#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 10 of 1
I found that if use LLL config to edit the dungeon weight, it will cause weather desync even I have the LLLfix
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
@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.
not yet, unfortunately its a super pain and at best would need transpilers
i'd suggest dropping that moon without it for now, apologies
thats fine. I couldn't even build any code that touched the HDRP asset
How is it if you use something like LethalQuantities? I usually prefer to just use the said interior's own respective config to adjust weights but I was wondering if the desyncs would occur as well using this mod since you CAN adjust weights on it too
maybe, but i have no choice as if i only use LLL, when i quit to main menu and restart game, all settings in LLL will gone until i quit the game and launch again. Therefore i have to use other mods to edit the weight. But other mods cannot change the weight of factory and mansion, that's why i configure them by LLL
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
This is what I was referring to, tho unsure if it works via LLL/LE moons so some testing would be appreciated
That's the UI for LethalQuantities for context
maybe u ask in LethalQuantities will be better
What're the last log lines you see before the crash? Does your DunGen successfully generate in the Editor? (Or is this for a moon?)
hey so i figured out the dynamicly assigned risk levels
neat
mostly
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)
@red stratus you actually might like knowing that we have a more accurate difficulty rating to use as reference
what's the new calculations?
a bunch of super cursed and arbitrary calculations using the values in the selectablelevel's
lovely
might want to explain it somewhere though, might be useful for one and only one person
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
wow been a while since i've actually shown stuff off proper here hey
This is what the Moons Catalogue looks like by default in current LethalLevelLoader
this is what the Moons Catalogue looks like by default in the upcoming LethalLevelLoader (but without the numbers)
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 😄
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
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
how is it being calculated?
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
i dont think you wanna know LMAO
hmm good point
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?
yeah this change affects sort difficulty aswell, which just does a full sorting of that number value and splits into 3
noice
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)
no
Sadness, but understandable!
man that gif is annoying
the system is a little too rigid to handle multi ordering like that
the basegame terminal keyword stuff is too
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!
my end would be a lot easier to change than the basegame terminal stuff forsure
rejoice my friends
@zenith flax
does LLL change all the moon names
or well, atleast wesley's ones
cuz I noticed with LLL, their name isnt something like "EternLevel" but "154 Etern"
@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
is lll back officially or should i still use fixed?
hasn't been updated just yet; keep an eye out for either a release notif or just watch the thunderstore page to see when it updates
It's for moons, and the last lines are this, but it's not what's making the game crash 😭
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
I don't really know how to hold the log open with visual studio, but I will try to find out, thanks!
- 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
@nimble umbra if all else fails, you might wanna try this ^
I don't think it's helping me 🥲
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
Rip, would need debugging symbols to get more info from that
Well, if you're motivated, I can try to help you debug more later. I'm supposed to be working rn x3
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)
They're more involved though
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
Oh yeah, send that over, that sounds way easier x3
It will be hours before I can look, but thanks

Oh, is that your moon?
Yes (beside the screenshot used in the page)
oops didn't mean to
I undeprecated it
If you want, you can also create a post with the moon like others have done https://discord.com/channels/1168655651455639582/1169056298856362105
Not until it work haha
don't forget to change the Readme as you are using a screenshot from one of my moons😉 Nyx
👀
Sorry I used it to know how to write the readme 
Don't worry, it's okay
wait does this mean egypt is tuned too high cause its meant to be closer to B not S
probably cause of the worm spawns tbh
No, he's fine
Egypt is just S without the +-
in theory😅
but its designed to be B+ is my point
Maritopia is hard enough when I'm constantly falling off or through the bridge to the door 😦
need debugging symbols for the native Unity runtime, I'm pretty sure they're looking at an error I've seen with shadow rendering
it happens on a couple moons that I know of
let me try and find the stack trace I got
can't say for sure it's the same one but I've seen it a few times
anyway, forgot to mention that the symbol server is here: https://docs.unity3d.com/Manual/WindowsDebugging.html
I should probably try debugging such a crash with the mixed callstack plugin actually
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.
we ended up restarting the lobby and this time the interior was synced.
will be doing more testing tomorrow. i had a done a lot of solo host testing, but that never shows multiplayer client-side issues.
ah that is caused by the duplication of the config enteries in the LLL config either use LLLFixed until batby updates LLL or manually delete the LLL config everytime before u open the game and for every client not just the host
check ur LLL config
Yup, seems to be related to shadow rendering as you mentioned
interesting that the stack trace is deeper than the SendShadowCullingCallbacks for you
I wonder if it's something about the crash dump vs debugging
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
is that one also a null read?
Yeahh
Exception thrown at 0x00007FFDCD2F88B5 (UnityPlayer.dll) in Lethal Company.exe: 0xC0000005: Access violation reading location 0x0000000000000000.
I will look at what this plugin can do
Yeah, nothing of interest unfortunately. Though it is interesting the exception is throwing at a location like you describe now
oh i think mightve been from me accidentally having both LLL and LLLFixed enabled.
usually i have LLL disabled and i hear that resolves some issues. it mustve re-enabled when i was toggling a mod dependent on it.
Tried that crash in dnSpy with custom mono build for debugging, understandably did not get anything from it
Only other lead I could get for that crash is https://issuetracker.unity3d.com/issues/crash-on-preparedrawshadowscommandstep1-when-selecting-a-camera-while-the-occlusion-culling-window-is-open which seems to have the same stack trace
Reproduction steps: 1. Open the user's attached project 2. Open Scene 'Assets/xddxxx' 3. Open 'Window -> Rendering -> Occlusio...
@spiral siren @reef perch My debugging ends there, unfortunately I cannot be of more help
np 
Does anyone know how to fix this ? Everything seem to load but it doesnt open the ship/remove the interface
I'd hate to ask but when is the fix for overriding built in interior requests going to be done?
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
Reproduction steps: 1. Open the attached project “CrashRepro“ 2. If it does not crash, close the project and reopen it Expected resu...
but apparently Unity issue tracker doesn't link the issue that it's supposedly a duplicate of...
at least not on mobile, I'll have to check again when I get to my PC
@reef perch someone mentions in the comments that it's related to reflection probes for them, do you use those?
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
It doesn't affect custom interiors that have set overrides
it doesn’t affect custom interiors period
hm
ok
I got it all pretty much perfect other than march and atlas abyss not having mansion
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
ic
I thought you implemented it yourself
Should this setting completely disable the moon?
I have is hidden true and enable content configuration true and can still type the name in to route there
So this should set Is Locked to true
any eta on custom scraps working on lll moons? 
Ll or le
any LMAO
thats fine, my fav scrap mods have ported over to lethallib anyway
thank you batby 
Hmm, I don't think so. I tried to recreate the project from scratch, and it still crash, so I will check asset by asset now
@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
its not awful for now yeah
do you think you could soon push an update to LLL to make things work for now then?
if I do this
ill have to look at ll abit first
im not doing anything wrong the problem afaik is that ll is doing stuff before me
oh and even then not sure howww fast the release of the actual lll update would take
gotta figure out some licensing stuff and rn working on porting le moons
lib has its own enemies?
The only non-LL scrap mod I really have interest in is fumo company, which I hope does get ported over to LL/batbys equivalent when it comes
banger mod
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

its an api, it helps integrate them
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)
Your gonna hate me, do it on first frame of Terminal Update
LE makes their SelectableLevels on Terminal Start so while LLL moons are on RM Start LE moons are done later
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
Yeah I really don’t know how tbh. But if you don’t mind that would be a safer window
why exactly though? What is the reasoning behind that?
@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
im not talking about LEC
oh, is LE different?
ye
huh
ye..
damn
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?
What if, we just don't care about LE? Doesn't like almost every moon now either use LEC or LLL?
¯_(ツ)_/¯
Oh yeah, LE is even incompatible with LLL? Though I guess I can still add compatibility for LE too
somewhat
it was working then LE got a breaking change and LECORE hasnt updated since
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
huh, I see
basically dev of LE and dev of LECORE are pretty much done with lc modding
so its not that their refusing to fix stuff or anything its just
yeah
I see I see
btw I just noticed, is this a typo in the GUID of LLL? Not sure if it really matters though
haha no problem :3
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
Oh, I knew about the LE dev but had no idea with the LECore
I guess that just makes people porting their moons all that much more important
Yes, I use one
It finally work, I just had to check notes remove everything!
I think the issue come frome the terrain tho
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
mean what like that?
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
I assume you tried removing it then and that wasn't the issue
is intriguing if it's the terrain only though, if you bring back everything except the terrain does it work?
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
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
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
Do you have the terrain and terrain material marked as instanced in the terrain settings?
Yup, the terrain doesn't seem to be an issue anymore
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
did the getting stuck in seed thing happen 100% of the time too?
and did it print out any errors while it was stuck? I don't think I've seen it get stuck without an error
It print this one
ah, yeah, that'll do it
Also this one but it should'nt be an issue as it does force generate the dugeon
does it print out somewhere that it selected Level1Flow?
iirc that SpawnMapObjects function is looking for SpawnSyncedObject components to spawn NetworkBehaviour prefabs on after generation of the interior finishes
hmm i don't think so
In your selectable level, do you have anything marked "none" in your map objects?
there is the two default ones
Do you have multiple moons in your mod?
The number to spawn graphs, what are they in relation to?
From my understanding, whatever random number the game picks on the x-axis corresponds with the number to spawn on the y-axis
so the x is a random number, and the y is the number to spawn
what a weird way of doing things lol
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
yeah I know about that part, theres an even weirder one, number spawned fall off or smthn similar, had to write the docs for it, horrible
(was thinking of the wrong method actually)
if you're using the asset ripper/fixer (https://discord.com/channels/1168655651455639582/1199473521265475745) for this, running your moon in the editor player will give more information about where that error is occurring in the SpawnMapObjects function, which should help narrow down the issue
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
This is what the console is saying in editor
oh wow, that's odd that it doesn't have any more information
I wonder if that's because the method is getting patched 
I would've expected it to happen either in the original method or whatever patching method though
I didn't even change something in my scene, it just seem that at some point it doesn't want to past that error
oh wait, it failed to spawn synced objects too
hmm, lemme check the code
ah wait
are you missing your MapPropsContainer?
it has to find an object with tag MapPropsContainer or it'll error out
hooo
that might be it
Marvelous
The crash issue in game was the landscape, and the other issue was the missing MapPropsContainer
thanks all!
(I need to find why the landscape is making the game crash tho)
nice! as far as the terrain goes, I still wonder about the answer to Audio Knight's question here: #1193461151636398080 message
unless I missed the answer to that somewhere
I got the impression that that's fixed it for others, not sure if it does for you or not
omg it was the issue 🥹
everything work now
Thanks
@zenith flax any known imcompatibiliies with moons + LL Scrap? im assuming LLL doesnt have scrap implementation yet
yes 😭
but batby said earlier today that he'll look into having LL scrap on LLL moons so
What are the setting y'all are using to bake the light of your scene?
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
Don't bake lighting for LC
But how do you manage to make stuff not look fully black? 🥹
Out of curiosity, did you follow my tutorial on making a moon?
Hm. I haven't had any issues with that, what's your indirect lighting object settings?
Try turning all of your lights to realtime
Doesn't seem to change anything
Are you using custom textures?
Yes
@iron quiver didn't you have a similar issue to this?
I had to tweak the rotation of the sun, it seem to work a bit, even if it's probably not a real fix
Oh the black textures? Yeah it was because of my normals
If your normals are blue they’re fine, if they’re red/pink you’re having my problem
They're seem to be correct on my side
They do look… normal
badum tss
If you set too high value of normal map for material then it might become black
Try lowering the strenght of normal map in your material properties
Can I ask where you got your normals?
Bake them in substance 3d
@reef perch
Try that and see if it works
Can't really lower the strenght of my normals with the materials I'm using 🥲 But it seem to work now
✨
Who's ur source :p
may I ask someone to ping me when LLL has LL scrap support 
thanks in advance
He said he took it from the Patreon channel in Zeekerss' Discord
Yeah and I saw that exact same screenshot pretty sure from some random video in modding general who claimed the same thing
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
it's still not there 🤭
its in the patreon channel on there discord
Has no one looked into LL's spawning position type...
there is more to the ss btw
Yeah but where did you get the screenshot from
im not sure really, I seemingly am the only person who cares about it lmao
but yesterday batby did say he'll look into it in the future
yea I took it from a goober who makes LC videos
You're the 3rd person the last 2 days to ask this that I've told this feature already exists 😂
Ah no wait
Hold on lemme think
it is hard to confirm if its real due to needing patreon channel access
You're asking for custom moon specific scrap right?
I mean for now, LethalQuantities mod can solve this, but its tedious to apply 300+ scrap manually
no
but im pretty sure it is because I trust the person who made the video
just scrap that can spawn on any moon, like LethalThings' scraps
That's... literally a base feature?
well they dont spawn though?
Yes they do?
Lethal things also uses LL lmao
Also they do because I just made a scrap yesterday lmao
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
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
I might be misunderstandjngnyou
most likely 
Ah yeah I see what you mean
I was misunderstanding a bit
Yeah enemies had the same problem but they're fixed now iirc
Give it a few days and it'll be fixed
yippie
pretty sure they weren't if you're referring to lllfixed
ah thats cool
I recall seeing that in this channel at least
Yeah, why DO all seals look so sad and confused
because of the clubbing
That reminded me of a bit I did like almost exactly two years ago
It’s very much heard chef. Prioritising LE moons rn because their a bigger task to complete and are likely going to break harder than scrap
ya I saw, you are very fast with porting tho ngl
unless I misinterpreted the screenshots
dats cuz it’s automated my friend
i put the moon scriptableobject in the tool hit the button and it’s mostly done
thats actually crazy since arguably wesley moons have the most amount of unique mechanics
surprised its still relatively easy to port
I said it was fast not easy 😛
Fortunately cuz their le moons wesley was still limited to the lc scripts
Easier to convert
I'd assume like, a moon thats built on current LE is gonna be either impossible or just very aids to port then
although I cant think of any moon like that aside from HW's own Wateridge

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.
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
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
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?
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
hm, yeah I think it's fine to not go through the effort to provide LE support because yeah it is becoming less relevant
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.
my angel hamunii 
Ikr
filter none
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?
we were just discussing about fixing this a few messages earlier, but basically, just wait like 2 days and it'll be fixed
though, I dunno how LLL config values for LL scrap works
oh okay thx
thank you!!!
[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
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)
not yet, but in like 2 days it will be fixed
what is the issue again? LL enemies not working on LLL or LE?'
not working with LLL
I think if you change the spawn weights on LQ it works? Not 100% sure
too much thinking and work fr
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
#1178407269994594435 💀
Thank you I am an elder millennial
my guess would be that one or more of your RandomMapObject instances has something wrong with the spawnablePrefabs field
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
before that
just gonna ask real quick if i havent asked you before
sure
❤️
lethal lentity loader
Lethal Little(bit of everything) Loader
LLL is literally THE mod api for Lethal init?
Nice to have everything wrapped together and cross compatible for custom content
Yeah it would be nice to have something like RoR2 R2API for LC
LethalLethalLigma
Lethal Lethal Lumpany
Thy pt te lethl chf in th sod
They put the lethal chef in the soda?
Dsmn looks like a hacked account
Will ban for u guys
does having LLL and LLLFixed installed at the same time cause issues?
- Avengers: Infinity War (2018)
@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
can someone ping me when modded scrap works ?
if this is possible my space station idea could actually get off the ground
Might even make it to space
(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 ^
I’d love to understand what this means but I’m too dumb
what do you mean?
Will do
We want a level with no interior
No facility, mansion, etc
It's just a moon, but the same idea applies where scrap is randomly generated and so on
@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
random tree positions is basegame brother
oh yeah thats possible (im fairly certain) because navmeshobstacle exists
on like all the vanilla moons
sounds hella cool
exterior random generation properly will require (pretty simple) custom code, likely via lethaltoolbox
random scrap spawning outside + with no dungeon requires extra work
Never noticed 💀
the pumpkins and rocks are more noticable
never noticed the big asf rocks that spawn on experimentation?
Ah that's fair
but it does it for smaller rocks, trees etc.
With how buggy I've seen those be, I just assumed they were anomalies 😂
About to create the next perfect heist 2 (if you've ever heard of that game) 😆
just move the main exit and fire exit out of bounds
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!
Is that in this discord?
Just caught up on everything, to my understanding does this mean lll is fixed now or are these fixes for future patch?
nothings been updated in the thunderstore yet
@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;
+ }
On the list lol
Dungeons will be able to put new ones in too
oh I see, that's cool
Looking into a safeguard for having no scrapwithrarity too
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
oh whaaa
I get what ur saying but if you elaborate you should send that in his server / i can send for you
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
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
feel free to post about it over on zeekers's discord server, I'm not really familiar with etiquette over there
it’s post it in bug reports and pray it gets seen 😭
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
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
ooh, randomizing that sounds quite cool
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
right yeah
understandable really, zeekers wouldn't have trouble figuring out if those were missing
common mistake for modders though
How how how how about like a uh uh uh a way where you can have multiple in-between ship points rather than just a start and end point
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
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
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
Im not looking at code, cause i Cant code
I mean
I do know basics and I can understand code
But I Cant write my own
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?
I already tired c++, c#, java, jabascript and nothing is for me
Im just unable to code
not in particular but some stuff I think would likely be refactored if zeekers needed to touch or extend it
if you know what i mean
that's true
I guess it depends on what new features are added then
will be cool to see, I'm excited
There are a lot of things zeekers could change
The game code is in some places so stupidly hard coded like ship landing spot which makes modding this game harder
my first big update 
oh of course, but spending time refactoring stuff like that for no reason is pointless, I doubt they did
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
(pointless except for modders of course, but that shouldn't be zeekers's priority)
wait, unityevent? does it do something like that?
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
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
ehh
I hate that I can't add story logs to my moon
i had to get pretty filthy for my preview,sort,filter words to work
next lll update homie
already pretty much done (storylog stuff)
not necessarily, overengineering something can make a game never release
Unless V50 will break most mods haha
youll be able to pick a custom verb and everything
v50 will break LLL and then i will fix it
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)
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
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
I don't really expect it to break a whole lot honestly
doesn't even reference the game files
if I'm wrong, well, solving problems is fun lol
God, no.
Debugging my moon for 3 days after pushing update was a terrible time for me
Literally i was losing my mind
An error appeared out of nowhere and I had no clue what was the issue
💀
also link to this wip thing on the side https://discord.com/channels/1168655651455639582/1221617443198341120
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?
yes
still very excited for next LLL patch 
That’s sick
I’ll try to implement everything you’re adding to my moon
I like me some challenge
I am wondering this as well
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
@zenith flax you got any leaks about V50?
why would i 😭
yes
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.
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
yeah that's what I thought, thanks for confirming. Ill keep looking.
Can anyone answer if LLL will conflict with lethal quantities
Just disable LLL's config to use LQ and there's no issues
https://thunderstore.io/c/lethal-company/p/JoshPack/Vulcan9_Moon/ seems like I was wrong
@zenith flax
this one is incompatible with LECore as well
strictly LE compatible moon unfortunately, the lava gimmick is cool though
I scared to change the config rn since it fights me lol
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
i assume modded scrap isnt working with LL yet since i didnt get pinged
you assume right, they'll work with LLL and ill be trying to port etc to LLL once the update drops
@zenith flax I remember you mentioning you wanted to prevent dungeons from needing a height limit by shifting around the interior after generation? do you have any thoughts on how that would work with this mod? https://thunderstore.io/c/lethal-company/p/sfDesat/Spacestation/
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
Some AI related stuff does as well, but AIFix takes care of it to some degree at least
@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
hold off on it, but not for registering, but for the extra features lol
just what I need
splines 
very minor
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
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
best
im open to pitches
this tbh, i dont think this is in LL nor do i know how to do it if it is in LL
i havent figured out a way to affect the game unless my enemy has already spawned in :p
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
theoretically if it could just call a function that returns a bool on whether or not to spawn
yes
i think thats the right way to describe it anyway
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
yeah, and we would bne able to add our own conditions for that
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
that would work yeah
bool sounds simpler to handle
a variable would work but a function would be ideal
explain the function
@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?
i have not dropped this file 😭
some static function some where, it gets called when that list of possible enemies is populated, if it returns true then add it
oh my bad haha
ik how to express it in java but not c#
leaked ❗
i think i could maybe have this be an event that returns a bool
is this lll or le not 100% sure
LE
seems like a delegate is the behaviour I want
some of the custom scrap mods I'm looking forward to being converted over
And here's I'm hoping Kast eventually gets converted over but ceelery seems ded 
🙏 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
Nostromo my beloved
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
Oh yeah Triskelion 
I always remember it mentally as being cloaked in fog aside from the playable area
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"
I want!
slowly finding all the sleepy time pings
uhhh it wouldn't!
but other stuff would break that too
at some point that mod will need to change
oh right
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
sounds good, then I'll hold off on making any compatibility changes to CullFactory for the moment
other then disabling culling on that interior I suppose
Watching to see a new moon created so I can add it to shattered company.
SC's Future. 100+ moons. 😛
3 hour scroll time in terminal.
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
Nicee

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
Oooh LethalLib update coming soon? I was just saying yesterday how I really wanted custom scraps and enemies to work on Rosie's Moons 
yeah, soon! I'm just scared that I might break something so maybe the update will be released tomorrow after some testing :3
Also I hate the logic that exists in LL for some stuff 😭 I need to figure out what to do about it, but I wish I didn't need to do anything about it lol
Haha that is a complete mood in itself and I feel it 😆 I look forward to the update!!! ^^
damn, the item registration code has more copy paste 😔
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?
You got this
I believe ^^
Dang, Lunxara's got her own emojis
i had some but no nitro lol
ye, I'm almost done! The code isn't beautiful, but it works already :3
hamunii 
now it's 100% done hopefully, just needs to be tested
Okay, so new LethalLib version coming up tomorrow if there are no issues, with LLL compatibility #1178447015533871174 message
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
I don't know, but there seems to be a lethal quantities thread, discord's search just kinda sucks so it won't find anything if it's written as a single word https://discord.com/channels/1168655651455639582/1213985212686532638
Ah thank you! I appreciate that. And yeah discord search sucks lol
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
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 ?
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
telekinesis
i dont
the levels do
oof might not be able to do what i want to do then
which is
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
ah bet thanks 😄
next update you can do cooler
@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() ?
I believe I saw him adding a spawn position type to his list
Explain more
Though that's for items iirc
heres how id implement it currently
enemy gets spawned -> check a few spots for their distances to hives -> spawn at furthest point
More control over the spawn nodes basically
What happens if u spawn then bees spawn
Wym
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
oh yeah wait i forgor it spawns at 1pm
:skull
nvm nvm
Idk best way to do this rn tbh
it spawns a structure that it spawns out of at 1 pm
A structure?
like the bees are to the hives
the enemy comes out of a goofy looking thing one sec
something like this lol
Hows that gonna work navmesh wise
trust 🙏
uh im fairly certain i could use NavMeshObstacle right?
no
lc would have to use the nav mesh components for it to dynamically bake it at runtime
Yeah but you miss the window
It dynamically bakes once, before the dungeon is generated
?
🤔 maybe for just obstacles.. little hesitant though
honestly easier for you to just randomly spawn this and use aidenialnodes in the prefab tho
whats ai denial nodes?
evil aispawnodes
Stuff cant spawn within range of em the same way stuff can spawn in range of aispawnnodes
damn will look into that
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
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
Well instead of inserting a while loop through a transpiler
You can not do that 😜
Damn I hadn't thought of that
@zenith flax #1193461151636398080 message
no
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
probably
and i didn't notice that for the whole yesterday 😥
is this because all GrabbableObjects are just NetworkBehaviours and their positions gets synced?
so no need to do that on every client
no
Host instantiates network prefab
Host runs .Spawn on prefab ngo
which makes each client spawn that registered prefab on their side
[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
👍
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
Sounds like a nice option
the manual option still there though right?
also can i please set teh actual value of items instead of googling the value i want /0.4
nvm
yeah stuff like this for LLL is always sauce ontop
i strive to ensure your content is theoretically is built 1:1 with how vanilla content is built
probably a good editor tooling solution than something for lll
I blame zeekers for doing scrap weirdly, like seriously, why is scrap at a 0.4 multiplier
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
Not a clue!
its possible it might end up being removed from the config tbh
we'll see
@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 🙂
Post an updated checklist, I wanna judge you meticulously
just deleted 60gb of deleted wesley moon builds 😭
👌
wesley moons bigger than my C drive from a year ago
yeah half of which werent loading in all the way id get half a moon so dont blame ya
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?
some mods had their own spawning logic
those will still work, but should port to either LL or LLL soon
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?
So they'll maybe work? XD
I was also wondering about this mod in particular https://thunderstore.io/c/lethal-company/p/PloufJPEG/CompanyCreatures/
Will these show up on modded moons?
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
That was my issue, looks like I'll have to do some testing
was hoping someone just had an answer lol
I was able to find the mushrooms on Titan in the Mental Hospital Interior, safe to assume it'll work on other interiors and LLL moons?
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
I think it's a hazard like a turret not an enemy
not sure how ll does it
its not even LL
next lll you can inject enemies into specific dungeons
this guy does his own stuff for the mushroom enemy
though the enemy hasnt been updated in 2 months
no github or anything lol
the Enemies list in selectablelevels is for dungeon enemies
It looks like it spawns in turret and mine locations, no open vent near by, so I don't think it's an enemy
dunno, maybe then
I'll try testing on Orion to see if it works
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
I double checked going to another map (Harloth) and the mushrooms work correctly. Orion seems to have an issue with them spawning in the void, scrap too
@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.
probably v50
the ram stuff needs more research due to some quirks that might be problematic
will the next update replace the need for LLL fixed
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
you have LLL fixed
Oh should I remove that?
ok thank you
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
use WeatherTweaks
I'm ready for the repeated "is this compatible with v50" messages
And of course there's no patch notes 🙃
beta branch tbf
Didn't see that it was beta, that's nice. Should give everyone a chance to update
is openbodycams compatible with v50 😳
it's compatible until I find out it isn't 😎
@zenith flax no weather stuff has been changed in v50
How about AI?
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)
there is some stuff
||and 2 new enemies||
||what is the second one||
Shouldn't be a problem for the most part
ooh, how did you set this up? saved a decompile to a local git repo?
yessir
@zenith flax
is this bad
ae you making a list
of added features?
incompatibility's
with v50 or with my mod?
v50
i'm not planning on doing that lol
Seems like the changes won't affect SLAI :3
:(
we're eating good tonight 😋
I was quite ready to disintegrate
looks like the changes don't affect most mods it seems
LLL is not working - like at all
i was expecting mirage to only require minimum changes if it did break so i was fine either way 😎
completely expected tho tbh
yeah i mean for LLL i was expecting breaking changes
A lot of the enemyAI changes seem to be cleaning up and adding things, notsomuch changing the way things work
i was expecting it for weather tweaks as well
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
So does that mean fog will actually cover the playable area via basegame functionality, or does that just expose it for moon creators?
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
wonderful, since you're the meteorologist here, what do 1 & 2 correspond to for fog?
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
ahh right, I forgot you posted that snippet earlier
and so this function rolls a float between variable and variable2 based on seed
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
yeah
But no ability to set the area of the fog?
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)
Dang, I was really hoping for it to be editor-friendly rather than require a plugin
unless I'm misunderstanding
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
There isn't too too much that's prolly relevant to you, you could look at the link 1A3 sent for changes
If I'm reading this right it means the fog will be a random thickness?
That's a pretty cool change, vanilla fog was a little bit too thick imo
Spoiler tag pls :(
quick question, if I have LLLFixed, do i still need LLL or can I just remove that?
Sure but this is a thread for a mod that needs to discuss changes, don't expect it to be spoiler free :/
im working on it
Fair ;-;
Small feature request, can these config boxes be left blank going forward? It would make making a new config like 10x faster
now that v50 dropped is lll up and running again or stay with fixed for now?
You can probably add SLAI on there as compatible, unless an incompatibility was noticed
What’s that
Starlancer AI Fix, my best mod
oh everyone has write access to that doc
ill add it anyways tho
Ah, ty lol
does on my pc 🤠
Oh? the terminal doesn't softlock like the bug in 1.1.0?
something in my pack made it so that the terminal is black and softlocks you like the old bug in this mod
you havent seen people talk about the terminal getting blocked?
no i just don't know what they mean in regards to them replying to that message with that comment
.
You can run both or disable LLL, LLLFix disables LLL on startup anyways
So is the v50 update for LLL being pushed on TS soon? ;o
Awwwww~
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
omg i got this report ages ago and completely forgot
haha nice
is it also possible for this message to be customizable?
because i noticed titan has a unique msg
it is for next lll update yeah
so i figured maybe modded moons can have unique ones too
Already done
nicee
You mean you aren't going to commit changes to an opt-in branch that is subject to later change with no warning? Monstrous coward
Got it, ty
