#Lethal Level Loader [Custom Content Loading API]
1 messages Ā· Page 12 of 1
Ye
yea but why does it say batsy doesnt plan on making it v50 compatible lmao
it says false
i think thats what they were referring to
probably cause whoever wrote it was when v50 was in beta?
im not sure what you dont undersatnd about a community updated spreadsheet
exactly lol
thats
terrifying
Ready to go chief!
.
@open wind Could you link me some examples of stuff you've worked on for the purposes of modding?
@zenith flax hi, sorry for tagging, i found that LLL makes the terminal cannot show anything, clothes rack not working, and cannot exit to main menu. Is there any solution?
v50? none
Wait for testing to finish and it to be released properly for v50*
fyi the modding requirement has always been as small as making a mod that replaces a singular mp4 file in the game, anything released in the thunderstore works for the modder role, ill stop backseating you now lol
Ik I just straight up don't know anything about them
time to put my this unpleasant gradient shows up at your front door suit onto thunderstore
dats fair
@zenith flax I hope the new update is coming along well 
Wanna wish you the best amongst everyone's impatience since I know you're working hard c;
.
chop chop LLL boy i wanna see this working 100% no bugs free of charge 1440p soon
xD
had to balance out the forces of kindness
@vagrant sundial
So just a suggestion. I believe we need to add Celestial Tint to the development resources section. In v49 it was the most important tool in figuring out whether LLL had died. All error report questions would start with, yeah that's cool but are there planets though?
Definitely not
no offense but its not API, a library, a development tool or a tutorial
or any of these
lol
I think you are not understanding how much the No Planets test just works.
I would like to point out that when LLL fails. The Planets Dissapear!!!
theres a difference between identifying that a problem exists and what it is than that there is a problem somewhere
plus, celestial tint could just break one day, and people are supposed to just think "oh shit, LLL is fucked, lets complain to batby"
there are better tools for this
Yes but first we have to identify that a problem exists somewhere.
š
and celestial tint doesnt do a check for every problem lmfao
you'd probably see the exact same errors that celestial tint is showing you from the console
@vagrant sundial
Well looks like you need to add some features to Celestial Tint.
if you wanna make it a debugging tool feel free, I just think you'd be ruining celestial tint and making something stupid and unnecessary lol
Celestial tint has alerted me so many times to Shattered Company breaking hahaha.
It is my #1 debugging tool hahaha
i just wish there was something called a console that would flash bright red when something didnt load in properly or work
just out of curiousity, when the starlancer warehouse broke, was it a problem in LLL or the interior? and how'd you know?
Celestial Tint
The planets dissapeared....
I am crying laughing right now.
yeah but was it a problem in LLL or the interior?
cuz i cant see how celestial tint would differentiate it for you lol
I am going to be really honest. I put like 2% effort into this one as I know Warehouse will be ported to v50. So I just identified that it broke and deleted it so I had less work to do.
As soon as I load an LLL-dependent mod. If celestial tint is not working it means LLL has broken. So I look down through the ship windows immediately during tests.
From a non developer perspective it would be really cool if this theoretical console would consistently attribute errors to a specific mod rather than forcing you to guess most of the time (but I imagine there are technical reasons why this isnāt feasible)
Theoretically speaking of course
My Full mod pack has 268 mods. So it could have been anything breaking it. I would usually find out what it was, report the error, and have it fixed. Buuuuuuuuuuuuuut v50.
i-it kinda does most of the time
Most of the time for me it hasnāt lol, just depends on the error I guess
thats fair
10% of the time it works 100% of the time.
I am trying the experimental version for v50 and I get this error even though I have lethalLib installed
alright thank you
where do I get this
in thunderstore?
okok thanks sorry
all good
That isn't LethalLib
https://thunderstore.io/c/lethal-company/p/MaxWasUnavailable/LethalModDataLib/ It's referring to this.
thank you everyone
Is the satellite mod an actual moon you play on? And is the interior you made specifically for that?
The only serious mod I've released is a scrap mod using LE: https://thunderstore.io/c/lethal-company/p/qwcan/UmaCompany/. I did a quick (temporary) patch of LECore for v50 (https://thunderstore.io/c/lethal-company/p/qwcan/LethalExpansionCorePatch/), but I'm looking into helping with conversion of LE modules to work with LLL
?modder 210759563744509952
Added role Modder to chunkyisdead
Yay! @open wind you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.
It is done
Sweet
dose anyone know what mod could be doing this
[16:59:57.3248963] [Error : Unity Log] MissingMethodException: Method not found: int .RoundManager.PlayRandomClip(UnityEngine.AudioSource,UnityEngine.AudioClip[],bool,single,int)
Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
if the error appears every time you walk I think it's the ScarletDevilMansion
I dont have scarletdevilmansion
I got the same error because of that mod. If you don't have it then I don't know what could cause it
I mean it lets me move but it gets spammed super fast
you can try disabling LLL to see if that's the mod causing the problem (assuming you're using LLL)
I'm using advance level loader in the mean while because its the only one that lets me even land on moons
I dont think its that though because I disabled it and it still was happening
in that case I don't have the slightest idea what mod it could be
how would i download the new experimental version of lethal level loader?
yea but how would i actully install it for use
Yo its been a couple months now since last time I asked. Is there any documentation on how to make a moon with LLL? I made one with lethalexpansion before and would like to switch to LLL instead
go check out Audio Knight's video, its very helpful
https://www.youtube.com/watch?v=dnZG5464ZcE
Check Pinned Comment!!!
A tutorial on how to set up Unity for Lethal Company content creation, specifically covering moons in this video, using Nomnom's Lethal Company Project Patcher and IAmBatby's Lethal Level Loader.
This is the first tutorial I've ever made, so the process was a bit nerve-wracking, but I think it came out pretty well!
Bu...
i'm using lllfixed so i can use custom moons in v50, can i start making a moon for v50 with this tutorial or should i wait for the new update before making a moon? i'm not sure if this method is still compatible with the new version
also is there a tutorial for custom interiors? the LLL wiki isn't really that helpful
oh shit thank you
the LLL wiki isn't really that helpful
š
lol, such empty
Lmao that section
@hushed sky did you ever get around to writing some docs? I remember you made a video I think
he made 7 videos
is there any way for me to hide the new v50 moons from displaying on the terminal (Art, Emb, Liq) without also overriding all of their loot and enemy settings? they are obviously a spoiler for people who have not looked at the patch notes
the reason I'm asking is because the settings do not appear to be accurate to vanilla and thus would affect gameplay
I wonder if blowing the fields out and just leaving them blank would address this
will the new version be backwards compatible or not?
Wdym like with v49? No lol
V49 is dropping support fast from mods.
yes i have some videos on interiors on how to make them not really the code part and docs are just the dungen tool docs
Hello this is the first video in a series of Lethal Company Interior Mod
this is a Tutorial on How to Make and Create a Interior Mod using the DunGen tool that was used in making Lethal Company.
This one will go over how to setup a Tile and make it Generate with DunGen
tool .
you will have had to have the Unity Template Project setup made by ...
Yeah Major + Audio Knight's tutorials got me most of the way with my interior/custom moon
was so happy to have them
Def without them i wouldnt even try, but because of them i did, and i am super happy with the results
Yeah legit Black Mesa interior and moon would not exist at all without their tutorials
š
so like
i'm sure this problem has been talked about
basically anything that needs lll breaks rn
is there a solution? i tried downgrading, didn't work
like i get stuck in the terminal
Current LLL version is completely busted on v50
yeah, i know
i'm wondering if there's any fix until an update happens
Use experimental or the new LLLFixed reupload
how do i do experimental?
In LLLās github
Some mods wont work
fun. guess it's time to go through it all manually
hjnhkfnhlkdhj.
xD
Personally id say wait until it becomes stable enough
which will hopefully happen in the next week
Batby is working hard on it
nah i have been c r a v i n g lethal lately
my impatient ass cannot wait
Fair
good to know the mod is being worked on tho!
yepp
are there like
any mods in particular known not to work right now?
that could make things easier
Scarlet Devil Mansion
Pretty sure Scoopy's interiors dont work either
Not sure what else
Weather Tweaks maybe?
thank you!
first try: no go. disabling a couple of things
should i have both the fixed and the normal enabled or just the fixed?
You only need one or the other
I think
ok good
I have a problem(
black screen when entering the game, when disabling LLL - everything is fine
did anyone have such a problem?
What version of LLL are you using & what version of Lethal Company are you using?
LLL latest version
LC V50
Latest LLL version on Thunderstore breaks with v50
Theres alternatives, but Id suggest waiting for LLL to update fully for v50
Batby is working on it
may i ask what the alternatives are?
btw @zenith flax it's like dumb easy to redirect your logs to a special output file
Can u send link?
My Terminal doesn't work when enableling LLL
Thatās because it hasnāt been updated yet for v50
sadge
whats the difference between lll and lll fixed?
LLL is a temporary patch mod
you mean LLL Fixed is I assume?
LLL is the main branch one that has its next version undergoing testing for a smooth v50 launch
LLLFixed is a branch that was made to address an issue with interior desyncs that was going on I believe and some other hotfixes
seeing how LECPatch is breaking moon accessibility on my end (being stuck on seed screen, fire exits broken, facility teleportation broken, etc), may just have to cut my losses. damn. i worked hard on all that pathing and everything
when is the estimated time for the v50 release?
nvm, saw someone say around next week
it can take longer than that. There is a beta, but that could be unstable https://discord.com/channels/1168655651455639582/1228961224126103632. make sure to read the documentation for the dependencies
awesome, thank you sf! love your mods and moons
honestly all of you guys make awesome stuff. Rosie, Piggy, batsy. Fun to see all of you guys here
Wesley
okay, what are the alternatives?
ive been playing v50 and its been fun but i would like to play modded moons/tiles
i think i love you
meanwhile balatro going off
is balatro worth getting?
if its your vibe, absolutely
Yes very much so
yippeee

Rip your free timešš enjoy
Balatro maintains a power fantasy very well for a Poker game
how you liking it?
I have a fire run going
Holo Raised fist, polychrome spade +4 multi guy
you want xMult stuff at the end (goes for jokers, scoring cards like glass cards or held cards like steel cards)
yeah i figured about as much because they scale so much better
Also you can move your jokers while your hand is in play, but that's a very niche thing. Can be useful with some money jokers.
Stonks
the ui made me think its pokemon instantly
the colors and ui design looks just like pokemon aslmost
even the background
nah to āit will teach meā, or nah to ādo i need to learn poker beforeā
It will teach you
Bet
How's lll doing @zenith flax just checking in
good
news testing
needs
been grinding
not as many explosions as i was worried about
Missing custom moons and interiors can't wait for this keep up the hard work
Your doing a good job @zenith flax
What kind of explosions did u expect?
idk just for the entire mod to break
rn it's working pretty well
feel free to try it
I'll wait patiently brother thanks for the link
Check back again soon
BTW is the hot fix okay to use? Like do u condone this mod?
its safe but the uploader isn't the author nor is a developer
don't expect support
imma use your beta for solo but my squad is thunderstore only mods, tried to go over github with them didnt work out
sounds like a buncha WEENIES
I'd like to help with testing. Is there some particular areas you think would need more tests?
ā¤ļø In a perfect world multiplayer testing would be goated but mostly just kinda casual play with knowing it's unstable in mind if that makes sense
Finding incompatible mods that are not listed in the doc in #1228961224126103632 as well
basicially helping me find anything that would be a massive problem if I pushed to the Thunderstore for everyone
eg. failure to land on moons, dungeon desync, black terminal etc.
Gotcha! Sounds good to me!
And if I wanna port a scrap mod from LethalLib to the new LethalLevelLoader is there some instructions? (As I understand it won't be compatible anymore)
Yeah I gotta get a little writeup done but the process is super chill, can even do it without code
@tall kindle might be able to help you out in #1228961224126103632 if their not too busy
I havent tried scrap but I imagine it's about the same as porting monsters or easier, my only reason of still not porting is ease of use for stuff like configs, speaking of which i forgot to suggest stuff in terms of configs lol
The scraps I'm thinking about are part of a complex mod so I'm sure it'll need to be by code haha. Thanks I'll try it out. I'll ask in the thread if I need help
Hello, @trail harbor, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
Each scrap I make usually doubles as a shop item so my config goes like this.
EnableScrap
ScrapRarity
EnableItem
ItemCost
Enemies have just the basic config of.
EnemyEnabled
EnemyRarity
The only thing is that it'll get a bit complicated trying to make a config and parse it because of how much control LLL gives you lol
It should be pretty easy, LL shouldn't touch any sort of actual code to the scrap itself nor would LLL, probably
Yeah I assume I can do it mostly the same way I do with LethalLib
Yep! It's just instead of registering in code it's mostly all unity now
(you can do via code too!)
I will š¤£. I don't open Unity if I don't have too haha
got bored and messed with something, not sure if i should include or not
this dynamically makes the font a little bit smaller according to how many moons are listed on the catalogue
its subtle but neat
what do you find complicated about this
like what's intimidating you
i just found it a lot more intuitive plus the lack of control kinda made things feel easier
like don't get me wrong, im sure this way is a lot better than how i was having to do it with dicts and whatnot
fair i suppose, if you have a specific usecase your looking for feel free to ask for a suggestion in #1228961224126103632
smash
this is a nice QoL improvement and i feel it should be included
definitely a useful feature, though perhaps something that could screw with other mods so should be optional
only for that node
oh is node font size a vanilla thing?
right, that's what I thought it must be
I guess as long as it gets reset properly it's fine
ye it should
for context i built my own per node prefix/postfix event registry system kinda
i can just reset it before that fires
TerminalManager.AddTerminalNodeEventListener(TerminalManager.moonsKeyword.specialKeywordResult, TerminalManager.RefreshMoonsCataloguePage, TerminalManager.LoadNodeActionType.After);
then when Terminal.LoadNewNode fires off and it's the node registered here it invokes the function that i've provided
(and if it's ActionType.Before it can return it in the actual prefix patch)
oh yeah that seems nice
Will there be a way to sort moons by a custom list
Oh yeah thatād be nice
Just an text option in the config to allow for moons to be placed in a specific order
Possibly like āInfernis,Aquatis,Vow, ,Gratar,Nyx,Crestā
So infernis would be first, with aquatis and vow under them
batby is going to explode
Empty spaces in that config would basically leave an empty space between the moons in the terminal
Like how thereās groups
Yeah i wouldnt rule out spontaneous combustion a possible fate
i don't think the mod loading moons themselves should have that feature lol
I mean they have the feature to sort the moons
I like making the moons sort by the danger level so D, C, B, A, S and SS but when I do that it dose not work so I have to do it by price and D, C and B are all 0 so they donāt go in order
and that mechanic would override that completely
If they want (bc this is just a suggestion), itās be nice to have custom sorting be an option
They already have a feature for doing it by price, and danger level
i mean - that's at least doable
But the ones that are 0 donāt go in order
if you were tasked with converting danger level to a numerical value how would you do it
actually honestly
I'd love a way to evaluate the rough difficulty of a moon
because currently for my scrap mod
which doesnt use any API
i have spawn chances set for modded moons
and looking at the graph of moon like, values
the one that most linearly scaled with difficulty in the basegame was maxScrap
so it would be ExtendedLevel.CalculatedDifficultyRating
@sour spindle by default all custom levels risk levels are set by me now
(can be manually overridden)
Could make a way to sort by risk level
oh boy
i just thought of a cool way to do moon selection
but instantly realized the terminal doesnt work like that
silly me
hey, I have a question about this mod, whenever it is enabled I can't use the terminal - the text never appears
Thats a softlock happening. Current LLL isn't compatible with v50. Batby is working on a v50 version but its in testing atm before being pushed to Thunderstore.
There is a LLLFixed, but the OG LLLFixed softlocked the terminal for me as well.
There have been LLLFixed copies that have actually worked, but keep in mind they are copies and you won't get any help with them if something goes wrong (development wise).
Yes, look for LLLFixed by Refract. That is the OG. Any other LLLFixed by another person is a copy.
Thank you
You're welcome! Hoping it works for you š
I can't seem to find it on thunderstore, do you know a link?
This is OG LLLFixed
This is a copy (so no help with development)
Thank you
Thank you poll very cool
lmaoo
stability is good
batby wanted the poll a bit ago but never got one so I made it with the discord feature :trollshrug:
cant go wrong with the tried and true formula of long wait for cleaner updates, followed by a hotfix or few post release
personally for LC version updates (ex v49 to v50) id prefer haste over new features / inital stability so there is less weight
In fairness a mix of the ac drama and burnout messed up the timeframe pretty badly
Yeah that one is moreso down to unfortunate timing
Big overhaul update being developed and then a new game update drops
So you either update an old code base (assuming you still have easy access to it) or continue developing the new version to get it out faster
your good bro its completely understandable
working on a massive api solo is mad impressive and alot of work
facts, bro's api is pretty much an api for anything for lethal modding at this point
If I manually downloaded the experimental .dll from here: https://github.com/IAmBatby/LethalLevelLoader/blob/main/Thunderstore/plugins/LethalLevelLoader.dll
and replaced the one in my mod folder with it, should I be expecting moon mods originally made for older versions to be working? I can't get them working at all. Most don't show at all and Wesley's refuse to actually load once I pull the lever, hanging on the Random seed screen with an error about LethalExpansion:
Disable LEC
remove lethal expansion
thanks, I'll try that.
also #1228961224126103632 prefered thread
thanks, couldn't find it and felt stupid
discord sucks your fine
Holy, rich guy comin through
frllllllllllll
Whenever I use this mod in my modpack, it causes me to get stuck in the terminal with a blank screen
v50
This mod has yet to be fully updated to v50
Makes Sense, thanks
Balatro Company tbh
Gonna be interesting to see LLL being more of the swiss army knife of the modding scene when 1.2.0 finally hits
https://thunderstore.io/c/lethal-company/p/HolographicWings/LethalExpansion_Preview/ well... this was unexpected
Thank god, people can stop using my patch
LLL got some competition š
I don't think so
well im still avoiding lethalexpansion as i always have
nowhere near competition for LLL. some LE moons still get seed screened
yea was jk lol
whats a preview version even supposed to mean? an experimental build?
im still using it š¤£, problem is lethal expansion is still kinda bloated, also it breaks with LLL v50 fixed
Y'all got any... Vampire?
sadly not
exactly
I'm not sure what's going on with LLL, I have a lot of interior installed, when I check % with TerminalPlus mod installed I actually see them all
but when I remove the mod, I only get this short list, which also seem to reflect the interior I get as I tried to enter a lot the same moon facility (even when I have the previous list)
what LLL
LLLv50Fixed
good luck š«”
nothing anyone can help with there
is it not part of the LLL mod?
its a unoffical reupload of a strangers edit of an edit of LLL
it's previous LLL version, gonna be changed shortly
also that
ah ok, so it's either use this and have half working things or not using it and everything is broken...
you can also try the official experimental builds but i can't promise their stable
it's either use that and have it working somehow or use experimental and test what's not working rn
where do I get the experimental?
overall i don't think it seems to be exploding toooo badly
#1228961224126103632 check pins
I havent checked in a couple days, did the debug menu thing get fixed? Ik it might not seem important but that menu is probably the most important menu for me in terms of modding lol
ah it's a manuel install? which mean it wouldn't work for guest
guest would have to manual aswell ye
use imperium 
unfortunate, guess i'll wait for an official release
Afaik that doesn't work for custom anything lol
Well mostly not anyway
how are you registering stuff then
cause it works perfectly fine for me
Just normally? Imperium dev himself said it lacks a helluva lot of compatibility afaik
Plus my mod isn't just an enemy and my mod profile has a bunch of mods I'm testing lol
I have furniture I've made, skins I've made, ship upgrades, enemies, scrap, shop items
And I don't think it supports all of those
I can give it a try soon but I've been taking their word for the incompatibility with most mods lol
I definitely have the option to spawn a redwood.
idk if it works, but the option is there
It probably does work it just didn't at the time it first came out, trust me I was one of the first people to see imperium being up on thunderstore lol, I've been watching until it becomes fully compatible with mods
it's been immensely helpful in testing EnemyEscape
I havent exactly needed it, stuff like pathing I already have a purple line thing that tells me where my enemy is going
oh god it's the gd 2.2 situation all over again
I'm getting flashbacks
Hey, I wanted to ask when you can expect a release?
When it changes out of experimental- https://discord.com/channels/1168655651455639582/1228961224126103632
I'm curious out of all of this - does the infamous duplicate-moons in the configs get fixed? Will v50 drop with the config never duplicating a moon again (not that I ever use it for configuration of things, since most (if not all) of the stuff LLL config can change is something I don't change (or use LQ for))?
Or I should say- LLL v50-compatable-not-in-experimental, not LLL "v50".
yes
this has been taken care of
Nice
Twas annoying seeing numerous Atlas Abyss' 'n one or two other moons... which I think I recall noticing they were just the LE moons
not that it should've caused any issues since the config was mostly disabled (aside from the first few configurable lines)
it was a mess, yes
But seeing the config mess up - makes ye wonder if something else did down the line
in experimental4 (and i think experimental3 as well) it's been fixed
oh nice
i mean the config stuff š
oh lol
sorry for misdirection, don't know about the weather, sadly
weather desync still happenin' huh ., .
i know for a fact that future LLL versions will have a custom weather support
so there's that
it's even worse than before lmao
Ye wonder if like
it'd be easier to just force all moons to be "clear" - and then have the weather be changed after generation via. host's perspective?
Like - there's mods to change/shift the weather as you're already on the moon
that's how vanilla works š¤
i'm pretty sure
also that's me š¤
then how the hell is it desyncing ; -;
𤷠𤷠š¤·
(āÆĀ°ā”°)āÆļøµ ā»āā»
your guess might be better than mine, honestly
all clients run the same calculation separately from each other
so if any input parameter is not synced, the game goes to shit
My thought process: Host sees "Titan (Eclipsed)" - so everyone sees on the terminal "Titan (Eclipsed)". Then when you land there, every client loads as "Titan (Clear)" - but after the generation process, host sees (and experiences) "Eclipsed" - so shift everyone's weather before the ship door even opens to "Eclipsed"
That way they're just waiting on the host's weather to ping at them - and won't calculate anything on their end
that's roughly what i'm doing?
i just disable the calculations on all clients and have them wait for host to send them the current calculations
that way any actual calculations/setting the weather happens in one place and it's replicated to all other clients
no desync, no double calculations, no problems
... automod the hecc (āÆĀ°ā”°)āÆļøµ ā»āā»
"how the hell do we both end up on, what sounds like, flawless execution order that shouldn't [censor] up - and it seems to [censor] up =w='"
omf- ok
(when the hell did they make automod be strict about that)
always has been
i'm making the weather go crazy
How does it mess up
I'm more curious about that now than anythin' this next update is dropping. How do people witness different things if the clients ping the host (or vice versa) what the weather should be, and it all ... ... hm... I guess like... maybe if (like moons) weather was assigned a number?... on some list?
'n my "eclipsed" is weather 4, but for some reason, yours is 3?... does it get numbered?
i'm not entirely sure what's the actual cause of the desyncs, but they do happen
It sounds bloody flawless
in vanilla the weather is never synchronized or sent between players
host gets [weather], host tells everyone [weather]
only the level seed is, which is the input parameter
based on the seed every client runs the same algorithm and - theoretically - gets the same result
if anything goes wrong/different on any step the result will be different
theoretically - lovely RNG would love to throw a wrench there
Can you somehow like
patch away the ability for the seed to calculate the weather
i don't know why, i don't exactly know how/where, but i got the fix ready
and just have LLL handle weather instead
my mod is doing exactly that
i'm disabling the weather calculation when you're not the host
sometimes solutions sound obvious
'n clearly the thought processes I go through - you go through. Good mindset >w>
and when the calculated results are received on client they are applied as if they calculated it themselves
no desync āØ
Which in turn, should prevent every bs desync of weather
exactly š
the only potential issue is the host/clients seeing a weather on the terminal - and the terminal weather doesn't match up to the experienced weather
but - everyone will experience the same weather
I would bet in some future the terminal weather will somehow desync due to a mod conflict - but idgaf if the terminal weather is sometimes wrong to this or that
what matters most is if every client sees the weather the host sees/experiences.
Well aren't you a badass~ =w = ... some good hands around 'ere!
Continue hammerin' away solid weather syncing. :p
does that calculation interact with any shared RNG? that seems dangerous if so, but I assume you checked that
if you want to check even crazier weather stuff happening, check out https://thunderstore.io/c/lethal-company/p/mrov/BetaWeatherTweaksBeta/
if it did I would've expected the interior generation to be desynced
WAIT A MINUTE-
i'm using level seed to seed the System.Random
i'm not changing anything in regards to that
oh, are you replacing whatever vanilla does completely then?
yes
ah ok
You damn devs 'n your names! =w =
there's literally no other way to fix that system š
š¤ š¤ š¤
and the weather changing during the day š³
that bad huh
Have you contemplated how your beta will work with somethin' like this? https://thunderstore.io/c/lethal-company/p/Fredolx/MeteoMultiplier/
it's already implemented
as i said before: the weather system is not synced in any way, shape or form
it's worse than you think
Will weathertweaks take the job of multiplying scrap? :o
or just the API part
that meteo can then use
i'm taking the values from meteomultiplier and applying it to my shenanigans
um... .,.
that went over my head
does that mean you do the scrap multiplication- or your mod gives that mod stuff to handle adding multiplications together ., .
I guess what I'm asking is - does that make meteo obsolete, or are they shaking hands
they are french kissing
š³ Oo
when I say integrated, I didn't mean they gotta get frisky with it- but let mods be mods
||What they do behind BepinEx closed doors is none of my concern, as long as they all come out of that closet functioning||
lol š¤
generally i'm trying to set up a system: name a mod that's messing with weather - it's compatible with my mod
it's hard, but there are only a few mods doing that
thankfully it's a smol amount of mods that f with weather
event mods (dice, brutal company / hullbreaker / etc), twitch-integration-type mods, 'n weather-adding mods.
probably less than 30 mods tops that actually f with weather (that aren't some one-off smol download count mod made for the memes)
although I guess it isn't as easy as just 'cut their weather calculation guaranteed'
does hullbreaker even touch weather?
cause you don't know how they'll touch weather
or do you ensure all the calculations are done within the mod
without harmony-patchin' 'n stuff
i'm manually patching whatever need be to use my solutions instead
cause if it's all controlled within your mod, then no matter how they try to f with weather - all you gotta do is ensure clients don't calculate - and it's all gravy right?
yes
then ez
just gotta cut client weather calculations no matter what ;p
or actually... like
as a backup - cause the host's weather is what matters most right..
somehow just do a verification check when the ship lands, right?
a one-time ping to be like Client->Host "What weather is it?" - Host->Client: [Weather]
if weather checks out, carry on. If not - shift weather to match up
when host sets the server value every client auto-applies them
it's one-way communication only
hm..
then I guess.... just have the host send one more when the ship lands to ensure all event-type mods 'n whatever else happened already o -o?
one more ping - that is
no need to
you're that certain o ,o?
the mod is active almost 3 months, not once did it break
the beta thing? . ,.
if i disable everything that can change weather and set it in one place, there's no possibility of it messing up
true... just sounds like ye have to do like... manual special shit per mod instead of it being over encompassing ., .' ... I guess then at least ensure event stuff like dice plays well with it? o-o
like if an event mod forces the weather to shift cause somebody rolled some dice, will your end detect that and shift along with it in its calculations? . ,. (Like- if a dice rolled it to shift to stormy, but your mod was planning on making it stormy 2 ingame hours later - does it detect that and shift its calculation to changing it to clear/foggy later - or does it try to make it stormy still anyways?)
That's my plan
Right now I'm planning to make some sort of API for easily setting up the weathers outside my mod, and I'm gonna patch the mods changing weathers to use those systems instead
So everything runs on the same set of values
At this damn rate, did you eat the same bloody breakfast that I did?
the hecc did you eat for breakfast today - cause it seems me voicin' anything around this is moot cause ye already thought of it -3-
at least that won't be sync'd
||Unless ye had some crappy quality mac 'n cheese for breakfast as an awful choice.... quite awful tbh - I mean, why the hell did it ask for half a tbsp of butter?... Knew it should've had more||
I've been actively fixing all the stuff brought up by you for over a month š
(āÆĀ°ā”°)āÆļøµ ā»āā»
I shall think of something you didn't think of-.... that, or find a bug one day
=w =
Please do š
I poke many bugs >w> ... if there is a bug, you shall get the whole kit and log
I'm assuming the BetaWeatherTweaks will move onto the actual WeatherTweaks?
is there a date on that?
š
at least before Star Citizen right? ;p
Two months ago I would've said "in two weeks"
ah
I don't know anymore
the ol' flying car or... what was it... heck i just heard of it yesterday too
quote was like ... "6 months ago it was in 3 weeks"
somethingsomething
I'm on that schedule lol
and it was in relation to technology of a certain type
it's not like I'm not doing anything
But I'm iterating on every new mechanic and testing it extensively so it's not causing any unnecessary chaos
oh psh - you're just trying to make it so there's 0 bugs. How dare you
in this economy?
lol š
Don't you know things ship out with at least 1000 bugs?
and delayed for years
At least make a specific GPU fry itself just for loading the game up with your mod
be considerate to AAA devs
or wait- I got it. I can fix your mod.
Microtransactions.
Thank me later.
Genius at work
If you pay you get different weathers than eclipse
mhm
"Eclipsed weather? But with 1 Universal-Transformation-Injector for $4.99 - you can force the eclipsed weather to be clear, and force no mob spawns for the day"
and on every session it "forgets" you paid already
I joke about this, but there were many mobile games already released with Lethal Company stuff
complete with ads or microtransactions no doubt
grifters need to eat as well
"Buy 200 quota credits for $1.99"
The game purposely calculates just enough scrap for you to be off by ~150 credits on day 3
lol
to incentivize you to buy it so you can play 3 more days
then feeds you 2x scrap amounts and easier mob spawns for the next 3 days
so you have backup scrap for next quota
only for it to slowly lower your "RNG"
to incentivize you to buy it once more
ok look- the more I joke about this, the more I sorta want this to be a mod of sorts
where you get "$" that gets tracked at the main menu (and pause menu) - gained only after failing a run. You then can use that for "Microtransactions" to assist/change the current run in some microtransaction-like way.
and it's always "cheatsy" in the way mobile games would do
so making LC a rogue-lite?
except none of it is permanent - you just gain "Money"
that at any point, you can spend on microtransaction stuff
but spending X amount on one run - carries nothing over to the next. But if what u spent there helped you go 1-3 quotas deeper, then you technically made an "investment" because you are trying to net back more $ to hold onto
I wonder what kinda mobile-game level microtransactions could be made if this was a mod..
Ooo- like if everyone dies in a run, the ship doesn't automatically take off but instead a pop-up appears (like a pop-up ad on some shady website) that has a 10 second timer on the X button on the top right of the window going "Looks like you all failed! Want to buy a revive token?" - and in clicking it, charges $X money to revive the entire team back into the game
or maybe just revives the current player
lmaoooo
Good one
Or when you try to press E on an inverse teleporter on cooldown, and it shows it's on cooldown - but you spam it 3 times, a popup comes up going like "It looks like you're trying to use the inverse teleporter. Those pesky teammates used up the cooldown already huh? [Insert sadface emoji here - in lethal company style]. Want to skip the wait?" [$1.99 - Sets cooldown to 0] [No]
(at the bottom it goes like: "Special offer! If you buy this now, we'll even allow items to be transported in for the next teleport!")
Ok, how do I shove this into Mod-ideas withou- ok good, I was about to ask how to put this as a mod idea without making it sound like I actually want legit microtransactions into the game =w =
Mod name: "Microtransactions" š¤£
I know it's a joke, but in some games that's the reality lol
Wait- can versions be names?
please
please tell me versions can be names
or letters
If this became a mod, I want it to be "Microtransactions V1.Age.Of.Empires"
or V2.Assassins.Creed (V2.Assassins.Greed?)
lmaoo
it could be parody names
v3.Clash.Of.Wallets
the final release version would just be V5.Money.Crush or somethin'
money crush is a ballsy name
They'd probably sue for that š¤£
Funny thing: I'm actually considering just naming my mod "Weather" lol
"Weather has updated to v.1.3.4"
wake up, weather V2 dropped
I want mods to change their names to basic sounding stuff lol
LLL? No. "Maps"
"Maps updated to v.4"
or just "Moons"
"Moons updated to v.4" (LLL)
"Weather updated to v.1.4.3" (WeatherTweaks)
"Enemies updated to v.2" (any enemy mod)
"Ladders updated to v.5" (Giant Extension Ladders)
"Voices updated to v.3.6" (Mirage)
voices š³
that could've been a great april fools thing tbh
shifts all mods names to sound very important or code-like. "Harmony Patch updated to v.1.3", "Main Menu updated to v.3"
too many ideas (āÆĀ°ā”°)āÆļøµ ā»āā»
well as I stare at a giant list of mods awaiting an update that'll never come till this one updates - I'mma just do other stuff before the microtransaction idea rolls in my head too long -u - ... if you decide to do that as a mod, poke me if you want me to throw a house of random stuff at you (in terms of ideas). I never played a mobile game with a microtransaction once, but I know microtransactions all too well on PC stuff
I have a pretty sick idea I'm doing with frame for the progression stuff
It'll be a better version of lgu using credits or AC using exp made from credits, probably :p
Progression mods hype
Literally a pinnacle to me. Top priority that nobody is setting as a priority -w-
LGU is one thing, but I need skills
Yeah when are we getting parrying
is the new LLL stable and out yet?
We need to be asking the real questions here people
š„²
Ye can't blame people askin' when it's been 8 days since v50 drops 'n they witness like half their modpack update... n this one is just silent -u- .... chose the best of times to start changing things up huh?
Lord knows the next main update will be 3 months from now, but the heckin' big changes just coincidentally fit nicely when v50 dropped. -u -
It's like waiting for Forge on MC. If MC Updates, can't touch the newest one modded till Forge updates. And that sometimes takes a long darn time
still is a thing
gotta wait half a damn year for it to update... if ever
I seriously don't get why it takes so long for Optifine to update too btw
Minecraft will add like 1 tree, and 1 entity
and Optifine will take half a damn year to update a lighting engine
I don't know if I'm horribly downplaying how hard it is - but... come on. They add the tiniest of changes - and it takes that long?... what the hell is in the coding of the shaders that sounds (looks like, given how long they take) like they have to recode it from the ground up when they add a new tree?
Optifines like mostly discontinued š
Like- Example: 3/17/2024 - Optifine 1.20.4
12/7/2023 - 1.20.4 Minecraft
3 months???
note, they had Optifine for 1.20.1 on 12/21/2023
Crazy, it's almost like optifines dead
the change for 1.20.4?
= -=?
ONE bug -w -
1.20.3 fixed bugs and added toggleable features, 1.20.2 added a few commands, messed with loot tables, and changed the functionality around certain items.
like-... hecc Optifine.... anyways, optifine tangent away -w -...
If youāre using Optifine in this day and age youāre doing it wrong tbh
there are so many replacements for it that actually work much better
many of the āfixesā optifine does arenāt adapted properly for new versions
It had its heyday up to like 1.12.2 but itās time is over
sodium, nvidium, phosphor, iris? and many more
it works better and is more compatible
it's a no-brainer
after fabric came out optifine stopped being the best one
Yeah fabric was a huge push for replacements since it was incompatible and I guess people saw what was possible and ported them to forge
I hate the split between Fabric and Forge
Forge has all the "good" mods that have functionality, Fabric is night-and-day faster at launching and efficiency -u-
guys, this is LLL thread, not minecraft's š
True -u -
Nah its balatro thread
wait until you hear about neoforge
What about the new forge
it's not backwards compatible, innit?
neoforge? ._.
š
what is this- the "Linux" Forge for Windows? . _.
IIRC some drama in the forge team
š
so they've parted ways and made that
of bloody course there's drama in a dev team
drama with mod devs? never
Could you imagine drama happening in this server?
never
sorry that i was the one delivering it
Never heard of NeoForge... (also, ... like... ... am I the only one to find it an odd choice of words to put before the damn name?)
Not that many things out there famously using "Neo" before it- ... =w=
Neo is a common word
Yus
It's always put before the actual word
but as the name of a product/corp/program?
To represent something new
Yeah?
I just heard of it~ (āÆĀ°ā”°)āÆļøµ ā»āā»
Huh- this is less than 2 years old tops... actually less than a year. . -.
Shows how much I paid attention to the minecraft modding side of things... haven't touched a modpack in minecraft in quite a hot minute
Well you learn something new everyday huh?... I never caught wind of this drama and I am now learning it. I guess Fabric just exploded in popularity now given the divide and issues that'll arise with there now being 2 different "forge"s and yet the mods need to be coded to suit one or the other (or both)?... I wouldn't mind a mass divergence causing most to get their mods functioning in Fabric cause it loads like a beast. Ty for shedding light on this @slim wind o ,o
Thank God Cobblemon is on both fabric and forge
Those devs are the coolest
not biased at all in saying that

It's not officially out yet, but in the #1228961224126103632 thread, Batby said that he could theoretically release the current beta build on the public if he wanted. There's still a little ways to go though
Haven't learned enuf about the drama - who is cobblemon in all of this . ,.? ...
LOL i didnt even realise
i havent checked in in a while to cobblemon
OH
i remember thinking to give it another good few months cuz it looked pretty promising
OMFG- cobblemon was the god damn... omg
there was ANOTHER name for that
wait they're not even one and the same? :o
Honestly- I'm not even gonna ask into why there's 2
less I know - better. =w =
pixelmon and cobblemon? because competition?
yeah the lore is that most of the OG devs that had the passion for the players left to create cobblemon to be more in line with minecraft and also due to the pixelmon leadership being very toxic and pay to win
they rake in thousands and thousands of dollars from servers they promote who pay them huge bucks each month and they are really nasty to their devs
So Cobblemon is an open source, vanilla minecraft inspired solution to all that corruption and drama
what gen u guys reached?
iirc i last checked it out during the earlier stages but there were a few like really high gen here and there
there are mons from each gen but I think once the new update comes out in a week or so we will be at 600 pokemon lol
noice
this was the last update we did which added letting your pokemon roam freely, trading, pvp, and berry breeding, etc
https://www.youtube.com/watch?v=ff7ZC5M9nQc&t=98s&pp=ygUJY29iYmxlbW9u
Welcome to our trailer for the Cobblemon 1.4 Update, The Friends & Farms! This update is now for Java Minecraft 1.20.1 for Fabric and Forge.
This update brings with it many new features, including: Nicknaming, Trading, Vitamins, Nature Mints, Pasture Block, and Medicine supported by Leeks, Roots, Vivichokes, & 69 different Berries! 1.4 also add...
my ears died a little bit but looks nice
And something I have been working on really hard for the update after next is fishing update where you can put bait on your hooks and each bait has different effects and you can customize your bobbers
https://youtu.be/JrlVL853Zw0
Fishing is coming together within our development for an update after 1.5 and we want to share a bit of it with you today!
Here's a word from Crab, one of the developers who has put a lot of love into making Cobblemon fishing reel:
"Fishing in the Pokemon games is something very near and dear to our hearts, so we wanted to bring it to Cobblem...
oh was it too loud haha
the music team gets a little wild
but yes Lethal Level Loader
š
lol, LLL
I gotta get into modding cobblemon, it looks like a super solid base for extensions
yeah it really is š And I work for the mod dev team itself so if you do make contributions to the mod at all I can be a reference for a team application if you find yourself wanting to join ever!
They are all very kind and fun to work with
I kinda wanted to do what palworld fumbled and let you put Pokemon to work for automation
yeah that is on the docket for cobblemon actually š
right now we are polishing up 1.5 for fossils and stuff, then fishing and doubles/triples/multi battles are almost done
Then breeding and TMs are a good deal done too
always have been wondering what's up with the legal side of things when developing a nintendo ip mod? like yk, nintendo being nintendo
As with anything with any IP there is always a risk, but Pixelmon has been around since 2010 I believe and is still around, plus we actually make all models, cries, music, animations, etc all from scratch with no base game assets too š
So it's even less so, since Pixelmon uses game assets and other stuff at times
Would go so hard on ||Plasma|| Deck
it was š
Niiice
progress going well
What is it?
balatro lmaoo
this channel has ended up a balatro channel while experimental exists š
the more I read this the more I think about getting it
actual psyop
Iāve almost 100%d talos 2 aswell
While I'm playing Neon White, I started it on Saturday and I don't know how many hours I've been playing. XD
To calm my craving for LLL v50.
Another solid game (though the story stuff can get a bit cringy for me at times)
I don't like the love triangle there, it's strange and a little uncomfortable, otherwise I'm fine.
Probably the weakest part of the game, but it has mechanics that feel good and solid game design in terms of getting people to replay levels.
is that VA the same as Tom from Toonami?
š
Uh...what is VA?
vaginal accident
Voice Actor haha
Ah, idk, I don't know the other thing you told me. XD
As TOM thinks about all the millions of versions of him that exist in the universe, a strange yet familiar vessel begins to dock the space station.
Watch Adult Swim on HBO Max: http://bit.ly/3Gy0aXA
SUBSCRIBE: https://youtube.com/adultswim1?sub_confirmation=1
About Adult Swim:
Get your Adult Swim fix whenever and wherever you want at www.ad...
This guy who voices Tom from the Cartoon Network block called Toonami
Sounds just like that voice actor for that character
Oh
Well it is. XD
Steve blum is my GOAT
balatro is a deck builder so im here to shill my favorite deckbuilder wildfrost
Neon white is an amazing game, shame it flew under the radar
Had a sub-100 rank time on one of the levels, Demolition I think
It's so hard getting close to that high because you got insane people flicking shots to every enemy bullet in the level for the speed boost
Old school yu gi oh
@zenith flax Is there a place I can go to see the actual names of the weather tags for the LevelMatchingProperties?
@hoary sail uhhh ill get back to you fully but i think itās just the enum names
Take your time, im headed to bed for the night anyway
LevelWeatherType.Stormy;
```?
zeekers vs localthunk who makes the most unreadable code
Isn't this also basically terrarias code
That is disgusting
they get a pass since it is such a fun game
in indie gamedev, good code:
- allows for ease of adaptability
- increases performance
- encourages collaboration and modification
bad code, on the other hand: - ships
so yeah this makes sense
We were the jokers all along
We're all just Greedy Jokers in this Checkered Deck of a world š
@zenith flax balatro intro be like https://www.youtube.com/watch?v=L20fStwirqo
ah yes, more than thousans cases
https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
Version 1.2.0
-
Updated mod for Lethal Company version 50
-
Added ExtendedMod
-
Added ExtendedEnemyType
-
Added ExtendedItem
-
Added ExtendedStoryLog
-
Added ExtendedFootstepSurface (WIP)
-
Added ExtendedWeatherEffect (WIP)
-
Added LevelMatchingProperties
-
Added DungeonMatchingProperties
-
Added ContentTags
-
Added Global LevelEvents Instance (Thanks mrov)
-
Added Global DungeonEvents Instance (Thanks mrov)
-
Added IsSetupComplete bool for modders to reference.
-
Added onBeforeSetup event for modders to reference
-
Added onSetupComplete event for modders to reference
-
Revamped DebugLogs and provided a configurable debuglog setting in the config to allow Users to only receive relevant logs by default.
-
Moved AssetBundleLoading earlier to help speed up load time
-
Revamped debug logs when trying to load a level or simulate the loading of a level
-
Revamped Moons Catalogue display to split custom moons into groups similar to the basegame moon listings.
-
Revamped Moons Catalogue display to order custom moon groups by average risk level
-
Revamped Moons Catalogue display to order custom moons inside groups by risk level
-
Revamped Moons Catalogue display to prefer to group custom moons created by the same author
- Added string value to allow Authors to use custom route node display text to their levels
- Added string value to allow Authors to use custom route confirmation node display text to their levels
- By default SelectableLevel.riskLevel is now automatically assigned using calculations and comparisons of SelectableLevel values between both Custom and Vanilla levels. This can be manually overridden.
- Added an OverrideQuicksandPrefab value to allow authors to modify the Quicksand used on their level
- Added ShipFlyToMoonClip & ShipFlyFromMoonClip AnimationClip values to allow authors to modify the AnimationClips used when the Ship lands to and from their level (Currently disabled until bug is resolved with Unity Assetrip Fixer)
- Overhauled the way Sceneās are correlated with Levels by implementing a new weight based system built into ExtendedLevel to allow authors to randomly switch between multiple variant scenes for a single level.
- Added an OverrideKeyPrefab value to allow authors to modify the Key prefab used in their Dungeon
- Added a MapTileSize value to allow authors to set a correlated MapTileSize value that is used in new basegame functions implemented in Version 50.
- Added a new SpawnableMapObjects list value to allow authors to inject custom RandomMapObjects in their Dungeon
- Added a PluralisedItemName string value to allow developers to change how their item name is parsed when being referenced as a plural (eg. when buying multiple of them from the store)
- Created integrated ContentTag system that allows developers to put relevant string tags on all types of custom content (with an optional correlating colour). Developers can access groups of content based on a specific content tag as well as match their content with other pieces of content dynamically using the built in LevelMatchingProperties and DungeonMatchingProperties.
- All Vanilla content has been manually assigned Content Tags to allow developers to reference vanilla content via tags the same way they would custom content, You can find those tags here: https://docs.google.com/spreadsheets/d/1WO77KGJplIEC64qmBClOgfEEoFxrhMurCEqe9FKod8I/edit?usp=sharing
- Fixed switch Terminal command incorrectly working
- Fixed Weather selection desyncing
- Fixed Dungeon selection desyncing
- Fixed Config duplicating entities (Credit to mrov)
- Added safety checks to correctly save and restore previously selected route and prevent previous routes to disabled levels from breaking
- Added safety checks to prevent invalid Foggy weather level values from breaking the game
- Added safety checks to prevent Levels & Dungeons having incorrect SpawnableMapObject setups from breaking the game
- Added safety check to prevent level missing MapPropsContainer tagged object from breaking the game
- Added safety check to prevent level with .SpawnScrapAndEnemies enabled and no spawnable scrap listed from breaking the game
- Fixed LevelEvents & DungeonEvents EntranceTeleport events behaving incorrectly (credit to mrov)
- Added custom code to optimize specific internal code used in DunGen generation (Credit to LadyRaphtalia)
- Made LogDayHistory function safer to allow DunGen generation in editor while using LethalLevelLoader to correctly work
- Fixed issue where specific special items (Shotgun, Shells, Hive, Knife) were not being collected
- Fixed issue where LethalLevelLoader was destroying assets in mods with multiple levels before it could correctly restore all those references first
lets gooooooooooooooo
there we go
LETS FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
technically i was
I had to delete my gif so batby's changelog wasn't interrupted š¤
aw man
it's okay, we can share first
yesss
ayyy
YOOOOO AWESOME
i wouldn't be suprised if stuff still blows up a little so lmk if yall run into anything
batby u the best
will do
the larger ecosystem will probably expose another crack or two in the foundation
Now to just hope the update reaches me
any idea of how long updates in Thunderstore take to reach people? couple of mins or so?
wait does this mean my interior mod will break or not
Looks like I'll need to revise my pack when I get home in 2 days
5-40min
Yo I cannot wait to play that when it's fully done
no LLL content should be breaking due to this update
but eventually ill make a post telling people how to register their content w/ LLL in the new better ways
sometime this week
Just to be clear desyncing will not happen with 4 players anymore? or is that still a bug
btw Batby do you plan to perhaps port Kast? I saw there was a little interest in that
i'd be very mad if it was!
aight gotcha
I don't feel comfortable messing with Kast without permission
i'd love to
celeery hasn't responded
I hope celeery returns :c
mod wont be out for a while so i can make a couple of changes before release
Ye big problem is ceelery's been radio silent since like early Feb
Is the porting tool out
its coming sooner than later
Some or that silence is prob focusing on studies
now that this is out last thing im waiting for is wesley's moons ported so
yippee time to make my friend's potato pc explode
DOES LETHALLIB STUFF WORK STILL!?!?!?!
We'll certainly find out
yeap XD
@zenith flax What changes do we need to make for making our own configs work for interior mods
nothing
i fixed that this morning
ill write up more docs for using the new stuff soon soon
but nothing is required rn
Either when my LLL updates, it's gonna explode or it's gonna work perfectly. Can't wait to see what happens
So we don't need to do anything on our end anymore?
Awesome, thanks for letting me know. Plastered and I were worrying about it š
Is there a way to sort moons by moon risk level instead of danger
There we go
aint risk level and danger the same
ye
Any other interiors besides SDM that need an update to function?
k got the stuff
sdm and office are the only ones i can think of that do heavy code stuff that v50 and such broke
I assume you mean LC Office, not CozyOffice
whats cozy office?
an interior made by rosie that resembles the intro to v50
me staring at the 28% download bar impatiently
actually think my download might be stuck
mines done
i played LC office with that reupload and it seemed to work fine
but maybe with your changes itll break
ill try the offic
SDM is the one that confirmed breaks, LC_Office might break in terms of some of some of it's features is my guess
Certainly worth a shot to try out
As in the buggy features that are already recommended to disable atm
bruh why did my thunderstore have to break the moment I tried updating x.x
what is sdm
Scarlet Devil Mansion, LadyRaph's interior
Wallahi weāre saved
what features
Can you test the current version of black mesa by chance?
I won't be able to until later but it shouldn't break afaik
Custom weather and smth else i forgot
Scrap is one that's disabled by default for office iirc
Oh wait yall are talking about the office interior
Cause Piggy tried to do custom scrap for the interior and had trouble
Risk level is the letter and danger is calculated by enemy spawns and stuff like that
cant you just look at the letters
it aint hard
So wait does that mean LLL will correctly calculate Experimentaion's diff
Ahs
by default i assign custom levels but i didnt wanna mess with vanilla yet
didn't feel like my place to do that by default
Experimentation being B is, odd
correct
Fair
But itās better when it puts the moons in order
if you sort by difficulty you can see the "right" order
because its sorting by its internal score and not the risk level
Gotcha


