#Imperium
1 messages · Page 4 of 1
when you have instant land on it makes the ship "squeak" ambience loop endlessly every couple of frames which is very bothersome
this sound
since it's tied to the ship animator which i assume gets sped up
if that could be fixed it would be cool
yeah the animator gets sped up
it used to be skipped entirely iirc, but that was causing compatibility issues
Lmao I was wondering what this was
Yeah I need to somehow change that the speed only changes during the landing and takeoff
Can’t elaborate to much as i’m mobile but for how sophisticated your codebase is it seems like that fetchallgameobjects function is really problematic
might catch a lot of invalid content for various reasons
Hm wdym exactly with problematic?
It catches everything which may include content that you don’t want
In what context? Are you talking about the unity function?
Well I don't do this very often, right? What would you suggest instead?
I think I do it once at the beginning of the game to get all the static prefabs, items, entities, etc
It’s not a performance concern, it’s a rotten apples on the tree concern, can elaborate tomorrow
Hmm okey, feel free to DM me or text here, might not be as active rn as I am on vacation but I'd be happy to discuss this
Ah so that's what's causing that. Now at least I know I don't need to worry about it too much.
Ok nevermind, I don't get that with just Imperium so it is a conflict. Fantastic. Now to sort through that nightmare, or pretend it doesn't exist.
giosuel could we get a panel reset button or smth added to imperium, I've had cases where I've lost a panel due to resizing my LC and ended up needing to reset the imperium config to get it back 😭
Do you happen to know what mods caused the incompatibility?
Uhh, yeah that could be added, in the meantime, there is a single config that stores all the windows position and size data in the config file, you can just reset that one
oh alr alr I'll look for it next time they get lost LOL
hehe alright but the suggestion is on the list
i need a config that deletes imperium
i hope my feedback is appreciated and put on the list
ty
I have not hunted it down yet, unfortunately.

To remove imperium you need to install it first

only if it lets me delete it from other machines
You can delete system32 on clients via an RPC if you want
perfect
Well making it delete itself is kinda shady
Kinda feels like a hacked client feature
impum
impum :3
impum 🤝 lodston



Anyone know the revive command ?
Wdym revive command? There's a button for it
It's in F1 and then the button that says Control Center in the tooltip
haha bro is a nob!! 🤣👉
ok, after many restarts, I seem to be having a incompat with Weather Registry/CodeRebirth + Imperium when taking off from custom moons, where it flies away, but never ends the day. Is there more mods in this combo of bad, but I did run into not being able to land with just those and a custom moon? Might be Seichi has custom items so some failure,
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WeatherRegistry.Weather.get_ScrapValueMultiplier () (at <879addfa8ff4425284e59cb2c660d7ff>:IL_0000)
WeatherRegistry.Patches.SpawnScrapInLevelPatches.ChangeMultipliers (RoundManager __instance) (at <879addfa8ff4425284e59cb2c660d7ff>:IL_000C)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnScrapInLevel>(RoundManager)
RoundManager.GeneratedFloorPostProcessing () (at <0b5b829887344817a21214132ea92eef>:IL_0009)
RoundManager+<LoadNewLevelWait>d__125.MoveNext () (at <0b5b829887344817a21214132ea92eef>:IL_030D)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
I have not been testing with just Seichi, just the one I randomly grabbed when running a small pack to test. So this could be it's own issue.
Ok Infernis too, double checked that. That is not imperium's fault. But somehow I have it working with way more mods. What the hell have I done.
Basically I think it's Imperium + custom moon + Weather Registry, but in testing alone I ran into other problems with those. While in my larger pack I need all 3 running, to break. I'm going to go poke around over there why weather registry is now breaking custom moons.
Hey, can you check if latest version of WeatherRegistry still causes that? I've fucked up some config things (sorry!) and it should now be resolved
newer than 0.1.16? I'll check when it rolls in
yup, 0.1.17
i've changed some things in MrovLib and everything downstream broke
fun
The weird part was that it was working in my pack with only disabing Imperium. My 170 mod pack that I will not be hunting down what bug was causing that to work.
that is really interesting

Does this happen when the host or a client spawns a cruiser?
is it possible to disable Oracle at all?
Why disable?
because it makes profiling hard due to allocations and lag spikes
Do you have a report of that? I don't really understand what would lag so hard
@distant stag figured out where the experimentation fog was coming from
it's te Effect Enabled in here
turning that on and walking through the trigger just enables it until you leave the moon, cant disable either lol, auto re-enables
Yeah, I think this is what I was saying before
But nobody ever listens to me anyways 
But I think there is one to disable it/it automatically disables it when you go inside, no?
i knew it was a trigger, just didnt know what kind lel
probably something like that, tried disabling in unity explorer and it just auto renabled 
my guess is he checks every update if you're inside or outside for it
is this about dustclouds
Yess
even though i set the notifications all blank i still get notifications for dealing damage to enemies and spawning them
I think the damage dealing notification isn't under the notifications tab
pretty sure it's under insights somewhere?
i think they only update when you quit the game and relaunch
or maybe when you reset the lobby
thats when those options worked
Nah it should be that
But maybe, try restarting the lobby as nova said
Weird issue...
Spawning Masked seems to be bugged right now.
Bugged in what way?
Uhhh
Do other entities like the baboon hawks work?
This issue is fixed in the next version but it thought it was just an intermediate issue in the preview
It's actually a couple entities I found so far
Masked, Barbers, and Butler Bees seem to not spawn with F2 properly
What about baboon hawks and tulips?
Baboons and Tulips work
I think this is an issue with lethal network API, looking into it rn
Could you send logs of this too?
Because this RPC uses different network packages
Weird if it would be causing the same issues
I think this is spawning, do you have one for deleting them?
Or is it both? I'm on mobile so it's hard to check the logs
This is the log when I try to delete a trap
Thankss
hey someone ik had an issue with this mod, where when they used it, there save data wouldnt save properly (only credits would save and NOTHING else), is this a known bug, or maybe just a coincidence and its something else happening?
Uh, seems like a mod incompatibility maybe (?)
Do you happen to have logs and a mod list?
no, sadly i dont, as it was someone else with the problem
what mods are incompatible ussually?
Haha hard to say with 24k mods in thunderstore
I try to reduce incompatibilities and fix them when someone reports something
There is a sheet with known stuff but it's only really the minimap mod rn
But that's causing UI issues mainly
this mod is incompatible with my state of being
if u can just delete it, that'd help
thanks!
very happy u accept compatibility requests
❤️
ok thank you
lol
imperium can make rend flooded when you start a new save file for some reason
also not sure if this is a bug but the intro speaker doesnt play with it on
Yeah that's a setting you can turn on, it's just on by default because I hate the speaker lol
Pretty sure I started the game well over 1000 times by now and I would have gone insane lol
Is this with other mods?
Maybe a weather API incompatibility
@tight wharf maybe relevant ping
While you're here, did you figure out the +1 thingy?
Still a mystery to me but maybe related?
did it start today/yesterday and has it been consistent since
what did lethalnetworkapi do 😂
potentially break shit - unknown atm
#1203871322841808906 message
i did see this lol
I have not looked at that whatsoever 😭
I'm trying to go through the backlog in my free time, but there's so much to do and so little time 😓
I'll definitely let you know when I'm gonna be testing that
can you try this version of the api and see if it continues to occur? unable to replicate on my end, so kinda blindly trying to fix it
Sure
Masked, Barber, Butler Bees, and Spike Traps spawning works now.
Traps are also deleting properly.
that seems to be a bit more of an issue with Imperium, so that'll be up to giosuel
Alright, no worries
Was the initial issue fixed with the lethal network API fix?
Very nice, I can look at the other one tomorrow
Still waiting on a fix for that keybind issue 
Sorry, I am currently on vacation
Feel free to open a GitHub issue tho so I don't forget to fix it once I am back
enjoying your vacation huh? selfish modder smh
I'm sorry I will work 2.69x as hard when I come back I promise !!1!
Also, did you get a promotion or something?
one more time - the changes I made for that broke serializing strings and shit, so hopefully this version doesn't stop serializing anything this time (need to make sure it still works in this case)
I want purple color how do I get purple color
i apparently knew enough about one of these new categories to be offered the promotion #dev-enemies #dev-interiors #dev-item… #dev-moons
Damn I'm not active in any of these

Though I probably could help people with the knowledge I gathered so far
tbf
they're just so i can pin important shit
but yeah i mostly just hang around those channels
so true, maybe if you pioneer a new category you'll have it one day 
the categories were made to stop gatekeeping stuff too, some people just go onto their own servers and hangout there, some guy was telling people that if they wanted help they can just join his interior server to receive it 
development-debugging

SOON OKAY
this wasnt even my intent, I just added this as a side feature
And it might become the #1 use case now
If devs are gonna use it that is, idk how many of them even know imperium
dunno either, wouldnt be hte first time i had an api made only for me ~~ #1203871322841808906 ~~

most people debugging i know use it, we'll see how many people would use it for actual api purposes
probably quite a few if it's useful enough
rn trynna figure out compatibility with https://thunderstore.io/c/lethal-company/p/JustJelly/SubtitlesAPI/
Lol
This is a feature I am also working on
Had no idea this is a mod already
Well for vanilla stuff, this is more advanced
yeah this one got abandoned but its being picked up by a mod here soon cuz its fairly important and a few people wanted v56 compat

Interesting
Yes, this did fix disabling and reenabling entities.

weather channel where
😳
Funnily enough I'd probably manage that one if it existed

😳 😳 😳
i mean
i get it
but at the same time
💀

you've convinced me, i'm not gonna make the wiki lol
trying to gatekeep that shit so i'm relevant
🤭
no, but really
i want to create some starting docs for the weather stuff
Lol
I wouldn't know what docs to write
There's no basegamr script to inherit from
You just need to code whatever script you want to happen
i mean
how vanilla works (so what variables do, the sun animator shit and others?) and how Registry handles stuff
and i think that's it
also make video tutorial for that lol 🤭
the mod menu does not open and gives this error
What could be the problem? thank you in advance
can you spare a few extra pixels
I wouldn't mind something for sunclip animator, do make a tutorial for me in the next week or so cuz I gotta make the sky pure crimson red soon
this is all the red text in the console
I don't know enough and don't want to ping people that know more 🫣

me waiting for gio to get off vacation so imperium update can come out 😔
i think he's had enough free time already 🤭
ok so a few days later, i was told that it was not in fact imperium, the glitch is not related to mods what so ever, somethings just fucked up about his lethal company no matter how many times he reinstalls, full deletes save data, use administrator, etc. NOTHING FIXES IT.
You can just add this to the existing animation and the game will do the stuff for you
Or you can temporarily replace the eclipse object and or add something as a child and then use the boolean

wow that sounds weird
Idk if this is mobile but I can barely see anything on that screenshot
it is.
I think mrovs weather registry allows me to add a clip, I just don't know how to make one lmao
Oh, well never used the registry myself so far
What's the difference between the weather registry and just adding a new weather with lethal lib?
A little more options
Also you don't need to patch various shit from weather not being removed properly
Hmm okay
I'm responding to messages 🤭
it maybe related to how ive implemented killing players (which bypasses the vanilla way.. so wasnt affected by the v55/v56 update), but when running two clients, the second player (myself), even though authed for imperium, and with the setting as "invisible", "godmode" and "muted", is still being seen and killed by a masked spawned by the host. I think also when the client spawned the masked, it still saw the client too... also threw some errors about not being on the navmesh path, and having no id (when the client spawned it)
might be due to the issues im trying to fix, but thought it best to report it.
invisibility hasnt been working for me at all since some update
so it might just be broken in general
although it is possibly just a mod conflict of some sort
host is fine for me, but client seems to not be getting the settings, it maybe in my case because im on lan, using the same pc.. but i would have thought the lan/same pc issue wouldent matter.
With what entities? Some entities are just not supported yet, e.g. baboon hawks
It should work for most indoor entities if they haven't already targeted you, otherwise it might be a mod conflict
i forget which exactly
I'll look at this issue once I get back from vacation, would you mind creating a GitHub issue for it so I won't forget?
i know old birds are broken but that makes sense because they use ivisiblethreat like baboon hawks
like reported here i know masked can kill you while you are invisible
same for giants
Yep that checks out
will do. enjoy the vacay.
But do they target you? Killing might just work based on collision, independent of LoS functions (?)
i dont think so
maybe im getting confused but i feel like i remember earlier versions of imperium preventing enemies killing you with invisibility
maybe it's never worked that way
in v50, they wouldent target, and wouldent kill.
now in v55 i know the killing code changed.. BUT.. the masked im playing with dont use that function.. and they still kill me 😄
Hmmm, it might be because I patched the IsPlayerTargetable function which I stopped doing as it messed with some other stuff, so now I am only patching the LoS functions specifically
Seems logical that entities would also use this function on collision, not sure tho
they do, indirectly
probably do. if you changed that, it would make sense why they kill now.
most enemies call EnemyAI.MeetsStandardPlayerCollisionConditions
which includes a call to EnemyAI.PlayerIsTargetable
^ this is what i was told to add into my kill function.
if patching this was causing issues
you might be able to patch this instead with an invisibility check
Do you guys think it would make more sense for entities to not be able to kill you while invisible?
This whole functionality is kinda clunky anyways as every entity kinda does whatever they want sometimes
i think so
but it's also not too difficult to just avoid enemies entirely while they aren't targetting you
it just makes observing them a little bit trickier
for me personally.. i use invisibility so they dont target me.. i dont want them targetting me, because i dont want them killing me.... i want to observe how they are working, as if I am not there, including them walking through me, but if they can kill me.. ill just stand way out of the way while observing, no biggie 🙂
pretty much yeah\
imo it's mostly just the bracken that causes issues
bracken gets angry as F because of the proximity anger i think.
even with invisibility sometimes the bracken will just kill me anyway which locks you in place unless you toggle "disable locking" on for long enough to get unstuck
but disable locking causes other things to not work properly so you can't just leave it on
Normally I just delete the bracken if it somehow "kills" me
That also fixes the locking you in place
I think it's because it's trying to drag your living corpse XD
yup. its the time it takes to drag your supposedly dead body to the place it drops you, which is why you have to wait, so probably countering the dragging, would solve that.
Yeah, there was some issue with patching the targetibility function I think...but I will def look into it again, as I said, this functionality is still a bit janky and in experimental stage
I think you might be able to TP out, and if so, you can also free yourself from it instantly by pressing F3, because pressing F3 always teleports you in place, Imperium pro tip
This definitely works for giant, not sure about bracken but idk why it wouldn't
everything in everything is a bit janky atm xD lmao

is it possible to patch interface methods
i dont mean your mod, i mean v55/v56, making things needing fixing is a bish. x.x
Yeah, once I am back I probably have a good amount of time to heavily improve and fix all these bugs
Ahhaa xD yeah true, but also imperium ngl
i might be oversimplifying it and maybe there will be some sort of weird edge case that doesn't work
Wdym, which interface functions? Imperium or vanilla?
but i feel like patching the localplayer's IVisibleThreat.GetVisibility to always return 0 if invisibility is toggled on
im trying to change some things in my mod, and going from weird scenario 1, to weird scenario 2.. all because original scenario suddenly went bust while i was away for 0 reason xD
and then adding an invisibility patch to this before returning the player
might be sufficient to make it work for everything across the board
Ah C# interfaces
yeah
You can't patch all interface functions with one patch
But you can patch impl interface functions of a specific class
that ought to suffice yeah
Aren't baboon hawks also using their own system with the DoLOSCheck function? I transcribed that code ages ago so can't say for sure
But it's definitely not a bad idea
to my knowledge baboons exclusively use IVisibleThreat
which PlayerControllerB implements
but i havent looked super in depth at it
Okay interesting
I wrote it down
Also, I think the reason I removed the player targetibility patch is because we have Invisibility and Muted, so technically eyeless dogs wouldn't be able to kill you when you have invisibility turned on, even though they don't use vision at all
Which might be unintuitive
i can see that
Adding another option might be the play here
it's probably my perspective as a modder/dev more than a player, but to me the options read as "invisibility means enemies won't target or attack" and "muted means i won't make audible noises by walking"
so i've never been particularly bothered by it
but that is a fair argument to make
Yeah I can see that making sense too
Wait wdym with having no ID?
And all this only happens only on the client?
figured you might like this - I made network variables that (hopefully) support mutable types, have clearly defined "offline values," and more ownership customization (can have multiple owners)
and they're completely untested as of rn :)
oh, they aren't sealed either
Omg sounds exciting, not sure of how much use the mutable network vars will be for Imperium though, as the whole Imperium ecosystem is based on immutable types and reducers
But it might open some possibilities for large collection synchronization
they certainly support immutable types, but hopefully mutable types too
Yeah I might be able to use them instead of my own wrappers that use RPCs in the background
Tough, I would need some way to wrap it into a binding, as everything in Imperium is event based
I will probably extract this functionality into a lightweight API at some point as I think it's a pretty good framework to built clean modded code on top of
In any case, I assume network variables would better performance wise compared the current setup
every entity has an ID, it was just my code not passing on the ID, ive fixed that.
i would happily test them ;o was trying NetworkVariable all day, found what my issue was originally, gone back to your old LethalNetworkVariable for a hotfix to fix peoples issues with my mod xD but would happily look at getting to grips with your new one when they are ready xD
This mod is incombadible with MoreCompany
Are there any errors? Do you have any logs?
0190ef5b-b1b9-7f19-2109-e1d133b555f4
wait what
thats weird. This time, when I hosted the game it did work (other times it wouldn't be in the game too)
okay, about an hour ago darmuhsTerminalStuff and LethalNetworkAPI have been updated. Seems like before the update one of them was somehow messing with Imperium's initialization. 🤷♂️ Now it seems to be fixed.
Alrighty, yeah we're working on lethal network API rn so it should work with the latest version
Good to know it works
Ah, so the issue at the moment is just NetworkAPI having some hiccups? Was trying to test "Dont Touch Me" by kittenji and I see this with Imperium not working in game
reading through the log it seems like an issue with the config file (unless something mis-serialized)
although it does seem like I need to fix the network shutdown process (unrelated to your issue)
This was a brand new profile, so I can try relaunching it later to see if it'll work since the config file should be good now (presumably).
Yeah this mod is currently incompatible with Imperium as it adds an entity with a special character in its name
Imperium adds a config entry for every entity's visualizers and bepinex doesn't like special characters in config keys
It's an easy fix to just escape the names but I am currently on vacation, I wrote it down tho 
Ahh alright, good to know. Thank you!
is there anyway to make the freecam move faster? cause by default its painfully slow
Believe its scroll wheel
Scroll wheel
^
I will be working on making the controls more obvious with an in-game "tutorial" soon
Any tips why the FOV might be going crazy? This is free cam. Normal game is just fine. FOV adjust mod is installed. Haven't tested without. Don't use Freecam much so it might have been like this for awhile.
iirc happens rarely where it just goes out of control, you'll need to reset it in ur configs i think
maybe you can see the 4th dimension now
Idk someone has reported this before, it's just the FoV being really high, you can reset it in the config, idk why this would just happen tho
How does the Imperium mod behave with other players and other mods ? Is it accessible to the host only, is it working fine on every aspect of the mod ?
I'd like to use it as a game master tool for an event but I don't want to lose time setting it up if it doesn't work properly
Please add a ckeckbox to start cruisers with the engine on and filled up with weedkiller
testing jump routes is such a pain
Lobby master functionality is still in the works, currently everyone needs to have imperium installed, but this will change very soon, when I am back from vacation
When everyone has imperium installed, the host can decide whether the clients can also use it or not
Hmm good idea
Is there a way to spawn rng map obstacles like rocks? or simulate their spawning
I need it to safetyproof a specific cruiser jump
and the rocks won't spawn where i want them to
Not currently, synchronizing these objects is hard as every client needs to spawn them separately to not cause any desyncs
But I will probably add support for this in a next version
Is there a way to turn off the messages that someone has died?
Also I've gotten Oracle reports when the notifications Oracle was off.
And while I've fixed it via the config file the minimap settings sub window was broken slider, not accepting changes to the options (check boxes saved but didn't go to config or change the minimap), and it was default red instead of my breeze setting.
Hmm, the notifications showing is an error that pops up from time to time, very weird
Did the minimap settings work before?
I don't think I had changed them since before the UI overhaul? Or maybe right after, so it might have been a roll over.
Yeah this window is currently broken and I am aware of this, funny enough you're the first person to report this lol
Will be fixed in the next version 
how dare you remove any trace of boinging man
😭
the #known-travellers boinging man wiki incident
😭
soft locked in what way?
The ship doesn't properly go back to orbit
For example, dead bodies don't despawn
hmm
I got some bugs when trying Imperium inside the Unity Editor:
- The game starts with the Spawning menu already open and I can only close it by spawing something.
- The buttons in red don't work (see image, I changed the theme but they didn't change)
- I can't hide the minimap:
NullReferenceException: Object reference not set to an instance of an object
Imperium.Core.Scripts.ImpMap.OnMinimapClose () (at <5897786aa95c4753a776168eda1a6903>:IL_000A)
Imperium.Interface.BaseUI.OnUIClose () (at <5897786aa95c4753a776168eda1a6903>:IL_002F)
Imperium.Interface.BaseUI.Close () (at <5897786aa95c4753a776168eda1a6903>:IL_0019)
Imperium.Interface.MapUI.MinimapOverlay.Update () (at <5897786aa95c4753a776168eda1a6903>:IL_0288)
yeah so the first bug means there was a problem with the imperium startup
do you maybe hve logs of the startup?
Is that the right one?
<the Unity project root>/LethalCompany/BepInEx/LogOutput.log
uhh I think this stops before the error
do you maybe have a complete one?
this stops right before the UI is loaded
it should also be printed in unity editor logs when you start the game in unity
like the log window
That is all there is in that file, which is weird because normally there would be more
This is loading after into the world, haven't touched the mouse then
there did you get this log from?
oh yeah, you need lethal config and universe lib DLL, its a dependency issue
lethal config is a dependency from the input utils mod and universe lib is required by unity explorer
The Stack Trace? That was from the Unity Console
gonna install the dependencies, maybe the bugs go away
lmk if not
I downloaded the UniverseLib.Mono dll from GitHub. Where do I put it? In the BepInEx plugins folder?
yep
how did you install the mods anyways?
its weird that it copied input utils and unity explorer but not some of their dependencies
I downloaded Imperium and other libary mods like LLL from r2modman and copied the contents from that profile's plugin over to my Unity Project
The r2modman profile doesn't have Lethal Config and nothing breaks there
hmm thats odd
The dependency errors are gone but it's still not fixed
Where do mods even go to be loaded in the Unity Editor? This is my first time modding Lethal Company.
I have the folder structure:
LethalRacing (My Unity Project)
- Assets
- Lethal Company
- Game
- Mods
- Plugins
- Tools
- ... (.meta files)
- ...
- Lethal Company
- BepInEx
- plugins
- ...
I'm assuming in BepInEx/plugins but what are the folders Mods, Plugins and Tools for?
Not sure actually, I usually only use config and plugins
i think it happens if you disable the deadline from moving
like the disable deadline option?
but it doesnt always happen right? i tested it and it was fine
maybe only after some time
I know I'm just missing something but is there a way to make enemies you spawn in using the spawning menu want to attack you?
Instead of being loyal
uh they aren't really loyal lol, it just says that
they are normal entities
Oh, I just thought sometimes they just ignored me but I probably had some other setting on when that happened
yeah, there is invisibility and muted which disable hearing / vision for entities
Ah, alright
gio is cheating in real life
Any way to hide the layers panel in freecam?
Also how do I make it so I spawn entities with the dropper tool instead of just dropping it on me
With L key
currently, the placement indicator is only shown while flying or using freecam, I will eventually add an option to always use the dropper
Thanks
Happened at the company, if that's relevant
yeah, I think I know what this is
its annoying that I can't pin stuff or search within a thread
hard to keep everything in mind
omg
but I can't pin existing messages or reply to messages, right?
...what?
You can't pin existing messages? Have you ever used discord?
Doing /jeb pin #1225942840282976316 message
Would pin that message
so I just use the message ID?
Message link
is there a way to search within a thread with discord search?
I can't do in I think
You can't I'm pretty sure
Nope sadly
I also wish it wasnt a hassle to go to the start of a thread or look in pins without having to fullscreen the thread
Anyone know why this mod is causing enemies not to spawn? Enemies were spawning before even when I had this mod, but all of a sudden today they seemed to stop. When I disabled this mod, they seemed to spawn back again, but once I renabled it they stopped spawning so that's how I know Imperium is causing this problem.
Do you have logs?
yea hold up
I get 2 errors
let me send both
this is the first one
[Error : Unity Log] KeyNotFoundException: The given key 'BushWolf (EnemyType)' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
Imperium.Core.Oracle.SimulateWeedSpawnCycle (System.Random anomalySimulator, System.Random weedEntitySimulator, System.Single& currentPower, System.Collections.Generic.IDictionary2[TKey,TValue] entitySpawnCounts, System.Boolean& firstTimeSpawning, System.Int32 currentHour, System.Single currentDayTime) (at <5897786aa95c4753a776168eda1a6903>:IL_028F)
Imperium.Core.Oracle.Simulate (System.Boolean initial, System.String reason) (at <5897786aa95c4753a776168eda1a6903>:IL_02CF)
Imperium.Patches.Systems.RoundManagerPatch.BeginEnemySpawningPrefixPatch (RoundManager __instance) (at <5897786aa95c4753a776168eda1a6903>:IL_0005)
(wrapper dynamic-method) RoundManager.DMDRoundManager::BeginEnemySpawning(RoundManager)
RoundManager.Update () (at <0b5b829887344817a21214132ea92eef>:IL_006E)
what version of LC are you running?
v56
this is the 2nd
hm thats weird, do you have any other mods?
yea
but like I've had these mods for a while paired with imperium
and never had this problem
until today
very weird
yea and whenever I disable imperium, the monsters spawn
but whenever its enabled
literally nothing spawns
not even locusts
or manticoils
not a single entity
only hazards and scrap
yeah this makes sense
but I don't see how this error even occurs
ill look at it tomorrow, thsx
yea I just think the weird part is how it happened out of nowhere
It's been working fine for the 2 weeks I've had imperium
now all of a sudden today it just breaks my game
any way to get rid of the colliders and everything else not usually visible showing up on free cam?
would it be possible to add a button to advance weed growth when in orbit?
can you spawn players with it
Spawn players, wdym?
There is always a fixed amount of players within a lobby, they are hidden by default but you can teleport them to a place you want with the object explorer
Maybe he meant players from LethalInternship?
Or revive a dead player?
reviving can be done via the object explorer
where do i find this list? i found a list of this but its for the minimap. wheres the list for freecam?
It should just be there when you activate freecam...
when i hit f to activate it theres no list or anything
you can toggle the layer selector with L
tysm freecam is no longer ugly
hahaha
@distant stag Did you ever figure out why enemies just stopped spawning? I found a way to fix it temporarily, if I clear a save file and then make a new one, enemies will start spawning again, but eventually after a while, they will break and just stop spawning, and then I have to create another new save file to fix it.
hmm, did you send me a log file? its probably something in oracle
its hard to keep track of everything in this chat
i'm pretty sure it's got something to do with the fox, i remember seeing something about BushWolf not being found in a dictionary on the days when there was no entities but i don't have the error saved anywhere
Oh yeah I meant to say it here, but the respawning player function seems to not fully work for anyone but the host
In my session I could revive myself, but Id be invisible to my team. If I tried reviving them they wouldnt see themselves as alive, but I can see their respawned bodies in the ships door
^ Same
are y'all using the latest version of LethalNetworkAPI (v3.1.1)?
also are there any logs
Pretty sure I used 3.1.1, but it was a little while ago, my r2 says it was installed Aug 4, but who knows if it was the same version. Also dont have logs, but will keep an eye out if I get to the same situation
little sneak peak at something I've been working on 👀
👀
Is there any way to remotely use the terminal with this mod?
not yet, its on the roadmap but I didn't have time to look at it yet as its quite hard to make it look good
when we getting the ai behind imperium 🗣️


@distant stag hey man! Odd question, idk if anyone said this yet but. Can we customize our custom greeting? I like the star wars reference, but seeing a "Welcome Retro" or configuring the welcome itself would be such a nice QoL touch to Imperium imo.
Feel free to ping me
haha you are indeed the first one to ask this
I mean I could add it as an option but it would probably be a low priority thing as I get a lot of requests I gotta work on
because youre the first one asking for this
Sure thing, no worries! Just wondering if it was already a feature or not. Loving the mod, helps my friends practice nutcracker hunting
🌰 💥
tyty 
I always just assumed there was a config setting for it lol
Tried looking for a couple months lol but nah
I found a rather weird bug, when you have Imperium, ShipWindows and WeatherRegistry installed.
Basically if there's more than one custom weather added, when you visit any moon with a weather that was registered after the first one, Imperium causes ShipWindows to skip this patch https://github.com/Test-Account666/LethalCompany-ShipWindows/blob/6825bd9aaf7899a37a028df51ae1df6afb3ecc34/ShipWindows/ShipWindows.cs and space skybox never gets disabled.
You can reproduce it with the attached plugin and visiting a moon with Snowfall weather. The added weathers are just dummy placeholders without any custom code, so they aren't causing it by themselves. Removing Imperium fixes the glitch.
interesting, what patch exactly are you referring to? the link only leads to the file itself
oh, oops. this one: https://github.com/Test-Account666/LethalCompany-ShipWindows/blob/6825bd9aaf7899a37a028df51ae1df6afb3ecc34/ShipWindows/ShipWindows.cs#L411
weird, I never even touch this
why aren't you green anymore!
got demoted
@distant stag Mentioned this before but every-time the kidnapper fox tries to spawn in on a map, I get this error and then it just completely makes it so enemies can no longer spawn in or outside of the facility unless I use a new save file
[Error : Unity Log] KeyNotFoundException: The given key 'BushWolf (EnemyType)' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E) Imperium.Core.Oracle.SimulateWeedSpawnCycle (System.Random anomalySimulator, System.Random weedEntitySimulator, System.Single& currentPower, System.Collections.Generic.IDictionary2[TKey,TValue] entitySpawnCounts, System.Boolean& firstTimeSpawning, System.Int32 currentHour, System.Single currentDayTime) (at <5897786aa95c4753a776168eda1a6903>:IL_028F)
Imperium.Core.Oracle.Simulate (System.Boolean initial, System.String reason) (at <5897786aa95c4753a776168eda1a6903>:IL_02CF)
Imperium.Patches.Systems.RoundManagerPatch.BeginEnemySpawningPrefixPatch (RoundManager __instance) (at <5897786aa95c4753a776168eda1a6903>:IL_0005)
(wrapper dynamic-method) RoundManager.DMDRoundManager::BeginEnemySpawning(RoundManager)
RoundManager.Update () (at <0b5b829887344817a21214132ea92eef>:IL_006E)
okay , yeah I found it and fixed it
thx for the report
this was probably also why Oracle was always off when the fox spawned during the day
alright cool
The annoying thing was it was always happened when I got a high quota lmfao so restarting was annoying
Like I'd be at 2k quota and then the game would decide to break
rip
Basically wasting my time
😔
do you happen to know what audio source these noises are using? weird that speeding up the animator changes the noise speed
I made it so the animator is only sped up during the start and landing sequences now but there are still a few seconds of squeaking when landing and taking off, so I thought maybe I can mute the noise during that time
they're probably animation events?
if you look through the animationclip and find whatever function it's calling or something like that, it'll show the audiosource
i dont have the unity project 😭
how have you gone this far
okay uh, do you happen to know what the ship object is called or what teh animation clip is called lol
the animator alone would be enough actually
im usually looking through YAML files manually

disgusting
but its annoying with build-in components like animators
hard to follow
idk looking at YAML files taught me so much about how unity works under the hood
ye but do u know what the ship animator is called or what the gameobject it's on is called
probably?
nah
im looking through the list of animations
i think it's shipIdle
that plays two audios
yeah I see PlayAudio1 and PlayAudioB2
yeah that's what im looking at rn
it's a 17 second long clip
so i wouldnt be surprised if making it faster made it turbo with the shake sound or whatever that is
smoke alarm ass effect
maybe it doesn't make it faster
but it just plays the first 0.1s second over and over
i wouldn't see why this would speed up the audio source
it only calls the play audio function over and over
yeah doesnt it call the play audio function faster, instead of every 17 seconds now like every 3 seconds
depends on ur speedup but yeah
true, lemme see if i can find that
it mentions the 2 functions but not what objects they are called on, I assume its just the same object on some component (?)
it's HangarShip on the hangar ship itself, lol, and LampSqueakAudio
lemme check the clips to make sure
yeas
it's definitely this
hmm now I just need a refernce to that
in that prefab is this?
or is it directly in the scene
perfect thx
ye
yeah so its just connected by being on the same object
and I need to get component myself I guess 
mhm

unfortunately I disabled the UI to view or modify spawn chance values
there is entity prediction which simulates what entities are gonna spawnn, but if you just wannt the raw base values, you could look on the wiki or in the game files directly, what exactly are you looking for?
oh, ok!
No issues.
The thing is that I'm starting to set up manually the scrap ID and Monster spawns but I wanna make sure I wrote it correctly on CentralConfig.
Specially cuz it's Cap sensitive
well I am working on re-implementing the UI again but its not the highest priority rn, I'd recommend to use unity explorer in the meantime
what is highest priority!
optimizing every single list so Imperium can run smoothly with a thousand entities on the map
I have an issue with my log files, as Imperium uses colors and I guess doesn't close properly the color
Imperium doesn't really use colors, my guess is that your editor has problems with the \o/ and thinks the backslash is escaping something
You're right, it is because of my editor
Idk if it's just me but I can't spawn oldbirds from the spawn menu.
I'm getting this on startup, even with only imperium installed
[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()
seems like test had the same issue before #1225942840282976316 message but I couldn't find any resolution
Yeah, this issue is already fixed in the next version, release very soon
Imperium v0.2.2 [Beta] - The Event Log
Besides a load of QoL changes, bug fixes and compatibility changes, this update is aimed at the implementation of the event log and the tape measure. The event log is a tool that allows you to track in-game events such as entity behaviour, targeting and noise detection more easily.
Another change is that Imperium is now usable even if not everyone in the lobby has it installed. There is currently no desync guarding, meaning it is possible to cause desync issues when clients don't have it installed, so use with caution! I will be working on automatically deactivating certain functionality based on the lobby to avoid these issues in the future.
Note: This version of Imperium is compatible with the Version 60 of Lethal Company.
Highlights
Event Log
The event log allows you to track specific game events such as entity spawns, noise detection, entity targeting and LoS detection and more.
Tape Measure
The tape measure is a virtual tool to measure distances in the game. The tape measure supports axis snapping when holding down the Alt key. It also tries to snap to surfaces as well as possible.
The tape measure can be activated with the O key by default
Added Stuff
- Added the event log to track specific game events.
- Outdoor map objects (e.g. trees, rocks, pumpkins) can now be spawned, teleported and removed.
- Vain shrouds can now be teleported around and removed from the map.
- Added teleportation to fire exits to the teleportation window.
- Added a virtual tape measure to measure distances in Unity units and meters.
- Added an option to make the player untargetable for entities.
- Added an option to disable all UI tooltips.
- Added visualizers for the Roaming Locusts detection ranges.
- Added visualizers for the Coil-Head detection radius.
- Added an option to control the player's flying speed.
- Added various debug options for the Company Cruiser.
- Cruiser god-mode option makes the cruiser invincible to damage.
- Infinite turbo option makes the cruiser have turbo permanently.
- Instant ignition option ,allows you to always start the cruiser on first try.
- Sliders for push force and acceleration.
- Added various new default insights to the player and selected entities.
- Added sliders to indicate the current field of view and movement speed when using the freecam.
Changes
- Rewrote the object explorer lists to use object pooling to support basically an infinite amount of objects on the map with minimal performance impact.
- Teleporting an item now causes it to play the drop SFX which can be detected by entities.
QoL Improvements
- Min and max zoom icons are now clickable in the map zoom slider.
- Replaced the icon of the preferences window with a more suitable one.
- Reordered the dock buttons to improve intiution.
- Added various tooltips to help simplify the navigation of the UI.
- Improved teleport indicator navigation.
Internal Fixes
- Fixed a bug where the weather wouldn't update on the ship's screen when in orbit.
- Fixed a bug where the player would keep bleeding when activating god mode.
- Fixed a bug where the damage UI overlay wouldn't go away when activating god mode.
- Improved the first-person visualizer tracking of the shotgun visualizer by digger1213.
- Upgraded LethalNetworkAPI from v2 to v3.
- Fixed a bug where scrolling would result in error spam in the logs.
- Added fallback to Imperium startup if errors occur.
- Added interval timing to Insight generator functions to greatly increase performance.
- Fixed a problem with the zoom slider in the map interface.
- Fixed problems with the factory reset functionality.
- Fixed a bug where items would fall through the ground when spawned via freecam.
- Imperium's assets are now bundled with the DLL, simplifying debugging.
- Fixed the spawn report to actually log spawned entities.
- Fixed the Baboon Hawk's LoS visualizers.
- Fixed an Oracle problem related to the spawning of weed entities.
- Fixed a bug where the ship ambience noise would be sped up.
- Fixed a bug where spider webs would be indestructible after the spider has died.
- Fixed a bug where mods that add entities with special characters in their name would interfere with Imperium's launch.
- Fixed a bug where the freecam's field of view would get stuck.
nice, vainshroud options, do they even still spawn?
nope, they are disabled in v60
that is amazing
Huge update
i thought it was already possible to use imperium with not everyone having it, i've had it just installed it on host to test with vanilla clients
tape measure w
uhh it might have been if you upgraded lethal network API
oh yeah i definitely did that, that'd be it lol
maneater is called large axle for some reason?
first one summons a maneater, second one summons a large axle
for some reason thats in the game files like that LOL
maybe leftover jank from making the maneater carryable ig
also, conflict with sellbodiesfixed where summoning a shotgun crashes the game
do you have logs?
yea
gimme a moment to crash the game again
looks like sellbodiesfixed isnt quite v60 compatible yet so might just be caused by that
might be
I was working with the large axle and honestly thought I'd messed something up lol
masked have names now? is that imperium giving them? or does the game give them names now? lol
Well masked usually have the names of the players they killed, so I just added this feature to be able to set this when manually spawning one with the API
ah i see, its cool, because it means can easily identify different monsters of the same type while testing, thanks 🙂
maybe a bug, or maybe signs of v60 breaking shit..
was on lan, with host and client.
both host and client had invis + muted turned on.
masked still chased the client.. and after the client got grabbed (so i left to see if it was client or host mid-kill animation), the masked then sat there staring at the host, but didnt chase them, while before it ignored them and didnt seem to see them.
Yeah masked have a lot of custom targeting code, like they can look at you when you enter a certain range, but if you're untargetable they can't really chase you
But it might be that the invisibility / targeting might still cause some desync, I'll look into that tomorrow
the cruiser that been bought is uhhh nowhere, just the white rope
the ship came down but no cruiser
Imperium crashes when i have E held then then press F1
how to reproduce the bug: do things like hold on the cruisers hood to open/close it and press leftclick to spray it with weedkiller while also pressing F1 to bring up the menu
If that's not it then it just randomly crashes somtimes when i press F1, happens quite frequently since v60
maybe its standing on the cruisers hood when pressing F1
spams this log
@distant stag
Impreium fails to launch
I have nothing else but imperium downloaded and I'm on v61
(nothing else excluding the dependencies)
Imperium works for me v61 for what it's worth
I'm unsure if it's Imperium but I can't spawn my item through it; I can spawn it with the normal dev mode controls in the pause menu though:
[Info : Imperium] [NET] Client sends SpawnItem data to server.
[Debug : XL Scrap] Spawn with Value: 137
[Debug :MaxWasUnavailable.LethalModDataLib] Loading data from file LCSaveFile3.moddata with key XLScrap.ModSaveFile.XlHolderLocations...
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkList`1[T].Add (T item) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
XLScrap.Models.XLMainItem.InitialiseHoldersServer () (at C:/Users/Henit/Desktop/My Files/Side-Code/LethalMods/XL Scrap/XLScrap/Models/XLMainItem_Base.cs:86)
XLScrap.Models.XLMainItem.Start () (at C:/Users/Henit/Desktop/My Files/Side-Code/LethalMods/XL Scrap/XLScrap/Models/XLMainItem_Base.cs:61)
Imperium.Core.Lifecycle.ObjectManager.OnSpawnItem (Imperium.API.Types.Networking.ItemSpawnRequest request, System.UInt64 clientId) (at <00411e104d9c4e109e57435efb06d478>:IL_00EE)
Imperium.Netcode.ImpNetMessage`1[T].<.ctor>b__8_0 (T data, System.UInt64 clientId) (at <00411e104d9c4e109e57435efb06d478>:IL_0023)
LethalNetworkAPI.LNetworkMessage`1[TData].LethalNetworkAPI.INetMessage.InvokeOnServerReceived (System.Object data, System.UInt64 clientId) (at ./Public/LNetworkMessage.cs:152)
LethalNetworkAPI.Internal.UnnamedMessageHandler.HandleMessage (System.UInt64 clientId, System.String messageID, LethalNetworkAPI.Internal.EMessageType messageType, System.Object messageData, System.UInt64[] targetClients) (at ./Internal/UnnamedMessageHandler.cs:279)
LethalNetworkAPI.Internal.UnnamedMessageHandler.SendMessageToServer (LethalNetworkAPI.Internal.MessageData messageData, System.Boolean deprecatedMessage) (at ./Internal/UnnamedMessageHandler.cs:187)
LethalNetworkAPI.LNetworkMessage`1[TData].SendServer (TData data) (at ./Public/LNetworkMessage.cs:264)
Imperium.Netcode.ImpNetMessage`1[T].DispatchToServer (T data) (at <00411e104d9c4e109e57435efb06d478>:IL_001F) Imperium.Core.Lifecycle.ObjectManager.SpawnItem (Imperium.API.Types.Networking.ItemSpawnRequest request) (at <00411e104d9c4e109e57435efb06d478>:IL_0000) Imperium.Interface.SpawningUI.SpawningObjectEntry.Spawn (UnityEngine.Vector3 position, System.Int32 amount, System.Int32 value, System.Boolean spawnInInventory) (at <00411e104d9c4e109e57435efb06d478>:IL_00AC) Imperium.Interface.SpawningUI.SpawningUI.Spawn (Imperium.Interface.SpawningUI.SpawningObjectEntry spawningObjectEntry, System.Int32 amount, System.Int32 value) (at <00411e104d9c4e109e57435efb06d478>:IL_00F9) Imperium.Interface.SpawningUI.SpawningUI.OnSubmit () (at <00411e104d9c4e109e57435efb06d478>:IL_003D) Imperium.Interface.SpawningUI.SpawningUI.<InitUI>b__10_1 (System.String _) (at <00411e104d9c4e109e57435efb06d478>:IL_0000) UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <e27997765c1848b09d8073e5d642717a>:IL_0010) UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0025) TMPro.TMP_InputField.SendOnSubmit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0076) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067) UnityEngine.EventSystems.EventSystem:Update()
For context, on spawning the one I invoked, I spawn additional items and add it to a network list on the original item. The network list seems to not be initialised correctly when spawning via Imperium now (it worked before)
damn the company is scamming us...
do you have logs for that?
like does it say "Imperium failed to launch"?
bug report
moving while steering in the cruiser then pressing F1 will crash the game
logs? 
thonk
I'll go fetch that
From starting up the game all the way to starting a lobby
thankx
full crashes to desktop usually need a crash dump to feed into WinDbg
might be able to get a little clue from that hopefully
(in subfolders of %tmp%\ZeekersRBLX)
I think the crash was due to a function feedback causing an indirect stack overflow with RPCs so the game just freezes forever
ahh, if it's a freeze that makes sense
Yeah I don't think it actually crashed
usually when I hear crash I think of the crash handler popping up
Yeah people tend to overuse the word crash I think
yep lol
I get it, but it can be a bit tricky to navigate bug reports because of that
depending on who you ask, the question "was it a crash to desktop" may sound stupid but it's necessary
I wonder what causes the game to really crash, like I had it a few times but I can't recall why
It should be unlikely to cause a segmentation fault or similar
there's a few things I've seen cause engine crashes, the most common being some bug with HDRP where it isn't happy with some shadow mapping things
Classic HDRP
yeah
probably doesn't help that the unity version hasn't been updated
I wonder where we'd be if it was up to date
surely it would run far better 
I'm not sure, this is a LTS version of unity I think
Isn't it meant to not be updated? And wouldn't it probably take some effort to change everything as they change things between these versions?
I think it is an lts most likely, but not sure if it's up to date
their website seems to indicate that 2022.3.42f1 is the latest, but I'm not sure how the LTS versions are handled
yeah right
yeah this is because currently Imperium creates a feedback loop when the game moves you while opening the menu, I will publish a fix soon
what mods are you using alongside Imperium here? do you have a modpack code?
even if you only used Imperium, this has never happened before so I'd like to test with your modpack code
I downloaded hdlethalcompany beforehand but removed it
could you still send the modpack code? so I can try to replicate it
Imperium manually calls the start function for every item immediately after spawning to init values, and it seems like this causes some errors with your mod somewhere
have you tied to create a new profile and try again? because I don't get any errors with that code
also, are you on a hard drive?
I'll try
yes
Imperium used to work fine before
although it's the first time I'm using it on Gale
could this have any links ?
whats gale?
this is an input utils issue, apparently its loaded before unity is ready, weird that this only happens in v60 but probably unrelated to imperium
#1246088342458863618
interesting, yeah this is more likely to be the problem rather than Imperium
I tried downloading it manually, didn't work either
I'll try with r2modman
still dosen't work
that's really wierd
yeah very weird
yeah, ive never seen that running 1 account, was actually fixing some sync of variables for my mod, so had to have the masked be around 2 players at once 😄 it was just all really weird.
edit:- infact, may actually due to a desync in my mod in regards to the timing of player detection (as there is differing chances of a player being detected), so maybe i need to look at that
Sorry to hijack your thread but, @spare lagoon could you try out this dev build of InputUtils. You can download it at the bottom of this Page or if you don't have a github account, here's a direct download
this should probably fix the issues you were experiencing
Weird, worked for me on phone lol
another day another role
Eh I got rid of my pink role etc
I was made at some dum drama and asked to be removed from pinbot stuff 
I don't have an account and captcha is not letting me :(
any other ways of downloading it ?
thanks :]
I generally prefer linking the artifact on github so users can verify themselves that the dll I'm sending them matches the source code
I assume because now Imperium dosen't even shows up
you assume what?
abt that
sorry, confusing writting
but yeah, it did not work
could you send the log?
hmmm
that's unfortunate
looks like I won't be able to easily fix this
if I delay input utils until unity is ready
other mods expect input utils to have their stuff ready before hand
how does that even happen? it load synchronously, no?
well
I can't delay input utils synchronously
or it will block other mods from loading
and by extension
it blocks Unity from loading
so I tried making it so InputUtils queues the registeration until unity has loaded
but other mods expect InputUtils to have their InputActions ready
so I can't do that either
no I mean how does it even happen that sometimes unity doesn't load before mods
if its all executed in the same thread
the InputSystem specifically isn't loaded yet
workarounds all suggest waiting until Unity has loaded
but I can't do that without breaking other mods
this is a terrible idea but
I could make a separate mod that patches every single mods awake function and delays them until after the InputSystem loads
it would just be called "Low-speed Disk InputUtils Fix" or something
since this seems to only really be an issue caused by Unity being too slow
four real
were freecam controls changed?
trying to toggle layers, thunderstore page says the key is space but that's just moving my camera up
no other mods installed
in v60, it seems like there's a conflict between lethalquantities and imperium, where if entity weights have been changed, when one tries to spawn this happens
have tested with only lethalquantities and imperium + their dependencies and it still seems to happen no matter what if entity weights have been touched in LQ, i reported it on their end too
So you have logs?
thy punishment is death
Unsure why it worked before, but I see Start is called twice (at least as of writing this), once before the network object is spawned and once after. I've put in code to ignore network initialisation on the first call (i.e. if !IsSpawned) and now it works again. Thought this might help others if they encounter a similar issue
huh intereating, well I need to look over this code at some point, I realized the start if only called manually on the host anyways
Not exactly sure if imperium is causing this error, but whenever I try to land on a modded moon (specifcally the harvest moons mod) this error pops up, it doesn't always happen though.
If you're in freecam while the ship takes off you get softlocked
you can't get out of freecam anymore
the respawn button for entities just deletes them
logs?
there is probably a problem with getting the net ID
something like can't get value for non-null yada yada
actually i've just realized my imperium isn't up to date, let me update first and check again
still happens, here's the log
could you install lethallib, so I can see the IL pointers?
ty
lol i just tried to respawn a maneater and it deleted the elevator
i dunno, might test that now actually
i think it might be because i'd last placed the maneater into the elevator
the null reference happens in the same spot but the elevator disappears instead of the maneater
respawning again deletes the maneater
so far my replication has been to place the baby maneater into the elevator, let it ride the elevator up, kill it outside the elevator, then respawn it
okay so it only works with the maneater, after you killed it?
i haven't been able to do it while it's alive at least
might be because its like an item / entity hybrid
i think it's a separate bug, also happens when deleting the maneater normally
not related to the null ref
steps seems to be:
place maneater in elevator
kill maneater
delete maneater
wait im a bit confused, what are the two bugs?
one bug, null reference happens when respawning any entity (which causes that entity to just be deleted instead of respawned)
2nd bug, deleting a killed maneater after placing it into the elevator deletes the elevator (there is no exception logged)
hmm okay
does that only happen with maneaters or with other entities too?
i'm like 90% sure it's something to do with the maneater's 'item' being left in the elevator after it transforms in it so probably not
but i'll test
yeah that would make sense...somehow
heres a clip if it helps, real weird one lol
The new infinite boost checkmark sometimes makes your first boost "stick" and not work

never spawn ||maneater|| when your in orbit worst mistake of my life
so, i added imperium to my large modpack
but i am unable to open it's UI
pressing F1 doesnt do anything
Probably a mod incompatibility, do you have logs?
2 MB log file oh lord
apparently there is a duplicated item or entity called 'ToxicFumes' and Imperium doesn't like it when there are duplicated entities
okay nvm its a spawnable outside object that fails to load
it would be helpful to know the mod that adds this but I added a temporary fix to Imperium for this
the 2 MB file would be because of all the moons and interiors, right? or is it just the 235 mods in general?
yeah all these mods add a lot of logs
so should it work now? or how can i fix the issue?
because my function buttons werent doing anything when pressed
it will be fixed in the next Imperium version, not sure when I am gonna release it
do you have any idea what mod is adding this outside hazard?
hmm interesting
yeah im not sure
woah wait a sec.. (not rlly related but) how come the log i sent above has the wrong date and time?
its almost like it never updates... this happens everytime i send a log... so idk if its even the mod log im using atm
uhh no idea, I honestly never paid attention to that
but there definitely is an Imperium statup error there
😒 hopefully gets fixed with your update
well yeah but the item is still duplicated, meaning you won't be able to spawn these items correctly
so it would be better if the author of the mod fixed it
depends on what duplication actually means
Imperium indexes outside spawn hazards by their name in order for them to be able to be spawned
im added a fix that just distincts the list before converting it to a dict but that will mean one object will get lost and it will not be able to be spawned
its the prefab object's name thats duplicated
yeah a lot of those might end up being destroyed
because of how referencing vanilla content works
(via lethallevelloader)
I never had this issue so far but I also only recently added the feature that lets you spawn outside objects
is there a way to make it so they have distinct names?
no
they need to be the same
(assuming this is related)
when custom content references vanilla content its actually referencing the asset ripped copy of said content
so when lll loads their content i find those copies and replace the references to the real thing
(then destroy the copies)
I am not sure I fully understand what you mean but isn't this here just a matter giving all your added prefabs a different name?
the kinda tldr is that you can't ask that tbh
if your system breaks by a spawnableoutsideobject having the same name twice you need to redo your system
like EnemyType.enemyName and Item.itemName should also be unique, no?
Should they be?
nothing should be unique
it would be ideal but like
nothing in unity neccasarily requires this
nor lethal
well I added a fix but this will mean it will never be possible to spawn any of the duplicated objects with Imperium but the first one that it finds
because afaik there is no other method to communicate an item spawn over the network, other than by the prefab name
wait realising networkobjectreference probably doesn't work for non spawned objects
yeah exactly, these are all local
hmm I guess I could do that but it seems like the smallest desync in loading the lists or just one more objects on either side will completely throw off all indices
I maybe could just keep them grouped and use the name and an additional index for duplicated items
i don't know how to phrase this in a way that doesn't accidently come off as rude but at that point you just gotta make good code aha
that sounds way better, how come I didnt think of that
i wish zeekerss did more index stuff 😭
more? doesn't he uses indices everywhere?
sometimes he will do stuff super weirdly
im not sure what you mean with this, like that my code works with other mods' code?
like how moons reference dungeons by id that gets used as a direct index rather than the reference to the dungeon itself which is used to get its index
nah like so that your lists aren't desynced 😛
ahhh, yeah I guess, but is there a way to make sure the lists are synced?
because all I can do is make sure they are loaded in the same order, but I cant communicate them in any way as the index is the one thing that is synced, idk how to say this but how would I detect a list desync if there is no way to identify objects but their index in said list
well at that point you can use their names for validation in a worst case
they can't confirm it is synced but a mismatch would certainly prove their not kinda thing
I think the hybrid approach would be best here, index them by name but index them (name -> list[obj])
if multiple objects have the same name, they will be added to the same list
there is a name for this kind of datastructure but I forgor
It makes sense, if u didnt think of it then u couldn't have thunk of it

btw random question, but how come we don't have a "global" naming system for modded items like in minecraft? where items and entities have an identifier containing their mod ID
because there's like 5-6 active modders who know how to program at any given period in the community and none of them are paid 😭
LLL has some cool info in that lane though
all content is stored in a ExtendedMod which has a modname and authorname
incl. vanilla
Yeah LL has that too, modded content will usually be registered with these things
is there a way for me to retrieve this information? I'd imagine just like in MC, this could be hugely useful for spawning / communicating things
yeah of course
LethalLevelLoader.PatchedContent has lists full of all sorts of things that are mostly filled
some helper functions to identify stuff too
also, this is kind of an embarassing question but can you add all kinds of things with LLL? I never really used it or added content myself as I am not a modder besides making Imperium
I assumed you would use Lethal Lib to add scrap and stuff because its kinda related to LLL (?)
okay, I'll definitely have a look
yeah it supports moons, interiors, items, enemies, story logs, vehicles
footstep surfaces
moons and interiors have the most love
Footstep surfaces, the bane of me
so is this mod compatible with lethal lib or is it like either LLL or lethal lib?
because some of these things are also possible with it, no?
LLL was originally built as a fork of ll 😛
I havent observed any problems with them being together, there was a dungeon patch that broke things* but that got removed by hamunii or batby
they bad enough to hear problems pop up sometimes but good enough to where the voices aren't loud enough for me to look at yet
LL supports more but LL just registers stuff
ohh, I see, I should really add a moon and some scrap at some point, I am not very familiar with the modded ecosystem
ive only really worked with vanilla
LLL (and LL mostly) handles content the same way vanilla does
for the vanilla features anyway
LL and LLL KEK
i basicially have classes that house a reference to a original piece of content + any new feature
naming.exe
eg
ExtendedLevel
SelectableLevel
[SomeCustomFeature]
Don't worry, we took liberty in not copy pasting L four times for CL
lethal little bit of everything loader
This is for LL, everything except dungeon api works afaik
Speaking of which, the shop works in LLL when?
why is it broke again
Oh did u do a fix for it recently?
I'm referencing the same problem that s1ckboy has had with registering shop items
okay so LLL for stuff it supports and LL for everything LLL doesn't support?
It's a 50/50 for him whether it shows up in the shop and often desyncs the shop purchases
also I trust batby and I have never talked to evaisa so idk how I feel about using LL 


