seems fine
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?
Trippy, does it only happen with held items?
Seems to, though dropping the item and picking it up again won't fix it which is interesting
Hmm, looks like a parenting issue or something, although I'm not even sure if the thing is parented to the item LOL
Hmm, do you have any other mods installed?
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
Well this should not be happening at all, this means network lib can't find the network manager singleton which sounds like a pretty serious erro
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
Yeah like I showed before this is the error I get
Do you have any other mods installed? How do you add the custom interior?
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?
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
Its using LLL to load it
It must be something odd because this is literally a mod aiming to add 1 new scrap
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
Hm?
https://gyazo.com/f80bdaabf2a3af79529333135dbfd961
Im using standard characters in all my naming
nothing too odd with that, in a bit Im going to try to dissect and see if I can single out the reason
I dont personally see anything wrong with this setup

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
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
Yeah
What is "cube" supposed to be lol
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
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
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
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.
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
Yee this is intended behaviour for now but I might move it to a separate option
I thought it would be intuitive to not have to reload it with infinite battery but I might just change it to infinite sprays
well imo it's fine for spray paint
but it changes the feel of weed killer pretty significantly
Yeah I can see that
Pretty sure this setting was added before the weed killer was a thing


๐ค