#Imperium

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bitter compass
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Pretty much yeah, and WR for weathers

mighty swallow
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eva chill but it's hamunii who's maintaing it nowdays

bitter compass
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Eba laid a pretty solid foundation, LL is very solid for registering content, just don't look at the codebase

distant stag
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i mean the codebase of 95% of mods is cursed af

bitter compass
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The main problem is just a loooooot of copy paste

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LLL was introduced post eba working on LL

mighty swallow
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there was a tiny overlap

bitter compass
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So stuff like registering enemies in LLL moons is a weird copy paste

bitter compass
distant stag
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okay wait but so you are saying I am just able to use this instead of having to go through the bucketing and indexing of custom content?

mighty swallow
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yeah probably

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i dunno how it handles LL stuff rn

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buyers beware

distant stag
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right

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okay i might go with the generic approach and keep the LLL system in the back of my head for now

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I wonder how people test their added things when its not by spawning it

bitter compass
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Lol*

distant stag
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yeah i guess

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well now you can spawn them too

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idk nobody ever asked for this feature, I only added it as a preparation for the level editor

sweet drift
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I'm currently testing my modpack but I'm no developer, so idk what that means.

distant stag
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its a weird internal error, most likely caused by some incompatibility

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ill have a look later

sweet drift
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ahh okay, I'll try to find the culprit the. since I'm only enabling a couple of mods it might be easy to find

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Idk how to recreate that error tho ๐Ÿ˜…

vivid mesa
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will there be an update to make imperium host only any time soon?

distant stag
vivid mesa
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that only the host requires the mod to use it, because other people cant join me when i have the mod installed

distant stag
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i would recommend downloading it on all clients

vivid mesa
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yeah but i wanna use it to troll

distant stag
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theres a setting that allows the host to disable imperium for clients, so only you can use it

distant stag
vivid mesa
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yeah i do

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but what stuff would desync?

distant stag
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well a lot of things require client synchronization like changing the weather or teleporting players or items

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because there is no vanilla way to just do that as the host

vivid mesa
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well changing weather or teleport stuff except for me was something i was planning on doing anyways lol

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but everything else mostly works fine?

distant stag
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spawning entities should work if thats what youre after

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not sure what else you would want to do to troll

vivid mesa
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and turrets and stuff like that works fine?

distant stag
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I think so yeah

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i haven't really done a lot of testing on that

vivid mesa
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aight thanks

feral sentinel
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imperium is causing the cruiser to infinitely boost even without the setting enabled

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the only other cruiser mod im using is cruiser improved

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turning off imperium lets me rock the car like normal

bitter compass
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giosuel stop feeding my car steroids KaguyaPensive

distant stag
feral sentinel
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๐Ÿ‘

vivid mesa
distant stag
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only the people that have imperium also need lethal network api

vivid mesa
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ok nice

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and also when i start modded can people without bepinex and all that also join?

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or will that version error appear

distant stag
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that depends on the mods you are using

vivid mesa
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well i have bepinex (obviously), and imperium (with the dependencies)

distant stag
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yeah that should work

last bloom
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Hey @distant stag can I DM you about an error I'm receiving with Imperium? I'd post here but it's related to something spoilery I'm working on at the moment

cosmic wigeon
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might be a silly question, but can only the host use imperium? or can all joined players use it?

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and if I, as host, enable minimap, will all players see it?

jovial verge
alpine glacier
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For some reason, I have to constantly restart my game while testing because Imperium doesn't succeed in granting me access (Host...) and breaks the entire game

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(As soon as I grab an item the game breaks. Can be made worse by scrolling)

cosmic wigeon
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thats awesome

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time for a lil bit of trolling ๐ŸงŒ

alpine glacier
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Also... Please fix the keybinds issues ;-;

distant stag
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the keybind issues are an issue with input utils we are currently working on

distant stag
# alpine glacier

but this log is like insanely huge, can you maybe turn off some harmonyX logging?

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i cant even tell where you picked up an item

alpine glacier
distant stag
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oh yeah this is a weather error

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i probably should merge that PR

distant stag
alpine glacier
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I already shut down my PC tbh ๐Ÿ˜…

distant stag
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do you know how the (or one of) the mods that added a custom weather via weather registry?

alpine glacier
distant stag
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what is coderebirth TE_trollSmile

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|| @bitter compass ||

bitter compass
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literally everything

distant stag
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is the tornado in there?

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i really wanna see it

bitter compass
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ye

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v62 broke tornado

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and i havent updated cuz im mid update

distant stag
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D:

bitter compass
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it broke the choose furthest node

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so it just doesnt despawn lol

distant stag
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how do I get it?

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is it supposed to be a custom weather?

bitter compass
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ye

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it's a custom weather

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there's also meteor shower

distant stag
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oh no it doesnt show up

bitter compass
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it should

distant stag
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like in imperium

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even though I merged andrey's PR

bitter compass
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not sure then, it shows fine on monitors

distant stag
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what another weather mod I could try

bitter compass
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lethal elements i think

distant stag
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oki

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lethal elements works TE_TrollDespair

bitter compass
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imperium L

distant stag
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how are you adding it?

bitter compass
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i just register it through WR

distant stag
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so weird

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I mean andrey wrote this code

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so I assumed it works

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and they are not here ๐Ÿซ 

last bloom
tight wharf
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wait what

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how is it not working ๐Ÿฅบ

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can you check if it's registered in unity explorer?

distant stag
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well it does work for lethal elements

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but not code rebirth

tight wharf
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that's really weird

distant stag
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maybe its a code rebirth skill issue trolla

tight wharf
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you could check if it's showing up in WeatherManager.RegisteredWeathers when you're in main menu

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i don't know what could cause that ๐Ÿค”

bitter compass
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Keep in mind I soft depend on imperium too so maybe you're having a load order skill issue

tight wharf
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this shouldn't be an issue because it's getting the list from Registry

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but I'm not entirely sure

stray summit
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when i use it to test mods and i die and spectate, when i use free cam spectating is broken

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like once i use free cam while being dead i can't properly spectate anymore

distant stag
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hmm interestng

stray summit
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i can send a ss to give an example rq

distant stag
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Sure

stray summit
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kinda forgot i cant spectate in a solo game ๐Ÿ’€

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it basically takes the camera to the spot where all dead players goto if that makes sense

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and when you go to freecam and back to spectate it just shows the void

distant stag
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Yeah I think I know why

stray summit
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its not like major but it would be nice to not stare into darkness when trying to watch my friend die ๐Ÿ’€

distant stag
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lmao

torn bough
stray summit
stray summit
vivid mesa
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Hey, whats new in the update 0.2.4?

distant stag
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Just bug fixes and performance improvements

vivid mesa
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uh i was testing the host only thing out with a friend of mine and nothing seems to work

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the interiors dont have collisions for my friends and also they dont even have the same interior as me

distant stag
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yeah there is currently a bug where the interiors desync in multiplayer

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use v0.2.3 for now, I will push a fix later

vivid mesa
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does 0.2.4 break it?

distant stag
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yes

vivid mesa
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but i still cant revive without it breaking

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and i cant spawn anything if im dead

distant stag
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I pushed a fix, it should be on thunderstore soon

vivid mesa
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oh great, what did it patch?

distant stag
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well there was a bug where the interior was always mineshaft for the host

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but not for clients

vivid mesa
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oh yeah that was exactly what i had

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is that the only thing?

distant stag
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there was also a bug where spectating broke when you returned from freecam

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that should be fixed

vivid mesa
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ah nice

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and about the bug where other people cant see you when you revive yourself?

distant stag
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not sure, does that still happen?

vivid mesa
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i mean i dont have any friends online to test it right now

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how can you even reply so fast all the time lol

distant stag
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lol wdym

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im just doing something and have discord open on the side

vivid mesa
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ah

stray summit
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๐Ÿ˜‡

jovial verge
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gio the goat

last bloom
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Minor issue: Using God mode against the ||Maneater|| permanently breaks it, making it unable to kill at all after that, and also breaks the player's ability to swing weapons

torn bough
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happens with eyeless dogs and any death pit/gordions water

last bloom
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Weirdly it's also not consistent in my experience and only happens sometimes lmao

cosmic wigeon
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umm i think imperium is bugged

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everytime i use a command, such as Z to remove HUD, i get a massive lag spike

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same thing happens when an entity spawns and i get the notification

jovial verge
cosmic wigeon
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i dont think so

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not even sure if imperium is the problem, but it seemed like it

jovial verge
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I cant see the txt file im on phone

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Someone else might be able to help but you should launch imperium without other mods to see if its still doing the lag

normal trench
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So can we get a patch for the cruiser always being in super jump mode anytime soon?

distant stag
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and yeah, for some reason refreshing takes 800 ms which is unusual, were there a lot of entities on the map?

cosmic wigeon
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it was the music pack i had for facility meltdown

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for some reason "hurry up from Wario 4" caused the lag

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idk why or how

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but i tested with and without it

distant stag
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well Imperium could take long if there is a massive amount of objects on the map, so maybe the mod is adding a lot of objects

cosmic wigeon
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hmmm i doubt it

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ill have to do more testing, but for now the game runs much better without the (awesome, sadly) music mod

distant stag
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hmm alright good

distant stag
cosmic wigeon
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obviousely facility meltdown causes more spawns, but tests definitely point toward the music atm

distant stag
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interesting

torn bough
distant stag
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weird

vivid mesa
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hey, whats new in the update ๐Ÿ˜„

distant stag
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just some bug fixes related to the cruiser

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you can always find the full patch notes on github

vivid mesa
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ah

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btw there is a bug where if i revive myself and then when i die, the ship will just fly away even when other players are still alive

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and i cant spawn stuff when im dead, idk if thats intentional

dawn ridge
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could you add a way to change the game object (especially item) properties like in the unity explorer mod? this will really help beginners align items in hand with a simple UI/UX experience

distant stag
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uhh what properties would you want to change?

bitter compass
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Rest rotation

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Hold rotation

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Hold position

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Vertical offset

distant stag
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hmm, well I thought about it but there is already unity explorer for exactly that, no? i feel like it would be a waste of effort for me to basically rebuild something that already exists

bitter compass
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That'd be really nice

dawn ridge
modest hedge
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I suggestion
if it exist already but is there way to edit item off set position and rotation?

bitter compass
dawn ridge
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it also pretty annoying when i press 1 when im changing the values, the player starts dancing. it could be fixed with sliders

modest hedge
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lol

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yeah

dawn ridge
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its funny, but its not helping

modest hedge
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kinda annoying

distant stag
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well I wonder how much one could increase performance of UE as it is doing a lot to fetch data every frame

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I already spent a lot of effort into making my own UI as resource friendly as possible and its not easy either

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I wrote down the suggestion but it will probably have to wait until I am done with the level editor as its a bigger project

cosmic wigeon
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does spawning items only put them in inventory? or can i spawn them in a location, such as the ship?

misty thicket
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If you are flying while you use the spawn commands I think it lets you point to where you want to place it

distant stag
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^

cosmic wigeon
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for some reason all of my store items are 69% off

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how can i fix?

distant stag
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Lol

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Yeah this has something to do with quota

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Did you disable quota before this happened?

cosmic wigeon
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i dont think so

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i havent messed with quota

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at some point i set the remaining days to 1, but it didnt do anything

dawn ridge
distant stag
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yeah, its a feature that will allow people to create their own indoor maps

dawn ridge
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will it be like, nobody will use unity anymore?

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or it wont compete with the traditional method

distant stag
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well you will only be able to use vanilla tiles

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you can set the layout of your dungeon but you can't use your own models

dawn ridge
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what about moon making?

distant stag
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it will be only about interiors

dawn ridge
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ah ok ๐Ÿ‘

distant stag
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so you will be able to create for example hide and seek maps

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for minigames

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or manhunt maps

dawn ridge
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that will be cool

cosmic wigeon
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two questions:

  1. do i have to be flying to select a place to spawn objects? or is there a setting that lets me select the spawn location normally?

  2. i can spawn landmines, but i cant spawn turrets or modded hazards, such as teleporters or seamines. are there any plans to add them at some point? or perhaps there is a problem on my end...

distant stag
distant stag
# distant stag well there isnt really a way to detect map hazards, as they don't share a class ...

@mighty swallow that brings me to the question, how does LLL do it? I assume there is some kind of generic way to add a map hazard? and if I were to find all objects of that type, would this also include vanilla map hazards
because rn I need to hold a list for every single map hazard (e.g. landmine, turret, etc) and concat them in a generic way when I want to display them in one list in Imperium which is suboptimal to say the least

cosmic wigeon
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1 final question: if im using imperium, and my friend isnt, and i host, i can use all of it's functions, right? and he can see it all?

mighty swallow
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depends, pretty sure the modded hazards your gonna run into rn are from lethal lib

distant stag
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e.g. you can set the quota as there is vanilla functionality for it but you cant revive a player as this is not standard game functionality

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well you can, but you will create desync

distant stag
cosmic wigeon
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so how can i use imperium with a mate, but ensure that he cant access the functions? or not possible?

distant stag
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there is a setting for that in the preferences window

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you can decide if clients can also use imperium or not

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for the best results, have it off before they join your lobby, but it should technically also work to turn it on / off while they are in your lobby

bitter compass
distant stag
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thats outside objects like trees and rocks

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which is now possible to spawn with imperium

bitter compass
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i use spawnablemapobject for my inside hazard lol

distant stag
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no clue why zeekerss didn't add a class for indoor map hazards, makes everything so much more complicated

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wait what I am talking about is SpawnableMapObject

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youre right, there is a class they use I guess

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but its not like Landmine and Turret inherit from that class like entities do from EnemyAI

bitter compass
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instances of that class hold the relevant prefabs though no?

distant stag
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yeah but even if I stored them all in a list, I still need to figure out the type of hazard

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this could maybe be useful for spawning though, especially if modded hazards also use it

bitter compass
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isnt there SpawnableOutsideMapObject

distant stag
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yeah thats for outside objects

bitter compass
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wdym by type of hazard?

distant stag
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Landmine, Turret, SpikeTrap etc

mighty swallow
bitter compass
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also here's me registering inside if that helps

mighty swallow
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its not like a scriptableobject

bitter compass
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ic

distant stag
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oh yeah that too

bitter compass
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the Def is LL iirc

distant stag
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I can't even get it from resources

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because no scriptable obj

distant stag
bitter compass
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ye

distant stag
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so I could potentially use that

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but I reckon the problem with vanilla hazards will persist

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this will just be a way to get all modded hazards

mighty swallow
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vanilla you can get from selectablelevels

distant stag
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yeah i guess but its not guaranteed that every hazard is present in at least one level

mighty swallow
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i didnt say selectablelevel

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๐Ÿ˜›

bitter compass
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u cant just go through all levels and store all the unique ones?

distant stag
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whats selectablelevels then

mighty swallow
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a plural

bitter compass
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a list of selectablelevel i assume

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lmao

bitter compass
distant stag
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if I were to do this with entities, I would never get red pill and lasso man as they aren't present in any level

mighty swallow
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not neccasarily a bad thing

distant stag
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I want to be able to spawn obunga tho

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same thing as landing on liquidation, its not useful but its there for completeness and transparency

mighty swallow
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idk mans your not gonna get a better answer in this context

distant stag
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yeah thats why I just hold them seperately for now

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I mean I guess I could get all scriptable objects seperately and then combine them in a shared list with their SpawnableMapObject for spawning

last bloom
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Imperium causes the cruiser to not drop in the proper location, specifically it drops somewhere behind the ship

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even though the dropship is in the right place, the cruiser isn't

distant stag
manic ember
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a bug thats not really urgent, just mentioning it as i just saw it.
if you teleport yourself from underwater to above water, you may end up with 0 stamina forever.

torn bough
modest hedge
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lol

jovial verge
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and clock when dead

radiant cypress
feral sentinel
torn bough
torn bough
jovial verge
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alr ty :)

torn bough
torn bough
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@distant stag u did this...

modest hedge
torn bough
bitter compass
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@distant stag i cant tell if im using imperium wrong

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i got a gameobject with a mesh collider, renderer and filter on room layer

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i try to view colliders of room layer on imperium and its not showing me that thing's colliders

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this shouldb e showing me bounds, i think?

distant stag
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Only box, capsule and sphere

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I want to make more accurate mesh colliders in the future but I haven't gotten to it yet

bitter compass
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oh

distant stag
bitter compass
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aboutta start teasing stuff through the imperium map Kek

distant stag
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Scared looks ominous

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you could maybe get a better screenshot in the fullscreen map tho (F8)

bitter compass
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ill try that

bitter compass
distant stag
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i havent really looked into it more

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i mean it works but it doesn't show your weathers

bitter compass
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okay im pretty sure

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it was that i was soft depending on imperium

distant stag
bitter compass
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either that or whatever u did last update

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or both

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last 5 updates*, bongo hasnt used imperium in a while ig lmao

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for me though all i did was get rid of soft dependency

distant stag
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i havent really changed a lot

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just bug fixes

bitter compass
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okie

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also any chance ur freecam can make me use my local camera instead?

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my shader depends on the local camera :p

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my shader is basically one big sphere that follows the camera lol

distant stag
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wait how did you do that?

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i mean it would be pretty hard to move the actual camera around and it would break a lot of things in the game as they depend on the camera position and stuff

bitter compass
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how did i do wut, shader following camera is easy, since i just made a unity sphere, scale it way up, give it a specific material with my shader and set the position to the camera's position on Update

distant stag
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lol

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you can do that globally yk

bitter compass
#

hm?

distant stag
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like zeekerss did with the CEL pass

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you can add custom render passes

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materials or shaders

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that apply globally

bitter compass
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oh i need it to be a sphere that wraps around and follows the player

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the shader emulates a huge assortment of clouds

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and i send it data occasionally

distant stag
#

hmmGe okay

distant stag
#

why do you need it in freecam tho?

bitter compass
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so i can go up and inspect the data i send way up top

distant stag
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fly?

bitter compass
#

it looks nicer not to ๐Ÿ˜”

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i was gonna say since it follows the player's camera but i forgor then it'd just follow freecam camera and do the same thing it did before

distant stag
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couldn't you fly up with the player and achieve the same effect as flying up with the freecam?

bitter compass
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ye probably, i was told the current imperium freecam makes my shader look weird so im checking that out now

distant stag
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well the freecam doesn't render volumetrics so thats probably why

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at least...I think so?

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maybe that was map camera

bitter compass
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bongo gaslighting me, it looks fine

distant stag
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why do they spawn in different angles?

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don't godrays come from one source?

bitter compass
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they do

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?

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whoopsie

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lol this porcupine

distant stag
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lol

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ive never seen godrays being implemented as actual meshes

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interesting approach

bitter compass
#

they're usually volumetrics?

distant stag
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I have seen people do it with particles or VFX

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but idk I haven't really dont it myself and there are probably a million ways to do it

bitter compass
#

tru

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also its nice imperium doesnt suffer from farClipPlane clipping

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with decals

distant stag
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game dveelopment always kinda feels like trying to build something with the basic things unity gives you

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or at least what I have experienced so far

bitter compass
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yep

bitter compass
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yeah

bitter compass
#

it integrates pretty smoothly just because of how decals are

distant stag
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yeah far clip is set to like 2000 or something KEKW

torn bough
bitter compass
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i hate the game's 400 value

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my decals clip if i go past 250

distant stag
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i mean it doesn't make that much sense to have it that high

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except for debugging

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but then again it doesn't make much sense to not have culling at all

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but thats just LC

bitter compass
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lol

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yeah

distant stag
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at least he did LOD for some meshes

bitter compass
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maybe ill sneakily increase farClipPlane to 500 or 600

distant stag
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even though some just disappear

bitter compass
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and just tell no one

distant stag
bitter compass
radiant cypress
torn bough
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its just better

bitter compass
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its the default

radiant cypress
#

I thought the default was orange?

bitter compass
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depends how imperium remembers shit

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i dont remember changing to green in like the last month

distant stag
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fun fact, green looked really disgusting at first and I thought whatever, nobody is gonna use it anyways but then nila told me they would like a green one so I did some adjustments and now its actually one of the best themes IMO

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vertex ftw tho

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and purple

distant stag
radiant cypress
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Purple is obv the goat

bitter compass
distant stag
#

yeah I just kinda made that for myself but I used it too much now pensiveFast

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(purple)

bitter compass
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I cant see purple

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Must be an ass colour

distant stag
pseudo sable
#

@bitter compass you could set the location of your sphere in beginCameraRendering so it can work in all cameras

bitter compass
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Just to be clear, the sphere follows the local camera btw

pseudo sable
bitter compass
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(Yeah ๐Ÿ˜ญ I wish I was able to get big decals that worked fine)

pseudo sable
bitter compass
#

Well, setting it to the local camera does that no?

pseudo sable
#

if you mean the local player's gameplay camera, then that's just one camera, not all of them

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there's a callback that is called before each camera in the engine renders that lets you do what you want with the world before it renders

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that's how OpenBodyCams works, without it that would be impossible

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of course you still have the issue of the far plane, so I wonder the same thing about whether you can use a sky shader or something

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having to screw with the far plane for things like this feels weird

bitter compass
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Well, it following the local players camera, wouldn't that show what I need to show to the local player? Sorry I'm just slightly confused here.
Cuz all the information across everyone's clients should be the same I think? Lol

pseudo sable
#

although you could potentially scale your sphere based on the current camera's far plane

bitter compass
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Ye that's how it works rn, scaled as 0.99* farClipPlane

pseudo sable
#

wait, is this sphere network synced? maybe I need some context lmao

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I thought it was just a visual thing

bitter compass
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It is a visual thing, and it should be synced with how I wrote it, but it's just a monobehaviour

pseudo sable
#

the location is synced?

bitter compass
#

Yeah all the spawning stuff is synced I'm pretty sure

#

Doesn't really matter too much where the sphere is, but it is used to show the visuals, so it needs to be centered at the player or at the very minimum very clode

#

The actual spawning of godrays happens on the cs file right next to kt

pseudo sable
#

as I understand it, it needs to be centered near the player's camera, but you were mentioning that it isn't visible to the free cam properly

#

so why not position it around each camera before it renders?

#

then you don't have to ask the Imperium author to change anything

#

in other words, move the stuff in your Update() function (probably should be LateUpdate really) into the callback I mentioned

#

then it'll be visible on body cams too

bitter compass
#

Hmm interesting, as long as that wouldn't break stuff with like overlapping spheres and whatnot randomly ill give that a try

pseudo sable
#

overlapping spheres?

#

there should be only one of these spheres

bitter compass
#

Idk it's hard for me to imagine exactly what the callback you're mentioning does, I'm trying to figure it out still lel

pseudo sable
#

hmm, not sure how to rephrase it, but hopefully the documentation is clear enough

bitter compass
#

So I'd subscribe to that event and then just write the code I've been putting on Update on it?

#

Yeah i think I kinda get it

pseudo sable
#

yeah exactly

#

you can check which camera is rendering if there are any where you don't want it to be visible also

bitter compass
#

Am I able to like access the player with a specific camera?

#

Incase I wouldn't want to like, do it while they're inside the facility, I haven't seen how it looks, it should be okay, but just incase

pseudo sable
#

it's not tied into the game logic, so no, you'd have to associate the camera to the player yourself

#

but you probably shouldn't rely on the player's state for determining if they're in the interior, since that won't work for any camera except a player camera again

#

I would say you should base that on the location of the camera, the simplest method being to mimic the y value check that zeekers has put all over the place

bitter compass
#

Ic oki

bitter compass
#

@distant stag does imperium not do spheres either lol

distant stag
#

Wdym there clearly are spheres

bitter compass
#

seems like maybe about half the radius they should be

mighty swallow
#

are you passing in a half extent when imperium is using full or smth

bitter compass
#

this is all im doing to the collider lol

#

radius being the radius of the red beam on the ground

#

also is there a way to manually update imperium's... update timer or whatever it is, is a bit annoying waiting until 9am to see my collider

distant stag
#

I fixed it for LoS but I guess not this rip

distant stag
#

Also, it's not really a timer it just updates because new entities spawn at 9 AM

bitter compass
#

can u add it as a button :

#

:p

distant stag
#

asdf

bitter compass
#

yeah it'd be really nice if i can manually update this stuff lol

#

yeah i have a feeling imperium doesnt handle capsule colliders well either

distant stag
#

hmm I don't see why capsules wouldn't work except their width

#

I've seen it working for entities before I think

bitter compass
#

cuz the minimum height in a capsule is 2*radius

#

you've also not accounted for the Direction to be changeable/messed around with KaguyaPensive

#

nor does changing the height change your visualisation, only radius changes anything

#

i need to learn how to do my own visualisation stuff lol, this took way longer than it should've

distant stag
#

lol

#

i mean if you really want an accurate capsule you would need to manually set the vertices and everything because im just scaling a primitive capsule object

bitter compass
#

tbf this is all because unity cant properly support a mesh collider being a cone

#

i hate the workaround im having to do lol

distant stag
#

this is like one of a million things I that aren't perfect in this mod, I also do other things in my life than fixing imperium

#

i can put it on the list but idk when I will get to it

bitter compass
bitter compass
# mighty swallow why not

i have no clue, a cone mesh collider can trigger OnTriggerEnter but cant reliably trigger a OnTriggerExit

#

only thing i found about it was a forum from 12 years ago where they're just complaining that unity is ass

mighty swallow
#

from the skimming im doing this seems more like a physics thing than a unity one

#

you might not wanna use a cone

distant stag
bitter compass
distant stag
#

but how does that matter? can you ever collide with it at the top?

bitter compass
#

nope but there is a bit of a noticeable difference at some heights in maps like assurance where theres a bit of verticality

distant stag
#

you could probably just check if the player is within the center of the circle

#

and adjust the center / radius based in the player Y level

#

and you don't even need any colliders ot anything

bitter compass
#

maybe

distant stag
bitter compass
#

lol, ill try my best

bitter compass
#

super small thing but pressing F3 doesnt back out of the menu it spawns

distant stag
#

But I want to kinda rework how this works anyways and use these buttons for predefined layouts

#

Kinda like workspaces in blender

waxen scroll
#

when using two lethal company instances, the windows don't seem to take into account the new screen size and some windows are completely unreachable and don't reset with the reset ui button ๐Ÿ˜ญ

cosmic wigeon
#

how can i remove/hide the UI in freemode? I just wanna take some cool pictures

#

thanks in advance for any responses!

dawn ridge
cosmic wigeon
crystal sapphire
distant stag
#

I never really thought about that, I can look into that

bitter compass
#

I'm having the problem of imperium existence

distant stag
#

whar
yk you can just not use it if it causes you so much pain

distant stag
#

and they will stay there until you move them elsewhere

cosmic wigeon
#

is this fixable?

#

shotgun seems to be floating above my dude

#

(free-cam)

pseudo sable
#

it's fixable but tricky, that's because it's using the first person position I would presume

#

I have view perspective stuff in OpenBodyCams that can do that and fix other stuff with view perspectives that could be borrowed or optionally linked to if it's important to support that

#

it could probably also be accomplished by some patches of vanilla code, but the positions of things based on perspective is strewn all over the code

peak sigil
cosmic wigeon
#

how can I disable notifications for spawns? they affect my performance (i think)

dawn ridge
#

@distant stag i have found out that removing the helmet makes the fog look horrible, this is also is present in the free-cam and some moons look really bad with this fog. i'm pretty sure that there's a solution, because there are other mods that remove the helmet and have this fixed

mighty swallow
#

thats cuz the helmet is added in post processing iirc

dawn ridge
distant stag
dawn ridge
distant stag
#

Hmm, I'll have a look

pseudo sable
#

what you need is a quad that sits in front of the camera, lemme see if I can find where I do that in OpenBodyCams

distant stag
#

Wait so on top of all the volume mess, he also uses a material for the visor...

pseudo sable
#

yeah, not sure exactly what that quad does to the custom pass to make things less visible in the distance, but it does mess with the volumetric fog somehow

#

I'm assuming it's related to the custom pass somehow anyway

#

the fog situation is a bit of a mystery to me

#

but it works in OpenBodyCams :^)

distant stag
#

Yeah, I'm currently working on a visual rewrite mod and it's such a mess with all the post processing that's overlayed

pseudo sable
#

oh? what does visual rewrite mean?

distant stag
#

There are like 20 volumes, half of which are only used for specific effects and never on

pseudo sable
#

just taking the spaghetti custom pass and replacing it?

distant stag
#

More like lethal resonance but for visuals, I am remaking all the VFX, adding more particles, better color grading, immersive volumetrics, more realistic weather, etc etc

pseudo sable
#

eenteresting, I'll definitely want to check that out

#

think you'll mess with the cel shading and/or edge detection?

distant stag
#

I'll see how much I want to change it anyways, as I kinda want to keep the original feel while enhancing immersion

pseudo sable
#

ah yeah, the whole custom pass is really screwed up in editor

#

I guess saying "mess with" was inaccurate, you'd have to make your own version of it

distant stag
pseudo sable
#

NODDERS sounds good

#

I'll probably have to give it a test with OpenBodyCams to make sure that it copies camera settings after you change them, if you end up needing to

distant stag
#

For now I'm mainly changing the volumes which should apply to all the cameras that already are affected by them

#

But good point anyways, I'll keep track of what I'm doing for compatibility

distant stag
torn bough
torn bough
#

sigh if only i had custom emoji perms...idk why custom stickers are allowed...:TulipSad:

distant stag
#

its a powerup

dawn ridge
#

but is it a scrap or what

distant stag
#

no its a powerup

#

you pick it up and it gives you some kind of bonus

#

im not gonna say what exactly though

dawn ridge
#

in lethal company or doom ._.

#

oh ok

distant stag
#

both, this mod is heavily inspired by doom as I am a huge fan of it

#

its a minigame

dawn ridge
distant stag
#

nope, its separate, although I can see how it might come in handy later on

#

but I am not planning on using it for now

dawn ridge
waxen scroll
#

small request, do you think it would be possible to add a toggle for the modified gamespeed by default? it overrides config from longer day and makes it a bit tedious to run both at the same time LOL

distant stag
serene marsh
#

Hey, is there a way to be able to see clearly in the interior while in free cam ? like be able to put the cam above and be able to see everything that is going on ?

distant stag
#

are you referring to the darkness?

#

or the volumetrics

serene marsh
#

uh

#

whatever make me able to see

#

x)

distant stag
#

wait so whats the current problem that prevents you from seeing everything thats going on?

serene marsh
#

too dark

distant stag
#

oh yeah, well the reason is that the night vision only follows the player

#

I had this idea of constructing a light lattice above the interior so everything would be illuminated at the same time but I haven't implemented that idea yet

serene marsh
#

ah shiet

#

this would be usefull, i need to see properly if thing are rightfully synced x_x

distant stag
#

is moving the player not an option?

serene marsh
#

i got to look at both view to see if something is wrong

#

a bit hard to follow the xeno, more so when he vent

distant stag
#

right, well I wrote it down but idk when I will get to it

serene marsh
#

no worries

#

i have plenty of stuff to translate to multiplayer code for some time

distant stag
#

yapp, something in that direction

#

not 100% sure yet

shut vapor
#

Nice

vivid mesa
#

is there any way to remap the keybinds in imperium=

#

because when im using controlcompany and imperium at the same time it overlaps with F1 and F2

jovial verge
vivid mesa
#

oh wow thanks

boreal dragon
#

@distant stag any chance you could check out imperium on Black Mesa? For some reason it has huge lag spikes frequently and it makes it rough for using imperium when testing stuff

#

@twilit kestrel and I would greatly appreciate it ๐Ÿฅบ

twilit kestrel
#

Seems like it might be Oracle

boreal dragon
twilit kestrel
#

might be due to the amount of spawns happening?

boreal dragon
distant stag
#

Uhh, would probably have to look at some logs or try it out myself

#

Is it just permanent or does it only happen when something spawns?

boreal dragon
distant stag
#

wdym with they mention visualizing?

#

could you send them over? would make my life a lot easier

boreal dragon
#

Give me a few minutes I'll boot it up and get a log for you

#

Doesn't start right away, but the thing I saw in the logs typically when it lagged was SPENT IN VISUALIZATION: 0

distant stag
#

well if its 0, it means that no time was actually spent for visualization

boreal dragon
#

that's what I assumed, but it typically hitched when it happened

distant stag
#

there should be more logs about the timers

boreal dragon
#

I think I figured it out, it's spider webs causing the issue it seems

#

Well it did it when a spider spawned but it's doing a lot better now

#

Change anything about that on the most recent update? Because I did just update it

#

On the last version the visualization debug popped up a lot more often

#

Sorry for the scare, I guess you fixed it in the most recent update? The only lag I get now is when something tries to spawn but it's reached the cap

#

Lag doesn't seem nearly as bad, but it does coincide with these debugs

#

Here's the logs for the session, landed twice. All the lag was during spiders making webs or when it tried to spawn something when spawns were full

cunning sparrow
#

I also get massive stutters as more enemies spawn. They start small then get progressively worse, to a point where I can barely even move/look around ๐Ÿ˜ญ

mighty swallow
#

@distant stag this is all worthless without profiling but just a heads up (maybe diffoz can confirm)

When your using reflection to get certain field values I think your meant to be caching some aspect of it rather than doing it all every time, reflection can be heavy when used so often like this iirc

distant stag
#

But caching doesn't sound like a bad idea

manic ember
#

just an fyi, lethal input utils seems to suddenly be broken x.x my issue was fixed after disabling lethal input utils (i disabled imperium, and still had the issue)
#modding-general message

supple blaze
#

Is the ability to trigger meteor showers being worked on?

distant stag
#

yeah, kinda

supple blaze
#

alright

bitter compass
feral sentinel
#

you can also set overrideMeteorChance on TimeOfDay to 1000+ and land the ship

manic ember
# manic ember just an fyi, lethal input utils seems to suddenly be broken x.x my issue was fix...

regarding this, may have worked out why it suddenly started occuring for me.

I normally use Gale for my testing of my mod, which is where i use imperium.

In gale, i use "direct" mode.
yesterday i was using "steam" mode instead.

today im using direct mode, and no issues again, so i guess using via steam mode, leads to things being done in a different order.. and so input utils loses the race?

serene marsh
#

@distant stag do you know if the navmesh being shown gets updated when something is carving it ?

distant stag
distant stag
#

it probably only gets updated when landing

serene marsh
#

its okay i found the answers i needed

#

id need to check if a naturaly locked door carved it tho

#

but yea doors when locked carve the navmesh

#

i need to check for the gates

tepid sedge
#

Is there a way to get things to render better when free-camming? I can't see any of the interior tiles unless I'm inside of them, and I feel like I used to be able to visualize navmesh agents, though I could be mistaken about that

#

Also not seeing any way to increase brightness in free-cam mode

#

Ohhh it might be CullFactory causing the tile issue

distant stag
#

but yeah, there is currently no way to increase night vision in freecam if the player isn't in the interior as well

#

and even that is kinda limited

tepid sedge
#

Yep, that was the issue! ๐Ÿคญ
Currently testing to see if I can get more enemies to escape without causing issues. The spider suuuucks

distant stag
#

is it different than other entities?

tepid sedge
#

Yeah, the the mesh is separate for some reason. I'm guessing to allow it to be on walls and such, but it's similar to how the blob has a designated center point that needs to be teleported (which I'm also fixing)

distant stag
#

oh yeah, I remember

#

the insight is also completely misplaced sometimes

tepid sedge
#

Oooookay then, I just witnessed the meshcontainer lagging behind the navmeshagent significantly. Wtf even is the spider ๐Ÿ˜ญ

limber ice
#

General questions about Imperium. Firstlyโ€”the โ€œkill playerโ€ option. Is that for other people also that have Imperium or does that also work for other players that do Vanilla? (Iโ€™d hope not but I had to ask, new to Imperium). Me and a friend were bug testing it and it doesnโ€™t seem to work at all. Also! When you revive yourself after dying with Imperium, no one else can hear or see you, but you can still interact. Is this intentional or unintentional? @distant stag

#

Feel free to ping me when you have the time, thanks!

distant stag
limber ice
distant stag
#

killing didn't work, even though everyone in the lobby had it installed?

limber ice
distant stag
#

it will probably be for the best, using Imperium while some don't have it installed is kinda sketchy and I wouldn't recommend it yet

limber ice
distant stag
#

might be caused by the same thing

limber ice
# distant stag might be caused by the same thing

Gotcha. Okay last thing. This is when Iโ€™m running it solo. When I spawn the Maneater baby in the ship in orbit and pick it up, it sort of levitates after I put it down and I canโ€™t pick up anything else after until I spawn something, then delete the object and the maneater.

distant stag
#

uhh thats probably just the game

#

maneater is weird as its an item and an entity

limber ice
distant stag
manic ember
#

i was testing on lan with myself, masked still see the client, but not the host ๐Ÿ˜ฎ (invisible, muted, untargetable on both client+host)

distant stag
#

Yeah, I still haven't synced these options unfortunately

halcyon finch
#

Can the imperium minimap be its own mod? Theres already a minimap mod but I prefer this one

distant stag
#

yeah, this was the plan but its not easy to just make it its own thing as it depends on the UI system and everything

torn bough
distant stag
#

I don't really wanna separate debug and testing elements as the whole purpose is being an all-in-one mod

#

but minimap could also be used for regular gameplay so it makes sense here

torn bough
hazy gulch
#

Any way to turn off the 69% sale?

torn bough
#

i think that has something to do with disabling quota idk tho @distant stag

distant stag
#

yeah its a weird bug with disabling quota

#

not quite nailed it down yet

manic ember
#

erm, as far as i remember... its related to there being 1/2 days left before quota.

i went to company once to sell.. scrap seemed to sell for 69% off of its value, and all items in the shop were priced at 69% discount.

I usually only go on 0 days left now, this was a long time ago. cant say it was EVERY time it was 1/2 days.

boreal dragon
#

Is there an option for reducing or removing the cooldown of the inverse teleporter? Would be very nice for testing with interior dev

jovial verge
twilit kestrel
#

Would be nice if Imperium just had a button that was clickable in-menu to trigger an inverse teleport on the player

misty halo
#

Wait, what does "disabling quota" mean? I ask because in my runs, we still have a quota we have to fulfill but I still get the weird 69 percent off thing.

serene marsh
#

@distant stag me again with navmesh questions : is it possible to see navmesh areas ?

bitter compass
#

i think navmesh is just on a layer?

distant stag
#

there is a navmesh visualizer, yes

bitter compass
distant stag
#

yeah the navmesh surface layer has nothing to do with the actual navmesh iirc

#

its just a zeekerss thing

bitter compass
#

fun

distant stag
#

bc navmesh is internally calculated anyway

#

so it was quite annoying to calculate the visualizer for it

bitter compass
#

how about u catch these hands

#

oh wait

#

"calculate"

#

why did i read that as catch

distant stag
#

lol

serene marsh
#

i meant navmesh area like there is thing that modify the cost of certain area

bitter compass
#

oh those

#

are those part of navmesh obstacles?

serene marsh
#

nope

#

i manage to retrieve the area cost but... since they all have the same cost it doesn't help me

#

imma try to mask the playerlineofsight one and see if my xeno refuse to go in front of me

serene marsh
#

ugh i just wanna know if that area layer is used x_x

manic ember
#

I put the area mask in visualisers/log, spawned a masked (enemy) and kept respawning them til they walked through where I wanted them to go, so I could see the area mask using visualisers/log (If that helps)

Don't know if that helps for doors though as I was looking at movement not line of sight

serene marsh
#

so i have no idea where PlayerLineOfSight is used

#

i cant use navmesh obstacle either to avoid interfering with other enemy

#

so imma gonna have to do programmer magic for my thing

#

which is basicaly the same at the braken : sneaking on player while avoiding their line of sight

#

but man i am not gonna try to understand how zeekee did it

#

ill try to do my own method first

mighty swallow
serene marsh
distant stag
#

it should be fine, I do it in the level builder and the mod I am currently working on, it just takes some time but I think you can do it asynchronously

#

so idk about the performance implications and you probably shouldn't do it a lot but it probably wouldn't break the game

serene marsh
#

for what i want i kinda need it to update the navmesh like, all the time lol

#

this is not the way

distant stag
#

okay yeah, probably not lol

serene marsh
#

that aside, about imperium

#

i didn't get if we can see those area in different color

#

and also i have a few issues

#

when you want to manually type position to teleport, you cant input negative value... or you can but you have to add the - after which is annoying

distant stag
#

there is currently no way to differentiate the different areas

#

I plan on implementing that though

distant stag
serene marsh
#

and also, i have often the need to change my game between fullscreen and windowed, aswell as moving and resizing the window for when i debug to see the log or multiple instance of the game (on the only screen i have)... but it does sometime foock up where the imperiums different tool are positionned, and specifically sometime make them stand out of the screen with no way of bringing it back x_x

distant stag
#

yeah youre not the first one to report this

#

its on the board, I'll look into it once I have some time

serene marsh
#

oki

manic ember
pseudo sable
# serene marsh so i have no idea where PlayerLineOfSight is used

it's a layer that contains a couple of box colliders that extend forward from the players' cameras to the first surface in front of them, and there are a few functions in EnemyAI that raycast between nodes of a calculated path to check if the path intersects line of sight and reject it if so

pseudo sable
#

it's not a super accurate way of determining line of sight, but it works okay for enemies like the bracken

serene marsh
#

i don't understand how it works

#

but if it can help me doing a similar behavior...

#

imma take you hostage

pseudo sable
#

the functions:

  1. calculate a path to an AI node in the level
  2. walk through the nodes of that path
  3. line cast between each node and its previous one on the PlayerLineOfSight layer
  4. if the cast hits one of those colliders in front of a player's camera, reject the path
  5. generate a path to a different AI node in the level and start from step 1
serene marsh
pseudo sable
#

yeah

#

do navigation areas not use those layers?

serene marsh
pseudo sable
#

huh, that's curious

#

I'm thinking it may be leftover from zeekers trying to use nav blockers then

serene marsh
#

yeah, maybe thats just a leftover from his testing until he realise that he would have to rebake the navmesh lol

#

bruh

#

u faster than me :C

pseudo sable
#

ez

#

I'm on my phone too ๐Ÿ˜Ž

serene marsh
#

i was hesitating wih my formulation

pseudo sable
#

I have no hesitation so I can look like a fool

serene marsh
#

still look like you kinda get how he does it so imma ask about this after i eat

pseudo sable
#

I definitely do, I had to rewrite portions of that code for PathfindingLagFix

pseudo sable
#

yeah

#

tbf though that's my only experience with AI in this game really

pseudo sable
#

is it possible for me to filter items with spaces in them in the Imperium terminal? it doesn't seem to work to insert a space or just mash the words together Hmm

#

oh wait, never mind

#

for some reason mashing them together didn't seem to work before, but it did for at least one item?

distant stag
#

might be because the internal name is without the space

#

might want to remove spaces in the search lookup

cosmic wigeon
#

is there a way to teleport my free-cam to my player?

#

just because sometimes my freecam is in the middle of no where

flat tartan
#

how do u hide like marker and stuff while using the freecam
like the blue player icon

distant stag
#

those are on a layer called "Map Radar", you can turn it off in the layer selector

#

arrows up and down and enter to toggle

flat tartan
#

thanks yoiled

waxen scroll
#

@distant stag hey whenever using the save file editor it seems to save values entered as a string despite entering a number

#

I modified the TimesLanded variable to test smth and it saved as a string ๐Ÿ˜ญ

#

don't think I can fix it without resetting my save either

#

uncorrupted the save file by writing a custom patch in one of my mods to fix it

#

๐Ÿ˜ญ

supple rampart
#

is there no way to scroll in the spawn menu? its currently impossible to spawn butlers afaik because the entire results for "butler" is filled with mask hornets

#

unless im missing something

distant stag
#

hmm, someone has reported this before, not sure how it happens

#

i can look into it

distant stag
untold echo
#

unsure if this mods causing it but i was checking the eclipsed spawn cycle out for modded moons and for some reason the spawns are inconsistent
7 AM: only outside, nighttime, 3 monsters
9 AM: only inside, 2 monsters

distant stag
#

I am not sure I understand what you mean

timber coral
#

is there a setting that displayes the players current speed?

distant stag
#

like the little panels that you can activate for players and entities

timber coral
#

how do i do that?

distant stag
#

in visualizer window

#

top right

timber coral
#

i can't seem to see my own current speed with that. that's what im after

#

ok if i look at my feet i can see it

#

velocity isnt on it

distant stag
#

yeah you have to look down to see it

#

weird that its not default

#

do you have unity explorer installed?

timber coral
#

no

distant stag
#

you can add your own insights at runtime if you have it installed

#

but ill add it to default for the next version

timber coral
#

thank, because i think that for whatever reason running speed at 0weight sometimes caps out slightly lower and slightly higher, solely making the difference between 50 damage and 0 when running over mines

#

you can even feel the difference

distant stag
timber coral
timber coral
distant stag
#

hmm, I guess this is just base movement speed then

#

getting velocity is actually quite a bit harder now that I think of it

#

thats probably why I didnt add it

half star
#

Can I use Imperium to change the day counter? Not the days until quota is due but the total day count?

distant stag
#

You can maybe do this with the save file editor

half star
#

What do you mean by maybe? Lol

distant stag
#

well I think its saved in a save file, not sure tho lol

prisma shell
#

Teleporting to fire exits (via F1) can put you out of bounds btw. Encountered this for Assurance fire exit with facility interior

feral sentinel
#

worth noting that teleporting to fire exits is the only automatically fetched teleport destination that places you inside the building

#

main entrance warps you to the outside of the building

#

not sure if that's intended but it doesn't seem to be?

distant stag
#

Yeah this is a weird bug that only happens sometimes, maybe I should just add a bit if Y offset

distant stag
#

So it's weird that it would teleport you oob while the base game doesn't

feral sentinel
#

i might be wrong

#

but it looks like you get teleported to the wrong side of the fire exit door

#

maybe you just get shoved out of bounds by some funky collision

#

but whenever i've observed this bug, it looks like my horizontal position is on the side of the door not facing the room

manic ember
#

this may help resolve the bug.

this is what i use for all entrances/exits for teleporting the masked, it sets the destination to be the "opposite" teleport position for where you are (so if inside, it puts you outside, and if inside, it puts you outside), the masked have so far not fallen into the ether using this.

private EntranceTeleport[] entrancesTeleportArray = null!;

entrancesTeleportArray = Object.FindObjectsOfType<EntranceTeleport>(includeInactive: false);

private Vector3? getTeleportDestination(EntranceTeleport entrance) { if (entrance == null) { return null; } //return entrance.exitPoint.position; for (int i = 0; i < entrancesTeleportArray.Length; i++) { EntranceTeleport otherEntrance = entrancesTeleportArray[i]; if (otherEntrance.entranceId == entrance.entranceId && otherEntrance.isEntranceToBuilding != entrance.isEntranceToBuilding) { return otherEntrance.entrancePoint.position; } } return null; }

#

i guess in your case though, if people are inside, they maybe rather be teleported to the inside xD

pallid flicker
#

Hey just wanted to report a bug on my end in case it's not already known : the imperium minimap has been bugged for some time. It's on top of my character and I can't see anything useful with it. Is there a way to fix this issue ?

manic ember
distant stag
#

You can also scroll while holding alt to zoom while in minimap mode

pallid flicker
#

Thank you guys for your help ! I had no idea I could change this, and I don't know how it got modified in the first place. It's much better now !

agile hull
#

Is there a way to not render the first person view model when viewing yourself in the freecam?

distant stag
#

unfortunately there isn't an easy way to do that as you would have disable the whole layer

cosmic wigeon
#

is there a way to spawn enemies in a random spot on the map? or will they always spawn in front of me

distant stag
#

There currently isn't a way to spawn them randomly

wheat turret
#

For the teleport options, can we get a button for simulating an inverse teleport?

pseudo sable
#

is this second "AI Nodes Outdoor" option controlling something unrelated? I'm curious about it lol

#

also wondering if we could get an OffMeshLink visualizer, could be very useful for some of the testing I've been doing

distant stag
#

thats probably just a copy-paste error, I have never noticed it

distant stag
#

but its definitely a higher priority when I get back to working on Imperium

distant stag
wheat turret
#

Awesome

#

Yeah it'd be useful for debugging inverse teleporting bugs.

normal trench
#

While you're at it, make the hud not reappear when you take damage

normal trench
#

Oh and being able to trigger the meteor sequence would be great ๐Ÿ‘

manic ember
#

can we get a button to lock/close all doors.. or toggle the lock on the door in front of us, or something? xD

i know there is a mod, that locks doors using the lockpicker (i think lockpicker advanced...) but yeah, i just think it maybe a handy feature (maybe not for many though)

distant stag
#

Except I removed it again

manic ember
#

Oh lmao, I never seen it, would be so helpful for me right now haha

distant stag
manic ember
# distant stag

sorry, i cant see the image.. i am legally blind.

OR.. at least thats how i would expect to be perceived seeing as i missed those buttons even though i vaguely remember they exist.. facepalms

thanks. ๐Ÿ˜„

rigid wolf
#

The 69% off bug still seems to be around I see. Is that a mod conflict? unknown?

oak venture
#

69% off bug must be a joke lol

#

so yeah my conclusion is: actually it's unknown and a total mystery, I have no idea why it happens

#

:3c

distant stag
oak venture
#

do you actually mean you have no idea that's there?

#

or do you mean nothing happened and my messages shall disappear?

distant stag
#

:3

#

I have honestly no idea why or when I added this

#

Not even joking

oak venture
#

lmao

distant stag
#

I should start a poll whether I should leave it in there or not TE_trollSmile

bitter compass
#

Just keep it lol

#

Your fault if u play with imperium in a serious run

distant stag
#

"Imperium - Competitive Edition"

pastel inlet
#

please add a feature that lets us freeze enemies in place, and make sure the animation that is playing for them is frozen too so when frozen they arent just standing there

cosmic wigeon
#

here is an issue i often face with imperium:

my friend dies, and is in spectate mod through the mod "poltergeist". when i click the revive button in the imperium object settings, his character returns to the ship but remains floating, and i can hear my friend's voice through it. however, on his screen, he is still dead and spectating, and cannot see his own body that was revived.

hopefully that made sense. is this an issue with poltergeist or something else? thanks!

distant stag
#

Just untick the box of the entity

#

And yes, it freezes their animations, navmesh agent and enemy AI

distant stag
pastel inlet
#

I NEED TO TEST THAT

cosmic wigeon
#

hello everyone, im having an issue where all of my teminal store items are 69% on sale... does imperium cause this? thanks!

cosmic wigeon
#

ah ok... and how could i fix this?

distant stag
manic ember
distant stag
#

I should probably remove it lol

warm mortar
#

I think that's what causes it?

#

don't know though lol

warm mortar
distant stag
warm mortar
torn bough
radiant creek
hollow granite
#

Hey, not sure if this has been reported or not, but I was attempting to test out a moon I've been making and called in the cruiser, but the ship dropped it sort of behind the player ship instead of where it should've. At first I thought I'd goofed but then I noticed all my moons and vanilla moons had this issue, all dropping in the same spot. I disabled Imperium and that fixed it. Testing with just vanilla and Imperium (and dependencies) brought back the issue so I think it's something with Imperium, either some setting I toggled and didn't mean to or a bug.

desert plume
#

is it possible to use this mod to spawn a specific monster?

distant stag
#

yes

jovial verge
#

no the guy above is lying

#

trol

distant stag
desert plume
#

oh I just installed and it does not even load the game

#
[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkManager.NetworkUpdate (Unity.Netcode.NetworkUpdateStage updateStage) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Unity.Netcode.NetworkUpdateLoop.RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage updateStage) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Unity.Netcode.NetworkUpdateLoop+NetworkPreUpdate+<>c.<CreateLoopSystem>b__0_0 () (at <895801699cfc4b4ab52267f31e2a4998>:0)

distant stag
#

uhh probably some incompatibility?

#

never seen this error in my life

desert plume
distant stag
#

doesn't look like imperium is causing it though

desert plume
#

my plugins folder

distant stag
#

maybe try a clean profile

desert plume
#

ok

#

this is clean

#

testing

#

maybe wrong version of a dependency?

jovial verge
#

What lc version are you on

desert plume
#

how can I see that

jovial verge
#

Nvm

#

You are on v64 and the correct version

#

Odd

#

I think theres something that you can clear mod cache or steam cache

#

Try that

desert plume
#

removed cacche folder

#

same

#

not sure how to do the steam cache

#

I downloaded xilophor-LethalNetworkAPI-3.3.1

#

?

jovial verge
#

Yes

#

Any depencies imperium has

desert plume
#

is an indirect dependency

jovial verge
#

Do you use mod managers

desert plume
#

is a dependency of the network api

#

nop, just manual download

jovial verge
#

But i recommend the gale mod manager

desert plume
#

ok works now haha

#

gale huh?

jovial verge
#

Nice

#

Yeah

#

Gale is fast

#

#1246088342458863618

distant stag
#

gale on ๐Ÿ”

desert plume
#

how to spawn a specific enemy? (readin the readme while)

jovial verge
#

Then type the entity name, select then enter

desert plume
#

how can I learn this, no mention of the f2 key on readme

distant stag
#

the wiki is still in development and there will also be a video guide eventually

desert plume
#

aaaah thanks!

#

and finally, is there a way to filter the console? xd, I want the output of a single mod