#DawnLib [V80]

1 messages · Page 16 of 1

oak linden
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loool

lyric topaz
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Did i miss a step? took a few days off after setting it up. but Im missing a template folder

oak linden
#

you need to import the unity package if you want the templates stuff

lyric topaz
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ah I forgot it was a seperate thing, thought it was apart of the git thing

frozen widget
#

@oak linden i'm running into a an error and it mentions Dawn

sacred tulip
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she died

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rip shoe

frozen widget
oak linden
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Hmm can't see error since my phone doesn't wanna download it lol

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But I haven't changed anything big since last update

frozen widget
#

it's not dawn's fault, i just wanted to know what Dawnlib was identifying basically

jolly quail
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Oh sorry for late reply but awesome 👀

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Do moon spawn rates override route spawns?

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or are they applied separately?

zenith remnant
zenith remnant
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idk if its dawnlib but it says dawn lib in it

weary imp
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Innit mate PikaHoldIN

zenith remnant
fallow remnant
oak linden
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Giving 10 weight on mansion, 2x weight on rend and 30 weight on a route price of 550
10 + 30 * 2 on rend (iirc rend is 550)

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So 80 (it's reverse bidmas)

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If it wasn't reverse bidmas, then a multiplier of 0 would be useless, cuz sometimes you wanna give something like a specific weather a weight of 0, etc

jolly quail
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Ah alrighty, I will have to think about this carefully then with how I wanna distribute.

fallow remnant
# zenith remnant

what's GlobeScrap? My copy of com.github.teamxiaolan.dawnlib.dusk.dll v0.9.5 doesn't contain Dusk.NamespacedConfigWeight either.

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in DawnLib v0.7.3 class NamespacedConfigWeight was in Dusk namespace. But in current v0.9.x the same class is in Dusk.Weights namespace now. So apparently there was an API break during this period.

oak linden
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You used NamespacedConfigWeight?

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I wouldn't have moved the namespace if I knew someone was using it lol

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Myb

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Oh wait

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Globe scrap....

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@alpine mica hi I broke your shirt again

alpine mica
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Ye I haven't been able to recompile it because I've been fishing in vr chat

oak linden
fallow remnant
#

IIRC .NET still doesn't have type aliases to re-export stuff from other namespaces?

oak linden
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Idek what that is lol

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Sounds like something that'd break unity

lyric topaz
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Im testing a moon i made but it says this

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any idea why?

oak linden
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i'd check your logs

dark parcel
lyric topaz
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ore are there logs somewhere

dark parcel
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what modmanger are you using?

lyric topaz
#

r2modman

oak linden
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hmm honestly, i've not seen that error before, can you check that file path and see what's in there?

dark parcel
lyric topaz
oak linden
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can you take a screenshot of your galaxytacodefinition in unity

lyric topaz
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Yeah one sec

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Gotta open unity

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wait i forgot jow to view it

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idk why it isnt working, I followed the tutorial closely

oak linden
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uh

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i need the moon definition asset

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lol

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not the assetbundle

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but the asset itself

lyric topaz
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Ah

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That makes more sense

oak linden
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try giving it a weight of 1

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though that wouldnt be it

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you did cut out the part i wanted to see though lol

lyric topaz
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Where is that?

oak linden
lyric topaz
oak linden
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the assetbundle there

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hmm

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that's fine

lyric topaz
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is this ones asset bundle supposed to be set?

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i think i forgot

oak linden
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not really, unity will auto set it to the right bundle

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cuz you put it here

lyric topaz
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i see

open quest
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if the mod information makes the mod zip, how do you connect c# code to it

oak linden
oak linden
# lyric topaz

hmm, i dont think anything is wrong with your setup, can you send me your zip?

lyric topaz
oak linden
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ye

oak linden
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@lyric topaz i think i figured it out

oak linden
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press the word Scene, unassign it by pressing delete on your keyboard, and reassign it by dragging it back in

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i think the reference got lost somehow or smthn

fallow remnant
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why the keys are different here and there

sacred tulip
sly marsh
# sacred tulip

I hate this, this was not what I wanted to see right after waking up wtf is this Cheese!!!!

sacred tulip
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XD im sorryyyyyyyyy

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Close your eyes

frozen widget
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what's this for?

frozen widget
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and also what's this outline representing

oak linden
oak linden
frozen widget
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how does it work

oak linden
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Vows has 3 of those
Grass
Gravel
Rock

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Just match it up to the list of textures you're using in the terrain

frozen widget
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so it's just the list of layered footstep sounds

oak linden
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Like if your first texture is grass
The first entry in the list is frass

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Grass

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Yeah

frozen widget
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what about the first one

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do i just not set it up if the list is there

oak linden
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You can turn it off in the DawnLib menu if you want

oak linden
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If you don't fill up anything in the list, you can just fill in the first one at the top and it'll use that though as a fallback

frozen widget
oak linden
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It's for the beehive value

frozen widget
#

oh

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so uh

oak linden
#

Basically beehives increase in value if they're away from the ship at a specific distance

frozen widget
#

yea

oak linden
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So if they're past that circle, they're high value

frozen widget
#

but then how would i know what values in particular

oak linden
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It's hardcoded, it doesn't get any bigger after the circle though,

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Its not like the further the bigger it is

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It's just either low value or high value

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I can look at the values later when I'm out of bed

frozen widget
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aight

dense galleon
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i'm on v73 and using dawnlib 0.8.16
it causes wesley's_weathers to not display on ship computer. i thought it might be due to weatherregistry, but in the dawnlib changelogs there has been a compatibility for it.

oak linden
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it should be fine, dawnlib doesnt really touch the ship computer

dense galleon
oak linden
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oh do you mean when you type "moons" in the terminal?

dense galleon
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yeah

oak linden
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i dont believe i change how vanilla works in this regard, lemme check

frozen widget
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Mr John Dawnlib

frozen widget
oak linden
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oh right, lemme see

oak linden
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do you have something like terminal formatter maybe?

dense galleon
oak linden
oak linden
dense galleon
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i can send that sure

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019d8205-8258-9365-cfb3-bb2f8d20c1dc
it's for thunderstore

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i tried adjusting come configs too, but nothing really worked

oak linden
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your profile simply doesnt work for me

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dunno why, lethallib seems to be mega broken despite being on the right version for v73

frozen widget
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@oak linden having this error whether i'm on vanilla moon with vanilla dungeon or not

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might it be that i'm selecting an interior with imperium?

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welp nope

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it just keeps happening

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no reason

oak linden
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An interior you have in your pack is breaking DawnLib

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maybe it doesnt have tilesetsor something is going wrong there

frozen widget
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but it does that when selecting any interior

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does it matter that i just have 1 interior that's broken?

oak linden
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yeah the interior that's broken broke the interior registry

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chain reaction

lyric topaz
frozen widget
oak linden
# lyric topaz it didnt work for me

that's so weird, ig send me that zip ill do more debugging and ill check the editor tool, im not sure why it's just not adding the scene's name to the path for you

oak linden
# frozen widget what does it mean

:shrug, not 100% sure, i could give you a dll with more logging but it's something to do with the tilesets, maybe the tileinjectionrules

frozen widget
#

hmmm

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dew it

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i need to restore my interiors

zenith remnant
zenith remnant
# zenith remnant

@oak linden I got this issue with lethal casino but for some reason dawnlib is mentioned in the error? Already reported it to the lethal casino dev, but unsure if dawnlib is some how doing something here.

oak linden
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no dawnlib is unrelated

zenith remnant
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"Dawn.Internal.SaveDataPatch.SetLastDawnVersion"

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Dawn.Internal.MiscFixesPatch.DoSoundFixes (On.MenuManager+orig_Start orig, MenuManager self) (at ./src/Internal/Patches/MiscFixesPatch.cs:171)

oak linden
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because i happen to patch the same method

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lethal casino errors, it breaks everyone else who's patched

zenith remnant
frozen widget
zenith remnant
frozen widget
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@oak linden turns out one of my tilesets was missing 1 tile lmao

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but idk if it's the only thing so i'll investigate further

frozen widget
frozen widget
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oh boy, i sure love not playing the game

oak linden
frozen widget
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ye dw

lyric topaz
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I’ll dm you the zip

oak linden
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i dont think so, but yeah we'll see ig

oak linden
lyric topaz
oak linden
lyric topaz
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I followed the tutorial from that video

lyric topaz
oak linden
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okie

lyric topaz
oak linden
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Nah that's the selectablelevel

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I need the scene asset

sacred tulip
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haiii xuuu

oak linden
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Hai cheese

oak linden
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Haven't seen u in a while

sacred tulip
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ye i died

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but im back again muehehe

oak linden
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Try not to die

hollow viper
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can you back to your prev state

oak linden
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I'm sure some people would be upset

sacred tulip
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one condition tho

oak linden
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Smh

sacred tulip
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you gotta do the same

lyric topaz
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that vid was a lot of info to try and absorb

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like this thing?

hollow viper
oak linden
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Screenshot the bottom part too

lyric topaz
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is it good?

oak linden
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Idk, I need go see the bottom part

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Hmm

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That is alright

lyric topaz
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could it be these saves i made as backups

oak linden
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I didn't know those existed as a thing you could do

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But uh that seemed good so idk what the issue is

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Do you have your project anymore I can take a look at?

lyric topaz
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i made a scene template for future projects cuz the setup was crazy

lyric topaz
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im at my pc rn

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all files here

oak linden
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Anywhere*
Basically I'm confused on why the editor dll isn't picking up the asset bundle name

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I'll probably have to give u something to debug later

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You could try recreating some stuff like

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The entire moon definition

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Deleting it and remaking it

lyric topaz
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i see

lyric topaz
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okay ima try deleting it now

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hope I dont mess it up

lyric topaz
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do i just delete and remake this?

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and this

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[Info   :DawnLib.DuskMod] Doing patches
[Info   :DawnLib.DuskMod] Running transpiler 'DynamicallyReplaceAudioClips', this transpiler runs on a lot of functions, so this may take a second!
[Info   :DawnLib.DuskMod] Running transpiler 'DynamicallyReplaceItemProperties', this transpiler runs on a lot of functions, so this may take a second!
[Info   :DawnLib.DuskMod] Done 'DynamicallyReplaceAudioClips' patching!
[Info   :DawnLib.DuskMod] Loading assets
[Info   :DawnLib.DuskMod] Registering auto DuskMods!
[Info   :   DawnLib] AuthorName: Mazed, ModName: Galaxy Taco, Version: 1.0.0
[Error  :Mazed.Galaxy Taco] The bundle: GalaxyTacoConfig is not defined at plugins/Mazed.Galaxy Taco_1.0.1\plugins\Assets\galaxytacodefinition.
[Info   :DawnLib.DuskMod] com.github.teamxiaolan.dawnlib.dusk v0.9.5 has loaded!
[Info   :   BepInEx] Loading [Lethal Company Input Utils 0.7.13]
[Info   :Lethal Company Input Utils] Registered InputUtilsExtendedMouse Layout Override!
[Info   :Lethal Company Input Utils] InputUtils 0.7.13 has finished loading!
[Info   :   BepInEx] Loading [LethalNetworkAPI 3.3.3]
[Info   :LethalNetworkAPI] LethalNetworkAPI v3.3.3 has Loaded.
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its not appearing in game now

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i think i messed up

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ah forgot cr bundle

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but it still busted

oak linden
#

this is so weird

oak linden
lyric topaz
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selectable

oak linden
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oh right

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okay, ig my last resort guess

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go to the moon definition and screenshot that

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if this next stuff doesnt work ill have to add more debugging and maybe more failsafes, i've never seen this before

lyric topaz
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Alr

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this one right

oak linden
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yeah it was this one

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so i want you to click on this scene

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remove it from there

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unassign the assetbundle it's on

lyric topaz
oak linden
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just press delete to remove it from that field

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then change the assetbundle to none

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change the assetbundle back to galaxytacoscene

lyric topaz
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at the bottom?

oak linden
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not for the moon definition itself

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but for the scene asset

lyric topaz
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wait

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did i mess up

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i removed the assetbundle down there

oak linden
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nah cuz you can put it back

lyric topaz
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so i put scene there or

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just definition

oak linden
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the assetbundle on that moon definition should be the definition bundle you had made

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but go to the scene asset

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unassign the assetbundle from that one

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and re-assign it

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scene asset was the one here

lyric topaz
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still got it empty

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im confused about the assetbundle scene you were talking about. did you mean this thingy

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or on another file at the bottom

oak linden
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this is a scene asset

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un assign the assetbundle you have given it

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and assign it back

oak linden
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don't forget to give this a weight of 1 instead of 0

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and then, you can rebuild all your assetbundles with the tool

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and then build the package

lyric topaz
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ohh this asset bundle

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so unassign it, drag scene into the thing, then reassign

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right?

oak linden
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reassign first then drag it into the thing

lyric topaz
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kk

oak linden
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and dont forget to give base weight of 1

vernal umbra
#

save manager broke again

lyric topaz
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where?

vernal umbra
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brand new save all of these already in it

lyric topaz
oak linden
oak linden
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instead of 0

vernal umbra
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idr how this keeps happening

oak linden
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if you have repro steps i can try to fix

vernal umbra
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update dawnlib from 0.9.3 to 0.9.5?

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thats literally all i did to cause it

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i feel like this exact situation happened like a month or 2 ago

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and similarly the save system wasnt touched then

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also unrelated, idk what this relates to but i assume achievements

lyric topaz
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😭 idk whyy

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im not in a rush, Im okay to wait for a future debug update

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also if you have a upto date vid tutorial that would be great

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this was prob wrong

oak linden
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this should be mostly right

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it's just the patcher needing to be updated

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can you send your zip btw so i can debug @lyric topaz

lyric topaz
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Of the whole project?

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I’ll have to use a Google Drive or something. It’s pretty big.

oak linden
oak linden
lunar mantle
#

Lethal Casino does not break anything

frozen widget
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@oak linden having this error

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[Error : DawnLib] (OnFreeze) An exception occured in firing an event for a registry:
System.NullReferenceException: Object reference not set to an instance of an object
at Dawn.Internal.MiscFixesPatch.FixTileSetSockets () [0x00035] in ./src/Internal/Patches/MiscFixesPatch.cs:206
at Dawn.Registry`1+<>c__DisplayClass9_0[T].<add_OnFreeze>b__0 () [0x00000] in ./src/API/Registry.cs:42

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that's the section of the log that contains the stuff relating to Dawnlib where this happens in case more context needed

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[Error :MaxWasUnavailable.LethalModDataLib] Failed to register ModData attributes in Dawn.Compatibility.SoundAPICompat+<>c from com.github.teamxiaolan.dawnlib.compatibility plugin: Could not load type of field 'Dawn.Compatibility.SoundAPICompat+<>c:<>9__2_0' (2) due to: Could not load file or assembly 'me.loaforc.soundapi, Version=2.0.8.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
[Error : HarmonyX] Error while running static void LethalModDataLib.Patches.InitializeGamePatches::StartPostfix(). Error: System.NullReferenceException: Object reference not set to an instance of an object
at LethalModDataLib.Features.ModDataAttributeCollector.RegisterModDataAttributes () [0x00020] in <2e27e651b8b1406f89ea9ae6d53c5d1e>:IL_0020
at LethalModDataLib.Features.ModDataHandler.Initialise () [0x00015] in <2e27e651b8b1406f89ea9ae6d53c5d1e>:IL_0015
at LethalModDataLib.LethalModDataLib.OnGameInitialized () [0x00000] in <2e27e651b8b1406f89ea9ae6d53c5d1e>:IL_0000
at LethalModDataLib.Events.MiscEvents.OnPostInitializeGame () [0x00009] in <2e27e651b8b1406f89ea9ae6d53c5d1e>:IL_0009
at LethalModDataLib.Patches.InitializeGamePatches.StartPostfix () [0x00000] in <2e27e651b8b1406f89ea9ae6d53c5d1e>:IL_0000
at InitializeGame.Start () [0x00014] in <bc42cf6950c34b22862bb697b6cfe961>:IL_0014
also this

fickle kernel
vernal umbra
#

Yes I know

fickle kernel
oak linden
#

Hmm, actually I kinda dunno what happened there lol, socket went missing? Maybe you have a socket without a name?

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I'll check rest of your log

oak linden
oak linden
frozen widget
oak linden
#

Nope, log doesn't show anything else, is this with the public release of dawnlib? Or the zip I sent a bit ago?

frozen widget
#

yup, public

vernal umbra
#

maybe this is more relevant to the issue i was having before, idk

oak linden
# frozen widget yup, public

Hmm, I'll add more logging for you, but for now I'd check out if you have any invalid sockets on any doorways, idk what sockets are so I can't help more than this rn

vernal umbra
#

im wondering if this is potentially from enhanced monsters

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since someone mentioned it changes the menu

oak linden
vernal umbra
#

i don't have debug patcher, i just pulled from player.log

oak linden
#

Try it with that mod

vernal umbra
#

i should probably grab that

oak linden
#

Becomes more readable

vernal umbra
#

here is log with debug patcher

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i can't tell a difference tbh

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well actually now i can

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i do see menu manager mentioned, ill preface that casino is disabled so it cant be that

oak linden
#

I forgot how annoying player.log is formatted lol
I'll take a look at why LL is erroring later ig, it could be anything modifying the main menu

fickle kernel
vernal umbra
#

yes

oak linden
#

I'm aware, I don't think it'd related, but maybe ig

vernal umbra
#

enhanced monsters doesnt affect this bug

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i thought it would be doing something since it apparently messes with the menu but ig not

oak linden
vernal umbra
#

019d89a5-73c2-18a8-883c-c0c02e8a3d76

frozen widget
#

@oak linden can i have that logging thingy you said you'd hand me so i could get better logging

oak linden
#

sure gimmie a sec

frozen widget
#

yay

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although it's 5am rn so i'm heading to sleep and will report to duty tomorrow instead

oak linden
#

and your dungeon will probably issues if you have any

frozen widget
#

why does it tell me this, and in particular for those items only

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found out why, it's got missing item group references in the item properties

frozen widget
#

fixed the doorways and all, but still having global props not spawning

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can't find errors nor warnings about dungen so uhh y'know

lyric topaz
#

Did you find the problem while debugging?

frozen widget
#

no.

oak linden
frozen widget
#

what do i do?

oak linden
#

check your daytime spawns on your moon, dunno

frozen widget
#

what should i even check for

oak linden
frozen widget
#

will try

oak linden
#

i still havent been told what the issue is lol

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looks like a normal log rn

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imperium casually filling up the log

oak linden
oak linden
#

@lyric topaz you solved the issues you were having previously, you now only have one minor issue

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you forgot to put your scene asset bundle in the folder/build it lol

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if you do that, you should be able to load just fine

hollow viper
lyric topaz
#

I thought I followed all the same steps

oak linden
#

the place where the mod information is building the package no longer has galaxytacoscene

oak linden
lyric topaz
#

How do I replace it?

oak linden
#

wdym replace it? just build the assetbundle you put your scene into

#

v0.9.6

  • Fixed a couple issues relating to Vanilla compatibility config.
  • Fixed some localisation issues with BoundedRange.
  • Simplified some custom interior code.
  • Added some debugging in case of invalid doorway sockets.
  • Allowed configuring the weights of different scenes on a moon.
  • Fixed visualisation issue with SpawnSyncedObject visualiser having incorrect scaling sometimes.
drifting night
#

so i thought maybe dungenplus was making things wonky but even without it i cant seem to get anything to work in the editor

oak linden
#

both the editor dlls and dawnlib dlls seem to be outdated

drifting night
#

the dlls?

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yeah i updated them about 2 minutes ago

oak linden
#

then probably just the editor dll is outdated

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did you also update your editor dll or nah

drifting night
#

yeah unless it just... poofed out of existence

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lemme double check

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wait im dumb

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i thought the editor one came with the rest in here

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💀

oak linden
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no lol

drifting night
#

wait so where would i find the editor one?

oak linden
#

github

drifting night
#

ah in releases okay just found it

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tyty

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gonna restart unity rq cuz now i cant view any asset in the project

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classic unity exploding itself

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nvm its still fucked

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uhhhh

oak linden
#

show console again ig

drifting night
oak linden
#

you have outdated dlls, lol

oak linden
drifting night
#

eh? it isnt?

oak linden
#

noo we're at 0.9.6 now

drifting night
#

whuh i coulda swore i downloaded the newest like yesterday

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kk ill try again

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HOLY MOLY I CAN SEE THINGS

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THANK YOU

oak linden
#

lol

drifting night
#

wait now the dawnlib section in create is gone

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maybe im missing a dependency

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gonna enable validate references again

oak linden
drifting night
#

oops

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mmhook_dungen..? what is that madoomed

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actually its complaining about like 8 different dlls

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so maybe this one is meant to have it disabled

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okay restart worked

oak linden
#

yes the .dusk.dll and .dawnlib.dll ones are meant to have it disabled

drifting night
#

i see i see, thanks again!

drifting night
#

im so lost, so the terminal kept complaining about the placements of my assetbundles and now that ive matched the exact very strange requests it is still complaining

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oh wait

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maybe it means the bundle itself not a folder

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okay uh... thats different

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maybe i should remove the individual creature listings for each section of the game they can spawn in? outside/inside/daytime? i think i remember hearing thats not necessary to do as of dawnlib

oak linden
#

lol you seem to be having a few issues

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lets start from the top

oak linden
# drifting night

you literally don't have the bundles defined at that folder
and why do you have double assets folder? lol

drifting night
#

i shouldnt but the logs kept yelling at me to do that

oak linden
#

probably because you have your .duskmod inside the first assets folder

drifting night
#

am i supposed to move that instead? TS_phoenixThink

oak linden
#

why is your .duskmod bundle inside of the assets folder lol

drifting night
#

lemme screenshot my current file structure

drifting night
oak linden
#

nope cuz it always looks for a folder called Assets under it for the other assetbundles

drifting night
#

OHH that explains it

oak linden
#

this is how coderebirth is setup

#

and inside is obv all these

drifting night
#

hm still this again

oak linden
#

yeah your issue is at your dusk enemy definitions now

#

screenshot those in unity

drifting night
oak linden
#

nice namespace

#

i cant believe zeekerss made a reaper

#

try fixing your namespaces and rebuilding the bundles

#

that might do it

drifting night
#

should it be the same as in my plugin? like my uh csproj thingy?

oak linden
#

yeah i'd say so

drifting night
#

kk

oak linden
#

coderebirth's namespace is just code_rebirth, same with dawnlib's, dawn_lib

drifting night
#

ah okay gotcha

#

i just assumed since it was listed in there i was supposed to select it

#

like this should work?

oak linden
#

ye

drifting night
#

sweet

oak linden
#

it wont assign it automatically though after pressing enter

#

so make sure to assign it

drifting night
#

lemme make sure all are set to that

#

okay those errors are gone, replaced by others but gotta make dinner ill get back to this at some point

#

likely something somewhere else i havent set up properly yet, will check in a bit

oak linden
#

really must've done something to anger both LL and LLL

drifting night
#

Maybe it's the nuke I have setup in my project

#

That explodes whenever the game is run

sacred tulip
#

DawnLib

sacred tulip
static iron
#

dawn worms

oak linden
#

cheese

#

im committing a murder

sacred tulip
#

am i the murder

sacred tulip
oak linden
sacred tulip
#

wait yes

#

english not working

#

reset

#

hi (sorry for my english)

fickle kernel
#

@oak linden how long is it gonna take u to update dawnlib when v85 comes out?

sacred tulip
#

what about 3 years

#

take it or leave it

fickle kernel
oak linden
fickle kernel
#

im a bit impatient but ig 2 hours isnt too bad

#

ty

sacred tulip
#

WE NOTICED

#

MUAHAHHA

bronze girder
#

2

oak linden
#

i didnt say hours

fickle kernel
sacred tulip
#

2..... nanoseconds?

#

XD

fickle kernel
sacred tulip
#

the update is not even out and you are already asking how long will it take xD

fickle kernel
#

yes because i dont want dawnlib to take long when v85 is out

meager inlet
#

give xu a lot of money

#

😄

fickle kernel
#

@meager inlet did you finish updating your mods

meager inlet
#

yes because paco is very cool

fickle kernel
#

ok jokes aside ngl idk what mods u own

meager inlet
#

here u go

fickle kernel
#

ooo

sacred tulip
#

can you ping me too

icy tulip
#

the horrors

carmine elk
#

Culls you

#

-# it’s for performance reasons

oak linden
sacred tulip
#

i wanna see you try

oak linden
#

@sacred tulip

#

v0.9.7

  • Improved item entity skins to show up on the collect display when bringing item back to ship.
  • Improved editor looks regarding obsolete fields and headers.
  • Fixed Skins not working in editor for new version.
icy tulip
#

@sacred tulip

#

2

Its just two. Nothing else.

hollow viper
#

@sacred tulip

icy tulip
#

@chees

hollow viper
#

the

#

the xd cheese

sacred tulip
#

KEEP PINGING ME

#

IT ONLY MAKES ME STRONGER

icy tulip
#

that’s weird

#

youre odd

#

im craving fondue

sacred tulip
#

says the talking cat btw

icy tulip
#

ur just not as cool as me

sacred tulip
#

is this you

#

piss role btw

#

mueheheh

icy tulip
sacred tulip
#

IM JOKING

icy tulip
#

actually its fleanits role

sacred tulip
#

cool

icy tulip
#

haha

#

youre

#

like

#

rusty metal

#

haha

sacred tulip
#

gold?

icy tulip
#

nope

#

clearly thats rust

#

dirty rusty boy

sacred tulip
#

go have fun in your trip smh

icy tulip
icy tulip
sacred tulip
#

im geometry dash role

harsh holly
#

Do u need to use Dusk if youre just registering enemies for dawnlib? There aren't any tutorials yet (that I have seen) on how to register via code so I am walking in a little blind

#

unless someone has one they can pull out of their back pocket

oak linden
harsh holly
#

Okay thank you!

#

With dawn lib using multiple asset bundles, do I reference them all or just the main container?

oak linden
harsh holly
#

not sure I get it but we will figure it out!

vale ocean
#

how can i give my item spawn weights for custom interiors?

oak linden
#

you can get the all interior's namespace and key by loading into a lobby with them and checking the logs for registry for the interior registry

#

make sure you have debug logs turned on in the bepinex config

vale ocean
#

so like lethal_company:Storehouse=+60 or Storehouse=+60 ?

oak linden
vale ocean
#

oohhh i understand

quick anvil
drifting night
#

who is cooper

lunar mantle
obsidian marsh
harsh holly
#

Ea-nāṣir.....

lunar mantle
#

HE GENUINELY IS A MINI COOPER

#

HAHAHAHAHA

frozen widget
#

@oak linden how did you add these? (sowwy for ping)

white finch
frozen widget
#

Oki thx

harsh holly
#

this is stupid but i fudged the tutorial once and now i have multiple templates for DawnLib on my computer. How do I uninstall;;;;;;

fallow remnant
#

also booo Gale for line-wrapping the badges

fallow remnant
#

lmao

harsh holly
#

thank u

alpine mica
fallow remnant
#

you could do custom ones too, with the same website

lyric topaz
#

this thing right?

harsh holly
#

yall can laugh at me but I followed the tutorial for registering code on the dawnlib wiki and im throwing errors about the plugin info being inaccessible due to its protection level

#

I think it still wants to be the CRlib template on the inside lmfao

harsh holly
fallow remnant
harsh holly
#

o7 on it boss

fallow remnant
#

you are clearnly doing something terribly wrong, like trying to access other plugin's MyPluginInfo, idk

#

or maybe you just forgot a namespace YourRootNamespace directive at the top

harsh holly
#

possibly

#

Will continue to look into it

oak linden
harsh holly
#

o7

#

"bwaa"

oak linden
#

Lol what README are you reading

harsh holly
#

i have 2 pulled up lmfao

#

dw im looking at the right one

lyric topaz
#

LETS GOOO

#

after like 4 days i can finally get started on it

#

do you just straight add stuff? or do i attach it to the terrain?

oak linden
#

I would organise it in a way so that if you ever have to move the terrain, it moves the objects you "attach" to it

carmine elk
#

ultimately though things just need to be under "environment" for the navmesh to account for it

lyric topaz
#

can i just drag and drop elements from in game like doors and they will have their functionality

carmine elk
#

Kind of depends. Some stuff Zeekerss as split up weirdly, like main and fire exit imo

#

like in any of the vanilla scenes there isn't just one object to copy/paste and have the whole "unit". The visual parts are like 3 pieces, the teleport trigger is another, then the scan node is elswhere in the heirarchy too

lyric topaz
#

i wanna have some above ground doors, like in the snow map with that lil buildin

carmine elk
#

oh. I think that was a bit more of a cohesive thing. You can probably copy it over fine

lyric topaz
#

this is more a unity thing but how can i change the lighting?
I cant really see the textures

#

ah i figured it out

lyric topaz
#

added some stuff but it didnt show in game, I rebaked navMesh, the occlusion, then did the CR Bundle Builder and built it.

did i mess a step

oak linden
#

Navmesh and occlusion wouldn't show ingame no?

lyric topaz
#

i mean Those are the steps I followed after adding some stuff to the environment

harsh holly
#

proud to announce i got everything working code wise

#

now just to do everything in unity

lyric topaz
#

I tried moving the door too but it isnt moving

oak linden
#

weird
are you sure you're building the assetbundles into the correct spot?

lyric topaz
#

I fat fingered it earlier so it’s possible it’s wrong

#

I’ll check

#

yeah its right

#

its weird the two cubes i made load fine but without the textures i put on them

but the 3rd doesnt load nor does the models I imported

#

What steps do you take after editing the map?

oak linden
#

just building the assetbundle and building the package

lyric topaz
#

weird, like the maps still loads just the stuff isnt changing. im changing the version and deleting the old files each time so idk

#

Unity

VS

In Game

dark parcel
#

are the colliders still there?

dark parcel
# lyric topaz

make sure that the stuff you want the player to see that the tag is room

lyric topaz
dark parcel
#

mb Layer

lyric topaz
#

Ohh

#

Okay

#

But the main entrance still isn’t moving like I moved it

#

So I’m not sure if that’s the issue

lyric topaz
# dark parcel wdym?

I moved the main entrance somewhere else, but it’s in the same place that used to be in game

lyric topaz
#

idk

#

the navmesh changed, the models just not there

#

I put it under environment

#

I fixed it!

#

had to remove the scene and readd it again 😭

#

unfort, cant rotate door

oak linden
lyric topaz
#

ye

frozen widget
#

Ay Xu, i got an issue that's very weird and i think might be related to registry

#

Idk which one though

#

I'm not on PC rn so can't solve it or give much details either, but the main issue is

#

When using a custom door entrance trigger prefab, the door sound always default to the metal door one

oak linden
#

idk what a custom door entrance trigger prefab is lol

deft robin
#

Hey, is it possible to add moon search tags in DawnLib, like in LLL? They're needed, for example, for EnemySkinKit.
In MoonDefinition mentions tags Is that?

white finch
#

-# At least it should be workin

#

Like lethal_company:one_handed -> OneHanded

#

So EnemySkinRegistry should be able to use those too

oak linden
deft robin
#

I already tried tags like that for EnemySkinKit before, but it didn't work.

oak linden
#

paid is set by default

#

lethal_company is fine there since tundra is a "vanilla" tag

oak linden
oak linden
deft robin
#

Yep

#

But I don’t know why

oak linden
#

hmm, ill have to check it out at some point then

deft robin
#

Using default profile without tundra applied enemy skins.

#

Tundra and other no

quick anvil
frozen widget
#

Right?

#

That but i modified the radar icon to be a cube, that's it

carmine elk
carmine elk
shy flume
#

Endless loading after pressing lever with DawnLib 0.9.7 (0.9.6 is fine)

Probably here is the reason.

Stack trace:
CodeRebirth.src.Patches.RoundManagerPatch.LoadNewLevelWaitPatch (RoundManager __instance) (at ./src/Patches/RoundManagerPatch.cs:162)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::LoadNewLevelWait>(RoundManager,int)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::LoadNewLevel>(RoundManager,int,SelectableLevel)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::LoadNewLevel>?1821944728(RoundManager,int,SelectableLevel)
DeviousTraps.Plugin+<>c.<Hooks>b__17_0 (On.RoundManager+orig_LoadNewLevel orig, RoundManager self, System.Int32 randomSeed, SelectableLevel newLevel) (at C:/Users/User/Documents/LC-ExampleEnemy-main/Plugin - DeviousTraps/src/Plugin.cs:188)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::LoadNewLevel>?973900612(RoundManager,int,SelectableLevel)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::LoadNewLevel>?1026177596(RoundManager,int,SelectableLevel)
MoaiEnemy.Plugin+<>c.<Awake>b__34_0 (On.RoundManager+orig_LoadNewLevel orig, RoundManager self, System.Int32 randomSeed, SelectableLevel newLevel) (at C:/Users/User/Documents/LC-ExampleEnemy-main/Plugin - Moai Enemy/src/Plugin.cs:216)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::LoadNewLevel>?1706742844(RoundManager,int,SelectableLevel)
StartOfRound+<OpenShipDoors>d__307.MoveNext () (at <8b2a3dcc11ef47f99f511a85799598f1>:IL_007F)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)```
fallow remnant
#

wrap your logs in triple backtick ``, otherwise it gets parsed as Markdown formatting

lyric topaz
jolly quail
#

I don't know if this is an oversight, but I notice the moon routing prices aren't in the configs for DawnLib items.

oak linden
jolly quail
#

Yes

oak linden
deft robin
oak linden
#

Do it by drop replacing the folder in file explorer

deft robin
#

Thanks

jolly quail
oak linden
#

Ohh wait are they not showing up in the configs?

#

Right I see, that might be an oversight yeah

jolly quail
#

Yeah the route spawn weights don't show up.

carmine elk
#

like this is mine. I can rotate that root object just fine but if I tried to rotate the "steeldoorfake" stuff their rotation would reset because of the fact the animations change their rotation

lyric topaz
deft robin
# lyric topaz

If you want to keep main door opening animations, you'll need to change the rotation angle in the Animation for OutsideEntranceVisualDoorsContainer and everything inside it.

#

Or just delete OutsideEntranceVisualDoorsContainer and make the main door mesh like before v80.

lyric topaz
#

alr thanks

carmine elk
carmine elk
carmine elk
#

I’d put OutsideEntranceVisualDoorsContainer under EntranceTeleportA

carmine elk
lyric topaz
#

Empty(door)
-> EntranceTeleportA
-> SteelDoorFake
-> SteelDoorFake(1)

?

#

Empty(door)
-> EntranceTeleportA
--> SteelDoorFake
--> SteelDoorFake(1)

Or like this

#

empty just being a empty obj

carmine elk
#

Ultimately I'm just saying you want to group all your door stuff under one thing. This way you can just move and rotate it all together.

urban plaza
#

Secrets of the Hierarchy

carmine elk
#

exactly

hollow viper
quick anvil
icy tulip
quick anvil
frozen widget
#

Xu for some reasons, the VFX replacement for the Cadaver variants only work for half of them

#

half of them work as intended, half of them uses the prefabs i included (which intern, breaks their AI)

#

i don't even know what caused this to begin with since i didn't change anything regarding the ones that were already working, they just randomly stopped working

fickle kernel
#

Xu can you send a voice message of how to pronounce your name

oak linden
#

here you go

hollow viper
oak linden
#

i think he has a crush on me or smthn

hollow viper
#

i think he fucking died to meteorite

oak linden
#

either that or its a warning

sacred tulip
#

HI BEEP BEEP

oak linden
#

v0.9.8

  • Added replacing of the various item sfx into the item replacements.
  • Added replacing the conductivity of an item into the item replacements.
  • Started saving item skins into the savefile where clients can load in and it'll sync.
  • Added a ChangeWeatherTo method to DawnMoonInfo.
  • Improved Editor tooling slightly.
#

the wiki's totally not accurate for DuskEntityReplacementDefinition stuff so if you do decide to go into this stuff let me know so i can help @mint rain

mint rain
#

but i appreciate you looking into all that stuff

#

i think sooner or later it will definitely be useful for me

oak linden
#

yeee

static iron
#

Did you remove the worms from the mod yet?

frozen widget
#

the dawn worms attracts birbs like me

oak linden
#

Reuploaded update, accidently misreferenced smthn

glossy nebula
#

ever since i updated this i keep getting a black screen, frozen with the grab icon?

#

basically this, melanie 2 story ship and kenjis moons updated and it legit wont work

oak linden
glossy nebula
fallow remnant
#

.

shrewd snow
#

oh my bad I didn't scroll up that far

fallow remnant
#

although, to be fair, DawnLib has had integration fixes for TerminalFormatter in the past

fallow remnant
frozen widget
#

@oak linden, does Dawn Surface work in a similar way to Terrains with multiple layers if i use it on a model with multiple materials?

#

or is it strictly terrains

oak linden
#

strictly terrains, i do wanna expand it to that but not exactly that, i'd expand it to work with the terra mesh shader and unity's HDRP/TerrainedLit or whatever

formal cedar
#

For some reason when I have DawnLib enable, the interior injection weights I set get ignored for all vanilla interiors.

#

First screenshot is without DawnLib(Haunted mansion really high) and the second disabled(Interior probability same as vanilla)

oak linden
#

I don't entirely expect mods like LLL to be editing vanilla values (nor do I do it)

formal cedar
white finch
#

Or I mean, if you enable content configuration plink

formal cedar
white finch
#

For they are treated like any other moon/interior

white finch
#

It could also be a visual thing, like the simulate command not reflecting correct chances mayhaps

#

Not sure about that though

formal cedar
#

No I played today with these settings and I noticed the wrong intiriors

#

Would yall say this is on dawnLibs end or LLL`?

white finch
#

I know not plink

#

Haven't looked

open wigeon
#

kek

static iron
#

Eugene 🧸

wind mist
#

What's this replacement stuff?

carmine elk
#

Won’t someone love Eugene?

oak linden
cloud flower
#

How do entity replacements work? I dont see a DuskEntityReplacementDefinition in the definitions.

oak linden
#

at the top of your screen is there a Dawn or DawnLib?

cloud flower
#

DawnLib

oak linden
#

somewhere here

#

if you hover over it, is there an entity replacement baker?

cloud flower
#

yep

oak linden
#

okay so, can you screenshot it? ill try my best to explain whats in there

#

it's super simple once you get it

cloud flower
#

ai features in dawnlib, uninstalling

oak linden
#

okay so what kind of skin were you trying to make

#

for an enemy?

#

LOL

#

okay just find the enemy's script in unity and feed it to the Source (AI)

cloud flower
#

right

oak linden
#

and then press bake

#

i hope you have the latest version of dawnlib's editor and dlls though :p

cloud flower
oak linden
#

i think you screenshotted the wrong part of the error?

cloud flower
#

I dont think i did since it turns out im not on the latest version of either dll's

#

give me a minute

oak linden
#

lol

cloud flower
oak linden
#

it worky?

cloud flower
#

I think at least

oak linden
#

okay in the create menu there should be a dusk entity replacements or smthn similar

cloud flower
#

it created a DLL at the output path and a folder next to assets

oak linden
#

its not under DawnLib

cloud flower
#

i see it

#

and the enemy too

#

@quick anvil

oak linden
cloud flower
quick anvil
#

wait what the fu-

oak linden
cloud flower
#

ic

oak linden
#

you can edit the bones' weights and stuff, you just cant remove or add new bones i think

cloud flower
#

how do i find the name of a vanilla models bones? I havent messed around with model rigging too much previously

#

would this be it in the forestgiant animations and hierarchy?

calm maple
oak linden
icy tulip
cloud flower
#

@oak linden a few questions regarding enemy replacement.

"entity to be replaced" uses the same system as namespaces, can I just put the internal name of the enemy intended to be replaced into it?
When using a prefab with Skinned Mesh Renderer, should it solely be bone child objects in the same parent/child order as the original enemy?
When given an animator with the enemy's animation, it notes the transforms of the objects are missing, im guessing i shouldnt have an animator anyway (?) but the transforms being missing causes the animations when tested on the animation tab to be broken. How is this fixed exactly?

oak linden
#

For the first question, if you're replacing something like jimothy, you'd write
code_rebirth
transporter (that's his enemyname)
You can find all this getting debug logged when you enter a lobby by DawnLib

#

For the second, it shouldn't need to be a prefab, it should just be something from fbx iirc?
When you make it in something like blender youd need to make sure you keep the bones and their names the same

#

For the animator question, you've either put your animator in the wrong spot or you delete some bones, or maybe the skinned mesh renderer is also in the wrong spot

cloud flower
#

ic thank you

vernal umbra
#

So are dawn entity replacements intended to replace ESK at some point

vernal umbra
#

do you plan on setting up a way to choose them per moon/tag or are u gonna let lunar handle that

oak linden
#

That already exists no?

vernal umbra
#

i dont know

#

i didnt think lunar handled them yet

oak linden
#

DawnLib should be handling them

#

As in, coderebirth skins should be configurable on weight

vernal umbra
#

oh is it in each mod's config

#

i forgot abt that

oak linden
#

Ye

drowsy pendant
#

When will the simulate command be fixed? peepoShy

oak linden
#

opening the game rn to check but wasnt aware of this lol

#

in what way is it not working?

drowsy pendant
#

just throws an error when I try to run it

#

I thought someone said so earlier

#

but I could be hallucinating

oak linden
#

ohh, yeah that's terminal formatter

#

im not sure i can do anything about that, i think it tries to detect LLL doing the command and picks up on DawnLib instead and doesn't have enough safety before it tries to run stuff so it errors

#

i might try to patch it if i have time later

drowsy pendant
#

gotcha, why do you override the simulate command out of curiosity?

oak linden
#

LLL doesnt actually create it as a new command

#

it just rewrites the moons screen

#

so like, anyone who wants to edit the moons screen has to let LLL have all the fun, mostly anyway
it was easier to just make a basically exact command of the one in LLL but rewritten for DawnLib to include the extra stuff it has

drowsy pendant
#

that makes sense, but yeah, some sort of patch or something would be good at some point, I don't need terminalFormatter but it is nice

oak linden
#

yea, i was hoping mrov would've added some safety at some point but im not sure when that might happen so i might just have to do it myself

spiral axle
#

if not, then day after

drowsy pendant
#

aight ^^

oak linden
#

noice

frozen widget
#

oy xu, i have a small request for Dawnlib

#

since it's a registry and all, why don't you make a fix for Diffusion Profiles

#

small explanation : materials can use the "Transluscent" option which renders them well "Transluscent" and lets light sorta penetrate through

#

although these have to be registered into the main game and/or in a volume profile, but most people don't do the latter unfortunatly

#

so maybe you could find a way to make it so that if the name of the diffusion profile used on a material (that comes from a mod) is matching names with a diffusion profile that's already in the game, then you could swap the one from the mod with the one from the base game

calm maple
#

I think that's a neat idea but there's a point where a one-person show like Dawn is should focus on stability and refining existing features rather than Xu running herself out of gas on new ones

#

I have no opinion on stability since I don't play anymore but there is a contingent of people that refuse to use Dawn and cite stability issues and I think working in that area would make strides towards capturing that group of people, which is a good thing, we don't mind a lil centralization if the center is a good mod

vernal umbra
#

Honestly yeah

#

Dawn should probably focus on hardening itself and having a full 1.0 release before going all in on new features

#

The complaints about it pushing breaking changes is one thing but there's also a few recurring situations of outside mods breaking things in it

#

Since apparently lethal lib doesnt like it at certain points and the save system keeps breaking despite not being touched

#

To clarify i dont wanna dog on dawn since theyre doing really cool things, its just i think stability is a better priority, and this community has a tendency to keep asking for more and more from developers who do cater to lots of use cases

fallow remnant
calm maple
#

Is there a team for Dawn rn?

#

I'll be honest I don't keep track of the specifics of every project so I kinda just know Xu is Dawn and like Paco is LLL and.. somebody is LL

fallow remnant
sly beacon
#

Pretty sure it's just Xu for DawnLib rn, just with some contributions from some others here and there

#

(LL is also Xu, Hamunii pushing changes, for whenever it breaks)

calm maple
#

Yea I dunno what you're getting ur panties bunched up about. There are contributors but the only maintainer is Xu and like 90%+ of all commits for months are her. I think its fine to call it driven by one person

#

The point is, one person can only drive so many features and I think its okay to refocus on stability for a while instead of continuing to add more to the plate wag

midnight schooner
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well the second person would've been me but uhhh

calm maple
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are you tryin to roast my eyes damn

midnight schooner
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its because i need to tell them apart easier

calm maple
fallow remnant
midnight schooner
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just ignore the ones that dont

fallow remnant
oak linden
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I noticed it RIGHT after I merged but pls do another PR to change 62f3 to 62f2 😭 (they are template files though so it's probably okay to keep as is)

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And like I said, project did always build for me :3

fallow remnant
fallow remnant
oak linden
fallow remnant
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without proper lock-files it's hard to tell

fallow remnant
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oh, directly from unity.com releases, apparently

oak linden
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Ye

fallow remnant
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tried to downgrade a scratch project that I used for stuff, seems to work 👍

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didn't know their version policy is so weird

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Going back to the Belgrade interview for a minute. Before the take-home task, they sent me a list of requirements. One of them was to install an exact version of Unity. They specified the version number. I ignored it. I worked in a newer version because that is what I had installed, and because I thought it did not matter. I was getting ahead of myself. I told myself they just wanted the game working, not the version.

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lmao

weak merlin
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Is this error bad?

rare beacon
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Nice foreach loop, lol.

calm maple
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wup, yea, somebody modified the array they're iterating RiskiHehe

weak merlin
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So...is it critical error?

fallow remnant
weak merlin
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My v81 modpack, nothing too suspicious in modlist: 019daba2-9d53-380e-1127-b64299f54a03

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can't paste the full error text cuz I don't have Discord Nitro, but I can split it in half if you need

fallow remnant
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when it happened, what did you do?

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[15:20:12.3802717] [Error : DawnLib] Error happened while trying to save PersistentDataContainer (ContractLCSaveFile4):
at line 21566

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apparently after the end of round, while saving save file, right before reopening the lobby, yeah

weak merlin
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No bugs were encountered, but this error looked scary enough in the log, so I decided to ask here

fallow remnant
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you did right, you should report any bugs, so they can get fixed

fallow remnant
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I love when you need to write an explicit comment to explain an implicit cast magic 🙃

PlayerControllerB player = reference; // implict cast
oak linden
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Lol

fallow remnant
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project patched from scratch, guids ported with GUID-Reconnector (thanks whoever recommended it, worked great)

ready to fix stuff, i guess

oak linden
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@fallow remnant this is a thing?

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HelpURL?

open meteor
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the latest version is broken

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infinite loading with coderebirth

fallow remnant
oak linden
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I need to update CR lol

fallow remnant
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look what I've been doing instead of fixing bugs

oak linden
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Honestly the only bug I'm aware of is the fire exit stuff, but hey thats low-key pretty nice I didn't know this existed lol