#Lethal Level Loader [Custom Content Loading API]
1 messages ยท Page 18 of 1
it'd be really funny
anyways i'd share my code to get some feedback but im in bed
happy that im not looking at r2modman anymore for the night
๐คฎ
Any reason why you use OrbitRecharge over the feature included in GI?
i fucking hate color
reds blues yellows who needs em
imma go add color cause i cant fall asleep
Because based on the description I don't think it recharges every single thing in the ship. Only things that were last dropped by a player
Like if I pick up and use 6 different walkies in one round, do they all recharge?
I just wanted to be sure every item in the ship was always fully charged at the start of the day๐
Fair :3
I will also say, I only use getlootforkills as a way to get abandoned flashlights and walkies (from masked). I didn't like them in the scrap pool
https://thunderstore.io/c/lethal-company/p/freesnow/CollectYourDead/ GI already includes this btw
Is it properly working yet? It didn't work for the longest time, and I recently saw that it only collected the first person
If it works now I'd love to just use GI implementation
My group hasn't played as much lately so I haven't tested it in awhile
@unique geode if you got anymore questions and such just DM me, we should probably stop derailing the thread๐
Nice tone
Known issue tho!
Friendly reminder modders are not your personal servants
Tell him to use TerminalFormatter.
Let Batby take their time working on the 1.2.3 update they hit burn out so they're taking it slow
Why not add TerminalFormatter (and maybe SmartItemSaving because the items keep getting changed sometimes) as a dependency until it is officially fixed? Because how is anyone supposed to know that if they are just installing mods through the Thunderstore mod manager.
What? That's not me in the video.
I know I know
I don't blame Batby for getting burnt out though, they were rapid firing out builds to provide V50 support
Then why did you say nice tone?
He was referring to Takey's tone.
Ohhh
I did
Okay good ^^
Hello, may as awell ask in here, but anyone got an idea how to turn a Scrap into a Defensive Scrap? aka, Shovel-like? through LLL that is
You most likely need some bit of code
I'll try to figure it out soon but you can't do it without code afaik
i may have found something, will report back with my findings
Good luck
Partially got it working! The component for the Scrap object, make it a Shovel script instead of PhysicsObject. However only managed to half swing it. will continue testing
What an absolute freak haha
Yep that's where I got stuck
No! ๐ญ you gotta remember that probably 90% of people not directly in the community would NOT know anything about what's going on here and anything for a potential fix, all they're seeing is the big api mod that a lot of content mods have moved softlocking their game.
I get you're on your break, and my opinion on this doesn't matter too much, but a hotfix of some sort to this bug should've happened long ago 
nah he sounds like a capital g gamer
the pepe's don't help
the issue is valid that guy just isnt
I'd love to meet on a halfway point here, some people are bound to have super bad reactions, (though this one seemed kinda in-between for me, I'm used to seeing much worse), but is there no way you could've updated for a hotfix?
I just want to know if its a matter of "big updates only" mindset or its purely the burn out talking
theres totally a way, i'd just have to spend time on it
everyone is free to take this how they want and i don't mean it negatively but i don't feel like i owe any work in any regard, and I say that in the sense that if i don't feel like working on LC stuff i just wont do it
my brain just goes in another direction
three biggest things i get from modding is making cool shit, having people play my stuff and making a living off it
i get the first doing any gamedev related thing, have the second regardless and dont have the third regardless
so
idk
most respectful gamer
Yeah there's no responsibility, it's just a matter of idk, having the big api that if there's a softlock that most mods depend on, it'd be better to have a fix rather than not
Can I ask if this setting will make the time in the game longer?
dont touch it, itll break quota stuff
Sorta ig
If you want a day on a planet to cost two quota days, you can go for it, but generally its better to leave it alone
Absolutely, Iโm just not in a position where I can have to care about that
I want to be
I get what u mean, I was just put off from this response when it's a meh problem from both sides
Eh, then I'll just have to find another mod that makes the game longer
nah I think if your a streamer not realising why a major mod might not be updating and then proceed to whine thatโs freak behaviour but everyone allowed to feel a way about it
Theres one out there iirc
Lets you stay past 12am or something
Not sure on the name though
I can understand that
From a casual user's perspective, it's frustrating to be locked into one system and then have that system not work. they dont think about the modders behind it or how much work it takes, they just see the face value of the situation
Yeah, I don't see many people really take in the actual developer when looking at those issues. Most times I see people complain without even reporting the issue
sure but the perception here is odd
Your not locked theres just nothing beyond the door lol
Thank you. It should be LaterNights.
a quick easy way right now is to just make the terminal mod a dependency until you fix it properly
you would only have to edit the manifest file and be done with it
what exactly do you mean by repeats?
Each moon gets its own loot table (more or less themed, including moon specific stuff) which makes 4/5 of the entire loot on average. The other 1/5 is inherited from the global preset containing all the mostly generic scrap items. So you happen to get the same items twice yeah. What's important to me is the average total loot value matching up to the moon cost and scaling with difficulty.
I meant the same item appearing multiple times yeah. Just a massive variety which is why I was curious
wahoo
Yeah I think throwing on the terminal formatter dep would be best to do right now, there's been pretty frequent bug reports to moon and interior modders about the company landing bug plus the swathes of unknowns just playing modded and stuff breaking for some reason and getting confused
Anyone know how to get modded moons to show up on the terminal? I am putting my bundles into this folder
%AppData%\r2modmanPlus-local\LethalCompany\profiles[Your Profile Here]\BepInEx\plugins
and I have my 2 bundles assigned properly (triple checked)
no compile errors
please DM me if you have an answer ^ I am so close to being able to test out custom moon designs!
Yeah TerminalFormatter and SmartItemSaving both for the time being, and push it as a minor update
Well the items changing issue already got fixed in 1.2.2, so smartitemsaving isn't that vital anymore
I feel like given how many mods now depend on LethalLevelLoader, it would be good to have at least one active maintainer looking at things
it being open source means that Batby doesn't have to be the only one making fixes for it, but he is the only maintainer at the moment, which means that any fix goes through him and without anyone reviewing PRs and making releases, nothing will happen
so I would argue that it would be good to bring someone else onto the team
(not suggesting that it should be me, I don't know how much time I'd want to dedicate to that)
the fact that the out-of-the-box configuration has had what would normally be a release-blocking bug from a QA perspective is really just not acceptable imo
^ all this yeah, i agree with batsy they dont owe us anything and they deserve their break but at the very least can there be someone else added to maintain this considering its literally the most important api/dependency
I don't really see Takey's comments as a personal attack on Batby, but it is understandable outrage from my perspective
If I was trying to use modded content like he is, I would be frustrated as well
now, if Batby wants a PR to merge and make a release from, that would be awesome, but that's not the impression I'm getting from the discussion here
I don't want Batby to think I don't understand burnout, though, I've had that too. It's just important that a mod that so many other mods depend on is not breaking things for their users, because that is either going to
- Drive players away from the game, and modding starts to die out because nobody cares about it anymore
- Drive developers away from the API, and then modding becomes fragmented again just after we finally got one unified content API
i agree completely, i don't think a library that is so integral to this game's modding community should be managed by only one person because things like burnout and loss of interest are mostly unavoidable, if there was something like a team of small maintainers i think that would be much healthier for the scene as a whole
yeah, and if there were a team to fall back on I would definitely be willing to help out with it
i really hope batsy considers this and doesnt toss the idea way immediately
cause like this is an extremely important api and it being managed by one person definitely sets up for issues like this
Some people still experience issues so SmartItemSaving is still needed
I agree with you ^^
Iโve never not considered it
anyone has been more than free to express interest
LLLFixed was chill by me for months eg

ig for the time being adding terminalformatter as a dep for the interior mods themselves can work
https://thunderstore.io/c/lethal-company/p/TestAccount666/LethalLevelLoaderCompanyFixer/ I mean TestAccount also made this mod, which also works
though doesn't work for the less maintained mods like scoopys
Very fun, yes.
express interest in helping maintain the mod you mean? I didn't really see LLLFixed as a good solution at the time, if mainline can't be relied on to be stable then eventually people will jump ship
should have collected scrap!
and to be clear, by maintain I mean very specifically that they would be part of a team that merges PRs and releases updates, not maintaining some fork to fix issues in the mainline version
I guess that there hadn't been PRs to fix this issue for a while from looking at the GitHub, but there are now two with different solutions that should be looked at and possibly merged
(never mind, the first one was 10 days ago...)
ye
like the kinda issue is
yeah its not great that im not currently working on this
but also like, we're not getting many new people in the community either
yeah
to be fair, I don't know if I've seen you mention the need for another maintainer
working primarily on it isn't really necessary, getting things to be stable generally isn't as much work as building the whole thing up from the ground in my experience
The current bugs and issues are a result of you doing a massive code overhaul. Not much else you can expect
Once you get it stable, you would only have to do so little to keep it stable
What part do you think is incorrect?
this isnt wrong tho
primary bugs and issues just nature of new content and a odd LC quirk
not specifically the overhauls of preexisting features
I must admit that I mostly disagree. However it is quite a biased opinion as I didn't edit the LC code as drastically as LLL requires, and despite me also doing deep internal changes to the LC code, it still isn't as deep as yours
However even I can't fully understand the LLL issues, I still stand by you adding the simple dependency fix to LLL for the time being
Hi, as mentioned here: #modding-general message
I/we were a bit looking for the whole list of tags available on planets, as we couldn't find it in the docs/wiki.
We made some assumptions, and also suggested a few new ones.
https://docs.google.com/spreadsheets/d/1WO77KGJplIEC64qmBClOgfEEoFxrhMurCEqe9FKod8I/edit?usp=sharing
Items
Is Automatically Applied:,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,No,No
Item Name,Total Tags,13,51,41,26,27,5,20,56,9,10,39,25,3,26,24,3,29,21
Buyable,Scrap,Non-Interactable,Interactable,Conductive,Chargable,Tool,One-Handed,Two-Handed,Noisy,Light-Weight,Medium-Weight,Heavy-...
(I also wondered if LC development cycle has came to an end, so there's little reason for extra polish)
Yes, we found that doc, we weren't sure there were tags like:
All, paid, free, vanilla, custom, tier1, tier2 (Off,March,Adam), Tier3 (Dine,Rend,Titan), hidden
to be used when defining weights for the interiors (without having to list each one by hand)
so, there's no All keyword/tag? For instance, to make an interior spawn on All:30 moons?
vanilla & custom would be all
May I suggest the:
Modded, tier1, tier2 (Off,March,Adam), Tier3 (Dine,Rend,Titan), hidden tags?
The tiers are mostly to group similar difficulty moons together, so that custom maps can get in the proper tier.
And that would also allow an "easy" (exp/ass/vow) map to be Paid, Tier1.
custom == modded
Hidden would be Artifice, Embrion
I see.
probably yes to hidden, probably no to tiers
Ok thanks. I just thought would have been nice to have some difficulty grouping. I mean, surely it isnt "top priority", but if it doesn't conflict with anything, why not ๐
E.g. in v50 Tier 2 got a new map: Adamance. Other custom maps could hook to the same group for clarity and better integration. Tier3 are all the endgame, TitanX level maps. Tier1, entry level ones. Mimicking the visual separation suggested by the terminal rn.
Some interiors are...definitely too complex for Tier1 maps, but would be ok for Tier2 and Tier3. Vanilla and paid do not cover this scenario or this aspect.
So Interiors weights, could be configured to spare Tier1 maps, have a little chance for Tier2, and maybe a smaller chance for Tier 3 - giving more space to more advanced interiors.
e.g.:
## Add this Dungeon to a Level's randomisaton pool based on matching Level Tags. (Minimum: 0, Maximum: 9999)
# Setting type: String
# Default value: Vanilla:100
Dungeon Injection Settings - Dynamic Level Tags List = Tier1:0, Tier2:100, Tier3:50, Hidden:0, Custom: 50
Also, custom moons can currently be "easy"(tier1) and "paid" (a tiny fee).
Or, could be hard (Tier3) and Free.
It would just be some way to group maps by "progress", without bothering the A/B/C/D/S/S+ enemy difficulty ranking
Just my 2 unrequested cents on it ๐
does custom work for everything except enemies rn?
should work for enemies?
not through code atleast
wait, i'm putting it through planet name, would that be the problem? 
havent managed to get shovels working yet, but poking around further. brute force testing with my Fish item
good luck good luck!

i fear that "not able to route to the company moon" was my fault
well, if you were using my moons
LC BUG
xD
Wasnt it due since LC's route node to the company was completely different from the route nodes for moons or something?
If so I totally agree
I remember you saying something like that
CompanyMoon be like
what is this?
Pull requests for LLL if I am right
This mod seems to be breaking some terminal commands. Most important of all, it completely blocks us from routing to The Company Building. I can't type in comp or company, when I push enter, nothing happens. I've also noticed it blocking me from buying some store items.
I'm using the latest version of the mod and the game.
use https://thunderstore.io/c/lethal-company/p/mrov/TerminalFormatter/ or auto-routing mods (https://thunderstore.io/c/lethal-company/p/La_chips/AutoCompanyBuilding/ or https://thunderstore.io/c/lethal-company/p/Dreamweave/CompanyBuildingEnhancements/) to fix that
Vanilla and Custom are tags, I wonder if that's why custom wasn't working๐
Works for items afaik
That's confusing ๐๐
i had a similar idea, imma propose it cuse why not :
Add a "Custom" option for sorting. It will list and group the moons as choosen in the config. It coult work like this :
Experimentation, Vow, Aquatis,, Orion, Titan,, Celest, March will result in
Experimentation
Vow
AquatisOrion
TitanCelest
March
and then another section for the moons that haven't been mentionned (or maybe straight up hide them ?)
as for the normally hidden moons, they'll still be but in the case of a mod that make them shown, they will have their place
actually i'm wondering if its TerminalFormatter job im speaking about ยฟ
Well, I was proposing one way of tagging but yes, I guess I was also implying to somehow list the moons by tier - Tier1, Tier2, Tier3, (someone even suggested Tier4 for hardcore ones), hidden
If there's a [code-free, user-friendly] way to dynamically assign tags to each moon (via mod? Config?), and then sort/show moons by tag order, that would be even more flexible.
But, everyone could come up with their own grouping criteria, that's why I suggested what I think is close to the "design" logic behind the vanilla grouping ^^ (custom tags/grouping should still be possibe)
The problem is valid, not a fan of the solution
Iโll think on it though
I am fairly confident Iโll be coming back to the project to some extent btw, I know the previous vibes may have pointed in the other direction
Every moon uses their displaymooninfo node ID to access the moon list via index
Except for company
Which uses -1
Ah yeah
But yeah big tldr is struggling hard with cost of living makes it really hard to work on this project compared to other stuff due to what I need to get from these kind of things
Which procs burnout real bad
Yeah thats fair, I understand
RE: MinScrap & MaxScrap
Completely valid problem and completely valid solution, But gonna hold off on that for the moment. It is a gameplay change and I'm a little hesitant to put that in an API
RE: Weather Desync
I gotta read up a little more but I don't think your correct on this one? AFAIK SeverRPC's can be called on the host client because they are both the server and the client. I am intentionally checking if the client is the host because I don't want each client to invoke said function
LethalLevelLoader 1.2.3 Experimental Build 1
- Fixed issue regarding routing to Company
- Changed
ExtendedDungeonFlow.dungeonEventstoExtendedDungeonFlow.DungeonEvents(Sorry to PoolRooms which likely needs an update) - Changed TerminalNode parameters used in TerminalManager functions to be
refvalues (Possibly breaks mrov related mods) - Added Custom EnemyTypes to debug spawn menus
- Potentially fixed issue where Custom EnemyType Beastiary TerminalNode's had default values
- Potentially fixed issues running the mod in editor by changing GameObject flags to a DontDestroyOnLoad call (Thanks nomnom)
- Fixed issue with mods with matching author and mod names not receiving requested calls (May break custom enemy and item mods with custom code)
- Potentially resolved issue with additional scenes listed in ExtendedLevel's not loading correctly
- Potentially resolved issue with Route locking and hiding
- Implemented @deft dust's Better Item Saving pull request (Thanks for the help and sorry for the delay)
- Added
onShipLandandonShipLeavetoExtendedLevelandExtendedDungeonFlowevents
testing would be kindly appreciated
as long as its less explodey than current ill probably chuck on thunderstore tomorrow or smth
Iโve probably gotten some misc issues people let me know about so id anything obvious is missing feel free to remind me
(Lethal Toolbox update will drop whenever this does)
yippie I am in there 
Yeah you're all good, we'll let you know how it goes ๐
Moon grouping is still broken btw
and idk what happened there but I couldn't filter or sort anything and it just made the text get lowered
https://medal.tv/games/lethal-company/clips/2cRSspQee-vYwk/d1337ELXl4l0?invite=cr-MSw3eVQsNDkyNjY5MSw
Watch Untitled and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
@zenith flax So far Mrov's mods work ;o
It might be FastDropship that broke with it tbh also I do see a couple errors lol
๐ค
who makes terminaldisplaysync
@slim wind what are these logs ๐ญ
probably annoying
lmao
since it displays the entire terminal screen like 3 times every time it changes
@tall kindle @hexed mesa
curious on this one, based on what im doing i wanna say this is because of another mod? i'd have to know more
i assume your not using lethal expansion or anything right
No lol
just making sure
once I get to it, ill try the scene stuff again
This is the full area of that error
I think that's the dropship breaking probably cus of @vocal flame's mod
I just checked myself and it was landing for me
Weird
Well we were at the company and for me it didn't land
๐ค
Let me try making a new save, could be the save we had made before updating got screwed lol
Ahhhh
@zenith flax Looks like the Dropship is broken at the company building somehow
Same
Not 1.2.3 issue
Does it land if FastDropship is disabled?
idk but it worked with just 1.2.3 LLL
Lemme
Remove Testaccount's mod
and try LGU's instead
It still won't land for me at The Company
I wonder
Maybe TerminalFormatter did get brokey but only at The Company
It just hit me that mrov did update MrovLib today
Inb4 Mrov broke it
MROV!!!!
lol
Testing with Mrov's stuff disabled
๐
@abstract bobcat it's not landing no matter what so
It has to be LLL 1.2.3
Idk what mod would be conflicting and breaking it
๐ฆ
It's definitely related to this error
Inb4 it's something dumb like LethalThings breaking with it
Wasn't that
I wonder if it's LGU
I'm gonna test disabling Landing Thrusters and if that doesn't work disabling LGU as a whole
@zenith flax Yep it was Landing Thrusters in LGU breaking it
Error is no longer happening
^^
@plush wing you need to fix this lol
Why was I pinged?
Cus you and Xu both need to update some things lol
Dropship still refuses to land for me
๐ฆ
.
This error was cus of LGU though, it happens if you use Landing Thrusters
Ohhhhh wait
Maybe SnowyHolidayDropship?
Lemme try disabling that
I never used addcomponent though?
Did i?
I'll check later
@hexed mesa you did here
Ahhhhh
forgive me
Oh did you change the dungeon event stuff?
i uppercased the d ๐ญ
Death upon you
it was meant to happen in 1.2.0 but it sneaked past me
Lel
@abstract bobcat I genuinely believe the Dropship being broken has to be LLL I can't fix it no matter what I disable
It's either that or the dumbest mod that makes no fucking sense breaking it
But considering it only breaks with 1.2.3
๐ค
Let me disable anything touching the DropShip lol
never overlook dumb mod that makes no sense breaking it
i got a mod in minecraft that turned everything fucking blue
and i tried desperately to find out what it was
Well let me see if Flip's DropShip mod works
If it does then I think I know what's happening
So with FastDropShip and LGU's Drop Pod Thrusters
They check if the ship is landed first before allowing the dropship to land
So I wonder if there's a bug rn that prevents that detection from going off but I have to see
Yep confirmed it's that
@zenith flax
Seems LLL 1.2.3 has a bug that prevents the ship from being detected as actually landed at The Company building, that's why FastDropShip doesn't work and the DropShip never lands
Disabled it and tried Flip's mod which doesn't have that check
and it landed
@abstract bobcat
I figured it out
c;
I think Vanilla also doesn't execute that check btw
Why that's even happening idk
LGU contains the same fix though
Which is why Drop Pod Thrusters didn't work
ok except I have both FastDropship and LGU disabled and it's still not working
Wait really?
For me using FasterItemDropship fixed it so maybe Vanilla does use that then
But this confirms it is a LLL 1.2.3 bug
How though
Idk
no it's definitely a mod breaking because of the 1.2.3 LLL
Which mod though?
Nothing threw errors
It could just be that there's an inconsistency issue happening with The Company building right now
oops
Yeah I think there's just something preventing that vanilla check from firing for the item dropship sometimes at The Company building
I forgor u need dependancies for a mod to work
I'm sure @zenith flax is looking into it, in the meantime FasterItemDropShip works c;
I'd love some clarification on the "custom" tag for enemies, I remember putting custom in planetnames working for items but not enemies
@zenith flax
If the problem is just that I gotta put that tag name somewhere else for spawn weights then that's fine but I've been thinking it's broken this whole time lol
Is there a known onboarding process for switching from BetterItemSaving to LLLโs version? Like if I have BetterItemSaving installed and my save was already saved with it active, can I just disable it and LLL will pick up the saved data without any problems? Or will I need to disable it and then save it with LLL before adding any mods that add items
no clue
Sorry if that doesnโt make sense, my question kinda boils down to โdoes LLLโs implementation use BISโs dataโ
As an aside regarding pull requests, this one needs to be closed as the issue it is addressing was already fixed according to the mentioned issue, by you on January 26th https://github.com/IAmBatby/LethalLevelLoader/pull/6
@zenith flax Another bug, so when rebooting the game and reloading my save instead of still being on Junic the game put us on Experimentation
Log incase it helps
noted
Whoops didn't mean to actually ping on that onw
Okay yeah @zenith flax the ship isn't being counted as landed at The Company
You can't even leave
Oh also did u fix the thing with the merging and having same author name?
He did
@zenith flax If you get another 1.2.3 build out to test lmk, it seems like the 2 issues we ran into are pretty minor and you should hopefully be able to get them fixed
Well not being able to leave The Company isn't minor I guess but compared to how bad we've broken it before lmao
Iโve been having this bug to some extent for a while on 1.2.2 (unable to verify definitively if this is caused by LLL or not, but I think it only started up when it was installed), the game would sometimes lock up like this when leaving a planet and in orbit. I had to install the mod that forces the ship to go to orbit after a certain amount of time to get around the issue, there havenโt been any side effects from doing so that Iโve found
If you donโt know what the mod Iโm talking about is Iโll grab the name from my pack in a bit, I donโt recall it atm
do i have a log of the company issue
It never happened for me on 1.2.2
Probably the Log I sent earlier
But I know itโs been running into that problem because I have the timeout set to like 20 seconds and it bumps up against that somewhat often
This one
The issue Iโm talking about is more general and happens when leaving moons in general, but only sometimes
Unfortunately I canโt conclusively say whatโs causing it and thereโs nothing printed to console that I can see thatโd indicate that
@zenith flax This one might also contain more info if you need it
@unique geode https://thunderstore.io/c/lethal-company/p/DaXcess/JustLandAlready/ This is the mod that I was talking about, it's explicitly saved my friend group's runs more than a few times already. The issue only started occuring after I had added LLL to my pack which is what led me to believe LLL is causing it to some extent
I have the RevivePlayersMaxWaitTime timeout set to 15 and the GenerateMapMaxWaitTime set to 60 (don't know if I've ever hit this) and I've had no adverse effects
This mod is unrelated to the issue we had
company issue found
We didn't have the issue of anyone taking too long to load
Ayyyyy ๐
was trying to reference the dungeon
Did you also figure out why it reset the moon back to Experimentation?
Ah I see, I think on reading what you sent again I got what you mean
Got mixed up sorry
i haven't stated i have
True I hope you manage to fix that too
Honestly I'm glad the only 2 issues were that and The Company
I'm impressed
๐
@deft dust Your PR worked perfectly btw
c;
LLL implentation doesnt use BIS data, if you're gonna make any modpack changes to an existing save you probably wanna just keep BIS around a little longer
wait till its about before that ๐
Well we tested and no items got brokey lol
I had SIS disabled
as soon as you save your file with the new LLL build you shouldn't need BIS anymore
Ooh got it
Well at least items saved properly
"CurrentLevelName" now only saves to the file when the rest of the game saves to the file
what was the intent behind this change?
well it was mainly just a side effect of me limiting when the Save function is called since everything gets saved to the file at the same time
but i dont think theres a reason it should save more instantly than anything else in the game anyways
it is my bad, in Patches.cs in StartOfRoundChangeLevel_Postfix i set it to RoundManager.currentLevel.PlanetName instead of RoundManager.currentLevel.name
OOh
ahhh
Why are you blaming me? ;-;
My mod doesn't even touch the drop ship before you're even landed
Yeah your mod was fine lol
On the rpc one, how would you guarantee that everyone has the same weather if only one is asking for it though?
Fix what?
The error I got when using Faster Landing with LLL 1.2.3
Nothing broke that I could tell but it still caused an error
This
It only happened if I had the Faster Landing upgrade for the ship
So it was causing some sort of conflict
I guess I should get the correct name lol
Landing Thrusters
XD
I confirmed it was that cus when I set it from true to false the error went away
Why it conflicts with LLL idk
So remove the values from Wait For Seconds?
That just seems I'm making the enumerator end too fast.
same way the dungeon is handled
the server rolls for the results once, then sends said results out to each client
And wheres the guarantee the host is the last so that it overwrites (calls the rpc) the clients?
ah there we go
im meant to be telling the vanilla call to kill itself
thank you
.. which means i'd probably need a transpiler
yipeee..
Well I'm sure @slim wind could help with that, all the transpilers that man has for Weather lol
I was trying to diagnose the Dropship not landing when the issue turned out to be the ship never being counted as fully landed lol
That was my bad
No problem xd
Can't you only fire the dungeon related events when there is a dungeon to begin with?
I would assume the company doesn't generate a dungeon so it wouldn't have a DungeonFlow, no?
Yeah, there isn't a null check before firing the events (onShipLand & onShipLeave ones) so that's probably why the ship stops landing in the company moon.
Don't think checking the level is necessary, so long as you always have guaranteed that it won't be null.
So is 1.2.3 still planned to go on Thunderstore today now that you got those 2 issues fixed @zenith flax? ;o
How would I check what the current generated interior is? @zenith flax
does all work here?
I figured it out
so is company bugfix getting pushed today?
Batby plans to but no promises, patience ^^
is the fixed min/max scrap value going to be added into LLL by the time the update releases? (and will it affect the vanilla moons?)
I imagine it's fixed, but I'm not aware of this being an issue tbh
someone made a thingy that fixes it but it technically changes gameplay because scrap min/max value is broken in vanilla
I mean if it's broken in vanilla idk if that's on Batby to fix, plus it doesn't feel any different than it did in v49 for me
doesn't feel any different because it's always been broken
Not necessarily broken per se but it's because there's a global multiplier for scrap that's a fixed value, so it looks like scrap values don't match the min/max
You could probably make an extremely simple mod to force that multiplier to 1 to fix it if you want, but it'd definitely throw the balance off
The thing about this is that each level's min and max total value are not used in scrap generation.
You can find some code where there was plans of using it but it doesn't influence the generation in any way right now (even though it has these values stored in each level)
The values donโt even need to be made to work per se as thereโs probably a reason they were unused at this point, but to my understanding it basically means there isnโt really a good user-facing way to tune total scrap value on a per-moon basis
LLL doesnโt need to make gameplay changes by default, it just needs to expose those values assuming they arenโt already
yeah, checking the dungeon is enough. literally a two-character (?) fix, just tried it.
diff --git a/LethalLevelLoader/General/EventPatches.cs b/LethalLevelLoader/General/EventPatches.cs
index 6eb43c6..20afa8f 100644
--- a/LethalLevelLoader/General/EventPatches.cs
+++ b/LethalLevelLoader/General/EventPatches.cs
@@ -182,7 +182,7 @@ namespace LethalLevelLoader
{
LevelManager.CurrentExtendedLevel.LevelEvents.onShipLand.Invoke();
LevelManager.GlobalLevelEvents.onShipLand.Invoke();
- DungeonManager.CurrentExtendedDungeonFlow.DungeonEvents.onShipLand.Invoke();
+ DungeonManager.CurrentExtendedDungeonFlow?.DungeonEvents.onShipLand.Invoke();
DungeonManager.GlobalDungeonEvents.onShipLand.Invoke();
}
@@ -193,7 +193,7 @@ namespace LethalLevelLoader
{
LevelManager.CurrentExtendedLevel.LevelEvents.onShipLeave.Invoke();
LevelManager.GlobalLevelEvents.onShipLeave.Invoke();
- DungeonManager.CurrentExtendedDungeonFlow.DungeonEvents.onShipLeave.Invoke();
+ DungeonManager.CurrentExtendedDungeonFlow?.DungeonEvents.onShipLeave.Invoke();
DungeonManager.GlobalDungeonEvents.onShipLeave.Invoke();
}
Oh, also, while I was testing 1.2.3 before the fix I died on Day 3 (don't ask). Obviously couldn't then leave the Company with my empty ship. After reloading with the fix, all my Items (which I should have lost after dying) were back. I'll try to reproduce.
Yup, sure does reliably work. New save, collect some items, die on day 3, land at company on day 4 (with no items), quit game, load save, items that were on the ship on day 3 are back.
Any advice to optimize the size? that's insane
Why now my levels lethalbundle has gone from 3 mb to 51 mb?
Do you have any references to assets you don't need to include? Last I remember Unity tends to include more rather than less to make sure everything referenced is included.
The thing is that by referencing, for example, the enemies in the selectable level, it saves all the textures and assets related to the enemies in the assetbundle
Ganimedes v50 update?๐
Yeah, it's done. I wanted to see if I can optimize the size before publishing it
is LLL stable rn, or is it still suffering from buggyness after the v50 update?\
Very excited for when it's up. It's probably my groups favorite moon. I assume there'll be a price increase?
It's very stable ๐ Just make sure to use terminalformatter
ok
how about processing power, do custom moons make things chug like the model replacements tend to? (for laptops and other lower end pcs)
Glad to hear that! <3 And yes, I have finally decided to increase it to 2000
I just recently bumped it up to 1800 in my pack so I'm glad to hear that ๐ 2000 was my initial gut price too, I went a little cheaper to be nice to my friends but now it's official ๐
That really depends on which modded moons we're talking about. You'll have to test moons yourself to figure that out
mostly just asking if it would be better to just not use LLL based mods on lower end hardware
It really just depends on the mod, LLL does enemies and scrap now too. I honestly just recommend trying stuff out
It really varys mod to mod
olrighty
Moons by AudioKnight tend to have pretty good performance. I'm also a huge fan of Wesley and Tolian but you'll have to go through their moons and see which ones work best for you. They're all not equally performant
hahah you're going to have to work harder to go ๐
The amount of scrap value you get is insane so it should be a pretty late game moon imo
I really wish that mineshaft interior would be finished soon so I'd have the perfect interior for it
Also Ganimedes by @teal tendon is pretty sick, I really recommend checking that out ๐ I find it runs pretty well
is there any short hand way to get logs printed of wordy information like all simulate results?
just to avoid manually doing it in game a few hundred times for testing
Is there any way to prevent that?
@calm eagle might know
Hey guys.
Is there a way to make v50 enemies and traps to spawn on a LLL Custom Moon?
Right now only those i selected in the SelectableLevel will spawn.
How do I downgrade LethalLevelCompany to 1.2.1 with r2modman?
Copy the enemy type asset into your own folder, clear the prefab from it, and use that blank copy instead. Saves a lot of space
I don't have the v50 prefabs.
But if i understand you correctly i don't even need them?
Simply create a Butler (Enemy Type) (for example) and add it?
Sure, but having all the assets comes in handy
That's true.
Can you tell me where to get the v50 assets?
re-run the project patcher
Ah, okay. Thanks!
Do i have to backup my files or won't it delete my own files?
I'd make a backup just in case
I am already into it. ๐
Ty! And for the turrets and landmines?
how do I specify celest and celestria? even including the numbers at the front doesn't fix it
Theres no way to fix it currently ๐ฆ
You can just make a blank prefab with the correct name and substitute it and it should work
How useful! Thank you so much!
are there still issues with LLL 1.2.3 or something?
yeah got hit with the busies
Are you still planning to release it soon? I know you got the 2 issues I discovered fixed if I remember idk what else you were planning to change before pushing it live ^^ but take all the time you need ๐ฉท
i am but life being living so dont wanna say anything specific
Yeah you're all good ^^
I'd like to propose some changes to the LLL build, but don't wanna break things for your workflow. would you like to talk things over first or should I just open a PR and we discuss there?
nothing urgent, just want to make life a bit easier for contributors who aren't sitting in front of your specific computer.
Cool. So mostly I'd like to go to dependencies from NUget. Also drop the need for the MMHOOK assembly dependency (although I had an entire msbuild plugin cobbled together T_T).
Thing that I'm not clear on yet is how to handle the Unity Editor side. One of the Ideas I was toying with is to split things up into several assemblies (Unity Components and Editor Assemblies for Downstream devs so they needn't have the BepInEx/Harmony stuff cluttering things up, main LLL which should only need the components Assy)?
Haven't yet built a Level, so I probably should go through the process once to understand it. So far I've only meddled with the LC side. Is the Github wiki still current enough to go on?
Ideally there could be a github workflow that does all the Thunderstore stuff. Dev Assemblies tbd cause idk if you can have a unityEditor.dll in a workflow.
(maybe using https://hub.docker.com/r/unityci/editor ๐ค )
anyway i got the impression all the packaging and deployment is taking a lot of time and energy for you, so let's automate as much as possible. especially since it looks like LLL is becoming a central piece of LC modding infrastructure.
heya, i feel like im being stupid but is LLL ignoring custom interior weights? trying to set wesley's toyhouse interior to be guaranteed on rend, but even with content configuration enabled on it and the chance set to 9999, the game is still only registering it with a weight of 150?
It's not, you need to configure it through the config that wesley made for it
the LLL config doesn't work for Wesley's interior
wesley's interiors doesnt... have... a config??
You're all good ^^
just leaving you a marker for what I said @zenith flax
you want to put Unity assemblies into a NuGet server? is that legal if it's not done by Unity themselves?
I suppose maybe it would be okay if they're stripped
If anyone could potentially help, I'm trying to tweak interior sizes and while I know hospital is bugged, I for the life of me can't see any noticeable difference in Pool Rooms regardless of what I set the dungeon size multiplier to. Size 1 and 3, and even extremes like 0.25 all appear to be the same size testing on Experimentation ๐ญ
I have both config settings set to true, have tried regening LLL config, but still no luck. Is Pool Rooms just always that big?
I had that issue too TwT
Couldn't find the config file for a second
@limber thunder mmhook dependency is due to the hard ref to lethallib, which could very much be a soft dependency forsure
only reason i haven't done nuget type stuff is inexperience with workflow related stuff yeah, i come from a game design in unity background so programming related experience has been slowly creeping up
the split assemblies for editor purposes is trying to solve a problem that doesn't exist imo, i see the vision but i just don't think its something that needs time spent on it
and yeah RE: the min and max scrap thing
totally viable problem, totally viable solution, just probably not for LLL
sorry if this blows up
@hexed mesa Did you get that SDM update ready for the LLL 1.2.3 release? lol
I imagine you did, you just had to change dungeonEvents to DungeonEvents
It be a simple change
Ye
c;
@empty trail are you gonna see if your scenes work now? ;o
@tall kindle don't forget to update ImmersiveScrap
๐
Hm oh
Yeah
Ill check it tmrw
c;
Finally Affliction and Eve will get the different scenes
((I hope ๐ฅบ))
It will likely
Batby got eve working on his end iirc
When he was trying to figure out that scene stuff a bit ago
I'm so happy
๐
Finally I'll get old Affliction back
I missed it
;~;
As much as I love the new scene for it it doesn't give me the same vibes as landing and hearing all the yippee's XD
Getting an error when trying to lift off from the company: https://pastecode.io/s/ox5qp4r3
after the update my game literally does not load
oh shit 1.2.3 dropped !?
fuck me
ok
ty
With TerminalFormatter or without?
my guy send logs
my fault gang
i already downgraded gimmie a second
my ass was trying to test my shit
essentially just stuck on the main menu with the buttons not doing anything
Watch bleh and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
The authentic modding experience
You download a mod that changes a sound and suddenly you donโt even reach the main menu
fallout 4: downloaded a shotgun mod and it crashes all of downtown boston and deletes the castle
This was content warning
Bruh
good thing i dont play content warning 
Itโs a lot of fun tbh
btw if you want my modlist i can slide
popping an edible and playing it with some friends is a time and a half
bullies you
my favourite animated emote
Saw it sent as a link for a second first which was why I thought it was lol
I love that springlock meme
Itโs a banger
Like 80% of my favourited discord gifs are just sus โhop on lethal companyโ memes
bc one day all of my favourited gifs vanished
I also have this problem when I tried to run a profile with only one custom moon
But with 100+ mods profile game works fine
Yeah @zenith flax the ship doesn't even leave the company building ๐
.
Hope you get a hotfix out soon ๐
Thanks for such a great mod that makes so many cool things possible!
@zenith flax fix for not being able to launch. (if thunderstore 1.2.3 is the same as on github)
ik the fix ye
ok cool
I imagine Batby is already working on the hotfix right now, I doubt he wants to leave people unable to leave the company
when you're done with 1.2.3.1 ^^'...
I'll just PR my nuget shenanigans then you can see what I mean.
you're right, for just ExtendedScriptableObjectDrawer a separate editor assembly is way too much. I'm probably not seeing the relevant documentation, but how do I get the ScriptableObjects and ExtendedScriptableObjectDrawer into unity currently? (drop the LLL.dll into the evaisa template? include the entire source tree?)
I think I could fashion the scriptableObject parts into a unity package.
That's a game breaking issue
heads up people use https://github.com/nomnomab/lc-project-patcher nowadays and not eva's template
and yeah you just put LLL and it's dependencies in your project
@zenith flax I apologize that somehow The Company has been so cursed for you as of late XD
gotcha (i was going off the wiki, still getting my bearings for the level dev stuff)
I blame zeekers. xD
nah nothing to blame zeekers on
theres no real benefit for seperating anything LLL for editor purposes tbh. could def see packaging it as a whole via unity package for proper updating though
theres a very unfinished editor tool i was working on that was meant to do all that related stuff but
it be like that
now you say that, but the Company/Gordion node inconsistency i found a a bit iff. null checks are on you, yeah. ^^
yeah the -1 one thing is weird
but terminal stuff is old
a lot of documentation/testing/minor update release issues just come down to time and money for me unfortunately
I'll see what I can do unity package wise
yeah, I can see how that's a low priority
lemme wade through that and I'll update what I find along the way
the project has a whole is low priority for me rn just because i need to be working on stuff that gets me closer to what i need
ye, going from wanting to design experiences with custom content to designing and developing APIs (empowering you to do the former) is a heavy stretch. fair play putting this on the back burner. and thanks for being this responsive about it anyway!
(maybe put a KoFi link in the github readme and a pinned post here too?)
yeee no stress, usually happy to talk about it whenever just not much time to put into it rn haha
while i'm extremely appreciative of the donations i've got via KoFi I think this is just the wrong time and place to be fortunate enough to be supported working on a project like this, which I can't be too mad about given the nature of modding
job stuff just be hard haha
Fortunately work is a bit of a lull for me right now (and little coding, normally I do dev as a day job) so I have some time and energy to spend here.
@zenith flax any eta on the hotfix?
yes, it's in the Changelog.
The mods that rely on LLL might have to update to name changes.
That is all.
Fixed issue regarding routing to Company
Changed ExtendedDungeonFlow.dungeonEvents to ExtendedDungeonFlow.DungeonEvents (Sorry to PoolRooms which likely needs an update)```
oh so just pool rooms ok
well, whatever used that reference.
Or others that was using that field.
no modded scrap broken besides immersive?
I can't know - early to determine if they're any side effects.
Besides, this "hotfix" went from deprecated to "fixes 1.2.3".
Maybe it's worth trying? Not sure it fixes the above mentioned issue tho.
https://thunderstore.io/c/lethal-company/p/TestAccount666/LethalLevelLoaderCompanyFixer/
Scarlet Devil Mansion is also affected
It only fixes the company
Is there any chance to temporarily "wrap" the events so they get properly redirected to the new renamed ones?
Not sure if this makes sense or is technically feasible, bepinex is a bit out of my comfort zone.
I.e. if one mod registers to the old event - this gets caught and it registers to the new one instead.
I was just thinking about this xd
I'll have a look, but if there are more breaking changes, this might not be feasible
whats the wrap events mean?
Basically hacking all Assemblies to redirect the call from ExtendedDungeonFlow.dungeonEvents to ExtendedDungeonFlow.DungeonEvents
I am faithful.๐
Let's address this "let's uppercase this" breaking change somehow (but let's make sure who's still relying on the old naming gets a 3-pages ascii art of errors until they update that reference ๐ )
__________
.'----------`.
| .--------. |
| |๏ฝใ๏ฝใใใใใใใ๏ผฟ๏ผฟ๏ผฟ๏ผฟ๏ผฟ๏ผฟ๏ผฟ๏ผฟ๏ผฟ๏ผฟใใใใใใใใใใใใใใ
ใใใใใใใใใ๏ฝใ๏ฝ| | /__________\
.--------| `--------' |------| --=-- |-------------.
| `----,-.-----' |o == | |
| ______|_|_______ |__________| |
| / \ |
| / %% \ |
| |
โบโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโปโบ
^^^
Nag author of XY to update their LLL stuff
Like this? xd
Oh... Discord broke it ๐
didn't AC do that for everything?
it's surely possible
but it would need to be in a preloader to load before anything else
I never said it isn't possible.
It may just not be feasible
what in gods name is this
its only happening with me today??
ig thats gotta be the new update for it

Perfection ๐ ๐
almost, we need an unsufferable nagging message demanding the mod to be updated ๐
This is my speculation about the bug in LLL
This bug make it completely stuck on the start interface and unable to enter the game.
If you only have this warning, it just means it didn't load the scene after being done with the bundles.
So is it best to just use 1.2.2 still?
pretty much
I think @hexed mesa is gonna be pushing an update for SDM idk if PoolRooms will update today though
Actually SDM was already updated
You dare ping me without checking
This came into my mind reading this message xd
I just woke up and was catching up on all the messages my bad โ ๏ธ
Sorry 
If Xu was still a moderator I would have sent her to send you to the gallows
OH YA BTW
You can ask @dusky mantle instead :3
(He he, get pinged)
@zenith flax i asked ya but ya never checked. I'm asking if you could check the top part of my mod page here, the part about loading dungeons on custom moons
https://thunderstore.io/c/lethal-company/p/Alice/ScarletDevilMansion/
i wanted to ask if it was correct. i always get questions about how to set it up so I added it to help out
Oh really anyone else who knows how to load dungeons on custom moons (yall other gamers)
If you check LLL's config helper he does use : and , like you have it
Damn, missed opportunity
What did i miss
Me preferrably
huh
Wait, may you please expand on this? Because I'm having an issue where when I go to certain moons, it uses more than one day for the quota and I haven't been able to figure out why.
So, making the Day Speed Multiplier somewhere around .5 would make the amount of ''days'' pass as 2
Idk what speed mults of 2 do
but Id say just leave it at 1
and if a moon happens to have a multiplier something that isnt 1 already, probably report that as a bug and set it to 1 via the LLL config
I see. Alright, then. Is there any way to have certain moons go by at different times without LLL then?
uhh no clue tbh
Damn. That's alright. But thanks for the info, Rosie!
Not really because it's a vanilla issue that different day multipliers leads to more than 1 day being taken from quota.
So if anything, you would have to find some mod that fixes this issue.
@plush wing will check out that new pr next time im working on this tyvm
will there be a fix for the fix for the fix soon? lol /j
Haha I really am sorry ๐ I woke up so disoriented today lol
How do I make LLL do enemy spawns per moon rather than individual configs?
Like it seems that all modded enemies ignore LLL and use their own spawning
Do I leave the modded configs blank?
1.3 seemed to freeze my game on startup after pressing online, even though my only mods were lll requirements, devmode and my own mod
Batby please fix the config bug soon, it used to work perfectly and this mod was great was hand setting everything by moon. No other mods do this. It really hurts to say that the config is the lowest of low priorities
Like the default values even used to update if you changed a weight in a different config
its not a bug
that doesnt mean its a bug
Yeah that sounds like exactly the problem
thats intentional behaviour, it's an API. specific mods should have higher priority
Maybe you can send me a build where itโs not later and I can test it
I will not be doing that
Elaborate
if anything changes to the configs in LLL anytime soon it would be me removing it all
because config stuff isn't fun or educational
its the equivilent of working on a playground and doing the job of evening out the dirt
Educational?
yes
i dont learn anything from working on it
if i dont enjoy it, earn profit from it or learn from it im not gonna do it
Uggh I honestly donโt think I can sleep now lol
Im going to have to code it all myself then and I donโt know how to dynamically do that
So much to figure out now
Even if I do it by hand per moon that exists in all mods I would need to grab the data for the default values AFTER every other mod has loaded. Maybe I can fuck with it somehow and make it not run in awake. Maybe it really isnโt that hard
What're you trying to do
I was always of the opinion that LLL shouldn't handle configs anyway, maybe it would help other mods build their configs but that's the most of it
it was mostly to make people shut up about it tbh
people just love configs, i love shutting down stupider config requests
"what? you want a config to turn off the only enemy in the mod? and you made a github issue for this?" 
Im the other way around, I would prefer if most mods didnโt use their own config and left it up to a central mod
Me if no one else since I literally cannot function otherwise
gl with that
I honestly only play this game for less than a half hour every 3 months but I need my perfect numbers
@tall kindle btw you definitely need to update Immersive Scrap, a lot of the items from it don't spawn in currently
Like the Brick didn't spawn it at all tonight
I can't think of what else didn't
ill update it when i've got some other stuff fixed lol
Okay ^^
I'll probably just disable it in the meantime XD
ye
Im working 10 and half hours in only 5 ish hours and I havenโt slept at all 
then go sleep
I donโt even know when Iโm going to have enough time to fix this
scary thought, u might not
Im working two jobs and am not sure if aim getting any days off
it's interesting watching you come to the exact same conclusion i was trying to explain to you haha
Well I donโt even know who I mod for but itโs really all I can do to be occupied
Itโs suck too how Iโm always chastised for coding instead of doing other things it sucks
I just wanna say I really love selene's choice. Really spiced up my pack and my group and I really enjoy playing with it ๐
Thank you
i love coding, and i love modding content, so i do both :p i only mod content
I mean yeah itโs fun, just is kinda upsetting how I would spent dozens of hours tediously perfecting a modpack by every little number then I only play it for maybe 15 minutes
Modding is my hobby and I have so much focus I often donโt eat, sleep, socialize, or study when I have a task
If I have a task to do with it, Iโm going to be 90% thinking about it always whether Iโm at work, eating, etc. I wonโt stop planning until I have a reasonable plan
i do that too, its unhealthy, you just gotta find a way around it
Yeah I just canโt relax until Iโm done
At least progress is enough for me to be at ease
Ok, I think I though enough to sleep so gn
gn
i might be tripping, but i think LLL is stopping my console from loading, not sure what mod exactly is conflicting, the last line in the logs is about Unity Explorer from Noop
, specifically the 1.2.3 version, ill test around with it more and let you know
I wish I had that ethic
I burned myself out working nonstop on the rewrite of the lc project patcher over the past 3 weeks straight
I get too fixated on obscure problems like this lmao
If it were me it'd take me 3 weeks and 2 seconds
Week
Weak
is anyone able to leave the company map
3 weaks 
it might have been some weird coincidence, but I tried the fix mod yesterday and then all of a sudden LLL just wasnโt working and I only had vanilla moons. Uninstalling the fix solved it but I guess it couldโve been a coincidence
Will have to try again
I've been away for awhile, could I get a tl;dr of 1.2.3?
use the mod "lethallevelloadercompanyfixer"
along with it
terminal formater no longer needed riight?
any moons or interiors no longer working? I had loading issues with Tolian's moons mixing up interiors with 1.2.2, but I updated those and not LLL yesterday
I could tell you a good list in dms
if thats cool
ohhh you gotta use both? im so used to disabling LLL ig
for fixes
yeah
you need both
Which is?
basicvaly
once u try to leave the company building
u cant leave
the ship dosent go
it just stays there forever
Ah yes.
thats the problem
Join the queue of 50 people.
use lethallevelloadercompanyfixer
ok
thank fr bringing my atention to that
I feel like known issues should be pinned or something lol
I guess people wouldn't look at that first though anyway
Itโs not like there isnโt a search function, or heck, even a scroll bar. Best barge in and ping right away! ๐
Weird glitch with creating new modpacks (no configs generated), when you click online you are stuck with this error, game wont load
Dosen't happen on my regular modpack
Ah saw this earlier today too
Can't remember the resolution
I believe it was to do with wesley's moons @noble ingot
#modding-general message
Downgrading to 4.0.6 apparently works
no its not
its an lll bug
downgrade to 1.2.2
fails to unpack assets rn
Cool, thanks for correcting me
only happens if a mod hadnt been unpacked before by 1.2.2
its just 'LethalCosmos"
I think it's best to use 1.2.2 still I feel
well there is no way im gonna convince my friends not to press the yellow button
since that would require an ounce of thought
It works if you're not on a new profile
luckily i only have SDM
ah ok
so what if i had a friend import a code?
does that count as a new profile?
Same, will play tonight and see
Gonna debend on scenarios, from what I found code importing from an existing profile seems to be safe
Some interiors like Wesley's GrandArmory seems to have a problem if you play on a completely new profile for some weird reason, I'm unsure of how to get around this issue for any fresh profiles
can someone help me fix a problem with my modpack? anytime i go into a save (new or old) it just puts in in a black screen with grass on the edges
Hello, @lusty widget, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
that would be better to put it i assume
There's a fix mod you can use... LethalLevelLoaderCompanyFixer I believe
yeah I know, just a little sick of downloading fixer mods for LLL lmao
I'd still recommend using 1.2.2
1.2.3 seems to have an issue unloading bundles #1193461151636398080 message
luckily I use fast asset loader so that should be fine on my end
Does that actually solve the problem? I don't know honestly
idk I got no clue
I haven't tested it today since none of my friends are playing today
would you wanna test rq>
im available
fast asset loader is nice to have but doesnt neccessarily apply to all bundles
sorry I'm in VC with friends rn
I seem to be getting an error that doesn't let me leave the company building. this is with the office mod. i didn't get a proper screenshot but the error mentioned the level loader and turning both mods off did fix the issue. the lever would pull but the ship never took off and it was stuck on waiting for ship
Is this related to what people just mentioned above?
nvm i see this says it should fix it. https://thunderstore.io/c/lethal-company/p/TestAccount666/LethalLevelLoaderCompanyFixer/ ill check if it works
works ๐
Same issue
It might have just hit me, but I think Faster Load also bypasses this issue
Cus it unloads the asset bundles itself
Have you tested it? someone else also brought up that idea. Would be great if that worked
I think it does work cus I just readded one of Tolian's moons to my pack
updated Sanguine
without issues
Nice, I'll have to give it a go. Would be nice that way I don't have to hold back updates in my pack
and I've previously cleared my R2 cache so the cache for it would have been gone
Yeee
Now Wesley needs to fix his interior and I'll be all good๐
What's wrong with the interior?
I was about to start playing with friends
Unless you mean the duplicate thing that only happens to new profile
With my modpack I typically tell people to update using a fresh profile in case I delete anything from the pack. But I assume that'll mess up their game with Wesleys interiors
I really wish there was a way to remove a dependency in an update. Would eliminate needing to tell people to make fresh profiles ๐
Maybe , I also do have that in my main modpack and I have no issues
Jsut not the one I was tearing
Testing *
Yeah I have it in my main pack too, explains why I never reproduced the issue
@rough edge working that black magic fixing LLL bugs
What
Pretty sure DiFFoZ's mod loads assets itself, it caches them in the game directory lol
Like there's Sanguine in the cache folder, I just added that Moon back to my pack cus Tolian fixed it to get rid of the desync issues
dont know what the problem is but
it wouldnt be unloading assets
and none of this would be fixing desync
assets arent meant to be unloaded
This was the original report #1193461151636398080 message
I think I just worded it wrong lol
But yeah Zac linked it
LLL 1.2.3 fails to load assetbundles atm if they were never cached by 1.2.2
i know what the problem is
and DiFFoZ's mod caches and loads AssetBundles as well
Okay so I'm just lucky it didn't repro for me from the sound of things, you know more than me
c;
it can make it difficult to identify issues when the identification of issues is wrapped up in false assumptions about why that is an issue
its not the wording
its that you don't know whats going on in the code but are trying to tell people your guess anyway
Yeah my bad, you'd know more than me I've just been going off what others have said it's probably better to wait for your official word on things

Well what is the issue? Does using DiFFoZ's mod actually fix it then?
Or should people be sticking to 1.2.2?
I mean I wanna guess it might, but I think the reasoning is different than my guess
But like I said Batby would know officially
Hello!
So what's now needed to play normally with the new version of LLL?
https://thunderstore.io/c/lethal-company/p/DiFFoZ/BepInEx_Faster_Load_AssetBundles_Patcher/ This and https://thunderstore.io/c/lethal-company/p/TestAccount666/LethalLevelLoaderCompanyFixer/ this for now
til Batby hotfixes it
thx!
Can't leave Company. Known bug? Was fixed for a while and still using terminalformatter
do you use this mod?
https://thunderstore.io/c/lethal-company/p/TestAccount666/LethalLevelLoaderCompanyFixer/
I remember someone telling you to use it earlier to fix that bug
lol
loaded up the game with just LLL and wesleys moons and i cant even open it
It's known.
Use the 2 mods I recommended please
These ^
I'm trying them now
wait is faster asset bundles the new terminal formatter?
for 1.2.3
For some reason on a new profile with just those two mods and Wesley's moons it doesn't work but on my modpack with a bunch of mods it works
1.2.3 bug
use lll 1.2.2
with terminal formatter
Do you have lethal expnasion?
No
It didn't do this until I tested it on another version and then came back to the pack it started crashing
And that version I tested didn't have expansion either
Nah, first time I was having that problem
my brain decided to melt and i require assistance
does LLL have that feature that allows me to preview interior percentage chances and stuff like that? if yes then how do i do it again
simulate I think
Yeah simulate <moon name>
So "simulate vow" should show you Vow's chances for each interior
@fading wyvern
Heyo!
Wellness Check.
Are you still working on EGypt and your interior?
oh ๐ญ right i havent told anyone


