#Imperium
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yeah this doesnt have a constructor
dont have the build on me to find the IL pointer
maybe its these?
but the bindings and messages arent gameobjects
no yeah but you're creating them in the field itself, which i believe would cause it
@untold jay would know more than me here, im not too knowledgeable on this lol
lol
but i do these assignments literally everywhere
that would be really hard and annoying to fix in eveyr lifecycle object
š
you cant do this as a field assignment
yeah might be this
i guess unity doesnt like load the layers or somehting when initializing objects
second one i assume you're doing GameObject.Find on a field
where even is this lol
im blind too
ah its not at the top
L developer
okay yeah thats an easy fix tho
yee, thankfully
weird that this works in prod
like this one i get, but the find
i feel like find should never work in constructor
from how i understand unity
i dont know the exact internals of why the development/debug versions of unity games dont like this stuff but normal versions works, its odd
yeah this is where the Find() is
this used to not work thats why I did it like referenced like that
lmao
because AFAIK this shouldnt be executed right away
its like lazy loaded
but its not, because the base binding requires an immediate value
x)
welp
looks fun 
I guess I just also asign this in awake
yea
its just annoying that unity cant use the object constructor
but then agian usually all the property data is defined in the UI
unlike with mods where its just normal programming
yea
Well good catch, I'll add it to the changes, I don't have many but I guess its a good time to push an update sometime soon
I just never setup proper CICD for this project so I'll have to do it manually š
how are you doing? are you still actively modding? its been ages since ive been really active in the LC community
yee, been a bit on and off but i've poured a lot of work into this #1387434268577370324
its meant to be the successor of both LL and LLL, and so far really happy with it
occasionally do other stuff on the side too like coderebirth and other projects when im bored
itll take a bit for me to fully stop modding LC lol
wbu? i havent seen anything since REPO Imperium
oh looks cool! and a lot of people are using it I see, nice!
yee it's been really nice seeing it get used and adopted by people :p
yeah after imperium repo I had to focus on my bachelors thesis and after I finished that I just haven't really found any motivation to work on anything else modding related
fair enough i get that
I still have large one projects like the level editor and simulacrum for LC which I probably poured houndreds of hours into
oh yeah i do remember that stuff, it was pretty cool from what i remembered
i do still get motiv for lethal cuz zeekerss is actively working on a bunch of cool stuff
but idk after working on REPO I just really dont have the any motivation to work with lethal code anymore, its just so atrocious š
lol, i dont think its as bad as you'd remember tbh :p
Though the terminal is probably worse than you remember, that and weather
but other than that i think its okay quality
yeah with simulacrum I kinda lost myself in details, I started doing a lot of art and VFX which was cool but also took me a long time because it was kinda new for me
i think it has potential, but again, id have to get back into the code and everything
its new skills, which learning stuff like that is kinda fun, i wish to sometimes just do vfx instead of coding 24/7 lol
idk in repo everything just made so much more sense, it was nicer to patch and transpile some stuff because they have proper separation of concern and many good patterns
its not perfect but its a lot better than LC
i dont doubt it's better tbh, it does use a lot more abstraction and That_One_Keyword_I_Forgot_But_A_Bunch_Of_Isolated_Components
like writing Imperium was fun but its also a huge buggy patchwork because zeekers code is all over the place
and idk I just have like an obsession with clean code, i get really demotivated if I consistently can't implement something in a clean and readable way
i do wish i enjoyed REPO's gameplay then maybe i'd be more invested into it
probably part of the reason imperium is so overengineered and that it took me so long lol
yeah honestly true
that's fair, i look back at some of my old code sometimes and its not great and i dont have motiv to improve it cuz its just so yucky lol
i remember reporting some really weird gameplay choices as bugs and later learning they're intended
like having mechanics to just make the new player specifically experience worse, and only new players š
it's still a good game, but not one i'd pour thousands, maybe 5 digit at this point hours like i would with lc lol
trust me, it was so much easier to write imperium for repo than it was for lethal, granted its a much simpler game but they didnt have these huge global classes that did like everything (like the round manager and time of day and all those classes I dont remember the name of)
lol yeah truwe
imperium for LC probably took like 700-1000 hours to implement while the rewrite for REPO took like 300
approximately
timeofday, roundmanager, startofround, they do probably 95% of the game
ignoring playercontrollerb's code
yeah exactly
yeha idk I honestly havent played either that much lol
I have like 700 hours in lethal but 90% of them are deving and testing
oh i dont mean playing, i probably have 300 lc hours of playing back before i modded and maybe 100 after i started modding it early 2 years ago š
right yeah
it's been a very long and exhausting constant 2 years lol
i think i checked my commit history at some point and my biggest break was 3 days months ago š
idk I switched to other projects now, started working with Rust and idk if I can ever see C# in the same way as I did a few years ago when it was like my favorite thing
it's probably better now since i got less interested around a couple months ago but damn it was a lot
average rust worshipper tbh
ill never touch rust because everyone i see says the same thing š (i probably will eventually)
oh actually i have been thinking of doing hytale modding
but im waiting for my partner to come back from their hiatus to do it with em
yeah twas the same for me, i never really had any motivation to do anything with it and i though it was overhyped af
but then i randomly decided to rewrite an old electron project of mine into tauri
and i have to say i really like it so far, like just the functional style of the language and the many features you dont have in other common languages like C++ java C#
what engine / language does that game use?
I think java but I could be wrong
Java for server client is c# but mods are serversided
Is what I was told
Apparently hytale is also built in a way you can mod it without code
But I'm not really a fan of node modding
Or well, node editors in general
I don't trust how much you can do with em
oh that sounds nice
but also kinda limited
no? xD
node editors are legit the best thing ever
part of the reason why I love blender and embergen so much
i think they're cool and useful, but i prefer to raw dog code whatever i need
i wanna learn hlsl at some point to not use shadergraph
haha fair enough
I feel like shaders are exactly where you would want something visual like nodes. You can see what each node thingy does which is nice
They are on the more helpful side, but it's also an example of something where you can do a looooot more when you're not using the nodes
I barely have experience with shadergraphs but yeah I can believe that to be true. And technically there should be no reason why a shader written with code couldn't have previews for each step defined by the developer
Actually idk I haven't written shaders with code
Me neither
Yeah your always kind of restricted by what the nodes can do but if the nodes are powerful enough you should be able to do pretty much anything, like in blender geonodes
Like at the end of the day it always comes down to vector maths, matrix transformations, trigonometry, etc and as long as there are nodes for these basic math operations you can probably do everything with them aswell
true
Yea
Its a different world, a scary one at that too
real
Why does Imperium behaves so differently for non host aaaah
because a lot of things are coded very differently on host and client in this game 
Pain
agreed
Btw, anyway to spawn items that have the same names? Like let's say two mods adds buckets, but the items have the same name, is there a way to differentiate them, or like, copy one to get more?
(Trying to fix a save that got wipe because of v73 sorry twt
unfortunately there is no way to do this as of now, as the only way to identify items in this game is via their name
there are ways to do this with content mods but as of now I have decided to go the vanilla way and just not support duplicate items in order to not have to care about content mod compat problems and all that
@bitter compass come to think of it, how does dawn lib do this? I thought LLL did something like generating unique names or something
if two people register an item with the same name its ok
but if the SAME person
registers two items with an identical name
there is no realistic way of generating a unique UUID that I or anyone can rely on
so the unique ID incorporates the mod ID?
yeah makes sense
then i have a registry list that's like LethalContent.Items.TryGetValue(NamespacedKey, out DawnItemInfo itemInfo); which returns a custom class with info about an item like its shop item nodes etc
okay yeah thats kinda what I expected
Large Axle my beloved
is the 69% sale on everything a bug or an intentional easter egg? (and also could there be a way to disable it?)
I donāt remember which config category itās in, but thereās an option named something like āDisableLeFunniā which removes this discount when set to true
I wish I could remember it more precisely š¢
looks like this is it. i had no idea this existed, thanks for letting me know!
Yep, youāre welcome

noice
how rare is the "Emporium Control Panel" easter egg? i just saw it for my second time earlier today
It's 1% every time you start imperium
Huh? There's an easter egg?
yuh
Huh... I wonder if I ever missed that 
dunno if this is known already but disabling the custom welcome text doesn't work
@distant stag you reckon there's a way for me to tell imperium to stop listening to inputs and then listen again? basically i have an item with a bunch of keybinds for debugging but the amount of keybinds kinda fuck with imperium so i was wondering if there was like a way for me to turn off imperium inputs while im holding that weapon
The CHANCES of me getting the same easter egg in R.E.P.O. after checking this chat š¤£
Tbf, 1% isn't crazy rare, but it's still unbelievable lol
erm
this is R.E.P.O. Imperium

i knew there was a repo version of imperium but i never actually saw it, that's cool how it seems to look pretty much the same
Uhh did you restart the whole game after changing the setting?
HAHAAHA crazy
The repo version is a lot better, I also revamped a lot of the UI stuff, there's bett r animations and all that
Couldn't be arsed tho to refactor the LC version aswell tho XD
Uhh well you can do that by disabling the input maps. In the main file I think there are the functions to disable and enable Imperium and you could probably steal the input code from there
Okie
I kind of feel like it might notāve worked for me either when I did it through the config in the mod manager before launching the game, but I canāt really remember. And I was focused on other things so I didnāt dig deeper/report
Yeah I've had it off for a long time
another thing i'd wanna see different in the next update, stop reading scroll inputs when freecam isn't even turned on lol @distant stag
it doesn't do that for me
i can tell it does because lethalperformance is spamming me about the input affecting configs, which im like fairly sure is because of freecam from imperium, but i could be wrong
oh if it's something under the hood then yea i wouldnt know, i thought you meant the freecam speed increases if scrolling outside of freecam
Weirdge, input maps should be turned off, but there are se things that could turn them back on, like minicam or the Fullscreen minicam
And maybe that could lead to it getting stuck in always on, or maybe it's just never turning it off when leaving the freecam, hard to say
hmm yeah unsure
odd thing that isn't really a big deal but i wanted to share anyways, selecting & toggling options with the keyboard doesnt work even though the boxes visually change
Lmao that's weird
I think I am just using the listeners unity provides, idk why keyboard and mouse control would make a difference
feature request for next imperium update:
make it so that if you enable "Pause Time" and "Disable Quota" it stays enabled when you reload imperium
it would be amazing quality of life because almost every time i load imperium i need to enable both of them
agreed that would be very nice
+1 to this
pause indoor/outdoor/daytime spawning would also be nice (if you dont pause time)
Would it be worth adding something like a āRemember settings on reloadā option?
some do already save iirc
well most of the settings are backed with bepinex configs and therefore saved automatically
ive gotten this request before and I thought it might be confusing to have these as permanent settings as someone might forget that they turned it on and then get confused as to why the game is broken 
Yeah it definitely could be confusing if you don't realize it
I think it would be nice to have an option in lethal config to remember significant options like them, so you'd have to opt-in for it to be remembered
yeah but i mean just a toggle to make imperium remember these 2 things specifically
I mean... Wouldn't they figure it out eventually? Like, they willingly installed Imperium and actually know that most settings carry over even between restarts...
Or maybe send a notification on moon landing or smth that time is paused
Or show a giant ass pause button in the sky

you'll definitely forget about it a couple of months later when you get back to hot fix your broken mod because zeekers update
Still... 99% of the time I want time paused when testing my mods...
If I need an enemy, I just spawn them in
with that said, I'd also like to have a way to make those settings persistent, in order to support rebuild-restart-land-test workflow
And you can just throw a notification at me every time I land. Similar to how god mode spams you full of notifications
notifications can be annoying tho. and there is already a list of toggles to turn them off
it's like a zero-sum UI/UX problem here
How about you canāt do anything or move because time is frozen, so youāre frozen with it? /j
The farther we drift, the slower the tide. But we won't stop until we arrive.
hahaha you have a lot of faith in people 
but yeah I actually quite like this idea
banger mod idea ngl
Faith is my middle name :>
-# If I had any...
Does the save editor work? I can't seem to get it to apply the changes I make, do I need to do something to confirm?
it currently does not work, I hope to be able to fix it in the next update
well I am kinda busy lately so I am not sure, I initially planned on releasing it with the new update but I think that will probably take another month
I'm currently in a very long game of Wesley's (with an extend quota days mod) and at some point mobs stopped spawning (we're at day 115 or so), so I heavily suspect something about the day count breaks spawning, so I wanted to try reducing it manually
alright
id recommend you to use an external save file editor for now, I might just remove it completely from imperium in the future
Do you have any recommendations for such an editor?
I think I have used this one before: https://github.com/BEMZ01/LethalCompanySaveEditor/tree/gui-update
But this was a long time ago, so I have no idea if it still works
https://es3.tusinean.ro/ i have not used it myself yet but i've been given this in the past
Thanks!
the REAL imperium reveals itself.....

Can't believe "Imperium's Daddy" is, in fact, NOT the father š
hello i have another feature request :3 it'd be cool if you could set your health to a specific value in the imperium control panel

(Imperium) Daddy, can you add the persistent time pause while you're also fixing Imperium for v80? 
I am not sure how easily I can make UI adjustments. I don't have the project on hand right now and he also changed unity stuff in v80 from the looks of it
I am working on the update for v80 right now though
i got a questionn
zaggy told me that you said that runtime dungeon is in a new assembly now
or moved assemblies
but the namespace and dll its in seems to be the same so im confused
yeah it doesn't matter at runtime
this is how the new assembly looks like
all the dungen stuff is now gone
I didn't even realize š
but at runtime everything stays the same, its just that if you use dungen stuff directly in your mod (as I am) you now have to add the dungen assembly as dependency
well he also updated the dungen version, so some stuff did change at runtime but thats besides the point
Imperium v1.2 - v80 Update
This update brings compatibility with the Lethal Company v80 public beta, along with several long-standing bug fixes.
Note: Due to a lot of changes in the entity spawning, Oracle entity spawn prediction is currently broken.
General Changes
- Imperium now works with Lethal Company v80.
- Re-added functionality to spawn, despawn and manage vain shrouds.
- Added functionality to spawn cadaver blooms and cadaver growths.
- Due to long-standing issues, the save file editor has been removed.
Bug Fixes
- Fixed a problem that caused log spam from tooltips.
- Fixed a bug that caused insights to be invisible in the visualization window.
- Fixed an issue that caused the game to crash when Imperium was used with some content changing mods.
QoL Improvements
- Improved responsiveness of the object explorer.
- Added name overrides for several items and entities in the spawn menu.
Compatibility
This version is compatible with the v80 public beta of Lethal Company.
btw, Imperium, what are these light beams in the air near ship?
its a default line renderer from some visualizer

shoulda have guessed
I think god mode saving me from death also stripped from ability to interact with obejcts
huh?
I can pull the switch on Artifice warehouse tho, weird. I couldn't pick up items or close ship
as host?
thats weird, i never had that
are you sure you didnt activate anything else?
like invisible or interact hold animation skip or something
old bird still tries to grab me, so i'm not completely invisible
well some enemies have different targeting
like what?
i can go through doors, but can't grab any items or open lockers in loot room
huh, I do have AlwaysPickup by NutNutty v1.2.0. maybe it messes me up
but coilhead?
i would assume so, I never had this problem with only imperium
feature request: limit max width of table formatting
its not working for me, im on a private solo game and i updated to 1.2 what do i do š
are you on v80?
yeah
oh, post your logs then
only these are installed
these are the thunderstoe logs
seems like it cuts off at the end so maybe im doing something wrong
profile with only imperium + dependencies enabled, here's my log
the NullReferenceException happened after trying to quit out, 1st try threw the exception and 2nd try quit
what am i looking at
im just gonna make a new profile
i made a new profile and it fixed itself
thank you kind sir
No persistent time pause? 
Just adding onto previous discussion, seems something about this new version doesnt play nice with old config settings, so you have to regen config to fix the null reference
send a PR!
AHAHAHA yeahh...i have tried that but i would need to abbreviate something in the middle bc if you dont see the last part its kinda useless
hmm, like imperium config settings?
or just mods in general
imperium specifically
huh thats weird
For me the mod loads, but soft locks during landing
I didnt really change any configs in the past few versions I think
maybe something with the layer masks, he did change those I think
and I do save them for the freecam and such
im looking into a way to make it intuitive, I don't really like the idea of just making it always persist
but there will be more updates, I need to fix oracle too
idea: slap a "paused" icon+text around the clock. (though the clock UI itself is not visible at all times)
hmmm right someone said this before I thnk
and i liked it but forgor about it again
but yeah i think thats a good idea
it just wouldn't 100% work with UI mods
it would probably require new assets for icon, which is haram
unless you go with text-only
well I did manage to get the unity editor running on linux, so editing the imperium asset bundle is pretty easy again
but i would need to match the exact size or do it in code
might as well just duplicate some existing sprite and change the color or something
Nothing gets more intuitive than literally spelling it out on the player's UI...
Just say "Time paused" literally underneath the clock
I'm quite certain even the most blind people would notice it....
well yeah but that wil conflict with UI mods
and also the clock isnt always there
but yeah I think I will do something like that
You could place that text anywhere else and just generally bind it to the Player UI canvas. Any mod disabling that sounds like it has other issues...
Sorry for being so aggressive about it btw.
But it would really speed up debugging mods. These couple of seconds I need to pause time add up...
For now, I just made a little mod that just forces time to pause on lobby boot 
with the Imperium API?
Uuuh, I'm messing with Imperium's internals. Is there a proper API to do so?
uhh actually I didnt expose it
but yeah you can just use Imperium.MoonManager.TimeIsPaused.Set(true)
Btw, Instant Takeoff and Instant Landing seems kinda broken. At least it hasn't worked for a while now 
It worked if you tick it mid flight !
Really? Seemed ok to me
Maybe I did this?
there is some combination of checkboxes that make it work
I donāt want to add more to your plate, but any chance https://github.com/giosuel/imperium/issues/70 could get fixed? I feel like itās spawning at a global position, not relative to the dropship. Either way, itās something that I feel like fairly often comes up in the dev-moons channel with people trying to figure out what they did to break their cruiser spawning when they really didnāt do anything wrong. (Also, it would just be nice for testing in general)
the issue is imperium setting hasBeenSpawned to true immediately on Start()
which prevents the code that visually attaches it to the dropship from running
oh yeah I do this for every cruiser for some reason
the only thing this doesn't affect, for the most part, is modded vehicles :3
i guess i need to add an rpc to specifically initialize the cruiser when its been spawned with imperium
which reminds me
support for modded vehicles with imperium would be nice
like, to be able to spawn them in and such
and also not just have them called "Cruiser" in the explorer
how are they identified?
rn I identify the one cruiser that exists via prefab that has the script
you can grab a list of vehicles from either the terminal or startofround
startofround is probably easier to get
you'll have to grab them after LLL/DawnLib adds them
I normally get everything from resources
you identify it by VehicleController?
i think so yeah
modded vehicles that use LLL inherit vehiclecontroller
dawnlib vehicles use a custom VehicleBase
which is detached from vehiclecontroller
the only exception to this is my v55 cruiser which overrides the prefab in both startofrounds list and the terminal list
wait, I think I actually idenfity it by name
because there is only one
so technically if I identify by classes it should work then
do you have an example mod that adds a vehicle that I could use to test?
yes
the Company Hauler
its a bit broken in v80 but its useable
its just the killplayer method that needs updating
which doesnt prevent it from working otherwise
okay, ill have a look!
awesome :)
do you know if these vehicles are all spawned in a similar manner?
wdym?
because I also spawn the manual for example when spawning the cruiser
a service manual isn't required for modded vehicles to be delivered properly
if that's what you mean
they should just be using the vanilla systems for the most part
the dropship delivery is completely handled by vanilla
hmm, I guess I could just ever spawn the manual
you can get a reference to the manual in the terminal buyable vehicle list
its the secondaryPrefab
although some people might choose to put another item in there if they wish
hmm, is there a way to get this from the VehicleController object?
no
or do I need to find it through some higher order object then
vehicle controller has no explicit reference to the manual
i'm planning on overhauling it, but i imagined it would still be somewhat functi
ah right
yeah
that patch needs removing
since it's not required
its because weedkiller changed, but before v80 i added a different patch in that made that one redundant, and glojam forgot to remove it
so it's just kind of been sitting there and now it seems its being nuked in v80 because of changes to weedkiller
i do have one of my own vehicles that uses LLL which is functional in v80 but it's not like, out yet
so that isn't really helpful
check your DMs

Imperium v1.2.1 - Small Update
General Changes
- Oracle is correctly predicting enemies again.
- Added support for modded vehicles in the spawning UI and object explorer.
- Made it so pausing time persists after restarting the game.
QoL Improvements
- Improved usability of the Oracle UI and removed coordinates.
- Moved all visualizer objects into Imperium parent objects.
- Destroying a cruiser in the object explorer now makes it explode.
- Made it so the time indicator icon is replaced with a lock when time is paused.
- Removed various internal log statements.
Bug Fixes
- Fixed a bug that caused a destroyed cruiser to leave colliders behind.
- Fixed a bug that caused naturally spawned cruisers to be invisible.
Compatibility
This version is compatible with the v80 public beta of Lethal Company.
@distant stag can i be obnoxious and not do a PR cuz im lazy but write down an old issue's fix cuz i totally forgot about it š„ŗ
ill write down the changes cuz ill probably forget later just incase:
but in PlayerManager
Removing the new() calls on ShipTPAnchor, MainEntranceTPAnchor and ApparatusTPAnchor
and instead initialising them on Init()
Then on ObjectManager, moving the LayerMask.NameToLayer("Terrain"); into the Init() method instead
both of these changes are to support opening imperium on development mode without it killing itself
oh yeah we talked about this
yeah I can do that
if i remember tomorrow 
thanksies
sorry for no PR i hate setting up projects just for like 3 lines of changes š
its fine

feature request: being able to interact with story logs in the Object Explorer menu would be really awesome, as would being able to unlock them all at once under something like Game Settings (like unlocking the shop)! they're listed as StoryLogCollectable objects if that helps at all, it'd be nice to be able to teleport to them quickly through this
this has been on my mind for a while but (beta spoilers?) ||i just spent like an hour scrambling around UnityExplorer looking for all 16 of the logs for their new locations so lol||
Do you happen to know if the StoryLogCollectable are networked objects? Probably not, right?
i don't believe so, there's still the bug where collecting it for one client doesn't remove it for others
Hmmm, but they are synced IN SOME way
I'll look into it later today
Shouldn't be too hard
doesn't seem to be
the object itself i mean
the actual text is sent to all clients (as is the message that it was collected) but the object itself isn't i think
i ask this a lot
Yeah same
it actually is a network object
isnt this the one?
it seems like this object is never really removed for all clients, or at least I can't find the code for it
Pretty sure it's only made invisible 
well yeah but this function is also only executed on the client that picks it up
unless im missing something, I don't see any RPC handling this
Yepp. Pretty sure that's how it works 
zzz
I think Zeekerss was just a bit lazy when he made these .-.
does it also run on OnInteractEarlyOtherClients which would run for other clients iirc (on the InteractTrigger)
yo, can I send a feature request to trigger FlickerLights method?
where is this function?
RoundManager.Instance.FlickerLights(flickerFlashlights: true);
we have Breakers On, Breakers Off, and I'd like to have this somewhere in between
fun fact: FlickerPoweredLights coroutine triggers animators in 4 batches separated by 0.05 seconds, with the following pattern:
XXXXXXXXXXXX 1/4
XXXX 1/12
XXXXXXXX 1/6
XXXXXXXXXXXXXXXXXXXXXXXX 1/2
lmao interesting
close this issue btw https://github.com/giosuel/imperium/issues/109
oh oops i completely skipped over that. that's my bad
curse of 6am code peeking
close this as Not Planned: https://github.com/giosuel/imperium/issues/104
clearly, we need an int configuration option, because we can't predict which number will be funny next season
This one is incomplete/useless: https://github.com/giosuel/imperium/issues/87
When i join i get this error: [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: Unity.Netcode.NetworkConnectionManager.PollAndHandleNetwo...
story logs are now in the objet explorer
EVEN BETTER
invalid bug report, missing dependencies: https://github.com/giosuel/imperium/issues/85
[15:40:04.6097118] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: Unity.Netcode.NetworkManager.NetworkUpdate (Unity.Netcode.NetworkUpd...
thank you so so so much ā¤ļø ā¤ļø actually a dream come true for me
this looks so lovely
thanks 
r there any plans to put unlocking all of them in the game settings as well o.o no pressure this is already super awesome just curious
uhhh, i mean it wouldnt be too hard, but just like the request to flicker lights, its always a question of where to put it in the UI so it makes sense
the Game Settings section in the same window as where the godmode stuff is would be a good spot i think, it's only got Unlock Shop there and lots of empty space (sorry i'm not at my computer so i can't get a screenshot)
hmmm
idk, this is something that only works when landed on a moon, so it would probably have to go into moon settings
or do you mean unlock ALL logs in the game?
yeah unlock all logs in the game
hrmm
i dont even know how unlock shop is a checkbox
like, does it even lock the items again when unchecking?
i'm not sure i usually only tick it on and never off
yeah i think thats what most people do, so nobody has complained yet ahhaha
i would say making it a flat button to unlock the logs would be fine, but it also wouldn't match the unlock shop being a checkbox... so idk how much you'd want something like that
yeah ill have a look
thank you so much
its very appreciated
it'll be really great for new logs/locations if they get moved, but i see this also being mega helpful for if/when he moves it to being rare scrap...
rare scrap?
yeah he talked about making them into rare scrap instead of constant outdoor collectables a while ago (i believe v70)
i'm not super sure when or even if this will happen
since two logs have been added since he said that and he completely reshuffled the ordering (per my feedback lol)
he might be reconsidering it... but it's still possible
ohh okay interesting
right
how do you even look up all the logs in the terminal?
just typing in "sigurd" will bring up all the collected ones
no way to see them all ingame but i do have a list of them if you need that
my registry tells me all of em when i open the game in the logs
(but yeah through terminal its typing sigurd)
just add support for any RTL language
Arabic is quite popular lately
petition to kill you raaa

something like this might be good
but then I might as well make the shop one into a button
oooohhh i like it
yah i think that would be good
i imagine the current sorting of the logs internally should also make it so that unlocking them all at once puts them in order too... which is very nice
ahhh I do this to reset the shop
and when its unlocked I just make sure it stays unlocked
but i suppose there is no way to do this cleanly and easily with logs
but then again, why would you want to un-discover the logs after
i can't imagine why anyone would, they've always persisted between runs and if you want to recollect them you'd always just reset the save...
is there a list of story log IDs somewhere?
like of ALL of them
they do have scriptable objects
so i suppose they are somewhere?
oh is this why unity explorer locks when i have imperium lol
the terminal nodes, you should be able to get that info from reading those
noo this is for like bracken stun lock and stuff like that
ahh okay
the UE locking fix is in preferences
but yeah its an imperium fix
and its on by default
also you can probably just read storylogid from the storylog class itself
icic, wheres the option to disable it?
in preference window
but then I would have to get all StoryLog objects first
i mean i guess fair enough
ye but those are easy to get
just running through networkprefabs and getcomponent'ing
no that's expensive and also doesnt the story log need to exist for that?
unless you're going through Resources?
i don't like going through resources, i've heard bad things about it, i just go through every network prefab in the game, every prefab with a networkobject is in there
yeah exactly
idk I do it and it seems to work pretty well, unity just says you shouldnt do it often
and also, since I need many objects I just go through ALL gameobjects instead of doing multiple calls for each of the different component types
which is A LOT faster
but what do I look for? shouldn't there be a scriptable object for each log?
there would be in the terminal nodes list yeah
looking for an actual script like StoryLog feels wrong
when its not a scriptable obj
ehhh i mean i prefer to look for the script, because otherwise you're looking through terminalnodes, which is less ideal
okay yeah its just a generic terminal node, so i dont think there is a good way to find only logs

well, there is, otherwise zeekerss wouldnt be able to find it
ill check rq
im sure there's an ID somewhere in that
i have dawnlib open might as well
i think he does it with the compatible nouns list or something
idk i have never really looked into how the terminal works
my favorite creature
its fine, it's not super complicated but its kinda funny seeing what you think
@ionic crescent
but there are multiple ways to get the SO
the terminal stores every storylog's terminalnode, that's the first one
it's just under Terminal.logEntryFiles
i have no clue
each story log's terminalkeyword defaults to the View Keyword
and each terminalnode that relates to a story log has a .storyLogFileID
but thats just for viewing the specific logs, right?
i guess there isnt a command to get all of them
just unlocked
yes. rewrite. cuz im not dealing w vanilla terminal

wdym?
yeah but this is what i meant, aren't all story logs (and more) stored in that View.asset file?
ye, but this is just one way to get access to them
like there isnt a command to get all logs in the game, so he doesnt need a way to identify them
like this
yeah so i guess i have to do it the script way
i mean, i dont think he would've made a function get all logs, no point to, it's like making a function to get all shop items in the game, it doesn't make sense
but he also doesn't need a function to get all logs
he stores them in a field to begin with
.
how do I even iterate over network prefabs?
never done that
and is that better than using resources?
yeah it's better than using resources imo
just postfix GameNetworkManager.Start
and do allat
there is no way this is better, this is O(n) over all network prefabs at worst, no? i would assume unity has some index and doesn't just iterate over all resources everytime you search for something by type
i dont think there are that many network prefabs, and i feel like resources has a LOT more stuff to go through
doesnt resources allow stuff like SO's etc too?
yeah, but isn't it indexed somehow internally?
i dont think they iterate over the entire memory everytime you call this
interestingly, they also only say "this function is slow" in the non-generic version
so maybe the generic version is actually pretty optimized
turned it into an Issue before we forget https://github.com/giosuel/imperium/issues/113
thanks a lot!
dunno, this is the type of thing that'd need to be benchmarked
yeah ig
okay so Resources.FindObjectsOfTypeAll<StoryLog>() doesnt work lol
it just returns nothing
i think the logs might be hard coded in the scenes
yep
I MEAN TECHNICALLY
yes story logs are in the scenes themselves
and there's no prefab (they all got flattened into the scene because he doesnt instantiate them anywhere)
and then all of them are unlocked for sure
they are network prefabs though
yeah as part of the scene
yeah but u can access it as soon as the game loads 
but maybe with the network prefab lookup method we still might be able to find them
i mean... is that how that'd work
all of the story log IDs are inside the scenes themselves and i dont see storylogcollectible inside the network prefab list unless im stupid and just missing it
im starting to think im wrong, im gonna launch the game just to check, this code i wrote might've been for stuff like LLL storylogs now that i think about it
This bug is hillarious, if you use free camera while taking off: https://github.com/giosuel/imperium/issues/80
the more i think about it the more im convinced i was spreading misinfo, that's lovely š
spreading spores and misinformation
hmm, but at the end of the day the game still needs all network prefabs, no? like to make sure netcode and all that will work fine
no?
nvm this doesnt work either
how scenes work with networked objects is completely its own thing
yea
your best bet is just checking the terminal for the scriptableobjects, you won't be able to access the gameobjects/script itself
it's a good thing the terminal has a direct reference to all SO's for the logs
no wonder i made teh gameobject nullable 
but how do we differentiate between logs
and other viewable SOs
this will also be bestiary, no?
in what way?
what makes each story log unique is two things
the creature name and the logID
like this is the list of results in the view.asset SO
are these all the logs, or also bestiary entries? is there anything else that can be viewed?
because if not, this is exactly the list we want
yeah there is this also
good question actually
like i can get you where you want, i just dont know what you want lmao
how are bestiary entries unlocked anyways? I assume its not Terminal.unlockedStoryLogs 
yeah not that
yep
i guess thats easier, there is a list of scan nodes in HUDManager
ill make that a separate button
but yeah, so how would you now do the story logs thing?
I need to get all the story log IDs
okay, so the terminal has a field of them, Terminal.logEntryFiles
it's a list of the relevant ScriptableObjects
you can take those, and read their storyLogFileID
wait what
but how do I get the IDs from there, these are just TerminalNode objects
giosuel im gonna punt you
?
sorry if im missing part of the conversation but
is there a reason you couldnt just use Terminal.logEntryFiles
that was my first thought
okay yeah i just read up
just do that
right
right 
but why did we even talk about the prefabs and resources and all that if it was that easy all along
got me confused
because i did say the logEntryFiles thing way back š
reminder that youre talking to the guy who walked directly into a blob and died and was confused why he died
š

it wasnt even close
backwater blobfish
okay works perfectly
thanks guys
so proud š„¹
bro was stepping closer
blob looked like it was trynna get away too#
exactlyyy
it was like contracting or going away
but then it just turned around
mf
like i tried to pick up the body
you still have the clip of where you died to bees because you got stuck on terrain with my cursed laugh?
good times
who was watching spongebob at the end
50
never play NM again because i removed fog for the snow moons
i should
i thought of it recently bc i started working on the rogue like game mode I made a while back again
i think i told you about it
i dont remember (im a great friend)

is NM released now?
no
there is a way
wtf how does that even happen lol
spawn rocks, take off. at first, rocks stand still on the ground. later into the animation, they teleport to your ship's coordinate system
well technically the ship returns to its "landed position" once it finishes the takeoff animation and i think the rocks are in an object container in SampleSceneRelay right?
so when the moon unloads it still hasnt cleared out the rocks
unless im mistaken about that
ohh, wait so I guess I am just spawning it in the wrong scene then
maybe
I assumed theres some manual cleanup, but I guess they can be part of the scene
i think they spawn in RoundManager.Instance.mapPropsContainer
but i forget if that's in the scene or in SampleSceneRelay
it might be in the moon scene i forgor
i remember š„ŗ
I thought this was just for synced props and hazards and stuff like that, no?
RoundManager.SpawnOutsideHazards() uses mapPropsContainer
a tree being a hazard sounds like propaganda to me
alright its fixed
stuff now spawns in the map props container
is imperium still up for feature requests?
what im asking for is gonna be a little unnecessary for me but might help others (i already made my own debug tool for this purpose)
i mean yeah as long as I find the time, I am leaving for vacation tomorrow so if its easily implementable I'll do it rn
make shiggy 3d
i dont know how easy it is but you could add a soft dependency that gives you everything you need 
that too
basically, modded map objects arent supported by imperium, atleast ones that arent by lethallib, DawnLib registering all map objects, vanilla modded, etc, so i was wondering if you could grab the map objects list from it
is this a modded-only thing?
i can walk you through the whole code, the event you can subscribe to for when the map object registry is frozen (so that you can then grab from it), where to get the specific gameobjects, etc
wdym? like imperium currently is fine with vanilla hazards but not really modded ones
bugfixes go brrr
Are these hazards scriptable objects? In vanilla? I can't remember how I identified them
they didnt used to be, but zeekerss changed them to be scriptableobjects in v80, so i actually dont know if they work for imperium anymore :D
he didnt get rid of old fields that are now unused for them, unsure why
Oh-
Because I looked at the code and it seems like they are SOs so I was confused why I didn't get them like every other object
But that explains it
But that's indoor
outdoor has always been SO's
That just replaced another type that already existed
Yeah but he renamed the classes and slightly changed them iirc
no, it didnt replace anything-ish
IndoorMapHazard replaced SpawnableMapObject
they're both serializable classes
Yes exactly
IndoorMapHazardType is new
it's an SO with the fields from SpawnableMapObject
it's basically replicating how outside map objects looked like
so what does that have to do with outside objects?
this is how I am currently getting outside objects
idk, you asked why you didnt do em as SO's like the rest of stuff in imperium
so I guess I DID do it with SO
so what exactly is not compatible?
i thought you talked about outdoor stuff
nah, indoor stuff, im actually unsure about outdoor stuff but i know modded indoor hazards wouldnt get registered by imperium
and with registered you mean for spawning or in the object explorer?
never checked object explorer, i do mean spawning
yeah they are currently registered manually
I guess I could do this via the IndoorMapHazardType now
is this line outdated?
<Folder Include="src\Integration\InputUtils\"/>
9
do you have an example mod that i could use to test this?
coderebirth
and how is the hazard called
yeah it does, oh did thunderstore not get latest update
i pushed it a bit ago, latest is 0.9.2
DLL?
holy loading time
what's your workflow for dev/test cycle? Do you manually invoke <Target Name="ThunderstorePack" or do you just copy the dll in a custom .user target?
alright works
Yeah that happens when the mod has more content than any other mod
object explorer will be harder because indoor hazards don't have a shared script
Yea, nor do outside
ya
like at loading time give all the prefabs my own script
like a tag kinda
I could
but I think ill do that another time
Okie
I'm trying to triage https://github.com/giosuel/imperium/issues/108 now
I built imperium from dev branch for good measure
yeah this is true, minimap settings have been broken for ages
i have never ported it to the new UI system that I built ages ago
I don't think thats something I can easily fix rn
minimap scale seems to be working on my end, both in orbit and on moons. Camera angle resets to top-down when I'm pulling the lever.
wait, how are you changing minimap scale?
slider bottom right
what's scale then
the size of the minimap
size of the minimap viewport on screen?
yes
okay i actually managed to fix it immediately, idk why i didnt do this a long time ago
you can change it by clicking on the "minimap settings" button
found it
indeed was broken, huh
Minimap settings window can't be moved or closed
yeah I fixed it just now
can i give a shot to flicker button real quick?
or would that require editing UI in asset bundle?..
https://github.com/giosuel/imperium/issues/111 <- Imperium on v73 is broken. Intended / won't fix?
since I don't have UI assets sources, there's only so much I can do
yeah this is won't fix
imperium is not backwards compatible, you gotta use an older version
yeah its fine, I can work on this next week when I am back from vacations
its not that complicated of a change, just need to figure out how I will restructure the UI
meanwhile I can add such button to my mod's LethalConfig if needed
I replied, you can just hit close as Not Planned
ah you replied too, oh well
yeah I closed it as well, thanks!
Imperium v1.2.2 - Small Update
General Changes
- Added support for story logs in the object explorer.
- Added an option to disable the flipped camera effect on 1st of April.
- Added buttons to unlock all bestiary and story logs.
- Added an identifier to steam lobbies when Imperium is running.
- Added support for modded indoor map hazards in the spawning UI.
QoL Improvements
- Added a check that disables flight when the player hits the ground.
Bug Fixes
- Moved some field initializers to init functions to make Imperium work with development builds.
- Fixed a bug that caused manually spawned outside objects to persist after leaving a moon.
- Fixed a bug that caused the minimap settings window to break when opened.
some might say it's not pretty, but it is pretty functional
surely we'll find use for the emerged empty space for more new stuff
ā¤ļø ā¤ļø ā¤ļø thank you so so much
hope vacation goes well :D
like, remove slippery floor after the fish
(imagine Imperium mops the floor for you)
could the player FOV slider in imperium control panel be increased to go lower than 50? like maybe 30
@distant stag forgot to add "Fixes #" to the commit, pls close manually: https://github.com/giosuel/imperium/issues/108
Ahahaha that's pretty impressive for a runtime change lol
But yeah I'll probably change the whole layout there a bit so it fits better
I didn't really like this part of the UI from the start
meanwhile the run time change:
Thanks!
Ohh yeah true, could you create an issue for that?
Added an option to disable the flipped camera effect on 1st of April.
what is this for? does it just prevent it from activating automatically on lobby boot? this is already a setting in the pause menu (it just resets itself each time you host)
Same for this, if you could make an issue that would be great and I won't forget
toggle indoor fog
i got you
i dunno how to do that tbh
Hahahah yeahh I didn't even see this option lol, it just annoyed me so I added it
But yeah it's persistent through restarts
thats a github thing right?
some muscle memory would have to be sacrificed, it seems
Yes! If you go to the repo, there's a tab "issues"
okie i'll probably do that at some point then, ty
I think that already exists in the render settings window
does it toggle the rendering of it or the actual fog game object
toggling global volume would disable interior fog i think, but that would also remove like, light rays and steam leaks too
Uhh I think it's the whole object, but I'm not sure, this was one of the first features I implemented
I don't think imperium provides any fine tune settings for the post processing effects
close this as completed/outdated: https://github.com/giosuel/imperium/issues/50
close as fixed/outdated: https://github.com/giosuel/imperium/issues/83
[Message: Imperium] āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā...
can i make an issue and close it so i can feel special š„ŗ
"Imperium 13.37 does not working with Evil Corporation v35" ?
yes
close as completed: https://github.com/giosuel/imperium/issues/64
close as completed too: https://github.com/giosuel/imperium/issues/91
both were fixed in 1.0.0
perfect, thanks!
im glad were able to get rid of some of those
im sure many if not most have been fixed already
at least the bugs
this one seems legit: https://github.com/giosuel/imperium/issues/62
granted, idk why would you need that, it's such a random feature
yeah its more of a joke lol
a good usecase for HarmonyX enumerator passthrough trick though!
close as brainrot: https://github.com/giosuel/imperium/issues/86
okay, I will look at it next week!
I'm gonna test it with an inverted check now
I'd wish the "Unlock Shop" thing was a thing that I can easily copy-paste into my furniture mod. Then I wouldn't have to recommend StoreRotationConfig
why is it not easy copy pasteable?
idk, StoreRotationConfig does some unspeakable things with transpiler
I looked into Imperium, and it does look simpler and copy-pastable indeed
it works with the condition inverted, but there are bugs
Is there any reason you prefer HarmonyPatch by string rather than by nameof() ?
idk I just started like that and I wanted to keep it consistent
alright
I though it might have something to do with supporting future/past versions, but today was proven wrong about that
yeah usually backwards compatibility problems are harder to solve
actual fix
https://github.com/giosuel/imperium/pull/115
and
for fun
https://github.com/giosuel/imperium/pull/116
you might wanna add a Binding to your magic Settings too
Do you have a GitHub account?
i think so yea
so
ok i thought i did but i guess i dont
LFGG
triaged, is a legitimate bug: https://github.com/giosuel/imperium/issues/90
sign up and subscribe: https://github.com/giosuel/imperium/issues/118
like, subscribe, notification bell https://github.com/giosuel/imperium/issues/119
this one is quite a bug: https://github.com/giosuel/imperium/issues/67
edit: These are even tracked already: imperium/Imperium/src/Core/Lifecycle/ObjectManager.cs Lines 515 to 517 in c8dc4e8 case TerminalAccessibleObject securityDoor: currentLevelSecurityDoors.Add(sec...
small UI improvement: https://github.com/giosuel/imperium/pull/123
If you can't open imperium on the latest version, delete your imperium configs
For some reason toggling steam valve causes security doors to open/close as well?
Yeah it's a known issue
https://github.com/giosuel/imperium/issues/67#issuecomment-4173930537
I'll rework how the toggling works next week when I'm back
67
couldn't resist hijaking such a legendary issue
close as Could Not Reproduce anymore: https://github.com/giosuel/imperium/issues/94
Okay cool, I saw this in the morning and wasn't sure whether this was till the case 
does this work in the beta?
Yes
i just tried to load my game with imperium and when i loaded in it said "imperium launch failed"
its on the latest version
Try resetting the imperium config, it's a bug rn with the latest release
yeah that worked tysm
Imperium launch failed. Shutting down.
Solution:
- Close the game.
- In mod manager, go to profile, Open Profile Folder.
- In the profile folder, find BepInEx/config/giosuel.Imperium.cfg file, and delete it.
- Launch the game.
Some mod managers may provide "Delete" button for configs as a user-friendly alternative.
Honestly, pinned messages in Discord are not that visible
Can you reopen the issue and maybe pin in the repo? https://github.com/giosuel/imperium/issues/111#issuecomment-4177610495
The fix PR: https://github.com/giosuel/imperium/pull/127
Imperium v1.2.3 - Hotfix
Bug Fixes
- Fixed a bug that caused outdated configs to break Imperium startup.
Thanks to @eternal perch for a quick fix while I was away on vacation!
another random fix: https://github.com/giosuel/imperium/pull/130
@dark heath build with this patch, if you need low FOV: https://github.com/giosuel/imperium/pull/132
This is as much as can be done without access to asset sources.
Closes #118
if you're looking at stuff to fix, maybe you could check out the stuff imperium has for spawning an item onto the player's inv, it doesnt run some functions like EquipItem iirc due to how its written which can cause issues
i dont remember exactly if it was that function though
i just remember it seemed like a hacky impl for grabbing an item on spawn
Yess +1 that's also something I wanted to fix for quite some time
Planned for next week asw
Yeah bc it has to be executed on the client that spawned it, which could be not the host
So it's Client -> Host, Host -> Client after it's spawned
the new rpc's should make that a little cleaner with a local player check for the specific client
Hm okay haven't looked into that yet
lemme guess, it's all async all the way down
Well picking up an item needs to be synchronized somehow, right?
But the server needs to tell the player to pick it up
Or like it needs to spawn in the inventory and not on the ground in the first place
https://github.com/XuuXiaolan/CodeRebirth/blob/main/Plugin/CodeRebirth/src/MiscScripts/CRUtilities.cs#L303-L339 lowkey i just wait until the grabbableobject's networkobject is spawned, then run this code on the client i want to grab, dats it
But does this work for spawning the item in the inventory immediately? Or do you have to spawn it on the ground and then pick it up? I don't really remember how I did it
that's what thought
waiting for the networkobject to spawn is basically instant
spawning it directly in the inventory before waiting for it to spawn is just asking for a problem
that's how I implemented smoke color in HookahPlace btw
animation triggers an even that spawns Fog instance, and sends an RPC
where server chooses color, and dictates it to clients
and client which initiated the animation now need to wait until color arrives from RPC later
such a spaghetti, eww brotha
Well if you do it on the same net object then you can do it literally together, but if the network object that you have your RPC on then you have to wait a bit
Which is unfortunate
i truly wonder what you're doing
Wdym
when you say same net object, which network objects are you talking about?
Like the modded RPCs aren't on the actual object, right?
They are on your own prefabs
vanilla animations are network-capable, so I doubt I could reuse that
So they aren't guaranteed to be executed in order according to unity
For example, if you spawn a cadaver bloom, how would you make it burst immediately?
i would wait until the cavader bloom's networkobject is spawned, then run the code to make it burst immediately
there's only one network object in this equation
the point is, we need some machinery to collect all the expected but arrived out-of-order inputs
Exactly you have to wait
Zeekerss can just put the RPC in start or awake and that's totally fine
Well yeah but that's cursed lol
waiting for the network object is not cursed what