#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 15 of 1
That patch isnt made by this creator so
but lethal level lodaer doesent load ANY levels
yeah i know
but lethal level laode dosnet lload any levels
or the game
the game just sits on a blakc screen when i launch it
there's probably some incompatability with some other mod you use
Hello, @true void, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
Or you're using a old save
im not using an old save.
that too
Oh then idk
they told me to go here
not support
support sent me over here
so im kinda frustrated
Understandable, I'm taking a look at what mods ya got to see but my PC is being kind of a snail rn
mkay
i dont have many interiors beucase i wana fix this lethal level lodaer first
so i kNOW its not the interiors
im pretty sure
I usually disable all my mods and enable main ones im trying to fix and toggle them all on till I find something lol
trying to download the profile so ill see what I can find
is LLL v50 compatible now?
should be yeah
Awesome 😄
Ye, some interiors however MIGHT need to update some stuff on their end if there's potentially an issue
bet
dont mind the charachter models
_<

yeah, I just saw
Keyword being some, the 2 that I think had the biggest problems (SDM & LC_Office) I believe have updated
yeah we dont talk about that
lmao
kyros u play lethal compan modded
im gonna be on today with a freindwe could use a 3rd
whats sdm
Come to think of it I've heard ACA's been causing some problems recently with some folks, I wonder if that might be it
I see you have skinwalkers, which I can recommend to change to Mirage which is way better
Yes
yeah
good
so are the interiors just not loading up?
uh
it makes the ship lobby wake up thing a black screen
i can have my boy stream it if u want
Guess I'll boot up mine and see if I get a black screen too
Oh yeah, it's not even in the pack
pool rooms
and limnial
see if that works
018f1670-8ef8-dc60-f73f-a96053838835
there
got it
sorry my dumbass was taking so long
i didint install scarlet devil
I did a test of JUST LLL to see if it was LLL and another mod not playing nice with each other and seems to not be a problem
The black screen? No
I'm gonna grab the interiors you listed and see if it's one of them not playing nice
stg if its interiors that cuase it
also, ive noticed that some custom interiors just dont spawn on some moons despite putting 'all' in the moons list
I downloaded LLL and Pool rooms and im able to move around in the ship
I have almost every interiors and my game is working
Unreal's School & SDM seem fine
so yall arent getting no black screens
Just for the sake of brevity to avoid downloading a whole new profile, which interiors did you download?
The 4 you listed or are there more?
what inormally run
scoopys variety sector 9 mental hospital and pool rooms
this was after i got frustrated with lll
and just limtied it
ok so i just had a freind do it
it worked
apprently
Hm gotcha, I'll try out Scoopy, Sector-0, and Hospital
Which map?
Ah ok
Interesting, lemme try doing all of the interiors that were mentioned and seeing if something blows up
Just for the sake of curiosity
SDM should be fine it got updated a few hours ago
then this may of been
beFORE
That update
im unsure
well my freind iddnt experince the bug
so w
you good then? lol
so like what interiors are for sure confirmed to work with the new update
LC_Office seems to be the only one that works properly for me, outside of the custom monsters that come with the map
every other one seems to have a problem with not spawning scrap amounts
what
Not spawning enough*
Ok, can also vouch everything works too even with the 7 listed interiors
i.e custom interiors spawning less than the moon's minimum scrap object count
It prob might've been something like SDM not being updated
idk only emote mod I use is TooManyEmotes
TooManyEmotes and BetterEmotes to an extent
That may be badass company
Correct, under the name “Ralsei Dies”
Mind listing which ones you use? I’d like to get some more on my pack
Want me to send my profile code?
I'm not at home atm so that's the only thing I have
More interiors
Scoopy’s variety mod
Starlancer warehouse
Pool room
Liminal pools
Mental hospital
School
Sleep’s dungeon
Sector 0 interior
Cozy offices
Lc office
Scp
Teraspace
Oh mb, I tought you meant every mods I use
Current
Facility,Mansion,Dungeon,Sewer,Bunker,Office,Scarlet Mansion,Mental Hospital,PoolRooms,Bozoros,Starlancer,Cozy Office,Sector,Price
All feedback is welcome
Facility,Mansion,Dungeon,Sewer,Bunker,Office,Scarlet Mansion,Mental Hospital,PoolRooms,Bozoros,Starlancer,Cozy Office,Sector-0,Price
...
Holy shit man! And these all work on v50?
Jesus I thought there was only a few interior mods, that’s like 20
Uh did Mansion get new insanity ambient noises in v50 or were there some already existing in Orion?
There is also scralet mansion I forgot
and there was black mesa but its broken rn
Isn’t sector 0 also broken for v50?
Its just broken overall
Damn
But it works
How broken we talking
Like coilhead walking through walls
Oh no thank you
But Rosie will be remaking it
Awesome
The dungeon from scoopys variety does not spawn scrap really from my testing
Very infrequent amount of items
May wanna decrease its size multiplier, although I havent had that issue
that's what i do too
Even before v50 the castle interior was horrible to loot
I’ve always had issues with scrap spawning on that one
weirdly never had loot problems there
Sewer is fine though
pool room had that for me
So can I just crank up scrap spawns when it picks the castle
Non reduce the overall size
because its bigger that the facility
causing scrap to be spread out more
yea
So make the dungeon generate smaller?
Ye
like pool rooms was likme 1,8 times the size of facility
and that on shitty moons
made is a bad loot interior
Alright I’ll keep that in mind thank you
Also had issues with enemy pathfinding on the castle
I've set the max size of the dungeon to 1.5
Its less a problem with the spawning in particular, rather the size to loot ratio
They just stare at me and my coworkers through walls instead of roaming and doing what they’re meant to
havent heard of this issue
Yeah ive had issues with many of the enemies having no idea what theyre doing
Running against walls, not moving, staring at people across the map through walls
I had this problem last week, we ended up nuking a bunch of interiors / moons assuming something dependent on LLL was the problem (we were using that v50 LLLFixed version)
It did give me the funny interaction of being chased across the entire factory by a snare flea
Yeah its the reason ive been avoiding the interior because monsters dont really seem to understand how to get from place to place there
Are interior default tag weights supposed to be listed in the LLL config?
Nvm
Got confirmation it works
Hello o/ I have many moons up, but 2nd moon making with LLL and I LOVE IT! Question: Does anyone know the best way to use Mesh Colliders with LLL? I know poly count etc matters but player just phases through with it. Lethal Expansion worked with it easily. Anyone know what I am missing regarding for LLL?
Thank-you
Did you set the layer as "Room"?
OH snap! The terrain yes, but the object no. So set object ( outside ) as room layer and than do mesh collider? Convex or na? Ty
This is still happening
We got a lot of weather desync and guest falling out of existence when entering facility, as well as item disappearing on loading save, is this the new update? people seem to say so
Id need logs from both users
Haven't seen that yet thank god
Do you have smart item saving and weather tweaks
those fix those issues
not an lll problem
just a modded in general problem
what about falling out of existence when entering the fazcility
can confirm smart item saving has made items stop transforming into different items when reloading, cheers
usuall the problem happens when youve got a lot of modded items
so the ids overlap seemingly
i've had it happen when updating mods but after updating from LLLfixedv50 to proper LLLv50, items were chaning every time I loaded a save
now after installing that mod i can play my pack + LLLv50 and things are staying
Set it as room ( the object ), did convex and nothing. Still walk through any object that has mesh collider. Strange
I really do not want to do all colliders from scratch xD
Oh, maybe you didn't turn on the Read/Write checkbox?
Umm Of the model right? Ill check thanks, never had this issue so confused xD
smart item saving is 2 month olds
Been using Unity for years and I am still forgetting things
It works
It was an issue before
So the mod was made before
I love you all
ITS RIGHT THERE Thank you Read/Write xD
and one more tiny thing if someone has time still. The audio, only thing left confusing me. Sometimes audio (base game) plays. I went through the audio and seems I have all clips to none ( other than ambnient sounds ). I have custom audio on Music 1. But sometimes the LC music after leaving ship still plays.
This is on a Vow Base
I will re-check tho if I left something but so far can't find.
@wet patrol if your customising the library change its name
so lll doesnt replace it with the real counterpart
also look at the audioreverbtriggers with -1 preset setting
Ok i will change library name thanks.
Audio reverb I think I have all correct tho. They are like this -
I should changed AudioReverbPresets to a new name. Got it thanks
those are fine
just things that play audio too 😛
only audio thing i replace that would matter iirc is the library
haha ok thanks. When you say Library you mean where all the sound clips are right? I haven't touched those directly yet
Just put music in Audio ( music 1 ). Unless thats what u mean LOL
nah i mean in the selectablelevel
OHHH. Ima peek
xD
Only thing audio related I see there xD
Under that ya
I love you all! Read/Write worked for the meshe colliders!
YES
Holy crap you legend
@zenith flax Did something changed about the dynamic size clamping? People are suddenly reporting it's not working correctly and the interior is too big on Mental Hospital
The size multiplier got tweaked in v50 iirc so each dungeon has its own multiplier, might just need to reduce the numbers
This is amazing omfg
What's mental hospital? Sounds fun
My interior, it's a bit outdated it seems
https://thunderstore.io/c/lethal-company/p/Dantor/Dantors_Mental_Hospital/
Ima try it! Haven't done an interior yet. Was to scared 😱 Great job!!! I am excited !
Hmm, alright, thank you!
Do you prefer exterior or interiors to make?
ill check for you tomorrow
Like what do you like to do the most ? 😄
I only did 1 interior so I cannot really compare. As a player I love both, both things can bring interesting stuff to the game
Awesome thanks!
I may try and do an interior next. Just is new to that so have to read up.
IMO interiors are what the game needs most, new moons are neat but there's already plenty even just in the base game, and you spend basically all the time in the interior so it's more important
I feel wesleys is a good example of having both the interiors and exteriors stand out even without new interiors
Which in last part is also due to the lack of goals in the exterior
which rn is just routing to interiors and bees
what mods did you make?
~~ it’s the thing i lowkey wanna mod in mind for the most~~
Most moons were using Lethal Expansion. Only 1 one moon atm is using LLL. I need to update my dependencies for the Lethal Expansion moons as Holo literally just posted a preview for the update ( even though its deprecated lmao ). If I could move my moons to LLL I would, but to much work so starting new.
My moons are here
https://thunderstore.io/c/lethal-company/p/Ryudious/
Only because you asked haha.
But it's needs the LE Preview to work for the older ones.
But about what BadHam said. Maybe I'll focus on that after this moon is done. Anyone have a good thing to follow for it for a base for interiors?
oooo, id love to see an interior for umbrella
I'd like to see every moon have a unique interior, EasyIdles pack was a really good balance of finding a fitting primary dungeon for each moon so there was plenty of variety for every moon visited
eh, im okay with shared interiors as long as there is a good variaty of them
im not sure where would it be the best to report this but @zenith flax
with the show hidden moons after routing there mod of yours, if you route to company building, Gordion shows up in moons terminal, and when you do try to route there as "Gordion" then a simulate command is forced
you might already know about this so, sorry for that if thats the case
Yeah nothing wrong with shared interiors as right now there's not a lot of available dungeons compared to moons, just vanilla is extraordinarily limited and is my biggest criticism of vanilla
yea, I tested on latest ver so maybe its a conflict with TerminalFormatter after all
hard to tell as there is absolutely zero errors in the console
Same but no idea how to port it over to LLL lmao.
#1230722341638508554
Bro no way. Sweet
Ah wait. Ya can't port built projects for obvious reasons lol.
Those project files are long gone after Holo was quitting lol
It's LLL all in broskie 🫡 RIP old moons for me.
Ya I know lol. I can tell better it be harder so people can't take others moons anyways.
if your looking to work on stuff I recommend using audio knights guide to making your first level in LLL
I did, but had to comment to update it
After that if you still wanna port your maps hit me up
Because ur V50 added new plugins and some stuff is incorrect now. Still works, but the tutorial for LLL is outdated for anyone new to Unity that's for sure. I skirted around 90% fine with the update thank God. Lol
Already know my way around ya. Working in second LLL moon.
Would like to port my other moons ya. Would be nice to be all in on LLL for my old stuff.
But I'll switch to interiors for the community.
Ok if your comfortable with Unity
Pretty comfy ya.
Unreal tho. Nope 🙅♀️ lmao.
I mean.. I could just rip my moon and redo the base lol
Moons'
You can use AssetRipper (the actual application, not nomnoms version for lc) to rip the built assetbundles. These will probably be fairly fucked out of the box and LethalSDK components will likely die but it should give you a fairly intact prefab, aswell as more importantly the terrain data
Exactly!
Yee
OK cool. I will do that.
Ya it's gunna be fucked by Map intact at least kinda lmao.
Thanks boss
100% agree
Oh wait AudioKnight has interior tut? I'll look. Didn't see it.
I have some crazy ideas 💡 lmao.
I'll probably break my project 4 or 5 times but ya

Late af to the discussion but thing is that I think is always cool to try and strive for in an interior are some new mechanics and/or dynamics to really allow the interior to shake up the gameplay
Hey @zenith flax , it doesnt seem like locked moons are locked? I have the boolean set to true and I set the msg for when it should be locked but it doesnt seem to be locked
Ye it aesthetically goes with 2 of his moons (Auralis & Triskelion) too
Also
Maybe another practical usecase thing
but, it seems as when collecting the log to unhide sector, it doesnt actually unhide it xD
nope
Aight will check that tomorrow too but unityexplorer is really handy btw
Highly suggest it
Alrighty!
On mobile rn but can i see the component and the level file names
also just to confirm you have LT installed in the game too ye
Oh yippee
Wait, does this mean that vanilla could get triggers for unlocking embrion with an old bird scan and artifice with unlocking the shack? 🤔
and my ToggleRouteProperties references my ExtendedLevel asset for Sector
eg. SectorExtended
Oh true
I should make that
& here is the route hidden/locked stuff
Should the boolean be true?
100 % dantors interior is a great choice
100%, Im satisfied with what we have now, i want to add new moons, but I need stargrazer already lol
mean to not hate with this
sorry if it came out rude
to batby
Will fix tomorrow sorry @empty trail
Its alrighty!
Ill get what I have uploaded rn then
We're sitting at 20 Interiors (not counting Oobl Lab) and 66 LLL moons (with a lot more coming with CCC up and running)
Lethal Toolbox is amazing btw, excited to play aroung with it more
💖💖💖
A lot of it is fairly untested ish so feel free to suggest things and report problems in #1215089921908281415
I know Batby has #1184848349619310652 to eventually add some vanilla-style moons to the game, but I'd really love to see what your take on vanilla-style interiors would be too
Theres a bunch of stuff coming soon for it that Wesley asked for 🌝
I think if I ever did dungeon stuff it would be adding hazards in general + adding new tiles to the facility tileset
It's an interesting concept to define a "Vanilla style" interior, because outside of aesthetics even they're so distinct from each other
I’m a level design nerd so i sway towards moons more than anything
Future official IAmBatby LDDs tho 😳
I think if anything you may just very well be one of the most capable modders to actually take on the task of adding new tiles to Facility; new interior hazards and facility/manor additions are both something that to my knowledge we only have one mod each so far, and both only last two weeks IIRC
It's definitely an untapped resource (though understandable to an extent as to why, given people want to work on new stuff rather than supplementing existing)
There are 2 hazard mods currently (LethalThings and PiggysVariety). 3 if you want to count CompanyCreatures' mushrooms.
Oh yeah I remember that one.
I don’t think the Tesla gate can spawn on custom interiors that have custom doors
^ Mood
In a few days I'll be back at it though hopefully- now with lots of fun new toys to play with courtesy of yourself
From 0 to 10, 0 bein' no problem at all- where does this land on the "problem" scale . ,.?
Yo dababy, did you find out why that config option isn't working? @zenith flax
um, question. where do i go to set what dungeon spawns in a moon?
which config is that?
In LethalLevelLoader
i dont see that setting anywhere
Are you talking about custom interiors?
Yeah so you go in the SDM section in LLL's config and enter the moon names and rarity
iiiim gonna try generating a new config...
You need to enter a save in order for the dungeon to show up in the config
That's also how you generate the config lol
When I actually settle for some free time, I kinda wanna draft up some ideas for items + an interior
I've kinda wanted to see an interior with huge af notable rooms so folks like Wesley can have fun throwing Giants & Old Birds into an interior and the player actually has some semblance of counterplay against them
Problem is idk if the DunGen for the game will really like huge as fuck rooms
[Warning:LethalLevelLoader] SceneManager has attempted to load InitSceneLANMode Scene before AssetBundles have finished loading. Pausing request until LethalLeveLoader is ready to proceed. what could be causing this?
this happens when I click the LAN button and the entire game just get stuck there
Ok, so I'm not alone. Unfortunately, the only other instance of this I can find was @empty trail encountered this a while back but when I asked they couldn't remember what they did to fix it. What's odd was I was able to take the lethalbunde files and throw together an empty mod with them and it works(ish). Players don't sink in quicksand (both ones I placed and from rain) and water doesn't seem to slow you down, but you can still drown. I'm not sure if those last parts are related, but I'm going to mention it in case.
Whats funny is If I throw in an older version of LLL.dll the console will give me error but it will atleast get pass the Launch mode part
If you can get a copy of that error I wonder if that will help (but since things have changed between versions of LLL it might not). Out of curiosity, and I'm probably connecting dots that aren't there, does your moon have quicksand or water? Again, probably not a connection but I wonder if LLL is having an issue with that stuff (I have no idea how the mod works, so this is just based on my observation). I just know it worked in my testing during V49 but doesn't now and I don't think I would've changed anything.
Ya I can't load inside Unity to test either, but lethal is fine. So I've just been doing that. Bundling and testing in-game lol.
No water or sand no lol.
Same
then they're probably not related, which means it's probably SOMETHING on my end. SOMEHOW it's my fault, yay!
It has only happened since the update and have tried it with a new project. Same thing. I rather test in-game directly anyways.
I just make sure I start a new save after every new bundle tho also. Or moon won't load if it's already in that moon when I quit.
Same error as you. Hit Lan, does nothing. Same error in unity.
I think to make LLL load faster. Inject it with drugs. It will be fast af 🤣
which old version did you use, and was it one that's compatible with v50? I'm looking to get a moon loading in editor to debug something
yo i got that bug where upon reloading a save your item changes
did anyone find a fix for that yet
is there a difference between the manual one and dynamic one
Nope i was using v49 dll
Would not recommend lmao it was just for testing
this mod fixes the problem for now
https://thunderstore.io/c/lethal-company/p/SylviBlossom/SmartItemSaving/
the castle one? are there any other ones youve tweaked the size of? cuz if any dungeoens are a lot big or smaller than the vanilla ones id like to tweak them to make it fair
thank u appreciate it
Castle - Max:1.5 Min:1.0
Sewer - Max:2.0 Min:1.0
Bunker - Override: 3
PoolRooms - Max:1.5 Min:1.0
Office - Overside: 8
Hospital - Dynamic Size : 0.5
Scarlet : Vanilla
thanks
i assume you either dont use the starlancer interior or are just not sure yet of its relative size?
I'm not sure yet
ok
also doing this in their seperate config files outside LLL should be fine right
like lll interior configs dont override them right
i mean ig i could just do it in both to be sure
woah why u got bunker at 3 lol, its already pretty big from when i played it
default is 8
its misleading
it says 2 is twice as big, ig its wrong lol
and also you dont know size for scp interior?
ig office dungeon config misleading too?
whenever standing in a reverbtrigger next to the ship on a moon of mine, the console is spammed with this error
Stack trace:
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_0310)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_018B)```
How do you build an LLL map with custom scripts in it?
Need to have the MonoBehaviours in a mod and have that mod in release and editor
What should I do about scripts that inherit NetworkBehavior? Do I need to run evaisa's netcode patcher?
Yep
If you use Xilos template you can have it automatically set up netcode patcher for you
ive been working on integrating the smart item saving system into lethal level loader and i thiiink ive got it in a good state i just need to do a lot of testing preferably ,
for matching changed items with their correct one this is the "priority" number system ive come up with so far, with some unused lower priority values because i just remove the item if it doesn't actually match names in any way, but that could be a config option if that sounds like a good idea
prioritizing the item's "display name" over its asset name for matching since that's how i did it for SmartItemSaving at least, i feel like it's slightly less likely to be conflicting with any other mods
and (with some testing items here) this is all LethalLevelLoader would have to save for item fixing
(parityStepsTaken is to check the potential situation the save file is saved to without LLL causing all the saved item indices to be outdated, since StepsTaken is just a vanilla saved number that changes a lot)
Will check this out tomorrow thank you
cool !! yea ill try to get every weird scenario i can think of tested then i'll PR it, probably by tomorrow
think so, they started work on it and i offered to code that in, should theoretically be even more reliable than SmartItemSaving itself since anything added by LLL will know what mod it's from too
yeee
more importantly good feature for just about everyone to have via the big API mod instead of having to seek out my specific mod for that purpose
The formulas look a little saucy for what we’ll probably need but overall vibe is cool
We have authorname too btw
yea ive been trying to find a way to make the conflict checking not be a huge mess since there are definitely things that should take priority over others (name matching >> all else), since it's a slight mess in SmartItemSaving already with significantly less variables to check with
but ive just realized if the item comes from a modname that still exists in LLL but doesn't match anything else in that mod it should probably just be assumed it's been removed, not potentially turn into something from another mod
authorname is probably a good idea for trying to catch mod renames
mods can have multiple names too
wait they can ?? oh no vjkfbkfvnfkbnvb
we can just chuck all those in the modname string w/ a separator value
Dw
its only internal
it lets people basically release 1 mod in seperate releases but combine at runtime
Eg people with 8 different moons
oh i see, that's easy enough then
How close are we to getting this update? I'm looking forward to it being implemented ^^
also is there any way you can implement a system on your side so that not only shovel and knife have a hitID and monsters also have it?
Gonna guess the update that's releasing tomorrow potentially
or is that just messing with stuff too much and not really possible/could be too buggy
or just not in the scope of LLL itself
is there any plan for extended ship unlockables btw? SmartItemSaving fixes corruptions w/ those too but im not sure if that should also be brought over to LLL
could regardless just so LLL has the fixes for all of that
@zenith flax psst is this intended https://github.com/IAmBatby/LethalLevelLoader/blob/main/LethalLevelLoader/General/Patches.cs#L571-L573
it looks like the dungeon size restriction is completely nonfunctional from what I can tell, but maybe I'm missing something
Ye
Looking at it tomorrow
I’ll get back to you about that but mhm
that'd be lovely ty
dungeon generates with all doors open 
does anyone know what the problem is?
Check your doorways and make sure you have your doors set there
Depends how you have your doors and doorways set up though
I mean I never ran into this issue with other old interiors that didn't update like Dantor's and Sector-0 so idk
This is probs why Dantor's is gigantic and the config options don't work for scaling it rn btw
it was just an animator issue, I don't know why but the animator parameter was set to true
this feels targeted at someone in specific 
I mean both Tolian and Wesley have a lot of moons
XD
Dafini has waaay too many moons
A lot ot LE people made like 10+ moons or smthn crazy lol
I think dafi's moon pack was having like 37 or 40 moons, something like that
that's actually two issues in one, Dantor's uses a deprecated field on the ExtendedDungeonFlow currently, and that as well would prevent it from ever working even after that's corrected
True
v1.2.0 of LLL adds an option to ExtendedDungeonFlow that is used in vanilla to scale interiors based on their room size, though, so that should probably be used instead of the dungeon size clamping
I agree
., .
Looks like its failing to run custom save item scripts, that's all I can say without having much insight
Mhm?
do the footstepsurface work? and is the terrainlayer aspect implemented? or will this come later
LLLF is deprecated for a reason.
Probably since it was just a temporary fix
LLL 1.2.0< works with v50
Hey hey! So AudioKnight doesn't seem to have the video for the interior tutorial. Anyone know of an ok tutorial to follow to swap to interior's?
Ah lol didn't see the fixed in the name
Alright
Awesome
Major's tutorial should be here somewhere in the development resources
Audio knight only has a moon tutorial
Hello o/. I see Majors yes, but stuff is missing from it xD. I have to find more info to follow it correctly for no mistakes. I guess thats the only way atm. Wanted to switch from moons, we will see I guess.
Thanks
quick question, if im using LLL's custom dungeon settings, does it override the defaults in the mod's config?
I think immersive scrap's new config overrides LLL's configs
ok i found out by trial and error that it sometimes doesnt
noted
Sometimes? I use a method in LLL to set the config
poolrooms used its own config despite it being set to false
Ahhh wait I replied to the wrong person since u guys had the same issue lol
I thought immersive scraps config didn't work
It should yes
Is this setting to add custom dungeons to certain moons? And do I have to put a space after every moon or what?
Turns out it was my fault. Tagging the ground as "Concrete" made it too solid I guess by the game's logic (which makes sense). Switching to "Grass" fixed it.
Sorry I had to go, feel free to ping any interior nerds you see like audioknight, rosiepie, and whoever else for tips, they're way too active and wouldn't mind helping
❤️ ty
Yw! (And when u become really good at it teach me cuz I'm procrastinating my moon idea toooo much
and I wanna eventually make one)
You do it like this
March:90,Experimentation:30
Idk if its just me but for now I find that extended footsteps and extended story log doesnt work
Collecting log adds it to the list but there is no way to read it
Just got all the time error that there is no action to the word
Extended StoryLog works for me
Not sure about the former though
I mean
The story log gets collected but i cant see it
Idk
What are your settings?
Ye thats what I mean too, I can view my log
I jjust have the log set to the ID of the extended storylog with the scene name set & it registered in the extended Mod
D:
How about the noun?
Is it empty?
And what version of LLL are you using in your project? Is it 1.20 or 1.20.1
1.2.1
I'm just wondering, has anyone been able to run the game via editor after the LLL v50 update?
Nope
Nope Nope. Doesn't bother me though. Because for instance: for some reason, my terrain holes, well... ( when it worked prev version for LLL inside Unity ) showed up as .. well holes xD. But then in Lethal Directly, the holes were still terrain. In a nutshell, I didn't get my holes working as holes and it left a hole in my soul. So now I only trust Lethal directly xD
Obv the holes were fixed, as was user error LOL

Wanna hear something funny. Wasn't sure if ship itself ( the item ship ) could be actually touched, to scared to test that. So I put a ship over the ship LMAO

only thing that cant be touched is the player ship i think xd
Surprisingly The Starship from SpaceX fits well.
ooo
Good to know! This looks.good tho so ima keep it! Haha
I can
But its not Worth it
Its better to just run it in normal lethal
I was able to load LLL + Dantor's but nothing else worked
For me really it doesnt matter
Its not really that long to import lethalbundles to lethal
for one thing, you can easily debug the base game with VS if you can load into the game in the editor
Lethal level loader, even though it says it runs in v50... it does not
it does
cant get it to work for the life of me
bro, i can't make my story log to work.
Mine worked once and now its not working anymore so I cant help sadly
If what I did fixed it then ill let you know what I did
||blur is not destructive 👀 ||
lol yeah people can easily get rid of that blur :3
does anyone maybe know what is causing this?
it says the ship is in orbit but it isnt doing anything
Likely a nasty mod that is horrendously incompatible
Hm, maybe it was a fluke on my end
Is LethalLib compatible with LethalLevelLoader? I tought we would'nt be able to find LethalLib stuff when playing with LLL. Or is it only on custom planets? Was playing around and I found a Fumo plush (in experimentation)
Other logs?
ye minus lethal things rn
? Fumo plus is Lethal Things I think
no fumo, has plushies tho
I'm talking about this one
ah
oh yeah but have any enemies spawned
this is lethal things
Currently, LLL depends on LL so I don't think that's the case :x
its not an a l lib issue
just a things issue
apparently
I see, will test a bit more
Things is getting ported to lll(eventually)
by xu
I cant get this mod to work multiplayer no one else can join.
prob another mod, that uses lll
It gives me errors that there are client server mismatches, even though there are none
the moment i disable it, it works
when you disable lll
yup
You could try cleaning the cache
ooo that too
this actually just fixed every mod😭
everything is running smoothly now
@zenith flax it'd be nice if u can fix the outside enemy debug menu thing, i'd like to test my monsters properly 😭
is this normal for default LLL config? i got the update, tried regenerating the cfg cause it was a mess before, but idk what this means. did it not generate properly for custom interirors?
"## Add this Dungeon to any Level's randomisaton pool in a specific mod based on matching Mod Names. (Minimum: 0, Maximum: 9999)
Setting type: String
Default value: Default Values Were Empty
Dungeon Injection Settings - Manual Mod Names List = Default Values Were Empty"
any incompatiblties currently?
lgu
if a mod has not updated for 1.2.0 im assuming I can use whatever configs for spawning comes with the mod or should I be using LLLs configs
alr thx
in what way lgu is incompatible
played a 5 man lobby last night with both of enabled and didn't experience any oddities
ok i have to actually stop parroting shit i havent tested myself, ive been told that lll basically breaks everything related to lgu
Hey,
today i imported the newest LLL Version in my Unity Project.
Till now i only used the Selectable Level and Extended Level.
When i created my bundles i created a modname.lethalbundle of the main folder and a modnamescene.lethalbundle of the scene i worked on.
But right now i am working on some items. Do i need the extendedItem Asset and create a lethalbundle for each item to make them spawn in the facility?
And how can i make custom/newV50 monsters/items/interiors/traps spawn on my map without having the prefab to link?
Sorry for the load of question and sorry if this is the wrong channel for this but i am quite new to modding.
So Link the Prefab to the Item, the Item to the ExtendedItem and then build a assetbundle?
even when i use smart item saving, my utility items dont even get replaced now, i just lose them each time i reload the save lol
anybody else experiencing this, is there a solution?
@zenith flax
LLL Failed Generation of Haunted Mansion on Orion.
018f1ca3-fdfd-6c67-d8ed-f1a4ca7ccde9
One log from me that shows only Warnings, other log from seccond player with errors.
After Player 2 left the level loaded.
have u experienced the losing store item bug even with smart item saving mod, or is it just me?
I do not have Smart Item Saving installed.
@zenith flax Is that TimeOfDayEvent script supposed to be working? I am testing rn, and have it set to filtered day mode to noon to set a game obj to SetActive false
I have a separate issue. Currently, you cannot reload saves in my pack. The ship breaks. 😛
dang
When is the config for scrap and enemy spawns getting fixed in LLL?
Is it not working?
Seems to be working fine for me
oh then I might've been not paying attention then-
How do you make those configs?
Did the stacking item loss theory not check out?
Cuz I also thought they were broken for a while but I just didnt know what i was doing lol
yea idek know anymore
yeah in the LLL config folder
You can edit spawns and stuff
i put my jetpack in certain positions on the ship and reload and it dissapears sometimes, and doesnt other times
the current bug is if you quit and reload a save without restarting the game completely, some items will slowly be removed from the game
jetpack is removed after just a couple reloads so that's why uve had that problem i assume
May I see more of this, since I am still having trouble apparently xD
Don't have pc on rn
All i can say is that its just story log copied from existing map
And all i did was seting its id to 201
Check if you added your story log to extended mod
but i thought smart item saving mod fixes it?
yet with that mod i still get this bug
smart item saving cant fix it fully since LLL is accidentally completely removing items from the game
yea but if ive already lost the item, restarting wont get it back
yea sadly
so really ig ill just disable lll for now sadge
wonder why only some people get this bug
lll bugs are super specific, had to rebuild my whole profile before I was able to get it working properly
so it was a mod incompatible with lll for u?
did u have same bug as me? or dif
I had the black screen bug
right
think for most just starting new save fixes that, as old saves get corrupted by lll, unless u turn it off
little eepy gimmie abit and ill cook
were u refering to my text, or Rosies
lol
kewl
Ill get those scene selection logs soon, sry for the delay xD
I ended up fixing my problem. Also I do not loose store items.
@calm eagle @young acorn hmu w/ questions in my channels here rather than dms
less chance of me forgetting and it falling into obvlivion
will look into your enemy info issue
@empty trail when i was fixing the simulate and moons catalogue stuff i forgot to redo the locked route stuff
sorry about that
np!
Also, I literally cant figure this out, I swear I set everything up correctly with the Story Logs but I keep getting this error when picking the log up
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
HUDManager.GetNewStoryLogServerRpc (System.Int32 logID) (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_00FD)
HUDManager.__rpc_handler_3153465849 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_003B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
HUDManager:GetNewStoryLogServerRpc(Int32)
StoryLog:DMD<StoryLog::CollectLog>(StoryLog)
UnityEngine.Events.UnityEvent`1:Invoke(PlayerControllerB)
InteractTrigger:Interact(Transform)
GameNetcodeStuff.PlayerControllerB:Interact_performed(CallbackContext)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)```
yeah, the StoryLog scene stuff or the ExtendedLog?
both
im also realising now i probably need to talk with staff and figure out stuff
cuz i probably need a forum for issues at this point and idk if its better to get special treatmeant here or have my own cord
It worked like the first time I tried setting it up but then broke for some reason
was that on the experimentals?
ik @nimble umbra had the same issue and fixed it but I have the same properties in my log stuff
nope
It was on the same version
1.2.1
I removed other events from the interact trigger for those lock stuff that was broken at the time and then it broke is what I remember
👍
@young acorn can you send me mod build for that
@zenith flax Got an interesting issue
We get interior desyncs but only on 2 of Tolian's moons
mod build? like the most recent build? if so, it's on thunderstore, haven't changed it at all
with the enemy info issue?
yeah
@unique geode reproducable?
haven't tested story log but it's probably still broken
Yeah we've had it happen consistently only on those 2 moons
All others are fine
so I doubt it's a LLL issue
Yeah it's consistent
@pine olive got mansion both times
When I got Facility
So did @abstract bobcat
@weary apex let me see your dungeongenerator components
Anyone found a fix for items changing when loading a save?
are moons that say "no extended mod found in bundle forcfully loaded" still okay to use do they have any issues being used?
no their fine
bet
i asked u to test if i fixed it ages ago 😭
https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
LethalLevelLoader 1.2.2
- Fixed issue where vanilla items were being incorrectly destroyed when playing multiple lobbies during the same game session
- Restored functionality of the ExtendedLevel.IsRouteLocked feature
- Added safety check to help prevent saves made in pre 1.2.0 LethalLevelLoader modpacks from corrupting when being used
- Fixed issues with ExtendedDungeonFlow.DynamicDungeonSize related settings incorrectly applying after version 50 changes
- Removed ExtendedMod.ContentTagAsStrings() function
- Added ExtendedMod.TryGetTag(string tag) function
- Added ExtendedMod.TryGetTag(string tag, out ContentTag contentTag) function
- Added ExtendedMod.TryAddTag(string tag) function
may take a lil bit to hit thunderstore and all that
alrighty!
@vagrant sundial @tall kindle some helper tag functions
Was the LethalToolbox route toggle properties linked to the ExtendedLevel.IsLocked issue?
yeah probably
Got it
the hidden i gotta look into
have u had the issue of items disappearing? cuz ive had items change and items just disappear as well once i got the smart item saving mod
should be fixed now
whats difference between dynamic level list and manual lvel list
for the interior config parts
Do custom scripts cause a crash on pulling land in ship? Made a script for animation for X rotation and crashes on my moon. How can I incorporate it. I rather not use an actual animation xD
can i see the code
sure
Did the grouping in the terminal get fixed?
not yet!
The SmartItemSaving stuff is integrated too right?
;o
in 1.2.2
no
do you know by chance why changing the configuration in the LLL config may cause the ship to be unable to go into orbit? 2 settings I changed was for the sector-0 modded moon, enabling changes and changing the price of it. reseting the config file to default makes the ship properly go into orbit though.
would need logs
give me a few minutes then I'll recreate the problem and send them
dont know if this is intended but the moons got their risk level changed
for example a p risk level changed into a s+
and there is no more SS anymore
can you elaborate w/ examples
Harloth was a P risk level moon not its changed to s+
Auralis was a SS and now it changed to s+
and a lot of other ones changed
but it also changes the vanilla moons risk level
That's just the dynamic risk level assignment
but now there cannot be a risk level above s+
ok but you gotta tell me that
there was SS, P, UNKOWN
mb
Authors can still manually specify risk levels
I think it auto assigned moons to their risk level
They just have to opt in to it
did you assign yours
auralis was a SS and now its a S+
Not yet no, I wanna look at the numbers and stuff that LLL is considering and maybe make some adjustments. Auralis will manually be bumped back up, don't worry :P
but like I think something auto assigned the moons to a risk level by their difficlty. Like batby was saying how it calculates the difficulty on the hardness of the moon when you sort by difficulty
yes
but dose it change the risk level
can I disable it
no
maybe the custom ones did not work?
like what
I'm saying maybe when the authors put in their own value it did not go into the mod somehow.
and im saying maybe when the authors put in their own value it did go through
because its P
in the terminal it says S+
give me a minute I can send a screenshot
then they didnt manually specify they wanted to use their risk level
i dont need a screenshot
system sounds like its working as intended
okay sorry about the delay ive finally made that PR for the item corruption prevention whenever you feel like looking at that
tried testing a lot of cases with it vfkcndkfnndc
;o
@zenith flax Are we gonna get 2 updates in the same night? 
chill
I am chill I'm just glad to see this issue get fixed lol
@pine olive has been cursed by it
Seems like the Shotgun id in his pack likes to corrupt whenever he has BetterShotgun or BuyableShotgun installed

Btw @weary apex When Batby helps you get Crystallum and Nimbus' Interior desync issues fixed the feedback from my group was Nimbus needs to be brighter, and also Tulip Snakes cause you to go out of bounds a lot and get stuck in the void on Nimbus
Since an update 2 hours ago, i get this message in my log whenever I try routing my ship to the company- I was wondering if anyone else is having similar problems, or if I just need to find and remove another mod that might be causing it.
The problem seems to only be with the company building.
hi, i just installed this mod and when i try using the terminal, it wont let me reroute the ship to the company
i can travel every other moon
but the company
You're right I'm sorry 😭
Have others been unable to see LLL in LethalConfig ? It won't show there for me.
seems to be, I'm getting this exact error too
It's not meant to show up there, it's meant to be adjusted from your mod manager
yeah, new update for LLL breaks the company building, doesn't need other mods installed
tested with just LLL and its dependencies + LCBetterSaves on v50
Also let me know when u want me to test a fix if 1.2.2 doesn't do the fix, I cant test my enemies rn 😭
I'm really stupid btw, I spent like 15 minutes copy pasting the tags from the spreadsheet forgetting that there's probably a function I can use to input them rather than just have an identical version in Unity lol
Did you get the LLL conversion done for GiantSpecimens?
I could beta test it probs if you want
Im also having the same company building issue
The enter key wont enter when I send it through
@zenith flax was compat with LethalThings fixed? I've seen people saying they've been using it without issues with LLL 👀
i do love having a working config
i have functions and stuff for this @tall kindle
at the very least could i convince you to
instead of "@", ConfigHelper.keyPairSeperator and instead of ",", ConfigHelper.indexSeperator
alright, anything i need to change in the actual config itself?
also i wouldnt mind using ur system later on, im just trynna make a release first
i'll need to make a template eventually to point people to
alright ill swap that in the actual config then
ye, plus @ and : are fine and good enough for me, i've seen people use ; instead of , and that really bugs me 
what happened? 👀
the functions using my registration thing
use ref terminalnode, ref terminalnode now
so incase ur patching those
The movement of the company building is blocked... 🥲
psst batby aren't these example values backwards? lerp(x, y, 1) returns y, and y in the case of the smooth dungeon size clamping is the min/max
https://github.com/IAmBatby/LethalLevelLoader/blob/main/LethalLevelLoader/Tools/ConfigLoader.cs#L144-L148
unless I'm misreading something somewhere which is definitely possible
can't go to company building
Try going On the order version 1.2.1
And tell if it works
@zenith flax are you gonna make a planned features again? you used to have one for v49's LLL, and i've talked to some interior guys and stuff like multiple interior generations etc that u used to have in your old planned features was something they were looking forward to
At some point ye
also ty everyone for the support for 1.2.0
100k downloads so fast is crazy
@zenith flax could you provide a small tutorial on how to implement custom footsteps in a free time?
Thank you!
I tryed to go on a custom Moon and got this error.
Moon: Lucullan
And it is not possible to route to the Company
in the 1.2.1 version of the mod, there are different dungeons in multiplayer, and in 1.2.2 it is impossible to land in The comp
okey
@zenith flax Problems plz HELP ME!!!
And it is not possible to route to the Company
I'll take note
LethalLevelLoader.TerminalManager.LockedNodeEventTest
Uh oh, seems like that fix you did for the locked moons, broke something possibly, from what im seeing in this error among other errors ive seen being reported. @zenith flax
Revert to LLL 1.2.1 until batby fixes the Locked moon stuff breaking things
For updating do i just drop the LLL dll to my project for this one? ( overwrite )
What version are you currently using for your project
Id personally refrain from using 1.2.2 just for now
But for updating just replace dll?
Yeah
kk thanks
Is there a way to load v1.2.1 via Thunderstore App or do i have to download it manually?
Go to: Get mods > LethalLevelLoader > Download > 1.2.1 > Download with dependencies
Ah, stupid me. Totally forgot about that dropdown... thank you!
xd np!
Not sure if these logs are correct, but the ''A'' category seems to be intermixed with the ''S'' category too
what about route company
This is an issue with 1.2.2
why didnt you use route in the video at all anyway
Its not needed, just an optional prefix
The issue is with something breaking with a fix batby made I think
oh i use it every single time
its not really optional in a sense
the versions without route are shortcuts that wont always work
Yeah
and i'd prefer for it not to be messed with too
then people couldnt name any moons of of thingsthat could also be commands
like what if i install the mod that gives you a command for opening and closing the door
then i cant ever have a moon thats called Door :[
OMFG! My moon wasn't loading and when I did some changes. Finally found out why it was crashing on "land pull"
I made terrain higher with the paint brush, when I flattened it back to the normal height, moon loaded. Anyone know why terrain height would do that? lol
i was able to route to the company
i havent tried custom moons yet but
Oh?
Modlist? Did you regen your config?
Custom works fine for me, loaded into mine
018f1fd6-9ef5-b0cd-3d28-5ee1ae81457c
oh i didnt regen the LLL config
would there even be a reason to
Not sure, just a question, im trying to figure this out xD
Seems like its broken for some and not for others. but I dont know
hm ok
Im wondering if it is an issue with the old v49 custom moons
But then again your pack has 1 if not more v49 custom moons
No idea
Hopefully batby figures it out
Alright, sry for the delay, I got the logs though with 1.2.1
Finally moon release will be in like 1 hour. Very excited for this one. Took a while.
Hmm. How do I incorporate my script into the bundle? It is not working when loaded into LC. batby looked at it and said it would work, but I am most likely not bundling properly as I have never used a custom script before in a bundle. Moon is loading fine, just no script being activated for my object
Nvm i read it mono in a mod

Didn't see this until now
