#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 19 of 1
i hope its nothing too challenging, get well soon man
oh shit! Dude I wish you the best.
🫡
so yeah unfortunately Egypt is gunna be not worked on at all for the near future
apologies tt
1000% understandable
i considered handing it off to someone but theres liscencing in the assets I own that does not allow distribution
so if someone wanted to re-buy some of those assets for themselves or create unique models to replace them they could take over
@weary apex Whenever you wake up you'll wanna see this
Woke up five minutes ago and I just want to say it sounds interesting
Hope you slept well bud, I feel bad for what you're gonna find in your thread regarding Sanguine v.v
I've already seen😂
Yeah was it what I guessed? lol
Yeah, I guess so
Yeah cus he was the first to join the lobby and never left or rejoined or anything and got that desync
So all I could guess is you left the facility dungeon included somehow, for what it's worth he also said he saw Zenit when we went back in orbit after the first game 🤔 but Zenit has a high mansion spawn chance so I think it was probably just the game being weird
Zenit has a slim chance of 30 on Facility
That is true but considering he got the same desync 2 games in a row that would be some insane rng
But I guess it wouldn't hurt to check Zenit
XD
@fading wyvern which assets are used?
only solution ive had is downgrading it back to 1.2.2 which i can tell modmakers are doing as well (not downgrading but staying on 1.2.2)
also on 1.2.2 for some reason im not finding any of the modded interiors anymore despite them all having 150 ive only been getting facility despite having 4 modded interiors
nvm bodycams became a ship upgrade
stukk cant see the store though
does BepInEx Faster Load AssetBundles Patcher actually make a difference and is not causing any issue ? also why is it required right now ?
not making a difference for me
mh o-°
i think the terminal issues i was having were caused by terminal formatter which was supposed to fix the lll moons format but broke the store
What mod makes the terminal look like this?
i dunno about you, but on my side the annoying issue is when typing in the terminal it just dont scroll down for me to see what i type, and also i think there is not the audio when typing
and some time i have to reenter the terminal cuse i cant do shit
disableing terminal formatter fixed the store
still cant viewmonitor for some reason but i think thats fault of the twobodycams ill leave lll alone for now but im def not retrying 1.2.3
if i revert LLL, do i need to also revert mod that had an update just for it ? (like the interior mods)
rn most interior mods arent even using 1.2.3
but if they are you would have to downgrade them too
also idk how but downgrading LLL broke alot of stuff for me and i had to load a previous version of the modpack i was on
for some reason
goining from 1.2.1 to 1.2.2 all of the interior chances became extemely low
and they only spawn on the vanilla free moons
oh, speaking of interior chance...
i had to go back to setting up the weight in the interior config for some of them cuse while doing it in LLL config was just not working
black mesa, bozoros, bunker and toystore
okay good to know
bc rn the modded interiors are low as hell and half of them arent even appearing
you should make it so it shows the weight instead of the %
okay
@ashen cedar well actually, i dont know what u did, but i have set it as % and still got both
is it terminal formatter work ?
i took off terminal formatter bc it broke my store
like i couldnt see the stop items except for like 4 of them
also for some reason it keeps changing the config to this when i put all
which just disabled it
what setting is this ?
the config for the interior i was using
on piggys office
it doesnt work so imma just try to figure out the LLL config
i suggest doing it in LLL for cozyoffice
yeah because cozyoffice doesnt even have a custom config i think
i was talking about piggy's office but the config settings for that dont even work
idk how it works ive been messing with a bunch of stuff but the config doesnt change anything and the interiors chance stays the same
how would i increase the weight? this dont make any sense to me lol
oh is hte canyon wasteland tundra the terrain catagory
dungeon injection setting
i never seen that b4
its the same as in the interior config
okay thanks
dont forget to enable the config above
those are residue of old interiors
whats the name of it ? i did have my pool interior change name so it did that
have to go into the file and erase those
that was for pool rooms
yeah they dont even have a dropdown for true and false
where do you reset them
would this be limited to only wasteland moons?
no it will put 300 to wasteland moon that dont have another specific weight
sry i had visit
just find it in the text file and delete the obselete part
i reset the entire config
set all them to true
and i still dont see pool rooms or piggy office in the maps
also none of the modded interiors spawn in the modded moons (wesleys moons)
is it because i have everything on "values empty by default" on all of them
apparently setting their custom configs to zero for poolrooms and office fixes it
Interesting, I've like never messed with the LLL config itself aside from changing debug logs to report an issue yesterday, I do all my weight assignment on each individual interior config
i fixed by adding the names of all the moons in manual list on lll or the custom list in its own config
Use TestAccount's fix mod
uh u cant have that as a default value lol
it needs to be like, string int or float i think
i dont think theres much more
you'll have to parse whatever is given to you into what u want
I just called the LLL stuff
now does it apply
now to wait for an enemy to spawn to see the in game list
I set it all to 69 on adamance
ok?
So most are direct
for some rason crawerl and blob are -1 and jester is -5
Do you know why batby? Lasso is -69 but like yeah
Ok so I need to exclude Lasso from the list as it does cause an offset where the last entry is booted
after manually removing it the butler now is included
still odd and random inconsistencies
so my ship is not taking off. at all.
ill compile it all when i get on my pc
i ended up having a bunch of crashes yesterday even though it did fix the company building
switching to 1.2.2 removed all of the issues
Even the random crashes? I'll have to try the same
using 1.2.2 fixed an issue of crashing in game and one when booting it up
i dont think i even saw errors when those happened, at least not the one booting up
Does something like this mean 50% chance to be the custom interior, 50% to be split between vanilla's weighting? And does it override the office mod settings?
Those crashes have been happening to me lately. I'll try reverting back
weight 40 for all levels with the Vanilla tag and weight 40 for all levels with the Custom tag
Ah thanks, is there a way to modify the weight for all moons relative to any other layout? In the office mod config I believe I brought the weight up to 150 out of 300, but I'm not sure how weight is reflected in percentages especially per map. My goal is to probably bring it to around 40% on all maps if possible
Think of it as a pie chart tbh
Moons don't all have the same interior weights
Tf lol
I ain't trusting that XD
idk what its talking desync fix anyways, just deleting the lll config fixes that
Ye
The forks and fix mods sprouting all over Thunderstore aren’t great. Fortunately that also means there’s probably quite a few people willing to contribute.
How do we best get the GitHub pipes unclogged and keep effort for Batby to a minimum? Appointing some maintainers (to sift through issues and QA PRs) would be good, but can any of us be trusted? ^^‘
sry was busy, u found out ?
i just messed with the values, ~200 weight in the office config made all the moons ~35-40%
thanks though
u can use "simulate MoonName" in the terminal to see the weight u have
batby do you know why Lasso man shows up as Lasso in your config and not Lasso man?
Not really batby's issue I dont think. Zeekers just doesnt consistently name enemies and stuff
any way to fix the game just not loading when you click online?
Some people reported that launching the game first with LLL 1.2.2 then updating to 1.2.3 in the same profile fixes that issue
https://thunderstore.io/c/lethal-company/p/DiFFoZ/BepInEx_Faster_Load_AssetBundles_Patcher/ This also seems to work most of the time for that issue
nope
that uses a ton of filespace i think
yeah I got it out by excluding "Lasso"
The ever present current LethalLevelLoader glitch has put me in dependancy hell
Using 1.2.3 just makes it fail to bootup the game when loading asset bundles (yes I've tried like 4 supposed other mods that claims to fix it)
But downgrading LLL to 1.2.2 makes it not find any lethalbundles at all
this doesnt have its own fog?
It depends on the mods you have really, and it puts the cached files in your native game directory
welp i just found out that there's a bug where you sometimes can't route to the company in 1.2.2
so i guess you have to choose what's less annoying
that's where you install terminal formatter
oh ok so thats not just me
well it just fails to load is all
like yeah
but i swear 1.2.3 was working fine yesterday
there's no way the dll just suddenly gets a bug like that
Just swap back to 1.2.2 seems to work fine
Okay
||https://assetstore.unity.com/packages/tools/utilities/dungen-15682
https://assetstore.unity.com/packages/tools/terrain/terrain-to-mesh-195349
https://assetstore.unity.com/packages/3d/characters/rock-and-boulders-3-45643
https://assetstore.unity.com/packages/3d/environments/fantasy/alien-sandstorm-desert-planet-egyptian-temple-ruins-210546
https://assetstore.unity.com/packages/3d/environments/dungeons/egyptian-tombs-with-pyramid-69718
https://assetstore.unity.com/packages/3d/environments/historic/egyptian-tomb-pack-104873 (cant remember if this one actually has any files left in the project but im pretty sure it does)
https://assetstore.unity.com/packages/3d/environments/fantasy/lordenfel-castles-dungeons-rpg-pack-175628
||
There's all of egypt's paid assets in use.
I was looking at those😭
What was the progress of the interior btw? Was it close to being finished?
yeah sorry i forgot to add <>'s to the URL
10,000 years punishment
The people who were initially panned to work with me on it kinda ghosted when I started not working on it 24/7. There's five rooms currently. Entry, a Y hallway, descending stairs hallway, one 'regular' room and one apparatus room. I also have re-'skinned' vents and the big doors the terminal can interact with. There's various audio files that are NYI but are in the project like the stingers and the new apparatus audio.
Quite a few of the imported objects had to have their colliders changed and that took some time to get right
iirc the dungen generated properly and there was just a couple more rooms I would've added. But there wasn't proper LC implementation because at the time I last worked on it there was a bit of a pause in LLL and everyone was kinda doing their own thing, the ripper was getting updated, and people were trying to refine the DunGen process
so I was also waiting for that to clean up
but yeah I'd say, add 3-4 main 'loot' rooms, a straight hall and a curve/bend hall and it'd be done
aside from LC implementation
unless there was more stuff that was learned that im not aware of
I have 4 of the 7 assets
The only thing missing is three Egyptian
👍 if you can get your hands on those i'd be able to transfer the project without breaking the standard unity asset store EULA
Ok, I have two assets, the only thing missing is this one Egyptian Tomb Pack, does it make sense? I could theoretically do it myself
yeah im not actually 100% sure if that last one is in the project
I think it was when I had scrap back in the LE version
or I might be using some of the textures but honsetly they're replacable if so
I could redo these textures/models, they don't look too complicated
🤔
cannot leave the company building with new patch
this error is thrown when we pull the lever, and ship does not take off
Known issue use TestAccount's mod.
What causes certain interiors to spawn way more than others? Because I had like 7 interiors in my modpack, and it was always the same 3 interiors that spawned (office, bunker, sometimes warehouse). Does the dynamic tag list take priority over the moon list one or something?
ah we had sewer once too, but cozyoffice, castle, mental hospital, poolrooms & liminal poolrooms all never spawned
and we visited at least 6 different moons and around 12 moons in total
idk if this is relevant to you, but i believe the way tags are made, its higher weights apply more than lower weights
e.g. if a specific moon is stormy, u have an interior to be 400 stormy and 200 that specific moon, it uses 400 not 200
that type of thing
I'd have to check. I ended up clearing the non-moon lists for now, but I haven't gotten the opportunity to try it out yet. For some reason, when I try the modpack solo, I get a variety of interiors, but in group it's always the same ones
though the weights of the dynamic tag lists were set really low so it shouldn't have been a huge problem
hey, the console always says this when starting the game:
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'LC_API, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:``` any idea on what could cause this?
the line before was "[Info :LethalLevelLoader] Adding ScenePath: AcidirScene"
but it also has happened with other logs directly before that error message
And you're not using async logger?
Don't know if anyone has brought this up. But tags on custom moons are a bit of a mess, and the vanilla ones while ok are a bit lacking. This only really comes up now because we have so many new interiors and moons that just keep piling up, and just telling an interior to go to "custom" can be a mess. And the dynamic tags are great for not having to do it all individually.
I'm suggesting either LLL or another mod add functionally to use a config to override what moons have as tags, as a quick fix if the authors of all the moons don't clean it up and make better tags.
Maybe I'm just being picky, but if I'm going to config this mess it would be great.
Tags should not be user adjustable
If a custom moon doesn’t have sufficient tags feel free to hit up that dev about it
is there a way of making an interior available for all maps via dungeon injection? i have no idea what to put here lol
not sure if its been noticed, but figured i'd mention it in case, since the update that fixed being able to get to the company building, once you're there, you now cant leave, we fixed it by downgrading the mod to the previous update and still using the terminal formatter as the fix
And yes it is known
ahh thank youu
All maps the same value? Or?
i mean sure, or I could just write a list with specific values per-moon. Idk how I would format the list or where to put it tho
ah
Manual Level Names section is for moon names, its formatted like [MoonName]:[Number]
so this is valid?
yeah seems like it
oh ty
Are the dungeonflows not saved as a list on the level?
trying to use my ConvertDungeonFlowListToString but I can't figure out how to get the dungeon flows for that Extended Level
saved? No
Theres a function in dungeonmanager
There isn’t a static list
As it can change based on stuff throughout the game
h
@zenith flax Is there anything breaking other than the company issue with 1.2.3? Since I want to know if it is stable enough to import into my project atm
I never go to the company when testing so anything affecting that wont be much of an issue for me
Some people with fresh profiles can't load assets unless they use DiFFoZ's mod or do 1 game boot with 1.2.2 then upgrade to 1.2.3 but it's inconsistent
Otherwise 1.2.3 has been really stable
I'm not sure if there are any under the hood issues that Batby has found or not ofc
ah idm about that either
Itd be a poor idea for me to use asset bundle unloader when testing xD
Dont want to bloat my PC storage
Haha yeah as long as you've booted the game at some point with 1.2.2
You should be fine
It's just fresh profiles that have the problem for some reason dunno why
help when i click online nothing happens then something like that pops up in the console any fix?
Use Faster Load by DiFFoZ or downgrade LLL to 1.2.2, boot the game up once and then update it again
Since no one seems to have mentioned going to dynamic and using like "Vanilla:100,Custom:100" works to add an interior to all moons.
Now does anyone know if putting a 0 with a specific level name will work to override and make a moon then not have that interior? Because I'm not sure specific level naming overrides dynamic, or if I'm getting the level name wrong.
thanks it works
Yw ^^
Do we know how or why Faster Load is working? What is it breaking to make this work?
nomnom gave me a suggestion to a fix that wasnt tested enough
not implied to be a fault on their part
haven't had time to look yet but im assuming the lll assetbundleloader coroutines are dying due to the change
but faster load scoops up the calls in a way that safely finishes them
@zenith flax no changelog? Or is TS just being slow?
Hope so
nothing else
😄
Yeah cus besides the 2 large issues 1.2.3 was super stable
Now people don't need to fight with it anymore to make it work
XD
@limber thunder peeped the PR, overall looks good, really appreciate the effort.
Anything I should know? Gonna delete the scriptableobjectdrawer since I forgot that was even still in the project
Network Patching looks to still have an issue (as reported from the fork), I’m gonna look into that today.
Hopefully it’s just something minor like a build config change. Easy enough to confirm working at least.
when someone is someoning curious to know if 1.2.0.4 works in editor
@jagged arch i really just hit the
Yeah i can in a couple most likely
does it fix the company building?
fixes being stuck on the launch mode screen (online/LAN) and being unable to leave company building
I did notice the Company Fixer caused some performance loss when in Orbit but not by much, I also noticed Immersive Visor has a few optimization issues if you like that mod unfortunately
can anyone help me fix this?
i have terminal formATER, WHY DO THE MOONS APPER LIKE THIS?
caps
ll v 1.2.4
lll
anyone?
Dunno it's working fine for me
ok, so terminal formater now bugs out with lll🙃
or lll with terminal formater
idk
Pretty sure Batby mentioned that they broke TerminalFormatter 🤔
GODDAMNIT
It works for me though
i was at school🥲

well
@slim wind maybe look into why TerminalFormatter is breaking sometimes
so LLL 1.2.4 breaks terminalformatter?
atleast now i can use terminal plus again
No
fr me atleast
I've seen someone else have this issue before too and they said it started working after a game reboot
It seems to be random
that's odd
well, i haven't had any problems on 1.2.3 so imma hope it stays that way when i upgrade
Hello, since the 1.2.2 update, I no longer have no custom facilities. Does anyone have any idea why this is the case?
I exported my profile: 018f960b-94ad-18dc-9dae-df92e6493036
ooh 1.2.4 is out WOOT! any issues so far?
Liquidation suddenly works /joke
i want liquidation to be a thing ...
Me too 😦
an issue
Oh?
i had terminal formater and when update lll
it broke
i fixed it by deleting formater and reinstalling it
ye
u on brek?
the crazy old "have you tried unplugging and replugging it / have you tried turning it off and back on" never lets you down
noone cares
ehh "break" meanwhile working on 9 projects
tbh idfk how many projects im doing rn lol
👍
Wth, you asked ._.
i didnt
.
he thinks you corrected his grammar i think lol
._.
true
but Testy was talking about my """"break"""" lol
I'm not a grammar police - At least not on Discord
ye me neither
I am getting kinda low fps do you think it is tied to the immersive visor mod?
uhh, is there any alternatives?
Is this not on Thunderstore?
its thunderstore
i have every mod except dissonancelagfix
remember
More mods, more ram usage. Not necessarily less fps
Oh it's a modpack
what happened this time
i have 104 mods currently but as far as i know they are not bad on optimization
`i updated lll and terminal formater buged out, i fixed it by deleteing formater and reinstalling it]
101 mods fr me and 77 fps
depends on the mods
just LLL?
🤷
with all due respect
but i cannot help you with "updated everything"
i know there's an issue with LGU and i'm fixing that asap
if anything other breaks, give me logs
great, how?
lol
i'm not gonna argue with that logic
it was not LLL
it was my patch for LGU
it's all working now
😇
yeah I've noticed that
I wish the creator would still update it
would not recommend the centipede fix mod, it kills them in situations where it should not
o ok
that makes sense
i had situations where i found centepides fresh out of the vent and already ded
poor bugs :(
theyre a pain bro
xD
and u saying poor bugs
plus
its not the loot bugs
the centipides
were talking about
u really like those?
xD
Yeah you right
yippee bugs are some litl cutie pies
@zenith flax
Literally one of the most unimportant issues, if and issue at all, but I thought I'd let you know anyways
The collision exit event is not named the same way the on collision enter event is even though they likely (?) do the same thing just reversed
Also, what are Tag comparisons & Tag filters in the case of these
Aha
what could be the problem?
So it was your mod breaking Quantum Disruptor!!!!
@slim wind @plush wing lol
Mrov breaking your mod again WhiteSpike
JK I saw you hotfixed it cus it was on LGU's end XD
@zenith flax Sorry for the other ping, but it does seem that those toggle route node properties for lethaltoolbox still dont function even with the working locked / hidden nodes
I would guess LethalToolBox needs an update
🤔
Yeah, batby was wondering if the lethaltoolbox node properties were also broken, so I was letting him know
It was a while back, but ig its nice to get that out there
Ye
On a side note, scene selection stuff seems to be working perfectly
Batby... The latest version of LLL...
Is the most cursed version in existence 😅
👀
oh lmao
umm no
🙃
It was going off of that lmfao
and then when you mentioned your mod was breaking cus of LGU I had to meme it
XD
actually I'm not "changing" anything per se, I'm just adding my stuff after vanilla stuff gets processed
Thats a weird surname u got there
Hmmmm, I wonder if I can try yet again to get something working for that stuff. I want to try and get this working in some capacity xD
We had multiple interiors inside each other.
Causing a lot of valves... And doors inside of each other.
Also a lot of lag 😅
Oh... And did I mention that basically ALL of the sound is gone? 😅
in 1.2.4??
On what moon?
I've had no issues
Yeah
please no
1.2.4 is just 1.2.3 with the 2 major bugs fixed
power of customization
We also had a Meteor Storm on the company property xD
@tall kindle Lmfao
I can read smh
That ones probably on me
You can see the disable code though
if only there was a mod to prevent that 🤔
Idk why company is quirky with it
@vocal flame what moon?
Yeah itd be useful to know what moon and what interior(s?) tbh
I remember someone mentioning that issue with Sector-0 but only Sector-0
Yeah, thats why im worried T-T
Oh damn u made compat with the beta too?
Double check you're not including the facility layout with Sector-0 btw if you can
DX
That would likely be the cause for it
Doubt it but ill check anyways
Yeah I know I haven't had issues with Sector but it doesn't hurt lol
Sector-0 and Affliction.
We didn't get to any other moons yet
the combined/progressing stuff is not including your weather (yet), but I was too tired to edit Stable yesterday
Affliction has been fine for me
🤔
so all LethalLib stuff is working with beta atm
asghttdfg why me whyyy T-T
Ill figure it out
Oh should I be recommending beta then?
Yeah
I mean, you could
I'm explicitly removing weather from company's building
Yeah idk I've not had any issues with your moons Rosie
& affliction, I have no clue why the interiors are duplicating like that
I wonder if it's some other moon TestAccount has desyncing other things
Like the issue Tolian had where one borked moon would desync all his moons
Is that why the stupid things triggering there?
Doubt it, moons usually just cause their own issues rather than issues with other moons
Unless like custom scripting
Weather is there on default?
AFAIK all issues people were having are without weathertweaks present
xD
That's so stupid lol
I'd remove it myself, but that code in LL is currently broken (the remove code)
I'm surprised you didn't build the mod on LLL tbh
LLL doesnt have custom weather support rn I dont think
Does it surprise you when LLL is currently extremely broken? 😅
that's why I'm trying to build my own solution
Ah yes xD
Itd be nice if batby could get some LethalToolBox stuff out today, but realistically no, and I wouldnt want to force him to do anything.
Can someone walk me through making that toggle hidden / locked stuff work so i can get something functional for now? I'd appreciate any help given although I likely wont understand most of it xD
You're trynna make ur moon hidden at first?
So essentially, I want a trigger on a moon to unlock another, eg Sector-0
Making it both unhidden & unlocked
I already know how to make it hidden and locked, but im not sure how to toggle those bools during runtime
@jolly cargo might be able to help with that
You'd probably need an actual script
The way im planning on doing it is through #1238174635510730762
oh you just need to set it
is it the level you are on rn?
Most moon makers don't have a dll set up
So they don't have custom scripts that would just run
oh?
well if they give me specfics then I can probably help
its really just a case of setting IsRouteHidden and IsRoundLocked in code, you may need to put it in a somewhere mattering on what it is but that would be code
I don't think you can in change stuff on runtime from just an asset bundle?
Without the help of smthn that has scripts no
What would be the trigger exactly
Eve StoryLog collected gives storylog & unlocks Sector-0"
Something like that
Storylogs dont work atm and I cant be bothered but yeah
thats the concept
But I want the script to be configurable so I can have another moon of mine be unlockable in a similar way
I can make a dll for you tmrw that makes story logs work and does the event you need, you'd just need to depend on the #1238174635510730762 mod and give me some information (like what model of a story log you want used, what text it has, where it is on the moon, etc)
Ooo, im looking at this and it seems like I can add a storylog to a vanilla moon instead of having it on one of my custom moons?
I'd really appreciate that! I suppose I could get a version out today where everything is working and get that special stuff out tomorrow with your help.
Yes
Anywhere u want, anyplace
Any custom model
And there's an event trigger so u can do stuff when the log gets used
Ofc it needs more testing to make sure it 100% works, but afaik it does
Wdym prefab based
A prefab is just a Unity thing that can store components etc
You feed this either a custom model or just use vanilla models
Got it
This seems simple enough, maybe I could get this done myself, Ill try for a couple hours I suppose xD
One thing I dont know how to do though is make the DLL file, is there a good template somewhere?
I think xilos template is what people use for dlls
I personally do something stupider lol, so I won't even bother explaining, but try that
xD
Where is this?
xD
@tired solar do you know?
know what?
Where xilos template is
Mobile sucks so doesn't let me search
His template is what to use for making dlls right?
Thanks!
there isn't really any special sauce, it's just a template for a C# project
but a well configured one
so other templates can be used, but Xilo's is the best
Icic
How do I go about installing this xD
I need to properly learn these things someday pfft
You either need visual studio or visual studio code installed first
https://lethal.wiki/dev/initial-setup
Then follow this
Where u install some stuff
Thanks!
So, I am having an issue and im not sure why
What is it?
The references arent referencing xD
This is the issue ive been getting which has stopped me from going much further in this process

😅 Nope
It says it is unable to find the packages
But im not sure why that could be the case
Should I fully restart it? Because I definitely closed and reopened
like quiting it or minimizing it
I quit it
yeah ok, just making sure
Ye np
odd that it found one but not the others, considering LobbyCompatibility is on the official nuget repo and the others aren't
try typing dotnet restore in the terminal
also lets move this to #dev-general
alrighty
@kindred bramble I'm unsure why Sector-0 desynced for you
I tested it
it's fine for me
Huh?
I do not remember posting this
Wtf
Oh this was what was happening to me in Rosie's Gordion/Sect0 moon+interior back on 1.2.2
Maybe it is S-0 Interior thats breaking
It might be generating weird? Ive yet to have it happen in solo but it happens consistently at leat with a group of 3 or more. 2 is inconsistent but it does happen
Yeah & its incredibly old compatibility-wise. Its using LLL's backwards compat for old stuff as a last leg xD
I need to update it
Might be time to delve into that when yer able lol
yeah
@tall kindle Does LLL support adding hazards? Like the TP traps in Lethal Things?
or does that still have to be done with LethalLib?
afaik, LL
batby what exacly does this mean
[Error :LethalLevelLoader] Removed: 43 SpawnableItemWithRarities From CurrentLevel: Experimentation Due To Invalid Properties To Prevent Errors.
I need to know what is invalid about the objects
probably rarity at 0
hmm weird
only airhorn is considered valid, the others are rejected
newItem.spawnableItem = item; this should make it not null
hmm ig i should log the rarities then
ok yep the stringString.Rarity isn't null newItem.rarity = stringString.Rarity;
so the rarity isn't being lost
actually since it passes that, it proves that it is being added to the returnlist
so yeah the problem seems to most likely be that they are being falsely marked as being invalid
ill directly read the returnlist
ok so the returnlist does show all of the items as intended
is it just because level.SelectableLevel.spawnableScrap refuses modded scrap?
Is there like a list in ExtendedLevel that accepts modded scrap?
we can move this back in dev gen
hasnt happend to me yet lol
im scared
idk what it is, but now after departing from the company, were unable to reach orbit
game dont reach the save point
Do you still have LLLCompanyFixer?
nop
It's not an issue with LLL from what I understand some people got LGU borked after the 2 recent updates, try regening your LGU config and set it up again from scratch
borked ¿ can u give more details ?
As in they got errors, and deleting and regening their config fixed it
It would be good to know if this asset is used at all
Probably this, General rule of thumb atm is that interiors that haven't been updated for V50 have the potential to break things lol
which of them are not up to date ?
Mental Hospital
Scoopy's
Sector-0
Mental Hospital is pretty stable despite not being updated but will have performance issues from time to time on generation
alright thx, imma disable them
Yeah never had any issues with both mental hospital and sector-0
Story of my life rn
@zenith flax Ok really high priority for api stuff imo, can you make it so that extendedlevel can hold LL scrap? I can confirm that extendedlevel can luckily hold LL enemies
when ExtendedLevel.SelectableLevel.spawnableScrap contains LL scrap, it will use up the scrap count for LL scrap but they do not make it all the way through, IE the vanilla log shows there is 100 scrap to spawn in the level and only 33 will spawn as 67 are LL scrap
i've seen LL items spawn in levels though?
well i havent played in a bit
do they not spawn rn?
yeah, may have been a recent thing
I can quickly go test if lll 1.2.4 lets it happen in general
yeah do that
if it doesnt allow it, you'll probably have to look at LLL's code and find out why they're being rejected an make a pr with teh fix
based on where that log comes from it is implying that the item itself is either null or that its rarity is 0
which is not the case
hey can someone explain to me how to use the config for interior size ? i tried to reduce the damn hospital but it didn't worked (or it did and the normal size is even bigger)
i put this
This is the code that appears to reject LL scrap
Keep all the defaults for hospital, just change the size scaler to 0.8
i have trouble understanding the later option
I'm not sure I can explain it very well😅 the reason why hospital is so big is because the default size scaler value isn't being applied in the LLL config. It should be 0.8 instead of 1
Make sure to have the correct defaults for the min and max
what does 1.2.4 update . ,.
bug with LLL making a moon pitch black-
Idk if it's LLL or just some weird bug
Would this fix the size issue with Mental Hospital until it’s properly updated?
Yes it should
Oh sweet
So I think that leaves the only un-updated interior with notable issues being Scoopy’s?
I’ve heard Dungeon is fine but Sewer has performance issues in v50
Actually wait I think I have a list
Update: it appears that it logs it as such and "removes it" in that the scan command doesn't count it but the LL scrap is still placed I think, its not unplaced, its just unregistered and ignored by scan and logs
Bunker: Size Scaler -1 -> 3
Dungeon: Max Size 2 -> 1.5
Sewer: ? (Performance issues?)
Stronghold: ?
Woodland Mansion: ?
Mental Hospital: Size Scaler -1 -> 0.8
Sleep’s School: ?
Circus: No changes needed?
TeraSpace: ?
Sector-0: ?
Honestly I'd recommend just trying sewer and see for yourself, the performance loss for me is very miniscule
Eh I’m running a 3070 so I’m not the best benchmark
I only have a 1080ti😅
Also if there’s any other config changes needed that you know of other than those let me know lol
I’m adding them to the entities/interiors/moons sheet
Ahh
I don't have Teraspace and sector in my pack rn, waiting for both to be updated
So just added notes for Bunker, Dungeon, and Mental Hospital
Actually added “Performance Hit” to Sewer and “None” to Circus (as afaik it had no impact)
I thought the size options were like broken for mental hospital somehow
Or is it max size that’s broken
Just size scale value from the original config is not being applied to LLL, it's because he's using an outdated field from before LLL 1.2.X. Both min and max size values are being applied correctly, the scale size is not
Dantor is aware, I reported it to him in dms right after LLL 1.2 came out
I found this out because I had just implemented the same feature in black mesa and it also broke when LLL updated
Can custom scrap not use the Jetpack hold animation? I'm finally porting my stuff from LSDK and "HoldJetpack" isn't working for the grab animation
is this available? or is there a way to do it through just manally entering the mods and hopefullly if you update the LLL config knows to use these versions if this is wat is generated
How does adding new tags work?
no
you dont add tags
you
not you alone
for someone asking for help you sure seem to not want it
Well, I AM the creator of this content
which is
Configuration
Tags aren't a thing you make per se they're just part of the content
You could add new tags to things if you get a reference to the thing
Why is that?
What's the goal here?
their making a lethal quantities type mod
because the way they fundamentally work is a way for the author to define what their content is
which is not you
it's completely okay for you to use the content tags an author puts on their content
whatever you're doing, probably has a better solution that tags
than*
Well no, the point is the tags
hey if your gonna ask me a question then tell me my answer is wrong
dont ask me the question
I don't really see why tag tweaking is necessary here, if it's about matching configuration just referencing by name would be equivalent and more useful
What if somebody wants to tweak the tags of moons?
^ yeah
no user will want/should do that
you can config the shit out of a moon to the point its unrecognizable (really shouldnt mess with that also tbf), but dont touch the tags
Eh, I don't personally need to since I don't care that much but some other devs have told me it they want it
which devs
You don't need to know
??
I simply add the content that is requested of me
to be clear if i had to the ability to remove you from this channel you would be removed
I'm more curious what the goal of tweaking tags of some bit of content could accomplish that just changing the config can't do
Well, you could add enemies, interiors, and scrap by tag
Additionally a player may find another connection, whether a lore thing or observation and would like to make a new tag and apply it
Additionally, from my experience, I've only really seen one dev use tags themself, if you use the filter command on all tags you will rarely see anything but the vanilla moons
users arent meant to add tags
You may not have created tags with that intention no
but it is purely logical to use them as anyone would use a tag in a game
no no
to be clear
i made it with the intention for them not to
it's by design
i'd appreciate if you don't waste my time because if you start doing that I can update LLL to restrict that further
I can kinda see some use of adjusting tags for mods that might not apply them correctly, though it feels a bit roundabout to be arbitrarily applying tags to things via configuration vs just doing the configuration
its stupid
lc modding community has a weird relationship with user configeration
not everything should be user configurable
eh, people are just lazy and like spending less time playing with settings
if a mods content isn't tagged correctly, thats on the dev to resolve
Eh, can agree to disagree, I think user customisation is a huge part of modding and it's not just LC that's this way
if a scrap mods spawning values are shit, they should make them not shit
Minecraft comes to mind with user configuration
I think user configuration is a huge part of LC modding because previously developers we're restricted in how they could tweak their content, especially in regards to working with other peoples content
hence the entire dynamic tag based system
Fair that the devs should fix things but failing that or with an abandoned mod configuration can supplement things, like I can't handle adding every single 914 mod compat myself so I provide the tools for users to tweak to their hearts content
im fine with configs, but im not sure about users putting tags arbitrarily on things
if i handle my mod using tags, and some user just randomly starts applying tags and stuff goes wrong, the blame goes on me etc lol
I'm pretty far out on the configurability side, as long as its not crucial to the functionality of something such as IDs, names, or just generally really important I think most things should be configurable
Or if its really complex
content tags can be crucial to the functionality of some things
thats the problem lol
Something like a defined tag pack might be of value, since besides the vanilla tags there's no good consensus on what tags should be used
that is only an issue if they are removed no?
That’s a valid opinion! When you make your own API your free to express these values
I don't really need an api since general enemy and scrap data comes from vanilla
then you dont need to edit tags! glad to hear
You don't have anything against dynamic injections using tags yeah?
like x enemy should go on wasteland moons
thats literally how it works
oh yeah, for interiors, I do it by name bc ✨ spreadsheets ✨
and added
or edited
suddenly, my redwood cant do a feature i implemented because someone changed the size tag, or someone added a conflicting tag, or other stuff
why would u even wanna mess with tags, its not like users themselves are able to see em
the what tag?
have u looked at the tags?
I only look at moon ones
what if theres a mod that looks for snowy tagged moons
and u removed that tag
and replaced it with smthn else
oh thats not possible
cuz you're doing whatever u want with the tags
tags can only be added
then what if my mod checks for MULTIPLE tags
like
if my mod checks for a snowy moon and does x, then checks for forest moon and does y
you cant just keep conflicting tags together either
no this was purely an example of how someone would use the tags
if you mess with other peoples tags your mod is gonna fall into the group of mods i suggest people dont use
if all you're doing is labelling mods, tags is not the way to do it
no one even sees tags so i dont know why you'd do it like that
alright then
stop fitting hoomans D:
did u change how this worked recently? @zenith flax
ah author name alone doesnt work, i needed mod name too
@zenith flax
Sorry for the interaction that happened earlier. I would like to preface with the fact that I have no understanding of how tags work and one of the requests through @jolly cargo was to find out how. What tags exist? What do they do? Why do they do it? Who adds Tags? I also had a personal interest in using the tags in a spreadsheet.
I am working with ImpulsiveLass on brainstorming a Very Heavy Config mod. I had suggested the feature of removing tags. The reason I did so was specifically with the example of Rosie's Moons and the Tag'd addition of Hoarder Buglings and Hoarder Queens. Because this happened once I wanted to have a fix just in case it happens again.
Since I am creating a Heavily Modified mod pack I am constantly rebalancing, reimagining, or replacing how a dev intended things to operate. The more control I have the easier it is, and the more cool features I can add.
I never had the intent to force any information out of anyone, just learn, and if possible gain the ability to further configure my mod pack.
I am sad to see that there was some harassment and conflict over Tag's. I feel responsible for this situation. I would like to apologize on behalf of ImpulsiveLass and my ignorance.
Honestly, I do not even know if Tag's would be helpful in this config or not. There is no documentation and it has not been explained to me as of yet.
Regardless we do heavily rely on the help of others to create mods and content for Lethal Company, I do not want nor intend to burn any bridges or be avoided because of my actions or the actions of others.
Once again I apologize and I hope for our continued positive relationship.
you dont need to apologise
not knowing how things work is fine lol
my issue was people not knowing how things work then proceeding to tell me im wrong when i explain it to them
May I ask what tags are how they work and if they pertain to me at all?
tags are what authors use to define their content
Will tags override weights that I set in configs?
How are they applied?
you know how in the lll config you can use Vanilla and Custom
ok yeah
is weight still picked by heighest weight in the list of things that can affect it
thats cuz every piece of content in the game (unless its via LL or LE) has the Vanilla or Custom tag
by default vanilla has these tags
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-...
(also are Custom and vanilla usable in content tags or planet names?)
i remember i inject into planetname the custom and vanilla and they work, but didnt work enemies
I just come to say, thank you very much for your efforts in LLL and for update 1.2.4, I don't know if there are any major problems in this update, but in the time that I have played, everything has gone well for me.
I hope you can rest enough after this update and come back with energy, enjoy Balatro. ✌️
@zenith flax
lmfao
planetname is for planet names 😭
Oops, I had the wrong person earlier. XD
okay so THATS why it wasnt working before lmao, odd that it worked for items, ill have to recheck if im tripping and i did put it into content tag for items
oh yeah i am tripping
im not taking responsability for that one 😭
yeah for hte longest time i thought enemy custom tag didnt work lmao
Hmm so I imagine this question is completely dependent on the dev and when code loads but generally, Should my configurations have priority over tags.
yeah i checked it out at one point and was just like "nauur this is fine lol"
If tags add enemies and I do not have that enemy on my list will it be ammended?
all LLL stuff is done very early
mostly
tags dont auto do anything themselves afaik
whens Misc. tag
oh?!
you'd need another dev to make use of the tag
they're JUST labels
pretty sure anyway
its not like batby rewrote the entirety of the enemy registeration system for it to make sense in vanilla using his tags LOL
So if the config mod loads after LLL, will the configurations from that mod take precedence over the LLL tags?
Also I do not know if this was reported by Lass but when we were testing item weights it seems like the LLL item injection system did not add weights for LL items if manually specified. It loads All automatically, but you can not filter.
So using the Scrap Text box does nothing at least with LL scrap.
Vanilla scrap was fine
Forgive me I am confused. Don't you have support for LL?
not since 1.2
i think stopping LL from exploding is about as good as we'll get
interesting so this may not be fixed until everything ports to LLL then?
LL is still very usable though, map objects, weathers (until mrov releases api), ship upgrades and unlockables are still LL reliant
what even is the problem, i didnt get from what u said
Sorry let me try to explain better
So lets say we want to set a Scrap pool for... Titan, we are going to set wesleys toy store interior as the only interior here.
Now let's customize the scrap, I only want Toy Items here. I add all the vanilla scrap, I go to each scrap mod and I add their tou scraps.
LL scrap does not generate. Gnarpy is missing from LT, Other scrap from other LL mods is missing as well. Only Vanilla and LLL scrap generates.
weathers (until mrov releases api)
we're getting closer 🥺
Keep telling yourself that. Soon you will have BetaBetaWetherTweaksBetaBeta, and then you will rewrite the mod again

Does anyone know how to make so mobs interacts with doors? 🥹
It's the door stuff in enemytype
EnemyType has something related to doors.
Does anyone know if customs moons are all loaded into RAM? I have a couple and the game uses around 11GB of memory which is roughly their filesize in total... Is it possible to make them load on demand when the level is selected or is this problematic given how the game is implemented? I have no problems currently, but one of my friends has less ram and struggles a bit with our modpack.
yeah with my profile I have 180 mods and I know I have too many moons so two of my friends can’t even open the game because of their RAM
it’s very unfortunate
The only time the game used a lot of memory for me was when I had TooManyEmotes installed
If you use the option to have them all unlocked or if you have them all it uses around 5gb of memory alone
me and my group have used that for awhile with the all emotes unlocked. I guess just recently we added more moons which made it go overboard for them idk lol
I've tried the game with that mod disabled after I saw your message in the other thread, but unfortunately I couldn't see such a drastic reduction in memory usage, only around 200-300 MB. Maybe I'll try again and run it for a longer time...
If you add Faster load it'll lower the ram usage for moon and interior mods
At the exchange of more disk space used
Idk why it used so much for me LMAO
Even with faster load it was hungry
Yeah I have that but still I guess my profile is too much for some of my friends

180 mods doesn’t even seem like a lot to me really idk
I have 172 and my pack is okay
Yeah 32gb but I have a friend who plays on a laptop without problems so idk
hmmm
I was thinking maybe tolian moons are kinda hyper realistic
some@of them atleast
might use a lot not sure
but if you have faster loading it doesn’t even matter does it? It’s going to storage not ram
Then I have no idea wtf. It’s not the moons then
Literally have no cosmetics mod. Just the orginal more suits mod which has always worked fine
cant even open game as in it crashes because if its on a black screen you just gotta wait and it will eventually load
Nah can’t even open cuz it crashes is what my friend said
I told him the same thing about waiting but it’s not that
Game just opens in task manager and immediately closes
maybe his firewall thinks its a crypto miner of something
I say it thinks it a crypto miner because of the high ram
vanilla doesnt use high ram
also ive seen some computers block the game because of mirage
interesting
because of the mic stuff
I just randomly thought it might be this one mod I have AEIOU company or something
because it runs a service in the background
it makes whatever you type in the chat text to speech
that mod causes a lot of issues from what ive heard
gonna have to tell my friend to try disabling that
I was thinking maybe wendigos voice cloning but idk
that too probably
do you think if I send a dependency string of my profile you could maybe just do a slight glance and see if anything comes to mind about bad mods or etc?
i guess idk
not an expert
is levelloader still broken, or back to 1.2.1?
since when did that have a message like a group chat
1.2.4 is stable lol
so we can actually play the game unlike 1.2.3 and 1.2.2?
Yes
I think its just cuz forum posts are threads
1.2.2 and 1.2.3 worked fine too but had some issues, the game was never not playable
1.2.4 is actually stable without problems though
nope it was unplayable, couldnt go to the company on 1.2.2 , and then you couldnt leave on 1.2.3. that seems unplayable to me
There were mods that fixed it
i didnt know lol.
Lol
anyways are there any other glitches ill need a mod to fix with (i already have item smart save,)
or is it finally completely good
Smart Item Saving isn't necessary with 1.2.4 unless you want it's additional features it has
eh yeah i want them (also im too lazy to remove it lol), anyways thanks
Lol all good
Sorry to bother about this again, but I can't seem to figure out why this isn't working. Is there something wrong with the HoldJetpack animation for scrap?
no?
yes custom moons are loaded into ram at all times, unfortunately required due to how modding works with unity
Well Faster Load aims to reduce ram usage and improve boot times with how it works
But yeah some mods it just doesn't it seems, like with TME using so much ram for me
faster absolutely
I assume it only reduces ram usage in the sense of no longer having to decompress since it caches it
dont know how it would improve on ram usage
Probably this yeah
Not actually saving ram in use
i guess but that would only be initially?
yee
I did let Flip know about the mod using so much ram and he plans to fix it so it only uses Ram when performing emotes instead of the game just caching them all in ram when you have them all unlocked XD
I could not believe it was using 5gb of ram
LOL
Simply tank it with 32 GBs
Yeah I have 32gbs of ram but still not everyone I play with does
XD
I found out for the funniest reason and it was cus I disabled it after someone got the bug where they got sent to the Shadow Realm
maybe it's because you're always combative towards them and don't really try to answer their questions? i really respect you and your work, but the way you handle your interactions with that person is not professional at all. you aren't obligated to respond to or cooperate with anyone, either completely ignore them or give full answers, but what you're doing now only serves to egg things on
I understand out of context it might look a lot worse than it is but I promise I have given them a lot of time and support
Yeah Batby actually spent a lot of time trying to help them over the past few days
months
Yeah I saw you were very active with them over the past few days though before what happened last night, and your frustrations were valid cus they simply wouldn't listen to you lol
i have seen a lot of the context, i lurk in this server frequently, and i completely understand where you're coming from, but the only thing that's being done in those interactions is stirring the pot. like i said, you don't have to respond, and i suggest you stop if it's taking a toll on you or you feel they're being ungrateful
