#Lethal Level Loader [Custom Content Loading API]

1 messages · Page 2 of 1

azure drum
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anyone has the list of all interior mods?

fallow fern
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There's also Welcome to Ooblterra in early beta, and Hadal Laboratories (an underwater tube interior) which has no downloadable mod

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EGypt, Scoopys, and MoreInteriors are all working on interiors that haven't released yet

zenith flax
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Supplies to dms soon i got yall

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@elder ether ye

elder ether
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swag

amber ferry
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yeah I tried getting it added to LE but it never did

old pebble
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Does / will LLL support custom scrap?

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And could it theoretically be used to replace the company moon

idle ravine
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LethalLib supports custom scrap and LLL extends LethalLib, so you can just use that

old pebble
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I too am awaiting to port my LE moon over, also planning a big big big thing that could use LLL, but I'm curious as to how much it can and can't do

zenith flax
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for the time being i'm holding off touching scrap so i don't step on LethalLib's toes too much, especially with how much I have on my plate already

old pebble
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yeah nw

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My friend and I are jumping in head first to completely change LethalCompany's setup and story while keeping base gameplay mechanics, which involves changing out the company moon and such

south hawk
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@zenith flax

zenith flax
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that is me

south hawk
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I have a problem, for some reason the translation from your core for maps does not pick up. It does not display at all. Everything is fine with Expansion, but something is wrong with you. We're trying to read the console, but we don't understand anything. Can you help me figure it out?

zenith flax
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I'd need more information

south hawk
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In short. The terminal does not show a list of cards with your core (with translation)

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I can give you a ready-made build - with your core and a few cards, you can come in and see

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018d43e2-1c3f-81f7-8c46-5d4c525af07d

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We really want to solve this problem, but we don't have enough knowledge

zenith flax
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Is the terminal showing any moon levels? Or only the vanilla basegame moon levels?

south hawk
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By the method of elimination, we realized that there was a conflict with your core. You can register cards in the terminal, but the terminal does not display them in the list itself

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Vanilla moons are displayed, but there is no moon with your core

zenith flax
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What custom moons are you expecting to show up in the Terminal that are not showing up?

south hawk
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Besides generation, if we are talking about moons

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I just think your core for moons is more stable than Expansion. Because it loads the system less and works more stably with moons. Therefore, I want to solve the problem - so that everyone can see your moons in our translation

true void
true void
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and dont have Lethal Expansion Core

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get Lethal Expansion Core

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Idk if that would fix this specific issue tho

south hawk
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?

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I say again, the moons are only with the LethalLevelLoader core

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Is that clear?

true void
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yeah

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I said if

south hawk
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I don't have Lethal Expansion enabled, I don't use it at all

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And the moon, but I don't use their core either

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Building mods with them is unstable

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@zenith flax Will you be able to figure out the problem? This is either something in our translation, or the core is thrown on top and does not display the levels, it is unclear...

zenith flax
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What language are you using in Lethal Company?

zenith flax
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Alright, Not too sure what would be doing this but I'll find time soon to give it a look for you and let you know. Apologies for the inconvenience

south hawk
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RTLC_Russian_Translation worked stably on version 1.2.4, but we changed the terminal translation algorithm there. If this information somehow helps in solving the problem, I will be only glad. But we want to keep updating, so we need to find a solution to the problem... @zenith flax

zenith flax
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Yeah I might be doing something that isn't considering how language translation mods change this, So after I do what I'm currently working on I'll see what I can do to make this work

hushed sky
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thats awesome there are mods like those very cool

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will also look at how it translates

idle ravine
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having a proper unified way to deal with different languages for all mods would be good but I dunno who wants to try and take that on

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like rn my SCP 914 only functions if the item names are in english since that's how it grabs the items and I dunno if there's a way that'd be better

amber ferry
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well the items are unity objects so you could just use the object name instead of the LC item name

vapid wave
zenith flax
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does it break

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@vapid wave remove gamblingmachine

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and see if it still happens

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that mod is doing something super gross

vapid wave
zenith flax
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@south hawk I think this should be fixed in the next LethalLevelLoader update

south hawk
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God this will be perfect

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Thank you in advance if this happens

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What was the problem?

zenith flax
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In the current version I was changing the text for that screen based on checking if it contained the text that is usually on it, So if a translation is changing that then the check failed

Even before you messaged me I changed this to a direct object check because string checks tend to fail for various reasons

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It might be a little bit after next update but in the future I'll also reach out to the author of that translation and let them know about any other text I add so it can be correctly translated 😄

south hawk
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@idle trellis if anything, here it is

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Ping

vapid wave
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#1193461151636398080 message second picture in on egypt

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also, this appear sometimes when scarlet mansion is the dungeon, this time on egypt, client game crashed in LAN testing when generating seed@zenith flax

vapid wave
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appear to be linked to HideManagerGameObject set on True on bepinex.cfg (when using CustomSounds), need more testing

zenith flax
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ok im doing the config stuff now

zenith flax
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whoever

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whats the rarity amount that messes it up

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how many digits makes it fail

zenith flax
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[Info   :LethalLevelLoader] String To List<StringWithRarity> Parser Log
Input String Is: (Titan:300,Secret Labs:200,Atlas Abyss:100, Egypt:30)
Parsed StringWithRarities;
String: Titan , Rarity: 300
Found Loaded ExtendedLevel: 8 Titan From Parsed String: Titan
String: SecretLabs , Rarity: 200
String: AtlasAbyss , Rarity: 100
String: Egypt , Rarity: 30
Found Loaded ExtendedLevel: 10 EGypt From Parsed String: Egypt
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we ballin'

jolly cargo
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oooo yummmu

jolly cargo
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so what is that for exactly?

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I'm guessing interior rarity? Just don't see which in the log

zenith flax
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@jolly cargo basically it converts the single string that users would use to put in their levelrarity config into the actual data we would use

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before
"Titan:300,Secret Labs:200,Atlas Abyss:100, Egypt:30"

after

String: Titan , Rarity: 300
String: SecretLabs , Rarity: 200
String: AtlasAbyss , Rarity: 100
String: Egypt , Rarity: 30
jolly cargo
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huh, so that can allow rarity pools for moons to be kept track of?

zenith flax
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it will allow at the very least for all devs to use the same function to convert this info to standerdize it and i can likely offer a config bool for devs and users to see what is and isnt being found

jolly cargo
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nice

zenith flax
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@jolly cargo do you know what the max rarity is that starts breaking for people

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i know scoopy and such tell people not to put too many 9's

jolly cargo
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Hm, total of the whole pool or just one interiors rarity?

zenith flax
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one interior

undone quail
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Hey is there some template or something for making levels I have a level I made for lethalexpansion and i want to port it to LLL but i have zero idea on how to, I downloaded Evasia's template but have zero clue on what to do with placing the ship and rocket since LE had its own stuff for that.

zenith flax
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Not yet, so sorry

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working on it!

undone quail
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I assumed so what's the current way of doing it if u dont mind me asking?

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I'm assuming its a bit complex right now

jolly cargo
# zenith flax one interior

I’m guessing 99999? I don’t know why would you want it any higher really, if you want it to be guaranteed make it 1 and make all the other interiors 0 for that moon

zenith flax
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it's not too bad if you have prior experience in unity and a little in c# but right now its just a little finnicky and such with setting up your project. LLL expects moons to be setup the exact same way so their can be some arbitrary nonsense you gotta deal with to some extent

undone quail
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I know a decent bit with unity and C# since i develop some stuff with it, I do see compared to LE from using UnityExplorer you make your own scene instead of a prefab maybe I could get away with replacing everything thats LethalSDK with their actual ingame variant since its just script importers mostly and following what you wrote on your wiki.

zenith flax
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Yeah the big TLDR if you kinda know your way around things is you would probably wanna get a clean fixed assetrip using #1199473521265475745, and use one of the vanilla scenes as a base

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i wouldnt replace LE components with the real counterparts directly because they tend to have abit more setup in usecase and values being set that you won't get

undone quail
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the annoying part is getting the damn scripts to compile so i can see the instance variables on stuff

zenith flax
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thats why you use the thing i linked

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😄

undone quail
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ahh

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okay

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I just use assetripper i thought that was what you linked me LMao

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didint realize it was a thread

zenith flax
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ahh

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nah this is a new thing

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you assetrip and then this cleans it up for you

undone quail
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oh shit

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cool

zenith flax
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yee

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in the future we wanna get the actual ripping in unity too

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to further reduce steps

undone quail
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I love when things get automated like that makes stuff so much less of a hassle

zenith flax
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frl

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its also one of the reasons documentation has been o nthe slight backburner

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because ideally its gonna get a lot simpler pretty soon

undone quail
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I'm a bit new to modding unity games so this is gonna be fun :)

calm eagle
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Moon-making felt so much better once I ported to LLL

zenith flax
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people are gonna be v. happy

jolly cargo
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yeah I'm probably going to see if I can make 1(one) room for fun at some point, college is now so im busy af

zenith flax
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its sooner than further

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@jolly cargo

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(very wip)

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@brittle gull @calm eagle @hasty gale @idle ravine @hexed mesa lemme know about any suggestions you’d want in something like this

You’ll also be getting a bool on ExtendedLevel and ExtendedDungeon to make your content not create an auto generated config in LLL incase you want to control all this yourselves, it’ll just put a note telling users about that.

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All the functions I use to parse the strings are also designed to be very modular and public so even if y’all want to handle things differently your free to use the built in helpers to standardise it all

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Right now i use const string seperate values to split data,

, = indexSeperator
: = keyPairValueSeperator

  • = vectorSeperator
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The Enemy string will add to the pool if it’s not already in the pool or if it is in the pool it will just update it’s rarity

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Oh also because it’s automatically generated the default values will actually be the current settings

jolly cargo
zenith flax
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yessir

jolly cargo
# zenith flax

Yum yum, I’m confused why the settings are different for them

zenith flax
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?

jolly cargo
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The two settings I see in vow aren’t in assurance

zenith flax
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vow is cutoff and the header for assurance is anchored to the top of the screen

jolly cargo
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All on assurance are the 4 enemy settings, the two I see in vow are price and fat speed

zenith flax
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because the screenshot is cut off

jolly cargo
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Ah I see, so how many settings for each moon?

zenith flax
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right now

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Anything I'm missing?

jolly cargo
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What about interior size? Like how experimentation had 1x scale and titan had 2.35x scale?

zenith flax
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ehhhhhh

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i'd prefer if that was just handled by the dungeons i think

jolly cargo
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So x dungeon on experimentation will have the same # of tiles as x dungeon on titan?

zenith flax
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that depends on the dungeon settings

calm eagle
jolly cargo
jolly cargo
zenith flax
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its not in the config yet but extendeddungeonflows in LLL have a way to add and scale dungeon size based on the level multiplier

jolly cargo
zenith flax
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No, any other config would override LLL because i do everything before everyone (i might actually do stuff after advanced company but we'll have to see about that)

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the bool would be so if the dev wants to do it in their own config, users aren't trying and failing to mess with the one in LLL

jolly cargo
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So by default is will use the other config unless you set the bool to override?

zenith flax
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nah prob the oppisite

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will autogenerate in LLL unless specified otherwise

jolly cargo
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By default

zenith flax
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by default it does not override

by default it will generate a functioning config for that content

jolly cargo
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So what happens if you have data in both?

zenith flax
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it will probably use the mod specific config

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so if a user doesn't know this, messes with the LLL one, sees it doesn't work they'll complain to me and the content author

jolly cargo
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Unless I specify to override which I can do.

zenith flax
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no

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users don't get that

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devs do

jolly cargo
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Hm ok

hexed mesa
jolly cargo
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I forget to ask how the time multiplier works, is the default value, 1x the 1ra=1.4igm?

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Sorry for inventing units, that’s real seconds and in game minutes

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Lethal utililities has the result value as 1.4 so 1 is 1-1 second in real life to in game minute

undone quail
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uhh how do i get Kittenji's Guid Patcher

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Don't know where to get it

teal tendon
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Can someone help me add scrap to a custom moon?

still urchinBOT
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Hello, @teal tendon, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.

jolly cargo
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Another question is how is the size setting going to work? Is it a multiplier or a tile count?

fallow fern
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The fog weather seems to have a bounding box on a lot of moons (this is Auralis), but I've noticed this issue in vanilla too

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Is this something that'd make sense to be resolved in the scope of LLL?

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I don't know a lot of the backend so I can't tell if this is very relevant or not at all

south hawk
fallow fern
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VoiceHUD, itll change color based on how loud you're being

fading wyvern
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fix

jolly cargo
calm eagle
fading wyvern
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its in the fog volume component

calm eagle
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Ohhh I think I know the setting you're talking about

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ty

jolly cargo
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Wouldn't it have to do with where you place the fog mesh?

fading wyvern
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its not a mesh its a bounding volume

undone quail
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do i need to set the Level ID to anything or will it set itself when it gets loaded

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just double checking

jolly cargo
fading wyvern
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this

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as opposed to a transform scale

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similar to how you would change the size of the bounding boxes of a box collider or decal projector

undone quail
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LLL is failing to create terminal nodes for my level [Error : Unity Log] ArgumentOutOfRangeException: StartIndex cannot be less than zero. Parameter name: startIndex Stack trace: System.String.Substring (System.Int32 startIndex, System.Int32 length) (at <787acc3c9a4c471ba7d971300105af24>:IL_0004) System.String.Substring (System.Int32 startIndex) (at <787acc3c9a4c471ba7d971300105af24>:IL_0008) LethalLevelLoader.Terminal_Patch.CreateLevelTerminalData (LethalLevelLoader.ExtendedLevel extendedLevel) (at <12a2a308e99b44eeb393e948533cc7c0>:IL_0203) LethalLevelLoader.ExtendedLevel.Initialize (ContentType newLevelType, SelectableLevel newSelectableLevel, System.Int32 newRoutePrice, System.Boolean generateTerminalAssets, UnityEngine.GameObject newLevelPrefab, System.String newSourceName) (at <12a2a308e99b44eeb393e948533cc7c0>:IL_009F) LethalLevelLoader.AssetBundleLoader.InitializeBundles () (at <12a2a308e99b44eeb393e948533cc7c0>:IL_0074) LethalLevelLoader.AssetBundleLoader.RoundManagerAwake_Postfix () (at <12a2a308e99b44eeb393e948533cc7c0>:IL_001F) (wrapper dynamic-method) RoundManager.DMD<RoundManager::Awake>(RoundManager) something is causing a AOORE and idk what.

undone quail
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bruh it was because of the damn description not following CONDITIONS and FAUNA

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i see that the version on github comments that code out

zenith flax
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@undone quail forgive me

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very aware how terrible that code is 😭

inland jungle
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Crossing my fingers and hoping advancements in LLL load-time and efficiency can still be made 😤

zenith flax
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very much so

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theres also a lot of stuff content creators might not know about optimisation that we can document

undone quail
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well now i'm stuck with this error whenever i try to route to my level [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::ArriveAtLevel>(StartOfRound) StartOfRound+<TravelToLevelEffects>d__299.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_00F3) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026) I don't even know how im gonna debug this

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dont know whats missing a reference

zenith flax
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your planet prefab

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either missing the prefab, the reference to it in your selectablelevel, or missing an animator that uses the correct animationclip

undone quail
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What exactly is supposed to have an animator?

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the planet prefab?

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oh i see

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missing the gasgiant animator thing

zenith flax
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yeee

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it barely does anything for the vanilla since you can't see them but if you don't have it the game tries to reference the animator and fails

undone quail
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it worked fine without it with LE but im assuming they just added it on if it was missing or something

zenith flax
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I don't really

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difference in implementation goals

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the notable things I do to your level in terms of directly modifying it is

terminal related assets (unless you load your content in via dll and request i don't do that)
changing your level id

that might be it?

undone quail
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its working now its just goofy stuff like a single audio source playing multiple times (i dont even know) i was guessing maybe some kind of reverb from something

zenith flax
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yeahh thats my bad, fixed in upcoming version sorry

undone quail
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oh is that from ur thing?

zenith flax
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i really need to do a devlog type update but i hate writing to that degree, basicially last week or so i've more or less rebuilt LLL + all the highly requested features now that i've had a few weeks of realtime testing from both devs and users

zenith flax
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Not to overhype it because I'm sure it will still have issues I need to adress but next update is a lot closer to a "1.0" release if you consider the current versions a beta

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Apologies for the inconveniences and good job on getting your stuff working without documentation

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can be very finnicky as im sure you know 😄

strong olive
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Is LethalQuantities still incompatible with LLL?

zenith flax
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Yes, So sorry! It's being worked on as we speak

strong olive
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No need to be sorry haha. Way things work. Thanks for confirming!

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Is there any editor that has known compatibility with LLL?

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Just trying to make the doggone shy guy have an increased spawn rate on SCP Dungeon crylaugh

zenith flax
#
## Add To Or Override The Inside Enemy Spawn Pool.
# Setting type: String
# Default value: Centipede:51Bunker Spider:58Hoarding bug:28Flowerman:13Crawler:16Blob:31Girl:1Puffer:28Nutcracker:1
Inside Enemies Overrides List = Centipede:51Bunker Spider:58Hoarding bug:28Flowerman:13Crawler:16Blob:31Girl:1Puffer:28Nutcracker:1

## Add To Or Override The Outside, Daytime Enemy Spawn Pool.
# Setting type: String
# Default value: Red Locust Bees:22Manticoil:74Docile Locust Bees:52
Outside Daytime Enemies Overrides List = Red Locust Bees:22Manticoil:74Docile Locust Bees:52

## Add To Or Override The Outside, Nighttime Enemy Spawn Pool.
# Setting type: String
# Default value: MouthDog:75ForestGiant:0Earth Leviathan:56
Outside Nighttime Enemeis Overrides List = MouthDog:75ForestGiant:0Earth Leviathan:56

when changing things like the Enemies or Scrap in a level, the default values will be set to what the level currently has those things set to, so you can use them as reference to see what their currently set to and how the string needs to be formatted!

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i forgot the commas

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oop

zenith flax
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Slowly cooking

strange trail
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I find it funny how its you as the API's author doing the configs for mods using your library

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at least in the ror2 modding community, whenever someone makes an API and people rely on it, the API author doesnt really give a shit so doing configs is entirely up to the user of the API

zenith flax
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@strange trail I don't give a shit haha, But the people using LLL and the mods made with it do

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when 5 different dungeon mods do the same kinda config with their all different parsing functions and etc. it's a lot less hassle to standardize it for people

strange trail
south hawk
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Is there any information regarding the display of moons in our translation? @zenith flax

inner zinc
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Wich mod do i Need to install to sort the moons on the terminal?

ashen arrow
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im using lethalexpansion

undone quail
# ashen arrow im using lethalexpansion

if your using LE you dont need a scene also you can't have a scene with other objects it has to be seperate bundle (ex: egypt.lethalbundle, egyptscene.lethalbundle)

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which is just a unity thing idk why its like that

ashen arrow
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thanks, i was using assets from unity asset store and it had scenes in it to showcase the models, after deleting it works perfectly!!

undone quail
fallow fern
zenith flax
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Update this week 100%

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Then way faster updates after this

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I got y’all.

slim wind
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you're the goat 💖

jolly cargo
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Will the interior multiplier be of the 1x tiles of your interior or will it be by tile count?

regal shadow
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YAYYYYYY

full harbor
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Can you actually delay the update so that it's closer to my birthday (July)

zenith flax
jolly cargo
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uh I'm not ratting anyone out 🙌

zenith flax
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do you want your question answered

jolly cargo
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I don't get why you are asking about it?

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I think maybe scoopy and major?

zenith flax
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I'm asking because afaik "controlling the tile amount" isn't really a thing like that

last niche
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hypothetically, how difficult would it be to create a custom interior if the only knowledge I have is modelling and getting stuff in a bundle?

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my issue would be my limited knowledge on unity and the game's systems i think.

fading wyvern
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this is how the DunGen part works without the LC integration

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if you can understand this part pretty well then you'll fare well i think

idle ravine
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there's also a lot of lethal company specific quirks for setting up rooms but it's more tedious than difficult

last niche
hexed mesa
idle ravine
zenith flax
last niche
slim wind
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Hi, is there a way to get dungeon type (name) through game's code/DunGen/LLL?

zenith flax
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What are you trying to do?

slim wind
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I'm trying to display interior's type (facility/mansion/other) in Discord status

zenith flax
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ah

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i hate saying this

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but next LLL update.... 😭

slim wind
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👀

zenith flax
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i have dungeonDisplayName in the extendeddungeonflow class

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with the vanilla ones having a presentable name (Facility, Haunted Mansion)

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i needed it for the simulate keyword in the terminal

slim wind
slim wind
zenith flax
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i didn't want to directly change the name of the basegame dungeonflow files because i was hesitant to change basegame content like that

slim wind
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i could just get DungeonFlow[]'s index, but i reckon it's updated dynamically every time game starts

zenith flax
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naurr i dont even add to the basegame array in 1.0.7 (likely to change)

slim wind
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okay, that's good to know

zenith flax
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Ideally your mod wouldn't have to use LLL as a dependency but i think without it you might not get the more cleaned up names custom dungeons might give out

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we'll see though

slim wind
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sure, thanks for responding

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keep up the good work 😇

zenith flax
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I'm open to suggestions if any come up 👍

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Best case is prob gonna be using DungeonFlow.name by default then using ExtendedDungeonFlow.dungeonDisplayName if LLL is loaded

frosty meteor
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Pray for update

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🙏

unborn cairn
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I want to make a pizzeria interior to go with a custom fnaf moon I’m making, would it be easy to switch the moon to LLL or should I just make the interior separately?

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also speaking of where’s a good place to start figuring out how to actually do it lol

south hawk
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And if there is generation and inside your own loot and music and so on

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Then Expension Core

idle ravine
zenith flax
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@idle ravine @hasty gale @hushed sky @hexed mesa pitch me on ideas on ways you would wanna control lighting better in your dungeon

Rn initial idea is just to have a global indirect light at 0 brightness by default that turns on when you enter the dungeon/ turns off when you leave so you could adjust the global brightness abit

hushed sky
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that would be great having light control i know the way the y do it for the ghost girl is it activates a flicker animation in the light animators

unborn cairn
idle ravine
undone quail
unborn cairn
zenith flax
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ok @fading wyvern story logs should be supported in upcoming version

old pebble
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Hi I have LLL installed and LEcore, I cannot see any moons that use LEcore, is this common?

zenith flax
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First time i've heard of it, Happy to see a log might might not be on my end of things

old pebble
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*cannot see moons in the terminal

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I see the vanilla and LLL ones just fine

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hm, seems to just be an issue I'm having with LEcore, LLL is working as expected

zenith flax
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Upcoming LLL Update Progress
Fixes: 9x Completed, 3x Todo High Priority, 6x Todo
Features: 16x Completed, 3x Todo High Priority, 5x Todo

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there might be some more fixes i forgot to track

calm eagle
fallow fern
#

Would it be possible to make a mod that disables moons randomly per day / quota?

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With LLL specifically, but also hopefully generalizing to all moons including LECore

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Having a different selection each time would make it easier to choose / less overwhelming for large moon packs

frosty meteor
#

That could actually be something really fun, having like 4 or 5 moons to land only (of course if you are in a moon already you could just land again)

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Because I have downloaded every LLL moon already, but after the update it will probably jump a lot of moons possible for my ModPack which can make hard to choose to keep consistent. But if some moons could be disable for landing like "unable to land" would make having more moons essencial.

sour spindle
#

I think a cool feature could probably be made into another mod is to have moons be based on a web of nodes instead of a list

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having to go through moons to get to other moons

fallow fern
#

I would absolutely love to have this made

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IAmBatby responded that they may end up making it so we'll see

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But I think either randomizing available moons or making a solar system style mod is something that's sorely needed right now, we have enough moons that even high quality modpacks can have too many to choose from

zenith flax
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@spare pecan is cooking yeah

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no promises but i wouldn't mind giving that a day or two of timebudget

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in the near future

spare pecan
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yay yeee

zenith flax
#

i actually made this for a project i was working on last year.... wonder if the code could be re-used 😉

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(the map made a dynamic web of routes based on the levels given difficulty and amount available)

spare pecan
#

Oo dam that's awesome !

spare pecan
unborn cairn
#

I’m hoping that documentation and guides are finished soon tho cus I’m clueless with how any of it works 😭

fading wyvern
#

alot of big developments are being made with like in-editor stuff so hopefully when all thats clean yea :D

unborn cairn
fallow fern
unborn cairn
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I think I like that a lot more

zenith flax
#

LLL New Version Bug Fixes:
Complete: 17, High Priority: 0, Normal Priority: 3

LLL New Version Features:
Complete: 16, High Priority: 4, Normal Priority: 5, Future Updates: 5

wanton oasis
#

BATBY BLESS 🙏

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Please tell me there will be docs alongside the update

zenith flax
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dungeon creators will rejoice

unborn cairn
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We making it out of the facility with this one 🙏🔥💯

hushed sky
#

awesome

zenith flax
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very juicy

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oh ill add playercontroller to the player ones too

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ok ill be a psycho and add the entrance teleport too

zenith flax
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i could see people doing really cool stuff with this one

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@noble wharf take a gander

noble wharf
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oh shit that's handy

zenith flax
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rightt

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gonna do some for levels too

hushed sky
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Oh Awesome nice work

calm eagle
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I have very little idea what all of this means, but I'm excited regardless!

zenith flax
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eg. if you want something to happen when the lights toggle off or on

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or if someone enters the dungeon

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etc.

calm eagle
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Ohhhh sick

unborn cairn
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that's awesome

idle ravine
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Might make it easier

iron quiver
#

Is making a custom moon with this API hard without the wiki (since it's empty rn) for someone new to modding Lethal?

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Or I should like learn LethalExpansion and come back here

potent pivot
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Is there supposed to be a config file for this mod?

old pebble
#

LE wasn't super hard to learn aside from its lack of documentation thanks to prefabs being setup for nearly everything, just took a lot of poking around

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kinda wild learning how to mod an already existing game, i work on games for a living and while i understand how to use unity at work for stuff, its way different modding just due to the amount of unknowns ig

fading wyvern
fading wyvern
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but fwiw I believe batby is trying to work on making that an easier process than what I went through

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you can definitely work through LE to get a feel for how moons work though

unborn cairn
#

I’m just waiting and hoping this gets documentation and shit cus dungeons is the next thing I want to try my hand in modding

jolly cargo
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Was the config removed or is the mod not loading for me correctly?

idle ravine
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I don't think the config is in yet

jolly cargo
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ok so I'm just tripping

zenith flax
hexed mesa
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unreal

soft violet
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lets gooo

idle ravine
zenith flax
#

due to a harmony limitation i actually need to work on it more because i gotta learn how to do transpilers now...

frosty meteor
#

Update this week right 😉

amber ferry
#

Update this year right 😉

hexed mesa
calm eagle
#

Batby desires only struggles

hexed mesa
#

I think they already struggle enough, well we all do

crude venture
#

I've been considering trying my hands on custom dungeons..
Any good tips on what to get started with?
Fetched this https://github.com/EvaisaDev/LethalCompanyUnityTemplate and followed the steps there.. I imagine that's the baseline .. But is there any hints from going from there to making something that'd work? I assume it should be compatible with this API?

Does anyone happen to have a basic setup laying about?
I found a repo that had "SCPCB_DunGen_LC", tho it seems a lot of the references have broken in it, and I'm not sure if it is even for LLL in the first place :p

hushed sky
# crude venture I've been considering trying my hands on custom dungeons.. Any good tips on wha...

Getting the lethal company unity template
https://github.com/EvaisaDev/LethalCompanyUnityTemplate

You will need the DunGen tool
And scripts from LC to make a randomized dungeon using asset ripper
https://discord.com/channels/1168655651455639582/1199473521265475745

You will need to get the DunGen too either from game or buying it
https://discord.com/channels/1168655651455639582/1184559617288708116
https://assetstore.unity.com/packages/tools/utilities/dungen-15682
and then create DunGen that you are making

Asset Bundle them using either the one in unity or preferred (asset bundle browser) tool

Then write plugin for mod using the Lethal Company template
https://github.com/LethalCompany/LethalCompanyTemplate
Looking at how other Dungeon Modder source can help little also
The git hubs they post are helpful too
It should work with all that

if you are adding items and things that need sync you need to setup
A netcode patcher to allow for
Clients to get the item information
https://github.com/EvaisaDev/UnityNetcodePatcher
https://youtu.be/yUBDg5bXtts?si=cvD-Kttx2j3jS2wg

GitHub

Unity project template for Lethal Company modding. Contribute to EvaisaDev/LethalCompanyUnityTemplate development by creating an account on GitHub.

Use the DunGen from Aegon Games Ltd on your next project. Find this utility tool & more on the Unity Asset Store.

GitHub

A template for a BepInEx 5 Plugin, using the correct .csproj configuration for Lethal Company modding - GitHub - LethalCompany/LethalCompanyTemplate: A template for a BepInEx 5 Plugin, using the co...

GitHub

An assembly patcher which replicates the ILPostProcessing step unity does in order to make NetworkBehaviours work - GitHub - EvaisaDev/UnityNetcodePatcher: An assembly patcher which replicates the ...

YouTube makes you upload photo ID before you can post links in descriptions so until they approve mine:

Netcode Patcher github: EvaisaDev - UnityNetcodePatcher
for my github just google: Malcolm-Q github (the repos will be pinned)

Chapters:
0:00 What and Why
1:35 Thinking with Netcode
4:20 Asset Bundle
6:05 Creating the Project
7:02 Setup Over...

▶ Play video
hexed mesa
# zenith flax Mhm?

its a set of transpilier utility functions that makes it, imo, easy to set up the injections

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perhaps you already have some nice similiar functions, but since it sounds like you just started with transpiliers, i assume you dont?

zenith flax
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I’ve yet to use them at all so far. In this context I just need to remove a line of code and add one in it’s place

hexed mesa
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you setup the sequence of instructions that's your injection, you inject, and you receive a report if it finished/failed/found duplicates

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it's beautifully simple, that's to say if you think its necessary

zenith flax
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i had to in order to remember all the features i promise LMAO

hollow knoll
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I always hyperfocus on using it for teams

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I should just use it for myself to keep track of what I’ve worked on

carmine sable
#

Heya, a friend and I are trying to make a moon (using ethalexpansion)
could anyone point us as to how we can start converting the assets in there to a new project built for LLL?
I'm new to the modding scene so I don't really know how to change it so it would work with LLL

zenith flax
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Not yet unfortunately

carmine sable
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We can start from scratch if absolutely necessary, we just need a place to start

iron quiver
fallow fern
#

OutPeak 31

old pebble
#

Thank you for the kind words!

crude venture
potent pivot
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There's an issue where custom moons that doesn't use LLL just won't show up in game

zenith flax
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So friends

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good news and bad news

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the good news is there are no longer any high priority tasks to be done for the upcoming LLL update

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the bad news is its currently 7pm and tomorrow is my one day off a week!

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So while it probably will not be releasing in the next 24 hours, I'd be pretty confident in saying it will be releasing in the next 48 hours

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This update contains atleast 22 new features and 20 notable bug fixes

potent pivot
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👍 all good, take the time you need

zenith flax
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Oh also changing where the ship lands and multiple dungeons per planet (eg backrooms) won’t be too far away. Initial tests worked well

lone glacier
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any idea when the documentation for custom dungeon loading is coming?

zenith flax
#

After this update documentation and unity workflow are the priority

carmine sable
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Can't wait to see where it goes

hexed gyro
zenith flax
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Any notable steps you’d have to follow would be a result of using Nomnom’s tool (Which probably won’t be many in the first place)

hexed gyro
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Sick

zenith flax
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Im very excited to work on validation tools which is very nerdy of me

hexed gyro
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Yeah that is very nerdy lmao

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tools such as?

zenith flax
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You can run it as a tool at the top and it’ll detect any arbitrary issues in your content

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eg. x thing is not tagged correctly, x thing has a null reference in its list etc

hexed gyro
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Oh nice, that'll definitely come in handy

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We love guardrails lol

unborn cairn
#

It Would probably be a good idea to start making custom interior rooms before documentation is added right

hexed gyro
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That's what I'm doing. Don't need the docs to make most of the visuals, just need the DunGen scripts. I'm trying to at least get a working dungeon generating before the docs come out so that I can quickly hook it all up to LC, rather than starting development when the docs release

nimble umbra
#

Actually
Does LLL works like LethalSDK?
I mean, you download it, make your map with it in unity and then just exporting is different or what?

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I can't visualize LLL

forest mountain
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Would using LethalExpansionCore avoid the incompatibility with LethalExpansion?

hexed gyro
# nimble umbra Actually Does LLL works like LethalSDK? I mean, you download it, make your map ...

LLL is more of an API to load your maps into the game, where LethalSDK was a "no code, do it all in Unity" option. It's main drawback was that it needed LE to load the maps, which is bloated (LECore fixed it mostly, but it's still a messy way to develop your map). I believe LethalSDK also doesn't allow custom scripts, so you're stuck with only vanilla functionalities (though maybe that's changed, idk. Last I heard SDK was about to be discontinued due to Holographic wanting to make his own game)

nimble umbra
#

Damn.

nimble umbra
crystal edge
# nimble umbra Then how do I make maps in LLL?

There's documentation incoming following the next update (which should be very soon btw). In the meantime you can start modelling your assets and the like since LLL is not for map making in the editor sense. Someone correct me if I'm wrong.

fallow fern
#

Whenever we get the terminal sorting update, it would be awesome to have a config for the moon's default sort. Having a bunch of modded moons with no clear sort to them right now is a bit weird, so being able to have it default to price or difficulty (even if it doesn't show on the terminal) would help a lot

hexed gyro
nimble umbra
#

Damn

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But how do I set ship pos etc

idle ravine
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Ship position stuff is fixed based on map right now iirc but the next update is fixing that I think

hexed gyro
# nimble umbra Damn

I believe LLL will shine brightest once Nomnom's tool is ready (it's a tool that rips assets and gets the game fully playable/usable within Unity, along with support for BepInEx plugins in-engine)

fading wyvern
#

there's alot of big developments being made by various people so once they all come together we can get some good documentation going

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otherwise you can just make stuff in LE and just prepare for an LLL conversion

zenith flax
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Wish me luck in the patchnotes writing

fading wyvern
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oh god i write my patchnotes as i make changes MONKAS

zenith flax
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Almost every other update had like 5-9 changes. This has 50+

zenith flax
hexed gyro
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I love writing patchnotes tbh

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Idk why, just nerd things ig

zenith flax
#

@idle ravine @hasty gale @hexed mesa question for some of the dungeoneers right now.

upcoming LLL version as async bundle loading, a ui text that tells the player how thats going and a lock on the select lan or online buttons until their all done.
wouldnt be this version but how would you guys feel if I asked for you guys not to load your bundles in plugin.awake, but instead send the file to LLL to open it async and give you guys a callback w/ the loaded assetbundle once its done loading

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ideally you could control if that bundle is finished "loading" or not yourselves to, if you want to prevent the game from continuing to networkstart/main menu while you do stuff between getting the bundle back

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that way all lll relevant bundles would be standerdized and asynced'

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eg. the text rn

idle ravine
zenith flax
idle ravine
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So it's like a load function sent to each mod with the bundle ref, that can have variable run time and is up to the mod to set everything it needs up, then once all mods have returned it unlocks?

zenith flax
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it's technically how my system above already works

idle ravine
#

Seems pretty solid though I'm curious how lethal lib would handle Async adds to lists

zenith flax
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rn i have a string list of bundle names that gets added before i start loading and removed when the async loading function is finished

idle ravine
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So the functions within the mod code would be Async run too if I'm understanding right?

zenith flax
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If you needed it to yeah, but if you don't need to control when the bundle is finished loading you could just do stuff on the same frame you get the loaded bundle callback and it would be fine

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if that makes sense

idle ravine
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Ahk, is it like some message or something sent from the mod code to indicate completion?

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Like SCP dungeon does searching and loading of matching json files which could take time so it'd be good to have in Async but I imagine other mods don't need that

zenith flax
carmine sable
idle ravine
zenith flax
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yeah, i'd def have to look into it

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there would be a way to do stuff async and non async

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(eg. during the async loading process and after its finished)

hexed gyro
zenith flax
hexed gyro
#

nice (still not using it lol)

carmine sable
#

Still is an absolute mess to get scripts in, far from an optimal solution

hexed gyro
#

LL + LLL to the moon 🌙

idle ravine
#

Imo it's probably better that lsdk is purely code -free easy modding for people who want to just put in some funny scrap objects with no special behaviour and leaving lethal lib to handle the complex cases

carmine sable
hexed gyro
#

I'm all for a no-code option, but not a fan of one that breaks so many other mods due to bloat. Shouldnt have to rely on a 2nd mod to patch the bloat out, its just messy

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I'm too OCD for that

carmine sable
#

I'm still just looking forward to start working on moons using LLL

idle ravine
#

Yeah that's my biggest issue with LE, wish it followed the path that LECore followed and had all the optional stuff pushed to a seperate module

patent schooner
#

#1197097005609123880 message - Chaining into here to question: R2/Thunderstore marks things with Dependencies and Dependants. Is there any way to mark your mod as a "Confliction" or "Conflict" to Lethal Expansion?... Or have some big error message display as flashy as some mod's loading text in the debug console that warns (only after detecting Lethal Expansion was loaded - planted at the very end of the debug log before the player can click "online" or reach the main menu): "Hey - Uninstall Lethal Expansion and put in Lethal Expansion Core to fix a myriad of issues for loading moons or interiors". ... I'd input images of examples of how 'flashy' certain mods load up in the console - but I don't have any installed to show that.

#

I think I'm about to go into double digits of how many people's packs I've solved just pointing out the removal of LE and shoving in of LEC to fix it.

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'n if you don't wanna do the ascii art of "Hey remove this" - I'll do that if ye want. 👀 ... I could try to make it look cool

idle ravine
patent schooner
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That's why I want LLL to do the checking . ,.

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afaik it seems to be the only darn thing bricking packs with LLL - so if some big ascii art text in error logs appears with the solution, it'll probably save countless minutes/hours and headaches

zenith flax
#

whats the issues that happen btw

patent schooner
#

well the last one I helped had indefinite loading

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click dat message link and scroll up a tiny bit- but that's just 1/10+ or so that i've helped with just tellin' em to nuke LE

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If ye can somehow incorporate checking for a specific mod to have been loaded, differentiating between LE and LEC, 'n do some fancy ascii "look at me - I'm important" error art - it'd be fine o, o... also I guess put in that error art to remind them that even if R2/Thunderstore tells them it's a bad thing - it isn't.

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Sorta wish we could tell R2 "Hey, LEC = LE"

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so it doesn't put all these darn warning symbols as if things are broken-

#

Apologies for just statin' dis - but after all these darn repeated stuff, I'm only stating what I think is the best solution... well... ... now that I've typed this- there is one better solution but it requires the work of numerous other people instead of just one dev

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It'd be to just have all the mods that use LE as the dependency and just change it to LEC

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'n that'd silence the issues for good o- o'... till they migrate

hexed mesa
zenith flax
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Fun IL stuff is breaking the new LLL stuff

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wooo

idle ravine
#

Random idea that might be nice for a possible future update since you're diving into IL code: fix the item spawn point code to actually compare the string instead of the data type, so item spawn points don't need to be patched, and maybe some fail safes if item spawn points aren't found to generate different scrap

zenith flax
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i think in an ideal world me/you/i dont even know would start making like an open source collection of helper scripts/features for custom dungeons and levels

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and instead of modifying itemgroups specificially you could have a script that has a list of itemgroup names and on awake it does some stuff

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idk

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hesitant to outright change the way that works on first thought but will think about it

idle ravine
#

fair, I just recommend it like that since the way the game does scrap spawning is kinda ass and possibly even accidentally broken

zenith flax
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yeah its absolutely not great

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i just wanna make sure i make the cleanest slice to get the most meat yknow

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@idle ravine it's not the most ideal for dungeon dev workflow but the least invasive fix i can think of without modifying the basegame too much and still using the same component would be a thing where if you have multiple RandomScrapSpawns on a single object, if 1 gets set to spawnUsed all of them on that object do

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so you could have multiple on the same object and it kinda randomly selects one?

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idk about the specifics yet

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ideally ItemGroup would be List<ItemGroups> if zeekers changed it

idle ravine
#

My main gripe with the base game is the direct object hash comparison instead of the string (i'm pretty sure zeekers meant to compare strings since I think it's completely unused right now?), and that if the game fails to spawn a specific scrap it still knocks it off the total meaning if you mess something up or a dungeon is missing an item group spawn point for a custom moon it'll mess with the scrap spawn count

zenith flax
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heard chef

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ok so including indivdual features (eg. each config etc.)

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this LLL update has atleast 104 changes/fixes

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So on average thats 5.2 features or changes a day since 1.0.7 which is pretty solid actually

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forthcoming updates will be far smaller and faster

unborn cairn
#

aint no way waterfallsob

#

you carrying the mod scene too hard man your back gotta be hurting

hollow knoll
#

I’m not the target crowd tho

sullen coral
#

Very excited, as a player, pack maker, and modder, cannot wait for moon sorting and whatnot especially

fallow fern
#

Same

#

I'm hoping the moons sort has a config for which sort is default, that'd help a lot for modpacks

sullen coral
#

Batby has already said you can use config to change the default sort order

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Idk how robust that will be but we'll see

zenith flax
full harbor
#

"Acceptable Values: ... All"

RAAAAAAAAAAAAAAA

fallow fern
#

TravelledThisQuota and TravelledThisRun are interesting

#

does that mean you can only see moons you have travelled to, or haven't?

nimble umbra
#

Can't wait for it to be finished so the whole guide for making moons can be done

zenith flax
#

filters are named on the implication that they remove

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if that makes sense

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eg. price removes moons you cant afford

fallow fern
#

Ohhh

#

that does make sense

#

I'm assuming this is visual only and you could still select the moon by typing its name?

zenith flax
#

modders can access these reports for various gameplay reasons

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eg. i might make a super quick mod that instead removes route access to any moon everyone dies on for the entire session, and remove moons you travel to until the next quota rolls over

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to make the game have a stronger fail state

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another idea i wanted to play with is slowly scaling up dungeon rarity for dungeons that haven't been selected in x amount of days to naturally increase diversity

zenith flax
#

preview, sort and filter are visual only and are actually client side because i just figure who would want them synced

fallow fern
#

Right

fallow fern
#

(or a single master mod with a bunch of configs)

#

Scaling dungeon rarity would help with making the randomness feel a bit more balanced

slim wind
zenith flax
#

includes stuff like weather too

#

i gotta add more to it down the road

fading wyvern
#

batby truly the goat

umbral vapor
hushed sky
#

oh very nice looking forward to it

fallow fern
# zenith flax

If I make my addon modpack have a moons list that's price filtered by default, will it be obvious to players who use it in their pack that the list is filtered, rather than just most the moons are missing?

#

I really want to avoid the situation where some people think the pack is broken and uninstall it or something

zenith flax
#

it says the setting

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dw

fallow fern
#

Alright, nice. Great to hear

jolly cargo
#

With the custom moon list are you able to remove the spaces?

zenith flax
#

oh

#

config option later

jolly cargo
#

Thank you www

strange trail
#

dont mean to rush things, but LLL moons literally not supporting any modded scrap regardless of them being lethallib or LECore is kinda wacky, no incentive to go to like atlas abyss or egypt when I know theres significantly less scrap found there (at least in terms of value)

unborn cairn
#

i mean if you want to take the game seriously i'd suggest just playing base game

zenith flax
#

cuz like i know More Interiors and Scarlet Devil Mansion have custom scrap via lethallib

strange trail
#

idk I went down to atlas abyss and only found vanilla scrap

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even though I have like 20 scrap mods installed

#

same for Secret Labs

zenith flax
#

heard. if its still a problem after this update let me know

strange trail
#

sure 👀

zenith flax
#

the changelog length for this update

zenith flax
#

Probably releasing tomorrow morning (AEDT) so I have a whole day to put out any possible fires. 9th-12th I’ll be gone so hopefully won’t be too bad until I return

slim wind
#

cannot wait

idle ravine
trail harbor
sullen coral
iron quiver
hushed sky
#

Oh awesome can't wait to see what new update adds

#

@zenith flax @idle ravine yeah I am wondering about that too
will this need to be a new update for interiors? and changes to how interiors are structured? I think the only stuff is grabbed in mine.
is just the flow Info and the tiles to get all the SpawnedSyncedObjects register thru yours when it Detects them
And also the dynamic FIre Exits.
I don't mind changing stuff just wouldn't want it to break on update.
HYPERS 🙂👍

frosty meteor
#

I don't know what makes me more excited for:
v50 or LLL update Pinged

calm eagle
#

LLL update for sure

zenith flax
#

You’ll wanna fill in the dungeondisplayname string and swap to a different function to register at some point but optional

calm eagle
#

Batby lives \[T]/

idle ravine
#

Will switch it over when it's released and I'm home

zenith flax
#

nnaurrr just moved it to a more "frontend" feeling class

#

autoconfig stuff will be on by default

idle ravine
zenith flax
idle ravine
#

Ah so there's like a bool override in LLL that lets you overwrite the settings the mod sets?

zenith flax
#

per level/dungeon yeah

jolly cargo
#

(est)

#

wait I have no internet how am I here

#

ok nvm its just spotify that won't let me go online for whatever reason, the other stuff works now, its been down for a few hours

jolly cargo
#

How are the enemy overrides going to work?

#

Like does it set rarities or is it just a blacklist/whitelist?

#

Could I set a moon to have all interior enemies and leave the outdoor as is?

zenith flax
#

wish me luck

#

It's very possible theres some fires I missed due to the abundance of different mods being used, levels, etc. etc. so I apologise in advance for any of them. let me know and i'll try to put them out asap.

#

@sullen coral have fun

idle ravine
#

Surprised it isn't a 2.0.0

zenith flax
#

considered it

idle ravine
#

Given the quantity seemed like a major milestone

zenith flax
#

@south hawk please let me know if this fixes the issues you were having

unborn cairn
#

He made the icon golden too damn

#

special occasion

jolly cargo
#

oh no I am already softlocked in the terminal

tall kindle
#

Yeah someone else in #modding-general mentioned a terminal bug

zenith flax
#

log and modlists please

jolly cargo
limpid marlin
jolly cargo
# zenith flax log and modlists please

BepInExPack v5.4.2100 by BepInEx

LC_API v3.4.5 by 2018

Skinwalkers v4.0.1 by RugbugRedfern

LateCompany v1.0.11 by anormaltwig

ShipLoot v1.0.0 by tinyhoot

AdditionalSuits v2.0.0 by AlexCodesGames

MoreCompany v1.7.6 by notnotnotswipez

MaskedEnemyOverhaul v3.1.2 by HomelessGinger

Coroner v1.6.0 by EliteMasterEric

AlwaysHearActiveWalkies v1.4.4 by Suskitech

MoreScreams v1.0.3 by egeadam

HDLethalCompany v1.5.6 by Sligili

SuitSaver v1.1.4 by Hexnet111

CoilHeadStare v1.0.6 by TwinDimensionalProductions

Permanent_Moons v1.0.1 by BULLETBOT

HealthMetrics v1.0.2 by matsuura

HideChat v1.0.0 by Monkeytype

HidePlayerNames v1.0.2 by Monkeytype

BetterPresents v1.0.3 by Nebulaetrix

HookGenPatcher v0.0.5 by Evaisa

LethalLib v0.14.2 by Evaisa

Lategame_Upgrades v3.1.1 by malco

FasterItemDropship v1.2.1 by FlipMods

LethalThings v0.9.4 by Evaisa

LethalCompany_InputUtils v0.6.3 by Rune580

FlashlightToggle v1.5.0 by Renegades

WalkieUse v1.5.0 by Renegades

MaskTheDead v1.0.5 by F4ilS4fe

NuclearLib v1.0.4 by NiceHairs

Symbiosis v1.0.5 by NiceHairs

LethalPresents v1.0.4 by Azim

Scoopys_Variety_Mod v1.1.0 by scoopy

RollingGiant v2.5.1 by NomnomAB

TurretAlwaysLaser v1.0.0 by tolstj

OuijaBoard v1.5.3 by Electric131

Solos_Bodycams v1.0.5 by CapyCat

LethalLevelLoader v1.1.0 by IAmBatby

ItemClippingFix v1.1.3 by ViViKo

LethalExpansionCore v1.3.15 by jockie

Diversity v1.1.10 by IntegrityChaos

FairAI v1.3.2 by TheFluff

Kill_It_With_Shovel v1.0.1 by MiffyL

CollectYourDead v1.0.1 by freesnow

LandMinePlacer v1.0.1 by alexandre_v1

FacilityMeltdown v2.2.6 by loaforc

Runtime_Netcode_Patcher v0.2.5 by Ozone

More_Emotes v1.3.3 by Sligili

AdditionalContentFramework v1.0.3 by AlexCodesGames

TakeThatMaskOff v2.0.0 by SillySquad

YippeeScrap v1.0.7 by AinaVT

MoreInteriors v2.1.0 by Major_And_Skiz

TerminalApi v1.5.1 by NotAtomicBomb

LethalUtilities v1.2.21 by kyxino

Atlas_Abyss v1.1.6 by Zingar

PaintColorSwitch v1.0.0 by Silvision

Blahaj v1.2.2 by ArticFox_Monix

AmogusScrap v1.0.0 by SillySquad

ScanFix v1.0.3 by Nebulaetrix

PathfindingLagFix v1.2.1 by Zaggy1024

LethalRichPresence v0.5.8 by mrov

Arachnophilia v1.3.0 by SillySquad

Scopophobia v1.1.1 by jaspercreations

BetterTotalScrap v1.1.0 by SillySquad

LethalSnap v1.4.0 by SweetOnion

Peepers v0.9.3 by x753

LetMeLookDown v1.0.1 by FlipMods

LCMaxSoundsFix v1.0.0 by Hardy

Wesleys_Moons v1.0.2 by Magic_Wesley

The_Fiend v1.0.3 by Rolevote

CSync v1.0.7 by Owen3H

#

oh the config also didn't generate if thats supposed to happen

#

Found an error if thats unintended

Stack trace:
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()```
unborn cairn
#

Everyone having it 😭

#

it’s joever

jolly cargo
#

Would you guys happen to have MoreInteriors?

inner zinc
#

yes

zenith flax
#

can i get a modpack code

inner zinc
#

018d8624-6957-9239-ad5b-fe6da9f7739c

jolly cargo
#

Batby did you read the logs?

zenith flax
#

yes

jolly cargo
#

Another error

Stack trace:
LethalLevelLoader.ContentExtractor.TryScrapeVanillaContent (RoundManager roundManager) (at <eca1ebebd4b94f3cab7421984412c229>:IL_02A3)
LethalLevelLoader.Patches.RoundManagerAwake_Postfix (RoundManager __instance) (at <eca1ebebd4b94f3cab7421984412c229>:IL_0072)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::Awake>(RoundManager)```
polar fable
#

oh

#

i was legit about to ask anyone else having an issue with the terminal showing a blank screen LOL

jolly cargo
#

ok time to start testing all the mods one by one

#

LLL doesn't bug if its the only mod installed

#

I luckily have a relatively narrow list

#

Interesting that wesleys moons don't appear....

iron quiver
#

I wonder what mod causes this

jolly cargo
#

not sure if its related, just removing LLL goes from this to that

jolly cargo
#

I already tested all my moons and interiors

iron quiver
#

yeaaa i'm checking too

#

Magic Wesley's, MoreInteriors, sfDesat's and E Gypt are fine as far as I can tell

jolly cargo
#

aha

#

I added a few and caused it, now just gotta narrow it, its either fiend, scopophobia or lethalthings/tisdependencies

iron quiver
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I don't have fiend

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So that's probably not it

jolly cargo
#

It is lethalThings

iron quiver
#

dang

plush summit
#

i dont have lethalthings

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and this happened to me

iron quiver
#

huh

plush summit
#

id assume its more than one mod

iron quiver
#

yea that would make sense

plush summit
#

my first thought was that something with the level loaders api has broken with the mods that need it

jolly cargo
#

018d8635-b90f-61f0-5071-e8a3d633c9dd @zenith flax smallest profile I could make to cause the bug

zenith flax
jolly cargo
#

If you remove lethathings it should work

zenith flax
#

lethalthings

jolly cargo
#

mhm just replicated it

plush summit
#

and i have

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hookgenpatcher

#

but i assume those are just

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other dependencies these mods need

#

again

jolly cargo
#

But if you don't have lethalthings then hmm, I have lethallib and hookgenpatcher while it works still

plush summit
#

i do Not have lethalthings

jolly cargo
#

I just said that

plush summit
#

yea i typed it as the same time as you lol

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im trying to tihnk if i have any mods that mess with the terminal

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b/c the terminal broke it

jolly cargo
#

its not terminal api

low dock
#

terminal is broken for me as well

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in new update

plush summit
#

so dang

jolly cargo
#

Its persumably caused by several mods yeah but something in lethalthings does cause it

plush summit
#

if its multiple mods perhaps finda few that cause it and try to narrow down what consistency between those is cauinsg the issue

zenith flax
#

Is it mods that add new items via LethalLib?

jolly cargo
#

Ok yes another mod in my pack also causes it

jolly cargo
plush summit
#

notably in AdvancedCompany, when i go to the moon settings, the custom moons are not showing up either

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which implies levelloader isnt even loading the moons

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oh

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i removed terminalapi and the game no longer freezes up when accessing the terminal

#

but

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no custom moons

jolly cargo
#

Didn't get it with the capybara mod but I did just get it from LethalSnap

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Got it from BuyableShotgun

zenith flax
#

I appreciate the help from you two

#

can we confirm terminal lockup via terminal api

item related issue via certain lethallib item mods?

jolly cargo
#

yippescrap works

zenith flax
#

likely from more interiors, not the devs fault

plush summit
#

removed all mods that added scrap through lethallib

#

still n ocustom moons

jolly cargo
#

Got the issue for quijaboard

remote quail
#

this seems like it could be used for some very interesting things
Like for example, the first time you land on the normal moon, it has a huge explosion (for whatever reason) as you leave
then the next time you come back to it, it's in nuclear fallout with a different environment entirely

iron quiver
#

Disabling LethalLib and everything dependant to it makes it work 🙂

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Looks different tho

zenith flax
#

lethallevelloader is dependant on lethallib..

plush summit
#

^^

iron quiver
#

Ah yes

#

I am very dumb my bad

primal dome
plush summit
#

just disabled one last mod that added scrap and im still not getting any of my modded moons

jolly cargo
#

It broke for like 3/5 mods I tested for it

iron quiver
#

Dang that's a lot

jolly cargo
#

Its 8pm so I really need to go eat I'll be back

idle ravine
#

Can someone test cirno fumo just to see if it's something with lethal lib items?

iron quiver
#

sure

plush summit
#

i removed all of my lethallib items

#

im still getting the issue

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no modded moons on theterminal

zenith flax
#

think i might have found it

plush summit
#

uh

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just randomly got the terminal softlock again

iron quiver
idle ravine
zenith flax
#

i think its a very tiny issue with lethallib that i don't safely check

iron quiver
#

🤯

idle ravine
#

The classic missing safety checks

zenith flax
#

what mods do this again, lethalthings, buyable shotgun?

plush summit
#

i think people said those two did it yea

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i dont have either of those and i have neither of those mods

zenith flax
#

yup issue located

iron quiver
#

Amazing!

plush summit
#

!!

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very glad this is being fixed quickly

zenith flax
#

anyone around for testing

plush summit
#

still here

iron quiver
#

🙂

gaunt coyote
#

same

low dock
zenith flax
#

alright just testing on that modpack code i was given

low dock
#

running tests already so

errant lotus
#

Yep, Bugged

zenith flax
gaunt coyote
#

My big pack just blackscreens after the intro credits

zenith flax
#

i'd need a log

low dock
#

testing your dll i have like

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110 mods

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😢

low dock
#

i need to do some trimming lol

plush summit
#

pressing enter. nothings happening

zenith flax
#

heard chef

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other keywords seem to work

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just moons ye

plush summit
#

yea

low dock
#

same

gaunt coyote
#

new dll

zenith flax
#

warnings are fine

low dock
#

routes work

zenith flax
#

I use warnings the way your meant to use warnings 😛

plush summit
#

i believe the mods are being properly loaded but i just cannot access moons on the temrinal

zenith flax
#

yup

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thats good news all things considered

plush summit
#

..ah

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i dont believe they are actually

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went to an old test save

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that was on auralis (modded moon) with a modded scrap on the floor

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the modded scrap was replaced with a random advancedcompany item

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and the destinaiton is rend

zenith flax
#

oh yeah that kinda happens

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unfortunately

gaunt coyote
#

Large pack still won't launch for me

zenith flax
iron quiver
#

writing moons in the terminal doesn't do anything

errant lotus
gaunt coyote
plush summit
#

if all else fails and im itching to play i can go back to the older version of lethal level loader but im hoping this is fixed soon

sage cradle
#

i have those errors if it's relevant, but i'm running 100+ mods

zenith flax
#

yup alr fixed

#

ty

iron quiver
#

hell yea

zenith flax
#

oh wait

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hmm

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can i get that log file

sage cradle
#

terminal in game doesn't show anything and you can't exit it

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sure

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let me regenerate log

iron quiver
#

jesus

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I don't think that's what I wanted to send??

gaunt coyote
iron quiver
#

yea that one is smaller lol

inner zinc
#

guys but what mod does remove the logs

#

?

gaunt coyote
inner zinc
#

i don't have this mod installed but i still can't see the logs

gaunt coyote
#

search for logs in r2modman settings

sage cradle
inner zinc
inner zinc
#

ahhhh oke

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cool

gaunt coyote
#

Managed to get the game to boot by disabling the following

#

However the terminal will not accept "Moons" as an input

jolly cargo
low dock
#

@ batby i can go to LECore moons but cant go to LLL moons

iron quiver
#

I think they found the issue

gaunt coyote
#

I can hear batby's coding fingers from here

low dock
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thoughts and prayers

zenith flax
#

found it

iron quiver
jolly cargo
narrow trench
#

Anyone having issues when accessing terminal? An error occurs and exits but it doesnt completely exit and you're stuck at terminal but you cant type and screen is blank.

sullen coral
#

Known issue atm, Batby's workin on it

narrow trench
#

alright thanks

fallow fern
#

Is the Trello public?

#

I'd assume not but I would really love to have a look

iron quiver
#

!!!

zenith flax
#

https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/

Version 1.1.1

  • Fixed an issue where null CompatibleNoun arrays prevented LethalLevelLoader from correctly initializing when used with mods that add new Item's via LethalLib.
  • Fixed an issue where deprecated LethalLevelLoader functions where deprecated before usage of them had been updated.
  • Fixed an issue where Restoring references to base game content incorrectly destroyed base game content.
iron quiver
#

Yippee!!

fallow fern
#

Woooo

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Is this version stable to put into a modpack?

zenith flax
#

Egypt & Scarlet Devil Mansion might throw errors still, Stuff needs to be resolved on their side

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Possibly More Interiors aswell

grave rover
#

can anyone confirm if it works?

fallow fern
#

I'm gonna test right now with my pack

unborn cairn
#

🐐

errant lotus
frank spire
#

mod is not found for me

errant lotus
#

but everything else seems works fine

jolly cargo
fleet badger
zenith flax
#

can i please get a log

fleet badger
#

oh sorry, i found that the version still not 1.1.1, ill check again once the version has updated

potent pivot
#

I just checked the 1.1 change log and dude you’re a goddamn legend holy shit

old pebble
#

yo any map makers that have developed with LLL that can help me out? I think I have my level built but when I try to bring it into LLL it's not showing up and I get a few messages in the console. Trying to figure it out

fleet badger
#

@old pebble I think u can wait for the 1.1.1 version, because in 1.1.0, it is normal that custom map cannot show in terminal

old pebble
#

i also just can't go to it, not just a terminal thing

#

unsure if this is related or not, but I also can't apply these changes to my moon's prefab

wild furnace
#

1.1.1 update is out on the mod apps~!

jolly cargo
#

wesley moobs still don't appear 😔

#

wait is this manual?

fleet badger
#

[Error : Unity Log] InvalidCastException: Specified cast is not valid.
Stack trace:
LethalLevelLoader.LethalLevelLoaderNetworkManager.__rpc_handler_12573863 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <7a173c18ac684d8b9a9173aca6b6f4c2>:IL_007B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
LethalLevelLoader.LethalLevelLoaderNetworkManager:GetRandomExtendedDungeonFlowServerRpc()
LethalLevelLoader.DungeonLoader:SelectDungeon()
LethalLevelLoader.Patches:InjectHostDungeonFlowSelection()
RoundManager:DMDRoundManager::GenerateNewLevelClientRpc(RoundManager, Int32, Int32)
RoundManager:DMDRoundManager::__rpc_handler_1193916134(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
RoundManager:DMDRoundManager::GenerateNewLevelClientRpc(RoundManager, Int32, Int32)
<LoadNewLevelWait>d__115:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

jolly cargo
#

Or did you figure out how to auto gen

zenith flax
fleet badger
#

still cannot load map

jolly cargo
fleet badger
errant lotus
#

Could make a match on Egypt (with castle) and Ganimedes (with Sewer [Bugged]) but seed infinite loading when going to Experimentation

fleet badger
#

seems we have the same problem, because i just run a new save to test mod

errant lotus
void sorrel
#

i was able to load into atlas abyss just fine after the most recent update but loading into vanilla maps is a different story. i get stuck at the random seed

fleet badger
#

sorry just want to ask, can we see mod map on terminal in the new update?

jolly cargo
#

Wait so if an interior can't be on a moon this forces it to be there?

zenith flax
#

where as by default it skips the matching process

void sorrel
hushed sky
#

so i should move to version since i was on 1.0.7

#

will see what i can do

fleet badger
zenith flax
#

The vanilla bug is

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man

fleet badger
#

what? is there some mod i installed cause conflict with level loader?

zenith flax
#

yes

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but its one lethallevelloader is dependant on

void sorrel
#

oh then that must be the same issue i have then

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where is the log at in files so i can drop mine

hushed sky
#

@zenith flax i see what i got to fix and will do patch

void sorrel
zenith flax
#

yeahhh sorry ill do this other thing then message you

hushed sky
#

👍

#

i am all good

fleet badger
#

@hushed sky thx a lot!!! hope we can get the patch asap!!! love this mod very much

hushed sky
#

ye i get home and wham lol

#

but i am use to fixing stuff now lol

sullen coral
#

At least it sounds like its a simple fix

gaunt coyote
#

Testing v1.1.1 now.
Need to disable to Skinwalkers, Secretlabs and AtlasAbyss in order to launch game.
Can confirm that landing hangs after you pull the lever in orbit on vanilla moons

void sorrel
#

oh thats fun... its strange that it does cause issues on modded moons

jolly cargo
#

ummm

#

does the config save after booting the game?

zenith flax
#

wym

#

make sure you enabled the 'enablecontentconfigeration" bool too

jolly cargo
#

I put in etern and boot it up and yeah

zenith flax
#

i dont understand what your trying to communicate

wild furnace
#

updated the mod but we're missing a bunch of moons from the Exploration moon pack and some minecraft moons

zenith flax
#

heard chef, thank you and apologies for the inconvenience

jolly cargo
zenith flax
#

ohhhh

#

unfortunately that happens when the game breaks while generating it i think?

#

I think it's a bepinex problem

jolly cargo
#

also I don't think these are supposed to be mostly vanilla, also atlas is the only one that appears in game

zenith flax
#

thats a LE problem

#

somewhat

jolly cargo
#

So is it uncompatable with LE?

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LEcore

zenith flax
#

LE moons work with LLL because LE puts custom moons into the game before i look for vanilla moons

#

config wise it should work? afaik

hushed sky
#

so is there more settings i need to add since i clared all the checks for the above stuff

zenith flax
#

Could you please elaborate?

hushed sky
#

sorry was about to post pic but hit enter lol

zenith flax
#

not sure if you know this but this code isn't actually doing anything

hushed sky
#

ok gotcha i knew something was missing even tho didn't throw error

zenith flax
#

thats a helper function that retrives a list for you

#

its a real value, your just not doing anything with it

hushed sky
#

ye i figured that lol

jolly cargo
calm eagle
wild furnace
jolly cargo
#

has anyone else had the issue with the launch online button needing to be clicked a few times?

wild furnace
#

restarted twice and get the same problem

zenith flax
#

ill make that more visually clear in the future

jolly cargo
#

alright

#

it seems the config for experimentation worked

#

idk why but atlas abyss is also missing now

fallow fern
#

are you sure you have atlas abyss actually installed? it's having weird thunderstore issues right now

#

same with kast

jolly cargo
#

yeah its installed

#

see it in the files too

wild furnace
#

I was wondering if I should disable all the moon mods for now, cause I cant even load into a vanilla moon at the moment?

jolly cargo
fallow fern
#

if it was working before that is

low dock
unborn cairn
#

the chef is in the kitchen

fallow fern
#

he calls people chef because he's just so used to constantly cooking

thin patio
#

i have the same problem as the people who have error without even having the mod installed 💀

#

god hates me

fallow fern
#

Testing my modpack with LLL 1.1.1, anything I should be focusing on to be more helpful?

jolly cargo
#

So can you reiterate how the configs fight? If I enable them all in lll it overrides everything?

zenith flax
low dock
fallow fern
#

true

low dock
#

i mean he's the chef

jolly cargo
zenith flax
#

no

#

thats technically intentional

jolly cargo
#

wa

#

why

zenith flax
#

I explained this