#Lethal Level Loader [Custom Content Loading API]

1 messages ยท Page 17 of 1

trail harbor
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Np, it helps a lot with testing stability

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So I also got the problem with not being able to route to company. Is there a mod I can disable to make it work or a workaround?
I know it's going to get fixed eventually haha, just wanted to know If I could fix it right now in my modpack.

acoustic sonnet
trail harbor
acoustic sonnet
wet patrol
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I just can't wait until it works in the Unity Editor again. Easier to pin point game mechanics when swapped over to scene with game running.

tardy hemlock
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hello

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explodingturtles directed me here

tall kindle
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for?

tardy hemlock
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forget about it already fixed it (i think i gotta check)

tall kindle
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alright lol

lilac rock
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are you sure playing lan is the same as online, 'cause I cannot reproduce the errors my friend had

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planet are loading and I don't have the issues of falling through the ground

trail harbor
lilac rock
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how do I know this work, I click on it but nothing happens

trail harbor
# lilac rock how do I know this work, I click on it but nothing happens

It doesn't really do anything you can see, it stutter a bit when you press on it. You might wanna get your friend to press on it and then retry and see if he still has problems.

It flushes old mods or mod versions that you might have had in your modpack in the past. I remember some people having similar issues when they went from LLL Fixed to the current LLL and it was fixed by flushing the cache. Which is why I proposed it ๐Ÿ˜‰

lilac rock
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k I'll try next time we play, thanks

trail harbor
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Np, hope it fixes your issue

tall kindle
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@zenith flax i just realised, i dont think bestiary works

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the keyword kept being invalid

stoic juniper
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does anyone know how to set a interior to have a chance on all levels without typing them all out individually

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is it All, Custom, Vanilla i cant quite figure it out

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if you want modded i think its custom:

tall kindle
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I do custom and vanilla

wet patrol
wet patrol
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Don't judge that one

tall kindle
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Lmao

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Tis okay

unreal crest
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Can you pop the moon

wet patrol
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I could ya. Scripting is easy... the part I gave up on is compiling and stuff to .dll library.

So no.... no Balconies pop mech.

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๐Ÿ˜ฆ

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Balconies LOL

unreal crest
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Hehe

wet patrol
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leaving it as Balconies

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I did make dll tho thanks to XU template. But no idea if the dll works lmao.

tall kindle
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Lol

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It should if you're able to use it in Unity to add scripts and whatnot :p

young acorn
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is there any status update on the story log and bestiary entries being broken for harvestmoons?

wet patrol
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So evasia patcher command.

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Doesn't matter tho. Is fine. No need anymore. Ima just wing it with animations.

tall kindle
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Did the door not open for you ingame?

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I thought u posted a video of it working

wet patrol
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Ya!

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That worked

tall kindle
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Aye then what i sent u worked baka

wet patrol
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But now Dot net error compiling. But still makes dll so I unno. Maybe I ignore it

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If make Dll it works ya? Lol

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๐Ÿคฃ

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Ya tried it with trying to get player to be parent of balloon. But didn't work. But than again, coupd be my script not doing correct thing. But again, Dot Net Patcher MS error so who knows.

tall kindle
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Yeah honestly it's probably best for you to replace what I sent with xilos template lol

wet patrol
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Have my Balloon with no scripts LOL

tall kindle
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I just sent something quick that does work for basic things

wet patrol
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Ohhh

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Well still tho.

tall kindle
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I just copy pasted something I made before and replaced it with example names lel

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Though it should work

wet patrol
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Wyf is ms error fir Dot Net Patcher if it made the dll.

tall kindle
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Idk what it would be missing

wet patrol
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If makes dll is fine ?

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Can lick? Safe?

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I'll be that person who has iffy moons. Is ok

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Death is part of game. U fall off balloon and die. Is part of experience

tall kindle
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Si

kindred bramble
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What were or are the problems with LLL and LethalThings?

shadow idol
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Not many, they work well together you just cant buy the rocket launcher

acoustic sonnet
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did last night

shadow idol
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Different mod conflict then, havent been able to buy it since v50

wet patrol
prime plover
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idk if anyones got an idea why, but i got this error in the log and had the game like softlock in the ship basically after pulling the lever to land to this moon called lucullan (i forgor what mod adds it lol)

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also idk if this is even related to this mod but i assume it is bc it names it in here

wet patrol
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Do you have Lethal Expansion installed? With Lethal Leval Loader. @prime plover

prime plover
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nope not in this modpack

wet patrol
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OK just checking hehe. Lots of that happening

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Hmm cant find that moon.

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Well the mod name is the mod name. Unless you mean you used a modpack list. Either the moon or the some other mod in the pack is conflicting

elder trout
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hey guys LLL is working without a new save now correct?

elder trout
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awesome

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do we know if cozyoffice is compatible?

empty trail
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iirc at least xd

empty trail
elder trout
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oh even better! and my bad i didnt realize, good work on that one btw

empty trail
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The config is now in LLL rn though

empty trail
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Just for clarification, the top runs first & then everything after overrides the previous one if it can

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So the weather stuff would take the most priority (?)

olive sonnet
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nah we dont play

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Imma just manually set everything

empty trail
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xD

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I think it goes weather as the highest priority & tags as the lowest priority

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But thats how I understand it

olive sonnet
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makes sense

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thank u rosie

empty trail
leaden merlin
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How did you fix the holes? Trying to add terrain holes myself and running into the same problem

wet patrol
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Anything with colliders

leaden merlin
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Figured out a different solution

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#1210653206225363018 message

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Interesting how the map actually builds differently based on your project settings

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I didn't think it would affect how it loaded in the actual game

wet patrol
leaden merlin
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ah

wet patrol
# leaden merlin ah

Ya usually I have holes because of the map making lol. Player falls through with no colliders in an area etc

tall kindle
atomic acorn
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Typing rocket in terminal changes filter to tag, making it unable to buy rocket launcher. Installing terminal conflict fix solved the problem tho

tall kindle
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i just realised, where the heck is the price for my sell-able item being set

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ah... its the credit's worth

dim pelican
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just reposting this here, any idea what is causing this? the error happens whenever I try to land, it get stuck on the seed part

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nvm its cuz when converting to v50 some references are lost, and became null

shadow idol
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is the company routing issue still present?

slim wind
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yes

shadow idol
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darn

unreal crest
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Could use an auto route to company mod as a workaround from what I've heard

wet patrol
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That will fix it for now.

echo trout
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does anyone know what issue is causing modded interiors to not have collison anyone who joins me and loads into a modded one just falls through

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and it looks like this

spice ingot
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what moon

echo trout
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Offense,vow and march so far

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we were able to play pool rooms with no issues once before

wet patrol
echo trout
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i get this text

wet patrol
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Oo

echo trout
wet patrol
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You and mates configs and mods need to be the exact same yes. Or desync issues collisions etc.

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If u change it, they have to.

echo trout
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ah so send them over the preset file?

wet patrol
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Ya

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Has to be the exact same haha.

echo trout
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does SCP dungeon mess with any of them?

wet patrol
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Just make sure your friends have everything the same. Anything will mess with friends if they don't have exactly the same configurations and mods.

echo trout
wet patrol
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Ya it's crazy- saying stuff is missing

echo trout
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is that causing the issue?

wet patrol
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No idea why tho

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Did you touch anything file wise

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Actual game objects missing

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Those are models

echo trout
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it says scoopies is out of date,the only thing i messed with is the preset file

wet patrol
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Etc

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Ohhh

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Than ya

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If not updated stuff breaks

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Anything deprecated get rid

echo trout
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do you think it could be LC Office? the wall of text appears right after it

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but it also says it loads on all moons

rain garnet
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Hey there
Can someone explain me what is the "Content Author Disabled Automatic Configuration File Warning" ?

echo trout
round heron
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after the new update, does lll work properly?

high cipher
strange trail
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@zenith flax sorry for ping, but do you plan on releasing Wateridge LLL port as well sometime?
I personally really miss that moon but I understand if it takes too much time or something like that

acoustic sonnet
strange trail
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I know

acoustic sonnet
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then not his responsibility

strange trail
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he already made a working port a while ago

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it was just not released

bitter pond
acoustic sonnet
bitter pond
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#1204432295025578014 message

acoustic sonnet
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although cant blame it

bitter pond
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Never played it tbh

acoustic sonnet
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it was like the first

full harbor
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The premise of the map was basically just taking a free Unity store asset (Old Sea Port) and adding the basic elements needed for Lethal Company, which is probably why it leaves some to be desired in terms of level design. Not to diss using Unity assets, but ideally there would be tweaks to the scene and maybe some kitbashing thrown in to make it a level that works for the context.

round heron
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what moons are supported by lll?

merry marsh
elder trout
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is there any reason LC office wont work multiplayer? it worked fine solo

elder trout
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[Error : Unity Log] [Netcode] NetworkBehaviour index 1 was out of bounds for GlassDoorMapSpawn(Clone). NetworkBehaviours must be the same, and in the same order, between server and client.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkObject.SynchronizeNetworkBehaviours[T] (Unity.Netcode.BufferSerializer`1[T]& serializer, System.UInt64 targetClientId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0151)
Unity.Netcode.NetworkObject.AddSceneObject (Unity.Netcode.NetworkObject+SceneObject& sceneObject, Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkManager networkManager) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0093)
Unity.Netcode.SceneEventData.SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager networkManager) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Unity.Netcode.NetworkSceneManager.HandleClientSceneEvent (System.UInt32 sceneEventId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0111)
Unity.Netcode.NetworkSceneManager.ClientLoadedSynchronization (System.UInt32 sceneEventId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_01A5)
Unity.Netcode.SceneEventProgress.<SetAsyncOperation>b__37_0 (UnityEngine.AsyncOperation asyncOp2) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0012)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <e27997765c1848b09d8073e5d642717a>:IL_000F)

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got this error for the client

hoary sail
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@zenith flax Just beat orange stake with yellow deck B)

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This game is so fucking good

jolly cargo
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Does this mod make a list of moons?

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Thinking of a little mod that just limits the amount of moons available

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Like depending on config, either every quota or every day, a random x moons are available and no others

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I think it would have to use LLL since it will pretty much set all moons to being unregistered and hidden then randomly picking some moons and making registered become true and hidden become false

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And for safety, the first moons price is overridden to 0 so you canโ€™t get stuck

dim lily
jolly cargo
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Yes

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That is also now a vanilla bool iirc

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The hard part is having a list of moons and grabbed random ones

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Ig I could just generate an array of selectable levels?

dim lily
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just make sure to exclude liquidation

jolly cargo
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Oh huh

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Thatโ€™s out in v50 and is broken(?)

gentle bramble
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Did they fix the issue where you can't route to the company?

dim lily
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malfunctions had to blacklist it so it wouldnt route you there lol

jolly cargo
gentle bramble
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reverting to an older version of LLL fixed that issue for me.

dim lily
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im using terminal formatter and ive never had that issue though

jolly cargo
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So I donโ€™t think itโ€™s one bug, itโ€™s the result of like any of 50 bugs

muted wadi
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I feel like nobody has pinpointed the issue yet and it kind of concerns me

fallow fern
trail harbor
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@zenith flax I saw that the default value for "Hidden in terminal" of the new moons is set to false even though they are in fact hidden (Embrion and Artifice)

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I wanted to enable them in the terminal, but that doesn't seem to do it

snow lotus
# echo trout

Does anybody know what mod causes this issue? Our friend in my group has this issue - he just falls through any modded interior. (More over the interior isn`t even loaded -for him it is facility.)(edit: except poolrooms, strangely)

echo trout
echo trout
empty trail
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phew

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Also, piggy mightve fixed that

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Im not sure

odd arch
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Hi all, I'm planning to add a custom scrap as my first mod for Lethal Company and I'm wondering if I suppose to use LLL to add it or if I need to add it in LL first and then port it to LLL to make it work

tall kindle
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theres no real "porting", its just using LLL's resources to actually make it use LLL

odd arch
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Okay that makes more sense, thanks!

wind rain
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Anyone else?
It won't let me Search in channels

slim wind
trail harbor
mossy marsh
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Is this an issue with Rosie's moon or LLL?
My game froze and pretty much crashed when loading the moon Affliction

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lemme dig thru the console more

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k nvm it crashed

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closed the log with it too

empty trail
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its not really an LLL issue though

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Affliction is just strange

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Ill get around to fixing it soon xD

mossy marsh
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Noted, thanks for letting me know :)

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no worries! I'll just avoid it like the plague for now

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i guess i'll see if the other moons in the pack nuke my game

empty trail
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I hope not xD

mossy marsh
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only time will tell........ Tragedy

mossy marsh
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Eve loaded fine

empty trail
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I think they all load fine apart from affliction from what ive seen from others

mossy marsh
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Alrighty, that's good to know

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i run sessions for a good amount of people and the amount of times bugs come up is insane

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like, lethal quantities lately just is not loading moon prices at all for some reason but everything else is fine

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my friends desync very often have it be via items or not

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i'm at my wits end trying to figure out whats causing what, i cannot imagine how mod creators are

vernal grove
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that's why i haven't played modded recently because of instability

mossy marsh
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that is very understandable

vernal grove
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waiting for LLL and all other mods in my old pack to become stable again

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because if my friends end up needing to restart the game cause of bugs, they do NOT like that lmao

mossy marsh
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oh fr fr

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i have about 100 mods in my pack and the loading time is around a minute or two and all my friends and I are adhd riddled freaks so it's like forever

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except for me cuz while im loading im frantically running around checking to see what is casuing the issue and trying to distract the others so they dont get super bored

hexed mesa
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I learned that the dungeonflow nodes will never spawn branching paths

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It's time to do more Dungen transpiliers

knotty chasm
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So like, v1.2.1 changes items in ship when closing and opening a file. While v1.2.2 fixes this buuut it won't let me go to company.

eternal egret
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Did LethaLevelLoader lose config options? I don't see planet values or the ability to hide/unhide in it's options.

golden wyvern
eternal egret
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Ah ok it didn't populate for some reason, It does now

knotty chasm
unique geode
knotty chasm
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Will do

true void
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I was wondering if its possible to get embrion/artifice to show up in the terminal? since the show in terminal setting and enable config configuration is true for both for me and still dont show

eternal egret
empty trail
prisma mulch
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Hey everyone,
i made a mod with one moon and two items and more to come.
With my current setup my items only spawn on my moon because i added them in the selectable Level. (See picture 1)
I then make a modname.lethalbundle of my whole Mod-Folder and a modnamescene.lethalbundle of my scene.

But now i would like to make my scrap spawnable on other moons but i don't know if i did it right. Is the setup in the second image correct?

tall kindle
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Sorry I can't check the screenshots properly rn lol

jolly cargo
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@zenith flax Would it beneficial to use LLL for a mod I want to make that limits the moon pool daily?

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Like I need to be able to grab random moons for it

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or maybe I could use the same thing that the route random does?

trail harbor
junior bone
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Finally found out what was breaking my LLL! It took a while.

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It was the Office moon. Its quite sad because it was so damn well made (the elevator was awesome!) but there is no way to contact the creator who has locked themselves into an echo chamber, so whether or not it ever gets fixed is up in the air.

jolly cargo
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Instead maybe I just make it so that when you try to route/land on a hidden moon the terminal says no

bitter pond
junior bone
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Works fine in singleplayer

bitter pond
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I played yesterday and the day before with friends

trail harbor
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I've played LC_Office in multiplayer too

junior bone
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How the heck did you get it to work then?!

trail harbor
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Didn't do anything special, it just worked

junior bone
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It always kicks people out stating they dont meet the modpack or their login was denied or they werent "on the client list"

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any time we ever tried to use it

trail harbor
junior bone
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im really confused now

bitter pond
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Do you share your profile code with all your friends?

trail harbor
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you need to import from file in thunderstore

junior bone
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We just ended up using codes.

prisma mulch
junior bone
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well ill be damned.

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maybe something was just going wrong beforehand, idk

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also it must be really large as its only at 40% currently

trail harbor
# junior bone well ill be damned.

Just so you know I've seen many people having weird glitches these last few days that were fixed by cleaning the mod cache of every players

trail harbor
junior bone
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thats smaller then mine then

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ok then

junior bone
trail harbor
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It just lags for like 0.5 sec

junior bone
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alright

trail harbor
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I've never had the issue, but I think everyone who did used code modpacks so I blame that lol ๐Ÿ˜‚

junior bone
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also in that file format thingy

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maybe you know about some incompatibilites or something

jolly cargo
trail harbor
junior bone
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I really wonder how you managed to get it to work. Hmmmmm

trail harbor
junior bone
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@trail harbor I notice you use LLL 1.2.2. It broke the terminal so i use 1.2.1

rain garnet
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Hey, i have a bug here ! @zenith flax
We got some issue with some interiors item. For instance : in the castle flow, the crown (apparatus equivalent) disapear when back to orbit. The same happened with the crystal from black mesa, tho i couln't redo it in solo. Or even the custom keys from the warehouse interior are not present for clients.
[Error :LethalLevelLoader] Removed: 1 SpawnableItemWithRarities From CurrentLevel: Black Mesa Due To Invalid Properties To Prevent Errors.
[Error :LethalLevelLoader] Removed: 1 SpawnableItemWithRarities From CurrentLevel: Atlas Abyss Due To Invalid Properties To Prevent Errors.

bitter pond
trail harbor
junior bone
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hmmm alright

bitter pond
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And yeah don't use LE with LLL, they are not compatible anymore

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LC_API is also broken in v50

junior bone
bitter pond
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Has caused more problems than anything for most users

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what mod do you have that uses it?

junior bone
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the Grappling hook mod

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Its a fun one we use a lot

trail harbor
rain garnet
trail harbor
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The person who picked it up desynched a bit too

trail harbor
rain garnet
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weird thing i think is linked to the issue : when using DanceTool command console, in the item list it dosn't show all item, like the ones mentionned are not listed

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can't tweak there price too while using another mod, they are just not here

trail harbor
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No clue, might be because the item hasnt been registered with LLL

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IIrc batby made some changes so that LethalLib items work with the new LLL, but might not be fully encompassing of all items ๐Ÿคทโ€โ™‚๏ธ

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SInce the crown is not spawned as a scrap

jolly cargo
rain garnet
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custom scrap from lethalthings working fine

trail harbor
rain garnet
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ye just saying for context

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i didn't tested with other type of apparatus, like the painting from scarlet mansion

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tho those one are appearing in the item list

lunar obsidian
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ok I wasn't sure if anyone had mentioned this so i figured i'd do it just in case no one had but if lethal level loader is installed into my mods i can't go to the company building, i know its specifically this mod because ive tried multiple different mods that require it as well as just keeping it loaded without any dependent mods but if its inside the game, you can type company building but you cant click enter

bitter pond
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And yeah that is known

lunar obsidian
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amazing thank you so much โค๏ธ โค๏ธ

rough escarp
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my scrap are getting swapped by random ones, mainly remnants and lethalthings.

do i just remove remnants for the time being?

bitter pond
rough escarp
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yeah

bitter pond
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it should help

rough escarp
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thanks man

bitter pond
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I don't have any problems with Remnants and I have this, so I guess it does the trick

rough escarp
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(most being performance mods and qol lol)

rough escarp
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WHAT

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and i thought i was insane UAHGHHUAHGHHH

empty trail
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@zenith flax is there a component in lethal toolbox for if the player enters a trigger to constantly play an event like the hurt player one you have in lethal toolbox

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Idk if that makes sense at all

round heron
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i wanted to install starlancer moons which require lll but they don't appear on the terminal

crisp galleon
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Out of curiosity, is there an easy way to change the position/orientation of the sun for a custom moon? I just copied it from a vanilla level (Vow I think?) but the way it is positioned doesn't work super well. I need it to start almost directly behind the ship and set in front of it as there's giant walls to the sides of the ship, but at the moment it sort of takes a diagonal path and gets blocked by one of the walls and sets in front of the other (that's not very immersive). I tried just rotating the object but when the game runs it seems to snap back to the original path. I can rescale the level, but that's going to suck. Do I have to make a custom animation or is there a way to rotate it?

dim pelican
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I just watched @tall kindle 's video on the new extendedMods, does ExtendedItem auto register the scraps now?

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Also I don't think there is a setting within the extendedItem for item rarity right?

empty trail
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But it follows the player so you have to make sure wherever your camera is to be at the pos of the sun container

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if that makes sense

crisp galleon
tall kindle
zenith flax
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sorry for the lack of updates and availability everyone

currently pretty burned out rn, kinda came out of nowhere. also pretty hard rn to give a project like this a lot of attention due to some ongoing financial issues. It's a lot of work that is unfortunately extremely unpaid ๐Ÿ˜”. will try and get a smaller update out sooner than later

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also if anyone is in australia or remote looking for contract programming work, espicially in c#/unity feel more than free to hit me up lol

wet patrol
muted wadi
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All good man. Keep in mind you don't owe us anything, and i'm seconding the message that you should prioritize yourself first ๐Ÿ™

crisp galleon
# zenith flax sorry for the lack of updates and availability everyone currently pretty burned...

That's completely understandable. The fact that this project exists at all is very impressive. While I look forward to the next update, I believe you've got to take care of yourself in order to really accomplish things. Do you have a way for people to donate money to you? I doubt you'd get enough out of it for it to be fair compensation, but it might be more than what you're getting currently.

shadow idol
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I think theres a kofi on the LLL thunderstore page

solemn bison
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Is this something I should be concerned about?

empty trail
jolly cargo
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Hmm

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Batby what is extendedLevel

wet patrol
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I use it for my moons

empty trail
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You can register it with code too, but its easier with just bundling it into a ExtLvl

jolly cargo
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ah, so its like SelectableLevel but includes modded moons?

empty trail
jolly cargo
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I'm doing a something rn for a little mod and first I'm going to see if i can figure out how to hide all moons

empty trail
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ExtendedLevel is just that, an extension of the SelectableLevel

jolly cargo
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interesting

empty trail
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LLL makes ExtendedLevels for all vanilla moons too

jolly cargo
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I need to do
currentExtendedLevel.IsRouteHidden = true;

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but for all moons and not just the current

empty trail
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Got it

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Well I cant help with that, since I dont know any c#, just the general concept of the tools LLL adds

jolly cargo
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ah

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I'm using their mod for revealing moons you visit for ref

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Like I know how the exclude the company now

noble wharf
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anyone manage to get custom story logs working yet?

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been trying with them but I keep getting an IOOB every time I go pick up the log in my level

empty trail
#

I have no clue how to make it work, but apparently it works for them

#

ive been trying consistently to make it work

noble wharf
#

the only think I've noticed that's weird is that no matter what I try to do with the ExtendedMod, my ExtendedStoryLog does not appear in LLL's mod content report

empty trail
#

Odd

#

Maybe its something to do with that

#

I never checked

noble wharf
#

I assume it's not actually being loaded

#

I'll maybe try a custom code solution

#

instantiating the SO and adding it manually

empty trail
#

Yeah, if you figure anything out let me know xD

#

I have 2 story logs that arent working atm

noble wharf
#

welp, here we go

jolly cargo
#

@zenith flax Is there a built in way with LLL to get all levels?

#

Ok I think I could do it with GetAllExtendedContentsByTag IF I use a tag that everything has maybe?

#

Or ig I could do it twice so it gets all free and not free ones

noble wharf
#

no longer getting the IOOB, the log's title showed up in the sigurd menu

#

trying to see if I can get it to show up under a custom noun

#

and also, it's not actually letting me read the content (which I assume is due to LC's overzealous autocomplete)

jolly cargo
#

anyone have a list of the content tags?

jolly cargo
#

oh I found the moon one thanks

wet patrol
kindred bramble
#

Unnecessary reupload.

abstract bobcat
#

tf is this ๐Ÿ˜ญ

empty trail
#

Well, thatll get taken down probably soon pfft

kindred bramble
rich aurora
#

I wonder if one of the main reasons those kind of things exist is cause of poor communication between the person that made the modpack and the people using the modpack always updating every mod on instinct when an update is available

kindred bramble
#

Seemingly yes.

#

But it is unnecessary. Just make sure your goons do not hit the update button. They do? They don't get to play. ๐Ÿ˜›

wet patrol
kindred bramble
#

@wet patrol Checking out your moons now ๐Ÿ˜„

#

Question you have your moons split between LLL and LE are you porting the others to LLL?

jolly cargo
#

uhhhh

#

can anyone else go to the company or does the universe want to hurt me

jolly cargo
#

thank god

#

I thought I broke a something

kindred bramble
#

I fixed it by deleting and regening my config I believe.

jolly cargo
#

I did test it by removing my mod and doing it again

forest turtle
#

you can fix it by installing terminalformatter

jolly cargo
jolly cargo
kindred bramble
forest turtle
#

mhm

forest turtle
empty trail
forest turtle
jolly cargo
#

ah ok

#

I'll have to see if my mod works with that

kindred bramble
#

Haha and here I thought I fixed it with my config regen.

#

More things to thank @slim wind for

jolly cargo
#

Imma guss terminal formatter was made to be run with LLL

#

since it has the tags

empty trail
#

it can be run without, but not all functionality is there

#

iirc

jolly cargo
#

Ok so I'm making proggers
I made (1) method so far

#

And it works no issue ! ! !

empty trail
#

woo!

jolly cargo
#

I got a midterm at 9 am so so I'll have to wait to code more

#

the next bit would be to just extend that method and get like 3 random moons and unhide them

#

still puzzled on how to get a random one

#

idk maybe I could look at the routerandom code?

tall kindle
kindred bramble
#

Ty!

wet patrol
# kindred bramble <@206840228999200769> Checking out your moons now ๐Ÿ˜„

Don't try my old moons haha. No I am not porting my old moons. I got rid of project files because I didn't know if LLL was going to be a thing or not lmao. Holo did update to v50 ( barely ) so I did update the manifest for the LE preview v50.

But ya lol. Moons I only suggest trying are Fallout and Fall Guys haha

#

Temple Of Time was a test moon ( first moon with LLL )

#

But if wanna try some of my LE moons just make a new profile for LE lol. I kept them because unique, not because they are good lmao.

nimble umbra
median wing
#

IAmBatby, I just wanted to say thanks for your work in making and maintaining LLL. Playing with all the custom moons and interiors is a blast!

gusty crown
rich aurora
rich aurora
vernal grove
#

good

rich aurora
#

I still don't understand why these folks reupload like this like ???

rich aurora
#

Like I'll understand the LethalLevelLoaderFixed while it was around since it actually has a hotfix and the circumstance that the next update for LLL was pretty deep in

#

But this? There's nothing different aside from being annoyed about the "You have 1 mod update available" on ThunApp/r2modman

#

Like really, just learn to ignore the notification and/or add in smth like TerminalFormatter that can help alleviate the issue in the meantime

rich aurora
jade isle
#

while I don't agree with the reuploads, to play devil's advocate I can understand the sentiment. whenever I put together a modpack and explicitly tell people not to update things, there's usually at least one that does so anyways and it ends up causing issues

#

though this is also because I'm not actively aware of any mods that do client vs server version checks, which I imagine do exist. Either way not ok in the end to just reupload someone else's work like that

jade isle
#

people hate reading ๐Ÿ˜ฉ

#

you give them a modpack code they click the funny yellow prompt that says update all, you give them a zip and they just drag the new bepinex folder in and only overwrite

#

can't win

#

or both can go fine but you still get desync issues, then 2 hours in they mention they installed a "clientside" mod and it ends up being something like dedicated flashlight slot which isn't clientside at all

#

always something

prisma mulch
#

Question to content Tags.
Do some of them apply automatically?
Like if i make a custom moon, does it get "Custom" and "Free" or "Paid" applied by the system or do i have to give them manually?
Or things like "light-weight", "low-value" or "metal".

noble wharf
#

@empty trail here's what I've got:

    private static bool StoryLogLoaded = false;

    [HarmonyPatch(typeof(PreInitSceneScript), "ChooseLaunchOption")]
    [HarmonyPrefix]
    private static void LoadStoryLog() {
        if (StoryLogLoaded) {
            return;
        }
        ExtendedStoryLog WTOLog1 = WTOBase.ContextualLoadAsset<ExtendedStoryLog>(LevelBundle, MoonPatch.MoonPath + "WTOLog1Security.asset");
        ExtendedMod WTOMod = PatchedContent.ExtendedMods.First(x => x.ModName == "Welcome to Ooblterra!");
        WTOBase.LogToConsole($"Extended mod found: {WTOMod}");
        WTOMod.ExtendedStoryLogs.Add(WTOLog1);

        StoryLogLoaded = true;
    }
#

A bit of an explainer:
-This prefixes ChooseLaunchOption because I want ensure the extendedmod is loaded before i run this code
-This code would run multiple times for some reason, hence why I added the boolean
-ContextualLoadAsset is just a custom function i wrote that loads assets. Here, I'm using it to grab the ExtendedStoryLog asset I made in Unity. Use the method that you normally use for loading things out of assetbundles, or create the ScriptableObject in code if you'd prefer.
-I then find my extended mod and add the StoryLog to the list
-This is critical, and what was giving me issues yesterday; Your ExtendedStoryLog's noun must be all lowercase! The terminal is both case sensitive and only checks lowercase, so if you put any caps it'll fail to find it

#

if youve got more than one log all you have to do is load it and then add it via the .Add() in this same function

kindred bramble
#

Not sure if map error or LLL error

#

When landing on planets with another player they regularly desync and get red log text. The only way the game progresses and the ship lands is if they leave.

crisp galleon
elder trout
#

does the creativecontentconverter work like the LEcore patch? it is it only for people who know how to convert mods

merry marsh
jolly cargo
#

Quick question, is the free tag automatically removed when a moon is not free?

#

just asking since I made it so that my mod always uses 1 free moon but if its not free anymore for whatever reason then fack

zenith flax
#

free tag isn automatically anything

jolly cargo
#

Just tested myself yeah

#

in theory I should be able to do it in my mod as

                if (level.RoutePrice == 0)
                {
                    level.TryGetTag("Free");
                }
                if (level.RoutePrice != 0)
                {
                    level.TryGetTag("Paid");
                }``` Where level is an instance of ExtendedLevel
#

Add tag *

#

ok I think I need to also remove the other tag, idk if there is way to do that

#

hmm yeah doesn't seem to be a TryRemoveTag

#

Because I realized that yeah I can add these tags if they changed but then they just have both

#

Now to mess around with IsRouteBlocked

#

hmm, if IsRouteBlocked is true, you shouldn't be able to route to it?

#

at the benngignglomg I make it false for alllevels
and at the end of the method I make it true for hidden moons

zenith flax
zenith flax
#

try it and see

jolly cargo
#

I did and it didn't seem to do anything

jolly cargo
zenith flax
#

so just check the price of the route?

jolly cargo
#

wdym?

#

Those moons will still be paid even if they become 0

#

The reason I'm trying to add that is in the off chance that

  1. The players are poor
  2. The guaranteed moon that has the Free tag is not free
  3. The other x completely random moons all cost an amount
    It is unlikely but just in case
jolly cargo
#

so yes now effectively every day you get 3 random moons, the rest are hidden. All moons but those random 3 are blocked

young acorn
#

per day is quite frequently

quiet stream
#

is there a way to make a moon the starting one it defaults to when routing once you start up a new save file?

#

kind of like how experimentation is the one that the game defaults to

sour spindle
jolly cargo
dreamy island
#

Hey whilst not a priority, I would love a resource that I can reference for using LethalLevelLoaders config and how it works.

A lot of it has no values of which to base changes on. I often get very confused trying to fine tune/tweak spawn rates and such since I have nothing to follow. Plus there might be values I dont know of which would benefit me for the changes I want to make. I guess an example would be Dynamic listening for Dungeons. There is Vanilla, custom, but thats about the extent of my knowledge. Knowing how i could tweak it for individual maps as well as Dynamic Route generation would also be cool to know. ^^ โค๏ธ

cedar anchor
#

Also i've heard terminal formatter fixes the company routing bug

empty trail
cedar anchor
#

mhm figures

elder trout
#

is there any plan to add a config to show hidden moons after travelling? I'd like to remove gordion from the list

crisp galleon
#

I've got two questions. Any help would be greatly appreciated.

  1. The vanilla water is just purple on custom moons, likely because of the shader. Does anyone know how to get/recreate the vanilla water look?
  2. The Level Description field text I have currently extends just a bit below the bottom of the main monitor when orbiting said moon. I believe I've seen modded moons have it scroll and I was just wondering how that was done.
thorn pine
#

hello i have a little problem ^^"

bitter pond
crisp galleon
# crisp galleon I've got two questions. Any help would be greatly appreciated. 1. The vanilla wa...

I actually thought of a third, but it's not a big deal. For some reason, the item dropship music starts up as it comes in to land, not after landing is complete. It's just a copy/paste of the ship from the company building so I don't know why that would be. From what I can tell, the animation for it landing triggers the music object essentially right away instead of at the end like I think is intended, but I don't know why as, again, it's just the vanilla copy/pasted and yet this is not present on vanilla moons. As I said though, not a big deal. I was just curious about it.

thorn pine
jolly cargo
#

Not home rn but anyone know if something in LLL can block moons from being landed on? IsRouteBlocked prevents routing but does it prevent landing on it if you are there already?

tall kindle
jolly cargo
#

Yeah but that only accounts for 1/3 of the time

#

The game opens on experimentation and you a setting makes it change daily

tall kindle
#

I thought u said earlier that you'll swap the changes only when you're on company :p

jolly cargo
#

Nope

#

But yeah I need to lock off the switch

#

I could probably just add the check for if the current level is blocked to the switch (currently blocks itself if the ship is in motion)

prisma mulch
#

In the selectableLevel there is a option to add spawnable Scrap and each Scrap has a slider for the rarirty from 1 to 100.
When i use the LevelMatchingPropertie the rarity slider goes from 1 to 300.
Does someone know if it is proportional? So LMP Rarity 300/200/100 is selectableLevel Rarity 100/66/33?

errant aurora
#

why cant i go to the company building

vernal isle
#

Get terminal formatter or downgrade to 1.2.1
It is a known bug

empty trail
zenith flax
empty trail
#

T-T

empty trail
hexed mesa
#

It's so over

bitter pond
# zenith flax

What's more impressive is that you didn't get pinged in any of them

zenith flax
crisp galleon
# crisp galleon I've got two questions. Any help would be greatly appreciated. 1. The vanilla wa...

I am currently using the https://assetstore.unity.com/packages/2d/textures-materials/water/simple-water-shader-urp-191449#description for water since it was free if anyone is curious (had to follow some steps I saw in a review to get it to work with HDRP) but if anyone knows a way to get the vanilla look I'd still prefer that. Now I just need to figure out how to get the moon info to scroll on the main monitor and maybe fix the item dropship music.

Elevate your workflow with the Simple Water Shader URP asset from IgniteCoders. Browse more 2D Textures & Materials on the Unity Asset Store.

calm eagle
hot heath
#

[Warning:LethalLevelLoader] SceneManager has attempted to load InitSceneLANMode Scene before AssetBundles have finished loading. Pausing request until LethalLeveLoader is ready to proceed.

#

how do I fix this?

tall kindle
#

I dont think you can

wet patrol
#

Load into Lethal like the rest of us and die slowly ๐Ÿ˜„

rain garnet
quiet stream
#

any way to make embrion and artifice display normally before travelling to them?

tall kindle
chrome notch
#

that only takes effect after traveling to them once doesn't it?

quiet stream
tall kindle
#

Ah dunno then

little maple
#

there is a lllfixed for v50 and this one, which one should I use?

#

I thought lllfixed was unnecessary since LLL's v50 update?

little maple
#

hmm

#

alright

unique geode
#

LLLFixed is also deprecated on TS

#

It doesn't exist

little maple
#

oh lol

#

okay

rain garnet
#

@little maple any reupload of LLL is dumb, you just have to download an earlier version if you need it on the thunderstore page and not update the mod ofc

little maple
#

well

#

LLLFixed did fix bugs that happened with LLL in v49 for me

#

like my friends having different interiors than me on the same moon at the same time

empty trail
#

The other ones are unstable and the authors essentially unknown. So its at your own risk, but id fully recommend just sticking with original LLL

little maple
#

ye I'll use lll in v50

vernal isle
#

any way to make this config to not skip deadline day's?

empty trail
#

Maybe in the distant future someone will figure it out, but id just leave it be as 1 for now

honest oyster
#

I understand batby is busy, but is there any chance of uploading 1.2.1 as 1.2.3 to at least get a working version of LLL up as the default on thunderstore for people who aren't plugged into the discord?

bitter pond
honest oyster
#

Yeah I guess messing with people's saves is worse isn't it.

#

What about 1.2.0 or does that still have the same problem?

#

Alternatively a 1.2.3 that's just 1.2.2 with TerminalFormatter added as a dependency would also solve the problem for people not on the discord wouldn't it?

slim wind
#

and everything should be gucci

honest oyster
#

The problem is not everyone is on this discord so lots of people are loading up with the most recent version and being unable to route to the company building, which is a game breaking bug.

I've been answering questions as they come up on the subreddit but I can't answer all of them and not everyone is on the subreddit either, so it would be nice if the known quick-fix was just integrated into the manifest until a proper fix can be made.

#

I didn't even know Terminal Formatter had fixed the issue or that 1.2.1 had it's own critical bugs until I came here to ask about for an update so I've been telling people to use 1.2.1.

slim wind
#

that's fair

#

you could do a "LLLFix" mod that is just the readme file with dependencies of LLL & TerminalFormatter

#

but i doubt it's gonna go through

honest oyster
#

Since it doesn't include any actual files I don't see why it wouldn't go through like any other modpack, though it doesn't solve the problem of reaching people who don't already know that LLL is the broken mod.

high cipher
honest oyster
crisp galleon
supple marten
#

Is else having issues with indoor enemies not spawning? The only thing I changed from my list from last week was adding LLL, the terminal mod suggested so we can route to Company, Secret Labs, and sfDesat's moons. But on modded moons only, we're not getting any indoor enemy spawns, only outdoor.

toxic wigeon
#

Quick question, when setting scrap values using LethalLevelLoader config, are the values direct 1=1 for ingame currency?

#

I heard *2.5 but was hoping for an exact number

jolly cargo
#

ok reading it again and again I don't think its because of my mod, maybe I just never noticed it

quiet stream
#

LLL (no matter what version) appears to not save and then auto-eject upon quota length being set to 1

unreal crest
tall kindle
#

oh the scrap values? its always 0.4x whatever you make it when you're setting min and max

#

if you're setting the direct scrap value on an item (unrelated to LLL, you'd do this on the physics prop itself), then its 1:1

unreal crest
#

@toxic wigeon ^

wet patrol
#

Anyone know about getting rid of original audio? Everything has been done many times in StarLancers tutorial as I doubled checked many times. It keeps popping up still.

unreal crest
#

ask pixelatedpulse maybe?

#

since they did lethal resonance

wet patrol
calm eagle
empty trail
# wet patrol Thanks!

Itโ€™d be extremely appreciated if you could share the code if you ever work on it

wet patrol
noble wharf
#

@empty trail @wet patrol WTO actually also changes the moon TOD music, so I can paste the code for that in here once im on my pc

noble wharf
#

oh thats the mod im working on, #1182523433221902376 message

#
private static AudioClip[] CachedTODMusic;
private static AudioClip[] CachedAmbientMusic;
private static AudioClip[] OoblTODMusic; 

[HarmonyPatch(typeof(StartOfRound), "SceneManager_OnLoadComplete1")]
[HarmonyPostfix] 
private static void ManageNav(StartOfRound __instance) {
    //this caches the vanilla TOD and Ambient Music
    if (CachedTODMusic == null) { 
        CachedTODMusic = TimeOfDay.Instance.timeOfDayCues;
        CachedAmbientMusic = SoundManager.Instance.DaytimeMusic;
    }
    //this array is only necessary if you have new TOD music
    if (OoblTODMusic == null) {
        OoblTODMusic = new AudioClip[4]{
            WTOBase.ContextualLoadAsset<AudioClip>(LevelBundle, MoonPath + "Oobl_StartOfDay.ogg"),
            WTOBase.ContextualLoadAsset<AudioClip>(LevelBundle, MoonPath + "Oobl_MidDay.ogg"),
            WTOBase.ContextualLoadAsset<AudioClip>(LevelBundle, MoonPath + "Oobl_LateDay.ogg"),
            WTOBase.ContextualLoadAsset<AudioClip>(LevelBundle, MoonPath + "Oobl_Night.ogg")
        };
    }
    //If we aren't on our custom moon, then we need to assign the defaults 
    if (__instance.currentLevel.PlanetName != MoonFriendlyName) {
        TimeOfDay.Instance.timeOfDayCues = CachedTODMusic; 
        SoundManager.Instance.DaytimeMusic = CachedAmbientMusic;
        return;
    }
    //If we are, then assign our custom stuff
    TimeOfDay.Instance.timeOfDayCues = OoblTODMusic;
    SoundManager.Instance.DaytimeMusic = new AudioClip[0];
}```
#

the patch runs when the scene finishes loading. I have variables that stores the old TOD music and Ambience, so that i can restore it once the player flies to a vanilla moon

#

if (__instance.currentLevel.PlanetName != MoonFriendlyName) { just matches the name of the current level to a variable I have that stores Ooblterra's level name

#

other than that it's just a matter of swapping in and out depending on where the player is. if you dont have your own TOD music and just want it to be silent, just do new AudioClip[0] for the TimeOfDay.Instance.timeOfDayCues

empty trail
#

Thanks!!

noble wharf
#

:)

wet patrol
noble wharf
#
using HarmonyLib;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
using LethalLevelLoader;
#

you definitely won't need that 5th one lmao

wet patrol
#

Thank you. I was missing 2 of those oops

#

Ya no 5th xD

#

Hmm. 26 errors if used directly. Will have to edit it a bunch. Won't work in compiling dll atm

#

Prob looking for your stuff

noble wharf
#

WTOBase.ContextualLoadAsset<AudioClip>(LevelBundle, MoonPath + "Oobl_StartOfDay.ogg") is an assetloading solution for my stuff, so you will need to substitute it for your own if you have music to load

#

if you don't have music to load, you can safely remove that entire if block

wet patrol
#

I only was using it for music ya

noble wharf
#

some of these errors seem like they're being thrown because you need to wrap all of this in a class inside of your namespace

wet patrol
#

ok

#

I will try

#

Done

#

Fixed ty

noble wharf
#

go for it

wet patrol
#

This was @noble wharf code. Now in a class and some small changes for ease of access for others. @empty trail

Script Structure

  • The script is now structured within a CustomMusicPatch class, ensuring that fields and methods are appropriately encapsulated.
    Custom Asset Loading
  • The LoadCustomMusic method allows you to load custom audio clips using Unity's Resources.Load method. Adjust the paths to match where your audio files are located within your project's Resources folder.
    Harmony Patching
  • The use of Harmony attributes ([HarmonyPatch] and [HarmonyPostfix]) remains unchanged, but ensure the target method name and class are correctly specified.
    Constant Definition
  • MoonFriendlyName is defined as a private constant at the class level, making it easy to maintain and use throughout your script.
    Important Note
  • Make sure to replace "<Your moon's name here>" with the actual name of the moon as defined in your ScriptableObject or wherever you have the name stored. This will align the script with your specific game settings and ensure it functions correctly in your environment.
using HarmonyLib;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
// using LethalLevelLoader; // Uncomment if you've double-checked this reference is all good

// Big thanks to SkullCrusher for the original version of this code!
public class CustomMusicPatch
{
    // Constant for the moon's name used in the game logic
    private const string MoonFriendlyName = "<Your moon's name here>"; // Replace with your moon's name

    // Gonna keep track of the original music so we can switch back if needed
    private static AudioClip[] CachedTODMusic;
    private static AudioClip[] CachedAmbientMusic;
    // Here's where I'll store the new tracks I cooked up!
    private static AudioClip[] OoblTODMusic;
    private static AudioClip[] OoblAmbientMusic; // Additional variable for custom ambient music

    [HarmonyPatch(typeof(StartOfRound), "SceneManager_OnLoadComplete1")]
    [HarmonyPostfix]
    public static void ManageNav(StartOfRound __instance)
    {
        // Let's stash the vanilla tunes the first time around
        if (CachedTODMusic == null || CachedAmbientMusic == null) 
        { 
            CachedTODMusic = TimeOfDay.Instance.timeOfDayCues;
            CachedAmbientMusic = SoundManager.Instance.DaytimeMusic;
        }
        
        // Time to load up those sweet custom tracks if they ain't loaded yet
        if (OoblTODMusic == null || OoblAmbientMusic == null) 
        {
            LoadCustomMusic();
        }

        // Are we hanging out on the regular levels or the cool custom moon?
        if (__instance.currentLevel.PlanetName != MoonFriendlyName) // Using the constant for comparison
        {
            TimeOfDay.Instance.timeOfDayCues = CachedTODMusic; 
            SoundManager.Instance.DaytimeMusic = CachedAmbientMusic;
        }
        else
        {
            // Special tunes for a special moon!
            TimeOfDay.Instance.timeOfDayCues = OoblTODMusic;
            SoundManager.Instance.DaytimeMusic = OoblAmbientMusic; // Apply custom ambient music
        }
    }

    // Here's where the magic happens - loading those tunes!
    private static void LoadCustomMusic()
    {
        OoblTODMusic = new AudioClip[]
        {
            Resources.Load<AudioClip>("Path/To/Oobl_StartOfDay"),
            Resources.Load<AudioClip>("Path/To/Oobl_MidDay"),
            Resources.Load<AudioClip>("Path/To/Oobl_LateDay"),
            Resources.Load<AudioClip>("Path/To/Oobl_Night")
        };
        OoblAmbientMusic = new AudioClip[]
        {
            Resources.Load<AudioClip>("Path/To/Oobl_MorningAmbient"),
            Resources.Load<AudioClip>("Path/To/Oobl_AfternoonAmbient"),
            Resources.Load<AudioClip>("Path/To/Oobl_EveningAmbient"),
            Resources.Load<AudioClip>("Path/To/Oobl_NightAmbient")
        };
    }
}
noble wharf
#

youd likely also want to add a variable and function to this for the ambient music if you want custom tracks for that as well

wet patrol
#

OO

#

Fair

noble wharf
#

you can basically just copy and modify what you have with the TOD music for that

wet patrol
#

Ill update that post above ya

noble wharf
#

oh, one more thing

wet patrol
#

Im working on a drivable object atm also

noble wharf
#

"MoonFriendlyName" shouldn't be a hard string, but instead maybe make it a variable constant of your moon's name

wet patrol
#

Almost works

noble wharf
#

private string const MoonFriendlyName = "<Your moon's name here>";

wet patrol
#

kk

#

tyty

noble wharf
#

this name should be the one that you put for planet name in your ScriptableObject

wet patrol
# noble wharf this name should be the one that you put for planet name in your ScriptableObjec...

Done
Usage

  • The comparison in the conditional statement now uses this constant, ensuring consistency and reducing the risk of typos or mismatches in string literals across your code.
    Important Note
  • Make sure to replace "<Your moon's name here>" with the actual name of the moon as defined in your ScriptableObject or wherever you have the name stored. This will align the script with your specific game settings and ensure it functions correctly in your environment.
wet patrol
noble wharf
#

Make sure youre actually patching the class

#

via your harmony instance

wet patrol
#

ooo

#

I have never patched before xD

#

Im an idiot

#

I thought it would show up in the dll... it isn't supposed to since a patch ya xD

wet patrol
#

Hmm no idea. Ima skip for now

elder trout
#

can you guys help me with this? error with LCoffice

#

[Error : Unity Log] RuntimeNavMeshBuilder: Source mesh office_table_01 is skipped because it does not allow read access

#

i get a bunch

toxic wigeon
#

changing LLL config for scrap value on moons, doesnt seem to be applying. any ideas whats overriding it?

#

yes I changed it to true for that moon

empty trail
young acorn
#

is there anything that fixes being unable to route to the company other than auto routing mods and terminalformatter?

spice ingot
#

i dont mean to be pushy sounding or anything, and i know there are mods to bandage it...

but i wish there'd at least be a hot fix released for this issue, i get batsy is on a bit of a break again and thats absolutely valid and well deserved, but i wish they'd fix this cause its a very apparent issue

#

again, i dont mean to sound pushy im very sorry if it did

young acorn
high cipher
young acorn
shy flax
#

Making a request, only because this mod already has basic terminal formatting - the ability to change the font size of the terminal. The more moons you add, the small the text gets until it can no longer by read.

elder trout
elder trout
empty trail
mental kiln
#

Hey, im new using this tool, I dont know which file I have to export to play test my moon and publish it, there are just a bunch of meta files, but i thought you have to use a .lem file? can someone help me please

still urchinBOT
#

Hello, @mental kiln, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.

young acorn
mortal schooner
zenith flax
toxic wigeon
#

Changing LLL config for min and max scrap value doesnt seem to be changing the amount ingame, any ideas what could be overriding it? I did enable using the config settings with no change

unique geode
mortal schooner
#

It's just an alternative solution that works for us atm and may be of some use to others, but it was mostly to fix the sync issues with the interiors. We were using a combination of 1.2.2 and the auto routing mod before this, when this solution no longer works we will switch to 1.2.3

zenith flax
#

Im just asking you not to recommend LethalLethalLoaderFixedV50

toxic wigeon
#

The channel dedicated to LLL should not be the place you advertise for an alternate mod

mortal schooner
shy flax
brisk schooner
#

๐Ÿ‘€

mortal schooner
#

The thing is stuff is broken now hence the comment, it's trivial to swap out updates

#

Though I'm not suggesting people put hard dependencies on the fork

shy flax
#

Anyways, not here regarding that. I was just checking to see if batby said anything regarding my suggestion / request ๐Ÿคฃ

vernal grove
#

my lll moons aren't showing up in the terminal help

nimble umbra
vernal grove
#

i fixed it, it was my fault

young acorn
#

are dungeon injection settings ignored if enable content configuration is off?

granite sundial
#

[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
LethalLevelLoader.TerminalManager.LockedNodeEventTest (TerminalNode& currentNode, TerminalNode& loadNode) (at <bed140a3e66641339c3af806fdbbd3ed>:IL_0006)
LethalLevelLoader.TerminalManager.OnBeforeLoadNewNode (TerminalNode& node) (at <bed140a3e66641339c3af806fdbbd3ed>:IL_004D)
LethalLevelLoader.Patches.TerminalLoadNewNode_Prefix (Terminal __instance, TerminalNode& node) (at <bed140a3e66641339c3af806fdbbd3ed>:IL_001B)
(wrapper dynamic-method) Terminal.DMDTerminal::LoadNewNode(Terminal,TerminalNode)
Terminal.OnSubmit () (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_00FB)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049) TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E) TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B) TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()

#

anyone else getting this?

#

when trying to route to the company building

young acorn
granite sundial
#

ok thank you

jolly cargo
#

What are the NumberlessPlanetName for liquidation and gordion?

#

ok nvm I do have them right

jolly cargo
#

just double checking, sort difficulty is based on interior enemy power level and not the letter right?

#

ok yeah its def not the letter

zenith flax
jolly cargo
#

oh? do tell please

zenith flax
#

honestly i threw numbers together like a monkey until it looked right

#

basicially i calculate a number for each vanilla level, then assign custom levels a risk level based on how their calculated number falls in reference to the vanilla ones

#
jolly cargo
#

fair enough, I only factored in the indoor power count to my dynamic balancing mod

#

That mod is also finalized and I may die if it needs to be ported since I accidentally overwrote my version control on github oopsie

young acorn
toxic wigeon
#

@zenith flax Ive been having trouble with setting min and max scrap value per moon, config adjustments dont seem to change anything, even if config for that moon is enabled. Is it auto-generated based off difficulty or price or anything? Or just being overwritten somewhere else maybe? ty

hearty orbit
#

How can I configure it so that a certain Dungeon loads on all moons?

young acorn
toxic wigeon
undone quail
#

when are we getting LLLL?
Erm

toxic wigeon
undone quail
#

we got LL LLL now i want LLLL

#

until we get all the way to LLLLLLLLLL

ashen arrow
#

Is there a way to move a custom moon (in terminal) between vanilla moons instead of having at the end of the list?

merry marsh
merry marsh
# ashen arrow Okay, thanks!

I don't think there's a way to completely custom order the list tho, so if that's what you're looking for I don't have any ideas

ashen arrow
merry marsh
true void
#

(didn't find other words)

quiet stream
#

we're all wondering, batby

plush wing
#

Weather idiot? Lmfao.

quiet stream
#

self admitted, designated weather idiot

slim wind
slim wind
quiet stream
#

so he DID

quiet stream
jagged arch
#

oh huh that's waiting for the fix with the rip? I'm almost done with my complete patcher rewrite, and it has the updated ripper (which fixes that). I just don't have parity with the bepinex side yet for the lethal wrapper on top. So not sure when that will be finished (been taking me a while just on the new core lol).

unique geode
fierce axle
#

does LLL only fit a certain amount of moons on terminal or can it fit as many as you have?

#

also is there a way for moons like Celest and Celestria to not have confused/messed up configs

zenith flax
#

not sure

#

i saw this in my email before my coffee and thought i was very fortunate LMAO

weary apex
zenith flax
#

im sorry

weary apex
unique geode
tall kindle
#

Lerestria

unreal crest
#

Changing the moon name seems like a band aid fix tbh

tall kindle
#

its the only possible band aid we have

#

until LLL figures out smthn

weary apex
kindred herald
#

it's weird tho
selenes choice mod hides all moons, randomly selects a few to unhide, then iterates over all moons and locks the ones that are hidden.
Well, guess what. If Celestria is picked the moons command will show Celest instead. So Celest seems to not be hidden, but if you try to route there it's locked. Celestria on the other side is hidden - it doesn't show in moons - but not locked.
So ig the issue is with the moons command and how it selects the levels to show and somehow picks Celest over Celestria even though the firmer is hidden (internally)..?

#

Also is there an issue with the moons cmd preview currently or is that on my end? The preview only shows for a few moons. I think for those that have a special character in their name, like Sector-0. Need to use LLLShowMoonPrices or TerminalFormatter to fix that.

primal wyvern
#

Hello people, I have a problem with the mod and I don't know if it's me or the specific mod, when I try to go to the company building the console doesn't allow me to select it and I get this error in the console:

plush wing
#

Known.
People suggested downgrading LLL or using mods like TerminalFormatter.

solemn bison
mental kiln
#

Can anybody help me, that may be a dumb question but I want to make a forest map using terrain, but I dont find a grass layer, do I have to make one or where do I find one?

kindred herald
# solemn bison Iโ€™m mainly wondering then just what the hell moon makers do to get their loot ge...

it's purely based on min and max loot amount and the rarities of all scrap in the loot table and their value. Theoretically your min loot value is your min loot amount * the least valuable scrap item spawnable on the moon and the max is max loot amount * most valuable scrap.
So the amount of scrap is randomized between min and max, which loot spawns is randomized based on rarities and the value of every single scrap item that spawns is randomized between its own min and max value.

toxic wigeon
#

Learned the important lesson of test changes on one moon to see if it works instead of changing all 20 custom moons and finding out the hard way nothing is different

kindred herald
grand valve
#

hey! just a quick question, what formating do I need to use in the LLL config for custom interiors? I see multiple different ones and I try to spawn a specific one but it won't so maybe I just type it in wrong?

#

or like this?

unreal crest
#

You ever get repeats in a play session?

empty trail
#

I made a mistake with cozyofficeโ€™s config values

young acorn
lusty widget
#

is there a replacement for LC_API? i think its breaking my mods

vernal grove
#

don't use mods that depend on it

young acorn
#

lc_api is very broken

lusty widget
#

oh only bigger lobby depends on it

#

is there a replacement for that?

vernal grove
#

MoreCompany

lusty widget
#

oh more company already does that? i didnt know that

vernal grove
#

yeah it does

#

the only thing is that the death summary screen looks better on biggerlobby

#

in my opinion

#

but really it doesn't matter so yeah

#

also just way more stable

#

than biggerlobby

lusty widget
#

he isnt able to see the command prompt either bc all he sees is a black screen

noble wharf
#

does anyone know if there's a way to easily check the currently spawned dungeon flow?

#

I specifically need to check this at some point before running the RoundManager.SpawnMapObjects() function

cobalt anvil
#

if so I just ended up downloading a camera mod that lets me noclip and fly through the floor of the moon to check lol

noble wharf
#

oh I need to check it in code, not while playing

cobalt anvil
#

oh mb.

frozen spear
#

What path do you guys send your AssetBundles to now that LLL has updated?

jolly cargo
#

How is the LLL settings working for everyone? The Manual Level Names List is bit inconsistent for me rn

#

a bit of a pattern is it seems ones that have these all empty are least likely to read it

merry marsh
#

I typically use the Manual Level Name List, and I haven't really encountered any issues

jolly cargo
#

Just doesn't do anything on some interiors, I was able to do it by tags at least

merry marsh
abstract bobcat
merry marsh
abstract bobcat
#

idk if the moonlist matters

merry marsh
#

I typically leave it blank also

jolly cargo
#

ic

jolly cargo
#

Does it take NumberlessPlanetName?

#

I use equals that for my configs

merry marsh
#

The only names with numbers I have is Asteroid-13 and Sector-0, but those aren't planet numbers

jolly cargo
#

yeah

#

I think LLL just auto converts moon names to remove the leading numbers and special characters

#

for certain configs and such

merry marsh
#

It seems that way from my testing

proud ridge
#

Is the solution to the 1.2.2 issue still the terminal overhaul?

merry marsh
#

@zenith flax Can error logging for whenever the player gets stuck on the random seed screen be on User instead of Developer. It's quite annoying that whenever someone reports that they got stuck on random seed that you have to tell them to switch debugging to developer and try to reproduce the error. It just makes more sense for the error to show up if you have debugging set to user, from a user feedback standpoint

zenith flax
#

there isnโ€™t any specific logging for if itโ€™s stuck but ok

#

heard

merry marsh
#

You don't get any errors when it's set to user, only on developer I've found

#

When stuck on the seed screen

#

It'd just make debugging these situations, especially when someone else reports the issue, much easier. No rush, take your time on the update โค๏ธ

spice ingot
#

not expecting an answer or anything, one would be nice, but just absolutely befuddled on why office, black mesa, toy store, bunker, and hospital dont wanna use LLL's config

you'd think maybe cause they're outdated but black mesa and toystore are in that group and they're new. and scoopy's mod works yet that hasnt been updated in ever

#

like i have it set to true, i checked my spelling and everything is good, i have the configs for the interiors blank yet they dont wanna read LLL's config and at this point i wanna drink my sorrows away

#

i'll keep tinkering away n stay in this thread regarding the issues so i don't keep jumping thread to thread-

merry marsh
spice ingot
#

i'll try but i dont think thats any different than what i've tested before

merry marsh
spice ingot
#

okay i getcha be patient with me please-

#

im a little stupid and its 3 am so im very even more stupid

merry marsh
#

Bunker is the exception, you have to use his config because he doesn't have an "all" option, just "list"

spice ingot
#

lovely... at least with bunker i can change the chances

#

what about toystore tho

#

that doesnt have a config

#

nvm

#

again tired

#

3 am. i just wanna do this so i can do other things lmao......

merry marsh
#

I sent a dm with all the interiors you mentioned

spice ingot
#

this guy right here is cool and awesome and helped me and im about to Explode from the fact that configuring games sucks

spice ingot
#

anyways after now another hour i finished configuring

i cant wait to not go to half of these moons and not experience half of these interiors wahoo

merry marsh
spice ingot
#

its

its purely cause of wesley

#

like other than wesley i only have aquatis, celest, and bozoros

merry marsh
#

Add Tolian's Moons then get back to me๐Ÿ˜‚

spice ingot
#

see i tried

#

then i fell through the floor with my friends

merry marsh
spice ingot
#

oh like the issue me n lunx were having specifically

merry marsh
#

She's been using his full moon pack and hasn't reported that issue

#

So it seems to be fixed

unique geode
#

I did have it

#

But it was cus of Reserved Item Slots for my group

#

lol

spice ingot
#

has that been fixed yet or

merry marsh
unique geode
#

Dunno Flip's been trying to reproduce it and fix it

spice ingot
#

i see

unique geode
#

I bet it was NiceChat then, that was another one we took out

merry marsh
#

I don't have that

unique geode
#

and Bladewolf also shared that mod

spice ingot
#

me neither

merry marsh
#

I have hidechat or something like that

unique geode
#

I nuked a few mods at the time cus of the game killing my streams

#

and NiceChat and EnhancedSpectator were 2 we removed

#

along with ReservedItems

#

and the desyncs stopped

merry marsh
#

I have reserveditems and enhancedspectator in my modpack and never had the issue

unique geode
#

I may try readding Reserved Items and just adding the Flashlight and Walkie slots, I never really used the Utility Slot that much and some people have had a lot of issues with that one

merry marsh
#

I only have flashlight and walkie

spice ingot
#

anyways till its fixed i'll just stay away from tolian's moons... dont wanna end another night on a bad note like that

tho tbf... wesley's and tolian's moons overlap a bit in terms of concept

harloth - fissionc
azure - junic

and i like to have different moons cause they're just moons after all... tho zenit is calling to me tbh

merry marsh
unique geode
#

I will say another mod I noted earlier that causes desyncs

#

AlwaysHearActiveWalkies

spice ingot
#

dont have

merry marsh
#

I have had 0 desync in LLL 1.2

unique geode
#

that caused my friend to get weather desynced

merry marsh
#

I also have that lol

spice ingot
#

actually know what

its fine cause

#

im done with configuration for maybe ever

#

till after least a new interior comes out

unique geode
#

My mod list

#

I will also state I had GhostCodes too but took that out cus it wasn't really working properly after adding a bunch of custom moons

#

But that wasn't responsible for desync issues

merry marsh
# unique geode My mod list

I'm not at my PC anymore for the night๐Ÿ˜… whatever your desync issue is it's not anything that's in my pack. It has had 0 desync problems

#

If reserved slots is causing desync it must be due to a conflict with something that I don't have

unique geode
merry marsh
unique geode
#

Yeee

#

Ganimedes I'm waiting on to get updated for V50 ๐Ÿฅบ

merry marsh
unique geode
#

Also NoMorePush is good but I remember Xu told me it threw errors for them, I've been using ImmovablePlayers lol

merry marsh
#

No errors now

unique geode
#

Nah they were trying the V50 version

#

XD

merry marsh
#

I haven't seen any, but I don't watch the console super closely when playing. Just when something breaks. It works just fine

unique geode
#

Lethal Doors Fixed I approve of I'm so thankful Entity fixed that when I asked them if they could ๐Ÿ˜„

merry marsh
unique geode
#

LightsOut I like but I wish Mrov would update it so it doesn't touch scraps from ImmersiveScrap and Wesley's Moons lol

merry marsh
unique geode
#

Yeah it's a really good mod ^^

merry marsh
#

I'm sure there's stuff in the pack that could probably be trimmed since updating to v50. Like idk if enemyfix is needed anymore

unique geode
#

AbandonedCompanyAssets caused me a lot of issues so I removed it, I know eventually Sconey's might update it but not sure

#

I still use EnemyFix

merry marsh
unique geode
#

TooManyEmotes is a really good mod but caused me a funny desync with masked enemies

#

So my friends saw masked walking around as dead bodies

#

XD

#

Dunno why

#

but it was funny as shit

unique geode
merry marsh
unique geode
#

I've not had any desyncs for a bit though

weary apex
#

I'll recreate my unity project

unique geode
#

;o

spice ingot
#

i fucking love snow.....

weary apex
unique geode
#

Maybe but dunno why the desyncs are only happening with certain mod combos

spice ingot
#

if it doesnt i'll feel so bad lmao

unique geode
#

I don't think it's your fault tbh

merry marsh
spice ingot
#

not yet i should probably do that huh

Sorry just been busy configuring things

#

next session i'll include zenit and see what happens

merry marsh
merry marsh
spice ingot
#

i fucking HATE colors โ€ผ๏ธโ€ผ๏ธ

#

i need access zac

#

i dont have access to the spreed

merry marsh
#

It doesn't let you just view it?๐Ÿ™ƒ

spice ingot
#

i need access zac

#

i need access to the spread zac

#

there we go

merry marsh
#

I fixed it I think๐Ÿ˜…

unique geode
#

@merry marsh ShootableMouthDogs was fixed in vanilla V50

#

Not needed

merry marsh
spice ingot
#

wait wtf is tomb

merry marsh
spice ingot
#

i see

merry marsh
#

Same with that, might want to delete that message. Not sure how public that is๐Ÿ™ƒ

unique geode
#

Btw you don't use GeneralImprovements? ;o

merry marsh