#Problematic Pilotry & Scaled Fall Damage
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would especially appreciate if someone could test this in multiplayer because I can see a way this might result in desyncs :) I sincerely hope not though
i'll test it in multiplayer soon
how could it possibly desync though
different ship positions for everyone?
it's definitely not synced :(
put out 1.3.2 which hopefully fixes this issue
and maybe also this one
would once again appreciate testing
Oh yea, I had an issue with the ship's landing spot sometimes. On artifice, it landed halfway in the fence(blocking off half the ship) and on top of the facility(impossible to play) and on titan it was on the middle of the steps on the left, having the steps block our way out the ship
interesting
will look into stuff like that once the basic functionality works again
might add an option to just outright delete colliding objects lol
can't see that going wrong
oh surely not
it was actually so surreal lol, like my friend would get off the ship and just vanish from thin air
or walk towards seemingly nothing just to suddenly teleport onto the ship
Hey I just thought about a feature for Problematic Pilotry it could be simple, more chances of "problematic" landing when the weather is present
None weather would get very low chances of problematic landing, Rainy would get slighty higher chance, foggy would get even increased, stormy, eclipsed
I know the config file already has a probability setting but, I just wanted to share a thought I had
that's not a bad idea really
I've seen it myself before it behaves very weirdly
if you wanted to add compat with custom weathers you could also implement a soft dependency with weather registry to read modded weathers or smth, right?
interesting placement for cosmocos
We are getting huge desync when it comes to the ship placement
some people's ship will be like across the map and others will be in the normal spot
I said earlier that the navmesh ends up in the correct spot if widership or 2story ship is installed. After some testing, however, I've discovered that those mods no longer fix it in Problematic Pilotry versions 1.3 and higher. In fact, attempting to land with Problematic and Widership installed together throws an exception and prevents landing unless I also have 2story
I wonder if the crash is happening because of the partially-implemented navmesh adjustment in this mod. I saw a couple of log messages about the navmesh being moved
Here's the log, but it probably won't help much because Wider Ship is the one throwing the exception
thing is that I can’t test for this
I use networking to communicate the new position to all clients and when there’s a difference in load time between computers it makes things really funky
might redo the whole mod from scratch tbh code is kind of a mess with all the half-assed fixes now
I have cosmocos on blacklist in my own pack; it doesn’t work for whatever reason
I’ll probably deprecate the mod later until I have it redone
if you all have suggestions now’s probably a good time so I don’t have to refactor later
in your new update gordion has sync issues now @amber ferry
so for other players the ship lands somewhere else
for other moons it seems fine though
even though gordion is on the blacklist for me and my mate
It's on all moons I think, not just a Gordon issue
yeah probably even the desyncs are inconsistent as they depend on the difference in computer speed lol
Great mod ❤️
it is broken but thanks
okay so
MAYBE
this update fixes it
on god can someone please confirm whether this unfucks everything or not
like, this worked fine just now in my testing, but LAN testing for networking is also notoriously unreliable in my experience
3.1.2?
ah ok, Ill wait til it does it
Is this to fix the fact that sometimes the ship does random land for some clients and not others
the thing I mentioned earlier
all of the reported issues
desyncs, detached ship parts, gordion issues, navmesh
well, navmesh problems with wider ship/two story ship
I just don't know if the fix works outside of my test environment
@amber ferry do you know the lethalmin mod? Do you think problematic pilotry could be made compatible? As the minions go to the ladder of the ship every time this seems to be the ancor point. Ofc the ship has a different rotation everytime but im confident that you could make it work somehow. Otherwise as of now the minions just get stuck below the ship everytime so they and the scrap are lost
this probably has to do with the navmesh
i tested it on vanilla moons
entities sometimes phase through the ship
had a dog biting through the floor
that is a known bug; yes
it has to do with the missing navmesh that proves very difficult to regenerate for some reason
you can use wider ship or two-story ship to address the issue temporarily (assuming I fixed issues with those last patch)
what I'm most interested in is whether this patch fixes position synchronisation issues between players (i.e. the ship landing in two different positions in multiplayer)
yeah it was fixed
played with 4 others
no problems whatsoever
only like the ship landing on a very hard to reach spot, not even like remotely flat
ontop of a hill and making us unable to carry 2 handed loot to the ship
good to hear though
I'll be reworking the algorithm in the future but it won't ever be perfect since I don't hand-place the spots
future versions will include a depth check that influences landing spots to some degree though
This mod is probably up there as one of the only features I'd love to be implemented into the official game. It doesn't feel like it strays from Zeekerss's game design, it adds more variability and unpredictability, and can completely change how you play moons sometimes
Hell, I've had it where you land outside the fencing on the left side of artifice, it was super easy to get in by jumping from the railing over the fence, but the way back was hellish, it made it feel like a completely different moon
yeah it would be cool to have even just a few hand-picked spots for each planet where the ship could land
in my experience even in my own friend group my mod's super hit-or-miss though lol
you either hate this or love it it seems
ahhh rip
id love a way for handpicked spots, but i dont even want to imagine how problematic that could be to implement
it's probably very doable but the question is how you'd specify the positions - I'm not about to program an in-game editor to move and save ship locations
without this, mod pack makers would have to know coordinates
it's just out of the scope of what I want to do mostly
Problematic Pilotry & Scaled Fall Damage
Decided to include my smaller mod (ScaledFallDamage) in this thread for better access. I've also updated that mod to indicate v69 compatibility (no code changes).
going forward, if there are any questions, suggestions or problems regarding that one, share them here
only time it's annoying is when the ship is impossible to reach thru normal means
just noticed when lifting off the ship sometimes phases through the facility and as a result of this players glitch out the ship and fell to their death
i think this is only a problem on experimentation though
How is yours scalled fall damage compared to this mod https://thunderstore.io/c/lethal-company/p/thej01/LethalWeight/
I had a section about this on the original mod's page
that mod was actually the one that made me implement my own solution
- it's 11 months old
- it isn't configurable
- it hooks into update which runs every frame
scaled fall damage has also been tested pretty extensively with various mods back in the original thread and received a few updates to allow for good compat
yeah. it can happen occasionally but should be a rare occurence
if it happens a lot something is wrong
most of the time it happens, could be because i halved that one value
cant remember the name
let me try a few landings and see
so theres a lower chance of it going to a goofy place
which means it has a higher chance of it standing to close to the facility
oh yeah
And is this other mod by him have features that are already in your mod https://thunderstore.io/c/lethal-company/p/thej01/DynamicFallDamage/
this does something else. my mod doesn't create a smooth fall damage curve - it only scales the vanilla system to deal more damage sooner when carrying things
it also doesn't allow for configuration, and he suggests pairing it with the mod that runs every update
which planet?
experimentation
didn't happen once for me during 10 landings on experimentation
can't reproduce this either
does it happen every time? do you have any mods that modify the dropship?
no it just happened right now and i have mod that fasten the dropship
bruh
happened to me 3 times in a row
let me try
nope
this one?
es
yes
also i use MapImprovements
I see; will test with both
ill try
couldve been really bad luck aswell
unlikely... it should really only happen maybe once every 20-50 runs if at all
yep
there's also a faster dropship upgrade in LGU if you wanna check that one
objects that have holes in them can dodge the path raycasts lol
might see about using a volume cast instead
... I could add this as a configurable feature to my own mod
since it already has dropship timer modifications
awesom-o
so I tried all 3 mapimprovements variants of experimentation and faster dropship
cannot reproduce
if you have a weird bug with other mods, that's probably incompatibilities. I'd be very grateful to anyone able to pinpoint the exact mod mine isn't compatible with
i.e. go through all mods
most efficient algorithm would be to disable half of all mods, see if bug present, then either disable half of that or reenable half of the remaining mods and keep going until down to one mod
lot of work
I suspect that either a) the dropship may have been moved within its container (by some mod) and so the relative offset is changed - if the map creator doesn't mark it as static, I might be able to address this by simply changing the relative position (for custom maps, some of which exhibit this problem)
or b) for some inexplicable reason the dropship hit a collider in the sky that also has navmesh
that would be out of my control I think
did you turn off path verification by any chance? it's there to check if the ship can be reached
nope, its on
weird
okay lets say its randomly a bug on my modpack, if it keeps happening ill report it here
great
scaled fall damage my goat :]
no rush.
Hope you saw the announcements about the anniversary and the update :]
I see you have a big update coming soon!
welp, it is still happening but only on experimentation with mapimprovements on(where the hill goes up to the railway)
hm... are you able to pinpoint it to one specific variant (a, b, c) or is it all of them?
I figure that the creator of mapimprovements added some collider that isn't in the original experimentation
this is likely something they'd need to address
in any case this explains why I wasn't able to reproduce it - I only tested once for each variant
you could try setting dropshipRandomDistance to a much lower number such as 5
this might either break my mod or help with your problem :)
uhhhh no one's mentioned this yet but does my mod break cruiser deliveries??
because it does for me rn while I'm testing another feature
Are you testing with Imperium enabled?
this is a problem with imperium, quite an old one
welp alright
so this works now
will be in the next update probably
WAHOOO
should be compatible with other mods too if you prefer to use those
it'll come disabled by default
We landed on the adamance bridge and it collapsed instantly and now we are stuck here
cuz we cant reach the ship
Yeah, that happens occasionally
It's because there are AI nodes on the bridge
And the ship chose one of those to land at
so the plan is to fix the navmesh issues (it really can’t be so hard 😭) and release that together with the faster dropship feature for 1.4 and then rework the algorithm for 1.5
after that it’s new features
the dropship mimic fever dream is still alive and so is the idea to have masked crews land in their own ships
I think it’d be hilarious to get lost and then finally find a ship and thinking you’ve made it only to find that isn’t yours
also per-planet chances and weather-based modifiers
text-based info for bad landings has been suggested before and chatgpt gave me this idea for silly pilot commentary
so this might be an optional feature
thoughts?
It’s canon that the ship runs off ChatGPT
Not sure about chatgpt but it def ai powered according to manual and speaker at the begining
Dude, better idea, other crews sometimes landing to try and take scrap from inside and basically just acting as a rival crew
And hell, you could even steal some scrap from them
I’ll just connect two separate lobbies
I have always wanted that
least insane mod suggestion
I've always wanted to occasionally run into other crews
The ai crew could have moods, like sometimes they would be aggressive, sometimes they would be friendly, and sometimes neutral
The idea of needing someone to stay at the ship to make sure the other crew doesn't try and steal your shit is so funny
And imagine trying to perform a heist on their ship
the bridge has a script, so maybe you could check if the AI node is within a certain range of that scripted object?
future algorithm will have weightings for distance to main entrance and drop distance
that might already be enough
oo coolio
@uncut blaze if I can't figure it out next time I look at my code would you walk me through how you do the navmesh
because I basically copied your approach and it still doesn't seem to work
I must be making a silly mistake somewhere
thanks. I'd like to get the current state of the mod functional before I focus on feature updates
it isn't tagged and it's navmeshmodifier rather than navmeshsurface. I copied this from a vanilla planet. should I be tagging it as outsidelevelnavmesh or be using a navmeshsurface component?
looks to be identical
yeah
alright so the asset gets placed correctly (I can see it in imperium's free cam mode) and I run this code upon landing
it runs long after everything related to placing the navmesh colliders has been done
but there's still no navmesh on the ship
I'm honestly not sure what I'm missing
most likely won't help, but have you tried moving the navmesh rebuild to [HarmonyPostfix, HarmonyPatch(typeof(RoundManager), "FinishGeneratingLevel")]?
also you should check where your gameobject is located on scene with UnityExplorer
i mean "file structure", not coordinates
does it need to be parented to a specific thing
to the same thing where original navmesh was
let me just try that
aka to this

okay so check this out lol
I suppose modifying the hierarchy while moving stuff isn't a good idea
yeah
not sure why do you want to move each object when you can just delete old ship navmesh and replace it with your
if you looking at my code, then its because some custom moons have some weird shit with detecting where is player
what do you mean?
referring to this
https://github.com/xntkrnl/WiderShipMod/blob/master/WiderShipMod/Methods/Navmesh.cs#L56-L62
Makes the ship 'a little' wider for you and your stuff. - xntkrnl/WiderShipMod
oh right
I think just deleting it messes with your mod possibly?
i think so
I'm not sure but apparently I released an update at some point that broke your mod fixing my mod
so I undid all the navmesh changes temporarily
Actually, if it is convenient for you, you can wait until I write an API for custom ships. You can take the game object from there (most likely I will make an event in which I will pass the navmesh game object) and you can move it in your mod
api will rebuild navmesh after event
that's cool
but like
I now move and parent my custom colliders
delete the old ones
and the navmesh rebuilds but it still remains in the original place?
there's nothing there anymore so what's going on
are you sure that this patch actually runs?
and imperium can be stupid sometimes
you can spawn dog and just run around ship and inside/outside
usualy when you doing something at runtime
like spawning hazards and some other things before map loads
so ig it is working now for you?
yeah I'm testing
seems to work
the problem appears to have been the lack of parenting
lines you can say during unity programming and in court
you prob need to do blacklist for moons btw
haha
I have a blacklist feature
nothing in it by default though other than gordion
and that one doesn't even do anything
or do you mean for navmesh specifically?
like do not rebuild navmesh on some moons
the only reason this exist is because some moons will not be on good terms with you
I mean the whole reason I'm placing my own stuff is because some mod authors mark things as static
I'll see how it works with custom moons
yeah, same reason for me
but if moon in blacklist, it will only place
if whitelist - place and rebuild navmesh
what does that do?
do the moons rebuild their own navmesh or what
like usc vortex
oh god i cant imagine how horrible it will be on usc vortex 
btw is it enough to run the navmesh calculation on the host because entities are synced
you have an option for this right
huh
ok I think I'll be lowering the maximum distance the spot can be picked from AI nodes DRASTICALLY and I advise you to do the same in your config
new default will be 10 rather than 50
should solve a lot of the really weird spots
I put out 1.3.4; let me know how it works for you
let's see how many things I broke this time
great now entities are desynced
woah I really hope this is an imperium issue or something because things are a complete mess
oh neat desynced positions are back
how do you sync your ship btw?
entity desync is probably because the ships are desynced again :)
I'm getting errors on the clients so that's the reason
the way I sync them is by using network variables
complex
why not just call ServerRpc on the host to transmit the position and rotation?
doubt it
it was the error clients were getting
I don't know what you mean by this exactly but I'm probably doing something similar in effect
clients are set to listen for changes in a network variable which contains position and rotation
yeah
the server sets the variable, the change is detected and then the position is adjusted
whats the new update about?
bugfixes
ah cool
So in the future will there be a fix for the bad spots rather than lowering down the distance? (I liked landing in the middle of admance or vow)
Sorry im just popping in, what is a example of 50 to 10?
is it the imperium mod units?
I think 50 to 10 meaning
Distance between ai nodes like
50 radius would have a lot more ai nodes to choose where to land
10 radius would have limited ai nodes to choose where to land but it would somewhat be a different spot. But not completely different like with the 50 radius. (Which I mean is fair cause you could sometimes land in the most crazy spots with 50 radius. Like floating above one single ai node on top of a giant hill on offense)
Not sure about imperium stuff for mod units though.
hmmm i wonder how it works on maps with less ai nodes then
no
it's the distance in game units/meters from each ai node
before it was up to 50 meters from whatever ai node was picked but this is excessive
it'd end you up on mountains or such occasionally
lowering the distance means the ship will land somewhere within the playable area
there's not much point landing outside of it anyway because nothing will spawn there
it is up to map makers to distribute ai nodes evenly of course so there's a broad area covered
but if this isn't the case the map isn't well done anyway
ooooooh okay
sorry help me understand it a bit more,
i assume it makes a map/chain of all the nodes within 10m of each other?
it has nothing to do with picking the ai nodes
it's about the maximum distance from a node a spot can be picked
there's an explanation of the algorithm on the page too
lol sorry ill go there hahaha
i was hoping i nailed it the first time with my guess
ahhhh okay good thats nice
I tested 1.3.5 with my group yesterday and things seem to work mostly fine :)
this'll probably be the final update of 1.3 for now unless severe issues pop up
I'll focus on new features
awesome
heheh hell yeah man!!! great work on the updates, I can't wait to try it <33
I think that great feature would be setting which allowed to get dropship not too far from random located ship. I really like this mod but sometimes dropship is landing too far from ship and it's annyoing. If it's possibile to do now then I don't fully understand dropship part of config
Agreed, I like the idea of that
With wider+2story and this mod, the new navmesh gets placed correctly but does not include the extended portions from WiderShip. If I disable this mod's navmesh regen, the ship navmesh does not appear in the correct location but has the WiderShip extended portions in the normal landing spot
First image is what the navmesh looks like when this mod regenerates it. The second floor has a navmesh, just not the extended portions of the first floor. Second image is a dog running through one of the walls on the first floor
I'm aware and this should be harmless; thanks for the report
config sync doesn't work in either of my mods atm and I still need to fix it eventually
this I'll look into
Thanks. If you need me to, I can provide additional info and do further testing
I'm having some issues regarding the dropship distance, I had "MaximumIterations = 100" and "Random distance = 3" yet, the dropship landed most of the time far on the bigger maps
I now have the dropship config set to "MaximumIterations = 30" and "Random distance = 1" and it's still happening, I had another dropship spawning far away, anyone can confirm this also happening on version 1.3.5 ?
Trying to lower down further or highering up the MaximumIterations did not change at all, problematic landings are always far away, maybe it's coming from the moon itself then
I'm having this issue on modded maps and on vanilla moons aswell, reproduced in Vow, Adamance, Offense and Assurance, Random distance = 1 and MaximumIterations = 250 the dropship can still land at the other sides of the map
Distance shouldnt be related to how far it is if i am reading the implementation on the mod page right
It randomly selects an ai node, makes sure the path back to the original ship position is reachable
and random distance is how far away it is from that ai node
Though it would be cool to include a max distance value from a entrance and ship location to help soften the blow on the larger maps
Voxx's Arcadia Moon ( i havent tested myself), but is a large map with quite a few ai nodes all around so it can be quite a journey to any entrance with this mod
personally i would just add it to the list of moons it wont activate on, though i think vanilla maps are small enough its not a problem imo but to each their own
Well it works very well for the Ship category, it seems to me that the Random distance config setting for dropship is just not being registered/working
Cause when I adjust it for the ship, it works the "right way" higher Random distance means the more fucked up and far away from initial ship position and lower Random distance makes just the ship rotate or move from a few meters away
Just doesn't seem to do it that way with dropships to me
It doesn't feel like a problem for me neither on some vanilla small maps, it's just that it doesn't work the way it should for me at least
ah sorry i just woke up and my reading comprehension is apparently crap right now, didnt clue in you said dropship lol
randomdistance does not limit the distance the ship actually lands from its vanilla position in absolute terms
it’s only the distance from AI nodes and setting this to 1 will drastically lower the number of possible locations or even make the algorithm fail to find a spot at all
the reason you’re noticing a discrepancy between the lander and the dropship is because it’s much easier to squeeze the dropship in a tight spot somewhere even with low settings like that
Alright, got it, it's too bad I could not use it to have only slight dropship offsets in my case but I get it, thanks for the explanation
The mod is absolutely rocking and I love it still
Yeah so is there a way to limit distance??
From what I understand from replies, there isn't, that's what I was expecting too sadly (I might be mistaken though)
there was in previous versions but with an inferior algorithm
I could technically add a setting to limit max distance to the vanilla spot but it may do more harm than good
future versions will have adjustable weighting for average distance from the entrance which is somewhat akin to that setting
but that option only really makes sense once I’ve redone the algorithm in the first place
Is there any known moons that this mod does not work on?
It doesn't do well on moons with a lot of trees. They tend to clip through the ship and can block you inside if you're unlucky
Yeah like Vow is really annoying
Maybe it would be a smart idea if the ship could destoy trees it hits whilst landing, the same way the cruiser does
in fact the cruiser still does this anyways when attached to the ship-
Would be a pretty easy fix to add as well that’s a good idea
Synthesis bugs I think
Derelict isn’t ideal cause of its moon gimmick and very weird geometry
Fortress isn’t ideal either, sometimes lands you right into turret view
Kast is near unplayable but if you’re very VERY lucky sometimes you’re fine
Maritopia is about the same as kast
Most space station moons aren’t ideal either and you end up getting stuck
Solarius too
That’s all the moons off the top of my head iv had issues with
But I kinda just blacklist them from this mods config
Cause those moons don’t make sense with random landing anyways
Considering they have like, ship docks and stuff
In a similar vain to how having random land locations at the company wouldn’t make much sense either
Hence why it’s disabled there by default
I think it does this because of it has a different landing animation to most moons that curves around
Doesn’t bother me disabling it there, since it has a lot of trees and inaccessible areas I feel even if it did work you would possibly get soft locked anyways
how so?
ah I didn't read, yeah it has a custom landing animation
I’ll still look into objects that block ship access yeah
a custom animation shouldn’t technically cause any problems though since all I do is change the base position
I mean yeah okay it’ll probably fly through objects and stuff
Well I mean, from my testing, trying to land on synthesis with this mod in my modpack softlocks the game
I just assumed it was something to do with how the landing animation is handled
But I haven’t actually confirmed that
I just disabled it and called it a day
It might be something else synthesis has that conflicts with this mod
I think the rewrite for this mod could have a cool compatibility with Lethal Elements, specifically increasing the chance of random ship/dropship locations occurring in Solar Flare weathers
#1268919667347427390 message
Good idea
Is this mod alive again?
moderately
weather registry compat is on the list already
there’ll be per-weather multipliers
so I had this idea for an april's fools mod that adds a bunch of really stupid mechanics
so far the ideas I have are
- opening the doors at any point while in orbit immediately ejects everyone and ends the run
- make the vent inside the landing ship available for enemy spawns
anyone have any other ideas?
Maybe every Flashlight use have a chance to break it
i have been waiting
for someone to do that second one
ever since modding became a thing
if you do this you better add it as a config post april fools that can be enabled
i beg
The vent idea is fantastic!
I don’t know if you could do this but you should add a custom enemy that only spawns in the vents and you can see its eyes or something.
Ship vent
That's a bit similar to Diversity's watcher
Ship lands inside the facility and flies to its default spot at 5pm 
Chance to switch the indoor and outdoor enemy pool
Quicksand during rainy weather absorbs you almost instantly
Random lightning strikes happen 3x more frequently
Eclipses spawn all enemies instantly
Spore lizards eat the player's head (if they bite you) like the kidnapper fox
Jetpacks propel you forward instead of up
Extension ladders fall TOWARD you instead of away
some of these are hilarious
and so I’m probably not going to add a new enemy or land the ship in the facility (even though that’d be pretty funny) because it’ll be a small standalone mod
it’ll absolutely have a config where you can switch features individually
make forest giants the size of the player
Old birds the size of toy robots
TZP gives you super speed and instantly makes you high as shit
Swap flashbang and stun grenade explosion times (flashbangs take around 3 seconds and stun grenades are instant)
also, hear me out.... revert v49 thumper behavior
I like the skooma TZP
Imagine being on terminal duty and a bracken climbs out and kills you
Shrink spiders
Make them like
Real spider size
Exactly. Peak gameplay
Is it possibile in Problematic Pilotry to set dropship always be close to the ship? I don't see this option anywhere
so there seems to be a problem with regenerating the navmesh on some planets (try infernis) in how long it takes
it's fine on vanilla planets and most custom planets but especially some of wesley's moons seem to have this problem that regenerating the navmesh at the beginning even on powerful computers takes over a minute
@uncut blaze does your mod have the same problem on infernis?
i dont think so?
I don't think unity has any way to rebuild the navmesh only partially and I don't think there's a way to stop the navmesh rebuild once it's started
not sure
I mean the game just freezes entirely
either I'm doing something wrong (but I'm just calling unity's navmesh rebuild function on the outside level navmesh iirc) or this will be a difficult to solve problem
might have to add a navmesh rebuild blacklist or maybe rebuild it only on the host if that doesn't cause problems (atm it happens on all clients)
doubt I'll get moon authors to make their level geometry less excessive
cant check because im not at home right now
I'm not sure which mod it is but I think I may have accidentally found an incompatibility with your mod too
there's... two ship meshes inside of each other
wider ship freezes the game for ~20 seconds for me on infernis too while rebuilding the navmesh but this is less than my mod
possibly because you don't rebuild client navmeshes as far as I can tell
read wider ship changelog
ah it's ship windows?
yeah, compat only for beta or for 2.x.x
it is only needed so that the host does not have to wait for clients
only the host cares about the navmesh
I'll disable client navmesh in my mod as well then
now I can't really reproduce the game freeze on navmesh rebuild, but also
might be other stuff in my modpack causing this
it isn't problematicpilotry as I've disabled that
maybe you still have an old blacklist config for wider ship
okay so in my 136 mod pack,
- enabling navmesh rebuilding causes about ~30 seconds of game freeze on my computer; will be more on slower machines
- enabling client navmesh rebuild removes the freeze, but causes navmesh rebuilding to fail entirely
infernis is whitelisted
it may be an interaction with some other mod but this appears to be at least qualitatively the same problem that my mod causes
it does not cause major issues on most vanilla and custom planets
I may be stupid
should be && not ||
classic
so the reason it takes so long for me I believe is because I
- rebuild the navmesh on the host
- rebuild the navmesh on all clients (including the host, again)
but our mods appear to both cause this problem fundamentally
I am very unsure how to address it
I'll test it in an otherwise empty modpack later
yeah as I said most planets work absolutely fine
if it will be fast then something on infernis is a problem
feel like this may be on wesley and others for complex moon geometry
still worth putting a warning about on my mod page ig
maybe auto blacklist if takes over 10s or so
which'll mean no regenerated navmesh on those planets unfortunately
it literally added an extra one and a half minutes to infernis yesterday
our host has a relatively fast computer too
try to remove rebuilding for clients first then
I'll disable it but the client navmesh rebuild further caused some players to load in much later and added a delay to voice chat for them after
so they'd hear and speak with half a minute of delay
super weird stuff
In my experience, they'll "catch up" regarding voice delays
would it be possible for the ship landing to destroy incoming trees the same way the cruiser does?
yes
good idea
30
30
oops
I presume this happened after you turned on faster dropship landing
ohh wait it might always play actually
p sure it always plays yeah
I don't usually have info logs on, but I wanted it on to turn off certain cosmetics
it's no biggie tho, if I turn off info logs on the bepinex config it's all gucci
is anyone by any chance experiencing facility desyncs with my mod?
having problems with this in my pack and at a loss what causes this
hmm I've been playing solo so I can't say for sure
@uncut blaze @karmic gazelle @steady torrent or anyone else wanting to maybe cooperate on this april’s fools mod?
got some exams coming up but wanted to start work sometime this week
oh sure that would be pretty cool
Sure! In what way would you like me to help out?
I'm not code savvy at all if that's what you're thinking hhahah
oh that’s fine I just tagged whomever I had assumed as any kind of modder
what do you do?
I can do most coding but I’m open to the idea of having multiple programmers as well. We’d probably need people to come up with some ideas and conceptually design them and I think the most difficult part will be figuring out how to do so many different small things
I should be able to enable the ship’s vent for monster spawning somehow probably but someone suggested making spiders really small and I honestly don’t have any experience with stuff like that
idk if stuff like that would involve swapping their prefab or catching their spawn events and rescaling or what
mostly just assets, I can't model but I can texture and do sound effects, I'm usually the one in charge of concepting, balancing and fine tuning
okay you’re promoted to project manager
hmm you could maybe ask in #1241004917746044988 and maybe reference their code?
LMAO alright
honestly first step is just getting some people together
that’s half the work in my experience
I'll write up a doc in my free time with the features then, that should help communicate them better to the programmers
can make a small project doc and yeah
refer to the suggestions after my initial message

I assume the ship vent would only spawn inaide enemies? or do you want a forest keeper to spawn from it too LOL
I mean if we make them player-sized as per your suggestion…
but yeah inside enemies like normal vents
my idea would just be to try and add it to the vent list and call it a day
sorry, i pass, i'm pretty busy lately
in regards to ideas, our group had a hilarious moment where we got outside the ship whilst in orbit and hit the magnet lock which caused the cruiser to just fall off into the void, it was great
might be able to use that, maybe something like switching the functions around of the light switch and the magnet?
oh my god that would be great
there's mods that let you open the door in orbit and go outside
Doorbelle is one of them, iirc?
in this case they're using celestial tint, which does all of that + adds different visuals for the moon you're orbiting while in space
must be a config setting? because we use celestial tint and very much cannot open the door in orbit
ah maybe it is, we just clipped ourselves outside using the furniture and we wouldn't be teleported back in as long as we didn't stray too far
I see
oh fr? huh
i haven't used tint in a long time I might just be flat out wrong LOL
@steady torrent @karmic gazelle mind if I add you to a group chat for the project? better than spamming this
sure go ahead
hell yeah sure!
Hey, I'd like to report some issues on custom moons with this mod. Namely on Atlas Abyss, the outdoor AI pathfinding becomes problematic.
what other ones? Im not the dev but im curious lol
do you mean with enemy pathing onto the ship?
or the ship blocking enemy paths?
or does it break the pathfinding entirely?
It breaks pathfinding in major ways: #1193657447290769489 message
I have not tested with only Atlas Abyss and ProblematicPilotry, but most of my AI-related mods are stuff like StarlancerAIFix
so turning off navmesh regeneration in the config will likely fix it
but it also means enemies won't be able to path onto the ship
what I do is regenerate the navmesh after landing
usually that works fine but it may be that simply regenerating the navmesh on atlas abyss breaks it due to how the author set up the moon
best I can probably do is add a navmesh blacklist, but this is probably specific to that moon's setup
I see. So this would be better fixed on their end?
I think so since it's a problem specific to that moon
I've also encounter similar issues with Affliction, would that be the same case?
other moons seem to be fine
what I'd like to know is how atlas abyss or that planet do navmesh
I just call a unity method that recalculates the navmesh surface
a specific navmesh surface, that is, which is shared by all vanilla and most modded moons
I would assume that they somehow have theirs set up in a custom way but I don't know
Well masked enemies are already busted when pathfinding to ship
They work fine until they actually get to ship, where they have to loop around once or twice before entering
this is all I do
if this breaks the navmesh on that moon, then doing the same in unity should break it, too
yeah that may have more to do with the ramps I added to replace offmesh links
though they should normally be able to just walk up around where the ladder is
no i mean without your mod entirely, atlas abyss is like that
I see
next update will have more customisation for stuff like this but it's still a ways off
since I'm shipping the new position algorithm with it
Does this mod work with v69?
yerp
And it isn't super buggy and stuff?
nope
...
why is one of the dependencies for this mod
just a troll

i wish that i didnt have to spend an hour finding out which mod was causing tiny old birds
wdym?
that's not a dependency of this mod
false information
really?
you're probably on some shady side that just looks like thunderstore idk
I have never heard of this mod and I am at a complete loss as to why it links back to this discord channel
yeah idk what the deal with that mod is, its listed as a dependency for wesleys moons and a bunch of other mods for some reason
It's for April fools
no?
Yes
no one believe you on april 1
no it isn't
@amber ferry Can you remove physics api from scaledfalldamage and problematic pilotry?
https://thunderstore.io/c/lethal-company/p/PhysicsTeam/PhysicsAPI/
yes, once I reupload. it's non-functional now, in any case
shoulda said no 
should add physicsapi to every mod 
does anyone have a list of what Physics API does for each of the configs
april fools is just round the corner and i don't know what any of the stuff does
i love you pedro
i actually forgot what any of these mean LMAO
dude i see "green" and i either know everything or i know nothing
gre en mode
when does GREEN get applied
🟩
i have green on wheres the green
green mode
anyway since PhysicsAPI was deprecaded by TS due to (pretty much) an agreement to not allow purposefully misleading content on the platform past the funny time
we'll be reuploading it with a cleaner readme under an actually known team so that people don't think it's malware or smth LMAO
monty...
do you have this config on
of corse
oh then just keep plauing and you'll encounter th Green
april fool's is just around the corner
you don't need to, don't worry : )
Watch Its here.. and millions of other Lethal Company videos captured using Medal.
i need it..
lmao more coincidence than anything
the configs turn on/off the patches so in-game config editing unfortunately doesn't have an effect
comicalcompany reupload later today or tomorrow though with proper decriptions
sort of
(physicsapi)
oh awesome dude
how do i prevent something like this from happening again
like what config settings do i need to change
i don't think you can
Report the bug (What you just did)
@amber ferry plz fix asap! My ship keeps colloding with rocks and trees!
looks like a procedural rock; do you have a mod that increases their number?
the mod’s more or less expected to do this because decorations spawn with a delay which means they’re not taken into account by the algorithm at all. it should only happen once every maybe 30 games; if it happens more often another mod is probably interfering
running the algorithm later brings its own set of problems so the best way to address this is probably to destroy objects that collide with the ship, which is on the suggested feature list already
You could also disable map collisions for the players on the ship while its landing or leaving, it does not fix the visual aspect but in game-breaking situations it could help (like the video above)
It could be rebalanced moons
this happens with
TooManySuits when you change row, i dont know if you have to fix it or the creator of TooManySuits has to
(Other bug)
cant create lobby
how to reproduce: create a lobby, go to any moon and quit to the menu while in the moon, then create a lobby and nothing happens
temporary fix: restart the game or be careful not to quit while on a moon
error from logs:
oh wait, i tested it with all my modpack mods disabled and now it works... time to see wich mod bugs out with Problematic Pilotry
EDIT: I tested all the moon mods I have and it's not that
that is the mod that makes the issue
oh dang
there's an alternative for it here if you're interested #1358654652052279346
@proud zodiac
The only thing I don't like about that mod is that is like so compacted and maybe has too much, if Windblown Leaves cant easily fix it I will try the other
I don't think LCPpatchfix is supported anymore, I'd assume the proboem is more on its side than problematic pilotry
I will have double check if it really is that mod because the error message has no sense to be related to the LCPpatchfix mod although I tested it
yeah sometimes its just smth breaking something else
Is this only happening to me? ProblematicPilotry is the only mod i have enabled
thats strange, can't tell if thats a recent happening cuz I don't tend to switch around my furniture when landed
I’m washed..
Yeah ik i just went to check if it got updated from here
sorry haven’t been active/finding tine for lethal
will get around to it
adding onto this one
any chance this could be looked into?
ship is technically accessible but only with running start and cant do 2 handed items
uhh looks like the mod that changes it doesn’t parent it to the ship or whatever
I could probably apply a soft fix where I manually rotate it if I knew the name of that object
its never parented to the ship
costumes i mean
actually nvm i forgor probably
I think it's on their end, the orientation is always fixed on that mod, even when problematic pilotry is disabled, you can see while landing and constantly changing page the costumes move a bit place with the vanilla ship landing
yeah but it shouldnt be broken when landed
oh thatd be great
Oh, same happens with the self sorting storage!
Rotation is goofed
@amber ferry a fix is coming, right?
eventually
does scaledfalldamage work with https://thunderstore.io/c/lethal-company/p/thej01/DynamicFallDamage/ ?
i think the furniture objects get put in the normal position instead of wherever the ship landed
isn't this because of sciencebird tweaks making it so the clothes rack doesn't move during landing
like it's still a prob pilotry issue i guess but this doesn't happen in base probpilo i don't think
No
I tested without any of sciencebirds changes and it still occurred
As far as the cabinet being moved to the ship's original spot, I think that's from furniture lock not accounting for this mod
(Sorry for late reply, just got off a 5 hour ff14 session)
weird
demoman
it is
also this happens
#1250206047264702555 message
problematic pilotry changes the ships orientation and things glitch
this mod is so cool but i had to remove it from my modpack
Just disable the random landing ship position and keep the dropship
yeah... i have the mod for the random landing, not the dropship
every day I await windblown's mighty return
Regarding the conflict with my mod, I have looked at the provided error logs, and it seems the error is due to this portion of code in Problematic Piltory
string[] obj = new string[5]
{
"Moving ",
((Object)gameObject).name, // <-- here
" to ",
null,
null
};
My best educated guess is that where the lists of game objects is compiled, it is not filtering to the correct types in some manner or another, which is leading to one of the game objects created for the GUI of my mod being added into the list of 'objects to move'
I have done a quick once-over on the game objects I instantiate, and they all appear to be named, I'd have to load up the game with the unity tooling to view rendered game objects to see if it is something specific to my mod.
Actually, just seen the breakdown of steps
create lobby -> go to moon -> quit whilst on moon -> start new lobby -> error
This must be something odd with how LethalNetworkAPI is not cleaning up properly in some way.
The error logs clearly show that the bug exists when running MoveGameObject from within the DropshipLocationPatch.UpdateTransform
And it passes capsule as the GameObject to move, in this case the capsule has a reference to the previous GameObject, and not the new one (as the new one doesn't exist yet)
For the UpdateTransform to run, the Network event must have been triggered, which shouldn't have been possible as the round hadn't started yet.
heyyy, anything that could be done to prevent items dropping into walls if the dropship lanks awkwardly enough
just lost a flashlight like that, but it couldve been like a jetpack or a 500$ wheelbarrow lol
oh yeah, and this
I hope Problematic Pilotry returns one day, such a fantastic mod
Yeah, and because the hard things are already coded
@amber ferry

