#Imperium

1 messages · Page 7 of 1

urban elbow
#

hum, idk

#

this one in particular is very strange and also not that important since imperium is just there for testing

tropic jackal
#

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

violet stratus
#

there is a "fix" for having all 3 on though if you wanted. you have to ENABLE "Skip player spawn" in animations of imperium.

distant stag
#

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

distant stag
#

wait I thought you said it would be enable

urban elbow
#

hm no?

distant stag
urban elbow
#

ah

#

oops

distant stag
#

so having all the settings disabled INCLUDING player spawn fixes it?

#

that would make at least a bit more sense

urban elbow
#

WAIT

#

no

violet stratus
#

well, enable the option to disable it

urban elbow
#

wtf did i said

distant stag
#

im confused xD

violet stratus
#

you want this

urban elbow
#

what

#

i thought it was the other way around

violet stratus
#

this skips the spawn animation

#

do you have it the other way....?

#

and it works for you?

urban elbow
#

ahhhh no

#

im confused

#

sorry

violet stratus
urban elbow
#

making it to TRUE fix the issue, but having it to true makes the effect "disable spawn animation"

#

i mixed up "disable"

violet stratus
#

ye

urban elbow
#

so you were right, you said ENABLE spawn skip animation, which means the spawn animation is now DISABLED lol

#

😭 🤣 my bad

distant stag
#

lmao communication

#

alright but this is weird af, having imperium breaks it and enabling this specific setting fixes it again

urban elbow
#

yeah idk whats going on

#
  • zaggy said that mono mod is trolling me
distant stag
#

yeah in preferences

#

but its currently broken so you have to restart the game for it to take effect

violet stratus
#

any word on fixing this?

#

whoever hosts ends up freezing for a few seconds every minute

#

when this pops up

pseudo sable
urban elbow
#

ah i see

distant stag
violet stratus
#

the spider web lag

#

using imperium to make up for LLLs issues, at the cost of host having laggy game

distant stag
#

How many spider webs are there?

violet stratus
#

only one spider spawns and it happens

distant stag
#

Very weird

#

Does this happen consistently?

violet stratus
#

and it lags a bit when it spawns new enemies too but thats more tolerable

#

consistently with spiders yes

distant stag
#

Do you have a modpack code I could try?

violet stratus
#

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.

urban elbow
pseudo sable
#

hmm? not sure what you mean

#

the IDs should exist if the IL exists as far as I'm aware

urban elbow
pseudo sable
#

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

urban elbow
#

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

pseudo sable
#

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

urban elbow
#

hmmm i didnt consider that, ill test

torn bough
#

giosuel has been in lethal so much rcently 1.0 is near..... jk

distant stag
torn bough
distant stag
#

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

pseudo sable
#

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

distant stag
bitter compass
#

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

bitter compass
#

i was doing something and then that map started popping up into the screen and flickering

urban elbow
# pseudo sable definitely seems like it should be something else, but I would like to see what ...

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

pseudo sable
pseudo sable
#

in theory then some index within the bag is being ruined at some point

distant stag
pseudo sable
#

oh boy lol

#

well it might be a patcher, not sure

bitter compass
#

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

distant stag
bitter compass
#

yes

#

clients fill that field in on the enemy's Start from what im told

#

but not the host

distant stag
#

what is this list even used for?

bitter compass
#

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

distant stag
#

from what I can see from a quick search, it just uses it for the "[Near Activity Detected]" and something with manticoils

bitter compass
#

would help me a lot to fix too since i cant just do findobjectsoftype everytime i wanna use the list of enemies greed

distant stag
#

hmm, well if it doesn't have any other weird side effects

pseudo sable
#

it's very convenient for certain optimizations as well

#

is [Enemy] is much faster than FindObjectsOfType<[Enemy]>

covert bolt
#

Is it possibile to set next moon interior in this mod?

distant stag
mighty swallow
distant stag
#

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

covert bolt
#

@distant stag when can we expect next update?

distant stag
#

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

covert bolt
#

okay. Thx for the anserw

mighty swallow
distant stag
#

I don't think I even am

mighty swallow
#

oh fair

#

if you ever wanna be nitpicky LLL has prettier display names for interiors 😛

distant stag
#

oh interesting, I just did this

#

I guess you're doing something similar

mighty swallow
#

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.

distant stag
#

Yeah fair enough

austere dagger
#

how do you change freecam fov?

balmy scroll
#

Left and right arrow keys

covert bolt
#

How is it going? Can we expect update before the end of the month?

distant stag
#

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

covert bolt
#

ok

distant stag
feral sentinel
#

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

distant stag
#

yeah I guess that makes sense

#

well I removed support in v1.0 so we no longer have to deal with that

novel finch
#

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

distant stag
novel finch
#

Great to hear

#

I'll just manually move the recttransform with UE in the meantime lol

distant stag
#

haha well thats also an option

novel finch
distant stag
#

correct, you will no longer be able to spawn them or interact with them via object explorer

pseudo sable
#

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

distant stag
#

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

pseudo sable
#

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

distant stag
# pseudo sable anotehr small button in object explorer also seems reasonable, but obviously tha...

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

pseudo sable
#

ahh, I see

#

that does certainly complicate it

karmic folio
#

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

balmy scroll
#

all the button's keybinds can be changedd

karmic folio
balmy scroll
#

it uses inpututils so the normal keybind menu in the in-game settings

karmic folio
#

Ah okay

#

Thank you

bitter compass
#

is there a way to regenerate imperium's navmesh

#

it kinda assumes that navmesh cant move

distant stag
#

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

untold jay
#

isn't mods like wider ship regenerate navmesh?

bitter compass
#

the bigger ship mods regen navmesh too

#

i also move navmesh lol

distant stag
#

interesting, when does the cruiser move it? i haven't seen anything like that in the code

bitter compass
#

moves via parenting

distant stag
#

but then again, I am not super familiar with how it workes at runtime

bitter compass
#

the NavMeshSurface is just parented into the inside of the cruiser

#

so it moves with the cruiser

distant stag
#

ohh interesting

bitter compass
#

yeah it's a clever way of moving navmesh, probably?

distant stag
#

idk it doesn't sound like its meant to be used like that

#

but again, idk

distant stag
bitter compass
#

yee i was just wondering if there was a button for it, this works too

burnt cradle
#

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

distant stag
tight wharf
#

yes

silent crypt
#

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

burnt cradle
#

But I did not know there was already a freeze option

#

my bad

urban elbow
urban elbow
#

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

silent crypt
#

thank you very much \o

lofty fjord
#

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

violet stratus
#

Player spawn skip bug strikes again doom
any progress on its fix?

urban elbow
#

we searched to fix the problem with giosuel and zaggy but didn't find a way

scenic wagon
#

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

feral sentinel
#

it's not absolute position?

scenic wagon
#

no

feral sentinel
#

what is it local to?

scenic wagon
#

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

feral sentinel
#

i will have a look

#

i have a hunch but im not 100%

scenic wagon
#

like here

#

but 0,0,0 is here on artifice

#

maybe the coordinates are the players position in sample scene relay??

distant stag
scenic wagon
#

its not

distant stag
#

its always next to the ship as the ship never really moves

scenic wagon
#

its not tho

#

you can open artifice in editor rn

distant stag
#

how do you know this thing is 0,0,0

scenic wagon
#

and put an empty object at 0, 0, 0

#

because i put it there ?

#

i typed 0,0,0

distant stag
#

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

scenic wagon
#

oh

distant stag
#

imperium generally sets the absolute position of any object it moves

scenic wagon
#

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

distant stag
#

yeah that would make sense

scenic wagon
#

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

#

thats actual 0,0,0

feral sentinel
#

although i guess you came to that conclusion already

covert bolt
#

Is update coming this month?

distant stag
#

Idk yet, I've got loads of irl stuff to do lately

brittle citrus
#

why does it say an item is gonna spawn

urban elbow
#

Maneater

brittle citrus
#

why doesnt it say maneater than

distant stag
#

thats how the game codes it

#

its actually called like that internally

bitter compass
#

yeah it's kinda funny

brittle citrus
#

weird lol

#

i spawned a large axle and a baby came out instead

#

gotta love this game

hollow granite
#

Yeah you’ve got large axle: real and large axle: demon child

austere dagger
#

is there a way to hide the time player hud with imperium?

#

nevermind got it

feral sentinel
#

you can toggle it easy with the Z key

brittle citrus
#

why did an old bird i spawn with imperium become TINY

#

very helpful

brittle citrus
torn bough
fallow hare
#

The github action logs have expired but I assume the build actions are also erroring out trying to include the assets from unity.

distant stag
#

I assume its not in the repository then

fallow hare
#

It is not in the repository

distant stag
#

huh its funny, I guess I excluded it in the .gitignore idk why

fallow hare
#

Maybe size?

#

Not sure

distant stag
#

its only 1.5 mb large

fallow hare
#

oh

distant stag
#

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

fallow hare
#

Yeah, that allows it to build. I inverted the CI conditions locally to see what was blocking the build actions from completing.

distant stag
#

alright so thats one problem solved

#

I'll just have to remove it from the gitignore

lofty bobcat
#

Is there a way to disable oracle notifications?

distant stag
lofty bobcat
#

Thanks

manic ember
#

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/

torn bough
warm mortar
#

omg its the vencord creature

distant stag
#

"creature" 💀

warm mortar
#

the organism

torn bough
#

lol

urban elbow
#

Spawning items with F2 no longer works in v70 due to a change in FallToGround()

distant stag
#

I am working on a release rn so I'll try it later

distant stag
#

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.

bitter compass
#

You okay with me finding more things that are broken? DogeKEK

distant stag
#

feel free to add an issue on github TE_trollSmile

bitter compass
#

Bet

distant stag
#

I will still be updating this, though my main focus will be on REPO

bitter compass
#

this is probably my favourite fix though fr owo_woah

#

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

bitter compass
#

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

distant stag
#

yeah this is a known issue, forgot to fix it

#

this isnt a real problem, just unnecessary logs

bitter compass
#

okie

plucky granite
tight wharf
#

heyyy, imperium is not working - only related thing i could find is this log:

bitter compass
tight wharf
#

yes and yes

#

v70 and v1.0.0

bitter compass
#

uh ill relaunch the game rq but it was working for me

#

works for me

tight wharf
#

oh no

#

it works on a fresh profile 💀

#

i'll dig deeper

distant stag
#

yeah I think this might be some other mod's problem

#

they haven't re-compiled for v70 or something

#

Imperium

sand thunder
#

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

urban elbow
#

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

distant stag
#

huh weird

#

this should be the function imperium uses I thik

urban elbow
#

Oops i forgot i was on azerty keyboard lol, it's the Z key not W but anyway

feral sentinel
#

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

urban elbow
#

I noticed the same

brazen pike
ionic moth
#

Not sure if it has been fixed yet but Chronos is using JLL as a dependency, which was bugging out the game iirc

brazen pike
#

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)

ionic moth
#

I'm guessing its my anomaly code bugging out then, I'll have a look

bitter compass
#

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

brazen pike
#

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

distant temple
#

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.)

urban elbow
#

Probably a conflict with another mod
People reported issues with the 1.0.0 version but that's it, it works great besides that

nova flower
#

so it's probably that

sand thunder
#

is it possible to rotate turrets when spawning them in with imperium?

solemn bloom
#

Hello, does anyone know how to activate meteor shower? Haven't found anything for that in the GUI.

burnt cradle
#

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

distant stag
solemn bloom
# distant stag 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.

distant stag
plucky granite
#

[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 animeshrug

distant stag
#

it will be fixed in the next release

errant kestrel
#

Imperium is kinda just fun to mess around in like just spawning in an army of nutcrackers is already fun

distant stag
sand thunder
#

i realy wish we could have a mod of this minimap for the terminal instead perceive looks so good

distant stag
#

thanks! yeah, I thought about extracextracting the mod before

#

its just a bit of a logistical problem

manic ember
#

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.

manic ember
#

it seems the mod(s) causing imperium to fail to load is "HarvestMoons" and "WinterLodge" or one of their dependencies.

distant stag
#

like a block log before that

#

this is just an exception that happens in the disable function after it has already failed

#

funny enough

manic ember
#

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)

distant stag
#

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

manic ember
#

umm, re-add? i didnt remove it.

distant stag
#

from what I can tell one of these mods adds a SpawnableOutsideObject but does not specify a prefab?

manic ember
#

oh it disabled because i disabled somethign else.

#

here is with lethal lib re-enabled (winterlodge is enabled, not the harvestmoons)

distant stag
#

yeah, I think an outside object is missing a prefab

manic ember
#

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

distant stag
#

I can add a check but I probably won't push a new release immediately

manic ember
#

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 ❤️

distant stag
worn spoke
#

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

distant stag
#

if you really wanted you'd have to use an older version of Imperium

mighty swallow
#

@distant stag congrats on the 1.0 btw! Came in here to ask, do you reference LLL specifically anywhere?

distant stag
#

but funny enough its not implemented TE_trollSmile

mighty swallow
#

😭

distant stag
#

why do you ask? xD

mighty swallow
#

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 😄

distant stag
#

ah, I see I see

#

yeah nothing to break here

#

btw, are you also active in the REPO modding community?

mighty swallow
#

Nah, lurked in the server first week or so but was put off by some of the community members

#

Why?

distant stag
#

oh okay, just asking

#

because I mainly moved to that game from LC

#

modding wise

mighty swallow
#

Ah I see, how's that going

distant stag
#

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

mighty swallow
#

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

distant stag
#

ah that sucks, what kind of classes are you visiting?

distant stag
mighty swallow
#

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

mighty swallow
worn spoke
distant stag
#

i am done this summer and probaly trying to get back to the company I did my internship in

distant stag
#

also the level editor

warm mortar
#

this looks so fucking sick

#

I saw someone asking for a roguelike mod like. today

distant stag
#

damn, really? maybe I should go back to working on it 👀

plucky granite
vivid stump
#

What does this control do and how do I use it?

burnt cradle
#

LASSO MAN MOD!!??

manic ember
vivid stump
#

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?

manic ember
vivid stump
#

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

distant stag
#

yeah, this is indeed what it should do

vivid stump
#

okay, well either it dosen't work or i am doing something wrong... probably the latter

manic ember
#

maybe a lot would reveal whats happening 😛

hollow granite
#

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.

distant stag
#

huh weird

#

What moons does it not work on?

hollow granite
#

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.

hollow granite
distant stag
#

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

hollow granite
#

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

distant stag
#

Okay yeah that should work

humble flame
#

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

humble flame
#

nvm it's BCMER
save me

dense laurel
#

☹️
Im prob just stupid but how do I fix this
Are there any mods that dont work with Imperium?

distant stag
#

Probably, do you have any logs?

dense laurel
#

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

sand thunder
#

I think Brutal Company made Imperium to not work

vivid stump
#

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

distant stag
#

Damn

#

Any logs?

normal trench
#

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

distant stag
#

Hmmm, interesting XD

#

Seems like a game problem if I had to take a wild guess, and probably really annoying to debug

humble flame
#

and that was 3 days ago

#

damn

humble flame
#

but just using only Imperium and Brutal Company Minus Extra Reborn (+ dependencies) still causes this, so it's a direct incompat

sleek marten
#

hello, how can i revive myself or my friend with imperium?

worn spoke
warm mortar
#

Shiggy has been rediscovered by Beanie

hollow granite
#

Another finds Shiggy!

distant stag
agile lynx
worn spoke
errant kestrel
#

imagine there was an imperium for peak

distant stag
#

imagine Trollface

tribal prawn
#

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

peak sigil
distant stag
#

It's like a wave clearing rogue-like game mode for LC

tribal prawn
#

🥺

digital sparrow
#

Submitted a pull request courtesy of @real totem and me that should fix issues with some mods causing Imperium to crash.

distant stag
digital sparrow
#

somethig about a key registry error or null exception error basically causing imperium to crash upon loading into a save.

gusty wing
#

'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

gusty wing
#

Figured out why, problem solved

heady tinsel
#

would be really cool if there was a seperate mod that made the minimap replace the monitor cam along with keeping the monitors features

heady tinsel
distant stag
#

i might do it in the future

heady tinsel
#

yay! :)

sand thunder
#

not the first person to request that xd

#

the map looks so good

untold echo
warm mortar
untold echo
#

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

warm mortar
#

maybe it could crouch below the vow ship?

untold echo
#

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

hollow granite
manic ember
#

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)

untold echo
#

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

manic ember
#

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

untold echo
#

well i found the scenario this actually happens

#

its probably only specifically for when a sapsucker is crouching under a pumpkin

hollow granite
#

Bird

warm mortar
formal maple
#

will the imperium ever be updated cuz its so broken on v70?

untold echo
#

i only know two issues

#

but i dont use all of imperiums features

formal maple
#

im kinda getting annoyed how it spams tooltip(clone) errors

untold echo
#

you can disable those

formal maple
#

and its performance got worse like 5x more

untold echo
#

oh wait

#

those arent notifications nvm

formal maple
#

what about the camera that just snaps while starting to sprint

arctic sentinel
#

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

urban elbow
#

If when noclip you mean free cam, then no i dont have any issues with it. Your pack may have an issue

arctic sentinel
#

free cam yeah

alpine glacier
#

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

bitter compass
#

i think this happens on like non english keyboards lol

alpine glacier
#

Well, shouldn't happen at all imo SCaraara

A temporary fix is to always re-assign the Toggle Flight Flying Ascend and Flying Descend buttons everytime you're ingame

bitter compass
#

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...

alpine glacier
#

Since this has been such a longstanding issue, I'll upload a band-aid fix in a few minutes

alpine glacier
#

Just wait until it synced SCaraara

urban elbow
alpine glacier
#

I'll have a look, but won't promise anything as I personally haven't run into these issues so far SCaraara

urban elbow
#

ok, let me found the original reports

feral sentinel
#

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

urban elbow
#

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

feral sentinel
#

well i didnt realize that HUD hiding issue was a thing

urban elbow
#

Thats because you need to manually call HUDManager.Instance.HideHUD(false)

#

which is a very specific thing to do actually

alpine glacier
#

Again, I'll have a look, but probably won't be forking Imperium, so most fixes will likely be band-aid fixes

urban elbow
#

Thats ok, just temporary fixes on a separate mod just like the one you published is perfectly fine

alpine glacier
#

It literally uses Reflections to reload all Imperium keybinds whenever you join or host a lobby.
Certainly not a proper fix 😅

distant stag
#

Welp that went under my radar

distant stag
#

But maybe that was more work, then it makes sense

alpine glacier
plucky granite
#

I’ll read your message above this a bit later

alpine glacier
urban elbow
plucky granite
bitter compass
#

yours is fine as far as i can tell

urban elbow
#

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

plucky granite
#

Gotcha alright

alpine glacier
#

@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

distant stag
#

idk i cant really figure out why this happens

#

whats CUE?

alpine glacier
#

Maybe just disable the integration until you're actually in the game? SCaraara

alpine glacier
# distant stag whats CUE?

Unity Explorer Fork, promising BepInEx 6 Support and Performance benefits. I couldn't confirm the latter, so I'll still with UE

distant stag
#

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

alpine glacier
#

Have to press the hide/unhide button twice to fix it

#

Which is fast, but still annoying SCaraara

distant stag
#

I thought this was just a general issue that only happens sometimes

alpine glacier
#

Nah, extremely consistent

#

Happens everytime

bitter compass
#

yeah i've had this issue everytime

distant stag
#

huh thats very weird, like has this been an issue for a long time?

bitter compass
#

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?

alpine glacier
#

Also, UE is extremely blurry for some reason SCaraara

distant stag
bitter compass
#

oh, yeah i havent even tested with imperium in ages, you sure its imperium testy?

distant stag
#

i thought it was an UE issue

alpine glacier
#

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 🤷

distant stag
#

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

bitter compass
#

yeah i just had it without imperium lol

distant stag
#

with UE?

alpine glacier
#

Okay, guess I'm just Schizo or smth SCaraara

bitter compass
#

ye with UE

distant stag
#

yeah so I think this is just a vanilla UE thing

#

because that also loads from the start

bitter compass
#

yeah i think thats just when its deciding to load

distant stag
#

and its been known to mess with input stuff in LC

alpine glacier
bitter compass
#

that's true as well, so idk maybe

distant stag
#

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

manic ember
#

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.

urban elbow
#

lmao 😭 im so used to double F7 that i always do double F7 even when im just playing normally without imperium or UE installed plink

bitter compass
#

Honestly I switched the keybind to oem tilde

alpine glacier
#

-# I hope it doesn't overlooked like the other one 💀

bitter compass
distant stag
#

Only exception is outside map objects I think, like trees and such which don't have a network object

bitter compass
#

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

distant stag
#

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)

bitter compass
#

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)

alpine glacier
#

Modded Hazard support would be nice SCaraara

#

Would make it so I didn't have to set spawn curve to absurd values for testing 😅

distant stag
#

Hmm, it should be possible if you register hazards via lethallib

#

No? It's been a while 😅

bitter compass
#

yeah, but outside hazards that have network objects from lethallib wont work with imperium is what he means

alpine glacier
#

Pretty sure I'm registering them myself because LethalLib had some issues 🤔

bitter compass
#

oh lol

distant stag
bitter compass
distant stag
#

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

bitter compass
#

ic

distant stag
#

Like if it's not a network object, certain RPCs have to be called on clients to make sure everything is still in sync

spare lagoon
#

is there a way to completely disable a monster's AI ?

#

just making him stand still

distant stag
spare lagoon
#

ah

#

I see

#

thank you !

distant stag
#

Does anyone know if imperium broke in v73? I haven't checked and I am not home for some days

balmy scroll
#

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

distant stag
#

Okay but it's already good to know it works on a basic level, thanks!

torn bough
#

the mod shall never be broken by game updates again
(totally totally won't break in v74 :3)

alpine glacier
#

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 SCaraara

bitter compass
#

UnityExplorer doesn't lag anymore though

alpine glacier
bitter compass
#

Before v73?

alpine glacier
#

Also with v73

bitter compass
#

Dunno I don't get that, did u turn on the event override config?

alpine glacier
#

Everything at default values

bitter compass
#

Yeah turn on the event override config

alpine glacier
#

Will try that next time

#

Well, guess that actually does increase performance.

Why doesn't it default to that tho? SCaraara

balmy star
#

That setting pretty much 💀

distant stag
#

like the UI integration?

alpine glacier
#

That the camera freezes when you open it

distant stag
#

oh yeah

peak flicker
#

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

distant stag
peak flicker
#

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?

peak flicker
#

Yeah

distant stag
#

yeah you need to also disable out of bounds

#

otherwise it will teleport you back no matter if the door is locked or not

nova flower
distant stag
distant stag
urban elbow
#

wooooo imperium W 🙌

#

there is still very minor things to deal with now

#

but thanks for taking time to merge the pr

warm mortar
#

awesome as freak

peak flicker
#

holy crap

formal maple
#

thank you lord for fixing imperium

manic ember
#

so is "ImperiumFix" still required/advised? 😮

nova flower
#

I think so

peak flicker
#

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

distant stag
#

what kind of desync are we talking about?

peak flicker
#

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

distant stag
#

uhm yeah that doesnt really seem imperium related to me

urban elbow
manic ember
#

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.

peak flicker
#

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

bitter compass
#

@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

distant stag
#

So you can't really manually add anything like that

bitter compass
#

imperium doesnt have like any list i can inject to for just generic networked prefabs?

distant stag
#

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

balmy star
#

Probably gotta add some compat for em

#

I assume it's only LLL lists being taken into account

bitter compass
bitter compass
#

cuz that'd be kinda.. uh yeah

distant stag
#

Yes I do not have any dependency for LLL or lethallib

balmy star
#

Oh weird, ye not sure then

distant stag
#

I do vanilla only

#

The only thing I do with LLL is using it's name map for customly added object

balmy star
#

You can spawn in items added through LLL

distant stag
#

And I'm not even sure if that's fully implemented

balmy star
#

I can spawn banana peels on demand

distant stag
#

What's a custom map object?

#

Like a map hazard?

balmy star
#

Outside map objects like pumpkins and trees

#

Though also hazards work iirc

distant stag
#

Hmmm, I don't quite remember how those are implemented then

balmy star
#

Ye I just mean the systems for spawning those with Imperium do work, so not too sure why DawnLib stuff doesn't show up

distant stag
#

You should be able to see the full code in objectexplorer.cs tho

#

I honestly don't know lol

bitter compass
#

they cant

#

outside hazards in base lethal are non networked

balmy star
#

Ye

bitter compass
#

imperium does have LL compat for its outside hazards iirc

balmy star
bitter compass
#

yeah that was one way batby said i could do outside objects, have a spawner, but that felt pretty iffy (and pretty convoluted)

austere dagger
#

I get this error when trying to use it. Does anyone know whats causing it?

oak venture
austere dagger
oak venture
#

hmm actually that probably isn't much better

#

For full explanation of the issue, see #dev-general message

urban elbow
# austere dagger ima be honest I have no clue what this means

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
distant stag
#

least convoluted bug btw

urban elbow
#

yeah totally

austere dagger
#

the fork

urban elbow
#

ah yes, Better spray paint is the other known mod that cause this issue

stoic rover
#

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.

hollow granite
#

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

stoic rover
#

Is there any alternative that isn't Lunar Config? It messes with scarlet devil mansion.

hollow granite
#

Not that I’m aware of. Has that issue been brought up with the devs of those mods?

stoic rover
#

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.

alpine glacier
#

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

wicked oracle
#

Does the save file editor just corrupt your save file now in the latest version?

topaz matrix
#

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)
spring dragon
#

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

spring dragon
#

Please give like a video guide if there is one please its alot of commands lol

distant stag
#

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

distant stag
stoic rover
#

Didn't even know you could see items through walls with this.

spring dragon
spring dragon
distant stag
spring dragon
#

@stoic rover this feature where it shows the item and the details

spring dragon
#

Just the insight not being there??

#

Or my logs or something

#

@distant stag

distant stag
#

and also logs maybe yeah

plucky granite
distant stag
bitter compass
#

im never thinking of that ui, it ruined my life

distant stag
#

like you mean the little overlay?

plucky granite
#

Looks very pleasing for my eyes

bitter compass
#

nice normal map btw

plucky granite
alpine glacier
plucky granite
swift lance
#

how to fix this

distant stag
#

some mod that adds content

swift lance
spring dragon
#

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??

distant stag
#

well I can try to find it out

spring dragon
#

It’s empty dead or alive

#

Am I supposed to have certain stuff turned on in visualization to see all that stuff? @distant stag

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?

spring dragon
#

This is the only mod I have on

#

Do you want me to send a picture of my mods?

#

To confirm

distant stag
#

can you send the logs?

spring dragon
#

how i do that? sorry @distant stag

distant stag
#

you have to open your profile folder

#

and theres a file with .log

spring dragon
#

that?

distant stag
#

honestly I have no idea

#

have you tried a fresh profile?

spring dragon
#

Yes

#

That was a fresh one

#

This is the main modpack I have

#

Nothing pops up

distant stag
#

what if you disable imperium fix mod?

spring dragon
#

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

distant stag
#

honestly I am not really sure

spring dragon
#

this is for my main modpack if maybe itll help u pinpoint

distant stag
#

I am kinda busy rn so I am not sure when I'll get to looking at this

spring dragon
#

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

spring dragon
#

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

distant stag
#

or delete the config file in the config folder in your profile folder

spring dragon
#

i completely deleted the folder and redownloaded it lol

#

no difference

#

whats r2?

distant stag
#

like mod manager

spring dragon
#

it dont work on thunderstore? thats what i use

distant stag
#

that also works

spring dragon
#

yea idk the issue

distant stag
#

you deleted the folder

#

and then it didnt reset to default settings?

spring dragon
#

my insights literally have nothing

#

nope

distant stag
#

well if it didnt reset that means you deleted the wrong folder or something

#

when you delete the config it will reset to default

spring dragon
#

could it be that my steam is installed on my c drive but my games are on my d drive

#

or that dont matter

distant stag
#

probably not

wicked oracle
#

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.

distant stag
#

yeah it is currently not advised that the save file editor is used

spring dragon
distant stag
#

i have no idea honestly lol

spring dragon
#

i mean when i started the game again, all the notifications was back on and i had them off

#

so something reset idk

spring dragon
#

how do you make minimap smaller??

#

yea imperium just must not work for me idk man

spring dragon
#

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

distant stag
distant stag
#

i think

spring dragon
#

Should I try like downgrading something? @distant stag

#

Like a previous version of bepinex

distant stag
#

idk that would probably not work

spring dragon
#

Damn I guess I have to use it without features idk

spring dragon
distant stag
#

yes it should

spring dragon
#

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?

distant stag
#

no there is no other mod

spring dragon
distant stag
#

well if you reset the config then it should be fine

#

but if the stuff hasnt reset then you didnt delete the correct config

spring dragon
#

is there a way u can help me?

distant stag
#

im afraid i dont know how

hollow granite
spring dragon
#

pls help if you know

#

@hollow granite

hollow granite
#

I'm saying that I also have the issue, so it's not just you

spring dragon
#

yea idk how to fix it man its annoying

#

i wanna use the insights lol

hollow granite
#

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

spring dragon
#

how do i do that

#

u have it working in a different save?

hollow granite
#

Thunderstore/R2Modman show configs differently, but this is through Gale

spring dragon
#

what version is your bepinex

#

can u check pls

#

are u on v5.4.2304

hollow granite
#

whatever one comes with it: 5.4.2304

spring dragon
#

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?

hollow granite
#

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.

hollow granite
spring dragon
#

hmmm ok i was gonna try that

hollow granite
#

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

distant stag
#

i assumed its not a general problem

hollow granite
#

unfortunately, it might be. unless we're both cursed

distant stag
#

wait but

#

has this been broken for all this time?

#

there hasnt been a lethal update, has there?

hollow granite
#

Game's V73

#

I guess chagelog's last say v70 explicitly

distant stag
#

thats really weird

#

why would it just break like that

hollow granite
distant stag
#

weirdge

spring dragon
#

Well, glad to know I wasn’t tripping or my save was broken

#

😭😭😂lol

hollow granite
# distant stag 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

violet stratus
#

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

urban elbow
distant stag
#

Hahahaha yeah the premium scrap bug

#

I don't think that has been resolved

dark heath
#

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)

distant stag
#

uhhhh

#

usually that increases / decreases the zoom of the minimap

#

but it shouldnt really happen when in the freecam I think?

dark heath
#

ah ok thanks, i dont use the minimap really so i didnt think of it

violet stratus
#

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

bitter compass
#

would be imperium

dark heath
#

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?

distant stag
#

uhh I dont think Imperium changes anything in the vanilla lists

dark heath
#

alright ty

bitter compass
#

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

distant stag
#

so youre saying that I do this stuff in the constructor? i cant even remember ever even using constructors lol

bitter compass
distant stag
#

wait its a lifecycle object, which used to not be a gameobject but then i changed it

bitter compass
#

i believe anyway

distant stag
#

isnt this pretty breaking?

#

how has nobody ever reported this until now

bitter compass
distant stag
#

oh

#

like if you build it yourself in le unity editor?

bitter compass
#

seems like the dev versions of games have some more error stuff? not sure

bitter compass
#

im not too sure tbh but its what you would need to profile the game

distant stag
#

but zeekerss doesnt provide this, does he?

#

so its something you do by yourself in the editor

bitter compass
#

nope, unity does