#Lethal Level Loader [Custom Content Loading API]
1 messages ยท Page 17 of 1
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.
terminal formater fixes it
Oh really? nice
i was suprised too
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.
for?
forget about it already fixed it (i think i gotta check)
alright lol
are you sure playing lan is the same as online, 'cause I cannot reproduce the errors my friend had
planet are loading and I don't have the issues of falling through the ground
Yeah, it's very very close to the same, I've been able to reproduce desynch with it before, but sometimes the problem is specific to your friend and it might be hard to reproduce
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 ๐
k I'll try next time we play, thanks
Np, hope it fixes your issue
@zenith flax i just realised, i dont think bestiary works
the keyword kept being invalid
does anyone know how to set a interior to have a chance on all levels without typing them all out individually
is it All, Custom, Vanilla i cant quite figure it out
if you want modded i think its custom:
I do custom and vanilla
I prefer a dipped cone tbh
Btw I'm releasing a new moon today. It was just for fun and is wonky and terrible but fun at least lmao. ๐คฃ. 99% a balloon/ 1% gameplay.
Don't judge that one
Can you pop the moon
๐?
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.
๐ฆ
Balconies LOL
Hehe
leaving it as Balconies
I did make dll tho thanks to XU template. But no idea if the dll works lmao.
is there any status update on the story log and bestiary entries being broken for harvestmoons?
Well the dll compiled. But said Dot Net Patcher MS error. So I unno
So evasia patcher command.
Doesn't matter tho. Is fine. No need anymore. Ima just wing it with animations.
Aye then what i sent u worked baka
But now Dot net error compiling. But still makes dll so I unno. Maybe I ignore it
If make Dll it works ya? Lol
๐คฃ
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.
Yeah honestly it's probably best for you to replace what I sent with xilos template lol
Have my Balloon with no scripts LOL
But But u made it.
I just sent something quick that does work for basic things
I just copy pasted something I made before and replaced it with example names lel
Though it should work
Wyf is ms error fir Dot Net Patcher if it made the dll.
Idk what it would be missing
If makes dll is fine ?
Can lick? Safe?

I'll be that person who has iffy moons. Is ok
Death is part of game. U fall off balloon and die. Is part of experience
Si
What were or are the problems with LLL and LethalThings?
Not many, they work well together you just cant buy the rocket launcher
yes you can
did last night
Different mod conflict then, havent been able to buy it since v50
Wait Si to what part ๐ค haha
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)
also idk if this is even related to this mod but i assume it is bc it names it in here
Do you have Lethal Expansion installed? With Lethal Leval Loader. @prime plover
nope not in this modpack
OK just checking hehe. Lots of that happening
Hmm cant find that moon.
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
hey guys LLL is working without a new save now correct?
It should
iirc at least xd
Yeah, its my interior and its been working alright with little to no issues
oh even better! and my bad i didnt realize, good work on that one btw
The config is now in LLL rn though
ty!
Just for clarification, the top runs first & then everything after overrides the previous one if it can
So the weather stuff would take the most priority (?)
xD
I think it goes weather as the highest priority & tags as the lowest priority
But thats how I understand it
But weather isnt configurable in the configs rn so itd be moons
How did you fix the holes? Trying to add terrain holes myself and running into the same problem
I just patched them with cubes etc haha
Anything with colliders
Figured out a different solution
#1210653206225363018 message
Interesting how the map actually builds differently based on your project settings
I didn't think it would affect how it loaded in the actual game
Oh rendering. THought you meant how you made it. I was talking about holes that I left holey
ah
Ya usually I have holes because of the map making lol. Player falls through with no colliders in an area etc
I'd probably just add it to my own configs lol, as easy as adding the planet one, even easier since there's no custom weather's
Ye fair
Typing rocket in terminal changes filter to tag, making it unable to buy rocket launcher. Installing terminal conflict fix solved the problem tho
i just realised, where the heck is the price for my sell-able item being set
ah... its the credit's worth
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
nvm its cuz when converting to v50 some references are lost, and became null
is the company routing issue still present?
yes
darn
Could use an auto route to company mod as a workaround from what I've heard
use terminal formatter
That will fix it for now.
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
and it looks like this
what moon
Offense,vow and march so far
we were able to play pool rooms with no issues once before
Make sure your configuration files are the exact same.
Oo
like if i changed the spawn rate for interiors with LethalQuantites?
You and mates configs and mods need to be the exact same yes. Or desync issues collisions etc.
If u change it, they have to.
ah so send them over the preset file?
does SCP dungeon mess with any of them?
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.
i still got that wall of text again
Ya it's crazy- saying stuff is missing
is that causing the issue?
If stuff is missing yes haha
No idea why tho
Did you touch anything file wise
Actual game objects missing
Those are models
it says scoopies is out of date,the only thing i messed with is the preset file
do you think it could be LC Office? the wall of text appears right after it
but it also says it loads on all moons
Hey there
Can someone explain me what is the "Content Author Disabled Automatic Configuration File Warning" ?
yeah it was,text dissappeared after being disabled
after the new update, does lll work properly?
1.2.2 works fine except for routing to the company building. Just install terminal Formatter for a temporary fix
@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
he didnt even make waterridge
I know
then not his responsibility
IIRC he mentionned that he ported it
huh
#1204432295025578014 message
nice, although I thought that map was doo doo lol
although cant blame it
Never played it tbh
it was like the first
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.
it isn't working to well for me, actually I think it does not work at all because, for example, the blank terminal bug that used to happen is now 'fixed' but I think that is because the mod is not loading at all lol
what moons are supported by lll?
Any moon that uses LLL, LE and LEC are not supported
is there any reason LC office wont work multiplayer? it worked fine solo
[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)
got this error for the client
Does this mod make a list of moons?
Thinking of a little mod that just limits the amount of moons available
Like depending on config, either every quota or every day, a random x moons are available and no others
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
And for safety, the first moons price is overridden to 0 so you canโt get stuck
there's this config setting but it only applies to custom moons, and there's https://thunderstore.io/c/lethal-company/p/IAmBatby/DisplayHiddenRoutesAfterTraveling/ with which i think you might be able to play around with?
Yes
That is also now a vanilla bool iirc
The hard part is having a list of moons and grabbed random ones
Ig I could just generate an array of selectable levels?
just make sure to exclude liquidation
Did they fix the issue where you can't route to the company?
yeah you can route to it and crash the game
malfunctions had to blacklist it so it wouldnt route you there lol
Oh I think one of my mods had that same issue, I think thatโs caused by a major desync
reverting to an older version of LLL fixed that issue for me.
Nah, thats a lll issue afaik that you can solve with auto route to company mods and i've heard terminal formatter?
im using terminal formatter and ive never had that issue though
So I donโt think itโs one bug, itโs the result of like any of 50 bugs
I feel like nobody has pinpointed the issue yet and it kind of concerns me
This would be so cool to have, I've been wanting something like it for forever
@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)
I wanted to enable them in the terminal, but that doesn't seem to do it
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)
the office mod was causing the issue for me,really wanted it to work but everything started working properly when i disabled it
LC Office right ๐
yes
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
LL scrap and other stuff is purely vanilla ignoring code, so you'd be making it in unity as LL before LLL technically
theres no real "porting", its just using LLL's resources to actually make it use LLL
Okay that makes more sense, thanks!
you're routing to Gordion?
it's a known issue, you can use something like https://thunderstore.io/c/lethal-company/p/mrov/TerminalFormatter/ to be able to do that
Danke, now it's Confirmed!
I've been having no problem with the office and played a long time in it 2 days ago
Is this an issue with Rosie's moon or LLL?
My game froze and pretty much crashed when loading the moon Affliction
lemme dig thru the console more
k nvm it crashed
closed the log with it too
Many people have been having that specifc issue, no idea
its not really an LLL issue though
Affliction is just strange
Ill get around to fixing it soon xD
Noted, thanks for letting me know :)
no worries! I'll just avoid it like the plague for now
i guess i'll see if the other moons in the pack nuke my game
I hope not xD
only time will tell........ 
Eve loaded fine
woo
I think they all load fine apart from affliction from what ive seen from others
Alrighty, that's good to know
i run sessions for a good amount of people and the amount of times bugs come up is insane
like, lethal quantities lately just is not loading moon prices at all for some reason but everything else is fine
my friends desync very often have it be via items or not
i'm at my wits end trying to figure out whats causing what, i cannot imagine how mod creators are
that's why i haven't played modded recently because of instability
that is very understandable
waiting for LLL and all other mods in my old pack to become stable again
because if my friends end up needing to restart the game cause of bugs, they do NOT like that lmao
oh fr fr
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
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
I learned that the dungeonflow nodes will never spawn branching paths
It's time to do more Dungen transpiliers
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.
Did LethaLevelLoader lose config options? I don't see planet values or the ability to hide/unhide in it's options.
Use TerminalFormatter
^^
Last time I found out LC office seems to be in conflict with BetterSprayPaint, they can only exist separately!
Ah ok it didn't populate for some reason, It does now
with 1.2.1 or 1.2.2?
1.2.2
Will do
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
Yeah was gunna mention that as well.
#1193461151636398080 message
This what you mean?
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?
Ye
https://www.youtube.com/watch?v=pDNuSw_fjYA&ab_channel=XuXiaolan as long as it follows what this video does you'd be registering your scrap just fine
Sorry I can't check the screenshots properly rn lol
@zenith flax Would it beneficial to use LLL for a mod I want to make that limits the moon pool daily?
Like I need to be able to grab random moons for it
or maybe I could use the same thing that the route random does?
You can get a list of all moons including modded ones with LLL, you can probably do your mod idea without this list by changing the terminal nodes, depends on what/how you want to do it. Don't think LLL offer the possibility to disable moons during runtime, but maybe...
Finally found out what was breaking my LLL! It took a while.
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.
yeah I thougth I can't disable them with it, hiding moons is a vanilla function now tho no?
Instead maybe I just make it so that when you try to route/land on a hidden moon the terminal says no
I have LC_Office and have no problem with LLL ๐ค
It wouldnt work in multiplayer.
Works fine in singleplayer
I played yesterday and the day before with friends
I've played LC_Office in multiplayer too
How the heck did you get it to work then?!
Didn't do anything special, it just worked
It always kicks people out stating they dont meet the modpack or their login was denied or they werent "on the client list"
any time we ever tried to use it
My modpack fully works in mp, I've seen minor item desynchs, but nothing else if you wanna compare.
im really confused now
Do you share your profile code with all your friends?
that isnt an openable file
It should be possible
yes
Yeah it's a file export in thunderstore
you need to import from file in thunderstore
never could figure out how to use that. Always broke.
We just ended up using codes.
Thanks for your tutorial! Testing it out now ๐
well ill be damned.
maybe something was just going wrong beforehand, idk
also it must be really large as its only at 40% currently
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
about 50 mods
when i click the clean mod cache, nothing seems to happen. Does it happen and there is just no notifier?
yup
It just lags for like 0.5 sec
alright
I've never had the issue, but I think everyone who did used code modpacks so I blame that lol ๐
well heres my pack
also in that file format thingy
maybe you know about some incompatibilites or something
yeah just haven't modified the terminal itself yet, probably a bit more complex than like the quota screen which I rewrote
I hear it's horrible, only changed one screen once, but never tried changing the commands
I really wonder how you managed to get it to work. Hmmmmm
Like you saw, my modpack has fewer mods, I don't know about any of the other mods you use. I hear LC_API might have problems, Also Lethal Expansion is always a bit rough when using LLL
@trail harbor I notice you use LLL 1.2.2. It broke the terminal so i use 1.2.1
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.
TerminalFormatter fixes that issue
If you use TerminalFormatter it's fine
hmmm alright
And yeah don't use LE with LLL, they are not compatible anymore
LC_API is also broken in v50
I've gotten it to work just fine?
Has caused more problems than anything for most users
what mod do you have that uses it?
Oh I also got that bug with the crown, I was confused!
glad to know it is an actual bug and not some shit i did
The person who picked it up desynched a bit too
Well I wasnt sure what caused it, but now it makes sense since it was the first time we saw the crown and it disappeared and the player had his inventory desynch afterward
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
can't tweak there price too while using another mod, they are just not here
No clue, might be because the item hasnt been registered with LLL
IIrc batby made some changes so that LethalLib items work with the new LLL, but might not be fully encompassing of all items ๐คทโโ๏ธ
SInce the crown is not spawned as a scrap
eek, guess thats what terminal api is for
custom scrap from lethalthings working fine
Yeah cause it's normal scrap. I mean that the crown in and of itself is probably not spawned the same way as normal scraps since it's an "apparathus". Might be a bug there
ye just saying for context
i didn't tested with other type of apparatus, like the painting from scarlet mansion
tho those one are appearing in the item list
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
Install Terminal Formatter to fix that issue (temp fix until LLL is updated)
And yeah that is known
amazing thank you so much โค๏ธ โค๏ธ
my scrap are getting swapped by random ones, mainly remnants and lethalthings.
do i just remove remnants for the time being?
You have the latest LLL version?
it should help
thanks man
I don't have any problems with Remnants and I have this, so I guess it does the trick
must be because my modpack has over 70 mods
(most being performance mods and qol lol)
xD
@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
Idk if that makes sense at all
i wanted to install starlancer moons which require lll but they don't appear on the terminal
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?
I just watched @tall kindle 's video on the new extendedMods, does ExtendedItem auto register the scraps now?
Also I don't think there is a setting within the extendedItem for item rarity right?
You can look at how it animates itself
But it follows the player so you have to make sure wherever your camera is to be at the pos of the sun container
if that makes sense
Ok, thanks. I'll see if I can figure it out.
The level matching properties contains some rarity stuff
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 ๐. will try and get a smaller update out sooner than later
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
Hey my friend. Don't worry about us. You keep sane,healthy and happy. Regarding finances... I hear ya... but just do you first. That is what matters FIRST!
All good man. Keep in mind you don't owe us anything, and i'm seconding the message that you should prioritize yourself first ๐
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.
I think theres a kofi on the LLL thunderstore page
Is this something I should be concerned about?
not really
ExtendedLevel is how you register a moon into the game using LLL
You can register it with code too, but its easier with just bundling it into a ExtLvl
That ya haha.
ah, so its like SelectableLevel but includes modded moons?
Sorta, a modded moon needs both
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
ExtendedLevel is just that, an extension of the SelectableLevel
interesting
LLL makes ExtendedLevels for all vanilla moons too
I need to do
currentExtendedLevel.IsRouteHidden = true;
but for all moons and not just the current
Got it
Well I cant help with that, since I dont know any c#, just the general concept of the tools LLL adds
ah
I'm using their mod for revealing moons you visit for ref
Like I know how the exclude the company now
anyone manage to get custom story logs working yet?
been trying with them but I keep getting an IOOB every time I go pick up the log in my level
@nimble umbra
I have no clue how to make it work, but apparently it works for them
ive been trying consistently to make it work
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
I assume it's not actually being loaded
I'll maybe try a custom code solution
instantiating the SO and adding it manually
Yeah, if you figure anything out let me know xD
I have 2 story logs that arent working atm
welp, here we go
@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
making some progress
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)
fairr
glad progress was made!
anyone have a list of the content tags?
oh I found the moon one thanks
I cloned Matthew McConaughey voice to use as audio for 1 audio log for this moon. Not sure how I got it to work exactly... but when I get back on I'll peek.
Unnecessary reupload.
tf is this ๐ญ
T-T
????
Well, thatll get taken down probably soon pfft
@white rapids Could you get this taken down? ๐
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
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. ๐
People are just thiefs lmao. Crazy.
@wet patrol Checking out your moons now ๐
Question you have your moons split between LLL and LE are you porting the others to LLL?
LLL 1.2.2 bug
I fixed it by deleting and regening my config I believe.
I did test it by removing my mod and doing it again
you can fix it by installing terminalformatter
ahhhh, that makes sense actually
What does that do?
oh is that what fixes it hahaha
mhm
it reformats the look of the terminal, not sure what it does internally but it fixes the nodes for it ๐ญ
Basically, the route node for the company was busted, and Terminal Formatter adds its own
Haha and here I thought I fixed it with my config regen.
More things to thank @slim wind for
essentially
it can be run without, but not all functionality is there
iirc
woo!
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?
#thunderstore-moderation ๐ญ
Ty!
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.
Ill try to provide as much info as possible tho
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!
This was very helpful, thank you so much!
PLEASE NOT AGAIN
Was already sent to the shadow realm
good
I still don't understand why these folks reupload like this like ???
yum yum
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
This one that was mentioned yesterday is still up . < .
https://thunderstore.io/c/lethal-company/p/Vulfox/LethalLevelLoaderTEMP/
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
Whenever you give instructions
people hate reading ๐ฉ
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
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".
gone
@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
That's clean ๐
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.
Turns out I could just rotate the Sun object, but ALSO needed to make sure the SunAnimContainer object was rotated properly too. Thank goodness because I was dying trying to make the animation.
does the creativecontentconverter work like the LEcore patch? it is it only for people who know how to convert mods
It's a tool for mod makers, not for users
I just moved it ya.
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
free tag isn automatically anything
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
Because your not meant to add and remove tags on other peoples content
Is this implemented?
try it and see
I did and it didn't seem to do anything
Yeah but whether it is free or paid changes if you set the config or some other mod (like the one that makes moons become free after you route to them)
so just check the price of the route?
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
- The players are poor
- The guaranteed moon that has the Free tag is not free
- The other x completely random moons all cost an amount
It is unlikely but just in case
Noted. Terminal Formatter currently breaks it

so yes now effectively every day you get 3 random moons, the rest are hidden. All moons but those random 3 are blocked
per day is quite frequently
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
correction: a ton of people dont even use modpack codes
Yeah, I plan on having a bool in the config to make it change each quota
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. ^^ โค๏ธ
What is the point of this mod? Why not just downgrade the mod to 1.2.1 in r2 manager?
https://thunderstore.io/c/lethal-company/p/zeus1000/LethalLevelLoader_Temporary_Fix/
Also i've heard terminal formatter fixes the company routing bug
there isnt a point, its a reupload by a random person and likely not safe to download
mhm figures
is there any plan to add a config to show hidden moons after travelling? I'd like to remove gordion from the list
I've got two questions. Any help would be greatly appreciated.
- 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?
- 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.
hello i have a little problem ^^"
You can ignore these
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.
thank ^^
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?
If you're changing the routes etc while you're on company building, then this isn't a worry
Yeah but that only accounts for 1/3 of the time
The game opens on experimentation and you a setting makes it change daily
I thought u said earlier that you'll swap the changes only when you're on company :p
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)
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?
yeah that
why cant i go to the company building
Get terminal formatter or downgrade to 1.2.1
It is a known bug
Yeah, it doesnt cause much issues, not sure how to make those not show up though. Ill try and look into it xD
T-T
I can save you just the tiniest bit of time by saying my thread doesnt have much LLL bugs other than ones that have been brought up a million times over (company routing bug xD)
What's more impressive is that you didn't get pinged in any of them
thats not the full list ๐ญ
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.
All 3 Starlancers are there โจ
[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?
I dont think you can
Init scene does not work.
Load into Lethal like the rest of us and die slowly ๐
i think it does scroll automatically if the text is too long, i think you said your text was barely longer so it might not do it.
try putting a lot of random text to see if thats right.
any way to make embrion and artifice display normally before travelling to them?
Is that not what the display hidden moon mod does?
that only takes effect after traveling to them once doesn't it?
only takes effect once you travel to em
Ah dunno then
there is a lllfixed for v50 and this one, which one should I use?
I thought lllfixed was unnecessary since LLL's v50 update?
It is
@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
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
That specific one was fine. But since then it was implemented in v50's LLL
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
ye I'll use lll in v50
any way to make this config to not skip deadline day's?
No, its a vanilla limitation
Maybe in the distant future someone will figure it out, but id just leave it be as 1 for now
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?
1.2.1 had the issue of changing your items when you loaded your saves
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?
just use 1.2.3 + TerminalFormatter
and everything should be gucci
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.
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
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.
I'd say that's really up to the user for finding the source of the problem, which could lead them here or the subreddit or something. If they don't want to bother, then that's on them
Decided to do it, hopefully this helps more people discover the fix.
The text doesn't seem to scroll automatically, even if I add a bunch of text. If I can't get it to scroll I might can cut back the description some, I just would rather get it to scroll.
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.
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
What is all this?? ;-;
ok reading it again and again I don't think its because of my mod, maybe I just never noticed it
LLL (no matter what version) appears to not save and then auto-eject upon quota length being set to 1
@tall kindle I remember you knew something about this?
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
@toxic wigeon ^
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.
Ok thanks. Ya Rosie and I trying xD
If you're talking about the little piano music that plays on every moon, that's not actually part of a level, you'd need code to change it
Thanks!
Itโd be extremely appreciated if you could share the code if you ever work on it
I will look through it today. And will share if I can get it done yuo!
@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
Thank you! What is WTO?
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
Thanks!!
THANK YOU
It looks CLEAN!
:)
What am I putting for "Using" at top of the CS?
using HarmonyLib;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
using LethalLevelLoader;
you definitely won't need that 5th one lmao
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
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
I only was using it for music ya
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
Mind if I repost this one here?
go for it
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
CustomMusicPatchclass, ensuring that fields and methods are appropriately encapsulated.
Custom Asset Loading - The
LoadCustomMusicmethod allows you to load custom audio clips using Unity'sResources.Loadmethod. Adjust the paths to match where your audio files are located within your project'sResourcesfolder.
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 MoonFriendlyNameis 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")
};
}
}
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
you can basically just copy and modify what you have with the TOD music for that
Ill update that post above ya
oh, one more thing
Im working on a drivable object atm also
"MoonFriendlyName" shouldn't be a hard string, but instead maybe make it a variable constant of your moon's name
Almost works
Oh no hard ?
private string const MoonFriendlyName = "<Your moon's name here>";
this name should be the one that you put for planet name in your ScriptableObject
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.
Hmm. No compile errors, but script isn't showing inside of .dll inside of unity. I added 0harmony to assemblies for compile, I don't get it.
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
Hmm no idea. Ima skip for now
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
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
Its not too much of a big deal
is there anything that fixes being unable to route to the company other than auto routing mods and terminalformatter?
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
reverting back to 1.2.1
other than that?
that's all i got

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.
So I can ignore them? I was avoiding interiors that gave them
Did you try terminal conflict fix
Yeah you can ignore,
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
Hello, @mental kiln, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
you have to export the extendedmod and scenes into a .lethalbundle
I do not recommend reverting back to 1.2.1, it messes up (changes) the items on the ship when reloading the save.
Strongly donโt recommend using that and it will absolutely break when mods start using the new values and features
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
Yeah the fix until you drop 1.2.3 is to use TerminalFormatter
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
Im just asking you not to recommend LethalLethalLoaderFixedV50
The channel dedicated to LLL should not be the place you advertise for an alternate mod
I wouldn't call it advertising and it's not against the rules afaik. It's relevant since it was originally a fork of LLL and was just giving the guy I replied to what I'm using, also auto company building and terminal formatter are also alternate mods. But since batby asked me not to mention it I will delete my original comment out of respect for the og mod creator.
I think the issue is that the fork isn't official and will result in stuff breaking. It's best not to recommend a "patch" that will result in broken games. Suggesting the auto company mod is the safer suggestion
๐
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
Anyways, not here regarding that. I was just checking to see if batby said anything regarding my suggestion / request ๐คฃ
my lll moons aren't showing up in the terminal help
Check if you've set everything correctly
i fixed it, it was my fault
are dungeon injection settings ignored if enable content configuration is off?
[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
use terminalformatter for now to fix being unable to route to the company
ok thank you
What are the NumberlessPlanetName for liquidation and gordion?
ok nvm I do have them right
just double checking, sort difficulty is based on interior enemy power level and not the letter right?
ok yeah its def not the letter
based on a variety of calculations
oh? do tell please
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
function that gets the average rating per risk level for vanilla levels
https://github.com/IAmBatby/LethalLevelLoader/blob/bc89e5b634a8d20c336df96b5256ca3b5e4c5438/LethalLevelLoader/Patches/LevelManager.cs#L186
function that uses that info to apply it to custom levels
https://github.com/IAmBatby/LethalLevelLoader/blob/bc89e5b634a8d20c336df96b5256ca3b5e4c5438/LethalLevelLoader/Patches/LevelManager.cs#L265
function that calculates a given levels difficulty
https://github.com/IAmBatby/LethalLevelLoader/blob/bc89e5b634a8d20c336df96b5256ca3b5e4c5438/LethalLevelLoader/Patches/LevelManager.cs#L336
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
i would perhaps enjoy an answer to this
@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
How can I configure it so that a certain Dungeon loads on all moons?
min and max scrap value are very broken
Ah good to know its not just me
when are we getting LLLL?

LethalLevelLoaderLight?
Is there a way to move a custom moon (in terminal) between vanilla moons instead of having at the end of the list?
You can change the sort option in the LLL config and/or use TerminalFormatter
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
No, I want to make my moon organized in the terminal. Hope soon this will be in LLL.
Sort options should got you covered then ๐
Yeah.
LegacyLethalLevelLoaderLoadingLightLib ?
(didn't find other words)
we're all wondering, batby
Weather idiot? Lmfao.
self admitted, designated weather idiot
also i found it
๐ฅบ
we all love you mrov don't take it to heart <3
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).
Haha Mrov knows at this point, the amount of times me and my alters give him shit on stream and have to remind him we're just messing and that we love him c;
yeee its chill tho
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
not sure
i saw this in my email before my coffee and thought i was very fortunate LMAO
I'll solve this problem by changing the title a bit...
im sorry
thanks
It's fine
What are you planning to change the name of Celestria to?
Lerestria
Changing the moon name seems like a band aid fix tbh
I don't know yet๐
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.
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:
Known.
People suggested downgrading LLL or using mods like TerminalFormatter.
thank you
Iโm mainly wondering then just what the hell moon makers do to get their loot generation tuned
thanks!
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?
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.
I appreciate the explaination as I was using the min/max values in config and struggling to find out why it wasnt working. I made spreadsheets and everything.
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
I feel that on an existential level lol
I'm amidst recreating my LQ presets for v50/wesleys moons. 50+ moons, 500+ scraps
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?
That's a lot of scrap
You ever get repeats in a play session?
i would still perhaps enjoy an answer to this
is there a replacement for LC_API? i think its breaking my mods
don't use mods that depend on it
lc_api is very broken
MoreCompany
oh more company already does that? i didnt know that
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
does anyone know why my friend gets these screens when he opens lethal w/mods?
the first screenshot is when he opens lethal and the second is when he gets into a lobby
https://i.imgur.com/5TbEKKj.png https://i.imgur.com/jrNLgiW.png
he isnt able to see the command prompt either bc all he sees is a black screen
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
like check the interior that spawned?
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
oh I need to check it in code, not while playing
oh mb.
What path do you guys send your AssetBundles to now that LLL has updated?
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
What's the issue exactly?
I typically use the Manual Level Name List, and I haven't really encountered any issues
Just doesn't do anything on some interiors, I was able to do it by tags at least
Which ones? Some of them you have to set their own config to all for the LLL one to take effect
perfect example
idk if the moonlist matters
I typically leave it blank also
ic
Like just the names with no planet number? So 42 Auralis vs just Auralis? I don't use planet numbers at all in my configs
The only names with numbers I have is Asteroid-13 and Sector-0, but those aren't planet numbers
yeah
I think LLL just auto converts moon names to remove the leading numbers and special characters
for certain configs and such
It seems that way from my testing
Is the solution to the 1.2.2 issue still the terminal overhaul?
TerminalFormatter? Yes. It'll get fixed in the next update
@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
cool thanks
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 โค๏ธ
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-
Did you see my reply in the office channel? That works for me, I have every interior you mentioned all working with the LLL config
i'll try but i dont think thats any different than what i've tested before
That's literally what I do with every interior you mentioned in the above comment
okay i getcha be patient with me please-
im a little stupid and its 3 am so im very even more stupid
Bunker is the exception, you have to use his config because he doesn't have an "all" option, just "list"
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......
I sent a dm with all the interiors you mentioned
this guy right here is cool and awesome and helped me and im about to Explode from the fact that configuring games sucks
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
If you have a large amount of moons, I recommend selene's choice. I recently added it to my modpack so you can't just pick favorites
its
its purely cause of wesley
like other than wesley i only have aquatis, celest, and bozoros
Add Tolian's Moons then get back to me๐
That issue has been fixed๐
oh like the issue me n lunx were having specifically
She's been using his full moon pack and hasn't reported that issue
So it seems to be fixed
has that been fixed yet or
๐ I have that and never had the issue๐
Dunno Flip's been trying to reproduce it and fix it
Oh?
i see
I bet it was NiceChat then, that was another one we took out
I don't have that
and Bladewolf also shared that mod
me neither
I have hidechat or something like that
Yeah I replaced it with that
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
I have reserveditems and enhancedspectator in my modpack and never had the issue
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
I only have flashlight and walkie
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
If you wanna compare to my pack it's just LethalCosmos on the thunderstore
Tolian's moons have been fine with my pack
I will say another mod I noted earlier that causes desyncs
AlwaysHearActiveWalkies
dont have
I have had 0 desync in LLL 1.2
that caused my friend to get weather desynced
I also have that lol
actually know what
its fine cause
im done with configuration for maybe ever
till after least a new interior comes out
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
I'm not at my PC anymore for the night๐ 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
I will say I'm surprised you have QuickRestart since Batby fixed the issue with the Eject command not working ;o
I didn't even know that it was fixed๐ thanks for giving me something to trim๐
It works just fine for us, honestly not a huge fan of most the v50 stuff so it isn't a huge loss for me๐ ๐
Also NoMorePush is good but I remember Xu told me it threw errors for them, I've been using ImmovablePlayers lol
It was updated for v50 like a day after they said that lol
No errors now
I haven't seen any, but I don't watch the console super closely when playing. Just when something breaks. It works just fine
Lethal Doors Fixed I approve of I'm so thankful Entity fixed that when I asked them if they could ๐
Yeah I was quite happy to learn of it
LightsOut I like but I wish Mrov would update it so it doesn't touch scraps from ImmersiveScrap and Wesley's Moons lol
I don't even know how necessary it is, I just have it to try and boost fps in the ship as much as possible. I get close to 60 in the ship so I'm happy with it for now
Yeah it's a really good mod ^^
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
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
Haven't had any problems lately so it stays for now๐
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
It's time to invoke plan C
I mean you did say you think the move to LethalToolbox will fix it
Never seen that before๐๐
I've not had any desyncs for a bit though
We'll see
I'll recreate my unity project
i NEED zenit tolian
i fucking love snow.....
It'll take time, but maybe this will fix the problem
Maybe but dunno why the desyncs are only happening with certain mod combos
if it doesnt i'll feel so bad lmao
I don't think it's your fault tbh
Have you tested it on the recently released version?
not yet i should probably do that huh
Sorry just been busy configuring things
next session i'll include zenit and see what happens
Making a spreadsheet to generate the configs for you really helps with that
Needs more color, ain't that right @kindred bramble ?๐๐
i fucking HATE colors โผ๏ธโผ๏ธ
i need access zac
i dont have access to the spreed
It doesn't let you just view it?๐
I fixed it I think๐
Thank you, I was really unsure about that one. Wish people would depreciate their mods
wait wtf is tomb
Egypt interior that isn't released yet
i see
Same with that, might want to delete that message. Not sure how public that is๐
Btw you don't use GeneralImprovements? ;o
this mf gonna get me shot
I do๐


