#DawnLib [V80]
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yeah it needs to be in Assets/Editor
@oak linden i feel like the mod doesn't update
wdym
whenever i try playing i get the exact same problems
even tho i changed 99% of things
only having 7 achievement registered when i got more
and anytime i get on a moon i get the wrong achievement
well that just sounds like you're not building your bundles?
did you delete teh metadata files 
well yeah it'll regen em, just try restarting unity, it's pretty fickle with this type of thing ig
still
it's updated now but it does keep on spamming
and the achievement is stuck on my screen
yeah can i get the log from that
seems fine to me, though you should change Dedication to dedication to follow the format
what is small chair?
through lethallevelloader?
yeah
can you send me a screenshot of the ExtendedItem?
i wanna see if this is a thing you can control or not
you should keep in mind that you should not be making shop items with LLL, they break when you do a lobby reload
is that all you're given?
great, ill push an update to accomodate LLL in that side of things ig
it'll also fix the issue you have had with achievements
i need to open unity so ill push the update in like 15 mins ig
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.
@oak linden when i build the mod, it adds the old zips inside the assets folder of the new zip
turns out if you keep your zips from older versions, these zips will be copied into the assets of the new zip????
what
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)
the achievement is still stuck on my screen BUT no more console spam
weird, i'd delete em then
did
huh, and this is with the latest version?
Funny error if you don't have SoundAPI present
Oh interesting
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
yup
does mean i got the achievement but the sound still doesn't play
and the thing gets stuck on my screen still, at least it doesn't spam errors
here have the log output
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()
Screenshot new achievements
when i bundle, this is what happens
Send me the zip that gets built ill check it out when I wake up
Also I hope you're building and pulling bundles from a proper assetbundles folder now
zipped a new one
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
goopy looby night
Thanks?
was looking at the GitHub, extremely minor oversight :)
i will have to play around with this for sure
Damn, thanks lmao
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
Basic layout should exist atleast
vehicles just take alot patience and fine tuning hehe
even my truck took alot of small tweaking and fine tuning to get it how I want
Reminds me I also gotta set the cost to be a dynamic one like shop items and unlockables
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
Fair, honestly the hard part might be getting the station stuff set well
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
For the station stuff i need to create my own model and placeable object for that right?
If so, how do you handle storing the station (if you can) with a vehicle attached to it
Also, I'm assuming you can only have one of each type of vehicle?
I'm also curious how saving vehicles is handled
Base game just saves a vehicle id and then loads it from an array
Yep basically
Oh god probably won't do anything like that,
So a permanent fixture? Or maybe the station has to be empty
Yeah vanilla rules in that regard, though I have to recheck the code to see where I can allow more than one vehicle to exist at once assuming that's not possible rn
Probably permanent fixture to be as close to the cruisers magnet
The ideas to be as close to vanilla but not as terribly hard coded as vanilla
I ask because my truck for example will only have functionality for the last one spawned in of its type
If that makes sense
Oh I don't think I actually patched the spawn unlockable method, but I'd just save the namespacedkey (unique ID) currently bought and spawn that
It would probably play fine with vehicles of other types
But if you spawn multiple vehicles of the same type (my truck for example) alot of stuff will only work for one
Yeah that makes sense
At the end of the day it'd be up.to the dev if I managed to allow multiple vehicles but ehh
Since I cached alot of stuff and use it for enemy interaction
Although if it's an unlockable I imagine it would only allow one of its type anyways
Like you can't buy two ship horns for example lol
Well you wouldn't be buying the station, the station just comes with the vehicle
And technically the vehicle allowing more than one to be bought is probably just a silly number somrwhere
Ah
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
The latter would make my life easier but it wouldn't change much
It's only one vehicle at a time
So the first one yeah
Okay ur response is contradictory which is it lmao
Woops I misread your message lol mb
I didn't see anything after only allows one vehicle at all times
It's only one vehicle at a time
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
Except the message will say "cruiser" since it isn't vehicle specific
Ic, yeah I'll bypass that then
@oak linden so uh xu, anything new?
I've been trynna sleep for a while, so nope
bro go to sleep, you should have gone long ago man
Yeah I been tryin
i would gib you a goodnight kiss but idk where you live
No thanks
lay down and take a shot every 5 minutes if you don't fall asleep
that was a fast response...
Yeah cuz you said something weird and uncomforting to someone who's already dating another person
So true, one problem, I got the case of fevers
Those are a bitch that don't let ya sleep
bro chill i'm not tryna be an asshole
just have a good night and sleep well
I didnt say that but again I'm not comfortable with stuff like that so please don't say something like that again
Yeah you don't have to redo stuff when updating 
You just need to keep the .meta file with the GUID
crazy thing, I could find xu's home pretty quickly
oh, sorry, i didnt read the other messages
or we could avoid these kind of things
i made an oopsie ๐ญ
me when i don't read everythin
The classic send message before finishing reading message history blunder 
Thats so me 
bro was montying it
moving on from all of that above
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
after checking some things out, this isnt even a problem, zeekerss specifically checks for a vehicle controller so im all good as long as i dont use that class
i could probably still transpile and make sure its not a DawnLib vehicle since some people might make their vehicle use that class
vehicles currently just phase through each other
no
probably something to do with the vehicle layer
the multicruiser mod tries to "fix" it by using the push code when it detects hitting a vehicle
something along those lines
yeah vehicle layers cant collide with eachother
i wonder if i can change the layer collision matrix at runtime
i wonder if it would cause any issues first lol
yeah i wonder that too
surely there's a reason why it's off
it probably starts colliding with the wheels and bugs out
i haven't really touched any of that stuff tho
Wasn't the mod that allowed for multiple Cruisers to exist let them crash into each other? I wonder how it handled it 
I could also just be misremembering
i mentioned that further up
it uses the push code
o
when it collides with a vehicle
Fake crash I see 
it was super jank but i guess it "worked"
i might be able to just enable physics collisions between the two vehicles
๐ neato
grab all the nonTrigger colliders and just enable it between any and all existing vehicles
i do this in my hoverboard ages ago lol
Hopefully doesn't cause anything with the vanilla Cruiser though 
well it shouldnt, im not modifying the collision matrix technically?
just collision between gameobjects of different vehicles
not sure if it'd work at all though
Oh I see, it's between specific colliders, neat
there is also this that would modify the actual matrix i think
i guess there was a good reason
@obsidian marsh @white finch
lol
๐
Oh shit i didn't change it on the unlock? Man i thought i did
v0.1.6
- Improved error handling with corrupted save data and tagging.
- Fixed an issue with applying item spawn group tags
- Added
ExtraScanEventswith anOn Scanevent (requiresScan Node Properties) - Refined VehicleBase + StationBase code to be compatible with dropship attaching etc.
figured lol
oh i see the issue xu
yeah it's really sneaky and i something i couldn't figure out
what is it?
the namespace thing
basically i didn't see that in the unlockable thing it still said Dedication instead of dedication, so i just refreshed the unlock def
do your achievement sounds work now?
i'll check after i'm done with a model rn
how do achievements get registered? because i noticed its not like the other additions where you include the asset in the content container
achievements dont have a config so they're auto added to the container
so just add them to their own asset bundle and they'll register?
yep
you do have to make a section for em in the content container for that assetbundle
but you dont gotta add em there
thanks!
im a number one fan ๐ฅ been using this since it was crlib 0.1.0
fr
did dawnlib get deleted on thunderstore or is the website tweaking
Do you include a batch file or exe or something
no, it's probably related to the save file stuff
Hmm
i already know what it is i think
im being boo'd in the background, BONGO already knows what it is
@midnight schooner ๐ณ๏ธโ๐
anyway you can manually install from the github for now: https://github.com/TeamXiaolan/DawnLib/releases/tag/v0.1.6
i managed to get the achievement trigger working with jlls item component this is so cool
nice!
[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
full log?
I know that if I put a scrap inside the container and swap to another item to put it, it will be invisible if you are a client but hotbarplus has a fix for that.
the default one
wdym the default one
i have no idea what container you're talking about
DawnLib doesn't add a physical container anywhere in-game
this one here
@oak linden what in the helly hell happened??
i updated to 0.1.6 and now i got this when first starting
#1387434268577370324 message this is how this error is handled now
okay but what can i do?
oh well i hope "deleting files" didn't do anything to drastic
it wont, doesnt delete anything related to lethal
or well, it deletes stuff related to dawnlib but not lethal's files
well after doing that, trigger an achievement didn't work
somehow
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
i'd check your trigger script whether you've got the right definition there, and make sure the achievement isnt already completed
if its completed u can just reset it but that'd be one of the only scenarios where it'd fail without any errors
oh ok
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)
achievements are never tied to save files
so if its locked behind an achievement, and u dont have the achievement, u cant buy it
ok that's good to know
nope, it didn't trigger even tho the trigger use to work the exact same way and i don't have any achievement completed
any errors?
hmm
send me your achievements zip ig
ill check out and see if i have the same issue with the persistent stuff
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
v0.1.7
- Attempt at fixing some more file locking issues or whatever.
- Fixed a bunch of the definitions being broken in editor
while creating a template i realised at some point i broke a bunch of the DuskDefinitions
so you should re-import the files from v0.1.7 so everything works and loads properly
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)
love it
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
i have no idea how else you'd make them if not the editor, useless to make em in code
why'd he change it tho?
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?
Did you rebuild all your bundles when you changed the namespace earlier?
No idea
yeah
after doing building bundles, and redoing it
[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
It feels like you're using an old version of this mod
The error you got is from the audiosource on the achievements not existing
But im fairly sure it existed just fine for @vale ocean
Atleast I assume achievement popped in and out with the audio just fine?
it didn't pop out
and the audio didn't happen either
somehow the it's doing the same thing again even tho i'm using the right version 0.1.7
Yeah that's what I'm saying, the audiosource broke for you, and I have no idea why because it should be there
is the object that has the achievement component required to have an audio source?
No
then i don't see why it would be failing
Me neither
I'll wait for Dusk to let me know if it worked for him
If it did then idk what you did wrong but something else failed down the line before that ig
well in any case i'll give you the log of this session if anything in it might be more telling
are you getting this when you try trigger the achievement?
you may have to remove and readd the reference in the trigger behavior to update the key it keeps track of
I thought that was fixed
what version did it start
But idk if its fixed yet
I thought it was but i might be confusing it with smth else
i do have atomic's terminal api (for brutal company) and darmuhs terminal stuff if it could be conflicting with those
send mod code
full logs :3
and logs
lol
an item didnt get registered right (every item, vanilla or modded, is supposed to get registered)
did you reload the lobby?
wuh the fuck
is this relevant
no
ok
unrelated but nice one @icy tulip
for some reason dawnlib is registering all content again?
i think you can thank moresuits for this one, isnt it the mod that readds the orange suit like 100 times for some reason?
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
Me when orange suit
I'm surprised a pr hasn't been done to fix that

its not a real issue, but yeah idk
I mean ye but so does all furniture and stuff
It's not really an issue but kinda funni
someone is duplicating all shop items and faking out dawnlib
this is gonna be fun to chase down in a 350 mod modpack
Including a stray Terminal reference in the bundle somewhere that makes it include every node ๐
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
oop
piggy's variety mod
not sure why the issue doesnt replicate on vanilla items, but im seeing now if its a fully remnants issue
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?
if someone can do a patch then jacob can upload it i think
v0.1.8
- Added
On First Scanevent toExtraScanEvents. - 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
I've updated it in the past, so I guess I could do it again.
Tough, I'd like to get Piggy's approval first 
it's not much but i'd just like you to get rid of this code:
and also code it so that if rarity is 0, to not register these as scrap
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
I'll have a look
So i should remove the trigger as a whole, or just replace the component?
just press on the field, press backspace, and re-add it
and im talking about the field that stores the achievement
Okay then
^
Scarab go use DawnLib so Shop+Scrap items actually work and make sense
I has my own Lib tho 
mines better, yw
Bold of you to assume that when your code looks like a json file /j
I'll have a look at it, but not going to promise anything
i wonder if this is just an oversight or if there was a reason for doing it so much
also dawnlib update fixed store, thanks
definitely an oversight
yeah i used to just not deal with duplicate items but now i just deal with them in a not so ideal way but it'll fix any incompatibilities with mods being weird and duplicating stuff
at least until they fix their problem
don't wanna bother too much, but if you're gonna look into piggy's would you consider looking into the sliding anims after holding a gun
what did you do
I just loaded the modpack I was given
I personally don't actually like the guns, so they'd probably stagnate a bit, if nobody else decides to join my fork ๐
Of course, I'd still fix bugs with them etc. just unsure about new features (Especially with animations)
Yea dont worry about new features, they're fine in that department. I'm more meaning that when you walk, sprint, or crouch after holding a gun (and are not actively using them) theres a bug where you just use the standing animation. The transitions between states still animate but the looping animations are replaced with the standing one
judging by the other copious amounts of errors im gonna guess the modpack caused it cus I have never had anyone report those errors nor seen them myself
What I screenshotted aren't errors
Ah, I'll have a look at that ^^
They're just saying that the dll is missing so the texture swap stuff won't work
Which people might not notice
whats up with piggys mods being so broken?
are they just always outdated?
They're all old
And piggy doesn't have time to update them
Lc office is different cus Jacob is maintaining it
one day lc shrimp will return
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
Uuuuh, Soonโข it should have one 
Looking for someone to join me to maintain the guns tho
how do you fuck up a modpack that bad. Itโs literally built into both interiors

Idk, but id consider how do you fuck up bundling the dll that bad first before pointing to the modpack instantly
Respectfully this is on you
So like. If i did screw up the bundling, then both vehicle hangar and deep core would be insanely broken visually
and they arent
Does your dll explicitly depend on LethalLevelLoader in the code?
you wrote the script bro
I didnt write the dll bro
You did
I wrote the script you already had a plugin to put it into
Pretty sure anyway
I know for sure the script works
cus deepcore gets quite frigid on snow moons
and hot on canyon moons
Dunno then, I'd look into it just incase though
Mays bee
I wanted to make my own shrimp once, but then remembered how the Leaf Boy from Biodiversity turned out 
I dont use either of those
Maybe you just didnt include it in storage complex or thallasic
genuinely no idea what you did then vro 
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
Itโs exclusively applied to objects in deepcore and v hangar
im thinking of all of my moons and none of them have that script
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
You have to be referencing it somewhere in the thallasic scene
Thats all I can think of
Did you copy assets from deepcore or hangar when redoing thallasic
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
Well have fun with that ig
@oak linden ts is bs
#1387434268577370324 message
#1387434268577370324 message
okay but since the update on the api
i had to recreate the entirety of the achievement files and everything
Why? Did stuff go missing?
I didnt change anything in achievements so nothing should've changed there
Are you sure you replaced right?
it was an error on my end i believe
Oh, okay
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
Sends what twice
this
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
Yeah but did you re assign the achievement to the parent achievement
nice
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
I noticed this too on other moons, had it happen on StarlancerZero and Gorgonzola.
modpack code?
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?
01994499-bd4d-3e5c-2fa2-f6142dbc3b5e
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
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
there we go
I'm 75% sure they have their own spawning mechanic
But use the power level system of spawning amount
Yeah I use my own spawn system, they spawn instantly after the game is loaded.
They have 0 Power LV, but LC can still pick them to be spawned during the day, because I think LethalLib automatically adds them to a level's spawn list when they are initialized, but I haven't looked into that.
oh are they available in the debug menu list?
if you're adding them with lethallib i think it would add them there
I think so, I use imperium so I'm not 100% sure.
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 beโข, it's my fault for not going through the debug level to begin with anyway
and yes, I'm using LethalLib
perfect
fixed for whenever it reaches thunderstore
Inside and outside traps, weathers, scraps, achievements for your moons and interiors, whatever ya want is in there
the achievements are done?
And I do like recommend to use some of this stuff, especially achievements, with JLL
Ye
just not done for cr?
ah i c
i would like to do achievements but idk what exactly id do
I'm a bit too caught up on DL tbh but I should get around to finishing CR's update
I saw someone earlier doing a bunch of "visit x moon"
"Visit y moon" for their own moons
Which isn't the most insane use of em, but it's a cute lil touch
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.
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
the bomb is triggered on shovel hit so yes
I CAN make that, I have events for items being scanned for the first time etc but just making sure
Icic okay
as long as achievements can be done with unity events, we good
Yeah there's a component u can add that act as events you can pick up through the JLL or whatever method.stuff
also u might wanna swap the link at the top of this channel to the actual dawn lib
and put something for teh achievements
How's this mod going?
Huh I'm surprised there's no pin
Usually the AI cat gets to it
It's going, working on model replacements rn
.
Amazing!!! Yall are so cool hehe
Have the issues been fixed or are there still a few around?
Uh I think I got em all
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).```
So you don't have EntranceTeleportOptimisation installed?
And nah, This mod doesn't automatically register anything, devs have to move onto using it
nope, should i since im using enemy escape?
If the fire exits work just fine already then ig there's no problem, but I would definitely be expecting something going wrong
Nothing I can do about it though, it could just be a fire exit designed differently from vanilla
i havent had a single issue yet XD but whatevs hahaha
i do have some maps with different exits aswell as the door mimics?
do you think EntranceTeleportOptimisation will do any fuckery with enemy escape?
Nah it wouldnt
cool ๐
What all do I need to do to make sure my assetbundle is found by duskLib?
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?
Or maybe theres an example somewhere I can look at?
well the mod information scriptable object should have a button to build a zip that you should just be able to locally import
xu is working on a template but I am not sure on when that's ready
If it weren't for the fact I'm going out on vacation tmrw I probably should dip into Dawnlib soon
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
can confirm this works, just imperium isnt happy about it
funnily enough there's already documentation and wikis but they're still on the old version of the lib and i gotta migrate them and swap out some stuff for the new namespacedkeys system
but yeah ill probably consolidate after im doing adding the EntityReplacement feature, which should be done from what i can tell?
This is just an Imperium bug in general, Bracken always freezes up
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
@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
can i see your scriptable object's settings?
Okok, perfect then should be easy to change
I just wanted to let you know all of that as a continuation of what we talked about last time in mp
yee that's fine
ggs nonetheless, the lib looks really promising
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
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)
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)
take a picture of the terminal node's insides
Yeah can you see the problem lmao
Either dont include a terminal node so I automatically make one
Or setup yours manually correctly
Just get rid of it wdym ๐ญ
The problem in this one is so obvious anyway, you put "Record Player" everywhere instead of Vinyl Player
i removed it now but i'll have to restart my game to test it
@oak lindenthis legit for the unlockable?
It's a bit of trial and error but seems right to me
Also i did what you told me and even tho it shows up correctly, i can't buy it
there's no keyword
the unlockable is in the shop
but trying any sort of keyword for it just doesn't work
And you got rid of the shop terminal node?
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
@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.
Yeah can you show your code so I can take a look
A bit busy rn but I'll be able to give a proper response in a couple hours
Alright, thanks.
Yep you right. I was over here thinking it would just pick up the bundle alone ๐คฆ
hmmm this should be correct I'm not sure on what I've done wrong
Not sure, I can give it another go later and see if there are any errors or anything when loading the moon also.
and as a note: AddWeight is for moon keys (NamespacedKey<DawnMoonInfo>), AddTagWeight is for tags (NamespacedKey). so while .AddTagWeight(MoonKets.Experimentation, 999) will compile it won't work as intended (instead look at the Tags static class for what should be used there)
oh and i think i figured out what dumb mistake i made
can you try? (github actions might not be done yet)
https://github.com/TeamXiaolan/DawnLib/releases/tag/v0.2.0-pre1
AddWeight seems to be working now and I tried AddTagWeight() with tags which also seems to be working if it wasn't already, thanks.
yeah tags would have been fine because they used a different thing that wasn't bugged
Indeed was an issue on my side, it'll be fixed soon
cool
I'll do a pre release in a bit for you to test if youd like but I got it working with your zip
sorry this is maybe a silly question but what's the process for migrating a mod from coderebirthlib to this?
i think the readme used to have a guide for converting CRMod to DuskMod, idk where it went
effectively you just have to recreate the scriptable objects
cough cough
weird, that should unlock once its completed like all other achievements, what type of achievement is it?
is it a parent achievement?
yea
i think i've got it, will be part of the next release
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
@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
i'll do that then
alr
hell yeah! should i just remove anything coderebirthlib related in my unity project, or should i start a new one?
it should be fine to just remove coderebirthlib
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
Is there any documentation for DawnLib or is the way itโs used essentially the same as CodeRebirthLib with some minor differences?
essentially same as CodeRebirthLib, ill push out an update tomorrow that adds in the entity replacement stuff and makes the editor side of things more bearable
there is a pre-release on github that has the latest dev update though
so you should probably juse use that
how did you download the mod's zip?
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 fromContentContainer, moved all configs to theDuskContentDefinitionitself 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
https://github.com/TeamXiaolan/DawnLib/releases/tag/v0.2.0 also this has a template unity package in it, which isnt complete but im workin on it, it has the bare minimum to start work with the dependencies though
@ me when the prototype is complete so I can add rolling chair registration and only rolling chair registration
tyvm ๐
Its complete, I just put near complete cuz I only tested it with beefs stuff
Looks like WR got morved lol
Understandable to axe it as a dep though
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
Oh actually iirc even when making weather's in the editor it's not needed, mrov removed the stuff I was using from being able to be created in the editor like it used to be, so I just removed WR from my stuff
Xu wanna make a monopoly hehehehe
No I just don't like the implementations of lethal lib
when someone else implements their stuff w it i'll hop in then
Which are used in weather registry
I also don't like the limitations of lll
Both of which is why dawnlib exists
If you dont want to you don't gotta boss
This lib is mainly for me to have fun
oh no i do want to
I just don't wanna be the first one to jump into doing whatever i need to do
it'd save me having to ask a biod coder to implement built in texture swaps
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
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
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
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
Oh, I mean that cheat is just kind of bad design, works but like even zeekerss wouldn't do that
Oh I know
Though you can't do this with skinned mesh replacements
I didnt said it was good but it works
So anything animated needs the code replacement rather than multiple gameobjects
idk about skinned mesh, so sad if thats not working
ahh ye ok i see
makes sense
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
Yep i know about this i searched a similar thing a while back
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
But based on what monty's said, the enemy just needs material swaping so in any case thats just easy to code
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
oh yeah i completely agree, i didnt said it was not needed, heck, it's even better to have that for people that dont code
But for the Biodiversity case, Im not sure if going through the use of this lib is justified just for material swapping
Ok so we are on the same page
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 ๐คท
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
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
Understandable, but in the end it depends on people on how fast they work, and how many time they want to work per day on their mod
Yes, things take time, everything ever takes time
lmao ok, i didnt know that
Will be quite fun when its going to be changed like that i can see
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
when ill update my mods, ill see if registering in the editor is really better and if i like it dw ๐คซ
๐งโโ๏ธ
What you want mister cheese? 
yeah totally! I just don't wanna bother Ccode since he's busy with school and the current enemy and Figo's busy with the wax soldier
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
yeah we do the second one
which is redundant to implement when you have an API that can do that for you
Hi mr ZigZag!!! Can i ask you smth? Hehe
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
i mean again id much rather do smth like this myself if a lib allows me to since I don't wanna put their dev time into smth like that
I have 0 interest in doing that yeah, unless lethallib just shits the bed one day I don't consider it necessary hehe
Oo ok
understandable
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
๐ง yeaaaaahhh?
Yeah, also since everyone wants the new features added
so more work into these is better
yeah life is not just making funny little creature mods (as much as id love for it to be), I don't wanna put more workload on em than what they already got between implementing x enemy and working or studying or whatever folks got going on
yeah, i agree, thats also the same reason why im not modding stuff every day ๐ฅบ
society forces us to work a 9-5 to keep our true potential untapped
it's afraid. AS IT SHOULD BE!!!!
off of thunderstore, should I download off of github instead?
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
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)
I've been getting this too
ill check this out now
found the issue, will be fixed once the update comes live on thunderstore
might take a while, needs staff approval
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
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?
Yeah seems so
few people are reporting bugs with enemies
not being able to kill them, or hitting them but not registering all the time
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
I will update it and get them for you in a bit
with 0.2.1
with 0.1.9
yeah this will turn into a warning with 0.2.2
i need to find a proper solution to it eventually
Might anyone know the nuget package id for this :3
im pretty sure they're in the readme
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

well we haven't written documentation yet so it's fine to ask them :3
Like I can get LethalContent.Items, and then from each item I have a .Key, .Value.Key, and .Value.TypedKey... what's the difference?
.Values is what you seek 
foreach (DawnEnemyInfo dawnEnemyInfo in LethalContent.Enemies.Values) 
Or wait I misread
I just want to know what those are
I thought you were looking at .Keys like I was for a while (I'm dummy) 
Key and TypedKey are the same thing. TypedKey just has extra typing information (e.g. all MoonKeys are typed with DawnMoonInfo so that you don't accidently try use a moon key on the enemy registry)
but yeah you should just loop over .values
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
yes .ShopInfo.InfoNode should be the actual node
I just mean in general with the properties I get as well
yeah they should all be references to the actual things
Coolio
What happens if I try to get like ShopInfo of something not in the shop?
Will it return null?
yeah
Or something empty
im guessing you don't have nullable enabled in your project?
How do you mean?
the ? here on DawnShopItemInfo? means that it can be null
I see thanks
@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
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?
Huh, and you're referencing the latest nuget package?
oh snap i'm not lmao, i just sort of copied it from the readme, give me one second
Oops, it might be that?
yup, fixed it, cheers lmao
is it possible to access StartOfRoundRefs and TerminalRefs from my controller? if not, could the VehicleBase perchance get an extra variable, something like inDropshipAnimation would be fine, i just need to be able to run certain stuff when the vehicle is being delivered and versus when it's released :)
my controller?
But I can add a inDropshipAnimation variable per vehicle yeah
Oh it is internal, whoops
that would explain it lul
the vanilla vehiclecontroller has one but it's never used, but when i was working on my vans i made it have some use
was pretty useful
Okie I can do that then yeah
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
Yeah you can publicise the mod rn if you wanna access that but I do need to expose that for the next dawnlib version
Curious how close we are to CR converting over to DawnLib, but it's nice to see the api taking off as well as it has been ๐
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
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
InDropShipAnimationto VehicleAPI for vehicle currently in drop ship animation.
@obsidian marsh added the stuffs
Ah, I forgor that the reason I used the LLL ones was cause I needed the Extended- versions 
I won't be using that tho with DawnLib
oh yeah you can just do DungeonFlow.GetDawnInfo or SelectableLevel.GetDawnInfo if there's something in there that dawn has that ya want
:p
Also me mention??? I don't know what that means for me 
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

Well that makes things easier
I guess I'll see when I actually get to doing it but thanks! :D
Appreciate it
for custom items in dawnlib they basically just have this and the code just does it lol
What happens if you don't have a +
it just takes it as if it's a + without a +
ye
i dont think it'll error with a new symbol but it just wont work for that one specific place
Wait how do you mean?
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
Cool
oh i guess the final thing, to get from the WeightBuilder to the IProvider, you just gotta do .Build() on it

When do the LethalContent fields get populated?
You can subscribe to when they do through LethalContent.Items.OnFreeze += Method; etc
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
Cool
Might any of these work well as uuids?
I think they're strings
Or can be converted
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
Uh TypedKey does I think?
Oh, yeah there's a couple things like you need a ContentContainer and a ModInformation setup
yeah i have those
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
ignore the fact it's called bicycle, i'll correct that
wtf they were like 3 seconds ago
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*
fixed that, anything else i'm missing?
yeah i did, idk why they just disappeared then, but, i've fixed that now
I think you're fine
still an empty zip ๐
Hmm
Did ya build your bundles?
The modinformation doesn't build them for you to be clear
ah, that clears it up then lol
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
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
Yeah... lol
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
_ _
mint
what exactly is going on here? i'm unsure if i'm missing something again (this happens when attempting to purchase the vehicle)
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)
NamespacedKey?
its what .Key and .TypedKey are
yeah its intended to not be editable normally
you'll likely have to patch the constructor of ShopInfo and do your edits there
Oh yeah
Xu was saying something about patching a constructor for modifying the item weights
Time to find out what that means :p
Well there was bound to be something, I'll get out of bed and check it out soon
@sinful dew why
is this cuz of the weird stuff with merging extended mods in LLL with the same mod name?
?
your extended mods have different names, Magic WesleysMod and MagicWesleysMod
go to sleep
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
no
Smh, alright lol
Tbf he does have a lot of stuff so that is something that is easy to forget
no
I can't believe morv is morving his morv rn
then perish
no
Lmao
Btw in other words good job on the new ship mod morv, really good job it was so smooth and optimized today 
no
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
thank you, it took a long time
I wanna give him praise on a good job, it's warranted and he deserves it tbh
lol
no
"no"
Yw lol
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
Xu say no
bo
boo
no
Get out of my thread cheese
never
I cant believe you
He's cheesing it rn Xu
im everywhere
You gonna let him get away with that?
no

no
Mrov is my no representative please speak to him first
no
niche reference