#Egypt (E_Gypt_Moon)
1 messages · Page 2 of 1
can you send log
Fair
i will atleast do 10 tests for each
Long loading times is semi zeekers/unity fault. I’m gonna try and reaxh out to him
would take him like less than a minute to improve it a lot
yeah theres alot of optimizations LC can take
naa its uh
The only bug I run across is going to Egypt skips 2 days
that definitely shouldnt be happening
AssetBundles don’t prebuild shader variants correctly
And cuz zeekers commited to terrain2mesh the basegame doesn’t prebuild any or the terrain related shaders
he just needs to select it manually
I have not tested more than once yet so it might just be the fact it as on a old save
placebo
it gets worse if you alt tab during it i think
i did already
my pc is strong
it can handle it
i just cant tab into the game
its basically crashed
its not relative to hardware in that sense afaik
@gaunt flame what is ship to multiplayer mod
skiptomultiplayer mod = skip intro when opening game
Ah
The monomod stuff should be fine i think
the loading and harmless navmesh warnings are next on my todo list
ima try a fresh mod profile
as the profile might be broken
if that dont work i give up
i want to try 1 more time since first time i loaded it on a new modpack it was instant load
no issue
it did hang for a while
but it didnt crash this time
i just had luck the first time i guess
as it loaded pretty much instant
no fire exit bug though
so cant figure that out
and its too unstable to be tested rn
lol now it loaded without random seed message
but super long hang
maybe 20s
mine works fine
It’s gonna be dependent on hardware, current computer workload and other magic
yeah my pc is very very high end
My PC has a 1050
the fire exit bug was on Mansion interior btw
yee we be experimenting with new stuff
018cfae2-3f47-0534-3b59-4e379eb3a1fc
code dont matter
my code
ah so we all have good hardware
any bad hardware testers ?
Also I run le, lec and lll

how long did it load
to get into the level
was it frozen
then eventually loaded
Like maybe a little under a min
oh lmao
so yours are not fine
it takes me 30s to load the level
it should take 2s
It's not instant like other moons so it notable
also 2nd trip to planet was normal load
that is the issue we are talking about
so yours is not fine either
@gaunt flame I mean I can load it without crashing or it getting stuck loading
that was a 1 time thing
i only crashed once
every other time it loads
but rlly slowly
yeah that was definitely a stress test sort of thing
i will try booting with two instances with my modpack
to see if the fire exit bug is consistant with more than 1 player
when im hosting
@gaunt flame I thought you could not load it at all
i see
Also I don't have any issue running LE, LEC, and LLL
Together
As a lot of scrap mods need LE and LEC
@gaunt flame so the fire exit not working or do you keep getting sent to it
the issue to be exact is a 1 time thing in a group of 10 people, i was host i went first in to the main enterance a lot of them stood outside it, i tped in and it put me in the fire exit exit location, not main enterance i go in and out talk to my friends asking where are you guys then i realise im the only one being sent to fire exit
and if i go in and out i always get sent to fire exit in that session
MAIN ENTERANCE - TP FIRE EXIT
basically
I feel like 120-200 credits to route would make more sense for how valuable the scrap is, but this is a really cool moon and it's nice to have another mid-game moon to play on so thanks for making this mod 
I mean the moon spawns more scrap than march and offense right then yes
obviously ill always keep the map priced
but how much price, is up for debate
120 isnt a bad option, i had 60 because then people can go there right from the get go, but at a risk of not having flashlights etc
Well if it spawns a lot of loot then 200 is good to me tbh
200 seems fair since you can't go to it on the first quota
I would say keep the low tire 2 handed loot low as for the most part there just not worth it
Make it so med tire loot is the most common
Followed by low then high
a config would be nice to pick the price maybe?
I can't configure what kind of loot spawns I don't think
@charred siren though idk if thats something we could look into
same with configurable price
Hey, now that egypt isn't using lethal expansion, lethalexpansion's moons aren't showing up in the terminal, only egypt
@vale violet your doing fantastic work do you plan to add more custom scrap or just the head
Do you have LethalExpansionCore
no, just lethalexpansion
we're currently playing but ill look into fixing it/getting both later
When the DunGen update comes there will be a scrap overhaul yes
especially if I can completely customize what scrap is available or not
@vale violet hay can you tell @odd topaz how to move to LLL I figure you can help
You'll need to download LethalExpansionCore, but there are some other issues with that mod that might conflict
keep it 60 on released version
or make multiple uploads
as people rely on thunderstore or r2modman
my friends will not do things manually and 60 works perfectly for this map its the only map that costs 60 to my knowledge
Batby and I are working together with LLL and moon conversions together - trying to make sure everything is ready and available for moons going forward
will you eventually impliment control over moon prices Batby ?
so uploaders dont have to do make seperate versions themself
I think when Egypt is finally (mostly) bug free I'll be happy to help @odd topaz in their conversion :)
level and item dynamic injection/customisation options like the dungeon stuff will be added in the future yes
you might run into more problems than its worth converting early atm
im so sorry i have so many moons 😭
I figured just thought you were the right person to ask since he don't know where to start on moving his moons to LLL
You can at least start by making a new template unity project, getting the asset rip, going to your old LE moon project, unpacking your Moon prefab and moving it into the new project, and then removing all the broken LE scripts
that will at least prepare the moons for LLL
oh boy
i'd recommend waiting
because we're still working on LLL and stuff
It was not bad me and my friends loves hydro
we might find better ways to handle things in the future
it could be so much better 💔
and batby probably knows better than me anyway lmao
only one i like is devastation
Aw I really like icebound
@odd topaz well I can bata test your stuff
the big pro of vanilla maps is that your unrestricted in what you can do and it lets you understand how the game actually works with what your content is
the big con right now is it's hard to explain how the base game works and how it expects your content to be like
the audioreverbtriggers are some of the stupidiest things in the world with how the basegame has them setup but once you know how they work their actually super powerful
after i drop update maybe you can help test some of my other stuff
how so?
I would love to
I completely forgot I have D&D in an hour so I gotta run friends, please feel free to keep reporting bugs but I will be MIA for the next couple hours
Have fun
have fun lol
its too hard to explain lmaoo
fair enough
tl;dr the usepreset being -1 or not -1 pretty much decides if the audioreverbtrigger is two semi completely different things
this
yeee
weird
Egypt is making people crash when I play it with them, vanilla moons are fine
modlist?
018cfb65-0a2e-595a-b11c-7ab83e049961
Creating a fresh mod list with the v47 out, so I plan to add some more to it.
should be 25 mods
will likely be solved next egypt update
kk, will disable it for now
im trying to run this with lethalquantities, EGyptMoon and LLL, and lethalquantities throws an error only when EgyptMoon is enabled, but not when LLL alone is enabled. I checked through the unity explorer and it seemed like the manticoil prefab property of the manticoil EnemyType is null? does Egypt modify EnemyTypes?
so dont get terminal api by not atomic bomb it is what makes all custom moons not show besides Egypt
^
that might be why
I don't have terminal api
@worldly quarry give me your code
018cfac8-1c38-2269-f9b3-da358f2d2d9a
we also experienced a desync while playing; tried to go to aquatis, me (host) and someone else saw aquatis while several others saw wateridge
ok i will look into it just give me some time
for now we're trying a new profile sans egypt and LLL
LE and LEC i dont have problems with so it might be somthing elses
you have a lot of mods so it will take time to import
ok @gaunt flame @vale violet next egypt and LLL update should make egypt load pretty much instantly
@charred siren nice
big
anyone else getting stuck on the seed screen?
world loads and i can freecam around to see it but the screen is stuck 😦
nvm it was lethal quantities all along
theres some other stuff that's causing that and it'll be fixed next patch
but navmesh just completely broke on our end and I can't figure out why
most of the other issues are fixed though
after reinstall of lethal quantities old version it's fine
new lq isnt working seems like
2.0.1 pushed, lots of fixes, but not perfect. There's a high likelyhood that the outside navmesh is fucked, but I'd rather the moon mostly work, not freeze/crash and break and have a slightly broken outside than have a non-functioning mod at all
2.0.1 will add LethalExpansionCore for compatibility reasons and no future versions will have this dependency, if you have mods that do not use LethalExpansion, feel free to remove the mod after updating to 2.0.1
@vale violet is it normal that 2.0.1 doesn't include the bundle?
wot
it's 179kb 😭
WOOPS
haha just letting you know!!
long day
bro wasnt kidding about that reduced file size in the changelog
pushing
im sure it will load even FASTER
SO FAST
pushed

waiting for TS
does anyone still have 2.0.0
actually wait i have a copy
oh nvm no i dont
i think 2.0.0 was like 160MB?
2.0.2 will be 49MB
2.0.2 on Thunderstore website
im off to bed, i fully expect reports of the navmesh breaking for stuff like manticoils to pop up but
everything else should be working
eclipsed sun texture is still fucked i think but all other issues shouldve been resolved
I'll check later if it still crashes when creating custom dungeon
spam this is :)))
work landing but. when already landin spamming so much and make game lag
Exits and entrances are desynced, for example;
I enter by the main entrance and end up at one of the fire exits of the scp dungeon.
like, there's not a single chance to actually spawn at the main entrance of the dungeon if I'm on egypt and the scp dungeon is loaded
we have reason to suspect thats due to LethalExpansionCore
and isnt actually due to the moon
(okay actually bedtime now)
Something's up with the map
I just updated to the latest version, definitely loads faster now but
I literally went straight as I left the ship, and after you go down the stairs at the start you just fall off the map
will do a quick vid in a sec
same here just happened thats why i joined the discord to report this
yeah i was trying to jump over it seems to be a hole there
all good
@charred siren are you sure about it being Core i thought it was either backrooms or interior mods
When you looked at my playerlogs
If you want this fixed i need to know what to tell Joakim
I had the desynced entrances too on another moon (Ether), I don't have backrooms, I do have both interior mods installed though, but that moon uses a slightly modified mansion interior
Yeah well we know the exact cause just not what mod
attatched to the suspected log, yeah
Generate floor and ceiling
Generate walls
Generate room
Generate walls 2
Generate inside 2
Failed to create agent because there is no valid NavMesh
Batby sent me this is the issue from my logs yesterday
the entrance teleporter bug is basically some other mod made it so the doors network spawned out of order in a weird way which caused my fire patch fix to think their was double the amount of doors on the moon
all roads leads back to march
i still have 2.0.0
but isnt it like
backed up on thunderstore?
It is.
morning everyone
if batby said otherwise take what he said over me
gunna grab breakfast and ill have a collider fix pushed in an hour or so given nothing goes wrong
gm
so we just fell through the sand right after the ship
itll be fixed in an hour
Apart from falling through the sand my friends were telling me it was very laggy for them (I was the host and went fine for me)
might be the navmesh spam, but hard to say, it wouldnt be the new terrain as the resolution is much lower
oh this might be more complicated
i didnt forget a mesh collider when i made the terrain
something else is goin on here
oh yeah, wtf is going on with this terrain
i believe i fixed it
and i mightve fixed navmesh too
i think i found the root of the problem
ah, nevermind, well, worms kill you through the terrain at least again
and you dont fall through the gorund
ill just post here for moon devs - when using Terrain2Mesh for your optimization, you need to set the mesh to Resolution and not Vertices and keep the normal as CalculateFromMesh
(also if you want your exterior to show up on the RenderTexture screen inside the ship, set the Layer of your terrain to Room)
pushing 2.0.3, gunna try and see if i can figure out navmesh today but
honestly i have no fuckin clue because nothing changed between a few patches ago and now
2.0.3 is pushed
yesh
oh goody!
Extrem Lag spikes but only for clients not me the host
Yeeaaah but it only really happens when you excess the treminal
pain
Wouldn't wanna be you
actually that might not be true
okay i did some testing and have a theory on whats up with the navmesh but wont know for sure til batbys back
everytime i loaded the level even yesterday if it loaded without nav mesh spam i had stable 144 fps
the problem isnt the textures i dont think
nah, textures are at 1024 and materials are all gpu instanced
Is ship not being able to leave a known issue/conflict?
oh thats new, what's happening?
Must be a conflict.
do you initiate the take-off lever and nothing happens, are there errors in the log?
And it's gone...
I was a bout to re-test it.
Whats the moon called for like, adding dungeon generation to it
egypt
has the progress for the new dungeon interior began?
yes
cool
nice is there screenshots?
but currently is on hold while we're trying to fix the major issues with LLL
oh ok
What I did was land on it and then left as soon as I could. Ship started to leave, but when it reached a point where the doors were supposed to close, it just instantly went back to landing spot like nothing happened.
woah
if you can get me the log for that itd be great
I can't reproduce it now for some reason.
And my terminal broke now, what is going on??? I didn't change anything.
send me your modlist then?
oh if stuff is stil breaking then yeah, close game and send the log
I'll send it when I'll actually get the bug I was talking about initially.
unlikely the moon has anything to do with the terminal
but somethings breakin over there

Great, now everything broke on landing.
Okay, terminal breaking is a separate issue. Seems to be happening when I run 32 player lobby.
Actually it's happening with 8 too.
what do you mean by terminal breaking
I press E on it and it's no longer usable. Nothing happens.
You press E and you don't go into the terminal, just nothing happens?
Yeah.
Everything is fine on my testing profile though.
Ignore the terminal thing. Was me issue.
ah okay
And now the issue is gone without me really changing anything. Sorry for bothering you.
can you pick up things?
oh, LLL is broken?
no, egypt is the first major convertor from LE to LLL
so it’s the poster child of problems
@vale violet your doing a fantastic job so far
is the level in a playable state now ?
or does the nav mesh error still happen sorry for annoying question
i will prob test it more on my own but not in a group yet
not in the current upload but we have a local build that is very promising
2.0.4 incoming
actually i'll call it 2.1
nah nvm
2.1 is gunna be dungen
2.0.4 on thunderstore in the next 5-10min
On TS!
Should be on the app very shortly
me @ navmesh
assuming no major bugs pop up from 2.0.4, i'm gunna take a few days off for another project ive gotta work on and then pick up dungen next week

As a software engineer myself I know this isn't only for community purposes but also for himself to know what he did to fix it in case it comes up again xD
also for people who want to learn!
I know there are alot of moon-makers in here spying
bed time for me, have fun everyone!
as always feel free to bug report while im away
true forgot about that, not everyone does that unfortunately
I'll take overly detailed patch notes any day.
navmesh fix LETSGOOOOO
Yeo just comin to praise how much I like the gameplay loop on this map
it's a steep enough walk to feel unease but short enough to know it's actually doable even with constant factors against you along with having options to choose which routes you wanna take from the facility back to the ship without it feeling like a forced route for players to take along with just constant optimizations, thank you for helping extend the life of this game!
I only ask that you add a weird apparatus room when you introduce the dungeon, since I've noticed that SCP and Scoopy's haven't added it yet
FireExit and MainEntrance no Sync
also the Building still no fix :[, i'm inside Building
Will be fixed as soon as possible
From FireExit 1, you will Teleport FireExit1 Inside > then if you Enter FE1 Inside you will Teleport to FE2 Inside then when enter FE Outside 1 not 2
same like Main Entrance > FE 1 Outside > Main Entrance Inside > FE 2 Inside > FE 1 Inside > FE 2 Outside
^ this is get Teleported wrong Location
@vale violet the underside of your map was fun to explore you made some hellacious quick sand
morning everyone
which one is this?
I left egypt and went to the company building and it looks like the egypt map is merged with the company building. i am playing on a modpack (not lethal expansion/core)
this is offense. im assuming its just not unloading
how do i send a list? im assuming its a mod conflict
if you go to thunderstore, settings, you can export profile as code
018d0442-6933-831b-3221-8c30824765a4 like so?
What da faq
All Building Outside FireExit 1, 2
oh, i know why
Yoo that looks great, it'd be cool if the sandstorm effect appeared as a weather on the desert moons in that way, like a foggy equivalent
the sandstorm effect is just a volumetric fog
its just this + whatever the light settings i have are
wait maybe not
is there any reason why LLL or egypt creates copies of enemy types? Some of the enemytype's prefabs are null
and what is the Puffer_0 enemy?
oh
but why is it puffer_0? im trying to edit the mob spawning amounts with another mod but i dont know which ones to use
oh ok
its because there are two monobehaviors called Puffer
one for the terminal keyword and one for the enemy
but why is it an enemytype?
because it stores this information
its a stub that the game then reads and replaces with its own logic
iirc
batby will know better specifics
LLL is meant to replicate behaviors similar to how eva's Unity template behaves
where instead of re-coding the game, we have a bunch of stubs
that are empty
so when the game loads, it recognizes the name of a bunch of empty objects and goes 'i know what this is'
because otherwise, we'd have huge file sizes
for example in 2.0.2, Egypt's file size was 160MB, a huge chunk of that filesize was just having Enemy Prefab referencing the prefabs of each enemy
😬
so it'd load each one from my mod as opposed to the one from the game
so now that it's empty, it just sees the stub and loads the one from the game
Puffer will be fixed next patch, I forgot I made that error
is LLL loading the stub, or is it the normal game doing that?
should be the normal game but I'm not sure
hmmm ok
so if another mod gets the enemy types, how does it know which one is the real one?
could you be more specific
like, normally if another mod uses Resources.FindObjectsOfTypeAll<EnemyType>(), it returns the vanilla enemy types, but when egypt is loaded, it returns the vanilla ones and the stubs from egypt
and they have the same name too
yeah, thats why the unity explorer mod shows all of them
though you might want to ask this in the LLL channel
i can ping you in there if youd like
ok thanks, that would be helpful
i wasnt sure which it was since LLL didnt have this on its own
yeah its technically moon-based but its due to how LLL handles things
thisll be fixed next patch
the fireexit mainentrence sync is still a known issue
we know the reason behind it though
could I get a ping in there too plz? :P
puffer0 is from diversity afaik
game crashes trying to go to EGypt twice in a row (regardless of surviving/dying the previous day)
yeah i discovered this bug today too
do you need mod list? r2 client is not letting me export rn
Yep it happened to me when I travelled there the first time
It took up my CPU to 100% and i couldnt even open task manager 😭
I think it could be LE related since the new update
then I guess its something else
Next LLL update will have far more stable custom moon support
There was a big oversight
yippee
bahdam from scp dungen is making a guide right
Yeah
we’re working on stabilizing egypt then we’re going straight into making tutorial content for moons dungens etc
so a part of the reason dungen for egypt will take some time is because im not only making my dungen but im also going to try to make easy greybox dungen tools for people to make their own simple dungens with
to see how stuff works
or i should say thats what im doing
batby does what batbys prios are
per their list
i go sleep now its 4am woops
something EXTREMELY weird just happened
gonna post a clip
where do i pull the log from?
found it

i dont even see an error corresponding with it
wtf
it looks like the default scene camera was initialized and not the one for the player controller
This is what was happening to me too.
That was an issue with GeneralImprovements and Corporate Restructure, but it should be resolved now.
@vale violet After dying almost instantly on our first visit to Egypt to water in flooded it appears the company building is now suffering the pharaoh's curse
im pretty sure this is due to the moon being loaded twice and upon leaving it only unloads it once (as it should)
yeah we have some issues with non-host clients double loading
this map is voodo magic or something
it has like curses inbuilt to it
all roads leads back to march
i had this happen again on another custom moon strangely
restarted the game and loaded the moon again and then it worked fine
very weird
Entrance and most of the other issues reported have been fixed, I just need to clean it up for release tomorrow 😄
What's the internal name?
has the issue with rain not darkening the ground been resolved?
I swear our whole group gets lost trying to find their way inside on this moon, stoked to see the potential for custom interior though
Me and my mate died instantly upon landing, it was flooded and we mistook a pit for our path 
just follow the lights oO
egypt
last time we played there weren't any lights afaik, it was an earlier version though
we got lost, someone walked through a pyramid that wasn't a solid object and then we fell into pits
WOW, the lethallevelloader difference for load time is massive
Higher or lower
Much much faster
new wiki tabs added :)
which includes this overview map!
as well as weight tables
I feel like most people dont check the wiki tab you shiould make it more obv in the readme i think
already lined up for the next update
This is so nice for my brain to comprehend
Hi to anybody reading this, I'm a sound designer wanting to get more into modding for LC. I plan to help out with this project and I've been talking a bit with @vale violet about some potential ideas I've had. So I'm gonna share them here! I believe these could be realistic goals in the long term but for now only some may be achievable.
My proposal - aliens built the pyramids?!
LC already has campy conspiracy themes. So I think that leaning into the alien angle for the pyramids would fit perfectly. A take on the classic 'ancient alien civilisation' conspiracy theory.
I don't think everything should be spelled clearly for the player, but rather allude to a wider mystery. Make them ask questions! Of course there's the lore entries, but I'd like to suggest a few other ways that this could be done -
Ancient carvings/glyphs vaguely depicting past events, either on the walls or on big stone tablets. For example, a pyramid taking off from a planet or flying to another with alien figures disembarking (are our pyramids crashed spaceships??). It would also be fun to add actual hieroglyphics that the player could translate if they took the time. Words like "home" or "escape".
The rooms of the dungeon could be mostly inconspicuous corridors and dusty old chambers. But among them are some less common rooms with strange details. Old machinery, long since rusted up. What was it for? Maybe this WAS a ship! Metal paneling and strange circuitry hidden behind crumbling stone walls. And perhaps one specific idea that I had - a room resembling a tomb, where in the centre we have some sort of broken cryogenic pod, like a sci fi sarcophagus. What happened to its contents? Did something go wrong?
Custom scrap! An easy one. Wesley's moon mods do this really well, to give an example. It's an effective but simple way of world building. A mix of objects directly related to the environment and old artefacts. Here's a few examples -
Stone gears
Old circuitry
Ancient pendant (could have a use?)
Elongated alien skull (rare!)
Next, enemies and hazards. These would long term goals, I imagine. Just something to consider for the future when modding tools are better. Vanilla hazards such as mines and turrets could be given a new look, but it'd be fun to have other new traps. Perhaps moving floors or doors, dart traps etc. Something you'd expect in an Indianna Jones film, though perhaps with a more alien twist (yes I know Crystal Skull exists!)
That leaves one thing - a custom enemy. To be honest I don't have any solid ideas for this, but maybe it could be an old defense system, still active. Some sort of robot built from stone and glowing circuitry. Or perhaps it could be something totally different, a dangerous life form. Possibly responsible for the demise of the civilisation that used to live here???
Sorry for the heaps of text, I just wanted to put that out there. I'd like to hear any thoughts 🙂
atlas abyss got some cool heiroglyphic designs
ah yeah with the masks
I dont believe we have the manpower/technology to adequately do these kinds of big ideas yet all at once (well sort of). Egypt right now is set to be the "innovator" of moons, we still need a new scrap API/tool-system-whatever for actually unique scrap, LethalLevelLoader is still being developed to perform well/be useful for making custom interiors (especially important when making rooms with unique abilities)... and the Moonsneer mod is the current innovator of enemy ai/modelling.
.
I know its a weird ask but if you literally come back with this exact concept like in less than two weeks there will be people with the capabilities of making this stuff real and organized :P
oh yeah for sure, I realise that. These are blue sky ideas, I'm just throwing stuff out there
dang it i just realized i referred to us as we when i still haven't coded a brick
the people here are so talented
lol I edited the "us" out of my message too, didnt feel right 😛
I'm just here to help
same!
The scrap and carving texture stuff has been done before, I believe thats all doable. A new enemy would be a lofty goal
As for the room stuff I described, I was imagining that being purely a static part of the environment. So IK it's easy for me to say but I think that could be achieved
yeah for sure! be sure to check out the moonsneer, it seems to me like its going to be the first monster mod (which means future mods will be able to use its tools to make creature creation a LOT easier)
Mm I've seen the thread, wasnt sure how far along it was
true but there seem to be a lot of bugs with interiors that might need to be fixed first.
besides that tho, the amount of stuff that is being developed now is crazy, which is why I could definitely see after two weeks, the amount of mods that will be doing this kind of stuff will shoot up, and making this kind of stuff will be way way easier
You could probably make it yourself if the concept garnered enough attention to get some assistance from others - just this mod has I think 3-5 people helping with it?
personally very excited for this hehe :P
mhm. I used to be very active in Minecraft modding and seeing stuff here made me nostalgic for the early days of that. Though it seems to be happening much faster here!
Yeah! I think it might be because of how popular Unity + C# is now compared to java whatever people coded on back then
Notepad and a spoon 😛
It's a combination of factors for me personally. Lethal Company is a simple game in concept and in execution, so it's easy to come up with cool ideas on the spot and to implement them. I think that the slight jankiness of the game both graphically and mechanically also helps for new modders to get into developing stuff, cause you don't need to be an expert 3D modeller or coder to actually add stuff to the game without it looking completely out of place
Lethal Company is one of those really comfy games for me, pure dopamine, time management and a good bit of situational thinking
mm for sure, I feel it was the same for MC. that was all developer assets and the game could be a bit broken. So it wouldnt matter if your mods were 😛
2.0.5 inc
just to note - load times will be a bit longer from now on, no more mega fast load times, but it's more in-line with how LC actually loads their levels
on my end load times are about 5-6 seconds
this isnt due to errors or bugs, though.
2.0.5 pushed!
What makes the load times longer?
(Will test once I get home)
(Or, what made the load times shorter before)
Just want to say, this is the only new moon ive included in my modpack so far, its being actively supported, much appreciated
Egypt uses quite a lot of MeshColliders, which provide accurate collisions based on the mesh but are relatively demanding. The longer load times are caused by all the initial physics calculations done at the start of the scene loading. The previous version of LLL turned them all off before creating the level and slowly turned them back on asynchronously to avoid the game having to wait for it to be done.
Now that LLL uses custom scenes for custom levels rather than putting a custom prefab in a vanilla scene, I can't access and modify the level at runtime before it loads. In the near future this will be a feature of my optional unity editor tool that will simply turn them all off right before assetbundle build so I can re-create the same effect 🙂
That is very very clever :P I see. But, LLL using a custom scene instead of a prefab on vanilla scene… do you know what that allows for/why it was necessary?
Solutions like these are what me love programming :P hehe
i could go on a long rant about the stupid differences but tldr it's like sneaking into area 51 vs. just getting an offical pass
I guess that makes sense. But I’m assuming zeekers doesn’t have this solution in place for his moons right?
the meshcollider stuff?
Yea, enabling the colliders one by one for efficiency reasons
yeah vanilla doesn't do this. vanilla levels are a lot more optimizised in this context so it's not as big of a problem
i've thought about trying to mess with that though
Ahh I see. Is optimizing moons like how zeekers did less plausible with custom ones?
possibly less juice to squeeze yeah
this is moons get Stuck on Waiting Of Crew.
already waiting over 1 min still not done Waiting of Crew
what other mods do you have?
1 min 20 second done Loading....
many ofc 🙂 69 mods
Well I think you should expect long loading times for a "potato pc" and lots of mods
lol mods no problem
this is moons problem
Orion normal, Infernis Normal, Ethers Normal, Atlas Abyss normal
everything is normal loading
only this is long
yeah but egypt is built different
save spot ( for sandworm ) + missing floor
and weird texture on sky
ok.... secret?
zzzzz i hate this terrain collider thing
and wtf i thought i deleted that
ill push a quick fix for that 1s
we're changing to a new style of loading with scenes and i dont think atlas abyss has shifted from prefab yet
oh this isnt the terrain its a corrutped collider on an old ProBuilder mesh
i can fix this
do you actually load in in the end?
pushing 2.0.6 now
2.0.7 mini-patch pushed, some tiny fixes
how does the scrap and difficulty compare to other moons? is it around offense and march?
more towards rend?
you can check the wiki for all the specifics,
its inbetween march and rend
with some variations
unless im blind i dont see the inetnal name listed on the wiki
for applying custom interiors
this is missing floor still not fixing.
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!```
I feel like one reason this planet is so laggy is because the land goes out SO far outside of accessible distance
It makes the mesh collider way larger than it needs to be, and has to calculate lighting all the way out there too
this works for more interiors config
hm
cuz im trying to make scoopy's spawn on egypt and atlas and its throwing me an error
are you putting a rarity
youd be surprised - vanilla moons have terrain going even further
Yea but nowhere near as far. I have looked, it took me a bit to reach the end in freecam
theres a plane in egypt but it doesnt have a collider
whereas the ones on march, experimentation do
they go way farther
also as a plane itd have a box collider not a mesh collider
so itd be low impact
I assumed it was apart of the map's terrain mesh my mistake.
@vale violet Just a heads up our group played and I found a couple things, first the inside spawn deviation must be bugged, we had all monsters spawn instantly, in total 3 coilheads, 2 hoarder bugs, 2 snare fleas, 1 bunker spider and the ambient wind howling seems to stay where the ship spawns at the start of landing
i actually discovered that as well when i played last night, we had a coilhead and a blob right at the entrance
im not actually sure if thats my fault or what
cause i havent touched the times at which they spawn
and could you clarify what you mean by the ambient wind?
oh is the audio 3d like if you move away from it it goes away?
Yeah on us we had it for SCP, which was pretty scary but sellbodies made it pretty profitable! And on my walk back the moon was dead silent, taking off as the ship got to the end I started hearing a wind sound that I think should be playing through the moon
Totally understandable, I like to report these sorts of things 🫡
wow this moon is cursed.. so cursed that I literally cant leave
Im trapped here forever
aaaaugggh
even in death the ship stays
(Im playing alone)
nope!
and only this moon
ok well i cant say only this moon since I didnt go to every moon
but all vanilla moons were fine
so was aquatis and orion
i didnt go to atlas abyss or secret labs
could you send the log?
i think it was flooded with some pathfinding or something with ai error
im getting it rn
although I have a mod that cleans up logs
so
idk if that will remove anything important
ah yeah it mightve
cause i cant see when you tried to take off or even when you landed
(I sent the wrong file)
My log with the same problem. Line 4162 is the error that occurred when I tried to leave the moon.
018d19eb-b9d0-0de8-8b0d-d22ed70119df
018d19eb-3fe5-eb97-0b8f-f1072eda4b11
tyty
mkay yeah ive recreated the error with a modlist that shares 41 mods between you two
found it
Its GeneralImprovements
disable it and you'll be fine
@astral belfry @split bridge
that mod literally fixes so many vanilla issues tho
do you know why its happening?
nooooo dude i cant get rid of generalimprovements 😭
the dev is super responsive on their github if you wanna bring up the issue to them
it might be an interaction between GI and LLL
the moon honestly is just using LLL for everything
otherwise its structured exactly like a LC moon is
so stuff that involves more complicated errors like that are related to LLL not the moon itself
I'll look into it later tonight
or rather i should say interactions with LLL
jump puzzle
hotfix? hotfix tonight king? hotfix when king?
chill :P let man cook
(ong wait can we please add a bot to the discord that replies to every rush comment with "let them cook")?
just gonna disable it for the time being
real
sorry i got distracted with decals
trying to figure out why quicksand isnt rendering on custom moons
HDRP is a pain in the ass
I'll push my fixes tomorrow but I'll be taking a short leave from EGypt as a comission I was working on just got pushed to high priority
please feel free to let me know about any bugs and I'll address major ones as soon as I possibly can
I also got stuck on the moon, ship didn't leave after pulling lever
its general improvements
space pharoah's curse
Is it possible to disable whatever is going on there in GI?
Batby said it would be looked into
hey guys - please dont DM me regarding conversions from LE to LLL the process isnt fully ready
there will be guides provided by batby when its prepared
in fact please dont DM me unless you have a very specific question regarding egypt - even so i’d rather keep questions here
this is my personal and business Discord account I have industry on here so I’d like to keep my DMs clean and I don’t want to have to turn my DMs off
KayNetsua regarding conversion from LE to LLL ^. NO DMs
don’t ping admins for that though
wait
moderators can pin messages as well, just sayin 
i'll kill you
Gotchu, apologies
sorry 
this mod broke me and my friends games lol. idk why.. we ended up removing it and we were fixed
is there any mods egypt is incompatible with?
define broke
do you have lethalLevelLoader, LethalExpansion and LethalExpansionCore?
we were lagging so bad two people crashed & we couldnt pick up or drop stuff
yep
most the mods i use require those, so
oh thanks for the pin :)
that sounds like older version behavior are you sure you were on the newest one?
it was a few days ago, if its been fixed by now then dw about it, but we were playing whatever latest version it was on i think tuesday?
it was either monday or tuesday
i just hadnt had time to message abt it so wanted to send a message once i saw this channel in the discord
hmm
that definitely sounds like a mod you have is conflicting with LLL in some way - the only known one is GeneralImprovements preventing users from leaving the moon
Is there a way to disable that in GI config?
its impossible to know all compatibilities when people have modlists of 100+ mods these days
not sure, youd have to ask that developer
Alright I will
They are. Batby said they were also gonna look into it at some point as well
but batby mentioned they were going to look into it - but im not familiar with what GI even changes, if theres some sort of change even as small as how the player controller interacts with the ship it might break things
iirc LLL tries to deal with things directly related to the vanilla scripts so if a mod fucks with those it can break stuff
thats just me speculating
Had the same problem loading a seed. Playing alone worked more than fine
I tried on Sunday I think
I wanted this to work because I use some new interior that have problems with LethalExpansion. In the future I'll try again and give some update.
I found a trello on the mod's wiki here: https://trello.com/b/UMBL8xqi/the-lost-civilization-project
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
seems like it's private though.
anyone know if thats intentional?

hmm
this is weird
because atlas abyss uses LLL
and I just left atlas abyss
Oh and it worked fine?
Im sure this has been asked plenty of times before, but i dont think you can search in specific threads 😦
What is the internal name of the Egypt moon? I want to apply a custom layout while yours is in development 😄
"Egypt" is internal name
EgyptSelectableLevel
I will try both of those, thanks 🙂
this i how i have it in my more interiors mod
i see
idk what mod started the whole "internal level names are [Name]Level and/or [Name]SelectableLevel" thing but its not true haha
ye wondered where that started
idk either, but some of the first modded moons to come out had their planet name as some random words
wym
i think two of the moons that lethal expansion added had the same planet name, but different object names
i suppose properly created moons have unique PlanetNames now
the only thing that i might be worried about is if they have special characters or something
It’s for sure either Scoopy’s mod or SCPFoundationDungeon that started that
Ill check it in a bit
Did you get this working? I've been trying to get scoopy's spawn on egypt as well and haven't been able to get it working
Nevermind, just had to capitalize the E in Egypt
I have trouble loading this moon with 6+ people. next i use it ill try to get the logs
GeneralImprovements dev confirms the incompatibility will be fixed in the next release
Testing out this moon and I pretty much immediately got softlocked by falling into the hole almost directly right of the front of where the ship lands
this hole specifically
it's to the front left of the first light you run into after leaving the ship
yeah i think i got stuck in that one too, just had to alt f4
should be fixed next patch
Another thing is that the lights might not be close enough/there might not be enough of them/there might need to be a rope connecting them, if the weather is duststorm it becomes very very difficult to navigate to the door if you're not familiar with the map, since you can't see the next light leading to the door even if you're standing right next to the previous one
compare to like Rend or Dine (forgot which it was, maybe both) where there are guide lights that lead to the door and there's a rope between them, and the lights are visible between each other even in inclement weather
yeah i havent figured out how the ropes work
thats planned though
just not high priority atm
Gotcha, just wanted to point it out since it's a beginner moon so I figure there should be some level of forgiveness for that
dustclouds shouldnt be an available weather type by default though
so tbh i shouldnt be designing for modded-in weather types anyway
Is that not a vanilla weather type? Do you know what adds it?
moons have weathers enabled by default per moon
and i dont have DustClouds available to be chosen
the selection of weather is Mild (none), Rainy, Stormy, Foggy, DustClouds, Flooded and Eclipsed
and DustClouds is afaik not even used on vanilla moons
These are what I most recently installed so it's probably from one of these, sorry to bother in that case
im not sure - but if you see DustClouds as weather type its not added by Egypt
Egypt does have decently thick fog, but its not as strong as Dine Rend or Titan
- sunset lighting
strictly speaking I'm not even sure if it was dustclouds but the visibility was very low and it didn't correspond to any other weather I've seen
So after taking a look I believe it was foggy, I got confused since the fog looks rather yellowish on this map
so my feedback above still applies, just for foggy I guess
(I also fell down another hole that probably should be instakilling me, I assume this is also fixed?)
OH
woops
thats a silly mistake by me
forgot to set the box collider to a trigger
When do you think you’ll be pushing out this update? Planning on playing with friends in like two hours or so and wondering if I should just disable the mod until this is fixed. No rush, if it’s not ready it’s all good
pushing now
Great, thanks!
Will it be at all possible to try and enhance performance? This specific moon causes some connection issues when loading up with 6+ users. its dropped a few people who couldn't handle the load
sadly dont have any logs to prove it
Uh, I need a bit more information than that - performance is a term related to stuff like a clients framerate, response time, etc
but if they're not loading in that's a whole different issue, and I'd need logs to see what's going on
else I've got nothing to work on
For all I know, there could be a mod that you have that's incompatible with LLL
¯_(ツ)_/¯
I can give you more information the next time i host lethal company and try the moon
We think it could be due to users tabbing out of Lethal Company, that seems to be a large factor to the client dropping
Any idea why loading the map can take such a long time? It takes 30+ seconds easily for it to finish loading, showing the seed the entire time.
depends on hardware - but its due to how many mesh colliders are present in the scene
im trying to cut them down as much as i can
or more likely its due to the high resolution of the mesh collider for the terrain
theres a strong chance in the future i will lower the heightmap resolution of the terrain
Not too much technical detail to add, but I notice this moon lags more than any other moon I've tested for me (not too terribly)
The lag is basically absent when looking mostly down
yeah, likely due to the terrain res being too high
From a first-timer's perspective (playing with some friends) fog is just not good right now, it's completely impossible to navigate to the entrance when the map is foggy during our first two rounds with it and we have no bearings whatsoever. At nighttime it becomes literally pitch black since there's pretty much no natural light at this point, which doesn't help matters
yeah it sucks we cant figure out how zeeks did their fog settings because HDRP scripts break on assetrip
ive been wondering if they have two different fogs for day/night
in any case I do hope you figure out that rope stuff and double check the light placement and all that like I left feedback for earlier because that'd definitely help with getting from the ship to the entrance in those conditions
the rope stuff i found is just a bezier curve with an animator
which... i could do
bezier curves are a nightmare to deal with though
so ill put that on low prio compared to fixing visibility and lowering terrain res
fair yeah
maybe a collision bug here
thank you discord for not embedding the mkv
try this
Is it possible to lower the occurances of fogginess? Not sure if we're getting unlucky but three out of four times it's been foggy, one time eclipsed
thats just bad rng
though itd be nice if we had weights for weather, i dont think thats part of how the game works
Gotcha, I don't have any experience with that so I'm just spitballing
testing lower terrain res & updated fog atm
item pod appears to either not spawn near enough to the ship to be heard or just doesn't spawn at all, ordered some stuff in orbit and never heard it come down
I have a clip if needed
I did end up getting the notification about it leaving without being opened
I didn't hear that on my end, I'll upload a clip momentarily
Uploading now, it's a big one so gonna be a sec
bug with the lake area that presumably already had water in it, while the weather is flooded
the double water thing i actually dont know how to address
@charred siren any ideas?
yeah thats odd - it should be audible from the ship for sure
the drop point is right there
but the music will be fixed next update
general improvements
idk if any of these were the reason
but the creator said the next update would fix incompatibility with egypt
and this is said update
DUB
turning that shit back on
fuck it was literally just uplaoded
imma test that this the moment it hits r2modman
yay update hit r2modman
testing now
LETS GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
it works :)
Still has major performance issues after the initial launch, even as a solo
Yeah performance issues will hopefully be solved soonish. Egypt is a very intensive map and the trick we used previously is harder to implement as of right now
The moon loads quickly for the first landing, but subsequent landings have a huge freeze period.
My first landing was a modded interior, second and third were vanilla, so I don't think it's a problem with interiors. This is a clip of my second landing showing the freeze, me messing around with items, and then going into a vanilla dungeon
Here's my full log for the session
Valafi is better at being thorough on the reports
I just throw shit in the pack, he suffers
Yeah to an extent its kind of a Unity issue? It’s very inconsistent
Very much heard though
gotcha, I'm just hoping that providing as much info as possible will help pinpoint the problem
(No, the terminal autofill does not cause us any noticable issues with the logs shitting themselves)
Hey guys,
I have weird mod conflict that I'm facing in my mod with this mod. I'm working on a mod that allows the player to buy laser pointer (to do some cool stuff). When the player comes to the dropship and he try to open the delivery - nothing happen (and error is occurring):
@vale violet
Mod: https://thunderstore.io/c/lethal-company/p/Anubis/LaserControl/ (Developing still on progress)
Laser pointer channel: https://discord.com/channels/1168655651455639582/1192080227241840640


