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ImperiumFix
Fixes a longstanding issue with Imperium
| Last updated | 6 months ago |
| Total downloads | 6811 |
| Total rating | 1 |
| Categories | Mods BepInEx Bug Fixes |
| Dependency string | TestAccount666-ImperiumFix-1.0.0 |
| Dependants | 2 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100giosuel-Imperium
A powerful all-in-one debugging and admin tool to test and explore game mechanics and functionality in Lethal Company.
Preferred version: 1.0.0Rune580-LethalCompany_InputUtils
API/Library for creating Unity InputActions with in-game re-binding support. Provides an alternative UI that allows for supporting mods to have in-game re-bindable keybinds.
Preferred version: 0.7.10README
ImperiumFix
Fixes a longstanding issue with Imperium. Specifically, errors like this one:
[14:56:17.1767915] [Error : Unity Log] Exception 'NullReferenceException' thrown from state change monitor 'InputActionState' on 'DiscreteButton:/Keyboard/ctrl'
[14:56:17.1767915] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
UnityEngine.InputSystem.InputActionState.ProcessInteractions (UnityEngine.InputSystem.InputActionState+TriggerState& trigger, System.Int32 interactionStartIndex, System.Int32 interactionCount) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_003E)
UnityEngine.InputSystem.InputActionState.ProcessControlStateChange (System.Int32 mapIndex, System.Int32 controlIndex, System.Int32 bindingIndex, System.Double time, UnityEngine.InputSystem.LowLevel.InputEventPtr eventPtr) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_024D)
UnityEngine.InputSystem.InputActionState.UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged (UnityEngine.InputSystem.InputControl control, System.Double time, UnityEngine.InputSystem.LowLevel.InputEventPtr eventPtr, System.Int64 mapControlAndBindingIndex) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_000E)
UnityEngine.InputSystem.InputManager.FireStateChangeNotifications (System.Int32 deviceIndex, System.Double internalTime, UnityEngine.InputSystem.LowLevel.InputEvent* eventPtr) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_008E)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
Not only do they pollute your logs everytime you press ctrl/space, but the flight system also breaks.
One known temporary work-around is to re-assign the Toggle Flight, Flying Ascend and Flying Descend keybinds.
You'd have to do this for every boot though.
Also note: Not everyone seems to have this issue. If you don't have it, lucky you!
This is a band-aid fix until Imperium officially fixes this.
It works by reloading all Imperium keybinds whenever you join/host a lobby.