#DawnLib [V80]

1 messages · Page 7 of 1

oak linden
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Dunno tbh

dense iron
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was the image hosted on imgur?

if so, not possible to view in the uk fyi xD just thought id let you know.

sly marsh
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☠️

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Yeah idk of any alternative sources unfortunately

dense iron
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yeah its fine, just.. i d k why exactly, probably related to the age restriction stuff, but imgur has some alert when someone from the uk goes to their site saying its not possible to view bla bla bla, and just means anyone from the uk cant actually see the picture. xD

obsidian marsh
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me having to enable a VPN so i can view the super illegal lunxaras menu theme for lethal company (i'm going to jail forever)

carmine elk
dense iron
charred field
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thats what I do for my images

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it's the only use the biodiversity trello has anymore LMAOOO

cloud flower
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So many mods don’t have viewable images anymore

blazing nacelle
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if you have to consider json you should do as the BepInEx dev said and go to yaml instead...
same flexibility of json, but a lot more user friendly ( it's based on indentation )

also YAML parsers can parse jsons

frozen widget
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@oak linden ya said ye wanted to make DL the main lib everyone uses

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But what about the stuff ya don't register for now then

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Cuz i think there was moons and scraps you do but not interiors

carmine elk
blazing nacelle
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you can't deny it's a lot easier to understand for non programmers than json tho 🙃

carmine elk
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yeah 😔

blazing nacelle
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also as i said above, noone stops you from rewriting your yaml as a json

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or even do some weird mix 😈

agile sky
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tbh yaml is still non-obvious

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though it's probably not as bad if you aren't writing it all from scratch

blazing nacelle
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as far as i know it's the most user friendly we have rn
especially considering all the freedom you have with comments

meager inlet
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the most user friendly solution is not one where the user is directly touching the file

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with what lc mods do with config stuff it just really needs some sort of actual ui

agile sky
agile sky
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I do think that TOML is probably the best in like 95% of the cases, and yes I pulled that number out of my ass

spiral axle
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if you need to change things frequently toml has the best readability-parseability ratio

blazing nacelle
spiral axle
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if you have to expose a config file what would you consider the easiest to understand format

depends on how many things there are to change

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cause for majority of mods the bepinex .cfg (which is just TOML) is great

meager inlet
spiral axle
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but - for larger content mods - json will always be the best when it comes to parsing

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and people don't really want to make custom UIs for that

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cause it's hard

meager inlet
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afaik a lot of these config solutions in general are built to either empower pretty specific "arbitrary" values (eg. settings) or as a way to serialize data thats read and written via code

agile sky
# spiral axle https://noyaml.com/
# 🚨 Anyone wondering why their first seven Kubernetes clusters deploy just fine, and the eighth fails? 🚨
- 07
- 08
# Results in
[ 7, "08" ]

lol

meager inlet
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for LC where we have massive rarity tables in bulk, no solution is gonna be good enough when its a user having to touch that raw

spiral axle
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the person responsible for that insanity needs to be punished

blazing nacelle
meager inlet
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someone has to take a page from the psycho bethesda modding devs and build a program directly to handle configs

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load up the assetbundles and everything do it

agile sky
spiral axle
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lethalquantities having the guts to make a custom UI:

meager inlet
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but refusing to work with any other mods:

spiral axle
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naah

sly marsh
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Items are able to clip into the floor it looks like, Matty's Fixes fixes this from happening but I assume DawnLib overrides

obtuse pecan
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dayum

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if this is real, thats bad news for the sss

sly marsh
obtuse pecan
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hmmmmmmm i suppose you have out of bounds config enabled to say that? and/or General improvements?

oak linden
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i doubt i override that

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when is this happening

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on loading save? because matty fixes still runs

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like i need more information

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like some items are clearly not sinking in the ground, and there's no reason for items to randomly sink in the ground, and where is this, second story?

obsidian marsh
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first story*

blazing nacelle
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there is not separate fix for the floor issue

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on save i shift stuff by their vertical offset plus a smidge for safety

narrow zenith
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@blazing nacelle dont post 3 images without context

calm maple
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It's the fact that they are links to existing attachments

narrow zenith
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ah right

blazing nacelle
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context was the message above. but sry 😅

blazing nacelle
calm maple
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Sorry but that's how we catch the Mr Beast and Elon Musk image scammers

narrow zenith
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its fine, just a regex that we have that usually prevents a lot of those scams

blazing nacelle
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yeah. definitely keep that. it's better to be strict on thoose things

calm maple
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And we catch a lot of them btw

narrow zenith
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yeah god we do, i stole it instantly to apply the same rule to all my servers

carmine elk
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The__Musk

blazing nacelle
sly marsh
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lol

blazing nacelle
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DawnLib definitely skips my code as it replaces thw save system

oak linden
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so i might still be overriding but no idea tbh

blazing nacelle
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mine is a transpiler 😅

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i highly doubt you're not skipping my patch 😅

oak linden
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oh lol

blazing nacelle
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i could patch DawnLib myself if it ever becomes needed, but i think you'll want to embedded the fix inside DawnLib natively

oak linden
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yea i just dont know what im missing?

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is it just the last line you have there?

oak linden
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There are two issues I've noticed for unlockables, their position is indeed bugged for clients and clients have a different unlockable ID than hosts for some reason (which causes more issues)

sly marsh
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That do be important to fix

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At least items placed inside or on the furniture still sync up okay

oak linden
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yeah that part wouldnt change

oak linden
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yeah im not 100% sure whats causing it but i noticed some redundant code related to the ID so getting rid of that

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afaik its only for when the clients try to sync the position of the unlockable

obtuse pecan
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redundant code in DawnLib?

oak linden
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which is why no one noticed it

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yeah i coded the unlockables a while ago so i forgot that the shop unlockable ID = number in the spawned dict

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and i stored that number separately

obtuse pecan
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damn, at least its just that

oak linden
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confusing, seems like this isn't running

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no wait

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okay i got it

obtuse pecan
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ah

oak linden
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it's just clients running stuff differently than host

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order of operations is wacky

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yeah okay its what i thought lol

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now the question is, how do i do this without it being super messy lmao

blazing nacelle
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i should run it again now in v73 tho i doubt anything has changed

oak linden
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nah not that, the difference is that the client is spawning the object AFTER i set the values into the prefab

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or well, before i meant

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so basically host has the right unlockableID's onto the autoparenttoship and placeableshipobject

blazing nacelle
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well clients will spawn all network objects on connection

oak linden
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yep

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so i cant really patch anything to edit some prefabs before that happens i think

blazing nacelle
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so if you have something you want to set before you'll have to prefix NetworkBehavior.OnNetworkSpawn

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i do that for GrabbableObjects i belive in MattyFixes

oak linden
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icic

blazing nacelle
sly marsh
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Matty coming in to save the day yoiled

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Btw Xu since he’s here did you also figure out the item clipping stuff he was trying to help you with yesterday?

oak linden
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no

oak linden
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and also patching the onnetworkspawn wont help me here anyway

oak linden
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ill ping matty if i need him, im still figuring stuff out myself

sly marsh
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Fair NODDERS

oak linden
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yeah fixed it

oak linden
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v0.3.12

  • Added ContentOrder attribute to apply to content handlers if you'd like them to run in specific order.
  • Fixed client/host desync in unlockable skins and unlockable id causing position desyncs.
  • Touched up UI a little bit.
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Did it in a clean-ish way atleast

sly marsh
oak linden
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I blame the moresuits compat

sly marsh
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Wait huh? That caused the funny?

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lol

oak linden
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It delayed unlockable registration and caused clients to be late on something that needed to be done like a tick earlier, but I just rewrote that code in a bit of a different way

sly marsh
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Ah lol, yeah I had a feeling it was something finnicky with the id or when clients were registering it, my initial fix I tried to do was changing the fix Science Bird Tweaks does for furnitures to be client sided instead of networked

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Which tbh I can probably disable the parenting fix SBT does for Furniture since DawnLib handles that now right?

oak linden
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Like items parenting to furniture?

sly marsh
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This thing

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Idk if you handle that or not

oak linden
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Uh I don't think so

obtuse pecan
# sly marsh This thing

btw, idk if this also affects modded furnitures, but there is no need to to that for the SSS since it's parented automatically thanks to science bird, the cool bird, who explained it to me

oak linden
obtuse pecan
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well, if the furniture is not parented to the ship, it will still be fine but the hitbox of that said furnitures (interact triggers for examples, colliders, etc) will move when the ship is landing on a moon/ leaving the moon, so you will see it "jittering" a bit when this happens
For example the teleporter buttons will be harder to press when the ship is moving
and another example is, without the code i made, the interact area from the SSS to put items in will be moving as well

items that are placed inside shelves of cupboards will also move and jitter since they are parented to the furniture and the furtniture is not parented to the ship

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so yeah, you need to make it parent to the ship when it's spawned, and same things for items in the shelves

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thats why this fix is there in Science bird tweaks, because it's fixing vanilla furnitures (but idk if its touching modded ones, but this shouldnt be needed for the sss, idk for the others, like in melanie mod?)

oak linden
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Do you know if the parenting all applies to the same gameobject?

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Cuz I can do this very simply embedded after the save system spawns all unlockables

obtuse pecan
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i dont know more, you should ask science bird

vernal umbra
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newest dawnlib

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not sure if its this or furniture lock

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FL didnt do any of its positioning or unlocking when starting a new save

cobalt saddle
# vernal umbra

if you're using updated dawnlib after previously using an older version, try hosting a lobby with the save systems disabled in config, then relaunching with them enabled again (seems to clear any invalid save data stuff when I had a similar issue come up)

vernal umbra
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does this apply when the lobby in question is a new save

cobalt saddle
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ye, part of the issue with dawnlib was persistent stuff saved across sessions if I understand correctly, I had this same issue upon hosting a new save too

vernal umbra
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though im also seeing lethalthings throwing startofround errors now so maybe it is conflictging?

cobalt saddle
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new save each time? rough, it fixed it for me but there might be some other stuff at play I guess

cobalt saddle
# oak linden Do you know if the parenting all applies to the same gameobject?

To fix it, I parent all unlockables to the Environment/HangarShip game object in the ship scene (technically I group them in my own furniture game object at that path for organization). This is where non-unlockable furniture goes (e.g. cupboard, terminal), but when unlockable furniture is spawned in, I think it just spawns with no parent or some higher hierarchy point.

If you're totally taking over all the unlockable stuff, you might be able to just change the path at which the unlockable prefab is instantiated.

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Also while I'm here, there's still a little issue using the most recent patches of DawnLib and FurnitureLock: if you start a new save with some furniture spawned unlocked with FurnitureLock, then quit and reload that save, the unlocked furniture will be locked again (not sure if this would happen if you did multiple days, but I imagine it would probably come up some other places)

sly marsh
vernal umbra
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could i go back to the fork then

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this wasnt happening on the fork but i updated lethal things and dawnlib at the same time

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so

sly marsh
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the fork has an issue that breaks furniture for clients that late join

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I would just wait

oak linden
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multiple days and same day would be the same i imagine

oak linden
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i think i know whats happening but just wanna be sure

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gotta run your profile with some debug logs to check what's causing that error

vernal umbra
oak linden
# vernal umbra

i cant reproduce this with your pack, you'll have to reproduce again but turn on bepinex debug logging and turn on all the extra logging in dawnlib

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i reproduced an error in the saving system but the extra logging wasnt enabled cuz gale forgor to give me the right cofnigs nice

vernal umbra
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Great

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Why do gale and r2 have such a hard time reading each other's profile codes anyway

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I'll do this tomorrow

oak linden
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oky so two things, melanie's oven erroring and melanie's walls etc arent saving

sly marsh
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Melanie also has to fix the pocket rooms, so just a few things to inform her about prob

oak linden
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what i mentioned are me issues afaik

sly marsh
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Though she mentioned her pc was having trouble so idk when she'll get around to it

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Ah

sly marsh
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@oak linden Reloading Lobbies appears to be broken

oak linden
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ik, but u dont have any logging so that isnt helpful for me rn but im looking into it

sly marsh
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This is a different error that Kiszony got which is quite interesting

oak linden
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again, no logs, isnt helpful

sly marsh
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I assume it's the logging for Save manager and unlockables that needs toggled on

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I'll also turn it on for items cus why not, it's related

oak linden
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probably yeah

sly marsh
oak linden
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that warning idk, not related

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for the rest, the more im looking into it the more im convinced mel screwed up a bit when registering her items through LL

sly marsh
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Why is it only now an issue?

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Oh wait maybe your id fix

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🤔

quick anvil
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now that's interesting

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019a3518-25f5-6114-f514-46c867d9e808

sly marsh
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I'll test with Mel's furniture off

oak linden
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idk im checking now, it shouldnt be an issue though, all it means is that her stuff doesn't work with dawnlib's internal data

quick anvil
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(the monitor on the screenshot is on)

oak linden
quick anvil
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I see
I'm trying to address as much as possible 🥺

oak linden
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thats fine

quick anvil
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even made a test on 6-modded modpack with just dawnlib & it's configs
first lobby enter - replaced furnitures in random places
lobby reload - furnitures came back to it's default places & monitor broke

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so yeah PikaSip

sly marsh
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Yeah issue repros with Mel's furniture off

oak linden
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the lobby reload issue yeah, but the saving stuff is weird, half of mel's furniture doesnt exist when leaving the lobby

quick anvil
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mel's furnitures are just substitutes, the vanilla furnitures acts exactly the same as mel's

oak linden
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wut, no im saying im aware of the lobby reload issue and fixed that, but mel's furniture isn't getting saved to the save file because her furniture is getting removed from the unlockables list

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i see the issue

sly marsh
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🤔 Is this in your code or Mel's?

oak linden
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my code

sly marsh
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Ahhh okay okay

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I wonder why it only affects Mel's furniture

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lol

oak linden
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it didnt, it was just unlucky enough that it happened to be mel's furniture to only be affected

sly marsh
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Ahhhh

sly marsh
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We love funny rng problems

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At least you isolated it

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I do wonder why Kiszony was getting lag everytime he reloaded his lobby though

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☠️

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I couldn't repro that

oak linden
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idk kiszony things yeah

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v0.3.13

  • Fixed a lobby reload softlock issue.
  • Fixed issue where only half of the unlockables would save.
  • Removed facility's #natural tag.
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i think some of the item saving issues still exist due to incompat with better saves but i havent checked that stuff out yet

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and i'd rather make dawnlib's own impl of bettersaves later like i planned to

oak linden
oak linden
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v0.3.14

  • Made unlockables parent to the ship to remove a stuttering issue when landing or leaving.
  • Fixed an issue with replacements where the rotation sometimes isn't accurate depending on parent.
quick anvil
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another update that the first one didn't even came out grrrrrr

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(/j)

oak linden
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lol

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this would fix issues in coderebirth actually now that i think about it with like redwood's skin

sly marsh
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Oh will his cape be fixed now?

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lmao

oak linden
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Should be

sly marsh
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Neat

spiral axle
sly marsh
oak linden
spiral axle
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oh, alright 😅

oak linden
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all unlockables have that component (atleast in vanilla)

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including suits iirc which is kinda annoying lol

spiral axle
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oh, definitely

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it's sooo annoying to deal with them 😔

oak linden
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the more annoying thing is the intentionally developed difference of "scene placed" and "spawned" unlockables

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the things you start with when you make a lobby are scene placed, they have their own storing system where instead of actually getting deleted they are sent like thousands of meters away

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their unlockableitem node also has no prefab for them despite being something that fulfills that requirement

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there's inconsistency that is intentionally coded in, but :Shrug

spiral axle
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🙉

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two systems developed at different times

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hacked together to work somehow

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at least it looks like it

oak linden
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yeah, the worst part is that some unlockables DONT have a buy node associated in their UnlockableItem despite being purchase-able

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so it exists, its just not assigned

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and i dont think this is entirely true in vanilla, but it is in lethallib

spiral axle
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GOD the amount of fucking SHIT i had to do to make it work for terminalformatter

oak linden
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lol yeah

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it took me a while to realise that everything zeekerss does is simply based on their position in the unlockables list

sly marsh
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Lol Atlas dies on Oxyde

oak linden
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their autoparenttoship, their buy node id, their placeableshipobject

spiral axle
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yeah, everything based on indexes 🤢

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oh god i just remembered this

oak linden
oak linden
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there's a bool and an int you're supposed to look at iirc

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spawnPrefab is the bool that dictates whether its supposed to spawn a prefab

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but checking if suitMaterial is null is basically same thing anyway

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its just you'll have to handle the sceneplaced unlockables that dont have spawnPrefab ticked iirc

sly marsh
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Does Atlas not debug log what it tries to set the sky to?

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Let me check my player log wtf lol

spiral axle
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god it's so bad

oak linden
oak linden
# spiral axle

lol i think there's an int as well that dictates that something is a decor

sly marsh
oak linden
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the unlockableType

spiral axle
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to be honest

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i think i used it before that

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i think

sly marsh
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I'll prolly just blacklist Oxyde from it for now lol

oak linden
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i think LLL doesnt recognise oxyde as a moon or smthn

sly marsh
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Yeah prolly

spiral axle
oak linden
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thats like the only null ref i can see happening

sly marsh
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I think Oxyde already has a custom skybox anyways I think Atlas was likely trying to apply the Company one

oak linden
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yeah oxyde has its own paid skybox

sly marsh
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I added the moon to the blacklist that should theoretically make it happy I hope lol

oak linden
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uh probably wont but u can try

sly marsh
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Ah yeah it still errors damn

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Lunar Config also fails to detect Oxyde for obvious reasons

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XD

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Btw greed

hardy anchor
# sly marsh Also interesting

uh, wait. Thats a scopo error. Not lethallib. related to if enemy exists or not. Probably means he's not in the level

sly marsh
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XD

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Ah yeah you didn't migrate to the DawnLib stuff for spawning him yet got it

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That's gonna be such a neat config cleanup to see

hardy anchor
sly marsh
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Ah yeah makes sense

oak linden
sly marsh
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Wow @weary imp I can't believe you put null AudioReverbTriggers on Oxyde

weary imp
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I ate them audioreverbs

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oops

calm maple
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oops all reverbs

oak linden
weary imp
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oh right I'll check in a sec

oak linden
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tanks

cerulean gale
# oak linden tanks

just another update on the issues I said in git, after last patch the vanilla moons turn out to not be straight not listed but actually hidden like artifice

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(I was able to make them listed with darmuh's)

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for whatever reason upon reloading a lobby it tags all the vanilla moons as hidden

oak linden
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Hmm okay

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@flint needle what do you check for making those moons hidden?

thorn abyss
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atm he not avaliable

oak linden
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Hmm okay

cerulean gale
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can just use displayallmoons from mrov

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until then

quick anvil
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this bug is still there 🥀

oak linden
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This bug?

quick anvil
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the one that we talked about 6 hours ago

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oh wait
it might be something else actually
lemme investigate further, I'm very confused rn
later hii

zenith remnant
# quick anvil

Can I get that code for that pack, I wanna see some of the mods you have

frozen widget
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vro forgot the changelog@oak linden

quick anvil
sly marsh
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@oak linden Lobby rejoins are still broken

sly marsh
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Also reported the issue on the Github

frozen widget
sly marsh
frozen widget
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oh wait you're talking about leaving and rehosting

sly marsh
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lol yes

frozen widget
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yeah

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i thought about late join

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yeah rehosting is broken

oak linden
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yeah im testing it now

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well

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i had no issues in my end

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lol

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ig ill look at lunxara's logs

oak linden
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btw it should reproduce in 0.3.13 and 0.3.14

sly marsh
sly marsh
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What was causing the issue?

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lol

oak linden
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dunno, might be a bit of LL ship upgrades tbh

quick anvil
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lebron won't be delaying this time yoiled

quick anvil
sly marsh
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We will be starting a bit later regardless cus we're getting a pick up order today and I'll need to help bring in Groceries

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But yeah unless anything major we need to wait on drops there shouldn't be any other delays

oak linden
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ill be looking at a couple other issues today before dropping but ill drop it soon

oak linden
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@cerulean gale i cant reproduce your issue with just the moonsplus page dawnlib and LLL, i'll need a profile

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oh whoops i didnt follow teh steps properly, ill try again

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deleting the save causes it

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@white finch i can only reproduce with LLL greed

white finch
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Whar plink

oak linden
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for some reason this is returning hidden on all vanilla moons?

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lol what

white finch
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Oh wha

oak linden
# white finch Oh wha

it doesnt happen without DawnLib, so what is LLL checking to make these routes hidden?

white finch
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I doth be checking

white finch
oak linden
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is there no where else?

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i can check their nodes ig but that's a lil odd

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also where is moonsKeyword coming from

white finch
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Oh uhh

white finch
oak linden
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right okay

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i think i see whats happening

oak linden
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okay is anyone still having save retaining issues?

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because apparently purple is but i cant reproduce it at all

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v0.3.15

  • Fixed another issue created by some unlockables that caused errors.
  • Fixed an incompat between LLL, DawnLib and DarmuhsTerminalStuff that made every moon hidden.
  • Added a config to disable achievements button in the main menu.
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I don't believe there are any more issues people have?

dense iron
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is Oxyde registered in DawnLib only? (ie, not in LLL at all), if, so, then i think i got my changes working, sadly i think im forever dependent on LLL, unless i implement my own sorting system, or another sorting system independent of LLL arises, but I can at least support DawnLib registered moons now (i think).

although the only moon I have to test with is Oxyde, I dont know of another moon that registers in DawnLib 🙂

oak linden
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Only oxyde for now ye

dense iron
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well, oxyde doesnt appear in the moons list, but i see it in my logs and in my custom config, so yeah, seems i got it working 🙂

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thanks for the help with it all

dense iron
oak linden
dense iron
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yup, doesnt show in the moons list, but appears in my config.

well, i update the ratings by getting StartOfRound.Instance.levels by postfixing StartOfRound.Start

I dont touch the actual moons being loaded (so in theory, i disable my mod.. the moon list will be the same, just my ratings system wont be used)

oak linden
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Can I get a modpack code

dense iron
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one sec

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so, without my mod.. also.. not showing in the moons list..
019a3a40-c4d3-f91c-b9fd-ae401bd6f272

my mod is a manually added DLL so I assume wont be included, but thats the code as i ran it just now, afaik, all mods are default settings.

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ah, isnt the issue in code rebirth the setting "oxyde enabled from start"?

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its defaulted to false.

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nevermind, still cant see Oxyde.

oak linden
#

yeah that config isnt relevant rn

#

okay its a terminal formatter thing

#

@spiral axle whats TF using to detect what moons exist and show? cuz oxyde isnt showing in the moon catalogue

sly marsh
#

I mean Oxyde not showing up isn't the biggest deal, since Gordion also doesn't iirc

#

Company moons not showing up I'm cool with

oak linden
#

i mean its right there

dense iron
#

isnt Galetry a company moon? xD

oak linden
#

yeah it is lol

carmine elk
#

In my opinion if you document how to use DawnLib, converting an LLL moon over probably wouldn’t be that bad

oak linden
#

yeah it's very similar concepts

dense iron
#

so was looking at the code TF uses to get moons

it seems that two scenarios arise.

if LLL is installed, it gets the moons from LLL
https://github.com/AndreyMrovol/LethalMrovLib/blob/1b41b4c488440e66bbfc7096f4da657e0e2b5d11/MrovLib/Compatibility/LethalLevelLoader.cs#L31

if LLL is not installed, it checks the vanilla list.. and does something different with "company moons", which im guessing doesnt apply to Galetry.
https://github.com/AndreyMrovol/LethalMrovLib/blob/1b41b4c488440e66bbfc7096f4da657e0e2b5d11/MrovLib/LevelHelper.cs#L19

when in my mod i was looking at "Company Moons", i was checking for if the moon has scrap... which TF does.. but TF also runs a check for if the moon has time... which i guess the company (Gordion) also doesnt have time.

Galetry is from LLL, so, this time check isnt performed (unless LLL does that check).

but for Oxyde, if LLL is installed, i assume Oxyde is ignored... and if LLL isnt installed, im guessing its treat as a company moon so also ignored (which is possibly what you noticed as you mentioned company moons :D)

#

actually, i just realised that doesnt account for it being missing from the list... O.o

dense iron
#

Xu, does dawnlib provide its own Moons Catalog page? or do you just update Vanilla's?

with TF,DL and LLL installed, I see the TF moon catalog
with just DL and LLL installed, I see a moon catalog I dont recognise... so I am assuming thats modified from vanilla/provided by DL, where in I was expecting LLL's one.

I was trying to see if LLL's sorting would sort Oxyde correctly as I think it wont, but yeah, cant see Oxyde with TF and cant sort without TF because LLL's catalog isnt visible, and the one i see doesnt have sorting.

spiral axle
quick anvil
#

the lobby reload bug seems to be fixed
thank you xu xiaolan yoiled

oak linden
oak linden
#

and LLL does not recognise moons not registered by it?

dense iron
oak linden
#

hmm

#

that's surprising i think, ill see if moving my patch down fixes it

spiral axle
#

the fool-proof solution for me would be to just get the levels from vanilla arrays

oak linden
#

that would be nice

dense iron
spiral axle
#

but that's gonna be a pain to include with LLL's insanity 😭

oak linden
#

which part of LLL do you need/gotta override?

#

does TF depend on LLL?

spiral axle
#

this means I would finally need to make custom sorting stuff on my end

dense iron
#

im at a point where im using the vanilla moons list, but my updating of ratings, and updating the sort order, is relying on LLL's sorting.

spiral axle
#

but god that's gonna be fucked to implement and use

oak linden
#

well virus doesn't need any info from LLL, only the sorting functionality, afaik anyway

dense iron
oak linden
#

mrov do you use anything from LLL's moon stuff like extended levels?

spiral axle
#

which there are a few, but they have vanilla replacements when there's no LLL

dense iron
spiral axle
dense iron
#

xD when you said you had vanilla replacments, i thought you meant that too.

spiral axle
#

I've had a few attempts at making it, all failed

dense iron
# spiral axle I've had a few attempts at making it, all failed

hmm, being honest, i have no clue how the terminal stuff works.. well.. basic understanding.. but in theory, if the data can be sorted, then all it is is outputting the data, to the terminal... so is it just the sorting of the data that is not working?

spiral axle
#

yeah, it wouldn't be hard to sort stuff

#

but it would be harder to integrate commands to do so

#

(especially when LLL is present and using the same commands)

#

oh god I'm starting work on 5th project simultaneously 🙉

oak linden
#

lol

dense iron
#

well yeah, from my pov, any "independent" catalog would need to patch out other mod's commands x.x

oak linden
#

yeah i need to come up with a good solution for that

#

and im down to integrate some stuff if you need me to on my end for both of you if need be

dense iron
# oak linden and im down to integrate some stuff if you need me to on my end for both of you ...

the problem (for me) is, I would want to support all aspects.

namely... Vanilla Only
Vanilla + LLL
Vanilla + DL
Vanilla + LLL + DL
Vanilla + some new mod that comes along and tries to do the same (unlikely i know, but hey..)

which is why i say an independent catalog is better (for me at least) to have a dependency on, because then LLL/DL/whatever could rely on the new catalog, rather than coming up with their own versions... but i think whatever catalog, as long as it supports all moons registered on any mod that allows registering of moons, and allows the functionality needed (sorting and displaying variables) it will be all good.

I am sort of already doing the custom ordering thing, but that relies on using LLL's sorting command and mechanic, so if i can assist with making sorting work, do let me know (in either of your cases)

oak linden
#

well the unlikely thing you said might not be so unlikely, i know jacob plans on making another API instead of all of us working on a central maintained API lol

oak linden
spiral axle
#

since - as you've said - when it's a part of bigger API it's gonna create another multi-dependency solutions down the road

dense iron
#

rip xD

I have seen the effects of people being pulled in different directions because of 3 options (of the basically same option) existing instead of just 1.. I dont predict (at least in what im witnessing elsewhere) that all 3 of those will survive.. people always choose one option.. and the others wither, or all wither.

oak linden
#

there's already a bit of compat hell in different places, i gotta get people to change some tag looking to also consider DawnLib too

#

speaking of which cough @white finch if itolib is doing stuff in places that uses a moons' tags etc, i'd appreciate a dawnlib soft depend that also grabs the tags from there

spiral axle
#

so registry and others can get your tags

oak linden
#

yea, it's all strings so its not really that bad

agile sky
#

I wonder if it'd be possible to create a core lib every major content addition API would use to make compat simpler lol

oak linden
#

i mean how would that even look like

agile sky
spiral axle
#

oh we've done that already 😳

agile sky
#

amazing

spiral axle
#

so we're in utopia

#

nice

sacred tulip
#

Murv

spiral axle
#

frov

oak linden
agile sky
oak linden
#

yeah but at that point why?

agile sky
#

kinda like the plan to lobotimize LethalLib

oak linden
#

yeah i should do that soon too

#

did you know LL makes a node that every unlockable has but only for decor? that was fun to find out

agile sky
oak linden
#

no as in like, at that point why isnt everyone working on one major api

#

why do we need multiple

agile sky
oak linden
#

because afaik what me and jacob are making are almost completely identical

oak linden
agile sky
#

we'd need every API maintainer to agree to make a project or move to a project that will be the API

#

such a project needs decisions to be done, and ContentLib failed because we couldn't decide how to do things and act on it, but damn I learned so much

oak linden
#

ContentLib also failed cuz i was super experienced and we were doing a lot that was unnecessary

#

inexperienced*

#

actually yeah it failed because i was too good for it 😎

agile sky
#

lol

agile sky
# oak linden yeah i should do that soon too

oh also about this, I'd say delay that until DawnLib has been free of issues for long enough. I'd say that a good plan would be to put out a LL fork out which is lobotomized and that'll work for testing out if everything works out smoothly, then it can be done for real

oak linden
#

Yeah that's fair

white finch
sacred tulip
#

-# hey xu

oak linden
vernal umbra
oak linden
#

Yippee

#

I just need to fix LCBetterSave compat and dawnlib will be in a stable state

#

I do need a maintainer to work on vehicle and interior stuff tbh while I work on documentation or the other way around T_T

vernal umbra
#

oh

#

whats up with lcbettersaves

oak linden
#

It overrides the delete file button

#

So none of the vanilla functions run that I patch

#

So me trying to delete my own save file wouldn't work

#

Cuz my code would never run

vernal umbra
#

interesting

#

couldnt you just soft dep on it then hook its delete function then?

oak linden
#

Yea I just gotta understand what's going on there lol

spiral axle
#

oh bettersave

#

the issue creator

oak linden
#

yeah

#

tempted to just make my own

#

but it'll take a bit so i gotta make normal compat first

oak linden
#

v0.4.0

  • Fixed incompat with LCBetterSave.
#

bumped to v0.4.0 because i think thats all major issues gone

sly marsh
#

Since Matty hasn't replied you might be able to check his code on his Github for it

#

Oh wait it's actually this patch

#

I was checking the config and the Out of Bounds section is for the items falling under the ship problem

blazing nacelle
#

reminder that my OutOfBounds fix ( and DawnLib's if it uses my approach on save ) is not compatible with mods like GI that completely remove item falling.

that will indeed cause items to slowly shift into the ground on each save they are not picked up and dropped again

sly marsh
#

So Xu should implement your Out of Bounds fix into DawnLib or you should probably make your Out of Bounds fix work with DawnLib

#

Idk which would be preferred that is up to you 2

#

Idek if the rotation setting in GI is needed anymore though

#

I think Xu is already saving rotations

#

I will test that rq on a seperate save

#

Yeah DawnLib does indeed save them

obtuse pecan
sly marsh
obtuse pecan
#

Ah yeah that's true I forgot that

#

I just woke up, I'm not thinking straight

blazing nacelle
#

i mean MattyFixes has been incompatible with GI's items falling option for a while 😅

obtuse pecan
oak linden
#

I just don't really get the out of bounds fix

#

Why would it incrementally get worse every lobby reload

#

How can items sink into the ground

#

Not a question for u lunxara

#

I'm asking matty

sly marsh
#

Oh I know, I just know it's some whack Vanilla issue

#

I think Matty described it in his thread once but it was uhhh

#

Ages ago

#

So yeah asking him again is good

oak linden
oak linden
#

Again, it's a question for matty

sly marsh
#

Oh yeah btw Xu, your fix for scraps on furnitures only works for 1 lobby reload, if they aren't picked up and dropped again they then fall onto the floor I've reprod it with Maxwell on the Electric Chair and Gazpachos by the Ship Lever

#

lolol

#

Not too sure why, I think the same sinking thing might happen that is going on with the floor stuff perhaps

blazing nacelle
#

you could fix it the opposite way if you wanted tho Xu

#

instead of fixing the save positon you could fix the raycast location 😅

oak linden
blazing nacelle
#

there are multiple issues with items at spawn

one is the raycast starting from the origin instead of the vertical offset position
another is that the game saves the origin instead of the offset
3rd is that not all items will fall on spawn depending on a flag in itemProperties ( in vanilla only the apparatus has that flag set )
4th is that items will fall twice for clients, once on the host a second time when client joins and gets the host positions

blazing nacelle
oak linden
#

i see

blazing nacelle
#

you could mitigate it by only shifting items with negative vertical offset

#

but thoose would still have the same issues

#

plus items would break if anything changes the vertical offset while offline ( eg: mod update )

oak linden
#

so when spawning the item i need to add the vertical offset to the spawn position?

#

honestly i gotta check the spawn code i wrote earlier i forgot what it had tbh

blazing nacelle
#

the reliable solution is to do the shift during save

#

so you ensure the origin is always above the collider and it doesn't matter what other mods do

oak linden
#

hmm i thought i already removed vertical offset from the position when saving

blazing nacelle
#

you'll most likely have to add that small fixed offset like it do (0.01f up )

#

just removing the vertical offset puts it still inline with the collider and unity is not smart enough to deal with that condition

sly marsh
blazing nacelle
#

i made it configurable just because i could. there is no reason to change it. even float.Epsilon would work

oak linden
#

yeah true

blazing nacelle
oak linden
#

Yeah that's fine

#

I dont get how number 4 happens tho

blazing nacelle
#

host: loads a save -> joins the game

host: items spawn at post x

host: GrabbableItem.Start() -> item fall to pos y

client: joins the game -> items spawn at pos y

client: GrabbableItem.Start() -> item fall to pos z

host: item pos y
client: item pos z

y != z
#

all of this because there isn't a single NetworkTransform in the entire game 😅

all clients are supposed to repeat exactly the same options of the others and if they don't you get desyncs

oak linden
#

icic lol

hollow viper
#

maybe im wrong but i think there shouldnt be raycast at all when loading save (or raycast only for items that was pocketed/held before server close)

#

like why would you calculate ground pos if you already saved it

#

-# i didnt read all of it if it was already said

oak linden
blazing nacelle
#

items ( especially modded items ) can change rotations/vertical offset or get removed/added

#

for that reason i decided to patch them on save instead of on load

#

also w/o editing the save format you cannot know if a spawned item was previously being held or if it was just placed there

#

main example is if you drop an item on the file cabinet then move the cabinet

#

on reload what should happen to thoose items?

charred field
#

saw you changed the UI! looks nice

#

i'll give some more pointers later

#

but you probably already know the main one lol

sacred tulip
#

Face reveal

oak linden
#

the UI in the unity project does NOT match ingame at all, so every change needs me to do a reload, left it as that for now

#

v0.4.1

  • Removed some redundant code.
  • Implemented an OutOfBounds fix from MattyFixes into here due to having a saving system.
  • Fixed client being able to pull lever during the start of the game that would break the lever.
  • Readme and wiki updated with more information about how to create content with DawnLib.
  • Started work on a new API with a new maintainer.
charred field
#

lol

oak linden
#

I thought u wanted it indented 😔

charred field
#

yea like my forehead

#

oh yeah ig my graphic does show it indented

#

no that's an incredible mistake but no

normal ridge
#

its my api

#

don't you know?

oak linden
zenith remnant
#

Oh

meager inlet
spiral axle
charred field
#

well, if i had to guess anyway

meager inlet
#

still different in practice tho

charred field
#

i guess thats true

#

do you reckon the color should be changed to not match the text in editor but in game?

meager inlet
#

whatever ends up consistent

vernal umbra
sly marsh
#

I noticed items still sink into the ground when using Bigger Ship at least

#

testing the new update

#

dunno if it happens with Mel's

oak linden
#

I'll take a look

oak linden
sly marsh
#

Outside of OOB and maybe Item Clipping

#

lol

oak linden
#

Iunno, only the relevant stuff mentioned that's happening during saving/loading

blazing nacelle
#

item clipping has nothing to do with what xu implemented.
OutOfBounds does. but you should not disable it as xu only implemented the parts during game save. other fixes are still needed

#

Mattyfixes save patch doesn't run with DawnLib as DawnLib replaced the save code in its entirety 😅

sly marsh
#

Neat

oak linden
#

@hallow galleon just a fair bit of warning i did make a breaking change that lethalmin wont like, got rid of the AlwaysKeepLoaded field

#

it's not just handled automatically

#

mpw*

#

now**

#

v0.4.2

  • Added support for PlayerControllerReference, int and double in NetworkVariables
  • Added components from DawnLib and DuskMod to be visible within the list in the Add Component Menu
  • Added PlanetUnlocker a useable grabbable object to unlock a planet that uses ProgressivePredicate
  • Actually implemented the OutOfBounds fix from MattyFixes, I accidently forgot.
  • Removed some unneeded obsolete fields like AlwaysKeepLoaded
urban plaza
#

how far are you on the docs>?

oak linden
#

the code template was finished this morning so people can just clone and use it

paper fog
sacred tulip
paper fog
#

i made 1 scrap with LL once, how hard is it with dawn plink

paper fog
#

no code me think

oak linden
#

I mean it's better in both ways really, but it can feel overkill for 1 scrap

paper fog
#

chilling just wanna get the feel of it back then but kinda forgor to continue
noisemaker something

oak linden
meager inlet
oak linden
meager inlet
#

Ah modding related

oak linden
#

like we no longer need the netcode patcher code step for rpc's, it's just for networkvariables, and even then it's only like two lines of code for each type to be supported so i just manually wrote it instead of having Assembly.GetTypes run

#

ye

#

will only be modding related

meager inlet
#

now add NetworkContentReference

#

Your also legally obligated to ignore any suggestion i throw at you until i stop being lazy and make actual github issues for them

oak linden
#

lol, technically they're already passable via rpc's but not the most convenient since it's just two strings being passed into an rpc

meager inlet
#

Not convenient and not performant !

oak linden
#

yep, which is why i don't use it unless i absolutely need to but yeah it's on the eventual bucket list

meager inlet
#

I forget the specifics but lll 2.0 does it in a cool way where it uses static lists in generics where the type itself is used to conveniently point towards the right list for indexing

#

Oh right it’s because of this weird even, circular power dynamic where definitions of ExtendedContent must define a generic value that’s a ExtendedManager that must define a generic value that’s a ExtendedContent that is defined with this manager

#

So the defined coupling of the ExtendedContent & ExtendedManager allows for some cool relations between them that can be setup in the base class

urban plaza
#

which is okay

#

i was just wondering

hollow viper
#

Also still can use code for it, no big difference

urban plaza
#

fumoffu

urban plaza
urban plaza
agile sky
white finch
vernal umbra
vernal umbra
#

too fucking real

oak linden
# urban plaza 🤔

I did say I kept a couple placeholders I had to check, but also according to someone this part isn't even needed anymore

urban plaza
#

yeah i just figured id delete the unity template stuff

oak linden
# oak linden
poll_question_text

Which to do first

victor_answer_votes

15

total_votes

17

victor_answer_id

2

victor_answer_text

Documentation/Tutorials for using DawnLib

oak linden
#

i do hate how thunderstore made everythign in one line though, i definitely line breaked

charred field
#

you gotta do <br> twice if you want a space in-between lines

oak linden
#

ill give it a try

#

okay i thought i tried it before, guess not

#

noice

#

thx

frozen widget
#

is there a wiki for dawnlib btw?

#

cuz i don't wanna bother xu by asking what does what

sacred tulip
#

Its in progress afaik

oak linden
#

It's being updated rn but it has the basic info on it

hollow viper
oak linden
#

it all comes back around like a circle 😔

oak linden
hot zenith
#

should this be ignored?

hollow viper
oak linden
#

@white finch it seems like referencing Oxyde as an ExtendedLevel causes issues? i've noticed this in a few mods errors now

#

Plugin.Spam($"{LevelManager.CurrentExtendedLevel.NumberlessPlanetName}, {LevelManager.CurrentExtendedLevel.IsRouteLocked}, {LevelManager.CurrentExtendedLevel.IsRouteHidden}, {LevelManager.CurrentExtendedLevel.LockedRouteNodeText}"); errors too for example

white finch
#

Oh whar

oak linden
#

im guessing its some incompat with DawnLib as a moonloader but maybe LLL isn't making an extendedlevel for it?

#

but i feel like that'd cause more issues

white finch
#

I mean yeah I don't think there'd be an ExtendedLevel made for it but I can double check

oak linden
#

im wonderin if i gotta inject myself in some places in LLL to make it recognise DawnLib moons as modded moons too

white finch
#

I mean I could add soft compat too greed

#

I know where thy content lurks

#

Unless uh

oak linden
#

tru tru

white finch
#

It causes cyclic dependency, but I dunno if you have LLL as a soft dependency

oak linden
#

uhh lemme check

#

yea i got rid of it

#

i dont need it to load before me

oak linden
#

@white finch just checked this and yeah there's no ExtendedLevel for it

white finch
#

Ye

#

I shall look into it plink

oak linden
#

im honestly surprised LLL doesnt error on its own cuz of that

#

tanks

sacred tulip
#

🌄

quick anvil
#

🎑

#

Can we have more rice scenes?

oak linden
#

v0.4.3

  • Fixed incompat with moresuits.
  • Gave more configs to moons.
  • Fixed a long standing issue with registering no-code mods when you have multiple pieces of content.
oak linden
#

To dawnlib moons but ye

#

Cost and whatnot

thorn abyss
#

gotcha

split gale
#

YOU MOTHERFUCKER
shakes you around and spills out your lunch money

#

This mod was causing my pain and suffering!!!!!!!!!!!!!!!

#

wait what

#

HAT DO YOU MEAN IT ISN'T DAWNLIB

#

IT'S SOLIDLIB

#

@odd hemlock Ohhhhhhhhhhh Solid

#

Do you wanna get a treat or blow up

sly marsh
#

Cus I do use that mod but people usually kill it and bring the scrap back

#

Lol

split gale
#

no

#

It happens on every moon

#

Drone or not

sly marsh
#

Hmmmm

#

Since you have Terminal Formatter the detailed scan is a good workaround lol, I also wonder if using Lethal Fixes’ exact scan setting fixes it but yeah it’s weird

sly marsh
split gale
#

No I got my results from Imperium

#

There were physically only around 3 scrap items in the facility usually

sly marsh
#

Weird, maybe some issue when using SolidLib and Imperium together

split gale
#

Na

#

I disabled Imperium too to test

#

Found jack shit

sly marsh
#

🤔

split gale
#

and scanned jack shit

sly marsh
#

Is it happening on vanilla, custom moons, or both?

split gale
#

All

sly marsh
#

Weird

#

I haven't reprod this at all

split gale
#

Well it's an issue specific to moons modified by Lunar

#

Disable Lunar, and the problem goes away

sly marsh
#

🤔

split gale
#

Yeah, I know, we're confused as fuck too

#

😭

sly marsh
cerulean gale
oak linden
cerulean gale
oak linden
#

okie, let me know

cerulean gale
#

Rn im pretty sure its furniture lock

sly marsh
#

Furniture Lock has been fine for me

cerulean gale
#

And had both the normal ship and 2 story models at once

#

And furniture locations not saved

zenith remnant
#

@oak linden Is the moon supposed to be on the loading bar?

oak linden
#

a bit up but been lazy to move it up

zenith remnant
#

Also, is there still any known issues with dawnlibs item saving? I tried it awhile back, but I was having a lot of item saving issues, like items opened from present kept spawning presents when reopening the save, and items from old saves would appear in new ones.

thorn abyss
# oak linden a bit up but been lazy to move it up

altought, a small bug report regarding the rotation of the items.
It kinda bugs out when using reserved slot, if you leave and you have for example, a walkie in your reserved slot, it will appear in a weird rotation, like if it's stand up

#

not game breaking,but it happens

oak linden
oak linden
#

it's likely reserved slot rotating something in your inventory or something similar when its reserved

#

i just save the position and rotation when the game runs its saving stuff

zenith remnant
# oak linden a bit up but been lazy to move it up

Okay, last thing. Is this DawnLib's fault or another mod?

I get this when trying to route to Oxyde after unlocking it in my constellation/sector. It used to work before but recently it broke, and I suspect dawnlib might be the cause.

019a4fbb-ad5a-9745-2adf-129b665d024c

oak linden
#

it's a fault on LLL afaik, Paco said they're looking into it, so hopefully next LLLU update it's fine

zenith remnant
calm maple
spiral axle
#

having free time? never on this server

#

keep grinding @white finch

white finch
meager inlet
#

Are the tags here founded on them being <string, string> kvp designed or have you planned for the data tag stuff lll was meant to have yonders ago

oak linden
#

As I was saying before my pc crashed, I couldn't think of a good usecase for the data tag stuff, the only time I would've ever thought it to be used was for the ogopogo enemy, but that's also partially not the tags responsibility to fix the issues related to that
So ye rn it's just a NamespacedKey, I.e. lethal_company:natural

meager inlet
#

I agree that it’s not a good way to fully do it but I disagree that there might not be good use cases for it

#

On phone and been awake for like 28 hours one sec

oak linden
#

Sure take ur time

meager inlet
#

I think in a perfect world a content lib for unity would actually take an approach similar to the post processing profiles, particle systems and to a lesser extent materials (the latter being a 1:1 usecase for the more primitive datatag idea)

That way vanilla properties, api properties and any additional mod properties could be easily setup as like modules

#

Inspiration for me bringing this up was I was thinking about that mod i was making that is a dungen api that makes it easier to tap into the generation for stuff like my cool windows and holes and it had me thinking how much of that (if any) should theoretically be an api’s responsibility

oak linden
#

That would be cool as an editor tool packaged with the popular libs tbh yeah

meager inlet
#

Lc api’s have been good and gooder at empowering devs to build ontop of custom content but they for the most part haven’t done tooo much in standardising the way core systems can be expanded upon

oak linden
#

Hmm, I honestly don't get your point too much but I'll ask someone to help me understand it lol, and yeah it does feel like I've hit a bit of a point where I can't make something like DawnLib be any better if that makes sense, and I don't mean performance wise

meager inlet
#

Like if two mods want to expand upon the same system (eg. my dungeon mod and raph's dungenplus) the major api's have no real intended method of properly handling that

#

a more specific scenario going off that is what if we both want to add serialized data to Tile components

#

(this is closer to theory than an important practical suggestion)

thorn abyss
#

appears free ingame

oak linden
thorn abyss
#

is there a way to show the price in the moon's catalog?

oak linden
#

there is, i might've just forgotten to do that part

#

is this a custom terminal or vanilla?

#

the good part is that the price is actually applied and is there, that means its just a tiny problem

#

oh but i'd appreciate it if you can put this on the github

thorn abyss
oak linden
#

im writing documentation rn and helping #1263283058266603644 so ill probably forget

thorn abyss
#

on Darmuh's TerminalStuff

#

kk, dw

oak linden
#

okie thats fine then

#

thanks

oak linden
#

for documentation

charred field
#

idk what he has to do with this but gogus mentioned

oak linden
#

lol

#

it's related to how he picks where he spawns

charred field
#

pea brained

oak linden
#

the idea was that a tag could contain a position he'd pick for spawning

#

because, and no offense, the way his whole spawning thing is (how it was back then atleast when i looked at the code, idk about now), not that great

charred field
oak linden
#

yeah but it's the fact that you gotta do moon compat

oak linden
#

like yes it's easy, but in an ideal scenario the enemy would work standalone in these scenarios

charred field
#

you can do custom coordinate spawns now as a user though

#

atleast

#

lol

meager inlet
charred field
#

totally lol

#

the coordinates have been a thing since release iirc, they're just configurable now

#

it was a very jank workaround for ogopogo not liking Vow's thin and shallow rivers

#

current way to implement moon compat tho is good for specifically me cuz I don't get complaints about how the enemy's unfair or anything, since it's on the layout if the enemy doesn't play well

thorn abyss
oak linden
#

Good morning to ya too

#

I got a game dev panel I have to go to in about an hour so imma make food, ill check it out when I'm back lol

#

Or while I'm eating, will see ig

quick anvil
#

Config itself is actually a bit dookie
Disabling nancy and scrap-e doesn't disable them so I had to set the weight on 0

oak linden
#

Dunno why I'd keep them enabled for oxyde though, might be an oversight

quick anvil
#

Maybe

oak linden
#

Oh cool the team who made vampire survivors is here

#

Apparently someone who worked on inscryption too

thorn abyss
#

Sorry

sly marsh
quick anvil
#

:c

#

She kills people

sly marsh
#

Yeah if you move when she's trying to heal you

#

Just stop skill issuing

quick anvil
sly marsh
#

Oh idk then lol

#

maybe it's rng

spiral axle
#

no

sly marsh
quick anvil
#

It was mrov

#

Mrov jammed nancy to kill people

oak linden
quick anvil
spiral axle
#

no it's not rng

sly marsh
spiral axle
urban plaza
#

How do you change the scan node colour using dawnlib

white finch
urban plaza
#

I underestimated how hard this would be for my pea brain to take in without docs, I should have just used lethallib

urban plaza
white finch
#

Add that component to the item greed

#

Or uh

#

Are you doing DawnLib editor stuff or code-only plink

urban plaza
#

code only

white finch
#

like prefab.AddComponent<ForceScanColorOnItem>()

urban plaza
#

This. Changes. Everything.

#

Thank you

oak linden
#

ye i forgor to respond but i use it in code too in some places, it's pretty neat

quiet comet
#

I have a question for you in regards to dawnlibs achievement system, if I were to add them to a particular interior I've created, Can end users use the interior without it installed if they don't want them, or will it's absence cause errors? @oak linden

oak linden
#

It might have a couple warnings if you use some scripts but nothing error or broken

#

This is assuming u do no-code registration

quiet comet
#

neat, thankies

floral helm
#

hey @oak linden i'm getting this while debugging a pack (followed by the game just opening in vanilla)

[13:47:29.6452170] [Fatal  :   BepInEx] System.Exception: Cyclic Dependency:
 - MrovLib
 - mrov.WeatherRegistry
 - com.github.teamxiaolan.dawnlib
 - imabatby.lethallevelloader
 - AudioKnight.StarlancerMoons
  at BepInEx.Utility.TopologicalSort[TNode] (System.Collections.Generic.IEnumerable`1[T] nodes, System.Func`2[T,TResult] dependencySelector) [0x0009e] in <cebe69d7792f4abca78b685257766c60>:0 
  at (wrapper dynamic-method) BepInEx.Bootstrap.Chainloader.DMD<BepInEx.Bootstrap.Chainloader::Start>()
[13:47:29.6452170] [Message:   BepInEx] Chainloader startup complete```

do you know what could it be?
#

(sorry for the ping)

#

(this is the profile 019a5e98-2730-2ec4-cde3-46c86ade8b8c)

oak linden
#

Caused by LLL soft depending on DawnLib but I think mrovlib might just have a ton of unnecessary soft dependencies

#

So mrov was pinged in #1193461151636398080

floral helm
#

I've never had a problem with yours/mrovs/LLL that's why i'm a bit puzzled

oak linden
#

Yeah it's something that has only rarely happened before and in some cases non preventable

#

The idea as well is that a mod soft depends on another so that the other mod loads it's stuff first, but if both mods cause a circle dependency bepinex cries and doesn't know which to load first and breaks

#

It's no fault of any particular mod but I believe mrovlib has unnecessary soft dependencies declared

floral helm
#

i see, i'll wait for mrov to take a look then, thanks xu yoiled

oak linden
#

Ye, I'll take a look at his code too just incase later

#

Worst case scenario @white finch redirects his soft dependencies to dusk instead of dawn

oak linden
#

#1193461151636398080 paco read here when u see this plink

weary tangle
#

dunno if this is something to be put here but just leaving it incase:

[Debug  :   BepInEx] Skipping loading C:\Users\lloyd\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\Acalians Company\BepInEx\plugins\qwbarch-OpusDotNet\opus.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[Info   :   BepInEx] 151 plugins to load
[Warning:   BepInEx] Skipping [LethalLevelLoader 1.4.11] because a newer version exists (LethalLevelLoader 1.5.3)
[Fatal  :   BepInEx] Error occurred starting the game
[Fatal  :   BepInEx] System.Exception: Cyclic Dependency:
 - com.github.teamxiaolan.dawnlib
 - imabatby.lethallevelloader
 - MrovLib
 - mrov.WeatherRegistry
 - CodeRebirth
  at BepInEx.Utility.TopologicalSort[TNode] (System.Collections.Generic.IEnumerable`1[T] nodes, System.Func`2[T,TResult] dependencySelector) [0x0009e] in <cebe69d7792f4abca78b685257766c60>:0 
  at (wrapper dynamic-method) BepInEx.Bootstrap.Chainloader.DMD<BepInEx.Bootstrap.Chainloader::Start>()
[Message:   BepInEx] Chainloader startup complete```
white finch
#

Updating only MrovLib will work too, if LLLU update still hasn't shown up in your manager

weary tangle
white finch
#

Ye

#

It was a goof

weary tangle
#

fair XD

normal ridge
#

i fucked up 😭

#

i just saw the messages, ignore me

weary tangle
#

anyone got an idea what this mean? XD

[Warning: DawnLib] Min (64) is bigger than Max (32), setting Min to 32
it was in my log on startup 39 times in a row one after the other XD

oak linden
broken summit
#

Hey! I think I’ve run into a conflict between DawnLib and LethalConstellations, and I’d really appreciate a sanity check or a fix if possible.

Game / setup (short):

  • Lethal Company v73
  • LethalConstellations v0.3.2 (darmuh)
  • LethalLevelLoader v1.4.11 (IAmBatby)
  • OpenLib, LethalLib, LethalNetworkAPI, LethalModDataLib
  • DawnLib v0.4.4 (TeamXiaolan)
  • (plus other mods, but I can reproduce this just by keeping DawnLib + LethalConstellations + their core deps)

What’s going wrong:

With LethalConstellations alone, the terminal behaves as expected:

  • Each constellation has its own set of moons.
  • When I type moons in the terminal, I only see moons belonging to the current constellation.
  • Moons from other constellations are hidden and can’t be routed to.

But when I enable DawnLib:

  • Typing moons suddenly shows all vanilla moons (and some extra modded ones), even in a constellation where they shouldn’t be available.
  • Example: I’m on a constellation where Titan is not supposed to be accessible, but moons still lists Titan.

However, the locking logic still works:

  • If I try route titan from that constellation, LethalConstellations correctly blocks it and says that Titan isn’t available / isn’t in this constellation.
  • So under the hood, the constellation & lock system is still doing its job – it’s just the displayed list in moons that’s wrong.

In short:
With DawnLib enabled, the moons list ignores constellation restrictions, but routing still respects them.

How I narrowed it down:

  • I reset configs for LethalConstellations and LethalLevelLoader → no change.
  • I tested disabling various “terminal-ish” mods (ChatCommands, gambling mods, etc.) → no change.
  • When I disable DawnLib, the problem disappears immediately:
#
  • moons once again only shows moons from the active constellation.
    • Moons outside the constellation are both hidden in the list and blocked on route.

When I turn DawnLib back on, the issue returns.

Because CodeRebirth and some other mods I like depend on DawnLib, I’d really love to keep using it — but the broken moons list makes constellations very confusing to play with.

What I’m hoping for:

If possible, it would be amazing to have either:

  • a toggle / config option in DawnLib to not touch the moons catalogue / terminal moon list when another mod (like LethalConstellations) is managing it,
    or
  • some compatibility adjustment so DawnLib’s terminal handling doesn’t override constellation-based moon visibility.

If you’d like, I can also provide:

  • my full mod list,
  • logs from when I open moons and try route titan on a restricted constellation,
    or test a debug build.

Also, CodeRebirth is pretty core to my pack, so I’d love to keep using DawnLib if we can make it play nice with LethalConstellations.

Thanks a lot in advance 🙏

oak linden
#

Iirc when I was doing lethal constellations compat it was fine but I didn't go too deep into the mod

#

I'll ask darmuh about it

broken summit
broken summit
broken summit
oak linden
#

Okie

#

Can't test now but will later tmrw

broken summit
#

okay

zenith remnant
#

I can send my modpack code too

oak linden
#

Likely config difference, I'd appreciate a modpack code yeah

wind mist
#

@oak linden Welcome to my 1,776th question, because Cost here is defined as get only, I am able to get it's value with .Provide() like you told me almost 4 weeks ago, but to set it, is my only option patching it's constructor?

#

The same thing is found in things like weights for items and other places I need to reach into an Info class

hollow viper
#

Actually, i think you can il patch constructor but it will be messy

wind mist
#

I think I'm able to, I just don't know how to make an IProvider

hollow viper
#

Oh wait you mean set it?

#

IProvider<type> variable = new SimpleProvider<type>(value)

#

Iirc

wind mist
#

I didn't test it but it looks like it should work :p

hollow viper
#

doubt but you can try

oak linden
#

that works i think?

frozen widget
#

how do i register a moon in dawnlib

#

same thing as everything else?

#

like just placing everything in the same bundle and making a modinfo bundle for it?

#

and also is it 1 moon per bundle like LLL?

oak linden
#

The dawnlib wiki has the information on how to register a DawnLib moon

frozen widget
#

link?

#

(pleab)

oak linden
#

It's the thunderstore wiki

#

I'm on phone rn just go to the thunderstore page

oak linden
#

v0.4.5

  • Edited MapObjects in the editor to be much easier to add onto.
  • Added Interior priority onto MapObject SpawnWeights.
  • Fixed issue with interior registration weights.
  • Added blank reference replacing with interior SpawnSyncedObjects, butlerbees, enemy ai nests, haunted mask, sapsucker, lungprop script.
  • Fixed another issue with unlockables when saving.
  • Gave DawnLib Interiors SpawnWeight configs.
  • Gave DawnLib Moons a lot more configs.
  • Did more work onto documentation and made the editor experience cleaner.
#

This might reset people's map object configs

#

Well since the moon one got replaced by moon + interior then yea probably

fallen ledge
#

trying to get this to work in unity, but i'm getting these errors. loading a save just puts me in the Weed Void. this is on a freshly patched project with only the DawnLib unitypackage + mmhook

oak linden
oak linden
#

Apparently DawnLib currently causes an issue where clients can't join host, I think I spotted the reason just gotta test and upload, if you're playing multi etc just downgrade one version

candid shale
#

Hello, I was pointed to this thread after some troubleshooting, I think there may be a problem with the new Dawnlib update. Whenever I try to land on a moon the ship skips the landing animation and doesn't open the ship door. My mod code is 019a83bd-0c37-dc8f-bdc4-c3c8728c90ce. Unfortunately I'm on Thunderstore and having trouble figuring out how to copy the logs for you guys, I do have a couple of screenshots but I'm not sure if they'll totally help. Just figured I'd let you guys know about what's going on

oak linden
candid shale
#

Sure, I don't mind

oak linden
#

Okay just a minute then

vagrant gulch
#

This also break connection of players in the lobby.

oak linden
#

@candid shale if you could test that that'd be great

oak linden
# vagrant gulch

You can downgrade one version for now or test the zip I just sent btw

vagrant gulch