#Imperium

1 messages · Page 4 of 1

feral sentinel
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another thing that keeps bugging me that i keep forgetting to ask about

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when you have instant land on it makes the ship "squeak" ambience loop endlessly every couple of frames which is very bothersome

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this sound

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since it's tied to the ship animator which i assume gets sped up

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if that could be fixed it would be cool

formal flax
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yeah the animator gets sped up
it used to be skipped entirely iirc, but that was causing compatibility issues

distant stag
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Yeah I need to somehow change that the speed only changes during the landing and takeoff

mighty swallow
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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

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might catch a lot of invalid content for various reasons

distant stag
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Hm wdym exactly with problematic?

mighty swallow
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It catches everything which may include content that you don’t want

distant stag
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In what context? Are you talking about the unity function?

mighty swallow
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resources,findallobjectsoftype

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not everything in memory may be what you want

distant stag
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Well I don't do this very often, right? What would you suggest instead?

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I think I do it once at the beginning of the game to get all the static prefabs, items, entities, etc

mighty swallow
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It’s not a performance concern, it’s a rotten apples on the tree concern, can elaborate tomorrow

distant stag
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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

torn bough
rigid wolf
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Ah so that's what's causing that. Now at least I know I don't need to worry about it too much.

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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.

waxen scroll
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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 😭

distant stag
distant stag
waxen scroll
distant stag
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hehe alright but the suggestion is on the list

bitter compass
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i need a config that deletes imperium

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i hope my feedback is appreciated and put on the list

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ty

rigid wolf
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I have not hunted it down yet, unfortunately.

distant stag
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To remove imperium you need to install it first

bitter compass
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only if it lets me delete it from other machines

distant stag
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You can delete system32 on clients via an RPC if you want

bitter compass
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perfect

distant stag
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Well making it delete itself is kinda shady

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Kinda feels like a hacked client feature

jovial verge
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impum

formal flax
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impum :3

distant stag
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:3

formal flax
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impum 🤝 lodston

distant stag
formal flax
agile lynx
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Down with lodston

distant stag
chrome pilot
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Anyone know the revive command ?

distant stag
chrome pilot
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Haha o_o

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IM a nob and can't find anything xD

distant stag
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It's in F1 and then the button that says Control Center in the tooltip

junior shell
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haha bro is a nob!! 🤣👉

rigid wolf
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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.

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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.

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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.

tight wharf
rigid wolf
tight wharf
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yup, 0.1.17

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i've changed some things in MrovLib and everything downstream broke

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fun

rigid wolf
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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.

tight wharf
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that is really interesting

distant stag
distant stag
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Does this happen when the host or a client spawns a cruiser?

distant stag
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Hmm interesting

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I'll have a look

untold jay
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is it possible to disable Oracle at all?

distant stag
untold jay
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because it makes profiling hard due to allocations and lag spikes

distant stag
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Do you have a report of that? I don't really understand what would lag so hard

bitter compass
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@distant stag figured out where the experimentation fog was coming from

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it's te Effect Enabled in here

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turning that on and walking through the trigger just enables it until you leave the moon, cant disable either lol, auto re-enables

distant stag
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But nobody ever listens to me anyways SS_WAHHHSOB

distant stag
bitter compass
bitter compass
distant stag
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welp

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Zeekerss shenanigans

bitter compass
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my guess is he checks every update if you're inside or outside for it

feral sentinel
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is this about dustclouds

distant stag
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Yess

pastel inlet
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even though i set the notifications all blank i still get notifications for dealing damage to enemies and spawning them

formal flax
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I think the damage dealing notification isn't under the notifications tab
pretty sure it's under insights somewhere?

torn bough
distant stag
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But maybe, try restarting the lobby as nova said

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Weird issue...

torn bough
wheat turret
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Spawning Masked seems to be bugged right now.

distant stag
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Bugged in what way?

wheat turret
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Trying to spawn a Masked with F2 puts out this

distant stag
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Uhhh

distant stag
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This issue is fixed in the next version but it thought it was just an intermediate issue in the preview

wheat turret
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It's actually a couple entities I found so far

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Masked, Barbers, and Butler Bees seem to not spawn with F2 properly

distant stag
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What about baboon hawks and tulips?

wheat turret
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Baboons and Tulips work

distant stag
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That's very weird

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But I still think this will be fixed with the new network API

wheat turret
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Spike traps cannot be spawned either

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Traps cannot be deleted either it seems

distant stag
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I think this is an issue with lethal network API, looking into it rn

distant stag
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Because this RPC uses different network packages

wheat turret
distant stag
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Weird if it would be causing the same issues

distant stag
# wheat turret

I think this is spawning, do you have one for deleting them?

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Or is it both? I'm on mobile so it's hard to check the logs

wheat turret
distant stag
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Thankss

buoyant cipher
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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?

distant stag
buoyant cipher
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what mods are incompatible ussually?

distant stag
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I try to reduce incompatibilities and fix them when someone reports something

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There is a sheet with known stuff but it's only really the minimap mod rn

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But that's causing UI issues mainly

bitter compass
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this mod is incompatible with my state of being

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if u can just delete it, that'd help

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thanks!

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very happy u accept compatibility requests

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❤️

buoyant cipher
untold echo
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imperium can make rend flooded when you start a new save file for some reason

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also not sure if this is a bug but the intro speaker doesnt play with it on

distant stag
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Pretty sure I started the game well over 1000 times by now and I would have gone insane lol

distant stag
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Maybe a weather API incompatibility

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@tight wharf maybe relevant ping

untold echo
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no its not with other mods

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it just randomly happened

tight wharf
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first day weathers are dependent on number of moons only

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in vanilla

distant stag
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Still a mystery to me but maybe related?

late needle
bitter compass
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what did lethalnetworkapi do 😂

late needle
bitter compass
tight wharf
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I'm trying to go through the backlog in my free time, but there's so much to do and so little time 😓

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I'll definitely let you know when I'm gonna be testing that

late needle
wheat turret
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Masked, Barber, Butler Bees, and Spike Traps spawning works now.

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Traps are also deleting properly.

late needle
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oh cool

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pushed the fix, should be propagating now

wheat turret
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Just found another issue though.

late needle
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that seems to be a bit more of an issue with Imperium, so that'll be up to giosuel

distant stag
distant stag
distant stag
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Very nice, I can look at the other one tomorrow

alpine glacier
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Still waiting on a fix for that keybind issue SCaraara

distant stag
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Feel free to open a GitHub issue tho so I don't forget to fix it once I am back

bitter compass
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enjoying your vacation huh? selfish modder smh

distant stag
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I'm sorry I will work 2.69x as hard when I come back I promise !!1!

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Also, did you get a promotion or something?

bitter compass
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something like that

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i have a fancier colour

late needle
distant stag
bitter compass
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i apparently knew enough about one of these new categories to be offered the promotion #dev-enemies #dev-interiors #dev-item… #dev-moons

distant stag
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Damn I'm not active in any of these

bitter compass
distant stag
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Though I probably could help people with the knowledge I gathered so far

bitter compass
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tbf

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they're just so i can pin important shit

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but yeah i mostly just hang around those channels

distant stag
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But..but...purple

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That's way more important

bitter compass
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so true, maybe if you pioneer a new category you'll have it one day KaguyaPensive

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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 DogeKEK

bitter compass
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maybe if imperium worked properly as an api Run

distant stag
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SOON OKAY

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this wasnt even my intent, I just added this as a side feature

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And it might become the #1 use case now

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If devs are gonna use it that is, idk how many of them even know imperium

bitter compass
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dunno either, wouldnt be hte first time i had an api made only for me ~~ #1203871322841808906 ~~

distant stag
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LOL

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Well maybe you can find me a few more users for some extra dev motivation TE_trollSmile

bitter compass
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most people debugging i know use it, we'll see how many people would use it for actual api purposes

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probably quite a few if it's useful enough

distant stag
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Lol

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This is a feature I am also working on

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Had no idea this is a mod already

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Well for vanilla stuff, this is more advanced

bitter compass
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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

distant stag
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Interesting

wheat turret
distant stag
bitter compass
tight wharf
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i mean

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i get it

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but at the same time

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💀

bitter compass
tight wharf
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you've convinced me, i'm not gonna make the wiki lol

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trying to gatekeep that shit so i'm relevant

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🤭

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no, but really

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i want to create some starting docs for the weather stuff

bitter compass
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Lol

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I wouldn't know what docs to write

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There's no basegamr script to inherit from

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You just need to code whatever script you want to happen

tight wharf
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i mean

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how vanilla works (so what variables do, the sun animator shit and others?) and how Registry handles stuff

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and i think that's it

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also make video tutorial for that lol 🤭

ebon elk
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the mod menu does not open and gives this error

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What could be the problem? thank you in advance

late needle
bitter compass
ebon elk
tight wharf
bitter compass
torn bough
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me waiting for gio to get off vacation so imperium update can come out 😔

tight wharf
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i think he's had enough free time already 🤭

buoyant cipher
# buoyant cipher ok thank you

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.

distant stag
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Or you can temporarily replace the eclipse object and or add something as a child and then use the boolean

distant stag
buoyant cipher
bitter compass
distant stag
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Oh, well never used the registry myself so far

torn bough
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gio no more vacation!

distant stag
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What's the difference between the weather registry and just adding a new weather with lethal lib?

bitter compass
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Also you don't need to patch various shit from weather not being removed properly

distant stag
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Hmm okay

tight wharf
manic ember
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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.

feral sentinel
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invisibility hasnt been working for me at all since some update

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so it might just be broken in general

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although it is possibly just a mod conflict of some sort

manic ember
distant stag
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It should work for most indoor entities if they haven't already targeted you, otherwise it might be a mod conflict

feral sentinel
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i forget which exactly

distant stag
feral sentinel
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i know old birds are broken but that makes sense because they use ivisiblethreat like baboon hawks

feral sentinel
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same for giants

distant stag
feral sentinel
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i dont think so

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maybe im getting confused but i feel like i remember earlier versions of imperium preventing enemies killing you with invisibility

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maybe it's never worked that way

manic ember
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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 😄

distant stag
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Seems logical that entities would also use this function on collision, not sure tho

feral sentinel
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they do, indirectly

manic ember
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probably do. if you changed that, it would make sense why they kill now.

feral sentinel
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most enemies call EnemyAI.MeetsStandardPlayerCollisionConditions

distant stag
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Ahh

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Yeah that makes sense

feral sentinel
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which includes a call to EnemyAI.PlayerIsTargetable

manic ember
feral sentinel
feral sentinel
distant stag
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Do you guys think it would make more sense for entities to not be able to kill you while invisible?

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This whole functionality is kinda clunky anyways as every entity kinda does whatever they want sometimes

feral sentinel
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but it's also not too difficult to just avoid enemies entirely while they aren't targetting you

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it just makes observing them a little bit trickier

manic ember
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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 🙂

feral sentinel
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imo it's mostly just the bracken that causes issues

manic ember
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bracken gets angry as F because of the proximity anger i think.

feral sentinel
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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

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but disable locking causes other things to not work properly so you can't just leave it on

boreal dragon
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That also fixes the locking you in place

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I think it's because it's trying to drag your living corpse XD

manic ember
distant stag
distant stag
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This definitely works for giant, not sure about bracken but idk why it wouldn't

manic ember
distant stag
feral sentinel
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is it possible to patch interface methods

manic ember
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i dont mean your mod, i mean v55/v56, making things needing fixing is a bish. x.x

distant stag
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Yeah, once I am back I probably have a good amount of time to heavily improve and fix all these bugs

distant stag
feral sentinel
distant stag
feral sentinel
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but i feel like patching the localplayer's IVisibleThreat.GetVisibility to always return 0 if invisibility is toggled on

manic ember
feral sentinel
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might be sufficient to make it work for everything across the board

distant stag
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Ah C# interfaces

feral sentinel
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yeah

distant stag
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You can't patch all interface functions with one patch

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But you can patch impl interface functions of a specific class

feral sentinel
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that ought to suffice yeah

distant stag
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But it's definitely not a bad idea

feral sentinel
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to my knowledge baboons exclusively use IVisibleThreat

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which PlayerControllerB implements

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but i havent looked super in depth at it

distant stag
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Okay interesting

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I wrote it down

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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

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Which might be unintuitive

feral sentinel
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i can see that

distant stag
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Adding another option might be the play here

feral sentinel
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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"

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so i've never been particularly bothered by it

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but that is a fair argument to make

distant stag
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Yeah I can see that making sense too

distant stag
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And all this only happens only on the client?

late needle
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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 :)

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oh, they aren't sealed either

distant stag
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But it might open some possibilities for large collection synchronization

late needle
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they certainly support immutable types, but hopefully mutable types too

distant stag
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Yeah I might be able to use them instead of my own wrappers that use RPCs in the background

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Tough, I would need some way to wrap it into a binding, as everything in Imperium is event based

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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

distant stag
manic ember
manic ember
wise halo
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This mod is incombadible with MoreCompany

distant stag
wise halo
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0190ef5b-b1b9-7f19-2109-e1d133b555f4

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wait what

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thats weird. This time, when I hosted the game it did work (other times it wouldn't be in the game too)

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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.

distant stag
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Alrighty, yeah we're working on lethal network API rn so it should work with the latest version

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Good to know it works

tight urchin
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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

late needle
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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)

tight urchin
distant stag
distant stag
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It's an easy fix to just escape the names but I am currently on vacation, I wrote it down tho noted

tight urchin
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Ahh alright, good to know. Thank you!

pastel inlet
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is there anyway to make the freecam move faster? cause by default its painfully slow

tight urchin
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Believe its scroll wheel

boreal dragon
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Scroll wheel

distant stag
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^

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I will be working on making the controls more obvious with an in-game "tutorial" soon

rigid wolf
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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.

bitter compass
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iirc happens rarely where it just goes out of control, you'll need to reset it in ur configs i think

torn bough
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maybe you can see the 4th dimension now

distant stag
calm crag
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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

timber coral
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Please add a ckeckbox to start cruisers with the engine on and filled up with weedkiller

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testing jump routes is such a pain

distant stag
timber coral
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Is there a way to spawn rng map obstacles like rocks? or simulate their spawning

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I need it to safetyproof a specific cruiser jump

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and the rocks won't spawn where i want them to

distant stag
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But I will probably add support for this in a next version

rigid wolf
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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.

distant stag
rigid wolf
distant stag
radiant creek
torn bough
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😭

radiant creek
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the #known-travellers boinging man wiki incident

torn bough
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😭

alpine glacier
#

Imperium soft-locked the game 😅

distant stag
alpine glacier
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For example, dead bodies don't despawn

distant stag
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hmm

torpid bluff
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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)
distant stag
#

do you maybe hve logs of the startup?

torpid bluff
#

<the Unity project root>/LethalCompany/BepInEx/LogOutput.log

distant stag
#

do you maybe have a complete one?

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this stops right before the UI is loaded

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it should also be printed in unity editor logs when you start the game in unity

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like the log window

torpid bluff
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This is loading after into the world, haven't touched the mouse then

distant stag
distant stag
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lethal config is a dependency from the input utils mod and universe lib is required by unity explorer

torpid bluff
#

gonna install the dependencies, maybe the bugs go away

distant stag
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lmk if not

torpid bluff
distant stag
#

yep

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how did you install the mods anyways?

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its weird that it copied input utils and unity explorer but not some of their dependencies

torpid bluff
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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

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The r2modman profile doesn't have Lethal Config and nothing breaks there

distant stag
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hmm thats odd

torpid bluff
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The dependency errors are gone but it's still not fixed

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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?

distant stag
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Not sure actually, I usually only use config and plugins

torn bough
distant stag
#

but it doesnt always happen right? i tested it and it was fine

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maybe only after some time

stable heart
#

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?

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Instead of being loyal

distant stag
#

they are normal entities

stable heart
#

Oh, I just thought sometimes they just ignored me but I probably had some other setting on when that happened

distant stag
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yeah, there is invisibility and muted which disable hearing / vision for entities

stable heart
#

Ah, alright

torn bough
#

gio is cheating in real life

hazy gulch
#

Any way to hide the layers panel in freecam?

hazy gulch
#

Also how do I make it so I spawn entities with the dropper tool instead of just dropping it on me

distant stag
distant stag
hazy gulch
alpine glacier
distant stag
#

its annoying that I can't pin stuff or search within a thread

#

hard to keep everything in mind

bitter compass
#

U can pin

#

Do /jeb pin

distant stag
#

but I can't pin existing messages or reply to messages, right?

bitter compass
#

You can't pin existing messages? Have you ever used discord?

#

Doing /jeb pin #1225942840282976316 message

#

Would pin that message

distant stag
#

so I just use the message ID?

bitter compass
#

Message link

distant stag
#

I can't do in I think

radiant cypress
distant stag
#

this is so sad

#

would it be that hard for discord to do this :(

bitter compass
hazy gulch
#

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

noble cedar
#

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.

noble cedar
#

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)

distant stag
#

what version of LC are you running?

noble cedar
noble cedar
noble cedar
distant stag
#

hm thats weird, do you have any other mods?

noble cedar
#

yea

#

but like I've had these mods for a while paired with imperium

#

and never had this problem

#

until today

distant stag
#

very weird

noble cedar
#

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

distant stag
#

yeah this makes sense

#

but I don't see how this error even occurs

#

ill look at it tomorrow, thsx

noble cedar
#

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

pastel inlet
#

any way to get rid of the colliders and everything else not usually visible showing up on free cam?

normal trench
#

Enter toggles the many viewport options

sullen pilot
#

would it be possible to add a button to advance weed growth when in orbit?

unborn stump
#

can you spawn players with it

distant stag
#

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

misty thicket
#

Maybe he meant players from LethalInternship?

calm crag
#

Or revive a dead player?

distant stag
#

reviving can be done via the object explorer

pastel inlet
# normal trench

where do i find this list? i found a list of this but its for the minimap. wheres the list for freecam?

normal trench
pastel inlet
#

when i hit f to activate it theres no list or anything

normal trench
#

odd, it should be there

#

maybe theres a setting to toggle it

distant stag
pastel inlet
#

tysm freecam is no longer ugly

distant stag
#

hahaha

noble cedar
#

@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.

distant stag
#

its hard to keep track of everything in this chat

fallow remnant
#

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

distant stag
#

Oh yeag right

#

I remember now

hazy gulch
#

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

misty thicket
#

^ Same

late needle
#

are y'all using the latest version of LethalNetworkAPI (v3.1.1)?

#

also are there any logs

hazy gulch
#

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

distant stag
#

little sneak peak at something I've been working on 👀

torn bough
#

👀

hazy gulch
#

Is there any way to remotely use the terminal with this mod?

distant stag
#

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

jovial verge
distant stag
bitter compass
#

When we getting the api behind imperium (working)

distant stag
limber ice
#

@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

distant stag
#

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

limber ice
#

Sure thing, no worries! Just wondering if it was already a feature or not. Loving the mod, helps my friends practice nutcracker hunting

#

🌰 💥

distant stag
#

tyty ankha_heart

radiant cypress
crystal sapphire
#

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.

GitHub

Adds glass windows to the ship so you can see what's going on outside. - Test-Account666/LethalCompany-ShipWindows

distant stag
distant stag
#

weird, I never even touch this

torn bough
distant stag
#

got demoted

noble cedar
#

@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)

distant stag
#

thx for the report

#

this was probably also why Oracle was always off when the fox spawned during the day

noble cedar
#

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

distant stag
#

rip

noble cedar
#

Basically wasting my time

torn bough
distant stag
#

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

bitter compass
#

if you look through the animationclip and find whatever function it's calling or something like that, it'll show the audiosource

distant stag
#

i dont have the unity project 😭

bitter compass
#

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

distant stag
bitter compass
#

disgusting

distant stag
#

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

bitter compass
#

ye but do u know what the ship animator is called or what the gameobject it's on is called

distant stag
#

these are the events

#

so its probably shipshake?

bitter compass
#

probably?

#

nah

#

im looking through the list of animations

#

i think it's shipIdle

#

that plays two audios

distant stag
#

yeah I see PlayAudio1 and PlayAudioB2

bitter compass
#

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

distant stag
#

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

bitter compass
#

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

distant stag
#

1000x

#

but I still don't see what audio source it uses

bitter compass
#

true, lemme see if i can find that

distant stag
#

it mentions the 2 functions but not what objects they are called on, I assume its just the same object on some component (?)

bitter compass
#

it's HangarShip on the hangar ship itself, lol, and LampSqueakAudio

#

lemme check the clips to make sure

#

yeas

#

it's definitely this

distant stag
#

hmm now I just need a refernce to that

distant stag
#

or is it directly in the scene

bitter compass
distant stag
#

perfect thx

bitter compass
#

ye

distant stag
#

yeah so its just connected by being on the same object

#

and I need to get component myself I guess despair

bitter compass
#

mhm

distant stag
#

alright, cool that worked

#

thxx

bitter compass
#

never unmute them ever again

distant stag
torn bough
gaunt spade
#

Hello!

#

With this mod can I check the spawnrate of each enemy and scrap on a moon?

distant stag
#

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?

gaunt spade
#

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

distant stag
#

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

distant stag
distant stag
hollow apex
#

I have an issue with my log files, as Imperium uses colors and I guess doesn't close properly the color

distant stag
hollow apex
distant temple
#

Idk if it's just me but I can't spawn oldbirds from the spawn menu.

autumn epoch
#

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

distant stag
distant stag
#

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.
bitter compass
#

nice, vainshroud options, do they even still spawn?

distant stag
#

nope, they are disabled in v60

bitter compass
#

that is amazing

tight urchin
#

Huge update

fallow remnant
#

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

distant stag
fallow remnant
#

oh yeah i definitely did that, that'd be it lol

bold gull
#

maneater is called large axle for some reason?
first one summons a maneater, second one summons a large axle

distant stag
#

for some reason thats in the game files like that LOL

bold gull
#

maybe leftover jank from making the maneater carryable ig

#

also, conflict with sellbodiesfixed where summoning a shotgun crashes the game

distant stag
#

do you have logs?

bold gull
#

yea
gimme a moment to crash the game again

#

looks like sellbodiesfixed isnt quite v60 compatible yet so might just be caused by that

distant stag
#

might be

prisma shell
manic ember
#

masked have names now? is that imperium giving them? or does the game give them names now? lol

distant stag
manic ember
#

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.

distant stag
#

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

flat tartan
#

the cruiser that been bought is uhhh nowhere, just the white rope

#

the ship came down but no cruiser

timber coral
#

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

spare lagoon
#

Impreium fails to launch

#

I have nothing else but imperium downloaded and I'm on v61

spare lagoon
prisma shell
#

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)

torn bough
distant stag
#

like does it say "Imperium failed to launch"?

urban elbow
#

I have the same thing and yes it says Imperium failed to launch

torn bough
#

bug report
moving while steering in the cruiser then pressing F1 will crash the game

distant stag
#

logs? TE_trollSmile

torn bough
#

GRR

#

time to crash my game again..

distant stag
#

thonk

spare lagoon
distant stag
#

thankx

pseudo sable
#

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)

distant stag
pseudo sable
#

ahh, if it's a freeze that makes sense

distant stag
#

Yeah I don't think it actually crashed

pseudo sable
#

usually when I hear crash I think of the crash handler popping up

distant stag
#

Yeah people tend to overuse the word crash I think

pseudo sable
#

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

distant stag
#

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

pseudo sable
#

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

distant stag
#

Classic HDRP

pseudo sable
#

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 Clueless

distant stag
#

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?

pseudo sable
#

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

distant stag
#

yeah right

distant stag
# timber coral

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

distant stag
#

even if you only used Imperium, this has never happened before so I'd like to test with your modpack code

spare lagoon
#

I downloaded hdlethalcompany beforehand but removed it

distant stag
#

could you still send the modpack code? so I can try to replicate it

spare lagoon
#

0191657d-48ee-ae99-6ccb-a0b9c9d38a58

#

here

distant stag
distant stag
#

also, are you on a hard drive?

spare lagoon
#

I'll try

spare lagoon
#

Imperium used to work fine before

#

although it's the first time I'm using it on Gale

#

could this have any links ?

distant stag
#

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

spare lagoon
distant stag
#

interesting, yeah this is more likely to be the problem rather than Imperium

spare lagoon
#

I tried downloading it manually, didn't work either

#

I'll try with r2modman

#

still dosen't work

#

that's really wierd

distant stag
#

yeah very weird

manic ember
livid perch
#

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

spare lagoon
#

direct download dosen't work :v

#

It's fine, I think I have an account

bitter compass
#

Weird, worked for me on phone lol

distant stag
bitter compass
#

Eh I got rid of my pink role etc

#

I was made at some dum drama and asked to be removed from pinbot stuff KaguyaPensive

spare lagoon
spare lagoon
spare lagoon
#

thanks :]

livid perch
#

I generally prefer linking the artifact on github so users can verify themselves that the dll I'm sending them matches the source code

spare lagoon
#

I assume because now Imperium dosen't even shows up

livid perch
#

you assume what?

spare lagoon
#

sorry, confusing writting

#

but yeah, it did not work

livid perch
#

could you send the log?

spare lagoon
#

sure

#

it's wierd

#

it says HDLethalCompany is here despite not being the case

livid perch
#

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

distant stag
#

how does that even happen? it load synchronously, no?

livid perch
#

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

distant stag
#

no I mean how does it even happen that sometimes unity doesn't load before mods

#

if its all executed in the same thread

livid perch
#

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

spare lagoon
#

that's really wierd

#

guess I'll wait for updates

livid perch
#

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

bitter compass
#

Just fix unity

distant stag
#

four real

spare lagoon
#

Are you calling my computer poopy ?

#

I mean it is

#

so you have the right to

bold gull
#

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

distant stag
#

yeah mb I didnt change the readme

#

its Enter now

torn bough
upbeat kite
#

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

distant stag
#

So you have logs?

upbeat kite
#

yeah one sec

#

here's a log from one time it happened

spare lagoon
prisma shell
distant stag
#

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

noble cedar
#

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.

timber coral
#

If you're in freecam while the ship takes off you get softlocked

#

you can't get out of freecam anymore

fallow remnant
#

the respawn button for entities just deletes them

distant stag
#

logs?

#

there is probably a problem with getting the net ID

#

something like can't get value for non-null yada yada

fallow remnant
#

actually i've just realized my imperium isn't up to date, let me update first and check again

distant stag
#

could you install lethallib, so I can see the IL pointers?

fallow remnant
#

sure, one sec

distant stag
#

ty

fallow remnant
#

lol i just tried to respawn a maneater and it deleted the elevator

distant stag
#

wat

#

does it break for every entity?

fallow remnant
#

i dunno, might test that now actually

#

i think it might be because i'd last placed the maneater into the elevator

distant stag
#

might be a maneater problem

#

but idk

fallow remnant
#

the null reference happens in the same spot but the elevator disappears instead of the maneater

#

respawning again deletes the maneater

distant stag
#

lmao

#

does it happen when the maneater is inside the elevator?

fallow remnant
#

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

distant stag
#

okay so it only works with the maneater, after you killed it?

fallow remnant
#

i haven't been able to do it while it's alive at least

distant stag
#

might be because its like an item / entity hybrid

fallow remnant
#

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

distant stag
#

wait im a bit confused, what are the two bugs?

fallow remnant
#

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)

distant stag
#

hmm okay

distant stag
fallow remnant
#

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

distant stag
#

yeah that would make sense...somehow

fallow remnant
distant stag
#

lmao this is funny

#

yeah ill have a look thx

timber coral
#

The new infinite boost checkmark sometimes makes your first boost "stick" and not work

spare lagoon
#

update fixed my issues

#

thanks I guess

distant stag
torn bough
#

never spawn ||maneater|| when your in orbit worst mistake of my life

cosmic wigeon
#

so, i added imperium to my large modpack

#

but i am unable to open it's UI

#

pressing F1 doesnt do anything

distant stag
cosmic wigeon
distant stag
#

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

cosmic wigeon
#

the 2 MB file would be because of all the moons and interiors, right? or is it just the 235 mods in general?

distant stag
#

yeah all these mods add a lot of logs

cosmic wigeon
#

so should it work now? or how can i fix the issue?

#

because my function buttons werent doing anything when pressed

distant stag
#

it will be fixed in the next Imperium version, not sure when I am gonna release it

cosmic wigeon
#

alright

#

thanks for the info, goodluck

distant stag
#

do you have any idea what mod is adding this outside hazard?

cosmic wigeon
#

hmmm

#

toxic fumes doesnt ring a bell

#

never heard of it

distant stag
#

hmm interesting

cosmic wigeon
#

could it be linked to a moon

#

or is it an entity

distant stag
#

its a spawnable outside object

#

so like a tree or a rock

cosmic wigeon
#

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

distant stag
#

uhh no idea, I honestly never paid attention to that

#

but there definitely is an Imperium statup error there

cosmic wigeon
#

😒 hopefully gets fixed with your update

distant stag
#

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

mighty swallow
#

depends on what duplication actually means

distant stag
#

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

mighty swallow
#

yeah a lot of those might end up being destroyed

#

because of how referencing vanilla content works

#

(via lethallevelloader)

distant stag
#

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?

mighty swallow
#

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)

distant stag
#

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?

mighty swallow
#

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

distant stag
mighty swallow
#

nothing should be unique

#

it would be ideal but like

#

nothing in unity neccasarily requires this

#

nor lethal

distant stag
#

because afaik there is no other method to communicate an item spawn over the network, other than by the prefab name

mighty swallow
#

no you can just send the whole thing

#

rpcs ye?

distant stag
#

yep

#

how do I send the whole thing tho

mighty swallow
#

wait realising networkobjectreference probably doesn't work for non spawned objects

distant stag
#

yeah exactly, these are all local

mighty swallow
#

index of list

#

probably more ideal

distant stag
#

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

mighty swallow
#

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

distant stag
#

that sounds way better, how come I didnt think of that

mighty swallow
distant stag
#

more? doesn't he uses indices everywhere?

mighty swallow
#

sometimes he will do stuff super weirdly

distant stag
mighty swallow
#

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

mighty swallow
distant stag
#

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

mighty swallow
#

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

distant stag
#

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

bitter compass
distant stag
mighty swallow
#

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

bitter compass
#

Yeah LL has that too, modded content will usually be registered with these things

distant stag
#

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

mighty swallow
#

yeah of course

#

LethalLevelLoader.PatchedContent has lists full of all sorts of things that are mostly filled

#

some helper functions to identify stuff too

distant stag
#

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 (?)

distant stag
mighty swallow
#

yeah it supports moons, interiors, items, enemies, story logs, vehicles

#

footstep surfaces

#

moons and interiors have the most love

bitter compass
#

Footstep surfaces, the bane of me

distant stag
#

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?

mighty swallow
#

LLL was originally built as a fork of ll 😛

bitter compass
#

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

mighty swallow
#

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

bitter compass
#

LL supports more but LL just registers stuff

distant stag
#

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

mighty swallow
#

LLL (and LL mostly) handles content the same way vanilla does

#

for the vanilla features anyway

distant stag
#

LL and LLL KEK

mighty swallow
#

i basicially have classes that house a reference to a original piece of content + any new feature

distant stag
#

naming.exe

mighty swallow
#

eg

ExtendedLevel
SelectableLevel
[SomeCustomFeature]

bitter compass
#

Don't worry, we took liberty in not copy pasting L four times for CL

mighty swallow
#

lethal little bit of everything loader

bitter compass
#

This is for LL, everything except dungeon api works afaik

#

Speaking of which, the shop works in LLL when?

mighty swallow
#

why is it broke again

bitter compass
#

Oh did u do a fix for it recently?

mighty swallow
#

no i just dont know

#

maybe

#

idk

bitter compass
#

I'm referencing the same problem that s1ckboy has had with registering shop items

distant stag
bitter compass
#

It's a 50/50 for him whether it shows up in the shop and often desyncs the shop purchases

distant stag
#

also I trust batby and I have never talked to evaisa so idk how I feel about using LL KEKW