#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 4 of 1
and it's possible to be all made by the same guy cus they're all like game rips and shit
Peach’s Castle and Ganon’s Castle are the problem
LethalExpansion doesn’t sanitise planet names when they name the level file
yea the quotation marks stood out for me
oh right the '
Any moon that uses these
i was stuck in limbo tryna submit my moon for the first time cus of these lol
but it stopped it for me, how was he able to upload it?
hm I can't seem to simulate asteroid 13
hmmmmmm how do I make a specific interior NOT appear on a moon?
mine are working just fine
im on LLL version 1.1.4, and the latest version of LE as well
Yeah same.. it was working before I changed the config
But if I don’t change the config I’m stuck with free moons and no custom interiors
IAmBatby is the history persistent? Like does it survive quitting and loading?
If it does there's one thing I'd like to suggest: something along the lines of 'General Settings - Planet First/Initial Route Price'
To make all permanent moons mods obsolete 😇
Single value including 0 would allow for only route price, only unlock price or a combination of both
Anyone know what asteroid 13 is in the config?
It does not yet but will in the future, heard chef
delete the config to make sure its updated. i had to do that so it started getting the correct enemy checks on the config
asteroid? asteroid 13, asteroid-13?
Yeah I just did that sadly
I deleted it, changed it and now it's dead again
send me your pack code ill test and see whats going on and figure out how to fix it
if its with the config i can definitely do that at least
guesiing its asteroid13
I think I found it, the mod SkipToMultiplayerMenu somehow skips over the LLL bundle loading sequence
Yup
np. what in the config did you modify btw just so i know what im looking for
oh but
I changed the SCP 096 and Shrimp spawns on every moons and changed the custom dungeon weight on every moon too
did you do that in the LLL config or their own configs?
LLL config yea
ok i see
host a game rq and open a vc ill join you so its easier to figure out what exactly is happening
hmm it seems moons will give themself rarities even if its 0 for that moon
Will work on updating to newest LLL was on one from last night before the one that just came out
binder's very funny something something
yeah I can't make a moon not have the facility
if you don't need to do it for many moons, you can try doing 99999 weight for every non-facility moon
I could but then it appears in the pool and ocd
Is it because lethal company assigned one? hmm
Granted I don't know how custom moons work
I have it empty h
btw I've fixed Dafi's moons from the LEcore config like this.
lol, you are right
Works without those two?
yep
Good to know 🙏
Got a bug with Lethal Level Loader right now it's won't work with any LLL custom planets, when I try to land the ship nothing happen...
yes?
also make sure you update LLL after installing moons, some of them have outdated dependency of LLL 1.0.7
disable that mod, its skipping an important step for LLL to load things up
gonna try right now
ok now it seem to work but nothing happen when it show the seed instead
ok seem to be only some moons
hhhhhhh
It is literally 1 for facility and 1 for mansion
at least the bunker and castle worked
Its the exact same whether this is true or false
I'm guessing it doesn't process the false and is always true?
A lot of reasons
The change log is huge, I know MoreInteriors had to port
I was playing scoopys earlier just fine
yeah I guess Im gonna use 1.0.7 until everything ports/fixes their problems
so is it LLL's fault or the other mods that use it that have to port?
LLL latest version the sorting moons by price config option is inaccurately sorting them. having moons that cost more than titan below titan itself
or maybe im doing the config wrong
Is SCP broken? Haven't gotten any reports about it so didn't think it needed immediate updating
I just got the SCP dungeon while testing something else and it worked
sometimes the first lever pull after booting up the game doesn't land the ship, but it might be just something with brutal company plus
welp I had the same and I thought I can replicate it consistently but then it stopped happening after I restarted the game 2-3 times without deleting the config
It works for me

for me it went march and then kast, followed by other modded moons and then like second to last titan. when the modded moons were not more expensive than titan besides kast
It makes all LE moons look like they cost 0 right now
Yep, I recommend changing the values through AdvancedCompany
If I do this and also disable intro skipping, will the latest version of LLL work completely for a sizeable modpack?
I have a large modpack with intro skip and custom moons values via AC, so I thinnk it should
I have an issue opening a save in which you last went to a custom moon
[Info : Unity Log] level id: 9
[Info : Unity Log] Changing level
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
StartOfRound.ChangeLevel (System.Int32 levelID) (at <af9b1eec498a45aebd42601d6ab85015>:IL_001F)
StartOfRound.SetTimeAndPlanetToSavedSettings () (at <af9b1eec498a45aebd42601d6ab85015>:IL_00CF)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::Start(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineStartOfRound::Start?1128998480(StartOfRound)
LethalLib.Modules.Items.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at <4eedb4dc36094adcb65137cf81f2803d>:IL_0178)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookStartOfRound::Start?763487764(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineStartOfRound::Start?767119542(StartOfRound)
LethalLib.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at <4eedb4dc36094adcb65137cf81f2803d>:IL_019C)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookStartOfRound::Start?-1843630344(StartOfRound)
Okay, ty for the fast reply
Known Issues (As of 1.1.0.4)
-Mods that skip the initial LAN or Online scene will cause LLL to break by skipping it’s code
-LethalExpansion moons will be 0 route price due to issues with LethalExpansion breaking when SelectableLevel.levelID’s are modified
-Lethal Expansion moons with uncommon characters in their planet name will likely break the game as LethalExpansion does not sanitise names when setting SelectableLevel asset names and LLL does not validate these names when parsing the automatic configuration system
-Saving and loading a save where a Custom Moon was the last active level will break the game due to an oversight regarding the levelID saved to the savefile via ES3
-Issues regarding routing to moons with similar names and/or spaces in the name are known
No issues will be fixed until the 13th as I am away, apologies for the inconvenience and thank you for using LethalLevelLoader
@onyx vapor could I get a pin please 🥺🙏
Was gonna suggest opening pull requests for people who might wanna fix early but forgot about deploying the mod
@brisk schooner (I can't pin here.)
When SelectableLevel.levelID’s are modified ?
Do we have any idea what could cause this ?
Does anyone know if there is there a way to fix it on our side without using Advanced Company ?
so what does this number in customizing moons actually.. mean?
it seems almost.. arbitrary, which moons ahve a higher or lower "probability"
just realized this was the wrong thread i posted this on my apologies LOL
Some fixes/clarifications for the time being for those that can't wait:
SkipToMultiplayerMenu by FlipMods (https://thunderstore.io/c/lethal-company/p/FlipMods/SkipToMultiplayerMenu/) seems to work despite others breakingnvm, some moons don't load- AdvancedCompany will fix the price issue if you check the price box in AdvancedCompany, overriding the default, if you've used it before it will even have the values already saved
i have no issue routing to atlas abyss, but im not able to use "simulate" on it because of the space in its name
Interesting. All I know is on my end Atlas Abyss and Secret Labs do not show up, period, despite having them installed
And therefore cannot be routed to
Could be cuz of USC Vortex potentially, perhaps multiple moons from different systems with spaces in their names causes issues
that would be my guess honestly
*i believe getting lethalexpansioncore so i could have infernis broke the simulate command entirely
Okay actually not sure what the issue is, just double checked, I don't have Auralis or Triskelion either (am using LECore)
not sure what you mean. i was running a pack with atlas abyss, LLL, and AC and it still had atlas. the annoying thing is i went through the trouble of customizing a config for each moon in the LLL config file and it got overwritten
and that was roughly an hour or so ago
Yeah, seems like for me, Auralis, Triskelion, Secret Labs and Atlas Abyss are all MIA
Weird
Are you able to land on Triskelion?
im pretty sure but let me double check i just closde the game
Okay, I appreciate it. Trying to figure out what the issue is (that I'm also encountering)
i am actually not able to get to triskelion
everything else works fine
auralis too
but triskelion just gets stuck on
Random seed: #########
Okay, that's consistent at least
and never loads in
Ty for testing
weird; id expect it to be both auralis and trisk,,
It really makes no sense, I set them up the same way TT_TT
another thing i noticed is that if you have atlantica and atlas abyss and try to go to atlas it defaults to atlantica
That's probably because when it expands on it, "atlan" comes before "atlas"
Which I'm not sure anything could be done about
which is what i was thinking too. im not sure if thats an LE or LLL thing or if thats an oversight on the base game itself
thats honetsly probalyb a base game overisght
i could see the easiest way in fixing the issue would be for all maps to have a number asigned to them
since you can load a map from the number if it has one
Hmm, I'm not seeing ANY mention of StarlancerMoons, Auralis or Triskelion in my logs, now that I'm looking
Certainly odd
It's like they vanished
..you can?
ive typed the number for experimentation and it worked as the prompt
Auralis worked fine for me (assuming I disabled any game intro skips) but Tri froze on loading for me as well
Yeah since atlas doesn’t have a number
I had that issue too
lol make a mod that asigns a random number to each moon in the terminal to avoid conflict would be interesting
,,not for me
I'll have to check if SkipToMultiplayerMenu is causing any issues
😓
Checking AdvancedCompany first since it appears to be patching SecretLabs and AtlasAbyss
whats up binder? anything new with the issues?
I just went to sleep tbh, AC wiping our config settings made me give up lol
Yeah I actually tested it when the issue was first brought up but assumed you would find the issue when you said you replicated the error. Lmk if you need logs or anything I guess
Especially after being at it for 5 hours
speaking of AC does it modify configs for other mods at all?
Yeahh
It shouldn't
Only reason it would is if those configs are autogenerated
Aka LethalLevelLoader
mm that’s weird
binder and i were having an issue where we would manually configure LLL for each moon and the config would get overwritten
Mhm, it's likely AdvancedCompany and LLL not playing nicely trying to both change the moon values
exactly
It works fine if you set AdvancedCompany's values in the in-game menu though
But AdvancedCompany itself isn't changing LLL's config values, LLL is
Oh I see
strange
So id have to change every moon/enemy/interior configs in game in AC?
ill try launching with the modified config i sent binder and having AC disabled to see if thats the problem
Good idea
The way I have it setup is Moon/Enemy configs in-game with AC and interior configs with the interior mod configs
And that seems to work
I think with some of these other mods LLL is resetting itself
oh yes that’d make sense since AC doesn’t play with interiors afaik
Which ones?
Interestinnng they were all working for me
Well triskelion showed up but doesn’t load (Audio Knight is on it)
we had issues with triskelion as well remember binder
oh you already said it
Oh yeah that’s 1000% the one
atlas and secret labs show for me just fine regardless
That mod skips the bundles loading I think
That's so weird, I've had no issues with it before cuz it works differently than other mods that skip that menu
Huh
I guess any mod that skips the intro breaks LLL
Appreciated, but I see the error that's causing the hangup I just don't know how to fix it so I'm over here slamming my face into my keyboard until something works
And can confirm AudioKnight as well, Triskelion hangs
Programming 
Guess I'll just disable SkipToMultiplayerMenu until a patch comes from LLL's end
Darn, that was my favorite Skip mod

Have you tried turning it off and then on again
Hopefully skip mods can be back up next week, we'll see
Definitely odd that all of Wesley's moons load though, but not those four if you skip the menu
when LLL went from 1.1.3 to 1.1.4 i had to delete my config for it cause it still had inside enemies in the outside on it
oh binder didnt we also find the weird question mark cube?
on atlantica
Wesley’s use LLL?
Maybe there's some internal priority system and some mods are just able to be loaded in before the skip is called
Oh yeah lol
That was weird
I really wonder if it’s a bug or a lore thing
its weird. i replaced the config and launched without AC. config still got replaced again
What the hell

but the game is reading the old config as well
well I guess AC is the way to go for now
like it got replaced after the game read it or something if that makes sense
That’s so weird
Gotta say, wonder how exactly the difficulty sort works
For now Price seems more accurate, though some of these difficulties feel wrong
well im not gonna complain if things are working somewhat properly at least
id think it takes the rating attached and groups them together right?
i see that. it doesnt work like it should i guess
If I had to guess, I'd imagine it's something like "Max Power"
Cuz USC Vortex being at the top makes sense in that case, cuz it has a crazy default Max Power
that does make sense then
I forgot what max power is
isnt the rating shown in the terminal the safety rating?
Mhm
Unfortunately looks like the sorting, previewing, etc breaks if you leave and rejoin
Have to fully restart the game after that
But things are working TM
I currently don't have Atlantica so no issues routing to Atlas Abyss or Secret Labs for me
yeah since the 1.1.0 update I feel like every fix just brings a new problem
I mean, when you rewrite the terminal code, the config code, and everything else, while trying to make LE and LECore work without exploding, things are bound to break lmao
Oh of course of course
I say "rewrite" but ik its more of a terminal hook
Don’t worry lol
Just best way to describe it
I just feel for Batby rn lol
im just satisfied that it at least works the way i need it to
bugs are welcome for me rn cause it will cause funny occurances for my friends and i that are unexpected and hilarious
Stuff like this working is reason enough for me to want to use it rn
Simulation is amazing
Can’t get it to work half the time, but when it does work it makes me happy
Hopefully some of these devs will adjust the internal names
"OfficeDungeonFlow" is a tad jarring
True true
I had to take out LC Office, it was way too buggy for me lol
It’s a really cool interior tho
or batby will add a config

I haven't had too many issues other than the sheer size
But that should be fixable soonTM
Elevator works consistently for me, though I haven't tried leaving with the power out
oh don’t try that hahaha
My main problem is that the elevator isn’t consistent for everyone. It’s up for some players and down for others at the same time. Also everyone that enters the elevator simultaneously exists next to the ship for some reason and can be heard talking
not sure if this is because of the Strange objects mod or LLL but i found 2 random apparatus that were not plugged into any sockets on a single moon
Spare batteries 🔥
So I reverted back to LLL 1.0.7 to check, and my latest build of StarlancerMoons works fine on it. Auralis works (as it still does apparently) and Triskelion works. I have no clue what broke with the update and I desire to cry
Yeah I haven't updated LLL just yet and am using those two moons as well. 🤷
i wish to cry cause im trying to see if internal stuff is working correctly on my pack with LLL and i got sent to the backrooms
make matters worse. my shotgun turned the safety on by its self
which is why i was sent to the backrooms
What are the triggers to get sent to the backrooms?
getting hit
occasionally the map wont load for some people as well and they literally clip out of the dungeon into the backrooms by falling to their death
oh i just realized. the fire exit on SCP secret labs currently does work at all
not sure if thats cause of LLL or because of some other issue entirely
and thats both with and without the SCP dungeon gen on it
maxScrap * maxEnemyPowerCount
Open to suggestions to refine this calculation
The actual difficulty string is too arbitrary for actual sorting imo
Makes sense. I feel like dungeonSize might be a better tell of "difficulty" than maxScrap
ehh
You could theoretically have maxScrap set to 1000, just makes it easier if the dungeon size is smol
I should probably incorporate route price maybe
Is it?
Normally i see more scraps or harder moons
I mean, yes
But an easy moon could easily double scrap and that makes it easier, not harder
Whereas if the moon's interior is bigger, it's harder to find scrap
Even if there's more of it
maybe I’ll divide scrap by dungeonsize idk
That could be a good way, calculate average scrap per square inch 
Just kinda gotta play with numbers till it feels right
Mhm
It's not terrible rn and in fact that makes a lot of sense as to why USC Vortex was rated as hardest
But the issue there also is that USC Vortex is an odd map, with a 7 to 70 scrap amount by default
which is stupid but I digress
((maxScrapValue - routePrice) / dungeonSize) * maxEnemyPowerCount perhaps
I have it modified to 15 to 45 with AdvancedCompany to make it a tad more reasonable
casino moon sounds cool af actually
Damn you’re right
I still don't fully understand the min/max scrap value/amount in SelectableLevel. It never seems to actually enforce the values, or maybe I just don't know how to set it lol
Neither do I, to be fair
I am not a moon dev
I just change values to be more reasonable in AdvancedCompany when I see arbitrarily ridiculous ones
Like, Titan has 32 max scrap iirc
Why does Vortex have 70
I just threw numbers in mine until the average result became what I wanted 🤭
Lol, fair
custom scraps will also arbitrarilize this further
So if I do ever develop a moon I'm just gonna base it on vanilla moon averages
But eh, I'll leave moon-making to the pros
What does it take to be a moon making pro
This is sorta what I do, I start with the closest tier of what I'm building around, and just tweak it from there. Some people just want custom moons that throw scrap at them with low difficulty, while others will literally never be satisfied lol
Knight, if you ever start a skillshare class on moon making, I am instantly subscribing

Lmao I appreciate the compliment, but I'm by no means a pro 🤭
At the very least not to the point yet that I'd feel comfortable getting money for it
all of my LLL mods dont work
this is what my console says
everything after this is just "Cascade Shadow atlasing has failed, only one directional light can cast shadows at a time"
scp dungeons doesnt show up, nor does office, the game gets stuck on "Waiting for crew..." when i try to go to E Gypt or Secret Labs
every other mod works just fine
its specifically the ones tied to LLL
ive tried disabling office and scp dungeons to no avail
its specifically connected to LLL
nvm i found the problem
LE original has an incongruity with LLL
have to use LE core
which sucks cuz LE core doesnt have the mod settings but eh
i had switched the LE core setting back to using LE
really i just like fucking with the mod settings in base LE its fun
Unfortunately base LE is basically deprecated and looking for a successor
Some fixes might be doable on LLL's side but compatibility with LECore will be prioritized over base LE
not to mention the mod settings of LE can be found as separate mods on thunderstore too
like Lb to Kg, 24 hour clock and etc
basically all config settings of LE are already separate mods lol
I'm not big brain enough to understand the update fully
Is a mod like this more possible now?
Oh interiors also force themselves to have at least the vanilla values regardless of whether that bool is true or false in the top, like a lot of moons modded or not will give themselves 300 facility or something and it isn’t overrided by having it to say 1 at the bottom
Do I need LE if I have LLL and LEcore? So they play nice with mods like LC_office, sewer and dungeon? Etc.
Host would crash on those interiors.
no you don't need LE just disable that only
So there's no way to override it without AC ?
Not that I know of, since multiple people are reporting the config being reset if you try to do it via config
Might be other mods, but otherwise, stick with 1.0.7 for now
Yeah I tried that too
are there any other issues with LE moons other than the broken prices?
to be honest, its not like a big hassle to set the moon prices back to normal yourself, so if you are willing to change that in config then current version is pretty much spotless
yeah for my pack its really just
- Can't go to atlas abyss (only LE moon)
- The bunker interior cannot load
I love how I can do sooooo much with the config
like I can manually balance ALL enemies and ALL scrap
afaik it reads the configs of everything else first then has that be the default but then you can override anything
Like I made it so that the rolling giant moves from inside to outside in the later moons
but damn balancing enemies has so much to consider
like the moon themes and taking the power levels and max counts into account
I can't select Atlas Abyss because Atlantica is selected xD
same
I love it but AC overwrites everything I think
So I have to change the configs in game in AC’s menu (which I dislike)
yeah thats one of the reasons I don't use ac
I really like AC, but I can’t stand how it sees itself as a god (if that makes sense)
And if you say you don’t like it in the AC channel you’re seen as a weirdo
I want AC as a mod, not THE mod 
God complex is such a common issue among devs in general. Felt the same there after bringing up some issues that AC had back then
Btw, I'm finishing my custom interior and I saw LLL benefits it a lot but I'm a total newbie and I dont really know if I need to do anything specific on my assembly to take advantage of LLL features, I saw LLL does a lot of automatic stuff on its own, do I have to add something myself on my side?
You would still have to register dungeon thru LLL and load the assets
Unless you are going with it gets put in the bundler
That LLL made which is automatic I think
The wiki explains it
Thanks buddy. I, for example, saw that the last LLL messed up your interior but I didnt pay attention on what exactly so I'm not sure if I need to tweak something specific
I have this problem with multiple moons but thankfully my modpack relies on always blindly going to a random moon with the RouteRandom mod
btw would it be smart to add leading zeros to the config entries? so r2modman will order them properly instead of for example 1, 11, 12..., 2, 3
Does LLL allow you to add moving/changing parts to your moons as the day progress/random events?
Or everything has to be static
I know LE can do it at least, for example spring factory has a train for transportation and Polarus has an elevator and icebergs
I’m starting to wonder if I should just make a moon with LE
and maybe port them to LLL in due time
Not sure about LLL but if you look in #mod-showcase the most recent api post there could end up being useful to you
Oh that could be extremely useful, thank you!
i have hopes in binders creations
I am having an issue that when using LLL & LEC at the same time, moons do not have a route price. I think if I change the config options of the moons in LLL this will be fixed, however this also requires me to know things like min and max scrap rates, map multiplier, ect. Could there be a way to only change individual settings rather than all of them or none?
Use AdvancedCompany to set a price on the custom moons
would you recommend using AC over MoreCompany for lobbies and late joining?
yes
AC disables morecompany so its fine to have it for the cosmetics
yippee
yo guys
the eject command
dont work
for 1.1.4
dunno if this was already covered in here or not
it hasnt worked for a while now
The eject command ?
yeah its known
yes
the command that lets you kill you and your crew
doesnt work with the recent version of LLL
i can go to atlas and bunker also loads for me
can i see your mod list? kinda want to test and trouble shoot
Do you have atlantica?
Also what versions for LLL and MoreInteriors?
the atlantica and atlas thing is more than likely a base game issue. ive got latest LLL and latest for morre interiors as well
Is it a problem that i don’t have an item group set for my scrap spawners?
From what I can tell it’s LE dependent moons
it could be that the game is reading the first 3 letters or so and then taking the first moon it finds in aphabetical order which would be atlantica. whether its LE related or base game related tho i dunno
ye we figured it out the override was removing to many tiles at 1 setting so i am redoing the Generation so it is lower and more constistant at 1 thanks 🙂
what about the issue with atlantica taking over when trying to go to atlas abyss?
hmm i will look into that try and upgrade config
which config? LLL or LE? or does LE not have a config
will try and have it so bunker will have better separating number of moon and rarity
in bunker config
oh wait thats a seperate issue and not related to the moreinteriors mod
its just the terminal not loading the correct moon
would the log show whats happening when trying to load one moon and getting another?
took a look at my log for when atlantica hijacks an attempt to go to atlas
[Info : Unity Log] Set interminalmenu to true: True
[Debug :AtlasAbyss] Start
[Error : Unity Log] Trying to add Caret (TMPro.TMP_SelectionCaret) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.
[Debug :AtlasAbyss] MoonsCatalogue
[Info :RugbugRedfern.SkinwalkerMod] Audio folder not present. Don't worry about it, it will be created automatically when you play with friends. (D:/SteamLibrary/steamapps/common/Lethal Company/Lethal Company_Data..\Dissonance_Diagnostics)
[Info : Unity Log] Parsed word: atlas
[Info : Unity Log] noun keyword: atlantica ; verb keyword: route ; result null? : False
[Info : Unity Log] result: atlanticaRoute
[Debug :AtlasAbyss] atlanticaRoute
found that
and it seems Orion and Atlantica are both listed as moon 43
@zenith flax The Bear S3 drops in June
..typing in "switch" in theterminal is sending me to the moons
like, switch to switch view on the monitor
not for my friend, though (playing together, same modpack
entgire server reported it not rising
Odd...
7 ppl
What mods are you usin!
one sec
is there a conveninet way to grab a modslist
with r2modman
iirc there is btu i dont know how
What interior?
you can export as code
the interior was just facility
Saw some reports about weather desync, Can anyone confirm if that’s being caused by LethalLevelLoader?
I saw More Company got an update around the same time so wasn’t sure
i think its seed desync
we just got two diff interiors
tbh i wouldnt be surprised if its advanced company latejoin
because some people are getting one seed, and some people are gettin ganother
ohh ok cool
I am not currently running more company, just advanced company. Which would corroborate the latejoin seed issue. Would we be able to confirm via reading each players seed on landing and confirming?
erm does anyone here know anything about how moons are going to be organized? Dont wanna bother Batby with my questions :P
https://discord.com/channels/1168655651455639582/1205558133074825258 batby said "correct" but erm im not sure what that means at all so i said iluvyou and am asking friendly people here as to not interrupt poor batby
#help-and-troubleshooting message
Not gonna lie - I have obtained a miniature headache over this. Not an exaggeration. I've attempted filter none - it denied it. I attempted no filter, filter any, etc - failed. Cleared configs, disabled everything, finally figured out it was LLL (please put that somewhere as a feature in the list). For SOME damn reason, I was able to do it now with "filter none". But I kid you not I fumbled on this damned PC for over 15 minutes attempting every command I swear should've changed some filter setting. I was about to report this as an issue of a mod - searched "filter" and see that someone else seemed to have ran into something very similar.
You need to make it so when "moons" is typed - the information appears at the darn top explaining these filters (although even then - that would not have solved this issue. I swear to god I've typed filter none and it failed numerous times.). >->
Wasn't just me either - got 2 others to attempt to rid the filter as well. Can't confirm if they typed filter none, but I could not remove that damn filter. I'm sure it's some bs conflict, some config issues - whathaveyou. Nuking this mess of a pack I was given and reenabling it made it work flawlessly- but lord this nearly had me just flip a metaphorical table ._ .
After passive aggressive headache subsiding from thinking it was one of 80 other mods... only to filter it down to mods I swear weren't the cause.
Ideas:
- Some keywords in the readme or features so "filter moons" pops up
- An explanation of the Preview, Filter, and Sort function (probably "Preview Info", "Sort Info", and "Filter Info" since the top explains to use the word "info" on moons. Adding words to make it say "To learn about any moon or preview/sort/filter, use the word INFO." would suffice there)
Edit: Or when just the word "Preview", "Sort", or "Filter" is typed - it outputs "[Something something use syntax-] (for the example of Filter) price, weather, tag, last travelled, none" - A config option to entirely remove the filtering options, or new value "Disable" to disable individual filtering options.
Now with that- I'mma try to subside this unneccesary headache... I'm sure others will hit this same weird wall. I swear to God I used "filter none" and it just spit back at me as if that wasn't a command <-<'... trying to force it in my own lobby seems to be impossible. Client side maybe? I don't know. 😮💨
Heard, chef.
Only note is that the moon catalogue settings are intentionally client side as it is inherently a user preference
yeah unfortunately lethallib scrap and LECore scrap still dont spawn, even if you brute force their spawnlist in config
they just dont, only vanilla scrap spawns on LLL moons, latest ver of LLL too
oh so it seems like its because every time you modify the config for LLL moons, they get regenerated
so I cant even test if it works because it wont use my config lol
I think that happens every time your moon list changes
add or remove 1 moon, the config becomes a mess
maybe just removing the numbering would fix it
oh and I never changed moon configs but only installed new moons when this happened to me
so might be both
okay yea, Audis was right
but custom scrap still cant spawn even if I set them in config
oh well
but its so weird because if I set a custom scrap list for an LECore moon, it works through LLL config
but it doesnt work for LLL moons LOL
oh and it seems like enemies section (inside and outside) configs dont work for LLL moons either
no custom enemies, no custom scraps can spawn
kinda sad how Shy guy cant spawn on Secret Labs
works for me, on secret labs now
no custom moon config edits throught LLL though
found him as well
Level Event recommendation onDayModeChanged ```
None
Dawn
Noon
Sundown
Midnight
Looked at the code and it seems a bit annoying to make a patch for this though
it'd be useful so i don't have to have my code in update to check for it to turn noon so i can toggle the lamps on my map.
also updated LLL to the latest version and my map doesent load in properly anymore is there anything i gotta add? cs [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index Stack trace: System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009) (wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnMapObjects>(RoundManager) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::SpawnMapObjects>?542004304(RoundManager) LethalLib.Modules.MapObjects.RoundManager_SpawnMapObjects (On.RoundManager+orig_SpawnMapObjects orig, RoundManager self) (at <4eedb4dc36094adcb65137cf81f2803d>:IL_009D) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::SpawnMapObjects>?-1480255656(RoundManager) RoundManager.GeneratedFloorPostProcessing () (at <af9b1eec498a45aebd42601d6ab85015>:IL_000F) RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_013C) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Are there any LLL template unity projects out there? I've started trying open other assetbundles but if someone has an already working project it'd probably save me some time
Okay what the hell why is my asset bundle trying to add everything thats in the damn game to my asset bundle and i can't remove them
Is that normal?
I just decompliled one that had this same thing to it xD
Zingar-Atlas_Abyss-1.1.6 seems to include models for all the game items and other base game stuff
it makes my asset bundle over 100mb and its broken ingame since the scripts are missing
The Zingar-Atlas_Abyss-1.1.6 is also over 100mb and has 800k downloads so idk 🤷
Welp k its impossible for me to port my map due to this unity shitty assetbundle stuff (sorry got a bit annoyed)
I tried splitting it into a different asset bundle and that seemed to remove it from the scene bundle and stuff in the map isint broken but i still can't load into the map since it can't find any gameobjects with RandomMapObject
which i know is in the dungeon stuff
but its there and yet it doesent work okay :(
according to this description, it should do a hard limit with 0 and not do anything with 1, correct?
just testing this on a moon with 5x multiplier and it seems to not do anything on 0, but properly limit the size on 1
so idk if there's a bug or I'm stupid and can't understand the description
the 5x moon is Egg Carrier from Dafi's moon pack emporium
@zenith flax Probs be easier if I speak here, just for miscommunication reasons and such.
It's safe to assume when Config is set to false, the config options below that are not applied? They still get applied regardless. That's what I am referring to which I saw acknowledgement in another thread, so I am kind of confused. Nothing about compatibility right? Looking at your known issues, it's not a know issue but it was spoken about in other threads.
Unless that's what you meant with LeC/LE preventing any of this working as expected?
I’m pretty sure it’s a known issue, it’s part of why the moons are free if I’m not mistaken
There seems this API creates a weird bug in my game where I'm stuck in constant tutorial mode
i.e. every time I use the terminal I have to state my favorite animal and role in the team
Is this a known bug?
does it go away when you disable LLL?
Hum
Tried playing in multiplayer for the first time with modded moons
And there was a HUGE syncing issue between the host and the others
Like when a moon was flooded/rainy (Hydra here) the host did not see the water at all it was like the planet was not flooded
Also had some issues with interiors, as I had a game were my mates didn't have the same interior as me (the host) where it was configured to only be the bunker but I had the bunker and the others had castle which was not meant to be possible...
-So first off we did not have the same interior (so they had no items, and we could see each other clipping through walls)
-They had an interior which was not supposed to be on the said moon (Conviction here)
Also had some weird t-pose bug and the game was lagging for no reason until at some point when going to another moon it crashed
I do not have the logs, but I do have my r2modman code for the mods I was using : 018d9444-f69c-8028-4408-06446fe4b5e4
I was using both LEC and LLL to have custom moons and interiors
I think we only went on LEC moons but it was LLL interiors
Can Confirm. We're using LethalLevelLoader and weather is very desynced for us
Seems 50/50. After playing a desynced round the weather seems to correct itself again
Nevermind it desyncs once we land again
I also use a mod called LateCompany and have the issue
And I think when I was hosting all of them left and rejoined at some point before we had the different interior issue
But the weather problem occurs whether they join later or not
Late Company consistently caused this issue for me. Switching to AdvancedCompany fixed it for me.
We're using AdvancedCompany and are running into this still
Working on fixing the stuff for bunker and making it so the other players configs for bunker MoreInteriors sync when joining so looking forward to having that be less of a headache thanks for the feedback working on fixes currently 👍
Yes, it does
I did however use a skip to multiplayer mod, so I'll check it when I'm home, that may be the cause
Very weird bug
It treats me like it's the first time I've loaded the game
Yea skip intro mods completely break LLL
If people are having issues with LLL at the moment, use Version 1.0.7 until a patch is out when they're back. This also means you'll need to downgrade any interiors you're using by a version or so before the dependency was changed etc.
Does anyone use ShipLobby here ?
https://thunderstore.io/c/lethal-company/p/tinyhoot/ShipLobby/
If you can tell me if you have the same issue with it than with Late Company
I used to use it before v49 of lethal company and just switched to Late Company, but this these bugs... I might just go back if it works
ShipLobby had issues for me consistently as well
@steel crag Downgraded only LLL and had to deactivate Backrooms as it was preventing the map from loading but otherwise everything worked fine without having to downgrade them.
Ok thanks for telling me
i blamed late company
so it's LLL update?
we had exact same bugs today
one round weathers desync
or flood level desync
I dont use Late Company
(I also cant read apparently)
@sage cradle Anything else installed that could be trying to sync the weather? Maybe a possible battle happening behind the scenes of functions.
but it worked perfectly before LLL update
mod itself states that it's compatible with latest LLL too
they released update especially for that
change version to 0.4.1 if you want to use older LLL- it's all the same functionality
and I've got reports it works on latest as well
it works
but weather desyncs happen
but i guess it's happening for people with LLL only
so it's not weathertweaks to blame
#1203871322841808906 message
it's not using any LLL functions to do that?
No
I'm only hooking up to terminal methods to override it's weather display function to display mine "uncertain" stuff
so it's only that
I've had several mods in the past cause weather issues, including WeatherTweaks, LateCompany, ShipLobby, etc. I have no clue what causes it in particular, but I've found that removing those and just using AdvancedCompany makes it work for me. Especially since AdvancedCompany has the functionality of those mods mentioned
so LLL is causing the weather desyncs for sure?
This was also before LLL even updated
i had LLL + weathertweaks + shiplobby working perfectly before LLL update
i mean weather-wise
hmm
Shrug, all I know is I've had issues with them in the past and there's a reason I swapped to Advanced
i dont use weather tweaks or ship lobby
No issues since
using AC and LLL
Wanna be clear: Not saying it isn't LLL's fault
and it desyncs?
Moreso saying that's been my experience
yep
i mean i use a lot of other mods though too
but i dont think they would cause weather issues
Mhm, unfortunately saying definitively that it's LLL causing the issue is hard
Without, yknow, testing with just AC and LLL repeatedly with friends/fellow testers
or even just LLL
so we could possibly downgrade to previous version before update huh?
yes, but you have to downgrade more interiors and scarlet mansion as well
I've heard nobody mention it when just using LLL, but LLL is also one of those mods you don't expect people to have by itself
if you use them
damn
yes, i think so
yeah
because only things in it's assembly related to weather are scrap multipliers
Pretty sure LateCompany syncs weather? or was it taken out?
AC does a fair amount of syncing
no
from the looks of it
then i really don't know, maybe it's not because it syncs weather but because it change weather code in some place else?
yeh LateCompany used to have this issue
cause people running all sort of mods, and only thing in common is LLL
I havent used it in a long time because of that
well i removed LLL and other mods depending on it so we will be running a group again to see
Vanilla weather mechanic is based on seed (primarily), so if something's not synced there ~~there ~~will be issues
i'm gonna run downgraded LLL tomorrow and test
by the way what's gonna happen if i run late company with weather tweaks together?
as they both sync weather
haven't tested, don't know
but if they both sync the same weather there shouldn't be any issues
LateCompany syncs weather after my methods are all ran, so both mods should sync the same values
if not my mod will override it
i wonder why vanilla game code can't handle weather sync on it's own 😄
there's so many questions and so little answers
cause it's based on seed - all clients will have the same seed, so no need to sync anything but seed
same with dungeonType
all clients assume they have the same data, so each does things on its own
lol
this is so hacky
so in order to have custom weather chances you have to detach weather from seed?
i think i understand
could 1.0.7 LLL be causing a waiting for crew mates when trying to start the game
I mean - I'm still changing weather based on seed, but syncing all things by myself - I've tried to do it the same way as base game, but it got desynced almost instantly
so better safe than sorry
you sure you downgraded everything else?
more interiors, scarlet mansion?
sounds hacky for real
this is the third commit lmao
cause it was so bad
not scarlet but more interiors yes
yeah it was LLL
or one of the mods depending on it
i used more interiors, the mansion, LC Office and scoops variety or whatever
Are those the only two that need to be downgraded
and weather tweaks if you use it
that's all i know
It seems like the issue was only occurring on the asteroid modded map
Which I thought was weird
But maybe coincidence
i'm not even sure what it supposed to do, my c# skill is very basic at most
game syncs previous weather?
in vanilla, game always get weather from seed, correct? and it's deterministic?
so exact same seed means exact same weather
yessir
so in order to bypass that mechanic you need to have your own weather sync code to force completely your own weather?
exactly
makes sense
doesn't explain why latecompany has it's own weather sync code and other late join mods doesn't
i mean if people late joining on orbit then there's no reason to sync weather as the game should do it itself when you pull the lever
or just extract it from level seed to be precise
true
it's the same with ragdolls - they are so desynced
yeah, this game is very p2p and sync bare minimum
usually in games everything synced with the host all the time
I have a theory on the weather stuff I’ll look into when I come back
I think it might not be due to LLL directly but due to something I did to make LE quickly work that other mods might have assumed would never change (which is a valid assumption tbh)
Anyone who has any confirmed info on the issue feel free to @ me with it so I can look later
One thing for example would be if weather desync is consistent with seeds being different between clients
we didn't notice different seeds yet, i assume that if seeds were different - we would've have different dungeon layouts and stuff and not only weather desyncs?
but last time it happened - i, as a host, visited dungeon with stormy weather, and all other players was chilling in the flooded ship
so it's possible
Nope, as of LLL 1.1.0 I now modify the basegame to make only the host decide dungeon and dungeon size
Helps prevent the dungeon from people completely unplayable when there is config desync
Do the new config options work on modded moons/enemies? im still seeing masked on asteroid-13 despite disabling them.
oh
then yeah, it's totally possible
nobody paid attention to seed numbers
still doesn't explain why there's weather desync with WeatherTweaks, as it's designed to override weather
Depends on how that mod does it, I’ll look into it
Fortunately aside from the weather bug the documented issues are either issues with other mods or things I know exactly how to fix
Honestly batby I don't mean this in any rude way but it tends to be a bad idea to push an update right before you go away
It was a tough decision forsure.
Overall I think I’m happy with the decision I made but there’s not too many great ways to offer pre-release or betas for testing in Thunderstore and such. It was tested before release but there’s just so many usecases and configurations the community uses that it does make it hard
It takes guts
Yeah like some dummy putting two moons into one mod
If you run into these issues again please hit me up with logs, I'd love to check what went wrong
sure thing
@zenith flax so, fresh info
looks like flooded desync happens when dungeon is sewers from scoopy's variety
host weather is correct, for all others it's fully flooded weather
didn't happen before LLL update, but it worth to mention that sewer dungeon uses it's own water plane
@slim wind
so it might be the reason weather desyncs happen in the first place, i don't really remember if weather was desynced any other way
everytime it was okay for host, flooded to the brim from the start for everyone else
i'm gonna update everything back, disable sewers and playtest tomorrow
to see if any other weather desync happens at all
What enemies work outside?
I know the nutcracker, snare flea, spider, and hoarding bug all just go next to the ship and stay there
Pretty much all indoor enemies do this unless set properly to use the outside AI Nodes. LethalEscape does this, so enemies spawned by it will work, but other mods that want to spawn enemies outside need to set them to use the outside AI Nodes.
(Which is why I keep pushing this mod idea in prayer that somebody will make it: https://discord.com/channels/1168655651455639582/1203082292289867806)
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
ah ok so not coilhead outside? I was trying to do a gimmik on my later moons with certain enemies outside at night
Nope, they will completely ignore the player and huddle by the ship
~~Not if someone makes https://discord.com/channels/1168655651455639582/1203082292289867806~~
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
According to several devs, it should be a relatively easy fix, just check the "isOutside" field when spawning them outside
But I don't know enough code or anything to know how to do that
Once they use the outside AI Nodes, they still don't always function perfectly (for example, Spore Lizards and Brackens outside notoriously cause lag), but they work
Bracken in particular gets very upset when you look at him and he goes to find a hiding place
Trust me, I'd love to set a rare chance for Coils outside on Asteroid13 for example
Yeah they kind of just run around
But until we get mods that fix their AI, they're gonna clump by the ship and that's it
So I was actually doing some testing regarding outside ai
👀
As I said, the Lethal Escape dev has stated that all he does is change the "isOutside" flag when spawning/moving outside so that they use the outdoor AI nodes, which is why they function at least better than they do without LethalEscape. But unfortunately that only applies to enemies spawned by Lethal Escape, not by other mods
My guess is that they get stuck cuz they're trying to pathfind to the closest indoor AI node
But honestly I'm not 100% on that
"OutsideAINode" controls the spawn points for enemies and map objects (like rocks/pumpkins/etc).
"AINode" controls the patrolling behavior for enemies in the dungeon.
I was able to give interior enemies (such as Coilhead) the ability to walk around my ship, BUT the ai for the coilhead is broken and there's no way to collide or interact with it at all.
I believe the default pathfinding is "Go to (0, 0, 0)" based on my examinations
Makes sense, they pathfind to a base position if they can't find any valid reachable AI nodes
I can't figure out how to set the Coilhead to be able to perceive/be perceived by the player tho
But I'll continue testing ideas as I think of them :)
Have you tried checking the "isOutside" tag (or flag or whatever it is) in Unity for them whenever they are spawned outside by your mod?
I love figuring out ways to manipulate stuff already in the game vs. having to have a separate mod or plugin.
So I'm not actually spawning anything myself. I put a vent outside and it spawned using basegame mechanics
Ah, that makes sense then
Tbf, if the vents are coded to spawn them as indoor enemies, then it's likely still using indoor AI
instead of outdoor
My hope is that I can configure something without my own code to let the enemy AI act the same
lethal injection company
If you do, by all means let me know
All I know is right now spawning an indoor enemy outside via AdvancedCompany or other mods no workie
And it makes me sadge
Cuz I want Coilheads outside on Orion and Asteroid13
please don't put them outside on Triskelion though
put some spore lizards outside instead
Don't worry, I won't put anything unkillable outside on Triskelion
Maybe a couple of brackens and thumpers though
please no Brackens, they're basically impossible to kill without a shotty
unless you make some Nutcrackers outside too
Brackens are easy to kill what do you mean?
You just walk backwards and at an angle in a circle
"Just git gud"
Where'd you get this list?
unity
I know but how
correct
Gah, I can't seem to find an existing script for altering an enemy ai upon trigger
FINE I'LL MAKE A SCRIPT, JUST GIMME A BIT

I bet it'll get a lot of downloads if you make a working script at least
Well it's complicated in that regard. I don't yet know exactly how IsOutside functions, but my current line of thought is more of a helper function for modders to add to their own moons so that spawning an enemy outside allows its AI to work, notsomuch something that people would download and suddenly every enemy behaves perfectly outside.
disregard this, my config was brokey.
Though if I figure that out, that'd be cool too 🤭
Yeah no, I don't expect it to magically make outside enemies all work perfectly
But getting them to function at all is a start

Can confirm, am unsure if it's a compatibility issue but Sewer Interior makes every level appear and function as if its flooded for anyone that isn't the host
So uh
Got a thumper to naturally spawn outside and once I got down off the ship it did indeed attack me
Yup, but they won't pathfind otherwise
That's the issue, is the conglomeration in one spot
Especially with Thumpers, I don't want a moon where all the enemies bunch up by the ship
Oh?
oh nice
Yeah, the regular "AINode" tag is for interior enemy AI pathing
so if you have them outside, then inside enemies like thumpers/nutcrackers/etc. can path to them
I need a coilhead to spawn from one though so I can test that
but I'll take a vid this time
I'm pretty sure Coilheads still won't work
But if they do let me know
I'm sure Wesley would love to hear about this
Had to bop back out bc it kept reaching cap before anything spawned from the vent outside, but now its got 130 cap + 300 coilhead weight, so this next test should at least let me see if I've gotten anything to change 🤭
Okay, so I don't have the AI working properly yet, but here's proof-of-concept for letting them walk around outside at least
@sullen coral
Ideally I'd figure out a way to give them free-roam capabilities, but right now it's just patrol behavior
Yeah, I'd say you could check with the guy who made Lethal Escape but he's already struggling to update Lethal Escape ^^;
But I'm glad it works with the Thumpers
Can you test if Spiders will aggro?
If so this could still be really good for Wesley
Sure! It's 2am right now, so I'll test it in the morning. And yea, for any enemy that paths on sight like Thumpers and stuff this is a fine solution, but I couldn't get a lootbug to get mad at me earlier lol
Tbf lootbugs getting mad at you typically involves loot
of which there is none outside
Yea, but usually invading its personal space enough does it too I think. I'll test them again as well and give it a flashlight :P
But yeah, only enemy in my tests I've been able to get to aggro is the Thumpers
Who aggro, but don't pathfind unless you add your own nodes
Hopefully adding your own nodes won't mess with any interior enemies
I don't think it will. They probably have a search radius to grab a new node to patrol to, so anything exterior would be far out of reach
I'll work on it a bit more tomorrow, but if it seems fruitless I'll let someone else have the glory 🤭
You say that, but PathfindingLagFix is proof that they clearly check a lot of AI nodes 
I'd test with Snare Fleas, Brackens and Spiders next, Snare Fleas/Brackens are likely to cause AI lag if they function, and Spiders I just wanna test to see if Infernis can be fixed
Same with Nutcrackers for Etern
@gaunt hinge this discussion is worth taking a look at for your moons 
@zenith flax Forgot to confirm you can override LLL with AC if you choose to. Have safe journeys!
Will do! Gonna start trying some more stuff now
Nutcrackers would probably work fine just from having AINodes for patrol pathing, since they stop and do their search as a different thing. Idk how it'd work for colliding with them so that they kick you tho
So are there currently any problems on 1.1.4? Not sure if I should downgrade to 1.0.7 or not
There's some incompatibilities, I can't remember exactly what with, but some stuff has updated to be compatible with it already
You think enemies being outside functioning correctly should be base kit to LLL since so many moons be default puts them outside (IE infernis, etern, etc) and the mod also makes it very easy to set any enemy to any spawn pool
The vanilla interior enemy AI is just set to look for specific things, which I don't think LLL should touch directly. The aggravating thing is that the EnemyAI scripts doesn't have anything publicly accessible to just flip a switch for outside functionality, at least not that I've found.
Oh yeah your back tomorrow
It's in their name KEK haha, nice one though @zenith flax for grinding
it's weird that with GI, using this setting breaks the game with LLL, making the startup screen pitch black
The dungeon chance works 99% perfectly btw
has poolrooms worked for you?
It's known. Startup screen starts the functions for LLL.
Also poolrooms has worked for me, haven't tried since they changed dependency from 1.0.7 (Even thought it only worked with 1.1.3/1.1.4) to 1.1.4.
ah
@wraith nova Just checked and PoolRooms working on LLL 1.1.4
nice then it was fixed, i also tried it, it worked out on my end!
It worked regardless. There was never an issue with it.
Does it have to be used on 1.1.4 or can it be used on 1.0.7
I think it worked on 1.1.3 but it's for 1.1.4. It doesn't work with any versions before that, deffinately not 1.0.7 it will fail to load.
yep
You know if the generator has the same issues with Meltdown as it did for MoreInteriors?
Hi I've been alerted of a bug occurring on my map that I'm not sure if its a LLL thing or not
ooooo
I converted my map to LLL and published right when the new update went live
Batby said they're gonna be dropping an update tomorrow, I dunno if this helps 😛
When anyone goes into the interior dungeon, the ship stuff stops working. (Switching player radar, cams, etc)
this stuff
Also placing items in the ship does not register as collecting them
Terminal can still be used and the lever to leave still works
No other mods in this pack either
Is there currently a issue with LLL and some Moons?
So wateridge?
Hm I wonder if there is anything I can override max spawn counts with now that I've manaully set all the spawn rarities on all moons
This issue seems to be affecting my map alone right now, but I don't know what other maps were published after the new versions of LLL went up
The fact that the ship still lands and takes off, ladders work, and terminal work fine tells me I put the ship in my level correctly
I know what the issue is but can’t answer fully rn
@old pebble vanilla maps look at the audioytriggers in the sky and around the ship
needed for more than just audio
omg
damn that was so misleading in the editor
zeekers moment
they were just labelled ReverbTriggers, totally thought that was just for sound
I haven't updated LLL yet but I've no idea if there's issues with LEcore moons. Before I test myself are there any issues with those?
Batby do you any plans for setting bee stuff per moon?
Only issue I've encountered is their prices will be set to 0. Using another mod that changes their prices such as AdvancedCompany fixes it
Otherwise wait for patch
Thank you! Still looking at it, so far I've kept all mods stablized with LLL at 1.0.7 and all other mods accordignly (interiors). But I am running AC so I'll give that a try.
If you're using Scoopy's, disable the Sewer interior temporarily until a fix is released
Right now, the moon will appear flooded for any non-hosts if the Sewer interior is picked
i've got an issue with this mod aswell is this the right channel to discuss it?
oh is pool rooms a new interior
Got it! Appreciate that! Also LC_Office is pretty buggy too with desync elevators and scarce loot. Which are being 'corrected' atm I hear. I'm only using Shrimp atm.
yeah trying that out as well
Pool is a new interior :3
what is mod called ?
@hushed sky
Meltdown working in Singleplayer so far too, about to test multiplayer.
GL, been meaning to use Meltdown for a bit now.
There are more pictures but let y'all see the rest. These pictures don't do it justice
Very Nice
cause i know someone else that was working on a pool rooms too lol
could be same person
Skidz? Trying to get them in the discord unless they joined now but with different name 😛
Dammit, turns out LCOFFICE uses the same textures I use because they are taken from the files of lethal company
@hushed sky Just tested in MP, Meltdown works with it
oh nice
Skidz also joined the discord now too
Major what should I do
LC office uses the same textures as me because I took em straight from the inside of exp
It's going to look like I copied
lets move this to Devlopement channel or DM
Dm's then
What @
Ow was telling Major guy who made PoolRooms is now in the discord
Yes, What is there user @
Ow sorry @rich gust
skibidi's schoolgartenrooms
Is a custom sort going to be added?
bro how
Oh man, SchoolRooms.. Maybe for the next one 😄
how is it sorted normally?
code
Someone is already making a school interior
elaborate
I have it currently to be price by default but once you buy a moon with permanet moons it now goes back to being sorted however way
From what you’ve described Permanent Moons does what it does in a slightly unideal way
yeah, I guess it sets the moon price to 0 after its bought?
What decides difficulty? Is that just the made up letter?
oh wow it actaully IS the difficulty
Iirc it's to do with enemy power and cap
Good good good
Since the difficulty letter is completely unreliable
It would still be cool to be able to change/remove the spacing
I have 4 moons that are easy, 4 that are intermediate, 4 that are hard and 4 that are very hard, the biome or lack there of is part of the order too
I guess the ability to pick the grouping spacing would be a nice visual feature
Oh another bug btw is that you cannot reduce the weights of the facility and mansion on moons that request it
Like on vow you can't have the facility be less than 300 or it will count it as 300 anyway
I'm back.
Got a few small non LC things to deal with aswell but looking into working on stuff now
Regarding the 0 route price bug, That's on Lethal Expansion to resolve
Regarding skip to main menu mods, That's on them to resolve but I think I can do something that will make it work anyway
Also we hit 2 mil thank ya'll ❤️
welcome back chef o7
Batby your name lies now
ok custom enemies and items fixed
Dude is speed running bug fixes
Secret Lab
autocorrect is a blessing and curse
is there an issue with LLL making LE moons not load
okok i don’t mind just wanted to be aware thank you
wait okay so to further understand stuff like wesley’s moons that have the le core dependency will work but stuff like orion or aquatics which only has LE as a dependency won’t work?
perfect ty
This is important: if you install both LE and LECore, LECore takes over and disables LE
Which will make those other moons work
on some moons i just get stuck on infinite loading screens (i have LECore and it still does this) so are those unplayable with LLL until fixed or is there something i can do?
I'm unsure tbh, don't have that issue myself
Batby's cookin again
are red locust bees the same as circuit bees?
no
what are they? Unused?
i have faith in you
🙄
Yeah they are, I can see in ILSpy
Batby cannot belive your gone until the 12th still
next time google your questions instead of asking and not liking the reponse



