#DawnLib [V80]
1 messages · Page 15 of 1
Yeah I had to go deep into the mines for that kne
I'll try to fix interiors needing a recomp with some others later at some point
Hopefully interior devs won't need to recomp but I can't promise anything
I think I'll start using DawnLib for my interiors because LLL lacks some features and DawnLib is constantly updated, not once a year
Interior workflow should actually be similar to normal moon workflow, since the dungeonflow is in its own assetbundle much like a moon scene
aight i've gone through the public beta
what's changed with dungen
like what in the actual hell is going on with everyone freaking out about all that
||https://medal.tv/games/lethal-company/clips/mpyuQBuADCRbicz3p?invite=cr-MSxOaFcsMjE3NTIwOTU1&v=43|| Thank you V80
Watch Thank you by pedro9006 and millions of other Lethal Company videos on Medal. #lethalcompany
(nothing really spoilering of V80, but its on the V80 version of CodeRebirth)
i don't get it
guessed so
Loool, I do really need to fix some of the pathfinding on the gals
that motion blur setting is getting disabled as soon as I play this update 🤮
||https://medal.tv/games/lethal-company/clips/mpyElSKAp5Fy_JY0P?invite=cr-MSxnVVMsMjE3NTIwOTU1&v=23||
Watch OH by pedro9006 and millions of other Lethal Company videos on Medal. #lethalcompany
yeah no they're tryna get me
there's a vendetta i know it
it's not that bad if you don't flick your mouse all over the screen, also you can set it to "subtle" if you don't like it lol
i'm not actually sure what to do with motion blur regarding my vehicles
its really jittery and awful when moving
i think its because of my solution i have in place for host-vehicle interactions
add 500 vertice
with the extra interpolate colliders
i might just disable motion blur if in a vehicle
if i can
or i'll try look into why its so jittery
and see if i can fix it
||are they not parented properly or something||
I think your mod is fine if it was just items
I'm seeing duplicated story and bestiary logs only on clients. doesn't happen without dawn. on v73
on clients after lobby start story log menu (sigurd) is also different than host and shows corrupted data or sth. it almost looks intended. i'm not sure lol
Huh
And just to be clear, you're not on latest dawn version
hold up that was on 0.8.10. missed that I hadn't updated to latest v73 version in my debug profile. I'll check again with 0.8.16
Oh lol, I don't think story logs would've changed much between then and there but it doesn't hurt to try
well, it appears mostly fixed. no duplicated entries.
only thing remaining is that client seeing this on start and after collecting one (vanilla) story log, client is missing 'first log' compared to host (the one you start out with)
Lmao
So wait, the first log that's collected ends up being displayed like that?
Can I get your repro steps just incase
I start new save, join with client (LAN, second instance) and then check the sigurd node as client.
It's not the first log collected, it's the log you already have from the start literally called 'first log - aug 22nd' or sth
Icic
btw, i'm guessing all the local references is a temp fix until the gamelibs nuget eventually gets updated?
ye
I will be awaiting that update before I pull from the repo again 💀
errors for tiny v80 beta update if youre interested in fixing them, line 207
Damn, i can't believe xu said this smh 😤
The XuXiaolon allegations are crazy chat 
GDI
Iykyk 
Should I panik?
i need to fix a transpiler
i think thats it
my power cut out for a bit so im back on it but yeah
Oki
btw, This should be known.
But there's always a error log on Dawnlib when SoundAPI is not installed
Feel free to report that to lethal moddata lib
This been a thing for ages, I can't do anything about it
fix moddata lib xu :3
absorb*
have you already built it? I remember that was something you planned on doing
by save system i dont mean like lcbettersave replacing vanilla, i mean just json saving and loading data
that's been around for ages
ahh I see I see, yeah I'm aware of some of the json saving stuff you have going on
when will xu make lcdawnsave
ngl tho, I may need a rundown how to do this at some point (not seeing a wiki page on a quick skim)
like I know i'll need some form of saving/loading data for LethalConstellations when I get to it
it's part of the README i think
for a recap though, there's 3 types of saves you can make, one persistent based on your mod's plugin, one persistent based on the save and deletes if you get fired/delete the save, and one persistent based on the save and only deletes if you delete teh save
gotcha, I appreciate the recap. I think before I was just straight up adding a key to the ES3 save data
the shader for the editor is the most updated sponge one, right? the wording somewhat implies it's an old version that isn't the 100% match
I just re-read it, what wording could be implying that?
That's not implying, this is stating, I am using the most up to date shader, it just won't be a 100% replica since we're in the editor and not using the players downscaled resolution
Things will look a little higher res and there's probably some tiny colour corrections that differ from the player camera
But other than that it's like 95% there
ah
Can someone explain to me how I can make DawnLib scripts appear in Unity so that I can use them?
by dawnlib scripts you mean what exactly?
definitons?
when I add Dawnlib to Unity I can't use it, e.g. like LLL where I can make interiors/moons, unless dawnlib is used for something else
level match or something similar and others to load the bundle
spongenewcustompass doesn't seem to be an option in the custom pass volume
we have content containers and definitions for that
do you have a link to that page again with the shadr

Tis in the wiki
Shader? I hardly know 'er.
hello i need some help, my content container isn't loading and i dont know how to fix it, does this have to do with the ripper
Image
What dawnlib version do you have in your project
Same question here
0.8.7
And project version?
2022.3.62f2
v80
Update dawnlib and editor dll
does dawnlib break with new update or anything?
youre the dev you check 
Evilnits…
You know her... She doesn't play LC and tests in production 
Hello
eating yellow mouse like creatures
WHAT
i tried to update dawnlib but the template isn't in the new version and i have no clue what the editor dll is
The editor DLL is on the GitHub iirc
template won't be there for a bit, i'll need to setup a new patched project, but you can just use the zip and dll in the github releases
which is the same place where the template was anway
I have a question,where do i put the downloaded mods in the project, beause i just put them in the plugins folder and it doesn't seem to fix the container
can you show what the console says?
sure
um i probably should have read it
but where can i find the other one
nvm it tells me
do i need to bring these mods into the project?
do you know when the new template will be done?
no, turn off validate references on the dusk and normal dawnlib dlls
probably when the beta is fully out
k
How do i update the dll?
i have the new file
i just don't know wher to put it
where did you put the dawnlib dlls on your unity project?
just replace em via file explorer
i placed them in but it is seen as a META file
wait nvm
sorry im just new to this
i updated them but the content container is still empty what did i do wrong?
can you show your console?
I updated everything but all of the scripts like content container and the mod info doesn't display anything and just says script
also that looks like an old version of the editor dll
um i dont recognise some of these errors, did you patch your unity project?
yes
what version of unity?
2022.3.62f2
https://github.com/TeamXiaolan/DawnLib/releases/tag/v0.9.2 this should have the latest editor dll as teh first thing
and the latest dawnlib dlls in the zip under it
you need to have the entire zip extracted into there as it contains a decent amount of dlls
so download everything?
no!
oh
just the first two things
sorry im new to this sorry if im getting you mad
also, like i said before, you need to click on the following two dlls: com.github.teamxiaolan.dawnlib and com.github.teamxiaolan.dawnlib.dusk and turn off validate references
im not mad dw
im just trying to clarify
ok
where do i extract the zip into, the project or the first thingy
im assuming the project and if so where
the project, it doesnt really matter where, i usually just make a folder called dependencies and put these extracted zips into it
where is dependencies usually under?
for my mods i usually put it into the assets/lethal company/plugins/mods folder
i dont have it open so i might be slightly off
ok
hey this started to pop up in the console, im still trying to figure out how to replace the dll because it just adds a (1) to it
ok
hey i updated both dawnlib and the dll but the container is still empty and still says that its like a blank script
console errors?
is this a v81 patched project?
no it does work
uhh
try restarting the editor, and then send me the all the errors from the console
ok
cuz i feel like im missing something
you have not done this
the zip in the link i gave you should have atleast 3 dlls
dont tick it for the editor dll
the one you screenshoted is com.github.teamxiaolan.dawnlib.editor
these?
ok i might have to do a new project cause i may or may not have replaced the editor dll
nvm i can repatch
you shouldnt need to
you should just be able to tick validate reference on the editor dll
and untick it on these two
these are the first two dlls in the ss you just sent
no no the editor dll was replaced with something else
that wasn't the editor
will you update the template because lc beta is over
😅
maybe soon but it's hard to find the time
if you have an interior that is not updated to v80, try using this!
@icy tulip @sinful dew etc, i dont wanna go around threads and being rude and "advertising a mod", so feel free to tell people to use this mod if you cant update your interiors (though stuff like JLL still needs to update)
Banned for advertising
i was gonna send it in my thread but forgot
Oh shit 
I was told that SellBodiesFixed has a problem regarding DawnLib and I was wondering what I should do to fix it since I don't even use DawnLib
([Error : DawnLib] Item: TulipSnakeBody(Clone) doesn't have a DawnItemInfo; cannot save. Contact the developer of this item)
when do you make every enemy's Item?
when the mod loads, then the items spawn using .Spawn()
hmm, if its when the mod loads that should be fine, are you able to add your Item's to StartOfRound.Instance.itemslist.allItemsList on startofround's awake?
I could, but I don't understand why it doesn't work at the moment since the mod should be loaded before startofround's awake
because i look through all the item's in the itemsList when registering every item
i dont even know how SellItemBodies ever had its items saved since zeekerss also uses the item indexes in allItemsList for saving and loading items
I checked now and the the "SellItemBodies" are all saved in StartOfRound.Instance.itemslist.allItemsList
are you adding them too late perhaps?
I do that in the Awake() of the Plugin
can i see the code for that? StartOfRound.Instance doesn't exist then
im assuming you loaded the SO for the itemsList, i think that's possible while loading your mod, but just wanna make sure
A fixed and improved version of the SellBodies mod for LethalCompany. - Entity378/LC-SellBodiesFixed
hmm
RegisterItem by LL
i wonder if that isnt adding it to the itemsList
it does
this is interesting
ill look into it then
I don't know what to say, I'm trying it now, and the items seem to be saving correctly. I don't understand what the person who sent me the report might be doing that's causing the problem.
yeah it seemed like it'd work
you might need their modpack code, im not sure what's goin wrong
hello!
Sorry for bothering, this is another mod thing...
Should I just ignore this?
I'm getting this when loading the game
this definitely looks like an issue
this is not dawnlib related, I just wanted to test if some moons/interiors work on v81
yeah i figured from the error, lethalmoddatalib erroring out of seemingly nothing, probably related to another error before it
it was the dawnlib-soundapi error log I sent like a while ago lol
no that always happens, i mean an actual error ebfore that
this is why i dislike lethalmoddatalib and other mods that print out fake errors
there are no other error logs :,]
Except the
[17:15:23.1916792] [Error : Unity Log] NetworkPrefab (Elevator spawn Half Open) has a duplicate GlobalObjectIdHash source entry value of: 0!
[17:15:23.1916792] [Error : Unity Log] NetworkPrefab (Elevator spawn Left) has a duplicate GlobalObjectIdHash source entry value of: 0!
[17:15:23.1916792] [Error : Unity Log] NetworkPrefab (Elevator spawn Mostly open) has a duplicate GlobalObjectIdHash source entry value of: 0!
[17:15:23.1916792] [Error : Unity Log] NetworkPrefab (Elevator spawn Right) has a duplicate GlobalObjectIdHash source entry value of: 0!
[17:15:23.1916792] [Error : Unity Log] NetworkPrefab (Elevator spawn closed) has a duplicate GlobalObjectIdHash source entry value of: 0!
[17:15:23.1916792] [Error : Unity Log] NetworkPrefab (KeySpawner) has a duplicate GlobalObjectIdHash source entry value of: 0!
[17:15:23.1927005] [Error : Unity Log] NetworkPrefab (MannequinSpawnerB) has a duplicate GlobalObjectIdHash source entry value of: 0!
[17:15:23.1927005] [Error : Unity Log] NetworkPrefab (MannequinSpawnerA) has a duplicate GlobalObjectIdHash source entry value of: 0!
[17:15:23.1927005] [Error : Unity Log] NetworkPrefab (MannequinSpawnerC) has a duplicate GlobalObjectIdHash source entry value of: 0!
[17:15:23.1971934] [Error : Unity Log] NetworkPrefab (recyclingcan) has a duplicate GlobalObjectIdHash source entry value of: 1449919938!
dunno then, maybe LethalModDataLib finally borked
oh
found something.
The error log does not appear if I uninstall these mods
do you have DunGenReferenceFixer?
yup
I found the issue
Sorry, better said...
I found the mod that generates that log:
- Generic Doorscript
Checked with and without that mod, and that mod has LethalModDataLib as a dependency
yeah i figured that mod would cause it
DunGenReferenceFixer can't fix that mod
only generic can
is Dawnlib V81 working with the dawn surface script?
Yeah, DawnSurface is for non terrain colliders currently though
big banana mango chicken
yummy
When I create a TerminalCommandBasicInformation object for a terminal command, what is the 'categoryName' parameter for? Is there a terminal page that lists all custom commands and uses the category name to group them?
It's unused IIRC but just incase it's ever needed
Something like an external mod displaying em
It's why description is also one
I see
Also, at what point in the loading process am I meant to register my terminal commands (obviously before the freeze)?
I'd just do it in your plugins awake
But I imagine anything before startofround.awake is okay
To be friendly to other mods that care about terminal commands, APIs that try to integrate with mods that use terminal commands and just as a point of good practice you should register in your awake and then consider the terminal frozen and inaccessible
I made a mod for adding a few types of custom content to YAPYAP and I explicitly froze the list of custom content after the first title splash is shown. If you're late to the party then you just break things for everyone else
I do register the commands in my awake, but I was getting errors because the method I pass to one of the input commands has references to things in StartOfRound that are null at this point
just null check startofround in it, thats what i did iirc
Yeah, that's also what I ended up doing
i forget exactly why but it's called like once or so before lobby load if it exists
with duskmod (and an item definition), how do you set the default spawn rate
I love seeing versions like v0.0.1
v0.0.0 is best tho 
Dusk item definition has some fields for spawn weight
Doing something like
lethal_company experimentation additive 9999 guarantees a lot of your item on exp
80085 is the best version, but unfortunately not a valid one under .NET uint16 limit
You can always use 8.0.0.85 
Just switch version schemes 
oh this is absolutely my doing
and if it wasnt i still would not have it any other way
its a sight to behold really
okie
sup!
Just a small thingy...
By any chance did you fixed the hydrogere not moving issue?
uh, what?
oh that needs to be updated in CodeRebirth, but looking at it more closely i dont think this is me, ill check just to be sure though
do you not have bepinex monomod debug patcher installed?
ye this aint me
no, I'll check it with this
that might tell you what mod is causing it yeah
otherwise, you'l have to hunt it down, it aint dawnlib or cr
gotcha, thanks
@oak linden say i wanna register an enemy through dawnlib
how do i do weights
this gud for vanilla? and what about modded moons
you need to give the namespace for vanilla moons, which is just lethal_company too
what about LLL registered moons
you can do tags like custom, vanilla, and for custom moons, you need to know their namespace, which can be stuff like wesleys_moons
i log all the moons and their namespaces and keys in the console when you enter a lobby if you have debug logging turned on in bepinex config
how do i do it tag based?
there's only configs for moon, interior, and weather based
tags would be in the same spot
you dont have to care about the namespace for tags, so you can just leave them as lethal_company
oh nvm they're above
like this?
this would be for tagging your item with these tags, not for applying weights
i.e. this is like tagging your moon as tundra/tagia for other moons
and if you're tagging your own thing you shouldn't use the lethal_company namespace, but your own, just incase (though the spawn weights thing doesnt care about namespace)
ill take a screenshot of my own stuff later but you'd literally put em in here
you'd have the weights for rend, dine, titan, taiga, tundra
all in the same list
and since its separated by moon interior and weather, you can match specifically to a moon's tags, interior's tags, etc
for tags
leave it as lethal_company, dawnlib doesnt care for namespaces when doing tag weights
but you should still tag your own stuff with your own namespace if that makes sense
yeah no worries about that
if you're wondering why i suddenly started doing Dawnlib registry for enemies, it's just to see if the Cadaver variant i'm making actually works when registering through it, compared to LLL
if there's an errors if it doesnt work, lemme know and ill try to make it work
main problem i had using LLL was that many of its prefabs were not spawning basically
and the AI was spamming errors like "i can't do interval check or smth ig"
even though it was growing, the spore particles (that i made) worked too
oh maybe the prefabs werent getting network registered
but ig it might be related to the fact i need the VFX
that shouldnt be an issue with dawnlib
the bundle loader goes through everything to load it
assuming that might be the issue
might be the same issue i had with the Sapsucker variant
could be
it wasn't spawning its scan node prefab, plant prefabs, nor decal prefab
so i'm assuming could be what you said
OR
i need the VFX which suck balls for me cuz i really REALLY want a variant of that enemy
zeekerss quick! make a hotfix that just does nothing, and change the version to 80.085
huh? it's v81 already? damn 😔
wasted potential
Zeekerss, quick! Drop v800.85!
And add at least 4684968 new features 
relative
it'd be funny until i decide to actually make that amount of variants lol
Boom Enemy Variants in vanilla?
me when people start complaining about zeekerss' design choices when i made enemies with 100HPs in a game where to average damage delt to monsters is just 1
you're gonna add 29621 entities?
hohoho

who knows
@oak lindenthey show up super small like what
lol, that's weird, your scaling any good?
weird, i dont think this is dawnlib specifically but im not sure why they're showing up so small, it could be dawnlib though, any errors?
imma try again
[Error : Unity Log] ArgumentException: 'graveling:graveling_growths' has already been added to this registry.
Stack trace:
Dawn.Registry1[T].Register (T value) (at ./src/API/Registry.cs:83) Dawn.DawnLib.DefineEnemy (Dawn.NamespacedKey1[T] key, EnemyType enemy, System.Action`1[T] callback) (at ./src/API/DawnLib.cs:188)
Dusk.DuskEnemyDefinition.Register (Dusk.DuskMod mod) (at ./src/API/Definitions/Enemies/DuskEnemyDefinition.cs:128)
Dusk.ContentHandler.LoadAllContent (Dusk.IAssetBundleLoader bundle) (at ./src/API/ContentHandler.cs:67)
Dusk.DefaultContentHandler..ctor (Dusk.DuskMod mod) (at ./src/API/Auto/DefaultContentHandler.cs:32)
Dusk.DuskMod.RegisterNoCodeMod (Dusk.DuskModInformation modInfo, UnityEngine.AssetBundle mainBundle, System.String basePath) (at ./src/API/DuskMod.cs:49)
Dusk.AutoDuskModHandler.AutoRegisterMods () (at ./src/API/Auto/AutoDuskModHandler.cs:31)
Dusk.DuskPlugin.Awake () (at ./src/DuskPlugin.cs:44)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.XR.Management.XRGeneralSettings:Awake()
this upon loading game
huh, it thinks you're registering the same thing twice?
i'm not
that's weird, do you maybe have the same mod in the mod manager's plugin folder twice?
nop
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CadaverGrowthAI.GrowInTiles () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_076F)
CadaverGrowthAI.DoAIInterval () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0119)
EnemyAI.Update () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0367)
CadaverGrowthAI.Update () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0000)
very unsure what it is then, i'd have to see stuff like your content container maybe
this is spammed
i could do a thing that places it for enemies that inherit cadaver
what's the component called
im not very familiar with the cadaver but i know it's multiple scripts
the one that has a reference to the visual effect
CadaverGrowthAI
is that two separate ones or do they lead into eachother
and what is missing within the prefabs? a visualeffectasset? or a material's textures?
seperate ones
they're 2 prefabs
each with the vfx
actually
@oak linden there's one for player spore burst and one of the normal spores
im not sure if there's anything else you need inside of the prefab you make
for both
aight
i don't even get why he'd make 2 seperate VFX
mostly when i don't even know where the second one plays
like it says "burst from player" but during the animation it doesn't play
second one maybe plays when the player transforms
unsure
maybe it plays in code? dunno
/ i don't notice it
ic
who knows
wazzat
try it, this should fix your cavadergrowthai with the right prefab
i cant release it soon since it has a good chunk of WIP stuff but just for testing its fine
compiling rn
ok i fixed the registering
now only 1 of each is registered and correctly
now lets try that thing
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0009)
CadaverGrowthAI.QuickFinishGrowingPlant () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_001C)
CadaverGrowthAI.GrowInTiles () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0AA6)
CadaverGrowthAI.DoAIInterval () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0119)
EnemyAI.Update () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0367)
CadaverGrowthAI.Update () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0000)
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0009)
CadaverGrowthAI.LateUpdate () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0017)
NEW ERRORS LET'S GO
scan nodes spawn
but size of the things is still small
lets see
plantBatchers is either empty or doesn't have what it should have
i'd check in unity what plantBatchers has for you
there should be a component called BatchAllMeshChildren
that's what plantBatchers assigns itself to
ohh
i set it up
but it only takes the AI as acceptable to put into the field
yeah that's fine
although there are BatchAllMeshChildren components
oh wait
yeah?
yeah you gotta put all of the components in there
either that or just leave it empty and the game auto puts them if they're in the same gameobject
i left it empty before and that was what i got
and trying to put anything in it doesn't work because it only accepts CadaverGrowthAI
look
there's probably more than one in the same gameobject
i wouldnt assign it via the circle since you need to manually drag each component onto it
yeah put each one into the list
i did
well let's go compile and see what it thinks
oh and also, can there be a way i could change the VFX's variables somehow? or am i doomed to have the base ones
not sure, i dont know how the vfx itself looks like and im not very familiar with vfx's
you probably can but im working on other stuff rn and it's probably a better fit in something like itolib
mainly wanna change the color of spores
fair enough
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0009)
CadaverGrowthAI.LateUpdate () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0017)
oopsies
@oak linden
dunno, are there previous errors?
it seems related to the plantBatchers stuff
and for that i have no idea what you'd need to do lol
[Info : Unity Log] Plant Bfail
[Error : Unity Log] Attempted to add mesh to BatchAllMeshChildren in 'GravelingGrowthMasterAI(Clone)' which did not match the component's mesh
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0009)
CadaverGrowthAI.LateUpdate () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0017)
no idea
it's probably something to do with the first error there lol
oh yeah how do we even set up cadaver stuff / spawn them for testing in general

do you guys know if imperium spawns growths right?
:shrug
yea
do you think it'll be a problem if i put the BatchAllMeshChildren components in a gameobject as child to the CadaverGrowth AI?
yes
well idk
so uhm
what could it be
no idea i dont have unity, it's something to do with the setup in unity
but what's it saying
like how am i supposed to know something's wrong if it's not clear what could be
i did everything that should work
i would be going off the same information you have, so i have no idea right now
"did not match the component's mesh" huh
hold up i think i got it
if i don't then i'm at a loss for words
[Error : Unity Log] InvalidOperationException: Material needs to enable instancing for use with DrawMeshInstanced.
Stack trace:
UnityEngine.Graphics.DrawMeshInstanced (UnityEngine.Mesh mesh, System.Int32 submeshIndex, UnityEngine.Material material, UnityEngine.Matrix4x4[] matrices, System.Int32 count, UnityEngine.MaterialPropertyBlock properties, UnityEngine.Rendering.ShadowCastingMode castShadows, System.Boolean receiveShadows, System.Int32 layer, UnityEngine.Camera camera, UnityEngine.Rendering.LightProbeUsage lightProbeUsage, UnityEngine.LightProbeProxyVolume lightProbeProxyVolume) (at <c39a522eee05469b8171a6cfeb646c59>:IL_007A)
UnityEngine.Graphics.DrawMeshInstanced (UnityEngine.Mesh mesh, System.Int32 submeshIndex, UnityEngine.Material material, System.Collections.Generic.List1[T] matrices, UnityEngine.MaterialPropertyBlock properties, UnityEngine.Rendering.ShadowCastingMode castShadows, System.Boolean receiveShadows, System.Int32 layer, UnityEngine.Camera camera, UnityEngine.Rendering.LightProbeUsage lightProbeUsage, UnityEngine.LightProbeProxyVolume lightProbeProxyVolume) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0023) UnityEngine.Graphics.DrawMeshInstanced (UnityEngine.Mesh mesh, System.Int32 submeshIndex, UnityEngine.Material material, System.Collections.Generic.List1[T] matrices, UnityEngine.MaterialPropertyBlock properties, UnityEngine.Rendering.ShadowCastingMode castShadows, System.Boolean receiveShadows, System.Int32 layer, UnityEngine.Camera camera) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0001)
BatchAllMeshChildren.RenderBatches (System.Boolean renderOnHeadmountedCam) (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0041)
BatchAllMeshChildren.Update () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_00A0)
new error
that one seems pretty simple
just enabling instances on the material
should be part of the material properties
gpu instancing i imagine
more harmful than good enabled by default
why is this? just out of curiosity
you'd have had to ask the me from like a year ago who had looked into it at the time
damn bro
hi you from a year ago, why is this ?
finna invent a time machine for that
unity ballin
it's probably because unity has its own batching that works good enough but gets disabling on gpu instancing being enabled
and gpu instancing has its usecases, where you need to be deliberate with it
something like that
@oak linden what "instancing" do i need to enable
gpu instancing no?
nope
[Error : Unity Log] InvalidOperationException: Material needs to enable instancing for use with DrawMeshInstanced.
Stack trace:
UnityEngine.Graphics.DrawMeshInstanced (UnityEngine.Mesh mesh, System.Int32 submeshIndex, UnityEngine.Material material, UnityEngine.Matrix4x4[] matrices, System.Int32 count, UnityEngine.MaterialPropertyBlock properties, UnityEngine.Rendering.ShadowCastingMode castShadows, System.Boolean receiveShadows, System.Int32 layer, UnityEngine.Camera camera, UnityEngine.Rendering.LightProbeUsage lightProbeUsage, UnityEngine.LightProbeProxyVolume lightProbeProxyVolume) (at <c39a522eee05469b8171a6cfeb646c59>:IL_007A)
UnityEngine.Graphics.DrawMeshInstanced (UnityEngine.Mesh mesh, System.Int32 submeshIndex, UnityEngine.Material material, System.Collections.Generic.List1[T] matrices, UnityEngine.MaterialPropertyBlock properties, UnityEngine.Rendering.ShadowCastingMode castShadows, System.Boolean receiveShadows, System.Int32 layer, UnityEngine.Camera camera, UnityEngine.Rendering.LightProbeUsage lightProbeUsage, UnityEngine.LightProbeProxyVolume lightProbeProxyVolume) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0023) UnityEngine.Graphics.DrawMeshInstanced (UnityEngine.Mesh mesh, System.Int32 submeshIndex, UnityEngine.Material material, System.Collections.Generic.List1[T] matrices, UnityEngine.MaterialPropertyBlock properties, UnityEngine.Rendering.ShadowCastingMode castShadows, System.Boolean receiveShadows, System.Int32 layer, UnityEngine.Camera camera) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0001)
BatchAllMeshChildren.RenderBatches (System.Boolean renderOnHeadmountedCam) (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0041)
BatchAllMeshChildren.Update () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_00A0)
i didnt think there were multiple
it doesn't mention "GPU instancing"
it says "instancing for use with DrawMeshInstanced"
but i wouldn't know what that means
srp batching is incompatible with gpu instancing and which one is preferable depends on usecase and context
wow i was right, see i remember things sometimes
a quick google search tells me its gpu instancing but no idea
DawnLib's own simulate that is totally not stolen word for word from LL
though all coded from scratch because paco never did send me the code, proud of how close i got it to look just off rip
where is the pie chart
is there not something else mentionned about the materials requiring smth?
i ate it, i totally forgot there was a whole thing with piecharts 💀
honestly maybe after 2 weeks when im done with uni, rn im speedrunning a bunch of shit to get finished so i can do my uni stuff lmao
srp batching...
mmmm pie
srp batching isnt the static flag at the top right in the inspector right
correct
pew....?
but also goood goood... too tired to process the dotpoints thrown at me after looking it up
i see combined objects mentioned and first thought was static
imagine when your rendering the scene for a frame that your hand painting each thing on the screen
this would be you grabbing a paint bucket for that thing, painting it, putting the bucket away
for each thing
srp batching is the idea that if we paint things in the right order, we can skip a lot of work in going to get the right paint bucket
Red
Red
Red
Blue
Blue
Blue
is faster than
Red
Blue
Red
Blue
Red
its cool stuff
but gpu instancing does rendering in a way that makes doing that kinda batching not viable
oh yeah good explanation, i get you, reminds me of defragmentation with hard drives in a way... ish. does lethal do srp batching by default? or something you gotta go out of your way to setup?
generally batching is something unity projects do by default yeah
but there's ways you can better ensure the render order is ideal for it
(thats what the render priority slider on materials is for :D)
if you go here you can see a step by step analysis of how unity renders a frame with info on how the batching is going
oh yeah ive toyed with that before, it helped me solve some... dire issues... to say the least lol. but always more work to do, ill read up more on it tomorrow... i must sleep... 💤
i feel like everytime i see you, you're asleep or nearing sleep
sleepaholic lend me your powers 😔
my sleep schedule has gone so forward, its 3am right now. but Ms. dawnlib, you do this to yourself!!! 36 hours no sleep and miss class to update dawnlib and cr 😭
i actually lose the ability to think on no food or no sleep personally, it really breaks my work ethic
irritation build up as well... nasty combo
i just like working on stuff 
iTSS FUNN
almost there
liquidation is coming!!!!
LOL didnt even notice that lmaoo
i guess liquidation has facility weights
so why not 😭
(i can just filter for implemented content atleast)
it's in the registry but it do be tagged Unimplemented :p
kidnapper fox used to be too lol
okay nice, i was just doing a zeekerss and i turned my float into an int which landed onto 0, lol
yeah but wasn't fox functional or nah
nah his prefab wasnt even in the game anymore
just the SO
prefab might've been in the game but not in the network prefabs list
it's less non functional and more so Unimplemented
lemme check what else i put in that tag
test being the test scene "moon" lol
it would be really funny if v85 came with liquidation
don't you need the cardboard box or whatever in there
i see
i thought about it but i think it's so broken we delete it so it doesnt even exist to give it a tag
yeah it doesnt have a prefab
half the todo's finished for this update
"visualisers for scrap and hazard spawning"
"DawnSurface to support TerrainColliders"
keep cooking
yeah but is there a way to set a default for all moons
wait nvm figured it out
Does Dawnlib have an updated version of the Template unity package?
Yippee
can i get some help
https://github.com/TeamXiaolan/DawnLib
The video im following is This
Lethal Company Library for developing mods. Contribute to TeamXiaolan/DawnLib development by creating an account on GitHub.
Back at it again in 2026 with a new moon-making tutorial, this time with DawnLib! This tutorial also serves as a general guide to setting up your Unity project for Lethal Company content creation.
This video was made with v73 of Lethal Company, but will hopefully stay relevant for future releases (else it's back to the tutorial-mines for me).
...
hit this error at around 4:30 into the video
Tutorial might be a lil outdated since we're at v81 of the game now uh
ah you so right
any tips for making a moon on this version or will we have to wait a bit
thank you!
The DawnLib template package currently doesn't exist for this version so you'll have to manually add dawnlib and its dependencies in
It's pretty simple though, just manually download the zips of pathfindinglib, monkeyinjectionlibrary and dawnlib on thunderstore
Make a folder called dependencies similar to what the package shows in the video and extract those 3 zips in there
This page has an editor.dll file
Download that dll and put it in a folder called Editor, make the Editor folder in the Assets folder (which is the first folder in the unity project)
Finally, delete a file called com.github.teamxiaolan.compatibility.dll
And uncheck validate references for com.github.teamxiaolan.dawnlib.dll and com.github.teamxiaolan.dawnlib.dusk.dll
It sounds like a lot these steps but it's only like a few minutes
alr alr ima try this
this is new, should I select here? or somewhere else
ah i see what happend lil, i did ctrl b then ctrl v by mistake 💀
lol
do i download the zip from https://thunderstore.io/c/lethal-company/p/TeamXiaolan/DawnLib/
or did you mean
https://github.com/TeamXiaolan/DawnLib/releases/download/v0.9.2/TeamXiaolan-DawnLib-0.9.2.zip
both work fine, just make sure you're downloading the zip though
some people tried to grab the mod's dlls from their mod manager, but that doesn't work for all mods lol
okay
Good morning dawnlib
morning
could you explain this part to me
Finally, delete a file called com.github.teamxiaolan.compatibility.dll
And uncheck validate references for com.github.teamxiaolan.dawnlib.dll and com.github.teamxiaolan.dawnlib.dusk.dll
you unzipped the dawnlib zip right?
inside it there should be like 4 dlls
one of them is called com.github.teamxiaolan.compatibility.dll
thesearch migh not find it so just go into where you put it
if you already had the editor dll in the project there's a chance the editor dll deleted the compatibility dll (it's meant to auto delete when you import it after the first time)
ye that one
okay
uncheck validate references for com.github.teamxiaolan.dawnlib.dll and com.github.teamxiaolan.dawnlib.dusk.dll```
how about that part
those dlls are also there
just highlight both of them and top right should be a toggle for validate references
ohh the inspector
im dumb
am i good to follow that tutorial i was trying to use for the moon or is there a newer one?
got all the unity stuff setup
yeah it should be fine
@oak linden it's happening again
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CadaverGrowthAI.GrowInTiles () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_076F)
CadaverGrowthAI.DoAIInterval () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0119)
EnemyAI.Update () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0367)
CadaverGrowthAI.Update () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0000)
dunno, it'd have to be with the components if it worked at some point but now didnt lol
it doesn't replace the prefabs with the VFX prefabs anymore
are you using the public DawnLib? lol
i havent released the update with the stuff that I added there
nope
look, it's using my old particles
idk then, it might be that dawnlib errored before getting there
it's hard to tell what could've changed when it worked yesterday without logs
[Error : Unity Log] ArgumentException: 'graveling:graveling_growths' has already been added to this registry.
Stack trace:
Dawn.Registry1[T].Register (T value) (at ./src/API/Registry.cs:83) Dawn.DawnLib.DefineEnemy (Dawn.NamespacedKey1[T] key, EnemyType enemy, System.Action`1[T] callback) (at ./src/API/DawnLib.cs:188)
Dusk.DuskEnemyDefinition.Register (Dusk.DuskMod mod) (at ./src/API/Definitions/Enemies/DuskEnemyDefinition.cs:128)
Dusk.ContentHandler.LoadAllContent (Dusk.IAssetBundleLoader bundle) (at ./src/API/ContentHandler.cs:67)
Dusk.DefaultContentHandler..ctor (Dusk.DuskMod mod) (at ./src/API/Auto/DefaultContentHandler.cs:32)
Dusk.DuskMod.RegisterNoCodeMod (Dusk.DuskModInformation modInfo, UnityEngine.AssetBundle mainBundle, System.String basePath) (at ./src/API/DuskMod.cs:49)
Dusk.AutoDuskModHandler.AutoRegisterMods () (at ./src/API/Auto/AutoDuskModHandler.cs:31)
Dusk.DuskPlugin.Awake () (at ./src/DuskPlugin.cs:55)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.XR.Management.XRGeneralSettings:Awake()
that
although it doesn't make sense, i didn't register it twice
i did register 2 variants though
dunno then, you might just have the same mod twice in the mod manager, you had teh same thing yesterday and managed to fix it
v0.9.3
- Updated the editor dll for the following changes:
- Long-awaited visualisers for scrap and hazard spawning.
- Visualisers for DunGen Doorways.
- A dropdown on the top of the screen that generates every single Blank ScriptableObject you'll need, which will auto account for future updates.
- A button on every DuskDefinition that will generate basic weights for every vanilla moon, interior, weather and a selection of tags:
none, low, medium, high, ultra_high. - Visualisation added to the moon if redlocustbees can spawn (which shows the radius for hives reduced price).
- Updated DawnSurface to support TerrainColliders.
- Added a config to enable vanilla compatibility (untested, let me know how it goes).
- Added Component that reads the result of a config file and runs UnityEvents in correspondence to the value of the config.
- Currently only supports string, float, int, bool, BoundedRange, Vector3, Color and AnimationCurve.
- OutsideObjects from DawnLib break trees if setup to like vanilla OutsideObjects now.
- Simulate and Filter commands added.
- Simulate supports typing an interior or moon name.
- Filter supports being fed a tag name.
- General code quality improvements.
I'll also be making the unity package now
def installing the editor
i need my delicious visualizers
oh i lied about tile visualisation, only doorways, but i do plan to do that, i just dont know what it should look like/use-case lol
thats fine
i dont even need tile visualization
it alr visualizes uhh
manual bounds
so you can just use those
i mean manual
icic
im dum
brain not brainding
i need a dungen fixer tho...
oughhgh
paco bless us
(with due time)

dawnlib update
good night dawnlib
wait which dll is the editor
dusk?
iirc
noo
oh
It separate
its not in the thunderstore release
cant package it into thunderstore
will cause many issues
Ye 🥀
yea makes sense
ok im gonna assume it needs other stuff to work
i should not assume things are standalone
ye it'll need the 3 packages dawnlib monkeyinjectionlibrary and pathfindinglib lol
monkeyinjectionlibrary and pathfindinglib can just be put in there but dawnlib needs to have its main 2 dlls have validate references disabled, and the 4th one deleted
the 2 main dlls are called com.github.teamxiaolan.dawnlib and com.github.teamxiaolan.dawnlib.dusk
the 4th dll to delete is called com.github.teamxiaolan.compatibilty
that do be it
it can be hard for some people to follow though hence why i make the unity packages when i can
where unity package?
it takes time
im doing it now but it'll be a bit while im reorganising some folders and patching v81 again
Again?
yeah im not putting the template on my coderebirth project
What about the Cadaver stuff, izzit innit?
Oh I forgot the editor.dll that's why my Dawn has looked different for the last few months 
If we already made blank references for most stuff, will this overwrite them and break the connection within our moon SOs that use them? I’ve already made most of mine because the projects old but it would be nice to auto create just the few new enemy ones
hey, I was thinking, maybe there is a way to automate this? That's a lot of steps where many things may go wrong. What if there could be a C# script to create a Unity menu item, which would fetch the latest DawnLib and check all the required checkboxes?
It just creates em in a folder called DawnLib/BlankSO where you can just drag and drop em in file explorer, or atleast that's what I did
Maybe, this is kind of why I have the unity package bit that is annoying to update each time
I forgor, does unity package include dependencies?
Ye it has the entire thing setup
Oh ok
into a which folder path do you put com.github.teamxiaolan.dawnlib.editor.dll? I used to have it in /Assets/Editor, but also I noticed there is a pre-existing /Assets/LethalCompany/Game/Editor folder
got it
it doesnt matter where as long as the folder is called Editor, but for git purposes i put em in Assets/Editor
in reality, it doesnt need to be in Editor, but putting dlls in there auto toggles the editor part of a dll, you can toggle it manually but who gonna do allat
yea I'm just importing the whole package, for good measure
lol
So the issue I now have with this is the TerrainColliders thing
holly diff almost 1000 files
still a bit confused why am I getting a yet another BepInEx/plugins folder
you only need like 100 of em (dawnlib zip has like 100 json files for tags that i just left in there cuz i tell people to just unzip the main zip)
1000 seems like a lot though
whats up
there is /Lethal Company/BepInEx/plugins and Assets/LethalCompany/Mods/plugins
half of them are .meta anyway
fair
Forgive my lack of any mod knowledge lol
But for the new version, the issue is specifically on the forest maps (Ada, Vow, March) where the TerrainCollider seems to be missing the assets that tells you the forest maps have extreme slopes and foliage that should ideally be slowing you down by default. What’s happening now for me and my friend is that it’s acting like we are on fully flat ground. Whenever we sprint, it’s exponentially adding speed to us to the point we tap forward for half a second, we travel halfway across the map. It got to the point where we sprinted fully off the map and into the void/fell off the map entirely.
um, i think your issue is something that isn't dawnlib, all i do is make sure vanilla uses DawnSurface on its terrain colliders
which would only affect footstep sounds
We aren’t sure what it is then
also i dont think foliage slows you down at all
can you send a clip? maybe im misunderstanding
Didnt you say something was wrong with forest moons?
I don’t have one on me but I can share my modpack? Maybe you can run across the issue
At least bear traps were kinda weird
Yeah and this is it
No idea if this is related
Uhh nothing about bear traps no
yeah but that's just in terms of spawning outside hazards
you can but i cant test it rn
When lunar broke map object it would leave you stuck on loading
you are on v81 just to be sure right?
Yes
:3
:p
For the forest moons it was basically just not seeing the ground as forest ground so it wouldnt spawn forest beartraps basically lol
it sitll doesnt, it spawns the "default" beartraps rn, but it used to spawn nothing, the skin of the beartraps is coded into CR so it's good on DawnLib's end now, just not CR's
should I remove Library/ScriptAssemblies/Assembly-CSharp.dll to avoid the "An item with the same key has already been added." error?
it'll re-add itself
next time you launch the unity project
so unity complains about its own doings?
i dont actually know how to stop that error
number 20052 harmless error from unity
oh right, Library is not in git
yes
amazing
019d75e2-151f-1bdf-83ff-0ada536521f8
If you wanna test it when you get a chance
@chilly canopy
@alpine mica can i ask how you did the additional tileset to the mansion? someone else is trying it rn but it seems i forgot to unlock the archetypeKeys so you can give it the archetypes to inject into and im wondering how you went around that (unless you did it via code?)
can I update it without issues?
update to latest dawnlib? yeah
Unity: The story of editing assets meta guid in text editors
I'll have to create a new Unlockable definition just to copy paste m_Script from it
lol
i should make a script that keeps track of all guids every reload and sees if any scripts changed guids or smthn and fix the changes
dunno
it's fine
i just have to fix key namespace not being recognized
oh, it was in LethalCompanyV73\Assets\dawn_lib_namespaces.json
i assume dawn editor dll won't pick it up from any other path?
ahh it pretty much only looks for Path.Combine(Application.dataPath, "dawn_lib_namespaces.json"))
yea it's only there, reminds me i gotta update coderebirth's gitignore to leave that in lol
it's kinda strange. it's in the list, but should already be as selected
whatever, it works tho
i think it edited file to reset to none the last time i opened it before copying json
yea it might've
Oh for this here? I used the keys listed in vanilla.namespaced_keys.json
oh you dont have the editor dll working 💀
that's how, lmaoo
there's an issue where the Key gets forced to be a specific value rn
but i guess if you dont have the editor dll working it wont be an issue
oh, lmao
Yeah I just realised I was missing the editor dll earlier and put it on my v81 project
so I'm trying to patch Terminal to force append my furniture to the shop in Update postfix
given that the furniture is registered via DawnLib content handler, what would be the best way to identify it in the list?
if (!__instance.ShipDecorSelection.Contains(myStuff))
__instance.ShipDecorSelection.Append(myStuff);
yeah, StoreRotationConfig mod is still broken, and wan't convenient to use anyway
List<TerminalNode> ShipDecorSelection
hmm
Imperium does this:
[HarmonyPrefix]
[HarmonyPatch("Update")]
private static void UpdatePatch(Terminal __instance)
{
if (!Imperium.ShipManager.UnlockShop.Value) return;
if (__instance.ShipDecorSelection.Count == Imperium.StartOfRound.unlockablesList.unlockables.Count) return;
__instance.ShipDecorSelection = Imperium.StartOfRound.unlockablesList.unlockables
.Select(unlockable => unlockable.shopSelectionNode)
.Where(node => node)
.ToList();
}
you can try getting your furniture's node through LethalContent.Unlockables[MyFurnitureKey].UnlockableItem.shopSelectionNode if thats what you mean
it's not exactly .UnlockableItem, but it'll be similar enough you can figure it out
I could select by displayText I guess, but I'd rather by some id
me: wrote an entire test suite for Dawn keys source generator
also me: my keys where 🐒
lol
i.. i uh.. i can't
i just fucking can't jsut add a line of code
it's a matter of principle now
i didn't do all that for nothin
hollyyyy
i feel like i fixed that missing whitespace after comma
or was it part of the never-merged test suite?
no idea
you think it's safe to append, or better build a new list?
wdym?
ig if imperium gets away with creating a copy, i can do too
Heya, I'm currently watching some friends playtest some stuff in Lethal and I think there was an odd bug introduced with surfaces and water, and that it might be related to DawnLib.
They reported that some grass surfaces are just making no noise, and they're currently running into a bug where any interaction with water causes their movement to get permanently stuck.
what's up with the cursor 😭
that's weird, is this on march and vow specifically?
yippie
in regards to this
uh, i dont touch adamance
Yes you do
Unity: the art of editing text fi... yeah, you know the drill
Afaik yes
The modpack they're currently playing only really consists of DawnLib, it's dependencies and TerrasScrap
ill walk around on em rn but it didnt do anything last time i was walking around
It might be networking related? I had tried too and I was able to walk around find.
I joined a quick game with them and the bug didn't appear there either.
there's no networking to the footsteps stuff, it's all local
Nothing that touches water either?
nope
019d75e2-151f-1bdf-83ff-0ada536521f8
i plan to test this code which said opposite problem, walking would make them exponentially faster
Hmm
jesus christ, is 32gb not enough for this mod?
lol is that the 900mb one of hsr models
yeah
couldn't reproduce on vow
Huh
Oh yeha sorry
We play with our bulky ass models LOL
neat
Stack trace:
Dawn.SurfaceRegistrationHandler.TryGetAndSetDawnSurfaceIndexPlayer (GameNetcodeStuff.PlayerControllerB playerControllerB, System.Boolean checkStandingOnTerrain, UnityEngine.RaycastHit& hit, System.Int32& currentFootstepSurfaceIndex) (at ./src/API/Surfaces/.SurfaceRegistrationHandler.cs:289)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::GetCurrentMaterialStandingOn>(GameNetcodeStuff.PlayerControllerB,bool)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
we broke on March in shallow water
unable to move, error spam every frame
needs testing, but I think it only happens after rehosting
another guy broke, claims he restarted the game completely before joining
Huh
Oh that's weird, this error is saying that the footstep surface never got registered
Can I get their logs?
It sounds like the registries broke early on
We love smoking dirty feet
i experienced the same thing yesterday
Without seeing the message you replied it seems like you had a same experience to the picture omg
fav kind
I’ve got a question about the beehive visualization thing. Can it be toggled? Like it’s not bad or anything but I don’t really need it
it doesnt show up if redlocustbees cant spawn
and also there might be a toggle in the gizmos menu
Yeah but removing the bees isn’t really a toggle. I didn’t see one in the gizmos but I also could’ve overlooked it not knowing what it would be called. I can look again tomorrow.
ill see if i can take a look tomorrow as well
v0.9.4
- Added compatibility with latest
TestAccount666.GoodItemScanupdate. - Addded more logging related to achievements.
- Possibly fixed issues relating to making more TileSets attached to interiors.
- Tried to fix old moons with terrain colliders not having proper footsteps.
- Fixed an issue with lobby reloads in relation to footstep surfaces.
Where is togif.gif?
Why it doesn’t embed?
:3
I think your bee visualization persists in viewing prefabs when the current scene has the bees in the spawn pool. Not a big issue, but it's there (also, can confirm there is no gizmo. I turned them all off and yet it remained).
also, a qol thing that idk if you can implement, before this V81 stuff you could click on the dungen doorway and it would select it just like any other game object. Even with your restored visualizer (which I love, thank you) they can't be selected in the scene, only hierarchy. That seems like it might be complex to do, but if you think it's doable I think it would be nice.
portal to unity world
"Man, I wonder where all the scrap is?"
The hoarding bug dream room:
I'll make it toggleable for sure
As for being able to have something show up as an icon to select it, I'm not 100% sure how that works to be honest, I wanted to do it for scrap nodes but failed miserably
I did notice you can do it yourself in unity by giving stuff an icon
But i'd have to also package the editor dll with some sprites lol
I see. Yeah it's not a big deal
[15:04:00.7783413] [Fatal : DawnLib] currentFootstepSurfaceIndex: 4 is spamming this on March
oh god so those are all scrap nodes
what the fuck
like every single scrap is gonna spawn in that room 😭
that or the entire interior has an egregious amount of scrap nodes
Goddammit I forgot my logging looool
I'll update as soon as I can
Zeekers can we not spam logs every frame please
me when i make the least balanced interior scrap spawn ever
it be fine tho
90 spawn weight injected into every moon with no config to change it, m'lord?
it just almost guarantees at least 1 or 2 scraps spawn in that room in particular
also @oak linden idk if anyone's told you this, but Dawnlib sends a Fatal log everytime someone steps on a terrain
and on Vow i'm having snow footsteps for some reasons lol
oh weird, ill take a look at that, it sounded fine when i tested
but the fatal logs i meant to fix yeah 💀
i was just abotu to update removing em
but lemme check out the log footsteps first
sounds weird on moons like march ig
march, vow, ada
it'll be march and vow, i applied the DawnSurface on em, but only those 2
because of Terrain mesh
wat
i suppose it's because it has multiple terrain layers
TerraMesh affects vow and march?
i mean
like
on the terrain, grass has grass sound effects
but the path to fire exit down the dam sounds like snow
like idk what the to say other than that
on march?
on vow
okay ill look at vow
ig look at all three forest moons, ya never know
i see the issue
the texture it uses is the snow texture
so i assumed that somewhere on the moon there was snow
but that was just the path to fire ig 💀
lmao i knew it
v0.9.5
- Added Routeprice configurability to items, enemies, interiors and entity replacements.
- Got rid of my logging on vow and march from last update, whoops.
- Fixed vow making snow sounds on near fire exit.
"entity replacements"?
yeah, entity replacements have been around for a while, able to make skins for hazards, enemies, items and ship upgrades
coderebirth's halloween even used it exclusively
no code only editor
people are gonna love config'ing route prices
multiply spawn weight of item if route price of a moon is more than or equal to 100
@carmine elk added the toggle
@jolly quail you also wanted route price based weights iirc, so tis here
Route price based weights 
So like, you can have an item spawn if the moon cost between 200 and 800?
uhhhh
kind of?

you can make it's weight multiply to 0 under 200 and above 800
then add weight if above or equal to 200
I see
it's just there isn't a "range" thing
you can just do adding weight above 200 and decreasing said weight above 800
that's less complicated than what i said lol
No longer are we confined to lethal_comapny:free and lethal_company:paid

