#Imperium
1 messages · Page 6 of 1
oh there is a log file? okay, I can less it
fair enough
awww tail -f does not work in wsl2
maybe because is a file not in the ext4 disk, and is incapable of getting updates
really
I assumed tail -f just queries the file periodically
but yeah there is no such thing as file watching in NFTS/win
yeah, if the file is ins the same space, but since I am using wsl to query a windows file... it does not work
is like tryiong to make a symlink from wsl in a windows file
will check lnav then
googling
yeah NTFS doesn't have symlinks unfortunately
no idea if lnav works in wsl
yeah but how you do it then to filter the log if youy are not using wsl
if this is ok to ask of course
ah, u run the game on linux then?
damn, need to run games on linux, too lazy, but man I need it to program micro controllers, wsl is pain
oh well, will search a way to filter the log
well most steam games work just as well on linux as they do on windows nowadays
and its not more annoying to setup or anything
yeah ikr, proud owner of a steam deck
thanks for being nice with me 🙂
mmm ;/ (vim user)
uhm there are probably vim plugins
have you actually tried lnav or did you just assume it wouldn't work?
my problem is the wsl layer
since tail does not work.... not sure how to filter the log in real time
im pretty sure lnav can work without inotify
(i am in windows to play the game)
it just refreshes the file periodically instead
trying that
you can do the same with tail btw
yeah found it tail -f ---disable-inotify -s 1 LogOutput.log | grep "\[Info"
the mod I am testing is missing a single line of code, to change language, how can I recompile another person mod if I have the code? (is on a github repo), what do you recommend?, never made a mod before, but I am a coder, what's the fastest way (hopefully without installing unity)
https://github.com/TimShaw1/Wendigos-Mod/blob/master/AzureSTT.cs#L153
reading: https://lethal.wiki/dev/overview
well you could try and clone the repo and open it as a C# project
then you would be able to compile it into a DLL
yeah will use visual studio
1>'netcode-patch' is not recognized as an internal or external command
googling :/
copiled!, yay
nice
can Imperium modify the monster damage?, I want the monstter to not do any damage so I can test safely haha
you can make yourself untargetable so they can't hit you
yep! wow so complete this mod!

i dont suppose there is any clue on why this may occur when spawning an entity? xD
i realise its to do with my mod... and i think i know why, just.. seeking more understanding.
is the code for this mod on github? can I have a lok at it?
not the latest, let me message you about it.
how do I see this 2 more result?
there currently is no way to see the other results
ahh. okay
Finally got around to adding a component to CullFactory that allows you to control culling for a camera, if you wanted to make your freecam always (or optionally) render things that aren't known to be visible
you can also make it skip culling so that people can see the culling results without the imperium camera influencing things
(mirroring the default behavior for the UnityExplorer freecam)
amazing, thanks!
I frequently get spawned 0x when I try spawning items or enemies :c
Hmm, are there any logs?
I haven’t seen this error in a while, does it only happen with modded entities?
i had 2 items in my inventory.. tried to spawn 3 walkies.. 0 spawned (when i was testing mirage integration with my mod a while back).
when i spawned 1 or 2 walkies and didnt fill my inventory.. it seemed 100% fine though
ill try to replicate and provide a log, i didnt think it was a big deal at the time
not happening for me today xD
I'll check next time I get the bug
It was happening sometimes when I tried to spawn vanilla enemies
is there a fix to that 69% discount bug in the terminal store?
or does that have nothing to do with imperium?
.
Imperium is mainly an insanely valuable tool for testing and not for actual play
Sounds like the 69% off is intended lol
damn, that makes perfect sense... i just love trolling and having fun with friends using imperium
Yeah 69% bug is an easter egg 
For sureee
We love illegal characters in config keys 
its probably because this profile has a mod im working on which crashes the game everytime i close it lmao
I wonder how this specific error is caused, “unterminated string” mfw
How does that even happen 😭
imperiums fault fr

I'm still getting the spawned 0x bug
Also a vanilla item I spawned is only spawned on the host
Weird
I also got an instance where the client spawning an item make the item only spawn on the host
Please make an option to not have the item spawn in your hand
Thanks! I'll have a look at it
Would appreciate a way to trigger meteor event
Another thing is resizing the gamw window breaks the imperium UI to where you can't see it anymore or it's half at the top or sides to where you cant access some stuff or move the window
@distant stag Is there a solution for this since ?
it should be possible but I'd have to look at detecting when a window is resized and moving the windows relatively, I'd also need to move the windows back in place somehow once the window is back in fullscreen
so its possible but there are some questions that need to be answered
Will imperium eventually support modded map hazards? 
I think we had a discussion about this some time ago, I thought there isnt really a common factor between outside hazards like EnemyAI for entities or GrabbableObject for items
I do think LethalLib does have a class like that though
But I haven't really put much attention to Imperium lately as I am busy with other mods and irl projects I need to work on this semester
this does not necessarily mean you have to deal with window size shenanigans... but a button, an option or something that would put the tool window back on screen (like idk double clicking the menu icon on top would put it back in the middle ?)
does the reset UI button not work?
it did not for me
hmm, I added it to the list, I can look into making that button work
also this
Imperium v0.2.8 [Beta] - V66 Compatibility Patch
Note: This version of Imperium is compatible with the Version 66 of Lethal Company.
Added Stuff
- Added new visualizers for the Maneater.
- Added new visualizers for the Flowerman.
- Added a switch to turn off the 69% sales easter egg.
- Added an option to fullscreen the minicam (
Default: F11).
API Changes
- Added more entity visualizer functions and wrote more documentation.
Internal Fixes
- Fixed a bug where frame setting overrides were always being overridden.
- Fixed a bug where frame settings were affecting inactive cameras.
- Fixed a bug where Oracle was re-simulating when it wasn't required to.
- Fixed a bug where instant landing and takeoff sometimes wouldn't work.
- Reverted a change that made Oracle unstable.
- Updated oracle to take rush index into account (Info).
- Fixed a bug where keybinds weren't unsubscribing properly when restarting a game.
@oak venture no more easter egg 
Is there an option to force the metor shower as well ?
unfortunately not rn, I did want to add it though alongside a way to manipulate furniture luck
right
was gonna say something about the maneater but imma check if that is not me using an old version of imperium first
yea that is not me
yeah this is unfortunately just the game
as the maneater is called large axle internally lol
ah kay x)
And yeah i confirm that reset UI does nothing beside closing all the windows
i cant access object explorer no more ;_;
rip
@distant stag Another subject : Can you explain how can one use the custom insight ?
i didn't quite understood with what i found
like adding your own insights for a type?
Can you point me to where imperium does the visualisation stuff in code? I wanna see if I can make a fix/PR for broken spheres+capsule colliders
I might also be able to do something about mesh colliders, unsure though
yea im trying to add custom insight for my custom enemy
I'd like to see you try to capsules and mesh colliders, both require manual mesh generation which i put off for some time
Isnt capsules only problem the axis stuff?
axis?
Yeah the direction at which the capsule collider is pointing to I guess? Because capsule collider is almost exactly the same as sphere except you can change its direction with an axis thing
And thats why all colliders in experimentationnwhen u look to the left are pointing up and not right
https://github.com/giosuel/imperium/blob/main/Imperium/src/Core/Visualization.cs
here is the code, its a bit confusing as some methods aren't really used atm because I was working on making it more accessible in the API but didn't finish it yet
just try to follow what https://github.com/giosuel/imperium/blob/c8dc4e8aa08761f0db4b353c8922b1f2c33ffaac/Imperium/src/Core/Visualization.cs#L113 does
I've made mesh colliders in runtime before too so should be doable
this function is used as entrypoint for basically everything
well its possible to just copy the mesh filter and use a different shader for the visualizer
but the hard part is making it work with the wireframe shader I'm using for everything
same for cones
Hmm ic
well you can't really scale the capsule, it will stretch the hemispheres at the ends when you really only want the middle part to stretch, and for that you need some more logic
I wish we had some more functionality like in geometry nodes when it comes to procedural mesh generation
Well yeah, you can only affect the "height" which you rotate with the axis stuff, and I guess the radius though height and radius override eachother sometimes
I'm honestly not sure why the axis rotation stuff is even a thing
Since you can just rotate the gameobject, but I guess it allows more flexibility in one gameobject
yeah I guess the rotation is easy to fix, I just haven't considered it so far
but stretching is harder
Yeah I'll just have to mess with it really
https://github.com/giosuel/imperium/blob/main/Imperium/src/Visualizers/Objects/EntityGizmo.cs
also here are the cone and sphere visualizers for entities, like the LoS stuff

feel free to reach out if something isn't clear, the system can be quite confusing
have you had a look at this? https://github.com/giosuel/imperium/wiki/Visualizers
A little bit lol, I'll try to explore it with a friend first, also is this nullable syntax?
I'm used to just Transform?
well Transform? should only be used in a nullable context and I didn't really want to do that, the [CanBeNull] syntax is more of a hint that something might be null and not a requirement
yea but its a bit rough for me yet
Like, might be null but shouldn't be?
all i need is a simple example with one of my enemy value
not really, I just use it as an alternative to the more strict ? syntax
expecially useful for API stuff, where you don't want nullable context everywhere
Icic, I think I get it
im still having issues with visualisers tbh.
I am assuming i have to create an instance (im attaching extra visualisers to the vanilla masked effectivly) for each masked.. just havent worked on it yet xD, the first time i add them they work fine, but when i add a second masked, it overwrites the first. might be something you want to write about in future in the wiki (incase anyone also gets my issue)
Imperium Insights
So basically insights expose properties of a specific type of Component in the insight window when activated. Insights support inheritance and polymorphism, meaning you can define insights for EnemyAI and JesterAI and both will show up in the Jester's insight.
You can also override the a property in JesterAI and it will be replaced in the Jester's insight panel.
Insight registration is completely dynamic and consistent, meaning you can register the same property multiple times and it will just keep overriding the previous settings.
To manage insights, you can a function rom the Imperium API Imperium.API.Visualization.InsightsFor<EnemyAI>(). This returns an insight definition which can be used to register and unregister insights, set genertaors and the config keys. These functions are chainable as shown in the example below.
Imperium.API.Visualization.InsightsFor<EnemyAI>()
.SetNameGenerator(entity => entity.entityInfo.entityName)
.SetPersonalNameGenerator(entity => entity.entityInfo.entityName)
.SetIsDeadGenerator(entity => entity.isEnemyDead)
.SetPositionOverride(entity => entity.transform.position + Vector.up)
.RegisterInsight("Health", entity => $"{entity.enemyHP} HP")
.SetConfigKey("Entities");
-
The first line sets a
Name Generator. This is basically just a function that generates the name for an insight carrier, which is shown at the top of its panel. -
The second line sets the
Personal Name Generatorwhich is basically the same as the one above but that name is displayed as a kind of 'subtitle' in the insight panel. -
The third line sets the
Is Dead Generatorwhich computes whether an object should be presented as 'dead' or not. This controls the death overlay of the panel. -
The fourth line sets the
Position Overridewhich can be used to override where the panel is positioned on the entity. This defaults to(0, 0, 0)of the parent object. -
The fifth line registers the actual insight function that displays the current health of the entity. It provides an instance of the object and expects a string as return value.
Note: This function is called every second for every object the insight is shown for. So take performance into consideration when writing complex insights.
- The last line sets the config key of your insight. This controls what config entry controls whether your insight panels are show or not. The configs can be found in the config file under
Visualization.Insight.<YourConfigKey>.
I hope this helps 
woa
wdym it overrides the first?
I will probably add this and more to the wiki later on when I get some time. I am planning on fully releasing Imperium soon anyways after fixing some still open issues but I think overall it's pretty stable and feature rich for now
I will also be working on a video guide with andrew that should explain the majority of the functionality once I actually release it
thanks, but where should i write my custom insight ?
you can do it at runtime in unity explorer, or I have seen people adding an imperium integration to their mod for debugging
I think it makes sense to add this integration as an soft dependency as others might be interested in insights of your entity if they have Imperium installed
and how can i achieve this ? ^^
sowwy i am out of my element here
There might be some documentation on this but you can also look at the unity explorer integration I wrote
https://github.com/giosuel/imperium/blob/main/Imperium/src/Integration/UnityExplorerIntegration.cs
Key is to add two methods, one that checks if Imperium is present and one that executes Imperium code, you can't do it in the same function as C# will try to load Imperium references at the start of the function so it will fail
Like an example for this is the SetUIActivePatch method that is always called and the OnOpenUIInternal method which is only ever called when unity explorer is present
Might add a tutorial for that as well on the Imperium wiki at some point
this is how ive implemented it.. i spawn 1 masked, it works and updates fine.
If i spawn a second one, the first one's visualiser, copies what is updated from the second one.
If i despawn a masked.. it stops updating completely.
internal class ImperiumPatches
{
public static void maskedVisualization(MaskedAIRevamp.Personality p,MaskedAIRevamp.Activity a,MaskedAIRevamp.Focus f)
{
try
{
Visualization.InsightsFor<MaskedPlayerEnemy>()
// Registers a new insight generator
.RegisterInsight("Personality", entity => $"{p}")
.RegisterInsight("Focus", entity => $"{f}")
.RegisterInsight("Activity", entity => $"{a}");
}
catch(NullReferenceException nre)
{
//masked was deleted/despawned.
}
}
}
FixedUpdate in my attached component to MaskedPlayerEnemy
public void FixedUpdate()
{
if (Plugin.imperiumFound)
{
try
{
ImperiumPatches.maskedVisualization(maskedPersonality, maskedActivity, maskedFocus);
}
catch (MissingMethodException mme)
{
//v50 error.. just ignore. (imperium 0.1.9 and before only)
Plugin.mls.LogWarning("Imperium Visualisers Integeration has an (MME)xception...\n\r" + mme.Message);
}
catch (Exception e)
{
Plugin.mls.LogWarning("Imperium Visualisers Integeration has an (E)xception...\n\r" + e.Message);
}
}
//more stuff after here unrelated
}
sorry if i missed an ending bracket 😄
well first of all, this should not throw an exception
i put that in for v50, before you updated. it can be removed now probably, just left it in xD at that point people were still using v50/v55, so an error threw in either direction depending on what version was installed.
but yeah, what you are trying to do is adding a second visualizer for another entity when visualizers are the same for all objects of the same type
you should make the insight a pure function, meaning it only takes the provided entity parameter in account and no external values like the personality options you provide from the outer function
yeah i figured i was doing something wrong.
to make this work, you would need some kind of way to get the personality of a masked based on the provided MaskedPlayerEnemy
like a map or something that maps all personalities to maskeds
so, really.. i should give any insight values.. to MaskedPlayerEnemy, then pull them from there.
you should only need to register the insight once at the start usually
exactly
well as I said, you could also make an external map where you can get the personalities from based on the masked you use as index
ah well, that explains a lot xD thanks, i was quite happy with it working for one masked, but people weretelling me it wasnt working, so i figured when i saw the chatter about insights, i might as well ask. haha
so basically.. an array within my mod, that uses the masked Id, to pull values, to populate the insights.
yeah, its instanceID, is there another unique ID? i kinda hate the instance ID because its always got a - in front of it.
actually, i just realised, its instance id from my mod, so that maybe different to the vanilla masked's ID
instance ID is good for things like that, I use it a lot
but you need to use a map, not an array
ok dokey, thanks
I can't tell if this is something specific with Imperium spawning Bracken with Imperium seems to put him in a weird glitched state.
There's no error or warnings popping up in the console either.
When he spawns, he just stands in place and slowly rotates.
If you hit him, it puts him in a glitched chase state where he's way faster than usual.
He can still kill on touch but he seems unable to do it again until he becomes unglitched.
As for how he becomes unglitched, I'm not entirely sure, but it seems that if you leave him and let him go back into his sneaking state, he goes back to working normal.
devtools works for me if u wanna test whether imperium breaks him, i'd recommend using test room since it'd be easy to locate
I'll look into it sometime later.
"locate"?
Cuz you can just spawn them in the testroom, they always spawn in one specific node, lol

FYI, not sure if this has already been reported but it looks like imperium fails to load due to a soft compatibility patch failure for WeatherRegistry ```[Warning: HarmonyX] AccessTools.GetTypesFromAssembly: assembly giosuel.Imperium, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null => System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Could not load type of field 'Imperium.Integration.WeatherRegistryIntegration+<>c:<>9__2_0' (1) due to: Could not load file or assembly 'WeatherRegistry, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000
at HarmonyLib.AccessTools.GetTypesFromAssembly (System.Reflection.Assembly assembly) [0x0000d] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_000D
System.TypeLoadException: Could not load type of field 'Imperium.Integration.WeatherRegistryIntegration+<>c:<>9__2_0' (1) due to: Could not load file or assembly 'WeatherRegistry, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
[Warning: HarmonyX] AccessTools.GetTypesFromAssembly: assembly giosuel.Imperium, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null => System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Could not load type of field 'Imperium.Integration.WeatherRegistryIntegration+<>c:<>9__2_0' (1) due to: Could not load file or assembly 'WeatherRegistry, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
yeah i actually just recently found out about this, since this never happened to me personally but it will be fixed in the next update
thx 
no worries, I've just started trying to test with this mod and noticed I dont get a mod menu or anything lol
wanted to spawn specific items in the interior
oh it wasnt the soft compat failure
yeah, this issue shouldn't affect anything besides weather, if anything, its just a bunch of errors
hmmm
it seems like your UI layout config is faulty, have you tried resetting that field?
have you manually edited the config?
through gale
did you edit the UI layout config specifically?
uhh not sure actually
it shouldn't break if it wasnt edited manually, weird
but it shouldnt fail like that either, so its good that you found this case
yeah im wondering if gale did something weird lol
tried to reset window layout and this is what happens
yeah config file looks messed up at that part
lmao
i'll reset it now to see if that fixes the issue
so this happens whenever you click the reset button?
or did it happen before?
I think it was already set like that before I hit the reset button
hmm, but the reset button worked?
oh no, I deleted the config and letting it regen
I see
does this look right?
yeah, empty field should work
gotcha, i think you might wanna set default value to "" tho
if anything for the gale thing
yeah I changed something in gale's config manager and it put the = back 
well empty value and "" is the same, no?
actually having the characters "" is probably just gonna be more annoying for parsing
because when a value is there, I don't think it would be surrounded by "" anyways
did you change like another field of the Imperium config?
yeah I'm changing startup behavior to skip start menu and disable the terminal sales thing
yeah I guess end result would be the same regardless
might wanna notify @autumn epoch about this then, might be a gale issue
I usually register my empty string config items with a default value of "" though
like this, no?
yeah I'm wondering if it's the recent fix for removing extra spaces
oh yeah, that's what I meant haha
because I would need to do this if I wanted the actual characters to appear in the config
all good lol
okay yeah I fixed the error on my side, it should just reset the config now when something is broken with it
that's good 
what's weird is I haven't noticed this issue with any of my blank config items with gale
Only difference I see between one of my blanks and yours is I have a description set?
# Setting type: String
# Default value:
SetupConfigCode =
## Paste a config code here from the insanityconfig generation page
# Setting type: String
# Default value:
InsanityConfigCode =
# Setting type: String
# Default value:
WindowLayout =
# Setting type: String
# Default value: Imperium
Theme = Imperium
gonna link this discussion in the gale thread
sounds good 
i think LLL does "default value is empty" unless thats teh mod manager

where did my scan go? 
Sometimes it doesnt even register the total amount nor will it count up - scannodes are gone ._.
^and yes, removing imperium fixes the issue >.<
it doesnt register enemy scans either
yeah, this is because your resolution is turned up, currently this breaks scan nodes
Ohhh okie
Any idea what these are?
They seem to be meshes for the Eyeless Dog & Hoarding Bug. Also, i spawned a billion Jesters
I did some further testign and found that if it's just jesters, then the frame drop is nowhere near as bad. Is it possible that these meshes, on top of the AI behaviors, are the reason for the horrible frame drops? Like, it seems horribly optimized
how many jesters?
10-15
Also, I fast forwarded the day
So a lot of stuff was spawned in
If it’s the beginning of the day, the frame drop is nowhere near as bad
Hopefully, somebody has the time to optimize the AI
tulip snakes also cause insane lag spikes in vanilla sometimes
i would assume that its related to constantly tracking your location.. not sure thats how jesters work.. as i havent really looked at them.. but.. once they have popped, they are looking for your location accross a vast distance, if it didnt update regularly.. they would run to the wrong place... im guessing thats why there is a lag/fps drop.
its the same with masked in my mod, sometimes they calculate things a bit too often, and so more than 5/6 of them will likely lead to low fps. xD
What's also interesting is the frame rate increases while a masked is turning you into one of them
I'm wondering if these things surrounding the Dog and Bug are the reason for frame drops. it looks like there's an excess amount of polygons
Honestly, I don't know.
is there a way to reset the position of the windows in-game (in a way other than reset ui/factory reset)? whenever i resize the game window in any significant way the object explorer becomes irretrievable
there currently is no way to do this, you would have to move the windows beforehand so they don't disappear
its gonna get fixed in the next version
thank you, because i keep having to reset the config lol
Can I find an items file name through imperium
been trying all day to figure out what the cosmic apparatus file name is
I want to configure it's value
What is a cosmic apparatus?
Because (especially in my mod and probably with vanilla too) the killing animation stops then doing other potentially laggy actions? XD
"lock doors" button seems to toggle the locks on all doors, unlock seems fine, close/open seems to unlock all doors as well. (but thats fine, just, commenting incase that wasnt desired)
Yeeeah, these functions are messed up, there wasn't really an easy way to do it one-way
I might look into either fixing this or renaming the buttons for release though, thanks for reminding me of this
oh~
Unique pink purple apparatus added by Wesley's moons. It's on cosmocos
Uhh, maybe it's called differently internally? As long as Wesley's moons uses LLL (which I think it does) I don't see a reason why it wouldn't show
I know that items added with LLL work in general
Wesley doesn't add items correctly iirc
He will next update but the moon's haven't updated in months
Most of his items appear in LQ so is there a chance the cosmic apparatus will appear in a different name in it? It's definently not apparatus since I've checked.
you can turn off AI in the object explorer
okay, ty
Hey
How do I go into freecam mode with this mod again?
and ping respond to it
so I can see it and save it incase i forget again
F
I think it’s in the README for the mod
how do you toggle layers in freecam? my mouse is locked to the camera and i don't know how to unlock it
I think the up/down arrows switch layers and the enter key toggles but it’s been a bit since I’ve done it
that was it, thanks
when changing the speed of time.. and hitting the reset button.. time speed does not reset to normal.. xD moving the slider fixes it.
I can't spawn the Key item
its out there, somewhere
I'm guessing it's that "1 more results..." but I don't know that you can scroll down to it. Not sure if typing "Key (Key)" works? I'm thinking with the mods they've got "Key" returns the propper item but there's too many results to fit.
Writing "Key (Key)" doesn't work. It should just show all the results and have a scrollbar
Scroll would be ideal. I can see why it's not there as I doubt in vanilla this happens much. I also won't pretend to know how simple adding a scrollbar is, but it would probably be a good way to get around this sort of edge case.
The list already has the ability to select items with the arrows keys so it should work fine
Make a PR 
based
@distant stag
lol
how do i freeze enemies in place?
you can turn off their AI in the object explorer
ok
Clients can't teleport for some reason. It just teleports a fake crewmate instead
And it's only visible from that client that teleported it
istg that bug has been haunting imperium since its creation 😭
Can you control which interior you'll get through Imperium?
no
Not to my knowledge but you can control the seed I think, which to me means you could kind of do it, but it’ll always be the same layout.
:D yep! The auto clipping planes outside are still a bit off sometimes but this will be fixed soon in the 1.0 release
I might have to make it more obvious that the map is rotatable, thanks for participating in this involuntary UX test 😄
🤭🤭
WHAT ive used imperium daily a couple months back how did i not discover this!
1.0 release :o
i imperium full release...
death by firing squad
not exactly what i wanted but understandable
maybe you can add a menu which can manage other players (eg. godmode, inf sprint) even if they dont have imperium
and when you execcute the command you can choose if its silent (doesn't send a notif) or it tells the player
Well it's not really possible to "manage" other players that don't have imperium since a lot of stuff happens on the client itself
Also, I don't really see the reason for a silent mode as this mod is meant for testing not trolling 
also, can you make it so that the next time you open freecam, the freecam teleports to you instead of staying in the same place (maybe a menu in freecam to toggle it)
or just a keybind in freecam to teleport back to your client
There already is, it's R for "Reset"
I think it would be more annoying than useful if it auto teleports to you everytime you open it
oh
Does quickload work right now? I have all the config quickload options set to true, but it only seems to skip intro and online/lan screen
it doesn't work property right now, but it's planned to get fixed in 1.0
well the first skip works, the second doesn't
could some sort of scroll be added to the spawn searchbar results?
i'd like to be able to pull some things up without needing to know the exact name but other search results are clogging the list
Hello gang
It’s fine if not but could it be possible to get a standalone ventilation timer?
I fw it heavily and I wanna have it on a normal pack
Hmm interesting idea, I thought about extracting some stuff from Imperium into standalone mods
I put it on the list
AND THUS.. the roman empire fell into decay, piece by piece going its own way, j/k 🤣

imperium will be a modpack? 🤭
Omg imagine
wasn't there a imperium modpack already (not actually imperium)
Yes lol
A little QOL feature i'd like is the ability to turn off imperium UI sounds, they can sometimes be annoying while I work on Lethal Resonance and the like
yeah makes sense, I added it to the list
question how big is this list
very big
:artipoint:
How does Imperium recognize the ship?
Because I just tried to teleport to the ship...
This is NOT the ship ;-;
looks like a ship to me 
;-;
Theres an object called "CatwalkShip" which is where you will be teleported to
so if for any reason the ship is duplicated it might teleport you there
So... Just renaming that child object will fix it? 😅
That's a scrap I have in my mod.
Basically a miniature ship
wait you just duplicate the ship with all the scripts and lights?
isnt that like terrible performance wise?
I duplicated everything and went through every single object and deleted scripts and mesh colliders
I even sorted everything 
I did the same with the Cruiser. I hope that doesn't cause issues with Imperium?
mostly Imperium goes by scripts
but the ship doesn't have a distinct script and I didn't want to go off terminal and do parent.parent.parent.parent to get the ship one
so if you rename it, it shouldn't be a probem
Yeah... That looks awful 😅
i forgt where but there's something in the navmesh components on it you can sample
maybe someone else can look for me
the ship stuff has a navmeshmodifier? component that has a specific layer or tag that explicitly is for the ship
Unless we have moons that are messing with the ship position nowadays you can also just sample the ship position in samplescenerelay since it has to allign anyway
there is also StartOfRound.Instance.elevatorTransform
Yeah true, this code is pretty old and I never really put more thought into it until now, I think using the reference in StartOfRound might be best because thats never gonna change with mods probably
Is that actually the same object as the catwalk or would that still require me to do some transform traversal?
Well would this work during the ship landing animation? Also, funny enough one of the few mods I am working on actually does mess with that location lol
no
it returns the object "HangarShip"
but you are guaranteed for that to be connected to the actual ship
and you are probably having to do a Find for catwalkstairs anyway
wont work during landing
wdym
Yeah this souns like a more solid approach
I doubt anyone would change be names of the ship objects randomly
If you wanna be cute just manually offset the close button object
relying on gameobject names is dumb
Well not like I ever intended this to be used with mods so I didn't really think about what could be changed by them
Where do you want on the ship exactly?
Also, I think something broke with vain shrouds, lamps are now being listed as vain shrouds because the only way to find them is via some layer which apparently lamps also use, but i swear this wasn't the case when I released the feature
not sure what you mean
oh you mean the manor decorations
i see
i thought you meant fancy lamps
yeah the manor decoration lamps are on the "MoldSpore" layer - my guess is that zeekerss originally used layer 16 for something else, then removed it, and replaced it with moldspore down the line
Well rn it's the entrance of the ship which I find very convenient, it's the position of an object called "CatwalkShip", I don't think there is any direct reference to that specific object so I will need to use names (or child indices lol) one way or another
unity still had lamps "stuck" to that layer though
You can offset a position off the door which you can grab a reference to since various things trigger its animator
💀
why does life have to be hard
to be completely honest you can probably just remove the vain shroud functionality until future notice
zeekerss has removed like half of the systems that were related to vain shrouds and broke a couple others
True that's also an idea
Yeah, it was really annoying to implement and it always hurts to remove code like this even though nobody uses it probably (looking at you, event log)
also at least as of right now, zeekerss said he isn't planning to bring the kidnapper fox back anymore
Rip John
there's still yesfox
but by default it's probably fine for imperium to just drop vain shroud support, at this point
vain shrouds would have been better handled by just tracking when the game spawns it's prefab, no?
Well I just generally don't like to go off of vanilla code as other mods could add them or modify them
So where I can, I try to use layers or tags or even names if possible
You can prefix the Unity instansiate functions 😄
I think we talked about this before
It could actually make a lot of things easier and more unified
I just haven't looked into it
You can't easily patch functions that directly call into c++ land but i think a majority of the insansiate ones like middle-man that call
I haven't really had any time to work on Imperium, or any mod, recently due to my thesis work and other school shenanigans 
oh i feel that
I have like 3 mods I still haven't even published one of which I put in a shit ton of effort and work into but I just can't work on it rn
stargazer go brrr
That's the map thingy right
ye
Ive seen your reddit post a while back, looks pretty cool
Yeah I think you should be able to fuck with these fine(?) I've actually never patched a static function before but
You can postfix them and compare the Object coming in to identify
For me it's mainly a content mod which changes a lot of gameplay and basically makes the game into DOOM / zombies with special LC-themed mechanics
I've gotten a lot of positive feedback from testers and I hope to be able to release it soon before the game dies completely lol
Although I might have some time looking at the stats, somehow the game got more popular again with the "recent" few updates
neat
Interesting, I'll definitely keep this in mind, although it might be easier to not rewrite everything rn if I can just fix the vain shroud problem by removing the feature entirely
Also due to my time issue 
Oh forsure but in general that might be a better way to track objects as they come in 😄
For sure
speaking of that, I still gotta try and hack together a solution for cullfactory to work with that 
oh right the double factory 
I completely forgot about that
not sure if it was already reported but
yeah this is just because the maneater is called large axle in game, not really much I can to about this
i see
@distant stag Would you be able to add an option in the Ship Control or Cruiser Control to enable and disable the ships magnet?
It would be awesome if you could add these to the Cruiser Control:
- Add a button to save the cruiser's current position and rotation.
- Add a button to load the saved cruiser's position and rotation. (If a position and rotation is saved and a cruiser doesn't exist spawn it at the saved position and rotation) (You could take it a step further and have multiple presets for saved positions, maybe have a dropdown to select a preset like "Preset 1", "Preset 2", "Preset 3", ect... if you add this it would be nice to have these presets be saved globally)
- Add a button to reset the cruiser's health to max.
- Add a button to refill the cruiser's boost meter to max (I don't want to use the infinite boost setting since I'm practicing for real games)
- Add a button to start the cruiser's engine.
These would be awesome for practicing the cruiser jump on Artifice and other maps.
despawning a butler as its chasing you makes the chase music permanent
Have you ever tried waypoints? I am planning on adding support for cruisers, aka if you set waypoint while sitting in a cruiser it would save the cruiser position and you would teleport there with the cruiser
Is that what you're thinking of or do you mean spawning a cruiser in a specific position rather than teleporting to that position while sitting in an existing cruiser?
The other buttons seems straightforward, I added them to the list
That could work
the main concern as I understand it is that the rotation takes a lot of adjustment for testing lineups, so if teleporting to a waypoint doesn't apply a rotation as well, it won't be as useful
Yes, rotation would also need to be saved
Is there already an inverse teleport button? 👀
is there a way to make my hands invisible?
i can make my hud and helmet visor invisible, but my hands are still there
want to try to record with no ui or hands in the way
when i enable flying my hands are raised
also trying freecam, but how do i get rid of the remaining ui?
like hide the fov, speed, layers ui
you can disable all UI with F12
when in freecam
🙏 thank you
i've found a small issue
in italics??
when using Imperium's map (F8) the zoom slider is backwards
i zoom "out" to make the map closer to me
one last question btw, how do i adjust the speed slider in freecam? i figured out the layers & fov.
mouse wheel
tyvm
well its a matter of perspective, isnt it?
|| literally
||
the scroll wheel is representing the imaginary wheel in the level that goes forwards and backwards.
got around to trying it but F12 didn't do anything, i even checked my keybind settings. there's nothing there relating to hiding freecam UI.
oh ok i see something about minicam and i think this is what i was looking for, not the freecam
now i just need to figure out how to hide the extra floating arms and red sphere
going through the layers and flipping things on and off, but i cant seem to hide it
so it was actually "F" to use freecam and move camera around
then "X" to access minicam (stationary)
then "F11" to hide all ui in minicam
messed with layers & render settings, flipping everything on & off, but still couldnt get rid of floating arms & red sphere on player
thankfully i dont need to record shots with players in view, but would be great to know how to hide those for future reference
bro i dont even know what i did, but i did manage to hide the freecam ui after restarting the game
but now i dont know how to make it show up again and im mashing random buttons on the keyboard trying to bring it back xD
Just check the keybinds page.
idk if its a bug or oversight, but it doesnt show up in there
NVM i started going through all the keys in the list
the "L" key was what i was looking for
slowly becoming an imperium camera master 
oh yeah, F11, sorry 
unity explorer, and then get rid of them there? 😛
saying that though, i dont see those arms when using free cam, so unless they only show up with minicam, there maybe an easier way to hide them xD
Imperium is setting the timesFulfilledQuota -= 1 every time you set the day with the menu or join a lobby
I noticed it when working on my StreamOverlays mod x3
hello! how can I disable the spawn cycle info midgame? I don't wanna get spoiled which enemies are spawning^^
you can turn off notifications in the settings window
you have to restart though, this is currently a bug
ohh I see, no wonder it didn't work x)
hey, i wanted to report a small bug: the Moon Control Center is not updated after the day ends, showing wrong weathers in dropdowns 😅
Also, not sure if it's on the weather registry's side or here, but after using imperium's teleport function the weather effect object stops following the player. @tight wharf
It usually returns after stepping through an audio reverb trigger that enables weather. It might just be how the object follows the player in the game and not an Imperium thing.
idk, I think smth weird with emperium's tp cuz I teleport to the app and no matter what mod, it's 80 instead of the price I put it as
tho I think it's mainly imperium
Idk apparatus is always 80 in the base game, idk how mods handle this case but I wouldn't know why Imperium would interfere with that in any way
Idk either. I'll teleport using imperium, and if I choose to tp to the app, the app will be 80 no matter what
its been like 2-3 weeks since I've done it though so maybe it changed
Have you tried without Imperium or without tping?
@distant stag @peak sigil it is additionalnetworking
when it syncs scrap values it updates the apparatus scan node to display $80 instead of ???
matty is aware of this issue and plans to fix it after his vacation
Nono, when it bring it to the ship it says 80 still
you know the price tag that pops up when you drop an item
it'll be 80 and not 240
it's not only changing the node but the actual price as well?
yes the scrap value gets synced across the network
What is additional networking? Is LNAPI using that?
it's one of matty's mods
it's not a dependency of LNAPI
it resolves some instances of vanilla desync
Ah so it's unrelated to imperium or its dependencies
I see
Thx for the clarification
if AN syncs a value of 80 means the Host belives the Apparatus is worth 80.
the fact that the value is 80 and not 240 is not AN fault 😅
AN is indeed changing the scannode from ??? as it's calling the vanilla method for setting value which updates the scanNode too. will be fixed after my vacation 😄
Option to still take damage but be unable to die would help in some cases
how do you see the navmesh with imperium?
There is an option in the visualizer window
i looked through visualizer, couldn't find it
I can't quite figure out why this is happening and logs don't seem to have anything (but I can get you some if you need), however when testing an interior I've been working on I noticed the Bracken being weird. He played no walking animation and didn't really care if you saw him, just choosing to freeze in place (or slide on by sometimes if he was heading to another node). I thought something was wrong with my interior but after testing on vanilla ones the same thing occurred. However, I tested further and it seems the issue is he doesn't know you're inside if you're inside when he spawns. Leaving the facility and returning fixes him. With just DevTools installed I was able to determine he behaves fine if he spawns when you're inside but as soon as Imperium is added you can't be inside when he spawns or else he seems to break until you exit/re-enter. Pictured here, he's being a very chill guy but I'm absolutely targetable.
i encountered this issue in vanilla too
does it have anything to do with the "invisible" or "untargetable" settings
out of curiosity
I didn’t have those toggled on but thinking back on it I think I did get him acting right without leaving/re-entering by making myself untargetable and then targetable again.
hmm interesting, I think I have encountered this as well but it wasn't as simple as spawning it when I am inside, I believe I have done this many times and it worked fine
so you are saying you were able to fix the issue when you made yourself untargetable and then targetable again?
it might be a problem with the patch then (?)
usually these indoor/outdoor problems only occur when you TP and even more so when the game TPs you when you should die (e.g. when you have godmode on and the ship leaves)
It's possible sometimes it was my TP-ing in via the teleport tool but I used the main entrance like normal in other tests. Unless the "teleport to main entrance" and then going through the door still caused issues
I can mess around with more testing at some point. I just kind of panicked thinking I'd somehow broken my custom interior I've been working so I was just trying to confirm if it was that mainly, then after it appeared to not be my interior see if it was Imperium which it seems it was.
If I'm remembering but I might be wrong. I think I did mess with that though to see if maybe the checkbox inverted somehow visually. If I'm remembering it started working after going untargetable and then targetable again but this was before actively trying to test Imperium and moreso my interior so I don't really remember.
If you are experiencing it again, you could check your indoor/outdoor status in the minimap overlay or in your player insight panel
I guess you could also try spawning a jester and see if she paths to you or not
Jester behavior is pretty obvious when your indoor/outdoor status is broken, she kinda stuttersteps in a weird way
Ok. I’ll try to find some more time to mess around with it
I've observed the issue as well, and as far as I could tell the bracken did have nodes
I assume you're referring to its indoor/outdoor status rather than the player's
one other thing that may be useful to know is that you can simply jump to fix the bracken
that also makes you untargetable, but doesn't require you to leave the interior and come back
hmm, I was referring to the player's indoor/outdoor status as I assumed this is what was breaking it
I don't see why the bracken's indoor/outdoor status would ever change if you don't teleport it manually
hmm then I know for a fact that it's not that, unless you mess with the entrance teleports in a way that could break them
I specifically test things by going to main entrance and entering since I have seen that teleporting inside doesn't set flags properly
like teleporting from outdoor to indoor with Imperium?
yeah, mainly what I'm thinking of is with freecam
what exactly is not set correctly? when I was working on this other project where I have multiple dungeons at the same time I was able to pretty consistently teleport myself with the Imperium functions and it worked pretty reliably
oh like when you teleport the player with T when in freecam?
I usually just use the to freecam button but I assume that's the same functionality
minus the pointer
hmm I would assume so, I wrote this a long time ago but I think everything uses the same base functionality for teleporting
as far as flags, not sure exactly which ones, but the lighting never changes
I never looked closer at it
but it's not a big deal, I just tp to main and then enter and tp elsewhere
the bracken thing is a much bigger problem
it is possible that some reverb triggers won't work correctly, and that, for example, the weather noises don't stop but that is really hard to fix as these triggers are placed in specific places the player usually has to go through
I don't think that reverb triggers are used for indoor lighting when entering
if you wanted to fix it, you could just activate the main entrance teleport and then teleport after
presumably anyway
(I say "I don't think", I know they aren't on Black Mesa as I have worked on that one and all it has is an entrance teleport, just can't comment on other moons)
I think I know what you mean with the lights, like when the outdoor lights don't activate when you go outdoor, right?
do they consistently not work for you when teleporting?
I think I have encountered this issue in the past but it was only in combination with some other shenanigans
like when the game teleports you back to ship when you have god mode on, the night vision just stays on
also the night vision (not yours, the vanilla one)
can't see anything when I tp in
I don't think I've ever seen the night vision activate upon teleporting inside tbh
Hmm interesting, I'll have to look into that
I feel like I have seen it activate properly but idk
any ideas about this error message? i tried searching first but no luck
basically the bracken is unable to distinguish when it is in players fov and so it just freezes up in its stalking pose
and none of its animations for movement are playing, it just slides around on the floor
Might relate to this. Never saw an error thrown but it sounds like I was experiencing this too. Haven’t tested further.
why is everyone experiencing Imperium bracken errors recently?
no idea
thought it was caused by another mod randomly breaking but i havent messed with enemy ai
haven't seen it happen on an actual session tho, just when im testing things
seems like an issue with resetting a lobby
if you quit out and then start a new day, thats when it seems to break
if you reboot the game between sessions, it doesnt happen, or at least not for the same reason
just my observations, i've been able to replicate it a few times now
sorry for the ping, but i wanted to know about the progress on the fog fix for freecam. its making my moons look really ugly without it and i couldnt find another alternative
uhh well I haven't really been able to work on Imperium for some time now due to exams and other school stuff
I'll probably be able to work on it again next month
oh okay
Why does it say "loyal" when you spawn enemies? 
1x loyal Bracken have been spawned
They still kill you 


Hey I was testing navmesh on some moons, and idk how, but Imperium just could not spawn old birds
[22:21:51.9595122] [Error : Imperium] [SPAWN] [R] Unable to find requested entity 'RadMech'.
1.0 release is near! /j
erm... this was just working, i changed 1 line of code in my mod, reloaded.. and got this.. disabled my mod.. got this again.. so its not the line of code thats the problem, something just broke xD
[Error : Imperium] [SPAWN] [R] Unable to find requested entity 'Masked'.
i just removed some mods (wesleys moon collection which i was testing something on) and dependencies from my mod test profile and suddenly it works again.... i d k why though x.x
it was only the masked i couldent spawn, other enemies were fine afaik.
Is Imperium always controlling the power pool in the moon control center? It feels like less stuff is spawning than usual
It shouldnt have any influence if you don't change anything
is this mod still functioning in the newest version? any known issues or incompatibilities?
yeah, it should be working
im new to this.. how do you open the ui ingame? couldnt find that info on the mod page
https://github.com/giosuel/imperium/wiki/Usage-Guide
there should be some info on the github wiki
F1 is to open the main menu
thanks. i remember the first time i tried imperium i also had this fov jiggle. as im testing rn its the same problem. its kinda twitching a little bit the whole time which is really distracting (even if none of the menus are open). can you somehow turn this off? maybe its an incompatibility with a fov mod im using.. im using the mod "fov adjust"
Yeah, it's probably iterfering with this mod as both mods try to set the FOV
you can change your fov in imperium's render settings
@distant stag how can you interact with the menu that shows in freecam?
the keybinds for the freecam can be found in the readme / mod page
you should also be able to look at keybindings in the lethal company settings and see all of Imperium's keybindings
Is there a way to page down or see more than 6 results when looking for an object in the spawn menu?
Anyone else start a new game as host and have Imperium tell you that it failed to load and the host denied... but you are the host. I checked my settings, nothing changed since the last time I used it.
restart the game, usually works for me.
I did multiple times unfortunately, I had to give up lol
I might have figured it out, leftover mods from removing a moon
If that happens, there should always be some kind of logs that indicate that exactly went wrong
Yeah... I added a mod at some point to limit the logs to try to stop some of the lag and it stopped the unity window from opening entirely. I removed the mod but it still doesn't open.
this is probably a bepinex setting, you should be able to change it in the bepinex configs
there is also a log file in the r2 profile folder which should be active by default
there is currently no way to do this, but this has been requested many times now and I will probably implement it in the next release
that mod that changes the BepInEx config is so stupid lol
iirc it literally bundles a config file that replaces the generated one
what mod is that lol
it's been a while since I saw it so I don't know the name tbh, but I've seen it a few times in some packs people gave me for debugging
I didn't think it had anything particularly descriptive about the fact that it was just a config, so it would probably be hard to find
@pseudo sable the bepinexpack that almost every mod lists as a dependency includes a bepinex config file
is that what you are referring to?
iirc it mainly just changes the console to display by default
maybe because the ror2 community thought it was helpful for troubleshooting with users
imo it doesn't make a ton of sense to be bundling the config file, but /shrug
at least it never updates so it shouldnt be touching user configs after install
Got the window back, thank you. I will need to test later today on that specific modpack it was happening on as it worked on my testing one. Unfortunately work calls... Literally and figuratively.
Getting this error when trying to load a new save. I changed 2 settings in the config then it started. Removed the mod and config, reinstalled and still getting this, any ideas?
loading saves works fine when i disable Imperium too, and i had it working an hour ago so shouldnt be a mod conflict
so youre saying this only happens with imperium on?
have you tried with a new profile? this doesn't seem like an imperium specific error
ill try that. it just started happening after changing configs back to default.
got the error again after slowly re-enabling mods but it launched. this is really confusing, gonna keep testing.
Ok, the error is showing up when i have PremiumScraps and Imperium (and their dependencies)
whole new profile with just those mods. however it loads fine. so theres something else thats causing to straight up freeze after
ok setting this to True fixed everything
i dont understand, ill test more later tonight
is there a way to disable the FOV setting entirely? its conflicting with an FOV mod i have for the other players (they arent affected) and it jitters my screen, even if i match the FOV values
Yeah, it's not really compatible with the fov mod
was this ever fixed? im getting the same issue. game freezes for a few seconds everytime this shows up in the console
spider webs causing lag for some reason
On Black Mesa or on another moon? Plastered had a ton of things incorrectly tagged as mold spore and removing all of those incorrect tags did seem to vastly improve things on my end (for Black Mesa)
I believe the problem with Imperium still exists but it shouldn't be that bad or even noticeable in normal environments
I will work on this though and try to make the visualizer update cycle more efficient in the 1.0 release which should fix the last few major performance issues
only happens with spider webs, unless spores increase the lag spikes
every time they laid a web it would hitch and just sitting in the ship it would hitch when that popped up
that hitch would occur only when there are a good amount of things tagged as mold spore
them being tagged as mold spore doesn't mean they are mold spores, you wouldn't have any way to know that that was the cause unless you're the moon/interior author
vanilla mansion has them all over the place
Well mold spores are tracked via tags, and whenever a spawn update occurs, there have to happen multiple things to ensure consistency of visualizers, object explorer etc, and the more objects there are, the longer this update will take
I actually never removed a debug line in the latest release, so you should see logs of the actual time it took to execute an update cycle
oh wait it wasn't actually tags was it? I thought it was layers
I repeated what Zac said but now I'm not sure what I remember lol
but yeah it was every spawn cycle or every time a spider spawned a web
Ideally, this cycle wouldnt cause everything to update but keeping separate lists of everything makes the whole system very hard to scale
I will think of something in the next update as this is one of the biggest performance issues rn
Also, I will be removing support for vain shrouds in 1.0 so this won't be that big of a problem anymore anyways
yeah
Well I have had people spawn 50 jesters and complain but idk, at that point the game is probably laggier than imperium

if there's one thing I could also suggest, I wonder how reasonable it would be for you to group your visualizers so they don't clutter up the root of SampleSceneRelay
all the objects in the list in UnityExplorer is part of the reason I always end up disabling Imperium while doing testing, even if it has functionality that could be useful
other one obviously being that I need to see realistic performance, but that's not all the time since with PathfindingLagFix I have to do a lot of AI debugging
Hmmm interesting, I know some visualizers or gizmos are parented to their object
Are you taking about the collider visualizers?
not sure which ones they are, they don't necessarily have the most descriptive names iirc
lots of numbers
Yeah their names depend on instance IDs
I will have a look, I honestly never really noticed that lol, thx
just after booting up the game without landing
these ones are fairly self explanatory though
then there's these
there's like 50-100 of them per level lol
Hmm interesting, it seems these are mostly gizmos and navmesh stuff which doesn't have a logical parent
can't hazard spawns be parented to the object that has the spawn component?
Would probably make sense to parent them to Imperium's visualizer lifecycle object
but if they have no logical parent, they could at least have a shared parent to reduce their count at the root to 1
could still probably just have a default transform object in SampleSceneRelay called like "ImperiumStuff" and place all your stuff under that just to keep the root clean
Yeah definitely
Imperium scripts are mostly already bound to their own lifecycle object, I could just use that as a parent
unityexplorer is super slow for me but tbf im not on extremely new hardware and i am certain at least part of that is not just caused by imperium
these also float at root
UnityExplorer is generally mostly slow for me when inspecting components
which makes perfect sense given how much reflection it's doing
I thought about forking it and continue working on it but it's probably a huge pain and I might as well just rewrite it with my own UI framework
But I'm afraid I won't have time for that next semester
oh yeah another thing that idk if anyone has mentioned, but for some reason the reset buttons in Imperium do nothing for me
Thanks, I'll have a look once I get back to fixing a this stuff
I've had the object list off my screen for months now (been too lazy to delete configs since I use UnityExplorer mostly), and resetting hasn't even changed the position of the visible windows, let alone the one off the screen
tried both reset UI or whatever, and the factory reset
it didn't do anything at runtime, and unless it overwrites the factory reset when I move things around, it didn't make a difference after a later restart either
Hmm, I'll have to do some testing but I feel like this worked for be in the past
Thanks for mentioning it
well okay just tested again and factory reset does do something, but it doesn't change the visibility nor positions of any of the windows
it closed the UI and did a bunch of stuff, but reopening it showed the same layout
Maybe it's specific to that config, like maybe it overrides it without reloading default
and it also managed to make HDRP have a stroke and start spamming this
[Error : Unity Log] Cascade Shadow atlasing has failed, only one directional light can cast shadows at a time
are you using a directional light for night vision yet?
I would assume it would be without shadows though
a simple script in C# console could probably say which shadowed direction lights are enabled
Nope, it's one of the things I'll be working on next week (finally, exams over
)
hell yea
oh and if it would help at all, lemme know which config/temp files might be useful for debugging the object explorer being missing, in case it's not reproducible
Oh right, there should be a config with a json somewhere that stores the UI layout, that might be quite helpful
I forgot how it was called but it's probably in settings
Something something UI layout
oh I see, this WindowLayout string config option? in that case just have the whole file lol
found anything new related to this?
i set 'Player spawn' in animation skipping to true and it stopped happening. Idk what mod is causing it though, but that animation being skipped helped
Premium scraps is doing some mono mod patching stuff in Player Update() so it might be my fault, but im not sure because skipping the animation is not possible in vanilla
strange
the most i found was having both mods on gave this error, but didnt crash it. When i have all my mods on it gives the error and crashes. so something else is causing the crash and idk if the error is related. i can look into it more later tonight to see what that third mod might be.
ye if you find more info please share
could you test both imperium and premium together? just so i know this isnt just a me issue .
and see if it also shows up. just start a save and itll be the last thing that shows up so easy to find
im seeing this error with both premium and imperium installed with player spawn = false
this does not appear if player spawn = true, or if premium or imperium is not present
so there is def a conflict there
but there is no freeze or anything just like you said
so this is most likely another mod
@urban elbow These mods are causing it: Imperium, PremiumScrap and BetterSprayPaint (+dependencies). Having any 2 mods works fine, but all 3 together crashes without disabling spawn animation. Having all my mods enabled and having at least 1 of these 3 disabled also works fine.
uh
hmmm i really dont know why, this triangle incompatibility mods looks really hard to fix
the imperium + premium scraps error is already strange
and somehow disabling the spawn animation does make them work fine
knowing that could maybe help find the issue though. like to help more but i know nothing about coding/modding so just gonna use the simple fix for the time being and hopefully something can be done about it
dw its def something in the code, but to find where exactly and why is going to be hard
im going to need help from imperium dev for sure
does imperium have issues with pizza probability? can't somehow trigger the meltdown when i teleport to the apparatus
Hello mister 
so, im gonna go straight to the point
we have this error when having imperium + premium scraps + imperium config "skip spawn animation" = false
#1225942840282976316 message
Premium scraps is doing this in PlayerControllerB.Update, but i cant confirm if this is the conflict we are talking about
having skip spawn animation = true fix the error
and the error does not show in vanilla, without imperium, despite spawn animation clearly not being skiped
so the question is, is imperium doing something in PlayerControllerB.Update ? And is Premium scraps patch in here can conflict with something?
(woth noting, this error turns into a crash when betterSprayPaint is installed for some reasons)
In Imperium, please make the UI work better when switching from fullscreen to windowed and vice versa. Also when resizing the window in windowed mode
Anyone knows a way to disable the scrollbar zoom on the map/minimap?
I assumed it was supposed to be disabled outside of the menus, but it isn't and it's becoming annoying to scroll through items and having the map change at the same time
it should only happen when you have Alt pressed
maybe you got Alt stuck somehow, happened to me before
pressing it should fix it, at least it worked for me in the past
otherwise it might be an incompatibility with some other mods (?)
Oh, yeah, that did it
I'm surprised I didn't notice that earlier
another random request, do you think you could add visualizers for the box colliders that are used to block paths from line of sight while in free cam? could be quite useful for me to have an option to see that without having to fiddle with stuff in UnityExplorer and also block my own vision
actually I misremembered, just enabling their renderers is enough to see them only on free cam
Do they have a special layer / tag?
How do I find them?
they're referenced in PlayerControllerB so that they can be repositioned and scaled to extend forward
one sec
ok you would want to get
var rendererA = player.lineOfSightCube.Find("LineOfSightCube").GetComponent<Renderer>();
var rendererB = player.lineOfSightCube.Find("LineOfSightCubeSmall").GetComponent<Renderer>();
they use the cube primitive so the size should be correct
wait so what exactly is this used for? I have honestly never heard of this / seen this XD
it's the boxes that are raycasted against to determine whether a path is out of line of sight
in EnemyAI.PathIsIntersectedByLineOfSight
used by bracken, spore lizard, maneater, etc
not a lot of people know how that stuff works so it might also be helpful for sweaty gamers to learn about the way paths get rejected
you can manipulate it in a few ways to make brackens path how you want
oh yeah this function always got me kinda confused
I wonder if theres a easy way to visualize this, just for the freecam
I might be able to use an unused layer?
the line of sight cubes themselves can just be enabled
they're on their own layer so they don't show up in gameplay camera
but if you want to give them a special visual then maybe you would want to modify the material
could be cool to also visualize the paths that are tested/rejected by the bracken but that would be a huge number of lines in some cases
actually, you should probably be able to visualize them right now with Imperium visualizers, like the wireframe things I use for everything
almost every layer should have a toggle in the visualizer window
you mean collider visualizers?
huh, lemme check
is it the "LineOfSight" layer?
okay there isnt a toggle actually because I wasn't sure what it was about / if it would be useful
adding it should be easy, give me a sec
enable the imperium visualizer manually?
yeah
Imperium.Visualization.Collider(value, "LineOfSight", IdentifierType.LAYER)
but this is an internal function
the API for this isn't really complete yet
that's okay, I'm not tryna call it from a legit mod, just the console
wait does the thing have a collider anyways?
Imperium visualizers only work with colliders
huh interesting
what's the namespace for IdentifierType?
Imperium.Types.IdentifierType

actually very nice that it works in first person too without covering all of your vision
yeah, but the wireframe shader does funky stuff when it comes too close to the camera haha
once that feature is in I'll have to tell some people about it lmao I want them to understand the bracken better
oh how so? doesn't seem like whatever it is must be too noticeable
idk sometimes it has difficulties calculating the lines
I haven't quite figured out why
alsoo happens to very large ones
like they're positioned wrong?
curious
I don't see anything odd here, although it's admittedly hard to tell for sure with some of them close to the camera
works well enough to see the width, height and depth though
hmm thats good
I think it mainly has problems with spherical objects
due to spherical projection nightmare stuff I suppose
alright it's in
oh maybe I somewhat see what you're talking about
if I look down in first person some of the lines diverge
curious
not a big deal but interesting
it also occurs in free cam when I'm lowering my camera below a certain angle while close to the lines 
not sure if this is helpful but it seems to only happen on the left faces of this (closest the camera), at least at all the angles I've tried
(I'm on the hill to the right, facing to the left)
yeah this is very strange, I have done some debugging before but idk I feel like this is a bit out of scope for me to fix, I guess we just gotta live with it 
not like its super bad or anything in most cases
oh yeah for this update it is not important if that's what you mean
just if having a consistent test case helps if you ever look at it later
yeah that will probably help, I'll keep it in mind
Excuse me mister
What about my last message?
(I did look at it from another angle and it warped in a different direction lol)
oh yeah sorry I forgot about that
i have honestly very little experience with using this monomod directly
so what exactly is this doing?
Lol it's ok
It's "adding" code directly into the Update method
well this is all that the player spawn animation skip does
skipping this function shouldn't have any side effects as everything is being undone after the timer expires
I guess yes
But as I said I don't know if my patch is the culprit
- this error does not show when imperium is not installed despite the spawn animation not being skipped in vanilla
Honnestly I don't understand
if flying is enabled, Imperium does some stuff with the movement of the player
also, there is a postfix patch that does some stuff if disable locking is enabled
Hmhmm I do have flying enabled
I'm gonna try reproducing this with all settings disabled then
hmm having all these settings disabled does not fix it
only skip player spawn = true does
but that still does not explain why uninstalling imperium also fixes it
oh i got an idea
ok, by disabling my mono mod patch the error disapear, so my patch + some imperium stuff is def the conflict here
so the patch only changes stuff in player.update?
this one yes
this is very strange as this imperium setting should have nothing to do with that
hm
and also, enabling the setting fixes it 
hmm you know what, let's ask the goat @pseudo sable
sorry for the ping, do you know what this error means?#1225942840282976316 message
unfortunately no, I don't really use MonoMod enough to know how it handles emitting delegates to the instruction stream
I always invoke static methods instead
only thing I can suggest is finding that class that's getting the null deref and figure out how it could happen
you could also print out the generated IL in the cursor
ah
although.. your patch is invoking static methods anyway, why not just add a new CodeInstruction(OpCodes.Call, typeof(ControllerMovement).GetMethod(nameof(ControllerMovement.ControlledMovePatch), [typeof(PlayerControllerB)])) instead?
or if your method is private or internal, use BindingFlags or AccessTools to get a reference to the MethodInfo
hm sure, but EmitDelegate should behave the same no?
it adds a layer of indirection
it has to call Invoke() on a static instance of your delegate
which will then call the static method you defined
it should behave the same, but it appears not to be happy with you so maybe that would help
I believe the FastDelegateBag or whatever it was called stores some sort of lookup table for delegates, so it's possible that it screwed something up with that lookup table
well yeah but only when a random settings in imperium is false, thats all the problem
wait skipping the player spawn is what fixes it?
yes
+the fact that this does not happen in vanilla despite not having the player spawn skip
ok, well thanks anyway then 🫢
the class that's throwing the exception is in MonoMod.Utils it appears
if you print out the IL that it generates maybe we can figure out more
remind me how i can print the IL again?
uhhh
good question
MonoMod's solution feels a bit overengineered to me, I can't find a convenient way lol
jeez, I think it's using what amounts to a linked list of instructions
yeah idk I can't be bothered lol I would just recommend invoking static methods instead
unless there's some helper method to print out the IL I don't know what you're supposed to do to debug this
oh boy
I don't really know how, but presumably they thought that this FastDelegateInvokers class somehow improved the speed of invoking something lol
maybe it generates IL somewhere, but I thought I saw some invoke anyway, idk
but those two calls ought to be two separate delegates, no?
you set the move input and then the sprint or something right?
yes move and sprint
then it seems very suspicious to me that the index it is loading is the same both invocations
I think MonoMod decided to troll you
idk how many other mods are emitting delegates but it definitely seems like the ldc should be non-zero
and especially not equal between the two calls
oh @distant stag also got this just now hitting O while in free cam and with UnityExplorer open (not sure if one or both of those is required to replicate this)
edit: I tried pressing O again in a new launch and unfortunately I didn't have it repro, so not sure what caused it tbh
lmao?
this is more and more mysterious
another thing I'm noticing, it looks like collider visualizers on the Colliders layer aren't showing up for some reason? for example, this here:
when I toggle the Colliders layer in the Colliders section it doesn't seem to make a difference anywhere in the level that I can see
Room works correctly as you can see in that screenshot though, very strange
Has anybody used imperium successfully with betterspraypaint installed? Having BSP seems to just make imperium CTD on load-in, maybe an incompatibility.
has worked fine for me in the past
but i no longer have it enabled on my imperium profile so maybe something broke recently
Tbf haven't had a chance to try just both of them together yet but I managed to narrow it down to that making Imperium not work for me
by chance do you have Premium scraps installed?
I do, is that incompatible?
well, no
Also I just finished what I was doing so I'll test just those two rn
but a "triangle" issue exists between Premium scrpas, imperium and BetterSprayPaint
that craches the game
Ahhhh I see, that must be it then
Tyty, those triangles actually currently being the bane of my existence lmao
lol
You wouldn't happen to know about any other particular triangles would you? My current strat is searching "modname incompatible" in the discord lol




