#Lethal Level Loader [Custom Content Loading API]
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or at least has it removed the parts it stole
no
the copy-pasted stuff has been copy-pasted to different mod
bruh
it is not
i think u have conflict with other mods
so right now there's 2 instead of 1
by default the thunderstore only cares about legal infringement, it has no code of conduct
damn
because lethallevelloader is an open source community api.. i had a pretty lenient license
and it's ongoing for 2 weeks now š
i saw its new update that it said had removed the fork of LLL
it had moved the fork of LLL
sorry to break it to you, no
the audacity of copying it anyways was already a bad move but saying they removed it while just moving it is pathetic
Removed LLL fork from AdvancedCompany and added it to its own mod so you can decide to use different level loaders.
the word removed is doing such heavy lifting there lmao
wait
oic, thats pretty bad move, stole things from others and use words to pretend they already remove those things
what was this one mod with the watermark on the title screen and its creator going nuts about another mod removing that
was that ac?
or another mod I am not sure
Ko-Fi link attached to AdvancedLevelLoader btw š
No that's what initially sparked this situation
jesus christ
on thunderstore it's attached to a team (so it wasn't added to that specifically), but it's still ballsy to do that
hi, I have tried to adjusted the weight of dungeon in each map, i want to make the vanilla mansion in some maps 0 but then i check the simulate it doesnt change at all. Is this a bug?
I don't understand what TS is supposed to do. He forked version that was MIT. Isn't that "fair game", even if morally wrong in this case?
Pretty much every notable online platform doesn't abide by strictly objective rules
He harassed and threatened other developers then exploited the good nature of an open source community
TS is supposed to prevent this from happening
Unless they want every mod developer to have some super protective and bad faith license
The simulate of asteroid, the mansion still has 12.9%
So this is purely about the person then? If anyone else did the fork like that it would've not been a problem?
i've noticed that vanilla interiors (facility and mansion) can't have their rarities lowered from whatever the map has as default, only raised
idk if there's a way to get around it, I tried practically everything and couldnt get it to work
oic, thanks for the explanation
np! I personally had to inflate all of my structure spawn numbers so that mansion at its default wouldnt be very common
I get your frustration and fully support you taking care of yourself first and foremost. But this combined with LE being in a weird spot with Holo trying to find a successor is a very difficult situation for any level creator.
Yes this is about someone who harassed me, suggested they were going to take legal action against me and then took my entire work with my active dissaproval, stamped his own name on it and is fine having his donation link attached to it
can u share ur number? i want to take reference from ur settingšš»
Then any level creator should reach out to the Thunderstore staff if they care that much
I don't know what else to say
so an example I have is that in my modpack, I wanted Dine to use facility and other interiors more often instead of Mansion, so basic Mansion on Dine has a weight rarity of 300, so I just inflated all of the other values up, which makes this objectively kind of funny weight value for facility
ic, thank you so much! i thought maybe 500 is enough until i saw ur config lol
I use an excel spreadsheet to effectively just simulate the interiors rarities, and this is my Dine one, so you can see how much of an impact it has
usually I have interiors that arent relevant to the map on a 1 spawn weight so that they have a VERY slim chance of appearing, but I had to even inflate those so they had a chance
like this is march lmao
wow, so professional
how do u set the formula on probability? i dunt really understand the relationship of the numbers to the probability as the default is 300
ikr
its a weirdly arbitrary number
also I agree heavily with Batby in the sense of like, it's kind of up to the community to foster an environment for all mod creators to feel accepted in, if Batby had their entire work practically ripped from them, and us as a community just expect them to just trudge on like nothing happened, its not really fair on Batby, we need to make it known that the kind of thing Potato did was really shitty and get on Thunderstore's ass about it
or at least that's my two cents on the matter
its gonna suck for moon creators if the tools we're using suddenly disappear, but we either need to support the devs of those tools so they can work on them effectively or suffer and wait till someone else picks up the mantle, and I sure as hell would rather support someone xD
So I guess we all just have to scream at TS staff to ban Potatoe then. š¤·
honestly banning him is probably not the solution, but at least getting AdvancedLevelLoader pulled would be a solid step imo
Is there any "how to start" tutorial available to create a moon š„¹
Thanks a bunch!
If by we you mean established authors and scream you mean reach out with a civil opinion if you think strongly about it**
sorry just want to ask, why dunt u just type 0 so that dungeons wont appear on that moon?
Haven't you been doing this already all this time?
Yes?
oh thats mostly because I do want a very small chance of them appearing xD
in the same way you can technically get Mansion to spawn on Experimentation in vanilla
it's just an INCREDIBLY small chance
I agree, but if a code of conduct/community guidelines was established earlier though he would have been banned for the blatant harassment and threats though
yeah thats true
Does it work?
but now, he updated his mod after guidelines have been established, so it's all fair game
Take a guess
Yeah.
Only under the assumption heās seen those rules
Unfortunately this situation really only exists because the rules heās breaking are written in his own blood
I guess itās my blood in that metaphor idk itās hot
Isn't another issue the fact that all this went down here, which is not really a "direct representation" of TS?
No
well, he's banned from there for his [redacted], but this discord is clearly linked on every Thunderstore's page navbar, so it's not hidden
Doesnāt really matter, based on what the staff have said their not going to punish him for rules that didnāt exist at the time and the logical extension of that is you canāt punish someone for rules they canāt access
However they want to communicate that is above my paygrade
they can't access because of their own actions, so for TS there should be no difference in that regard: they either say "he's not there, so those rules don't apply to him" or "we need to unban him so he can see the rules" - I don't see either happening
Or they can be directly warned or sent them
Or it is hosted on the Thunderstore, which really should have a code of conduct in the first place
š we'll see how it goes
How do we report to the Thunderstore staff
I'm tired of hearing about this guy and his blatant disrespect, i wouldn't trust a single mod coming from him, he's such a loose cannon that I wouldn't be surprised if he started uploading Trojans to TS
that's honestly just weird
like the only reason i would see LLL being bundled into AC would be bc it lowers the mod count
or it makes the mod more customizable
which like eh i guess??
but now the fact that it's just an entire different mod
like, why not just install LLL???
it's not like it's incompatible
nor that they added any other features to it that LLL doesn't have
sooooooooo what's the point?
I'm really peeved, my stuff relies on LLL I have stake in this too, as do many others here
@zenith flax you're incredibly talented and you made something that has made the mod scene in this game better. Thanks to LLL I've gotten out of a burnout for personal projects that I had for over a year.
You're also incredibly helpful and patient towards newcomers and you've been very nice and friendly. I always feel like I can ask for help from you without judgement.
The community is worse off without you, because then we'd be stuck with he who shall not be named.
he did have a Application.quit() in his code when he checked for a watermark remover in his mod, guess that was a lil taste
3 million+ downloads and having your work featured in almost every modding video is nothing to sneeze at and definitely something to be proud of and is totally portfolio worthy. I ask from the bottom of my heart that you keep your head held high and stick with us for a little while longer
afaik will be incompatible as of the next LLL update
how?
License change from Batby
So legally Potatoe couldnāt use it unless he also changed his license
oh no i mean LLL isn't incompatible with AC
Yes
not that the stupid ALL isn't
LLL will be aa of its next update
LLL is changing its license
And with the license change it will be incompatible with AC
Due to legal reasons
?
wait
okay so people just
can't use LLL and AC together
because the license changed?
As of the next update, unless AC also changed its license (which it has no plans to as Potatoe plans to use some of his networking code in it in a future game of his), AC will legally be unable to touch LLL while the game is running
Thatās why the fork was made
So people could still use LLL with AC
Potatoe has said multiple times since he originally released it that if this wasnāt the case/if Batby made them compatible again, he would completely take his fork down if requested
ah so
LLL and AC wouldn't conflict with each other
but neither could interact with anything that they offer each other
Yes, and those changes are completely from LLLs side
So Potatoe forked a version that had the old license so they could be compatible
np! happy to help
for some reason, i have a variety of issues with my moon that only happen when in the actual game and not testing in the editor.
1: only locusts will spawn. not circuit bees or manticoils
2: locusts are invisible and don't move
3: nothing spawns inside
4: eyeless dogs do spawn but stay still and don't do anything even when sprinting around and touching them
have you baked your navmesh?
i've made sure to
i suspect it's maybe an issue with having a bunch of spawnable outside objects, which i think massively increased the loading time
for 4, that indicates that it's completely lacking its AI, do you have any error logs for it?
i don't see any but maybe i'm missing something, here's the full log output
oh, and for your outside nodes, they're tagged OutsideAINode (I think that's the tag, you just don't want the one that's specifically "AINode")?
they're all tagged that, yeah
can I see your selectable level spawn lists?
I think I know the issue, but I need to verify
not sure what this is
in your Selectable Level asset you made where you assigned enemy spawn weights
this should be it i think?
Can you screenshot the spawn lists instead?
Yep, that's the issue. If you want to use an enemy in more than one spawn list, you'll have to duplicate its EnemyType asset. I recommend keeping the duplicates in a folder with your mod, labeled something like "SierraEnemyCopies" or w/e you want to name it.
Every instance of an enemy type in your spawn lists needs to be unique due to the way LLL loads assets from lethalbundles
If you end up making another moon in the same project, all of the assets referenced in its Selectable Level will also need to be unique: map objects (both the outside random spawns and the turret/mine list), enemies, planet prefab, etc.
i sure do love spaghetti code. do you have a tutorial for how to do this?
From memory:
EnemyType assets can be found in Assets/LethalCompany/Game/ScriptableObjects
Copy all of the EnemyType assets, paste them into a new folder in your mod folder. Label it "SierraEnemyCopies"
Any place in your Sierra Selectable Level file where you want to use an enemy type a second time, take it from SierraEnemyCopies, not the LC/Game folders
if i had two moons and one used an enemy, would i have to make a copy folder if i wanted to use that enemy on another moon?
Correct

Every instance has to be unique
Okay now I'm confused as what to use in my modpack, theres original LLL, patched LLL, redacted LLL... but all the moons/interiors have original LLL referenced as a dependancy
you install normal LLL, disable it (and only it), install LLLFixed
and you're done
ignore modman screaming at you during this and you'll be good
Aight, I'll have to find a way to disable original for users who download the pack fresh
This is how I have it for sharing codes, but will need a workaround
I believe if you do disable a mod then you share the file/code associated with the profile, the said disabled mod will still show up for the other users too as disabled
Ya for sure, but that doesn't help people who download the pack from thunderstore, requires additional instructions
I've never uploaded a modpack to Thunderstore so wouldn't know :s
what happens if a moon uses the same enemy twice but already has copies
Make another copy \o/
Solace has two copies of Spore Lizard assets
where do i put the copy of the copy
It's really your choice, for your own organization, but my recommendation is inside of "SierraEnemyCopies" just make a folder called "Outside" and stick the copy there
if i reach five moons it's gonna be a nightmare setting spawns because there's gonna be so many copies of the same thing
That's why proper folder naming is important š¤
proper folder names don't matter if there's 10 sandworms and to check the folders i have to click on every single one of them
Isn't the whole point of owning a service, being able to say "as owner we have the rights to change how we do things at any time" so make a rule change and nail him to the damn wall already. I am surprised that this issue was not resolved by now.
also, what happens if i place an [enemy].asset in my map instead of in the spawn list?
The issue is that these rules didnāt exist at the time the behaviour occurred
wait a second i can customize these enemy asset files
Heās been banned from the server
It does not matter. Like it really does not.
i can customize enemies per-moon, nothing good will come from this
Thatās for Thunderstore staff to decide, which they already have.
The rules of a discord server donāt dictate rules of an entire platform
they are the de facto LC site section rules
He hasnāt broken the rules for Thunderstore stuff though
Batby even admitted as such himself
It is going to cause the community more damage to let this go on. Pick either Potatopet or @zenith flax. Support one, nuke the other, set a standard to go forward on. We just need to do Something and move on with this. This is rediculous. It is not right to anyone to keep up this farce. DO SOMETHING.
not when uploading his LLL fork for the first time (cause rules didn't exist back then), but he has broken them now, by uploading a mod after the rules went public
Choosing āsidesā as a grown adult is childish. The world isnāt black and white.
although i understand the sentiment, it's not that simple š
Look as a company you choose who gets to operate on your platform.
And they chose to allow Potatoe on TS
Thunderstore allowing this to happen means they defacto support these actions. They are allowing them to happen.
afaik the only āruleā heās breaking is the suggestion to not upload a fork without permission
well, that's the issue: did he break any rules by uploading his fork for the first time? no - no action can be taken, no grounds
right now it's different
Yeah there are ways arround everything.
I gotta go get ready for work but Iāll return later
Take care have a good day at work!
Thanks! You have a good day as well. 
wtf
but did they ever say why they must keep the logo?
like it's not essential for the game to run so I don't really get why this remove-the-logo stuff created such drama
"i'm personally offended by that"
whenever i try to build my moon after adding the enemy copies causes this to pop up. try again does nothing, cancel makes it not build, force quit crashes unity
@calm eagle do you know anything about this?
this error happens when 2 of the same type assets share the same name. So 2 textures named "tree" for example
this is correct
but i don't know anything that has the same name
putting a prefab will just have it present when it the level is loaded, it's what I do with the two spore lizards on Solace
Open up the asset bundle browser and look at the assets included to see what names are the same
I've also been cautioned against using modified vanilla enemytype files in the past, but idk if that's still the case or not
actually, have you already modified some? bc that might be what's causing the issue there
will it spawn where i put the prefab?
yes
haven't touched them, but i think i have them with the same name as the vanilla enemytypes
do i unmark something for bundling by setting the assetbundle to none on it?
yes
also, is there any way i can set a moon to always have dustclouds when it doesn't have another weather?
easily
just replace mild weather with dust clouds (though do dust clouds actually do anything?)
i can replace mild weather?
selectableLevel.currentWeather = LevelWeatherType.DustClouds
if you want to replace None make an if before that
in the selectable level asset you can choose what weather types a moon has
is that not just for random weathers?
mild = no weather, so it's still technically a random weather effect
real talk: can a moon have no clear weather?
I believe so
cause my mod works on an assumption that this case is impossible
i have it set to have two random weathers (rainy and eclipsed) but it's still been clear when i've tested it
vanilla weather calculation is a joke
hm
well I'm certainly no expert on the weather system lol
so it seems like there's no way to avoid clear weather (unless you're planning to do some weathersystem shenanigans yourself)
do i use override weather/current weather?
so override overrides all weather?
try replacing "current weather" with something, I think that might determine the starting weather? And then land/take-off a few times and see if clear weather pops up
override skips weather selection as a whole
also, make sure your testing environment has as few mods as possible. My testing environment includes the max sounds fix, more starting credits, infinite sprint, and dancetools
also: remove WeatherTweaks for your testings
cause i'm doing stuff with slightly different assumptions than vanilla
mine just has hookgen, bepinex, lethallib, LLL, freecammer, viewextension, starlanceraifix (:D), dancetools and aeioucompany (i plan to test with a friend and i use text chat)
dancetools has a setcredits command, you don't need more starting credits
š¦©
look, I've done a lot of testing, I've shaved off as much time as possible lol
while it builds and i see if it's still broken, how do i make the enemies into prefabs? currently they're .assets and don't seem to be able to be placed
IT WORKS
HAHAHAHAHAHAHA
let's goooooooooo
So long story short I had to call in sick. 
there's always more important company
Assets/LethalCompany/Game/Prefabs/EnemyType
will these break if i don't make copies of them
nope, you can put as many as you want from there, it's scene data at that point
is there any solutions to dungeon desyncs yet?
we have matching profiles in r2modman, but some players has different dungeons, completely desynced from others
even this fix doesn't help anymore https://thunderstore.io/c/lethal-company/p/Refract/LethalLevelLoaderFixed/
still happens from time to time
you can delete the config before starting the game everytime for every client aka every person
thats the only other fix ik
this is really sad and game-breaking
how do i add ambience to my moon? it is a bit odd being completely silent
wait
alright then what
create Ambience
is there any triggers i have to add to get this to play or
Yes, there is
this is very helpful thank you
These purple triggers are responsible for the wind
there is no EnemyType prefab folder, just EnemyAI
yea that
oh
for some reason my terrain is shiny when it's supposed to be sand
is there any known previous version without this interior desync bug?
it's driving me crazy tbh
some mod must've amplified the error rate dramatically
cause the code's still from LLL's latest major release
yeah, it might be true, but i'm only using custom dungeons, not even moons
maybe it's time to decimate them one by one each day and see if it helps
thanks everyone for the support while I was asleep š
I thought so too but I think itās just because so many new moons and dungeons have released since 1.1.0
it increases the chance of it occuring
suffering from success basically
tldr LLL slides and falls on its face under the assumption two identical modpacks would load files async in the same order
So the actual level and dungeon arrays can be unsynced
sometimes it gets even weirder for desynced people, for example they have wrong dungeon but doors from host dungeon
the fuck
OH GOD YES!!!
ok no thatās someone else then
the fuck i've seen yesterday
Iām free from that one I think
yep, i've never seen it myself cause i'm always hosting, but my friends told me that they see "wrong doors"
when they was desynced
that screenshot came back in my nightmares
actually
what if everything was slightly wrong?
bruuuuuuh
i can even see part of correct dungeon over the wrong one
dark stone with door is correct one
from scoopy's interiors
and hospital is wrong one
and floating vent, yeah
GOOD LORD THE DESYNCS
Thatās freaking wild
Iāve never had anything like that
this is the future's preview š
Admittedly I also almost always host
wtf
it's always good on host
I have the speedy internet and stronk pc
it's other players that suffer
But even when I donāt host Iāve never gotten that
God the last two are terrifying lol
Adds to the spook
so, yeah, i'm not even sure how it's possible for the game to load two different dungeons at once and mix them up
I find interesting that it spawned the hospital room except for the networked prefabs
hmm
maybe networked prefabs are the only things that correctly synced with the host?
Looks like it. Difficult to see in the screenshot but I'm feeling it spawned the Hospital dungeon but with the Scoopy's networked prefabs. That vent and door is from scoopy's and the room is from my mod, but my mod is missing the networked door at the reception
but few other players suddenly got hospital
I might know why this is then
Glad to help x)
let's gooo š„š„
nah, using lllfixed but still got desyncs today
me too
Well im out of options
For me the desync happened only for all people who joined the lobby in orbit (late) - we had 2 people reconnect because of issues, they joined, we started and they had the exact same set of wrong interior+prefabs
not sure if it's always the case, but late joining increase probability of that happening for sure
so it's connected to the initial lobby sync? (if such thing exists)
LLLFixed should fix this, as far as I'm aware the only interior that desyncs when using it is Office but that is on Office's end
unfortunately, it's not
got desyncs today, and not on the office map
I've not had any interior desyncs personally š¦
we played fine until 2 friends latejoined, then it was instantly desynced for them when we landed
also, do you mean office causes desyncs even if it's not loaded?
or only if it's current dungeon
I think when it's the current interior but we did have some desyncs with people being unable to pick up stuff sometimes after I tried adding it to my pack
so I got rid of it
interesting
maybe i'll try playing without office tomorrow and see if something changes
That could have been a weird conflict with LateCompany though cus I swapped from LobbyControl to LateCompany yesterday to avoid the unknown name issue cus I did a big 200 follower stream and I wanted to not deal with that XD
Idk for sure however
Yeah LobbyControl is better, and fixes mostly vanilla desync issues
So anything that happens from mods will happen from mods
but unfortunately it doesn't fix "player in the wall" bug
Idek how [Redacted] fixed that one
when two players join roughly at the same time - one of them will end up in the ship wall
Yeah
Yeah idk how Voldemort did it either
LOL
lmao
TwoRadarMaps is essential if you don't want radar names to become desynced btw
i think that evil wizard was using some sort of queue for processing joining players
That will fix that issue no matter what late join mod you use
Cus that bug is vanilla, idek how Zaggy fixed it
Am I just really lucky that nobody ever has desync issues when I play (outside of people installing my pack wrong)
I swear it seems like everyone has them and Iām just here like
I mean what late join mod are you using?
Ah [Redacted]
Yeah that one never gave me desyncs either but I refuse to use it now.
nah, i have tenfold many issues with redacted even before all that stuff
I guess there was a reason it was advertised as the most stable lobby mod
now i totally refuse to use it
Dev is a pos and I want nothing to do with it
Whatever that reason is, is a mystery
oooh, that's interesting
eh, I just wanna play viddy with my frens
Well you'll also like to know then that [Redacted] reduces game performance cus of it's bloat
Oh Iām good I have a good PC
I do too
Itās why I always host
and I still noticed it after I got rid of it
i have 5800x3d and 3070
more than enough
and my fps was pretty low with redacted, and stable 120 without it
so it's a no-no for me
I have a 12900k and a 3060 š
Ryzen 7 5700G, 32GB DDR4 RAM, and an RTX 3070
32gb of DDR4 ram as well
and I'm poor š
For video editing, I assume?
I got mine for school stuff
also, i'm not ready to use mods from unstable people, because who knows what kind of code will be there next time
Yep
Thereās like to reason to have this much ram unless specialized
i don't want to decompile each update and check what's changed
You can just look at the git
Remember how IntroTweaks got pulled completely? Fun times
It was for future proofing, cus 32gb is starting to become the standard
especially for streaming and stuff
it's not updated very much
The git? I was looking at it like yesterday
Ahh
Ahhh. Yeah if you stream it can make sense
i have some news for ya
then something changed since then
there has been many AC (and LLL updates) and there's not an equivalent in commits
Itās always been source available
No, itās always been
nope
Decompiled source =/= source available
I forget the name of the thing but there was a tool you used for viewing the source
You're pretty daft if you believe that js, not to be rude.
don't try to spin bullshit to me š
It has not always been source available, for the longest time AC never had a github at all
AC has had a git since January tf you on about /lh
(Also keep in mind it had to move to open source to continue forking any future version of LLL)
Its license isnāt compatible with LLL regardless
Not like he's gonna get anywhere with it, noone in their right mind is gonna use his shitty fork
Iāve used it and have had no issues
No desync issues for anyone I play with either
ĀÆ_(ć)_/ĀÆ
Not saying they donāt exist
Just saying in the hours Iāve played I havenāt ran into āem
Could just be lucky
Potatoe always said it was source-available even before the drama, so I apologize if I was misinformed /gen
Why would you believe anything Potatoe says?
i mean he said a lot of things, doesnt make anything he says accurate lol
Because this was like months ago it was said 
Always fact check things, just cus he said it didn't make it true
I tend to do so, which is why I apologized for not doing so.
i always took anything he said with a large degree of salt personally
Advanced Company was source available in the same sense Lethal Company was source available, via decompilation
Same
you can't not make a mod that's source available via decompilation
Ahh, that you for explaining it.
no worries, didn't mean to get so heated here - that's just an important distinction - he's had a repo for a long time, but without the source code š„²
Yeah I knew of the repo and was under the impression it had the source for a while now
repo was only for bug reports afaik
I didnāt look too into the repo bc I just didnāt need to do as much research on mod stuff before it became open
But I knew it existed
the audio does play! but it plays in specifically my right ear and also inside
Visited it a couple of times but my memory is really poor
Yeah he started using it for bug reports and would simply refuse bug reports in the Discord. Legit his attitude with that was also annoying
"Has it been reported on github? I won't fix it unless it is"
Admittedly itās wayyyyy easier to take bug reports on a git
Was his attitude
as if he was fixing something before creating that repo, lol
it was more of a tone problem imo, i get bugs in a few places and i kindly ask to have it posted as an issue, its just how you come off as
"it's ok on my end, it's all your mods to blame, kthxbye"
Exactly!
Yeah
He was just rude about it tone wise
and would be a smart ass
Iāve talked to him a bit and he seems to have some tone issues
Wouldnāt be surprised if he has some kind of language processing problems like I do
Nah he just has a personality problem, we saw the full extent of that
Iāve chatted with him about it and heās def improved with making sarcasm more clear and such
its certainly possible but unfortunately actions tend to speak louder
yeah
Oh heās improved a lot with it since then
yet still doing actions which are not great to put it lightly
Just cus you chat to him in dm's doesn't mean he's improved
Iām in his server and chat occasionally (mainly in it for AC update info), and he started explicitly marking sarcasm
I donāt think Iāve ever dmād him
Several people in his server have language processing issues and so he improved his communication
well thats certainly a good change, but that doesnt aquit him from his actions, but ill digress
It absolutely doesnāt
Heād act rude and childish
Incredibly immaturely
I couldnāt tell if he was serious or not with almost any message when he was in this server
Now he makes sure to mark almost every time heās sarcastic, and sometimes even doubles down to make sure itās clear
you definitely wouldnāt think it going off of his behaviour here
itās wild
It doesnāt undo anything he did
Obviously
But heās made an attempt to improve
Idc if the man improves admitting when he's being sarcastic, doesn't justify anything he did or how he treated other mod devs
It doesnāt
Like I already said
Heās even admitted he acted immaturely and childish, and Iāve told it to him directly as well.
Because he did
He acted like a manchild throwing a tantrum
And I make sure to speak my mind and criticize things that deserve to be in his server
Because frankly idc if Iām banned from it
And he tends to agree with my criticisms
for some reason, my moon has extremely rough loading times even when leaving. it puts a "waiting for crew" without the tinted background on my screen for a while as the game nearly crashes, afterwards the game resumes but stays on waiting for crew as it only then starts to load for everyone else. when leaving, the game does the same thing, just without the "waiting for crew".
Thatās really odd
Especially since itās also when leaving
do you have any idea of what could be causing it?
I have no clue for the leaving
For joining it might be a DunGen issue
iirc I experienced a similar problem with SDM when it was new
there's a decently large amount of props but basically no scripts or anything like that to be found
It could be the props maybe?
idk
I havenāt developed anything for LLL yet so my knowledge only goes so far unfortunately
i swear i've seen maps with just as many props plus scripts that run infinitely better though
@young acorn what are your mods installed?
hookgenpatcher
bepinexpack
lethallib
lll
viewextension
starlanceraifix
lcmaxsoundsfix
freecammer
aeioucompany
dancetools
the moon mod
Alright, how does your moon looks rn?
Does it have a lot of objects or something
Also what is the dungeon size
both, yeah
scratch that there's maybe 60-80 objects including objects inside objects
Oh well, that explains everything
And I assume that you haven't baked occlusion yet
not sure how to bake occlusion. about the object count, i'm not too sure what to do about it because most of the complaints i've got about the moon are the outside being empty
Yeah if you didnāt thatās why
Yeah thatās probably why
Didnāt even think to ask bc I assumed you did
My b
So basically
Occlusion culling makes static objects cull whenever players camera isn't facing them
You should have and object on the map called Occlusion Area
Make sure to put it and scale enough to cover your entire playarea where players are most likely to be
i am not to be overestimated
found occlusionareas, it's extremely small because i never changed it from using vow as a template
Next, you need to select all your props and meshes that are basically static objects and tick Static box at the right up in the inspector
Next go to
Window > Rendering > Occlusion Culling
This will add another tab right next to the inspector with occlusion culling properties
From there, select bake tab and I'll recommend setting 3 next values as
10, 0.5, 100
This is how I set it out
Finally click bake and wait for it to finish
After that you can just build your map again and the culling should work
Remember that you need to bake occlusion sometimes when you make drastic changes to the environment as well as baking navmesh for environment itself
There is a lot to do in order to optimize your map
And achieve the best performance
But I recommend doing debuging and optimizing as the last thing
i'm just looking for reasonable performance atleast
From now on, occlusion should help you with testing
i've been doing debugging as i go as i've been testing with friends for their opinions
Also, check if props models you are using also have their LOD variant
If so, then its recommended to add LOD thing to your props
i've made sure all the lod-able props have their lod variant or just use their lod variant alone
the amount of time spent loading has decreased tenfold, thank you so much!
š
Yeah baking does massive lifting
So if I'm reading https://github.com/IAmBatby/LethalLevelLoader/blob/main/LethalLevelLoader/Tools/ContentRestorer.cs#L28 correctly, I just have to put an ItemGroup with a .name property matching the name of the base games ItemGroup and that type of scrap will spawn on a RandomScrapSpawn? So I don't need to set the .itemSpawnTypeName in the inspector?
Get well soon!
Thanks!
To add more fuel to the fire, I did have a moment when testing SDM with my friend that the dungeon loaded correctly for us both, but we had two different doors that were locked differently for both for us
It could be my code's fault ngl. But it has happened
is there any way to get the sun to render behind everything else?
hi guys
i have a problem my friend and i does not sync dungeons
mine was a mansion and his was a factory
i think there is a problem
development of sierra is going well
"I like sand. It's soft and smooth and pleasing and it gets nowhere."
gwagwagwa :(
hello! this is kind of an odd question but i was hoping to use lethallevelloader in an otherwise vanilla game because to my knowledge it is the most end user-accessible way of altering the rarities of vanilla tilesets in game without just flatly enabling/disabling, and i wanted to use it in this capacity for public lobbies (where people would know about it, of course)
but lethallevelloader in itself requires all clients to have it, to my understanding--is a host-only version of this function possible within lethal company or would it always have to be shared between all clients?
trust anyone who says it but its very important that everyone has it less you end up with one person in the facility and another in the haunted mansion
from what ive read and seen first hand the slightest dsync or mismatch is like opening pandoras box for this game
little exaggeration but you get my point
so yeah everyone would need the mod/modlist
i was hoping level selection might be an entirely host-sided process but unfortunately sounds not haha
thank you!
well, i dunno much bout the way vanilla handles stuff cause i havent touched it in ever i just know what LLL does so for all i know it could be but it probably isnt
it seems enabling content configuration on LE moons disables all their custom scrap
I would be curious to check log for the host and the client, i actually added a lot of logs in the LLLFixed mod, to help with that when poeple still have desync, i'm pretty sure the reason will be pretty blatant inside that
This looks like it fits well with the Vanilla maps. Very nice!
So, are we back?
š
we did it gamers
shame for those who used ac for what it offered on its own
I don't think it's really constructive to demean people for using a mod they enjoy, but I guess this has been a long time coming (awaiting either a statement or whatnot)
i mean shame in a respectful way
like a "silence for our fallen brothers" sentiment.
They didn't say "shame on those who used it".
but, yeah no they got what was coming
Different meaning.
^
Ah mb, classic text tone issues
completely valid dw
i wasnt a fan of AC but i mean i could see its appeal with what original features it had
reserved flashlights
Not the same.
they are lower on the body ššš
and stupid bottles make ugly shadows
to each their own i suppose
Dunno if I 100% agree with the removal but it definitely eases my tensions
(also dunno if this is necessarily the right channel to discuss this, if any)
legal threats in the changelogs are an interesting choice
^
well, we had zero desyncs today even with latejoin, but i replaced lobbycontrol with shiplobby, so i suspect it might be that
if it happens i'll save the logs
The most advanced and by far most stable lobby mod with perfect additions for your LethalCompany adventure. Including nearly perfectly synched late joining into lobbies. Includes cosmetics compability. Fully configurable in-game with preset support.
goodbye, fallen king š«”
Sheeesh
not to be rude or anything but if he was a king i feel like he'd be king george
future StarlancerUpgrades
if you do this you better attach donation link
I already have donation links on my stuff
you're gonna hear from me soon
This looks actually terrifying
Like
Do people actually bullied him after he left?
i think the "bullies" is just nunchuck updating the logo removal thing
it's all documented, I'll try to grab some links for you later
this seems very overreacting
this was the first removal tho, 2 weeks ago
I don't know if anyone is in his discord server, but they are going apeshit. Threatening actual legal and calling mama lama and the entire TS staff emotionally unstable. They are genuinely in a bubble
its wild
if there were disappointed i would be more sympathetic but calling people unstable bitches is crazy
the hell
Is there a thread or any infos why it went down?
(probably best not to talk about potatoes behaviour or the AC stuff here regardless of what's going on)
(hopefully)
Despite this whole drama I do actually enjoyed AC a lot with my friends and I'm sorry for the author, that all of this happened.
Too bad I can't code, because I would love to remake this mod, removing some of the unnecessary features
Honestly
V50 seems to be on the horizon, so it's maybe a good time for bat to take a longer brake and wait until V50 comes out
New update might actually change a lot in code, so modders might have to adapt to it
fair
Honestly depending on how much content is in v50 I could see myself just staying on the older version for mods. So many good Interiors are being worked on right now, modded's just got more content imo
still though with ac gone batsy will probably get back eventually
š
I do really hope so, I'm excited for what's to come if it keeps getting updates
stop holding out hope. Some have been truely convinced for weeks the update will come out the next day
On the one hand I don't think v50 is imminent
but on the other zeekers did tweet a teaser image
which is either
- development is going well, here's a cool thing you'll get later
or - the update is close
I don't know which of the two I'd say it is but interesting to know about
Unless there's some major sweeping changes to the moon/dungeon infrastructure (which probably not but we can dream) I imagine updating to v50 will be pretty smooth
imma guess v50 coming next month
Same
is this the company room? with jeb under the floor
Whatever it is, its not probably connected with the update tbh
kinda looks like a mansion interior imo
Just a concept art
I really hope for some vertical dungeon changes
Imagine hes making a dungeon on the company building lol
With the thing downstairs somehow
Vertical dungeons would be cool, dunno how well DunGen handles it though
Putting 2 reactors inside activates it and something special opens up in the company building
I'm hoping for parts that come exclusive with each interior being what you need
Gotta get back on Hadal dev, been a bit burnt out recently but I'm feeling pretty confident in it now
For the record this straight up isnāt true, and I have no clue why youāre saying this.
Unless messages were deleted or something
my bad i quoted it wrong (This is referring to mama lama): I refuse to believe that shit, there is no way someone that emotionally unstable has full rights to dictate based on feeling and not TOS
A single person said that and nobody even acknowledged them, because it was rude and uncalled for.
Its not so hard to do
The only reason you're teleported back to entry when going too low is because of outofbounds trigger below dungeon
Zeekers could fix if really easly by generating this trigger with the dungeon itself and seting its position to a specific offset from the lowest point of the dungeon tile
They are in the Thunderstore server demanding my removal as well as like half the staff here (not a thunderstore issue). Mythic will be online to handle it sometime in the next 12 hours and then that will be it. I don't want anymore of this discussed here, becasue there isn't anything else to say
ok š
Thank
Iām not even in the thunderstore server, i havenāt done a thing⦠
Well
Seeing how unstable potato is only makes me feel sorry for him.
I was this unstable myself and currently I'm going on the therapy and taking meds for almost 2 years now, because i have depression
We will all die sooner or later, let's just enjoy life and keep modding šš¼
i feel like this isnt the thread to be discussing this anyway
Yee
batby deserves to chill
Yeah
also tragic this became the de facto thread for this, I get moderators not wanting an AC thread again but I'd much rather just discuss the hopeful future of LLL now
yea we have LLLFix for any bugs for now
batby has done alot of work on LLL and needs a break
Ye, esp an extended break with all the stuff going on too :s
I may reopen the what happened thread
i don't mind a break as long as LLLFixed exists, but i hope this hasn't soured him from LC modding completely
only time will tell
yeah
Making a new one might not be a bad idea
Potatoe has his response plus both of Batbyās in a channel in his discord for people to easily access so I could post those in it
Just woke up.
Will elaborate more later but Iām off today and tomorrow regardless, after that though weāll get the train leaving the station again
No promises but I might go and port everyones remaining LE moons to remove the need for improved LE compatibility
YOOOOO
At least something positive can come out of losing AC as a whole
AC was never a positive thing after it's return
Glad it's gone for good
Unfortunate that any of that stuff had to happen to begin with
Good riddance
It won't be missed, the mod was severely toxic and maintained by a severely unstable person
lets focus more positively rn
Please stop trying to get a word in almost every time anyone on this server mentions AC.
we've had our discussion on ac's closing thats over now
we're thinking about the future
Exactly, itās unnecessary to be negative rn
I'm not, I'm just saying with it gone a lot of positive will come ^^
okay and i agree but stop.
The past couple weeks have been a lot of negativity
anyways on a positive note AQUATIS COULD FINALLY UPDATE SOON WOOOOO
Had enough drama when I was following the fnf mod community
Exactly what I was thinking
Honestly my most anticipated port
I'm excited about the LE moons being able to have LLL support
and also wesley's moons but like ive been mainly waiting for aquatis
cause his updates already ready it was just LLL that needed to be ready
I swear like the only mod community Iāve ever followed without drama was the DDLC modding community
That one was like comically wholesome and positive
lets not talk about drama anymore
That's exactly why I was happy about AC being gone, it's return stirred up a lot of negativity and I'm glad the drama is over
the only modding community ive followed with no drama was the last train outta wormtown modding community (the modding community literally consists of 2 people me and my friend)
like im not a mod so obviously you dont have to listen but i think it'd be best for everyone to just zip it for now that its over.
Admittedly it was years ago, but it was one of the most inviting online communities Iāve ever seen
instead lets talk about infernis!!11!!
TRUE
INFERNIS LLL SUPPORT
WOOOOOOOOOOOOOOOOO
YA LOVE TO SEE IT YA LOVE TO SEE IT
I will be posting an official statement in a new thread open to feedback within the hour, please refrain from discussion until then, okay?
š«”
I'm finalizing the wording and getting all the staff to sign off on it that I can since its a statement from all of us
discussion about the thing or discussion in general here
i assume the first but just to be sure
oh, just about the thing, yea
pleas wesley š
I'm positive 95% of people using LECore for moons would drop it immediately if wesley switched
LECore has been the more popular choice for new makers
as it was more documented
audio knight made a tutorial recently for LLL
iirc
we need more documentation for LLL then so we can leave LEcore behind
I think documentation was the last thing in the works before the thing so that will probably be coming first or close to it
Is there a common denominator why my LLL config file duplicates entries every time I load the game or do I just gotta uninstall moons/interiors 'till it stops bugging out
current fix is to download LLLfixed
it'll most likely be patched with the next LLL update though so it's only temporary
LLLfixed overrides LLL so I don't have to disable it right?
im not the person ask for that ive not messed around further than basic configuration changed
Yup!
dont wanna mess up your pack so, i dunno
Good to know, thanks
including monster spawn percentage of a moon in the simulate command would be a nice addition
It would probably get too cluttered, but something like simulate interior or simulate outside or simulate inside or simulate daytime would probably be good filters
separate commands would work too yea
'simulate [moon] enemies' with two columns, one with inside and one with outside enemy spawn chances
Since with some modded enemies they spawn both inside and outside. Also StarlancerAIFix being a thing on some maps
is there a way i can only change the route price without affecting the creature spawn weight? because Ive already tune the weight in their config, i dun wanna mess up their settings
My entrance has stopped working
Well yea, there's a brick wall behind it
sorry I can't be of actual help
this aint Platform 9 3/4 
hope batby's doing good, better or anything positive now āļø
it's been tense for a while
also hoping the best for š„ though
I think you are missing an EntranceTeleport script.
Because you were getting the "Main entrance position could not be found. Returning origin." error in your console.
RoundManager.cs -> FindMainEntrancePosition();
Is that the missing script you had?
oh how i wish upon a star that levels wouldn't get stuck on the loading seed screen when trying to land šš
or that i knew enough to help fix it š
What moons are causing this? I havenāt had that issue in forever
can you check the logs and send them here?
ya the next time it happens i will we were in the middle of streaming so i couldn't attend to it at that moment
One possible reason could be the interior not loading correctly
did you modify the interior size clamps?
@zenith flax Are you aware if enemies registered with LethalLib aren't added to LLL moons because LethalLib registers enemies before LLL?
This seems to be the case, as right now I'm fixing LethalLib's enemy registration code and also tried adding my enemy to a LLL moon.
LethalLib registers enemies as a postfix on StartOfRound.Awake. When I make it register enemies as a postfix on RoundManager.Start, my enemy does get added to LLL moons. What do you think would be the best solution here? Should LethalLib just delay the adding of enemies like I just did?
Afaik LethalLib enemies do get added to LE moons though.
So I guess I can just ignore this issue for now?
tba on it yeah
maybe that can explain the config inconsistencies?
I've seen it with the bracken tho
unless lethallib + diversity would change how it is registered...
def seen the shy guy and rolling giant spawning regardless of spawn table
yeah I get shy guys spawning on my moon
On purpose?
i cannot wait for all the moons and enemies and everything that could be causing me these inconsistent to recreate errors to be ported to LLL so the possibility of them happening diminishes
~~cause i love landing on a moon just for it to be stuck in the seed screen for some unknown reason ~~
not tryna get some help just generally stating
I might be going nuts or there's a error I haven't noticed being relevant but I can't use the simulate command. Was using it a couple of days ago. Any ideas? Conflicts?
Nevermind don't even know what changed apart from I uninstalled SchoolMoon (good mod but not immersive) but it's working now.
i experience this last time, it happened when u quit to main menu and load the save without restarting the game
One feature that I think could be really nice(especially now that there are multiples of the same interior), would be some way to have a group of interiors be able to be selected for a moon and then a second selection within that group would be made for the interior. For example, you could have a group called 'pools' that contains both pool interiors. Then if 'pools' is selected for the interior, there is a second weighted selection for which pool interior is chosen. If implemented this way, you could have a greater overall chance of getting a "type" or I guess genre of interior vs having multiple individual chances. Basically nesting the interior selection process
I guess, but that relies on the map makers setting the same tags. Maybe some way for us to set custom tags?
I just assume that this will be somewhat annoying if there are 3 or more of the same interior type in the future
I want to group together interiors that are the same theme. PoolRooms and LiminalPools, and the two school interiors.
yeah the proper way to proceed with those examples is to bother the devs, unfortunately
i say unfortunately but it is intended
But it's just gonna get worse with time, more people are just gonna make duplicates
and the people should tag them..
Wait interiors have a tag list? I only thought moons did?
ohhh i see what your asking for now
apologies
i'd have to think about how to approach something like that
(dungeons will have tags very soon though)
What's new in upcoming update?
A tag list for interiors could work though, I think grouping would just be nicer on the users end since it wouldn't have to rely as much on the interior mods makers cooperating
god i dont know
i gotta figure thato ut
all the stuff ive mentioned before all wont be in the same update
dungeons will need tags anyway
now that we'll be doing ExtendedItem and ExtendedEnemyAI
I didn't even think about all the other features that could make use of the tag system. I'm sure it will come in handy. Celestial Tint using the moon tag system is a good example of a smart use of the moon tags
tags are the future of cross-compatability
Then whats ready for now?
thats something i need to evaluate
first update is likely just going to be reimplementation of LLLFixed's changes and the terminal event bug
second update is probably cleaned up stuff i was working on beforehand
then i gotta spend time helping port wesley and generic moons and maybe get an early version of item and enemy up so people can start moving from lethallib
When the game selects the Facility interior, how does the game determine if it uses Level1Flow or Level1FlowLarge? I'm talking in a scenario where both facility interiors have a weight of 100 and there's also a weight of 100 for the haunted mansion. The simulate command shows that it's a 50/50 for facility/haunted mansion. Not a 2/3 and 1/3 chance like you'd think
if its titan it uses level1flowlarge
if its not titan it doesnt
i think
overall unfortunately im very behind on where i wanted LLL to be due to the lost two and half-ish weeks. some stuff i mentioned i was going to do is abit further along in the pipeline
I was gonna say it looks kinda like my suggestion. If the game picks facility then it rolls a second weighted selection between the two of them. But I don't know if it works like that or not
Makes sense. So titan is just a hard coded exception then? I think EchoReach was the map where I saw both facility flows being used
Thatās probably the best course of action tbh
Also will help give you a baseline for the current users
And gives people the heads up to move from LLLFixed
my game just bugged and it automatically didnt run LLL to start the game, and all the things get normal, i think thats a bug of LLL
Any chance for a fix for Celest and Celestria getting interior values mixed up?
Hi, i'm looking to find a way to use custom scripts in my maps, is there a tutorial of how to do it ?
Cause i made a simple script, built my .lethalbundle launch LC, went on my map, but my scripts seams not enable
like i made a simple one to rotate an item but nothing happen
what's up with lethallib? just lack of maintenance/interest from the author?
While the main author of LethalLib isn't really working on it much currently, there are people who are contributing to it such as me right now, writing some null checks.
But yeah, @zenith flax I would also like to hear the reason for why to implement another API for adding enemies/items? Is it just for better integration with LLL?
hey @zenith flax i'm glad to hear that you're working on LLL again, i hope you will sort out possible reasons why interior desync happens when players latejoin
unfortunately even lllfixed fork doesn't help with that
ill try š
@chrome notch
ok so in regards to that, yes Evaisa has been slowly moving away from Lethal Company modding. LethalLevelLoader was originally a fork to LethalLib that I split off because I wanted to control what I released without pushing potentially unstable changes to LethalLib directly. Theres a ton of pros and cons to having all major content loading be done in a single mod but particularly while the community is so new and unstanderdized, it makes a lot of sense for it to be done this way for overall consistency in how content is loaded and processed, Especially when gamebreaking updates like v50 are on the horizon.
I'm not like, looking to dive right into replicating the features LethalLib offers right now in comparison to say Lethal Expansion because LethalLib is abit more stable and I have a lot less active reasons to do so. People have already started running into the walls of items and enemies being processed in one mod and levels being processed in another so having all these systems be integrated together can offer a lot of pathways to new and exciting mods
It's less of a merging LethalLib into LethalLevelLoader and more of an official plan to transition the community into using LLL for these kind of things rather than LL, with the grace of Eva to do so š
maybe have a thing for the LLL to remove levels or interiors that arent loaded or duplicates from the config? i heard someone saying that causes issues sometimes. anecdotallyā¦
In particular to @tired solar since your also a collaborator on it now, I have the full intent to help out where I can to keep LethalLib from being deprecated due to fundemental conflicts with other mods and breakage due to upcoming game updates while their are still mods using it and have no issue if you kinda want to take the reigns on pushing changes to it
#1193461151636398080 message
Also as a less offical statement, I do wanna put out the vibe that I am still somewhat cooked from a mix of the previous situation and a little seasonable burnout? so it might take slightly longer than expected to get back on the horse so-to-speak and I do really apologize for that. Just wanna communicate this because I know in theory it should be easy to knock out a bunch of small little changes and fixes but that's something that I find a bit more challenging for myself compared to other devs and I'm working on that. This is still my first publicly released software project and getting used to the post-release workflow pipeline and whatnot š
I probably have a couple hundred tasks lined up which is a lil' intimidating for such a huge userbase aha. Can't imagine how Zeekerss feels
Also doesn't help that I'm not the biggest fan of the lack of version control thunderstore wise + default automatic updates for users. Makes it a lot scarier to push out an update that has an issue
This is so true š
My thunderstore updates aren't automatic by default
oh frl? maybe im mistaken š¤
the issue is that there are no "beta" versions, so the latest version is what people will update to when they update, and that version might have bugs
yee that too
They aren't automatic by default, but there is a popup whenever you have any updates available, and most people will just press the "Update All" button thinking they'll just be getting the best version
or if i push out a accidently gamebreaking update i cant change like the recomended version
you might be like "dont release broken updates then" meanwhile my ass is finding out intro tweak mods skip an entire scene
not a dunk but things just happen
lol, reminds me of that one LethalLib update that broke registering network objects
It's hard to bugfix without a slew of bugtesters :(
^
Yeah I'm probably a outlier in that I check update logs before I update
even if the change was minimal, there can still be bugs though
god, I so wish thunderstore had a beta thing, I'm really scared about publishing my null check changes for LethalLib that should fix bugs, but yeah dunno, it could instead break everything š
you legit pushed that hasflag to contains check pr and someone was crying that lethallib broke everything š
(it didnt)
yeah, I am very scared about pushing anything now š
cus also, when Visual Error made a simple change to add enemies to the debug tools list, those changes also broke network prefabs š š š
Maybe it worth it to create separate upload with beta changes and call it like "experimental", so who want to test - will test, and others still use stable version
That's the only workaround I can think of
Hi everyone, I have another bug when using LLL to change moons' config. I'm trying to land on moon Fission-C and stuck on loading random seed.
hope the next update of LLL can fix those bug
and also a bug, when i try to close the game and restart a room, the price of moon goes back to normal
and then many people use only that, because "it has more features" š
I mean, LLLF is kind of like that right now.
why are you posting this here
Known issue with Immersive Visor.
oh sor i thought im in lethal quantity
Perhaps, but they can't complain about broken releases then, as they've chosen to participate in beta testing
So you can upload anything you want to experimental version and not worry about something being broken
yeah, it's fully opt-in and the warning is upfront
If I could how can I remove custom levels in Lethal Level Loader? There are 5 Atlas Abyss' after I downloaded another moon.
personally suggest to use Lethal Quantities to do this. Current version of LLL config has a bug that when u quit to main menu and restart the game, the LLL config become not running and all ur settings will gone
Thank you for the suggestion but does lethal quantities allow you to configure what enemies are outside and inside the facility.
of course yes, and u can change anything individually, thats what LLL cannot do, in LLL if u want to only change the route price, u have to change also the creature weight and scraps, u cant make them spawn default
u have to change also the creature weight and scraps, u cant make them spawn default
š¤
Trying to figure out if yall would before more frequent but less refined updates or the opposite
well
switch is finally fixed LMAO
by these three lines
if (__instance.currentNode != TerminalManager.moonsKeyword.specialKeywordResult)
return (true);
else
@slim wind initial extendedweather implementation might be in next update just because i cbf to remove stuff
we can talk about stuff before it goes live
How close is this update? ;o Sounds like you're close to pushing it :3
no etas
š
im curious what devs and users feel about these numbers
need vibe checks on how accurate these are
what those numbers are for even
difficulty calculation
slightly better? hard for things like march vs rend because i have no way to reference the actual level design aspects including the fog and such
@brittle gull @fading wyvern @weary apex @vagrant sundial sorry to bother yall but id love to know where you guys want your levels to be difficulty wise compared to the vanilla maps
Assurance is probably like 3700 and Offense closer to 5000, maybe even 5000 or more lol
Offense being allowed to spawn coilheads is criminal
oh sorry, should clarify
the actual numbers dont matter
what matters in the numbers in relation to the other numbers
if that makes sense
yeah that was the assumption i was going under, considering Assurance is a speedrunners go-to and offense is... well pretty annoying inside enemies, although im not sure why your starting point was 2700 š
oooh okay i kinda assumed you were going off ear lmao
no its literally all super cursed calculations
im assuming you gave each inside enemy + their spawn weight a different number depending on whatever math you thought was gucci
swtuff like that
thats involved yes
Orion is pretty good if it's not taking terrain into account. I think a fair number for Orion would be more like 12000-14000 (edit)? Celest i'd say 6000-7000. There are a lot of enemies outside, but you can hide from them in the woods. That is the idea at least.
Do you take into account the distance to the main entrance?
i literally cant take into account anything relating to the scene
ok thats fair
cant you just add a bias factor
:p
i call it bias, but more like an outside factor to things you literally cant calculate and have to estimate
a multiplier in the extendedlevel
mayhaps
I didn't even know Orion was that complicated
Ahah
i think i will probably have a environment difficulty rating from 1-10 and hardcode vanilla ones like i do leveltags
wanna know how close i can get without that tho
maybe you could use the distance from ship landings to the entrance if you can get that
