#DawnLib [V80]

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vale ocean
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does the editor dll need to be in a specific path?

oak linden
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yeah it needs to be in Assets/Editor

frozen widget
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@oak linden i feel like the mod doesn't update

oak linden
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wdym

frozen widget
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whenever i try playing i get the exact same problems

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even tho i changed 99% of things

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only having 7 achievement registered when i got more

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and anytime i get on a moon i get the wrong achievement

oak linden
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well that just sounds like you're not building your bundles?

frozen widget
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what is happening now bro ๐Ÿฅ€

oak linden
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did you delete teh metadata files perceive

frozen widget
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no??

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i deleted this compatibility thing

oak linden
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well yeah it'll regen em, just try restarting unity, it's pretty fickle with this type of thing ig

frozen widget
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it's updated now but it does keep on spamming

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and the achievement is stuck on my screen

oak linden
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yeah can i get the log from that

frozen widget
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just here look and tell me if anything might be wrong?

oak linden
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seems fine to me, though you should change Dedication to dedication to follow the format

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what is small chair?

frozen widget
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item i made

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what's wrong with it

oak linden
#

through lethallevelloader?

frozen widget
#

yeah

oak linden
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can you send me a screenshot of the ExtendedItem?

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i wanna see if this is a thing you can control or not

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you should keep in mind that you should not be making shop items with LLL, they break when you do a lobby reload

frozen widget
oak linden
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is that all you're given?

frozen widget
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this is all given with LLL

oak linden
#

great, ill push an update to accomodate LLL in that side of things ig

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it'll also fix the issue you have had with achievements

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i need to open unity so ill push the update in like 15 mins ig

frozen widget
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soo uhh

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what about my achievement issues?

oak linden
#

v0.1.5

  • Fixed issues with LLL shop items not being proper keyword names by LLL.
  • Fixed achievement UI sound not playing and breaking the achievements.
  • Fixed an issue where mods like MoreShipUpgrades allow LethalLib shop items to be disabled incorrectly.
frozen widget
#

@oak linden when i build the mod, it adds the old zips inside the assets folder of the new zip

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turns out if you keep your zips from older versions, these zips will be copied into the assets of the new zip????

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what

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also when triggering an achievement it gave me this
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Dusk.AchievementUIGetCanvas+<ShowNextAchievement>d__7.MoveNext () (at ./src/API/Definitions/Achievements/AchievementUI/AchievementUIGetCanvas.cs:49)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
Dusk.AchievementUIGetCanvas:QueuePopup(DuskAchievementDefinition) (at ./src/API/Definitions/Achievements/AchievementUI/AchievementUIGetCanvas.cs:35)
Dusk.DuskAchievementDefinition:TryCompleteAchievement() (at ./src/API/Definitions/Achievements/DuskAchievementDefinition.cs:80)
Dusk.DuskInstantAchievement:TriggerAchievement() (at ./src/API/Definitions/Achievements/DuskInstantAchievementDefinition.cs:18)
Dusk.DuskAchievementExtensions:TryTriggerAchievement(Registry1, NamespacedKey1) (at ./src/API/Definitions/Achievements/DuskAchievementExtensions.cs:10)
Dusk.AchievementTriggers:TryCompleteAchievement() (at ./src/API/Definitions/Achievements/AchievementTriggers.cs:16)
UnityEngine.Events.UnityEvent`1:Invoke(PlayerControllerB)
InteractTrigger:Interact(Transform)
InteractTrigger:OnTriggerEnter(Collider)

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the achievement is still stuck on my screen BUT no more console spam

frozen widget
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did

oak linden
sly marsh
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Funny error if you don't have SoundAPI present

oak linden
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LethalModDataLib always always did this#

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with coderebirth too#

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new keyboard bleh

sly marsh
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Oh interesting

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Outside of that though it seems like it works fine atm and doesn't throw any sort of errors by having both it and CRLib which is good incase mods update to it before CR does

frozen widget
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does mean i got the achievement but the sound still doesn't play

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and the thing gets stuck on my screen still, at least it doesn't spam errors

frozen widget
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got this on launch after making a new bundle and i don't get achievements anymore
[Error : Unity Log] JsonReaderException: Additional text encountered after finished reading JSON content: }. Path '', line 47, position 0.
Stack trace:
Newtonsoft.Json.JsonTextReader.Read () (at <29e3dfd7379d434ca9881f8263fe42fe>:0)
Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType, System.Boolean checkAdditionalContent) (at <29e3dfd7379d434ca9881f8263fe42fe>:0)
Newtonsoft.Json.JsonSerializer.DeserializeInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType) (at <29e3dfd7379d434ca9881f8263fe42fe>:0)
Newtonsoft.Json.JsonSerializer.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType) (at <29e3dfd7379d434ca9881f8263fe42fe>:0)
Newtonsoft.Json.JsonConvert.DeserializeObject (System.String value, System.Type type, Newtonsoft.Json.JsonSerializerSettings settings) (at <29e3dfd7379d434ca9881f8263fe42fe>:0)
Newtonsoft.Json.JsonConvert.DeserializeObject[T] (System.String value, Newtonsoft.Json.JsonSerializerSettings settings) (at <29e3dfd7379d434ca9881f8263fe42fe>:0)
Dawn.PersistentDataContainer..ctor (System.String filePath) (at ./src/API/Data/PersistentDataContainer.cs:40)
Dawn.Internal.PersistentDataHandler.Get (BepInEx.BaseUnityPlugin plugin) (at ./src/Internal/PersistentDataHandler.cs:26)
Dawn.Utils.BepInPluginExtensions.GetPersistentDataContainer (BepInEx.BaseUnityPlugin plugin) (at ./src/Utils/Extensions/BepInPluginExtensions.cs:9)
Dusk.DuskPlugin.Awake () (at ./src/DuskPlugin.cs:24)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()

oak linden
#

Screenshot new achievements

frozen widget
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when i bundle, this is what happens

frozen widget
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most achievements :

oak linden
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Send me the zip that gets built ill check it out when I wake up

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Also I hope you're building and pulling bundles from a proper assetbundles folder now

frozen widget
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will try it but if i get a problem i'll say it and let you uhh test it when you come back from eepland lil eepy baby

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goopy looby night

oak linden
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Thanks?

obsidian marsh
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was looking at the GitHub, extremely minor oversight :)

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i will have to play around with this for sure

oak linden
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The vehicle part is completely untested so I've been working on a template for all content and HOPEFULLY I can get smthn made even though I have no unity physics knowledge lol

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Basic layout should exist atleast

obsidian marsh
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even my truck took alot of small tweaking and fine tuning to get it how I want

oak linden
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Reminds me I also gotta set the cost to be a dynamic one like shop items and unlockables

obsidian marsh
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For smth like a bike you'll have to figure out how to make it stay upright (probably apply a constant force upwards and scale it dependant on X Y Z) maybe similar to the cruisers uprighting code? Idk I never really messed with anything less than three wheels hehe

oak linden
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Fair, honestly the hard part might be getting the station stuff set well

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Having it be in a good position and allowing people to move it ingame to see what position is good (or atleast in unity) and then giving compat with the bigger ships

obsidian marsh
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For the station stuff i need to create my own model and placeable object for that right?

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If so, how do you handle storing the station (if you can) with a vehicle attached to it

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Also, I'm assuming you can only have one of each type of vehicle?

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I'm also curious how saving vehicles is handled

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Base game just saves a vehicle id and then loads it from an array

oak linden
obsidian marsh
oak linden
oak linden
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The ideas to be as close to vanilla but not as terribly hard coded as vanilla

obsidian marsh
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If that makes sense

oak linden
obsidian marsh
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It would probably play fine with vehicles of other types

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But if you spawn multiple vehicles of the same type (my truck for example) alot of stuff will only work for one

oak linden
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Yeah that makes sense

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At the end of the day it'd be up.to the dev if I managed to allow multiple vehicles but ehh

obsidian marsh
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Since I cached alot of stuff and use it for enemy interaction

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Although if it's an unlockable I imagine it would only allow one of its type anyways

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Like you can't buy two ship horns for example lol

oak linden
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Well you wouldn't be buying the station, the station just comes with the vehicle

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And technically the vehicle allowing more than one to be bought is probably just a silly number somrwhere

obsidian marsh
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Ah

oak linden
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I also haven't seen how far zeekerss took things, whether he only allows one vehicle at all times or only one cruiser at all times

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The latter would make my life easier but it wouldn't change much

obsidian marsh
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So the first one yeah

oak linden
obsidian marsh
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I didn't see anything after only allows one vehicle at all times

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It's only one vehicle at a time

oak linden
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Oh lol

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Yeah I guess I could take a look at that and change it

obsidian marsh
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Like if you order my truck then try order a cruiser it won't let you and will give you the message that you can only have one vehicle in operation

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Except the message will say "cruiser" since it isn't vehicle specific

oak linden
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Ic, yeah I'll bypass that then

frozen widget
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@oak linden so uh xu, anything new?

oak linden
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I've been trynna sleep for a while, so nope

frozen widget
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bro go to sleep, you should have gone long ago man

oak linden
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Yeah I been tryin

frozen widget
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i would gib you a goodnight kiss but idk where you live

oak linden
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No thanks

charred field
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lay down and take a shot every 5 minutes if you don't fall asleep

frozen widget
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that was a fast response...

charred field
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repeat until you go unconscious

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never fails

oak linden
oak linden
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Those are a bitch that don't let ya sleep

frozen widget
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just have a good night and sleep well

oak linden
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I didnt say that but again I'm not comfortable with stuff like that so please don't say something like that again

white finch
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Yeah you don't have to redo stuff when updating greed

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You just need to keep the .meta file with the GUID

obtuse pecan
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oh, sorry, i didnt read the other messages

frozen widget
obtuse pecan
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i made an oopsie ๐Ÿ˜ญ

frozen widget
#

me when i don't read everythin

white finch
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The classic send message before finishing reading message history blunder beevil

obtuse pecan
#

Thats so me Fish

oak linden
#

moving on from all of that above

oak linden
# frozen widget zipped a new one

your first problem is that the ContentContainer/UnlockableDefinition bundles need to be rebuilt to accomodate the new Namespace from Dedication to dedication

other than that, everything loads fine for me

oak linden
obsidian marsh
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ic ic

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i guess that leaves one big problem

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vehicle on vehicle collision

oak linden
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i could probably still transpile and make sure its not a DawnLib vehicle since some people might make their vehicle use that class

obsidian marsh
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vehicles currently just phase through each other

oak linden
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huh

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any idea why?

obsidian marsh
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no

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probably something to do with the vehicle layer

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the multicruiser mod tries to "fix" it by using the push code when it detects hitting a vehicle

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something along those lines

oak linden
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yeah vehicle layers cant collide with eachother

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i wonder if i can change the layer collision matrix at runtime

obsidian marsh
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i wonder if it would cause any issues first lol

oak linden
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yeah i wonder that too

obsidian marsh
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surely there's a reason why it's off

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it probably starts colliding with the wheels and bugs out

oak linden
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it might be so the cruiser doesnt off itself by itself

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yeah

obsidian marsh
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i haven't really touched any of that stuff tho

white finch
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Wasn't the mod that allowed for multiple Cruisers to exist let them crash into each other? I wonder how it handled it greed

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I could also just be misremembering

obsidian marsh
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it uses the push code

white finch
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o

obsidian marsh
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when it collides with a vehicle

white finch
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Fake crash I see greed

obsidian marsh
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it was super jank but i guess it "worked"

oak linden
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i might be able to just enable physics collisions between the two vehicles

obsidian marsh
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๐Ÿ‘Œ neato

oak linden
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grab all the nonTrigger colliders and just enable it between any and all existing vehicles

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i do this in my hoverboard ages ago lol

white finch
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Hopefully doesn't cause anything with the vanilla Cruiser though plink

oak linden
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well it shouldnt, im not modifying the collision matrix technically?

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just collision between gameobjects of different vehicles

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not sure if it'd work at all though

white finch
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Oh I see, it's between specific colliders, neat

oak linden
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there is also this that would modify the actual matrix i think

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i guess there was a good reason

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@obsidian marsh @white finch

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lol

white finch
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๐Ÿ’€

frozen widget
oak linden
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v0.1.6

  • Improved error handling with corrupted save data and tagging.
  • Fixed an issue with applying item spawn group tags
  • Added ExtraScanEvents with an On Scan event (requires Scan Node Properties)
  • Refined VehicleBase + StationBase code to be compatible with dropship attaching etc.
obsidian marsh
frozen widget
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oh i see the issue xu

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yeah it's really sneaky and i something i couldn't figure out

oak linden
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what is it?

frozen widget
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the namespace thing

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basically i didn't see that in the unlockable thing it still said Dedication instead of dedication, so i just refreshed the unlock def

oak linden
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do your achievement sounds work now?

frozen widget
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i'll check after i'm done with a model rn

vale ocean
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how do achievements get registered? because i noticed its not like the other additions where you include the asset in the content container

oak linden
vale ocean
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so just add them to their own asset bundle and they'll register?

oak linden
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you do have to make a section for em in the content container for that assetbundle

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but you dont gotta add em there

vale ocean
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alright

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but also youre doing a really great job at this mod like damn

oak linden
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thanks!

vale ocean
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im a number one fan ๐Ÿ”ฅ been using this since it was crlib 0.1.0

oak linden
#

fr

vale ocean
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did dawnlib get deleted on thunderstore or is the website tweaking

oak linden
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uhh

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huh

vale ocean
oak linden
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it got removed

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welp i guess i gotta figure this out

vernal umbra
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Do you include a batch file or exe or something

oak linden
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no, it's probably related to the save file stuff

vernal umbra
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Hmm

oak linden
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i already know what it is i think

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im being boo'd in the background, BONGO already knows what it is

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@midnight schooner ๐Ÿณ๏ธโ€๐ŸŒˆ

midnight schooner
vale ocean
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i managed to get the achievement trigger working with jlls item component this is so cool

oak linden
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nice!

slender violet
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[Error : DawnLib] Error happened while trying to save PersistentDataContainer (com.github.teamxiaolan.dawnlib.dusk.dawndata):
System.IO.IOException: Sharing violation on path C:\Users\AdminUser\AppData\LocalLow\ZeekerssRBLX\Lethal Company\DawnLib\PluginData\com.github.teamxiaolan.dawnlib.dusk.dawndata
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <787acc3c9a4c471ba7d971300105af24>:IL_019E
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000
at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
at System.IO.File.Open (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000
at Dawn.PersistentDataContainer.SaveAsync () [0x00047] in ./src/API/Data/PersistentDataContainer.cs:77

slender violet
slender violet
oak linden
#

um, inside what container?

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DawnLib doesnt add any items

slender violet
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the default one

oak linden
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wdym the default one

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i have no idea what container you're talking about

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DawnLib doesn't add a physical container anywhere in-game

slender violet
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this one here

oak linden
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yeah thats not a dawnlib thing

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thats vanilla

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i dont touch it either

frozen widget
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@oak linden what in the helly hell happened??

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i updated to 0.1.6 and now i got this when first starting

midnight schooner
frozen widget
#

okay but what can i do?

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oh well i hope "deleting files" didn't do anything to drastic

oak linden
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it wont, doesnt delete anything related to lethal

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or well, it deletes stuff related to dawnlib but not lethal's files

frozen widget
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well after doing that, trigger an achievement didn't work

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somehow

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the achievements tab was there, but ingame i couldn't trigger one of the achievements somehow? even tho i didn't change anything about it

oak linden
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i'd check your trigger script whether you've got the right definition there, and make sure the achievement isnt already completed

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if its completed u can just reset it but that'd be one of the only scenarios where it'd fail without any errors

frozen widget
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oh ok

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question about achievements, if the unlockable is locked behind an achievement, does that affect the player or just a save file? (i feel like the first option is the right one but better ask)

oak linden
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achievements are never tied to save files

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so if its locked behind an achievement, and u dont have the achievement, u cant buy it

frozen widget
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ok that's good to know

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nope, it didn't trigger even tho the trigger use to work the exact same way and i don't have any achievement completed

frozen widget
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well at this point i forgot to check them so here have the log i guess

oak linden
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hmm

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send me your achievements zip ig

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ill check out and see if i have the same issue with the persistent stuff

frozen widget
oak linden
#

oh also if people are wondering where the name DawnLib actually came from, it comes from my name Xu Xiaolan, specifically Xiaolan which roughly translates to Morning Mist, but when you split it up into the individual words Xiao and Lan, you get Dawn/Daybreak and Mist
cool bit of trivia ig

oak linden
#

v0.1.7

  • Attempt at fixing some more file locking issues or whatever.
  • Fixed a bunch of the definitions being broken in editor
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while creating a template i realised at some point i broke a bunch of the DuskDefinitions

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so you should re-import the files from v0.1.7 so everything works and loads properly

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Template gonna take a bit to come out but these are all the dependency mods you need in unity for DawnLib to work (and also turning off validate references on stuff that complains in the console)

oak linden
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ok so apparently mrov removed the ability to make these ScriptableObjects in the Editor so I'll need to figure something out for the Weather portion of DawnLib

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i have no idea how else you'd make them if not the editor, useless to make em in code

frozen widget
#

why'd he change it tho?

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oh and also xu
Stack trace:
System.Collections.Generic.Dictionary2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E) Dawn.Registry1[T].get_Item (Dawn.NamespacedKey1[T] key) (at ./src/API/Registry.cs:71) Dusk.DuskAchievementReference.Resolve () (at ./src/API/Definitions/Achievements/DuskAchievementReference.cs:22) Dusk.AchievementTriggers.TryCompleteAchievement () (at ./src/API/Definitions/Achievements/AchievementTriggers.cs:16) UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010) UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
InteractTrigger.Interact (UnityEngine.Transform playerTransform) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_00B7)
InteractTrigger.OnTriggerEnter (UnityEngine.Collider other) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_004B)
this happens when i trigger an achievement

#

anything i'm missing?

oak linden
#

Did you rebuild all your bundles when you changed the namespace earlier?

oak linden
frozen widget
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after doing building bundles, and redoing it

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[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Dusk.AchievementUIGetCanvas+<ShowNextAchievement>d__7.MoveNext () (at ./src/API/Definitions/Achievements/AchievementUI/AchievementUIGetCanvas.cs:49)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
Dusk.AchievementUIGetCanvas:QueuePopup(DuskAchievementDefinition) (at ./src/API/Definitions/Achievements/AchievementUI/AchievementUIGetCanvas.cs:35)
Dusk.DuskAchievementDefinition:TryCompleteAchievement() (at ./src/API/Definitions/Achievements/DuskAchievementDefinition.cs:80)
Dusk.DuskInstantAchievement:TriggerAchievement() (at ./src/API/Definitions/Achievements/DuskInstantAchievementDefinition.cs:18)
Dusk.DuskAchievementExtensions:TryTriggerAchievement(Registry1, NamespacedKey1) (at ./src/API/Definitions/Achievements/DuskAchievementExtensions.cs:10)
Dusk.AchievementTriggers:TryCompleteAchievement() (at ./src/API/Definitions/Achievements/AchievementTriggers.cs:16)
UnityEngine.Events.UnityEvent`1:Invoke(PlayerControllerB)
InteractTrigger:Interact(Transform)
InteractTrigger:OnTriggerEnter(Collider)

#

what am i missing here exactly

oak linden
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It feels like you're using an old version of this mod

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The error you got is from the audiosource on the achievements not existing

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But im fairly sure it existed just fine for @vale ocean

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Atleast I assume achievement popped in and out with the audio just fine?

frozen widget
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it didn't pop out

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and the audio didn't happen either

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somehow the it's doing the same thing again even tho i'm using the right version 0.1.7

oak linden
frozen widget
oak linden
#

No

frozen widget
#

then i don't see why it would be failing

oak linden
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Me neither

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I'll wait for Dusk to let me know if it worked for him

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If it did then idk what you did wrong but something else failed down the line before that ig

frozen widget
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well in any case i'll give you the log of this session if anything in it might be more telling

frozen widget
#

@oak linden this is straight up stupid

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bro how is it even possible ๐Ÿฅ€

midnight schooner
#

you may have to remove and readd the reference in the trigger behavior to update the key it keeps track of

vernal umbra
sacred tulip
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I thought that was fixed

vernal umbra
#

what version did it start

sacred tulip
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It had that issue on release

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Like 3 people reported it

vernal umbra
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oh awesome

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well thats awkward

sacred tulip
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But idk if its fixed yet

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I thought it was but i might be confusing it with smth else

vernal umbra
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i do have atomic's terminal api (for brutal company) and darmuhs terminal stuff if it could be conflicting with those

oak linden
midnight schooner
oak linden
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and logs

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lol

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an item didnt get registered right (every item, vanilla or modded, is supposed to get registered)

vernal umbra
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01993c98-3ef7-dec5-ab34-1a37da15fc52 code is the same, just update meltdown again

midnight schooner
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did you reload the lobby?

vernal umbra
#

no

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first load

midnight schooner
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wuh the fuck

vernal umbra
#

is this relevant

midnight schooner
#

no

vernal umbra
#

ok

oak linden
#

unrelated but nice one @icy tulip

vernal umbra
#

when no libnits:

midnight schooner
#

for some reason dawnlib is registering all content again?

oak linden
#

i think you can thank moresuits for this one, isnt it the mod that readds the orange suit like 100 times for some reason?

vernal umbra
#

idk

#

i have it set to a higher suit num than default because of the modelswaps from before, but it was reduced since then so idk

white finch
#

Me when orange suit

sly marsh
oak linden
#

its not a real issue, but yeah idk

sly marsh
#

I'd expect it affects lobby join times

#

lol

white finch
sly marsh
#

True

#

But having to register the same thing 100 times

#

lol

white finch
#

It's not really an issue but kinda funni

oak linden
#

someone is duplicating all shop items and faking out dawnlib

#

this is gonna be fun to chase down in a 350 mod modpack

white finch
#

Oh you know what

#

Might be this ol' issue: #1213797469192855553 message

white finch
oak linden
#

they're being added to the itemsList list though

#

like this is deliberate

white finch
#

Oh, hmm

#

Someone is evil

oak linden
#

seems like remnants is readding most or all shop items into that list

#

so that's part of the problem

#

which mod adds the gummy flashlight?

#

@vernal umbra

vernal umbra
#

oop

vernal umbra
oak linden
#

not sure why the issue doesnt replicate on vanilla items, but im seeing now if its a fully remnants issue

vernal umbra
#

that would suck

#

cant remember the last time remnants was updated

oak linden
#

okay so

#

remnants + gold scrap causes an issue
piggy's variety mod also causes an issue

#

@pine dirge are you able to update piggy's variety mod?

vernal umbra
#

if someone can do a patch then jacob can upload it i think

oak linden
#

v0.1.8

  • Added On First Scan event to ExtraScanEvents.
  • Fixed issues with other mods adding duplicate items into the list of all items.
  • Fixed more compatibilities with other mods.
  • Made sure to fix issues with achievement popup not working properly.
#

@frozen widget that should fix your issues with popup, but you do need to get rid of the achievement from your AchievementTriggers and re-add it cuz of the namespace error you were getting where it thought the Namespace was Dedication and not dedication

pine dirge
oak linden
#

by this code i meant the Items.RegisterItem

#

the problem is just that piggy is adding his item to the items dictionary like 3 times over

pine dirge
#

I'll have a look

oak linden
#

thanks

#

those changes shouldnt ever cause any gameplay changes but yeah

frozen widget
oak linden
#

and im talking about the field that stores the achievement

frozen widget
#

Okay then

vernal umbra
pine dirge
#

Ah, great

#

Would allow me to fix some of the other stuff aswell SCaraara

pine dirge
#

I has my own Lib tho PikaHoldIN

oak linden
#

mines better, yw

pine dirge
#

I'll have a look at it, but not going to promise anything

oak linden
#

good

#

you'll like it dw

vernal umbra
#

also dawnlib update fixed store, thanks

oak linden
#

definitely an oversight

oak linden
vernal umbra
#

at least until they fix their problem

vernal umbra
icy tulip
oak linden
pine dirge
vernal umbra
icy tulip
oak linden
pine dirge
oak linden
#

They're just saying that the dll is missing so the texture swap stuff won't work

#

Which people might not notice

vale ocean
#

are they just always outdated?

vernal umbra
#

They're all old

#

And piggy doesn't have time to update them

#

Lc office is different cus Jacob is maintaining it

vale ocean
#

one day lc shrimp will return

vernal umbra
#

Piggy's Variety Mod has no active maintainer right now

#

One day shrimp will stop breaking things it shouldn't touch in the first place

pine dirge
vernal umbra
#

I'd help if I knew anything about how it worked

#

I am not the thinker

icy tulip
oak linden
icy tulip
#

and they arent

oak linden
#

Does your dll explicitly depend on LethalLevelLoader in the code?

icy tulip
#

greed you wrote the script bro

oak linden
#

I didnt write the dll bro

#

You did

#

I wrote the script you already had a plugin to put it into

#

Pretty sure anyway

icy tulip
#

I know for sure the script works

#

cus deepcore gets quite frigid on snow moons

#

and hot on canyon moons

oak linden
#

Dunno then, I'd look into it just incase though

icy tulip
#

Mays bee

pine dirge
vernal umbra
#

Maybe you just didnt include it in storage complex or thallasic

icy tulip
#

i

#

how is this even possible

#

im trying to think of ways it could be my fault

#

The only thing from me that uses those scripts are the interiors

#

Itโ€™s exclusively applied to objects in deepcore and v hangar

#

im thinking of all of my moons and none of them have that script

#

plink how is this possible

#

i mean

#

opposite way around

#

Why is it trying to find the script if neither of the mods that need it exist

vernal umbra
#

You have to be referencing it somewhere in the thallasic scene

#

Thats all I can think of

icy tulip
#

thats the only possible thing

#

however

vernal umbra
#

Did you copy assets from deepcore or hangar when redoing thallasic

icy tulip
#

not a single asset on thallasic ever referenced that script because its in an entire seperate project from BOTH deepcore AND vehicle hangar

#

And it uses none of the interior assets either

#

i have two interior projects

#

both are seperate from thallasic

#

genuinely no idea what happened

vernal umbra
#

Well have fun with that ig

frozen widget
#

@oak linden ts is bs

midnight schooner
frozen widget
#

it triggers at the start of the game

#

i have no other namespace than dedication

midnight schooner
#

oh that's on your parent achievement

#

you will need to update that as well

frozen widget
#

okay but since the update on the api

#

i had to recreate the entirety of the achievement files and everything

oak linden
#

Why? Did stuff go missing?

frozen widget
#

yes

oak linden
#

I didnt change anything in achievements so nothing should've changed there

#

Are you sure you replaced right?

frozen widget
#

it was an error on my end i believe

oak linden
#

Oh, okay

frozen widget
#

yes i replaced them

#

it's everytime i press ONLINE on the startup

#

the game sends it not once but twice

#

and it makes no sense to me

oak linden
#

Sends what twice

frozen widget
oak linden
#

I mean the error is just saying that you're using "Dedication" instead of "dedication" somewhere so it can't find the achievement properly, are you sure you've rebuilt the bundled and assigned the parent achievement the achievements again after switching namespaces

frozen widget
#

i removed the Dedication namespace

#

they are all dedication

oak linden
#

Yeah but did you re assign the achievement to the parent achievement

frozen widget
#

yes that i did

#

it works now

oak linden
#

nice

slender violet
#

Collateral from Generic Moons is spamming this error
NullReferenceException: Object reference not set to an instance of an object
Stack trace:
HoarderBugAI.AnimateLooking () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_004B)
HoarderBugAI.LateUpdate () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_004F)

#

Removing dawnlib stop this

oak linden
#

any more logs???

#

cuz i highly doubt i'd randomly cause this

upbeat ember
slender violet
oak linden
#

I'm sure you've sent it before but hard to keep track of that stuff so I'd appreciate it again

#

it did seem like DawnLib errored on something, but I'd still wanna bet the hoarding bug stuff is unrelated?

slender violet
#

01994499-bd4d-3e5c-2fa2-f6142dbc3b5e

floral forum
#

after installing dawnlib, LethalMin has stopped spawning pikmin and keeps spamming errors. here's the code (dawnlib is currently diabled) 019945ef-887a-e67b-191b-52170a127a80

oak linden
#

ill check that out soon too

#

@hallow galleon how do your pikmin spawn/if you hopefully are adding them to a level's enemy list, when are you adding them?

#

in the meantime, working on some editor stuff for an Entity Replacement module of DawnLib, where you can edit most contents' sounds, models, etc

kindred charm
#

But use the power level system of spawning amount

hallow galleon
oak linden
#

if you're adding them with lethallib i think it would add them there

hallow galleon
#

I think so, I use imperium so I'm not 100% sure.

oak linden
#

thats alright, im not sure what i could do on my end to cleanly pick up the pikmin if they're not there but if its with lethallib they should beโ„ข, it's my fault for not going through the debug level to begin with anyway

hallow galleon
#

and yes, I'm using LethalLib

oak linden
#

perfect

oak linden
#

fixed for whenever it reaches thunderstore

oak linden
#

Inside and outside traps, weathers, scraps, achievements for your moons and interiors, whatever ya want is in there

icy tulip
#

the achievements are done?

oak linden
#

And I do like recommend to use some of this stuff, especially achievements, with JLL

#

Ye

icy tulip
#

just not done for cr?

#

ah i c

#

i would like to do achievements but idk what exactly id do

oak linden
#

I'm a bit too caught up on DL tbh but I should get around to finishing CR's update

oak linden
#

Which isn't the most insane use of em, but it's a cute lil touch

icy tulip
#

ohhh I HAD AN IDEA

#

i should do one for the bee bomb

#

[That stings]

Activate the bee bomb. I hope you like bees.

#

and then thats the only achievement. nothing else.

#

absolute cinema.

oak linden
#

Lol, yeah that'd be one where you'd combine the achievements with JLL I think

#

I assume JLL has a thing for you to hook onto items being activated or used

icy tulip
#

the bomb is triggered on shovel hit so yes

oak linden
#

I CAN make that, I have events for items being scanned for the first time etc but just making sure

#

Icic okay

icy tulip
#

as long as achievements can be done with unity events, we good

oak linden
#

Yeah there's a component u can add that act as events you can pick up through the JLL or whatever method.stuff

icy tulip
#

also u might wanna swap the link at the top of this channel to the actual dawn lib

#

and put something for teh achievements

sacred tulip
#

How's this mod going?

oak linden
#

Usually the AI cat gets to it

oak linden
oak linden
sacred tulip
#

Have the issues been fixed or are there still a few around?

oak linden
#

Uh I think I got em all

sacred tulip
#

Yippeee!!!!

#

Time to update facilitymeltdown nyehehehehe

weary tangle
#

are there any mods that can be replaced by using this?
also,
i got an error for this and coderebirthlib but im hoping its because i have starlancer enemey escape

[Error  :CodeRebirthLib] Something went wrong in the generation of the fire exits! (ignorable if EntranceTeleportOptimisation is installed)
[Error  :   DawnLib] Something went wrong in the generation of the fire exits! (ignorable if EntranceTeleportOptimisation is installed)
[Error  :   DawnLib] Something went wrong in the generation of the fire exits! (ignorable if EntranceTeleportOptimisation is installed)
[Info   :Starlancer EnemyEscape] Registering interior EntranceTeleport(3).
[Info   :Starlancer EnemyEscape] Registering exterior EntranceTeleport(1).
[Info   :Starlancer EnemyEscape] Registering exterior EntranceTeleport(0).
[Info   :Starlancer EnemyEscape] Registering exterior EntranceTeleport(3).
[Info   :Starlancer EnemyEscape] Registering exterior EntranceTeleport(2).
[Info   :Starlancer EnemyEscape] Registering interior EntranceTeleport(0).
[Info   :Starlancer EnemyEscape] Registering interior EntranceTeleport(1).
[Info   :Starlancer EnemyEscape] Registering interior EntranceTeleport(2).```
oak linden
#

And nah, This mod doesn't automatically register anything, devs have to move onto using it

weary tangle
oak linden
#

Nothing I can do about it though, it could just be a fire exit designed differently from vanilla

weary tangle
sacred tulip
#

Shouldn't

#

Should work fine

oak linden
#

Nah it wouldnt

weary tangle
#

cool ๐Ÿ™‚

half aurora
#

What all do I need to do to make sure my assetbundle is found by duskLib?

half aurora
#

I can't figure this out. I've set up my bundle and I placed it in my plugin folder, and I have the DuskMod file set up too, but I can't get it to even acknowledge that my mod is there. Would anyone be able to check over my files to see if theres something big and obvious that I can't see?

half aurora
#

Or maybe theres an example somewhere I can look at?

midnight schooner
#

xu is working on a template but I am not sure on when that's ready

oak linden
#

damn mkv file

prisma ingot
#

If it weren't for the fact I'm going out on vacation tmrw I probably should dip into Dawnlib soon

oak linden
#

๐Ÿซก

#

have fun on the vacation

obtuse pecan
#

I think this lib is awesome and i really appreciate the fact that you can do everything in the Editor AND also with code, this makes it more compatible with a lot of things and should allow a quick and easy update. However I think i'll wait a bit before updating my mods to using DawnLib simply because as its supposed to be a "modern lib" (as stated in the readme), I expect more cleaning to be done such as a technical documentation (or wiki idk) about what can devs do, and how to do it
Yes anyone can easily ask here for questions and overhaul the code on Github should be enough for me to update to this Lib without any problems, but since LethalLib still works fine (even if I hate it btw) I dont want to take the time to change my mods dependencies for a new Lib that will do the same but a bit better, whereas it's not as clean as I want it to be
Side notes tho: the achievements is a good addition and I really love the way to access vanilla content with keys, it's way better than any other solution that we have as of today

#

I don't know when everything will be finished, but keep up the good work Xu

oak linden
# oak linden

can confirm this works, just imperium isnt happy about it

oak linden
#

but yeah ill probably consolidate after im doing adding the EntityReplacement feature, which should be done from what i can tell?

prisma ingot
oak linden
#

fun

#

ah, i guess it's trying to access favourite spot without that existing in the testroom/not even waiting for it to become a thing to begin with lol

frozen widget
#

@oak linden the unlockable item i have shows up as another in the shop (when registered under dawnlib)

#

i copied the record player to make my vinyl player, but still shows up as record player in the shop alongside the normal one, and i can't order it either

oak linden
#

can i see your scriptable object's settings?

obtuse pecan
oak linden
#

yee that's fine

obtuse pecan
#

ggs nonetheless, the lib looks really promising

oak linden
#

a lot of it is meant to be heavy into editor support but obv code support also exists because thats one of the things i dislike about LLL, the code side of things lacking

obtuse pecan
#

Yep, and thats also the reason i never used LLL

#

But i know some just wants editor because they dont know how to code, or they want to do something simple and not having to code the scripts

#

Me personaly, I use my modding projects as some personal projects to help during real job research. So obviously, I code

#

(even if this is small mods compared to other, it can help)

oak linden
#

i code mostly too but obv for something large scale like code rebirth i'd be wasting a lot of time if i didnt do it through editor (and also i coded the whole thing so ig that counts)

obtuse pecan
#

For real

#

Code rebirth is absolutely massive so that make sense

oak linden
#

take a picture of the terminal node's insides

frozen widget
oak linden
#

Either dont include a terminal node so I automatically make one

#

Or setup yours manually correctly

oak linden
#

Just get rid of it wdym ๐Ÿ˜ญ

oak linden
# frozen widget

The problem in this one is so obvious anyway, you put "Record Player" everywhere instead of Vinyl Player

frozen widget
#

i removed it now but i'll have to restart my game to test it

frozen widget
#

@oak lindenthis legit for the unlockable?

oak linden
frozen widget
oak linden
#

In what way can you not buy it

#

Like what step is it failing at

frozen widget
#

the unlockable is in the shop

#

but trying any sort of keyword for it just doesn't work

oak linden
#

And you got rid of the shop terminal node?

frozen widget
#

yes

#

that's the point, i threw out the terminal node and it made an automatic one

oak linden
#

It would make an automatic one based on the name, that's the point of it, anyway just send the zip I'll check it out and see what the problem is when I can

past turtle
#

@oak linden Hello, what does "AddWeight(MoonKeys.Experimentation, 999)" and "AddTagWeight(MoonKeys.Experimentation, 999)" do? I've got items being registered and spawning using SetGlobalWeight(999) but when I instead use the previous two in my plugin Awake() the item doesn't spawn on the provided moon. I'm trying to separate the moon weights so it isn't global and can't tell what I messed up here, I can show the whole line if that'd help.

oak linden
#

A bit busy rn but I'll be able to give a proper response in a couple hours

past turtle
#

Alright, thanks.

half aurora
midnight schooner
past turtle
#

Not sure, I can give it another go later and see if there are any errors or anything when loading the moon also.

midnight schooner
#

oh and i think i figured out what dumb mistake i made

past turtle
midnight schooner
#

yeah tags would have been fine because they used a different thing that wasn't bugged

oak linden
frozen widget
#

cool

oak linden
#

I'll do a pre release in a bit for you to test if youd like but I got it working with your zip

floral forum
#

sorry this is maybe a silly question but what's the process for migrating a mod from coderebirthlib to this?

vernal umbra
#

i think the readme used to have a guide for converting CRMod to DuskMod, idk where it went

midnight schooner
frozen widget
#

cough cough

oak linden
#

is it a parent achievement?

frozen widget
#

yea

oak linden
#

i think i've got it, will be part of the next release

oak linden
#

I've also moved the entirety of the configs and need for a reference into the definitions themselves

#

i did add a button to migrate configs automatically though

#

so you wont need to rewrite anything

midnight schooner
#

@frozen widget @vale ocean
this will require you to rebuild bundles for 0.2.0 though (when it releases). you just need to click the migrate old configs button

frozen widget
#

i'll do that then

vale ocean
#

alr

floral forum
midnight schooner
floral forum
#

i'm so sorry if this is super basic, but i'm having this issue when setting it up. i have a cold though so it's probably just me importing it wrong

cloud flower
#

Is there any documentation for DawnLib or is the way itโ€™s used essentially the same as CodeRebirthLib with some minor differences?

oak linden
#

there is a pre-release on github that has the latest dev update though

#

so you should probably juse use that

oak linden
oak linden
#

v0.2.0

  • Implemented near-complete-prototype of EntityReplacementDefinition
    • Contains EnemyReplacementDefinition and ItemReplacementDefinition currently, but potentially more to come.
    • Usable with custom enemies and items too, but requires the editor for the script to be auto generated, check the wiki or ask in the discord thread for DawnLib for more info.
  • Improved Editor tools a bit more in terms of NamespacedKey formatting and other areas like the package building picking up assetbundles.
  • Removed any configs or reference to DuskContentDefinitions from ContentContainer, moved all configs to the DuskContentDefinition itself and added a button to just migrate old configs to new places.
  • Fix parent achievements not registering other achievements as complete properly.
  • Got rid of WR dependency on the editor, so now you just need DawnLib, the DawnLib editor tool and PathfindingLib.
  • Fixed issues with UnlockableItems (i.e. ship upgrades) not showing up in the terminal.
  • Fixed .AddWeight not working properly.
  • Removed validation from the Editor.dll temporarily to move it into the DuskContentDefinitions themselves later.
  • Did a bit more work on vehicle registration with terminal pricing strategies and terminal predicates.
#

the people mentioned yesterday or the day before do need to rebuild their bundles

oak linden
charred field
#

@ me when the prototype is complete so I can add rolling chair registration and only rolling chair registration

#

tyvm ๐Ÿ˜Š

oak linden
sly marsh
#

Understandable to axe it as a dep though

oak linden
#

I mean, I just didn't like having it in the editor when it wasn't needed

#

And one day if I'm bored enough ill have my own implementation of WR without some of the silly weirdness, but today is not that day

oak linden
sacred tulip
#

Xu wanna make a monopoly hehehehe

oak linden
#

No I just don't like the implementations of lethal lib

charred field
oak linden
oak linden
#

This lib is mainly for me to have fun

charred field
#

oh no i do want to

#

I just don't wanna be the first one to jump into doing whatever i need to do

charred field
#

built in it would make the mod more complete in the case of leaf boys but it would bloat the config a lot and we have more important shit to do lol

obtuse pecan
#

you know that texture/models replacement is pretty easy to code right? (if you want it built in)

#

You even have multiple solutions to achieve this goal, one of which is like a small cheat lol

oak linden
#

I mean, animated model replacements take a decent bit of understanding some internals but im curious, what is that small cheat?

#

To be clear, I completely agree with you

#

I've told monty before it takes like a minute to do a material replacement implementation

obtuse pecan
#

The small cheat is to have multiple objects and just set it active to one you want
The not cheated way is to swap the material with code which is also pretty easy to do yeah

oak linden
#

Oh, I mean that cheat is just kind of bad design, works but like even zeekerss wouldn't do that

obtuse pecan
#

Oh I know

oak linden
#

Though you can't do this with skinned mesh replacements

obtuse pecan
#

I didnt said it was good but it works

oak linden
#

So anything animated needs the code replacement rather than multiple gameobjects

obtuse pecan
obtuse pecan
#

makes sense

oak linden
#

For replacing material u can do the same thing in code for both mesh and skinned mesh

#

But replacing a model, for normal mesh you just replace the mesh

#

But for animated/skinned mesh you gotta have code that "re-validates" every bone

#

I say re validates cuz I couldn't think of a better word

#

But there's some unity internal lists that need to be remade basically

obtuse pecan
#

Yep i know about this i searched a similar thing a while back

oak linden
#

Anyway, all of that is only for developer side skins, which is usually enough, but the purpose in dawnlib is to auto generate the code so anyone can do it

#

Which the editor tool auto generates the replacement for audioclips and any models

obtuse pecan
#

But based on what monty's said, the enemy just needs material swaping so in any case thats just easy to code

oak linden
#

Yeah

#

I've told him before to just ask his coders to do that if they wanna add skins in their own mod, since the workload isn't the code there but the textures themselves, and both are probably super simple

obtuse pecan
obtuse pecan
oak linden
#

Yes

#

Person

#

Whoops pressed enter early

#

Personally*, I'd have biodiversity switch entirely from their current impl to the one in dawnlib, the options and configs and accessibility are definitely a lot higher, but they have no interest in that so ๐Ÿคท

obtuse pecan
#

Biodiversity is coded using LethalLib yes?

#

just checked and yes

#

Ive never checked fully how they use LethalLib for this mod (im gonna need to check that soonish tho lol) but switching from LethalLib to DawnLib may require some good amount of time depending on what they use the lib for
If it's a smaller mod made by one guy like for example my scraps mods then it's easy to switch for the most part, esp if it's a sleeping mod only in maintenance update today (in my case, im waiting for what i was saying last time, and also doing other things, but i know its simple to change)
But for a bigger mod like Biodiversity when it's being maintained by multiple people and still actively in development with many new features already in the works, switching the internal lib is not something you can do as fast / as effective, it really depends on what they want

#

So i understand that they dont want to switch

#

@charred field let me know if i guessed that correctly? lmao

oak linden
#

I aint blaming em, but if we were to compare work needed to switch like you helpfully mentioned, coderebirth was using lethallib and took a couple days to switch

#

And that was with me using a much more rough version of dawnlib that required more work

#

I'm not gonna ask em or force em to switch

#

I dont really care about what lib they use lol, I'll eventually be rewriting lethallib as its only active maintainer to just use dawnlib under the hood

obtuse pecan
oak linden
#

Yes, things take time, everything ever takes time

obtuse pecan
#

Will be quite fun when its going to be changed like that i can see

oak linden
#

I wouldn't hope for it to be anytime soon, and people SHOULD be using the editor for registering (I use editor + code as it's the most supported way of registering in dawnlib), so even when changed, I'd still incline people to use the proper resources

obtuse pecan
#

when ill update my mods, ill see if registering in the editor is really better and if i like it dw ๐Ÿคซ

sacred tulip
#

๐Ÿงโ€โ™‚๏ธ

obtuse pecan
#

What you want mister cheese? plink

charred field
#

we already technically have a texture replacement for gorgonzola, too

#

I know it's easy to implement heheh

#

but ideally i'd like a config for each skin included in the mod that accepts moon weights and for multiple skins showing up per moon and yadda yadda

charred field
sacred tulip
charred field
#

esp since I would need to bother my coders every time I wanted to add another skin

#

the process would be:

ask the coder to make the system, add configs for each enemy

then

i do everything that goes into making a skin
poke the coder a few times
they implement the skin

#

whereas i can just save that first step of the process by just using ESR or whatever's in fashion at the time (in this case dawnlib or whatever)

#

like yeah of course I could just push for smth like that (which I did with Figo) but i'd rather handle side-stuff like that by myself if I have a way to do it

charred field
charred field
charred field
#

it's nothing against the lib I just don't see a reason to do it, rn lethallib works fine for the mod and I don't want to just stop everything and say "ok time to switch" and then hamper development for however long

obtuse pecan
obtuse pecan
#

so more work into these is better

charred field
obtuse pecan
#

yeah, i agree, thats also the same reason why im not modding stuff every day ๐Ÿฅบ

charred field
#

society forces us to work a 9-5 to keep our true potential untapped

#

it's afraid. AS IT SHOULD BE!!!!

floral forum
floral forum
#

btw i started having some issues with saving/loading items, selling items, and killing enemies when using the latest version of dawnlib, the log mentions duskmod? i can send you the log if it happens again

floral forum
#

found one of the exact errors:

[03:20:47.8794772] [Error : Unity Log] InvalidCastException: Specified cast is not valid.
Stack trace:
Dusk.Internal.EntityReplacementRegistrationPatch+<>c.<DynamicallyReplaceAudioClips>b__5_0 (EnemyAI self, UnityEngine.AudioClip[] existingAudioClips) (at ./src/Internal/Patches/EntityReplacementRegistrationPatch.cs:123)
MonoMod.Cil.RuntimeILReferenceBag+FastDelegateInvokers.Invoke[T1,T2,TResult] (T1 arg1, T2 arg2, MonoMod.Cil.RuntimeILReferenceBag+FastDelegateInvokers+Func`3[T1,T2,TResult] del) (at <6733e342b5b549bba815373898724469>:IL_0000)
(wrapper dynamic-method) FlowerSnakeEnemy.DMDFlowerSnakeEnemy::MakeChuckleClientRpc(FlowerSnakeEnemy)
FlowerSnakeEnemy.DoChuckleOnInterval () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0041)
FlowerSnakeEnemy.Update () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_00FF)

dusty ivy
#

I've been getting this too

oak linden
#

ill check this out now

oak linden
#

found the issue, will be fixed once the update comes live on thunderstore

#

might take a while, needs staff approval

sly marsh
rugged orchid
#

alright so it's not just incompatibilities in my modpack

#

was playing last night with friends and had all enemies break & checked it out after this update to see that enemies were still broken

oak linden
#

That's weird, shoulda been fixed, I'll check it out in the morning

#

Hmm as far as I can tell seems to only be butler bees?

sly marsh
sacred tulip
#

few people are reporting bugs with enemies

#

not being able to kill them, or hitting them but not registering all the time

dusty ivy
#

0.2.1 doesnt like kamikazie bugs from brutal company, however no issue with 0.1.9

#

or more like brutal company doesnt like 0.2.1 but is fine with 0.1.9

midnight schooner
#

0.2.2 should be soon that might hotfix it?

#

but i do need logs greed

dusty ivy
#

I will update it and get them for you in a bit

midnight schooner
#

yeah this will turn into a warning with 0.2.2

#

i need to find a proper solution to it eventually

wind mist
#

Might anyone know the nuget package id for this :3

midnight schooner
#

im pretty sure they're in the readme

wind mist
#

I was using the right one I just broke mine :p

#

All better now

#

Thanks

wind mist
#

What might I use to get a list of the enemies DawnLib picks up (like these)

#

I presume a similar process can be used for other content types as well

wind mist
#

Thanks frien

#

I have too many questions but I feel annoying asking them

midnight schooner
#

well we haven't written documentation yet so it's fine to ask them :3

wind mist
#

Like I can get LethalContent.Items, and then from each item I have a .Key, .Value.Key, and .Value.TypedKey... what's the difference?

white finch
#

foreach (DawnEnemyInfo dawnEnemyInfo in LethalContent.Enemies.Values) plink

#

Or wait I misread

wind mist
#

I just want to know what those are

white finch
#

I thought you were looking at .Keys like I was for a while (I'm dummy) plink

midnight schooner
#

but yeah you should just loop over .values

wind mist
#

Are most of the properties that I can get from the items actual references to the variables or just returns?
I'm trying to ask if like I got the item.ShopInfo.InfoNode and I start changing the values I'm given will it actually update the value?

#

Idk if that made sense

midnight schooner
#

yes .ShopInfo.InfoNode should be the actual node

wind mist
#

I just mean in general with the properties I get as well

midnight schooner
#

yeah they should all be references to the actual things

wind mist
#

Coolio

#

What happens if I try to get like ShopInfo of something not in the shop?

#

Will it return null?

midnight schooner
#

yeah

wind mist
#

Or something empty

midnight schooner
#

im guessing you don't have nullable enabled in your project?

wind mist
#

How do you mean?

midnight schooner
#

the ? here on DawnShopItemInfo? means that it can be null

wind mist
#

I see thanks

kindred charm
#

@oak linden finally gonna be back tmmw from Japan

#

Just a quick question for me in advance did we get a guide for converting LLL stuff to dawnlib? Any changes

obsidian marsh
#

i've finally decided that i wanted to play around with Dusks vehicles, however i'm immediately met with a roadblock that seems really easy, but even Zaggy was at a loss (and so am i)

i can override VehicleBase.Awake, but that's it, despite VehicleBase having Update, FixedUpdate, LateUpdate all marked as virtual (as seen: https://github.com/TeamXiaolan/DawnLib/blob/main/DawnLib.Dusk/src/API/Definitions/Vehicles/VehicleStationComponents/VehicleBase.cs), i'm completely unable to override them and they all throw the exact same error, i've looked over this atleast 6 times now and i'm completely stumped

is there something i'm missing? was something changed regarding VehicleBase?

oak linden
obsidian marsh
oak linden
#

Oops, it might be that?

obsidian marsh
#

yup, fixed it, cheers lmao

obsidian marsh
oak linden
#

Yeah you can access TerminalRefs and StartOfRoundRefs

#

Uh is it internal or smthn?

obsidian marsh
#

my controller?

oak linden
#

Nono the refs

#

I assume u can access em just fine

obsidian marsh
oak linden
#

But I can add a inDropshipAnimation variable per vehicle yeah

#

Oh it is internal, whoops

obsidian marsh
#

that would explain it lul

obsidian marsh
#

was pretty useful

oak linden
#

Okie I can do that then yeah

obsidian marsh
#

mint

#

even just being able to access terminalrefs and whatnot would probably be enough as i could just implement my own logic if i needed to

oak linden
#

Yeah you can publicise the mod rn if you wanna access that but I do need to expose that for the next dawnlib version

sly marsh
wind mist
#

Is there a way like you can in LLL to quickly get a reference to the current level/dungeon instead of having to loop through them all and check their .iscurrentlevel?

#

Or having to compare the current dungeon numerical id to the dungeons I'm looping through

oak linden
#

RoundManager.Instance.currentLevel would work for giving you the SelectableLevel

#

RoundManager.Instance.dungeonGenerator.Generator.DungeonFlow also gives you the current DungeonFlow

#

so it's all just vanilla, no need for LLL or dawnlib for that one

#

@wind mist ^

#

anyway

#

v0.2.3

  • Fixed issues with editor configs not being generated by the content definitions.
  • Exposed some normal game refs
  • Updated readme a bit.
  • Added LunarConfig tag to DawnLib incase Crafty wants to add that tag to everything and then change the DawnInfo so it makes things easier to edit.
  • Added InDropShipAnimation to VehicleAPI for vehicle currently in drop ship animation.
#

@obsidian marsh added the stuffs

wind mist
#

Ah, I forgor that the reason I used the LLL ones was cause I needed the Extended- versions greed

#

I won't be using that tho with DawnLib

oak linden
#

oh yeah you can just do DungeonFlow.GetDawnInfo or SelectableLevel.GetDawnInfo if there's something in there that dawn has that ya want

wind mist
#

That's what I was about to ask

#

Thanks :D

oak linden
#

:p

wind mist
oak linden
#

it means if you go into an item's DawnInfo, give it the tag DawnLibTags.LunarConfig and then edit DawnItemInfo.WhateverWeightStuff it'll just be automatically updated at the right places

#

basically you'd need to patch the constructor for DawnScrapItemInfo, but you can replace the weights with your own

#

the ProviderTable<int?, DawnMoonInfo> might seem a bit daunting and confusing at first but the way to create one would be something like:

WeightTableBuilder<DawnMoonInfo> itemWeightBuilder = new();
itemWeightBuilder.AddWeight(SelectableLevel.GetDawnInfo().TypedKey, whateverNumberYouWant);
```, but that's just the basic usage for basic rarity, it has support for stuff like dynamic rarity based on weather, moon and interior
#

there's a class called SpawnWeightsPreset that you can make like this:

SpawnWeightsPreset preset = new();
preset.SetupSpawnWeightsPreset(MoonSpawnWeightsString, InteriorSpawnWeightsString, WeatherSpawnWeightsString);
itemWeightBuilder.Add(level, preset);

and that'd be all you'd need to do

#

the MoonSpawnWeightsString etc would be formatted something like this:
Vanilla:+5,Custom:+5,Experimentation:-50,March:*5,Vow:/0.2

wind mist
#

Well that makes things easier

#

I guess I'll see when I actually get to doing it but thanks! :D

#

Appreciate it

oak linden
#

for custom items in dawnlib they basically just have this and the code just does it lol

wind mist
#

What happens if you don't have a +

oak linden
#

it just takes it as if it's a + without a +

wind mist
#

Ah

#

Is it just + - * / ?

oak linden
#

ye

wind mist
#

I see

#

But looks quite easy to use

oak linden
#

i dont think it'll error with a new symbol but it just wont work for that one specific place

wind mist
#

Wait how do you mean?

oak linden
#

like if a person doesn't use + - * / but instead uses & or whatever

#

it won't break or error, it just will ignore that one specific Vanilla:%5

wind mist
#

Cool

oak linden
#

oh i guess the final thing, to get from the WeightBuilder to the IProvider, you just gotta do .Build() on it

obsidian marsh
wind mist
#

When do the LethalContent fields get populated?

oak linden
#

Cuz of how late LLL adds extendedlevels its delayed a bit longer than I'd have liked

#

But its basically instant for the player on loading samplescene/joining a lobby

wind mist
#

Cool

wind mist
#

I think they're strings

#

Or can be converted

obsidian marsh
#

is there a wiki to how things should be structured? i'm currently just setting up a basic template vehicle that i can expand upon later, but each time when i try to build my package it just keeps generating an empty zip, not sure if i'm missing something obvious haha

oak linden
oak linden
obsidian marsh
#

yeah i have those

oak linden
#

Hmm, and those are in one bundle right?

#

And your vehicle definition is in another bundle

#

And the content container has a reference to said other bundle

obsidian marsh
#

ignore the fact it's called bicycle, i'll correct that

oak linden
#

Oh your paths at the bottom aren't set

#

In the Mod Information

obsidian marsh
#

wtf they were like 3 seconds ago

oak linden
#

Make sure you set them with the button that it includes

#

Unity is a bit weird about that kind of thing

#

Can't just put in the wtrong

#

String*

obsidian marsh
#

fixed that, anything else i'm missing?

obsidian marsh
oak linden
obsidian marsh
oak linden
#

Hmm

#

Did ya build your bundles?

#

The modinformation doesn't build them for you to be clear

obsidian marsh
oak linden
#

You're just providing the path for it to grab em

#

Yeah okay, you're not the first to think that so I might just add that stuff into it tbh lol

obsidian marsh
#

that would be why lmao

#

yeah a tooltip or smth would probably work lol

obsidian marsh
#

i love the fact it just ripped every single one of my other bundles and just threw it into the packaged build lmfao

#

anyways, that worked

oak linden
#

Yeah... lol

obsidian marsh
#

i guess it's time to see if i can atleast buy the thing

#

and see if it gets delivered

#

i set all the rope attachment points and shit (pretty neat that you added that in)

#

it is not in the store, off to an amazing start so far

#

_ _

obsidian marsh
obsidian marsh
# oak linden Yeah... lol

what exactly is going on here? i'm unsure if i'm missing something again (this happens when attempting to purchase the vehicle)

wind mist
#

I mean it doesn't really matter

#

Just odd

midnight schooner
#

yeah the auto detection from lll is pretty difficult. also to answer your question from before, its perfectly fine to use NamespacedKey in dictonaries (and you should use NamespacedKey instead of doing .ToString and .Parse constantly), i think they're also supported in config files (i can't remember if i ever finished that up though)

wind mist
#

NamespacedKey?

midnight schooner
#

its what .Key and .TypedKey are

wind mist
#

Intended?

#

Or am I not meant to be able to mess with this

midnight schooner
#

yeah its intended to not be editable normally

#

you'll likely have to patch the constructor of ShopInfo and do your edits there

wind mist
#

Oh yeah

#

Xu was saying something about patching a constructor for modifying the item weights

#

Time to find out what that means :p

oak linden
oak linden
#

is this cuz of the weird stuff with merging extended mods in LLL with the same mod name?

sinful dew
oak linden
# sinful dew ?

your extended mods have different names, Magic WesleysMod and MagicWesleysMod

spiral axle
sinful dew
#

Oh that's cus of merging in combination with me forgetting whether or not I use a space in between Magic Wesley or not lmao

sinful dew
oak linden
#

Smh, alright lol

sly marsh
#

Tbf he does have a lot of stuff so that is something that is easy to forget

spiral axle
#

force the names to be whitespace-insensitive

#

๐Ÿ˜ˆ

oak linden
#

no

sly marsh
#

I can't believe morv is morving his morv rn

spiral axle
#

then perish

oak linden
#

no

sinful dew
#

Lmao

sly marsh
#

Btw in other words good job on the new ship mod morv, really good job it was so smooth and optimized today LacyHeart

oak linden
#

no

sly marsh
#

The performance boost from using it on Oxyde was legit fucking insane compared to Wider + 2 Story

#

lol

#

Oxyde I'm used to being a bit framey, it was buttery smooth

spiral axle
sly marsh
# oak linden no

I wanna give him praise on a good job, it's warranted and he deserves it tbh

#

lol

oak linden
#

no

spiral axle
#

"no"

sly marsh
oak linden
#

Idk if this is the right conversation to respond with a yw

#

I guess lunxara did make the bigger ship mod and mrov took credit

sly marsh
#

Lol what?

#

XD

sacred tulip
#

Xu say no

spiral axle
#

lmao

#

no

sly marsh
#

Ilu Xu pls never change

#

You silly gas lighter

oak linden
#

bo

sacred tulip
#

boo

spiral axle
#

no

oak linden
#

Get out of my thread cheese

sacred tulip
#

never

oak linden
#

I cant believe you

sly marsh
#

He's cheesing it rn Xu

sacred tulip
#

im everywhere

sly marsh
#

You gonna let him get away with that?

spiral axle
#

no

sly marsh
spiral axle
#

no

oak linden
#

Mrov is my no representative please speak to him first

spiral axle
#

no

sly marsh
#

It's funny cus when I see no I always think of the TTS Kiszony uses

#

โ˜ ๏ธ

sacred tulip
#

niche reference

spiral axle
#

lizard