#Lethal Level Loader [Custom Content Loading API]

1 messages · Page 10 of 1

slim wind
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oooh, please tell me more 🤭

fleet badger
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I found that if use LLL config to edit the dungeon weight, it will cause weather desync even I have the LLLfix

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and this not related to weathermultiplier or meteomultiplier, without them there is also weather desync, but once i deleted the LLL config to generate a new one, the weather goes fine

vagrant sundial
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@zenith flax did you find a way to enable water in the project settings? I tried to find a way to do it, but couldn't figure out how. The HDRP asset is very protected.

zenith flax
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not yet, unfortunately its a super pain and at best would need transpilers

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i'd suggest dropping that moon without it for now, apologies

vagrant sundial
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thats fine. I couldn't even build any code that touched the HDRP asset

rich aurora
fleet badger
reef perch
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Is there a way to know why the game is crashing when loading my custom level? idk what changed but in game in crash, in editor it dosn't and the output log I can find don't seem to give me any information

rich aurora
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That's the UI for LethalQuantities for context

fleet badger
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maybe u ask in LethalQuantities will be better

hoary monolith
zenith flax
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hey so i figured out the dynamicly assigned risk levels

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neat

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mostly

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ok actually accurate now

[Info   :LethalLevelLoader] Gordion (Safe)  (999)
[Info   :LethalLevelLoader] Maritopia (D-)  (2742)
[Info   :LethalLevelLoader] Experimentation (B)  (3397)
[Info   :LethalLevelLoader] Assurance (D)  (4155)
[Info   :LethalLevelLoader] Offense (B)  (4327)
[Info   :LethalLevelLoader] EchoReach (C+)  (5102)
[Info   :LethalLevelLoader] Vow (C)  (5216)
[Info   :LethalLevelLoader] March (B)  (6488)
[Info   :LethalLevelLoader] Rend (A)  (6939)
[Info   :LethalLevelLoader] Atlas Abyss (A+)  (7288)
[Info   :LethalLevelLoader] Dine (S)  (8202)
[Info   :LethalLevelLoader] EGypt (S)  (8604)
[Info   :LethalLevelLoader] Celestria (S+)  (9690)
[Info   :LethalLevelLoader] Celest (S+)  (10188)
[Info   :LethalLevelLoader] Secret Labs (S+)  (10478)
[Info   :LethalLevelLoader] Titan (S+)  (10603)
[Info   :LethalLevelLoader] Harloth (S+)  (11217)
[Info   :LethalLevelLoader] Orion (S++)  (19472)
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@red stratus you actually might like knowing that we have a more accurate difficulty rating to use as reference

young acorn
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what's the new calculations?

zenith flax
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a bunch of super cursed and arbitrary calculations using the values in the selectablelevel's

young acorn
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lovely

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might want to explain it somewhere though, might be useful for one and only one person

zenith flax
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Oh it will be but this is for users too. The sort difficulty setting and the default order of custom moons on the moons catalogue will now be way more accurate, and moon creators can choose to let me dynamically assign their risk level rather than just kinda guessing themselves

zenith flax
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wow been a while since i've actually shown stuff off proper here hey

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This is what the Moons Catalogue looks like by default in current LethalLevelLoader

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this is what the Moons Catalogue looks like by default in the upcoming LethalLevelLoader (but without the numbers)

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custom moons that are made by the same author are grouped together (see Celest & Orion)

each custom group is sorted by the average difficulty of all the moons inside that group

the moons inside each custom group are sorted from lowest to highest difficulty

overall this provides a much more intended and accurate list of moons to explore 😄

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this will also contain a feature to let lethallevelloader select a risk level for custom moons automatically, if the developer is happy to let the calculate estimate where it should be

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also @silk quarry figured you'd want a heads up on this ^. in the future the risk levels on moons should be a lot more accurate, if you ever wish to use that value at all

silk quarry
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how is it being calculated?

zenith flax
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also by accident i had it setup so the vanilla groups are still as they are in vanilla but the groups are still sorted by group average, this isn't intended behavior but i might make this a config option? seems like a nice in-between

zenith flax
silk quarry
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hmm good point

zenith flax
dim wing
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This is really cool! I have absolutely no idea just how arbitrary you had to go to get accurate figures, but it also would go over my head so I’m not even gonna think about it 😅

Is it possible to just sort by general power level in groups of three rather than sticking to existing groups + by mod creator?

zenith flax
dim wing
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noice

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Does that also include the ability to sort by moon price and then difficulty too? (So all the free moons are ordered and then any moons that cost the same are ordered)

zenith flax
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no

dim wing
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Sadness, but understandable!

zenith flax
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man that gif is annoying

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the system is a little too rigid to handle multi ordering like that

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the basegame terminal keyword stuff is too

dim wing
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Completely understandable, hopefully it’s not something that’s hard-coded and somebody eventually is crazy enough to delve deep enough in to granulize the rigidity. What you’ve already opened up the ability to do is more than awesome, though!

zenith flax
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my end would be a lot easier to change than the basegame terminal stuff forsure

zenith flax
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rejoice my friends

tall kindle
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@zenith flax

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does LLL change all the moon names

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or well, atleast wesley's ones

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cuz I noticed with LLL, their name isnt something like "EternLevel" but "154 Etern"

tall kindle
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@zenith flax ignoring some lethal lib bugs that were occuring, here is the main problem i was facing, I was testing with LLL so Moon names were getting changed without my knowledge, but thats not all, they were getting changed after my enemy registered to old moon names, so i have to use Wesley's names instead of LLL's names to register

serene viper
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is lll back officially or should i still use fixed?

idle ravine
reef perch
hoary monolith
# reef perch It's for moons, and the last lines are this, but it's not what's making the game...

Hmm yeah, those last collider warnings aren't particularly notable. I get them all the time in normal stuff.

When I had a crash I had to debug from DunGen generation issues causing a crash, I had to hold the log open by attaching it to a debugger in visual studio to get the full final log lines to print to the console (otherwise it just didn't, it'd prematurely quit, never ended up in the saved log.txt on disk either for some reason...). Might need to do that to get better intel? Could tell you where the crash is occuring too/the stack trace

reef perch
hoary monolith
# reef perch I don't really know how to hold the log open with visual studio, but I will try ...
  • Open visual studio
  • Somewhere in the debug menu click "Attach debugger to process" (don't remember exact wording) and choose the running Lethal Company .exe
  • Do stuff in the game and let the crash happen
  • Visual studio should break and pause the process when exception occurs. The log will be held open because the process isn't killed before log text is flushed to the console window from backing text buffer.
  • You should get a stack trace too. You can get more info in the stack trace by downloading symbols but that's more involved
calm eagle
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@nimble umbra if all else fails, you might wanna try this ^

reef perch
hoary monolith
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Damn, that's surprising. The "Show Call Stack" might help too. Narrow down what subsystem it's coming from, I'd be curious to see that

hoary monolith
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Rip, would need debugging symbols to get more info from that

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Well, if you're motivated, I can try to help you debug more later. I'm supposed to be working rn x3

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There's like 1 or 2 more things that might help pinpoint (downloading debugging symbols, pulling it open in a more C# specific debugger like mono debugging toolset/API, which dnSpy supports I believe, I think BepInEx enables this by default and their docs have a tutorial for it)

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They're more involved though

reef perch
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I mean, my mod is available in a non-working version, so you could try if you want 🥲 Gonna build from a fresh new project to see if it's related to the map or not

hoary monolith
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Oh yeah, send that over, that sounds way easier x3

reef perch
hoary monolith
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It will be hours before I can look, but thanks

reef perch
weary apex
reef perch
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Yes (beside the screenshot used in the page)

weary apex
reef perch
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oops didn't mean to

reef perch
weary apex
reef perch
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Not until it work haha

weary apex
slim wind
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👀

reef perch
fading wyvern
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probably cause of the worm spawns tbh

weary apex
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Egypt is just S without the +-

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in theory😅

fading wyvern
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but its designed to be B+ is my point

calm eagle
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Sad that my moons aren't shown there

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but I'm betting it goes A/A+/S+ for Sol/Tri/Aur

weary apex
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Maritopia D-

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ahah

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the easiest moon

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need to be corrected

icy fjord
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Maritopia is hard enough when I'm constantly falling off or through the bridge to the door 😦

spiral siren
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it happens on a couple moons that I know of

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let me try and find the stack trace I got

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can't say for sure it's the same one but I've seen it a few times

spiral siren
spiral siren
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I should probably try debugging such a crash with the mixed callstack plugin actually

fair dome
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do you think if the console is being spammed & buried in a ton of exceptions that it could cause some desync? i had an interior desync happen as a client connecting to the host.
we were both configured to have a guaranteed sewer dungeon interior. so the host got the sewer interior, but i somehow got the scarlet devil mansion interior and i ended up falling through the world.
btw console spam was being caused by a different mod conflicting with another mod. had to do with modelreplacementapi suits not really handling VR too well. i was just testing its limits.

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we ended up restarting the lobby and this time the interior was synced.

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will be doing more testing tomorrow. i had a done a lot of solo host testing, but that never shows multiplayer client-side issues.

royal yacht
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check ur LLL config

hoary monolith
spiral siren
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interesting that the stack trace is deeper than the SendShadowCullingCallbacks for you

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I wonder if it's something about the crash dump vs debugging

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might be worth getting that plugin the page mentions to see if there's any user code involved, but I would assume there's not

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is that one also a null read?

hoary monolith
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Yeahh

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Exception thrown at 0x00007FFDCD2F88B5 (UnityPlayer.dll) in Lethal Company.exe: 0xC0000005: Access violation reading location 0x0000000000000000.

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I will look at what this plugin can do

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Yeah, nothing of interest unfortunately. Though it is interesting the exception is throwing at a location like you describe now

fair dome
hoary monolith
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Tried that crash in dnSpy with custom mono build for debugging, understandably did not get anything from it

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@spiral siren @reef perch My debugging ends there, unfortunately I cannot be of more help

reef perch
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Does anyone know how to fix this ? Everything seem to load but it doesnt open the ship/remove the interface

jolly cargo
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I'd hate to ask but when is the fix for overriding built in interior requests going to be done?

spiral siren
# hoary monolith Only other lead I could get for that crash is https://issuetracker.unity3d.com/i...

looks like there's also this one which could've had more relevant information perhaps https://issuetracker.unity3d.com/issues/crash-on-sendshadowcullingcallbacks-when-opening-specific-project

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but apparently Unity issue tracker doesn't link the issue that it's supposedly a duplicate of...

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at least not on mobile, I'll have to check again when I get to my PC

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@reef perch someone mentions in the comments that it's related to reflection probes for them, do you use those?

jolly cargo
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Ok, leaving it at true does make the factory and mansion not override for moons but it doesn't allow march to have the mansion

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It doesn't affect custom interiors that have set overrides

zenith flax
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it doesn’t affect custom interiors period

jolly cargo
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hm

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ok

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I got it all pretty much perfect other than march and atlas abyss not having mansion

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I managed to have all interiors have a rarity of 300 on all moons and each moon has a specific interior that is 5500, it is just those 2 where the 300 for the mansion is unadded, not sure why

zenith flax
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The dungeonflow march uses doesn’t have a config entry

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makes things difficult

jolly cargo
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ic
I thought you implemented it yourself

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Should this setting completely disable the moon?

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I have is hidden true and enable content configuration true and can still type the name in to route there

jolly cargo
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So this should set Is Locked to true

strange trail
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any eta on custom scraps working on lll moons? ooooooooooooooooaaaauughhh

strange trail
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any LMAO

zenith flax
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Ll i can look into

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Le no

strange trail
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thats fine, my fav scrap mods have ported over to lethallib anyway

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thank you batby old_pleading

reef perch
tired solar
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@zenith flax What would you think about LethalLib adding a method like this? It could be a simple fix to add LethalLib enemies to LLL moons, but I don't know if it would be the most "optimal" solution

zenith flax
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its not awful for now yeah

tired solar
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do you think you could soon push an update to LLL to make things work for now then?

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if I do this

zenith flax
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ill have to look at ll abit first

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im not doing anything wrong the problem afaik is that ll is doing stuff before me

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oh and even then not sure howww fast the release of the actual lll update would take

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gotta figure out some licensing stuff and rn working on porting le moons

serene viper
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lib has its own enemies?

idle ravine
strange trail
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banger mod

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ya just honestly, if lethallib scraps worked on lll moons that'd already be a very early Christmas gift
matt and tolian made some really nice looking moons and kinda wanna include them in my modpack

jolly cargo
tired solar
# zenith flax oh and even then not sure howww fast the release of the actual lll update would ...

okay then I have another idea, what if I just keep what LethalLib does now, but also run the enemy registering code just after LLL has addded moons to add the enemies to the moons it hasn't added the enemies already?

I don't see how this could break anything really, and should work as long as LLL keeps adding moons on RoundManager.Start and not later. And I could push this change today to fix the issue, and do the same for scrap if that also has the same issue (which I would guess is the case, from the messages above)

zenith flax
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LE makes their SelectableLevels on Terminal Start so while LLL moons are on RM Start LE moons are done later

tired solar
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it does seem though that LethalLib enemies get added to LE moons though? Though dunno if it's LECore or what, never tested it myself

zenith flax
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Yeah I really don’t know how tbh. But if you don’t mind that would be a safer window

tired solar
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why exactly though? What is the reasoning behind that?

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@zenith flax I just looked, LEC seems to add moons on StartOfRound.Awake (here) as a prefix, which is the same as LethalLib, and it just happens to run before LethalLib's patch so it just works

zenith flax
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im not talking about LEC

tired solar
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oh, is LE different?

zenith flax
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ye

tired solar
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huh

zenith flax
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ye..

tired solar
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damn

zenith flax
tired solar
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okay, so after SampleSceneRelay scene has loaded, it waits 1 second to attempt to add moons after you have joined the game? So we can't really know for absolutely sure when it has done this, other than by patching the mod itself?

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What if, we just don't care about LE? Doesn't like almost every moon now either use LEC or LLL?

zenith flax
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¯_(ツ)_/¯

tired solar
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Oh yeah, LE is even incompatible with LLL? Though I guess I can still add compatibility for LE too

zenith flax
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somewhat

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it was working then LE got a breaking change and LECORE hasnt updated since

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right now im making a conversion tool because without disrespect its actually easier for me to port all the remaining moons than continue supporting it

tired solar
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huh, I see

zenith flax
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basically dev of LE and dev of LECORE are pretty much done with lc modding

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so its not that their refusing to fix stuff or anything its just

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yeah

tired solar
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I see I see

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btw I just noticed, is this a typo in the GUID of LLL? Not sure if it really matters though

zenith flax
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yippeee

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ima batB

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(thank you)

tired solar
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haha no problem :3

zenith flax
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feel free to roast any code you think is worth roasting btw. its had to be a little jank to juggle lethallib and LE but

fallow fern
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I guess that just makes people porting their moons all that much more important

reef perch
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It finally work, I just had to check notes remove everything!

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I think the issue come frome the terrain tho

strange trail
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oh no I didn't mean it like that @upbeat zinc xD
I'm very much looking forward to your scrap mods being ported over, they all kinda feel vanilla so it'd be a shame if they weren't on lethallib

strange trail
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I saw you sob reacting xD

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thats all

strange trail
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you know what I dont understand batby
that somehow NeedyCats do spawn on LLL moons, but thats as far as custom scraps go
they are on lethallib as far as I know

spiral siren
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is intriguing if it's the terrain only though, if you bring back everything except the terrain does it work?

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I'm guessing you used some mesh generation workflow for the terrain so maybe there's some quirk with how it generated it, so perhaps running it through Blender or something similar would fix the issue

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not sure if that code path where the access violation happened would be interacting with mesh data but if that's the only thing that's special about the terrain it seems like it must be

reef perch
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I don't have crash issue anymore, now that I removed the terrain. Tho I tried to put it back, the game doesn't crash but now it stuck on showing the seed

calm eagle
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Do you have the terrain and terrain material marked as instanced in the terrain settings?

reef perch
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Yup, the terrain doesn't seem to be an issue anymore

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Now I removed everything beside stuff already in Lethal Compagny, adding them one by one and trying to find what's causing the loading issue

spiral siren
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did the getting stuck in seed thing happen 100% of the time too?

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and did it print out any errors while it was stuck? I don't think I've seen it get stuck without an error

spiral siren
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ah, yeah, that'll do it

reef perch
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Also this one but it should'nt be an issue as it does force generate the dugeon

spiral siren
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does it print out somewhere that it selected Level1Flow?

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iirc that SpawnMapObjects function is looking for SpawnSyncedObject components to spawn NetworkBehaviour prefabs on after generation of the interior finishes

reef perch
calm eagle
calm eagle
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Do you have multiple moons in your mod?

tall kindle
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The number to spawn graphs, what are they in relation to?

calm eagle
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From my understanding, whatever random number the game picks on the x-axis corresponds with the number to spawn on the y-axis

tall kindle
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what a weird way of doing things lol

calm eagle
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I think so, that's sorta how the enemy spawn curves work for probability. X is the chance to spawn, Y is the time of day

tall kindle
spiral siren
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even if you don't have your moon set up there (I don't know the usual project setup for making a moon in LLL really), you can use the asset ripper to create an empty project and install your mod normally to still get the same extra information

reef perch
spiral siren
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oh wow, that's odd that it doesn't have any more information

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I wonder if that's because the method is getting patched thonk

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I would've expected it to happen either in the original method or whatever patching method though

reef perch
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I didn't even change something in my scene, it just seem that at some point it doesn't want to past that error

spiral siren
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oh wait, it failed to spawn synced objects too

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hmm, lemme check the code

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ah wait

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are you missing your MapPropsContainer?

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it has to find an object with tag MapPropsContainer or it'll error out

reef perch
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hooo

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that might be it

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Marvelous

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The crash issue in game was the landscape, and the other issue was the missing MapPropsContainer

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thanks all!

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(I need to find why the landscape is making the game crash tho)

spiral siren
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nice! as far as the terrain goes, I still wonder about the answer to Audio Knight's question here: #1193461151636398080 message

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unless I missed the answer to that somewhere

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I got the impression that that's fixed it for others, not sure if it does for you or not

reef perch
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everything work now

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Thanks

tall kindle
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@zenith flax any known imcompatibiliies with moons + LL Scrap? im assuming LLL doesnt have scrap implementation yet

strange trail
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yes 😭

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but batby said earlier today that he'll look into having LL scrap on LLL moons so

reef perch
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What are the setting y'all are using to bake the light of your scene?

spice ingot
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regarding scraps and porting to LLL

I hope someone ports the Pikmin scraps mod over, that's like, other than Wesley's moons, the only reason I still have LEC

calm eagle
reef perch
calm eagle
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Out of curiosity, did you follow my tutorial on making a moon?

calm eagle
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Hm. I haven't had any issues with that, what's your indirect lighting object settings?

calm eagle
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Try turning all of your lights to realtime

reef perch
calm eagle
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Are you using custom textures?

reef perch
calm eagle
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@iron quiver didn't you have a similar issue to this?

reef perch
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I had to tweak the rotation of the sun, it seem to work a bit, even if it's probably not a real fix

iron quiver
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Oh the black textures? Yeah it was because of my normals

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If your normals are blue they’re fine, if they’re red/pink you’re having my problem

reef perch
iron quiver
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They do look… normal

reef perch
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badum tss

nimble umbra
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If you set too high value of normal map for material then it might become black

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Try lowering the strenght of normal map in your material properties

iron quiver
reef perch
nimble umbra
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Try that and see if it works

reef perch
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Can't really lower the strenght of my normals with the materials I'm using 🥲 But it seem to work now

iron quiver
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Hell yea!

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that looks good

reef perch
loud pond
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knock knock

slim wind
tall kindle
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Who's ur source :p

strange trail
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may I ask someone to ping me when LLL has LL scrap support scp939cousin
thanks in advance

unique geode
tall kindle
unique geode
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So may or may not be real then

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I guess we'll see, take it with a grain of salt ig

strange trail
# tall kindle For wut purpose

well, I already voiced it quite a few times but currently, aside from experiencing the aesthetics of each LLL moon, there is no incentive to go to any unless you manually edit the values of vanilla scraps (since those are the ones spawning there and nothing else)
while vanilla maps and LECore maps have modded scraps on them, making them more worthwhile

loud pond
tall kindle
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Has no one looked into LL's spawning position type...

loud pond
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there is more to the ss btw

tall kindle
strange trail
loud pond
tall kindle
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Ah no wait

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Hold on lemme think

loud pond
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it is hard to confirm if its real due to needing patreon channel access

tall kindle
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You're asking for custom moon specific scrap right?

strange trail
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I mean for now, LethalQuantities mod can solve this, but its tedious to apply 300+ scrap manually

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no

loud pond
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but im pretty sure it is because I trust the person who made the video

strange trail
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just scrap that can spawn on any moon, like LethalThings' scraps

tall kindle
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That's... literally a base feature?

strange trail
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well they dont spawn though?

tall kindle
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Yes they do?

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Lethal things also uses LL lmao

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Also they do because I just made a scrap yesterday lmao

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If you're saying it's not spawning as intended on modded moons, then that's a bug and I'll see if I can find the person to fix it

strange trail
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im saying that custom scrap that is supposed to spawn on any moon, is not spawning on LLL moons
I can hop on a game quickly and show it actually doesnt work

tall kindle
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I might be misunderstandjngnyou

strange trail
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most likely xDW

tall kindle
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I was misunderstanding a bit

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Yeah enemies had the same problem but they're fixed now iirc

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Give it a few days and it'll be fixed

strange trail
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I could've clarified so my bad

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poggers

tall kindle
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Nah its all good

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I'll tell the person cuz it's the same bug lol

strange trail
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yippie

dim lily
strange trail
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its fixed in a way, that by next patch

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fixed for next patch

dim lily
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ah thats cool

strange trail
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I recall seeing that in this channel at least

forest mountain
slim wind
lament nebula
zenith flax
zenith flax
strange trail
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ya I saw, you are very fast with porting tho ngl

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unless I misinterpreted the screenshots

zenith flax
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dats cuz it’s automated my friend

strange trail
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xD

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godspeed

zenith flax
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i put the moon scriptableobject in the tool hit the button and it’s mostly done

strange trail
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thats actually crazy since arguably wesley moons have the most amount of unique mechanics

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surprised its still relatively easy to port

zenith flax
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I said it was fast not easy 😛

strange trail
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oh

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LOL

zenith flax
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Fortunately cuz their le moons wesley was still limited to the lc scripts

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Easier to convert

strange trail
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I'd assume like, a moon thats built on current LE is gonna be either impossible or just very aids to port then

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although I cant think of any moon like that aside from HW's own Wateridge

zenith flax
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eh

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its not that bad

strange trail
tired solar
#

Okay, so about making LethalLib enemies/scrap work with LLL, it's very close to done, the only issue there is that LLL changes the names of LE moons, so I think LethalLib needs to be able to take the LLL's altered name of a moon and recognize it as a LE moon.

This means that custom enemies can input either version of the name of the moon to the list of moons they will spawn on, and the enemy gets registered whether or not the user is using LLL or LE or both.

Not really a big problem, but I'll need to know the name changing rules of LLL and if they will stay the same.

zenith flax
#

they will yeah

#

it removes special characters and spaces

#

this is to avoid issues when using this data (for context LE names the selectablelevel asset names after the planet name, so its using the display name without sanitising it)

#

eg. if you tried to use the LE selectablelevel name in a bepinex config bind it would break

#

will be less of an issue in the future

#

i understand the problem with me doing this but for now it outweighed not doing it

tired solar
#

Okay, thank you!

#

I can see that that the StripSpecialCharacters method is a bit destructive, but I can probably just apply it always to LE moons and check if that matches with the moon names and there won't really be any problems :3

zenith flax
#

yeah forsure

#

i dont like it i just

#

yeah

tired solar
#

yeah, not much we can do about it, but it is totally fine

#

this is not a problem because LEC loads before LLL, but this means LE itself is just kinda uhh, we can't really make it compatible without getting the original name of the moon?

zenith flax
#

yeahh

#

i kinda came to a point where i didn't wanna mess up my code that much to support LE when Holo has told me he isn't really working on it anymore and all the main moons wanna move to LLL anyway

tired solar
#

hm, yeah I think it's fine to not go through the effort to provide LE support because yeah it is becoming less relevant

tired solar
#

wait, I don't think there is any issues if we just apply the StripSpecialCharacters method to everything, like so:

                              level name && target level
------------------------------------------------------------------------------------
LE(C):  ("10-Example" => "ExampleLevel") && "ExampleLevel"                   == true
LLL:    "ExampleLevel"                   && ("10-Example" => "ExampleLevel") == true

This of course means the inputted target moon name doesn't need to be exact, like it can have all kinds of illegal characters, but at least this will make it work for anything.

strange trail
#

my angel hamunii CHAD

young tartan
#

how do i fix this its set to valley

#

its not showing any of my the moons i have

young acorn
#

filter none

young tartan
#

didnt work

#

oh

#

i have to type filter none

#

nvm

#

i was only typing none

#

ty!

young tartan
#

i cant use modded scrap at all even if i manually input it?

#

Large axle:94,V-type engine:80,Plastic fish:28,Metal sheet:83,Big bolt:89,Toy cube:18,Laser pointer:3,Bottles:67,Remote:16,Cookie mold pan:13,Toy robot:2,Magnifying glass:4,Stop sign:29,Tea kettle:24,Gold bar:4,Cash register:3,Clown horn:43,Airhorn:34,Candy:3,Red soda:2,Yield sign:8,Gift:24,Flask:42,Arson Plush:5,Cookie Fumo:1,Toimari Plush:4,Hamis Plush:0,Dirty Arson Plush:0,Maxwell:2,Glizzy:10,Revolver:10,Gremlin Can:6,Toy Hammer:10,Gnarpy Plush:3,Boink:0,Cup Noodle:30,Freddy Fast Bear?:0,Nokia 5,Moai:0,Froggy Chair:0,Eevee Plush:0,Death Note:4,Uno Reverse Card:3,Bracken Plushie:20,Bunker Spider Plushie:20,Coil head Plushie:20,Comedy mask Plushie:10,Hoarding Bug Plushie:20,Jester Plushie:5,Tragedy mask Plushie:10,Weezer Guitar:6,Page:16,Page:16,Page:16,Page:16
i put this into the scrap settings and it was enabled on the top setting
the content configuration
even with page set to 1000 weight it wont spawn on that moon

#

the moon is 127-Eve LLL moon

#

it just spawns the default scrap only

#

anyone know what i have to do to fix it?

tired solar
young tartan
#

oh okay thx

drifting sable
#
[Error  : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnMapObjects>(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::SpawnMapObjects>?1943483228(RoundManager)
LethalLib.Modules.MapObjects.RoundManager_SpawnMapObjects (On.RoundManager+orig_SpawnMapObjects orig, RoundManager self) (at <a195ca621c6e43699e5855ec3dd9dd63>:IL_009D)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::SpawnMapObjects>?1623889792(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GeneratedFloorPostProcessing>(RoundManager)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_013C)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)

i cannot escape this error on my custom moon, any ideas how to fix it?

i think its this LC line in SpawnMapObjects but I cant figure out why it's erroring RandomMapObject randomMapObject = list[random.Next(0, list.Count)];

#

wasnt a problem before and i got no idea what i changed to break it

loud pond
#

discord search feature sucks so
does anybody know if it was fixed where modded enemies couldnt spawn on modded certain moons (I forgot if it was LLL or LE) or something (I remember hearing about this)

tired solar
loud pond
tired solar
#

not working with LLL

loud pond
#

I just downloaded a bunch of LLL moons and LL enemies today]

tall kindle
#

I think if you change the spawn weights on LQ it works? Not 100% sure

young tartan
#

ok so for now i might as well disable lethal things

#

til its fixed lol

loud pond
fossil canyon
#

Every time I load into the same save file, all my perks are still active except running shoes (I have to rebuy running shoes every time). Is this a bug or something I need to config?

#

Idk if this is the right thread for this im just guessing

tall kindle
fossil canyon
#

Thank you I am an elder millennial

spiral siren
zenith flax
#

ok so

#

gonna take a break and talk about it more later

#

LLL now has custom item and enemy support

#

i locked tf in for a little bit

#

some mods will probably need some small changes after this update

tall kindle
#

just gonna ask real quick if i havent asked you before

zenith flax
#

sure

tall kindle
#

you know anything about this?

zenith flax
#

uh yeah

#

uhh

#

ehhh

#

lemme dm you

tall kindle
#

bet ty

#

literally the only one in here that knew lmao

strange trail
young acorn
zenith flax
#

Lethal Little(bit of everything) Loader

wild wing
#

LLL is literally THE mod api for Lethal init?

idle ravine
#

Nice to have everything wrapped together and cross compatible for custom content

naive silo
#

Yeah it would be nice to have something like RoR2 R2API for LC

strange trail
#

LCL aint a bad name

#

LethalContentLoader

slim wind
#

LethalLethalLigma

forest mountain
#

Lethal Lethal Lumpany

calm eagle
#

Thy pt te lethl chf in th sod

forest mountain
#

They put the lethal chef in the soda?

tall kindle
#

Will ban for u guys

fallow fern
#

does having LLL and LLLFixed installed at the same time cause issues?

slim wind
#

there are conflicting opinions

#

better to disable one of them

lament nebula
tall kindle
#

@zenith flax in theory, with how you're updating things, is an exterior/moon only level possible?

#

was talking with wesley about it, would be nice to create a level that has no "limit" on the exterior on things like ceiling etcs

young tartan
#

can someone ping me when modded scrap works ?

red stratus
calm eagle
#

Might even make it to space

vagrant sundial
#

(left default, right Lethal Company) Is there a reason to why the LC settings look so different from a normal HDRP scene and is there a way to fix/change them?

#

I copied the volume settings from the default HDRP project. resulting in ^

iron quiver
#

what do you mean?

tall kindle
tall kindle
#

No facility, mansion, etc

#

It's just a moon, but the same idea applies where scrap is randomly generated and so on

tall kindle
#

@gaunt hinge is it possible to have an exterior "randomly generate" it's pathing? I know you've done some literal magic with your moons before like random tree positions etc

zenith flax
#

random tree positions is basegame brother

red stratus
zenith flax
#

on like all the vanilla moons

zenith flax
#

exterior random generation properly will require (pretty simple) custom code, likely via lethaltoolbox

#

random scrap spawning outside + with no dungeon requires extra work

tall kindle
zenith flax
#

the pumpkins and rocks are more noticable

red stratus
#

never noticed the big asf rocks that spawn on experimentation?

tall kindle
#

Ah that's fair

zenith flax
#

but it does it for smaller rocks, trees etc.

tall kindle
tall kindle
mellow flame
merry eagle
#

Hello hello! I have a question regarding the default values this mod gives for the Moons.
This is the Minimum and Maximum "Total Scrap Value" for Titan. It seems wayyyy too low, is it really like this by default or am I missing something?
Everything else checks out but this one seems odd and it's the case for all other moons, is why I wonder!

serene viper
#

Just caught up on everything, to my understanding does this mean lll is fixed now or are these fixes for future patch?

crystal edge
spiral siren
#

@zenith flax , it might be nice to add in a patch to RoundManager.SpawnMapObjects() like this:

             if (num <= 0)
             {
                 continue;
             }
+            if (array.Length == 0)
+            {
+                Debug.Log("The moon tried to place hazards, but the interior lacks RandomMapObjects");
+                break;
+            }
             for (int j = 0; j < array.Length; j++)
             {
                 if (array[j].spawnablePrefabs.Contains(currentLevel.spawnableMapObjects[i].prefabToSpawn))
                 {
                     list.Add(array[j]);
                 }
             }
+            if (list.Count == 0)
+            {
+                Debug.Log($"The interior shares no spawnable prefabs in common with the SpawnableMapObject \"{currentLevel.spawnableMapObjects[i].name}\" of the moon");
+                continue;
+            }
zenith flax
#

On the list lol

spiral siren
#

ah sweet

#

just wanted to make sure, since I had just looked into the cause

zenith flax
#

Dungeons will be able to put new ones in too

spiral siren
#

oh I see, that's cool

zenith flax
#

Looking into a safeguard for having no scrapwithrarity too

spiral siren
#

oh also, in case you hadn't noticed, I don't think that Zeekers intended to not clear the List<RandomMapObject> between iterations over the spawnableMapObjects lol

#

could result in hazards spawning in positions they weren't intended to

zenith flax
#

oh whaaa

#

I get what ur saying but if you elaborate you should send that in his server / i can send for you

spiral siren
#

I don't think it's really an issue in vanilla since (I think?) it only ever has both mine and turret in all of the RandomMapObjects, but for mods that add hazards and want to select prefabs differently for each spawn point it would be a problem

zenith flax
#

yeee heard

#

still tho

#

oh also good news everyone

#

Won’t be next update cuz it’s overscope but

#

Finally figured out a good way to manipulate the ship landing path

#

the proof of concept I posted abit ago was super jank but this one should maybe just workTM

spiral siren
#

feel free to post about it over on zeekers's discord server, I'm not really familiar with etiquette over there

zenith flax
#

it’s post it in bug reports and pray it gets seen 😭

spiral siren
#

it's probably fine to also patch it in LLL in case anyone has a use for that functionality, but yeah, hopefully

#

literally just list.Clear() at the end of the outer loop

zenith flax
#

For landing positions, ideally I’ll make a way so you can have a dictionary of <Transform, Transform> (or even just a little struct) so you can add a new ship starting position+rotation and new ship ending position+rotation and if you have multiple in the list it will randomly pick

spiral siren
#

ooh, randomizing that sounds quite cool

zenith flax
#

A little mod using LLL to add a few diff random paths for vanilla moons could add a lot of variety i think

#

would be even cooler to have some sort of alternative gamemode/level loop where the ship drops you off or you parachute from the ship at the start then the ship has a randomised collection point it will fly down to at the end of the day

#

Very payday esque

#

@spiral siren also on the topic of moons being setup in a way that breaks the game, it uses tags to find the PropsContainer and ItemDropship objects and doesn’t null check them

#

just incase you didn’t know

#

Does the same for dungeon and environment but those are pretty essential fundamentally anyway

spiral siren
#

right yeah

#

understandable really, zeekers wouldn't have trouble figuring out if those were missing

#

common mistake for modders though

tall kindle
#

I'm assuming the way it works is that there's a starting position for the ship to spawn in and an end for it to land, or the other way around

#

I could be misunderstanding this

#

But it just linearly or whatever flies to the positions

zenith flax
#

i hate you so much

#

ok

#

ill think about it

tall kindle
#

It'd be cool if people could have multiple positions so they'd technically be able to animate their own ship leaving "animation"

#

In their custom moons

#

Thanks

nimble umbra
#

Can't wait for V50 of lc

#

I hope some improvements from modding will be made

zenith flax
#

genuinely you can very clearly see zeekers has gotten a shitton better at programming from the start of the codebase to the end

#

would love to see some older stuff touched up this update

nimble umbra
#

I mean
I do know basics and I can understand code

#

But I Cant write my own

spiral siren
#

I see a lot of people mentioning they think that zeekers might be reworking things, but my impression was that it was mostly new content, is there somwhere they've mentioned that?

nimble umbra
#

I already tired c++, c#, java, jabascript and nothing is for me

#

Im just unable to code

zenith flax
#

if you know what i mean

spiral siren
#

that's true

#

I guess it depends on what new features are added then

#

will be cool to see, I'm excited

nimble umbra
spiral siren
#

my first big update PANIC

#

oh of course, but spending time refactoring stuff like that for no reason is pointless, I doubt they did

zenith flax
#

the two biggest likely things i could see that happening with is the weather system, which would be so much better if it was similar to levels,items,enemies etc. and the terminalnodes using a string for terminalevents instead of just a unityevent

spiral siren
#

(pointless except for modders of course, but that shouldn't be zeekers's priority)

#

wait, unityevent? does it do something like that?

zenith flax
#

no

#

thats the issue

#

it uses strings

spiral siren
#

oh I see

#

eh, I'm okay with the system as-is, ref-matching nodes in the terminal event handler isn't so bad

#

we'll see though

nimble umbra
#

Pointless it that he made his code not flexible as much as it could be
Even if his whole code was only for his personal use, its more convenient to make game structure flexible for easier adding stuff etc

nimble umbra
#

I hate that I can't add story logs to my moon

zenith flax
#

i had to get pretty filthy for my preview,sort,filter words to work

zenith flax
#

already pretty much done (storylog stuff)

spiral siren
nimble umbra
zenith flax
#

youll be able to pick a custom verb and everything

#

v50 will break LLL and then i will fix it

spiral siren
#

better to hardcode things than to spend a bunch of time making tens of systems for something that will remain small for a while

#

(with qualifications on hardcoding, but point is that systems take a lot of work)

nimble umbra
#

Maybe
Tho, doing so gives you a lot of expirience

#

Im making games myself and oh God
I wish i could make level editor for any of my projects back then

spiral siren
#

better to get experience doing things that don't burn you out

#

I'd rather be like zeekers than myself, I'm the type to overengineer and overthink everything

safe flax
#

I would be surprised if v50 broke my network libs

#

specifically static netcode lib

spiral siren
#

I don't really expect it to break a whole lot honestly

safe flax
spiral siren
#

if I'm wrong, well, solving problems is fun lol

nimble umbra
#

Literally i was losing my mind

#

An error appeared out of nowhere and I had no clue what was the issue

#

💀

spiral siren
#

yeah, that's never fun

#

I find that happens pretty rarely though

nimble umbra
#

I dont like unity

#

For my game projects i'll stick to the clickteam fusion :')

zenith flax
spice ingot
#

question

i assume the config messing up everytime a new moon or interior is added will be fixed right

obviously the duplication issue but is the issue where if you download a moon/interior and it just puts it out of numerical order it messed up any manually set things on the moons/interiors that follow on the list, also gonna be fixed?

zenith flax
#

yes

spice ingot
#

thank fuck

#

much appreciated

strange trail
#

still very excited for next LLL patch business

zenith flax
#

You should be

#

Doing some crazy stuff

iron quiver
#

I’ll try to implement everything you’re adding to my moon

#

I like me some challenge

zenith flax
#

also just a heads up to keep it real

#

depending on v50 and all that, its possible config stuff wont have too many changes

#

the core issues should be getting fixed (like what lllfixed does) but next LLL has a lot of cool new features yall will probably want config settings for but might not initially get

strange trail
#

dont spoil

nimble umbra
#

@zenith flax you got any leaks about V50?

zenith flax
#

why would i 😭

nimble umbra
#

yes

zenith flax
#

no

#

zeekers hire me pls

slender hatch
#

Hello, I am working on adding some custom behavior to my LLL moon that needs to be synced over the network. I’m patching in my code through a dll. I’m a bit new to unity networking stuff and have been running into difficulties getting the client rpcs to get called on clients other than the host. I was wondering if LLL is patching custom network objects alongside the vanilla network stuff in the level. I have been trying to find the issue for a few days now but cant seem to find where the issue is. It all runs fine on the host but nothing it getting through to the other clients dispite sharing the same network id for the object so I was wandering if the issue might be in the loading of the level.

zenith flax
#

cant help you one on one rn but in theory it should just be issues relating to you patching you mod afaik

#

you dont need to register anything in your level because scenes are static so any NGO inside of them is auto registered

slender hatch
#

yeah that's what I thought, thanks for confirming. Ill keep looking.

elder trout
#

Can anyone answer if LLL will conflict with lethal quantities

forest mountain
strange trail
#

this one is incompatible with LECore as well

#

strictly LE compatible moon unfortunately, the lava gimmick is cool though

jolly cargo
#

at least the interiors seem to chill

#

I think like 1 or 2 moons kept resetting themselves and ig some loading error where its like THATS NOT DINE and makes a new dine or something

young tartan
#

i assume modded scrap isnt working with LL yet since i didnt get pinged

tall kindle
#

you assume right, they'll work with LLL and ill be trying to port etc to LLL once the update drops

spiral siren
#

this one spawns the interior so that it's visible from the ship, which breaks assumptions by CullFactory, but if your mod is going to have to take that into account with some sort of flag, I can just check for that instead of having to add a heuristic

#

it also breaks a lot of assumptions by vanilla that anything below the surface is in the interior, but I forget what all makes that assumption other than the map renderer

calm eagle
red stratus
#

@zenith flax how different will registering enemies with LLL be to LL? starting work on an enemy mod and want to see if I should hold off until its done in lll

tall kindle
red stratus
zenith flax
#

you can do ll type one now if needed

#

ll you register in command with an enemytype, some rarity values etc.

with lll youll just have this file that is either autoloaded via a lethalbundle or probably a register function in the same way

red stratus
#

also any ideas on how to do more complex requirements to spawn

#

eg one of the enemies needs hives to be present for it's mechanics

zenith flax
#

im open to pitches

tall kindle
#

i havent figured out a way to affect the game unless my enemy has already spawned in :p

zenith flax
#

i just dont know exactly people like you two would actually want that in an api

#

not saying it shouldn't i just cant think of an approch

red stratus
zenith flax
#

hm

#

this still outside/vents?

red stratus
#

yes

tall kindle
#

a more elaborate system than a simple weight lottery

#

yeah

tall kindle
zenith flax
#

so maybe like, its in the pools for the levels, and maybe when the game tries to randomly collect valid enemies for the vents/outside. I could jump in and tell the game not this one please?

#

that way it doesnt deny spawns either by hogging up a posssible spawn etc

tall kindle
#

yeah, and we would bne able to add our own conditions for that

zenith flax
#

on my side it would just be a bool

#

on yall to manage yknow

#

unless yall would prefer that to be a float but i feel the subtley in that option might lead to unintentional, inconsistent results

red stratus
#

that would work yeah

tall kindle
#

bool sounds simpler to handle

red stratus
#

a variable would work but a function would be ideal

zenith flax
#

explain the function

kindred bramble
#

@zenith flax

Heyo Batby! I had noticed you had dropped a file for the LLL memory use optimisations. I regret to say that I have lost track of where the file was posted. Do you still have that for me to test?

Also, do you have an idea of when you plan to release this as a public release?

zenith flax
#

i have not dropped this file 😭

red stratus
kindred bramble
#

oh my bad haha

red stratus
#

ik how to express it in java but not c#

tall kindle
zenith flax
serene viper
#

is this lll or le not 100% sure

strange trail
#

LE

red stratus
zenith flax
#

yeee

#

i gotta wake up abit more and continue grinding on this

tall kindle
#

...1984?

#

can i see that scrap prefab?

#

is it like a censor bar or smthn??

old pebble
#

some of the custom scrap mods I'm looking forward to being converted over

rich aurora
#

And here's I'm hoping Kast eventually gets converted over but ceelery seems ded perceive

slim wind
#

🙏 I'm just joking, it's gonna work

#

but really: I think that having an event has all the benefits from a single bool with some benefits of a function

fallow fern
#

I hope the creator returns and ports it to LLL / adds Celestial Tint

#

One of the very few space moons out right now

#

I'd only count USC Vortex and Asteroid 13 aside from it

fallow fern
#

Oh yeah Triskelion galaxybrain

#

I always remember it mentally as being cloaked in fog aside from the playable area

calm eagle
#

That was "are you challenging me to make a space-y moon"

Everything's in space sorta, I think you're thinking more of "no atmosphere"

zenith flax
#

uhhh it wouldn't!

#

but other stuff would break that too

#

at some point that mod will need to change

fallow fern
#

Please

#

that'd actually be so cool

#

especially with Celestial Tint

#

for a game that's super space adjacent, the amount of actual space content is sorely lacking

spiral siren
#

other then disabling culling on that interior I suppose

kindred bramble
#

3 hour scroll time in terminal.

tired solar
#

Okay, I'm finally gonna finish my LethalLib enemies and items compatibility with LLL (I spent the past 4 or something days not coding :3)

#

it already works for enemies, just gotta do the same for items

tall kindle
#

Nicee

strange trail
tired solar
#

damn, I dislike when code is copied instead of being a method or something 😭

I just realised that I need to also apply the same changes to a method to remove an enemy from a level in LL

#

so I would pretty much need to copy the same code into 4 different places, or modify the code a bit to make the logic a method instead

#

eh fuck it, I'm just gonna copy paste my code

unique geode
tired solar
unique geode
tired solar
#

damn, the item registration code has more copy paste 😔

slim wind
#

Hey @zenith flax, quick question - when using MeteoMultiplier its patch (RoundManager.SpawnScrapInLevel) is called only on host - are you syncing stuff in regards to that?

unique geode
calm eagle
#

Dang, Lunxara's got her own emojis

tall kindle
tired solar
strange trail
#

hamunii old_pleading

tired solar
#

now it's 100% done hopefully, just needs to be tested

tired solar
#

Okay, so new LethalLib version coming up tomorrow if there are no issues, with LLL compatibility #1178447015533871174 message

elder trout
#

Hey guys, not sure if this is the best place to ask but there is no lethal quantities thread. Does anyone know if the .json for LQ overrides the general configs for modded enemy or dungeon spawns? For example, the spawn rate in the rolling giant config. Or should I disable those from their own configs and just use LQ. Sorry again if wrong place to ask, you all just seem pretty knowledgeable on this stuff

tired solar
elder trout
#

Ah thank you! I appreciate that. And yeah discord search sucks lol

rich aurora
#

Can vouch for thread searching can be kinda annoying sometimes, it was especially when I was searching for as many interior threads that I could lols

young tartan
#

is there a way to have mansion interior as a controllable spawnrate on any moon ?

#

i would like to have mansion as a posible interior of spawning

#

would all in this work ?

sharp marten
#

hey batby, what patch does LLL register enemies to the modded moon's SelectableLevel.Enemies list? i tried to take a quick look on github and didn't find any references to it

red stratus
#

telekinesis

sharp marten
#

oof might not be able to do what i want to do then

zenith flax
#

which is

sharp marten
#

basically for mirage i'm letting users set the masked enemy's percent spawn chance (instead of a weight), and then it calculates the weight for each moon (and sets it)

#

but right now it only works for vanilla since, well, modded moons haven't loaded yet when my code runs, and if there's no standard for it, idk if i can even do that

zenith flax
#

just use uh

#

time of day start

#

loop thru startofround levels

sharp marten
#

ah bet thanks 😄

zenith flax
#

next update you can do cooler

red stratus
#

@zenith flax would there be any clean way to choose where to spawn? again for example that enemy that uses hives for its mechanics should spawn fairly far from hives but they spawn in random spots, would i just do that stuff in a Start() ?

tall kindle
#

I believe I saw him adding a spawn position type to his list

tall kindle
#

Though that's for items iirc

red stratus
# zenith flax Explain more

heres how id implement it currently
enemy gets spawned -> check a few spots for their distances to hives -> spawn at furthest point

tall kindle
#

More control over the spawn nodes basically

zenith flax
#

What happens if u spawn then bees spawn

red stratus
#

uhhh

#

i guess itd spawn at just the first point it checks

zenith flax
#

Wym

tall kindle
#

You can choose what time your enemies spawn

#

That's just a thing you can already do using probability curve

#

Just set it to be past the time bees spawn

#

Just ti be safe do like 8:30am

red stratus
#

oh yeah wait i forgor it spawns at 1pm

tall kindle
#

:skull

red stratus
#

nvm nvm

zenith flax
#

Idk best way to do this rn tbh

red stratus
#

it spawns a structure that it spawns out of at 1 pm

zenith flax
#

A structure?

red stratus
#

like the bees are to the hives
the enemy comes out of a goofy looking thing one sec

#

something like this lol

zenith flax
#

Hows that gonna work navmesh wise

red stratus
#

trust 🙏

zenith flax
#

no but

#

Frl

red stratus
#

uh im fairly certain i could use NavMeshObstacle right?

zenith flax
#

no

red stratus
#

lc would have to use the nav mesh components for it to dynamically bake it at runtime

zenith flax
#

It dynamically bakes once, before the dungeon is generated

red stratus
zenith flax
#

🤔 maybe for just obstacles.. little hesitant though

#

honestly easier for you to just randomly spawn this and use aidenialnodes in the prefab tho

red stratus
#

whats ai denial nodes?

zenith flax
#

evil aispawnodes

#

Stuff cant spawn within range of em the same way stuff can spawn in range of aispawnnodes

red stratus
#

damn will look into that

tall kindle
#

My stupid solution wouldve just been to put a while loop and keep denying bongo's enemy to spawn until the spawn node chosen was far away enough/met the requirements lol

red stratus
#

yeah i would only do a set number of probes to make sure an infinite loop doesn't happen lol

#

you wanna minimise the times you use while

zenith flax
#

You can not do that 😜

tall kindle
#

Damn I hadn't thought of that

slim wind
#

@zenith flax #1193461151636398080 message

zenith flax
#

no

slim wind
#

but - if i'm understanding it correctly - that function is only called on host?

#

because i've tested yesterday and no client called RoundManager.SpawnScrapInLevel

zenith flax
#

probably

slim wind
#

👍 thanks

#

i'm dumb, nevermind lmao

zenith flax
#

what

#

That is host only

slim wind
#

and i didn't notice that for the whole yesterday 😥

zenith flax
#

cuz

#

gotta spawn them

slim wind
#

is this because all GrabbableObjects are just NetworkBehaviours and their positions gets synced?

#

so no need to do that on every client

zenith flax
#

no

#

Host instantiates network prefab

#

Host runs .Spawn on prefab ngo

#

which makes each client spawn that registered prefab on their side

slim wind
#

ooooooooooh alright

#

i understand it now

#

thank you 😅

zenith flax
#

No worries

#

Tripped me up hard first time too

rough edge
#
[19:55:02.9286294] [Warning: Unity Log] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[19:55:02.9281195] [Info   :   Console]  ...
  at DMD<>?-591740720.NativeDetour_Wrapper<UnityEngine.Object::DontDestroyOnLoad>?4 (UnityEngine.Object target) [0x00000] in <3c009982fcde4b468cda3fca8611c4a0>:IL_0000 
  at LethalLevelLoader.Patches.GameNetworkManagerStart_Prefix (GameNetworkManager __instance) [0x000da] in C:\Users\bobba\Desktop\LethalLevelLoaderFixed\LethalLevelLoader\General\Patches.cs:110 
  at GameNetworkManager.Start () [0x00000] in <af9b1eec498a45aebd42601d6ab85015>:IL_0000 
  at DMD<>?-591740720.Trampoline<GameNetworkManager::Start>?1824688924 (GameNetworkManager ) [0x00000] in <f470dbed695f401da2823dcbc4dd7180>:IL_0000 
  at LethalLib.Modules.NetworkPrefabs.GameNetworkManager_Start (On.GameNetworkManager+orig_Start orig, GameNetworkManager self) [0x00000] in <92a568e1f008473a87e3e64783ac4766>:IL_0000 

DDOL warning that can be fixed

zenith flax
#

👍

#

wont be next update but realising now that ive collected all this data and tags for vanilla stuff, in theory i could provide options for item creators to pick a certain bracket of properties and let me set your values based on vanilla averages

#

eg. instead of manually setting your min and max item value i could have a slider from 1-10 and your items min/max would be set to the average from the list of vanilla items sorted from lowest average to highest average

calm eagle
#

Sounds like a nice option

tall kindle
#

also can i please set teh actual value of items instead of googling the value i want /0.4

mellow flame
#

nvm

zenith flax
#

i strive to ensure your content is theoretically is built 1:1 with how vanilla content is built

zenith flax
tall kindle
zenith flax
#

it just works

#

just use other items for ref

#

ez

merry marsh
#

In the LLL update, will the scrap and enemy spawn lists on modded moons be updated by other mods like the vanilla moons are? It would make it a lot easier to modify modded moon's spawns

zenith flax
#

Not a clue!

#

its possible it might end up being removed from the config tbh

#

we'll see

cunning pivot
#

@zenith flax Hi there, how is the developpment (and ya) going ?
Didn’t really looked at Lethal mods stuff lately but its cool to see that you are working on LLL again 🙂

tall kindle
#

Post an updated checklist, I wanna judge you meticulously

zenith flax
#

just deleted 60gb of deleted wesley moon builds 😭

nimble umbra
#

👌

tall kindle
pastel bolt
merry marsh
#

I've been meaning to ask, now that the LethalLib update is out. Does any mod that adds scrap or enemies need to be LethalLib in order for them to show up on LLL moons? Or will other scrap/enemy mods possibly work?

tall kindle
#

some mods had their own spawning logic

#

those will still work, but should port to either LL or LLL soon

merry marsh
#

Yeah I know shy guy is one, and I think football? But what about using a mod that adds scrap? Does it need to be a LethalLib mod for it to show up on LLL moons?

tall kindle
#

they dont have to

#

but they should

merry marsh
#

So they'll maybe work? XD

#

Will these show up on modded moons?

tall kindle
#

i dont know, you'll have to let me know lol

#

theres no github, no source code i can look at, and they're not using LL or anything like that

merry marsh
#

was hoping someone just had an answer lol

merry marsh
tall kindle
#

um i dont think so? im pretty sure enemies are injected into levels like moons and not interiors

#

@zenith flax can correct me if im wrong

#

therefore finding it on titan, even if its an LLL interior, wouldnt imply that it would work on LLL moons

merry marsh
zenith flax
#

not sure how ll does it

tall kindle
#

its not even LL

zenith flax
#

next lll you can inject enemies into specific dungeons

tall kindle
#

this guy does his own stuff for the mushroom enemy

#

though the enemy hasnt been updated in 2 months

#

no github or anything lol

zenith flax
#

the Enemies list in selectablelevels is for dungeon enemies

merry marsh
tall kindle
#

dunno, maybe then

merry marsh
merry marsh
# tall kindle dunno, maybe then

Well I found some on Orion(SCP Interior), they spawned not within a tile, but they spawned. So safe to assume this mod works with LLL moons and interiors

merry marsh
kindred bramble
#

@zenith flax

Out of curiosity are you aiming for a v49 compatible release or a v50 one? I was hoping to get the Ram optimization on v49 since mods will take time to adjust to the new update.

zenith flax
#

probably v50

#

the ram stuff needs more research due to some quirks that might be problematic

mellow flame
elder trout
#

can anyone tell me why bepinex is saying [Warning: BepInEx] Skipping [LethalLevelLoader 1.1.0.6] because a newer version exists (LethalLevelLoader 2.0.0.1)

#

i cant find any newer version

chrome notch
#

you have LLL fixed

elder trout
#

Oh should I remove that?

chrome notch
#

no

#

not atm

elder trout
#

ok thank you

daring granite
#

i heard that lethel loader 1.16 can cause weather dysnc issues

#

is there a way to fix this?

#

or do i need to just use 1.06

chrome notch
#

use WeatherTweaks

merry marsh
#

It has begun, it's released

#

V50

spiral siren
#

I'm ready for the repeated "is this compatible with v50" messages

merry marsh
#

And of course there's no patch notes 🙃

loud pond
merry marsh
sharp marten
spiral siren
#

it's compatible until I find out it isn't 😎

slim wind
#

@zenith flax no weather stuff has been changed in v50

slim wind
#

that's the only stuff i can find via quick glance: foggy weather will now have variable density

#

(which is something i've added to weathertweaks today lmaooo)

slim wind
slim wind
vagrant sundial
slim wind
tall kindle
#

its the ||butler and bird||

#

those are the new enemies

calm eagle
spiral siren
vagrant sundial
dim lily
#

is this bad

hollow rivet
slim wind
#

of added features?

hollow rivet
slim wind
#

with v50 or with my mod?

hollow rivet
slim wind
#

i'm not planning on doing that lol

calm eagle
hollow rivet
#

:(

slim wind
#

we're eating good tonight 😋

calm eagle
#

I was quite ready to disintegrate

sharp marten
#

looks like the changes don't affect most mods it seems

slim wind
#

LLL is not working - like at all

sharp marten
#

i was expecting mirage to only require minimum changes if it did break so i was fine either way 😎

spice ingot
sharp marten
#

yeah i mean for LLL i was expecting breaking changes

calm eagle
#

A lot of the enemyAI changes seem to be cleaning up and adding things, notsomuch changing the way things work

sharp marten
#

i was expecting it for weather tweaks as well

slim wind
#

the only thing changed is making foggy weather use weatherVariables (so in par with other weather types)

#

which is something i've added today to weathertweaks 🤭

#

so i'm really excited

calm eagle
slim wind
#

so for every weather type you can set variable and variable2

#

that will be used in the fog's meanFreePath

#

so it's for moon creators, most definitely

calm eagle
#

wonderful, since you're the meteorologist here, what do 1 & 2 correspond to for fog?

slim wind
#
public void SetWeatherBasedOnVariables()
    {
        Random random = new Random(StartOfRound.Instance.randomMapSeed + 101);
        if (this.currentLevelWeather == LevelWeatherType.Foggy)
        {
            this.foggyWeather.parameters.meanFreePath = (float)random.Next((int)this.currentWeatherVariable, (int)this.currentWeatherVariable2);
        }
    }
#

so i've checked today how it works - lower values == denser fog

calm eagle
#

ahh right, I forgot you posted that snippet earlier

slim wind
#

and so this function rolls a float between variable and variable2 based on seed

calm eagle
#

yea, meanFreePath is just fog distance in the editor

#

So setting them to 10 and 20 means the fog will always be pea soup, 25 and 50 will be a spooky amount of fog, and 1 and 1 will be Silent Hill

slim wind
#

yeah

calm eagle
#

But no ability to set the area of the fog?

slim wind
#

i think that it's gonna be easy to adjust, because TimeOfDay will have exposed LocalVolumetricFog foggyWeather

#

so you'll be easily able to do foggyWeather.parameters.size and set Vector3 components (x,y,z)

calm eagle
#

Dang, I was really hoping for it to be editor-friendly rather than require a plugin

#

unless I'm misunderstanding

slim wind
#

i don't know right now tbh

#

but i think there's no way to do that in-editor

zenith flax
#

Im busy for abit this morning but would kindly appreciate any dms of info i might wanna know

#

I won’t be able to look at v50 directly for abit

tall kindle
fallow fern
#

That's a pretty cool change, vanilla fog was a little bit too thick imo

fallow fern
errant elbow
#

quick question, if I have LLLFixed, do i still need LLL or can I just remove that?

tall kindle
zenith flax
#

im working on it

merry marsh
#

Small feature request, can these config boxes be left blank going forward? It would make making a new config like 10x faster

serene viper
#

now that v50 dropped is lll up and running again or stay with fixed for now?

sharp marten
#

ya gotta give time for batby to fix it 😭

#

LLL doesn't even work on v50

calm eagle
#

You can probably add SLAI on there as compatible, unless an incompatibility was noticed

calm eagle
#

Starlancer AI Fix, my best mod

sharp marten
#

ill add it anyways tho

calm eagle
#

Ah, ty lol

zenith flax
jolly cargo
#

something in my pack made it so that the terminal is black and softlocks you like the old bug in this mod

zenith flax
#

huh

#

in the beta?

tall kindle
#

you havent seen people talk about the terminal getting blocked?

zenith flax
#

no i just don't know what they mean in regards to them replying to that message with that comment

merry marsh
# errant elbow .

You can run both or disable LLL, LLLFix disables LLL on startup anyways

unique geode
zenith flax
#

no

#

im not gonna push an update to a beta period

unique geode
#

Awwwww~

drowsy folio
#

hey Batby, is it possible when routing to LLL moons to have the "Please enjoy your flight"
bcuz i noticed modded LLL moons don't have it atm

zenith flax
#

omg i got this report ages ago and completely forgot

drowsy folio
#

haha nice

#

is it also possible for this message to be customizable?

#

because i noticed titan has a unique msg

zenith flax
#

it is for next lll update yeah

drowsy folio
#

so i figured maybe modded moons can have unique ones too

zenith flax
#

Already done

drowsy folio
#

nicee

calm eagle