private void SetExitIDs(Vector3 mainEntrancePosition)
{
int num = 1;
EntranceTeleport[] array = (from x in Object.FindObjectsOfType<EntranceTeleport>()
orderby (x.transform.position - mainEntrancePosition).sqrMagnitude
select x).ToArray<EntranceTeleport>();
for (int i = 0; i < array.Length; i++)
{
if (array[i].entranceId == 1 && !array[i].isEntranceToBuilding)
{
array[i].entranceId = num;
num++;
}
}
}
#RebalancedMoons + Atlas
1 messages · Page 16 of 1
they get assigned before that point.
the bug is something is assigning them before then
a mod doing that would be bad yes
my code runs before that.. and something was running before my mod.
prob just need to do a source check (thunderstore has decomps readily available for smaller mods) on all the mods in a profile where the bug is replicating
without JLL/DGP/LLL, i dont see it occur.
all that vanilla checks is:
- is entrance ID 1 (this is true for all interior fire exits - the prefab is set to 1)
- is "entrance to building" marked false (true for all indoor teleports)
i dont think its LLL on its own
nah it basically requires all 3 to occur.
so most likely, something is marking entrance ID to 2/3/etc. before SetExitIDs runs
so that's what should be looked for
in my opinion
i also use JLL
idk what the second one is
DGP
but ive never had this occur with just JLL and LLL
i tested with only wesley interiors (which requires, JLL, DGP, LLL), i removed wesleys interiors, it still occured.
it would appear JLL is not assigning to entrance ID or patching the function that teleports players
dungen generation plus by alice
yeah i looked at all the code for JLL and LLL, couldent see nothing, i tried with DGP too, couldent see nothing
but something vanilla, or within them, is causing it imho.. or, they are making a vanilla issue manifest somehow
i think the culprit is another mod
either way, the fix mentioned earlier that i put in LI, works 100%
or it is just a vanilla issue
i have never ever seen anybody report the issue in vanilla but i don't see many people (even in zeekcord) report bugs in completely mod-free games
i have seen the issue replicate in vanilla pubs, which would discount any mods that would cause known issues
thats my guess.. BUT.. november jll/lll/dgp = 1 in 50 chance... april of the same mods = almost 100% chance.. so they are making the issue worse somehow i d k
and that should eliminate LLL, JLL, and DGP just by principle
at least, eliminate them as "the culprit"
oh that
it is definitely feasible they are a catalyst
no i agree, ive always said its vanilla of origin.. but they somehow increase the frequency
yeah
it's worth mentioning
pathfindinglagfix changes entrance teleport stuff
a bit
it was changed very recently (no more than a month ago)
only in beta (i dont think it was pushed to stable yet?)
i literally used 3 mods.. DGP/JLL/LLL and had it happening, no other mods, so unless thats a dependency of theirs, and i didnt realise, its not that.
i would share my profile, but i changed pc's
well
let me see if i have the log still
there's my hunch gone
ahh wait
i think i just realized something else
you probably came to this conclusion already
i didnt read anything
im just slow on the uptake
but yes that clip was in a vanilla game public lobby and i had no major gameplay changing mods on
the host also did not
i think i misunderstood what you were saying here
you explained it clearly so that's definitely my bad
anyways, yeah, fire exits call a function that searches and assigns their exit point only when they get used for the first time
you can disregard all the shit i said earlier about sorting
that doesnt matter in this case
what must be happening instead (and i think this is what you were already saying, sorry...)
some mod is calling FindExitPoint (or at least manually assigning the exitPoint) before SetExitIDs runs on that client
and shouldnt be doing that
but.. ive now reached this point..
0195719e-c552-a936-43af-8b667ee6f3f1
thats the last profile i tested with afaik.
and this was the last outcome i have, dont have the full log, this is just what i sent monty as proof of the issue
possibly.. but... if you look at the proof, im pretty sure the interior entrances are null.
nice
monty's xD i just removed mods
and uh yeah, i looked in the proof, the only EntranceTeleports that get given an exit point.. is 0 and 1.. on the outside, the inside is null, other entrances are null.
i felt like.. 0 and 1 get pre-assigned (maybe by the moon?), then the ids get set after the exit point is assigned, which then makes their exit points wrong (because of the distance issue,... MAYBE JLL/LLL/DGP are changing interior generation to the point that the distances are wrong compared to what zeekers expected?)
so then after exit ids are set.. the exit points are wrong, leading to the bad teleport link up
so
the moons themselves
have external exits 0 and 1
0 being main entrance and 1 being fire exit
march has additionally 2 and 3 ID external exits
yes, and on march, it has 2 and 3 as well.
but they can't have an exit point set, because their exit point would be connected to the inside of the dungeon
which doesnt exist until players all generate the dungeon
it should be null
would like to add it happens on moons with multi exits with this mod ofc
so artifice
but.. maybe zeekers went "well the exit point WILL be at this coords" and hard coded them? lmao
yes, that's true
the exit point would never be at a consistent spot
on a 2 entrance moon, it wouldent matter... because only 0 and 1.. so if they are preset.. then np..
the exit point for the exterior teleport is the entrance point for the interior teleport
ive never checked if its a consistant spot or not.
the interior's teleport changes position based on what the start tile is
manor and mineshaft additionally have several different potential entrance locations
which is why the main entrance exit point is pre-set, because zeekers knows WHERE it will be... so why is it both 0 and 1 are preset...?
at least on all the vanilla moons, all the teleports have null exit points in the scene
no, he can't pre-set the main entrance exit point
because it depends on where the main entrance generates on the interior
its also set before anything is done.
every vanilla map (and prefab) has null exit point
they all get set programmatically through the process of using the door in vanilla
why this bug happens in vanilla i have no idea, but it shouldnt be possible unless SetExitIDs gets called after the teleports get used
that's why i think there must be some mod causing it to happen
possibly more than one
if something calls FindExitPoint on the exterior of fire exit 1 before SetExitIDs, it will be allowed to choose from any of the fire exits inside
because before SetExitIDs runs, all interior fire exits have ID 1
since that's what's assigned on the prefab
when FindExitPoint runs, there is no distance sorting, it's only sorted by instance ID
well from my pov, something is setting those as not-null before the main entrance is located.
so the last fire exit to generate (it's sorted in ascending order, and since they are connected to prefabs, they would have "increasingly negative" instance IDs)
is what they would point to
yeah, that should never happen in vanilla
which means there is probably some mod doing that, unaware that it causes problems
which one is anyone's guess
the order of operations here is:
GenerateNewLevelClientRpc()runs on all clients
all clients (including host), in that RPC:
2. wait until the dungeon finishes generating (OnGenerationStatusChanged += Generator_OnGenerationStatusChanged, dungeonGenerator.Generator.Status == GenerationStatus.Complete)
3. run FinishGeneratingLevel()
4. FinishGeneratingLevel() runs FinishGeneratingLevelServerRpc() which tells the host that this player finished loading
the host:
5. waits until all clients have finished loading
6. waits 0.3s
7. runs SpawnSyncedProps() (which would spawn all the EntranceTeleports inside of the building)
8. waits for a frame
9. FinishGeneratingNewLevelClientRpc() runs on all clients
all clients (including the host):
10. run SetLevelObjectVariables(), which starts the waitForMainEntranceTeleportToSpawn() coroutine
11. inside that coroutine, the game waits for up to 15s, checking every second if the main entrance's interior teleport has generated
12. once the main entrance is found, SetExitIDs() runs with the position of the main entrance teleport set as a parameter
private IEnumerator waitForMainEntranceTeleportToSpawn()
{
float startTime = Time.timeSinceLevelLoad;
while (RoundManager.FindMainEntrancePosition(false, false) == Vector3.zero && Time.timeSinceLevelLoad - startTime < 15f)
{
yield return new WaitForSeconds(1f);
}
Vector3 vector = RoundManager.FindMainEntrancePosition(false, false);
this.SetLockedDoors(vector);
this.SetSteamValveTimes(vector);
this.SetBigDoorCodes(vector);
this.SetExitIDs(vector);
this.SetPowerOffAtStart();
yield break;
}
set exit id's at the bottom.. my patch runs before "SetLockedDoors" which replaces the later setexitid's with the same code, just earlier.
but something is setting those exit points before my code Prefixing SetLockedDoors.
but ive tested with just JLL/LLL/DGP.. i cant see that occuring in their code, but ive had no other mods installed.. and had an almost 100% replication rate xD
I would love that
i should probably mention
sorry i sent this too early
idk if its related
anyways
but i basically begged the owner of DGP to add a minimum fire exit distance variable
so
idk if that comes into play
what must be happening is that some mod is calling FindExitPoint() or assigning exitPoint manually to EntranceTeleports in between #7 and #12 on this list
#7 is what spawns all the fire exits
at that point, the interior would have 1 entrance teleport with ID 0 (the main entrance) and all the fire exits would still be ID 1
then #12 is what gives all the interior fire exits unique IDs
:3 hi thats mee
if a mod were to run FindExitPoint() on the exterior fire exits, any fire exit above ID 1 (2 and 3 on vanilla March) would fail to find an exitPoint and it would remain null
and the exterior fire exit with ID 1 would be allowed to select any of the interior fire exits, because at that point, all of them still have ID 1
normally they would have IDs assigned based on a sorted order-by-distance
but because all of them have ID 1, the only sorting that matters is which one generated last
because that would give it the lowest instance ID, and it gets automatically sorted by unity using ascending order from instance ID
if the fire exit that generated last is the closest one to the main entrance, no bug would occur, purely by coincidence
in any other case you will get 2 exterior fire exits pointing to the same interior fire exit
which will cause both of them to warp you into the same spot
when was that added?
but going back out will warp you to one or the other
anyways
@stuck oar what i just explained is consistent with your results
you are patching SetLockedDoors which runs on the same frame before SetExitIDs (so it would happen basically at the same time as #12)
and by that point, you are finding that the exit point is already not null
you said it was still null on any IDs above 1 which makes sense because of this
the question is now "what mod is doing that" or "is there some freak accident that allows it to happen in vanilla"
i am pretty confident this would not replicate in vanilla under any circumstance, but i wouldn't call zeekerss' code particularly safe
but...
if the interior WASNT generated, it wouldent make sense.. (exterior finding an exit point on the interior when it doesnt exist, as you said)
if the interior WAS generated, it also doesnt make sense because the interior exits didnt get given an exit point on the outside (which we know exist)
couple months ago maybe less
its somewhat recent
i think it was around the time 1.4.0 for LLL came out
so.. like.. January.
i said november versions, the issue rarely occurs
march versions... happens almost all the time.
so around this timeframe
but that sits right in the middle of where i feel like the issue became more common, so that makes sense, so that change, maybe increasing the frequency of the issue
im gonna say this happening in vanilla is probably impossible
exitPoint is only assigned by FindExitPoint()
FindExitPoint() is only run by TeleportPlayer() and TeleportPlayerClientRpc()
more specifically, TeleportPlayerClientRpc() is only run by TeleportPlayer(), and that only gets called by interacting with the door
but none of that runs before the level is generated.
it would require a player to interact with one of these two fire exits on March before SetExitIDs() can run
this is why i thought those values might be hardcoded.
in the absolute worst possible case, a player would have 15 seconds (once the ship's doors open) to do that, but that's only if the main entrance is somehow null for 15 seconds
ok so if this is impossible to happen in vanilla
how did it happen to me in a public lobby
i wouldnt have been able to connect to the host
right..?
i have seen it null in my testing, but i wasnt checking for it when i had the issue
in most cases, the main entrance will be non-null immediately as the ship doors open, except in the case of major netlag, in which case you might get 1 or 2 seconds, but probably not 15
if you are getting 15 continuous seconds where the door doesn't exist, a client probably encountered some sort of gamebreaking issue and would have a worse error in their log
to clarify, the main entrance itself needs to be null
the EntranceTeleport object inside the dungeon
when i was writing my code, i realised it CAN be null, the code accounts for it being null.
not just the entrance or exit point
if its null, it uses the origin point.
you have some mod that is causing the problem
which one, i have no idea
but all this logic is clientside
different clients can exhibit the bug while other clients wouldnt
can you share your mod profile?
you were playing with mods in a vanilla lobby but one of those mods could have affected this behavior on your client
which is why you had a problem and no other players did
anyways
the problem isn't that the interior is or isn't generated
or at least, it shouldnt be
before the interior finishes generating
the interior exits would not exist at all
it would be impossible to assign exitPoint to any exit before the interior finishes generating
because of #7 on my list
the host stops at step 5 until all clients have finished generating the interior
because the interior generates a prefab used by SpawnSyncedProps to say "ok, we need to spawn an EntranceTeleport here"
#7 is when those entrance teleports get spawned on the host
they are network spawned, so they would be generated "sometime after #7" on all the clients depending on netlag
whatever mod you have that is causing issues must be running after SpawnSyncedProps() or exitPoint would be null on every entrance + fire exit
the fact that it's not null on the main entrance and first fire exit means all the network objects (or at least, the main entrance and 1+ fire exits) have been spawned
guh
it's just because it runs before SetExitIDs() that 2 and 3 remain null
and 1 may get pointed to an exit that retroactively becomes 2 or 3
sorry i have abducted your thread
so, is there no actual way to fix that bug atm? :,]
i already fixed it.
but only in LI
it's pretty easy to fix
but also, the problem shouldn't be occurring in the first place, and the ideal solution would be to figure out what is even causing it to happen at all
i agree
i dont replicate the bug with the profile you sent
but i assume it doesn't happen 100% of the time
its ok lol i just get notifications for every message (per my own choice)
and i assume it also doesn't happen unless im doing multiplayer
and, forgive my laziness, i dont really want to boot up 2 instances and test in multi right now
idk why
but
every time i test with 2 clients
my save data corrupts
and i have to reset my save data
ES3 probably has no safeties for two instances writing to the same file at the same time
if i had to guess
i fucked my XP as well recently
i had somewhere around 12k and had to restore from a backup with only 7k
all the disabled stuff is when i play for specific challenges or with friends
0195bbb3-77d5-b4c2-43ab-2c1e61e7ab4d
sort of sad but steam has my hour count anyway
wasnt even doing multiplayer testing so truthfully i have no idea what happened
Shrug
or imperium stuff
not sure, i think so, but i will try with purples profile, and armed with the information you provided, maybe i can find the problem
i think i got the negative XP bug because i was coincidentally testing without butteryfixes (which has a tentative fix for the negative XP bug)
well good luck
i have a vested interest in this
my exp also reset recently... not cool.
i had it replicating every time with 2 clients. lol
i will do source crawls later and see if i can narrow anything down
the root of the issue is somebody's calling FindExitPoint before they should be
and never double checking their work
but as for where that could be
who bloody knows TBH
i wondered if imperium might be doing it
but it looks like that is not the case
might be.......... i was using imperium to test.. BUT, i stopped and tried without it, to prove it was the mods in that profile i shared.
it could also be calling EntranceTeleport.TeleportPlayer() (not to be confused with PlayerControllerB.TeleportPlayer(Vector3)) and/or the corresponding server/client RPCs
FindExitPoint() is a private method so whatever's doing it would otherwise need to be using reflection or a publicizer
and at that point it's just digging
i guess
so I need LI for the fix?
it could be split into a separate release very easily
no, someone else needs to make the fix, i made the fix in LI because masked use the fire exits xD
which i think would be the best avenue
if nobody else wants to take up that mantle i will package something up for it
yay :D
can you have a vested interest in ladders at some point
i want to remove the custom dam model im using
its a bit weird
lol sorry
idk why i care about it lol
i still want to get to that eventually but i'll admit i've been out of the scene for a while
nw
I really appreciate that you two are looking so deep into this whole thing... it's something that really turned me away from playing for a long long time since it was so reocurring and very very frustrating, esp since I play with the cruiser a lot...
it might require a transpiler which would be annoying
You two are absolute wizards, it's so sick
yeah thats fair
the ladder thing, the fire exit fix would just require some newspaper
to smack whoever is calling FindExitPoint() too early
jokes aside it can be fixed with an easy postfix
couldent find anything in particular, also suddenly couldent replicate it..., but maybe a few transpilers from the mods i mentioned all targets the same methods, mabye related, i d k. i was thinking last week, much easier to fix, impossible to work out whats broke and resolve that.
yeah i dont really have much else to add onto this convo
i dont know why it happened to me if it was supposedly impossible
and i also dont know any mods that would be causing it if i was on publics
i mean
the only mod i have that effects fire exits is generalimprovements
but i really doubt the fixed rotation option is why its happening
Hmm that could be me
Idk about the replicating with only a few mods but iirc I run FindExitPoint on every entrance teleport at the StartOfRound unity event
yes
i did just check
it is very likely that calling it when you do is unsafe
at least, for non-host players
that doesn't completely crack the case
purple replicated it in a vanilla lobby (means no code rebirth)
and it's not part of the monty profile (the one above), as you mentioned
@unique wyvern do you play with code rebirth usually?
that might be our best bet on the catalyst that's been causing consistent issues
catalyst like the moon
still doesnt cover all cases, though, so i wouldnt call the search over
nope, I haven't touched it in months
couldn't be more wrong LOL
isnt the cell tower from code rebirth
...No
oh
It's from Lethal Anomalies
mb
If I assume what you're talking about is correct
oh LOL
ok, then let's call the search "extra not over"
still, though, you might want to look into that, xu
the mod i plan to publish will treat the symptoms, but it certainly couldnt hurt to play it safe and try to avoid causing it in the first place
alternatively i suppose you could make the fix part of your dependencies
just to be sure users wont suffer from the bug
damn my b discord
yeah I sent this screenie a day or two ago
Yeah that's the spark tower from LA lol
Personally removed it from my modpack since urchins do a better job at area denial than spark towers do
(Also the fact they can shoot you through walls)
i don't use those cuz I don't wanna download a whole mod for like a single enemy
I use Surfaced for Bruce and urchins, that's it
Kind of in the same boat of how I used to use CR, but it's worth it considering they're high quality and well-designed entities
Fair
i've been configing a bunch for moons rather than other things as of late
I genuinely dont understand surfaced with all due respect
its just like really thematically confusing to me
like, flying sharks or wharever, why
It says it in the name: Marine animals on land, most of which being anomalous
Not that different from Lethal's vanilla roster
Because it's cool?...
they're flying sea creatures
its just
a bit out of place
IMO
like the floating sea mines
what
lol
There are clay people that phase in and out of reality the closer/farther you are from them
There's a literal ghost, which defies all science
yeah but it feels like a zeekerss thing
they're not meant to fit, rodrigo doesnt really care about that stuff
So does Bruce Imo
and ghost girl is like
all things considered LC is pretty thematically grounded with a few anomalous ghost like entities here and there, but i don't think zeekerss would randomly add a flying shark man
a ghost is more natural than a literal flying shark
Considering the barber, at this point, he probably would
its a funny mod tho dont get me wrong lol
what
There is no biology in the ghost girl
ok and
thats some form of racism
hey to each their own
banned
no they just don't fit and I think that's kinda? the point?
This conversation is very silly, especially with this response
oh well thats cool
like they're literally just memes
i was just replying to narpy specifically saying it feels like stuff zeekerss would add
like the blue lobster
not saying its a problem
and the flying shark in the forest image
then there's just like cool features like the horse shoe
ye i kinda disagree
It just does, Idk how else to describe it to you
they're like, goofy anomalous not mysterious anomalous
gotcha
barber is to an extent
but its still just a guy
all things considered
he doesn't noclip around or whatever
the only modded monsters i can even remotely credit as "vanilla zeekerss style like" are the locker, the puppeteer, and the harbinger
Puppeteer eeeeeeeeeeeeeh
Looks like something from A Hat in Time
I don'
t
see it
aesthetically its on the mark
Locker is a bit too detailed imo like the model but design wise i think it fits perfectly
is harbinger that hyper realistically proportioned guy
like it feels more like a moving trap
which i kinda dig
harbinger has the best AI matching to zeekerss' style
aesthetically i can understand if it feels too off
Harbinger's AI matches yeah, aesthetically no
it's just a guy
EXACTLY
Which is why I prefer if they were like
not humanoid
like quite literally just a guy
they added men to lethal company 🔥
not "just a guy" but "just a guy"
at least its an original design
This does not make me like it any more
Inb4 "It isn't supposed to"
give credit where credit is due
Eh
The bestiary isn't that good as well
yeah
theres no modded entity that ive felt truly meshes good enough for me to casually use it
im fine with just the base game enemies anyways
i think they could just be expanded on
i.e the natural selection mod
but the models look good
bugs n stuff
Code rebirth models are too super hd sometimes its kinda offputting
that's usually why I keep my texture painting really shitty sometimes
it's also easier and I can excuse some of my really bad art skills by doing so LOL
I can get away with bad practices like just stretching a png over the UV for added texture
😭
I quite like bio
though my favorites are the more unique variants
that's actually an older version of the texture hold on
like leaf boy
if you like leaf boys you might like these fuckers then
althoguh that's,,, definitely not a popular opinion LOL
not many people like em from what I know
biodiversity is good
but ogopogo isnt very threatening in vanilla moons besides maybe march
Most threatening bio enemy is wax soldier
Yeah i can see it a bit, but i think the main cause is our textures are too high and mainly the roughness is too high. Weve changed that for the next update
it was made for vow but works best on march
which I like
it's based on the loch ness monster, so
it makes sense that it thrives in lakes lol
yeah thats fair
there aren't really any other vanilla moons with a prominent water area besides march
it is cool that vermin spawn on flooded weather
Arent they still bugged? I dont know if vermin were fixed
They used to break and got turned off if i recall
ngl ive never seen a vermin
ok theyre not brokey
I brought up to cc a better way to spawn em but he's been busy with two new entities so he hasn't worked on that before
I also feel like vermin are just the worst thing we have in the mod rn cuz they're not very well designed
not coding or model wise just game design wise they're kinda booty
uhm
but I do have plans for them in the future, just not now
they don't do anything honestly 😭
u just die to water or fall damage or somehting from ogo before any interaction with them
even wax soldier can do that 💀
Its funny because for surfaced we had the samw issue of a disabled enemy spawning but in our case the code worked
But it was just a white box
wesley
they're more a lore addition than anything
cuz I didn't want the Ogopogo to just kill you
Well it already does with water which is fatal in lethal
it grabs you and drops you in the water so its babies can eat you, that's kinda the only reason they exist
Just look at mineshaft water tunnels
no it don't
if you're talking about the footsteps that's only when it's passive
and also when they run away from you but at that point you've already seen em
the aloe is a bit more important in the current beta cuz of the new speed configs allowing me to tweak how fast it goes during certain phases
I would love to fine tune the values but uhm... smth about the new acceleration system kinda fucked its movement so the whole entity's broken right now LOL
I think that vermin being the worst enemy is probably a good thing since they're not that bad
Prototax is probably the most forgettable (at least to me)
they don't show up much ye
new thread icon + summary cuz it was severely outdated
nice
Wouldve probably been cooler as large towering fungi like an actual prototaxite
Once drew this
the only time I remember it is when the bug happens where the hurt sounds are global
that is true
Global hurt sound
That sucks balls, but that's not at fault of the prototax itself
Redwood x prototax
Maybe
Monty got so mad when people called the prototax a pp when it came out lol. S1ckboy, its modeler, literally named its blend file "pp"
Remember mithzan saying it was one when he first saw it
that reminds me the project file for this and by extension the mod has two meshes called assterrain and titterrain
just thought you guys should know that
a little off topic but I think the radius that the walkie talkie does the sigurd sound behind the wall thing should be bigger
add granny
yeah that was a suggestion to change something
We dont talk about cr redwood gyatt, shockwavedronussy and seamineussy lol
I love naming things
coomerrebirth
this is absurdly hard to find out
average coderebirth file names
better than naming shit Cube (1)
i think i did that once or twice NGL
imo youre less likely to know about the thing on march
well yeah but thats out of bounds
toy store is like 30% Cube names, so as long as you're doing better than that
most of my objects are named
its not that bad
but i might've missed one or two meshes
its possible
but most people just stand by the wall with the walkie for like a minute and hear nothing (not knowing they have to go to the circle at the drill area and stand there for like 15 minutes)
you know what else sucks
my embrion heat wave effects
getting it right is really hard
idk hwo to do it
i wish it would just decompile properly
fixed
i guess
idk how to make it better
i thought the random scrap pools i added were fun
tbh just
Embrion would be better with more robots imo
get rid of the obscene amount of 19-27 LBS items and two handed items
i already did tho
WHAT
i made it 100% chance for every one handed scrap item in the game
its very funny lol
i dont think the loot is the issue though
i think its just
Too hard
or i suck idk
the problem with embrion is there is like
nothing to use around main to stealth from old birds
what about the two handed scrap...
fire path has actual structures
in my modpack I tried to make the apparatus very expensive though I'm not sure how you would do that
i added random boulders everywhere to try to help mitigate that and then people complained that the moon wasnt open enough
xD
like
yeah
I was about to say that
people seem to just not be happy with embrion no matter what
ultimatum
it was just before it blocked the ship path so it looked to cluttered so they were removed from the direct path of the entrance to the ship
yeah and it shoots a galick gun laser beam at the ship when you pull the lever
you should make embrion have eterns spawn curve
and then you make it so that the ship animation changes, falls down, crashes, expldoes into bits and kills everyone
to be clear random boulders still spawn but i added a straight line of spawn blockers from the path to the ship
so it just Feels less cluttered
I am THE embrion lover
but it actually isnt
cruiser is peak on embrion
yeah that was what I was trying to say
and thats why they were removed in the ship to main entrance path
ah i see
can you actually change the ship landing animation clip btw
i wanted to do that for a moon im making
there is a forest moon that makes it land in a spiral motion
i forgot the name of it
has an elevator to main and a cringe masked at the top of the stairs to it that disappears because its very scary and evil
it's a bit of a process but yeah
Can i make it do a backflip
idk why you feel the need to bring that up but ok
thank you! yeah I like em being small and wobbly, though I wanna have em be different sizes at some point like bhawks
ok
cheese
You would enjoy RandomEnemiesSize then
oh wait is that audio actually used?
that's super cool
that's so awesome
I remember there being rumors about dat
didn't know it was an actual thing, or like I think I remembered it being a thing but I wasn't sure if I just dreamt it or smth
I think embrion is super fun w the car idk if you guys have tried it, but it's what helps me get through it easily
i'm a modpack fiend, bold of you to assume I don't know about the goat
Lucky you; you can resize goats with this one!
can't believe they added goats to lethal company :o
Embrion with car is great
Also I keep meaning to put out the MI update that has the new cave path in the middle so maybe that'll help those complaints about Embrion
idk I feel like the point of embrion is to be hard lol
car embrion is pretty straighforward, it's just a matter of if you decide to greed it or not
the longer you stay the worse it gets for you w the car (and in general, I suppose), but the path behind the big ass rock right of the ship is super good and not a lot of OBs go there in the first place
Embrion is still hard don't worry
oh nah Im not saying the path would make it easy dw

greed
🍎
Just saying regarding some of the talk around embrion in general
I've gotten pretty good at getting worms to kill old birds from all the testing on the moon, but that still doesn't help when your friends pull app early
oh my god thats fucking scary
I don't find leeches scary
yeah i know you're weird though
You would probably be off-put that I find them cute
CRYING
lol Ik
leeches honestly just give me hl1 flashbacks
i dont have a huge fear of them
i would prefer to stay away from them though
I cannot take leeches seriously when they look like this
No, seriously, that's what their faces look like
speaking of which
how TF do leeches bite gordon through his radiation suit that can tank bullets!?
He looks like he just wants a kiss
The topic of their faces are barely recorded online, so here's the most popular example
okay they do look kinda funny
Video game balance
they still bite though..
Well yeah, animals need to eat
Give him a smooch
He would go nicely with a red bowtie and Victorian era top hat
and I would imagine smaller lifeforms, who generally have less intelligence, aren't as prone to being hesitant
(No offense, leeches. I'm not tryna be bigoted..,)
biblically accurate vermin
Not wrong
@half lion I finally figured it out 😭
turns out
theres literally a "camera fade" block
i finally got the heat wave effect to match vanilla
im almost certain he did it screen spaced
i took some screenshot comparisons between vanilla and its really close
crazy thing is i couldnt find this anywhere online and for the first time ever google's AI overview function was useful
Ooo that came out really good 🙏
aghh it looks so good ingame omg
Compared to vanilla's heat wave effect it looks a little more subtle, and honestly I think I prefer it that way
its seamless
i need to record it ingame
oh the quality is kinda balls one second
it looks so good aaaa
i couldnt get it to fade properly and it would abruptly cut off when you get close to it
so im glad i fixed it
Embrion looks so amazing ough...
I rly gotta play a mostly vanilla pack with this and the buttery rebalance mod sometime
you should check out distinct moons too its really cool and fits vanilla well :]
Hmm I think I heard about those, maybe could look into those too 🤔
im late but yes its possible. Kite made a script for it, but he removed it from his moon Vacuity cus it apparently didn't play well with widership/2story ship
ye i already talked to xu abt it
iirc it also messed with how the cruiser was attached to the ship
it would make the front clip into the ship until the end
ill test that but i feel that's caused by something else
na
it's cus kite's ship animation changed rotation as well
so as it was landing the cruiser started clipping in the wall and then got bakc to normal when the ship got to the ground
i think 1.0.4 of Vacuity was the last one with the custom animation
@clear cradle im adding nodes to embrion btw
im putting them in an empty gameobject so if you need to disable them easily you can
it'll be called like ExtraNodes I guess
I'm doing this bc boulders are only spawning on the right side of the map. and it isn't desireable
so again, NodesAndPoints/ExtraNodes
update is out now
i apologize for the 3 patches in the past hour
i kept finding bad issues
but im done, for good this time
embrion is all patched up and healthy
Just one more...
but yeah this is interesting
from what i can tell from the screenshot, it's LowAudio gameobject
yes
so ye, play on awake is false
huh
it's probably playing via audioreverbtriggers
isnt the top one for audio?
does it have an audiosource?
ye
cuz it might just be doiung .Play
wasnt working on my scenes
i had to make it play on awake
like it does on adamance
and you've got basically everything here the same?
more or less
but like, adamance has it set to play on awake
and it works there
so i did the same thing
and it started working
so like wut
as far as i can tell from the code, it should just work™️
your collider is an IsTrigger with the player layer not excluded right?
correct
well, assuming the player really does go through that trigger while moving down, and u havent like, changed the layer of the gameobject or anyhting like that, it should just work
im unsure in this caser
aall of the ship triggers have the same settings except the one inside the ship
the player is def going through them
changeAudioVolume
yea
i think that's making it so it doesnt play
no?
it's a lil weird, im not sure i really fully understand the part of the audio reverb trigger after this
but it tries to change the volume
i dont get why hes checking for changeAudioVolume to not be modified to play
that seems so unnecessary to me
i think he wants to change the volume before playing, but he's doign it in a really really weird way
that includes checking for local fog
i dont have much of a clue lol, it's odd
god this is rancid
whatever setting it to playonawake works
and it still changes volume
so its fine
noice
i stole all 11 of my moons 
modding in a nutshell
More nodes should be fine
i couldent replicate it with my pack i meant.. xD i d k why it suddenly isnt occuring.
i have never used code rebirth in my live lobbies, and my group got the bug as well.
yeah there must be something else causing it
it just seems like code rebirth would make it replicate much more consistently
set power off at start <- is probably a good spot
i do this to fix the bug, im just setting the exitpoints to null then using the vanilla function (on all entrances)
[HarmonyPostfix]
[HarmonyPatch("SetPowerOffAtStart")] //should be late enough.
private static void fixExitPointsPostfix()
{
resetExitPointToNull(entrancesTeleportArray); //non vanilla function to fix a bug with entrance teleports being pre-linked to the wrong exit point (usually only happens with entrance IDs 0 and 1 on the outside.. entrance 1 often being linked to the interior of exit 2/3
preloadExitPoints(entrancesTeleportArray); //at end of the check, load exit points so they are never null so masked dont have issue using unused fire exits
}
I'll check if I can replicate the bug soonish with a friend
In my 180 mods modpack I've got the bug.
I'm reducing the modlist
140 mods now
ok, I've been able to reproduce the unsynced fire exit bug on client with only these mods
It does not happened to me (host) only client
sucks
I mean,
A moon with 2 fire exits
We both enter fire exit A outside to inside
Host goes to fire exit A inside
Client goes to fire exit B inside
If Client leaves the same door where it enters, he goes to fire exit B outisde
Since we're here, I noticed SnowyWeeds does a shit ton of debug logging
it was for testing purposes but it would be kind of pointless to patch it out now inc i need to test it properly + most people have mods that make other mods only log warnings and above
oh
idrk what that is
happened on host+client for me
LLL + JLL + DGP in tandem all heighten the chances of the bug happening from our experience
What bug are we talking about?
The issue where 2 fire exits lead to the same fire exit inside?
yes
I'm thinking it's a LLL or DungeonGenerationPlus bug
I doubt JLL has anything to do with it
It's not either
I know, it's not the fault of any mod in specific
I will say I never had this bug during my runs of Journeys and did only start getting it recently and Rebalanced Moons has had several updates so
It could be something to do with Rebalanced Moons cus I added it after I finished Journeys
and I didn't have it until recently
and iirc Rebalanced Moons had an update that touched fire exits
Just read from here, basically
#1308174824505479290 message
Neither you or I are smart enough to figure out a culprit by ourselves so speculating on it is kinda useless
I only had it when playing Journeys
Haven't had it since
So, like I said it's useless to try and narrow down specific mods that could cause it, imho
I never had it when playing Journeys however since it sounds like it's on DungeonGenerationPlus
that did update at some point after I finished it
It's not a bug that's the fault of any mod in specific, from what I've gathered
I mean if it's not happened with only LLL and JLL I think it's a bug with DGP somehow
Let people who actually know how this whole thing works figure it out, I'd say
also have the same issue sometimes with fire-exits, but i do not have dungenongenerationplus nor JLL, so it's most likely a rebalanced moons issue if i were to guess
could also be maybe something with butteryfixes since that touches fire-exits iirc? but i doubt it since i'm pretty sure it just rotates the way you face upon enter
in a profile narrowed down to just DGP JLL and LLL it still happened, it's not butteryfixes
some mods can probably increase the likelyhood of this issue happening
but it's not caused by any single mod in specific
dopamoons
if i'm not misremembering i swear i had it happen once in a random public lobby i was in on March, so could even just be a vanilla bug
no
its a vanilla bug
my mod technically increases the likelihood of it happening because there are several moons with multiple fire exits now
but its not something i did that causes that to happen
aha makes sense, i wasn't sure so mb, i just naturally assumed it was your mod since i only ever had it happen with your moons, up until the point it happened in a session without yours of course
It's okay, just blame dopa, always her fault 😔
when in doubt blame dopa :)
Exactly
jeez i just realized i kind of had an affinity for doing that it seems
march was the only moon with more than 1 fire
now theres march, dine, titan, and artifice
idk, buttery expressed interest
I thought I saw virus making a fix, idk
They said they integrated a fix for it into LI and they suggested what needed to be done basically
LethalIntelligence is definitely not gonna be used by everyone
where
In the changelog
Ah mb!
you're good
ill just check their source
the fix i did is to make fire exits null.
i did send something before in this thread.. but, not sure it was enough, this is exactly whats needed. beyond the below code, all i did was run EntranceTeleport.FindExitPoint() on all entrances, but i did that for masked because they dont do it themselves when they use fire exits (so its not needed for players, but can be done, my fix works for both players and masked)
entrancesArray = Object.FindObjectsOfType<EntranceTeleport>(includeInactive: false);
[HarmonyPatch(typeof(RoundManager))]
internal class RoundManagerPatch
{
[HarmonyPostfix]
[HarmonyPatch("SetPowerOffAtStart")] //should be late enough.
private static void fixExitPointsPostfix()
{
foreach (EntranceTeleport et in entrancesArray)
{
et.exitPoint = null;
}
}
}
nah i think this is the first time ive sent it in public in full tbh
but yeah, i put it in LI to fix the issues i was seeing in LI, never imagined everyone would use it, just figured someone would eventually add it in to a patch compilation :D)
from memory, because its weeks since i last really tested it.
JLL on its own = i cant replicate it
DGP on its own = i cant replicate it
I assume they both have LLL as a dependency
when all 3 are installed.. with the patchs from september/october/novemberish... it can be replicated.. but it rarely happens.. i had to try so many times.
when using march patches.... it happened frequently
it may just be potlock and maybe it happens at the same frequency.. but thats the vibe i got at the time.
so i felt it was vanilla of origin.. with other factors making it more frequent, but i never found any code that made sense to be the reason why it occurs in any of those mods or vanilla.
has to be vanilla of origin bc purp had it without any of the above in a public lobby
and theres video evidence of that too
yeah i saw, im just reeling off my thoughts from like.. a month ago.. before i knew that. xD
Is the fix going to be included in Rebalanced Moons?
Then... what do you think about making fire exits unable to be generated in the same room
That only happened on March cuz it was the only moon that had more than 1 fire exit, but it happen more often with this mod
that's a lot easier said than done, lol
and will probably only be in my dungeon improvements mod at some point
when i get around to that
Map Improvements vs Dungeon Improvements
Monster Improvements watching from a distance
Btw, why TitanLighting option affect only inside
It could affect the hanging lamp at main entrance too
it doesnt
it affects all powered lights
im pretty sure i already told you this
but titans main entrance light is a different color for that reason
Not exactly, I thought it was a bug that the hanging lamp was different with Titan override
But it's different when Titan override is off and TitanLighting is on cuz outside is yellowish and inside is white
not necessarily
the bug impacts clients individually
a modded client can force the bug to occur in vanilla lobbies
or, in this case, accidentally cause it to occur
im like 99.9999999999999999999% confident this will never happen in unmodded games
true unmodded games
@sinful jungle it has happened to me (host)
it has also happened to me as a host
and Virus has reported it happening to host + client
0.0000000000000000001%, so youre saying theres a chance? 
So, someone is planning to do a fix?
the only situation where it can happen is if a player tries to use fire exit 1 (in the valley next to main entrance) on march within a <1 second timeframe of the 2nd and 3rd fire exits network spawning (because the fire exit IDs get corrected withih 1s of the main entrance network spawning)
at best there are 15 seconds for that to occur within the ship doors opening
i like those odds
but that is assuming the main entrance takes 15 seconds to network spawn without failing completely
in reality you probably only have like 1 or MAYBE 2 seconds with insanely bad netlag
all of that is purely theoretical btw
but bad ping and a jetpack may make it possible under extremely specific circumstances which is why i dont call it impossible
any map with more than 1 fire exit.
we are talking unmodded
oh
that only applies to march unless mods are used
anyways i still need to make that mod to patch it
@unique wyvern would you be able to test my plugin before i release it
you made it sound like you experience it extremely consistently so you'd make for a good tester
most definitely!
i could just release it to thunderstore with good confidence it'd work, but like, confirmation is always nice
i haven't written it yet but i will do that today
I mean I haven't encountered the bug myself in quite a bit, but that's because I ditched the modpack I got it on a lot for a bit
I can go on that profile today tosee if it still happens
then download your plugin and see if it fixes it
I did experience it constantly for a few sessions
on moons like Gratar (has like 4 or 5 fire exits) and Hyve (same amount) it was suuuper common
that is until I stopped playing wesley's moons
sounds good! gimme a shout when you got it ready
will add that as another dependency i guess
there are dozens of us!
L man hates the spider sounds. (I also was never satisfied with them, but I SWEAR THE SPIDER SOUNDS ARE BUILT DIFFERENT YOU DONT UNDERSTAND)
the spider sounds are very iconic don't listen to them
Look I made the spider sounds myself and i was never satisfied, Everything else for the most part is great BUT I SWEAR TO GOD. They feel so repetitive, even with variety and I never could figure out why @unique wyvern
I do agree they're a lil repetitive
but basegame does have a lot of stuff like that and it's never bothermed me suuuper bad; I think its biggest crime is just being a bit too over the top LOL
but most of LR's sounds are extremely over the top (which I like)
quick question mildly related to rebalanced moons; how hard was it to change the interior lighting color on titan? as in how hard was it to make it white-r?
@unique wyvern sorry i didnt have enough time to wrap this up before i went out for the night, this is a bit later than i anticipated
[Warning:Fire Exit Fix] Some previous mod has set the exitPoint of a fire exit's EntranceTeleport before SetExitIDs() was allowed to run. This is very dangerous and likely to cause problems.
[Info :Fire Exit Fix] Successfully remapped exitPoints for all EntranceTeleports. You should no longer experience fire exit bugs today
you should see the above in the log on any day where this bug would have occurred without the mod
well
if it works i was going to put it on thunderstore and open source
but if you need them right now
oh
i see
[HarmonyPatch(typeof(RoundManager), nameof(RoundManager.SetExitIDs))]
[HarmonyPrefix]
static void RoundManager_Pre_SetExitIDs(ref object[] __state)
{
// locals
__state =
[
false,
Object.FindObjectsByType<EntranceTeleport>(FindObjectsSortMode.None)
];
EntranceTeleport[] teleports = (EntranceTeleport[])__state[1];
foreach (EntranceTeleport teleport in teleports)
{
if (teleport.exitPoint == null)
continue;
__state[0] = true; // need to reassign exit points, because some mod's behavior expects them to be there
if (teleport.entranceId > 0)
{
Plugin.Logger.LogWarning($"Some previous mod has set the exitPoint of a fire exit's EntranceTeleport before SetExitIDs() was allowed to run. This is very dangerous and likely to cause problems");
break;
}
}
}
[HarmonyPatch(typeof(RoundManager), nameof(RoundManager.SetExitIDs))]
[HarmonyPostfix]
static void RoundManager_Post_SetExitIDs(object[] __state)
{
if (!(bool)__state[0])
return; // no problems
EntranceTeleport[] teleports = (EntranceTeleport[])__state[1];
foreach (EntranceTeleport teleport in teleports)
{
foreach (EntranceTeleport teleport2 in teleports)
{
if (teleport.entranceId == teleport2.entranceId && teleport.isEntranceToBuilding != teleport2.isEntranceToBuilding)
{
teleport.exitPoint = teleport2.entrancePoint;
teleport.exitPointAudio = teleport2.entrancePointAudio;
break;
}
}
}
Plugin.Logger.LogInfo("Successfully remapped exitPoints for all EntranceTeleports. You should no longer experience fire exit bugs today");
}
no nevermind i should probably just dependency
i dont wanna be rude or anything
i figured you wrent gonna upload it
ideally we would know what mod is causing it
and fix it upstream
but it's a common enough issue and it's a showstopper
so there probably ought to be some release for it
maybe i can pull my rotation fixes into this as a config setting to justify its existence
i dunno
first version will just be the patch for this bug and we will see if it becomes anything more
thanks a lot stan!
I'll check it out tomorrow, its like 4am teehee
yeah
i had it finished like
9 hours ago
but i didnt want to drop it until i at least tested it
and a bunch of stuff happened in between in those 9 hours
i was about to head to bed and remembered i never followed up lolll
its all good!!!
didnt actually encounter the bug but i did force the circumstances that would cause it
and verified that the debug logs worked (which should mean behavior works)
lol
im having an awkward bug where sound panning is inverted on some of the outside hanging lights
so like
you'll hear them turn off from the left if they're to your right
unity is so fucked and weird
turning the audio spread to 0 fixed it
xd
Ah I see your fix actually assigns them using your own method at setexitids
I patched it later as I worried that someone may change them after setexitids too (to future proof against some dumbass) fiddling xD)
Also the vanilla function (for setting exit point) works, and I cancel setexitids so I may have to rework my patch, woo. Lol
Are there maps of the changed moons? I would like to see them..
This seems like a neat mod
just woke up and ate a mean roast, I'll get to work in a jiffy captain 🫡
that's nice to hear coming from you:] thanks
nop
they're not that heavily different i don't think its super necessary
Oh no do I have a bad rep
i know you from tdp
Oh god
I'm care there
tdp?
Don't remind me, I'm embarrassed
lol
Of my behavior
zeekers discord


