#Lethal Level Loader [Custom Content Loading API]
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Thank you
and lastly, here is some feedback:
- the thunderstore page for your gameplay additions pack has the writeup for your countless moons pack, not itself
Uhoh :(
I thought I fixed that
Ty
I'll update it tomorrow
I disabled the lethal things fatalities sign and it worked (???)
forgot to mention but I think I successfully found the root of the problem regarding no custom scraps on LLL moons
unfortunately LECore scraps do break LLL moon scraplists, or rather reset to default
I'm assuming that happens because the scrap spawn list is null or something
having only LethalLib scraps did solve the issue
and they were spawning on Secret Labs and Auralis
a bit weird why this happens but oh well, an eye for an eye
Anyone?
If I change scrap values in my mod will it use mine or LLLs

37c today so work might be a little chill
get your water-based temperature system outta here
just thought this would be useful, cause it shows all mods that use LLL
I excluded modpacks from being there, some still are there
but much less
is there a minimum and maximum value for the dungeon multiplier? i'm trying to make dungeons smaller but i keep reducing the value but am not seeing any difference in size
are there any currently known issues with desyncs between the host and clients? Im playing a moon right now and its foggy for me and not anyone else
install weather tweaks
and disable unpredictable weather, unless you want to keep it
that fixed it for me
@full hornet
alr Ill try it
though I was also have problems with cosmocos' layout being different for me and my friend who connected to my game
so hopefuly that fixes it for the weather
i will say its definitely something regarding the core game, even using AdvancedCompany doesn't fix it
the netcode is generally really bad
but you should just install weathertweaks there isnt really another option
oh my gosh. is cosmocos's moon surface randomly generated?
maybe I have no Idea
all I know is that my friend could walk through this massive hill that was in the way for me
is it LLL that adds the moon price sorting?
yes
ah. This is probably the 8th time someone has said this but the filters randomly decided not to work when I restarted my game
vanilla moons are like that too. not to any extreme extent where the layout is completely random, but there'll be random obstacles sometimes
yep! custom moons don't have that though (not that im aware), AND vanilla surface rng is pretty much just limited to those extra rocks and trees. They mentioned someone walked through an entire hill, which doesn't work like rocks or whatever.
no custom moons do
oh! is it an option??
Big hills can spawn on moons like march I believe
atleast for LLL. you make a level the same way you zeekers does
theres no inherit differences
i dont think thats true, can u confirm batby
hills no
that requires terrain merging and stuff
naur again
all basegame levels use a terrain component in editor but are exported to a mesh via Terrain2Mesh
I’m probably thinking of like giant boulders
yeah the big orange rocks
I’m never paying that close attention to the details so I always assumed it was a big hill lmao
um im not super certain, but is the mesh being discussed the one thats supposed to be rendered?
The only mesh i'm aware of in this game is the navmesh cause thats what the logs scream at me, but a google search told me there are also meshes involved in rendering
better question would be, erm, whats the difference between using terrain in the base game versus a "mesh"?
A mesh is the actual model of an object, which is made up of vertices, triangles, etc.
Terrain is treated as its own beast with special settings and capabilities
I think a mesh is more performant, and I know there are other reasons that terrain2mesh is useful but I don't know them offhand
The "mesh" in navmesh is like a grid where navigation data is set
Hello, I'm making my own dungeon. How to create an interactive door? I tried to do this by yourself, but the "interact trigger" doesn't work and the "door lock" has some errors in log.
Yo for anyone here that was having issues with HDLethalCompany and Outpost, I rolled out a compatibility fix
Turns out I was missing a secondary fog object in my scene that HDLC changes settings for
difficulty sorts by interior enemy power level yeah?
I tripped over my own words a bunch so it took a bit longer than I wanted, but I just finished recording my basic "how to make a LLL moon" tutorial!
Gonna start editing it now and hopefully I'll be able to post it tonight, if not I'll have it out asap in the morning
nice
Nice, we need more LLL moons
It's just a starter tutorial, but I think it's relatively easy to follow and gets the modder on a solid base for future expansion
Hype
I can't wait for people to start switching over
.
Are there any issues with adding several moons not in your modpack to an interior config?
It's possible to transfer moons from LE to LLL, isn't it?
preafabs, texture, material...
I did. This tutorial won't cover that, but if you've already made a moon in LE you can import your moon assets and probably figure it out from there with the rest of the knowledge in the tutorial
Are you asking me?
It’s less LE to LLL and more LE to Lethal Company
Level design, prop placement, lighting etc can be swapped over easy but mechanic related things do need to be remade and/or sourced from vanilla maps
I posted a new one a couple days ago if you wanna check it out
Not to advertise or anything but to make the point, more moons are coming!
What's the name, I'll take it 😄
Bozoros
clown / circus themed moon with confetti weather and the day ends with a firework show as of yesterday
All LLL too, no additional scripts or mods
nah its in addition to the existing eclipse and storm volumes
same effects + confetti
nice
tnx m8
How tough would it be to make an interior randomizer mod where each tile could be from any interior with current LLL?
this is a cool idea but definitely sounds like you'd need to do some scripting
That's sick, thanks star!
You're welcome! ✨
I'll pin it if I see it, otherwise just ping me wherever it is
It'll probably end up as like a 15-20 minute video, but it took me 2.5 hours to record ; w ;
Will do!
Fun
Lemme know if there's any specific channel(s) I should post it in
It could probably do with having it's own #1175883003474485369 thread incase people wanna ask questions etc about it but I'll look around for a bit
Yeah considering major and skiz had their own interior tutorial in here, I'll get ya the role to make a thread
The theory isn't terribly difficult
Just make a flow and tile set that yoinks from all registered dungeons, then tweaks the doorways so they can be glued together
Making it work such that there's no holes or anything is a harder part of that
Restructuring a dungeonflow via code doesn’t spark joy
I think maybe best approach would be to copy a pre-existing dungeonflow. Then do like this matching process where you look through every unique tile in every dungeonflow and group up references to tiles that have very similar properties. Then iterate through your copied dungeon and if x tile has similar tiles in its matching group roll to randomly swap it with one of its matches
sounds very fun
it'd be cursed but also cool to explore I think
and given there's < 10 interior mods out right now, I don't think it'd be too much effort to work in some more specific compatibility for the majority of them
With the config update, will you be able to choose what to override? I do not want to override the min/maxscrap count and values but I do want to still override the list of scrap
probably
danke, I just spent like 10 hours making super in depth equations to dynamically balance the scrap stuff in one of my mods
Just finished editing the tutorial, but it's past midnight so I'm gonna watch it in the morning as a quality check and then upload it :3
@zenith flax Not sure if this is the right place for this but Lethal Level Loader is messing with some of the terminal commands, I've got a bug where typing switch will open the moons menu, but switch <player> correctly changes the radar view. Also eject opens the moons menu as well.
yup, should be fixed next version, sorry about that
going through the config, what exactly is Level1FlowExtraLarge? never heard of it before and not too sure what to do with it
i assume its just a larger facility, is it ever used in the base game?
Yeah titan uses it iirc
okay i figure as much, thank you
how do i change the filters?
LLL is supposed to have a config, yes?
Or did it move outside of the config folder
idk i just typed an emote name to buy in terminal but fsr it changed my filter instead
i know how to change the filter now tho
just type filter then whatever accepted parameters it has(e.g. filter none)
Yea it does
when does it get generated?
Same as any other config
see- I cleared the configs. Loaded it up once to main menu, left, went back in - loaded into being in my ship... left
to then compare old configs to new (since for some damn reason mods can't.. just take values from one config into the new ones)
But only my old config folder contains LLL config .- .
I'm assuming then LLL only generates upon landing, or the config moved elsewhere . ,.?
I'm confused about what you mean by this
are you saying that all your config options reset every time you open the game?
As in when mods update, their configs aren't 1:1 to a freshly made one. Version numbers being shared yet obviously the configs are bloated with things that may or may not cause issues
Sorta wish there was a faster streamlined process that didn't risk removing values everywhere .,.
oh, you mean config options that are removed in versions later than when they were introduced?
they don't really cause issues, it's just a little extra data, and you can differentiate them by whether the game has written the description of the config option as a comment above it
thing is, the config system can't just assume that an option not being bound on one run of the game means that it will never be requested again
for example, some mods generate configs based on what enemies exist in the game, so if you were to disable one of the mods that adds enemies, with what you're suggesting it would just erase the options you set for that enemy
Then have it take into account if the mod/custom-area was updated to allow the updated mod to take a section of the config specifically created due to generation.
[Config to only take values of]
[Config section that has an entire group accounted for as a "value" - injecting into itself what the value states and checking if it's there or not. If there, do not replace section of config above/below. If not, replace section]
[Rest of Config to only take values of]
when a new config created by the dev is made, have it detect values to steal - and detect a custom section that, in its entirety, is a "value"
so it both can be taken by the new config, and then puts it into itself in a section elsewhere in the config after the new one is generated (we already have mods that require you to leave and come back again just because it needs 1 load in order to set things in order like customsounds)
It probably isn't worth it to most people, but to me - I'd trade off needing to reload the game just once to move over all my configs to a more up-to-date and appropriate config than to manually change these darn configs <~<
The more I discuss this though, the more tedious it sounds for every dev to create something like this... I currently can't come up with a surefire way that covers all bases.
Unless a mod could somehow check every mod's config calls
which I don't think every mod checks their own config values from top to bottom immediately... right?... Rarities of enemies spawning gets checked on save-load... sounds get loaded in pre-main-menu...
'n what if some config messes with, let's say item's positioning on a save? That one probably doesn't get checked till you load into a save as a host, whilst clients never will call on it
config options can be queried at any point
but can they be queried by another mod somehow?
I'm not really understanding what you mean by a group accounted for as a value
but this sounds like incredibly needless complexity for a niche problem
most mods don't delete config options
it is a niche problem <-<' ... just wish it wasn't one
at least I wouldn't imagine so, I haven't noticed any doing so
tis an example- #1178407269994594435 message
., .
Same verison number, clearly different configs - values moved
I think you must be imagining that setting up configs in a mod is a lot more involved than it really is
this "problem" lies solely in how BepInEx handles configs, and I don't really see it as a problem
mods could probably somehow make it so that it deletes the options that haven't been bound, but.. it's not really a big deal
you don't have to clean up the configs immediately, just do it when you see it
it will cause literally zero problems to have those there
I assume in the world where audio mods can conflict with a perk mod, where a new monster mod could conflict with the scanning of a terminal - I can't come up with a reason why certain bugs are happening so my best bet is to cover bases where I see could be a fault . -.
it will never be that
or the most recent one that sorta tilts me, the damn corporaterestructure messing with the player's camera somehow?... <.<'
there is no chance that will be an issue in any case unless a mod author has gone insane
well I can't figure out what bricked when nothing but solid mod devs updated (╯°□°)╯︵ ┻━┻
so I'm having to do some config cleaning in hopes they screwed up somewhere where they can't control .- .
also glad i never touched LLL's config... cause I've failed to get it to generate two times. Granted, I don't need anything in there to be configured
well- other than the sort list, but that's just 2 little sections
yeah, it not writing out the LLL config does seem weird
I'm assuming it gets written when I tell the ship to land somewhere
although the rarities of planets are console-logged prior to even loading a save-
look I don't get the world of modding even 80% tbh =w ='
I throw wrenches in and hope the gears resume turning
that would be very strange, I wouldn't really expect that to be the case
oh, but it does look like it waits until you load a save at least
but I did load a save ;w;
I went into my ship
Honestly I was getting bloody tired last night just digging through old n new configs... don't even quote me on that
for all I know I dreamed of that. But at minimum I did get every other config generated 😅
'n LLL's wasn't edited past just the preview and sort defaults
but I'm cutting it out onto the desktop just in case I forgot something anyways
in other news, i find this interesting:
The difference between the old and new- the new has 2 empty lines. Why? -u-'
where did the emptiness come from, why it empty :p
presumably someone removed the trailing newlines from the file and it recreated them
BepInEx completely rewrites the config file every time it's modified in-game
I'd like to be able to configure dungeons on a per-moon basis, rather than messing with a long string in the dungeon settings. It this possible with LLL's config?
Also, is it possible to use the config to ONLY change dungeons and enemies per moon, without messing up any of the other settings?
interestingly when I did this whole config thing (Yes, I've finally reached LLL in terms of comparing)... the configs and what they showed in the config editor is dramatic different... .-.
^ That is just the old config, in comparison to when the new config is there:
It can fit simply within one image, the old one I had to take 2 just to fit it all
When you add or remove a moon from your mods, it messes up the number order, and makes double entries.
Configuring with dungeons per moon likely won't be a thing, no. it's not inherently how the systems work together
Why is one "57 Asteroid13" - and another is "57 Asteroid-13"? . -.'
Would double-entry add a dash in between the moon and the number? ., .
possibly the code was changed to remove symbols from the moon name or something
is that old config not even an ounce worrying how a few seem 1:1 named? How do they differentiate if it's exactly the same? .,.
If Infernis is chosen, does it choose one - or both?
Would it load only one, both, cause any conflicts, slow down generation/loading, cause desync... what'd happen here?
LLL will only be using the "current" entries it's made, but there's no decent way of telling just by looking. If you update/add moons, it's best to reset the config file, so it gets regenerated fresh, until a fix can be made to LLL
This could explain the dual-interior loading... potentially... that someone in my session saw
I posted that somewhere in this server... i could probably ctrl-F it..
no
the 2 same entries couldn't cause this? #1196710290457382953 message
no
Granted, I never seen this on my view. Only clients saw it.. oddly enough
I ain't saying it is a yes or no, but to the rest tellin' me what it was - they pointed to LLL >~>' ... It is what prompted me to do some config checking (LGU was lovely to compare... 😮💨 ... curse me and wanting to balance things)
Twas 6 mod's configs that weren't the same to their freshly downloaded counterparts. Hope that somehow hammers out something 😓
starts new file
lands on experimentation
rolling giant instantly outside before the ship even lands
I really really hope this mod gets fixed soon
at least not having the demands of moons override my set interior values on acidir having 5500 for mansion and 300 on 7 other interiors (including facility) but instead becoming 0 for facility and 300 for everything else since it requests it.
I get that there is a bool that is supposed to fix that but it does nothing
That's weird cause these interior issues and the weather desync that you all talk about is something we are not experiencing with latest LLL update, also with LEC
I wonder what's causing these differences
Because I guess you guys tested with a reduced mod count to see if the issues still occur so that's really odd
literally just happened to me on vow
I’ve been thinking the same thing. I use LLL alongside LEC in my pack and haven’t encountered a single one of these issues yet everyone points fingers at LLL for some reason
What's your mod count? Aprox? Like you running 10 mods, 20, 30 etc.
I think 148 total
Assuming we’re including dependencies and all that
Well I guess it's not a question of mod count then, we run like 25-ish mods, counting dependencies and all
Tbh I’ve surprisingly never even come across any massive desync issues before
I always hear people talk about how they’re falling through the map or their friends have different interiors and whatnot
Worst I’ve had is a single client seeing a forest giant that nobody else could see
It's been the easy way to point fingers at LLL, but I only trust coders and modders when they say that LLL is causing issue
Yea
This falling through map thing only happened to us once, and it was at the very beggining of the LECore & LLL compatibility, when there weren't really much 'compatibility' and it happened once, we restarted the game and never happened ever again even when we added more interiors and moons, this is super duper strange
But yeah same, alongside the config issues never had issues that's so weird
The WeatherTweaks fixes the weather desync, but there is still an issue where custom interiors get desynced. For half the players it will load a different interior and they fall through the floor. Random instances where we get stuck in "random seed" or "waiting for players" or after taking off back into space "waiting for ship to land" which is only solved until players leave 1 by 1, and the desync only gets worse when they try to rejoin, but better if they restart their game.
We made sure to confirm importing the profile from a code gave everybody identical configs. I double checked the LLL cfg to make sure there weren't double entries and they were indexed the same for everyone.
I tried copying my mod list into discord but automod blocked it for some reason, so here is it screenshotted
If anyone has any ideas of what mods to remove to improve compatibility I'm all ears
The logoutput file was too large to attach
Lethal Expansion doesn't play nice with LLL, you have LEcore anyways, that covers anything you'd need
Speaking of LLL, LLL 1.1.6 (in my experience) hardly works with LEcore. Downgrading to 1.1.3/1.1.4 is what makes things work for me.
Then again, this is magic and I hardly know what I'm talking about so do proceed with caution
My understanding is that the way LEcore works it disables LE, so that you can have the mods that use LE as a dependency
No. -w-'... disable LE yourself. Don't let LEC do the 'disabling'
Even if mods throw a hissyfit in R2, just ignore them.
I would advise uninstalling it, but a mod updating or some new mod will just download it back in - so it's better just disabled.
(Also LethalProgression is buggy, in terms of the VAL stat - but that wouldn't cause any issue you listed prior)
why does my game freeze on this
oh i got the "waiting for ship to land" too, fixed by someone leaving
you are a godsend bud, i would've never guessed leaving would fix this
only happened to me with 8-9 players also, never happens with 4-5
also getting the same interior desync you described
and im also not running LE or LECore
its not lethallevelloader, i removed it and all of its dependancies and i still get this when i go to orbit
@zenith flax has any update gone live to fix the switch command? it's the only thing keeping me from playing custom interiors with my friends rn 
I can't tell if there's anything live, I can't find commits mentioning it never mind, found the changelog, I guess there haven't been any updates
it's a pretty long-standing issue though, it might be nice to rebase that fix onto master so that an update can fix it
why use switch when this exists though
same feature inside GeneralImprovements if you have that
well, the one in GI would be fine, but I use TwoRadarMaps and chances are that mod doesn't support it
that is an option though I suppose
hopefully it will switch the terminal one and not the monitor one yep
it's doubtful, they have to add specific support for it
That's interesting, looking at your addons and where we overlap it doesnt look like its LE, LECore, LLL, MoreCompany, AdvancedCompany. Has your Coroner mod been bugging out lately? Mine has I might try disabling that next. When you disabled LLL did you also try disabling LethalLib & LethalThings and their dependencies?
coroner does desync a bit from what i've seen, haven't touched lethallib also. btw this does not happen when i play with 5 people, only starts happening on larger counts
there's a bandaid fix for it that if one player rejoins it works again
Same, it does seem to get worse with 5+ people
Is there a way to disable the terminal changes of LLL?
I want to use the mod UnreliableWeatherReports and it just never works in combination with LLL.
may i suggest weather tweaks? i think it adds the functionality that you seek
I read something about v1.0.7 of LLL but I tried using it and it made the mods that depend on it not work like ScarletDevilMansion or Scoopy's_Variety_Mod.
Oh shit, does that fix it?
Can you send your modlist via dependency strings? gonna run a comparison, maybe something will stand out
we also got a thread i think #1207651549313241088
weathertweaks also fixes the weather desync
good question, honestly i just looked at what unreliable does and it looked simialr to weather tweaks
sure, how do I do that? and we can move this conversation over to there since it doesnt seem to be LLL related
yes it does
Hmm, seems like it's moreso a replacement for the other mod instead of a fix.
Sorry for the delay on the update yall. Australian heat has been 30-40c this last week and in my room that’s another like 10c ontop of that. Seems like it’s run me down abit and I’ve gotten a little unwell. Will try and rest up asap 🙏🙏
oh so I'm not the only one with interior desync
it has never happened to me before today
so batby, what exactly is the size override? From my understand moons have a multiplier and interiors themselves have their own?
and what is this issue with being less than 1? Is that with the interior specific size?
I would imagine that the setting in LLL is interior specific based on how it is listed under the interiors
I have it at .25 .75 0 and I swear all the dungeons are still extremely large
take care of yourself bossman, LLL is not more important than your own health 🫡
⬆️ Facts. Take care Batby 👍
@zenith flax
Question for you.
When I send someone and R2 mod man code with this LLL config.
Why could it end up like this on their end?
I just encountered this error with the new migration of Tolians Maritopia. This was not happening before.
because config stuff is stupid and it's difficult to approach while still supporting lethal expansion which isn't getting fixes for it's current issues
i don't know how to resolve that conflict your having specifically unfortunately
hmm it deffinitly is wierd. I guess I will just have to have people check LLL.cfg every upload/post launch.
Hmm.
Manually fixed it and after launch it went completly haywire and changed both our configs.
I have no idea what is going on, and I have no idea how one moon moving from LE to LLL broke everything.
I am going to go to bed but if you feel like checking this out, or really anything. I would greatly appreciate it.
I can remove or rollback the moon for now. But if every new moon update starts doing this. I do not know what I can do.
018ddec0-5136-66f2-157a-d06b26f1bc61
May or may not be a known issue, but even with this small list of mods I'm getting weather desync on the first time landing during a game session. After that weather syncs properly.
Evaisa-HookGenPatcher-0.0.5
BepInEx-BepInExPack-5.4.2100
Evaisa-LethalLib-0.14.2
Hardy-LCMaxSoundsFix-1.1.0
IAmBatby-LethalLevelLoader-1.1.6
AudioKnight-StarlancerMoons-0.5.7
Pooble-LCBetterSaves-1.7.3
Rune580-LethalCompany_InputUtils-0.6.3
Cookies-NoHud-1.0.4
Of these, I believe LethalLevelLoader is the only one that messes with weather systems even a little bit, so I'd have to guess it's the cause. Am thinking it could be an LCBetterSaves compat issue though. Am unsure as I can't consistently test with friends rn.
Yes every time you add or remove a moon or interior, or their name changes, you'll get these duplicate config entries. The fastest way to fix it is to delete every custom level from the LLL config or the whole config file itself, and let it regenerate by loading into a lobby once iirc
wouldn't it be better to add config entries without its indexes? that way they wouldn't duplicate when moon list changes
in the future ill probably bite the bullet and just make them seperate files tbh
and by doing that somebody will come and say "lethalconfig doesn't work 😓"
i may be speaking from experience
sounds like a lethalconfig problem idk
implement fully custom config entirely independent of BepinExs' config system 
how it works it's trying to get config file from Bepinex.Config, which is just a GUID
so having multiple files breaks it
then people stab me for it not working in r2modman
😭
life is a pain whatever you do
why is my config a 70k length JSON string?
Would it be easier to just provide a template config code with the settings you're automatically generating? That way each mod can just easily include its own config without the hassle of everything being stored under the LLL config
Yes. This is the behavior that I am used too. However now... it changes the config every startup without any mod changes.
Players are able to connect to each other but see different moons/interiors.
One time, I went to marritopia and entered the front door. I stepped into office, player two fell through the world and landed in facility.
We leave and sync configs again.
Start the game. He selects Maritopia, on the screen I see secret labs.
I launch, it takes us to secret labs.
actually some desync happened to me too yesterday suddenly after playing for an hour. 3 guys were confused how we're walking through a wall on Cosmocos but I'm not sure if they had a different moon or the same moon but rotated somehow, because they mentioned they can still see blue mushrooms. the config file is still normal though at least for me.
I was thinking about only using LLL moons from now on but Wesley's moons are too good to pass on
This is my stance exactly.
I just always want my cake and to eat it too. Why is that so much to ask. Haha
oh I get it now, the Cosmocos moon has multiple ship landing positions so they probably tend to desync
and it can block doorways randomly, that's now 2 reasons to disable it lmao
LEcore automatically disabled Le expansion right?
in theory, yes
Does anyone who plays with 5+ players and custom interiors and has never seen an interior desync have a mod list? The annoying thing about this issue is it turns up nothing in the output log but LLL declaring the wrong interior for the desynced players.
If it really is a mod conflict and not a LLL issue (and it's confirmed it's not LE or LECore, we've had it with all those removed) I'm having a really hard time pinning it down.
[LC v49] High quality modpack containing 100+ quality of life, moon, cosmetic, and rebalance mods that improve the gameplay loop while increasing the difficulty curve slightly.
@zenith flax Does the clamp limit the moon size multiplier as well?
@zenith flax
Hey there. Just wanted to let you know. The maritopia issue I talked about earlier was due to a bad compileing which cause it to corrupt the LLL config.
I have a new issue however I am trying to figure out.
I have a rather large modpack. I have found that adding Advanced Company seems to mess with LLL config entries only when there are 2 or more players online. What could cause this behavior?
It has resulted in us being presented different moons and interriors.
In theory how could Advanced Company overide the moon organization in the config?
If it is the same as what I am experiencing it is Advanced Company.
Maritopia 0.3.0 - 0.3.3 also had this issue but it was isolated to itself and was resolved with 0.3.4
How does the sorting by difficulty works? it shows me Experimentation at the middle of the list and those moons above it are definitely not easier than Exp
#1193461151636398080 message
There is something broken then 🤔
Probably a mod incompatibility on my end
I’ve created a new LLL project thanks to Audio Knight but now I’m not really sure how to move everything from my LE moon to LLL
well just copy all your materials and your entire prefab
As easy as that?
Can I copy and paste from two different projects?
yeah im pretty sure
youll have to format stuff though but @calm eagle can help you with that
You'll have to do it in the actual file explorer, you can't just copy and paste between Unity instances as far as I'm aware.
Then pretty much whatever's broken, just grab it from a vanilla scene
Ahh I see
(or just delete it, since all the necessities are in the tutorial project)
So I make a prefab from my moon and just find its file and copy it in my new project?
Sounds straightforward enough
When are you starting your paid private moon making classes @calm eagle lmaoo
gimme money
Make a prefab of your planet for ease of transfer, but you have to copy all of the assets you're using over
Alright I’ll try not to feck up
errr sorry I've had a long day and kinda forgot how to create prefabs haha
at least putting my whole moon in a prefab
Select every top-level object in the hierarchy, right click in the hierarchy, create empty parent. It'll auto-group them.
Drag the parent down into your asset window and it'll create a prefab
You're welcome :) good luck with the transfer!
I recommend making a folder inside LethalCompany/Mods like in the tutorial, just to keep things tidy
Oh right
Ah yes i had that folder I just completely forgot about it lol
@calm eagle is rotating the ship 180 degrees a bad idea
Ship is locked in position until/unless Batby fixes it
I know your pain lol
But remember, assurance (or offense I don't remember) doesn't have the ship facing towards the path either
yeahh that's true, but I wanted to create a cool opening sequence that shows my crashed escape pod
that idea is kinda screwed right now
Can you add company equipment (like a shovel) to a moon's scrap list and have it actually spawn?
instead of seeing that when landing, the player will see this lmaoo
aw man this is painful
damn it
Well unless I can change the ship's trajectory so it goes over the escape before landing? That could be even cooler
I can confirm hanging on take off from a moon still happens with these modpacks, even with 3 players
Dang
I have made this exact mistake multiple times lmao
How’d you fix it lol
So what I do is, I realise how dumb it is, work around it and pretend like it was intentional
Quite effective
Impressive
I have yet to see anybody question why the ship is facing away from everything on Gratar
I was also wondering if the custom landings like on Cosmocos and Polarus were built around the route the ship takes, or you have actually modified the ship’s route so it works with your terrain? Because this is probably how I’d fix my terrain being the wrong way
They were build around the landing animation
Well kinda cause I also made that mistake for Cosmocos lol
lmfao Cosmocos too??
I guess you’ve simply made the landing animation longer? I think there’s a setting if I’m not mistaken?
Yeah I've done it like 3 times now
Honestly well done on working around your mistake 3 times, that’s crazy
I haven't actually
You've only seen 2 so far
Idk if the 3rd one works as well as the others
Huh?!
Is it related to those 4 submoons you’ve added to your mod’s icon perhaps? 
👀
There’s a way to rotate terrain btw
Actually nvm, Wesley, do not make a moon made of cheese, I need to maintain my one niche in this world
Atleast 90o
Oh?
I haven’t done it myself but theres a way you can rotate the asset since it’s technically just a texture used as a heightmap
If you google some stuff should pop up
Yeahh the problem is having to fix every mesh after that
It’s not super fun
Raaahh I can’t wait to post my moon just to have my name yellow
i used this in the past https://assetstore.unity.com/packages/tools/terrain/terrain-rotator-21303
it can look a little weird at angles other than 90 degrees
Ohh thank you!
I cannot use the mod commands for some reason
I even got laughed at by the speaker at 50 for it
HAHAH THAT SNARKY COMMENT
What mod adds that speaker voice?? I heard it randomly in my modpack and I definitely didn't add a mod to do taht specifically ;(
diversity
yes
Woa
So now that TMLC/EQM has imploded with AC being gone from the thunderstore, does anyone have a MoreCompany/LLL-based modpack that doesn't have the interior desync issue?
TheMostLethalCompany has permission to use the dll for AC, it should still work fine, if not now then soon.
I don't actually play TMLC myself but yea
All I know is it was the first modpack to get permission to redistribute AC
Could the ghost items bug be from LLL?
when you disconnect and reconnect some items just appear in the ship
actually it just happened again
none of that pile was there, it was sold
Can’t think of anything I touch to cause that
Yeah I guess I do not need to worry about it anymore. Removing AC fixed it, now I will have to remove AC.
I have been making Shattered Company and distributing it in chat. I know it is stable if you are looking for something. But I do not plan to host it on Thunderstore as it seems like a lot of work to maintain. XD
I have to alter it now though to put back in the features I removed to add AC.
If I can get it put together tonight ill be in playing with it. Other then that maybe tomorrow.
I tell everyone the same thing. Mod loaders are the thing. Minecraft has like 5. Not everything is designed to work together. The ones that survive are the ones that Try. 😄
I am just going to remove AC to make things easier on myeself. Thanks though! I had not found a workaround to it.
you too!
My friend group and I use r2modman, using the import-from-code feature. If your modpack isn't on the thunderstore would we still be able to distribute it amongst ourselves easily with r2modman, or by some other method?
Similar question for you, if AC isnt on the thunderstore directly, would I still be able to share TMLC via import code on r2modman with my friend group once I have it?
no
no to both, or just my second question?
both somewhat
codes inherintly work via telling the mod manager which mods to download
if that mod isn't available to download then it cant do that
gotcha, they always seemed kinda magic to me how they were able to compress all that information down to a code like that
so the letters and numbering are specifically referencing items on the thunderstore
more or less yeah
The modpack will come with the AdvancedCompany dll bundled into TheMostLethalCompany's release
So yes, it will work via code
Any modpack that gets explicit permission and license from Potatoe to distribute the dll will work fine on Thunderstore ^^
in dungeon injection settings, is there a string that determines it to spawn on any moon, including modded moons?
of course yes. Edit as you see fit as well. I make it to my interestes and add in Admin tools for Multiplayer lobbies.
It is usually distributed through a R2 mod man code.
Hey there @zenith flax I know this is a lot to ask. But I am at my wits end on this one.
I have been doing my best to help bug check everything I am using and report bugs when I find them.
However I am stumped on this one. I am not sure how to procede and require help if you can spare the time to assist.
Without fail when playing with 2 players Atlas Abyss and Maritopia switch places in the LLL config. Corrupting the config.
Only these two moons, always and forever. The other player sees the oposite moon loaded when chosen to navigate.
This causes interrior and weather desync.
Origionally I traced this to Maritopia as it happened suddenly after I updated Maritopia to 0.3.0, Tolian had just transfered over from LE to LLL, I noticed the problem as it effected me in single player while I was testing the updates for stability. I talked to @weary apex and he found that there was a compiling error. Maritopia was recompiled, updated and the issue went away. However only in single player. It persists in 2 player.
I am not sure if this is a further problem with Maritopia, a problem with Atlass Abyss, or a problem with one of the mods I have. The mods have been well tested and stable for quite a while which leads me to think otherwise.
I do not see anything in the console that reveals to me what is going on.
I would greatly appreciate your assistance.
Again I know I am asking a lot.
Thanks in advance.
018de856-1b68-31b0-151f-5354aeee7faa
I'm having a bug where non-hosts are desyncing and clipping through the interior whenever an LLL moon loads alongside an LLL interior. Weirdly, LE moons with LLL interiors work fine. This doesn't happen on an isolated test profile, so I'm unsure exactly what mod(s) are conflicting atm, hard to say considering testing this is extremely tedious.
To be clear, this is not a config desync, I always send my players the code which includes any config changes I make, and for testing purposes I've even tested with two local LAN games.
heard, thank you
Just confirmed as well, whatever mod conflict is causing the issue is also causing LLL levels to duplicate in the config.
This only appears to happen with some of them; if I had to guess, it's probably related to AC changing settings on those moons, but I've been unable to get LLL's config working in the past to use it instead of AC's.
(I know at this point fixing bugs related to AC will be difficult, but I can provide logs if it'll help or whatever else you need from me <3)
Lemme verify that those 3 moons are the ones I'm modifying stuff on and see if I can find a commonality
If I can, I'll try adjusting with LLL instead of AC and see if my previous config issues have been resolved, since I don't remember all the updates with 126 mods 
I mean this with no disrespect but I probably will not be giving AC related issues development time
If it's a LethalLevelLoader issue though absolutely
I will test and find out if it's AC-specific. Looking at it though, I cannot find a commonality between them involving AC other than having scrap generation settings tweaked, but Gorgonzola, my moon, has no issues despite also having tweaked scraps. So it may still be somehow related to AC, I will check, but at the very least it is not AC's settings messing with it, it's only LLL moons with LLL interiors.
As far as AC related issues and dev time, I do understand, though realize that bigger modpacks like TheMostLethalCompany, which will have AC built in, will eventually rift with and have issues alongside LLL if they aren't fixed. Not telling you what you should or shouldn't do, just thought you might want to be aware ^^
Can confirm, the config duplicating and thereby interior desync doesn't happen without AC. 👍
nah thats just LLL
Forsure, But even ignoring the personal aspects of it, The mod isn't on the Thunderstore and the dev isn't reasonably contactable. Support for it isn't practical.
from my understanding LLL creates a set order to have the config be in so when something new is added it may take over an existing number and butt the other down
Valid, probably just the fact that AC is then modifying it which is causing the config to create a new entry
No I getcha, but your point was that if anything (something new) is added to a moon it moves the config. AC modifies moons after loading them, which is thus likely moving the config
The exact same could happen regardless of if it was AC or a moon maker
Just happens to be that AC is the culprit in this scenario
Previously this was
1-Hospital
2-Bunker
3-Office
4-Castle
5-Sewer
6-Poolroom
Scp forced itself to be 6 and pushed poolroom to be 7, leaving a shell of config for it. oobl and school then generated after
School?
?
Yes
Never heard of School 👀
When it was 6 custom dungeons, pool was 6
scp didn't force anything
now it moved to 7 as scp took its space
i need to make changes to the system when i go back to it
Probably poor wording that makes it sound like it's SCP's fault is all
Point is, SCP Foundation bumped Pool down unintentionally
yeah, its not alphabetical order but its some order
rn I'm am trying to figure out if I can use math to determine the minimum and maximum interior multipliers
the minimum is not zero
the maximum is two
why is that misinformation
the maximum is not 2, it is at least 3 (on the factory)
I think the only real limit on the max is if it reaches out of scene?
100 multiplier is too big
Bunker 0.25 
Office 0.5 
Castle 0.25 
Pool room 0.25 
Mental Asylum 0.25 
Ssewer 0.25 
I've tested these, the values are the lowest multiplier I can confirm works. the office does not load at 0.25 but does load at 0.5, its minimum is somewhere between them
just look at the code lol
thats what I am trying to do
that loops back to the first thing I said
what code would you be looking at to see the minimum and maximum of what a dungeon can generate?
I believe it occurs when the multiplier causes the interior to not be able to generate the minimum tiles for the smallest archetype
dungen?
yeah..
how can I see their dungen? Isn't that in unity?
ask someone else in a different channel 👍
that....literally what I did, I asked major and then raphtalia said he was calculating it wrong
raph says the tiles are 5x4x7 times the multiplier
yo batby i get this error when i run lethalquantities and it seems to be related to LLL
The aforementioned issue is present without AC as well.
I belive the issue I am having and @sullen coral is having are connected.
I am not using AC.
Will look into it in the future, thank you for the report
Np thanks again batby
currently work on LLL will likely be on hold until the issues with Advanced Company are resolved
Fair. After what transpired as well you deserve a mental break.
yeah take your time nobody needs u rushing anything
ur mod is crucial to play the game now so i can imagine the pressure lol
As usual, a spoke in the wheels?
Briefly, what is the current state of compatibility between AC and LLL?
And this is with LLL disabled
I don't understand anything...
Stuck on creating SID
It's recommended to avoid AC right now for LLL compatibility
That's what I heard
Are there plans for some kind of compatibility in the future or does AC want to make its own analogue of LLL?
To also disable MC and use its functionality
What the
I'm not clear on the specifics for that
I'll try to completely remove AC and test its behavior without it
Is this happening on a specific moon?
EXP
Standard moon
All popular dungeons included
But their chances are low
That's why Facility Vanilla appears most often
Unfortunately I'm not in a position to support any user using Advanced Company in the forseeable future due to it containing stolen work
Are they stolen after all?
LethalLevelLoader in it's entirity is now included in newer Advanced Company builds
the issue got resolved when i removed lethal quantites for me
nah dats crazy
AC wants to feel like a monopolist?
yes
Cool
Now I can't boot at all
I deleted everything related to AC
The problem now with everything is different
bruh AC blatantly stole from LLL
and people are praising that he made a better LLL by renamed it 💀
I just realized what the problem is...
what was it... I NEED TO KNOW
Personally I loved AC because of it's stable lobby code but after everything that happened in the last 48 hours I will never in my life go back to it
i have the same issue
same
also noticed the game running smoother after removing ac
despite it being on thunderstore rn, I cant let my self downloda it now. Way to much guilt
I'm writing a report about this now
yeah
I'll let you know a little later
i havn't played in two days my lethal company addiction urges are killing me 😭
tbh, moons and interiors that use LLL, should find a way to not work if ALL is in the modpack
disable altogether if AC is present - i'm not sure there's any other way
What’s the point of harming user experience ?
Like, not making efforts to make it compatible, sure.
That’s fair
But actively harming user experience to « punish » a single person ?
make a message screen
use the original LLL not the stolen version
Once again, per its licence, it’s not stolen.
And my point still stands. Why harm the user ?
It helped me
I don't know why it didn't work out for you @royal yacht
I have 180 mods in my collection
You probably have less
But you still have problems...
uhh
oh mechanics then hmmm 170-180
And just to clarify, this is in reaction to the discussions here but can apply more broadly to past events.
intentions is what matters
No, licence is what matters.
Oh
uhh what does that mean lol
licence is what would matter in a court but the AC dev has shown a very unethical behaviour and I fully understand if that should not be supported, even if he handles his stuff by the law
by definition it is stolen, it is just not legally stolen
Once again, not supported sure, but actively preventing the user from using it is a big no.
It’s just as unethical.
I agree
imagine ur father stealing ur room and making u use the living room now thats still just stealing but not legally
I'll also note Advanced Company actively does this with the watermark removal mod though
Need to find a developer
Yes, and I agree it’s incorrect
Which will make a copy of AC
But each mod will be divided separately
Because it's not cool anymore
there is one dude
but idk bout seperately
I have a friend who is currently studying the source code
and wants to make a perks terminal separately
But not a reason to retaliate by doing the same.
But he has work now, he doesn’t have much time
Fair, thats basically what the AC dev did and what got all of this started. Doing just the same would be just as unethical. I'm just kinda biased after what happened
it seems custom death penalty is causing u the issue
Hm
they were recently updated for CSync
need to tell them
wait he made it open source/
Thanks for noticing
No
just did yeah
The watermark mod was just the last droplet(droplet, watermark, got it ? 🙃)
But sure, it was badly handled.
still doesnt make the situation better
idk why LLL is connected to this
this might force me to use AC again 😭 i need me spawn weights
Everything is fine
LLL has nothing to do with it
I tested without it
I was mistaken, it just got stuck on generating generation - I immediately thought about LLL, which was an unprofessional decision by the tester xd
i can read a lotta lethallevelloaders tho in ur log
and mine aswell
Well, I read too, sometimes carefully, and sometimes not.
i dont even have AC doe everything been wiped
Whats the recommended way to mess with interior spawn chances? Is it inside the LLL config, or inside the config for each interior mod? Atm i have been doing it inside each mod and i have been running into interior desyncs with friends (we all have the same configs and mods)
just anecdotal but with True and True under every single custom interior in LLL I've never had interior desync
yeah, idk why it keeps happening
I havent got lethalexpansion or anything like that
i saw once someone mentioned ModelReplacementAPI can cause it??? but we have only played with it sometimes, and we have still had desync when we didnt have it
I am using MoreCompany, so i've heard it can be from that
we did have latecompany before
I have no custom interiors duplicated in the config and both overrides enabled under every interior
also using more company + late company
and every interior is enabled on every moon using this
so you do yours all inside of LLL?
yes
i might try that then
Have you got values set inside of each interior mod config as well? or does LLL override it anyways
I do have the values set out of habit but I think LLL overrides them
makes sense
Suppose i cant go wrong if i have both the same
damn, i missed all the drama D: can someone briefly explain to me what exactly happened to the AC, especially in relation to LLL, if it's no problem?
i have both AC and LLL in my modpack that i didn't played for a while, should i do something with it?
uhhh so an argument happened or something and AC and LLL creators had beef
then LLL creator made LLL incompatiable with AC and shit and potatoepet (creator of AC) added a watermark for his mod in the main menu andshit
ppl got mad and released a watermark remover
and then potatoepet said he will fork LLL and make it comaptible with AC
then like a lot of ppl got mad including batby aka LLL creator and potatoepet had enough deleted AC from thunderstore for like a day and half or something
now he's back
thats what i understood atleast
i dont know when and if these things happened in order
the info was jumbled up
#1211704241446715434 message
the watermark remover came first
then potato flipped out about it
then batby said he didn't think it was fair that mods (watermark remover) aren't allowed to modify AC while AC is allowed to modify other mods (LLL)
Tl;dr drama happened.
AC went off the store but is now back.
Standard LLL is now incompatible with AC since standard LLL license changes led to the patches for it being removed.
AC now has a fork of LLL integrated(that I'll call AC-LLL for clarity), standard LLL is deactivated by its presence.
AC-LLL and standard LLL are two different mods that will continue to be developed by two different people, at least that's where it's at for now. Currently both should be compatible with existing moons, but obviously no support for AC-LLL will be given by Batby(meaning here), and vice-versa I guess.
Batby officially recommend not using AC-LLL.
Without getting too much in the drama part of it(which there is tons of pins and message history about), I think that's it for now.
i really want the spawn weights thing but the mod creator certainly has a reputation rn idk
spawn weights for enemies or scrap?
cuz lethaleditor can do both iirc, it just doesn't have an elegant interface
enemies (lethalquantities doesn't work well)
oh really?
Thanks, i guess i'll switch from AC to LGU for now
i also thought LLL config has that option but i may be wrong
also u might need these https://thunderstore.io/c/lethal-company/p/PotatoePet/AdvancedCompany/wiki/1238-compability/
yeah i checked didn't find anything
this shows what AC had built in
like flashlightfix
ah, im pretty sure lethaleditor can handle it though
the only things from AC that can't be replaced 1:1 is synced late joining and perks
Keep in mind if you do LethalEditor spawn and scrap changes with LLL installed, make sure to use IgnoreOverlap = true in the LethalEditor.cfg or else nothing spawns if you adjust values in LethalEditor (if IgnoreOverlap = false)
also lethalquantities (it glitches and doesn't work for me tho)
dont need those lgu and lobbycontrol got me covered
ive never tried lethalquantities
its really good
just for some reason its not working for me
But yes you can adjust spawns and scraps via LethalEditor, though it is quite advanced and it's currently being reworked soon by the dev but he's also working on other projects
lgu is frankly not as good
this is lethalquantities
u can basically do anything AC did
it works on a web gui
thats cool
im debating just ditching perks altogether for my pack xd
yeah i already did lgu has good prices for balanced things
i lowered the prices a lil
I'm gonna set my foot down and say it, though, you're the one who forced him to fork LLL by telling him you wouldn't allow his code to alter LLL. Regardless of your moral reasons for it, AC has only ever altered code of other mods for compatibility reasons. It didn't even touch the code of the watermark mod, just the code of its own Game Object.
Potatoe may be an ass at times, I admit, but the amount of times he's worked out of his way for compatibility with other mods is staggering
But I'll drop this
Sorry
true
also true
intent is what matters. damn what a wild take though, peak nerd behaviour. reeks of Ackchyually. the intent of LLL is to work TOGETHER, and while there were rough patches they generally got worked through and the respective creators sought resolution. AC just straight up bullies other creators and maliciously subverts the existing mods it seeks to supplant WITH NO COLLABORATION.
i dont think batby explicitly said he would do the same, just pointed out that his mod was absorbed into AC and essentially forked to create a divide that would force users to rely entirely on AC which is what a certain someone wants.
configs and everything?
« The intent of LLL is to work together »
Which is why he forbade AC from patching his mod leading to the forking situation ?
yes
strange, i didnt have any issues post wipe. new save files too?
i meanthe creator of AC was kinda being annoying from what ive heard
i tried new ones
also didn't work
He was just also kinda being annoyed
I know I kinda sparked this.. but I don't intend to turn this channel into a debate place for shitting on Batby. I just wanted to acknowledge the fact that happened. Please don't use my words to go after Batby
All I'm gonna say
nah u chill we know
I have a lot of love for both Potatoe and Batby and hate seeing this and just was frustrated and felt a need to clarify
Batby was too based for people to understand that he's right
Last warning, don't bring AC talks to unrelated channels
Even if its also concerning LLL
im going to just reply once to this because i dont want this to be an ongoing discussion till the end of time. the patch was not collaborative and hamstringed LLL, which would force way more work on batby's part to "overcome" or resolve. that is literally not collaborating, and just forcing a power dynamic that makes AC a monopoly. even with mod involvement for a civil discussion and conflict resolution there were no steps to not subvert other mods.
sorry, hit enter right when you posted
Stop now then.
its great, im happy its taking off
more than the number of vanilla moons
You're also missing Ooblterra and School (both beta manual downloads) atm
So we have 12 total
SCHOOL IS IN BETA
WHY DID I NOT KNOW
I NEED
TO GET THAT
RN

yea non-TS mods are not practical for sharing through r2modman profiles and stuff
yea and a forerunner dungeon
it was pretty tedious manually cleaning up the LLL config when woodland came out
and gonna get even worse if Batby doesn't fix it 
watch out, mods angwy

🥺
It got bundled with the same mod that added the Minecraft Stronghold Interior, I think the update that added the Woodland Mansion interior was dropped, yesterday I think
I wouldn't be surprised if they go ahead and try to add some of the other Minecraft dungeon stuff like the 2 Nether ones (Fortress & Bastion), Mineshafts, and maybe Ocean Monument, don't think the one upcoming in 1.21 might be appropriate for LC with how it works
bastion sounds like a big challenge to get right
I'm still waiting for outdoor dungeons
even if it's a fake skybox outdoors or something
silent hill dungeon 
I need help...
Hello, @south hawk, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
yeah
what if this is related to LLL? Should I go there, Mr. bot?
Briefly speaking
generation sometimes doesn't work
Sometimes it freezes during generation
In some situations everything is fine
Any specific moons?
Are you modifying Exp with LLL?
No way
Worth the chance of dungeons on it
But very low
Maybe some dungeon conflicts or something like that
I think now I'll check each one
Or is it a different mod altogether?
[Info :LethalLevelLoader] Created New Day History Log! PlanetName: Experimentation , DungeonName: Minecraft Woodland Mansion , Quota: 0 , Day: 1 , Weather: None
this happened with any other dungeon than woodland mansion?
it's a pretty new one so might be unstable
hmm, is this MinceraftDungeon wine??
More likely
Then I'll turn it off for a while
to avoid problems
but there is a nuance...
I set the value to list
and he couldn't appear on EXP
Then why is he swearing?
I'm just saying that's the dungeon that failed to generate for you
on line 3891
I tried generating that dungeon once and it worked, so it's not 100% broken at least
you can try 'simulate experimentation' in the terminal to confirm the rarity
Great idea, I'll do that
No mention of minecraftdungeon
so you might have duplicate sections in the LLL config if the simulate doesn't match with reality
How is this even possible?
Here are the MineDun settings
stop
I understand
I recently realized the bottom value
Vanilla is no longer present there
and there are no more problems
I'm a complete idiot
they recently made an update
oh if you're not even using the LLL config overrides then I guess duplicate sections don't matter
I'm used to using LLL config for everything
Interesting
I'll try to look into this
thanks for the info
And it's true
There are other meanings there altogether.
What then should be done with the configuration of the dungeons themselves?
Just ignore and let the LLL setting for stable operation?
sounds complicated...
it's worked for me so far, including no interior desync
but when you add or remove 1 interior you have to delete and redo the LLL config because things become duplicated
That is, I would like
completely delete the LLL config
for him to create a new one
And there were no problems
Did I understand correctly?
yeah that's a quick fix
Great, I'll do that
What's the problem?
I delete it through the app
And then it regenerates
it's simple
I mean you lose your configuration if you just delete it
And I didn’t configure anything there
In addition to displaying all information in the terminal
For me it's nothing
2 questions, why is everyone putting csync onto previous version
and im experiencing desync on interiors any idea how i can fix that
i have my correct assigned interiors everyone else is either getting and empty room and dying on entry or get vanilla interiors
could changing this to false help
im also using ac at the same time maybe a conflict?
@south hawk
I gave up AC
If you are interested in CSync - https://discord.com/channels/1168655651455639582/1199756974368227439
Perhaps the old version is more stable now, but this is not certain
The problem could be anything
We need to help developers and test every option
Save video reports and logs
is it causing in game issues how do people know theres something wrong just dont think im graspin this properly
as for interior desync is there something i can do on the lll side of things?
would changing this help?
@south hawk
I have no idea
I just disabled Minecraft generation
Which caused problems
And the fact that you have problems with CSync
I have no idea how to fix this
I had one mod, I discussed the problem with the developer - he released an update - now everything is fine
#1207572302678589451 message
i'm not trying to be a dickhead rn but i've been told AC wouldn't cause incompatibility when i told them i don't want to add it to my modpack because of that 💀
im just hoping batby won't stop developing LLL tbh, would be a shame
damn that's crazy
so why is it still on thunderstore?
#1211704241446715434
Although if your using AC please do not report problems in this channel, I hope you can understand
Should interiors always generate fire exits and entrances? They may not be prioritized if the interior is small
I'm not sure if this is because the interior is 0.25x or if that is unrelated
Fire exit gen is pretty flexible and kinda up to the Dev to work out, most implementations use blocker props which should be nigh guaranteed
Which interior is it?
[Info : Unity Log] Enemy 1 could not be spawned. current power count is 4; max is 30. 😕
Is it a spider or bracken?
This isn't relevant to this channel
well is it set to 4 in the config
No.
can i see the entire relevant moon config please
Enable Content Configuration
General Settings - Planet Route Price
0
General Settings - Day Speed Multiplier
1
General Settings - Does Planet Have Time
General Settings - Is Level Hidden In Terminal
General Settings - Is Level Registered In Terminal
Scrap Settings - Minimum Scrap Item Spawns
8
Scrap Settings - Maximum Scrap Item Spawns
12
Scrap Settings - Minimum Total Scrap Value
80
Scrap Settings - Maximum Total Scrap Value
450
Scrap Settings - Scrap Spawning List
Large axle:80,V-type engine:90,Plastic fish:12,Metal sheet:88,Laser pointer:4,Big bolt:80,Bottles:19,Ring:3,Steering wheel:32,Cookie mold pan:5,Egg beater:10,Jar of pickles:10,Dust pan:32,Airhorn:3,Clown horn:3,Cash register:3,Candy:2,Gold bar:1,Yield sign:6,Homemade flashbang:22,Gift:17,Flask:42,Army Helmet:1,Army Canteen:1,Gramophone:1,Old Radio:1,RockingHorse:1,TypeWriter:1,WheelRim:1,WireSpool:1
Enemy Settings - Maximum Inside Enemy Power Count
30
Enemy Settings - Maximum Outside, Daytime Enemy Power Count
30
Enemy Settings - Maximum Outside, Nighttime Enemy Power Count
30
Enemy Settings - Inside Enemies Spawning List
Centipede:51,Bunker Spider:58,Hoarding bug:28,Flowerman:13,Crawler:16,Blob:31,Girl:1,Puffer:28,Nutcracker:1
Enemy Settings - Outside Daytime Enemies Spawning List
manticoil:1
Enemy Settings - Outside Nighttime Enemies Spawning List
Enemy Settings - Outside Nighttime Enemies Spawning List
Bunker Spider:500
what moon is this
Experimentation
cool
Please stop blaming LLL for all your problems without actually looking into them
Its set to 30
can i see the entire relevant moon config in r2modman please
Was a specific enemy throwing that log?
I don't think so
It worked when I did another test, I think the game is just stuttery on it
Otherwise it could be that the config only updates the variable in SelectableLevel currentMaxInsidePower in RoundManager is used in that line but should be the same thing more or less
@vapid sinew les go
now it works
OH WAIT
WRONG DUDE LOL
@south hawk I MEANT PARADOX VERY SIMILAR PFP
Hahahahah npnp
Is there any other way to order moons/a way to customize said order or the moons difficulty rating?
Atlas Abyss shouldn’t be D (it should be A+ according the the modpage if I had to guess), and difficulty just isn’t ordered right
A clear Triskelion (B rank) rated more difficult than a flooded Dine (S rank)?
The hawks are dangerous this time of year 🤭
Triskelion is just flooded, but it’s not water— it’s a sea of Baboon Hawks
A config option to sort the difficulties closer to what the values the moons provided will be added in the future, yes.
Currently difficulty is sorted in an actual calculation of the moon variables which alligned with the manual risk values vanilla levels provided
Ahhhh, alright.
I’d love to be able to sort them by risk level rather than hazard
For example like
Experimentation (B) - 0
Assurance (D) - 0
Vow (C) - 0
Offense (B) - 0
March (B) - 0
Triskelion (B+) - 350
Rend (A) - 550
Atlas Abyss (A+) - 300
Dine (S) - 600
Titan (S+) - 700
Secret Labs (S+) - 700
Auralis (SS) - 750
Ganimedes (SS) - 1200
or
Experimentation (B) - 0
Assurance (D) - 0
Vow (C) - 0
Offense (B) - 0
March (B) - 0
Triskelion (B+) - 350
Rend (A) - 550
Atlas Abyss (A+) - 300
Dine (S) - 600
Titan (S+) - 700
Secret Labs (S+) - 700
Auralis (SS) - 750
Ganimedes (SS) - 1200
experimentation seems wrong there?
Vanilla ordering
Also despite having a B rank, it’s categorized as an easy moon in-game
Easy -> Intermediate -> Hard
That’s why the moons are separated like that in the game
Yeah, that's something I'll add in the future. The reason why it's currently how it is is that moon creators (to no fault of their own) just kinda set their risk level string based on vibes than an actual metric. it also raises questions on how to sort said risk levels when programmically it's super arbitrary
Even if we could customize the order with a config option or something
Hey now, Titan is S rank, Auralis is harder therefore it's SS 😤
Like you list the internal names in the order you want
Yeah that's already on the notes for upcoming update
Awesome!! Very glad to hear it.
which is currently on hold while i finish up not being sick and issues regarding lethallevelloader and other mods are resolved
but shouldn't be tooo long hopefully
Yeah take your time and recover
I'll beta test any of your editor changes
It bothers my OCD, but not that badly lol
Would there also be a way to customize the risk level rank?
Atlas Abyss being D is sending me lol
Yeah so when I get round to sorting by the string risk level i'll probably make that system in a way where i can also have a optional setting to dynamically assign risk levels based on a calculation aswell. but will need more eyes on the calculation and process to ensure no one is uncomfortable with a setting that changes a creators content 👍
👍
I guess I could also give the dev a heads up that they didn’t change the risk level for atlas abyss
This moon is designed as a moon to go to if you don't make enough quota for titan, giving more scrap than rend but harder enemies. The moon has similar scrap to rend but is cheaper and harder difficulty.
According to that excerpt from the mod page, it should be ranked above Rend (which is A rank).
What is PFP?
profile picture
So do we have any idea if AC is still compatible with LLL or not?
they dont need to be compatible: #1193461151636398080 message
What the hell?
It's not with consent.
kind of lol: #1211704241446715434 message
For the record this didn’t even last an hour and a half
Assuming you got that screenshot yourself, you literally had to scroll past the very next update changing it back
I’m all for criticism, but at least be fair
That's still a pathetic move
Absolutely. However he realized it and un-did it
That's nice of him
