#Problematic Pilotry & Scaled Fall Damage

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amber ferry
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alright I think I have it fixed

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I put out 1.3.1; tell me if it fixes the company issue for you

amber ferry
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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

untold spear
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i'll test it in multiplayer soon

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how could it possibly desync though

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different ship positions for everyone?

untold spear
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it's definitely not synced :(

amber ferry
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yeah nice

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I know what the problem is anyway

amber ferry
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put out 1.3.2 which hopefully fixes this issue

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and maybe also this one

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would once again appreciate testing

icy thistle
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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

amber ferry
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interesting

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will look into stuff like that once the basic functionality works again

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might add an option to just outright delete colliding objects lol

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can't see that going wrong

icy thistle
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oh surely not

untold spear
# amber ferry yeah nice

it was actually so surreal lol, like my friend would get off the ship and just vanish from thin air

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or walk towards seemingly nothing just to suddenly teleport onto the ship

coarse mango
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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

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I know the config file already has a probability setting but, I just wanted to share a thought I had

amber ferry
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that's not a bad idea really

amber ferry
steady torrent
odd pine
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interesting placement for cosmocos

icy thistle
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We are getting huge desync when it comes to the ship placement

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some people's ship will be like across the map and others will be in the normal spot

winter trench
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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

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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

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Here's the log, but it probably won't help much because Wider Ship is the one throwing the exception

uncut blaze
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Windblown Leaves, you most likely forgot or didn't see, but:

amber ferry
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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

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might redo the whole mod from scratch tbh code is kind of a mess with all the half-assed fixes now

amber ferry
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I’ll probably deprecate the mod later until I have it redone

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if you all have suggestions now’s probably a good time so I don’t have to refactor later

gray kayak
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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

icy thistle
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It's on all moons I think, not just a Gordon issue

amber ferry
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yeah probably even the desyncs are inconsistent as they depend on the difference in computer speed lol

amber ferry
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past me apparently foresaw it all

latent vessel
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Great mod ❤️

amber ferry
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it is broken but thanks

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okay so

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MAYBE

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this update fixes it

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on god can someone please confirm whether this unfucks everything or not

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like, this worked fine just now in my testing, but LAN testing for networking is also notoriously unreliable in my experience

amber ferry
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1.3.3

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might take like an hour to update

icy thistle
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ah ok, Ill wait til it does it

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Is this to fix the fact that sometimes the ship does random land for some clients and not others

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the thing I mentioned earlier

amber ferry
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all of the reported issues

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desyncs, detached ship parts, gordion issues, navmesh

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well, navmesh problems with wider ship/two story ship

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I just don't know if the fix works outside of my test environment

gray kayak
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@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

amber ferry
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this probably has to do with the navmesh

latent vessel
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does this mod now work?

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and does this work on modded moons as well?

amber ferry
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maybe

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feel free to test it and report

latent vessel
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i tested it on vanilla moons

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entities sometimes phase through the ship

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had a dog biting through the floor

amber ferry
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that is a known bug; yes

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it has to do with the missing navmesh that proves very difficult to regenerate for some reason

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you can use wider ship or two-story ship to address the issue temporarily (assuming I fixed issues with those last patch)

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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)

latent vessel
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played with 4 others

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no problems whatsoever

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only like the ship landing on a very hard to reach spot, not even like remotely flat

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ontop of a hill and making us unable to carry 2 handed loot to the ship

amber ferry
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good to hear though

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I'll be reworking the algorithm in the future but it won't ever be perfect since I don't hand-place the spots

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future versions will include a depth check that influences landing spots to some degree though

icy thistle
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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

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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

amber ferry
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yeah it would be cool to have even just a few hand-picked spots for each planet where the ship could land

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in my experience even in my own friend group my mod's super hit-or-miss though lol

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you either hate this or love it it seems

white prism
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ahhh rip

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id love a way for handpicked spots, but i dont even want to imagine how problematic that could be to implement

amber ferry
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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

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without this, mod pack makers would have to know coordinates

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it's just out of the scope of what I want to do mostly

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Problematic Pilotry & Scaled Fall Damage

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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).

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going forward, if there are any questions, suggestions or problems regarding that one, share them here

steady torrent
latent vessel
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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

latent vessel
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i think this is only a problem on experimentation though

jaunty knot
amber ferry
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I had a section about this on the original mod's page

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that mod was actually the one that made me implement my own solution

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  1. it's 11 months old
  2. it isn't configurable
  3. it hooks into update which runs every frame
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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

amber ferry
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if it happens a lot something is wrong

latent vessel
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cant remember the name

amber ferry
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let me try a few landings and see

latent vessel
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which means it has a higher chance of it standing to close to the facility

amber ferry
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I run a check for free path though

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should really only happen in exceptions

latent vessel
jaunty knot
amber ferry
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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

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it also doesn't allow for configuration, and he suggests pairing it with the mod that runs every update

woven arrow
amber ferry
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which planet?

woven arrow
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experimentation

amber ferry
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huh

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let me try too

amber ferry
amber ferry
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does it happen every time? do you have any mods that modify the dropship?

woven arrow
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no it just happened right now and i have mod that fasten the dropship

latent vessel
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happened to me 3 times in a row

amber ferry
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incompatibility probably

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any mods that modify landings or experimentation?

latent vessel
amber ferry
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can you reproduce it without mods...?

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besides mine

woven arrow
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yes

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also i use MapImprovements

amber ferry
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I see; will test with both

latent vessel
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couldve been really bad luck aswell

amber ferry
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unlikely... it should really only happen maybe once every 20-50 runs if at all

latent vessel
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cant recreate it

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can phase through other objects tho

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like the watertower thing

amber ferry
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yep

steady torrent
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there's also a faster dropship upgrade in LGU if you wanna check that one

amber ferry
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objects that have holes in them can dodge the path raycasts lol

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might see about using a volume cast instead

amber ferry
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since it already has dropship timer modifications

steady torrent
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that'd be neato

latent vessel
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awesom-o

amber ferry
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cannot reproduce

woven arrow
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hmmm

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i mean it happened just once

amber ferry
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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

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i.e. go through all mods

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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

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lot of work

amber ferry
# woven arrow i mean it happened just once

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)

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or b) for some inexplicable reason the dropship hit a collider in the sky that also has navmesh

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that would be out of my control I think

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did you turn off path verification by any chance? it's there to check if the ship can be reached

woven arrow
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nope, its on

amber ferry
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weird

woven arrow
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okay lets say its randomly a bug on my modpack, if it keeps happening ill report it here

amber ferry
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great

vestal swan
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scaled fall damage my goat :]

amber ferry
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it's your child

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I'll get around to making more music eventually too I promise

vestal swan
amber ferry
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I see you have a big update coming soon!

woven arrow
amber ferry
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hm... are you able to pinpoint it to one specific variant (a, b, c) or is it all of them?

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I figure that the creator of mapimprovements added some collider that isn't in the original experimentation

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this is likely something they'd need to address

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in any case this explains why I wasn't able to reproduce it - I only tested once for each variant

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you could try setting dropshipRandomDistance to a much lower number such as 5

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this might either break my mod or help with your problem :)

amber ferry
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uhhhh no one's mentioned this yet but does my mod break cruiser deliveries??

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because it does for me rn while I'm testing another feature

uncut blaze
amber ferry
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oh yeah

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that it?

uncut blaze
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this is a problem with imperium, quite an old one

amber ferry
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welp alright

amber ferry
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will be in the next update probably

steady torrent
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WAHOOO

amber ferry
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should be compatible with other mods too if you prefer to use those

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it'll come disabled by default

icy thistle
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We landed on the adamance bridge and it collapsed instantly and now we are stuck here

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cuz we cant reach the ship

winter trench
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Yeah, that happens occasionally

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It's because there are AI nodes on the bridge

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And the ship chose one of those to land at

amber ferry
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lmao

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not sure how to address that tbh

amber ferry
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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

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after that it’s new features

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the dropship mimic fever dream is still alive and so is the idea to have masked crews land in their own ships

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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

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also per-planet chances and weather-based modifiers

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text-based info for bad landings has been suggested before and chatgpt gave me this idea for silly pilot commentary

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so this might be an optional feature

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thoughts?

granite forge
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It’s canon that the ship runs off ChatGPT

uncut blaze
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Not sure about chatgpt but it def ai powered according to manual and speaker at the begining

icy thistle
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And hell, you could even steal some scrap from them

amber ferry
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I’ll just connect two separate lobbies

icy thistle
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I have always wanted that

amber ferry
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least insane mod suggestion

icy thistle
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I've always wanted to occasionally run into other crews

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The ai crew could have moods, like sometimes they would be aggressive, sometimes they would be friendly, and sometimes neutral

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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

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And imagine trying to perform a heist on their ship

latent vessel
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battle royale inside the facility

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or just on the entire moon

amber ferry
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doors lock once you enter

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open only when one player is left standing

steady torrent
amber ferry
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future algorithm will have weightings for distance to main entrance and drop distance

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that might already be enough

steady torrent
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oo coolio

amber ferry
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@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

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because I basically copied your approach and it still doesn't seem to work

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I must be making a silly mistake somewhere

uncut blaze
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okplink

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just ping me or dm if you need help

amber ferry
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thanks. I'd like to get the current state of the mod functional before I focus on feature updates

amber ferry
uncut blaze
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it should be navmesh modifier

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give me a minute, i will open my unity project

amber ferry
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looks to be identical

uncut blaze
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yeah

amber ferry
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alright so the asset gets placed correctly (I can see it in imperium's free cam mode) and I run this code upon landing

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it runs long after everything related to placing the navmesh colliders has been done

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but there's still no navmesh on the ship

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I'm honestly not sure what I'm missing

uncut blaze
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most likely won't help, but have you tried moving the navmesh rebuild to [HarmonyPostfix, HarmonyPatch(typeof(RoundManager), "FinishGeneratingLevel")]?

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also you should check where your gameobject is located on scene with UnityExplorer

uncut blaze
amber ferry
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does it need to be parented to a specific thing

uncut blaze
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to the same thing where original navmesh was

amber ferry
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let me just try that

uncut blaze
amber ferry
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yes

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heck

uncut blaze
amber ferry
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okay so check this out lol

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I suppose modifying the hierarchy while moving stuff isn't a good idea

uncut blaze
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yeah

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not sure why do you want to move each object when you can just delete old ship navmesh and replace it with your

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if you looking at my code, then its because some custom moons have some weird shit with detecting where is player

amber ferry
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what do you mean?

amber ferry
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oh right

amber ferry
uncut blaze
amber ferry
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I'm not sure but apparently I released an update at some point that broke your mod fixing my mod

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so I undid all the navmesh changes temporarily

uncut blaze
# amber ferry 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

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api will rebuild navmesh after event

amber ferry
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that's cool

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but like

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I now move and parent my custom colliders

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delete the old ones

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and the navmesh rebuilds but it still remains in the original place?

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there's nothing there anymore so what's going on

uncut blaze
amber ferry
uncut blaze
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and imperium can be stupid sometimes

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you can spawn dog and just run around ship and inside/outside

amber ferry
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wait

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you're right

uncut blaze
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like spawning hazards and some other things before map loads

uncut blaze
amber ferry
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yeah I'm testing

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seems to work

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the problem appears to have been the lack of parenting

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lines you can say during unity programming and in court

uncut blaze
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you prob need to do blacklist for moons btw

amber ferry
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I have a blacklist feature

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nothing in it by default though other than gordion

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and that one doesn't even do anything

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or do you mean for navmesh specifically?

uncut blaze
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like do not rebuild navmesh on some moons

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the only reason this exist is because some moons will not be on good terms with you

amber ferry
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I mean the whole reason I'm placing my own stuff is because some mod authors mark things as static

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I'll see how it works with custom moons

uncut blaze
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but if moon in blacklist, it will only place

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if whitelist - place and rebuild navmesh

amber ferry
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well I just tried infernis

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it works but building the navmesh took ages

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jesus

amber ferry
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do the moons rebuild their own navmesh or what

uncut blaze
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sometimes

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like vanila

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if game decide to place big rock

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or pumpkin

uncut blaze
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oh god i cant imagine how horrible it will be on usc vortex 1000QuotaStare

amber ferry
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btw is it enough to run the navmesh calculation on the host because entities are synced

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you have an option for this right

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huh

amber ferry
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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

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new default will be 10 rather than 50

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should solve a lot of the really weird spots

amber ferry
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I put out 1.3.4; let me know how it works for you

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let's see how many things I broke this time

uncut blaze
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i even have this by default iirc

amber ferry
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great now entities are desynced

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woah I really hope this is an imperium issue or something because things are a complete mess

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oh neat desynced positions are back

uncut blaze
amber ferry
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entity desync is probably because the ships are desynced again :)

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I'm getting errors on the clients so that's the reason

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the way I sync them is by using network variables

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complex

uncut blaze
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why not just call ServerRpc on the host to transmit the position and rotation?

amber ferry
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okay issue appears fixed for the time being

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1.3.5 out in a moment

amber ferry
amber ferry
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clients are set to listen for changes in a network variable which contains position and rotation

amber ferry
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the server sets the variable, the change is detected and then the position is adjusted

latent vessel
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whats the new update about?

vestal swan
latent vessel
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ah cool

odd pine
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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)

white prism
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Sorry im just popping in, what is a example of 50 to 10?

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is it the imperium mod units?

odd pine
# white prism Sorry im just popping in, what is a example of 50 to 10?

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)

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Not sure about imperium stuff for mod units though.

white prism
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hmmm i wonder how it works on maps with less ai nodes then

amber ferry
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no

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it's the distance in game units/meters from each ai node

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before it was up to 50 meters from whatever ai node was picked but this is excessive

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it'd end you up on mountains or such occasionally

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lowering the distance means the ship will land somewhere within the playable area

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there's not much point landing outside of it anyway because nothing will spawn there

amber ferry
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but if this isn't the case the map isn't well done anyway

white prism
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ooooooh okay

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sorry help me understand it a bit more,

i assume it makes a map/chain of all the nodes within 10m of each other?

amber ferry
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it has nothing to do with picking the ai nodes

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it's about the maximum distance from a node a spot can be picked

white prism
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only from the initial ship node?

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OH

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sorry i got it

amber ferry
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there's an explanation of the algorithm on the page too

white prism
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lol sorry ill go there hahaha

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i was hoping i nailed it the first time with my guess

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ahhhh okay good thats nice

amber ferry
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I tested 1.3.5 with my group yesterday and things seem to work mostly fine :)

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this'll probably be the final update of 1.3 for now unless severe issues pop up

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I'll focus on new features

latent vessel
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awesome

steady torrent
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heheh hell yeah man!!! great work on the updates, I can't wait to try it <33

livid terrace
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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

icy thistle
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Agreed, I like the idea of that

winter trench
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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

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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

jaunty knot
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@amber ferry

amber ferry
# jaunty knot

I'm aware and this should be harmless; thanks for the report

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config sync doesn't work in either of my mods atm and I still need to fix it eventually

winter trench
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Thanks. If you need me to, I can provide additional info and do further testing

coarse mango
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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 ?

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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

coarse mango
white prism
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Distance shouldnt be related to how far it is if i am reading the implementation on the mod page right

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It randomly selects an ai node, makes sure the path back to the original ship position is reachable

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and random distance is how far away it is from that ai node

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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

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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

coarse mango
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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

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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

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Just doesn't seem to do it that way with dropships to me

coarse mango
white prism
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ah sorry i just woke up and my reading comprehension is apparently crap right now, didnt clue in you said dropship lol

amber ferry
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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

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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

coarse mango
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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

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The mod is absolutely rocking and I love it still

latent vessel
coarse mango
amber ferry
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there was in previous versions but with an inferior algorithm

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I could technically add a setting to limit max distance to the vanilla spot but it may do more harm than good

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future versions will have adjustable weighting for average distance from the entrance which is somewhat akin to that setting

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but that option only really makes sense once I’ve redone the algorithm in the first place

jaunty knot
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Is there any known moons that this mod does not work on?

winter trench
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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

latent vessel
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Yeah like Vow is really annoying

hasty current
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Maybe it would be a smart idea if the ship could destoy trees it hits whilst landing, the same way the cruiser does

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in fact the cruiser still does this anyways when attached to the ship-

leaden dock
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Would be a pretty easy fix to add as well that’s a good idea

leaden dock
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Derelict isn’t ideal cause of its moon gimmick and very weird geometry

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Fortress isn’t ideal either, sometimes lands you right into turret view

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Kast is near unplayable but if you’re very VERY lucky sometimes you’re fine

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Maritopia is about the same as kast

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Most space station moons aren’t ideal either and you end up getting stuck

leaden dock
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That’s all the moons off the top of my head iv had issues with

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But I kinda just blacklist them from this mods config

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Cause those moons don’t make sense with random landing anyways

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Considering they have like, ship docks and stuff

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In a similar vain to how having random land locations at the company wouldn’t make much sense either

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Hence why it’s disabled there by default

leaden dock
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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

steady torrent
steady torrent
amber ferry
#

I’ll still look into objects that block ship access yeah

amber ferry
#

I mean yeah okay it’ll probably fly through objects and stuff

leaden dock
#

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

icy thistle
#

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

trail pilot
#

Good idea

true fulcrum
#

Is this mod alive again?

amber ferry
#

moderately

amber ferry
#

there’ll be per-weather multipliers

amber ferry
#

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?

livid terrace
#

Maybe every Flashlight use have a chance to break it

leaden dock
#

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

jaunty knot
#

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

blazing rock
trail pilot
winter trench
#

Chance to switch the indoor and outdoor enemy pool

winter trench
#

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

amber ferry
#

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

amber ferry
steady torrent
#

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

steady torrent
#

ACTUALLY WAIT

#

make toy robots have a chance to turn into old birds if dropped

amber ferry
#

I like the skooma TZP

true fulcrum
leaden dock
#

Make them like

#

Real spider size

blazing rock
livid terrace
#

Is it possibile in Problematic Pilotry to set dropship always be close to the ship? I don't see this option anywhere

amber ferry
#

nope

#

will be a partial feature in the rework

#

as a weighted factor

amber ferry
#

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?

amber ferry
#

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

uncut blaze
amber ferry
#

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

uncut blaze
amber ferry
#

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

uncut blaze
amber ferry
#

ah it's ship windows?

uncut blaze
#

yeah, compat only for beta or for 2.x.x

uncut blaze
#

only the host cares about the navmesh

amber ferry
#

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

uncut blaze
#

maybe you still have an old blacklist config for wider ship

amber ferry
#

okay so in my 136 mod pack,

  1. enabling navmesh rebuilding causes about ~30 seconds of game freeze on my computer; will be more on slower machines
  2. 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

uncut blaze
#

should be && not ||

amber ferry
#

classic

#

so the reason it takes so long for me I believe is because I

  1. rebuild the navmesh on the host
  2. 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

uncut blaze
#

it mostly depends on the moon

#

check bozoros for example

amber ferry
#

yeah as I said most planets work absolutely fine

uncut blaze
amber ferry
#

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

uncut blaze
#

i wouldn't worry about it too much

#

about loading time*

amber ferry
#

it literally added an extra one and a half minutes to infernis yesterday

#

our host has a relatively fast computer too

uncut blaze
amber ferry
#

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

blazing rock
#

In my experience, they'll "catch up" regarding voice delays

pale frost
#

would it be possible for the ship landing to destroy incoming trees the same way the cruiser does?

amber ferry
#

yes

trail pilot
#

good idea

steady torrent
uncut blaze
#

30

amber ferry
#

30

#

oops

#

I presume this happened after you turned on faster dropship landing

#

ohh wait it might always play actually

steady torrent
#

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

amber ferry
#

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

steady torrent
amber ferry
#

got some exams coming up but wanted to start work sometime this week

karmic gazelle
#

oh sure that would be pretty cool

steady torrent
#

I'm not code savvy at all if that's what you're thinking hhahah

amber ferry
#

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

steady torrent
# amber ferry what do you do?

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

amber ferry
#

okay you’re promoted to project manager

steady torrent
steady torrent
amber ferry
#

honestly first step is just getting some people together

#

that’s half the work in my experience

steady torrent
#

I'll write up a doc in my free time with the features then, that should help communicate them better to the programmers

amber ferry
#

can make a small project doc and yeah

#

refer to the suggestions after my initial message

steady torrent
steady torrent
amber ferry
#

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

uncut blaze
karmic gazelle
#

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?

amber ferry
#

hahaha

#

I guess it could be done

#

how did you get outside without being teleported?

steady torrent
steady torrent
#

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

amber ferry
#

must be a config setting? because we use celestial tint and very much cannot open the door in orbit

karmic gazelle
#

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

amber ferry
#

I see

steady torrent
#

i haven't used tint in a long time I might just be flat out wrong LOL

amber ferry
#

@steady torrent @karmic gazelle mind if I add you to a group chat for the project? better than spamming this

karmic stump
#

Hey, I'd like to report some issues on custom moons with this mod. Namely on Atlas Abyss, the outdoor AI pathfinding becomes problematic.

white prism
#

what other ones? Im not the dev but im curious lol

amber ferry
#

or the ship blocking enemy paths?

#

or does it break the pathfinding entirely?

karmic stump
#

I have not tested with only Atlas Abyss and ProblematicPilotry, but most of my AI-related mods are stuff like StarlancerAIFix

amber ferry
#

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

karmic stump
amber ferry
#

I think so since it's a problem specific to that moon

karmic stump
#

I've also encounter similar issues with Affliction, would that be the same case?

#

other moons seem to be fine

amber ferry
#

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

karmic stump
#

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

amber ferry
#

this is all I do

#

if this breaks the navmesh on that moon, then doing the same in unity should break it, too

amber ferry
#

though they should normally be able to just walk up around where the ladder is

karmic stump
amber ferry
#

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

steel kraken
#

Does this mod work with v69?

steady torrent
#

yerp

steel kraken
#

And it isn't super buggy and stuff?

steady torrent
#

nope

steel kraken
#

...

#

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

steady torrent
#

wdym?

steel kraken
#

PhysicsAPI v1.0.0

steady torrent
#

that's not a dependency of this mod

steel kraken
#

ok well whatever word means it requires the mod to work

steady torrent
steel kraken
#

really?

steady torrent
#

you're probably on some shady side that just looks like thunderstore idk

amber ferry
#

I have never heard of this mod and I am at a complete loss as to why it links back to this discord channel

faint reef
#

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

steel kraken
#

It's for April fools

steady torrent
#

no?

steel kraken
#

Yes

uncut blaze
steel kraken
#

It's not opposite day

steady torrent
#

no it isn't

jaunty knot
amber ferry
#

yes, once I reupload. it's non-functional now, in any case

steady torrent
#

shoulda said no nashe

karmic gazelle
#

should add physicsapi to every mod le

flat coral
#

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

steady torrent
#

i love you pedro

steady torrent
flat coral
#

dude i see "green" and i either know everything or i know nothing

steady torrent
#

you know everything

flat coral
#

u

#

i

#

what

#

hih

#

when does this happen

steady torrent
#

gre en mode

flat coral
#

when does GREEN get applied

steady torrent
#

🟩

flat coral
#

i have green on wheres the green

steady torrent
#

green mode

flat coral
#

the green's on but the green's off

#

no green

steady torrent
#

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

flat coral
#

ah okay cool

#

wait

#

it's not malware

#

shit

steady torrent
#

oh

#

wait

#

pedro...

flat coral
#

monty...

steady torrent
#

do you have this config on

flat coral
#

of corse

steady torrent
#

oh then just keep plauing and you'll encounter th Green

flat coral
#

april fool's is just around the corner

steady torrent
proud zodiac
#

the ladder just in place

#

W mod did not think the system was that advanced

amber ferry
#

lmao more coincidence than anything

amber ferry
#

comicalcompany reupload later today or tomorrow though with proper decriptions

#

sort of

#

(physicsapi)

flat coral
#

oh awesome dude

lean relic
#

how do i prevent something like this from happening again

#

like what config settings do i need to change

unborn mango
proud zodiac
lean relic
#

@amber ferry plz fix asap! My ship keeps colloding with rocks and trees!

amber ferry
#

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

proud zodiac
#

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)

proud zodiac
#

this happens with
TooManySuits when you change row, i dont know if you have to fix it or the creator of TooManySuits has to

proud zodiac
#

(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

proud zodiac
#

that is the mod that makes the issue

steady torrent
#

oh dang

#

there's an alternative for it here if you're interested #1358654652052279346

#

@proud zodiac

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

steady torrent
#

I don't think LCPpatchfix is supported anymore, I'd assume the proboem is more on its side than problematic pilotry

proud zodiac
#

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

steady torrent
#

yeah sometimes its just smth breaking something else

proud zodiac
steady torrent
#

thats strange, can't tell if thats a recent happening cuz I don't tend to switch around my furniture when landed

flat coral
#

I’m washed..

uncut blaze
flat coral
amber ferry
#

will get around to it

flat coral
#

dw dude you’re good

#

don’t rush or pressure yourself to do it

white prism
#

any chance this could be looked into?

#

ship is technically accessible but only with running start and cant do 2 handed items

steady torrent
#

seems like you haven't tried hard enough

#

||/j||

lean relic
#

any chance this could be fixed on ur end? @amber ferry

amber ferry
#

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

uncut blaze
#

costumes i mean

#

actually nvm i forgor probably

proud zodiac
#

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

lean relic
bitter swan
#

Rotation is goofed

lean relic
#

@amber ferry a fix is coming, right?

amber ferry
#

eventually

past swift
#

what would cause this

#

with ScaledFallDamage

past swift
past swift
#

i think the furniture objects get put in the normal position instead of wherever the ship landed

past swift
#

this might be caused by problematic pilotry as well

steady torrent
#

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

past swift
#

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)

steady torrent
#

weird

icy thistle
proud zodiac
#

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

jaunty knot
proud zodiac
#

yeah... i have the mod for the random landing, not the dropship

steady torrent
#

every day I await windblown's mighty return

real sleet
# proud zodiac https://thunderstore.io/c/lethal-company/p/TisRyno/LethalCompanyProgressionPatch...

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.

real sleet
#

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.

coral cargo
#

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

trail pilot
#

I hope Problematic Pilotry returns one day, such a fantastic mod

proud zodiac
#

Yeah, and because the hard things are already coded

jaunty knot