#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 8 of 1
Yeah, whatever let's not anger the mods by talking abt AC in here
“LethalLevelLoaderAdvanced” or something
That's kind of a better way to do it, yeah
I was gonna put the Advanced first, but it sounds way better at the end lol
Or like PotatoeAdvancedLoader, whatever you know there's so many options
Anyway i'm stopping here abt AC
finally. ty
Please don’t use this channel if you use the AC fork of LLL, thanks 👍
i understand. i'm not against you... i meant finally someone told me about what AENIEMA said 😕
i asked idk how many times and now i understand thanks to AENIEMA
also, i'm not using AC if that helps 🙂
Ya we all good then, wasn't trying to diss or anything just wanted to clarify it wasnt supported in this channel
does lll work with lethal expansion properly yet?
it works well with LECore i've heard. Not sure cause i don't use LE now
and it used to work well even before when i used them together
can i use le core in place of le?
yes
you should use LECore alone, without LE. if you have both of them, i think by default LECore will disable LE
so unitstall le, and replace with core then
dont normally use it, i just need the dependency for another mod, but i know that le didnt function well with lll couldnt see moons
oh really?
yk what, i wouldn't say MANY. but there are quite a few if you want i'll send
that's like 1.5 GB download and 2 minutes of loading time in just that 1 picture
I wish the moons were smaller and loaded faster 
it's all on LLL?
why does bro have the bundle and the moons
tolian moons literary has echoreach and celestria and maritopia
Yes
The bundle downloads each mod automatically
i did not realize there's so much moons already 😅
Yes
i never used bundles
I believe gorgonzola even has a custom outside entity
Not sure tho
I don't know if it's been mentioned for times but..
I've had some cases which softfroze the game with the error "Object reference not set to an instance of an object"
I heard it was kind of related to LethalExpansion, If it's true, should i temporarily disable it until it gets fixed?
Haven’t tried it yet 😂
oh wait is this a wrong place to ask?
Idk about it. Maybe because i don’t use LE if that’s the cause
Damn fr? 💀
yea custom moons are often 50-150 MB each and make the game take ~5 seconds longer to start
LLL moons shouldn’t
My loading times increased as I added more mods, but LLL moons did not have a bigger impact than most other mods from what I could measure.
I've noticed the LLL packages don't seem to take as long as LE packages but also they're sometimes split between multiple lines in the console so hard to tell
currently not seeing this issue, usually happens when in custom moons
Its wip but it will be a feature in the future
this is still an issue, I completely removed anything LethalExpansion(Core) related mods and lethallib scraps still dont show up on LLL moons
this is definitely not a lethalexpansion related issue
same here, only vanilla scraps and enemies
I'd really love to see how exactly people make Shy guy spawn on secret labs
i use lethalquantities
its really good
its uses a webgui
to work
and u can do basically anything u need
seems like a big hassle to do my own scrap list for each moon ngl
but thank you, this works as a bandaid fix
i meant for the shy guy part but i could do that aswell lol
or u could
well i could for u
u just gotta load the preset thing by going in a save with the mod
you can use global settings
sure but that kinda ruins Wesley's moons a bit
unless global settings add onto existing scraplists
which I highly doubt
Wait, how do you show the difficulty and price like that?
ShowMoonPriceLLL
with the difficulty config enabled
he posted batbyts reddit post, didnt even respond. Idk what he was thinking when posting that, and people just replied with laughing emojies. Some crazy D riding of potatoepet
Keep drama discussion to the thread, please.
Is it possible to lower the default interior chances on the default maps? I tried doing it but in the logs I can't see a change to Level1Flow, all other interiors inject weight values correctly. Raising Level2Flow seems to work, so I assume I'm missing something
I think there's an issue with lowering vanilla moon flow values; you can increase all other dungeon flows to compensate
how much of an increase to everything should I do you think?
Entirely up to you depending on what odds you'd like to have
You wouldn't happen to know weight values for every 10%? I know 300 is 50% and 100 is 25%
I dumb sorry LOL
Values don't directly correlate to percentage values, it's dependent on the total
What should the max total add up to you'd think then?
There's no (realistic) limit to the values, just the higher the more likely relative to other values
For reference most vanilla moons have 1 dungeon at 300 and the alt layout usually somewhere in the 20s
So every dungeon set to 300 means equal chance of all of them
(except the alt layout in the case that it isn't modified)
This is how I was basing all my values before. Still not sure of how much to give other maps to compensate
Balancing all interiors can be a little tricky lol
Yeah, balance being kinda subjective itself too, it's pretty much just what kind of chances do you want them to have
Best way to think of it is, let's say you have 3 interiors, Facility, Scoopy's, and SCP, each set at 300 (vanilla facility is 300 in most cases)
300/900 is 33%, so each one is at 33%
If you only have Facility and SCP though, it's now 300 and 300, for a total of 600
300/600 is 50%
So you kinda have to do a bit of math to figure out exactly what percentage each moon would have
Does Titan have a weight of 300 for facility?
Yes. More specifically, it has 300 Facility, 7 Mansion
So if you want another interior to be exactly 50%, for example, you'll want to do 307 OtherInterior
Though personally I'd just do 300
Might be an outdated number
Oop
No was looking at the wrong one
300 Facility, 69 Mansion
Right on the money, 69/369 = 18.69%
Good catch @drowsy folio
👍
Nobody knows why the value of some items goes below 0?
Maybe because there are a lot of custom items - which are too expensive. Therefore, the general value on the moon breaks down and makes some things without a price...
I think this is too much for EXP
Modlist?
Give me a sec
018df46e-90ce-afc6-56b3-ecd147c7f407
I'll upload the video now
Show a couple as an example
Here I have clearly demonstrated
The appearance of things without a price, but when you bring it to the ship, the price is counted
The company sees the price
For the player to see the price, he needs to reload the save with this item - then everything becomes obvious
I checked everything in solo, I'm afraid to imagine what will happen in multiplayer
Damn, I didn't record the video...
I'm sorry
first time like this 😭
Next time I will try to find the real cause of the problem. This didn't happen before. Perhaps something was updated and broke the system
I'll find out later
Perhaps this has nothing to do with LLL at all...
@zenith flax Has anyone encountered such a problem? Or am I the problem? 😅
Uh I’ve only heard of WeatherMultipliers
Meteo multiplier is an improved version of weathermultipliers
any reason the config generates multiple entries for custom levels?
got like 3 orions
which ones real...
The one with extra text above the configuration options
I think everytime you add a moons it regenerates the config file, but doesn't delete the old options. I'm not really sure
👆 👆 👆
sooo should i remove old ones?
and it's an ordered list - when you change the order (or a count) of items it's regenerating again 😦
yes
i'm ootl about the drama, i just want to know : is the original LLL still usable with AC ?
i really don't care about the bug about prices the fork fixes and i'd prefer to use the original mod
Well, use purely one LLL
It's simple
Or you can set a price tag for each planet and save the preset
This is the only solution, until the next AC update
AC took all of LLL's code and implemented it into it's own (more or less stole it but theres an entire thread about it)
Not sure if it works right now but it will more than likely break in the future if both of these mods are in your pack
well i'm just no gonna update AC
works fair enough as of 0.10
thanks for the replies
sad to see drama about lethal modding
yeah just make sure you wont update to 1.1.4 where he intentionally broke LLL support
From my experience, it seems to break the moon prices if you have those set to be shown on the moons list through the LLL config
It’ll show up that they don’t cost anything, but once you type in the name to get the confirmation menu it’ll show the correct price
By the way, yes
Shows 0, but when you select a planet, the real price is shown
Yep
I’m honestly just gonna swap over to lethal quantities
Because AC is starting to conflict with too many mods after its update
I support
I gave up a long time ago xD
It was a nice addition before everything happened
is there a way to change the manual order of the moons here? sorting it to price isnt ideal here because i use perma moons and they set to 0 sometimes, but aquatis is definitely not up there in price or difficulty (in fact, aquatis is free)
im on preview all, would l;ike to keep it on sort none
would it work if i just changed the number here??
if i sort by price, it updates to 0 becuase of permamoons if i "buy" the moon and it breaks the order..
@zenith flax For whatever reason Celest and Celestria seem to be getting the same value displayed. It started happening after Celestria switched to LLL. https://thunderstore.io/c/lethal-company/p/sfDesat/Explorations/ (on the latest version)
TerminalFormatter is not the issue
some of my moons are showing up as 0 in the preview even tho they are quite expensive
even vanilla moons like titan are previewing as 0 next to march
^ same
mod list
mod list…
018df69d-85b5-de30-4800-9c41750b1c5a
dude
you have advanced company
that is the cause
but you can fix that by checking the box for every moon's price in the ac menu
alright, thanks
if you have another issue with something relating to LLL and you have AC installed, probably best to contact the creator of AC instead
yeah, although im pretty sure there was some stuff going on with that since the thread was locked so I was just like oh someone is asking the same question
I'm actually having a similar issue where on the moons list Celest and Celestria both have a price of 650 but when you select Celest its actually only 350, so not a big deal. I also don't have advanced company, so its not that
🤬
I'm sorry I didn't see the message from sfDesat 🫣
Speaking of Celestria, how does it have 3 DungeonFlows for the Facility? I thought there were only 2?
There are 3 facility dungeon flows in the base game, but one is the 3 fire exit flow specifically for March
So does that mean on any map with 3 fire exits I need to inflate all other interior weights to compensate?
If I want them all somewhat equal?
Or does not every multi-fire exit map use the march interior? Aquatis doesn't and it has multiple fire exits
I guess it could be, the console really doesn't specify
LLL has its own workaround for multi fire exit handling that every dungeon uses
So for celestria when trying to balance out the weights, should I treat it like any normal map where it has 300 weight for facility?
Pretty much, I think it has slightly tweaked generation parameters but it's basically identical to the normal flow otherwise
And there's the extra large one which I think is unused? I don't remember seeing it used anywhere
Does LLL always account for multiple weights for the same interior? Like on EchoReach it has a 300 weight for both facility interiors
Technically they're different flows I'm pretty sure so they'd be accounted for separately
Thats what I assumed
Probably needs manual testing to be sure
ty for all the help, my friends and I are gonna have a blast once I make these interiors feel a little more organic with spawn chances
If you want a good reference EasyIdles quality moons has a great config setup that matches interiors to moons very well
thanks for the tip
Also found an issue in my checking interiors. Celest and Celestria are both getting the same weights applied to interiors, all of Celest's weights get applied to Celestria
So its not just a pricing issue
Is there a better way to refrence each map to prevent this from happening?
Rootbeer Vape
Bruh
I'm curious why every moon and interior doesn't just use lll
Every interior does use LLL
🤯
And the moons that don't usually don't simply because LethalExpansion (or at least release/documentation) was first to hit the scene
Luckily now LLL has quite a few tutorials
and generally speaking LE moons are reasonably compatible with LLL (with LECore)
Mhm. LE was the predominant one for a while until the devs stepped down
From my understanding though LLL is much more vanilla compatible, meaning if Batby quit, other loaders could theoretically load them better than moons made with LE
Since LLL moons use mostly all vanilla scripts and methods
literally the only difference between a LLL moon and a moon zeekers makes rn is not having a dungeonflow in your dungeongenerator
and that's only because of some code to make march not break
Mhm. And LLL handles that functionality for choosing a DungeonFlow anyways atm
if you remove the dungeonflow from a level ripped from #1199473521265475745 you can bundle it up and play it in LLL
(and make an extendedlevel asset for it ofc)
Hypothetically though if a mod dev wanted they could skip the ExtendedLevel step, and because they're so compatible with vanilla they could still be loaded (minus the whole DungeonFlow thing)
yeah
Though a replacement system would be needed
As otherwise prices and info can't be set
maybe a day will come where lethalexpanasion isn't needed in my modpack anymore
...
time to make hellish versions of eveey vanilla moon

w e s l e y
we're waiting for the day 🙏
can we change the weights of vanilla interiors for the vanilla moons? like i just want all vanilla moons to have a 50/50 chance for vanilla interior
i dont seem to really understand the config at the bottom, if it is possible
wait nvm, i think i figured it out lol
yep, got it. Just a skill issue
@vagrant sundial @weary apex @zenith flax Whenever I use the simulate command with Celestria it just shows the interior rates for Celest, and when I load into Celestria, in the console all the DungeonFlow values are the ones for Celest not Celestria. Is this something I'm doing wrong on my end? Or a problem with LLL?
I'm actually having a different problem with the simulate command, namely that it tries to navigate me to the moon in question as if I just typed the moon's name, and completely ignores the "simulate" part at the start.
After a bunch of testing with the simulate command, Level1FlowLarge's weight doesn't influence the games calculation for which interior you get. I'm pretty sure it's weight determines if you'll get a large or small facility. In the case of Titan you always get large since Level1Flow has a weight of 0. Some modded maps have a weight of 300 for both facility interiors, in that case I assume its a 50/50 chance to get a normal sized facility or a large one
Though when you land and run the simulate command it shows 2 facilities in the list and adjusts the percent to compensate. So I could be wrong with the above^
Just had the same issue, if you restart your game and load a save then the command works. Weird bug
Yep
when i remove all LE moons and LE will that increas eload times speed
Said it in one or two places but communicating it here too, sorry for being late
My work and general thinking about LLL is on hold while the current situation is unresolved
apologies for any inconvenience
how does this work
i really don't understand the Restrict Dungeon Size Scaler value
what i'm guessing is setting it to 0 makes it between moon's interior size and maximum dungeon size
0.5 makes it minimum the maximum dungeon size and maximum the moon's interior size (???)
1 doesn't use the values above
while it doesn't work the same as what's my understanding of the description, for me it seems to only properly limit the dungeon size when the Scaler is on 1.
if it's below 1 then the dungeon size can be higher than my maximum size limit
when Restrict Dungeon Size Scale is set to 1 it will ignore both values above and instead use the moon's interior size?
i don't understand for 0.5 and 0 and how they correlate to the two values above
which is a straight up lie from my experience
I tested 0 and 1 on a moon with 5x multiplier, when Scaler is set to 0 then the console says that moon is 5x size and flying around with noclip, the dungeon was actually enormous
and with scaler on 1 it says "overriding dungeon size to ..."
and the interior was smaller
;-;
so if you set the Scaler to 1 then the maximum size limit will work properly
price is wrong
also would be nice to have options for 2 previews
personally I'd love to only have price + weather, difficulty is really nonsensical and random
devastation is always 850. but what mod are you using to have both show?
as far as i know. LLL only shows either price or weather but not both so far
whats that unknown
using all
it now has All?
Always had I think
i thought the sort function only had one
since i tried that before
oh now i remembered
i cant set only two
i was trying to hide the difficulty
yeah. it always had
terminal formatter https://thunderstore.io/c/lethal-company/p/mrov/TerminalFormatter/ hides difficulty but keeps weather and price
oh exactly what I wanted
is that compatible with LLL?
how do they interact with each other
or can you disable the moon feature from lll
it requires LLL
I've been using ShowMoonPriceLLL, the only moon it has a problem with so far is Celest and Celestria. But I assume that is caused by LLL not the show price mod
are you using v3 or v4 genericmoons? i think both of them suffer from that issue, being LE moons
i ended up just forcing devs actual price to 0 lol
are you using AC?
ac?
AdvancedCompany
if you have version above 1.1.2 it doesn't work at all with LLL
oh no I don't
I wanted to use it for the in game cosmetics but it adds way too much aside it and causes a lot of conflict
such a shame
ok, another possible conflict: are you using LethalExpansion, LECore or both?
both since I have a lot of modded planets
cause ideally you want to use LECore only
👆👆
so I want to uninstall all the planets using LE? 
disable LE manually (no matter how much mod manager yells at you)
nooooo!
LECore takes over LE functions, but not overrides them completely (afaik)
so if you disable base LC the core version will pick up and work
and it has way better integration with LLL
this should resolve your issue with missing prices in menu
why? it's the same as disabling if I don't ever reenable it
it's better to disable it then uninstall, because it will auto-install with any moon update; by disabling it will never auto-enable
👆👆
so you won't reinstall it by mistake
fair point
does 1.1.3 actually have any issues w LLL? it doesnt seem like "the issues" happened until 1.1.4+
We hit 3 million downloads.
Thank you to everyone supporting LethalLevelLoader.
Thanks to you, you're helping so many people, allowing both modders and players to enjoy custom interiors and config options and so much more stuff that I couldn't even understand, always helping out people and trying to resolve the issues and incompatibilities as fast as possible
#1208849588539101294 message ive been dealing with dupes for quite some time now :/ anything i can do to stop it?
congrats on the downloads btw
just came here to also complain about the duping moons. any time anything about my modpack chnges, or even just any time i open and close the game a few times, the config gets FLOODED with duplicates of moons, which given im trying to write entirely custom loot/interior/enemy tables, resetting the config to clear them is not exactly an option
any chance of a setting in LLL to just like. not generate/add to a config if one is already present?
Issue is known, apologies for the inconvenience
better safe than sorry
valid. fwiw i havent had any issues.
I know you're on a little break from LLL but I was wondering if it would be possible to add a config setting to inject certain enemies into the spawning pool for specific interiors. Like making Shy Guy only spawn on SCPFoundation
Of course
This makes me excited tho, lots of modded enemies don't fit every interior so this could bring some awesome customization
Why did my itemship land underground
It refers to the things drop from the itemship
It is placed underground
@zenith flax
.
How to solve the problem of enemies piercing walls outside the planet, such as turret and Nutcracker
Meteor Shower and Tremors? o.o Wat Dat from
Was wondering the same, would love some good custom weather
sneak peek
Is falling from the map, when entering a building is another known issues from LLL, or it's not LLL
Oh I’ve had that issue and I still haven’t figured it out
that's interior desync
make sure everyone has the same configs by having people import the code
that shouldn't be relevant for that issue
its some lethal expansion thing i believe
was gonna say, disable LE and install LE Core instead
I haven't had specifically interior desync ever with that
I've had the same issue without LE/LECore in my modpack and with everyone having the same config present
yipee
its really weird cuz like
i didnt get any reports of this for the first week after the last update
afaik
it came up a tiny bit after that
I've changed the configs of interiors, and it was displaying normally using simulate command
but for some reason only one player got massively desynced
so I assume it was a networking issue rather than a mod problem
but still - weird
the only way i can imagine it going wrong from what i know about lc and lll is if someone has disabled a dungeon in the config
We've all imported the same modlist+config set, so I'm certain the configs were exact
I transpile out the basegame call to actually call the dungeon generation so if the network call died the dungeon shouldn’t exist
iirc me (and everyone) got facility, but one friend got sewers, so it ain't that
I'm gonna check if I can get the screenshots from them
Could it be that LLL config conflicted somehow with mod's config?
but then LLL should sync it regardless 🤔
and simulate was showing everything in right amounts
oh
hm
there could be an issue with multiple dungeons in the same bundle loading in inconsistent orders
what's even more interesting: we've disabled sewers completely in our modpack and they've got them lol
which means something must've gone super wrong
oh, interesting
I should really be passing in the dungeonflow as a networkedvariable to avoid all edgecases tbh
I'm gonna check if I can get the logs from that session, it would be helpful I imagine
Id need the log from the host and fucked client
w/ no adv, le or lecore
i've sent you a dm 😇
Are none of the custom enemies spawn on modded moons by default?
nice, finally someone else discovers the same bug as me 🙃
i think only ones that can are the ones with custom spawning rules then?
so peepers and shy guy
no, nothing spawns thats modded
rolling giant, shockwave drone, shrimp
im sure that shy guy and peepers spawn
shyguy and peepers spawn on modded can confirm
they do not, unless you use a mod to overwrite spawnrules or something
i dont use anything
I checked LLL's config, and all custom moons just have vanilla entities.
i see, well those two should spawn cause they dont use configs or anything
there's no correlation
just saying that those two spawn on modded
on le moons yes
LLL moons they dont
Hmm, I do remember Peepers spawning on Triskelion. So you're probably right.
so they're not in any way affected by that bug
ig this wont ever be fixed then
why is that
Seems like it needs to be done from both sides? Entity mods providing some default from moons they don't specify for and LLL populating its config with those values.
I'm OOTL on this tbh. Just came by after finding out that Walker doesn't spawn on custom moons. Adding him or others manually is a bit of a hassle.
i guess everything that uses the vanilla spawning system doesnt
He has same spawn weight on every moon though, so shouldn't be hard to "fix" him? Maybe I could bother Chaos about it.
So both custom scrap and entities don't spawn on custom moons. And it seems like adding them to config doesn't fix it either.
oh hello
I seem to have error with LLL lauching a map
That looks like what I have been trying to fix on my level for the past few days. looking at it again yours seems to be a problem with spawning fire exits and not turrets
I saw someone else also had this issue earlier last month but they didn't find any solution.
I found the issue at this point but the issue the issue doesn't make any sense.
If anyone else has this, here is what I found:
It happens in the round manager when it is placing turrets. For some reason when it is checking for valid objects to place in the RandomMapObjects it cannot match the turret prefab from the RandomMapObjects with the one in the selectable level. This results in an empty list that should contain items. It tries to find a random index between 0 and list length (0) and then accesses the index which results in this error. I have done printouts of both prefabs in the code and they are both the same object. Dispite that, when it calls contains on the array it does not find it.
Whats even more frustrating is that sometimes it works fine and spawns turrets in the level but 90% of the time it just breaks.
I have gone through everything I can think of to fix it but cant find any solution. If anyone ran into this and fixed it please let me know.
I think I found the solution. I forgot to delete Dungeon flow from the DungeonGenerator in my scene 🤦♂️
So I have the template from Evaisa open and running in Unity now and I am trying to get the part done where I can get DunGen working, but I downloaded LLL and don't see it in the folder heirarchy. Is there a way to import it within my active project? I am hoping to get this setup so my friends and I can work on getting a custom Half Life interior working 🙂
not sure what you mean by dungeon flow, I'm not the creator neither am I modding
enter what i have been working on. simple spreadsheet that applies gradient scale formatting for easy visualization of weights and %, and a second sheet that spits out the corresponding string for the LLL config.
so far it works well for that, now i just need to verify how the specific custom enemies/scrap/moons/interiors configs look compared to the LLL config to see if all the configs mesh well
haven't gotten to doing the scrap yet cuz...its a lot of items xD
not sure if i can post the file here, not sure on server rules for uploading files and specifically i want @zenith flax's permission to post it here if it is allowed. full disclaimer, i WONT be including non LLL interiors/moons as i am trying to focus on just the LLL implementation for modpacks.
I made a spread sheet to help myself do the math faster but this is awesome!
I didn't realize this is for enemies, I did it for interiors lol
Oh it both lol I need to read better
This does the math, it's mostly accurate too. I went off of using 300 as the default for what the vanilla moons typically have, and it matched the % on the wiki perfectly. Only thing is for some reason the mansion pops up still despite getting 0, so that's something deep in vanilla i think. So you're generally getting within 1-2% for small weightings.
soon to be doing scrap as well!
currently i just have outside enemies set separately for night/day, but ill be implementing the full list of outside enemies for both day/night in case you want to spawn some spicy mobs in the day.
will this be necessary in the future? hopefully not, but i figured something like this could be useful for now
One thing I noticed with LLL, I think the moon enemy settings are overrides, @zenith flax can you confirm? If so you gotta have all enemies including modded ones for some interiors or they won't spawn, like rats in the bunker
I'm not sure if they are injection settings like with the interiors
I just avoided the enemy settings so far. I want a feature added to inject enemies into certain interiors that way you could have something like Shy Guy only spawn on SCPFoundation Interior
yea for now its based on moons, but it fits the essence of the modpack im running (imho)
• SCPinterior is guaranteed on secret labs
• Secret labs is the main hub of all doors/moons/lore/company
• All other moons connect to secret labs and have small chance to spawn SCPinterior
• Shyguy is guaranteed on secret labs, and has very small chance to spawn on other moons
• Scp uses company monster/entity to eat scrap that needs containment (lore)
some are, some aren't. peepers for example have their own spawning code that doesn't use power levels.
I’ll make a statement about the future of LethalLevelLoader and my other mods sometime today
#1214011134747738164 message
I really hope you feel better and are able to work things out in some way. My personal stances on everything aside, losing LLL would be a shame no matter how you slice it.
I'm having issues sometimes where the game stays on the "seed" screen when loading into a moon. To my understanding this means that DunGen got stuck; is there any way to determine what dungeon the game was trying to load and perhaps what got it stuck at that point?
If it's a specific dungeon that's failing to generate I'd like to just get rid of it.
i'm really sorry to hear that you've been going through this. i understand where you're coming from and wholeheartedly agree that this situation is not right. that being said, your tools are an incredible asset to this community and i hope you won't let one bad actor ruin all of the support you have garnered thus far. i hope this is able to be resolved in your favor, you deserve better than this
Please don't get discouraged by one person's actions - there are so many more of us, people using and enjoying your work. I sincerly wish you the best, no matter the outcome 🥹
what moon have you been trying to get to, and do you have the log where that moon tries to load?
So you you have LE or LEC moons
I have both LEC and LLL moons
Many people are switching to LLL, don't give up now, we love and appreciate your hard work ❤️🔥
really the only think keeping LEC installed for me is Wesley's Moons, because they're generally high quality (albeit somewhat buggy)
Chek in the cmd game window when loading a moon, should show many reds if stuck on seed screen
Which moon stuck on seed
Do you remember
A few different ones but I believe it's happened on Polarus among other moons
I only use asteroid 13, infernis, gratar and atlantica, because for now are ok with LLL, and if the dungeon is more then scale 2, better do it between 1 and 2
Polarus and Acidir are giving me errors
Cosomocos too
I don't think I've ever had issues on Acidir actually
I always load there, but when I opened the game cmd, there was good amount of reds
Hate to bring things to this but if LLL goes I'll likely be pulling SCPCB foundation down as well, I've been tolerating AC and was going to go forward just supporting LLL and leaving any bugs/incompatibilities that might arise from AC specifically to that and not putting any of my time towards it, but if LLL goes obviously that doesn't leave many options besides going back to manually patching like I did before LLL existed which maybe I'll do but it'd inevitably lead to problems with the AC LLL copy that'd just be too troublesome to deal with as I have 0 desire to work with potatoe after observing his behaviour.
I've privated my GitHub repo for it till this all gets sorted just to make sure it isn't pulled under me, and will probably remain that way till things chill out, if they ever do chill.
Gosh man
AC should honestly probably just be pulled temporarily until the person running it gets off their god complex
I honestly don't know how someone so toxic is still on the website
#rules rule 11 is still in effect, please defer from being insulting
For the record this won't affect my assistance on Hadal, it's not my mod to do with and I'll respect whatever buck and rhen want to do
Don't suppose folks have found a fix for interior desyncs? Everyone involved has identical configs, etc. because it's straight up a copied duplicate of the same BepInEx folder for all players.
are there duplicate entries in the LLL config?
oh crap, I guess there are
yea that's usually the main thing i have found, deleting the config and running the game again should clear it
wiped it out and still happening, ugh
Does it happen with every interior or one in specific?
we're finding now that every player sees a different (but same moon) than the host where the host goes
they see the correct moon when landing but the interiors are desynched
it's only happening with LLL moons it seems
LECore moons work fine
i believe this is not related to custom interiors or custom moons, you can view https://discord.com/channels/1168655651455639582/1208849588539101294 for more details but a LLL bug is causing configs to become duplicated and therefore desync from the host for some players
We deleted the config and distributed the same fresh config back to everyone with no duplicates in it
Are you using AC?
manually or through a code? if through a code then you may want to try manually syncing, i don't know if this will help but i figure it's worth a shot
I am with the same issue
This has been my experience as well, also on vanilla moons. On the occasion we were able to check the logs, it was office interior for host, bunker interior for both of the two 2 desynced players.
desync will be the death of me
My group has been having no problems with desync, moons are still duplicating in our LLL config but it seems to cause no issues, we just make new config each time rn. It's probably AC causing the problems, it's incompatible with LLL and I honestly recommend just removing it
fwiw i am pretty sure the duplicates occur after adding a new moon to an existing modpack
It does, but it also happens after closing out of a game where you loaded a moon
at least it does for us most of the time
havent encountered that yet myself
Just did tonight for my group of three, all of us had duplicates
interesting, and they were all the same duplicates? were the duplicates present before sharing the modpack or did the same duplicates occur independently after the modpack was installed?
Don't know if they were the same duplicate moons but there were no duplicates before sharing the code and playing. We had 0 issues while playing
I have AC installed and do not have desync
(obviously I am also deleting the config some times)
this is probably the fix for now
I'd not use advanced company.
Tho someone made a fork of LLL that might fix this issue on https://discord.com/channels/1168655651455639582/1208849588539101294
why?
Stated here
oh so its just personal
Paraphrasing here but the developer is actively NOT working with the dev of LLL
Look I dont support potatoe taking LLL
but as long as its still on thunderstore I will use it
Without getting to into it, I'd not trust anything from the mod maker on my computer
Unless someone is manually checking the files everytime he updates it really doesn't make a difference, could still be nefarious code
It's just that desyncs WILL NOT be fixed with AC
truly
That's also true
Due to stated reasons
yea very interesting. i wonder what is the specific instance that triggers the creation of the dupes
Tldr: dev of AC is not helpful when it comes to fixing bugs with other mods and batby (LLL creator) will not be working with him at this time to fix any issues with desync
So just don't use AC rn just use another server expander
he has already fixed some bugs in LLL
yeah thats not why Im using AC
Have you read batby's statement at all
Yes
I won't be working period.
I respect what you do batby it's unfortunate how people are sometimes though, please have a great break.
guys uh, maybe y'all could stop talking about why/what happened in this specific thread? i don't want to put words in @zenith flax's mouth but reading his statement gave me the impression he was overwhelmed/burntout from what happened.
like I said before I dont support LLL being taken and being put into AC, but the mod works and currently doesnt have anything totally malicious so I will use it for now
Yes it's just I'm trying to get it in their head, No More Updates
yep that is true
no more updates for LLL until AC is off thunderstore probably
AC will be updating it’s version though
AC will be removing it's version in the future.
Oh? That's a new development, isn't it?
Oh well
Yeah there's been a TON of backlash I'm pretty sure
Might be publicly
I like to hear that, wondering what happened in the background
if im trying to customize scrap on a moon, can i just delete the scrap i dont want in the config or do i have to set everything to 0?
Custom interiors is probably the most important part of LC modding, more than moons even. No amount of other mods are able to offset the repetitiveness of current vanilla interiors.
This stupid drama is getting tiring. I hope it gets resolved once and for all in your favour so we can all move on.
wait did things get worse? @eager zephyr
https://thunderstore.io/c/lethal-company/p/Refract/LethalLevelLoaderFixed/ @zenith flax just saw this was uploaded
looks like it's just an interim mod while batby is on break to fix the misc. issues immediately, has the same license and all so looks above board
Don’t like the icon but read the code and replied to the dev in #1208849588539101294
Just wanted to make sure you were okay with it being uploaded and that it wasn't uploaded in bad faith or anything
A certain someone has already done enough damage x.x
You really don't like this icon isn't it ? 
Don't start me or i will start using comic sans 
They probably would have preferred you used a custom icon is my guess, rather than slapping fixed on the original one XD I could see a Purple version of the icon looking really cool for your fork
Btw @cunning pivot might be a good idea if you want to set the fork version you uploaded of LLL to be newer so that way Bepin prevents the original from waking until Batby pushes an update. Cus when mods that rely on it update they'll redownload the original LLL 👍
So maybe tell BepinEx for example that it's version 1.1.7
Or you could do something silly like make it be 1.1.700
I mean, just disabling the original one is not enough ?
True
I'll test if that works
Can confirm it seems to reenable itself @cunning pivot I disabled a mod that relies on LLL and reenabled it and it reenabled LLL, this also caused a save to corrupt on me cus I didn't realize it
Love the new icon btw
If I uninstall LLL, and just install the fixed version, is this way going to be fine
Sure til a mod that relies on LLL updates and downloads LLL again 😬
will lll settings carry over or do i have to go through and do them again?
@cunning pivot
also do u have a mod channel here?
And it will mess the fixed LLL config files
so in the mean time im good to delete lll (temporarily) then use this new one just monitor when updating? but am i gonna have to re do configs?
Probably, the live version of LLL has a bug that makes the config duplicate so you'll wanna regen the config
so delete lll configs and let the new one generate?
Yeah
should of copied and pasted configs to notes 😦 time to manually do it all again XD
also question if enable lll on all moons if i dont edit the defaults are they pretty close to vanilla?
@unique geode @zenith flax
Defaults are auto generated.
They're not necessarily vanilla, but what you get out of the box. They are vanilla if you have absolutely nothing else that modifies moons related stuff.
thanks
It does
disregard error?
if its working its working. errors are a suggestion
Yeah it's just doing that because the plugin name is different
bet
Mmh i wonder if i should rename the mod guid to the original one, as i said, didn't tested it a lot yet
if the dependency is named as assembly metadata it will throw and not load (the GUID of a fork is different)
Ok i will just rename back to fix this and add a minor version to the original one, so no more conflict with this
you'll need to add some sort of a safeguard to prevent both LLLs from loading at the same time tho
BepinEx doesn't already prevent loading the same assembly multiple times ?
Yeah make it 1.1.7 or 1.1.700 so BepinEx recognizes yours as a newer version
1.1.0.7 actually
this is a problem with AC's "version": it changes the version, but doesn't prevent both from loading lol
IAmBatby's current version is registered as 1.1.6 though
so Bepinex says "cool, i'm not loading that one" and then does anyway
F AC
Obviously it will cause problem if it does that x)
I will check want i can do, i don't want to set the version to 2.0, even if i could do it
@slim wind you got a suggestion for the safeguard?
couldn't u just downgrade to the 1.1.2 version of AC
i think all the subsequent updates are all about his LLL fork so u wouldnt miss anything else
exactly 🙃
Also 1.1.2 caused network lag for clients and other problems
how is the state of late join syncing non-AC atm anyway
LobbyControl is doing really good
If you pair it with TwoRadarMaps then you get 0 radar name desyncs
Cus zaggy is an amazing dev
guess ill only be losing the perks then
is friendpatches still recommended?
also sorry for cluttering the thread, i can move somewhere else
Just pushed a new version that force the LLL fork to be loaded even when AC is enabled (by having a bigger version) and also reverted the assembly metadata to the original one to avoid issue with mods that try to load it
@unique geode
Why are you pinging me? 
iI downloaded the LethalLevelLoaderFixed, but after creating the game and entering the ship, my screen jammed


That's curious, i did not touched this part
Also i don't get that issue, can you send me your modpack so i can investigate ?
That happens currently if you use LLL and the fork together
1.0.2 of the fork will fix that
When can I use it
Too bad the dungeons are out of sync
My friends and I got four different dungeons in one game
@unique geodeYour update saved my friends

Lunxara is not the author.
Thanks Lunxara for rewriting the entirety of LLL from scratch and also for making Lethal Company in the first place and founding the nation of Spain!!!
Since i don't want to disturb this thread that isn't mine, i created a thread for the fixed version so you can report any issue you get with the fork :
#1214224631108608070 message
To respect original creator, please use this thread if you wanna talk about LLLFixed, thanks 🙂
Spain was a fork from my original Kingdom of Castile
has anyone experienced this?
Yep, everytime i use the flashlight in spectate mode of "SpectateEnemies" mod
I'm just testing out the new moon, and then this happens....
One of the creatures is stuck outside the navmesh.
possibly bees
are your outside nodes on the ground and on the navmesh. You can hold ctrl+shift and move them to snap them to the ground
thx
it seems the LLL falling through map glitch can be fixed by deleting the config before u start the game everytime
kinda weird fix but makes the game actually playable
@royal yachtthe dungeons are out of sync,this problem can solve?
out of sync? maybe check which interior you and your friends have selected for the moon
im not sure if that issue gets fixed its diff from mine and i never got urs
@cunning pivot so I can’t use the fixed version of LLL since I use AC right?
ac will just override it?
It may work, but for now the fix is not really stable, i'm working hard on it RN 🙂
got it thank you
is anyone getting stuck on "random seed" screen when landing on school moon with school interior sometimes?

does ac work with lll?
i mean ac has a built in LLL
and the dev of LLLFixed says it disables ACs LLL
neato
LLLFixed is better than the AC implementation for numerous reasons
sick
bro has a grudge against AC lol
So do most people in this thread, did you not see the post Batby made regarding how they feel right now after everything happened?
yeah i saw but i usually im a very neutral dude i dont hold a lot of grudges
I'm over the drama at this point, but doesn't mean LLLFixed still isn't better
It was uploaded with Batby's permission
I don't care about people behind their creations most of the time myself, until their nasty side becomes to directly influence their creation in a negative way that is not really relaited to the core of the creation.
I’n not defending Potatoe here, but from an objective standpoint, that doesn’t necessarily mean it’s a superior product.
yeah i dont like how potatoe removed the mod from thunderstore and stuff also adding the LLL code was kind scummy
Exactly
It actually fixes issues and attempts to work with LLL. Unlike AC's LLL.
also last msg i aint discussing this anymore cuz the mods might get mad
First of all AC’s fork does fix things, but that’s besides the point. The reality is, that most people playing these mods don’t even know about the what’s going on between the devs, let alone the amount that actually care. I’m just curious what the objectively superior product is in their current states— AC’s LLL or LLLFixed.
well LLLFixed fixes a lot of issues regarding desyncs it seems. im not getting duplication of config entries when using it
which is the causer of falling through the map glitch
I don’t think I’ve heard of this outside of config desyncs
“I haven’t heard of this issue before”
immediately gets 👎 reacted
well after testing with my buddy rasmus it seems thats the causer another fix is mannualy deleting the config before starting the game everytime
Sorry I’ve been busy with my partner the past couple of days, I haven’t been keeping up with the server as much as I usually do 
I haven't had desync issues myself yet.
also when i say config i mean LLL config
Wasn’t saying it isn’t a thing, just that I haven’t heard of it yet and haven’t experienced it myself
with LLL or LLLFixed?
The thing LLLFixed fixes is a relevant issue.
What issue(s)?
iirc I tried to check earlier but I don’t think the page says what it fixes
LLL
lucky. when i say i had i MEAN IT like ive had it happen 4 times in a row once
Oh geez
then went searching everywhere in this discord and found that its cuz of the config
also the falling through the map is only on clients
I don't touch the config.
I’ve only had those kinds of issues happen when on different versions of the game, having different modlists, or having mismatched configs
you wont encounter any issues playing solo
ive been trying to figure out the falling through map issue for so damn long thank u!
well batby did say it was started due to LE conflicts with LLL
(from my memory)
was a false guess
the changes LLLFixed makes last time I saw them would be in LLL directly if it was currently recieving updates
well i see your tired from all of what happened its fine to take a break but please dont leave us cuz we need and love ur mod lol
So looking at the mod page it “might fix some issues on map desync that cause people to see differents moons on the monitor and cause client to generate the wrong interior map.” and “Also resolves the issue of configuration duplication”
So it looks like every version has different pros and cons atm
These issues sound pretty big though, so if you experience those, LLLFixed def sounds like it’s the way to go
Does LLLFixed work like MEOF does, where you can have both installed and the fork will just deactivate the main branch?
yes
this message indicates that
Rad
[Warning: Unity Log] TerminalKeyword must be instantiated using the ScriptableObject.CreateInstance method instead of new TerminalKeyword.
Who has encountered this Warning before, do you know the solution?
@cunning pivot there is an issue with LLLFix right now
Game soft locks when trying to land in multiplayer
on loading random seed
reverting to normal LLL fixed it
Known issue
Okay good
so dont use this one for now?
@cunning pivot @unique geode
does previous version work
i have an in theory temp fix, let lllfixed build configs, then boot via lll after then u wont have double configs
[Warning: BepInEx] Plugin [xxxxxxx……] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
who can help me solve this warning
that warning is never a problem from what I know, but you can download BepInEx from GitHub if you really want to upgrade it
OK thanks
Yeah it's easy, you download the latest x64 release and if you use a mod manager go to where your profile is stored and manually overwrite the files ^^
Honestly if you're worried about security I would recommend it just for that, 5.4.22 is more of a small release that patches some security issues
Idk why it's not on TS
will an earlier version of lll fix the issue of desync by chance?
there aren't any security issues resolved, just very minor bugs that this comunity doesn't seem to have even gotten near; though if you are on linux it fixed a bug with launch params which might fix something if you've got an error
I will say in my testing where I manually updated it in a profile, the game felt like it launched a bit quicker lol
But yeah I didn't notice much else
XD
is there known bugs that cause random players to desync dungeon type?
most players are within correct dungeon, but some fall through level and there's different dungeon loaded on their client
completely desynced with host and other players
no errors whatsoever
seems like "list" in dungeon configs doesn't work
sometimes
for random players
i have no idea why
i have more interiors restricted for march and offense, for example
but sometimes bunker spawn on non-suitable maps
for random players
and they fall through level
@sage cradle You should check the logs of both client and host
Does it happend only on client ?
yes, on random clients
so like everyone is okay but 2-3 players
who desync and fall through map
and on different dungeon
I published a fix for that specific bug that may help you, does it happen only on custom maps or also on vanilla ones ?
https://thunderstore.io/c/lethal-company/p/Refract/LethalLevelLoaderFixed/
(Sorry for the shameless plug)
custom
oh, you mean moons?
yes
i have only vanilla moons
Oh
i have working theory that somehow mod manager failed to sync configs for some players from code (cause they was overwriting old profile by completely new profile), but that doesn't explain why it's always random players affected
sometimes one, sometimes two or three
i'll try the fix tomorrow anyway
I’ve had that issue for weeks and still can’t figure out what’s going on..
then it's sure worth a try to use fix mentioned before
unfortunately i can't test until tomorrow
my friends are already sleeping now
how well does lethalquantities config stuff fare with this?
will it overwrite LLL entity spawn configs?
or which has priority
This has worked wonders for me so far
@cunning pivotI have received a lot of errors about RuntimeNavMeshBuilder,Is this related to LLL?
Its not. Whoever did that custom moon/interior forgot to turn on the read/write property of some assets
Wesley's moons do that a lot, and take extra long to load because of it apparently
Wesley's Moons are using LE though.
this is common
usually happens when the host has a different configs for dungeon spawns
though syncing configs also didn't work for me, so you might just need csync? that might help? i am not sure 
just speaking from experience
we have same configs, synced modpack from the code
i'm happy to report that we had 0 desyncs today with your fix
so looks like it's totally working
Even the weather
Can use WeatherTweaks by mrov to fix that
nice
i'm using weathertweaks as well, so i don't know
at least with weathertweaks it works
maybe i'll get it too
I installed scoopy-Scoopys_Variety_Mod but the moon isnt being shown in the terminal
plugins
Evaisa-HookGenPatcher is in the patchers folder as well
and this is what my configs look like
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalLevelLoader.LevelManager.LogDayHistory () (at G:/Unity/LethalLevelLoader/LethalLevelLoader/Patches/LevelManager.cs:137)
LethalLevelLoader.Patches.DungeonGeneratorGenerate_Prefix (DunGen.DungeonGenerator __instance) (at G:/Unity/LethalLevelLoader/LethalLevelLoader/General/Patches.cs:304)
(wrapper dynamic-method) DunGen.DungeonGenerator.DMDDunGen.DungeonGenerator::Generate(DunGen.DungeonGenerator)
DunGen.RuntimeDungeon.Generate () (at <af9b1eec498a45aebd42601d6ab85015>:IL_002C)
LethalLevelLoader.Patches.InjectHostDungeonSizeSelection (RoundManager roundManager) (at G:/Unity/LethalLevelLoader/LethalLevelLoader/General/Patches.cs:354)
(wrapper dynamic-method) RoundManager.DMDRoundManager::GenerateNewFloor(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineRoundManager::GenerateNewFloor?-2116577424(RoundManager)
LethalLevelLoader.General.LethalLibPatches.Dungeon_GenerateNewFloor_Prefix (On.RoundManager+orig_GenerateNewFloor orig, RoundManager self) (at G:/Unity/LethalLevelLoader/LethalLevelLoader/General/LethalLibPatches.cs:27)
(wrapper dynamic-method) LethalLib.Modules.Dungeon.DMDLethalLib.Modules.Dungeon::RoundManager_GenerateNewFloor(On.RoundManager/orig_GenerateNewFloor,RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookRoundManager::GenerateNewFloor?1649793708(RoundManager)
LethalLevelLoader.Patches.InjectHostDungeonFlowSelection () (at G:/Unity/LethalLevelLoader/LethalLevelLoader/General/Patches.cs:366)
(wrapper dynamic-method) RoundManager.DMDRoundManager::GenerateNewLevelClientRpc(RoundManager,int,int)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0076)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
that an error i got sometimes with my modded planet with an screen of random seed stuck on it can someone help me with that
Hello, @glass hedge, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
scoopys is an interior mod, not a moon mod. they will randomly appear in existing moons
o true
is there a way to increase the chance then? So I 100% get it on a certain moon
Yes, in the config.
CSync don't actually sync config by himself, it need the devs to use it to sync between players
@true void Could you fix these Warnings from Piggy.LCOffice?
@mortal oyster Could you fix the error from Piggy.LCOffice?
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkObjectReference.TryGet (Unity.Netcode.NetworkObject& networkObject, Unity.Netcode.NetworkManager networkManager) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
BetterSprayPaint.Patches.LateUpdate (SprayPaintItem __instance, System.Single& ___sprayCanTank, System.Single& ___sprayCanShakeMeter, UnityEngine.AudioSource& ___sprayAudio, System.Boolean ___isSpraying) (at C:/Program Files (x86)/Steam/steamapps/common/Lethal Company/projects/BetterSprayPaint/src/Patches.cs:49)
(wrapper dynamic-method) SprayPaintItem.DMDSprayPaintItem::LateUpdate(SprayPaintItem)
@mortal oyster Could you fix the error from BetterSprayPaint
worked, cheers
how does LLL decide difficulty for sort difficulty?
Hazard rating— vanilla difficulty calculation based on several factors, like weather and spawn rates
it's been confirmed it's not that, and that's set by the moon dev, not the game itself
That’s risk level
#1193461151636398080 message
oh
Risk level and Hazard rating are different
i see
well it's not that either
iirc an option to order by risk level (and potentially even edit the risk level?) is planned
I’m pretty sure it’s hazard level, iirc batby confirmed it to me bc I asked about it once
my memory is bad but I’m like 95% sure
Also off topic but your new icon is cool lol
Since i've baked occlusion on my map, it started to load very slow during game
is there a way to solve it?
Slowly been getting ready to get back into dev
been spending a lil' bit of time in my gregtech new horizons world in the break
Whatever Shader you have looks amazing
cool
managing burnout b hard frl
🥺 🥺 🥺
twas bound to happen either way
lookin shweet
got burnt out of lc myself and honestly have no idea what coop game to play now lol
LC has been my hyperfixation for like months now
Unfortunately the main person I play with refuses to download anything from Thunderstore/use r2
And my bf would play with me but 1) it runs horrifically on his pc and 2) he’s legally blind
I gotta get into Gregtech, I'm an automation nut but all my friends who play prefer just building or exploration and solo mc is hard to get motivated for
Speaking as someone with a trove of unfinished MC build projects, I can agree solo MC is hard to keep the motivation for
Dev made gregtech moon confirmed?????
Hello, how can I add several fire exits to my interior? I only have one spawning at the moment and it's causing a number of problems.
Fire exit count is dictated by the moon
I know that. It’s just that in my interior only one fire exit always spawns, even if there are several of them on the moon, and when I try to enter unconnected exits the game writes that it is blocked.
The fire exit should be tied to a dungen prop with id 1231
You should make a dedicated channel in the mod-releases channel. Been looking for your interior on here for a bit
Would be helpful for people testing your mod / people helping you with it on here
maybe
Either way I'm looking forward to trying it out whenever you iron out the bugs. Been checking thunderstore to see if you fixed the crashes
i have this too
what's the setup you have for your fire exits currently?
like as a prefab
whats this
not an expert, and not familiar with unity occlusion processes, but wouldn't that effectively increase the amount of textures you would have to pull from? also, im pretty sure (but not 100% sure) that lethal company has dynamic lighting (flashlights being the primary example i can think of if im on the right track), so that will always add quite a bit to the rendering.
Occlusion basically cuts everything from rendering what your camera doesnt see
But somehow it increased time to load my level
Can you show the global prop list at your flow too?
That's the issue then, put the max to a higher number!
LLL manages the max amount dynamically so if you put max at 99 LLL will detect how many fire exits are actually in that moon and adjust it accordingly
when I did this before, I had a problem with fire exits spawning on all blockers and being blocked. Maybe I was doing something wrong, thanks
I don't think that's quite right; I have SCP dungeon with 1/1 and it still gets adjusted
Oh really? In my case I had it 1-5 and moons with 6 or more fire exits had some blocked so I increased it and never happened again 🤔
Whoever did that custom moon/interior forgot to turn on the read/write property of some assets
i see that's mine, I'll try to fix that
you're razrab?
if you meant git, yep
yup. i see
despite this, setting the max value to 99 worked for me
Hey @zenith flax
What is Content Source Name in extended level properties?
no this is meant to be 1-1
I will try to put it at 1-1 again and see how it goes but you can see how it didnt work to Mr and I 😅
It was on a LE moon when it happened to me, yes
I have LECore
yeee they do some other fire exit stuff
messes my sauce up
having them higher than 1,1 might mean your dungeon makes more exits than the moon has
:<
Right now LLL cuts down the amount of exits well 🤷
the name of your mod
alright, thank you
do not get into GTNH your life will not recover
talking from experience
I have a lot of complaints overall about GT:NH but its a very solid, structured way to get into gregtech. i'd disable one of the enemy mods that is bullshit though
@cunning pivot
Crash on lever pull trying to land on moon.
My friends and I loved playing Create for our modpack, built a custom pack around that
What could be causing the desync of custom scrap in multiplayer? This question is probably not for LLL, but Ganimedes had a similar problem.
are we back to regular lll yet or should i still run fixed?
Why? There was no update or anything.
Just seen some chatter wasn't sure if I missed an update
Can anyone help? I want to test a custom dungeon I made, I got my . lethalbundle loading but I don't know how to make it spawn.
At the .dll you need to set up a way to give the custom interior a weight and which moons you want it to appear
How do I create the .dll? (sorry I'm kind of a noob at this 😅)
visual studio 🤦 just saw it nevermind
Really? I've heard NH is harder to get into than most
How do you feel about Nomifactory CEu out of curiosity?
depends on you IDE, but for example in visual studio at the center of the top bar there's a green triangular "Play" button which will compile your mod into a .dll
Whats the difference between these two?
Not sure if this has been reported before but LLL creates multiple configs of the same custom moon when one of the mods is updated
Sort sorts the list by a given criteria, filter hides entries
so if you sort by price, you see free moons first, the most expensive last
if you filter by price, all moons you cannot afford are hidden
So if you filter by weather you get maps with no weather?
exactly
What about tag?
Anything with any tag is hidden?
Also curious how to get the terminal sorting to look like this currently mine is all jumbled next to the words and this overall looks nicer to read
(absolutely shameless plug)
https://thunderstore.io/c/lethal-company/p/mrov/TerminalFormatter/
i do not know how the tags work
:)
Completely unbelievable, (thank you) cannot believe you (you've been a great help) I can't believe you don't even know how tags work (I don't know how half this shit works)
wrong link oopsie
Epic link fail
smh
Guessing it sorts via type? (Maybe???)
i think if you filter by tag you hide levels having that tag (analogous to weather)
Wonder if you can specify which tag or if its more like screw that tag in particular and its unchangeable which I doubt lol
i think it's filter vanilla for vanilla tag
let me check rq
filtering by tag doesn't work at all for me
Get filtered
😟
ive installed moons Kast but it wont show on terminal
dont know why, all price are 0
are you using AC
yes
sad, i may give up to show the price then
yeah unfortunately due to advanced company taking my work without consent there's some issues, and we can't really support people who use it here
apologies for the inconvience
hopefully when I get home itll work when I try downloading it again
I just use CoilHeadSettings to adjust coil head power level tbh til an alternative for the AC settings and stuff comes out
MEOF for Masked spawning
what?? i didnt know that, thats bad
Yeah I refuse to support AC
I agree, and it's unfortunate that it's not communicated with players. when you use advanced company it disables lethallevelloader and runs its own version of my mod
hour ago
bad news
it's uploaded as a separate mod now
Which is both good and bad, bad in the sense he uploaded it, good in the sense noone will use it
I don't even see the point tbh
lmao he stuck with the name in the end
I mean are you surprised?
interesting that he didnt use that name for the dll or the "mod" it self....
so it's gonna have the same issues combined with normal one? 😐
So those are still LLL?
this his how much has been changed:
https://github.com/IAmBatby/LethalLevelLoader/compare/main...FluffyFishGames:AdvancedLevelLoader:main
i mean i would expect him to make changes but still
most of this just looks like restructuring anyway
its pretty soul crushing
i can imagine 😦
sorry for the @ but how did you get them to show up in Terminal, I am having the same issue where Wesleys moons are not showing up
😭 😭 😭
in a month's time we'll all laugh at this point in time
I hope so.
but - since he uploaded his mod - it's now subjected to the guidelines
it's a matter of when, not if
balls in the staffs court now
if the vibe stays the same it's just better for me to work on standalone portfolio pieces than continue modding tbh
thats entirely fair
same
can't thunderstore do something against that?
Yes

