#DawnLib [V80]
1 messages · Page 16 of 1
Did i miss a step? took a few days off after setting it up. but Im missing a template folder
you need to import the unity package if you want the templates stuff
ah I forgot it was a seperate thing, thought it was apart of the git thing
Hmm can't see error since my phone doesn't wanna download it lol
But I haven't changed anything big since last update
it's not dawn's fault, i just wanted to know what Dawnlib was identifying basically
Oh sorry for late reply but awesome 👀
Do moon spawn rates override route spawns?
or are they applied separately?
also I get this when trying to use the terminal and click enter
"TerminalFormatter.Nodes.Simulate.GetTheFuckingLevelFromSimulateNode (TerminalNode node)"
eww, rude!
Spawn weights never override each other, they work together
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)
So 80 (it's reverse bidmas)
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
Ah alrighty, I will have to think about this carefully then with how I wanna distribute.
what's GlobeScrap? My copy of com.github.teamxiaolan.dawnlib.dusk.dll v0.9.5 doesn't contain Dusk.NamespacedConfigWeight either.
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.
You used NamespacedConfigWeight?
I wouldn't have moved the namespace if I knew someone was using it lol
Myb
Oh wait
Globe scrap....
@alpine mica hi I broke your shirt again
Ye I haven't been able to recompile it because I've been fishing in vr chat
Report to terminal formatter thread not my thread
Sowey
internal modifier: am I a joke to you?
IIRC .NET still doesn't have type aliases to re-export stuff from other namespaces?
i'd check your logs
send logsssss
what modmanger are you using?
hmm honestly, i've not seen that error before, can you check that file path and see what's in there?
ˣᵘ ʷᶦˡˡ ʰᵃⁿᵈˡᵉ ᶦᵗ ⁿᵒʷ
can you take a screenshot of your galaxytacodefinition in unity
Yeah one sec
Gotta open unity
wait i forgot jow to view it
idk why it isnt working, I followed the tutorial closely
uh
i need the moon definition asset
lol
not the assetbundle
but the asset itself
try giving it a weight of 1
though that wouldnt be it
you did cut out the part i wanted to see though lol
Where is that?
i see
if the mod information makes the mod zip, how do you connect c# code to it
like your dlls? the same spot where the zip takes the assetbundles from you can put a dll in i think
hmm, i dont think anything is wrong with your setup, can you send me your zip?
can i dm you my build zip. I gtg to bed, moving to new house tomorrow so i gotta pack up
ye
lol ye perfect
@lyric topaz i think i figured it out
oh, thanks
press the word Scene, unassign it by pressing delete on your keyboard, and reassign it by dragging it back in
i think the reference got lost somehow or smthn
sixseven btw
why the keys are different here and there
I hate this, this was not what I wanted to see right after waking up wtf is this Cheese!!!!
what's this for?
and also what's this outline representing
MoonKey and MoonSceneKeys
If you're using a terrain with multiple alpha masks, you need to make a list of footstep surfaces
how does it work
Vows has 3 of those
Grass
Gravel
Rock
Just match it up to the list of textures you're using in the terrain
so it's just the list of layered footstep sounds
Like if your first texture is grass
The first entry in the list is frass
Grass
Yeah
Beehive visualiser, only appears on moons that can spawn them, seems like if you're in prefab mode in a scene it'll show lol
You can turn it off in the DawnLib menu if you want
If you're using terrain you can forego the first one
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
i have a moon that spawns many, and that has its AI nodes very seperated, and it still shows up in the middle
It's for the beehive value
Basically beehives increase in value if they're away from the ship at a specific distance
yea
So if they're past that circle, they're high value
but then how would i know what values in particular
It's hardcoded, it doesn't get any bigger after the circle though,
Its not like the further the bigger it is
It's just either low value or high value
I can look at the values later when I'm out of bed
aight
Alr I’ll try
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.
can you show me what changelogs you're talking about?
it should be fine, dawnlib doesnt really touch the ship computer
like these two changelogs, way before the version i'm using.
so it should work fine, but the custom weathers are only shown on computer terminal when i remove dawnlib.
oh do you mean when you type "moons" in the terminal?
yeah
i dont believe i change how vanilla works in this regard, lemme check
Mr John Dawnlib
have you checked the uhh log i sent here
oh right, lemme see
works for me, your issue is likely another mod
do you have something like terminal formatter maybe?
no i don't have that mod
off of just that error, the Dungeon you were trying to load into never got registered by DawnLib, dont know the exact reason why though
dunno then, you could try sending your modpack code
then ig i should try again
i can send that sure
019d8205-8258-9365-cfb3-bb2f8d20c1dc
it's for thunderstore
i tried adjusting come configs too, but nothing really worked
your profile simply doesnt work for me
dunno why, lethallib seems to be mega broken despite being on the right version for v73
@oak linden having this error whether i'm on vanilla moon with vanilla dungeon or not
might it be that i'm selecting an interior with imperium?
welp nope
it just keeps happening
no reason
An interior you have in your pack is breaking DawnLib
maybe it doesnt have tilesetsor something is going wrong there
but it does that when selecting any interior
does it matter that i just have 1 interior that's broken?
it didnt work for me
what does it mean
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
: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
@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.
no dawnlib is unrelated
why is dawn being mentioned though?
"Dawn.Internal.SaveDataPatch.SetLastDawnVersion"
Dawn.Internal.MiscFixesPatch.DoSoundFixes (On.MenuManager+orig_Start orig, MenuManager self) (at ./src/Internal/Patches/MiscFixesPatch.cs:171)
because i happen to patch the same method
lethal casino errors, it breaks everyone else who's patched
Ah, ok makes sense.
average people when they get into modding going straight for lethal casino
lethal casino is good mod 
@oak linden turns out one of my tilesets was missing 1 tile lmao
but idk if it's the only thing so i'll investigate further
never said it wasn't, i just don't like it, in fact i hate it, actually a despise it
lemme know if it wasnt that then i can send a more logging version
ye dw
I made a save as and some template saves. Could that be related at all?
I’ll dm you the zip
i dont think so, but yeah we'll see ig
can i see what assetbundle you gave to your scene/how you did that?
Idk what that means
but select your scene asset and screenshot the stuff on the bottom right
I followed the tutorial from that video
Alr I will soon as I can, currently mid move
okie
this?
haiii xuuu
Hai cheese
Haven't seen u in a while
Try not to die
can you back to your prev state
I'm sure some people would be upset
Smh
you gotta do the same
is it just called scene asset? what folder. Im still new to unity
that vid was a lot of info to try and absorb
like this thing?
bet
could it be these saves i made as backups
I didn't know those existed as a thing you could do
But uh that seemed good so idk what the issue is
Do you have your project anymore I can take a look at?
i made a scene template for future projects cuz the setup was crazy
wym
im at my pc rn
all files here
Anywhere*
Basically I'm confused on why the editor dll isn't picking up the asset bundle name
I'll probably have to give u something to debug later
You could try recreating some stuff like
The entire moon definition
Deleting it and remaking it
i see
do i just delete and remake this?
and this
[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.
its not appearing in game now
i think i messed up
ah forgot cr bundle
but it still busted
this is so weird
whats the second asset there?
oh right
okay, ig my last resort guess
go to the moon definition and screenshot that
if this next stuff doesnt work ill have to add more debugging and maybe more failsafes, i've never seen this before
yeah it was this one
so i want you to click on this scene
remove it from there
unassign the assetbundle it's on
just press delete to remove it from that field
then change the assetbundle to none
change the assetbundle back to galaxytacoscene
at the bottom?
nah cuz you can put it back
the assetbundle on that moon definition should be the definition bundle you had made
but go to the scene asset
unassign the assetbundle from that one
and re-assign it
scene asset was the one here
still got it empty
im confused about the assetbundle scene you were talking about. did you mean this thingy
or on another file at the bottom
this is a scene asset
un assign the assetbundle you have given it
and assign it back
then put it here
don't forget to give this a weight of 1 instead of 0
and then, you can rebuild all your assetbundles with the tool
and then build the package
ohh this asset bundle
so unassign it, drag scene into the thing, then reassign
right?
reassign first then drag it into the thing
kk
and dont forget to give base weight of 1
save manager broke again
where?
brand new save all of these already in it
here
hasnt been touched in a long time though
idr how this keeps happening
if you have repro steps i can try to fix
update dawnlib from 0.9.3 to 0.9.5?
thats literally all i did to cause it
i feel like this exact situation happened like a month or 2 ago
and similarly the save system wasnt touched then
also unrelated, idk what this relates to but i assume achievements
😭 idk whyy
im not in a rush, Im okay to wait for a future debug update
also if you have a upto date vid tutorial that would be great
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).
...
this was prob wrong
this should be mostly right
it's just the patcher needing to be updated
can you send your zip btw so i can debug @lyric topaz
Of the whole project?
I’ll have to use a Google Drive or something. It’s pretty big.
nah just hte mod zip
seems like an LL error
it doesn’t
Lethal Casino does not break anything
@oak linden having this error
[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
that's the section of the log that contains the stuff relating to Dawnlib where this happens in case more context needed
[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
@vernal umbra
Yes I know
then you just need to follow up with @oak linden to try and figure out the exact cause
You figured it out yet? I'm assuming not so I'm checking now
Hmm, actually I kinda dunno what happened there lol, socket went missing? Maybe you have a socket without a name?
I'll check rest of your log
The first error here is harmless, lethalmoddatalib loves complaining about soft dependencies for no reason
Second is not dawnlib, unsure if its doing anything, I think it's been there ever since v81
Nothing in this log, maybe the full log has smthn, dunno
full log
Nope, log doesn't show anything else, is this with the public release of dawnlib? Or the zip I sent a bit ago?
yup, public
maybe this is more relevant to the issue i was having before, idk
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
oh
im wondering if this is potentially from enhanced monsters
since someone mentioned it changes the menu
Dunno, is this with bepinex monomod debug patcher installed?
i don't have debug patcher, i just pulled from player.log
Try it with that mod
i should probably grab that
Becomes more readable
here is log with debug patcher
i can't tell a difference tbh
well actually now i can
i do see menu manager mentioned, ill preface that casino is disabled so it cant be that
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
btw i think @vernal umbra is referring to this bug #1387434268577370324 message
yes
I'm aware, I don't think it'd related, but maybe ig
enhanced monsters doesnt affect this bug
i thought it would be doing something since it apparently messes with the menu but ig not
do you have the modpack code for this? starting to think its not lethallib
019d89a5-73c2-18a8-883c-c0c02e8a3d76
@oak linden can i have that logging thingy you said you'd hand me so i could get better logging
sure gimmie a sec
yay
although it's 5am rn so i'm heading to sleep and will report to duty tomorrow instead
probably wont have an issue with this since i prevent nonexistent sockets from being used, but it will log warnings if you have any
and your dungeon will probably issues if you have any
new day, new log
huh
why does it tell me this, and in particular for those items only
found out why, it's got missing item group references in the item properties
well this time no idea
fixed the doorways and all, but still having global props not spawning
can't find errors nor warnings about dungen so uhh y'know
Did you find the problem while debugging?
no.
im seeing errors relating to the game trying to spawn daytime enemies
so uhh
what do i do?
check your daytime spawns on your moon, dunno
what should i even check for
can you reproduce without spawncyclefixes (and with bepinex monomod debug patcher installed)
already have it installed
will try
new log
i still havent been told what the issue is lol
looks like a normal log rn
imperium casually filling up the log
haven't had the chance to check, will take a look now
@lyric topaz you solved the issues you were having previously, you now only have one minor issue
you forgot to put your scene asset bundle in the folder/build it lol
if you do that, you should be able to load just fine
why defenition is 622 kb tho
Wait, how do I do that?
I thought I followed all the same steps
you had it working before, i think you just deleted your scene's assetbundle from where it was before
the place where the mod information is building the package no longer has galaxytacoscene
good question
How do I replace it?
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.
so i thought maybe dungenplus was making things wonky but even without it i cant seem to get anything to work in the editor

you need to update your dawnlib references in editor
both the editor dlls and dawnlib dlls seem to be outdated
then probably just the editor dll is outdated
did you also update your editor dll or nah
yeah unless it just... poofed out of existence
lemme double check
wait im dumb
i thought the editor one came with the rest in here
💀
no lol
wait so where would i find the editor one?
github
ah in releases okay just found it
tyty
gonna restart unity rq cuz now i cant view any asset in the project
classic unity exploding itself
nvm its still fucked
uhhhh
show console again ig
0.9.2 isnt hte latest dawn version
eh? it isnt?
noo we're at 0.9.6 now
whuh i coulda swore i downloaded the newest like yesterday
kk ill try again
HOLY MOLY I CAN SEE THINGS
THANK YOU
lol
wait now the dawnlib section in create is gone

maybe im missing a dependency
gonna enable validate references again
dont disable it on the editor dll if you did that, lol
oops
ah?
mmhook_dungen..? what is that 
actually its complaining about like 8 different dlls
so maybe this one is meant to have it disabled
okay restart worked
yes the .dusk.dll and .dawnlib.dll ones are meant to have it disabled
i see i see, thanks again!
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
oh wait
maybe it means the bundle itself not a folder
okay uh... thats different
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
gg
you literally don't have the bundles defined at that folder
and why do you have double assets folder? lol
probably because you have your .duskmod inside the first assets folder
am i supposed to move that instead? 
why is your .duskmod bundle inside of the assets folder lol
lemme screenshot my current file structure
is it not supposed to be?
nope cuz it always looks for a folder called Assets under it for the other assetbundles
OHH that explains it
hm still this again
nice namespace
i cant believe zeekerss made a reaper
try fixing your namespaces and rebuilding the bundles
that might do it
should it be the same as in my plugin? like my uh csproj thingy?
yeah i'd say so
kk
coderebirth's namespace is just code_rebirth, same with dawnlib's, dawn_lib
ah okay gotcha
i just assumed since it was listed in there i was supposed to select it
like this should work?
ye
sweet
it wont assign it automatically though after pressing enter
so make sure to assign it
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
really must've done something to anger both LL and LLL
Maybe it's the nuke I have setup in my project
That explodes whenever the game is run

DawnLib
dawn worms
am i the murder
THE DAWN WORMS
you're the victim
@oak linden how long is it gonna take u to update dawnlib when v85 comes out?
2
2 what
just about 2 or so
2
i didnt say hours
ok im not THAT impatient
@oak linden can vouch for me
the update is not even out and you are already asking how long will it take xD
yes because i dont want dawnlib to take long when v85 is out
@meager inlet did you finish updating your mods
yes because paco is very cool
ok jokes aside ngl idk what mods u own
here u go
ooo
can you ping me too
ill ping you daily
i wanna see you try
@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.
@sacred tulip
@chees
ur just not as cool as me

IM JOKING
actually its fleanits role
cool
gold?
go have fun in your trip smh
im geometry dash role
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
i personally register through the editor, doing it through code is basically there for people who wanna add more custom logic to do with spawn weights rather than the stuff yuou get from dawnlib by default
Okay thank you!
With dawn lib using multiple asset bundles, do I reference them all or just the main container?
the content container references the other assetbundles that need to be registered (you have to tell it which ones it is)
not sure I get it but we will figure it out!
how can i give my item spawn weights for custom interiors?
Should just be able to give em weights by naming the interior in the interior weights list
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
so like lethal_company:Storehouse=+60 or Storehouse=+60 ?
storehouse's namespace is definitely not lethal_company lol
oohhh i understand
Why is your nickname made out of cooper
who is cooper
mini cooper
Ea-nāṣir.....
@oak linden how did you add these? (sowwy for ping)
Can look at the README for the formatting but it's using https://shields.io 
Concise, consistent, and legible badges
Oki thx
this is stupid but i fudged the tutorial once and now i have multiple templates for DawnLib on my computer. How do I uninstall;;;;;;
also booo Gale for line-wrapping the badges
you really pinged the wrong guy here
lmao
git reset --hard
thank u
The fake Xu
it's just i was the one who added these badges 🤪
you could do custom ones too, with the same website
okay, ima try this now
this thing right?
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
what's the exact error
learn what https://nuget.bepinex.dev/packages/BepInEx.PluginInfoProps is and how to use it
BaGet
o7 on it boss
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
There are a couple issues about the dawnlib template I need to fix, but most of em you gotta just read the README iirc
Lol what README are you reading
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?
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
ultimately though things just need to be under "environment" for the navmesh to account for it
can i just drag and drop elements from in game like doors and they will have their functionality
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
i wanna have some above ground doors, like in the snow map with that lil buildin
oh. I think that was a bit more of a cohesive thing. You can probably copy it over fine
this is more a unity thing but how can i change the lighting?
I cant really see the textures
ah i figured it out
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
Navmesh and occlusion wouldn't show ingame no?
i mean Those are the steps I followed after adding some stuff to the environment
proud to announce i got everything working code wise
now just to do everything in unity
I tried moving the door too but it isnt moving
weird
are you sure you're building the assetbundles into the correct spot?
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?
just building the assetbundle and building the package
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
are the colliders still there?
make sure that the stuff you want the player to see that the tag is room
What does that mean?
Didn’t test
mb Layer
Ohh
Okay
But the main entrance still isn’t moving like I moved it
So I’m not sure if that’s the issue
wdym?
I moved the main entrance somewhere else, but it’s in the same place that used to be in game
hmm, I never had that issue
still
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
that's so weird lol
ye
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
idk what a custom door entrance trigger prefab is lol
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?
I do convert DawnLib moons' tags to LLL format 
-# At least it should be workin
Like lethal_company:one_handed -> OneHanded
So EnemySkinRegistry should be able to use those too
yeah this is the right place, tauralismoon for namespace, TagName for key
I already tried tags like that for EnemySkinKit before, but it didn't work.
That too.
so ye you dont need to add that one
the tundra one isn't working?
hmm, ill have to check it out at some point then
Copper omfg 😭
You know the entrance door trigger prefab
Right?
That but i modified the radar icon to be a cube, that's it
Probably because it has an animation now. Make it a child of an object and rotate the parent
Isn’t that for interiors? The inside door spawns it iirc. I’d check which one mansion doors spawn and use that one or rename the prefab because I believe both Dawn and LLL replace spawn synced object prefabs
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)```
wrap your logs in triple backtick ``, otherwise it gets parsed as Markdown formatting
Wait, can you explain that a little more?
I don't know if this is an oversight, but I notice the moon routing prices aren't in the configs for DawnLib items.
Might be an oversight, you're using the latest dlls from github?
Yes
Disable Halloween skins in coderebirth config
Nothing will break if I replace DawnLib v0.9.2 with DawnLib v0.9.7 on the scene by adding new folder and deleting old , right?
Don't do it like that that'll reset your changes to the validate reference stuff wtc
Do it by drop replacing the folder in file explorer
Thanks
For example, I have it set up like this for the briefcase.
Ohh wait are they not showing up in the configs?
Right I see, that might be an oversight yeah
Yeah the route spawn weights don't show up.
can you show the hierarchy you have set up for the door in the scene and which object you're trying to rotate?
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
yeah. the steel doors stand up straight for me
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.
alr thanks
Changing an animation changes it for everything that uses it, so I’d not advise this approach. You could duplicate the animation controller and animations but that’s a bit of work
Yeah but what does it look like in the hierarchy? (Thing on the left that shows all the objects in the scene )
I’d put OutsideEntranceVisualDoorsContainer under EntranceTeleportA
Or, actually I’d do this and put it under a new object, and nest EntranceTeleportA under it
Empty(door)
-> EntranceTeleportA
-> SteelDoorFake
-> SteelDoorFake(1)
?
Empty(door)
-> EntranceTeleportA
--> SteelDoorFake
--> SteelDoorFake(1)
Or like this
empty just being a empty obj
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.
what I think Is happening to you is this. You rotated the doors directly and not their parent, so the opening/closing animation is reseting their rotations (because the animations do it relative to the parent, not themselves)
Secrets of the Hierarchy
exactly
Your ai slop bores me
your human slop entertains me

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
Xu can you send a voice message of how to pronounce your name
why jimothy pronouncing your name every time he is near player
i think he has a crush on me or smthn
i think he fucking died to meteorite
either that or its a warning
HI BEEP BEEP
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
ChangeWeatherTomethod toDawnMoonInfo. - 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
well it'll probably be a while before i commit to using it anyway
but i appreciate you looking into all that stuff
i think sooner or later it will definitely be useful for me
yeee
gulp
Did you remove the worms from the mod yet?
the dawn worms attracts birbs like me
Reuploaded update, accidently misreferenced smthn
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
Which version? It sounds like you were on v0.9.8
yeah it was the version
oh my bad I didn't scroll up that far
although, to be fair, DawnLib has had integration fixes for TerminalFormatter in the past
It's OK, I just randomly remembered it
@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
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
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)
You'll probably need to edit stuff like that using lunar config
I don't entirely expect mods like LLL to be editing vanilla values (nor do I do it)
Yeah but LLL does edit them and it has worked for me so far, why is dawnLib causing this now
They do get edited by LLL
Or I mean, if you enable content configuration 
I know someone would point that out but you can see it in my screenshot
For they are treated like any other moon/interior
Ye I know
It could also be a visual thing, like the simulate command not reflecting correct chances mayhaps
Not sure about that though
No I played today with these settings and I noticed the wrong intiriors
Would yall say this is on dawnLibs end or LLL`?
Eugene 🧸
What's this replacement stuff?
Eugene couldn’t be parented. How sad.
Won’t someone love Eugene?
the entity replacements? its like skins/variants for items, enemies, hazards and ship upgrades
How do entity replacements work? I dont see a DuskEntityReplacementDefinition in the definitions.
okay, so it is a bit weird to setup since it has to support all future, current enemies + modded enemies so try to follow with me a bit
at the top of your screen is there a Dawn or DawnLib?
DawnLib
yep
okay so, can you screenshot it? ill try my best to explain whats in there
it's super simple once you get it
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)
right
and then press bake
i hope you have the latest version of dawnlib's editor and dlls though :p
I get this error. I am on the latest version of both dll's though
i think you screenshotted the wrong part of the error?
I dont think i did since it turns out im not on the latest version of either dll's
give me a minute
lol
ive done so
it worky?
I think at least
okay in the create menu there should be a dusk entity replacements or smthn similar
it created a DLL at the output path and a folder next to assets
its not under DawnLib
perfect, let me know if you need any help with it
if im using a mesh replacement how does it work when it comes to a rigged model? Does it need to have bones named the same?
wait what the fu-
the skinned mesh replacement needs you to have a rigged model with bones named the same way yeah
ic
you can edit the bones' weights and stuff, you just cant remove or add new bones i think
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?
I say make him do this -> https://tenor.com/view/lethal-company-giant-sapsucker-monster-cute-funny-gif-9003929145708270686
yeah it's the hierarchy of the forestgiant fbx if you have that, or just the prefab too
a trongle dongle
@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?
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
ic thank you
So are dawn entity replacements intended to replace ESK at some point
I'd say so yeah
do you plan on setting up a way to choose them per moon/tag or are u gonna let lunar handle that
That already exists no?
DawnLib should be handling them
As in, coderebirth skins should be configurable on weight
Ye
When will the simulate command be fixed? 
its borked?
opening the game rn to check but wasnt aware of this lol
in what way is it not working?
just throws an error when I try to run it
I thought someone said so earlier
but I could be hallucinating
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
gotcha, why do you override the simulate command out of curiosity?
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
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
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
if everything goes according to plan I'll have a fix tomorrow
if not, then day after
aight ^^
noice
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
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
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
what happened to the "team" part?
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
i mean... https://github.com/TeamXiaolan
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)
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 
well the second person would've been me but uhhh
are you tryin to roast my eyes damn
that was a very... insightful commit message
most of my commits have good names
just ignore the ones that dont
stability is overrated. how about it restores dependencies and compiles first

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)
And like I said, project did always build for me :3
uhhh
I wonder if it only affects a clean build, or vice-versa -- I didn't clean it up after pulling branch
Our unity version is the f2 one :p
Icic maybe
without proper lock-files it's hard to tell
where do you even get f2 from
oh, directly from unity.com releases, apparently
Ye
tried to downgrade a scratch project that I used for stuff, seems to work 👍
didn't know their version policy is so weird
but I did read this piece from hackernews today: https://news.ycombinator.com/item?id=47790041
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.
lmao
Is this error bad?
Nice foreach loop, lol.
wup, yea, somebody modified the array they're iterating 
So...is it critical error?
Can you paste it as text, and provide more context - when it happened, what did you do, which modpack?
My v81 modpack, nothing too suspicious in modlist: 019daba2-9d53-380e-1127-b64299f54a03
can't paste the full error text cuz I don't have Discord Nitro, but I can split it in half if you need
when it happened, what did you do?
[15:20:12.3802717] [Error : DawnLib] Error happened while trying to save PersistentDataContainer (ContractLCSaveFile4):
at line 21566
apparently after the end of round, while saving save file, right before reopening the lobby, yeah
yes!
No bugs were encountered, but this error looked scary enough in the log, so I decided to ask here
you did right, you should report any bugs, so they can get fixed
I love when you need to write an explicit comment to explain an implicit cast magic 🙃
PlayerControllerB player = reference; // implict cast
Lol
project patched from scratch, guids ported with GUID-Reconnector (thanks whoever recommended it, worked great)
ready to fix stuff, i guess
Disable Halloween skins in CR
I need to update CR lol
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



