#Lethal Level Loader [Custom Content Loading API]
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LE has some conflicting issues with LLL*
other than that the truth is that it is in fact better that LE
yeah this lol
I've thought about it
it also has dungeon creating capabilities which LE doesn't sooo
I just use LE as custom loot, it's beautiful there and there's a lot of it
And even if this creates problems with LLL, even if I don't have planets from LE
Then I'm sad :ั
LE is just a mutated mess in the eyes of a Chad LLL user like batby
The config stuff is a little buggy i'll admit, there's a lot of annoying limitations around handling that kind of stuff
LLL wouldn't exist without LE
LE was built with a lot less time and a lot less pre-existing research on the game
Fair but it badly needs a successor
And that's why I think we need some way to convert LE moons
This is the hardest thing of all
I mean values and stuff
this is just some no-coder-knowledge jargon, but would there be a way to use a different system in LLL for .lem files than the lethalbundle files or whatever LLL uses? bringing in LE's .lem files and processing them at the same time as the LLL files but like separately if that makes sense.
i have a feeling it probably doesn't work like that, but if it theoretically could, people with LE moons could just change the dependency to LLL
thought so
LE uses HolographicWing's scripts
also LE uses prefab based level injection where as LLL uses scenes directly
I think I definitely threw a wrench into everything with SCPCB dungeon, since it was pretty explicitly incompatible with LE but people were generally more interested in new dungeons than new moons
can't blame people tho lol the dungeon is where you spend most of the game
you'd kinda hope there'd be more customisability for it
Yeah and LE didn't even have custom dungeons on the plan at the point iirc
the modding scene being held together by sticky tape and gum rn
๐
also for the longest time LE moons weren't like networked fullstop
which was interesting
lol what
Eject always has worked for me since using AC tbh
Since LLL update, this happens though.
No log either as in interaction, terminal registers it but nothing logs in terms of the function.
Had to drop WeatherTweaks again, had too many times with LLL where it was locking during takeoff / landing / seeding and a few times where it trapped me in the terminal (couldn't tab away, etc.) and I had to end the session. As soon as WT was out, all that resolved immediately.
log?
earlier in the evening, but I'll reinstall latest weathertweaks to get logs for you
Naturally now it's working fine. Only thing that changed was finally dropping backrooms, so maybe it's just some magic esoteric combo of stuff there. I know it'd been an unusual hang for me though because one of the ones I was getting consistently was -leaving- the company / gordian and never making it back to orbit ๐ค I guess I'll leave WT in again and see if it resurfaces, hopefully ID any issues before next big group night.
I am untrusting of Backrooms mod
I use Backrooms and haven't had issues, though that isn't to say it isn't the cause
For context backrooms was made very early
and doesn't use the dungeon system at all
it's programmicly made
I also don't have WeatherTweaks mostly because of the uncertain weather mechanic
Yeah, I basically ultimately came to the conclusion that while it's novel it's an ongoing potential performance hit and other issues with interiors and our play group is mostly past the novelty of getting whammied and running around for five minutes trying to get out. Since it's not been updated in over two months and seems abandoned, just shelving it.
I really don't think landing on a planet and finding out, surprise, its Flooded is very fun
I also use RealBackroomsPatch so Backrooms for me is essentially just a 'second chance to live when you die' mod
My presumption is I hit just the right weird combo that backrooms and WT jenga tower toppled somehow, I'd rather not go through the rigmarole of retracing everything I changed tonight from earlier since it seems to be working at the moment, but there's probably some elucidating log issue.
Totally valid
I also agree that Backrooms isn't fun overall. I use it because, alongside RealBackroomsPatch, its better than sitting in spectator and being unable to play
Giving you a second chance to live is a fun little thing
While adding a challenge to it
on a related note I don't think anyone in our group has ever managed the Diversity mod's bracken chase, I think everyone's always immediately been killed a second time without a chance to run
I've never used it so I wouldn't know
Once the next update of RealBackroomsPatch comes out though, Bracken will have a chance to TP you to the backrooms when he attempt to kersnap
I just want to figure out what the deal is with LLL & LECore + Vulcan, mostly because that moon is really slick.
Haven't tried it
I found that this error appears when you want to change the price to Icebound and **devastation **from the GenericMoons4.0 mod made by @elder ether
I also noticed that if you change the price of these moons using other mods, such as AdvancedCompany or LethalQuantities, this price does not change (stays on 0) on the "moons" terminal, therefore, it is not filtered or sorted by price properly.
Likewise, if you write the name of the assigned moons, it will appear to be purchased with the price changed by these mods.
All other moons are priced appropriately and displayed, filtered and sorted correctly.
Whoops, forgot HDLethalCompany w/ latest Outpost 31 & LLL is an infinite hang too for some inexplicable reason, so that's this session tanked.
https://ctxt.io/2/AADwPD17EQ pertinent part of log example (this same session had been like four or five other moon runs so the full log is beefy, this can be reproduced reliably though currently)
Wait is LLL 1.1.6 not compatible with mods that had LLL 1.0.7 dependencies?
all HDLethal does by default is forces the game to run in 1920*1080 and does some scaling to the screen I thought?
nah it does other stuff
internally anyway
Ahhh
It's a weird one, because Outpost 31 is the only one this has happened with for me and removing HDLethalCompany resolves it immediately, but I've never had problems with HDLC with any other moons, or pre-LLL Outpost 31
I wonder what moons get affected altogether, No issue with Atlas for me
Imma download outpost now and look too
And in case you're curious, the other moons that I confirm work and can be configured correctly with AC and LQ are:
LLL Moons
- Egypt
- Ganimedes
- AtlasAbyss
- All of StarlancerMoons (2 moons)
LECore Moons
- All of sfDesatMoons (3 moons)
- All of Wesleys_Moons (7 moons)
- Hydro from Generic_Moons
- Vertigo from Generic_Moons
- Kast
That's actually interesting.
HDLethal Fog setting and Outposts Fog no likely.
I'm in
So any chance HDlethal changing DXI or FSE?
HDLethal's not been updated in a hot minute unfortunately
I'm using even older tuning and working fine.
HDLethal is accessing DX and Altering FSE.
I only remember this because of the registry entry it makes.
Spammed this for outpost though... Matty
hgehe
It only happens when I stand in one particular spot xD
I can confirm that it access DXi and changing FSE or trying to anyway.
what
Idk why :,]
probably some compatability issue with LE and LLL
iunno what i would have to do if anything
You can disable it
I use AdvancedCompany to change moon prices and have zero issues, the config seems to have incompatibilities when certain modifications are enabled on certain moons
Like my moon refuses to load entirely if Pizzeria being modified is set to true
this is because of the rats being deleted since I have a separate function to get rid of the rats
so it is not a issue will be a fix in future update to resolve the warnings popping up should still allow normal play
also got performance update out so now different segments are culled allowing for more FPS
getting this without HDLethalCompany
i think it's when changing config for LE moons via LLL
the new version of LLL dopesn't generate a config file for me, is this on my part ?
land on a moon first, I've had this problem too yesterday but it generated once I went to a moon
not sure if landing is needed but at least fly to one
thanks !
@flint hollow
I confirmed these mods go back to normal on vanilla moons
Only on LLL moons do they just "break"
And it wasn't just one moon, it was any custom moon
But as soon as you go back to vanilla, all functionality returns to normal (this can all be done within the same game instance)
Ah
havent tried touch screen before
It was just funny because we BARELY saved my teammate and then he just teleports back and combust
And we were like ok maybe a fluke then it got our other teammate and well, you know the rest lmao
think i found the problem with touch screen
ill get in touch with the dev
(it's not an LLL problem)
how about the snatching tp tho?
wait touch screen what
You know too much!
like literal touch screen compatibility or
@pearl orchid 's iphone
PHONE
Yes
insane
lets you toggle between players on the ship monitor via what your mouse is hovered over
really neat
It's touch screen on ship monitor
Makes it user-friendly for term players who aren't experienced
oh
it should work with TwoMapRadar too right??
Ye
like you have one guy on the terminal and one on the main screen for double watchers and double trap and door functions
theres touch screen down
How are you going to do documentation? Make a wiki for it?
yeah
Thats fair ig
Huzzah
I really want to add Starlancer moons permanently as they're very well done
I would like a paperback version 
what the fuck is this snatchin bracken code

i would like my game to print paper for every frame
out of the respect of other developers i would suggest just not using that mod
The only other idea I'd have is turning this LLL thread into the place where you document it (something like locking it) and just using a mod-release thread for when people wanna report bugs or communicate etc from then on, but up to you
That bad?
which mod?
I've been trying to figure out the best way to handle it
That was to snatching bracken
Imo this is "development-resources" so there'd be no other place other than here to have documentation, feedback and support would be on another mod-release thread
but the only problem is the teleport tho?
ideally I would argue at some point I might end up needing an entire category
That doesn't mean that the internal code could be a "mess"
well, a catagory for more specific content creation that i will likely be the lead in
I don't mean mess in a mean way, just not optimal
What about a tag to sort threads for what you specifically need?
for every tick update for every AI present
If you want you can also create the ideal version of what you want in a personal discord, I can look at it and either create a compromise etc and talk it over with Robin and ctn
Mind if I dm you rq
I presume that would be very performance heavy, unnecessarily then
My dms are always open
wah
I don't know anything about unity Coding but I can put puzzle pieces together
that's what is under "it's a mess" label
Fuck

Since I'm a stickler for performance, perhaps I put it under a pillow and let it sleep
performance.

?
nothing i accidentally pressed reply
No lol
I just like to keep things optimized and I will cut things if it is deemed necessary
It took me this long to attempt to try custom moons but they aren't in a place I'm satisfied with yet so I will live without for now
My favorite issue from vanilla is the navmesh polygon spam!!!!
I love having my beefy system go to 20FPS
performance wise. a lot of mods actually touch fps. like generalimprovements and bodycams. but which one spams the Navmesh one?
That's a vanilla issue
I'd have to dig to find how it occurs but I'm on mobile and mobile discord is a trogolodyte for searching
It would be something zeeker would need to patch iirc
I paraphrased the error name but it's awful
what if you did both? derive difficulty value from moon stats like you already do (maybe alter the formula) and then use that to override the letters using your own scale with idk F being the lowest value and SS or S+ the highest. Because like you said the letters don't mean much rn especially when having a lot of different moons and maybe even modified versions of them using LLL config.
the navmesh spam can crop up from many sources
I've suggested to some not to use it atm :S Although I am not 100% on code but you can deffo see the outcomes within the game ๐
Is it normal for LLL moons to only have vanilla scraps listed on them?
Apologies if this has been addressed in the past. I haven't been able to follow up on what has been happening as of late
Anyone knows what the 2,25 in the brackets means?
Is the actual dungeon size 1,5 or 2,25?
This is when using max size 1,5 and scaler 1 in the LLL config. I had to use 1 because with the scaler on 0 it doesn't limit the size at all.
[Info :LethalLevelLoader] CurrentLevel: Egg Carrier DungeonSize Is: 5 | Overrriding DungeonSize To: 1,5 (2,25)
..you mean only vanilla scraps even with modded scrap?
yep
at least, it doesn't detect it here
idk i thought i didnt have an issue with it, i remember using Cleaning Company with LC Office
i think
For instance, this is for Kast, which is a LethalExpansion moon
It successfully detects all the scrap mods that I have installed
known issue, although idk how and when its gonna be fixed
I liked one specific reply to this issue that "if you wanna take lethal company seriously just play vanilla and dont bother with modding"
changing the scraplist wont help you either, so maybe batby will do smth about it in future patches
I found out that AdvancedCompany's host config can easily override scrap rarity of custom moons so it's all good I guess
sounds good but given how many mods advancedcompany is conflicting with not sure if its worth the hassle
Oh it is good in my case. I have no mods that conflict with AC for the longest time
I only have 60 mods (including library mods and dependencies)
well I don't know how people build their friend packs but I usually see like at least 100 mods and I'm like wtf ๐
you'd be surprised how easy it is to just get to 100 tbh
if you wanna have like a couple cosmetics, few QoL, a few moons, a few interiors, then boom its 100
I don't know, we just get mods that feature QoL, scrap themes, moons, a model replacement collection, some custom SFX for monsters and some stable custom monsters
and for emotes, we just have TME
Interiors, we just have one which is SDM since we don't really need much interior mods
Mines 80 lol
If I could disable that one specific log spam, my life would be complete
It is a menace
Does the moon itself add new items?
Question: are there any guides/tutorials for making moons with LLL? I'd like to make one but I don't know where to even start
I know documentation isn't out yet so I'm just curious if anyone else has made any guides, at least basic ones
for some reason typing moon names is just immediately responding with simulate results and I need to type route any time I want to actually navigate to a moon again
how do I use the terminal commands for this mod?
I see preview, sort and filter at the bottom, but have no idea how to interact with them.
cfg
It can only be modified through config?
Sorting and Filtering yeah there are some commands too for ingame.
I made it work through config
where can I find the ig commands?
so far I found 'all' and 'simulate'
They're the ones I know about
was mods to skip to menu fixed?
LCfaststartup I think it's called
I'd honestly just recommend having those 3 seconds of animation/boot for sake of it tbh ๐
its the online/lan thing
that I get annoyed from
It's useful I find tbh and kinda satisfying like logging into a computer especially when you get computer splash animation :3
for whatever reason these moons are showing up as 0 even tho they are not
asteroid is 0 bht like abandoned manor, devastation, ether are not 0
they only show up as 0 in the preview and sorting, but when going there it does use your credits
Why y'all gotta throw shade in the weirdest ways xD
What mod is that
The tweaker of intros
Not trying to fuel fire, just think bad show that's all ๐ Might save some time know first instead of you suddenly have people coming in again saying "fix this" "Your mod broke this" etc
@zenith flax Strange to they've left the discord recently ๐ฆ
Yeah I just installed the update and went to look at the changes. Saw a quip in the change list.
"v1.4.6 - Improved compatibility with LethalLevelLoader by loading the scene asynchronously if found.
(This is the shittiest "solution" and should be addressed further by LLL.) "
The mod has since been deprecated, is not present on his profile and his github link shows.
Warning
NO LONGER MAINTAINED
Sad I really liked his mod. I am not sure how this escalated, I have seen people on this discord be grouchy, but i feel like if this was slept on all would be fine.
smh
?????
Just came here to post about this
I don't get what even happened
did they like cancel IntroTweaks because their mod was incompatible, after applying a bandaid fix?
The mod doesn't even have any mention about being discontinued aside from the depracated tag, its only on github
yeah the root of the problem is that modding for lethal company advanced too quickly in all directions
a mod came out that supported custom moons in a comprehensible way, many newer mods came out afterwards and none were compatible with that said core mod
instead of fixing the issues on either sides many new core mods came out in response and all are buggy or not compatible with the other so
modding is insanely divided for this game rn
@zenith flax I'm seeing an issue that I think is caused by TerminalManager.RunLethalLevelLoaderTerminalEvents(), where the switch command with no noun is overridden by the moons list, would it be reasonable to change the Terminal.RunTerminalEvents hook to use a transpiler injecting before the last return instruction so that it doesn't override the vanilla commands?
AH
at one point one more check was removed
big apologies and thank you for letting me know
for context the actual prefix is only meant to return false if that function returns false and currentNode is moonscatalogue
ah I see
that'll work too
I was wondering if it was one node or multiple, but that seems fine
just why?
lmao
it works now if anyone's wondering
I have multiple interior mods set to "all" and they don't show on modded moons for some reason, anyone know of a fix?
i don't even know. i just opened an issue when i knew about this because i didn't think LLL would fix this. anyways, they left this server a while back, before this issue came by.
or atleast they weren't here when i knew about this issue
Not sure best way to approach the issue above
I did talk to Owen about this a few days ago yes
How LLL processes it's AssetBundles could be improved, but the way it does it is not inherently broken in any state. IntroTweaks previously worked by directly skipping over aspects of the initial game startup which can and did include modded content
leave it as is
i've been told LC_FastStartup works fine. is that right?
does it work differently than IntroTweaks?
it does indeed yeah
or they're all the same and i should just avoid using them to avoid other mods issues
alright ty!
i said this before when LLL was first coming out - this is extremely common in modding scenes early on
all mods fire off in their own ways because everyone wants to do their own thing their own way
eventually someone or some team comes along and people stick to that mod, be it an api or a loader or what have you
some people get really mad and feel like they wasted their time and give up
others adapt
been this way for like 20 years
This is common to have multiple modloaders. It is rare for there to be only one. For instance Minecraft has many. Terraria just has T Mod Loader.
In this context I directly contexted Owen, explained the problem, asked him to solve it on his side when he could and regardless I would also make an effort to improve my side of things, Really not sure what ended up happening
it is what it is
sometimes people juat have their own problems outside of the objective reasoning
and it just yeah, it be how it do
its unfortunate
i don't think anything happened really. maybe they're just busy with life
best not to speculate
yeah
this is me projecting, but writing Some silly mod devs patch PlayFirstDayShipAnimation to implement their code in changelog suggests something bigger
That one isn't me at the very least
It does not provide the menu tweak aspect however.
something else to note - these issues are also common when there isnt an API modders can directly reference
that one was me #1192426488528642069 message
on the github issue, they said lmk if that helps then they edited it, deleted it, and said it will not be maintained any longer lmao
its basically a wild west out here
yeah, like you said - everyone wants to the the same thing in different ways
and no one creates the common abstraction layer for these stuff
yeah sad
well, IntroTweaks is open-source, so somebody could just pick it up and continue development
true
Question for those that know better. Say I wanted to jump feet first into this without experience and try to fork this mod. How does one Ethically "Fork" a mod?
I have never created mods before but I do like it.
Do I have to ask permission first? if he deletes it does my fork dissapear or loose files or, once I fork I possess the files?
once you fork it's yours
but under the conditions of this license you must use the same license for your own fork
Roger. I will have to read this licence. For now however I will be a great Asset to the Company. ๐
question. do you know if LC_FastStartup could break any mod or it always waits for all AssetBundles to load? just making sure
they thing introtweaks does/did wrong was it stopped loading some of the initial scenes entirely
LC_FastStartup works becuase i have code so when something requests to load a new scene while im loading bundles, i grab that request, stop it then run it once bundles are finished
So - if i'm understanding correctly - replacing IntroTweaks' patch with FastStartup one should make it fully compatible?
Are you alowed to apropriate another persons code like that?
If intro tweaks just skips scenes, would waiting for bundles to load then skipping the scene work?
you dont have to
i do that for you
LLL basically says "yo wait a little sec ok?" and then lets the new scene pass
Oh, okay
All I'm hearing is DOOR STUCK
I think this is what his fix attempts to do
Oh, i see the difference now: FastStartup loads in prefix, while IntroTweaks does in postfix
but they do the same thing basically
sorry guys. i just realized how shitty this issue is and i'm wasting your time when you could focus on more important things
introtweaks used to return false on a very early function
i mean what would i lose if i don't skip the mode menu. 1 second of my life
๐ค
this is weird
getting familiar with new codebase be like
This was quite the read
i wonder if it just works if you remove that _runOriginal line
i'm trying that rn
Modders getting upset and destroying their work is nothing new
I've seen this day in and day out across all platforms,
Like Orespawn from Minecraft where the developer went ||batshit insane, allegedly||
But I won't continue on that can of worms
Good mod, 
haha
LLL moons used to get stuck at random seed loading when landing a second time before with that issue
idk maybe it happened randomly
should i try now with an older version of introtweaks?
no need
i'm using IntroTweaks with LC_FastStartup now ๐
how do i check the interior probabilities, the only command i could figure out was price
simulate MOONNAME
thanks
You're welcome ๐
Somehow doesnt work when you re-host a game tho
(Did not test this in detail but it's somehow correlated to rehosting or something)
Its then executing a prompt without the simulate keyword basically where you fly to the moon
On a scale from tough to impossible, how hard would it be to make a mod that'd merge interiors?
Like you get halfway through Bunker and open a door and it leads to Dungeon
Ignoring whether the transitions looked good, and just making it generate and be traversable
Easyish it's called archtypes
hey, can I just type all in this config or is there any other way to make it apply to all mods without having to enter them manually?
in the dynamic level tags do Vanilla:300,Custom:300
Been a while since I checked in; how we looking on documentation? ๐๏ธ
is it just me or i cant sort the moon by prices after my crew gets wiped out
i got killed by a bracken and my crew died from meltdown
Does LLL intentionally cause certain indoor enemies to spawn outside on purpose, somebody in my thread reported outdoor spiders and boombas for no reason
If LLL generates a config for a moon created with it, the config is set to the defaults of that particular moon. If enemies are spawning where they normally wouldn't, it would be either the moon maker, a different mod entirely, or the player setting the configs themselves, but LLL doesn't touch spawns like that on its own.
In both these instances the moon does not contain those enemies in the outside pool, only the indoor
Not sure if it's already been brought up, but would there be a way to prevent the same level from generating multiple times in the config?
This sounds like a mod conflict as it isn't something I've experienced
I think that happens when you add more interiors or moons without resetting the config
i think you need to manually adjust their weight
some has high to almost guaranteed
i put mine almost 25% always
like 100/9999 or something like 75/300 depends on the base
okay so my friends and i are trying to debug and test a modpack before doing a big multiplayer lobby right
generally things have been working fine however there has been one big issue
strange desyncs relating to the spawn weights on custom moons with custom interiors
as one example, there were three of us landing on budapest
2 of them (one of which being the host) got the correct interior, being the hospital interior
however, i got bunker, and ended up repeatedly falling through the floor
now usually we'd just go into the config and screw with things til it worked
but the weird part is that in the lethallevelloader config, budapest is specifically set to have a ZERO percent chance of having bunker as an interior
so we're completely puzzled
it's possible this isn't a lethallevelloader issue but given that lethallevelloader is how we've configured the interior spawn chances, we're starting here
below i'll throw in both the mod list (typed out manually in a text file) along with the LLL config file
if anyone knows anything or is willing to help that would be absolutely amazing
thanks!
are your configs synced
the configs are the exact same yes
or at least by all accounts should be
we're all using the same r2modman code, and checking the spawn weights they were all identical
any chance you have that one late company setting on that lets you join mid-planet?
i'll check that rq
can someone help me get my interior mod ingame with lethal level loader?
Hello, @low rapids, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
would be odd if that was the cause since we all landed at the same time, but who knows
modding games is wacky
nope, not enabled
I'm thinking that the issue with the spawn config may be the same issue with interior weights, LLL does not set things not listed by it to 0, you need to manually put say Bracken:0 in the outdoor config for it to not appear
You can see in the log that the Shy Guy spawned in while i was on Atlas Abyss, it is in none of the list
has this occured with vanilla enemies in 1.1.0.6?
I don't think I've played much in this version yet, playing right now, in .5 at least there were brackens, spiders, crawlers, etc outside
i will look into this when i have time
danke
how do you do the percentages thing for dungeons
where you can see there percent
can you be more specific
I rememeber there being a setting like
simulate dungeon flow
which shows in game terminal percent chance for what interiors will spawn on spefific moon
yeah
can i request something for LLL?
can we have a base scrap and base dungeon size multiplier that works on all moons and dungeons without manually changing each and one of them?
was using coomfy dungeons and after updating the new mods like LLL and the new moons and interiors. it makes all the dungeons like 300% in size. i cannot even find the exit. also, because the dungeons are so large now with it, they kinda eat some of my fps.
btw when i say large. i changed the time so its 25 minutes per game. 20 minutes of getting lost
Can't you just enable the size override and set the max size lower then use the setting under it to cap it at max?
for coomfy?
nah in the LLL config
this one?
these
but that means ill have to adjust each and every single one tho
it goes down more btw
it will take a long time to do that
does it also reset when i update the moons and dungeon?
i do know it does sometimes reset on update
i mean. people are still making more moons and interiors
ill eventually end up having difficulty checking each and every one's settings
sometimes? I notice the list is shifted when ??? so you can have a moon or interior and later you will look and there are 3 and 2 of them don't do anything and the values you put in are still in the first so you have to copy paste them all
so i just need to adjust the ones for dungeons only?
also what is shifted?
if its just dungeon. i think i can still manually change them since we dont have a lot released yet since the other ones are still WIP.
tho i just need to remember this every time i clean my mod profile
since i do download everything from scratch when i get some type of errors that i cant remove. just did that like a week ago due to some files that were not getting removed and still showing on the logs. like some old audio from old audio mods still in the files after uninstalling them.
at most it takes 6 hours for 150 mods plus making them config compatible
im asking how do you do it?
internal static string GetSimulationDataText(int rarity, int totalRarity)
{
string returnString = string.Empty;
if (Settings.levelSimulateInfoType == SimulateInfoType.Percentage)
returnString = (((float)rarity / (float)totalRarity * 100).ToString("F2") + "%");
else if (Settings.levelSimulateInfoType == SimulateInfoType.Rarity)
returnString = (rarity + " // " + totalRarity);
return (returnString);
}
https://github.com/IAmBatby/LethalLevelLoader/blob/main/LethalLevelLoader/Patches/TerminalManager.cs
@mellow flame
the "F2" is just a syntax thing to make it only get the first couple numbers from the float
sorry I am not a mod devoloper
same as route
oh
ok thank you really appreciate it
btw how are you liking the new r2modman ipdate
if u you use it
i dont
the one moon/interior
tho. please.. can we have a multiplier override that works on dungeon/moon scrap limit spawn and dungeon size multiplier for over all rather than manually changing each individual?
likely yes
thank you
i dont think i would be able to manually adjust scraps spawn cap and dungeon size
for each one
i think i did this to AC before. i dont know how many hours it took me to manually adjust each. and we didnt have a lot of moons and interiors yet. now we have a lot
and more coming
also sorry. im confused.
you mean which one is being affected by Coomfy dungeons and ends up being massive?
i did Triskelion + scarlet mansion and got lost inside the entire round while dealing with the knights...
locked them up in the small rooms but the bracken wasnt having it
Outpost31 + bunker interior was the same. was so lost.. i was going in circles and kept going each stairs going up or down and still cannot find even a mimic fire exit
oh mine is jus one
thats also why i said i occasionally delete and download every mod from scratch
oh wait. more like i make a new profile and download everything from scratch from a clean slate
but after updating something. they tend to go like that
oh now i see the other fakes
how will i know which one is Real XD
the fake one won't have any text and you will be able to freely type into it
LethalLevelLoader 1.1.3 (1.1.5, 1.1.6 does not work), wanted for custom balancing of moons
LethalExpantionCore (LE itself disabled), needed for modded moons
(~3 dozen other mods that really shouldn't impact the problem I face)
Problem: Day Speed Multiplier also affecting days spent on a moon
EX: 2x longer day (.5 Speed multiplier) also spends 2 days (3 days till deadline to 1 day)
As I rather my friends explore the entire map of Simpsons Hit and Run, I can't exactly afford the game ending because the moon actually costs 5 days
Men, Women, and Others of the LLL thread, those who are far more experienced and wiser than me, please tell me if there's a way/mod to fix this
Yeah the weather thing is odd, no one has been able to tell me anything consistent about it
and LLL 1.1.0 dropped around same time as a adv company and more company update
config stuff i am looking into overall
it's just really hard and finnicky and shit tbh
yeah this mod is hard to manage as there is a lot of variables at play so consistency is hard to get
its also like
while i totally don't mind working on config stuff since thats the demand
i could spent weeks implementing everything people have asked config wise
gotta try and spread my time out in other ways
btw. i cannot set the preview to both weather and price?
You gotta do "preview all" iirc. There's no options for mix and match preview
As this been fixed ? I had the same issue with my friends
I only have the weather desync once at the start when hosting a game. Yesterday all 3 of my mates had a foggy weather on march while I had clear weather. So they had it synced together but mine - the hos - was a different one. But only on our first landing during the session
I'm pretty sure its LLL too since I didnt have that problem before 1.1.x
If you only want weather and price you can use the TerminalFormatter mod. There is a toggle for showing difficulty, so you can do "preview all" and keep difficulty disabled.
They can elaborate in a way they would prefer using the methods of communicating the above change if they would like
Otherwise, I've talked to them about it
I'm comfortable with the way LLL handles things currently in this context
Message recieved.
Just so I am aware of what to expect in my modpack. What is the issue that is caused? What should I expect to see?
From what I understand it just explodes in general somewhat
where should I start for LLL? I've gotten past the making a test project to see if it loads so what do I do now?
What?
Currently working on documentation and tooling for that question as we speak
It just likely doesn't work
LECORE does, but some mods are updating to LE versions past LECORE
ahhh
oh! that's good to hear! I'll keep an eye on it in that case
so unless LE Core updates to provide compatibility then we are SOL unless LE itself becomes copatible.
I don't believe LE has a future in which it is compatible unless someone decides to make a PR
PR?
pull requestr
This week i've been getting myself comfortable with Unity custom editor windows to create validation tools for custom levels and dungeons
so the wise computer tells you what's wrong rather than hunting down specific lines in a document
Thats cool.
Oh also! This mod fixes weather Desync. I remember you not being able to find the exact cause for the weather being unstable. However a look at this might give you a hint. It seems to have hit the right nail on the head.
https://thunderstore.io/c/lethal-company/p/mrov/WeatherTweaks/
I'd also love a preview option for price & weather but excluding difficulty lvl!
any does anyone know a way to disable Devastation without it breaking the moon terminal? ๐ค
lets hope this works, my weather is desynced rn lol
Yeah I am very happy with it. I played a few games with the guys and it worked out of the box.
i mean it also gave me this error
and now im hard locked, started the ship and its not letting me properly leave the moon lol
yeah ima need to clean my mods in a bit, so many errors
Can you send me the logs (and your modlist/profile code)? ๐ฅบ
if it happens again ill be able to send logs but i kinda restarted hte game so logs got overwritten i believe, code is 018db6db-1696-d5ae-af9f-fe77a9804d3f
i'm gonna look into it
I am going to look at your profile too. hehehehe
just curious, is it possible that the random seed softlock and unable to join problems is caused by LLL?
If you alter the config in my experience yes
because it seems to be about as much as a common bug as the moons command not working
ty
i dont touch LLL configs, i use LE though
Are you using LE Core?
ye
Are you using HD Lethal company?
It has been known to cause softlocks.
Using LCUltraWide is less problematic.
tbf, i did use HDLC, but these problems came up before that
Idk if this will be a problem in any way (it's only warnings) but when hosting a game I get this when the lobby starts:
Some of the problems are loading maps that are not yet updated for the new LLL version. I had seen recently that some of them were having errors.
@tall kindle the WeatherTweaks not working for you?
it works but theres problems
with debug level logging activated for more context:
@tall kindle
I reccomend General Improvements. It will help squash down your mod list a bit as you have some mods that this mod covers. It is also regularly updated.
Weather Multipliers only applies to Vanilla Moons and Interiors as far as I know.
https://thunderstore.io/c/lethal-company/p/ShaosilGaming/GeneralImprovements/
Also go through your list and click the Associated button to see if you have any mods sitting around not being used for anything. For example you have Terminal API, however it is not being used as a dependency for any other mods.
ill check it out ig
I've pushed v0.4.4, which should fix your issue - please check if it works ๐
It'll be a week before I can test it soz xd
I did this with LC_API because it isn't associated with anything but from the console it looks like a lot of mods won't load if it's not present
Hey, sorry for that - it should now be fixed.
interesting.
You can turn it off
Anybody experience this?
can someone give me the rundown rq of mods that are currently incompatible with LLL? trying to build my modpack and LLL is the focus
you mean dungeons and moons?
kinda just in general, for example I hear some moons display the wrong prices, weather is desynced, etc
if you want most, if not all, LLL dungeons and moons i'll send them. they're what i use
i think these are most, if not all
first screenshot is dungeons, second is moons
some of my favorite moons still use LE or LEcore, are those incompatible
honestly idk i'm not up to date with LE news since i stopped using it since it has compatibility issues
but LE has many great moons. i love wesley's moons but i just don't want to use LE
sfDesat's moons are cool too, loved Aquatis
yeah they're very good
oh and also, there are some mods that are still not available on thunderstore but they're on github
for example, https://discord.com/channels/1168655651455639582/1182523433221902376. it's really really good. it features a moon with custom interior.
i'm just waiting on thunderstore release
LeCore moons should be mostly compatible, but they might show the wrong price in the moons menu. Also you can't change the interiors of LeCore moons
so only vanilla interior?
Correct, LethalExpansion does not allow for custom interiors
That's the main point of LethalLevelLoader
custom interiors used to work with LECore. i used to use them together but not anymore
compatibility has worsened over time? ๐
I'm not the best to answer time related questions since I started playing Lethal Company 3 weeks ago lol. There's a lot of stuff I don't know. I'm pretty sure you can't use LLL custom interiors with LECore moons. But you can have both co-exist in a modpack.
hmmm weird
i just realized you made outpost lmao
hi lol
i was working on outpost non-stop earlier this week and then i got severely sick for a few days that i couldn't even use my pc so I'm a little out of the loop with the mod scene rn
rn just trying to build a stable modpack for my friends
This has worked for me for a long time
Are you sure it broke with the new LLL?
Well it did not work for me when I tried it, but no I'm really not sure. Especially since everyone says it works haha
I'm getting poolrooms interior on polarus/atlantica so I guess it works
shit. i hope you're doing a lot better now
does "skipstartupscreen" in GeneralImprovements work with LLL
I know there were some mods that didn't work with skipping it and some that did
batby are you looking into scrap inconsistencies? if i have a moon with 4000-5000 scrap value and 40-50 scrap it shouldn't have 13 scrap worth 967 on it
It's always have been compatible with LECore, it isn't with LE alone
Not 100% compatible, but it has, I did it
And still do actually
How do you guys get LLL version to force to be the newest version in a modpack? I've got a few interiors that are overwriting to a previous version and I'm pulling my hair out. The newest version needs to come with the pack without having to update after initial download. I've tried forcing the LLL version at the bottom of manifest, now trying to test with it listed at the top of the manifest
Just make sure you got LEC installed. ๐
Got a mix of LECore and LLL moons, and custom interiors using LLL and it works all fine
asked the same question. got no answer
Yes, yes it does work
seems to work just fine after i tested
just wanted to make sure, its hard to keep up with what works and what doesn't right now
did you try landing multiple times?
because with introtweaks, the game gets stuck at seed loading screen after landing a second time or a few times idk
but it works on the first land
Yeah that's right, sometimes some bugs fix themselves after a first / second landing
Weirdly enough
And seem to never appear again
is LLL stable enough to update to the latest version?
i've stayed in v1.0.7, and i waited for updates after 1.1.4, since that version had a lot of bugs
and i'm unsure if LLL is at a point now where i can update it without there being any massive hinderances/bugs during gameplay
occasionally looking at this thread i keep seeing stuff a bout LECore and LLL together
so i'm unsure if the update made bugs/incompats between each other
with latest version seems to be working great but I'd test in a new profile, some mods may need to be swapped around
just letting yall know i've read all the messages above
in LLL config, would the name in quotation marks be the enemies name?
actually hmm I vaguely remember having the same issue with interior config but I could directly test that with simulate
I noticed that moons will default to like 300? or so for modded interiors so I have to manually give them a weight of 1 and make every interior I do want there like 10 or 100 times higher so its only like a .2% chance to get the one
so again its hard to test but it may be possible to manually fix enemy spawns by having all enemies be in all pools but set ones that should be there to 1 and make everything else higher like
MouthDog:3000,ForestGiant:1500,Bracken:1,Spring:1,blob:1,etc
that my guess whats happening at least
i am having issues with loading custom moons bruh
It's a LethalExpansion issue unfortunately
Not much you can do
will it solve itself by removing the methalexpansion
it would but doing so would stop certain custom moons from working
yes
Use lethalexpansion core
ahh
not compatible with some moons
Yeah but much better than LE itself
can yoou send me the link to lethalexpansion core
nvm
w ith the lethan expansion do i put all the files in plugins?
I think 3/4 of my moons are LECore and they all work very well with custom interiors. I havenโt played today tho, idk if something changed?
Do you have any examples?
Nope still works nothing changed
No, I probably just tested with one that didn't work ๐ . Can you name drop a few ones you use?
anybody?
you can turn off the uncertainty that's why i like it
Okay okay
I've been told this like 8 times now
oh sorry
All good 
I've noticed with a large amount of moons installed not all of them can display on the terminal
does it have some sort of maximum values it can output?
it shouldn't
@zenith flax is this a LE issue?
there being more dungeons than moons is pretty funny
I was using the mod for a long time and after using it a few times I noticed a bug that duplicates moons in the settings (the ones that have been duplicated frequently are "secret labs" and "atlas abyss") and after duplicating it messes up the moons settings (I get the feeling that it goes through the settings to the next moon). I thought it was because of specific moons but after leaving for a long time the functional moons also doubled
Looks like this was an issue with TerminalFormatter, which was failing to do any formatting but also truncating the moons list
Apparently fixed now :)
been detoring on the documentation/editor last couple days but gonna pivot back and drop a small update soonish
So the issue was actually with NumberlessPlanetName
foreach (ExtendedLevel extendedLevel in extendedLevelGroup.extendedLevelsList)
returnString += "* " + extendedLevel.NumberlessPlanetName + " " + GetExtendedLevelPreviewInfo(extendedLevel) + "\n";
returnString += "\n";
whats up with it?
Christmas Village and some other moons had null value
nevermind, i've mixed up two issues
it's all working properly
[Warning:TerminalFormatter] Planet Christmas Village No Time (Event) numberless name is the same as the planet name
i've had too many if statements ๐ฅน
bet
was very concerned lmao
numberlessplanetname is legit just like some linq thing that skips to the first letter, removes white space and .'s etc
like a sanitized presentable variant
its a getter so i was really concerned if it was coming null ๐ญ
my issue before was: i've tried to do String.Substring with 5 - String.length and it threw errors (how surprising)
and I've replaced NumberlessName with planetName and forgot to change it back ๐
sorry for the heart attack
it was entirely my fault
Is there any compatibility issues with LEC for scrap only and LLL?
I have 1 scrap mod that uses LEC and if I have to toss it then I will
i donโt know to be honest
No worries at all
Time researching LE related stuff can be a tough decision because I gotta pick between doing that and doing other stuff
Yeah, makes sense
Especially whether or not it's worth while if the mod is going to be deprecated
Is there any fix to the custom interiors (particularly Scoop) not working properly with LLL
Besides using an older version, because that still doesn't fix it
man, the scrap issue isnt about lethal expansion lmao
it still isnt
LLL moons do not load lethallib scraps either
even if lethal expansion and/or LECore is disabled
idk how can we even provide logs to help as the scrap pool cannot be overwritten still in config, it ignores changes to LLL moons
funnily enough modifying scrap pool of LE moons through LLL config works
secret labs, egypt, atlas abyss at least don't load any modded scrap or enemies for that matter
Rolling Giant mod is a perfect example where the mod tries to add it's enemy into every moon's outside enemy spawn list with a 5 weighted chance, and it succeeds to do so except for LLL moons
but if only 5 people experience this issue then idk whats going on
probably some mod that we don't know about directly breaks LLL without throwing errors
yesterday I've played Secret Labs with rolling giants and a week before I've posted a screenshot of Shy Guy spawning there as well
and I can check the vod for what kind of scraps we got
at minimum herobrine and its redstone torch but I cba skimming through the whole thing right now
I guess an external mod that we dont know about really is overwriting LLL configs, but I'll definitely wont search which mod is it from the 60 I use
So I can report some findings that I'm sure many of you might already know about
Played with my friends last night in a new modpack I made that used LLL and LEcore
Almost every time we went to a LEcore / LE moon we would have a terrible desync across all players that would result in the day never wrapping up and us having to relaunch the file
Weather desync wasn't an issue because we installed WeatherTweaks
But this was really bad, like my friends watching each other get eaten by something but all of us were alive and made it back to the ship, but unable to see each other
A common issue we also had was enemies hitching a ride on the ship across multiple moons including the company moon
Which was weird, no idea what was causing that. We had to install EnemyFix to force despawning them
This last one was an issue we were getting before including LEcore moons and just had LLL
For the LE issue, if i were you, i would just not use LE and wait for moons to switch to LLL honestly.
And i might have had the same โenemies not despawningโ issue, not sure tho
And idk whatโs causing it
I canโt confirm if it was enemies not de spawning honestly you can see here why https://discord.com/channels/1168655651455639582/1208526926915051620
I also installed EnemyFix and couldnโt reproduce this issue i had
Why i think โenemies not despawningโ was the issue is because i spawned many masked enemies and that fucked the fps and then i started the ship and the fps was still fucked up in orbit. This, i couldnโt reproduce with EnemyFix
we brought mouthdogs back to the compnay moon lol
that was also happening to us last night, which is very strange because we've literally never encountered that issue before
@zenith flax RefreshExtendedLevelGroups is erroring out, NRE when typing "moons" into terminal
was using morecompany, was using lecore, 2 player lobby
try deleting LLL config or at least all custom moons from it. when you add a new moon or remove one, LLL seems to commit sudoku by duplicating the custom moon config entries which breaks the simulate command but I wouldn't be surprised if it potentially also broke the moons command
it was a freshly generated config
is the switch command fixed yet?
Hi, do u have issues with turrets/mine spawning with Lethal Level Loader ? I can't see a single one
anyone know if the issue with reopening a lobby causing LE moons to not load anymore is still a thing?
If you can even get into an LE moon yeah, it really doesn't work all too well - I've had minimal issues though with LEC moons (Wesley's)
Note LE and LLL are not compatible, this is also stated on LE's page now.
I have LEC
Is LE still present though?
yeah but doesn't LEC override it wherever possible
It don't matter I found, LE anywhere near your pack it wont work. LEC also is using outdated fork - LE has been updated multiple times since.
I spent about a week trying to work it out and even when it's not awake, it being in the pack just causes so many problems which made 0 sense but it seems to be a thing.
I'ved helped handful of people with packs and soon as they remade their packs without LE, problems went away - especially softlocks and desync. (Even MC/BiggerLobby Packs) which I was suprised by.
could you help me optimize my pack?
Don't have LE near your pack and minimise on networking mods, having to many causes so many issues on different levels.
Like have 5 chefs in one kitchen sort of thing :S
Will removing LECore cause moons that use LE specifically to stop working?
LECore is fine to have it's LE you need to keep away. Although LE standalone works fine but soon as LLL and LE are near each other with other network api's it's havoc.
I use LEC just for Wesley Moons, Lithal Lib for Scrap and LLL for other moons/interior.
Right
what I mean is if i have a moon like Kast that relies on LethalExpansion specifically, would it break if using only Core?
I dunno because I had troubles trying to get orion working with LEC with LLL present.
nothing about anything is related to each others network api
LE has fundemental problems that it would need to fix to be compatible
The desync along having LE? 100% it does. What ever LE is doing is causing quite a bit a funk, I wish there was some way I could show but almost anyone using LE with anything else is always complaining about Desync/Softlocks and Disconnection. ๐
Yes but that's a LE problem, not a LE x LLL problem
I mean LE x Anything problem ๐ LE is the problem I am saying ๐
Even LE with AC causes havoc.
Apparently people using my modpack with LE, LECore, and LLL haven't had any desync issues even on moons that depend on LE specifically
LE with Bigger lobbies is nuts desync
What lobby solution you using?
Advanced Company
LE and AC with playing around I saw huge desync in weather and mainly severe enemy positioning or existing in in multiple instances which happens in vanilla but this was something else.
weird
were you unable to load into any moons with LE + LLL (on the first lobby of the session)?
Even landmines that would not blow up or turrets that would detect you but would with others.
Yeah exactly this too, lobby would lock up
I think that's a current LE issue when using LLL, but it doesn't happen on the first hosted lobby of the session
You can use WeatherTweaks to fix weather desync
it adds a few things like uncertain predictions which can be disabled
I have a modpack that currently uses a very recent version of LE, and the latest LECore and LLL, so mostly I'm trying to figure out if this is an unavoidable problem I need to nuke LE for. Main issue is a few of the moons list LE as a dependency so even if I remove it from my pack they'll auto install it
so I'm hoping LECore will make things stable enough to not have to remove all the LE moons
I just hope what Batby said, LE does something along the limes to open up more compatibility although probs don't help they dropping support for it unless someone takes it on?
or they supporting it till someone takes it on?
I hope so too
but I have no idea what the situation is
I keep hearing its getting discontinued but it keeps getting updates
It's very confusing because they have been doing updates like you said, especially compat updates.
This problem is more recent so maybe they are hopefully working something out before it comes to that ๐
any progress on the weather desync issue
dude
new updates
and he still cant even fix the eject command
whyyyy
i wanna eject
why dont you fix it then
be grateful for the tens of hours a day batby puts into this stuff for free
and how much shit he fixes incredibly fast while adding new features
is le core thr issue eith weather desync
also sosmtimes when i try to land the moom
it just doesent
nothing happens
nothijg in the log
I think so? You can use WeatherTweaks to fix it
This happens to me when I reopen a lobby. If you need to close and reopen the lobby as a host just reopen the game instead
If you still have issues after that, definitely report it here
With a log preferably
Has someone mentioned already that moons that have apostrophies in their names seem to break the mod in some way?
Still? 1.1.6?
I can fix the eject command, and fairly soon. it's just a balance of my time
I wont lie im passing this on from someone elses message, so I havent tried it personally,
I tend to pop into these forums for a mod before I download them and read 3rd party people complaining in Dafi's mega moon pack that LLL has problems with the "Peach's Castle" and "Bowser's Castle" moons cuz of the '
but maybe its fixed now
Sometimes theres 60 things that take an hour each to complete and sometimes theres 1 thing that takes 60 hours to complete and i gotta make descisions on when to knockout the small things and when to chew into the big things
should be fixed now, problem was caused on LE's end but i fixed it on my end
Totally valid my guy, probably not even worth responding to people who make complaints like that, it feels like it was made in bad faith
ill give it a looksee
oh, awesome..
yup myb the apostraphie moons seem allg
is this known issue?
this is just my opinion, but I think terminal related code should be disabled by default and can be enabled in config
In particular there seems to be a problem with some translation mods where translations are overwritten.
I don't know the details, its just my opinion
fair, although i can't think of anything i do that should mess with something like that
i'd love to know more about it because regardless of a config option i would like to fix that
Are those planet names translating correctly? From how i see that image itโs the top text that isnโt translating right @true void
everything is working fine except the description and company building have been changed to english
yeah really odd
Where i set the planet text is literally same function that i set the top text
If thereโs anyone who can tell me more about why that might be happening im very down to peep it
korean translation came out when LC was just released and it's done by modifying the assets directly.
this is probably because this thingy has been edited
due to the nature of the korean, there is a problem that using an auto translator feels unnatural so the method of modifying assets is used as is
Batby doing godโs work as always ๐ฅ
Would it be better to use LLL configurations for moons nโ stuff? I use ACโs preset for enemy spawns.
Or should I use the mods own cfgs to determine their spawns? Like for all the interiors Iโm using their cfgs but not LLL to determine those.
has simulate been removed?
also I canโt filter, preview, or sort through the terminal anymore
I needed to restart lobby to fix it :/
but eventually it happens again 2 issues can happen, both of which I need to restart
- I click start ship and literally nothing happens, were still in the ship, no generating seed or anything
- it gets to generating seed, but it just is stuck on generating seed
how do I use weather tweaks
this was a long play session soo
might take a while to read
also when one of those issues happened where nothing happened, nothing in console, there was an error in console but I forgot what is said
Just install it. You can disable the unpredictable weather forecasts (for instance, it may say "Stormy?" which has a chance to be something else, or a "(Flooded/Rainy)" which would be a 50/50 chance for either
I like them so I keep them on
bet
what about the issue where the ship doesent land
also how do I disable the weight stuff for weather tweaks
LLL seems to be a big fan of duplicating my settings
yea I had to have GPT make me a powershell script to delete all custom moons from the config because I didn't want to delete the whole config every time I needed to add or remove a moon (which is what triggers this to happen)
you can just, go into the config and remove the custom level section manually
I had 50 custom moons when I made the script so I guess it was still a time save compared to scrolling until I find the beginning and the end
because I used it a lot of times since then
eh
Did you land and leave a moon mid-run? (Left with the game telling you "progress will not be saved if you do this")
If you land, and then leave at any point being on the moon - if you host without leaving the game and loading it back up, you'll not have the ability to preview, sort, simulate, etc.
To fix it, simply quit the game and load modded again. Do not quit to the main menu whilst the ship isn't orbiting, else you're gonna need to relaunch to get that functionality back :p
Having an issue with displaying the map on the terminal since I updated LLL(1.1.6 from 1.0.7). Every time it also displays the moons listing, overlapping with the map.
Deactivating darmuhsTerminalStuff also fixes the issue, so it's probably a conflict between those two. The issue wasn't present before LLL more recent batch of updates though.
Here's my profile code : 018dc29d-006c-92ec-c808-f02c9e1e399d
non host people keep getting overlapping maps which keeps causing them to either play an entirely different map or constantly fall in the void at main even if then entering through a fire exit this error shows up everytime this happens
this has happened with other interiors also
Does the speed of enemy spawns scale to the power counts? And do moons still apply their own interior size multiplier or is that gone?
probably not
that was 2 questions
the size limit is important because some random low effort moon could have a 5x multiplier and then you can get slow generation, lag or just a vast and empty map
ah so the override removes it?
So if its say 0.5 to 1, and 0.5, it should be between those two and not be affcected differently per moon?
I think the Scaler setting doesn't work how it's described. at 0 it doesn't limit my dungeon size at all and at 1 it limits it exactly.
I haven't tested the minimum size but the max size limit works with Scaler set to 1
I know LLL's first math equation for deciding whether the dungeon size is within min and max limit didn't work at all so I wouldn't be surprised if it still had some quirks now
USC Vortex moment
new moon was added to one of my mods, now there are 2 acidirs, 2 polarus, 2 eterns, 2 asteriod 13s, 2 atlas abyss, 2 grater hhhh
Is Require Matches On All Possible DungeonFlows going to be fixed next update? @zenith flax
From my understanding, if it is false then say experimentation shouldn't override to have 300 factory weight yeah?
Whenever this happens for me deleting and regenerating the config fixes it
yeah but then I have to fill out everything again, at least i have it saved in a google docs
Yeah we'll likely move to file per content in the future
So that should hopefully fix these sorts of things?
I can't even load he moons list since its not that the moons copied themselves and made another thats reset to default, they just don't exist. and all I did was config it then open the game and they all nullified
good because idek what to do now
How long until the configs are split? I think I may just need to hold off on using it until then
Not sure
the next update probably won't be related to configs too much
but the one after would be
Oh great Batby, has thou made any progress with docs?
indeed
Kaynetsua & Starlancer have been working on some drafts on raw documentation, ive been working on some validation tools and Mark, sdDesfat, Celery and Qesley have been giving a rough outlining of the process
Will LLL be merged into LethalLib eventually like the mod page suggests, or is it firmly its own mod now?
haven't seen such a shitshow when it comes to gamebreaking bugs, some are probably LLL, at least a few I know are my own mod tho
i dont think i said it here but i broke my keyboard so my documentation is halted
is this the entire comment
thats how bug reports tend to work yeah
- Gordion didn't load for my friend
- Atlantica didn't load for both of us
- Enemies in general but this is a little different since the LLL config isn't even enabled, we had a rolling giant spawn at 8am on gratar and had 0 enemies spawn outside ever on Asteroid-13
- Some other mods broke altogether, I'd guess LLL is messing with some things behind the scenes?
I'm taking the blame for quota desync I don't know how that happened but I'll figure it out later its almost midnight
unfortunately i just can't look at reports with LE right now
due to their newer updates
wesleys isn't LLL?
I thought somebody listed it as being
its possible that gordion could have been messed by the quota stuff from my mod I'm not sure
I will say that Kaynetsua has some actual documentation, I've just got some stuff written down and a video planned
I'm not sure how to make it compatible with LLL but I was really cooking in the shower and may add a quota scaler as a setting in one of my mods
pretty much I'm going to make it so that if enabled it sets the min scrap value to the quota/2 and the max to the quota*2
the min scrap is the max scrap value/50 and the max scrap is the max scrap value/30
x2 is crazy scaling
so its just a way to ensure the game is infinite, the 2 will be configurable but probably only like 1.1 to 5 or so since it can probably hit the int max pretty quick if too high, also going to add a value that shifts that whole spectrum so you can force the scrap overall to be more or less
Is it tho?
If you have the 130 quota it would be 65-260
1000 quota is 500-1500
I think one of the issues LLL has with config is that the scrap completely breaks if it can't find a possible way to generate in the ranges
assuming a quota of 8k like high lvl players can get to fairly easily, you can get a max 3 moon spread of 24k
well thats assuming absolute max and it would be 48k
idk if its just because scrap is super scace or if its because my friends are really bad but we usually get like maybe a 5th of the stuff on a moon
I could make the value to shift it increase by the quota it is on to that the percieved quota is a fraction, just can't make it too strong or at some point quota will be impossible
id go for less swing values like .8 and 1.2
lets move to #dev-general
Scrap spawning is more a base game issue tbf, it's very finicky
yeah, its either that or the LLL config just doesn't apply the scrap things in the first place
Hello, how i can add SCP Foundation dungeon example unity package to my project without missing scripts? I creating my own dungeon, and i want to see scripts examples, if its possible.
The later versions of the unity package use the asset store version of DunGen, so you'll have to buy it (or check the older versions of the package that use the decompiled scripts)
been reported like 7 times in the past week as well unfortunately
idk how one singular person got them to work though
thanks
Not sure yet
Really depends on mine and Eva's intentions in LC modding by the time LLL stuff settles down a little
could remain seperate or merge in either direction
Gotcha, thanks
@zenith flax unacceptable mistake smh
Hi, in the github, i've read that the mod read .lethalbundle file, but in the lethalSDK_project, on the lethalSDK tab, when i generate, i dont seams to have .lethalbundle files. Is there a way to generate it ?
LLL levels don't use LethalSDK
So, where i can find a template of map to create moons ?
There isn't a template yet, its being worked on
Documentation is being written for LLL rn
okay ๐
both template and docu being made at the same time
my keyboard should arrive today
so i can get back to working ok it
on it
Not sure if this is a bug or not, but I noticed that any sort of scrap mods that I have for some reason are defaulted to 0 rarity weight on any LLL moon. Is this intended?
looks like touchscreen should be gucci now
Can't use the Switch command in the terminal when using Lethal level loader. Typing switch brings me to the Moons screen in the terminal
happened to me as well
also sometimes LLL commands in terminal just dont work
Hype
what was broken with touchscreen? me and my friends have been using it since LLL 1.1.0 and we didnt notice anything
i see, guess we just never tried that
the command for that is โsimulate [moon name here]โ
However, if thereโs a space in the moon name like Atlas Abyss or Secret Labs, just delete the space and thatโs all
Thanks
Some of you were talking about Touchscreen mod so I just tested it out and this is how it displays, anyone else already got this issue?
Not sure if it can be linked to LLL though, I literally just installed this mod right now
Touchscreen cursor is just plain white, I checked the .png file and it's a regular cursor so.. ๐คทโโ๏ธ if anyone use touchscreen here, let me know
Can anyone recommend me some stable LLL and LEC moons? We wanna explore with friends
additionally, how many of you use AC + LEC + LLL combo?
me
I do
would you recommend it?
Always have worked for me frankly
works fine for me
If you don't mind sharing, can I get your modpack codes?
I don't use r2 so i don't have modpack code but i got Aquatis, Orion, Celest, Infernis, Atlas Abyss for the moons
uh instead of that... here is all my moons! (ignore scp scrap)
I would send my code
but it has alot of other stuff too
alot
that's a big part of why I wanna check it out
well okay
018dca9c-d0d5-8be8-14be-a04aeb627978
144 mods
Thank you!
Im having an issue with moons that I havent fully tested yet
so uh
but i think its not either LEC LLL or AC causing it
infact Im pretty sure it isnt since no one else I know is having it
ah okay, the only moon mods that I used are Wesley's so far, and that was quite unstable
Which moons? Out of curiosity
Ive only "tested" with atlas abyss and secret labs but when I try to leave the moon, it never progresses to the next day
I only run Wesley's Infernis and I didn't notice anything unstable for the past weeks, was Infernis one of the unstable ones?
so I cant save
probably because of some other mod as well, but we only had about 30 mods
No, it was ast 13
Ah, I don't have this one
@earnest turtle Can I look at YOUR mod profile
I have not tested Atlas Abyss at all, we never saw even an inch of it so far so I can't say
I'm on mobile right now, but I can link you a dependency string I sent a couple days ago, trying to troubleshoot
We just never think about it tbh
is that okay?
#1204432295025578014 message
All of these have been tested pretty extensively and work really well
Also have interior configs set for them + you can use AC
@fallow fern Thank you so much!
No problem :)
22 moons is crazy btw wtf
Cool pack btw!
I see it has LE as a dependency though... isn't that mod problematic?
It uses LECore. It just has LE listed because otherwise the mods will install their own version automatically and that'd be a headache
LECore disables LE
Thanks :D I've spent a while on it
There's actually 15 more in a secondary pack that are also pretty good but weren't included in the main one for a variety of reasons. For example, one takes place on a spaceship, while I'm trying to keep my pack vanilla-feeling
and a nightmare pack with 90 moons
@fallow fern I see you did spend a lot of time on this. Good job!
I have a question though... can you tell me some popular mods that have a lot of compatibility issues?
I could figure it out myself, but this could save me a lot of time and headaches..
MoreCompany is a lobby mod that causes several issues on some mods (not too sure which). AdvancedCompamy is a good replacement, you can use MC's cosmetics with AdvancedCompany without issues
I've heard LC_API has incompatibilities, again may have been updated
LethalExpansion obviously causes lots of issues, but I've had none with LECore

