#[EXPERIMENTAL] Lethal Intelligence + MaskedInvisFix

1 messages ¡ Page 6 of 1

patent swift
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because they are trying to path through a closed door, im guessing thats why.

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this is indeed a problem, ill fix it right now... what a load of bs 😄 it was working when i tested before release xD

patent swift
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ok, i looked at your log. there was no masked with personality "Cunning" so no items were being stolen.

deceiving however spawned, but couldent find any items.. so ill have a look at why thats occuring as there should always be items outside the ship. ill also double check cunning's as well, but this is likely unrelated to the ships doors, more.. just an error happening due to previous code suddenly not working.

patent swift
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uploaded v0.4.4 - Hotfix

- fixed masked killing client players
- added extra logic around masked chasing players who exit the facility
- improved entrance teleport checks to ignore moons with no interior (Company & Galentry at the moment, but should apply to any moon where the interior does not exist)
- reduced log spam (and so hopefully some lag) when masked cannot find an item to pick up and keep trying to by delaying their "re-attempt" until the next ingame hour (and so if it is not the next ingame hour, they should do something else)
solid lichen
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@patent swift hitting the masked while throwing up causes them to be unable to kill players

patent swift
patent swift
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the reason i ask is the killing code hasnt changed at all, so this is very weird if its happening xD

solid lichen
patent swift
solid lichen
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pestering on poltergeist causes it to happen, and poltergeist does 1 damage to the enemy.

molten merlin
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poltergeist does 0 damage

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it acts like it did damage but it doesn't actually hurt the enemy

patent swift
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so it may actually just be poltergeist causing the bug?

patent swift
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ok, just tested with poltergeist.. pestered the enemy repeatedly.. it still killed the person it was killing before. so i d k what your issue is @solid lichen.. might need logs for that..

the only thing i can see is after being "pulled off" the choke, the masked cycles through some focuses/activities before going back to targetting the player, i can probably improve that.. but what your issue suggests to me is its getting locked on another focus/activity and suddenly unable to kill.. and logs would tell me whats what (with debug mode turned on ofc)

queen sky
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got the floating walkie again 😅 from a player who got masked with a walkie then killed that masked

queen sky
patent swift
dark lintel
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mimics still arent killing people

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got a clip but no logs ill post later

queen sky
queen sky
patent swift
patent swift
patent swift
# dark lintel mimics still arent killing people

No logs can't help.

I need details.. personality, what it's doing, etc logs tells me that.

If you can have debug mode on and save the log when it next happens and send the log, I can have a look at it but there is no reason why they shouldn't kill, unless they are on the terminal or similar (classed as "in a special animation")

dark lintel
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most i can offer is a recording

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i dont passively save logs or use debug

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and honestly at this rate the issue is making masks completely useless so im just going to disable the mod rather than work on testing on my own

patent swift
# dark lintel and honestly at this rate the issue is making masks completely useless so im jus...

as is your wish. you cant help me with information, i cant help you with fixing your issue.

I play with my mod every week, and no one else is reporting it (yet, since the last patch where i fixed clients not dying to masked) so i dont think this is a widespread issue if its even an issue inside my mod.

I cant check mod compatibility as i dont know your mod profile list.
I cant check what the masked is doing, because no logs
I dont know if you are host or client or what version is being used

so if you can provide me more information, i can hopefully find and replicate the issue, and if not, thats cool.

as ive seen with other issues, i can bash my head against a wall for weeks trying to work out why something is occuring.., and then 1 key piece of information is given, and its suddenly fixed, so ive learned to not bash my head on a wall, and instead await the proper information before trying to fix things.

dark lintel
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I'm not a coder but if you want more information then can't you make the mod generate logs and just ask people to send you those log files? players aren't free labor for debugging

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if you have all of those problems then well, that's why telemetry exists

dark lintel
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you wanted me to turn debug mode on and play more to make the logs myself

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I'm not going to do that because that would require going out of my way to play more with my friends with a broken mod to encounter the bug again

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now sending you an existing log? that I can do

patent swift
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because you have them off, when i defaulted them to on, i defaulted them to on, because the mod is essentially in beta.. and i asked you to do it, because your having the issue.

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your logs dont have status reports because debug mode is off/you dont have logs.. which is what you told me.

patent swift
dark lintel
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yes? I don't use any debugging tools or manually save logs?

patent swift
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i didnt say you use debugging tools

dark lintel
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if there are logs that the mod makes on its own without my input then you need to be clearer about that

patent swift
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i would suggest, any time you have any issue, your reporting, just send your log.

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you literally led me to beleive you have no logs from the game.

dark lintel
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if I use the mod in the future I will, but "debug mode" isn't a clear way of explaining log generation

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debug mode is what developers use to test features and is not intended for players to use

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I do not touch debug related settings as I am a player and not a coder

patent swift
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as a player, if i install a mod, i read the readme before doing so, to understand how the mod works.
this is in the readme.

either way, please send your logs, i asked for it before, i got told you have none, now your saying you have logs, debug mode on would be perfect, but i can still get some information from logs with debug mode turned off.

dark lintel
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when I'm a player I skim what the mod does and install it if I like it

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I ignore walls of text especially if they start with debug related features

patent swift
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well.. going back to the mod name.. "experimental" is in the name.. i suggest you pay attention to that word xD

dark lintel
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I suggest if you want player logs then you don't label it as debug mode :V

dark lintel
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anyway that aside I'll send you my logs tomorrow when I'm back on PC

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just let me know what the filepath for them is

patent swift
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I suggest if you are using experimental builds, and having an issue, make sure logs are on, and share them when you have an issue, any time you have any issue with any mod, you should be providing 4 things imho.

what happened in as much detail as possible
mod profile list
logs from bepinex
lobby host/client

video is helpful for minor issues, but sadly my mod rarely has minor issues, which is also why debug mode being on, is very helpful for me, as outside of debug mode, i only log which personality is spawned, which is still helpful, but not as helpful.

dark lintel
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you'd probably want to write that down, make clear instructions on how to get those, and label debug mode as logging

patent swift
# dark lintel just let me know what the filepath for them is

its something like this, i cant give you an exact path, because i dont know how you play lethal company.

if your modding the game manually, the Bepinex folder will be known to you.
if your using a mod manager, the path could be vastly different locations.. so id need to know which you use to explain how to find it.

dark lintel
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that'll increase the volume of bug reports you get, since most people with issues won't go through the trouble and will just instead disable the mod

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that's what I did until an update was pushed stating it fixed the issue and then I continued having the issue

patent swift
dark lintel
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common sense for modders

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for the people who play, they won't know what information is needed or where it's located

patent swift
dark lintel
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having a constant stream of documented bug reports and knowing what the problems are are better than having an abandoned mod that doesn't work with anything

patent swift
# dark lintel common sense for modders

if your fridge stopped working properly and you called the company who offered to repair it... wouldent you expect them to ask "tell me, what exactly is wrong?" so when they turn up to fix it, they have the right parts..?

dark lintel
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id expect them to guide me through things to check on the fridge to find out what the issue is

patent swift
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ive asked for logs, and you replied.. "i dont have logs" -_-

dark lintel
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I said I don't save logs myself

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if you want to put words into my mouth then go ahead

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I am not a programmer or debugger, I'm someone who likes it when I can play a functional game

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this should not at all be my problem, so I'm done here

patent swift
dark lintel
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yes, read what I said

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I do not save logs myself and I do not use debug tools

patent swift
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yes, you dont passivly keep logs.. logs are passivly kept by the game

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you basically told me you dont have them

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you have corrected that now

dark lintel
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you misunderstood, which is not my problem

patent swift
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im just saying the initial response you gave me sucked, when i "guided you to give me the information i need" which your now saying i should have done.

patent swift
# dark lintel you misunderstood, which is not my problem

incorrect.

you, and only you, have the issue, you want me to fix the issue, im happy to help, but im not working for a company, i dont have to do anything.

you didnt give me information aside from a video, and explained yourself badly (regarding logs), so i told you i cant fix it without information.

if you cant give the information i need to fix it and instead choose to uninstall.. thats a dilemma you have to resolve yourself, i cant do anything for you even if i want to.. i need information for issues i cant easily replicate myself.

dark lintel
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ok, fine by me

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the way it came off initially sounded like you were asking me to enable debugging stuff and test it more and I wasnt about to go out of my way to do that

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I have no problems with sending passively generated logs provided I know where they are

patent swift
# dark lintel the way it came off initially sounded like you were asking me to enable debuggin...

as ive said many months ago, before i started working on this mod.. if people are unsure what something means, they should ask, not be afraid to ask... as ive always had issues with being worried about asking too many stupid questions.

if you had of just said "what logs?" id have explained it to you.

no one before has ever misunderstood when I have asked them for logs..but i am not to know what you dont know. :/

limber shard
# dark lintel I do not save logs myself and I do not use debug tools

Logs are made when the game starts up. You don’t make them yourself, the game does. They’re stored on your pc and don’t go away until you start playing again, at which point the log gets cleaned out, and starts logging the new session (this doesn’t apply if you copy or move the log to another file location).
It wouldn’t matter if you saved logs yourself or not, because it’s done for you. They can’t help you if you don’t provide it.

You can find them yourself if you go to the settings in your mod manager profile and hit “browse profile folder”. They should be in the BepInEx folder labled “OutputLog.log”, or something to that effect

dark lintel
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yeah we've been through this now and I can get them

limber shard
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By debug mode, virus means the config setting for Lethal Intelligence, which prints more info in the logs for them to go off of, which makes it significantly easier, if not actually possible, to troubleshoot what the issue is and how it’s being caused.

dark lintel
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the problem was the logs specific to the mod are labeled as debug mode, and I'm not a debugger so I do not use debug tools

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it would be less confusing if it was just a config option to output logs rather than something misleading like "debug mode"

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eitherway I didn't touch it

limber shard
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It IS a config option. The game outputs logs regardless. You just turn the option on to have more information print in those logs

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It’s not misleading, i’m pretty sure it tells you what the option means in the config

dark lintel
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it says debug mode

limber shard
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and what would you think that entails exactly?

dark lintel
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how should I know? things not intended for players usually

limber shard
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It says it in the name, even if there isn’t a description telling what it’s for. It’s the debug mode. For debugging

patent swift
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it was a setting for things wider than just logs. as i said, experimental build, its on by default, its mentioned in the readme.

i would humbly suggest if a mod is in experimental status, you fully read everything, to know what your getting into. for non-experimental mods, your safe to skim over shit (cause they should just work).. although.. 2 weeks ago, about 30 mods updated in my profile.. and one of them caused game crashes.. i never found out which caused the crashes,.. but my point is.. knowing what a mod does fully.. helps you resolve your own stuff.

i know you say you arent a debugger.. but ngl, installing mods to your own profile, and sharing the code.. you are a debugger.. every time you add or remove a mod.. or update mods, and get issues.. its you and your friends who suffer, not anyone else.. so it pays to think "what went wrong? how do i fix it?"

im a modder, but im also a player.. i post issues in other modders channels because i dont like when shit doesnt work and i go out of my way to test their mods, to get them info, to make sure their stuff works... but i do that as a player.. who makes my own profile, for me and my friends.. i dont like my friends to spend 2 hours not playing any game because my profile is busted.. i take responsibility for what i do.. so i make sure it works.

dark lintel
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idc

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if it doesn't work I report a bug

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your own bad if you wanna get upset at me cus there was a misunderstanding

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none of this my problem tbh

limber shard
# dark lintel you wanted me to turn debug mode on and play more to make the logs myself

Plus, as you said yourself, all they did was tell you to turn it on and replicate the bug. You don’t even need to know what it means to do so, you just have to recreate the bug with the option on so they can figure out why it’s happening, which you yourself declined, saying that would mean that you’d have to play with the mod again, with the bug still there, that they obviously can’t fix until you find it again because you are the only person with this issue

patent swift
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thats fine, you dont need to care.

equally, i really dont care if you dont help me fix an issue your having in your lobby with your friends >.> I care more about helping people who care to help me, its a 2 way street.

ill spend a week solid trying to fix an issue 1 person is having simply because they tried to give me the information i needed, i still cant replicate the issue, but ill literally do almost a working week to fix their issue, because they cared to try.

patent swift
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what i will add is, if your lucky, and im unlucky.. other people who give a shit, will report the issue, and ill fix it for them.

but i truly hope this is just a you issue, because you dont make me want to do you any favours.. my apologies if this comes off as rude.. i just have better things to spend my time on atm.

limber shard
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No the feeling’s understandable dw abt it

supple marten
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The ENTITLEMENT. Damn.

patent swift
limber shard
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Don’t feel too bad abt it, they came to you with an issue, you told them what to do to give you information, they declined to do so, so that should be on them

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Not your fault you don’t have information only they can provide

patent swift
# limber shard Don’t feel too bad abt it, they came to you with an issue, you told them what to...

i mean to be fair, they said they will get the log once back on their pc, once it was understood the log already exists, its just the initial confusion imho, if they get me the log they already have, ill still look at the issue, but once the information runs out (which until i get more information, it has), i just simply cant do anything for them.

all im saying is, people go out of their way to help me fix an issue they are having, and i go out of my way to fix it, but other people dont, so i just try.. and if i cant, oh wells..

patent swift
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and it maybe the walkie existing.. floats.. ill have to see

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one masked held on to his walkie x.x

dont know if this is the natural or the player masked.. will check the other one but he refusing to pick up the walkie lmao

patent swift
# queen sky a client with a walkie got grabbed by natural spawn masked(the masked had no wal...

ok..

so.. in my test.. a client (not the host) with a walkie in its hand was killed.. the walkie from the client, dropped to the floor. (https://thunderstore.io/c/lethal-company/p/mattymatty/DoNotEatItems/ was installed, otherwise it would vanish/delete the walkie)

the masked client then walked away a bit.. with a walkie in its hand.. and i killed it.. (see picture above) and the walkie stayed in its hand.. it did NOT drop the walkie, the walkie is not floating, this walkie is ALSO not grabbable, but its essentially part of the masked's body.

so do you have anything to remove the masked body upon death? or modify it? beyond that i cant imagine why the walkie would float.. its like something changed the masked body while it was standing up, so the walkie floated.. OR the masked tried to drop the walkie, but didnt do it properly. (maybe tried to kill other players..?)

queen sky
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i always notice it on orbit in the ship? when the masked left behind maybe?

patent swift
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been having issues recently with code related to the ship leaving, meaning the terminal is not accesible, so would make sense if an item doesnt drop, the a masked was holding.

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ill look at getting the terminal working if ship leaves with a masked on it, and hopeflly i can put code for forcing masked to drop items there.. and it will then work.

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yeah, i can see already what im doing wrong, its been wrong for a long time.. 😐

i basically went..

"if dead and holding items, drop items"
"if dead or ship is leaving, do lots of other things"

but it should be "if dead, or ship is leaving, do lots of other things, including drop items".

plus also.. the drop item code wouldent normally run after a masked dies.. so, that wont help either, luckily i was already changing that.

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ok, i think i fixed it, masked had a walkie (from the ship), i pulled the lever while it was in the ship still, and it was holding it, the walkie dropped on the floor in the ship, the masked flew out as per normal.. the walkie then wasnt seeable.. until the ship doors closed, then it magically appeared on the floor.

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i probably need to add code to "parent the item to the ship" if dropped inside the ship (and unparent it if not dropped in the ship) so this is all handled properly, but otherwise, it shouldent happen (floating items) anymore, i hope x.x

visual cosmos
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okay i just read up, wtf was wrong with that ryla guy?? 😭

sick glen
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"i want this (free mod) fixed but i wont help this be fixed"

vagrant silo
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"players aren't free labor for debugging"
LMAO u gotta remember modders r making these mods out of free labor for your enjoyment
i think things even out if u at least be helpful with debugging to fix a problem.. if u cant do that, then just dont make a fuss in the first place

patent swift
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To be fair, the only thing I felt wrong was that when I expressed a need for more information, the suggestion that its only my issue.

I don't expect help, but I appreciate it where I get it, but when someone is telling me "it's broken, so I'm not using your mod" and is totally unwilling to help me resolve that situation, I'm just like "OK dokey".

Anyway, it's happened, it's done, whether they use my mod or not, help me fix their issue or not, hopefully they have gained some information so the next mod that breaks in their profile, they come into talking to the person who made it with an open mind and use the information they hopefully learned here, to give them the information to fix their mod.

sick glen
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in related subjects: I do love your mod, gives the mimics the personality i think they deserve blobcatcozy

patent swift
sick glen
patent swift
patent swift
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[EXPERIMENTAL] Lethal Intelligence + MaskedFixes

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^
https://thunderstore.io/c/lethal-company/p/VirusTLNR/MaskedFixes/

made another mod, seems to work first try.. fixes an issue where masked are invisible when the player they mimic dies.. hopefully fixes more instances of the masked going invisible too.. might end up being temporary.. if it is, i will depreceate after updating to inform people of which mod to use instead if a collection picks it up.

subtle glen
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How’s the current state of this mod?

limber shard
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It’s pretty good

sick glen
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masked sitting here on the mineshaft interior (at the entrance behind the elevator)

unfortunately no log

patent swift
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thanks for the info, ill look at it, can you get me a better picture of WHICH mineshaft entrance it was? there is several layouts.. and your picture doesnt flatter the scenery :P) (i cant see which layout it is)

queen sky
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not directly LI issue(?) but combination of some mods with LI in my pack breaks Mimic fire exit mod to some degree. sometime they cant be interacted and sometime they have fire exit door inside of the mimic fire exit( the monster still eats the player )
The combination will be :
LI + Mel's furniture = Mimic fire exit broken
LI + LethalThings = Mimic fire exit broken
Mel's furniture + LethalThings = Mimic fire exit not broken

patent swift
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oh actually.. i may have just fixed it.. cause i can see the error xD

patent swift
# queen sky not directly LI issue(?) but combination of some mods with LI in my pack breaks...

so.. i think this was broken, because of what i was doing, which was breaking ButteryFixes "fire exit rotation" for hosts.... so it wouldent surprise me if only the HOST had these issues you were having, i seem to have fixed the issues I was having with buttery fixes... so perhaps you would like to try this dev build and see if it fixes the issue?

I got no issues with mimics, with LI, mels furniture and lethal things installed (all default config)

the only "issue" i noticed was the teleporter trap teleporting the masked back over the same path over and over, but thats a "feature" i guess lmao.

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but uh yeah, it seems in 0.4.3, I fiddle with fire exits.. no issues.
in 0.4.4, i change nothing, but suddenly the fiddling with fire exits breaks things.. i cant explain why.. should be fixed in 0.4.5 though if im right.

queen sky
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i'll try it when I have time later 😅

sick glen
queen sky
real shore
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why we have this error ?

patent swift
# real shore why we have this error ?

is that the only masked spawned?

if so, will be fixed in 0.4.5

it was caused by this line maskedEnemy.SetDestinationToPosition(tPos, false); not being run only on the host (which ive now changed), i am fixing several things like this in 0.4.5, there is just a lot of code, and so a lot of them were missed.

            if (IsHost)
            {
                maskedEnemy.SetDestinationToPosition(tPos, false);
            }
            if (distanceToEntrance > 4f)
            {
                maskedGoal = "going to entrance (" + entrance.entranceId + "/" + tPos.ToString() + ")";
            }
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i should also add, it only appears on the client.... UNLESS the masked spawns off the navmesh.

real shore
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yeah when a mask spawn, i have this error

patent swift
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yeah, ive fixed multiple occurances of this, so should be gone in 0.4.5

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i was just saying, if thats the only masked spawned.. that tells me exactly where the error is

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but so you know, manticoils spam this error a lot.

real shore
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Oh i don't know 🤷

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nah i havnt manticoils i was on titan

patent swift
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yeah was just saying, if its on the host, its likely just manticoils, but as can be seen at the top of the status report, your a client, which is why your seeing them xD

real shore
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AHHH xD

patent swift
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so a little update, been working on making the masked actually use the "detection system" i setup previously.. (apparantly they are now bypassing that due to vanilla player detection..)

before like 0.4.0, masked were happily ignoring players too much..
since 0.4.4 at least... masked are super aggressive, never ignore you... pains in the asses tbh.

ive improved it a "bit" now.. but considering ive given deceiving a lot of "patience", they are very impatient... 😦

it took them 4 seconds to go "screw it lets kill virus" when i spawned them..

I ran away from them.. and while looking at logs. they found me again,and it took them 0 seconds to go "screw it" again...

of course. thats random luck.. but 4 seconds of patience (for deceiving) is no where near enough...

I need to add in code that bypasses the patience if whacked by a player.. but also need deceiving to ignore that until they are low hp... I also need to give decieving a better way of judging when their patience ends.. and then for the rest of them.. i think they will be running on this current system... i just need to give them more patience.. lmao. (except for aggressive who will have 0 patience 24/7.)

patent swift
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it maybe i need to fully replicate the "main entrance code" for mineshaft.. to stop this occuring.. i d k

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but yeah, got 3 masked going one way for the fire exit.. and another going another way for the breaker

so they are just trying to path through the walls.. not use the elevator. (thats the issue)

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likewise.. have 2 masked down in the interior wanting to go to the main entrance.. just huddling against a wall.

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and they are standing at roughly the point thats directly below the main entrance >.>

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if i cant fix it today, ill add an exception for the mineshaft interior, so they dont use the main entrance and fix it later.

gloomy vine
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i said it in mirage chat. but gonna mention here.
i found out that your mod causes the sprint animation to stutter.
its the phase when masked is chasing the Player.
Mirage (no hands, no mask) + LIE mod.
just so you know

patent swift
patent swift
gloomy vine
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just got it on video

patent swift
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were they both masked?

gloomy vine
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yes

patent swift
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so why did only 1 mask stutter? and the other did not? were they both targetting the player?

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it looks to me like the second one is walking, not running.. it maybe they were low on stamina.

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i may need to improve that.

gloomy vine
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yes targetting me.
im preety sure both stutter "randomly" but cant confirm rn

patent swift
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like.. they have 0 stamina, but they get 1 stamina back, start to run.. then instantly stop.

gloomy vine
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sounds like one possibility

patent swift
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well, if it was stuttering due to "chasing players", it would happen all the time.. i think its just they are out of stamina.

gloomy vine
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"0194c41b-8552-a51b-042a-0960b455e53c" the profile of thunderstore u asked

patent swift
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when i next load up the game, ill run, until im out of stamina.. and see how the player looks, when they try to run with 0 stamina. lol

gloomy vine
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the Player actually leans forward a bit and looks out of breath

patent swift
patent swift
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but i may have busted that.

#
            if (maskedEnemy.staminaTimer < 0f)
            {
                isStaminaDowned = true;
                maskedEnemy.running = false; //to stop the vanilla code making a weird run?
                isRunning.Value = false;
                ((EnemyAI)maskedEnemy).creatureAnimator.SetTrigger("Tired");
            }

thats current code.. so they should be doing a Tired animation, and ive seen them do it previously.. so ill have to look at the code and see why its not doing it.

gloomy vine
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yeah, maybe stamina gets back too quick to 1. if it really is the reason. then my first thought is release the Tired state when stamina > 20% maybe

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so they can run with at least some stamina built up. but maybe you will find more :D since you wrote the code

patent swift
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so ill probably just recode all that a bit better.

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maybe even look at the players situation with "tiredness" and "stamina".

real shore
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Do you think it's possible, that masks can kill people on the dashboard?

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idk what' they do, they just stuck in front xd

patent swift
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i know for sure the "immortalsnail" wont touch people up there.

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ill maybe look at "if distance is X away" for a period of time.. then "grab, move both back, and kill", but, id rather not.

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this is all stepping towards making masked impossible to run away from if they can just grab you from a short distance rather than actually have to collide with you.

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that being said, i may have set the "collide" distance too short, i will check the vanilla value.

patent swift
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yeah vanilla values dont even care about distance..

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so vanilla masked wont hit you there either.

#

as i say, i think if the masked is within X distance for a period of time, moves LESS than X amount, then the masked should just kill you anyway.. but this is a navmesh related issue, the ledge is too high, has no offmeshlinks, etc, so the masked just goes to the nearest point

#

its the same as when enemies walk into walls, they think they can path through, or try to, but cant.

#

just had a look at the stamina issue... masked seem to go from 5 stam to 0 stam, but as soon as they hit 0... where they are then "tired", they instantly stop running.. so.. i need to tweak that xD

gloomy vine
patent swift
#

tbh im probably going to re-work the whole thing, the values used are WAY different than players.

patent swift
gloomy vine
#

by the lever?

patent swift
#

no, on the lever.

#

they arent on the navmesh.

#

its like.. telling an enemy to go flying up into the sky, because your using no clip to fly high in the sky and saying "come kill me"

visual cosmos
gloomy vine
#

natsusip AI cant detect anything off navmesh? or are we talking about just masked rn that they cant get a path

patent swift
#

so like.. if you were hovering above the ground...

most enemies couldent kill you, because they cant touch you.. (its the same in the above case)
but old birds could hit you by flying.. and shooting, same with nutcrackers.

patent swift
gloomy vine
patent swift
#

pretty sure the shyguy cant, immortal snail cant, masked cant, bracken cant.. and even if they could.. they would get stuck up there if they teleport onto the player as soon as they collide.

#

so that limits it to dogs? ghost girl? nutcrackers as they shoot, old birds.. im not sure what else..

#

baboon hawks have a weird way of targetting you, but i dont know if they can hit at that distance.

#

thumper might be able to.

#

coil head.. dont think so.

visual cosmos
#

why is he doing this

patent swift
patent swift
#

uploaded v.0.4.5

-fixed some (cant fix all as this shouldent be a thing) error spam when masked are spawned in orbit.
-fixed a compatibility issue with ButteryFixes (and perhaps also with Mimics and Lethal Things)
-fixed a lot of error spam relating to non-hosts setting destination on the masked NavmeshAgent
-fixed a null reference error when picking up walkies, also fixed an error when pathing to walkies
-fixed dropping of items on shipleave (as well as tweaked how item dropping works)```
gloomy vine
patent swift
#

well rip, seems thunderstore isnt going to update in time for my session x.x so, do let me know how the new stamina is compared to the old (i changed how much they can run, etc as well)

#

nvm, as if by magic, it updated suddenly o.o

#

but yeah, still do give feedback on it.. trying to make stamina usage like players stamina usage, it wont be perfect.. because of weight affecting things..

but my testing showed..

masked run slower than players with no items
masked run faster than players with at least 50lbs

masked have less stamina than players (vanilla stamina).. but hopefully its closer, or seems closer, in the heat of the moment.

visual cosmos
#

why'd he do this

gloomy vine
patent swift
queen sky
#

this one is client side. He is the masked this time ( came back from the dead )
we (me and another client) cant see the walkie. only him

patent swift
#

the fact the client that turned into the masked, can see the walkie, but others cant, is interesting.. but at least ive got another lead on why a masked maybe invisible :S

queen sky
#

i remember it talking on the walkie before it was killed

patent swift
#

Ah OK.. glad to k ow it's not an invisible masked I changed a lot about dropping items thought I tested all scenarios, I guess not, haha. Thanks for letting me know

gloomy vine
#

That explains floating walkies in the past xdd. I had no clue why they were there but didnt bother investigating since it didnt cause any real issues to us

patent swift
old warren
#

The masked is only seen by one person for me, this can be caused by another mod but idk

opaque cypress
gloomy vine
#

today i noticed fps drops when masked grabbed someone.
looked at logs quickly and was spamming about agent not being on navmesh and stops after player is killed.
no clue if its Mirage or LI but first thought it might be LI trying to path find even tho masked is in animation?

#

apologies for no logs UIpray

patent swift
#

that suggests the player they grabbed was not on the navmesh.

#

as i said somewhere above, if someone is sitting on some weird ledge.. i "should" teleport the player to the masked so they grab them on the navmesh when they collide.. this is exactly why.. but in normal game play.. you would assume a masked grabs a player, they are on the navmesh, so this shouldent happen, so its not a priority.

patent swift
#

all maskedFixes should do, is correct the logic around masked when masked should be invisible vs visible in the vanilla code, but i may have borked that 😄

queen sky
#

ok this time we can see the floating item
a mask hold it then killed
and stays in the ship even in orbit

patent swift
#

so my original fix, didnt fix it.. at least.. not in that case.. ill re look at it, thanks

queen sky
#

dunno if its this mod but..

patent swift
#

thats vanilla code going wrong.. according to that the main entrance does not exist.

#

my mod checks for the main entrance, before peforming entrance checks... because its required.

#

so Incalescence/Storehouse didnt have a main entrance.

#

can i get the full log?

#

then i can see maybe which of the two was at fault.

#

(i use both, so im shocked to see they are causing this xD)

queen sky
#

saw someone have the same issue. I'll try if fancy doors in chameleon is the issue

patent swift
#

i also use fancy doors in chameleon. xD

queen sky
#

i check their profile but theres no LI

patent swift
#

can i get the full log though? (the file i mean) as debug logs will tell me at what point during my checks it failed.

queen sky
#

wait im blind

patent swift
#

thanks, one sec

#

ok, its literally as soon as i start my checks.

[19:33:28.2194720] [Info   :LethalIntelligence] Checking which Entrance Teleports are Valid...( IncalescenceLevel | StorehouseFlow )
[19:33:28.2400077] [Error  : Unity Log] Main entrance position could not be found. Returning origin.
[19:33:28.2581997] [Error  : Unity Log] Main entrance position could not be found. Returning origin.

there are no debug messages inbetween the error and the start of my checks, so, the main entrance 1000% does not exist.

#

the weird thing is, LLL suggests there is a main entrance... x.x

[19:33:10.6332167] [Info   :LethalLevelLoader] Fire Exit Patch Report, Details Below;

EntranceTeleport's Found, Incalescence Contains 3 Entrances! ( 2 Fire Escapes) 
Main Entrance: EntranceTeleportA (Entrance ID: 0)
Alternate Entrance: EntranceTeleportB (Entrance ID: 1)
Alternate Entrance: EntranceTeleportB (Entrance ID: 2)
Found Fire Escape GlobalProp: (ID: 1231), Modifying Spawn rate Count From (1,1) To (2,2)
#

either way, i think this is a level generation issue, all im literally doing is getting the main entrance position from vanilla. :/

#

this will be why the error is spamming though...

 while (RoundManager.FindMainEntrancePosition(false, false) == Vector3.zero && Time.timeSinceLevelLoad - startTime < 15f)
{
    new WaitForSeconds(1f);
}

i repeatedly request the main entrance position for 15s after the moon+dungeon has generated

#

so, if it gives me a position... it continues, if not, it repeatedly asks for it.. which is why the spam (as it isnt returning a position)

#

so i can maybe stop the spam, but i cant fix why its null in the first place x.x

#

yeah i can maybe move it a bit later.. i maybe running it so early that sometimes its nowhere near ready.

#

oh i see how i can fix it... because if i dont fix it, level wont load i think.. so the not loading is 1000% my fault.

#

I just didnt realise that sometimes the main entrance wont be found.

solid lichen
patent swift
#

not a clue, probably not, if it is, let me know.

#

that just fixes vanilla masked issues, LI partially runs on vanilla masked code, so, from my POV, anything it fixes, it improves LI, and if it doesnt work, as far as i know maskfixes has a toggle for each fix so you can disable fixes.

solid lichen
patent swift
#

i will try to test each fix in maskfixes against LI tomorrow.

#

yeah, i wouldent worry about that.

#

think of it like this...

#

vanilla masked say "im going to do this"
LI goes "nope, your not".. and 99% of the time, LI wins that arguement.. ive spoken to buttery and all buttery has done is patch some methods.. so from my POV, LI will just ignore that code.

#

but yeah, if there is a fix mentioned in buttery fixes.. and your seeing weird behaviour in that area, your welcome to just turn off that fix, and let me know, but i should know 100% tomorrow

patent swift
#

Updated MaskedInvisFix v0.0.2 (MaskedFixes is now renamed to avoid confusion over mod names :))

  • Improved the fix to avoid a minor graphical glitch when masked kill the player who is mimicked.

Please Note:- if you use MaskedFixes (my mod), MaskedInvisFix will be auto installed as ive added it as a dependency, so you can remove MaskedFixes (my mod) and just check that MaskedInvisFixes is installed instead. :)

patent swift
#

[EXPERIMENTAL] Lethal Intelligence + MaskedInvisFix

#

had a look at the code in MaskFixes, and run some tests, and i can already see masked walking into a wall in the "elevator" room, so i think my code breaks buttery's elevator fix, so i will have to look into fixing that (so that patch, once i update, will be fine).. dont know about the rest of the patches yet, but as far as i can see the only patch that may be of issue is the "hiding in ship patch", but, i dont think it will be an issue as it fixes something my masked "already do", so it will probably just make them do it better, if you see a masked hiding in the ship, but it seems weird, do let me know, otherwise i would assume its fine.

patent swift
#

might have to look at buttery's implementation to fix this.. but uh... close to getting it perfect.. the masked now know (at least on mineshaft) to use the elevator first.. even if they cheat each other out of a ride down xD

patent swift
#

this might be as good as i can get it xD

on mineshaft at least (as i havent setup for other moons/interiors with elevators)..

-masked know to use the elevators to use the main entrance, or go from the main entrance to elsewhere.
-masked will call the elevator if its not near them
-masked will walk in when the elevator arrives (ive seen cases where they jump out as the elevator door closes.. but, its similar code to buttery's so i think thats other code in LI causing that).. sometimes 2 masked fit inside, but seemingly thats the max that fit in for 1 ride.
-if masked are riding the elevator and other masked want to ride the elevator, they seamlessly switch positions by pushing past each other, ive added a minor delay before an elevator is called from the outside elevator buttons, to give masked the time to leave the elevator. (hopefully)
-masked leave the elevator when it reaches the level they wish to be on.

i dont think there is anything else "masked using elevators" requires.. but if there is, let me know asap.

I will look at getting masked using other elevators (piggy's office elevator, synthesis elevator, are the only ones i can think of).

otherwise, will probably release this today unless i can make grounds on getting other elevators working.

#

well rip, on synthesis the masked just teleport through the elevator to the ladder below xD

cedar oracle
#

is it possible to make them be able to ride on the top of the elevator like players

#

that would be really funny

patent swift
#

yeah, i try and spawn a masked on the top of the elevator, and it ends up inside.. xD and the "navmesh" for it is completely desynced from the elevator itself (based off imperium visuals)

id give a vibe of.. masked walk into the elevator, they arent actualy on the navmesh, the game just makes them think they are,and moves them up/down with the elevator, or similar.., i dont think they actually know their position in the elevator at all (at least not the Y coord), its like a massive off navmesh link.

patent swift
#

hi all, this is likely my last update until the end of the month.. with me having to move house and stuff... so please do tell me about issues, but dont expect them fixed (unless they are massivly game breaking then i may make some time) until March.

uploaded LethalIntelligence v0.4.6

- fixed Mineshaft Elevator issues so masked can now leave and enter via the Main Entrance
- fixed an error where my entrances code ran too early so entrances were throwing errors due to them not being found leading to the game to freeze during level loading.
- fixed an audio bug when a masked uses an entrance (previously the audio sound would always play on the main entrance, now  it plays on the entrance used, on both sides of the entrance (like when players use them))```
visual cosmos
#

so i noticed masked DO have a different walking animation when they run out of stamina (?)

#

idk, they've done it when i test them

#

but it's the animation that players do when they walk in quicksand or water, NOT the "oof-my-tummy-hurts" out-of-stamina/critically injured animation

patent swift
patent swift
visual cosmos
#

i feel like it would be fine to leave it in? maybe as a subtle hint? but idk, might be best to fix it 🤷

patent swift
#

So your saying the tired animator they have, is the one from walking in quicksand?

#

Animation*

visual cosmos
#

or water, yeah

patent swift
#

I'll have a look at it, maybe it will kick start me into learning how to add animations as I don't like fiddling with it, but it maybe just has a different name in the bundle.

I didn't change the code calling the animation at Al, just at some point I broke the code from being used, so I fixed the break, and I am pretty sure they used to hold their chest (look back at like vs 0.1.2 for example, or some other working example before the networking fix patches.

So I d k whats gone wrong there.

If there is obvious fix, I'll fix it sooner than later, but, moving = long fixes happen next month now.

visual cosmos
real shore
#

the mask glitch like before when they walk with "CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.

patent swift
#

btw,i should add, its not a glitch, nothing is actually wrong.

#

whats occuring is..

#

im going... "tell host and client to make the masked do this"
the game is replying "only the host can do this, so no" on the client.

#

WAIT..

#

line 1147.. this is spammed
[18:57:16.1003001] [Error : Unity Log] "CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.

but masked arent going to entrances.. they are going to items.. this maybe related to manticoils spawning..

#

or other flying entities.. i usually see it with manticoils though

#

i assume because their "flight" is an animation, that takes them off the navmesh..

"can only be called on an active agent that has been placed on a NavMesh."

#

ill have another look through code though and see if i missed any instances.

patent swift
real shore
patent swift
real shore
#

ahahah

#

but when the error messages appear, masked glitch too soo if you remove error message => mask will not be glitched anymore magic wizard that what you are, show me your talent; then do it, and you'll be rewarded with an achievement you can be proud of

real shore
#

like before .. idk i should take a video next time

#

it's not everytime xd

patent swift
#

would help, as i dont know if its their movement, or what xD

hot flicker
patent swift
visual cosmos
#

game-breaking bug discovered. i was playing like normal until the masked started doing this. we need this fixed ASAP....

sudden vault
#

should I use with maskfixes mod

visual cosmos
#

yeah just disable the roaming patch

solid lichen
patent swift
#

#1240985198485573743 message
#1240985198485573743 message

in short. not as far as i know.

solid lichen
digital gorge
#

will the masked still use the phones from lethal phones with this mod

patent swift
#

no support for lethal phones as of yet.. what do you mean "still use", does lethal phones add support to masked using them in vanilla masked?

digital gorge
#

yeah, with lethal phones and mirage the masked can call the player

#

after downloading this mod they will still grab the phone from time to time but i haven't gotten them to call me yet, i don't know if this is an incompatibility thing or just being unlucky

patent swift
digital gorge
#

nope, it's a feature from lethal phones

#

got added quite recently though

patent swift
#

#1240985198485573743 message

i stick by what i said.. my mod likely prevents that mods pick up from working, if that mod was able to pick up, it would be able to call too imho.

so either my mod is blocking the calling, or blocking the calling and the pick up.. and my mod is then picking up the phone as a normal item... i would assume the latter.

#

the best way to test would be to set it on 100% success rate for them calling

#

and see if it works.

real shore
patent swift
# real shore like that

ok, thanks, looking at the console in your video, they wanted the item locker when they are inside... so i think this is a bug i need to look at xD

real shore
#

oh that why x)

patent swift
#

yes.. although it might be just a bit of a difference between the value you see and the value host sees.. i d k.. i assume there was only 1 mask.

#

might also just be a bug with aggressive... :/

real shore
#

there was only one mask

patent swift
#

ok, well looking at it.. something is "wrong".

#

at 17/02/2025 @ 03:20:11, the masked was focused on a player and inside.
at 17/02/2025 @ 03:20:16 (5 seconds later) it lost focus on the player.. and tried to do something "outside" when its inside..

real shore
#

Mhh the mask was a revive

patent swift
#

so i think its related to them losing track of a player, but i d k, will have to see

real shore
#

from zombiz

#

idk

patent swift
#

the masked went from no focus/activity, to the main entrance being its activity, to then spotting a player.. to then "item locker", and it didnt go outside at all.

so i can only assume it gained+lost focus on a player.. then bugged out.. i just dont know why yet

#

i doubt its related to Zombies as as far as i know that mod doesnt interfere with mine, it just fiddles with the spawning.

cosmic summit
#

Are masked guaranteed to pick one of the personality traits or can they sometimes be the vanilla behaviour?

visual cosmos
cosmic summit
visual cosmos
cosmic summit
#

Im not against vanilla behaviour being unused since LethalIntelligence is a major improvement regardless

#

Was just wondering if its occasionally used

#

from my testing thats not the case

visual cosmos
#

yeah it would be pretty neat to just have the vanilla behavior as a personality option

patent swift
#

vanilla behaviour isnt compatible with my mod.

i patch out vanilla behaviour.. i guess i could rejig all the patches to not run IF there is no personality, but i feel like all the code running on my mod would alter the vanilla behaviour anyway.. i have no clue..

either way.. imho, it is not logical to install my mod, and then tell it "dont do anything", if you want vanilla behaviour.. dont use this mod.

on another note... i was debating about seperating my mod from the masked completely... basically making a "different masked" enemy... so if i ever do that.. then people can just toggle normal masked on/off.. off would mean my masked completely replace them.. on would mean both would exist... so there is that..

fallow sun
#

basically making a "different masked" enemy
that does sound nice actually, gives the best of both worlds where one can still use LI while keeping some masked spawning as vanilla

patent swift
# fallow sun > basically making a "different masked" enemy that does sound nice actually, giv...

yes, but also I am basically getting headaches regarding vanilla masked wanting to do one thing, while i want to do another, so i think a seperate enemy, where im effectivly working from scratch on the AI code, would mean im not competing with how the masked work previously, which would also mean i think, that i can do things differently as right now i kind of have to brainwash them so they dont do vanilla stuff instead, which im sure piggy started doing because vanilla code would interfere.. so yeah, might actually lead to fps increases, etc, i d k.

#

but yeah, id have to think about that once ive moved x.x

fallow sun
#

hm now that i think about it, the only issue would be that mods that has their own cosmetics (i.e. morecompany or modelreplacementapi) won't work with your custom enemy

you could extend from MaskedPlayerEnemy, but then you'd still be running into the same issue you described, where you're clashing with vanilla code

solid lichen
#

@patent swift If I disable these two options on masked fixes would it be compatible with Lethal Intelligence?

fallow sun
#

oh crap, i just realized adding MaskFixes as a dependency on mirage bricks LI users huh 🤔

solid lichen
fallow sun
#

i still think it's worth keeping it as a dependency on mirage since regular masked produces a lot of errors that maskfixes, fixes

#

and since mirage touches masked enemies, it gets a lot of blame when it comes to errors regarding masked enemies

#

would rather keep it there

#

IMO either just test to see if disabling those patches is enough to get it to work with LI

patent swift
#

I have never said turn those settings off. O.o I have yet to see a report saying LI breaks from those settings being on.

patent swift
solid lichen
cosmic summit
#

Masked fixes was working with Lethal Intelligence for me atleast

patent swift
# solid lichen But don’t you have code for masked hiding in the ship and roaming?

As I've answered many times, my code forcibly ignores what vanilla or code altering vanilla does. So until its shown that the code in masked fixes is changing the behaviour to make it look weird I doubt it's having much effect. As I say, if it is, it's on me to fix that or to tell people to turn it off.. but I use mask fixes myself with no issues.

As for the hiding in the ship...

My mod tells masked to go to the "ship hiding spot".

Mask fixes tells masked "that hiding spot is in use, so use a different one"

real shore
#

slitthering, with this error : [21:37:16.5581280] [Error : Unity Log] "SetDestination" can only be called on an active agent that has been placed on a NavMesh."

i can't understand thisssssssssss

#

i hate my life

patent swift
real shore
#

in fact, what's strange is that some masks move very slowly, and others are normal.

#

that why i can't understand xdd

patent swift
patent swift
real shore
#

maybe it's that, for real i don't know xd i'm so lost

patent swift
#

but beyond that.. if this error pops up on the host, it is likely just Manticoils

real shore
#

but when i was client too i had the same idk

#

i have so much mods its painfull xD

patent swift
#

yes.. the error your getting appears on host + client
the error from LI only appears on client.

#

its the same error.. but for different reasons

#

in LI its because i did bad code that shouldent run on client (should be fixed)
otherwise its because the enemy isnt on the navmesh (which Manticoils often "fly" so are not on the navmesh)

real shore
#

ohh and, mask are not using console its normal ?

patent swift
real shore
#

well okay the problem of this, there is no error in the logs so it's hard to identify

patent swift
#

no i know, i posted in the enemies dev channel asking how i can patch that error message to give more information.

patent swift
#

So a little irl update, I've moved but pc is broken from being moved xD (damn removal companies), hopefully have it fixed later this week, at which point hopefully able to go back to working on mods x.x

real shore
#

behin this wall there is a fireexit

patent swift
real shore
#

xD

cursive hedge
#

made an icon for this mod cuz i was bored

real shore
#

nice error code i approuve it

patent swift
#

Now I just need to find the "set destination" errors in the picture so I can confirm it's legit correct (that's a joke, that error is not my fault :()

visual cosmos
real shore
#

xddd

patent swift
#

Oh BTW, um, forgot to say, the problem is probably because I check from the fire exit to a random position, maybe I need to do a reverse check too, because when I was testing, you can walk from the fire exit through the wall.

cursive hedge
lunar epoch
#

Hey, not trying to bring down the mod or anything of the sorts, I am just interested in trying it out. Is it incompatible with anything and are there any major problems I should check for?

native carbon
#

Check the thunderstore page for a list of known compatibilities/incompatibilities, and make sure that debug mode stays on while you are playing. Debug mode occasionally logs info about what the masked are doing and it can be VERY useful for identifying issues

patent swift
#

What this guy here said.

Debug mode isn't required, but if your having issues, you will need debug mode to be on to give me the best chance of fixing the issue, and don't worry, you aren't bringing any mod down by asking if something maybe incompatible 🙂

#

BTW while I'm here, regarding development of LI. I do intend to get back to adding things and probably fixing more issues, but I've finally finished moving, and I've been working on another project I want to get working (Dynamic Moon Ratings).

Once I'm finished getting the Initial release working for that, I will stop being so focused on that for the short term.

native carbon
#

You're good. The mod feels pretty stable right now

patent swift
#

but i know how to resolve that, just, yeah, time is a bit stretched atm

potent marsh
#

So like, having the letter change next to a moon depending on its power level / weather or something?

patent swift
#

basically yeah

#

but what started out as such a simple idea (just.. changing the letter to fit the moons difficulty.. has evolved a bit.

#

thing im stuck on right now for it is the alternate mode, where in, based off the difficulty (and now also the DAY + QUOTA) you can get an updated amount of scrap spawning.. cause, some people like to manually choose scrap per moon, but id much rather difficulty auto configured it xD

#

i might also.. add in LLL's original calculation as an option because LLL does have a calculation, but i dont think it gets used much due to moon makers making their own ratings up.

potent marsh
# patent swift thing im stuck on right now for it is the alternate mode, where in, based off th...

ooofff
Yeah definitely optional
Idk how other pack makers do it, but i either configure/balance a moon to be a certain way, and then manually update the difficulty ranking
Or i use the default ranking (or set one), then balance the spawns around it to "fit" that difficulty better
Difficulty is subjective so, i go off a mix of interior size, what enemies/traps spawn and what the power cap + range is, and how deadly the exterior is in general
I dont factor in loot, because thats a whole can of worms
Like you could argue Artifice is D tier and Experimentation is A+ because the latter would be much harder to get enough scrap on to make high quotas-
Instead, i generally keep it so higher difficulty results in me setting more loot there so its a good tradeoff, but the difficulty itself doesnt have anything to do with the loot if that makes sense

patent swift
# potent marsh ooofff Yeah definitely optional Idk how other pack makers do it, but i either co...

well, the problem with it is.. the ranking a person manually sets is based off their opinion.. so lets say someone plays with you, and you rate your titan as an S.. someone else may rate titan as an E.. so your friend then goes to play with that person and is like "eh? its easier?" but in reality, they are similar (yours just has less scrap or something..)

so RISK mode is about making it so if the mod is installed.. EVERYONE knows the rough difficulty and its using the same calculation system (as i think most moon makers set their own letters, which overrides LLL's calculation)

meanwhile DIFFICULTY mode will ignore the scrap on the level, and do the same calculation and spawn an amount of scrap based off the difficulty.

i am just struggling to balance day 1 vs day 30, and also, easy moon vs hard moon. (for the scrap generation)

#

either way, the intention is to try to standardise the ratings.

potent marsh
patent swift
# potent marsh ooofff Yeah definitely optional Idk how other pack makers do it, but i either co...

the calculation factors in enemies+rarities+powers, scrap, weather, day time speed, price of the moon (higher price = "more risk/difficulty" so if the price changes.. suddenly the moon is a bit easier?), and a lot of other stuff, but im now wondering if i should re-do version 1 ratings calculation to include hazards (forgot about them tbh) as well as the spawn curve.. 😛 might leave that all for V2 rating standard though.

patent swift
# potent marsh It is subjective yeah But ...so would be the algorithm that decides what is more...

yes basically the algorithm would choose, as i think i said, i intend to release newer versions of the calculations, so if people prefer V1, they can stick with V1, if V2 is an improvement, they can use V2 instead, etc, maybe ill even make it so people can make it more custom.. but.. i struggled to get something relatively balanced.. so.. im not sure customisable rating system is possible xD (took me like 3 weeks to get to the point im at)

queen sky
#

man...

#

I find them funny tho 😂

#

there's the exit near them but

patent swift
#

yeah, i know, i need to fix that, im currently investigating a fire exit issue (unrelated to LI, but my experience with fiddling with fire exits allows me to look at it xD), once i work out what that issue is, ill fix that issue within LI at the least, and also fix the issue with them walking into walls that for some reason dont register as walls from the other side xD

visual cosmos
patent swift
# visual cosmos

this issue may actually be a bigger problem than i thought x.x

seems i already check the direction i thought i didnt.. hopefully checking the reverse direction (from the exit to the random location) causes a failure preventing use of it.. but, this means the navmesh sets a path through that wall, to that fire exit.. which sounds like whoever made the interior needs to fix that.

#

what interior was this one?

#1240985198485573743 message @real shore

patent swift
#

i know, i was hoping they would reply xD i just cant tell if its vanilla facility, or storehouse or something else.

#

but i would say.. if this issue occurs on a vanilla moon/interior let me know, if its modded let the moon maker/interior maker know.

#

there corrected the linked message 😛 accidently linked your message, my bad

rare hearth
#
MaskedID = 414
HostTimeStamp = 09/03/2025 @ 12:53:43
MaskedPersonality = Deceiving
MaskedFocus = None
MustChangeFocus = False
MaskedActivity (Focus=None) = FireExit
MustChangeActivity = False
LateGameChoices = True
Moon = Castle GroundsLevel
Interior = FleshDungeon Lines Attempt
isDead = False

isOutside = False
isInsidePlayerShip = False
heldGrabbable = null
MaskedGoal = No Entrance Found, Changing Focus

noMoreBreakerBox = True
noMoreTerminal = False
noMoreApparatus = False
noMoreItems = False
notGrabClosestItem = False
===== MaskedStatusReport() End =======
[Warning:LethalIntelligence] selectedEntrance was Null, if all entrances are null, this may lead to masked stopping from moving completely.
[Warning:LethalIntelligence] selectedEntrance was Null, if all entrances are null, this may lead to masked stopping from moving completely.
[Warning:LethalIntelligence] selectedEntrance was Null, if all entrances are null, this may lead to masked stopping from moving completely.
[Warning:LethalIntelligence] selectedEntrance was Null, if all entrances are null, this may lead to masked stopping from moving completely.
[Warning:LethalIntelligence] selectedEntrance was Null, if all entrances are null, this may lead to masked stopping from moving completely.
[Warning:LethalIntelligence] selectedEntrance was Null, if all entrances are null, this may lead to masked stopping from moving completely.```
#

Here's the problem I think? selectedEntrance was Null

patent swift
#

if an entrance is null, then that means the entrance doesnt exist.. the fact that no entrance can be found is worrying.

#

i will do some tests on that interior, but im surprised this has happened there as i use that interior myself

#

oh actually.. it maybe related to castlegrounds.. i remember some sort of issue with that moon O.o

patent swift
#

ok.. unrelated, but on peaches castle interior.. this area has no navmesh.. so masked walked into a wall.. this is an interior problem (for the peaches castle interior)

i check the navmesh NEAR the entrances imagining that the rest of the navmesh will be all linked together.. i cant account for this. I have been working on a mod that maps out the whole navmesh.. but its no where near completed so i cant solve this issue, the interior maker needs to fix it as frankly, enemies should have the ability to roam the interior not get stuck in a small part of it (unless its intentional.. at which point LI is NOT compatible with that interior due to design)

#

(in the picture, you can see the RED on the floor = the navmesh, its the jumps that have no navmesh or offmeshlink. i had to lock the masked in this room so they didnt run to a completely random wall elsewhere, and they refused to go accross.)

#

just tried on castellum carnis, no issues, but i do see its had an update and for players, more tricky to navigate, so maybe some configurations lead to errors now, i would need the seed # to properly check out the null issue i think.

real shore
patent swift
rare hearth
#

Maybe you can make a timeout function as a temporary fix?

#

Check their position and if they stay in the same position for a long time, then reset the goal or target?

patent swift
# rare hearth Check their position and if they stay in the same position for a long time, then...

I did make an idle mode for this reason, but I believe the idle mode isn't working as intended. Either way in this case, the idle mode isn't triggered..

Likewise, no matter what I do, if the goal is reset, and it picks the same goal over and over again, it won't be resolved.

This issue has been present forever and a day, I put in the fire exit checks to circumvent such issues, and it seems the game, and some interiors have found a way to make my checks redundant.

So it's likely that until my navmesh mapping mod is working and exists, these issues will remain.

But, modded interior creators can fix their interiors, and zeekers hopefully can prevent it on theirs too.

I will try to fix the idle mode when I get a chance, and have it trigger when a masked stays still for too long, but it's never going to catch everything.

rare hearth
#

Sounds like goal is triggering by update or smt like that..?

patent swift
#

The goal is triggering by choices.

I don't set the goal as an individual entrance, I set it as an entrance and it picks the entrance it picks based off distance of the path, so in theory, the exit is blocked, it should never pick that entrance, but it does, go figure..

rare hearth
#

LOL that's really weird. I'm gonna look into your code and see if I can help.

patent swift
# rare hearth LOL that's really weird. I'm gonna look into your code and see if I can help.

there is not much to look at at.

the issue is with the navmesh, if there is no path, they walk into the nearest wall.
if there is a wall in the way, they walk into the nearest wall
if there is a locked door in the way, they walk into the nearest wall.

it could be any of those three situations, or other theoretical situations, as was said before, the best way is to detect if masked are not moving, in most cases, they dont stop moving even when stuck.. so its not a 100% solution.

I may just need to check for movement that is below normal for an extended period of time or something to detect an issue properly.. but then i also need to work out how to handle what to do regarding situations that are found to be not working.

either way in all cases, its due to no route existing... a navmesh/interior/moon issue, all i can do, is work out a way to detect the problem, which, ive tried, for months, and others have told me its impossible.

but once ive made the navmesh mapping mod/library im making, i will know what is possible at all times, on any navmesh, i will know every node that is not on a navmesh with another node, so if an entity tries to go from a node to another node, that are not on the same navmesh "piece", then i will know.. and respond with "you cant do that".

but yeah, that mod is barely started and only a theoretical solution.. and yet to be proven it will work, but im hopeful it will.

patent swift
#

uploaded LethalIntelligenceExperimental v0.4.7

- fixed a potentially vanilla bug (origin is unknown) which causes fire exit 1 (outside) to lead to fire exit 2/3 (inside), which then means when you leave via the same fire exit, you are not in the right location. (this bug is nothing to do with LI, i just needed to fix it myself as masked use fire exits, it will fix it for masked and players). Other fixes using vanilla methods will not interfere with this fix.```

also checked problematic pilotry and wider ship and both now work fine, probably worked fine for a while, but yeah, didnt check them til now, so added them to the 100% compatible list. 🙂

sorry its not a big update after so long.
vagrant silo
#

am curious, at what point would u no longer consider this experimental?

patent swift
#

id say its 90% there now, but some features are yet to be added, and some things dont work as intended and need a rework.

dark bison
#

is this mod tweaks all ai in the game or just masked? it says it tweaks all ai in description

smoky sorrel
#

Only masks as of now

dark bison
#

will this be updated?

patent swift
#

when it works, the readme will be updated.

left raft
#

I have a question

#

since maked holding items is now a feature of Mirage, but it's the same in LI, whould it be possible that the Mirage compatibility feature option of LI to disable maked holding items in LI if Mirage is installed ?

fallow sun
#

it's better to disable it on mirage instead

#

later on ill have a compatibility check that'll automatically disable it on mirage's end if LI is found

left raft
#

Ok, perfect

left raft
fallow sun
#

it's in Mirage.General.cfg

#

just need to scroll down a bit

#

bottom fo the section with all the masked config stuff

left raft
#

at first this was because i havent launched the game with mirage 1.20+, but after fixing that there is still no config

smoky sorrel
#

Same thing happens for me, it works fine on two of my profiles but the config entry doesn't generate on my third bigger one

left raft
#

wat

smoky sorrel
#

Yeah its weird

left raft
#

ok wtf, i just deleted the config file but its not generating back??

#

and Mirage is the only config that has this issue @fallow sun

fallow sun
#

is there any errors?

#

can you show me a log @left raft

left raft
#

there was nothing special in the log, no errors, no warnings, just like if the mod is rejecting the config or something?

fallow sun
#

super weird, idk why that one option would be any different from the rest

left raft
#

well now it's the entire Mirage config that is just not generating after i deleted it

fallow sun
#

hmmm

#

@left raft can you send me your code

left raft
#

oh i found something

#
[21:33:53.4946155] [Message:   BepInEx] Chainloader started
[21:33:53.5046245] [Debug  :   BepInEx] Skipping loading E:\Log\Gale-Data\lethal-company\profiles\LPC MODPACK\BepInEx\plugins\Bibendi-AEIOUCompany\FonixTalk.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[21:33:53.5056257] [Debug  :   BepInEx] Skipping loading E:\Log\Gale-Data\lethal-company\profiles\LPC MODPACK\BepInEx\plugins\Bibendi-AEIOUCompany\ftalk_us.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[21:33:53.5056257] [Debug  :   BepInEx] Skipping loading E:\Log\Gale-Data\lethal-company\profiles\LPC MODPACK\BepInEx\plugins\qwbarch-MirageCore\onnxruntime.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[21:33:53.5066265] [Debug  :   BepInEx] Skipping loading E:\Log\Gale-Data\lethal-company\profiles\LPC MODPACK\BepInEx\plugins\qwbarch-MirageCore\onnxruntime_providers_shared.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[21:33:53.5066265] [Debug  :   BepInEx] Skipping loading E:\Log\Gale-Data\lethal-company\profiles\LPC MODPACK\BepInEx\plugins\qwbarch-MirageCore\SileroVAD.API.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[21:33:53.5066265] [Debug  :   BepInEx] Skipping loading E:\Log\Gale-Data\lethal-company\profiles\LPC MODPACK\BepInEx\plugins\qwbarch-OpusDotNet\opus.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
fallow sun
#

oh nah that's a not actually an error

#

it's just because those dlls aren't C# dlls

#

so bepinex is saying it can't read it

#

send me your code if you can, i'll try and look at it a bit

left raft
#

but that's weird? cause in the bepinex loading phase i dont see anything in the log saying "Mirage loaded" so mirage must not be loaded/ skiped no ?

fallow sun
#

regardless it's unrelated to that

#

that warning is always going to be shown

left raft
#

there 0195deb1-32c7-c0cb-7a3b-472306a3f098

fallow sun
#

without the "Mirage loaded" message then yeah mirage is probably just not working

left raft
fallow sun
#

but it's 100% not related to those warnings

left raft
#

i have to say, Mirage was working in my pack just last week
So something changed recently

#

and last week i had the same number of mods + MirageRevive, thats the only difference

fallow sun
#

i didn't change the way the config works so i have no idea

#

just finished downloading the pack so i'll be testing a bit

#

ok wait

#

@left raft which mod do you have that skips to the main menu?

#

i just realized that might be conflicting since i changed it to load things during the loading screen

left raft
#

GeneralImprovements?

fallow sun
#

ok gonna try disabling it for now just to see if it's indeed the menu skipping that's conflicting

#

i'll have to think about what i wanna do to fix this compatibility issue though

left raft
#

disabling the 2 skip to the menu options of GI didnt fixed the mirage loading problem

fallow sun
#

disabling it did allow mirage to run now though

#

just that it errored on startup

#

relating to the asset bundle

#

looks like i might have to rename the asset bundle for it to work

left raft
#

ah the error on startup was your mirage bundle?

fallow sun
#

yeah

left raft
#

mb then i thought it was something else

fallow sun
#

pretty sure with GI skipping the startup it wasn't even running at all though

#

all good

#

i'll do a couple tests on my own before i get back to you with an experimental build to test with after

#

ok yeah i disabled LethalIntelligence and mirage loaded properly and generated the config now

#

so i gotta just rename the bundle first at the very least

#

then i'll see if I still need to figure out compatibility with GI

left raft
#

well, rn im on testing the pack version from last week so i can find what changed

fallow sun
#

reason it worked last week is cuz mirage didn't have an asset bundle

#

i'm using the same one as LI and it seems to be conflicting due to its name

#

so i'll rename it

left raft
#

aaa

#

okay thats seems fine and fast to fix then

fallow sun
#

only other issue is still it likely conflicts with GI but i'll test that after

#

just roll back to 1.19.x for now

left raft
#

ok thanks

fallow sun
#

ok i can confirm LI skipping the menu isnt an issue

#

it was just the asset bundle clashing with LI, which i've fixed

#

gonna push an update

left raft
fallow sun
#

oops i meant GI yeah

patent swift
fallow sun
#

yeah but it errors so mirage doesn't load at all

#

i just made it so that if LI is detected it'll use the already loaded bundle

patent swift
#

Api*

fallow sun
#

no idea 😅

solid lichen
patent swift
rare hearth
#

May I suggest something here?

patent swift
rare hearth
#

I have an idea. How about make two masked do fake kill animation to the other one?

#

I think the player will misjudge that the one being killed is safe.

patent swift
#

i thought of that before. all i can say is, maybe, first i need to stop masked always having an interest in players, if i can get a masked standing next to a killable player they can see, and make them not try to kill them, then sure, thats a possible thing, very "insane" like.

problem is getting to that point, I am forever battling vanilla for control over what the masked do, which is why i got the notion to perhaps just completely replace the masked with a new masked entity, and disable the original, idk, havent thought what im going to do since i moved house and got a new pc, ill resume work on this at some point, just too busy to right this second so my thoughts havent been on what next recently.

potent marsh
#

Honestly i think a new masked enemy would be a good idea
Start from scratch and go from there, then you dont have to battle vanilla code

#

I think if you do that, it would be a good idea to look at how CodeRebirth does stuff with the Gals / Jimothy, as they seemingly can path pretty seamlessly between the inside/outside using Fire Exits on both vanilla and modded interiors and moons

#

Lots of effort was put into getting them to work nicely

potent marsh
#

You could also do it kinda like how the SDM interior does it with its Knight variant of the Coilhead, by setting it as a chance to replace it

patent swift
potent marsh
#

ah nice

marble pasture
#

What does "sabotaging the apparatus" mean?

visual cosmos
#

i think they like go up to the appy and trigger a power failure without actually stealing it

patent swift
marble pasture
patent swift
#

yes

marble pasture
#

Does it also make it not sell for anything?

patent swift
#

it has a value of 0.

marble pasture
#

Alright

#

And how do I prevent the ship from taking off

patent swift
#

fun questions.

#

so.. the apparatus being pulled is a normal warning from players to each other that its time to leave... so i took that to heart and used it as a warning of danger...

the masked will pull the apparatus, then go to the ship.. so.. to stop the ship leaving, you just need to go to the ship.. you generally have plenty of time

#

and if you own the translator, you have tonnes of time as they are insane.. and think they are a player and that they need to leave.

#

so they send you warnings to hurry up

marble pasture
#

Lol

patent swift
#

basically yeah

#

plenty of prevention options, ive only once seen the masked take off the ship

marble pasture
#

What if there's 2 insane masks and I only think there's one and I don't have signal translater

patent swift
#

erm.. well.. you wont know which is insane... all you will know is.. 1 of them pulled the apparatus

#

only THAT insane masked can pull the ship lever

#

its a bit like a story quest for the masked

marble pasture
#

Fair enough

patent swift
#

they have to sabotage the apparatus, before they can pull the lever

#

if another masked sabotaged the apparatus, then the other insane masked cant do so, and so their story ends there.

marble pasture
patent swift
#

yes

marble pasture
#

And the other insane masks can't (if they spawn later in the day or whatever)

#

Alright

patent swift
#

yes

#

and the sabotaging can only happen after 2pm..

marble pasture
#

So will insane masks roam until 2 pm?

patent swift
#

so basically, you need an insane maske alive after 2pm.. maybe sabotage by 2:30...? leave by around 4/5pm? depends on distances.

marble pasture
#

Before it leaves you behind

#

Without signal translater

patent swift
#

after 2pm. the option to sabotage becomes available, as soon as they change focus. they will go to sabotage.

patent swift
#

timings are unknown, im just saying.. the time to walk to the apparatus, and then to the ship, is usually a long time

marble pasture
#

And I'm guessing if the player takes appi than the insane masks can't do anything

patent swift
#

it depends where the apparatus is.. and where the players are..

marble pasture
#

(before it's sabotaged)

marble pasture
#

Seems like an oversight if that's not the case

patent swift
#

in theory.. they will still find the apparatus.. and sabotage it.. even if your holding it, but i never thought of that scenario.. hopefully if its been pulled, i put a check in for that.. xD

marble pasture
#

Lll

#

Lol

patent swift
#

they only sabotage the first apparatus... which is the one thats plugged in.

#

but your raising some questions that may mean i need to do some tests, haha

marble pasture
#

I question a lot

#

I don't want any unfair stuffs happening

patent swift
#

questions are good, people who ask questions learn more than people who dont.

marble pasture
#

Anyways this mod seems cool

#

Is there config options (I can't play rn)

patent swift
#

thanks, hopefully i make it more cool in the near future, though struggling for time to work on it atm.

patent swift
#

minimal options. i dont like bloated config.

marble pasture
patent swift
#

there is a config to stop them pulling the ships lever, but i forget if i implemented that or not, its been a while since i looked at it, hence why i may need to test, back when i implemented it, i would know the answers, but now i dont 😄

#

but yeah, main config options are..

masked ai improvements on/off
a toggle for each personality

and a few switches to disable features that people may not want.. i think a total of 7/8 options

marble pasture
#

Btw I'm pretty sure the vanilla mask limit is 10 (though probably really rare as they might die to enemies outside and because of the power limit)

#

So does the lag happen at 10 masks or more than 10 masks?

patent swift
#

and thats how i intended it, players are more likely to run into that masked, and die, than for the ship to leave.

patent swift
#

even vanilla masked are a bit laggy, they are complex, but LI adds a tonne on top.. which makes them super resource hungry, so every masked spawned, is an fps penalty effectivly

#

on my old PC, i was dropping 20fps for the first masked spawned, the more that spawns, the less the fps drops

#

but on an average pc.. you have 10 masked, your getting VERY low fps.

lapis cloud
#

wait

patent swift
#

and the intention behind personalities, is that you dont get more than one of each personality tops.. so really you only want to see 3-5 masked

lapis cloud
#

virus is the fucking dev who made this

#

🤤

patent swift
#

the only masked that are kind of acceptable in higher numbers than 1 are stealthy/aggressive

lapis cloud
#

its been great seeing you in the mirage channel lol

patent swift
#

<.<?

#

im in every channel, i see everywhere.

#

xD

lapis cloud
#

lmao

#

well seeing you help with mirage is awesome smh

marble pasture
lapis cloud
#

shouldnt the number of masked present and of each personality scale based on how common they spawn?

patent swift
#

if i wasnt an idiot, and had more time, id help in more places, i like helping.

lapis cloud
#

specially if theres modded moons with a lot of masks

#

cough atlas abyss cough

patent swift
#

with player deaths, the number still goes above 2

lapis cloud
#

specially cause we run meltdown

patent swift
#

pretty sure the config is enabled. just havent looked

marble pasture
lapis cloud
marble pasture
#

But it PROBABLY is possible

#

In vanilla at least

patent swift
#

yeah its only the credits config that has no function.

lapis cloud
#

because i like moons where you get a lot of masks showing up

#

and i havnt touched limit changers or spawn modifiers, just etern and stuff have a lot

marble pasture
#

There is a mod that makes mask infestations a possibility

#

At least I think

#

Unless I'm insane

lapis cloud
#

yeh

marble pasture
lapis cloud
#

its called zombie apocalypse

patent swift
lapis cloud
#

its in masked rework i think

lapis cloud
patent swift
#

so i have no clue their fps, or issues, the netowrking issues with masked that i fixed.. they told me nothing

lapis cloud
#

lmao, nah i get that

lapis cloud
#

my group dont say things till they get pissed off and yap for 10 minutes about how things are shit

patent swift
#

i would be running around like "omg the masked did that" and they would just agree..

#

not tell me they saw/heard nothing,lmao

lapis cloud
#

lmao

lapis cloud
#

sometimes people can be asked and not know an answer

#

till they get pissed and suddenly thier brian understands it

patent swift
#

but yeah,.. going back to zombie apocalypse etc..

lapis cloud
#

we love human minds

#

reject humanity, become masked

marble pasture
lapis cloud
#

virus if you wanted, i could watch my specs and performance while we do some testing

patent swift
#

for example.. zombie apocalypse allows MANY masked... ngl.. for that, you want braindead masked

#

you dont want 40 masked heading to the terminal, etc

lapis cloud
#

honestly

#

apocolypse by base caps at like 5 or 8 masked

marble pasture
lapis cloud
#

and need to be configed higher

#

also

#

if i was at ship

#

and saw 10 masked approaching

patent swift
#

likewise, mirage's new item feature, will not work with LI unless i change some things.

lapis cloud
#

you cannot tell me that shit isnt thematiclly amazing

#

or coming back to ship

marble pasture
lapis cloud
#

and 10 masked are waiting inside

patent swift
#

yes but braiundead masked will come to the ship for YOU

#

not the terminal

lapis cloud
#

nah like

#

imagine

#

coming back

marble pasture
lapis cloud
#

youve got your battered weapon

#

last guy alive

patent swift
#

im just saying, the stuff the masked are doing in LI isnt suitable for horde zombie mentality enemies.

lapis cloud
#

and theres all your friends, waiting

#

and you have to draw them out or fight them to survive the day

patent swift
lapis cloud
#

either specifically enabled from a mod as super rare

marble pasture
lapis cloud
#

or on a moon dedicated to there being a lot of them

#

its smart zombies

marble pasture
#

Imagine you go back to ship after fighting the entire day

lapis cloud
#

which is in media, just rare because it makes it hard to have a story where the characters win

marble pasture
#

You see nobody at the ship

#

You close the ship door and when u turn around a bunch of masks just come out of hiding and rush toward you

patent swift
#

im just saying, for you, it maybe fine, but your friends, maybe not, if someone has a weak pc, you dont want that combo, and its not ideal imho.

lapis cloud
#

yeah

#

thematically, i would love that

#

but performance is a big question

#

gotta optimise the mask ai and test how it handles

#

if you need, im happy to give you my pc stats and help you test the performance load

patent swift
#

so would i, i would love hordes of masked doing some smart crazy shit to come from every orifice of the moon to kill me with weapons.. xD

#

but in reality, pc's cant handle that

lapis cloud
#

how hard is it to optimise in unity?

patent swift
#

and, in the sense of horde mentality enemies, look at baboon hawks, they are smart..

#

they work as a group to kill you

marble pasture
#

How come stealthy masks can use walkie talkie?

patent swift
#

but, overall, they are dumb and simple

lapis cloud
#

are you thinking of a group attack ai style

patent swift
#

no im just saying a horde is like a baboon hawk pack

lapis cloud
#

like if theres more than 3 at once they change thier ai to a different attacking type thats more optimised?

patent swift
#

it works for dumb enemies to play smarter, not for smart enemies

marble pasture
#

Wouldn't you think stealthy masks wouldn't use any equipment that would give them away (walkie talkie)

lapis cloud
#

idk, the hawks are iffy ai wise imo

patent swift
#

the only ones who dont, are ones who handle items

lapis cloud
#

i think its reasonable

#

like in the hitman games you can do stealth while still interacting with things to get a response from whats around

lapis cloud
#

bait them in with the walkie yknow

patent swift
#

actually, i forget why i stopped some masked using walkies, but yeah

lapis cloud
#

lmao

patent swift
#

there is areasoning behind why some can and some cant.

marble pasture
#

Do stealthy masks hide in the ship at all?

patent swift
lapis cloud
#

yo virus, so your big concern is performance right?

marble pasture
#

Because it's very rare to have a mask hide in ship

patent swift
lapis cloud
#

ah ok

patent swift
#

i tested with up to 10, got no issues performance wise, but my pc was above average.

lapis cloud
#

i think thats a little restrictive/dismissive

patent swift
#

and ive improved performance a bit since then so its more weighted on the host afaik.

lapis cloud
#

it would be nice to give people the option to play with higher spawns

patent swift
#

as i say, if people want to use apocalpyse mods, then they dont need to use LI, its not intended for that style of thing. xD

marble pasture
#

How do stealthy masks work anyways (like what do they do in gameplay)

#

Do they just avoid you as much as possible

lapis cloud
patent swift
#

i used MAIR and mirage way back when, and found 20 masked outside the ship all screaming at me, was fun for 5 mins

marble pasture
lapis cloud
#

from my reading, lull them into a false sense of security

patent swift
lapis cloud
#

ah ok

patent swift
#

my intention is, they run away like a bracken.. then hide around a corner

#

so.. you chase them to killl them, then they jump you to kill you

#

but thats not how they work rn

lapis cloud
#

lol

#

i like the idea tho

marble pasture
#

Do they just work like that but outside

lapis cloud
#

they retreat, act normal and vibe, then they find a chance to surprise attack

patent swift
#

outside they hide in the ship

#

thats the intention in the rework

marble pasture
#

Got it

patent swift
#

but yeah, in current code, they just keep their distance

marble pasture
#

Pretty much stealthy mask is just the easiest one I'm guessng

patent swift
#

right now its the weirdest mofo.

lapis cloud
#

lmao

patent swift
#

when the networking issues were occuring

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it would run around my friend for 5 mins solid, never killing them

lapis cloud
#

i think they hold a rlly solid niche once you get them implemented like intended

patent swift
#

but on my friends screen, the masked was colliding with them

#

so yeah.. it doesnt work as intended. xD

lapis cloud
#

lol

marble pasture
#

Btw do aggressive masks lose aggro ever?

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Like if they lose los

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Or do they always know where you are once they see you

patent swift
#

all masks act the same way when they "detect" a player

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but aggressive has no "side features"

lapis cloud
#

oh btw, virus, have you ever considered adding jumping to the masks?

patent swift
#

he just wants to kill

marble pasture
#

So he's just normal mask

patent swift
marble pasture
#

Lol

lapis cloud
#

how come

patent swift
#

just not implemented yet

marble pasture
patent swift
# lapis cloud how come

work on something, get distracted, leave it by the way side, never come back, plus it didnt work 100%

marble pasture
#

Cuz nothing else is implemented yet

patent swift
#

i was working on jumping animation for the gaps in the normal facility

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so they look more playerlike

lapis cloud
#

yeah

patent swift
#

basically yeah, too much to do, what to pick 😉

lapis cloud
#

i feel like random jumping when they have an interaction with a player would be nice

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and jumping when doing gap or height changes

marble pasture
lapis cloud
#

whats your current like

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intended plan

patent swift
#

theory, great, reality..

masked goes "brr i can jump 50 times a second when i see a player and never stop" 😄

lapis cloud
#

would love to see the length of your todo list XD

marble pasture
#

Or performance

marble pasture
patent swift
#

my intended plan is to put dinner in the oven, i should probably do that 😉

but i have no plan, fix things that are broken,add weapons, improve stealthy

lapis cloud
#

"you can jump now, its good when you see a player"
"understood, jump to the moon when i see the pixel, weeeeeeeee"

patent swift
#

i dont actually have the code for my in progress stuff at the moment, need to recover it from my old pc stashes

lapis cloud
#

Ah fairs

patent swift
#

but uh yeah, once i do, people can take those branches i guess and work on them

lapis cloud
#

Would you be down to ever like, code in a vc and stream it? I’d love to watch

patent swift
#

im a showoff (i mean, i like being watched doing things i enjoy doing), but coding with an audience im not sure is my style xD

#

i do too many silly things to let people witness that.

lapis cloud
#

Aww, what if it’s just one or two ppl

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I quarentee I know less than you and seeing the small dumb things is the best most human part

marble pasture
patent swift
#

its just not me, you know how like musicians go through moments of inspiration...? ill go for weeks not thinking about code, then one random evening, write a new feature on the spur of the moment.

#

im very ad-hoc in my timing

marble pasture
#

Btw

#

Will you ever make masks able to grab maneaters and carry them outside

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:)

patent swift
#

i thought of making it so the masked picks up a maneater it sees, and then drops it when they find a player.. and forces the maneater to become an adult right then.. like its the masked's pet

lapis cloud
#

Lmao

#

I don’t think insta grow it

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But a man eater delivering is fucking class

#

Holy

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The aggressive one

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Carries it over

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And bashes it with a shovel

marble pasture
#

What if you hit a mask while it's holding a maneater the maneater will run away from the player and start crying

lapis cloud
#

That’s fucking vile Omg

patent swift
#

i mean, if a masked picks up the maneater.. a player CANT look after it

marble pasture
patent swift
#

so it probably would naturally grow anyway

lapis cloud
#

Maybe

#

But that’ll be unfair

patent swift
#

i would just be preventing it from growing up, until the masked finds a player

lapis cloud
#

It can’t grow unless it’s found a player

patent swift
#

maneaters dont purposefully follow players afaik

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they just attack players they find

marble pasture
lapis cloud
#

What

#

That’s

marble pasture
#

Because it can cry before it sees a player

lapis cloud
#

Completly wrong

patent swift
#

masked do sometimes purposefully go looking for players

marble pasture
#

U sure?

lapis cloud
#

It can’t self cry in phase 1

patent swift
#

maneater can cry and become adult even when a player hasnt been seen

lapis cloud
#

What how

patent swift
#

either way... whether its same or different, i just thought its something a masked COULD do.

marble pasture
lapis cloud
#

I swear they don’t sit and rock unless activated by seeing a player

lapis cloud
marble pasture
#

Hm

#

I thought they could

patent swift
#

i found a maneater that afaik, no one interacted with

lapis cloud
#

I think a masked carrying a maneater is awesome

patent swift
#

but it was already an adult

lapis cloud
#

Did you have fair Ai turned on

marble pasture
#

Also I've seen a maneater crying without anyone seeing it before (I was solo)

lapis cloud
#

Or a spike trap

#

The only way is a spike trap

lapis cloud
patent swift
#

when we get back into the ship, we tell each other how we died, what happened

#

so we get a shared experience of what everyone went through

lapis cloud
#

Hmm

marble pasture
#

It also can cry if it sees a dead body for to long

lapis cloud
#

Oh maybe

#

Doesn’t that feature only activate in phase 2 though

patent swift
#

yeah i dont know how maneater works 100%

marble pasture
#

I just know I've seen a crying baby before without ever seeing one

marble pasture
patent swift
#

but going back to "helping" if you wanted to download the git and work on a feature for a masked picking up a maneater and doing something with it, feel free. i have nothing set in stone for it, but its an interesting idea.

marble pasture
#

And ik they can grow to become adults if they cry without seeing anyone (though I think it's slower)

patent swift
lapis cloud
#

maybe?

marble pasture
#

PLUS ive seen multiple rebalance mods have an option to make man eaters not able to become adults before seeing someone

#

(doesn't confirm anything but it's smth to note)

lapis cloud
#

hmm

#

mayhaps then

#

ill need to go re research it then

marble pasture
#

Btw im still almost certain maneaters can activate landmines

#

At least they used to

#

Gotta love how large axles r so dangerous

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I think having a mask holding a maneater drop it (making it cry and run away) when it sees a player would be cool

marble pasture
native carbon
#

Maneaters will always cry after taking damage, regardless of whether they've seen a player

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If you get really unlucky, it could be hit by a spike trap and start crying before you even enter the interior

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It would be funny if an insane masked grabbed the maneater, shook it a bunch, and sent it running away in tears

patent swift
marble pasture
#

what mirage settings should i disable?

lapis cloud
marble pasture
#

so none

lapis cloud
#

yeah, it does it for you

#

you would just set chance to spawn to 0

marble pasture
#

i used mirage and thought 5% chance was low

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until i got rushed by a very pissed off mask at 4pm

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(day 1)

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i lowered it to 3% now

patent swift
#

no no, they are saying chance to spawn items, but barch resolved the conflict already

lapis cloud
patent swift
lapis cloud
#

ohhh, 🤣

#

i thought ym screenshot would clarify

marble pasture
#

Oh

#

I thought that's what it meant

marble pasture
lapis cloud
marble pasture
#

Honestly I didn't even see that config option

#

...

lapis cloud
#

Huh

#

It’s in mirage items

#

Wtf are you looking at or trying to do

marble pasture
#

I was looking at

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The spawn chance for masks

#

Duh

lapis cloud
marble pasture
#

Huh

#

I never sayd

#

Said

#

That's what I was talking about after...

marble pasture
#

I feel like im always getting the aggressive ai for some reason

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i havent seen masks besides ones that absolutly rush me

#

litteraly had 2 at the same time chasing me

native carbon
#

You're not the only one. I have aggressive masked disabled and most of the masked I see still rush me nonstop after a couple of seconds

marble pasture
#

No but like they RUSH ME before I even notice they exist

#

Had 2 masks run at me from 3 rooms away (I died cuz I didn't get my shovel prepared in time)

marble pasture
#

Im just gonna turn off aggressive

#

They are way to aggressive

patent swift
#

well.. they used to ignore people, but people complained that masked ignored them. so i changed how things work, now they are too aggressive.. its a hard balance.

#

its not "aggressive", its just the way the mod works now.

#

all aggressive does is allow them to use weapons (not working rn), so turning aggressive off, wont change much, i just need to change things when i get back to working on things, my time to work on this just isnt there atm.

#

but i think enabling weapons will come before yet again changing how masked generally interact with players.. and think the stealthy changes will come before that too.

marble pasture
#

Uh maybe