#Imperium
1 messages · Page 7 of 1
this one in particular is very strange and also not that important since imperium is just there for testing
All good, just figured I might as well ask!
I was going to leave imperium on for host if possible for the first runs of my modpack with my friends incase there's issues, but I hadn't even had a chance to learn it because it wasn't running
there is a "fix" for having all 3 on though if you wanted. you have to ENABLE "Skip player spawn" in animations of imperium.
huh weird
I'll have a look tomorrow
yeah this is a weird issue with the order of initialization of stuff, I thought I fixed it but I guess there is still another case, I'll try to fix that, thx
disable*
wait I thought you said it would be enable
hm no?
so having all the settings disabled INCLUDING player spawn fixes it?
that would make at least a bit more sense
well, enable the option to disable it
wtf did i said
im confused xD
this skips the spawn animation
do you have it the other way....?
and it works for you?

making it to TRUE fix the issue, but having it to true makes the effect "disable spawn animation"
i mixed up "disable"
ye
so you were right, you said ENABLE spawn skip animation, which means the spawn animation is now DISABLED lol
😭 🤣 my bad
lmao communication
alright but this is weird af, having imperium breaks it and enabling this specific setting fixes it again

yeah in preferences
but its currently broken so you have to restart the game for it to take effect
any word on fixing this?
whoever hosts ends up freezing for a few seconds every minute
when this pops up
would be good to compare the il it generates in the working scenario to the non working, but I'm not sure how 0 for both IDs would work
ah i see
What's the context here? There have to be quite a large amount of objects here for this to take this insanely long to refresh
the spider web lag
using imperium to make up for LLLs issues, at the cost of host having laggy game
How many spider webs are there?
only one spider spawns and it happens
and it lags a bit when it spawns new enemies too but thats more tolerable
consistently with spiders yes
Do you have a modpack code I could try?
0194e348-8cca-9ab7-1956-cc75d7a01b5e
this guy was also having it a while back
i JUST landed on the moon, and its already causing the issue
very odd
i killed the spider with imperium and the freezing mostly stopped.
Wait no it will not work I'm printing this il when the code is loading for the first time
hmm? not sure what you mean
the IDs should exist if the IL exists as far as I'm aware
When the mod is loading in awake that's where I printed the il code
I'm not sure how that means it won't work, you saw the instructions where it was using the reference bag, so the load constants that you need to compare are there
just run it in a profile where it functions correctly and print the IL, then run it in a profile where it breaks and print the IL
my theory is that they would somehow differ, since an id of 0 for both calls doesn't make a lot of sense to me
but the settings that make this work can be changed mid game with imperium UI, changing the boolean and restarting the lobby is enough for the error to disappear
That means the profile is the same in the 2 cases
imo this will not change anything, but maybe i misunderstood something
you might be right, but there is a way to make changing the profile result in a difference
definitely seems like it should be something else, but I would like to see what the IL is like in the working case too
regardless though, the solution may just be to replace it with a call opcode
it's just an interesting puzzle
hmmm i didnt consider that, ill test
giosuel has been in lethal so much rcently 1.0 is near..... jk

random question, do you not have lethal lib installed?
lethal lib has a function to add IL pointers to stack traces, I thought about adding it to Imperium but I didn't actually end up doing it
If you are using Imperium again and have some spare time, mind trying to reproduce the error with lethal lib installed so I can see where exactly this error originates?
the function that caused the exception is executed when you press Escape or Right Mouse Button, O is just to activate the tape measure itself
nvm its also executed on open
huh, I mean there's a separate mod for that, I didn't know LethalLib also did that
I didn't think I had it enabled in that run, though, no
neither LethalLib nor the other option
best I can do is keep using Imperium while I test some pathfinding patches, though, since I don't know what all I did that could have resulted in that error starting to print repeatedly
hmm interesting, how is that mod called?
what would possibly cause the map to zoom in like that? (assuming this is an imperium thing)
keep in mind im doing a lot of fucky stuff like... setting the isPlayerDead = true, parenting the player to various places, basically very fucky ucky
but on the player's end that this stuff is happening to, this map is flickering in and out
wait whats the problem here?
i was doing something and then that map started popping up into the screen and flickering
Ok so, here is what i found
When the mod is loading the first time, the IL code is printed 2 times
The first print is
ILContext: System.Void DMD<GameNetcodeStuff.PlayerControllerB::Update>?1389685582::GameNetcodeStuff.PlayerControllerB::Update(GameNetcodeStuff.PlayerControllerB)
......
IL_035e: call UnityEngine.Vector2 UnityEngine.Vector2::get_zero()
IL_0363: stfld UnityEngine.Vector2 GameNetcodeStuff.PlayerControllerB::moveInputVector
IL_0000: ldarg.0
IL_0000: ldc.i4 0
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Action`1<GameNetcodeStuff.PlayerControllerB>>::Get(System.Int32)
IL_0000: call System.Void MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Action`1<T1>)
IL_0000: ldarg.0
IL_0000: ldc.i4 0
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Func`2<GameNetcodeStuff.PlayerControllerB,System.Single>>::Get(System.Int32)
IL_0000: call TResult MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB,System.Single>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Func`2<T1,TResult>)
the second one is
ILContext: System.Void DMD<GameNetcodeStuff.PlayerControllerB::Update>?213343334::GameNetcodeStuff.PlayerControllerB::Update(GameNetcodeStuff.PlayerControllerB)
......
IL_0369: call UnityEngine.Vector2 UnityEngine.Vector2::get_zero()
IL_036e: stfld UnityEngine.Vector2 GameNetcodeStuff.PlayerControllerB::moveInputVector
IL_0000: ldarg.0
IL_0000: ldc.i4 2
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Action`1<GameNetcodeStuff.PlayerControllerB>>::Get(System.Int32)
IL_0000: call System.Void MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Action`1<T1>)
IL_0000: ldarg.0
IL_0000: ldc.i4 1
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Func`2<GameNetcodeStuff.PlayerControllerB,System.Single>>::Get(System.Int32)
IL_0000: call TResult MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB,System.Single>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Func`2<T1,TResult>)
idk why its printed 2 times
then, when i load the save and spawn, the error appears because we are in the non working case, and the IL is printed again for some reasons just before the error
IL_036f: call UnityEngine.Vector2 UnityEngine.Vector2::get_zero()
IL_0374: stfld UnityEngine.Vector2 GameNetcodeStuff.PlayerControllerB::moveInputVector
IL_0000: ldarg.0
IL_0000: ldc.i4 4
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Action`1<GameNetcodeStuff.PlayerControllerB>>::Get(System.Int32)
IL_0000: call System.Void MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Action`1<T1>)
IL_0000: ldarg.0
IL_0000: ldc.i4 2
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Func`2<GameNetcodeStuff.PlayerControllerB,System.Single>>::Get(System.Int32)
IL_0000: call TResult MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB,System.Single>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Func`2<T1,TResult>)
now im going to send the same things but in the working case
sorry for the big messsages lol
when there is no error, when the mod is loading the first time, 1 st print
IL_035e: call UnityEngine.Vector2 UnityEngine.Vector2::get_zero()
IL_0363: stfld UnityEngine.Vector2 GameNetcodeStuff.PlayerControllerB::moveInputVector
IL_0000: ldarg.0
IL_0000: ldc.i4 0
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Action`1<GameNetcodeStuff.PlayerControllerB>>::Get(System.Int32)
IL_0000: call System.Void MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Action`1<T1>)
IL_0000: ldarg.0
IL_0000: ldc.i4 0
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Func`2<GameNetcodeStuff.PlayerControllerB,System.Single>>::Get(System.Int32)
IL_0000: call TResult MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB,System.Single>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Func`2<T1,TResult>)
second one
IL_0369: call UnityEngine.Vector2 UnityEngine.Vector2::get_zero()
IL_036e: stfld UnityEngine.Vector2 GameNetcodeStuff.PlayerControllerB::moveInputVector
IL_0000: ldarg.0
IL_0000: ldc.i4 2
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Action`1<GameNetcodeStuff.PlayerControllerB>>::Get(System.Int32)
IL_0000: call System.Void MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Action`1<T1>)
IL_0000: ldarg.0
IL_0000: ldc.i4 1
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Func`2<GameNetcodeStuff.PlayerControllerB,System.Single>>::Get(System.Int32)
IL_0000: call TResult MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB,System.Single>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Func`2<T1,TResult>)
and finally, when i load the save and spawn, still in the working case
IL_036f: call UnityEngine.Vector2 UnityEngine.Vector2::get_zero()
IL_0374: stfld UnityEngine.Vector2 GameNetcodeStuff.PlayerControllerB::moveInputVector
IL_0000: ldarg.0
IL_0000: ldc.i4 4
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Action`1<GameNetcodeStuff.PlayerControllerB>>::Get(System.Int32)
IL_0000: call System.Void MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Action`1<T1>)
IL_0000: ldarg.0
IL_0000: ldc.i4 2
IL_0000: call T MonoMod.Cil.RuntimeILReferenceBag/InnerBag`1<System.Func`2<GameNetcodeStuff.PlayerControllerB,System.Single>>::Get(System.Int32)
IL_0000: call TResult MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers::Invoke<GameNetcodeStuff.PlayerControllerB,System.Single>(T1,MonoMod.Cil.RuntimeILReferenceBag/FastDelegateInvokers/Func`2<T1,TResult>)
if im not mistaken it's the same for the working and the non working cases
@pseudo sable let me know if you know something for that, and again sorry for the spam
this is the one I was thinking of: https://thunderstore.io/c/lethal-company/p/DiFFoZ/BepInEx_MonoMod_Debug_Patcher/
hmm, I see, so the initial version of the IL it generates doesn't have it but all the rest do, interesting
in theory then some index within the bag is being ruined at some point
hmm interesting, maybe I should make this a hard dependency of Imperium to make my life easier
ah so its even worse
according to zaggy, imperium doesnt spawn enemies using the vanilla SpawnEnemyGameObject function, so it causes a desync between clients and host in RoundManager.Instance.spawnedEnemies list.
whenever you get to updating imperium, can ya add the enemy to that list for the server when you spawn the enemy/just use that function for spawning the enemy @distant stag
Does this only need to happen on the server?
yes
clients fill that field in on the enemy's Start from what im told
but not the host
what is this list even used for?
stores list of enemies that are currently alive
it explains a lot of what im hearing in my mod in terms of desyncs since i use that list, dunno what vanilla uses the list for
from what I can see from a quick search, it just uses it for the "[Near Activity Detected]" and something with manticoils
would help me a lot to fix too since i cant just do findobjectsoftype everytime i wanna use the list of enemies 
hmm, well if it doesn't have any other weird side effects
mainly this yeah
it's very convenient for certain optimizations as well
is [Enemy] is much faster than FindObjectsOfType<[Enemy]>
Is it possibile to set next moon interior in this mod?
not currently, I did implement this feature though and it will be shipped with the next release
How did you go about doing that out of curiousity
pretty straight-forward solution, I just hot-swap the map size and the dungeon flow list before the function executes
could probably do it with transpilers but eh, I haven't really looked into how to get the value from Imperium settings within a transpiler
@distant stag when can we expect next update?
uhh I may be able to finish it this week but I am working on a video guide with a friend and since its version 1.0, I wanna release it together with the video
okay. Thx for the anserw
your only soft dependent on LLL right
I don't think I even am
oh fair
if you ever wanna be nitpicky LLL has prettier display names for interiors 😛
i register nicer names for the vanilla stuff yeah but lll has a specific display name field custom authors use
for stuff like the simulate command and etc.
Yeah fair enough
how do you change freecam fov?
Left and right arrow keys
How is it going? Can we expect update before the end of the month?
Not sure yet, the new semester started and I got a load of work to do again
Might be delayed to the beginning March, idk yet
ok
i thought about this and it might be a good soft dependency, is this accessible in your API?
btw regarding the whole mold spore thing
i found out the moldspore layer used to be called "RoomLight" (or maybe "WallLight" i dont remember)
back in v9
i just think zeekerss replaced it since it wasn't used for anything and unity hard limits you to 32 layers
but that's why lights erroneously show up in imperium as mold spores
yeah I guess that makes sense
well I removed support in v1.0 so we no longer have to deal with that
Is there a way to force an imperium window to the center of the screen if i've lost it offscreen
this happens pretty frequently because I test mods with multiple instances open on the same workspace so their sizes change a lot
there currently is no way to do this and the UI reset button seems to be bugged
you could reset the config yourself in gale/r2 and restart the game
I did implement a fix for both these problems in the v1.0 release which will be published sometime soon
haha well thats also an option
As in, removing support for vain shrouds (which is what i can only assume mold spores are)?
correct, you will no longer be able to spawn them or interact with them via object explorer
new random idea, would be nice to have a way to transform maneaters without being next to them
could fit next to the Jester stuff, but might be nice to have a special button in object explorer instead or somethin
i thought about more stuff like this but I couldn't really come up with a great idea on where to place this functionality
like its difficult to implement it in a generic and modular matter while also keeping it intuitive
adding it next to the jester thing so it applies to all maneaters sounds easy enough but idk if that would be as useful
it's not a bad solution imo, it's just convenient for my current testing that I be able to spawn a maneater and instantly turn it into an adult
anotehr small button in object explorer also seems reasonable, but obviously that makes it a little more cluttered
well the thing is that the object explorer is implemented in a very generic way, its an infinite list where the 12-15 actual objects are moved around to simulate scrolling, meaning every entry has an internal representation and theres like an engine that replaces labels and click handlers on the fly when scrolling
so if I add a new button, I would need to implement it for all types of objects which would probably be a bit of an overkill
well I don't need to implement it for all types but it would at least need to implement some generic functionality that works for all entities or some mechanic that manually checks if the entity is a maneater and show/hide the button based on that which...ehh I wouldn't really like to do
Is there a way to rebind X for this thing
X is my drop key, and I don't want to have to relearn muscle memory of using G
all the button's keybinds can be changedd
How do u do this
it uses inpututils so the normal keybind menu in the in-game settings
is there a way to regenerate imperium's navmesh
it kinda assumes that navmesh cant move
it regenerates whenever the scene is loaded / unloaded
when does the navmesh even change during the round?
you could call something like Imperium.Core.Visualization.NavMeshVisualizer.OnRefresh(true)
to force it to reload
isn't mods like wider ship regenerate navmesh?
cruiser can move it around, (mineshaft elevator also moves it i believe)
the bigger ship mods regen navmesh too
i also move navmesh lol
interesting, when does the cruiser move it? i haven't seen anything like that in the code
moves via parenting
but then again, I am not super familiar with how it workes at runtime
the NavMeshSurface is just parented into the inside of the cruiser
so it moves with the cruiser
ohh interesting
yeah it's a clever way of moving navmesh, probably?
well, this should do it, I could also expose this in the API in a later release
yee i was just wondering if there was a button for it, this works too
I have a suggestion Imperium Daddy-
hold up-
okay but fr
I have a suggestion and I dunno if its possible but
being able to have an option to stop all monster's motion and to continue motion
basically a "freeze all monsters" option
It's already possible to freeze entities individually in the object explorer, would a button to freeze everything add a lot of value?
yes
hey, running into a problem that I only see whenever I activate Imperium, and it's that I get this log as the game hangs and shuts off before I enter the lobby. without Imperium, I can get in no problem, but with it on I just get this error ad infinitum. it's not a big deal, but I kinda wanna be able to test things out and stuff in god mode. \o/
code: 01958d96-4f12-f61c-d4b7-adf224d1c646
logs attached
I mean I think so
But I did not know there was already a freeze option
my bad

If you have imperium default config options, + better spray paint installed + premium scraps installed then the game will crash upon joining the ship
just too taxing to the game?
I still have no idea why this happen but it's a known issue for a while now
If I remember correctly you can enable player spawn animation skip in imperium config, then the problem is fixed
how very odd, but it works now haha
thank you very much \o
anyway to rotate items before spawning them in ?
Or save a location for a entity that I can use to reset its pos and rotation
Player spawn skip bug strikes again 
any progress on its fix?
we searched to fix the problem with giosuel and zaggy but didn't find a way
is there anything in imperium to change this to absolute position @distant stag
so that like
0, 0, 0 isnt relative to the ship or whatever
but actual unity coordinates
it's not absolute position?
no
what is it local to?
idk, but when i input those coordinates in editor, its like, way out of bounds
and its just the starting point of the ship during the landing animation
if you go to 0,0,0 it puts you to the right of the ship
like here
but 0,0,0 is here on artifice
maybe the coordinates are the players position in sample scene relay??
I am pretty sure this is 0,0,0
its not
its always next to the ship as the ship never really moves
how do you know this thing is 0,0,0
well it might be that the scene is moved at runtime or something
if you do this at runtime it will be next to the ship
oh
imperium generally sets the absolute position of any object it moves
actually
i think i know what it is
the entire environment heirarchy on artifice is offset
so if you add anything at 0,0,0 inside of that it will also be offset
yeah that would make sense
and the reverb trigger group position is even more offset so thats why 0,0,0 put my object there
alr i see
mb then
ye
thats actual 0,0,0
this is global 0,0,0 yeah
although i guess you came to that conclusion already
Is update coming this month?
Idk yet, I've got loads of irl stuff to do lately
why does it say an item is gonna spawn
Maneater
why doesnt it say maneater than
yeah it's kinda funny
weird lol
i spawned a large axle and a baby came out instead

gotta love this game
Yeah you’ve got large axle: real and large axle: demon child
you can toggle it easy with the Z key

@distant stag working on the imperium update be like
The github action logs have expired but I assume the build actions are also erroring out trying to include the assets from unity.
are you running this locally? you need to include have the bundle for it to work
I assume its not in the repository then
It is not in the repository
huh its funny, I guess I excluded it in the .gitignore idk why
its only 1.5 mb large
oh
well I do have a bundle but I was working on the 1.0 release so it won't work with the current prod build
you might be able to extract it from the imperium assembly though, its an embedded resource
just place it in the Imperium/resources/assets/ folder and it should work fine
Yeah, that allows it to build. I inverted the CI conditions locally to see what was blocking the build actions from completing.
Is there a way to disable oracle notifications?
Yeah in preferences but you have to restart the game, this is a bug that will be fixed in the next update
Thanks
could we get a button, that takes all grabbable objects within the ship area, and drops them at your feet, on the ground, or even floating?
i just found a bug, that, occurs, due to items being in a bad place, i fixed it by using imperium to pick up and move everything in the ship to a normal location.. lmao... all 100 items.
i know its not for imperium to be fixing bugs during game play, just thought a button like that would be handy xD
edit: a mod that used to do this already.. no clue if it works anymore, but could lead to easy implementation 😄
https://thunderstore.io/c/lethal-company/p/bozzobrain/ShipMaid/

omg its the vencord creature
"creature" 💀
the organism
lol
Spawning items with F2 no longer works in v70 due to a change in FallToGround()
Uhh, I don't think imperium directly used that function, but I am not sure
I am working on a release rn so I'll try it later
Imperium v1.0.0 - The Release
We've come a long way since the release of the first Imperium prototype in early April 2024 to where we are today. Imperium was my first modding project for any game and it was just meant to be a fun little tool to explore the wonderful mechanics of this amazing game.
But thanks to the continuous support from so many of you loyal employees, mod devs and content creators, which were eagerly providing feedback and feature ideas, I was able to expand this initial idea into this fully fledged debugging swiss-army knife for Lethal Company!
I think Imperium is now finally in a stable state where most of the community's and my ideas are implemented and the majority of the P1 and P2 bugs are resolved. And while this definitely isn't the end of Imperium support, I do plan on moving on to different modding / game dev projects as well as Imperium for R.E.P.O in the future.
~The Emperor, gio
The Imperium release is mostly aimed at fixing all the remaining P1 and P2 bugs as well as implementing the last few features that I had on my list for such a long time now, such as the time slider and the dungeon flow override. I also spent some time polishing the UI and improving the overall usability of Imperium. This includes interface animations and transitions, smoother loading as well as improved global tooltips.
General Changes
- Removed support for vain shrouds since they are no longer used in the base game.
- Rewrote Quickload logic and cleaned up preferences.
- Player untargetability / invisiblity is now communicated to all clients to prevent de-sync.
- Made it so spawned entities are added to the game's spawned enemy list.
Added Stuff
- Added a collider visualizer for objects on the LineOfSight layer.
- Added and updated various tooltips to increase the overall UI usability.
- Added a slam type toggle for spike traps in the object explorer.
Bug Fixes
- Moved all network logging to the DEBUG level to decrease log volume.
- Fixed an issue where faulty UI config would break the Imperium startup sequence.
- Made it so entities without prefabs are not showing up in the spawn menu.
- Made it so the map camera's near and far clip can't overlap anymore.
- Fixed notification settings not applying without restarting.
- Fixed a bug that caused the UI reload button to not work.
- Removed the Optimize Logs settings and removed log deletions.
- Fixed a bug that prevented local objects from being able to be deleted.
- Fixed a bug that made it very glitchy to enter coordinates in the teleport window.
API Changes
- Removed all vain shroud related endpoints.
QoL Improvements
- Improved tooltip experience with new smooth transitions and delays.
- Made it so tooltips can no longer extend past the screen.
- Various UI layout fixes and adjustments to improve usability.
- Made UI sounds more consistent and toggleable.
- Increased shown items in spawn UI from 6 to 8.
- Made it so windows won't disappear when resizing the game window.
- Fixed a bug where changing the FoV would result in weird camera behaviour.
- Made it so teleport coordinates will automatically update if the player teleports out-of-bounds.
- Removed the min and max constraints on teleport coordinates.
- Added a soft dependency for LLL to retrieve custom dungeon flow display names.
- Made it so the hover tooltip is disabled when the HUD is hidden.
Compatibility
This version is compatible with the v70 update of Lethal Company.

You okay with me finding more things that are broken? 
feel free to add an issue on github 
Bet
I will still be updating this, though my main focus will be on REPO
this is probably my favourite fix though fr 
i can finally spawn enemies and test them properly lol
buht yeah i made an issue in the repo for the only thing that really ever bothers me from imperium anymore
oh also i think this is imperium lol
it didnt spam it al ot, just this much, but yea
oh lol its whenever i press Shift
yeah this is a known issue, forgot to fix it
this isnt a real problem, just unnecessary logs
okie
stop pressing shift smh..
heyyy, imperium is not working - only related thing i could find is this log:
are you on v70 and latest version of imperium?
yeah I think this might be some other mod's problem
they haven't re-compiled for v70 or something
Imperium
i've noticed that when you have imperium disabled for all the non host people and you enable it in between it just bugs out and the other cant open the menu anymore with F1 while all the other shortcuts work
I think i found a new issue in v70 with the latest imperium version
When pressing W to hide the hud it seems now that imperium will also hide the player hand interaction icon like this one
Pressing W again will un-hide the HUD as well as the hand icons
But if a manual call to HUDManager.Instance.HideHUD(false) is made instead of pressing W, the hud will be visible again but not the hand icons, which shouldn't be the case
Oops i forgot i was on azerty keyboard lol, it's the Z key not W but anyway
i found another bug that seems to be imperium
when you sprint, there's a subtle zoom-out effect (FoV increases from 66 to 68)
in vanilla the change is gradual but it's instantaneous with imperium
toggling off imperium seems to fix the problem so it seems the culprit
i havent checked if it happens with just a fresh profile + imperium though, so maybe i need to double check
I noticed the same
It may not be the same issue that you are facing, but the latest version of Imperium doesn't work in a fresh profile with 47 Chronos by @ionic moth installed. The stack trace looks like this:
Not sure if it has been fixed yet but Chronos is using JLL as a dependency, which was bugging out the game iirc
Except the moment I disable Chronos, Imperium works fine again. Even with JLL still enabled
Here's the full log and a code for a minimal pack with just the two mods and their dependencies.
Code: 01973263-fcfe-69c1-4ba1-d5ccbef587ad
Log:
(ignore the SoftMasking exceptions)
I'm guessing its my anomaly code bugging out then, I'll have a look
Soft masking exceptions will break a lot of your game
If its spamming you need to install a mod like SoftMaskKiller
Otherwise you'll probably crash or a lot of stuff like UI will break
My main pack has SoftMaskKiller installed and still has this problem until I disable Chronos
Let me add it to the minimal pack and try again
Nope, Imperium still falls apart unless Chronos is disabled
Not sure if it's just me but I was using imperium on my modpack at V70 and it worked great! But for some reason when V71 came out it immediately broke it (I don't know if it's maybe a mod conflict or something with V71 messed with it.)
Probably a conflict with another mod
People reported issues with the 1.0.0 version but that's it, it works great besides that
HarvestMoons has been breaking imperium rn
so it's probably that
is it possible to rotate turrets when spawning them in with imperium?
Hello, does anyone know how to activate meteor shower? Haven't found anything for that in the GUI.
How do I turn off this again so its just the camera?
Nevermind got it! it was L
I took a big L there by not remembering haha
uhh have you tried restarting game game?
I'm not sure what do you mean by game game, I'm testing a mod that use meteors and can't find how to activate a meteor shower within the Imperium graphic interface. I've used the mod to test many other thing's just not meteors.
sorry, I replied to the wrong message 
[Error : Unity Log] Coroutine couldn't be started because the the game object 'tooltip(Clone)' is inactive!
Dunno whats spamming it exactly, its spammed randomly. Only encountered it when I had Imperium on, not a big issue tho 
yeah this is not really a problem, just log spams
it will be fixed in the next release
Imperium is kinda just fun to mess around in like just spawning in an army of nutcrackers is already fun
i realy wish we could have a mod of this minimap for the terminal instead
looks so good
thanks! yeah, I thought about extracextracting the mod before
its just a bit of a logistical problem
dont know if this is a mod issue or what, just thought id report it.. was testing some buggy moons for fixing my mod so my mod doesnt run on those moons.. and this occured every time i loaded a lobby... "failure to start imperium, shutting down" or similar, with this error.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Imperium.Imperium.DisableImperium () (at <57152791a2bf48a48eb154d051555c3f>:IL_0015)
Imperium.Netcode.ImpNetworking.OnAuthenticateResponse () (at <57152791a2bf48a48eb154d051555c3f>:IL_0068)
Imperium.Netcode.ImpNetEvent.<.ctor>b__8_1 () (at <57152791a2bf48a48eb154d051555c3f>:IL_000A)
LethalNetworkAPI.LNetworkEvent.InvokeOnClientReceived () (at ./Public/LNetworkEvent.cs:146)
LethalNetworkAPI.Internal.UnnamedMessageHandler.HandleMessage (System.UInt64 clientId, System.String messageID, LethalNetworkAPI.Internal.EMessageType messageType, System.Object messageData, System.UInt64[] targetClients) (at ./Internal/UnnamedMessageHandler.cs:264)
LethalNetworkAPI.Internal.UnnamedMessageHandler.SendMessageToClients (LethalNetworkAPI.Internal.MessageData messageData, System.UInt64[] clientGuidArray, System.Boolean deprecatedMessage) (at ./Internal/UnnamedMessageHandler.cs:140)
LethalNetworkAPI.LNetworkEvent.InvokeClients (System.UInt64[] clientGuidArray) (at ./Public/LNetworkEvent.cs:205)
Imperium.Netcode.ImpNetEvent.DispatchToClients (System.UInt64[] clientIds) (at <57152791a2bf48a48eb154d051555c3f>:IL_0044)
Imperium.Netcode.ImpNetworking.OnAuthenticateRequest (System.UInt64 clientId) (at <57152791a2bf48a48eb154d051555c3f>:IL_0003)
Imperium.Netcode.ImpNetEvent.<.ctor>b__8_0 (System.UInt64 clientId) (at <57152791a2bf48a48eb154d051555c3f>:IL_0023)
LethalNetworkAPI.LNetworkEvent.InvokeOnServerReceived (System.UInt64 clientId) (at ./Public/LNetworkEvent.cs:143)
LethalNetworkAPI.Internal.UnnamedMessageHandler.HandleMessage (System.UInt64 clientId, System.String messageID, LethalNetworkAPI.Internal.EMessageType messageType, System.Object messageData, System.UInt64[] targetClients) (at ./Internal/UnnamedMessageHandler.cs:267)
LethalNetworkAPI.Internal.UnnamedMessageHandler.SendMessageToServer (LethalNetworkAPI.Internal.MessageData messageData, System.Boolean deprecatedMessage) (at ./Internal/UnnamedMessageHandler.cs:193)
LethalNetworkAPI.LNetworkEvent.InvokeServer () (at ./Public/LNetworkEvent.cs:247)
Imperium.Netcode.ImpNetEvent.DispatchToServer () (at <57152791a2bf48a48eb154d051555c3f>:IL_001F)
Imperium.Netcode.ImpNetworking+<waitForImperiumAccess>d__24.MoveNext () (at <57152791a2bf48a48eb154d051555c3f>:IL_001E)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
Imperium.Netcode.ImpNetworking:RequestImperiumAccess()
Imperium.Patches.Objects.PreloadPatches:ConnectClientToPlayerObjectPatch(PlayerControllerB)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(PlayerControllerB)
GameNetcodeStuff.PlayerControllerB:Update()
seems to be something (currently disabled) in this pack causing the error. (only 24 mods)
01979c5e-beca-3917-d06f-1535bdee79f1
will work out which it is an update this and the code shortly.
it seems the mod(s) causing imperium to fail to load is "HarvestMoons" and "WinterLodge" or one of their dependencies.
uhh I think there should be another exception
like a block log before that
this is just an exception that happens in the disable function after it has already failed
funny enough
there was no error i saw., let me readd one of those mods and send you the full log, my bad.
oh, wasnt an ERROR, you have it set as a MESSAGE, explains why i didnt pay attention to it before (i look out for red messages when things go bad :P)
could you re-add lethallib?
lethallib adds pointers to the strack traces so I can more easily debug this
I think they were present in the first log you sent
umm, re-add? i didnt remove it.
from what I can tell one of these mods adds a SpawnableOutsideObject but does not specify a prefab?
oh it disabled because i disabled somethign else.
here is with lethal lib re-enabled (winterlodge is enabled, not the harvestmoons)
yeah, I think an outside object is missing a prefab
ah, well, i dont intend to use that moon anyway, was just trying to see why masked bug out on those moons x.x maybe thats why
I can add a check but I probably won't push a new release immediately
you can try with this if you want
its no worries, i already added in a basic check for my next update to basically go "if its not a normal MaskedPlayerEnemy" then throws a warning/error based off what it is and disables my mod.
ill give it a go
here is with harvest moons, not winter lodge (incase a diff issue)
will try the DLL now.
^ that one seems to error on harvest moons off rip, so, harvest moons just looks borked imho
with the updated dll imperium loads fine with both harvest moons and winter lodge, thanks ❤️

It seems like I can't spawn or see Vain shrouds in Imperium object explorer with YesFox
I can see kidnapper fox but it won't let me spawn it without vains
yeah support for vain shrouds has been removed from Imperium as of v1.0
if you really wanted you'd have to use an older version of Imperium
@distant stag congrats on the 1.0 btw! Came in here to ask, do you reference LLL specifically anywhere?
Cheers! Glad to be able to finally release it!
https://github.com/giosuel/imperium/blob/5b19ee983dae76f051a72fa2e537b9d6f40d26bd/Imperium/src/Integration/LethalLevelLoaderIntegration.cs#L10
I have this, but its just a soft dependency
but funny enough its not implemented 
😭
why do you ask? xD
Doing some refactors on LLL and just vibe checking what I may be able to get away with messing with and what i can't 😄
ah, I see I see
yeah nothing to break here
btw, are you also active in the REPO modding community?
Nah, lurked in the server first week or so but was put off by some of the community members
Why?
Ah I see, how's that going
good, well all I have done so far was porting Imperium (not that it was easy lol)
still quite busy with irl stuff and the bachelors thesis
but i have to say its a lot easier to mod that game since the code is actually structured
well for me at least, adding custom content is a bigger pain actually
Yeah I skimmed the code abit and was a little put off by how i'd need to do stuff for an api aswell.
I'm also studying, not to that degree of education but the course is god awful and the hours are shit so takes up most of my time
messing with LLL abit now that im on break because it would be nice to get it in a better place by lethal 1.0
ah that sucks, what kind of classes are you visiting?
is lethal 1.0 anywhere close? i didnt really keep up with anything zeekerss posted lately
It's a general IT diploma, bitta networking, bitta policy writing, some general business strategy, bitta programming etc.
I studied 2020-2021 in game design but industry is fucked and i haven't been able to find a job in game design, programming or general stuff like data analyst etc. so doing this to improve my chances
Getting there yeah, based on what he's said the very rough plan I think is
v70 - Mansion update + other stuffs (released)
v80 - Facility update + other stuffs
v90 - Mineshaft update + other stuffs
v100? - Story end/release
ah okay, I'll do that. 
very grateful that a tool like this exists, thank you!!
ohh interesting, yeah the industry is struggling rn with all the new AI stuff
i am done this summer and probaly trying to get back to the company I did my internship in
interesting, well I do still have this unfinished wave clearing / roguelike mod that I haven't released
i just couldn't find the motivation to finish it, even though I spent over 100 hours on it already
also the level editor
damn, really? maybe I should go back to working on it 👀
I’d love to see it 
What does this control do and how do I use it?
which interior is selected?
that one i assume is facility but i've changed that dropdown several times and nothing seems to change? maybe i'm just being thick?
if your already loaded into the moon, i assume it changes nothing.
if your in orbit, i assume you can as i said, select the interior.. to which then when you land, it will have that interior.
i havent used it myself, so cant verify that, but based off what its called, etc, thats the function i beleive its intended to have.
If that's what it does i cannot get it to work for the life of me as that is what i was hoping it would do
yeah, this is indeed what it should do
okay, well either it dosen't work or i am doing something wrong... probably the latter
maybe a lot would reveal whats happening 😛
Would you happen to know why my main entrances don't seem to be recognized as a valid one to teleport to? I can't think of anything that I changed other than maybe prefab-ing them? But I feel like I did that a while ago and it was fine + can't think why that would cause an issue. I technically haven't tried all my moons but 2 I know were fine at one point aren't any more. Not a big problem, just kind of curious.
Ok, so it must be something I did. It works on the public versions of the moons but so far none of the unpublished ones updated for V70 stuff. I'll keep looking into it.
Oh I think it is because I prefabbed them! I changed the name
I guess I must not have ever tried to tp to them since that change. Oops.
I'll change it back but I wonder if looking for the entrance teleport script is better? I think you could get outside fire exits too through this. Theoretically the Entrance Id will be 0 for main and 1 or greater for fire exits.
Kind of on the same topic but I believe you can teleport to inside fire exits. I don't believe you can do inside main. I don't know how the code checks for the fire exits but they also use the EntranceTeleport script. 0 associated with main and 1 a fire exit or assuming they follow vanilla, EntranceTeleportA is a prefab spawned on main with that script and EntranceTeleportB is spawned on the fire exits so you could potentially get both inside main and fire. I don't know if you'd want to do that or if there's demand for it, but I imagine it could be done.
I feel like moon makers are more likely to rename the teleports than interior devs because the moon one on vanilla is split across various objects/parents and the tutorial shows which ones are needed and end up all combined under EntranceTeleportA, which I could see someone renaming. Interior isn't quite this way. The actual teleport is spawned in via a SpawnSyncedObject script which just references the prefab. I kind of doubt someone would bother going in and renaming that prefab but that might just be me.
Actually, I could just not have the teleport be the root of the prefab. That'd allow me to rename the prefab to main and fire exit while not renaming the teleport object itself...
Yeah lmao, you're probably right lol
This is really old code back from when I didn't know what I was doing
I'll look into it for the next update
Ok. In the meantime what I did was just make an empty object called MainEntrance be the root of the prefab and then EntranceTeleportA is nested under that and then everything else under that. So I get the nicer name for the prefab and any code looking for the specific name will find it.
Also did the same with fire exit
Okay yeah that should work
Oh dear humble father of Imperium..
your spawn is being an asshole
This error appears when trying to load up a lobby, preventing anything from working
yet the "Greetings, Padawan" text still appears, so the mod does in fact load
0197c8ad-64d4-58ec-9135-a908024afc19
I have here the Log, Dependency Strings, and modpack code i'm currently using
and I will try to see what other mod is causing it to get shot dead the second i try to play the game
nvm it's BCMER
save me
☹️
Im prob just stupid but how do I fix this
Are there any mods that dont work with Imperium?
Probably, do you have any logs?
Ill show you later
I know it was in fact one of the mods in that modpack since I just tried a modpack with only imperium and its working so im just gonna play that
I think Brutal Company made Imperium to not work
if you use brutal company with imperium I've found on first load it wont work, second load it will but will lag, third load works fine, IDK why it just does
Not sure if this is just placebo, but it seems if you disable quota and continually load and unload levels, the loading phase takes longer and longer as time goes on
Hmmm, interesting XD
Seems like a game problem if I had to take a wild guess, and probably really annoying to debug
BCMER
and that was 3 days ago
damn
@distant stag if you want a log for it, the issue is right here
but just using only Imperium and Brutal Company Minus Extra Reborn (+ dependencies) still causes this, so it's a direct incompat
hello, how can i revive myself or my friend with imperium?
In object explorer you can click on the 'heart with wings' icon on the entry for your player name
Shiggy has been rediscovered by Beanie
Another finds Shiggy!
Never been able to make that work properly. It acts like they are respawned but cannot be killed again. It's like their Playercontroller is disconnected from their pawn or something
Interesting, it's always worked well for me
imagine there was an imperium for peak
imagine 
Hi, I have such a problem - I wanted to check my assembly with this mod, but I didn’t even let me in the lobby.
Here are the assembly code and the last logs:
0198161E-406A-20E5-C335-F9A2CD8FB99E
@distant stag
what is this
A WIP mod that I was working on last year
It's like a wave clearing rogue-like game mode for LC
🥺
Submitted a pull request courtesy of @real totem and me that should fix issues with some mods causing Imperium to crash.
Uhh thanks! I can't really work on it rn as I am on vacation
What was this problem about?
somethig about a key registry error or null exception error basically causing imperium to crash upon loading into a save.
'Failed to launch Imperium' message pops up after entering the game. I disabled some mods to figure out which mods cause this issue but can't find since I have about 100 mods. So, I made a new profile and downloaded only Imperium, it worked fine. Here I attach the log.
btw this is my mod pack 105 mods included : 01987271-0762-5367-0164-48691f03843a
Figured out why, problem solved
would be really cool if there was a seperate mod that made the minimap replace the monitor cam along with keeping the monitors features
@distant stag as that doable by chance?
i thought about it, but its just difficult to separate the UI stuff from imperium
i might do it in the future
yay! :)
some random interesting discoveries i made while using imperium
the sapsucker has an animation for moving + crouching, im not sure how youd see this happen in vanilla
the sapsucker becomes angry if a cruiser is nearby its nest
when under a ceiling like assurance's scaffold probably
maybe?
to be clear, i mean the combo of walking and crouching at the same time
i have seen it crouch before
it happens as it enters the ship
but not long enough to see the waddle
2nd clip be like:
maybe it could crouch below the vow ship?
im not even sure the sapsucker can spawn close enough
if its pissed i dont know how it moves while crouching
the sapsuckers spawn location is seed dependant
and it prioritizes choosing a node as far away from the ship as possible
Oh that’s why I feel like it is kind of always in the same general spot, or one of a few at least
I am guessing the crouch + walk combined animation isnt used, pretty sure for masked too there are unused animations in vanilla (could be wrong though, been a while I looked at the vanilla animations)
it is used
i didnt modify the game to let the animation play
im saying i dont think it can happen ever in the vanilla game
despite the code being set up for it to do so
maybe theres a specific case it can happen but i really cant think of one
oh i misunderstood, i figured cause this was chatted in imperium, someone was looking at the code for sapsucker and wondering why that animation never is seen xD
well i found the scenario this actually happens
its probably only specifically for when a sapsucker is crouching under a pumpkin
heres them doing it, still set up, but it can happen naturally
Bird
had it do this on dreg too yea
will the imperium ever be updated cuz its so broken on v70?
afaik its not majorly broken
i only know two issues
but i dont use all of imperiums features
im kinda getting annoyed how it spams tooltip(clone) errors
you can disable those
and its performance got worse like 5x more
what about the camera that just snaps while starting to sprint
anyone else crashing when trying to noclip?
doesnt give me any logs when it happens either
it used to work but starting today whenever i press it it just insta crashes
If when noclip you mean free cam, then no i dont have any issues with it. Your pack may have an issue
free cam yeah
Just wanna throw in here... This error is still a thing...
[14:56:17.1767915] [Error : Unity Log] Exception 'NullReferenceException' thrown from state change monitor 'InputActionState' on 'DiscreteButton:/Keyboard/ctrl'
[14:56:17.1767915] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
UnityEngine.InputSystem.InputActionState.ProcessInteractions (UnityEngine.InputSystem.InputActionState+TriggerState& trigger, System.Int32 interactionStartIndex, System.Int32 interactionCount) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_003E)
UnityEngine.InputSystem.InputActionState.ProcessControlStateChange (System.Int32 mapIndex, System.Int32 controlIndex, System.Int32 bindingIndex, System.Double time, UnityEngine.InputSystem.LowLevel.InputEventPtr eventPtr) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_024D)
UnityEngine.InputSystem.InputActionState.UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged (UnityEngine.InputSystem.InputControl control, System.Double time, UnityEngine.InputSystem.LowLevel.InputEventPtr eventPtr, System.Int64 mapControlAndBindingIndex) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_000E)
UnityEngine.InputSystem.InputManager.FireStateChangeNotifications (System.Int32 deviceIndex, System.Double internalTime, UnityEngine.InputSystem.LowLevel.InputEvent* eventPtr) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_008E)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
It throws this error on ctrl and space. Also completely breaks the flight system
i think this happens on like non english keyboards lol
Well, shouldn't happen at all imo 
A temporary fix is to always re-assign the Toggle Flight Flying Ascend and Flying Descend buttons everytime you're ingame
yeah im not saying that it shouldnt be fixed, it's definitely an issue
i struggle reading rodrigo's logs when he has imperium installed...
Since this has been such a longstanding issue, I'll upload a band-aid fix in a few minutes
For anyone that also suffers from this issue:
https://thunderstore.io/c/lethal-company/p/TestAccount666/ImperiumFix/
Just wait until it synced 
Is it also possible for you to upload temporary fix for wrong tooltip errors in the console as well as the sprint pov issue, or like any other issues mentionned in this thread since 1.0 released?
I'll have a look, but won't promise anything as I personally haven't run into these issues so far 
ok, let me found the original reports
console just spams errors about a missing tooltip(Clone)
it's harmless but clogs up the logs
whenever you press the sprint key, it instantly sets your FOV to 68 and releasing sprint instantly sets it back to 66, as of imperium v1.0
in vanilla there is a gradual shift
issue related to hiding the HUD : #1225942840282976316 message
issue about FOV increasing too fast : #1225942840282976316 message
issue about a fake error log spam : #1225942840282976316 message
@alpine glacier
ah buttery was faster than me ok
well i didnt realize that HUD hiding issue was a thing
Thats because you need to manually call HUDManager.Instance.HideHUD(false)
which is a very specific thing to do actually
Again, I'll have a look, but probably won't be forking Imperium, so most fixes will likely be band-aid fixes
Thats ok, just temporary fixes on a separate mod just like the one you published is perfectly fine
Why didn't you just pr a fix? 
Well...
- There's another PR that has been open for several months
- Said PR has no responses at all
- My fix really shouldn't make it into the production code of Imperium 💀
It literally uses Reflections to reload all Imperium keybinds whenever you join or host a lobby.
Certainly not a proper fix 😅
Oh really? 💀
Welp that went under my radar
Yeah yeah but if you made a PR you could've just actually fixed it, no?
But maybe that was more work, then it makes sense
Yeah, I'm registering my keybinds slightly different, so I didn't want to mess with Imperium's code too much to prevent breaking something 😅
Wait does this concern me? Im hiding hud with a keybind as well
I’ll read your message above this a bit later
But I'll try to make PRs next time ^^
hmm depends what code is used when you use your keybind, i cant tell
https://github.com/s1ckboii/LethalHUD/blob/master/HUD/LethalHUDMono.cs
cant open imperium to conpare right now, signal on train is bad
yours is fine as far as i can tell
I can see the vanilla HideHUD function call, so it should have the conflict issue with imperium yes
But keep in mind the only issue here is that when calling HideHUD(false) when the HUD was previously hidden by Imperium then the HUD will be visible again but you will not see stuff like interaction icons
If you dont have Imperium installed then there is no issue with that code
Gotcha alright
@distant stag hope the Ping is fine...
Btw, whatever Imperium does for UE integration, it prevents me from using the Main Menu properly...
I always have to unhide and hide the UE menu again to be able to press any buttons
Disabling Imperium or using CUE, which Imperium doesn't support, fixes this
yeah lol this has been an issue since the release of Imperium
idk i cant really figure out why this happens
whats CUE?
Maybe just disable the integration until you're actually in the game? 
Unity Explorer Fork, promising BepInEx 6 Support and Performance benefits. I couldn't confirm the latter, so I'll still with UE
wait so what exactly is wrong in the main menu?
i was talking about a bug that happens when switching from imperium windows to UE windows and back
but that doesn't work in the main menu
The main menu breaks. Doesn't accept any mouse input
Have to press the hide/unhide button twice to fix it
Which is fast, but still annoying 
hmm, I had a similar issue but it started working again after some time (like 5-6 seconds)
I thought this was just a general issue that only happens sometimes
yeah i've had this issue everytime
huh thats very weird, like has this been an issue for a long time?
it's like the game takes an extra 5 seconds to allow you to give any inputs to the main menu, but i didnt realise this was imperium?
Also, UE is extremely blurry for some reason 
yeah, I thought this wasnt Imperium
oh, yeah i havent even tested with imperium in ages, you sure its imperium testy?
i thought it was an UE issue
I disabled Imperium and the issue was gone
Re-enabled Imperium and it reappears
Or the issue is not as consistent as I thought and it just never happened when I tested without Imperium, I dunno 🤷
for me, this felt kinda inconsistent
but I also use quickload a lot to load into games immediately
i dont see why Imperium would cause this either, like basically everything Imperium related loads with the game
at least UI related stuff
yeah i just had it without imperium lol
with UE?
Okay, guess I'm just Schizo or smth 
ye with UE
yeah so I think this is just a vanilla UE thing
because that also loads from the start
yeah i think thats just when its deciding to load
and its been known to mess with input stuff in LC
How's that though? You can press F7 twice quickly and it fixes the freeze immediately
that's true as well, so idk maybe
I dont think its a freeze, I think UE has some invisible overlay or something that blocks input to the main menu
so the disabling and re-enabling fix would make sense
no clue tho why waiting also fixes it
yeah UE always requires a double tap of F7 for me x.x hate it.. i dont think waiting fixes it, just.. you reencounter it later... maybe its an invisible splash screen or something, i d k, but ive pressed F2 with imperium and been unable to type or click until i double tap F7 before.
lmao 😭 im so used to double F7 that i always do double F7 even when im just playing normally without imperium or UE installed 
Honestly I switched the keybind to oem tilde
New Pull Request just dropped 
-# I hope it doesn't overlooked like the other one 💀
if you're gonna do more PR's, i'd like for the outside and inside map objects to be checked for a network object before instantiating so they can be instantiated and then spawned by the host only properly :p
I'm pretty sure I'm already spawning network objects wherever it's possible
Only exception is outside map objects I think, like trees and such which don't have a network object
yeah i was gonna say maybe for inside objects but outside objects, especially modded, when they do have a network object, it just doesnt spawn it
Well there is no special case for modded objects, there's a specific way to fetch each type of object and some types have a network object (like items, map hazards) and some don't (like outside objects)
yeah, but i think it should be possible to check for that since you do explicitly collect modded objects, like from lethallib (and maybe eventually dawnlib)
Modded Hazard support would be nice 
Would make it so I didn't have to set spawn curve to absurd values for testing 😅
Hmm, it should be possible if you register hazards via lethallib
No? It's been a while 😅
yeah, but outside hazards that have network objects from lethallib wont work with imperium is what he means
Pretty sure I'm registering them myself because LethalLib had some issues 🤔
oh lol
Wait so some hazards have network objects and some don't?
they can depending on how they're registered, im trying to remember a bit more now since i havent used lethallib in a while since i made my own lib
Because the way Imperium indexes and addresses networked and non-networked objects (for synchronized moving and despawning) is very different
So this would be more difficult than just checking for a network object when spawning
ic
Like if it's not a network object, certain RPCs have to be called on clients to make sure everything is still in sync
You can disable the checkbox in object explorer
Does anyone know if imperium broke in v73? I haven't checked and I am not home for some days
With a quick little run through, it seemed okay
but I didn't do too much so there could still be something wrong that I missed
Okay but it's already good to know it works on a basic level, thanks!
the mod shall never be broken by game updates again
(totally totally won't break in v74 :3)

True
Do you think you could add support for RuntimeUnityEditor? It seems to be much more performance-friendly than UnityExplorer and can do basically the same stuff 
UnityExplorer doesn't lag anymore though
What are you talking about?
I click on, for example, HUDManager and the entire UI just freezes ._.
Before v73?
Also with v73
Dunno I don't get that, did u turn on the event override config?
Everything at default values
Yeah turn on the event override config
Will try that next time
Well, guess that actually does increase performance.
Why doesn't it default to that tho? 
Disable Lag: [✅]
That setting pretty much 💀
what kind of support are you talking about?
like the UI integration?
Yeee
That the camera freezes when you open it
oh yeah
is it possible to get imperium's object explorer to work with custom outdoor hazards? like coderebirth
or did coderebirth just implement stuff in a weird way
Well as I recall it outdoor hazards aren't really like standardized in the game, so I'd have to manually support specific mods
ah i see
also minor question but when override door is enabled is it normal to be tp'd back into the ship if u leave?
like when youre in space?
Yeah
yeah you need to also disable out of bounds
otherwise it will teleport you back no matter if the door is locked or not
Any plans to fix this incompat?
https://github.com/giosuel/imperium/pull/100
merged and pushed, thunderstore might take a minute to update tho
Meow meow!
wooooo imperium W 🙌
there is still very minor things to deal with now
but thanks for taking time to merge the pr
awesome as freak
holy crap
thank you lord for fixing imperium
so is "ImperiumFix" still required/advised? 😮
I think so
is imperium desync normal? or is it another mod? i might just have to keep it disabled because hosting a lobby with it is such a pain
what kind of desync are we talking about?
items not appearing for some players, things being missing from the ship, players being alive/dead, game not registering certain people as alive (so ship will leave for no reason)
ive also had a pretty frequent bug where a players inventory completely breaks/softlocks after picking up an item
but as i said it could definitely be another mod causing this
uhm yeah that doesnt really seem imperium related to me
if you spawn an item with imperium on the host, no problem
but if you do it on the client? it will place it somewhere close to the hand but impossible to grab, thats why you need to always spawn item from a flying state to be able to spawn it at a desired position and not directly in hands (for client players)
i cant say about picking up an item because i havent tried, but, when i spawn a belt bag, it puts it in my reserved slot, then breaks my inventory completely... once i spawn a second one, i have 2 belt bags and my inventory is fine.
cant say if thats a reserved slot issue, or just a "first item pickup" issue, or an item spawning issue, but way back when i used to spawn items and get "spawning 0 x item" messages and no item sometimes.
ive noticed that reviving/killing players only works if client access is enabled (it seems like this is kinda causing that desync too although i havent noticed it in a bit so maybe not)
i know all players need the mod installed for these functions to work, but does disabling client access count as them not having the mod? is that intended? ty
@distant stag is there a way i can add stuff to imperium's spawn list? i.e. dawnlib adds networked outside hazards which base game doesnt have but i wanna be able to spawn em with imperium
Well it's not that easy, Imperium needs like a common factor to categorize outdoor hazards and the base game doesn't have anything like that
So you can't really manually add anything like that
imperium doesnt have like any list i can inject to for just generic networked prefabs?
Well I think there is a list that maps generic objects? I can't remember lol
Like trees and stuff are in there
It would be in core/objectexplorer.cs
I think that's the file
Also DawnLib items and enemies 
Probably gotta add some compat for em
I assume it's only LLL lists being taken into account
okie ill try to take a look
i would hopefully assume Imperium just gets em from all the vanilla lists rather than manual compat with LLL and LL
cuz that'd be kinda.. uh yeah
Yes I do not have any dependency for LLL or lethallib
Oh weird, ye not sure then
I do vanilla only
The only thing I do with LLL is using it's name map for customly added object
You can spawn in items added through LLL
And I'm not even sure if that's fully implemented
Spawning custom map objects do work also
I can spawn banana peels on demand
Hmmm, I don't quite remember how those are implemented then
Ye I just mean the systems for spawning those with Imperium do work, so not too sure why DawnLib stuff doesn't show up
You should be able to see the full code in objectexplorer.cs tho
I honestly don't know lol
dawnlib's outside hazards dont use vanilla
they cant
outside hazards in base lethal are non networked
Ye
imperium does have LL compat for its outside hazards iirc
Banana peel outside objects are just a spawner for them
yeah that was one way batby said i could do outside objects, have a spawner, but that felt pretty iffy (and pretty convoluted)
I get this error when trying to use it. Does anyone know whats causing it?
Imperium ILHooks that method while it's executing which causes the references in the RuntimeILReferenceBag to be redone which are valid for the new method, but now invalid for the executing method
ima be honest I have no clue what this means
basically:
- Caused by Imperium
- Explodes when someone stores data during an ILHook (e.g. EmitDelegate (PremiumScraps for example does this afaik))
- Technically MonoMod's fault (the library we use that does the actual runtime detouring)
hmm actually that probably isn't much better
For full explanation of the issue, see #dev-general message
ok, here is a very stylish ultra cool user friendly explanation
- caused by imperium
- incompatibility with some mods
- do you have PremiumScraps installed? if yes, you need to enable player spawn animation skip in imperium config, then the problem is fixed
- if you don't have this mod installed, good luck
least convoluted bug btw
yeah totally
it was better spray paint
the fork
ah yes, Better spray paint is the other known mod that cause this issue
Kinda interested in this too
Does anyone know if imperium messes with the interior size multiplier of lethal level loader?
I wanted to test LLL's changes for custom interiors, but it seems that imperium is just defauting to the moon's size multiplier instead of allowing LLL to affect it.
I know that i can change the multiplier through imperium, and that's great, but I wanted to know if LLL is just not doing anything, or if imperium is overriding it.
LLL’s at one point didn’t work. I know Paco’s talked about fixing it, but I don’t know if he has yet
Is there any alternative that isn't Lunar Config? It messes with scarlet devil mansion.
Not that I’m aware of. Has that issue been brought up with the devs of those mods?
Well I learned that lunar config conflicted with scarlet devil mansion by searching through past conversations on this discord. So I would guess so, but I haven't personally said as much to them.
Also it does seem that LLL does in fact still not work with the size multiplier.
It would be nice to see a setting to have Pause Time default to enabled.
I see myself not needing time more often than not
Does the save file editor just corrupt your save file now in the latest version?
i've been having an issue where trying to change LastVerPlayed to a different version results in this error occurring on launch, after picking online / LAN. it seems like the mod is inputting the value given as a string (even when i've entered an int both times, 57 and 55 respectively) which causes the save file to stop being readable. unsure of how to fix this beyond just deleting LCGeneralSaveData so LC can make a new one for now
[Error : Unity Log] InvalidOperationException: Trying to load data of type System.Int32, but data contained in file is type of System.String.
Stack trace:
ES3Reader.ReadTypeFromHeader[T] () (at <007bd79b7b84414bb57e04d87c0056ce>:0)
ES3Reader.Read[T] (System.String key, T defaultValue) (at <007bd79b7b84414bb57e04d87c0056ce>:0)
ES3.Load[T] (System.String key, T defaultValue, ES3Settings settings) (at <007bd79b7b84414bb57e04d87c0056ce>:0)
ES3.Load[T] (System.String key, System.String filePath, T defaultValue) (at <007bd79b7b84414bb57e04d87c0056ce>:0)
InitializeGame.Awake () (at <83220f1fc337491eba19b3618ec61339>:0)
Hey @distant stag by any chance is there like a video describing each feature? It’s a very confusing menu lol. For example I seen a picture showing you can see items thru walls and see the value for it and stuff but when I try and enable all that it doesn’t work. Also under visualization there’s absolutely no insights or anything at all. And last thing how can I get labels for loot on the minimap? Is that possible
Please give like a video guide if there is one please its alot of commands lol
unfortunately there is no up-to-date video guide for imperium for lethal company
there is one for imperium for repo but quite a bit has changed since I made the LC version
there should be insights for items, are you using other mods?
Didn't even know you could see items through walls with this.
I added it to a modpack yes. But I even went to test it on its own with no other mods and I couldn’t see any insights. Is there a fix?
Yea doesn’t this mod have an esp feature. I could be wrong
uhh weird, could you send a screenshot?
@stoic rover this feature where it shows the item and the details
Yea I got you. What do you want a screenshot of exactly?
Just the insight not being there??
Or my logs or something
@distant stag
well like the empty insights would be nice
and also logs maybe yeah
Im still thinking of this ui, its so freaking good lookin
thanks, much appreciated! 
im never thinking of that ui, it ruined my life
like you mean the little overlay?
Hehe I just love the simplistic yet futuristic design
Looks very pleasing for my eyes
nice normal map btw

Gender? 
Yeah shishas spawn in pairs male and female now
uhh this seems like some mod incompatibility
some mod that adds content
alr
Yo bro @distant stag if I sent my logs you think you’ll be able to find out why my imperium doesn’t have all the features??
well I can try to find it out
It’s empty dead or alive
Am I supposed to have certain stuff turned on in visualization to see all that stuff? @distant stag
not really, this seems to be a bug
but i have no idea what would be causing it if not other mods
i dont think this is a common issue?
This is the only mod I have on
Do you want me to send a picture of my mods?
To confirm
can you send the logs?
how i do that? sorry @distant stag
what if you disable imperium fix mod?
it didnt work with it off thats why i added it idk
do i need anything on? like in the menu for it to work
idk why its like that, its like features dont work for me
@distant stag
019b847a-3613-b1ea-40a1-312305e2e906
honestly I am not really sure
this is for my main modpack if maybe itll help u pinpoint
I am kinda busy rn so I am not sure when I'll get to looking at this
ur good bro dw, sorry for the spam i just have free time to send it all
so maybe when u get a chance u can see it
Umm I clicked factors reset and reset UI in preferences and this happened ..
What does this mean
it went away when i turned off space sun in render
how do i reset imperium to have all default stuff it comes with
best is to just delete the mod and reinstall in r2
or delete the config file in the config folder in your profile folder
like mod manager
it dont work on thunderstore? thats what i use
that also works
yea idk the issue
well if it didnt reset that means you deleted the wrong folder or something
when you delete the config it will reset to default
could it be that my steam is installed on my c drive but my games are on my d drive
or that dont matter
probably not
Is the save file editor in Imperium outdated now? I tried to edit my save file and I was met with a pop up telling me that my save file was corrupted when I relaunched.
yeah it is currently not advised that the save file editor is used
where else would it be? i swear i did everything right
i have no idea honestly lol
i mean when i started the game again, all the notifications was back on and i had them off
so something reset idk
Any plans on that? 
is there a specific version i should or shouldnt be on? maybe that helps? or i installed it wrong? i mean i did it straight from thunderstore with dependencies @distant stag
well its on the list but idk when I will push the next update
honestly idk, its supposed to work with the latest version on the latest imperium version
i think
Should I try like downgrading something? @distant stag
Like a previous version of bepinex
idk that would probably not work
Damn I guess I have to use it without features idk
the mod is up to date with v73?
yes it should
ok bet
idk why its bugging me lol i wanna fix it
is there anything you reccomend for the insights to show up? is there a mod im missing for it?
no there is no other mod
should something be on in the config? i might have it off
well if you reset the config then it should be fine
but if the stuff hasnt reset then you didnt delete the correct config
is there a way u can help me?
im afraid i dont know how
wait I have it to on a fresh profile with just Imperium and dependencies too. We are talking about the insignts not being labeled and stuff, right?
yes i dont see any insights and idk why
pls help if you know
@hollow granite
I'm saying that I also have the issue, so it's not just you
You can still turn them on in the config file/toggling the checkbox. It's just the label is missing in the UI
not ideal, but the functionality looks intact
whatever one comes with it: 5.4.2304
ok hold up im about to try sum
lemme see this ill lyk if it work
on ur new save, the one it didnt work, what version of imperium do u have on that one?
it's not a BepInEx issue from what I can tell. I think it really is just the UI isn't displaying properly. Again, the buttons work, just aren't labeled.
Imperium is 1.1.1 but I went back to 1.0.0 too. Issue remained
hmmm ok i was gonna try that
1.0.0 was a big update. It might've broken it on accident. Perhaps going back further would fix it but I don't think those versions are compatible with the current game version
I'm surprised I didn't catch this before. I've been using this a decent amount recently for the navmesh visualizer and some of the pathfinding visualizers for working on some of my stuff. I guess I just didn't look at that corner of the UI
what the hell
i assumed its not a general problem

unfortunately, it might be. unless we're both cursed
wait but
has this been broken for all this time?

there hasnt been a lethal update, has there?
idk how long it's been this way. I don't usually touch this screen. When I do it's usually just to see navmesh or an enemy pathfinding and that all has been fine
weirdge
at least it seems like it is just the labels are gone. The functionality is still there. In a way though, that seems weirder. I'd expect code to break, not the UI
hello, havent played in a while. last i did i had issues with imperium and spiders/spider webs causing lag, anyone know if thats been solved?
and there was also an issue when using imperium and PremiumScraps that i also reported, if any dev can remember that
Ok I found a very old message #1225942840282976316 message
hello ive been wondering about this for a little while, what does scrolling the mouse wheel while holding Alt do? (video to show what i mean)
uhhhh
usually that increases / decreases the zoom of the minimap
but it shouldnt really happen when in the freecam I think?
ah ok thanks, i dont use the minimap really so i didnt think of it
So i had a bracken try to run away but he got stuck in place and the console was sending me this error a million times a second, not sure if imperium issue or coderebirth
would be imperium
when unlocking the shop i noticed that the signal translator shows up in the list of all decor, and i've also encountered the signal translator showing up in an advertisement before while getting footage (seemingly the only ship upgrade that can do so). does imperium add this to the decor list or is this just a thing in vanilla?
uhh I dont think Imperium changes anything in the vanilla lists
alright ty
idk why i never reported this before, but uh, @distant stag can these two errors be fixed?
its your MonoBehaviour fields, it treats some of the things you're assigning there as constructors which entirely breaks imperium (in Development mode of lethal company, which i use a lot)
should be a quick fix too, switching some of those field assignments into awake instead of a constructor
lmao how have i never seen this error
so youre saying that I do this stuff in the constructor? i cant even remember ever even using constructors lol
depending on what you're assigning the field, it considers it a constructor
wait its a lifecycle object, which used to not be a gameobject but then i changed it
i believe anyway
it's an error that only comes up during development build of lethal company
seems like the dev versions of games have some more error stuff? not sure
nah, it's like unity's own thing for being able to attach processes to the editor
im not too sure tbh but its what you would need to profile the game
but zeekerss doesnt provide this, does he?
so its something you do by yourself in the editor
nope, unity does