#Lethal Level Loader [Custom Content Loading API]
1 messages Β· Page 3 of 1
We're all chefs here
So LLL is just counting the LE moons as vanilla bc they're present already, correct?
the majority of us are just users and not chefs but yes true
i mean i dunno i work in kitchens thats why it fucks me up
Am I just misunderstanding something, or is the LLL config in a different place from the other ones?
if i went to my closest, tagged all my clothes as "my current clothes", went and bought new clothes and tagged them as "my new clothes" that would be correct
if someone snuck into my closet and put new clothes in the day before...
I'm in the r2modman config editor and cant find it
Oh wait do I need to load into a lobby first
π
just trying to figure out why modded moons dont appear
That's fair! I'm used to picturing us all as modders bc this is the dev resources area lol
i just get in here cause i do lots of testing when i am active
so i can give some feedback and sometimes help while stuff is happening
oh and i like to learn
this can probably be fixed by the end of the day
lol i dunno i've seen such deep pain in every head chef i've ever known
V1.1.2 Testing
Skinwalkers still causing launch to hang
Sorry if this is a dumb question. I'm making a custom interior and I dont know too much about scrap spawns yet, but I know there are... 3 types? (General, SmallItems and TableItems)
Is it what this part refers to with the "ItemGroups"?
LethalLevelLoader now correctly restores references to base game ItemGroup's found in Custom DungeonFlow's
If so, what was the issue with custom interiors and their ItemGroups and how does LLL fix them?
Here's my log of opening a lobby and landing on an LE moon
I'm pretty sure all LLL moons are showing up, but not LE ones
Though I can still route to them
v1.1.2 btw
Need full log
The base game has a "bug" where it compares the data hash of the item groups instead of the actual data inside it, doesn't break anything on zeekers end since the reference will match but even if you use an identical item group the game won't consider it the same
Or if you use the ones from a decompile, they'll get included as a new data asset and be considered different
sorry discord is truncating it, will see if I can get this
Landing on Asteroid13 from Wesleys Moons works fine, but landing on Infernis from the same mod gets stuck on Random Seed
i am a chef tho i just dont make mods (yet) so that's probably a good point. most of us here have a thing
Skinwalkers Issue Logfile
That would be lovely thanks
So how does that bug affect on a gameplay scenario? Scrap does spawn on custom interiors
Log please
There's a set of scrap that has no assigned type, which will just spawn on any scrap spawn point, but scrap with groups assigned will fail the comparison and fail to spawn (which also reduces the scrap count). The LLL change fixes that
Ohhh I get it. Good news then. I hope that helps with the scrap density since it seems to be a big issue with all custom interiors right now
La Mao, modafukin moons are broke as shiet, time to wait the next 2 days for them all to update
Order of events in this log:
- Start game
- Open lobby on existing save
- Route to infernis, lands with no issues? its foggy
- last time I routed to asteroid13 and then infernis and it got stuck
- Quit to main menu
- Delete file 2 and make a new save on it
- Route to infernis
- Gets stuck on random seed
- quit to main menu
- close game
lemme know if you want this tested in another way
le and lecore or just lecore
LE and LECore
heard
its 3.0.6 of this modpack:
https://thunderstore.io/c/lethal-company/p/Easyidle123/Easyidles_Quality_Moons/
- 1.1.2 and CompanyExecutive which gives you 1,000,000 credits
Order of events in this log:
- start game
- make new save
- route to infernis, lands successfully
- goes to orbit and routes to asteroid 13, lands successfully
- goes to orbit and routes to infernis again, lands successfully
- goes to orbit and lands on infernis again, lands succesfully
- quits without saving (its day 0) and reopens the same save
- route to infernis, gets stuck on random seed
- at log lines:
[Info : Unity Log] clip index: 2; current planet: 46 Infernis
[Info : Unity Log] Current ship ambience clips length: 12
[Info : Unity Log] clip index: 10; current planet: 46 Infernis```
- wait a bit then quits save
- reopens save
- route to asteroid13, gets stuck again on random seed
- at log lines:
```[Info :LethalExpansion(core)] Moving 3 EntranceTeleport(s) to scene
[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 <0ee8da500aa942f89ba9acde1681b0ff>: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:DMD<RoundManager::GenerateNewLevelClientRpc>(RoundManager, Int32, Int32)
RoundManager:__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:DMD<RoundManager::GenerateNewLevelClientRpc>(RoundManager, Int32, Int32)
<LoadNewLevelWait>d__115:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[Info : Unity Log] Now listening to dungeon generator status.
[Warning: Unity Log] [Dissonance:Recording] (05:19:02.034) BasePreprocessingPipeline: Lost 480 samples in the preprocessor (buffer full), injecting silence to compensate
[Warning: Unity Log] [Dissonance:Recording] (05:19:02.035) BasePreprocessingPipeline: Lost 480 samples in the preprocessor (buffer full), injecting silence to compensate
[Warning: Unity Log] [Dissonance:Recording] (05:19:02.036) CapturePipelineManager: Detected a frame skip, forcing capture pipeline reset (Delta Time:0.2128787)
[Warning: Unity Log] [Dissonance:Recording] (05:19:02.560) BasePreprocessingPipeline: Lost 480 samples in the preprocessor (buffer full), injecting silence to compensate
[Warning: Unity Log] [Dissonance:Recording] (05:19:02.561) CapturePipelineManager: Detected a frame skip, forcing capture pipeline reset (Delta Time:0.2345695)
[Info : Unity Log] clip index: 9; current planet: 57 Asteroid-13
[Info : Unity Log] Current ship ambience clips length: 12```
- Quit lobby
- Quit game
Not sure how relevant / useful this all is but hopefully there's good data
After the update, I don't see the moon from LE
I'd like my modpack to default to sorting / filtering by price, but I don't want the full moons list overriding someone else's modpack configs. Would this be an issue if i bundled the LLL config in my modpack? And if so, would it be possible to have the LethalLevelLoader core settings and the settings of the moons split into two configs at some point down the line?
Thank goodness I wan't the only one getting this error.
Is there a priority in the config for demonstrating moons from LLL or LE?
Although the sorting idea sounds interesting
But itβs better that they are sorted by complexity than by price
I'd rather they be sorted by price
right now they're not really sorted in any particular way
I could possibly sort by difficulty instead but more people seem to think price is the way to go
This is interesting, but seems redundant when preview price is a command
Bug
I've run the commands
filter last travelled
sort last travelled
preview last travelled
filter quota - note, pressing enter with this doesn't error or do anything but instead leaves all text inputted, which is strange
I'm aware not all of these commands seem like they should do something, just poking around
after doing all of these, entering "moons" seems to not do anything, even after exiting and reopening the terminal
here's the log. I landed on experimentation once before I started trying commands out
@zenith flax I understand this is probably low on the priority list right now, just thought I'd make you aware
Update: Even after closing the save and making a new one, the moons command is still broken
My loading stuck on the very first card
018d875a-09ad-30c6-e9a0-daf0c74f517c
Harosh!
He's already cooking!
True mod chef, we believe in you
Do you think the issues regarding using a translation mod are resolved now?
Hard for me to check
It seems like yes and no
I don't see the moon LE
oh yeah thatsa me issue
@zenith flax so i shouldn't have march as a default if its buggy at moment cause it worked before
its probably fine?
i hate march man
its possible march might have some inconsistent results in simulate menu and maybeeeeee facility set to 600?
@fallow fern if you don't mind can you see if this fixes it (moons breaking from quota related stuff)
yeah i can't use march for some reason
I want too!
oh no the lethal expansion stuff will work fine in that dll forsure π
wym
Then I went to check with him
what does it look like when u simulate march and offense
i just get stuck at seed screen on march and offense is fine
[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 <0ee8da500aa942f89ba9acde1681b0ff>: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:DMD<RoundManager::GenerateNewLevelClientRpc>(RoundManager, Int32, Int32)
RoundManager:__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:DMD<RoundManager::GenerateNewLevelClientRpc>(RoundManager, Int32, Int32)
<LoadNewLevelWait>d__115:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[Info : Unity Log] Now listening to dungeon generator status.```
do u know what i mean by simulate
i don't think i do
go into terminal and go simulate march and simulate offense
oh gotcha
currently running 38 mods (iirc), simulated march just fine. routed and landed, seed loaded v quick
log not showing anything overly concerning, just the standard warnings
going to try only running more interiors on march and see if i get any issues
But my question is, what is the preview below? Some sort of sorting?
Sure thing
also, suggestion: "filter list" or "filter info" or something to view all available filters. some are easy to guess like "forest", but apparently egypt has the tag "egypt" and it'd be nice not to have to dig through every mod to find them
Also just a general command to see acceptable inputs for filter, sort, and preview
unless that's already in the game
it works
i didn't know that was a thing
lol
new to this update
But now https://thunderstore.io/c/lethal-company/p/Gloveman23/MoonPriceDisplay/
completely ignored
elaborate
Will have to delete
Or is it possible to create compatibility with it? The guys and I are comfortable
type preview price
Oh shit, magic
the ship lands on simulate march and gets passed seed
But who will know about this team?
Can I make it default?
I would then remove that mod
yeee but is bunker in the possible options
in the config yes
good π
yep thank you batby gonna test other stuff then push update

are there any known broken commands? on 1.1.2 after trying a few things with sort / filter and tags i managed to make every command no longer work that previously was
poor batbys brain is melting
I just launched on March
I was given the generation by Scoopy
nothing is meant to break like that
does it still do it with that dll
I'm gonna check right now
I did enter some pretty dumb commands
like sort tag
sort filter
filter kept saying "this item is not in stock" after i did a few things
and sort was just "DATA CORRUPTED OR OVERWRITTEN"
Yee
Filter quota?
I can't figure out the reason for the problem, why the "EJECT" command doesn't work
out of curiosity, what is sort tag supposed to be used with
Literally Batby's situation rn 
Tested all the ins and outs of LethalLevelLoader, customers walked in with actual modules
Everything burst into flames
I remember hearing sort quota and sort run would be broken
some modules not LLL, but I digress
last travelled isn't compatible with this object for sort, preview, or filter
I haven't been able to recreate the issues I had, seems like it was fixed
Filter vanilla shows a bunch of LE moons, I heard that was known
in the readme, Vanilla is put as Preview, not filter
and Quota is put in Sort, not filter
I also can't tell what sort [tag] should be used for, or what filter quota is even doing
but it seems like things are working!
uhoh
all the LE moons show as 0 price
makes sense ty
uh ohs are fine but anything that needs fixing either needs to be fixed in the next 4 or so hours or in like 4 and a half days
yeah, right
looks like sewer, office, castle, bunker, and SCP are all working with simulate
only thing thats broken (and was throwing out errors in the log) was scarlet devil mansion
I'm gonna see if I can get the softlock on LE moons again
Yep
Landing on an LE moon, quitting to the menu**, and then trying again gets stuck on random seed still
log
@zenith flax I need your eyes
To understand why the "eject" command does not work
But I guess this problem is related to GI or LLL or AC
But this is not accurate, one of them is an imposter
I think i landed twice, quit while landing the 2nd time, then reopened the save and tried to land again
when it was stuck on the seed, i waited for a couple minutes then quit to the main menu and closed the game
I changed the sort and filter for the moons once, and now I cant see LE moons anymore
π§
where they go
what commands did you use?
and are you on 1.1.2, or the most recent dll sent in this channel?
I can try to replicate
Im on 1.1.2
For me I couldn't see any of the LE moons in 1.1.2
try this
Yea I see the moons now thanks
But prices still dont work :(
Im assuming this will be ironed out in the next couple of days
I think batby said they're gonna be gone for a few days after today (aka in 4ish hours)?
@zenith flax i figured it out i put the @ in the config pre setup and it didn't like that
ohhh right
yeah either add directly to your extendeddungeonflow or use my config parsing functions
or just use the auto config unless you wanna disable it
oh auto config does that sync with clients too ?
it does not π
but lll now has host only dungeonflow and dungeonsize selection
which helps
but yeah if you wanna do your own config stuff you can choose to disable the autoconfig and/or use my functions
i like to customize π
thanks again for the LLL its been great
@zenith flax do i just slap this in my script and it will setup the auto config want to at lest test it
public bool generateAutomaticConfigurationOptions = true;
Same error on the latest version in ThunderStore
I checked again, this time I arrived on VOW
Waiting for update :3
This helped me, but I'd rather wait for the official update
how do you have the config part of script setup
There is no
Standard probably
I don't know
018d87b7-9e39-05fa-f3e1-0f9dfab73bac
I can only do this, the entire config is in the assembly code
yknow if everyone just stopped doing the things that cause issues we'd all have less problems
I just disabled mods in my build, checking why the "EJECT" command did not work.
The imposter turned out to be LLL
Yknow if everyone just stopped writing code we'd all have less problems
You are so cool π
if everyone just made everything in LLL and nothing else we'd be green
I think so too, when I initially saw the LLL project
I thought everything, all the moons, there would be generations on it
And loot and so on and everything will work stably
But not if LE LE core and a bunch of other custom things that depend on them
for the first time during the installation days I suffered and sat only on LLL
Then I decided to implement LE slowly, and then I added 170 mods
And he began to find errors, correct them - create discussions on GitHub and it seems to be normal
https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
Version 1.1.0.3
- Introduced initial support for LethalExpansion moons.
- Fixed oversight were Dungeons were not correctly being patched over multiple playthroughs in a single session.
- Fixed oversight were the LethalLevelLoader NetworkManager was not being created on subsequent playthroughs in a single session.
- Fixed an issue were the Terminal would break if filters reduced the MoonsCatalogue to one or zero listings.
lethal expansion route prices might still be 0 because of how lethalexpansion references their moons via selectablelevel.levelid
it's somewhat more of a problem on their end, at the very least i probably can't touch it until next week
what does initial support mean, no need for Core?
apologies for any inconvenience
no you need core
i do stuff to specificially adopt them into LLL now
no more sneaking in
ahhh
previous versions worked unintentionally because i setup things well enough lol
we love hacky solutions
Ultimately with LE being deprecated moons should strive to change over anyways
But easier said than done
especially now that we can start with documentation
If Kast doesn't get an update by the time LLL gets documents, I might port it myself
Honestly, can't wait for this, already want to start working in LLL
1.1.3 is out for r2modman yippep
@zenith flax dont forget the beautiful LLL setup tutorial i gave you
it honestly helped @maiden elm set it up, or at the least did something im pretty sure
hope a setting is added to sort of hide the results from simulate (make the possible flows ambigious instead of directly saying the names of them)
preview command doesn't seem to work
?
whenever i type "preview [something]" into the terminal, it just gives me [There was no action supplied with the word.]
what are you trying
preview all and preview difficulty i've tried
you have a setup tutorial?
actually it seems that none of the commands are working suddenly after i restarted the game? i was able to use sort price and sort difficulty before, now they aren't working
i will attempt restarting my game again surely that will work
Now I'm getting a strange issue where some of the levels won't register on the terminal; I have Atlas Abyss (LLL dependent moon) alongside Atlantica (LECore dependent moon) but whenever I type in Atlas, it wasnts to go to Atlantica no matter what
Thatβs because lethal company usually uses the first 3 letters from the moon
or most things I think actually
before it wasn't an issue so π€·
you might have to type the whole name out
I tried, still no dice
Rough
The terminal worked LLL 1.1.2.... but I had the issue where I'd get stuck at the Random Seed screen, now the terminal doesn't work but I could load into a level π
ah well, just gotta see if there's an update later today or tomorrow
I love the fast updates though, I'm usually used to older games where modders just pack up and leave so there's no real expectation for updates, I appreciate the creator's fast response π«‘
What happened to the LE moons?
They've all become free
Is this how you take revenge on them? xd
such a good moon, hyped for this!
@south hawk
Yeah that tutorial was pretty helpful
How can I get the old prices back???
Why did they become free???
I select the moon - press enter - it is available
Although it should cost 900 for example
Okay so I'm literally just a bystander, but the way I understand it is:
there is two frameworks at the moment for adding custom moons to the game. LethalLevelLoader and LethalExpansion.
the two are not completely compatible yet, you either use one or the other
LLL is more recommended, because it seems that that's the one that's here to stay
Yeah lethal expansion is practically deprecated
eventually (hopefully) we'll have all the LE moons ported over to LLL
until then, don't use them
or only use them
With updates to come, will it be a seemless transition for LE moons to LLL?
if you want prices
I'm currently avoiding any moons that use LE
funny cus itβs out of date but some of the best custom moons to hit LC just dropped on LE π
@south hawk I guess you could also subtract their prices from your balance when you're routing to them if there is a mod that allows for that
it's a goofy idea but probably works
yea that works
As in to like cheat
oh yeah for sure
but then going to Kast for free is also cheating i guess
hey, I'm here :Ρ
Could be a mod causing it
Don't have any idea as to which though
I've had it happen on very rare occasions
It's a desync side effect
Such is trueβ¦
Is LLL the mod that handles interiors as well? or is that a different one?
If you don't wanna go for free, just order a bunch of shovels or whatever until the price matches and let the dropping ship leave
This is LLL
This didn't happen before
What?
Kast costs 900 or whatever, just buy 10 of whatever costs 90 in the shop and don't collect the item
You don't need some cheat mod to force credits up and down
Just use the mechanics given to dump your money if you really wanna be fair
I can't provide a solution
I don't understand anything what you mean
The problem I have is that the moons have become free
Why should I buy anything?
???????
In the party, the "eject" command still doesn't work
is LLL still bugging with skinwalker?
the moons being free itself can't be helped right now, the easiest solution to pretend that you're paying for the moons is to buy stuff from the shop equivalent to the moons price and not picking the stuff up
or not updating for now
^
Itβs like this, Iβd rather roll back to the old version
this line is just perfect
Someone else was going on about using lgu's forcecredit or whatever lol
is it safe to use lll v1.1.3? everyones talking about it being buggy
Yes and no
is this possible?
idk maybe. this is in LLL's config for me
I hope so, cause I want mine the same way
this is the default one?
no, the default is only weather
it doesn't work
i see the section in my config
just added price to the display so i sure hope it works
when i do like #1193461151636398080 message , i get this
and the config changes to this
i'll try now
interesting how it changes to history when the default is weather
all should show every option im sure.
tho id personally not want it showing vanilla cause in my map list one of the moons is modded but it thinks its vanilla
oh nice, shows price difficulty and weather
yup nice
LE moons don't show up?
lmao
yeah so is the custom dungeon for it
idk then. i don't use LE
aquatis is LE
i can run my pack rq and see if it shows up
and it looks like LE moons are showing up again
so basically they show up but their prices will always be free if LLL is on?
aquatis was always free for me before so i cant really test that. otherwise ive got no clue
gonna stay on old ver for now then
I think this screenshot is relevant here
#1193461151636398080 message
hi guys, my terminal isn't working with LLL 1.1.3, and 1.1.2 only lists vanilla moons but I have over 50 custom moons
should I try a different version?
fall back below 1.1.0
didn't even know there were that many what
My LE moons are showing up with the LLL moons now so it may have been fixed
there's like 130 moon mods
just dafis mega moon pack has over 20 very small simple ones
and do you have LE disabled during that?
also if you go into the LLL config after an initial launch it has specific sections where you can input the cost so rather than free it will actually have the normal price
or how do you make both work
Le, Lecore, and Lll?
so you can set a price in LLL for LE moons as a bandaid fix?
seems like it from what i see in the config
thanks I love you
ya but if its not much to ask can you test if it works? π
sure give me a sec. ill make aquatis cost a specific amount
for reference this is what im setting cost as before i go into game
usually its just 0 for that moon in the first place
ya
next thing id have to check is if the seed hangup still happens on vanilla moons cause i want to use LLL moons with my buddy this weekend as well as vanilla and the skinwalker
In what case does that happen?
when loading a custom interior or vanilla?
it seems i have success
it was vanilla moons in general. like landing on Experimentation
is unstable a difficulty level?
nicee
yeah. its the peter griffon house moon which is always hell to go to
oh cool skinwalker and LLL are playing nice again
really? lmao
how can you tell? from the console?
both the console and the fact that it actually loaded instead of getting stuck in a random seed loop
now im gonna see if i cant figure out a custom solution to that annoying assignments issue which isnt related to this channel
Skinwalker never had any issues afaik.
Was just the last thing being logged due to a seperate issue
Yeah, I've never run into issues with it either
kept complaining about "folder does not exist" and for some reason it only happened on vanilla moons when LLL was installed/enabled
thats why im saying "playing nice" i already know it was LLL not skinwalker
Yeah, don't think that was necessarily an issue per say, a byproduct of other stuff not working
true. tho it strangely went away when i loaded the same pack with skinwalker disabled lol
like for me it actually loaded the world and didnt get looped
LLL isn't compatible with Dafini-Dafis_Mega_Moon_Pack_Emporium-1.3.26 after today 
it's a huge active custom moon pack.
when I try the 'moons' command, it doesn't work and I get this error:
Stack trace:
LethalLevelLoader.TerminalManager.RefreshExtendedLevelGroups () (at <2fc748f7d12e40a992508e15339e7772>:IL_0001)
LethalLevelLoader.Patches.TerminalLoadNewNode_Prefix (Terminal __instance, TerminalNode& node) (at <2fc748f7d12e40a992508e15339e7772>:IL_0017)
(wrapper dynamic-method) Terminal.DMD<Terminal::LoadNewNode>(Terminal,TerminalNode)
Terminal.OnSubmit () (at <af9b1eec498a45aebd42601d6ab85015>:IL_00EA)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E)
TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B)
TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()```
@zenith flax regarding free custom planets, will there be a solution? π
check the LLL config to see if the custom moons are listed in it. if they are you can configure the moon price
So prices should be automatically adjusted there
this is what i did here for testing that
they are in some cases. if the prices are configured already just set it to true for that moon
if not just set to true and configure to the correct or desired cost
if the moon is missing from the config you may need to run the game so the config can update
Is there a fix for enemies spawning outside? This happens on LE and LLL moons. I use the Explorations modpack with LLL updated to 1.1.3
i think there is legitimately a mod just part of that pack doing it
i know there is one that does that for sure, whether its part of that pack or not i do not know
It didn't happen before LLL 1.1
im getting the mod pack rn to see if its part of it or not
they may have added the mod to the pack at some point
is the screenshot on pyramid?
I made the modpack, but issue just started happening today while i was testing for the next update which is pretty much just a fix with LLL
or egypt
egypt
oh lol didnt realize you made the pack
but it works on all the other moons for me as well in the pack
let me check your cfg rq
π€―
what is it
so i think you have to config each moon seperately for that fix
doesn't sound very fun
unless im reading this part wrong it looks like it decides what can spawn outside during the day
oh Daytime Enemies should be the circuit bees, the manticoils and the roaming locausts
should normally be ignored in the config unless you set it to use that config
I have to enable the config to change the planet price right?
Oh damn youβre the sf Desat
Orion and Aquatis are peak
thunderstore keeps crashing lol
great that you like them!
this is basically what i enabled to get the prices working correctly if i wanted the override
where it says enable content configuration
it would have to be turned on for each moon you intend to modify with LLL's config
lethalquantities might be why im not having this issue but idk
do you have an issue with current LLL where you can't pull the lever when routing to egypt?
but the section that lists the outside enemy spawns is per moon rather than a seperate section
so im not sure where its causing the indoor enemies to spawn outside
The Daytime Enemies field is normally for Bees and Manticoils and Locusts. But LLL inserts the Inside Enemies into this field.
No i can visit the moons, its just that enemies spawn outside
looks like LLL needs one more update lol
I like i how i dont know anything about coding but i can figure out configs like nothing lol
just goes to show the power of good config setups
hey there, since i had been asleep while this whole LLL thing happened, has it been fixed to the point of no more problems, or do i gotta wait more
that sounds kinda fun, unless you talk about infernis which allows bunker spiders outside
well not fun when all inside enemies can spawn outside regardless of map
ye thats what currently happening
you prolly didnt play brutal company haha, eitherway, i will wait more then thanks for the info
ive played BC. 30 brackens chasing me to the ship was scary
hell yeah!
oh wait
inside enemies spawning outside only happens if you enable the configs for like modification
oh man
which you need to do in order to get actual costs in place
they just need to correct the outside daytime section
Looks like we wonβt see an update for a few days, unless itβs only a joke status
i will see what my savefile says
version 1.1.3 is broken right
if i dont update it wont break i think lmao
anybody know the default chance for specific enemies on vanilla moons?
1.1.3 is and isnt broken at the same time
Wait 1.1.3 is a thing?
its an easily avoidable glitch
just gotta deal with no enabling the content modification for each moon
then i wait until its fixed
or configure the correct enemy spawns in place of the indoor ones
could ask in support or help troubleshoot some people have spreadsheets
im tempted to make it so the outside of every moon spawns a bunch of masked lol
thats kinda what atlas did
speaking of atlas, this is what my spawn settings in LLL for atlas is
ah, i keep spawns kinda vanilla
i usually do that too but i figure. its where the masked live so why not make it seem like only they can exist there

best part was finding shrimp on asteroid and it was hella dark
I have yet to find a shrimp π¦ π
Yeaa
1-8 is not alot
Jesus itβs only 1-8??
second
Thatβs nothing
π
No wonder Iβve never seen one
Iβve set SCP 096 to 12 and I havenβt seen a single one either
Yeah theyβre weight
it is rather annoying that it isnt a 0-100 for percentage...
I think 300 is 50%? At least for interiors
rather than weight
Lmaooo
and on the right is procent for both
Where does the last 20% go
i do use some extra interior thats why its not actually accurate but you can see it as 0.21 - 100
Ohhhhhh
Oh wow Iβd love to be able to see a chart like this, it would be so much easier to set weights
oh i can give you all if you want there sjust some modded ones in there
just make sure to do - with mansion
Is there any way to start modding with Lethal level loader?
Howβs Atlantica? I really like Infernis and Acidir, but I donβt want too many moons, so I only pick the best ones
Experimentation: Facility 99.73% - Mansion 0.27%
Assurance: Facility 99.44% - Mansion 0.56%
Vow: Facility 99.48% - Mansion 0.52%
Offense: Facility 99.71% - Mansion 0.29%
March: Facility 100% - Mansion 0%
Rend: Facility 0.72% - Mansion 99.28%
Dine: Facility 0.91% - Mansion 99.09%
Titan: Facility 88.48% - Mansion 11.52%
Atlantica is easy to walka round on, and when going inside it gives you an evil little floody area where water is inside the interior, so its hard to see things on the ground
but when you go down underwater the water itself just goes away
Spiders are already spawning outside in Infernis, the modder did this
Isn't it?
Okay i thought for a sec that a mod was fucking up with Infernis during all this time phew
the ai does fuck up alot
Interestinnng, so a bit like Oops all flooded?
i can give you a view in moment
Ayyy thank you!
startup always takes long haha
In AdvancedCompany you can change the price of moons, but for some reason everything was set to 0 by default. I still canβt understand the reason for this, everything was fine before...
Makes me wonder if Outpost 31 is still in loading hell
I know
I already wrote to them about this
Iβll test it and very probably add it
so have fun^^
Yeah! Imo better than Auralis
oh wow triskelion damn
Iβd really like to start creating moons, but with LE getting deprecated and LLL lacking proper documentation, itβs really hard to get started
I thought about doing that, but I have a different project in mind
Kamino would be pretty insane tho
How do I make the interior enemies not spawn outside?
i mean anything people make is awesome if atleast its done by love
Constant stormy weather too
looks like LLL breaks enemy lists on custom moons now, which in turn breaks "brutal company minus" mod
downgraded LLL and everything works again
Everyoneβs having this issue right now, letβs hope it gets patched with 1.1.4!
Idk if Batby is really gone for 4 days tho
imagine dagobah
woa
swamp planet with foggy
I would need to hide Yoda as an Easter egg somewhere
All the fleas there is hilarious
Yeah Iβm guessing the mod is loading the daytime and interior list in the same spot and therefore i donβt think you edit the interior either
Yeah indeed
So if you remove the enemies there none then no enemies will spawn inside
for out of context mod ideas binder, how about you make a scavanger model with yodas head
would be funny, and when you die its the lego yoda scream
i just dont have the power of skill to make anything, but my head is a good idea printer
The new version of LLL is incompatible with Intro Tweaks, when you have it activated, LLL doesn't load all the lethal bundles. For example, with Ganimedes only load the levels bundle and with egypt only the scene bundle
Saved me some headache, phew!
glad to hear that, I've been trying for a while to know what mod made custom moons not work
For sake of clarity, if you disable introtweaks, the moons work as they should?
i.e, moon prices
I haven't had any problems with the moon prices, the problem with Intro Tweaks is that you couldn't land on the custom moons
moon prices are an LLL bug atm im pretty sure
Iβm almost shocked thereβs only a handful of bugs after such a massive LLL update
haha
Can you just like paste in the daytime enemies to fix the issue?
Because the interior stuff is there
unless the override doesn't allow you to remove enemies
That's right, I completely deleted the config and installed everything again
At first I thought it was the AC that was breaking, but no
As a result, I had to set each planet its own price in the preset, as a temporary solution xD
sure but that makes inside enemies spawn outside lol
Don't know the spawn weight of Daytime Creatures on all the moons
And since the 1.1.3 is kinda broken (moons not showing in the terminal and can't go to them) I want to try and use the prefered version for the moons mods
Thanks
Youβre welcome :))
the moons are there just hidden i have tried on my more interiors and it work kind of tedious to remember moon name
also all values are set to 0 for custom moon route price
h
I have the mansion at 0
Do I need to list all 0s?
oh ok so it didn't apply at all
because I have 60 for it
hipity hopity, ur mod is now my property
... please my good sir what is it ?
facility
ehm
wah ?
i'm asking for the mod that shows dungeon generation weight u got there to be sure
π
oh
so its a new feature ? xD
holup im checkin the patchnotes
oh looks like i have miss alot of feature actually since its all hiden in sub patchnotes
would had thought those would be in a config file tho
hold on
no it is actually new, its just that i have heard that LLL did alot of mess with the update so i waited before doing it
tell me if i'm right to be sure i am not goin crazy o-Β° @jolly cargo
got the bunker interior working so that one should be a problem
just issue with LE Expansion
having LE Expansion Core is fine
have both
set so that core prevent the normal
(its just that other mod are dependant on it so idk if i can remove it)
you can just disable Lethal Expansion only but keep core and it works
i have the moons that requires Lethal Expansion and they still work
so no worries about that right
yeah click the disable lethalexpansion only
yes it should still work just disable only the Lethal Expansion
i think so
its just that thunderstore get mad but yea
i would disable first then test before uninstall but it should work
to come back about LLL...
i have alot of message to read from today, looks like the update made waves, what is the short version ?
i think also because lethal expansion has its own stuff it adds and the modders want to make them compatible

hmm when i type in Atlas abyss it redirects to atlantica
LLL added terminal sorting
added auto config
added more settings for devs to customized dungeon settings
made stuff easier to port from other Loaders like LethalExpansion and others
added auto detects synced objects and register and add to vanilla stuff back
this is a way to simulate the chance of interiors spawn
oh wow I got a bajillion errors from trying to visit asteroid 13
yeah i need to add a way to separate asteroid 13 and the rarity
cant you just put asteroid
oh crap didn't notice i was in #1175883003474485369 ...
thougth i was in #1169056298856362105
my apologies
You are forgiven
Does anyone know why textures arenβt applying to Terrains? It looks fine in Unity, but not in Lethal Company. I'm using LethalSDK.
The number one priority for me after the 1.1.0 release is to do a major pass on documentation on how to use LethalLevelLoader and to work on Unity Editor tools to streamline, simplify and empower development of Lethal Company modding as much as possible.
U mean this ? x)
(i anwsered the message just so i can go back up there quick)
"after the 1.1.0 release"
yes yes
its just that i saw this when i wanted to start making stuff and was sad
well can't wait c:
asteroid 13:rarity?
the 13 is part of the name I think
Yeaa the update came out yesterday weβll have to be a bit more patient than that haha
Iβd rather appreciate the massive amount of content we just got than already ask for more lol
i just recently thought on starting modding since i have time here while hospitalised, and with my knowledge of unity i thought i would be not that hard but was wrong. i really need those kind of documentation to start going
Yeah thatβs very fair. I donβt think itβll take too long, probably February? Batby cooks fast as hell
So is there any other issues BESIDES modded moons that is broken with LLL?
Was doing some light testing, updated mods that change interiors, was curious if anyone found anything else
Well Iβve heard that interior enemies also spawn outside and disabling that just stops them from spawning altogether
I don't use modded moons yet so I don't have to deal with any of those shenanigans
I havenβt tested tho
Hmm, interesting
Wonder if that may be if you opt to edit moons using the LLL config
yeah that could be it
Where were you when LLL was kill?
What
Latest version of LLL and Latest version of LE
Every time I confirm, this red message shows up
Complete Log (On a large Modpack)
So far I can say LLL works fine with more inteiors, meltdown, scoopys (Probably mansion as well since it got updated)
I won't be testing LC_Office - Will wait for that mod to be updated
found people mention this issue here: https://www.reddit.com/r/lethalcompany_mods/comments/1alksuv/mods_broke_game_possibly/
Also, It still doesn't show me the LE moons
Noticing issues just attempting to open the moons list (specifically on hitting enter), was wondering if anyone else was having this issue?
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalLevelLoader.TerminalManager.RefreshExtendedLevelGroups () (at <2fc748f7d12e40a992508e15339e7772>:IL_0001)
LethalLevelLoader.Patches.TerminalLoadNewNode_Prefix (Terminal __instance, TerminalNode& node) (at <2fc748f7d12e40a992508e15339e7772>:IL_0017)
(wrapper dynamic-method) Terminal.DMD<Terminal::LoadNewNode>(Terminal,TerminalNode)
Terminal.OnSubmit () (at <af9b1eec498a45aebd42601d6ab85015>:IL_00EA)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E)
TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B)
TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()
Ahem, dungen time
I am also working on documentation for how to make interior dungeons
Automod when I mispell a word: 
1.0.7 might be stable until update right
Speaking of which can you help me later?
Got mine working just need everyone else to update to latest version and fix all small bugs
But I would say for now stay on 1.0.7 you would also need to revert MortInteriors to 2.1.0 aswell if you want cross compatibility still working till devs update maps
ahh makes alot of sense then!
Possibly at work currently and send dm with question I will answer when able
Yeah later ofc
weeeeeeeeeee
(Current planet time)
Yep, I just noticed that
please could someone explain what Require Matches On All Possible DungeonFlows does better? give an example
I still donβt get that one either
Couldnβt get my dungeon rarities to work at all
https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
Version 1.1.4
- Fixed an issue where inside enemies where being applied outside when using the automatic ExtendedLevel configuration files.
In the process of uploading to the Thunderstore
Ok now I'm actually hands off on this for now
yo isnt it like 6am for you?
something that has been happening to me too is when opening the game on anything newer than 1.0.7 its just a pure black screen
i have a flight soon π
I heard this was an issue with Skinwalker
dont have skinwalker
IntroTweaks may also cause issues
do not have that as well, tho i use general improvements which does skip intro
yeah that might do it
I didn't predict those kind of mods directly skip the loading of that scene entirely
One of those issues where I can probably handle it better on my hand but also mods ideally shouldn't be avoiding things that are meant to run in the basegame
100% get what you mean
im disabling the config options rn and then testing
thats crazy...
thats the issue
It's a fairly niche issue
trying to see if its just the skip intro or the auto select online or lan option
you can use the skip startup screen but not the auto select launch mode
I bought dungen and I love it
what are the actual issues everyone is complaing about today with LLL
batby my beloved
Only issue I have right now is custom moons being free
here is a mod with 152 mods and everything seems to be working well, if anyone tries it let me know of any issues.
only issue is Office interior wont work on a map called Ether and alwasy defaults to mansion
018d8a65-a2b3-42bb-fa27-7a04b3cfd91d
on latest ver
yes
do yk what version that issue doesnt exist?
I think it's only LE moons that have the problem
I gues it's fine 1.0.7 but I didnt test that one yet
I think 1.1.0/1.1.1 didn't but they had much more pressing bugs
also another issue i have is, i have a moon called atlantica, and one called atlas abyss, i cannot select atlass abyss even if i type full thing it always routes to atlantica
CHAD
Fun fact: you can fix the cost issue if advanced company is installed. Just ticking the "price" box fixes it
Thank you for the heads up π€
Ok, some good news, the Latest version of LLL (v1.1.4) now loads the LE custom moons (Through LECore, I need to try the latest version of LE)
Does anyone know how to fix the planets costing 0 problem ?
no fix for that at the moment. you'll want to downgrade if you need them to cost something
yes I had to disable Dafis moon pack to fix this. LLL isn't compatible with Dafis moon pack since today's updates
to what version pls ?
Also my game crash when I try to land on custom moons with LE
mods that are said to work with LE work with LEC ?
yep
you got Advanced Company?
with AC you can just tick the "price" box in the menu when hosting a game and that fixes it for the time being
Sadly no
Too many features in one mod for me to include it
Would get out of my control and not be compatible with some other mods I have
@soft violet You're my hero LEC is exactly the mod I needed and was looking for, just the library and not all the features that overrides my Brutal
π
am I crazy or did the new LLL version get rid of the nice print out of the dungeon weights when loading into a moon?
It did! Iβll probably add it back soon
You can use the simulate keyword in the Terminal for the same effect @arctic matrix
I will bring it back in the future for logging reasons though
oh so that's what it was, that's even better thank you
haha yea I really want all interiors to be the same weight because my friends and I just install a ton of custom moons and always go to a random moon so a random interior every time would also be nice
still trying to convince LLL to override all interior weights
@zenith flax Hey so what all should I download when setting up LLL?
not available for that level of support sorry
Keep in mind as of 1.1.0 only host settings matter for dungeon selection
config desync wonβt affect random dungeonflow selection or the size it uses
sort quota/run what's that supposed to do?
Oh I'm sorry
that's very nice. at least others now don't have to re-import when I change weights.
btw is it possible to quickly inject dungeons into every moon's dungeon pool maybe using an "all" tag? and also override the weights?
I would like every moon to have every dungeon with the same weight, but right now I'm not finding a way to override any moon's explicit dungeon pool or weights
or at least I don't want to write down every single moon's name into the LLL config file
use tags vanilla and custom
oh I'll try, thanks
so that works for injection but the moon's weights still take priority.
still close enough to what I wanted I guess, thanks
for whatever reason, most custom moons set the HauntedMansion weight to 1.. I really wanted to make it less of a rarity 
1 is very low?
yeah the default is 300
I'm having this issue with this mod
I'm thinking is that because I disabled it and now the ship lands
Iβd need to see a log
How can I see it?
for some reason, planets that require LLL wont appear in terminal and not accessible. I can see LEcore planet but not LevelLoader
what's an example of an LLL moon?
Egypt
SCP, and even Outpost updated to LLL 40 minutes ago
Egypt, Outpost, Ganimedes, Secret Labs, Atlas Abyss, Auralis, Triskelion
LethalMatt, have you gotten LLL setup yet?
sounds like you need to google a general guide how to install mods using the thunderstore mod manager
you bet your bucket I did
I know how to download mods with thunderstore π
Could you teach me how to get ere all setup?
I updated LLL only and modded LLL planets disappear from terminal
I've used unity.
cool cool, I'll inv to the content creation thread so we don't clog this chat
Damn i'd like to see that if possible @old pebble !
I'd wait for the documentation, but who knows when thats coming
I think is Starlancer the issue
i cannot input moon names with spaces into the simulate command (atlas abyss)
you can do exactly that tho, no?
what exactly did you do?
I added HauntedMansion for tags vanilla and custom with weight 300 but simulations still have it on rarity 1
Go into LethalLevelLoader.cfg. Go to section 'Vanilla Dungeon: 2. - Haunted Mansion (Level2Flow)'. Set content configuration toggle to true. Set this Dungeon Injection Settings - Dynamic Level Tags List = Vanilla:300, Custom:300.
I also cleared the other injection settings
How do you change that? I was about to say that all my modded moons have no possibility of custom interiors, as opposed to vanilla moons
amazing
Did you set this Enable Content Configuration = true
let me try to boot up the game again just to recheck. if it's still not working then maybe the tags are case sensitive and I'm stupid
they shouldnβt be
my simulate experimentation still shows rarity 1, I'll see what it shows if I change simulate to Percentage, and then I'l try copying yours
Require Matches On All Possible DungeonFlows
I still don't get if I should have this enabled or disabled to hand pick interiors
like for instance what if I only wanted like these 3 custom dungeons on this moon?
Hmm I should make a tool for LLL as a nice front-end UI for config editing since it seems like it's pretty verbose
Iβm happy to/let someone else help get it supported in any major config api/ui mods
There is all these, what if I strictly want to use the rarity by moon name? I couldn't get it to work for me
if you do i will give you a big virtual hug thanks
I was only using the manual moon list and had the others blank
I was thinking like a completely standalone app for tweaking the CFG file
That's working for me although I'm not using any LE moons rn
Iβm not picky. Iβm just running up into harmony limitations at this point
Maybe hookgen is something you'll need to look into
screenshot?
I think you set it to false if you don't want any of the default dungeons to spawn just because the moon says so. So if you don't want facility on idk vow you need this. I'm not sure though
Keep in mind Iβm also limited by needing mod managers to parse it too
if I donβt Iβll get a lot of reports about it
scroll up a little
You just used the tags and left the others blank?
I'm guessing this is an example to show it works in different ways?
Titan:300,vowLevel:40,220. Assurance: 41, Egypt
Oh, yea that screenshot was tags. Sorry. In your case I set everything blank but the moon names. That's what I actually use, the screenshot was a test for setting via tag.
I use Titan300 format
Do I have to specify 0 to not have it be on a moon?
I have it at 60 for assurance and it was 300
did u enable the first setting in the sectino of the dungeon?
omg thank you so much. I set this to False earlier because I understood it as the opposite of what it does.
after setting it back to True I'm able to override the weights when a moon has explicitly configured dungeon weights
seems that with False, the moon's own dungeon weights take priority over LLL config
Did you put Titan300 or Titan:300? @jolly cargo
I'm a bit confused why every moon appears twice in the config?
Assurance:60
Did you delete it?
Well I screwed up something in the configs because I use Moons in the terminal anymore
hmm, can you make a copy of your config, rename to .txt and post it here?
What you're describing works for me
you can't or can? are you using Dafis moon pack mod?
Nope I'm using my own modpack
I'm talking about a mod, not a modpack
oh well no, I don't think i do
the new LLL version is incompatible with this mod, it breaks the moons command
ah yea I don't have that
but if you don't use this then it's another issue
it worked just fine before I changed LLL's config
Thatβs a mod pack
that's what I thought
I don't know how I created this mess
I'll try deleting and reloading
Is this supposed to work?
so you're trying to set facility to 60 on assurance, yes?
yes
Should be Assurance:60
it doesn't look like a modpack
I'll try that now since I haven't tried lowering default maps rarity yet
π
Fixed it
why is every default value written differently and why is Egypt there lmao
examples of accepted inputs
might be. I can't get a lower rarity for default dungeonsflows to work either.
yea try that
worst comes to worst I can jsut add a zero or 2 after my rarities, still can have the value as % in game
Nope
Why is there a Extralarge verion?
Zeekers
probably titan
that doesn't work either btw. I just tried it because I thought it's the one with diagonal hallways π
if not maybe unused feature
titan still just says Facility
probably unused then
Thatβs because of me
a
Ok so batby can you confirm I can do the config the way I am? Do I have to use all the catagories or can I them them blank?
I cannot confirm anything
If I donβt respond to something itβs because I canβt respond to it rn
it's a single LEcore module that contains 24 levels. maybe that's why LLL's new 'moons' list is incompatible with this mod since LLL version 1.1.0
You don't know how the config works?
@jolly cargo
Didn't work for me
What moons does it add
still came back 300
Do you really just have blank in the other 3?
with only this mod installed:
1. 41 Experimentation (Vanilla)
2. 220 Assurance (Vanilla)
3. 56 Vow (Vanilla)
4. 71 Gordion (Vanilla)
5. 61 March (Vanilla)
6. 85 Rend (Vanilla)
7. 7 Dine (Vanilla)
8. 21 Offense (Vanilla)
9. 8 Titan (Vanilla)
10. Bright Moon Cottage (Custom)
11. Chao Garden (Custom)
12. Kyoto (Custom)
13. Violence District (Custom)
14. E1M1 (Custom)
15. Happy Town (Custom)
16. Luke 78 (Custom)
17. Hyrule Field (Custom)
18. Silent Town (Custom)
19. Town Square (Custom)
20. Clock Town (Custom)
21. Mayhem Temple (Custom)
22. Peach's Castle (Custom)
23. The Moon (Custom)
24. Lobby (Custom)
25. Ganon's Castle (Custom)
26. Kokiri Village (Custom)
27. Egg Carrier (Custom)
28. Circus (Custom)
29. Outset Island (Custom)
30. Windfallfall Island (Custom)
31. Dragon Roost Island (Custom)
32. Gods Tower (Custom)
33. Pizza Tower (Custom)```
If what I posted doesn't work for you try setting this Require Matches On All Possible DungeonFlows back to true
I'll try
Nah Iβd need to see from like the modpacks list
Some broken ones might not be shown there
it's probably just using the lethal expansion feature where you can include multiple moons
thats what wesley did
That worked thanks
Still don't get the langauge on that setting
Wait what does the files inside Dafiβs emporium look like
Like if you download manually
intriguing, I guess it adds the facility to the larger one since there is none for it
So ig I don't need to imput 0s to remove
What does dafimoons do
Also it removed the :
it adds 24 moons
24 moons in that small of a file? π€
well yeah it is possible
it has basically PS2 graphics yea


