#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 20 of 1
I ask that you please not blame Batby when they spent a lot of dedicated trying to help
You're saying Batby is stirring the pot when in fact you're the one doing it by not having your facts straight 😦
I appreciate the defense on my behalf but I get the point
Yeah
I just don't wanna see unnecessary blame forced on you is all
I can get how it looked though
i promise you i have seen what has gone on in this channel for the past few months, but it doesn't mean both sides can't be at fault. it's noble for batby to want to help someone despite their attitude but it's clear that it's only making tensions rise and is not actually accomplishing anything. not trying to blame anyone, only trying to give my two cents here
Yeah I get it dw ^^
I think Batby would have been more inclined to ignore them had they not been bringing it all up within this thread tbh
Cus it is Batby's thread lol
A: outpost31 doesnt work iirc
B: idk if its an LLL issue, maybe loadstone
naurr its a outpost 31 issue
iirc matt's project for outpost 31 corrupted so he hasnt gotten round to fixing it
let him know during the experimental releases
ah i c
Assumed that xd
Sorry, I should have clarified: I'm making custom doors and mobs won't interact with them, and I don't know exactly why
Some people said it's because of the sync game object but it seem to work fine so idk
how are you making your doors? Enemies don't interact with doors in the normal way, there's a trigger that detects when an enemy is in it then opens the door (with some special conditions based on some enemy parameters)
They are suppose to be set up like vanilla doors, is this the same trigger box that the player use to interact with it?>
no there's a seperate trigger for enemies
Do you know where can I find it?
The doorlock script has the triggerstay code that checks for enemies
& in the door prefab the large other box collider is the trigger volume
hmm, is there a way to have this script without having door that can be locked?
You could copy all the code that's in the door lock script related to enemies opening doors into your door
Would require some tinkering and netcode patching but shouldn't be too hard
Will try, thanks!
Does Vanilla and Custom tags work for interior generation now?
Does anyone happen to know if it is possible to resize the fog weather volume (the random weather event one)? A moon I've been working on has one edge that isn't covered by the fog when it's foggy and I'd rather not move things inward unless I have to.
it's possible, but (AFAIK) not in the editor
Ok, I think I'll end up just resizing the map itself some. The more I think about it, it doesn't currently feel like it fits the vision I had for it anyway so might as well rework things.
Hey everyone.
I recently get this error when i'm trying to land on my moon and i get stuck in the seed screen.
Does anyone have an idea what can cause it?
Can't identify the error...
Mod list? It would be incredibly helpful to know how to replicate this issue
This is the modlist: 018fad32-9ad1-d09f-2792-7eba9ee46d4e
But it won't help since the version of my moon that causes problems is not published in thunderstore yet.
The published version works just fine.
When i tested my mod which consists out of items, a moon and a interior everything except for the moon worked.
I recently ran nomnoms project patcher and maybe this did something but i can't find it.
oh, so this just might be a misconfigured moon then?
I think so but i couldn't find anything missing in the config and thought someone maybe had an similar error code.
I think i have to look throught it again tommorow.
Install this mod: https://thunderstore.io/c/lethal-company/p/DiFFoZ/BepInEx_MonoMod_Debug_Patcher/
And then run the game again and then post the stack trace, and with this mod, it should tell the IL offset where the error happened so I could take a look at what the exact point in the code is where it crashes, it could give a clue to what the issue is
Got it working again.
The spawnable Map Object were blank.
Thanks anyways!
okay, nice!
Any clue what this is? It seems to only be happening on multiplayer runs? Ive gotten 2+ people report it so far and im not entirely sure why
This looks like a very similar error log from the scene selection stuff being broken in 1.2.0
Seems to be in LLL 1.2.4 which has this error
Yeah, from what I can see @zenith flax , there might still be some stuff broken with the scene selection stuff, not sure how to troubleshoot further unfortunately
would anyone know if there's documentation on what the different weather variables do? Each weather type seems to have 2 numbers associated with them and I'm curious as to their purpose and how to use them.
- dustclouds: nothing
- rainy: nothing
- foggy: fog density is rolled between var1 and var2
- stormy: var1 is the time between strikes (sort of), var2 is unused
- flooded: #1203871322841808906 message
- eclipsed: var1 changes how many enemies spawn at the round start (inside and outside), var2 is unused
Awesome! Thank you!
does the term “all” work for LLL interior spawning?
very helpful
Does setting all interiors dynamic tags list to Vanilla:300 make it pick a random interior at equal chance for all moons? Otherwise is there a way to do that?
Unless some other tag or rule overrides it with a higher value that should work
you can verify with the simulate command
question, @zenith flax . sorry for the ping, but is messing with day length in lll supposed to eat up an extra day after a landing on the moon it was tinkered on?
yeah iirc day length option is in vanilla and itself has a bug where any change to it causes it to take an extra day
Hrm, that's weird. I have a day length option in Enhancer and I never got any reports of skipping days in the quota
lll provides day length config for each moon exclusiviely
thats why it bugs
yeah, the method is kinda silly here
They are indirectly and inversely affected, faster time speed should technically make the time until deadline decrease slower but if you have slower time then yeah it will skip at least a day
my LLL config for LCoffice is not working, but it works just fine with wesley's interiors
uhh, what in specific in the config, I know some may be unused @rough escarp
Based on the sound of it, I'm guessing this is for the selection pool, may need to set it to All moons in the LCOffice config first
manual moon levels
yup, its set to all
do i have to put the office rarity to -1 so it uses LLL's configs?
nvm im a dumbass LMAO
I WAS PUTTING IT IN THE WRONG SECTION
Been gone, did LLL company building issue fix, saw that it was updated to 1.2.4
1.2.4 is stable
So thankful he had a stroke
That method is indeed kinda silly
I just got a bug report on my moons, where everyday pass as 2 days on quota, I feel like its due to my day speed multiplier being 0.8 instead of 1. is this intended?
Changing the day speed has issues, it's definitely the cause
I see, changing it back now
you make moons? .3.
oh yea, the ff14 stuff
but yea, vanilla bug.
The simulate command hasn’t worked for me for a couple updates now
@fading wyvern
Hey bud hope all is well.
Just giving a wellness check.
for some reason, the game completely crashes (unity crash logger appears then game closes) whenever i try to land on my moon. it managed to load once but i can't tell what i did differently that caused it to load that one time.
Is SmartItemSaving still needed with v1.2.4?
No, the item changing glitch got patched
You can still use it for its other features, but it isnt necessary anymore
oh gotcha
Does anyone have information on what would cause desync issues between host / clients as it pertains to interiors? When playing multiplayer with some of my friends I am occasionally running into issues with some modded moons having different interior types / generated interiors, while other moons will work fine. Same profile code, and I had everyone clear cache/configs before starting.
My group just started using modded interiors and I was (likely) desynced because I had my moon pack installed and they didn’t lol, but if you’re sure you’ve got the exact same mods/configs it might be outdated interiors maybe? I think the update to V50 and this mod having to update might have broken some interiors, but not certain. I just think I’ve seen that discussed before.
(Unless you’re saying certain moons always work and certain ones don’t, regardless of the interior (like interior X works on certain moons but doesn’t on others), then I have no idea)
I'll see if I can compile a list of moon-interior combos that have this issue to see if it helps to pin the source.
yo quick question, are the configs synced to everyone or only the host's configs are used?
By default? No. Some mods sync their own configs or rely on csync or something else to do it for them. My dumb mod, enhancer doesn't do any of the above and just hopes all of you are using the same config. Profile codes share your configs, tho, so that's another way to sync configs
yea I havent ran into desyncs for awhile but just today ive been getting tons of desyncs
people getting the wrong interior, or someone seeing the wrong planet on the screen when choosing a planet (and that person seeing said planet's interior instead of the one that should have a 100% spawn chance)
same modpack code shared to everyone
Did anyone made a video on how to create your own plugin? I'm following the wiki but I think I'm missing some part 🥹
thats good to know :]
for some reason, my moon crashes the game when visited on the first day, unity crash logger appears and the game closes. nothing in the bepinex log, anyone willing to help?
Is ur terrain set to instanced
Anyone got a fix for the Outpost-31 Map in homage to The Thing? Outpost 31 - Something happened here...
Following up on the desync issue I have had. Played a number of moons/interiors tonight to try to pin it on specific moons/interiors but we ran into an odd occurrance where it was impacting different modded moons compared to last time. I recorded a list of moons / interiors that were bugging out but could not identify an exact interior that seemed to be responsible, and then we also started to have an issue where the interior would match between all clients, but the actual inside would be different for two of the players, while only one other player matched the host (me).
What finally gave me a bit of an insight into an issue was after a game reset when one of the players tried routing to a moon, but a different moon popped on the screen, sure enough when I asked for a list of moons the order was different between host / client. Taking a peek at the log files, here is an example of the ordering of the moons internally. The first two are two of my friends and the one on the far right is my list.
Any idea why the ordering would be different here?
Mod list?
Here's the list, I usually just do it through Thunderstore profile codes to keep everyone on the same versions before we start.
Hey I have a question. I want to make the default price of all moons 0, I want all moons to appear in terminal, but I also want custom enemies to naturally to spawn on moons. Is there a way to do this without massively having to edit the LLL config.
from my understanding if I turn on content configuration I can do the first half easily, but I will then have to edit the values of each moon to include all custom enemies right?
The first can be easily accomplished by editing the LLL config file. As for turning them all on in the terminal, I'm not completely sure if that can be done with LLL. As for the last one, modded enemies/scraps seem to ignore the configuration settings in LLL in favor of the configurations from their own mods, so that would have to be done in that configuration file.
@steady trellis There is a setting in LLL for turning on visibility of planets. That's good to know about custom enemies. What if the custom enemy doesn't have a configuration or a moon doesn't have one? Like for example all of Rosie's moons don't use a config file.
I'm aware of that option, however it is set to 'true' for the vanilla hidden moons and those don't show in the terminal.
Unfortunately if the custom enemy does not have a configuration file, you probably will not be able to do anything about it.
Okay, well, I will test and come back and let you know
But basically it seems like changing the config of LLL may not even matter in terms of making moons visible/changing the price so it may not matter anyway haha
Oh you can change the price fine, that works.
e.g., I have 85 Rend at a reduced price for my friends, and this is how I do it:
[Vanilla Level: 85 Rend]
## Enable This To Utilise Any Of The Configuration Options Below.
# Setting type: Boolean
# Default value: false
Enable Content Configuration = true
## Override The Route Price For This Level.
# Setting type: Int32
# Default value: 550
General Settings - Planet Route Price = 150
As far as I'm aware the only things that don't work are the scrap value settings and having custom content in the spawn lists
@zenith flax Any reason why this sort statement would be commented out? (https://github.com/IAmBatby/LethalLevelLoader/blob/51f9af254c38f926f808f1714bb6dc52bb5f66dc/LethalLevelLoader/Components/ExtendedContent/ExtendedMod.cs#L228)
I would imagine adding a generalized sort for all of the extended content addons once loaded would address the desync problems I am encountering with friends, so it seems odd that ExtendedLevel is not being sorted here.
@steady trellis So just to let you know (can't comment on the vanilla hidden moons, didn't look yet) but all of the custom moons as far as I could tell now do appear after changing the setting in LLL. I'll let you know soon about the vanilla and monster spawns.
thats a great question and i wish i knew the answer, ill have to look into this
i remember doing it for a reason because the whole sorting function was made for that intent
hm
@steady trellis just letting you know that I can confirm that some custom mobs do spawn ignoring LLL values set, however, not all of them (most do not) do. So if I were to turn on the config option I would have to manually edit each and every moon for every custom mob.
@zenith flax can you add/edit the feature of LLL to make it so as opposed to turning on every config option or none that you can pick and choose? Like as an example I would like to be able to edit the cost of each moon and whether or not it shows up in terminal or not, but I don't want to use custom spawn rates set by LLL.
probably not no
I think he had a discussion on the git page regarding that not being something that LLL was intended for.
thats unrelated
per config option would double the config file lines and currently not interested in working on config stuff
something that other mods will probably do better
what about just making a true or false specifically for the mob spawning component? there are so many potential useful options in LLL but linking many of the major ones together just makes it obsolete for a lot of people
@tall kindle The problem is that if you want to use any settings from LLL you also have to then manually add every single mob and the spawn weight to every single moon
LLL limits monsters based off of vanila, which is fine, but most people play with custom monsters, thus meaning any custom monster is not included in the limiting component and therefore don't spawn
Ic
So as an example for PsychSanctum these are the default mobs that spawn. Anything not in this list will not spawn (except for a select few that override LLL). So I would have to add something like 10-20 monster values in manually just for this 1 moon.
@tall kindle
But aren't the defaults already there for ya?
Yes but only vanilla mobs.
If you want to use any non vanilla monsters they will never spawn unless they override LLL
and most don't
which means you have to enter in every single monster manually into each and every moon and change the values you want to specifically use for that moon
does that make sense or not really? I can try explaining over voice if you want
Ah gotcha
they do tho
but those custom monsters are not added to the default preset
They don't. Except for certain monsters that have their own config file (not all do) most of the monsters I had played with were not spawning after turning on LLL config content.
See Phantoms reply
@slim wind you see talos 2 dlc coming
I forgot there's even a Talos 2, I still need to get around playing Talos 1
does extendedtrap exist?
no
dang
For some reason mental hospital weights arent working
its just defaulting to 300 for every moon
ive tried changing it in LLL config and mental hospital config
All the other interior weights work fine
For some things like that, I personally had to set them to 0's in their own config, then use the LLL override if I wanted to change it there, or the default would either take priority or higher value, not sure which. This may not be helpful.
@zenith flax Apology for the "noob" question here if it is. Trying to manually build the mod (So I can patch the desync list thing) and I keep running into errors with the source code regarding duplicate property names (IE: The ExtendedLevel class being duplicated), Are there any additional properties/settings needed on VS22 to build here?
That worked thanks
@zenith flax I think there is a problem with the Company tag. Its not applied to the company building. If I force apply the tag to the planet Gordion it works, but if i dont, it cant find the tag
Everytime i make a new save and fly to my moon it is always eclipsed. Is there a way to make the weather more random?
First day weather is ALWAYS the same
it changes depending on the number of moons you have registered
So if i load more moons in my testing profile in Thunderstore it should (or can) change?
You can also use weather tweaks to make all weather clear
I was introduced to the Imperium mod. It's got a lot of testing/debugging tools including the ability to set a moon's weather. https://thunderstore.io/c/lethal-company/p/giosuel/Imperium/
Tested it out just now with different amount of moons and the weather changed. So the problem was simply that i only had my own moon in the profil for testing.
For my testing the eclipsed weather is not the problem bu i appreciate the tool, might still be useful in the future. Most of the time i'm, using UnityExplorer.
Thank you 🙂
just tried it today. it was able to spawn the unspawnable (football). 🙏
what are all the commands related to LLL? "simulate" is one of them right?
Yeah "simulate" is one of them
Looks like you can also use "preview", "sort", and "filter"
iirc syntax is smth like "sort <keyword" so smth like "sort price" will sort the moon catalog based on price, I believe all the valid keywords can be found via the LLL config
You can also put one of these keywords in place of it by default in the config, so for example you can put "Price" to show you the price to route to a moon over the weather instead
thanks
LLL's terminal command stuff comes in handy if you start to have a huge load of moons in your catalogue
hi hello hi ive been meaning to come back to lethal company lately and like just wanted to ask
any like. issues with LLL currently
so ik in advance
like can i update it to the latest version now
I don’t know of any major ones. I think it’s fairly stable.
finally /lh
absolutely no offense to batsy, regardless of anything i admire the effort they put into all of this but it really bugged me when that leaving from company glitch was there for like a week or two before i dipped from playing
so good to hear its stable now
yeah it feels good to be able to do that now from the company 
This might be an odd question, but does the order the custom levels and dungeons appear in LethalLevelLoader.cfg matter? As in, if the order was altered, would that mess with anything? For context, I'm experimenting with the idea of coding a spreadsheet to autogenerate a config to save me having to make manual changes to the file.
Changing the order will probably fuck things up yeah
i want to put every of my interiors on every maps, should i just put "all@300" for example or is it "all:300" ?
have to use “Vanilla:” and “Custom:” together iirc
so liek this ?
In the tag list not the level list
ho the dynamic level tags ?
oop mb
Does anyone know why I got this error while trying to import the LethalLevelLoader.dll inside of Lethal Company? I have all the updated dependencies.
does all not work?
no
Did you Import the dependencies for LLL and LethalLib?
Yeah
I think I figured it out
The MMHOOK only creates when the Lethal Company is hosted.
And its missing MMHOOK
Yeah you have to make it via the normal game then copy it over
Does Level ID mean anything for custom moons? Should I set it to anything or keep it 0?
Keep it at 0 it does nothing for custom moons
Alrighty
Hey, out of curiosity, when it comes to keeping a backup of my project in case of emergency I've been keeping a zip file of just the mods folder that is generated after ripping the game into Unity and its contents instead of the whole thing since I figured I could always run the project patcher again for a new project and then extract the zipped files into the new mods folder if something breaks. Would this actually work or would references to materials/scripts/etc possibly break? I assumed it should be fine but I don't want to risk breaking everything trying to update to the next vanilla version since I'm realizing I don't actually know how Unity works in a case like this. I'm kind of nervous since I started working on custom moon stuff in V49 but when V50 came around and I tried to run the patcher again thinking that's how to update it, a lot broke (thankfully I just had a test moon, no real work yet).
should ask in #1199473521265475745 just incase because you'd likely get a better answer there
Alright. Thanks!
setting this to none should remove the preview i get for weather in the terminal right?- or am I not understanding the config properly. since its not working and continues to show me the weather for all the moons, and I've checked my other mods and none that i can see would affect the terminal's moon weather display
found out that it is some conflicting mod. dk what but i'll figure it out im sure
Just tested myself and my backup method DOES NOT WORK, so I’ve basically been working without a backup this whole time. Glad I tried it though instead of figuring it out the hard way. I’ll have to do a different backup method.
Alright, I think I've made a private github repo that thanks to a .gitignore file doesn't track too many nonessential files/directories. So far I think everything works.
🫡 take care of yourself
o7
Batby could custom truck be a possibility?🙏
Oh god the things people would make
I dunno if custom trucks would really be within the scope of LLL, guess it would depend on implementation
an atv in lethal would be cool
Airships would also be pretty neat xD
Any clue why spawned enemies in my interior would pathfind towards somewhere and then after targeting a player would fix itself?
Actually, I think it might be starlancer ai fix doing something
You know, I feel like I’ve seen masked enemies leave the facility and go to a seemingly arbitrary location outside on some of my moons, but I’m not sure about interior stuff.
Yeah, I figured it out
It was a really dumb reason
Now I’m curious. Mind sharing?
Oh node!
This is so strange, my interior mod is making the ship echoey when in orbit
I have no scripts or anything in it, just extended LLL stuff
No errors either
egh, I suppose ill fix it tomorrow
On standby 🙂
Here's hoping LLL doesn't break at all and if it does it's a pretty easy fix compared to the V50 chaos ^^
V50 took like 2 hours
True lol and a lot of testing to get it stable
V55's changes should be much smaller and less drastic from what I'm understanding though so I'm glad for that
I think the company cruiser might introduce some issues
I think the cruiser is gonna have a spot for where it spawns added to the vanilla game's scenes.
Possible but that will probably be easy for Batby to add support for if that's the only change needed
It was less v50 and moreso the new things which that version added
If this is true, then itd be more up to moon creators to fix that. Possibly would batby be involved just to make things not go super wrong/crashy when it isnt on a modded moon.
ofc, worst case scenario is probably that trying to "summon" the cruiser on a moon that doesn't have a spawn for it will just crash the game
I imagine it'd be handled via summon system similar to the drop ship
I mean I also think the Cruiser might be a store item
But we'll see
Cus I could see it being something you have to buy
Hard to see how thatd work tbh
But this is probably true
You probably buy it and it unlocks a garage area in each moon or something similar
Probably
I did hear that the cruiser is supposed to be something that you can take between moons
Hmm
According on Zeekerss, it's supposed to be transferrable
the only way I can think of being as such is if there's a drop service for it you can call if you have it bought
ah possibly
I was thinking of something else which is a bit funnier but less realistic xD
I guess we'll see
I love the thought of that giant ass thing plopping out of the Item Dropship though XD
let me try and find what i was thinking of xD
It could possibly come out of the dropship if say it was sort of like a compact item that transforms into the cruiser and back into it's compact form.
yeah that was my idea
If youve ever seen MrCrayfish's Vehicle mod for Minecraft, I was thinking of those vehicle crates which pop open into a car xD
by god, lethal level loader actually just works with v55
Only a few things broke
can't order the cruiser on custom moons unfortunately
I know GeneralImprovements and BetterSprayPaint don't work
and yeah that's to be expected til Custom Moons update to support the new V55 stuff
the cruiser also seems to disappear when forced to spawn via devmode, no cruiser on custom moons yet
i don't know if it's a thing for the moons to fix or LLL to fix
Might be both
@young acorn the update that LLL moons need is support for the dropship changes
Because the dropship ||now drops off the car||
alrighty
AUGH WAIT I'M GONNA HAVE TO DEAL WITH THE CONSEQUENCES OF RE-PROJECT PATCHING AUGH
My worst fear rn
I haven’t really been able to look at it yet, but are you supposed to be able to just run the patcher again to update or is there another step? In my head you’d just need to run it again but I feel like references could break.
My memory isn’t great but I kind of feel like when I first attempted just a testing moon at the end of V49 when I tried to run the patcher again for V50 every (or maybe just a lot) vanilla thing was deleted or something.
in what way does gi break?
at least on my way, the extra screens doesn't work
I don't know the flashlight and the other settings
oh, i dont use those anyway
i put things on the vanilla screens tho, like time and quota number
I was told it was throwing a bunch of errors from Endoxicom
So idk what all broke
idk i just saw a buncha errors and saw the monitors broke I didnt really do anything thorough
maybe its just the better monitors
It’ll be the normal monitors too
oh dang
does pathfinding lag fix still work
oh i also wonder if faster dropship still works, since theres a new dropship for the car
Dropship mods work
Same
||Wait so does the car just have a set spawn location per moon and not a single position relative to the ship?||
||No the dropship delivers it but it's attached to the dropship underneath and gets dropped off by it||
I mean I know LGU's upgrade for the dropship works
||Ohhh you mean the dropship. I though the ship itself was borked. So I am guessing the car dropship goes to the same place as a normal dropship and because of that it drops the car under the map?||
||Or does it not come down at all?||
No, it just doesn't deliver it at all on Custom Moons
Because it uses a custom version of the Dropship Zeekerss added for it
so it's a ||seperate dropship entity and because the moons weren't updated yet it doesn't have a delivery point?||
when I say I was not thorough I meant not thorough because BetterSprayPaint seems fine just fyi for earlier
I see error about spray paint in log -> spray paint changes in update -> assume anything to do with spray paint die
Probably sume functions of BetterSprayPaint are broken
Oh probably
Actually yes
The ||Weed killer||
Meaning if you use BetterSprayPaint the new item will not work
naur it works ok
just quiet mostly, since BetterSprayPaint makes the normal spraycan quieter
Just woke up
You probably regret that now huh?
good morning
LLL is mostly fine
i just saw like, one error with content tool on scene load or smthn
i didnt take ss so idk what it was lol
the only bug i've noticed is the company cruiser not spawning, but that might be a moon thing with the dropship?
I had one issue with LLL where the main monitor was just showing the outside of the ship 👀
Moons might have to add something to their scenes but I haven’t seen yet
I didnt test it too much, just checked one thing and saw that issue, but my moon also has a clip for the monitor so maybe that could be the issue? works fine in v50
Just wanted to jump in here to mention, some of the mechanics in the new beta are hard-coded by LevelID, so you're gonna need to modify them to be customizable (@zenith flax)
Spoilers if people don't wanna know the new mechanic that's affected: ||Shroud Vains AKA Spore Mold generate on all planets whenever you take off from a planet. The planet you take off from is guaranteed to generate some, while other planets have a reduced change. The exact chance is hard-coded in an if statement based on the level ID, and is also dependent on how many credits you have. Specifically, look at StartOfRound::SetPlanetsMold()||
thank you
|| Can you check why do the plants stay on the moon after going to orbit? When you return they are still there - is it a bug or is it a feature? Or was it just a coincidence everytime? ||
||It's a feature. It even saves to the save file||
||The position will only re-randomize if you fully eradicate the mold||
|| that is such a unique thing, thanks for the info!||
||np. It's a super interesting system. I think it's meant to encourage players to vary their planets so they don't build up tons of mold debt xD||
i was thinking about something like this yesterday 😭
something like minecraft's regional difficulty
lol
super interesting mechanic yeah
also gonna need a partial rework for LLL moons sadly
just the levelid thing or do you mean custom moons having to add new stuff
i alr have to change the savefile to save level names rather than ID so it's not too crazy to do
the LevelID thing
also, ||moons seem to have 60 pre-defined locations where the mold spawns, and the game just picks a random number 0-59 for the location||
ight
maybe drop a warning in the log incase i see a moon doesnt have the v55 related spawns
dont wanna mess with peoples content on behalf of them yknow
yeye
nice!
@gaunt hinge @weary apex @calm eagle moons probably need new stuff
don't think it will break your stuff but like you won't have the new features
heard chef
Yeah I saw
Gotta update the dropships
@brisk schooner is it worth an announcement to remind authors and players that custom moons and stuff will need to update for them to spawn new content correctly?
other stuffs too
I thought I already pinged modders about the beta
Oh wait, that was Server Updates
||Stuff to make company cruiser spawn||
||Adding new enemies to your spawn pools (if wanted)||
||Adding random mold spawn positions ||
are the 3 things i think moon devs gotta do
If I'm going to ping modders to update it'll be when 55 hits main, I guess?
fair
oki doke
also gotta reextract the game or whatever lol
nikki didnt do that yet shes still on v49
im busy half of today so might not be able to give you guys a rundown on the specifics you guys need to do asap but atp you guys can probably re-extract and just see whats different lowkey
Yeah they just spam errors on Custom Moons currently unfortunately, I'd love if there's a way they can be updated with backwards compat with V50 since I plan to stay on the Beta for the new content atm lol
But I can live without custom moons for a bit if need be, especially since it feels like the Beta is right there at the final stretch to tide us over while Zeekerss takes an extra week or so to do some polishing up and do some finishing changes for the full release, cus there's definitely aspects that you can tell why he decided to do a Public Beta after the extensive testing he said he did and why he said he still needs to do many changes lol
[08:09:57.5634448] [Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Object.get_name () (at <e27997765c1848b09d8073e5d642717a>:IL_00001)
LethalLevelLoader.Tools.ContentRestorer.RestoreAudioAssetReferencesInParent (UnityEngine.GameObject parent) (at <46913d4069ce4c8bb856df58fbf607a9>:IL_000db)
LethalLevelLoader.Patches.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadSceneMode) (at <46913d4069ce4c8bb856df58fbf607a9>:IL_00054)
UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) (at <e27997765c1848b09d8073e5d642717a>:IL_0000e)
``` dunno if anyone mentioned it but this was the NRE i was talking about before @zenith flax
hotfixed on my unreleased build but i really should look into it more
Nothing im iterating on should be null
noice
i don't remember if i mentioned it here, but i figured out an easy way to have one automated pipeline to release on Thunderstore, Curseforge and Nuget using Github Releases + Actions
the caveat is that you cannot use any local dependencies (because the actual build runs in the cloud)
wdym by local dependencies? like ones not currently on thunderstore etc?
the ones that you don't import from nuget
any locally referenced dlls
for example if i try to reference LLL that is installed in my LC directory on my PC
build fails in the cloud because dll ain't there
atleast LLL will be on nuget soon/is on nuget i cant remember
that's the thing i want to help happen 😇
i've seen the PR to use the lordfirespeed's gameLibs package on nuget instead of any local references:
https://github.com/IAmBatby/LethalLevelLoader/pull/106
This Pull Request replaces all local dependencies with ones from nuget, and cleans up some minor things to make LLL build using a simple dotnet build. No need to even have LC installed. The goal be...
which - theoretically - would require adding stuff related to building the 3 needed packages (TS, nuget, CF) and actions
and you could have fully automated solution 😅
do it for coderebirth wen 
@slim wind i was gonna dm you about this lmao
on unreleased im already nuget pilled
i just need a rundown on how to get into actions
i can send you everything you need
Can’t use anything till tomorrow but would very much appreciate that
i've sent you everything (i think) in dms, if you have any questions - hit me up 😇
Can't wait to drive around the moons in genericmoons mod
I have bad news
Does Generic even have a moon that the CC would work on?
Hydro would work
Eh I guess
Corrosion would work around the far side but I’m pretty sure the car would be inside a wall when you land
The CC feels so designed for large moons lol
Collateral is a no because the ship lands on the roof of a building
Vertigo I don’t even have to explain
Same with submersion
Not that bad of an idea actually
If I make another desert moon which it is likely that I will
I’ll see if it’s possible
Yeah the stuff for destroying trees could likely be implemented to them
Also gonna ping Batby for this lol @zenith flax
Hi Batby 
Car destruction would be pretty swag for lethal toolbox or something
I’d love to be able to ram through fences and cacti
heard
Also regarding one of the new creatures
Ye u gotta place that shit
It looks like the ||kidnapper fox spawns aren’t based off of any moon values or anything. Is it possible to have a moon that can’t have the plants?||
just for future reference, since i couldnt find it, how does the game tag something as either destructible, or how does it find trees?
yeah pretty sure its a toggle to turn off molds in moons (what i heard)
I’ll have to get back to you
alrightie
Alright that makes my life so much easier
Submersion was gonna get awkward
I’ll have to get back to you but i believe their collected at runtime like ainodes
Alright
Wait so the ||Kidnapper fox can currently spawn on all moons since they're tied to the plants?||
yeah i believe its 60 random positions, but i saw some custom moons get really weird with it
Yeah
I think so
Yup
Lol fun
Although I hope it would be possible to toggle it for custom moons because like I said
Submersion would get
Really fucked
enemies can be tied to plants from now on yeah
apparently im hated for liking it 😔
I will never go to dine again
its a cool enemy concept, the fade effect is also really cool
and it's fairly easily dodgeable
Inb4 Zeekerss sets it to have a high chance on Artifice
But yeah as much as I like the plants and the spreading mechanic it would be really nice to be able to toggle it off @zenith flax
And Titan
Sorry for pinging you again but like
dine is a weird one, bunch of butlers, bunch of surgeons
I feel like it’s kinda something I really need
Dine feels like it's become the testing moon, it makes me miss old Dine tbh
(Turning off the plants from showing up in the first place)
its a toggle generic
Blehg
like we all said
I like the new layout, not a fan of the enemy spawn rates
So you can just check a box and the plants won’t ever spawn on your moon?
yes
Thank fuck
super cool mechanic though, with the saving across rounds
Yeah
Def wanna keep it on a few moons
But I don’t want it on corrosion, devastation, or obviously submersion
Wesley is gonna have some moons to exclude too
I know @empty trail will prob want it excluded from Sector
Basegame option I think
Starlancer I can see excluding it onn
Oh yeah him and I are talking about it now
Triskelion
Asteroid-13
Perfect moon for the vain shroud plants
Lmao oh dear god
I personally will probably disable the plants and the spreading mechanic
If its possible I want to add my own plant variant and foxy
It's cool but I'm not a huge fan of it tbh
i've already asked, could be possible, might not be, we'll see
Time to enable it everywhere
It’s been out a day
Yeah theres no rush, just brainfarting here
another year and i reckon you'll be enabled again
Oh sorry I meant in response to @unique geode
The world is not ready
also this is a replica of the conversation with the spike trap when it first came out
I love spike trap….
Lol I mean if it's a toggle in settings then it's good it can be toggled off
toggle in wesley's moons settings* not yours
Spike trap go squishhhhh
its a cool trap
Time to play not Lethal Company
Oh I like the mechanic don't get me wrong lol
Idk why people don’t like it
The only issue it had was when there was like 20 on the same moon
But now that they’re reasonable I like
I just don't like how it forces you to need weed killer tbf
blame the moon not hte poor trap
True
Also back when they could spawn in stairs 
i was also a bit surprised when they added pissing to the game (weed killer)
Yellow spray paint:
Lmao there's so many moons you have that they won't fit on tbh
Like Atlantica and Infernis
i feel like atlantica would do well with it
Nah
Actually infernis works
Literally has red ferns already
can you leave them enabled in oldred? i like bridge weed
also, just dont add the enemy in your enemy list if u dont want them to spawn
Oldred makes 0 sense for them XD
uh
imma just
disable them there
because i asked, how rude
Yeah tbh I like the plants
It's the buggy enemy I don't like that much
I know it will probably get fixed though
no
they just don't fit at all there lmao
The whole tongue thing especially I just dislike
but bridge weed, how is the homeless man gonna live without em
You can just say you don't like the enemy at all
They won't
the tongue is a super cool pulling mechanic lol
wesley against homeless people, got it
I like how derpy it is and how it looks like Zeekerss pfp lol
The tongue stuff is just odd to me though, idk maybe it's my Autism but it doesn't vibe with me XD
I love them but they do be buggy sometimes
Watch fox... and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
this is probably a super simple fix, it just has to ignore the player thats not the target player
Lmao the super long tongue is so weird but they are derpy and cute
Likely one of the things Zeekerss is fixing probably
Hopefully
I believe he chose to make it a Public Beta after extensive testing because I believe he realized it needs more changes before it hits the main branch but he wanted to also stick to the deadline of releasing it, I'm not certain on that though
Well
It feels like that's the case
But I'm not certain
He said he did extensive testing and is doing many changes and released it to public beta
just keep in mind, your wording is saying this is what hes doing, you dont sound like your guessing at all, nor do i really personally agree with that line of thought
Can confirm that’s true
Uh idk, i barely know anything about the update xD
If its that plant shrub thing yeah probably
Improved my wording a bit
It is the plant
Lmao
Ye, the game only uses it for the company building atm
It's not in any moon's spawn list afaik
The game spawns it in anywhere that there's enough mold
It has a dedicated spawn pass for it just like daytime, outside, or inside enemies
really? thats super weird...
Yeah
how does it juggle the weight?
for like spawning
or is it just a condition based on how much weed there is
Hard-coded weights for how likely mold is to spawn on different planets
I dunno the exact spawn chance math, but I'd assume so?
I haven't looked at its spawn pass yet, just the mold mechanics
icic, i guess that means there's gonna be more chances for enemies spawning
im assuming the rates for daytime outside and inside are still the same
I'd assume so yeah
its a bit unfortunate u cant keep the weed for aesthetics, you're forced to have the fox
They do still effect power levels at least, so that hasn't changed
But yeah the fox can't be disabled in vanilla rn
very tempted to make a patch for this in someway, cuz i love the weed infestation but might not want the fox, ill wait for beta to end first though
The dedicated mold enemy pass it uses kinda forces it
Ye
I think there should be a separate spawn category that moons can opt into for the fox, and seeing as the name of the pass is specifically for mold enemies, perhaps other mods could add their own mold enemies that are based around the mechanics
I think the idea is to discourage you from staying on a planet for too long? When you take off from a planet, it's guaranteed to spawn if there wasn't any before, so you can only stay for a few days before switching if you aren't using the weed killer
Other planets have a much lower chance (between 6 and 11% depending on the specific moon and how many credits you have)
yeah it's cool that theres a mold spawning type thing now, would make for very nice designs, if you could switch the model of the model and spawn custom enemies under it then it'd get relaly cool
Ye
Also maybe the ability to add custom shroud vain model replacements to specific moons so that not every moon has the same infection
Like, it makes no sense for underwater planets, but what if you had a different strain under water that spawned a custom enemy or smth
I think there's some cool things moon designers could do with the mechanic
Yeah, register a new shroud vain model and assign it to moons
And since the locations of their spawn are random, u could do your own detection I.e. spawn em underwear
Underwater*
Yeye :3
Custom Weather, custom enemies, moon, items, scrap, vehicles, I'm only missing custom plants and custom interiors now 
going to bed now. will try and actually be cool and get only the bare minimum needed out asap then look at stuff like custom viechle, plant, hazards etc.
no promises
so to get moons working you just have to add weed positions and update the dropship?
I don't think you need the weed positions
I've seen them spawn on my moons without them
is there anything you need to do to get the cruiser working other than fix the dropship?
I don't think so
Afaik if you bring one you should be able to use it fine
i found an extremely cursed way of doing that
@slim wind looks like I found my way back just in time. 🤣 I think LLL should be good to go nuget tomorrow.
yippeeeee
have a good night, let me know if I can help anything tomorrow
amaaaaazing 😇
It's not based on spawn lists at all, it's based on the amount of mold on the level
yeah we had this conversation lol
I know we did, but I wanted to specify here in case someone didn't know😅
no as in me and adi
read a bit above here
lol
Mold Manipulator mod to customize mold and mold enemy spawns when? :3
I’ve already been asked about ExtendedMold 😛
I know myself too well to promise anything in advance
Same lol
I've considered it too, but I also considered a custom weather API mod like 3 months ago xD
Too many ideas, not enough time and motivation to implement it all
custom weather stuff is a real pain because everyone is really hoping at some point zeekerss reworks it to use SO's like everything else
👀
Chef Batby 👨🍳
Please just don't break the company moon again 
Break the company moon again 
Break the company moon again, but only for @vocal flame
2 and a half hours to implement + helped zeekerss fix a bug 😄
Vengabus real 
👀 ayyooooooo
you took that out of the oven too early, its a bit raw
you are doing gods work tbh lol
knew I kept ya around for a reason
It’s 4 am and seeing this out of nowhere feels like I saw god
😄
ya'll will have to tinker around with how to use it correctly but
@true void this what u want
i think
smooth elevator yay
Lmaooo
could the flickering just be from how you're moving the cube itself?
there shouldnt be any flickering in a parent style system
though i think even in the ship people flicker when going up and down the oon
moon
It seems to happen when moving up and down quickly
moving slowly works well
maybe the vertical velocity or less is probably fine for ship takeoff and landing animations
the problem is probably just that the interval in the cube going up and down is too wide so it's like it jumps rather than it moves up so the player also jumps and flickers
Fortnite battlebus time
@zenith flax btw if/when the vehicle API for LLL is in a usable state, could you push it to the repo or even send a development version assembly? Cus there's one person who'd like to make their own vehicle already. I could send them the LethalLib implementation too if it's not really ready yet
Will have to be tomorrow sorry
oke, no worries 👍
i can't find anything in any of the vanilla moons that seem to relate to mold, other than MoldAttractionPoint, i think that might be what controls the mold. spawns randomly, mostly near the moldattractionpoint maybe?
There's a boolean lemme find the screenshot I sent
It is a toggle, just not sure if you have access to it rn :3
oh the level thing has three things related to mold
Can Spawn Mold, Mold Spread Iterations, Mold Start Position
There ya go
i dont know what they do but i wanna mess with them
does that mean tomorrow is the v55 version of LLL?
I think its more so they can setup the vehicle for v55 before the actual v55 push
In no way should LLL push to a beta imo
Yeah the support LLL needs for V55 is minor so tomorrow's patch will add support for the Vehicle as you said but not break compat with V50
A lot of mods have been updating for compat with V55 and compat with V50 isn't broken cus most changes needed are very minor
Umm how do u expect support for vehicle but backwards compat simultaneously
I mean I'm going off of what you said
I might be misunderstanding a little though cus of my Autism
I'm saying the github repository would be updated so the person can use the code
I'd opt to wait for the actual v55 release in case it's no longer compatible with v50 :,]
Ahhhhh
But its all up to batby, I'm just saying what I think sounds logical + based on experience from previous updates
Yeah I just understood it as LLL was getting an update to implement a check for the vehicle
Which theoretically wouldn't break compat with V50 cus it could just be a line of code that detects the 2 versions
They don't know, chat.
This just got pointed out to me, what the fuck is that csproj @zenith flax
I'm not swapping to CurseForge :/ so I hope you push the update to Thunderstore as well soon
Would be too much of a mod split atm
Thunderstore doesn’t have the features to support releasing a mod targeting a specific version nor marking it as alpha/beta
That is true
So for Thunderstore you're just waiting for V55 to hit the main release then
Yeah I did see Desat recently mentioning Mythic is working on that stuff so I hope to see it finally add that stuff soon
I hope to see V55 be polished in the next few days and hit the main release, I know that might be pretty hopeful thinking but the build does feel like it's a close to final release build that still needs some polishing and bug fixing done, the plants also need to not spread so quickly
The plants are probably the most unbalanced thing rn, they get a bit over prominent too quickly
@true void what was moving the cube
@limber thunder bit of a messy commit because im bad with doing github stuff right but regarding the issues with building normally, I did the suggestion Hamunii suggested in swapping some of the csproj stuff around and it seems to be building fine with terminal and the built in build button? I'll probably chuck an experimental release out for the lc beta anyway but if the stuff you were cooking is ready and there's a reason to use that over the current setup let me know
@tired solar https://github.com/IAmBatby/LethalLevelLoader/blob/experimental/Thunderstore/plugins/LethalLevelLoader.dll
I mean I guess if you wanna push the new release to Thunderstore now you could do LLL_Experimental and then deprecate it once V55 hits the main branch
But you may not wanna do that route and I don't blame ya
No
I don't think Batby will do that ever tbh. Its generally better to wait for the v55 to become a release to do that.
Yeah
I agree that's why I said I doubt he'd wanna do it
lol
I also wont do anything like that since its a lot more to keep up with xd
So fox and barber will have to wait for my moons, but thats a lot more tame compared to an API like LLL which upholds tons of mods
I mean tbf you could add them to the list if you wanted, they just can't spawn on them if you're playing on V50
XD
It's more so the Dropship changes that need to wait for V55 to hit the main branch
Itll likely give errors if I try doing anything like that I think
It might not sure, you can keep moons not inside of LLL setup for Interior entries though so idk
That is different ofc but it may just simply ignore the entries if they can't be found
That'd be something that would need testing
Tbh id want to wait for v55 to be a release since I have things I need to fix and I dont want to mess up my references by updating to v55
Ye
You'd need to implement the new dropship changes anyways so it makes sense to wait and just push an update with all the new V55 stuff
mhm, rn I have a safety net with that company cruiser fix mod
But once I can do it I will since its more my responsibility imo
Yeah c;
Animator
@true void try setting the animator to use physics time scale or whatever it’s called
Basically this should make it run on FixedUpdate rather than Update
should hopefully fix it
I'd imagine it'd be worse no?
I presumed the problem was the steps interval in going up and down
And fixed update runs less than update, generally, iirc
It'll also still look weird to clients iirc, I haven't looked too deeply into the vehicle code but I solved the other clients looking weird with changing ownership on the person riding
Trust
Can anyone confirm whether the size settings for interiors works? I cannot get any size settings to work for multiple interiors
I think some might have their own config file, even though they also show up in the LethalLevelLoader one. I’m not sure if you have to change it in both places or only one, but maybe see if you have to change it in another file.
I tried it with a bunch that only use LLL
Oh. I hasn’t really messed with interiors so unfortunately that’s all I can think of at the moment.
The way it's now on experimental it'll work as long as you've got the netcode-patch CLI tool installed. That'll need to happen in GitHub actions then too (@slim wind do your actions do that already?). This is fine for the moment, as it makes it work for you locally in Visual Studio, at the expense of "it just automagically works for dotnet users". Until https://github.com/EvaisaDev/UnityNetcodePatcher/pull/41 lands (hint hint @lyric glade 😉 ) and we can have both. I'd rather get on with automated builds than be blocked by this.
unless you're talking about other package 😅
precisely what I meant, just didn't know what you threw batbys way
i can send you a link in dms
if you would like me to take a look then sure. no promises I get around to PRing an LLL adaptation before batby does it, depends on how my week goes ^^'
no worries 😅
why using Windows runner for github actions ?
on the LLL experimental branch batby's currently patching via CLI again (to make it work locally too, where they're using Visual Studio on windows). Github actions will run on linux no problem. With that PR I just want to be able to automatically switch between CLI and Sdk patching, so we can omit the tool install in github actions. (until the very far future where https://github.com/dotnet/msbuild/issues/4834 gets resolved)
I think it works fine but imho it's not very intuitive to use because you don't know the internally calculated value that you're interpolating with these settings so you're really just guessing. Have you looked at how it's calculated?
Basically this (LLL source, edited for brevity)
float calculatedMultiplier = (extendedLevel.SelectableLevel.factorySizeMultiplier / indoorMapType.MapTileSize * RoundManager.Instance.mapSizeMultiplier);
if (calculatedMultiplier > extendedDungeonFlow.DynamicDungeonSizeMinMax.y)
calculatedMultiplier = Mathf.Lerp(calculatedMultiplier, extendedDungeonFlow.DynamicDungeonSizeMinMax.y, extendedDungeonFlow.DynamicDungeonSizeLerpRate);
else if (calculatedMultiplier < extendedDungeonFlow.DynamicDungeonSizeMinMax.x)
calculatedMultiplier = Mathf.Lerp(calculatedMultiplier, extendedDungeonFlow.DynamicDungeonSizeMinMax.x, extendedDungeonFlow.DynamicDungeonSizeLerpRate);
Much easier imho is to use LQ where you just set the factorysizemultiplier for each flow. Try a flow on a moon where you know how it should generate in terms of size/loot density. Dungeon too small? Make number larger. Dungeon too big? Make number smaller. Done. Just don't make it too small or generation will crash (only managed to do this for dantors mental hospital)..
this may be a dumb question, how would i add scrap from a mod that uses lethal expansion core to the scraplist via lethal level loader? pikmin2 scraps, for example.
or is this not possible because those mods hate each other
use of Lethal Expansion is not supported while using Lethal Level Loader
The generation was exactly the same no matter what I changed. I made sure to set the seed so the only variance would be size
The only mods I used were LLL and dependencies, CullFactory to set the seed, and whatever interior I was currently testing
would enjoy an extendedhazard (mines n stuff) function or whatever, would be useful for something i want to do on one of my moons, and could maybe make all the interior stuff on moons like Wesley's Moons random and dynamic
yeee forsure
Interesting. What values did you set for scaling? in LLL logs did you see the sizes you were expecting?
I tried both 0 and 1 and 0.5 nothing made a change
I've used it in the past with no problems, which is why I asked if it currently works. Because from my testing it doesn't seem like it
Been gone what’s happened to mods in v55
how to fix this daamm mod
nothing shows up
in game terminal the moons dont show up
pls help <3
Can’t speak for all mods but from what I think I remember being said here was that LLL works as do modded moons, but moons need to be updated to add new things (like the vehicle won’t spawn since it needs new dropship stuff).
I don’t know why this could be, but one thing I can think to check would be filters. You can filter moons by criteria so maybe make sure you don’t have one (I think type out “filter none”). Another thing would be to ensure you aren’t having a weird mod conflict. Try disabling anything that might mess with the terminal and if that’s not it, disable others and see if you find it.
ill try it out
what bout interiors not showing
Interiors aren’t listed on the terminal, but should show if you type “simulate moonname” with moonname being whichever you want to see. It should list all possible interiors and probabilities.
completly softlocked :( pls help when i disable LLL it works
Yikes. That looks like an old issue but I think that’s the most recent LLL version. I don’t remember the issue too well, but is this a new or old save? I feel like there was a point where old saves broke, but again I don’t really remember. Unfortunately someone else with more knowledge might have to help because I’m not really sure.
new save
its fine thanks for u help
You’re welcome. This is interesting. Hopefully you can get it figured out.
yes, I think you're right. Just tried it and it doesn't even print the log so I guess the dynamic size code isn't running in the current version.
hi, decided to download your exact mods and I've noticed a dependency missing in your screenshots. https://thunderstore.io/c/lethal-company/p/Evaisa/HookGenPatcher/ This is a dependency for LethalLib. Do you have this downloaded?
YEP i did i noticed it after i posted
still has the same thing
does the game work for u?
with the mods?
Yes, I loaded it up. Infinite money worked, along with all the moons + dependencies.
My next question, do you use a mod manager like r2?
nope manual
shall i do it now?
I would recommend it for the sake of "it just works".
yeah that would be nice
01907579-c1f2-26dc-1a17-89bad6be9798
am i supossed to edit a config or smtn to view other moons?
Odd, I loaded it back up and sfDesat's moons are there at the bottom. Were they there for you when you loaded up a new profile? I can see that you've played one day out.
even in the mod console terminal LLL only loaded the vanilla moons
this entire thing is confusing
thanks for ur time and help
:LethalLevelLoader] LethalLevelLoader loaded!!
[Info :LethalLevelLoader] Finding LethalBundles!
[Info :LethalLevelLoader] No Bundles Found!
[Info :LethalLevelLoader] Config Level Set As: User
[Info :LethalLevelLoader] LethalLevelLoader Loaded The Following ExtendedLevels:
- 41 Experimentation (Vanilla)
- 220 Assurance (Vanilla)
- 56 Vow (Vanilla)
- 71 Gordion (Vanilla)
- 61 March (Vanilla)
- 20 Adamance (Vanilla)
- 85 Rend (Vanilla)
- 7 Dine (Vanilla)
- 21 Offense (Vanilla)
- 8 Titan (Vanilla)
- 68 Artifice (Vanilla)
- 44 Liquidation (Vanilla)
- 5 Embrion (Vanilla)
some bits
Sometimes deleting the profile and redownloading the code can help. Perhaps try that?
ill try it out thanks
I tested it now and it works perfectly
That's interesting
assuming LLL isn't working yet with v55, is there like a beta build for it?
which I did try to put LLL into the mods, but I only get stuck like this untiil I removed it 😭
here it is
and then its just spamming SoundManager thing infinitely
idk if thats a problem or not
send full log
wait how do I export the full logs
im just gonna try copypasting it to a text file
wait they cant even fit in
this is like the second part of it
and then yeah the rest is just the soundmanager- nothing else
that was in it already, lol, but looks like diversity and emotes api error'd
oooohh- so its Diversity and Emotes not working with modded moons
cause when I remove LLL, im not stuck anymore
lemme remove Diversity and Badass Company (?) and enable LLL again
removed both and it still stuck 😔
yeah im no longer stuck when i disabled LLL
double checking
(Late, but it should be LC_Office that's doing it)
Yes it is
Do interiors still desync ever?
I think they can, but I don’t know that it’s common. My friend group played not super long ago and once one of them had a different interior than the rest of us, but it was just the once.
interior desyncs have been basically completely fixed
i did get an interior desync yesterday, but all things considered probably my fault since I edited my LLL config to change the moons list on an interior, and my friend did not have said changes.
which is probably expected, but I remember Batby saying that it would load whatever dungeon that the host said, so I figured it would be fine
despite replacing the dropship with the new one, i still get errors from it when trying to get something without cruiserfix
is there anything else i have to do to fix the dropship?
I'm trying to create custom scrap, but for some reason when I test it out in the game, its stuck on the a seed that has been picked. I do not have LethalExpansion and I followed Xulians tutorial on scrap.
Would need a log
Alright
Also ran into this issue, no settings for size end up affecting interiors for me either
@zenith flax while you're preparing for some LLL update whenever that be, someone said the purchasing SFX is broken if u could look into that
Mhm?
Oh ok
Makes sense
Can you make a really barebones issue on git
just so I remember
where can i find the list of possible scrap to insert into the scrap spawn list? such as their code names since i know some items dont display the same name as they are actually registered as
Don’t quote me but I think the names in the pinned spreadsheet are the internal ones
i read that spreadsheet last night, those names definitely match with default values in the config
is there some kind of log that prints all modded scrap names in the game? or is there a way for me to find this on my own
i see
thank you!
now that i think about it an older version of LLL showed modded scrap in the default values for scrap
maybe i need to download and play with the scraps first and download LLL after? to reload its config
If you install the SellMyScrap mod you can use the view all scrap command in the terminal which will show you all the registered scrap.
The names shown should be the internal name
yeah sure
REALLY
thank you
i will try this
does LLL work for v56?
Whelp, Batby didn't release an update within 15 attoseconds of the game hitting v56 so I'm marking LLL as deprecated

twas a good run, time to fork
RIP LLL, you will live on in our hearts.
🫡 its been nice knowing you LLL boi
to actually answer your question, yes. some v56 functionality is missing from both LLL and custom moons though so that will require an update on both sides, or dedicated fix mods like CompanyCruiserFix
i still don't know how to properly set up vain shrouds on my moons
Alr thx
It automatically grows anywhere I think. (Same with Kidnapper Fox)
You can’t set where it grows though
i tested and the cruiser works with LLL installed
except for the large boulder that appeared to me and crashed my server, maybe it isnt working
i've heard that it automatically works, but there are other things to define which i would like to figure out. vanilla moons have a MoldAttractionPoint, unsure what it does, and in the level is two values. Mold Spread Iterations, Mold Start Position
bad timing will be a day or two
If any kind soul is super comfortable with transpilers and can knock them out super fast I’d love some help with the save and load functions
I gotta swap out the use of saving via id to planetname
Will do lethal toolbox update at the same time
I dunno if its been mentioned, but I was playing with Nikki, Wes and Generic the other day and we noticed that the plants the fox hide in seem to accumulate across all custom moons as tho they were one moon that you keep returning to, I think is how she said it. I'm not familiar with how its supposed to work
Yeah the plant saving stuff would all be fucked
i don’t know if you know but at runtime you can’t save any changes to scenes
so persistent changes in scenes in a single session requires custom data handling, let alone save file based
all of zeekersss stuff uses index based id’s for it all
Oh
which LLL can’t use because ID’s can’t be consistent fundamentally
It’s fine!
I have to do it for other save stuff
it’s just lc has those calls across like 6-8 different calls and there deep in the middle of a big function
So trandpilers are needed
And i hate transpilers 😭
Rip, I really have 0 experience with transpilers
Well man I hope you can figure it out. How you even made any of this I have no idea but am incredibly glad and thankful that you did.
I genuinely have no better to do tonight and I will love to do it
🥺
👉👈
On phone rn but in LLL I already swap out a similar thing (just in a postfix and not a transpiler) Just gonna swap out having the ID in the string with the SelectableLevel.name (not SelectableLevel.PlanetName)
For the vein stuff it saves and loads like 3 or 4 different lists that need to be switcheroo’d
So I have to fix some ID (postfix to transpilier) and add the vein stuff to code (also transplier)
Nah the postfix thing is just an example of how we already do it
just transpiling of the vein stuff is needed
Gotchu
Damn, I was late for transpiler/ILHook action 😔
it's not over till it's over
very inspirational
oh btw yeah, so if transpilers aren't fun, don't focus on wanting to do progress on a mod, instead move your focus into writing a transpiler and forget about everything else 🔥
I love writing ILHooks because there's so much to learn and it's fun to get better at it
but to not make it a chore, make writing the transpiler your goal
If its not fun, forget about everything else in the world and just do it.
Such inspirational words
it's not fun if it's a chore, kinda like if you have 10 difficult math questions you need to answer in an hour, it's not fun at all, but one math question and you can spend as much time as you want? That can be fun
I mean, u can't erase the fact that u still have to do it
You have to change how you think of the problem
Just because u manipulated the teacher into making ur assignment one question doesn't mean it's not homework
Hmmmmm
No no no, a teacher will probably not give you only one question, but probably on your free time you might come across a fun math question which is only fun because there is no pressure.
Problem is, I don't think batby has that kind of leisure rn lol
sure, but you still can try changing how you think about the issue
Dunno, maybe I'm too locked in to properly lie to myself about how the problem looks like
You don't have to lie to yourself. Like, this is basically just focusing on doing one thing at a time instead of everything
So don't have a lot of time on my hands, but with the update I figured I would mess with some stuff. I noticed that some of my scrap mods are not working on planets that I am using LLL to overwrite the settings. I am guessing this is why? If so, will leaving this blank allow all scrap to spawn at their default weights?
it should
it dosent
when i load into game
i get the hellish black screen thing
black screen
send logs
If you have LC Office
you need to remove it
That's the only mod right now that will cause a Black Screen that requires LLL, LLL itself is fine
Oooh good to know
and lethalk things
But CozyOffice does work if you want an office alternitive if you dont have it already
is also bugged
il see
btw
lethal things is also ded in v55
ye ik
i didnt know
disable it for now
yep
also cant send logs since i have em disabled
also
anyone knows why v55 decreases sooo much fps
like
before i had 100fps in ship
now i have 70
probably a mod, but if ur logs are disabled then cant really check lol
Could happen if something is erroring constantly probably
sorry to waste your time and to give you a false sense of dopamine, but i spent like 2 hours trying to even set up LLL (im stuck in getting NetworkScenePatcher to compile). I've got to sleep and I can't code tomorrow so I leave you with absolutely nothing except the knowledge that I tried
looking back at it, I should have just written a basic transpilier patch for your mod but oh well
oh, so I'm not necessarily late for writing an ILHook?
Do it
so what was the method that needs some transpiler action?
Dis
where exactly is the vein stuff? 😅
If you look at the original SaveValues function (I can't remember the class. LLL references that function a few times), it shows what's being saved
okay, thanks!
Hmm I don't have too much familiarity with making a moon but is there an entrance trigger audio preset or some equivalent?
There's a map that I encountered that has indoor weather and I'm trying to figure out what might be the issue causing it. The entrance trigger audio preset seemed to be the culprit for it back in the LE days but I'm unsure if that variable still exists for LLL.
Ah gotcha
doesnt solve your question but just to point you in the right direction




