#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 2 of 1
Right now those I know of are Scoopy's Dungeon, SCPFoundationDungeon, MoreInteriors (bunker), ScarletDevilMansion, and LC_Office (still in beta)
There's also Welcome to Ooblterra in early beta, and Hadal Laboratories (an underwater tube interior) which has no downloadable mod
EGypt, Scoopys, and MoreInteriors are all working on interiors that haven't released yet
swag
yeah I tried getting it added to LE but it never did
Does / will LLL support custom scrap?
And could it theoretically be used to replace the company moon
LethalLib supports custom scrap and LLL extends LethalLib, so you can just use that
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
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
yeah nw
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
@zenith flax
that is me
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?
I'd need more information
In short. The terminal does not show a list of cards with your core (with translation)
I can give you a ready-made build - with your core and a few cards, you can come in and see
018d43e2-1c3f-81f7-8c46-5d4c525af07d
We really want to solve this problem, but we don't have enough knowledge
Is the terminal showing any moon levels? Or only the vanilla basegame moon levels?
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
Vanilla moons are displayed, but there is no moon with your core
What custom moons are you expecting to show up in the Terminal that are not showing up?
Besides generation, if we are talking about moons
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
only 4 of those are moons
if you're saying you have Lethal Expansion enabled
and dont have Lethal Expansion Core
get Lethal Expansion Core
Idk if that would fix this specific issue tho
I don't have Lethal Expansion enabled, I don't use it at all
And the moon, but I don't use their core either
Building mods with them is unstable

@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...
What language are you using in Lethal Company?
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
I am very grateful to you for taking the time to solve this problem! I will be waiting for an answer
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
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
thats awesome there are mods like those very cool
will also look at how it translates
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
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
well the items are unity objects so you could just use the object name instead of the LC item name
hi, getting this when landing a modded moon is it concerning? @zenith flax using LLL and LEC
does it break
@vapid wave remove gamblingmachine
and see if it still happens
that mod is doing something super gross
will try that, seems to not break tho
@south hawk I think this should be fixed in the next LethalLevelLoader update
Really?
God this will be perfect
Thank you in advance if this happens
What was the problem?
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
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 😄
still hapenning without gambling machine, this one is on auralis
#1193461151636398080 message second picture in on egypt
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
appear to be linked to HideManagerGameObject set on True on bepinex.cfg (when using CustomSounds), need more testing
ok im doing the config stuff now
[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
we ballin'
oooo yummmu
so what is that for exactly?
I'm guessing interior rarity? Just don't see which in the log
@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
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
huh, so that can allow rarity pools for moons to be kept track of?
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
nice
@jolly cargo do you know what the max rarity is that starts breaking for people
i know scoopy and such tell people not to put too many 9's
Hm, total of the whole pool or just one interiors rarity?
one interior
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.
I assumed so what's the current way of doing it if u dont mind me asking?
I'm assuming its a bit complex right now
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
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
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.
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
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
the annoying part is getting the damn scripts to compile so i can see the instance variables on stuff
ahh
okay
I just use assetripper i thought that was what you linked me LMao
didint realize it was a thread
yee
in the future we wanna get the actual ripping in unity too
to further reduce steps
I love when things get automated like that makes stuff so much less of a hassle
frl
its also one of the reasons documentation has been o nthe slight backburner
because ideally its gonna get a lot simpler pretty soon
I'm a bit new to modding unity games so this is gonna be fun :)
Moon-making felt so much better once I ported to LLL
people are gonna be v. happy
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
its sooner than further
@jolly cargo
(very wip)
@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.
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
Right now i use const string seperate values to split data,
, = indexSeperator
: = keyPairValueSeperator
- = vectorSeperator
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
Oh also because it’s automatically generated the default values will actually be the current settings
Sexy, so im guessing it gets a list of moons and a list of interiors then generates the config for each moon and interior settings?
yessir
Yum yum, I’m confused why the settings are different for them
?
The two settings I see in vow aren’t in assurance
vow is cutoff and the header for assurance is anchored to the top of the screen
All on assurance are the 4 enemy settings, the two I see in vow are price and fat speed
because the screenshot is cut off
Ah I see, so how many settings for each moon?
What about interior size? Like how experimentation had 1x scale and titan had 2.35x scale?
So x dungeon on experimentation will have the same # of tiles as x dungeon on titan?
that depends on the dungeon settings
Sick. We love automatic things in this kitchen
Ahh that’s better then, so you can have the mansion be 1x on dine and then 5x on march for instance?
What’s on the dungeon configs?
its not in the config yet but extendeddungeonflows in LLL have a way to add and scale dungeon size based on the level multiplier
Hm so it auto overrides all other configs unless you have an override bool false in LLL?
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)
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
So by default is will use the other config unless you set the bool to override?
I’m confused, so it DOES override yes?
By default
by default it does not override
by default it will generate a functioning config for that content
So what happens if you have data in both?
it will probably use the mod specific config
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
Unless I specify to override which I can do.
Hm ok
Looks like what I expected and as such, I have no complaints
I forget to ask how the time multiplier works, is the default value, 1x the 1ra=1.4igm?
Sorry for inventing units, that’s real seconds and in game minutes
Lethal utililities has the result value as 1.4 so 1 is 1-1 second in real life to in game minute
Can someone help me add scrap to a custom moon?
Hello, @teal tendon, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
Another question is how is the size setting going to work? Is it a multiplier or a tile count?
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
Is this something that'd make sense to be resolved in the scope of LLL?
I don't know a lot of the backend so I can't tell if this is very relevant or not at all
What kind of mod for a speaker with green color?
nope this is something the moon author can easily fiz
fix
Yes, I believe the dev has to manually put it in? its super noticible on experimentation as the whole alley and gargage door area are completly clear
How would I go about that?
its in the fog volume component
Wouldn't it have to do with where you place the fog mesh?
its not a mesh its a bounding volume
do i need to set the Level ID to anything or will it set itself when it gets loaded
just double checking
bounding?
this
as opposed to a transform scale
similar to how you would change the size of the bounding boxes of a box collider or decal projector
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.
bruh it was because of the damn description not following CONDITIONS and FAUNA

i see that the version on github comments that code out
Crossing my fingers and hoping advancements in LLL load-time and efficiency can still be made 😤
very much so
theres also a lot of stuff content creators might not know about optimisation that we can document
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
dont know whats missing a reference
your planet prefab
either missing the prefab, the reference to it in your selectablelevel, or missing an animator that uses the correct animationclip
What exactly is supposed to have an animator?
the planet prefab?
oh i see
missing the gasgiant animator thing
yeee
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
it worked fine without it with LE but im assuming they just added it on if it was missing or something
LE does a ton of stuff at runtime to make your level work
I don't really
difference in implementation goals
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?
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
yeahh thats my bad, fixed in upcoming version sorry
oh is that from ur thing?
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
Yeah I don't auto-restore all the audio stuff I need to in 1.0.7 like i do for stuff like items, enemies etc.
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
Apologies for the inconveniences and good job on getting your stuff working without documentation
can be very finnicky as im sure you know 😄
Is LethalQuantities still incompatible with LLL?
Yes, So sorry! It's being worked on as we speak
No need to be sorry haha. Way things work. Thanks for confirming!
Is there any editor that has known compatibility with LLL?
Just trying to make the doggone shy guy have an increased spawn rate on SCP Dungeon 
## 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!
i forgot the commas
oop
I find it funny how its you as the API's author doing the configs for mods using your library
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
@strange trail I don't give a shit haha, But the people using LLL and the mods made with it do
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

Is there any information regarding the display of moons in our translation? @zenith flax
Wich mod do i Need to install to sort the moons on the terminal?
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)
which is just a unity thing idk why its like that
thanks, i was using assets from unity asset store and it had scenes in it to showcase the models, after deleting it works perfectly!!
map is complete now just waiting for that audiosource patch from ya for the dropship
It'll be in the next LLL update (I think)
you're the goat 💖
Will the interior multiplier be of the 1x tiles of your interior or will it be by tile count?
Can you actually delay the update so that it's closer to my birthday (July)
which dev started mentioning tile counts
uh I'm not ratting anyone out 🙌
do you want your question answered
I'm asking because afaik "controlling the tile amount" isn't really a thing like that
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?
my issue would be my limited knowledge on unity and the game's systems i think.
this is how the DunGen part works without the LC integration
if you can understand this part pretty well then you'll fare well i think
there's also a lot of lethal company specific quirks for setting up rooms but it's more tedious than difficult
seems interesting, it also looks like i'd need DunGen itself? Or could I just "fake" it?
Out of curiosity, are you planning to create a unique config window for this (that replaces the string text with buttons for ease of use) or do you think the r2modman config window and edit-config-in-game mod will suffice?
using a decompiled lethal company will give you stubs of the dungen code, which can work but won't give you the nice UI elements and editor tools that make it easier to work with
r2modman config window is what this update will be designed for, open to doing what would be needed to make it work with other popular config apis in the future though
sounds funnnnn I'll start researching lol
Hi, is there a way to get dungeon type (name) through game's code/DunGen/LLL?
What are you trying to do?
I'm trying to display interior's type (facility/mansion/other) in Discord status
👀
i have dungeonDisplayName in the extendeddungeonflow class
with the vanilla ones having a presentable name (Facility, Haunted Mansion)
i needed it for the simulate keyword in the terminal
is that what's used by your terminal sorty-thingy?
nevermind lmao
i didn't want to directly change the name of the basegame dungeonflow files because i was hesitant to change basegame content like that
i could just get DungeonFlow[]'s index, but i reckon it's updated dynamically every time game starts
naurr i dont even add to the basegame array in 1.0.7 (likely to change)
okay, that's good to know
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
we'll see though
I'm open to suggestions if any come up 👍
Best case is prob gonna be using DungeonFlow.name by default then using ExtendedDungeonFlow.dungeonDisplayName if LLL is loaded
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?
also speaking of where’s a good place to start figuring out how to actually do it lol
If just generation, then LLL
And if there is generation and inside your own loot and music and so on
Then Expension Core
better to do it all in one, e.g. lethallib for items and LLL for moons/dungeons imo (and LE/Core don't do dungeons)
@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
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
What would I have to do to transfer a moon from LE to LLL tho?
Would have to ask @zenith flax or someone else who's done a LLL moon, the secret labs Dev moved from LE to LLL so they might help
I just did it myself like a day ago i could help you
That’d be nice if you wouldn’t mind
ok @fading wyvern story logs should be supported in upcoming version
Hi I have LLL installed and LEcore, I cannot see any moons that use LEcore, is this common?
First time i've heard of it, Happy to see a log might might not be on my end of things
*cannot see moons in the terminal
I see the vanilla and LLL ones just fine
hm, seems to just be an issue I'm having with LEcore, LLL is working as expected
Upcoming LLL Update Progress
Fixes: 9x Completed, 3x Todo High Priority, 6x Todo
Features: 16x Completed, 3x Todo High Priority, 5x Todo
there might be some more fixes i forgot to track
Would it be possible to make a mod that disables moons randomly per day / quota?
With LLL specifically, but also hopefully generalizing to all moons including LECore
Having a different selection each time would make it easier to choose / less overwhelming for large moon packs
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)
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.
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
having to go through moons to get to other moons
There's a suggestion post for that here https://discord.com/channels/1168655651455639582/1199474436303245373
I would absolutely love to have this made
IAmBatby responded that they may end up making it so we'll see
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
@spare pecan is cooking yeah
no promises but i wouldn't mind giving that a day or two of timebudget
in the near future
yeee
i actually made this for a project i was working on last year.... wonder if the code could be re-used 😉
(the map made a dynamic web of routes based on the levels given difficulty and amount available)
Oo dam that's awesome !
Even if that's a really rudimentary moons to moons mod, it'd be gold to me Batby 
I’m hoping that documentation and guides are finished soon tho cus I’m clueless with how any of it works 😭
alot of big developments are being made with like in-editor stuff so hopefully when all thats clean yea :D

Or even a randomized list of what moons were available
I think I like that a lot more
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
We making it out of the facility with this one 🙏🔥💯
very juicy
oh ill add playercontroller to the player ones too
ok ill be a psycho and add the entrance teleport too
wooo
i could see people doing really cool stuff with this one
@noble wharf take a gander
oh shit that's handy
Oh Awesome nice work
I have very little idea what all of this means, but I'm excited regardless!
means you can add a function you made to one of these "events" and that function will run when your specific level has that specific event happen
eg. if you want something to happen when the lights toggle off or on
or if someone enters the dungeon
etc.
Ohhhh sick
that's awesome
Pretty cool, been wanting to have the ambience from SCPCB as a backer to the SCP dungeon
Might make it easier
Is making a custom moon with this API hard without the wiki (since it's empty rn) for someone new to modding Lethal?
Or I should like learn LethalExpansion and come back here
Is there supposed to be a config file for this mod?
that's where I'm at. made my first moon with LE and waiting on documentation to convert it because I'm not a programmer
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
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
not yet
its up to you personally - if you want to you can get into working with LE if you understand that youll have to strip the moon down when converting to LLL
but fwiw I believe batby is trying to work on making that an easier process than what I went through
you can definitely work through LE to get a feel for how moons work though
Same here
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
same it's gonna be hype
Was the config removed or is the mod not loading for me correctly?
I don't think the config is in yet
ok so I'm just tripping
unreal
lets gooo

due to a harmony limitation i actually need to work on it more because i gotta learn how to do transpilers now...
Update this week right 😉
Update this year right 😉
by chance would you like code that can make transpiliers a little easier to work with
Batby desires only struggles
I think they already struggle enough, well we all do
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
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
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.
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...
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...
Mhm?
its a set of transpilier utility functions that makes it, imo, easy to set up the injections
perhaps you already have some nice similiar functions, but since it sounds like you just started with transpiliers, i assume you dont?
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
Then check this out, imagine writing your transpiliers like this
https://pastebin.com/2VfQyUHs
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
you setup the sequence of instructions that's your injection, you inject, and you receive a report if it finished/failed/found duplicates
it's beautifully simple, that's to say if you think its necessary
I need to use Trello more lol
i had to in order to remember all the features i promise LMAO
I always hyperfocus on using it for teams
I should just use it for myself to keep track of what I’ve worked on
That too
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
Not yet unfortunately
We can start from scratch if absolutely necessary, we just need a place to start
No way you’re the guy who made Outpost 31! That’s sick!
OutPeak 31
Thank you for the kind words!
Wauv, that is.. a lot more involved than I expected, but def. a starting point, thank you
There's an issue where custom moons that doesn't use LLL just won't show up in game
So friends
good news and bad news
the good news is there are no longer any high priority tasks to be done for the upcoming LLL update
the bad news is its currently 7pm and tomorrow is my one day off a week!
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
This update contains atleast 22 new features and 20 notable bug fixes
👍 all good, take the time you need
Oh also changing where the ship lands and multiple dungeons per planet (eg backrooms) won’t be too far away. Initial tests worked well
any idea when the documentation for custom dungeon loading is coming?
After this update documentation and unity workflow are the priority
Can't wait to see where it goes
Great to hear! Will it be fairly easy to get things hooked up if I already have a dungeon in-the-works using the unity template and DunGen? I know I'll wanna at least move it over to a new project once Nomnom's rip tool is ready
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)
Sick
Im very excited to work on validation tools which is very nerdy of me
You can run it as a tool at the top and it’ll detect any arbitrary issues in your content
eg. x thing is not tagged correctly, x thing has a null reference in its list etc
It Would probably be a good idea to start making custom interior rooms before documentation is added right
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
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?
I can't visualize LLL
Would using LethalExpansionCore avoid the incompatibility with LethalExpansion?
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)
Damn.
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.
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
You make maps in Unity. You use LLL to load the map into the game. LLL is not a SDK
Ship position stuff is fixed based on map right now iirc but the next update is fixing that I think
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)
LLL still uses Unity, it just does things way better than LE did
there's alot of big developments being made by various people so once they all come together we can get some good documentation going
otherwise you can just make stuff in LE and just prepare for an LLL conversion
Wish me luck in the patchnotes writing
oh god i write my patchnotes as i make changes 
Almost every other update had like 5-9 changes. This has 50+
I use trello board + comparing github commits
@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
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
that way all lll relevant bundles would be standerdized and asynced'
eg. the text rn
Seems alright, all my bundle stuff right now is purely dungeon stuff so there's not much that'd need tweaking, but I'm curious how this will work with say item registration and stuff for llib
would be fine afaik, you would be able to control when your bundle is considered "finished loading" so it will never proceed to the gamenetworkstart until your ready
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?
it's technically how my system above already works
Seems pretty solid though I'm curious how lethal lib would handle Async adds to lists
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
So the functions within the mod code would be Async run too if I'm understanding right?
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
if that makes sense
Ahk, is it like some message or something sent from the mod code to indicate completion?
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
ye
streamlining the process might help with debugging/troubleshooting and i could imagine in the longer term people with a lot of bundles in their packs might have a better experience waiting on that Online/LAN screen then waiting for the window to pop up etc
It does allow scripts,
As long as fiddling with dependencies and separate DLLs is someone's niche.
|| I regret even trying to add scripts, still trying to get the DLL loaded before LE ||
Still a bit confused about thread safety when it comes to shared libraries, like if 2 mods get the callback and try to register an item at the same time if that would cause issues, but I guess that's a minor thing
yeah, i'd def have to look into it
there would be a way to do stuff async and non async
(eg. during the async loading process and after its finished)
Ah that must be newer, I know before LSDK scraped off custom scripts as a security measure. That was one of the big appeals of using LethalLib for items over LSDK
i had a talk to holo about that and he removed the limit
nice (still not using it lol)
Still is an absolute mess to get scripts in, far from an optimal solution
LL + LLL to the moon 🌙
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
I'm on that bus lol
Moving over to lethallib to add "the funnies"
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
I'm too OCD for that
I'm still just looking forward to start working on moons using LLL
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
#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.
'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
Lethal expansion has a compatibility checker but for some reason LLL just isn't in it
That's why I want LLL to do the checking . ,.
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
whats the issues that happen btw
well the last one I helped had indefinite loading
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
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.
Sorta wish we could tell R2 "Hey, LEC = LE"
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
It'd be to just have all the mods that use LE as the dependency and just change it to LEC
'n that'd silence the issues for good o- o'... till they migrate
Badham basically said what I was thinking. As long as I have a callback to the aync load and the load order is consistent as to not cause race conditions where an item is registered early compared to other clients randomly, I'm good
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
counterpoint, ExtendedItemGroup
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
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
idk
hesitant to outright change the way that works on first thought but will think about it
fair, I just recommend it like that since the way the game does scrap spawning is kinda ass and possibly even accidentally broken
yeah its absolutely not great
i just wanna make sure i make the cleanest slice to get the most meat yknow
@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
so you could have multiple on the same object and it kinda randomly selects one?
idk about the specifics yet
ideally ItemGroup would be List<ItemGroups> if zeekers changed it
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
heard chef
ok so including indivdual features (eg. each config etc.)
this LLL update has atleast 104 changes/fixes
😅
So on average thats 5.2 features or changes a day since 1.0.7 which is pretty solid actually
forthcoming updates will be far smaller and faster
Issue I have is relying on a mod to load your bundle only leads to issues later
I’m not the target crowd tho
Very excited, as a player, pack maker, and modder, cannot wait for moon sorting and whatnot especially
Same
I'm hoping the moons sort has a config for which sort is default, that'd help a lot for modpacks
Batby has already said you can use config to change the default sort order
Idk how robust that will be but we'll see
"Acceptable Values: ... All"
RAAAAAAAAAAAAAAA
🥺 Its beautiful
TravelledThisQuota and TravelledThisRun are interesting
does that mean you can only see moons you have travelled to, or haven't?
Can't wait for it to be finished so the whole guide for making moons can be done
filters are named on the implication that they remove
if that makes sense
eg. price removes moons you cant afford
Ohhh
that does make sense
I'm assuming this is visual only and you could still select the moon by typing its name?
these two are actually a little kinda proof of concept to an extent, and will be partially broken on this release. LLL now saves a kinda history report for each day
modders can access these reports for various gameplay reasons
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
to make the game have a stronger fail state
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
in terms of how the terminal uses this system, yes
preview, sort and filter are visual only and are actually client side because i just figure who would want them synced
Right
That would be pretty cool
I feel like these ideas together along with that per-quota routes idea could make for an awesome collection of mods
(or a single master mod with a bunch of configs)
Scaling dungeon rarity would help with making the randomness feel a bit more balanced
this will be so useful for me 👀
yup, i imagine a bunch of modders might have some cool uses for it
includes stuff like weather too
i gotta add more to it down the road
batby truly the goat
this looks amazing, is there an ETA on it?
oh very nice looking forward to it
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
Alright, nice. Great to hear
With the custom moon list are you able to remove the spaces?
Thank you 
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)
i mean if you want to take the game seriously i'd suggest just playing base game
is this even true
cuz like i know More Interiors and Scarlet Devil Mansion have custom scrap via lethallib
idk I went down to atlas abyss and only found vanilla scrap
even though I have like 20 scrap mods installed
same for Secret Labs
heard. if its still a problem after this update let me know
sure 👀
the changelog length for this update
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
cannot wait
Will interior mods need to be rebuilt?
I think it depends on the moons. I have 4 custom moons and interiors in my game. Atlas Abyss does not spawn custom scraps (it does spawn much more masks than normal which is expected considering it's theme). Ganimedes for sure does have custom scraps. Don't remember too much about the 2 others
A lot of scrap mods manually apply their weights to vanilla moons which is part of the issue, there's no built in "default weight if none found" in my experience, you can fix this with AdvancedCompany but it's a one by one process
What the hell
does that mean that documentation is coming soon?
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.
🙂👍
I don't know what makes me more excited for:
v50 or LLL update 
LLL update for sure
No 🙂
You’ll wanna fill in the dungeondisplayname string and swap to a different function to register at some point but optional
Batby lives \[T]/
Coolio, guess the new registration function is for the new config stuff?
Will switch it over when it's released and I'm home
nnaurrr just moved it to a more "frontend" feeling class
autoconfig stuff will be on by default
Curious how this interacts with how people have configs set up already
doesn't apply unless you enable the bool + the defaults are generated based on current settings so it should be double gucci
Ah so there's like a bool override in LLL that lets you overwrite the settings the mod sets?
per level/dungeon yeah
I don't even know when that is 😄
(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
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?
wish me luck
https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
Version 1.1.0
I literally cannot fit all the changes into one or even multiple discord messages so just read em on the Thunderstore
super yappy devlog thingo here - https://github.com/IAmBatby/LethalLevelLoader/wiki/Dev-Logs
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
Surprised it isn't a 2.0.0
considered it
Given the quantity seemed like a major milestone
@south hawk please let me know if this fixes the issues you were having
Yeah someone else in #modding-general mentioned a terminal bug
log and modlists please
this happened to me too
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()```
stuck in the terminal
Would you guys happen to have MoreInteriors?
yes
can i get a modpack code
018d8624-6957-9239-ad5b-fe6da9f7739c
Batby did you read the logs?
yes
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)```
oh
i was legit about to ask anyone else having an issue with the terminal showing a blank screen LOL
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....
I wonder what mod causes this
not sure if its related, just removing LLL goes from this to that
yeah thats kinda like, what someone needs to figure out
I already tested all my moons and interiors
yeaaa i'm checking too
Magic Wesley's, MoreInteriors, sfDesat's and E Gypt are fine as far as I can tell
aha
I added a few and caused it, now just gotta narrow it, its either fiend, scopophobia or lethalthings/tisdependencies
It is lethalThings
dang
huh
id assume its more than one mod
yea that would make sense
my first thought was that something with the level loaders api has broken with the mods that need it
018d8635-b90f-61f0-5071-e8a3d633c9dd @zenith flax smallest profile I could make to cause the bug
😔
If you remove lethathings it should work
i do have lethallib
lethalthings
mhm just replicated it
and i have
hookgenpatcher
but i assume those are just
other dependencies these mods need
again
But if you don't have lethalthings then hmm, I have lethallib and hookgenpatcher while it works still
i do Not have lethalthings
I just said that
yea i typed it as the same time as you lol
im trying to tihnk if i have any mods that mess with the terminal
b/c the terminal broke it
its not terminal api
yea i just saw that i had terminalapi still installed after removing the mods that needed it a long while back
so dang
Its persumably caused by several mods yeah but something in lethalthings does cause it
if its multiple mods perhaps finda few that cause it and try to narrow down what consistency between those is cauinsg the issue
Is it mods that add new items via LethalLib?
Ok yes another mod in my pack also causes it
perhaps
notably in AdvancedCompany, when i go to the moon settings, the custom moons are not showing up either
which implies levelloader isnt even loading the moons
oh
i removed terminalapi and the game no longer freezes up when accessing the terminal
but
no custom moons
Didn't get it with the capybara mod but I did just get it from LethalSnap
Got it from BuyableShotgun
I appreciate the help from you two
can we confirm terminal lockup via terminal api
item related issue via certain lethallib item mods?
yippescrap works
this one is my bad and is already fixed on my end, just want to get the other two issues fixed so i can update in one go
likely from more interiors, not the devs fault
Got the issue for quijaboard
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
yup
Disabling LethalLib and everything dependant to it makes it work 🙂
Looks different tho
lethallevelloader is dependant on lethallib..
^^
pack with just LLL and TerminalAPI works fine
just disabled one last mod that added scrap and im still not getting any of my modded moons
It seems to be correlated to items created with lethallibs
It broke for like 3/5 mods I tested for it
Dang that's a lot
Its 8pm so I really need to go eat I'll be back
Can someone test cirno fumo just to see if it's something with lethal lib items?
sure
i removed all of my lethallib items
im still getting the issue
no modded moons on theterminal
think i might have found it
ye
?!
uh
just randomly got the terminal softlock again
the terminal wasn't locked, but I'm not sure if that's what you wanted
Was just curious if the Lethal things issue was to do with adding items, might help to know it's not specifically items being added causing issues
i think its a very tiny issue with lethallib that i don't safely check
🤯
The classic missing safety checks
what mods do this again, lethalthings, buyable shotgun?
i think people said those two did it yea
i dont have either of those and i have neither of those mods
yup issue located
Amazing!
anyone around for testing
still here
🙂
same
im here
alright just testing on that modpack code i was given
running tests already so
Yep, Bugged
anyone currently testing, do you mind trying this
My big pack just blackscreens after the intro credits
i'd need a log
i need to do some trimming lol
pressing enter. nothings happening
yea
same
warnings are fine
routes work
I use warnings the way your meant to use warnings 😛
i believe the mods are being properly loaded but i just cannot access moons on the temrinal
..ah
i dont believe they are actually
went to an old test save
that was on auralis (modded moon) with a modded scrap on the floor
the modded scrap was replaced with a random advancedcompany item
and the destinaiton is rend
Large pack still won't launch for me
i'd need a log file homie
writing moons in the terminal doesn't do anything
testing it rn
kk'
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
hell yea
terminal in game doesn't show anything and you can't exit it
sure
let me regenerate log
yea that one is smaller lol
LessLogs and LogNeuter
i don't have this mod installed but i still can't see the logs
search for logs in r2modman settings
i can't find nothing i don't know what mod has removed them
The
Managed to get the game to boot by disabling the following
However the terminal will not accept "Moons" as an input
yeah quijaboard, lethalsnap
@ batby i can go to LECore moons but cant go to LLL moons
I think they found the issue
I can hear batby's coding fingers from here
thoughts and prayers
found it

which one is this? the list issue?
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.
Known issue atm, Batby's workin on it
alright thanks
!!!
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.
Yippee!!
Egypt & Scarlet Devil Mansion might throw errors still, Stuff needs to be resolved on their side
Possibly More Interiors aswell
can anyone confirm if it works?
I'm gonna test right now with my pack
🐐
LethalExpansion or (LECore) is not working with the latest update of LLL
mod is not found for me
but everything else seems works fine
it has not hit the launcher yet
hey, ive downloaed ur latest update and now the ship keep stuck in loading terrain, it cannot start the game
can i please get a log
oh sorry, i found that the version still not 1.1.1, ill check again once the version has updated
I just checked the 1.1 change log and dude you’re a goddamn legend holy shit
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
@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
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
1.1.1 update is out on the mod apps~!
[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)
Or did you figure out how to auto gen
auto
try
still cannot load map
full log file please
zamnn
@zenith flax please hv a look
Could make a match on Egypt (with castle) and Ganimedes (with Sewer [Bugged]) but seed infinite loading when going to Experimentation
seems we have the same problem, because i just run a new save to test mod
Tested in a modpack with 136 mods
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
sorry just want to ask, can we see mod map on terminal in the new update?
Wait so if an interior can't be on a moon this forces it to be there?
No, as in if a level requests a specific dungeon (eg. experimention requests facility) that needs a match to be used
where as by default it skips the matching process
i can see the modded moons just fine on terminal on recent update as well as load into them just fine.
moons request interiors?
thx, then hope the vanilla bug can be fixed soon so i can add some mod map finally
what? is there some mod i installed cause conflict with level loader?
oh then that must be the same issue i have then
where is the log at in files so i can drop mine
@zenith flax i see what i got to fix and will do patch
yeahhh sorry ill do this other thing then message you
@hushed sky thx a lot!!! hope we can get the patch asap!!! love this mod very much
At least it sounds like its a simple fix
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
oh thats fun... its strange that it does cause issues on modded moons
i dont understand what your trying to communicate
updated the mod but we're missing a bunch of moons from the Exploration moon pack and some minecraft moons
heard chef, thank you and apologies for the inconvenience
why does the config loose the descriptions and all become text? Like the bool is typable
ohhhh
unfortunately that happens when the game breaks while generating it i think?
I think it's a bepinex problem
also I don't think these are supposed to be mostly vanilla, also atlas is the only one that appears in game
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
so is there more settings i need to add since i clared all the checks for the above stuff
Could you please elaborate?
not sure if you know this but this code isn't actually doing anything
ok gotcha i knew something was missing even tho didn't throw error
thats a helper function that retrives a list for you
it's like doing
its a real value, your just not doing anything with it
ye i figured that lol
well I can't test if it works since I can't get the moon list to show all moons
You've got the two most important ones at least 🤭
I've been trying to go to Offense and have been stuck on random seed
has anyone else had the issue with the launch online button needing to be clicked a few times?
restarted twice and get the same problem
gotta wait till bundles are loaded homie
ill make that more visually clear in the future
alright
it seems the config for experimentation worked
idk why but atlas abyss is also missing now
are you sure you have atlas abyss actually installed? it's having weird thunderstore issues right now
same with kast
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?
so lets say I custom set up all of the dungeons, should I have it be true or false
just revert to LLL 1.0.7
if it was working before that is
my feelings are all over the place about you calling the people Chef
i feel both respected and im like..
u ok bro?
the chef is in the kitchen
he calls people chef because he's just so used to constantly cooking
i have the same problem as the people who have error without even having the mod installed 💀
god hates me
you got a big heart i can tell
Testing my modpack with LLL 1.1.1, anything I should be focusing on to be more helpful?
So can you reiterate how the configs fight? If I enable them all in lll it overrides everything?
https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
Version 1.1.2
- Fixed an issue where LethalLevelLoader and LethalLib were attempting to modify similar aspects of the base game at the same time, preventing travel to base game Moons.
you should be calling him chef
true
i mean he's the chef
Does this fix the issue of the it marking custom moons as vanilla?
I explained this

