#Lethal Level Loader [Custom Content Loading API]
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what
red locust bees is the internal name for circuit bees
locust bees is the internal name for roaming locusts
in their bestiary entries it says circuit bees are also known as "red bees"
sorry for the misconception! i thought you were just giving them a weird answer for some raeson
I do stand by the question being very easy to find an answer for
Hey batby how was the trip?
Good.
I'm glad to be back in the kitchen.
Issue with saving a custom level id and loading said save is now fixed @noble wharf
youre home early
did you use the baidaid or does it load you back into the custom level?
๐
Iron chef
Just saw another outdoor bracken
They aren't in the outdoor pool
Either it should be fixed and indoor enemies can't spawn outside or this mod fixes their pathing to work 
we haven't even confirmed this is an issue with LethalLevelLoader
chill.
I appreciate the bug reporting but you don't need to tell me bugs need fixing
Eh I'm more so saying it should be a supported feature not a bug
That won't be a feature of LethalLevelLoader
Are you going to make it blocked?
?
I mean this in a very objective way because I can see how this is going to sound rude or etc.
I don't believe this is a problem for LethalLevelLoader to solve
Is there a mod that fixes it?
the starlancer moons dev is making one
I think
Tried to make a small fix to intro skipping mods but it's just not really viable on my end to be completely honest
that is fair
It's not even super simple to forcefully disable them
I hope those relevant developers make the suggested changes to their mods so it can be performed less destructively
ah i can see how that can be a problem
they literally skip multiple basegame scenes and functions
yeah makes sense why it breaks other mods
same with the mods that let you just skip the lobby into the planet where people are playing already
It's totally viable to do it correctly.

Ok shoutout flerouwu
next version of LLL should work with LC FastStartup without any changes to that mod needed
i was going to suggest maybe a loading bar on the init screen while bundles load
that already exists!
grrr
i will make it more clear why pressing that button does nothing tho
maybe i'm just blind and/or lacking a brain today
is this a new thing or already a thing
I just launched the game and did not see it at the bottom
thats a 1.1.0 > thing
yo batby, custom scrap still dont spawn no matter the api they are added through in
changing the LLL config scrap list doesn't work either, tried replacing secret labs scrap spawnlist with just cookie fumo from lethalthings and it still spawned only vanilla scrap ignoring my config
same thing happened with LECore scraps
This is a valid take, however if it is fixable on LLL's end it'd be lovely since LE is semi-deprecated and looking for a successor, and LECore as far as I know just uses LE's code with some minor tweaks
Since their prices work without LLL iirc
I've let both devs know the exact problem, I totally could but like
I would prefer to work on stuff that strengthens LLL yknow
its hard
I getcha
Not saying prioritize it
But if it's still an issue in several days and you have time it'd be appreciated lmao
It doesn't really bother me as I have AdvancedCompany
I can just override their prices
im hoping they beat me too it
Agreed
I just don't have high hopes, no offense to the LE/LECore devs ^^;
Your coding and bugfix speed is matched only by Potatoe 
Also, any ETA on the release of the fix for Atlantica/Atlas Abyss routing? @zenith flax
will probably drop an update early tomorrow (aussie time) with the fixes done so far
i like to drop in the morning so things dont explode while im asleep
Fair
been on break for a couple hours but the special characters in le moons breaking the config, similar named moons not routing correctly, custom levels being saved breaking when loading said save, modded scrap and enemies not applying and skip mods breaking lll (partially) are all fixed
which is a good chunk of em
sounds hot
we're soo back ๐ฅ
once the bulk of bugs are done tommorrow ill drop some exciting news too
route price isnt a big deal tbh
config lets you change it back and that (well without AC) works just fine
I heard some people were having their config reset, which I imagine was cuz of the Special characters issue
ye
equivalent of putting a cartoon looking ass stick of dynamite into a wood chipper
@zenith flax did LLL add the item group auto patching?
it should have but i think its possible something might be up with it from some stuff i noticed today, wassup?
just checking if I can remove it from mine, and if it works with language packs like the korean one
leave it in for now and ill confirm that for you pretty soon
translation mods shouldn't break anything for this, unless their translating internal stuff that the shouldnt(?)
well translation patches change the names of the items that I'm using as entry points
naurrr i iterate and scrape from sor allitemslist
i dont think i actualy do anything via direct string checks anymore
maybe something with enemies... i gotta check that later
I do that as well
why would the item names matter in that case?
// Grab the small item group from the fancy glass (only appears on paid moons, so this one is optional and replaced with tabletop items if invalid)
Item fancyGlassItem = startOfRound.allItemsList.itemsList.Find(x => x.itemName == "Golden cup");
oh no you misunderstand
i have a list of itemgroups and i check every items itemgroup to see if i've already added it to my list
if i haven't it goes on the list
is that using the name or hash or what
neither? i dont understand wym
im realising now i restore on the randomspawns but not the items though so i do gotta fix that
I mean how are you matching the item groups in dungeons to the proper item groups
/replacing/whatever
i compare the names of the ItemGroup : ScriptableObject assetnames
like ItemGroup.name
ah, so I'll have to rename my item groups to match the base game ones exactly?
yeeee
like other similar stuff
its all kinda built on being 1:1 with vanilla fundementally so like people who use nomnoms unity tool for example it just like
worksTM
Oh, I was asked by a Korean to fix it
While item.itemName is internally changed, item.name isn't. So I switched to that as my entry point
@tall kindle ones like the name of the โโโfileโโโ stored in Unity and the other is the string name zeekers added to Item to be used anywhere the items name is said
99% of unity assets are inherited from Unityโs โObjectโ class which has .name built in for internal naming of stuff
Another way to look at it is that item.name is the file's name while item.itemName is the player friendly display name
in the context of this convo
itemName is the only thing that should be touched by translations
name usually never should be used because comparing names can be unideal and arbitrary when 99% of the time you can compare the objects themselves
But in LLLโs case I need to do some things comparing .name because of some Unity Limitations
that makes sense
Any list of vanilla level tags?
some have multiple because i didnt know which ones people would prefer
coolio, also is there a snippet of code on loading bundle via the async system?
has anyone had this issue before? it happens when i try to use the moons command in the terminal
according to batby, it could be a intro skipping mod like the one general improvements has, so i disabled that, but the issue still persists
Probs ๐
Hello everyone, Iโm probably asking a stupid question, but still. How are levels created in this API? I have a level that was created in LethalSDK, and I want to port it to LLL to make a custom dungeon for it, but Iโm having problems. Since the project with resources initially does not have any assets, as in LethalSDK, I simply decided to drag everything from there into this project and configure it. In the end, all I achieved was that my level just appeared in the terminal. When I try to fly to it, the ship goes on an endless flight, because of which I can neither land on the current moon nor go to another, the lever does not work, and the terminal writes that the autopilot is already heading to another moon, expect landing. What could I have done wrong?
didnt install any new moons for a long time though, does this go for interiors too?
No not that I know of, Interiors seem to work on all Vanilla moons with no issue.
i mean if its possible for interiors to trigger the problem with the whole uncommon characters and all
because i didnt install any moons since like, 2 weeks ago
and this problem came up 2 days ago
Do you still have LethalExpansion installed or even the Core?
yep
wait
lemme check
yeah, both, actually
iirc it was a dependancy for moons so i never removed em
If you're using 1.1.4 LLL don't use LE/LEC atm imo
If you're using it just for scraps, Chillax, Tokucade and LethalThings use LethalLib
what was LE/LEC for again?
Custom Moons/Scraps
is LLL broken? sometimes me and my 2 friends get different interiors.
so if i disable that i wont get my custom moons and scraps?
"If you're using it just for scraps, Chillax, Tokucade and LethalThings use LethalLib" - said min ago ๐
because i have like 6 custom moons, and fumo scraps
You said you had no custom moons, actually you said you haven't installed any for 2 weeks but still >.< There's an issue with LE when installed alongside LLL atm.
is stuck on seed one of the known issues?
god dammit, now im on a dilemma
If you got LE and LLL (v1.1.4) both installed, might be part of it - not sure sorry.
Didn't get any softlocks myself when I had both installed.
for me, the backrooms caused that
i don't use LE or LECore
always or sometimes?
cause it doens't always happen
sometimes, i guess whenever it decides to load, it softlocks
at least thats what i got from my log
not to mention that uninstalling it just fixed it entirely
alright ty!
tried LLL 1.1.3, problem still persists
i think whatever these do are whats causing it to break
1.0.7 is the msot stable atm with LE/LEC
just confirmed, downgrading to 1.1.2 made it work
so whatever 1.1.3 did just broke LLL with LE
what is the first issue exactly? is it the "stuck in seed" issue?
because i don't recall anything else happening while using IntroTweaks
because backrooms being the issue is a little sus
Skipping Lan/Online screen prevents LLL from running its functions, I think Batby mentioned some fix with LC Startup coming in next update maybe, not sure.
is this line at the bottom an LLL feature too?
Yes that's an LLL feature
because about 4 of my custom moons are missing
you'll find the settings in the lethallevelloader.cfg
what functions?
LLL wont work.
hmmm but it was working with introtweaks
did LLL shorten the moon list by any chance?
because about half of my custom moons arent showing up
I'm guessing your LE/LEC moons?
yeah
i already downgraded to 1.1.2, btw
as i have said earlier, this made the moons command work
Just wait for LLL update that's coming. Literaly said it like 3 times now that recent versions of LLL isn't getting along with how LE Functions. Babty is working on an update and for LE I don't know because the person who supports it will no longer be supporting it and is looking for a succesor. I don't know what else to say sorry other than 1.0.7 LLL is THE most stable at the moment with LE/LEC.
Other than that, Batby will let us know what the crack is ๐
dangit
There's a reason why sometimes people don't stay up to date, heck people still play REALLY old versions of minecrafts just to avoid base level changes. ๐
no comment? ๐
Because I honestly don't know. Was said that skipping the Online/Lan screen broke functions, so don't know what else to tell you.
i just realized
the 4th issue happens to me but i don't use custom moons
You poor bastard
when i rehost, desync issues occur with my friends
What kind of desync happens?
different interiors
If I wasn't on mobile I would grab the answer on the introtweaks
Your best bet is to just search the discord
Ow no not the search feature 
even interiors that shouldn't be on that specific moon. even if it's not in the config list
I'm jsut sharing the pain of searching discord stuff, mantually painful to all :<
I meant like
I didn't want to seem like I was telling you to search
The way it sounded came off misdirected when I read it back
But yes, on mobile, searching was fine
The last major overhaul they did made it awful
Let alone discord trying to be a god damn forum
It still seems strange to me that you can only see the moons with LECore, I don't know why you can't select the moons with the normal LE
is it normal where weather desync issues happen on latest version of LLL with LEcoree
is that norma;
weird..... do moon usually change difficulty?
sorting by difficulty, dine moved down 2 spots after I visited and then quit
I was about to ask if we can change the difficulty letter
I thought the Ranking was a form of difficulty?
Still having this issue.
On normal LE, we can't see the LE Moons
We can type it, but we have this
And pressing confirm, it doesn't nothing and we get this error message
It still surprises me that Experimentation is a Rank B moon ๐ haha
the "weather desync issue" (its not a weather desync, but the weather potentially being different is a part of it) is some sort of desync thats causing the same seed to get different results
all players have the same seed, but the weather conditions will often be different. rarely, the interior types can be different, too (but if they are the same, they'll have the same layout. if some players get a different interior type, it can end up really broken)
notably, this, as far as ive seen it, only ever happens on the very first day of loading a save. that means on day 1 when you start a new save, and it can happen again if you have to restart the lobby on the same save
this is all the information i have on the bug
sounds like the config being applied on level load changes one of the parameters that difficulty is derived from. Did you observe any issues with your LLL config like it resetting or something? I'm just guessing btw
The indoor power level may have reset?
I just had to reduce it by 1 again to get it back in place
i think it is.
Is there a way to get LECore working again? Newest LLL update killed compatibility so I can't get any moons to load and all interiors rely on LLL to function
For now revert to LLL 1.0.7 and downgrade any mods that need to be for that version.
Otherwise no other way at the moment sadly :<
Appreciate the info, thanks!
You're welcome! โค๏ธ
Anyone know what the facility does with nav meshes that even the mansion seems to not?
Idk if this mod would be able to fix the way the navs are or if that would need to be done by the separate mods
what's broken that the isn't in the facility?
Spiders and a little bit of snare flea nav
Afaik they canโt climb walls even in the mansion
I've never seen any issues with snares/spiders in the mansion
Weโll have you ever seen a spider on the wall in a mansion?
dunno about spiders with walls but definitely seen snare fleas work in the mansion
and I've also seen spiders climb the wall in SCP facility
A few times but only times I've seen them they hanging by stairwells for me, other than that I always seen spiders on ground
What is different with those walls? Is it particular collider? I know scoopys still has issues with turrets seeing and shooting through walls occasionally
nothing special about the walls afaik, they probably just need enough vertical space in the room they pick as their home node
shooting through walls usually means either tags are wrong or turret it spawning somewhere it can see outside in to a room
eek there is a lot of code related to how they get on a wall, trying to figure out if there are just numbers that can be tweaked
Yeah thereโs a little bit of work to turn your lethal expansion level into a lethal company one
Documentation coming soon, whats your mod?
actually there may be..... I can try to make a patch for my mod that hopefully changes this behavior to search farther and not really care about the height of the wall? It DOES have to be a certain range now that I read through Getwallposition
Would there be a way to alter the space needed for them to nest? without chaos like them deciding to clip through the walls?
I thought that was just handling rotation at first glance
no idea, haven't dug into the spider code at all
Lets go to #1202143106833858560
Waking up to new github issues about problems other mods cause ๐
life ๐
will the next version have a fix to the config file breaking every time my moon or interior list changes?
like the duplication issue?
Waking up to new github issues about problems other mods cause ๐
I hate to be that guy, especially since I've got a pretty loaded modlist....
But I'm still encountering a nasty terminal bug post 1.1.0
specifically, View Monitor > switch no longer works.
attempting to switch camera views will cause the moons list to pop up instead.
I dont think its another mod, or if it is, its a new incompatibility - I have only updated, not added to my list.
I tried disabling all my extra terminal mods to see if one of them was causing it, no luck.
Then I tried switching back to my Lethal Expansion based modlist (identical modlists, one uses LLL, one uses LE, and the only difference are moon and asset dependencies), and the problem wasnt there anymore.
Two things:
- I know someone already brought it up, but allowing the player to create a custom moon sort order via LLL config would be nice. Specifically I'd just like to change the "None/Default" sort order to lump certain moons from certain creators together.
- Hiding a level in the terminal but keeping it registered means you can still route to it, correct? It just won't show up in the lists?
- Can also confirm it works this way ๐ Secret Moons :3
i don't think i've seen a concrete answer, do moons/interiors updated to support the latest LLL still work on 1.0.7?
from what i understand no. the Poolrooms interior is a good example, it was only released after 1.1.0 and i think the creator said no
and do interiors that haven't been updated still work on 1.1.4?
so i did some testing, and in case it hasnt already been said, version 1.0.7 seems to be stable/compatible (when using AC or MoreCompany). each version above that seems to have a different thing wrong with the terminal and im not sure why as i am not a modder hooman lol i listed it down what happens for each as well if it hasnt already been noted but yea - just thought id share to try n help! 
(MoreCompany was on its stable 1.7.6 as well though, since 1.8.1 seems to be broken as well - AC on its current version 1.1.0 when testing)
also LECore/Expansion seems to work fine with this version as well
Jetlag + 35c weather might delay the first update a tinyyy bit
Should work, subject to testing though (like afaik SCP dungeon is still okay running on the old functions in new LLL)
alright thanks
When they say let them cook, don't literally cook yourself! xD Take your time ๐
no
turn around
LOL
purple joined after green right?
That looks like a desync issue, it happens sometimes, and its probably not because of LLL
yes
i guess just keep rejoining until it works, youre using MoreCompany?
yeah, never sen that happen
ive seen it happen sometimes, i dont really know how to fix it though it just happens
I think its a vanilla bug actually
I've never seen it happen with AdvancedCompany
Not saying it can't, but something to note
Alright, only thing I need now is the LLL update so I can mess with configs without shit breaking
Everything else is set up
o7
Will LethalLevelLoader configs overwrite interior mod configs? @zenith flax
For example, if I want Office to spawn on specific maps and rarities
@sullen coral Not by default, the LLL configs are used if chosen to I THINK ๐
Yeah it should override if checked, I played with it a little and did override.
Had fun trying to force time passing on CompanyBuilding xD
hmm noticing the enemie, scrap, and power levels aren't appling corretly
It is enabled
elaborate
Can't wait to hoard the LLL update
so the bracken was outside on vow and assurance, not in the config to be out there, thumper was outside on dine, not in the config to be there
I do not have lethal escape
Log
I remember that happening before 1.1.4, it got fixed on 1.1.4?
has anyone else gotten double entries of custom dungeons in LLL?
This was a few days ago
๐ญ
i just deleted the config file to start fresh, and no double entries yet. just kind of an odd behaviour.
which lobby mod is recommended rn?
morecompany is broken rn right?
advancedcompany added a ton of slots we don't want, trying to find something that works with LLL
AdvancedCompany works with LLL, what you mean it adds a ton of slots you don't want?
it adds like 7 more slots to the hotbar
You can change everything, even disable it if you want.
dm?
Sure
@zenith flax Gonna check and make sure this is the issue, but it looks like LE moons having default minimum AND maximum scrap value of 0 causes issues
yeah that makes sense
i should probably prevent that but that's a LC issue rather than a LLL one
Fair, but if you're gonna support LE moons at all, a default value fix might be a good idea 
I getcha. Just setting the default config value for any moon's max scrap to like 999999 will probably be fine
no that like
no
it just can't be 0
It's not like the moon is gonna ever reach 999999 though
Unless it has like infinity scrap spawn nodes
Sounds like a moon developer problem
anyway i'm not going to be modifying that by default
i will probably fix the error when they are zero though
via modifying the basegame itself
Fair. Either way the crash actually seems to be an incompatibility with HoarderBud
So I don't actually know if that's not already fixed on your end
Gonna mess around a bit
Will send a full log if needed shortly
Gonna confirm it's HoarderBud first
Okay seems like it's not you, seems like it's HoarderBud with any LE moon
Maybe LLL too? Haven't checked
Either way gotta disable HoarderBud
Time to make a HoarderBud fork that just includes them dancing
I don't need anything else
Does this count for CompanyBuilding or this only exclusion? I removed Power and Scrap values from company building ๐
I got ShyGuy to spawn at CompanyBuilding too, kinda funny xD
Company building is fine because it never tries to spawn scrap
Cool! I haven't tried any of this in multiplayer yet so I had mini panic then xD
Yeah even with both set to 0 it loads fine without HoarderBud
๐
So that's already taken care of
Seems to just ignore it if it's not doable
ok fine
you're too good for this world ๐ฅน
Thx for everything Batby
๐
worth having them alligned as a config option?
it's perfect
Possibly a question thats been asked a bunch
But does LE work with LLL?
Ive heard mixed stuff from friends and other people. Figured it's best to just ask here
#1193461151636398080 message
Thank you
does anyone have this problem with simulate not working if u rejoin the lobby without relaunching the game?
im on lll 1.1.4
Yes, known bug iirc
Should be fixed SoonTM
probably alr fixed
Spore Lizard skin wen
Hello everyone, why when I select my moon in the terminal, my ship goes into endless flight and I can neither land on the moon nor change to another, with this error?
sounds similar to the problem I'm getting - soft terminal lockups.
if a dedicated shipmate/terminal user tries to monitor the cameras on the terminal, "view monitor" > "switch" commands will bring up the moons list instead, causing a sort of soft lock on their ability to monitor us unless they use the physical buttons.
not sure if related at all though, I'm code illiterate ๐
batby is it a fair assumption that interiors modders should somehow employ LLL size scalar to solve loot density problems when their tiles are on average much larger than vanilla (facility) instead of touching loot spawns? Because I feel like that latter is problematic especially for modpack creators as it randomly screws over any custom moon balance unless you go for 1:1 moon:dungeon assignment.
oh and do you need debug level logs for the issue mentioned above where moon's enemy (and maybe loot) values are changing unexpectedly?
You're too cute, if you do this I wont need to use that mod ๐ hehe
Never
ok yeah I am 99% sure that only the price override works
1399(-300 for apparatus) is quite less than that range
and then of course I've noticed many many enemies with a weight of 0 on a moon appearing just because like several enemies on early moons being outside despite only being indoor in the config
unrelated to this, but related to something you had posted further up. when you said that you couldn't change the spawn chance of facility on experimentation or vow, did you select both the facility and facility(XL) in the config? im wondering if it was still weighting facility at 300 because it pullls from both. just spitballing, im not entirely sure how each facility interior gets pulled on default.
nah I took care of that, the mansion does it too
thanks for the insight. it helps
Maxwell:100,Big Nut:44,Big Screw:44,Iron Gear:44,Crankshaft:40,Steel Gear:29,Hammer:30,Iron Ingot:25,Copper Gear:32,Gas Tank:32,Spotlight:18,Big Red Button:22,Steel Ingot:21,Robot Arm:11,Accident Log 1:7,Accident Log 2:7,Accident Log 3:7,Accident Log 4:7,Large axle:4,V-type engine:8,Metal sheet:5,Big bolt:25,Gold bar:2,Blahaj:28,Pinya:10,Yippee:15,Landmine Placer:0,Ouija Board:14,Arson Plush:15,Cookie Fumo:0,Toimari Plush:0,Hamis Plush:0,Dirty Arson Plush:0,Maxwell:0,Glizzy:15,Revolver:15,Gremlin Can:15,Toy Hammer:8,Gnarpy Plush:15,Red Amogus:8,Orange Amogus:8,Yellow Amogus:8,Green Amogus:8,Cerulean Amogus:8,Indigo Amogus:8,Purple Amogus:8,Pink Amogus:8,White Amogus:8,Black Amogus:8,Brown Amogus:8,Weezer Guitar:12,Cat:300
this scrap pool on gratar was only churning out gold bars and big bolts and 1 large axle
heya, currently finding Lethal Level Loader is causing all non-LLL moons to have a travel cost of 0?
yessir
quick question, when configuring scrap pools while having AC and LLL, is there one that takes precedence over the other?
if a dedicated shipmate/terminal user tries to monitor the cameras on the terminal, "view monitor" > "switch" commands will bring up the moons list instead instead
Is anyone else having this issue?
any idea when the moon cost thing will be fixed? or a workaround which doesnt involve disabling all LLL mods?
yeah, I know atlas abyss "updated for the new LLL" but LLL still confuses it with antlantica
thats... not the issue i was having
i have both of those moons and can travel to either just fine, the problem is that a good 80% of my moons are now free which... isnt great...
to my very (pea brained and code illiterate understanding) LE and LLL are incompatible..... it says that much on the LLL thunderstore page, yeah?
I just tried getting rid of LE and anything depending on it and havent had that issue.
99% of these issues wonโt be a problem in the next 5 hours or so
thank you ๐ฅน ๐ซ
awesome
acidir, etern, infernis, and polarus work for me
i can go to them, theyre not broken broken. i mean their prices are set to 0, which they arent supposed to be
its fine though, batby's already said its getting fixed
๐
you're the absolute goat
I used to have the bug where moons are not visible or assignable when using Normal LE.
Is that caused by LLL or by LE to make the report there
ask me after this upcoming update
gonna stop hijacking the Seamless Dungeon thread, but it looks like my screenshot [here](#1202534076855357480 message) was with dnSpy duplicating search results 4 times for some reason
so it's not as bad as it looks at least
but finding -80 in the decomp does seem to mostly find instances of the game's hardcoded upper bound for the interior
a couple fairly important ones in copypasted code between FlowermanAI and MaskedPlayerEnemy
the worst part about it is just how gross its gonna look in my class file
one more bug fixed
if you feel confident enough in the blanket approach you could just replace 80f with a function call in the relevant functions
yeah that's prob the move
im open to suggestions on how to handle that if you have anything better than the node comparison
ah there is one, I knew it
this.isOutside = (base.transform.position.y > -80f);
in MaskedPlayerEnemy.Start() lol
theres no consistent way to get the actual bounds of a tile right
well tbh it's like 120 meters of space, do you expect to hit that limit?
not sure what cases that might happen
perhaps instead, interior flows could just adjust their base height lower if they expect to need that space
I'd move them down myself I suppose
I don't build anything where I need to tell level or dungeon creators they can't do x or y
gotcha fair enough
yeah, I suppose moving it down after determining the highest tile bounds would work
if im not saying yes to a question i'm not doing my job right ๐
kk, Thx
@spiral siren I had one person ask me about generating a dungeon on the surface which will be a fun thing to think about
uh oh
if that ever happens that's gonna be a fun one to implement into CullFactory
currently it's written under the assumption that the dungeon is never connected/visible to the surface
I suppose if there's some way to represent a connection to the outside in DunGen, I can just check for external doorways and iterate those looking for ones that are in the camera frustum
so that I don't have to iterate the entire dungeon every frame lol
https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
Version 1.1.0.5
- Partially refactored the AssetBundle loading system to pause attempts to skip to the main menu before bundles have finished loading.
- Implemented a safe guard to prevent the game breaking when loading a previous save that had a custom level as the current level.
- Added a quick fix to retain Lethal Expansion route prices.
- Fixed oversight were custom levels with spaces in their names were not routing correctly.
- Fixed oversight were custom Levels with spaces in their names could not be simulated.
- Fixed oversight were ItemGroup's were only partially being extracted from the base game.
- Implemented a sanitization system to ensure Level assets and their relevant config entries are cleaned of illegal characters that could break the game.
- Added a $ to the "preview price" keyword to improve consistency with base game terminal nodes.
Any destructive intro skipping mod will still break LLL, it's something that somewhat has to be resolved on their end
I can confirm https://thunderstore.io/c/lethal-company/p/flerouwu/LC_FastStartup/ works
and IntroTweaks does not
Not sure!
Some requests features (better and more controllable gaps between modded moons, more consistent difficulty sorting, level preview info allignment etc.) are still coming. just wanted to get the big bugfixes out asap
Let me know if anything pops up
yo Batby, what do you think would be the best way to have information about the size of a doorway on a specific tile type available to CullFactory?
it seems that multiple interiors are set up in such a way that a small doorway can connect to a big socket
or I should say, small doorways use big sockets
I'll never understand the whole skipping intro thing, I like watching it - little computer start up before I go smash some quotas ๐
@zenith flax Just to clarify sorry, what's the stance with LE/LEC at the moment after 1.1.5? No rush to answer this, do you thing and hit up when you're free ๐
that leads to a lot of tiles being unnecessarily visible tiles when using portal occlusion culling, so I'd like to be able to take the minimum of the sizes of doorways on two adjacent tiles instead
LE/LEC should be good enough now
Sweet thank you โค๏ธ
@spiral siren I'll give that a days think

I'm assuming that there's no way for a soft dependency in the DunGen assets for a specific mod, so presumably it would have to be data that your mod provides and I make a soft dependency on it instead
Have you found a fix/do you plan on fixing my particular issue with using blank references across multiple moons in one mod?
Yeah that's been on my mind a little sorry for the wait. thinking about the best approach
No worries, my workaround is fine for now :3
it might be something I actually do on the assetbuilding side of this but still unsure
Still having the same issue as before
can you send me a log please
So does the menu skipping only break things related to custom moons?
it will break dungeons too
Or is there other issues caused as well
the way IntroTweaks (and some other variations) makes their mod works skips a lot of crucial steps in the game startup process, including LLL loading assetbundles
- only LLL Moons
I should be asking, what is an assetbundle?
its like the zip of the mod content
sure
Could it cause breakage in the way of desync?
it breaks like
too much
your asking me if the windows get scratched in a car crash
Gotcha
Just trying to narrow down a weasel and trying to make sure I patch any holes if ya get me
Lmfao
That analogy is great
I got it
hey, since the update me and my friends are now getting this issue and we just can't even load the main menu now...we've been trying to search through our mods to find any other issues but nothing is obviously showing to be the main problem...before this we also had issues being unable to get past the waiting for everyone part of attempting to land and also just couldn't use our terminal, only all fixed by disabling LLL. any help would be awesome thanks
which mod are you using to skip to the main menu
also apologies if this happens to not be the right channel, i couldn't find anywhere else to put it if not
no no here is good
none at all
where shall i put that? just in here?
If you use thunderstore, logs are in settings, search log, press copy logs and paste here
Yes
sorry, haven't had too many issues to solve until now
i know there's a few wrong version of bepinex issues at first but everything there has been working completely fine
Uh oh
I'm still concerned about why some mods point to new BepInEx version but yet BepInEx isn't even updated on TS

Here's the complete Log for the LE Issue.
Made on a big ModPack
oh yeah i didn't even think about that...a little strange but if they're all working i suppose it isnt a huge worry
That's how they get ya
I got my tin foil hat and my forced to be friendly lootbug
He's a biter but he's all I got
(This is just a joke)
lmaooo
@red ingot @chilly light if you know how to manually replace the file, does this work?
(for the getting stuck on launch issue)
i think i might know, one moment
in and working!
yup awesome, sorry for that you guys
the assetbundleloading was never marked as complete if it never had any bundles to load
can you change the config stuff for all the moons at once?
its okay, thank you :]
not currently no, apologies
cuz if I plan to have like, 30-40 moons
ok. well that is definitely my reccomendation if at all possible โค๏ธ
Ok cool, I can route to atlas abyss
related question, is there a mod that lets you cahnge configs while the game is running?
I swear I've seen one before
Is the config values other than price applying correctly now the next thing to be fixed or are their more major issues?
yknow, actually, this is kind of weird, tho, Batby, I cant even find the config
what, out of all of these known issues, were fixed in the new update?
level the config screen and check again
oh no
log please
sure, do I just....launch the game? XD
oh and make sure youve gone into a save
cuz like, where would the config file be written
OH
ok thats probably it
yeah ok thats probably why the config hasnt come back
yup, the config appeared
I still canโt get modded interiors to spawn
No way. LE moons are fixed now?
well, in the spirit of replacing lethal expansion entirely, is there a mod that prevents scrap from being removed from your ship when everyone dies?
cuz thats the only thing left that LE did that I'd need to replace
i can finally update everthing, epic
i'm sure there are several
yeah but like....I'd need a name for one xD
hotfix sent out to thunderstore
what the hotfix do?
Lol
Do you reccomend any high quality LLL moons Batby?
I have the entire Wesley collection, for LE moons
Egypt, Atlas Abyss, Secret Labs, Starlancer Moons, Outpost 31, Ganimedes are most(all?) the lll moons right now and their all cool as hell
Guessing their not in one mod tho
correct
I have the LC_Office interior tho, cuz I love everything Zeekerss makes and think that The Upturned's office fits perfectly with the game
(probably because there's a chance they are all a part of the same universe...)
LethalLevelLoader doesn't appear on thunderstore under mods, only appears under modpacks since it contains the modpack tag
Wasnt there a mod that also lets you pick a moon randomly?
I swear I just saw it a moment ago, gdi my terrible memory
sorry bud, I think it's been like that for a while honestly
https://thunderstore.io/c/lethal-company/p/stormytuna/RouteRandom/
no idea if this still works since it's been a while since last update
Guess it doesn't matter too much if it's not listed since it's a dependency anyway so it'll just get auto downloaded
Yeah thats what I was thinking, what reason could you have to download LLL by itself
Guess sorting and simulating are nice
Simulating?
Anyone know to fix to let modded moons get interiors
Simulate keyword to tell you what dungeons can occur on a moon and the percent chances
Ok cool
I think thats the big fires put out
So, As mentioned a few times I'm very aware that people are very interested in documentation for LethalLevelLoader
And while I can't do it myself, I do need to be involved in that a lot to get it done. The issue with that is i'm not a content creator! I'm not the target audience
So as a result of documentation being the next major step in LethalLevelLoader development, as of today I'm officially jumping back into the ring and unpausing development of #1184848349619310652
Yoooooo hype
hopefully it can get fixed
I figure the best way to ensure we have the most detailed documentation for making custom moons is to simply make the best custom moon myself
Only took 2 months to take matters into your own hand so you can make moons your way ๐
Back when it was just a couple moons for a portfolio piece
huh LE is amazing
LE was great for what it was, but it was definitely not without its issues
yeah and with things like LLL its definitely fallen behind
the PoolRooms mod doesn't have an config in it?
it does
Hmm, when I do preview price, i get it like this
Is there still issues with march? I have it disabled and price set to 999999 in my pack right now
what issues were going on with march
I don't remember there ever being any issues with March other than Batby himself having coding issues cuz of it
But I don't think those affected any releases
Once I noticed that I couldn't change moons/land after leaving march, that was a few versions ago, will re-enable to see if it works
Also, are we able to skip the Online/LAN selection yet?
dunno about others
goat is putting in work
Cool!
What is the difficulty derived from?
.. This is sorted by difficulty but they still seem sortof mixed up
not the letters
i may intergrate the letters into it but the idea was to actually sort them by difficulty
and not the arbitrary risk level string each level has
OIC, so where would I make adjustments so the letters match the difficulty?
right now that's not something exposed to users, apologies
all good! still pumped right now!
what about the spacing every 3 moons, can that be changed or grouped differently?
yup thats also coming soon
sweeeet
i was going to do it somewhat this update but held off because i want to do it slightly cooler (eg. if an author has multiple moons, it will make a group just for those (eg. atlas abyss and secret labs, auralis and trisk etc.)
ohh ya, that would be cool too
sweet
ill also order them by default of their difficulty rating
I did find an issue with facilitymeltdown not exploding/ making the ship leave, but haven't been able to recreate it yet
since vanilla manually does that and it's better than nothing
Thank you for fixing LE moon prices
Now I can not visit Kast in solo because I'm terrified, rather than just not working properly
Is there a way to generate a list of all the string names for all our moons so we can more easily config our custom interiors?
Well then, I guess Triskelion is more powerful than I thought
It's pretty great either way
Hey Batby, figured you'd be able to tell better than I can, getting an error on Pizzeria moon when I change the default config for it.
Following settings are changed:
Enable Content Configuration: true
General Settings - Planet Route Price: 887
General Settings - Is Level Hidden In Terminal: true```
I can test if this is just Pizzeria or all LE moons if you'd like, just not currently sure what is causing it
do you have poolrooms by any chance
I do, but PoolRooms was not registered as a valid level for it
I don't think this was ever reported but it hasn't been fixed yet. Changing the spawn weights for vanilla dungeons (facility/mansion) don't actually change them on the latest
yeah i think it still causes it tho
Hmm, I can try disabling it and see
Either way, it works fine as long as LethalLevelLoader's config is not touched, but the moment it is, the error gets upset
Which sucks cuz I don't wanna modify anything other than hiding it from the terminal
Planet Route Price can be handled by AC if it needs to be
Oh, if I wasn't clear: Error is preventing me from landing
So not just an ignorable error
yeee but like if its the problem im thinking about its 100% poolrooms side of things
as long as you can do me a favor and help them know how to fix it if you know how 
But gonna test first anyways
Verifying its PoolRooms
i've already locked in with poolrooms dev yeah
we guccii
Sweet
Also, I can confirm, SkipToMultiplayerMenu does not work, so I'll have to try LC FastStartup
did you get the error from lll in regards to that?
Interestingly I don't think it gave me an "Error" at all, just blackscreens and gives a LLL warning
can isee that log?
Yeye
Fair warning, got a lot of AdvancedCompany and LECore logs in there
sorry in advance

The relevant part I'm referring to is near the bottom
I genuinely might directly modify adv. company logs in the future
The main annoying log imo is that one message that spams "THIS IS MOST LIKELY A NON ERROR!"
Cuz Ctrl-Fing for Error is fucking useless because of it
Me trying to find an error earlier
Unity going batshit insane about the fucking navmesh for thousands of lines
FlipMods is the same guy who made TooManyEmotes so I believe his source code is available as well if you wanna chat with him about it
He's real chill, been trying to help me find a workaround with AC for my cosmetics
very odd hmm
It is possible that I just didn't wait long enough
But I thought I gave it a good amount of time
Time to just change it to load on the Lethal Company main menu and just put an "LLL Modules Loading..." somewhere
Hmm, Batby, I have bad news
Still happens with PoolRooms disabled
There's the full log for that too
Suppose it means I just can't hide the Pizzeria moon rn, shame
think i found a not-made-up bug, can't figure out the root cause yet but i somehow broke how weight values are being interpreted; for example when configuring custom interiors it does not respect the set weight in some instances. a value of 0 would expect that the interior would be disabled for a specific moon, like the below would disable CastleFlow from SecretLabs and enable SCPFlow at 100%:
however this is not the case, SCPFlow only enables at around 90% and the rest are just very low:
secondly, you can increase the value way past "9999" for a maximum and the game seems to interpret it fine, e.g. setting SCPFlow to nine 9's (999999999) works but the other interior flows don't disappear, they just show at 0.00% while SCP shows at 100.00%.
i would assume this is not intended behavior
Interesting, thank you for the report.
in theory any value should be clamped to max 9999 by the way.
if you don't mind, could you show me the secret labs simulation but with simulate view set to Rarity in the lll config?
no problem, i'll try to do so shortly
Anything else you need from me for the Pizzeria bug, Batby?
i will say one thing as well i have a hunch on, for dynamic tags i have weight set at 150, and calculating percentage of 9999 at 1.36 is 136 (math is fun :/). if that isn't the cause im out of ideas, but it at least would indicate those 2 values are conflicting with each other
naurrr, sorry i will get to that
All good! Was just checkin
oh yeah that would do it
i don't super know how to communicate this to users
if (customDungeonFlow.UpdateRarity(GetHighestRarityViaMatchingNormalizedString(extendedLevel.contentSourceName, extendedDungeonFlow.manualContentSourceNameReferenceList)))
debugMatchString = " Based On Content Source Name!";
if (customDungeonFlow.UpdateRarity(GetHighestRarityViaMatchingNormalizedString(extendedLevel.NumberlessPlanetName, extendedDungeonFlow.manualPlanetNameReferenceList)))
debugMatchString = " Based On Planet Name!";
if (customDungeonFlow.UpdateRarity(GetHighestRarityViaMatchingWithinRanges(extendedLevel.RoutePrice, extendedDungeonFlow.dynamicRoutePricesList)))
debugMatchString = " Based On Route Price!";
if (customDungeonFlow.UpdateRarity(GetHighestRarityViaMatchingNormalizedStrings(extendedLevel.levelTags, extendedDungeonFlow.dynamicLevelTagsList)))
debugMatchString = " Based On Level Tags!";
if (customDungeonFlow.UpdateRarity(GetHighestRarityViaMatchingNormalizedString(extendedLevel.selectableLevel.currentWeather.ToString(), extendedDungeonFlow.dynamicCurrentWeatherList)))
debugMatchString = " Based On Current Weather!";
if (debugMatchString != string.Empty)
debugString += "\n" + "DungeonFlow " + (potentialExtendedDungeonFlowsList.IndexOf(customDungeonFlow) + 1) + ". : " + extendedDungeonFlow.dungeonFlow.name + " - Matched " + extendedLevel.NumberlessPlanetName + " With A Rarity Of: " + customDungeonFlow.rarity + debugMatchString + "\n";
if (customDungeonFlow.rarity != 0)
returnExtendedDungeonFlowsList.Add(customDungeonFlow);
this is the snippet of code that handles this
it kind of has a manual order of execution
level tags are higher because they can be more dynamic
i get the usecase issue here though
hmm
Honestly maybe I'm weird but I prefer to set my mod configs individually in each interior's cfg file
But LLL is nice since everything is unified
the weird thing is i got it to work one time, and i don't know how to recreate it. i didn't make any config changes so no clue.
this is what i used to do, and then just set every interior to use every moon except the SCP flow only used secret labs. the LLL implementation is the other way around so i have to reformulate my thinking
Actually Batby that's another config feature request; an "Interior override list" for each moon would be amazing, that just sets the dungeonflows to whatever you specify there and ignores other interior modifications from LLL and other configs
I can't imagine that would be easy
But
it'd be incredibly useful
no it's very easy it just somewhat conflicts with how LLL is designed in this regard
I'd love to just go into a moon, specify "HauntedMansion:300" and be done with it
Valid
ill think about it though
thats exactly what was going on, right on the money
Oh okay, I get it when you show me that
You're effectively sending the weights via two separate config settings
Huh

Either way I can't touch it until Batby fixes the bug I posted above in case it explodes on other moons too
No risk
Modpack is stable rn, no want break

exactly
in a perfect world i wouldn't want any user to mess with dungeon rarity but alas that's not the demand ๐
would it not make more sense for level tags to be last so other config options can override the dynamic ones? not sure if there is another use case i am not considering here
The issue is, if you don't let users mess with dungeon rarity, you get interiors that just set a default chance and that's it, no matter what you might personally want. Like I think ScarletDevilMansion on Experimentation makes no sense
and that's a problem with the mod in that case ๐
it might yeah. it's difficulty to ensure the best case scenario with this system
To be fair, ScarletDevilMansion doesn't make much sense on most vanilla moons, I just want it on Acidir really
right now the values don't go down, only up
this is the reason i make customizations to everything by hand, the defaults for most interiors make no sense
time to see if only le spider spawns
But I like user exposed options for most things, just unfortunately the average user makes mistakes
Cuz, yknow
User error
Just gotta design the config for Cavemen, Batby
๐
it's just hard to design for a wide amount of use cases that conflict with each other i guess
That it definitely is
Another arachnophobia-spoilered meme
and how did it go
for context this is how i had it set up for LLL pre 1.1.0, when you look at it like this what i'm trying to do makes a ton more sense
forsure
That worked, now i need to see if I can have some others at the same time
its good thoughts thank you
no problem happy to help
s p i d e r
I'm definitely keeping an eye on Arachnophilia, love the idea of spiders stringing up random cocoons, though I havne't tried it out to say if its overwhelming
And am also worried how it handles alongside outdoor spiders
No roof to hang from
Probably what you were fixing
mhm mhm yeah I just heard about that issue for the first time so I added that check, just trying to figure out how to test it
What going on here?
[Info : Unity Log] enemy #1 probability - 1
[Info : Unity Log] enemy #2 probability - 0
[Info : Unity Log] Enemy 2 could not be spawned. current power count is 11; max is 30.
[Info : Unity Log] ADDING ENEMY #1: Hoarding bug
[Info : Unity Log] Adding 1 to power level, enemy: Hoarding bug
[Info : Unity Log] enemy #0 probability - 0
[Info : Unity Log] Enemy 0 could not be spawned. current power count is 12; max is 30.
[Info : Unity Log] enemy #1 probability - 1
[Info : Unity Log] enemy #2 probability - 0
[Info : Unity Log] Enemy 2 could not be spawned. current power count is 12; max is 30.
[Info : Unity Log] ADDING ENEMY #1: Hoarding bug
[Info : Unity Log] Adding 1 to power level, enemy: Hoarding bug
[Info : Unity Log] enemy #0 probability - 0
[Info : Unity Log] Enemy 0 could not be spawned. current power count is 13; max is 30.
[Info : Unity Log] enemy #1 probability - 1
[Info : Unity Log] enemy #2 probability - 0
[Info : Unity Log] Enemy 2 could not be spawned. current power count is 13; max is 30.
[Info : Unity Log] ADDING ENEMY #1: Hoarding bug
[Info : Unity Log] Adding 1 to power level, enemy: Hoarding bug
[Info : Unity Log] enemy #0 probability - 0
[Info : Unity Log] Enemy 0 could not be spawned. current power count is 14; max is 30.
[Info : Unity Log] enemy #1 probability - 0
[Info : Unity Log] Enemy 1 could not be spawned. current power count is 14; max is 30.
[Info : Unity Log] enemy #2 probability - 0
[Info : Unity Log] Enemy 2 could not be spawned. current power count is 14; max is 30.
Is that expected to happen if the total power counts for the max counts of all enemy that can spawn caps out?
each enemy has a max count and a power level which contributes to the max power count
i'd have to check the code but in a genuine way since your working with that kind of code i'd suggest you do it instead
in roundmanager, search for that debug log text
and you should be able to find the relevant code
like if there are 3 enemies that can spawn inside and all of them hit their max counts but the power level is higher than the current it shids?
Either way it shouldn't have ran out if max is 30 and current is 14? What am I missing, why enemy could not be spawned
each enemy type has a max count seperate from the total power pool
which might be it
the 1 spider spawned, the 3? hoarding bugs spawned, and the one braceken spawned I think?
When do outside daytime enemies spawn? Instantly yeah?
It follows a time-based spawn curve like inside and regular outside enemies
In vanilla moons, daytime spawns usually start near max and taper off from there
alright, so it can't be that
Ok batby you may have fixed it?
I don't have lethalescape in my main pack but either something was making the bracken, crawler, and rolling giant to spawn outside on moons where it is only in the inside pool or it is a bug with LLL
Because I don't believe I've seen it happen with enemies that aren't in the interior pool yet
Is there a reason why LLL desyncs weather? I say this because pre 1.0.7 LLL it works as expected and now its broken even on 1.1.6.
No clue. I've heard super vague statements about the weather desync but nothing concrete enough to even know if it's directly LLL
The modpack I made is about 80 mods, but if i keep the LLL 1.1.2+ and its dependent mods to their 1.0.7 compliant versions everything works as expected, (Scarlet Mansion, More Interiors, and Starlancer Moons & Scoopy'sVarietyMod)
Once i go 1.1.2+, weather desyncs are very common
I will say mine only started doing weather desync after LLL and 2 other mods updated....sadly Idk what the other 2 mods were since it could be one of those too.
I've run into some bad weather desync as well but can't pinpoint what's doing it
it would be nice if it was reproducable
I can get it to reproduce regularly but i dont have any tools to detect where the desync is happening exactly
we could all post our profiles dependencies and see what we have in common?
just had weather desync like 3 times in a row
after restarts and different planets with different weathers
it also shows in the terminal which makes it easy to check without having to load in a moon
weather was working perfectly normal in a run continued and updated from 1.0.7 LLL to latest but upon making a new run it broke every time
@zenith flax popping in to say youโre fine china
Interesting. Can moons override this?
Hmm, that's frustrating. Makes designing moons with a gimmick, like Asteroid-13, difficult
thats up to mod authors to make a mod for
by default giving moons access to modify that kind of thing is outside of their lane, so to speak
could i get a log please
I mean I dunno, I see nothing wrong with giving access hooks to more vanilla features for moon devs to do interesting things with. That's just me I guess though
you misunderstand
if a mod dev wants to change those values in their own mod, it's a very simple thing
Would this be as simple as duplicating the original enemy's EnemyType asset, altering the values, and using the new asset in the spawn pool?
naur thats a little gross for a few reasons
you'd wanna change it on level load and revert on unload
ill look into these when i can ty
What makes it gross per se?
a lot of mods will use Resources.FindObjectOfType which gets every instance of the provided type loaded in memory
if some other mod tries to use your fake enemytype instead of the real one
and etc.
ahh okay
@zenith flax Questions for you. If I use the LLL config to modify a planet's price/config. Then I add in a mod to say add new scrap, add a new enemy, change dungeon size etc. Will my settings in my LLL config stop these new mod changes from happening? In what order of priority does the LLL config sit? If I want to use the LLL config to manage planet travel price only, and let other mods handle different functions, will I run into any problems currently? Are there future plans to make each override separate so I can do this if it is not currently possible?
Here is my scrap spawning list:
Maxwell:100,Big Nut:44,Big Screw:44,Iron Gear:44,Crankshaft:40,Steel Gear:29,Hammer:30,Iron Ingot:25,Copper Gear:32,Gas Tank:32,Spotlight:18,Big Red Button:22,Steel Ingot:21,Robot Arm:11,Accident Log 1:7,Accident Log 2:7,Accident Log 3:7,Accident Log 4:7,Large axle:4,V-type engine:8,Metal sheet:5,Big bolt:25,Gold bar:2,Blahaj:28,Pinya:10,Yippee:15,Landmine Placer:0,Ouija Board:14,Arson Plush:15,Cookie Fumo:0,Toimari Plush:0,Hamis Plush:0,Dirty Arson Plush:0,Glizzy:15,Revolver:15,Gremlin Can:15,Toy Hammer:8,Gnarpy Plush:15,Red Amogus:8,Orange Amogus:8,Yellow Amogus:8,Green Amogus:8,Cerulean Amogus:8,Indigo Amogus:8,Purple Amogus:8,Pink Amogus:8,White Amogus:8,Black Amogus:8,Brown Amogus:8,Weezer Guitar:12,Cat:300
Is there any reason why out of 11 objects on the moon 7 if them are the big bolt?
Could it be from things with a rarity of 0?
hmmmmmm I wonder if it could also just be because there are 51 scrap in the pool, maybe it breaks if there are too many?
thats at least 5/26 that are big bolt here
Only 1.78% of the scrap should be the big bolt
removing big bolt made it almost all v-type engine
Changing it to
Maxwell:100,Big Nut:44,Big Screw:44,Iron Gear:44,Crankshaft:40,Steel Gear:29,Hammer:30,Iron Ingot:25,Copper Gear:32,Gas Tank:32,Spotlight:18,Big Red Button:22,Steel Ingot:21,Robot Arm:11,Accident Log 1:7,Accident Log 2:7,Accident Log 3:7,Accident Log 4:7,Blahaj:15,Pinya:15,Yippee:15,Ouija Board:15,Arson Plush:15,Glizzy:15,Revolver:15,Gremlin Can:15,Toy Hammer:15,Gnarpy Plush:15,Red Amogus:8,Orange Amogus:8,Yellow Amogus:8,Green Amogus:8,Cerulean Amogus:8,Indigo Amogus:8,Purple Amogus:8,Pink Amogus:8,White Amogus:8,Black Amogus:8,Brown Amogus:8,Weezer Guitar:12,Cat:300,Neutron Star Sample:5
Causes it to get stuck loading ๐ต
Oh the Moons PreviewInfo doesn't accept multiple values yet? Setting it to only display price works but putting multiple parameters like price, Difficulty, Weather resets that field to History on startup
Also Castle grounds shows 0 credit cost in the preview but costs 450 (or 430?) but since it's the only moon showing up incorrectly I think it's on their end
Multiple values like that are not supported no
would require a refactor of that system, not the highest priority
alrighto, np
so this issue still persists
changes to scrap spawn pool arent applied
really off topic but @zenith flax is the concept of moon folders still going to be a thing or should I try creating my own?
My concept was to be able to split moons into groups ("Sectors"/galaxies, whatever), and then to travel to a moon in that group, you'd first have to travel to the sector.
honestly just a config mod that i had in mind
and i can try making it. but
I think you mentioned this mod already had close functionality to that though?
@zenith flax I know you asked for help with the dungeon making progress wikis doc thing
I can work on it slowly, just tell me where you want to write to it
Since I already have most of the script for setting up LLL on the Unity template project, I can start copy and pasting that
wait a tinyyyy bit longer
oh! Sorry, gotcha! ๐
yeeee but might want to wait till tomorrow
in the future we'd be using #1199473521265475745 instead
One thing that I don't see noted is
With the weather desyncs at least
Some moons / interior mods specifically updated to work with post 1.0.7, but nobody last night mentioned whether or not they updated both Lll AND those mods in conjunction, so it could simply be user error in terms of using an outdated version of one mod with an updated version of lll or vice versa
Which makes me uneasy
I personally haven't had any weather desyncs with interior mods except when I had betterspray paint, I removed that the other day and haven't had issues since
I don't use custom moons though
I'm getting a really weird crash, my custom dungen loads the assetbundle and registers with no warnings, but when I actually land the ship and the dungen begins generating (I think?) I get a crash in an unrelated place
This is the last thing I have log output for, having a hard time figureing out what happens after this in https://github.com/IAmBatby/LethalLevelLoader/blob/main/LethalLevelLoader/General/Patches.cs#L295 to get more clues as to what's actually causing the crash
If I don't have a debugger attached, then I get no messages or anything, it just crashes.
With the debugger attached I get the exception call stack shown in the first picture
Unhandled exception at 0x00007FF9AA0CAD67 (ntdll.dll) in Lethal Company.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.
Yeah, I've been dying trying to trace this x3
I have to sleep as well, this was sorta the end of my night
doing any crazy shader stuff by chance?
Hmm, I did not think about that
Everything is generic 3D Standard shaders + a custom NoDraw shader to hide a bunch of faces converted from a Hammer vmf
Sounds like I should probably switch to HDRP/Lit and try removing the custom shader
Does LLL somehow change the vanilla interior during generation?
i had some level related issues like that that were vaguely related to shaders
Okay, Ill mess around with that and another thing I thought of that's different than the SCP dungen I can try changing to see if it fixes it
Thanks :3
@zenith flax you wouldn't have like... a tutorial on have to start making maps/interiors for LC would you? I have tried to look online for stuff but found very little... also it doesn't help that I have never used unity before.
thats the current big goal rn
Can we add custom scripts to moons in LLL?
of course
Epic
oh so thats like actual proof that a moons difficulty is where it could be (or not) described to be? ie egypt was described as a high end inter moon so it should be right below rend
thats sick
while we work on documentation, if you havent done anything in unity yet, grab unity hub, unity 2022.3.9f1, downlaod the lethal company template, look up the ProBuilder and ProGrids packages for Unity and practice with those, if you can get comfy with basics of that you could have some groundwork going into the LC modding part
plenty of tutorials for probuilder
Rn the customs are listed after vanilla moons in whatever order god decides
In the future by default itโs do vanilla levels first still then custom levels in order of clusters vaguely ordered by difficulty
Don't you mean RNGesus?
Btw incase you didn't see, you got the okay to make an LLL mod-release thread, you could lock this one for documentation or personal updates and the mod release thread for people to talk on etc, just a suggestion
not sure what happened but this is sorting by difficulty and lol any of those being ranked easier than experimentation
I assume it's WeatherTweaks causing mischief
I have a similar problem, landed on the first moon and it was difficulty A, maybe its sorted alphabetically? lol
oh no, what have I done again ๐
else if (Settings.levelPreviewSortType.Equals(SortInfoType.Difficulty))
cataloguePage.RebuildLevelGroups(cataloguePage.ExtendedLevels.OrderBy(o => o.RoutePrice + (o.selectableLevel.maxEnemyPowerCount * 10) + o.selectableLevel.maxTotalScrapValue), 3);
this is the difficulty sorting calculation
@inland jungle does this issue exist because route prices are 0?
So outside of LLL specific dependent moons
Are there any LE(C) Moons that aren't having issues on LLL 1.1.6?
I've been extremely hesistant on adding moons for awhile while they grow more developed and now we're in the transition period of LE to LLL 
Possibly in retrospect -- looking at the list all of those are non-LLL moons ๐ค
Is there an option with lethal level loader to adjust a global prop ID min and max values
Want to make a config to adjust that for stuff
Hope to get this back soon, or do someone have a trick to find the value of the default dungeon (facility and haunted mansion) ?
Not sure if it's LLL caused
Got my first weather desync though on 1.1.6
I did add Orion which did add LE, I use LECore though alongside so it gets disabled, no clue if it has any relation
This was a fresh save
This is my log file
This was the other persons log file
@zenith flax
Just so you see this when you get a chance
I haven't looked through the logs personally to see if there were any reported errors
Could anyone tell me what I need to put in the config to display Weather AND Price for the terminal moon list, please? 
preview all
Another issue that just randomly occured while trying to load into Orion
It's HUGE due to moreinteriors spam about rats
Log file
you can use this mod along with LLL
i've setup so it has this sorting by default
"-Mods that skip the initial LAN or Online scene will cause LLL to break by skipping itโs code"
"-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"
were these fixed?
These are fixed although skipping start screen is only working with Lc_startup I think
it doesn't work with introtweaks? ๐ข
Use LCFaststartup instead
That's the one!
how would i know if introtweaks is breaking LLL?
trust us
yeah i trust you but i'm used to introtweaks it looks better
Then just disable Intro skipping if you still want to use introtweaks ? ๐
Can you customize faststartup to choose what/what not to skip?
I like the boot animation but wanna skip the online/lan screen
for exemple would GeneralImprovements setup like this work or should everything not be skipped
I don't understand people skipping startup screen when you can press Esc o.o
me not knowing, thanks for telling
I wish I could skip the unity splash and online/lan screen but keep the zeekerss splash and boot animation
Esc is a wonderful button myfriend.
alright, will do. thanks!
We're doomed as a species if we want to skip 1 second of an animation o.o KEK ๐
I wanna skip the unity screen bc unity (as a company) is cringe and the online/lan screen bc Iโll always choose online and it interrupts the flow of the boot
It seems that custom moons are breaking
Touch Screen monitor / Snatchin Bracken Functions
Touch screen - The options to use the Touch screen just simply do not load at all
Snatchin bracken still grabs you, but, when you're teleported from his grasp, you still die moments later
Not sure if it's caused by the moons or LLL
It is not the rat issue from me testing
Good to know
Hello!
I'm having a big bug when typing "moons" in the terminal, it doesn't open and gets stuck in the input message.
I have made a config in LLL in which the price of all the moons changes, in addition to filtering and ordering these moons by price so that only the purchasable ones are shown
When I type "Moons" I get this message
This is the .cfg of the LethalLevelLoader.
are there LLL known issues rn, and if so what are they?
I only had this issue
I got really curious about the Vulcan modded moon after I'd previously (now mistakenly) concluded it wouldn't run on LECore, only full LethalExpansion -- and found that as soon as it loads alongside LLL it freezes on the seed stage forever, with the only mods present being LLL, LECore (their respective dependencies) and LCBetterSaves. It is a really cool moon I'd like to get working, so I'm hoping there might be something more immediately obvious in the log -- it is, fortunately, a pretty small one since next to no mods running:
https://drive.google.com/file/d/1hZlkm4MH1WoOUvLdUseZbGlOMt8oOjSO/view?usp=sharing
Will start looking at this all soon
@old pebble ritchie is the thing in fantastic four
We love to see it
Cousin is going places
Purpose, Chef
@zenith flax if I may make a suggestion for what to include in the documentation, could you have instructions for successfully setting up a github project for teams that work on stuff together
I am totally open for this to exist
But i would probably find someone abit smarter than I to write it
Maybe @jagged arch could since assetripper is his domain
Or maybe cloning LethalToolkit could be the first step towards setting a project up?
My buddy and I tried to set up a project to work on our stuff together and failed to successfully get things going on his end despite I got everything set up fine on mine, I have a feeling not all the necessary unity files are downloading on his end or something
Of course we have all the LC assets in the gitignore so we don't get in any kind of trouble
He was just unable to run the ripper, next time we try to get it going I can send deets
That'll be helpful
018daa43-8f4a-1e52-6e55-1f7c90f583bd
When LethalLevelLoader is disabled, the "eject" command works in the terminal (lobby reboot)
With it enabled, it simply ignores this command and nothing happens
Has this problem been around for a long time?
mhmm i will have to talk to potato about this
I talked about her once
But everyone ignored me and moved on
Perhaps it somehow conflicts with AC
I don't know
I have a collection of 140 mods
And disabling the LLL kernel itself solves the problem
mhm
Although I remember checking without mods, only with LLL and AC
I think it's the same
But maybe something has changed
It's okay, I don't quit through the team very often
i actually have a theory on what might be causing it
But when you want to check the dismissal sounds or just reload the lobby without leaving the game, this is very useful
Well, voice it
I also became interested
nah nah on my side i mean
one thing i'd like on the documentation is how to set up interactable objects and whatnot, like for example the broken bridge and light switch on wesley's moons (i know he made his moons on LE but it would be nice to know how on LLL)
i might be doing somethign wrong
I support
yup absolutely, something im going to be doing while working on More Moons Mod is also making very isolated, generic scripts that other modders can use aswell
The bridge mechanics in vanilla are interesting.
It would be possible to install this somewhere
for example I was talking to Msrkipliar about a script where you have a list of objects and at the start of the game it disables all but one randomly
so you can have controllable random objects
The same lockable gate at the EXP main entrance
๐
it's client sided right now (same as all of his interactables) but i'm in a server with wesley and the guy who made ether and wesley is trying to figure out from him how to make it server sided, so hopefully they get updated soon
moving to LLL would fix that
yeah lol
I noticed this too, we used it to reset our runs and it didn't work
problem is LE is easy to get into and so most people just use it instead (i am guilty) some people might be a bit scared to make the change, and it will be especially so for wesley, as he would have to port like 7-8 moons if he wanted to make the change
lol
yup
Agree
Wesley is smart
LE has been around for a long time
once documentation rolls out it will be easy