#Lethal Level Loader [Custom Content Loading API]
1 messages Ā· Page 22 of 1
There are no logs that I can find, but for example, on Ooblterra/OneShot moons, if content configuration is enabled; their custom scrap, nor any custom entities added to the spawning roster spawn at all
As in they straight up disappear; only vanilla scrap and entities spawn
ah i see now
technically this is a problem with lethallib
kind of
an incompatability
Are there any solutions atm?
@tired solar any chance i could bug you about a tiny little lethallib change
sure
I'd probably have to look into it a little more to confirm but as of LLL 1.2.0 I have like dynamic item and enemy rarity that injects into every moon and such on route change
so I think I need the lethalllib function that applies it's info about scrap to levels to run after that thing runs
ohhhh
theres two issues here
maybe
ok i will have to get back to you
fuck
The end is near
oke
cant get lethal level loader into my project
tried getting the latest version
I also added lethalLib
error is still there
show plugins folder
wait 1 second I think i made a mistake
I didnt add lethal lib actually, but now that I did I got another error
and the old one is still there
you need the MHOOK folder
or you can disable validation of references or whatever it was for the dll
huh
Is it me or does it say V0.0.1
Check development general
Batby did an oopsie
I saw, I thought it was a downgrade for some reason lol
If you have time later could you explain how to do that? Thank you
Thank you
It is just yet another dependency that's needed for the mod. So, dependencies of dependencies in this case
oh alr
Yeah dw he's working on fixing it and uploading it with the proper version number lol
It happens
MMHook files should autogenerate when using HookGenPatcher or AutoHookGenPatcher
It's generated by (Auto)HookGenPatcher, in the BepInEx/plugins/MMHOOK folder
it'll create a MMHook directory under plugins
this c;
alr thx
im sorry I still cant find it š
Can you show your plugins folder?
plugins for tools or plugins in game folder?
also, you could probably just disable reference validation when selecting the LethalLib dll in unity and it'll be fine
it's for the game
I did that still getting the error
maybe you can't do that then? lol
oh nice, np
do I still need to do the mmkhook thing?
actually though, if you want to run BepInEx mods inside the unity project, then you'd need the MMHOOK_Assembly-CSharp.dll file there
oh is that why my dungeon doesent generate in the unity editor with LLL in the project?
oh, maybe
this is my game plugins folder
#1193461151636398080 message
I also sent it here
I dunno why this is, but I'll check
alr thx cuz its very annoying to have to remove LLL to generate the dungeon in unity, and re add back to generate the asset bundles
seems like an mistake in the null check, this should also be inside the null check but it isn't
nullable could have caught it hehe š
Well, it would have, if configured properly
so this isnt something I can fix on my end?
nope, you'll need to wait for it to be fixed
alr thx for the help
Wait huh, did I read this correct?
what has you concerned
I'm confused as to how the error would come from that LevelManager.LogDayHistory call directly
is it not on the line before?
since it's a static method in a class it's calling
uhh, I don't remember anymore what it really was even
Big Nullability coming in to shake down the little guy
trickle-down null references
on the topic of nullability, for such a seemingly uncertain value, there sure is brave dereferencing happening š¤
Yeah itās still in my head dw
That one in particular in general is a pain in the ass though i hate weather
I see, ye
fog size changing? š
mayhaps
i was truly ahead of my time
"Foostep", hehe. I'd recommend using a spell checker btw to avoid too many typos, though it doesn't really matter that much for non-public stuff (like in this instance). That's at least what I started doing a while ago
I am sure this is more to do with the moons than LLL, but is this something I should worry about?
Nah just story logs
@zenith flax was flying around on assurance i think
@zenith flax When the speed of time is changed on a Tier 3 moon, day 2 is skipped and immediately goes to day 1
tiers do not exist, please elaborate
It's weird
When the speed of time on a moon is changed to be below 1.0, day 2 is skipped and immediately goes to day 1
yeah that's a vanilla bug
Are there plans to patch it or is vanilla stuff untouched?
its been on the thinking list for awhile
Col
ill try to look at it sooner than later
Rad(mech)
hello its me TimeOfDay guy
thats probably some jank related to how time until deadline is actually calculated by the second
and then converted to days
its just that normally the numbers line up
not sure if this is an lll thing but im having some interior desyncs with grandarmory where we have the same interior typew but the generation is completely different for everyone, cayusing floatuing fire exits and stuff
The best I can recommend is making sure everyone has the same mod list, config settings, and their mods are all updated.
Odd. Then I donāt know
@zenith flax We couldn't land on Gorgonzola for a 2nd time
This is the section causing the error
it looks like there's an invalid material somewhere in the level
Excerpt from LethalLevelLoader/Loaders/LevelLoader.cs
@zenith flax this issue seems to happen whenever a custom interior tries to load
Just thought you should know
I'm trying to play a custom map, and when I want to buy something in the store I get this error and the items don't reach the planet.
I'm playing v56.
What could be the problem?
You need companycruiserfix on moons that didnt patch their stuff up to v56
Im guessing so
Kk
Yes, revert it to 1.3.1
I was having issue in multiplayer where some moons wouldn't load
The last version worked perfectly fine for me so ima just roll back
It's not an issue with moons
It's when a custom interior tries to load
Ah, some interiors did work tho for us
I guess it's weird
@sullen coral confirmed that because she repeatedly went to Gorgonzola without SCP Interior set on it and it was fine
But it broke for us
I see
Maybe older interiors
Are borky
Someone also mentioned that removing Scoopy fixed their stuck on seed issue
How different is 1.3.1 from 1.2.4? I donāt have errors in the code but players are getting bugs like no enemies spawning. Iām still setting ExtendedLevel.SelectableLevel.Enemies
SCP and Scoopy are older
We tried to land on Eve and it broke when we were trying to load a Oneshotinterior
Which
I really didn't like the OneShot Interiors tbh
But it was nice to try them
I like the retro minecraft vibe of em
Hmm h, Iāll have to do a pass through on all interiors with my mod again to see which are bugged
I'll admit they're confusing sometimes, but I do like the blue one with the mines, that one was nice
N Maybe the purple bookshelf one a bit
But I might have a bias opinion cuz I do love the original game lmao
Idk either ig
Anyways it's this that's preventing landing the ship with some interiors
Which not too sure why this check was even added
I kill you? Okk!!
Pffft
so it's just interior loading that's the issue with this version?
They just weren't our thing
Too easy to get lost in, the exit doors don't stand out really
change Setectable to Selectable
my inteior is loading fine
Yeah it seems like not all are affected by it
The interior we had trouble with in my log was the SCP Interior, interestingly enough the first time we landed it did load fine but apparently clients couldn't see scrap values when scanning scrap inside, then the error came from the 2nd time we tried to land and got stuck on random seed
Where as the OneShot Interior just never let us land even once
you're welcome :D
genuinely tho
i just be smuffering a little
bad assumption on my part that no material could be null and they all had names
is modifying ExtendedLevel.SelectableLevel.PlanetName safe or will it break stuff?
At least we were able to revert to 1.3.1 for today to fix the problem til you were able to update LLL lol
Usecase?
want to conditionally display like a tag in moon catalogue. % OFF or SALE or sth
oh uhh
dont do it that way
gimmie a min
@kindred herald ok I have honestly forgotten if anyone has actually used this (maybe mrov) but TerminalManager.onBeforePreviewInfoTextAdded is a event that will be called that gives you the level, an enum correlating to what is expected to be shown and returns a string that will be used
so eg. you can listen to that event and return (extendedLevel.SelectableLevel.PlanetName + " (" + percentOff.ToString() + "%)") or something similar
and it will use your value instead
when is it called tho
if that doesn't work the way you want come annoy me and also can postfix patch TerminalManager.GetExtendedLevelPreviewInfo
its called when you load the moons keyword and is run per moon
LLL does some absolutely insane stuff to the list of moons so it's all data driven
ok good. thanks
@kindred herald the two main functions for ref
https://github.com/IAmBatby/LethalLevelLoader/blob/f1b4cfd3d7ca95c9c4ae619c2c30393d53281e8b/LethalLevelLoader/Patches/TerminalManager.cs#L327
https://github.com/IAmBatby/LethalLevelLoader/blob/f1b4cfd3d7ca95c9c4ae619c2c30393d53281e8b/LethalLevelLoader/Patches/TerminalManager.cs#L351
oh i forgot you don't want the planet name in your return string
just the data next to it
https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
LethalLevelLoader v1.3.5
- Added safety checks to new FootstepSurface Material cache system.
- Added safety checks to new ExtendedLevel override fog size feature.
- Changed ContentRestoring of EnemyType's to use ScriptableObject name rather than enemyName
- Fixed issue where synced audio clip that plays when previewing enemy bestiary file was not playing for custom enemies
- Fixed issue where custom Enemy bestiary files did not have Info as a default keyword
nice
its before my coffee has hit so ngl i did not test those safety checks but
the logic should be logicing
logic logics :3
@unique geode that should fix the errors from earlier
@soft eagle This should make you happy ^^
oooh, awesome, gonna test it now 
Ping me whenever that time speed change day bug is fixed tee-hee
That might never get fixed, pretty sure it's a vanilla issue that can't be solved on LLL's side
It says selectable h
You mean for batby to fix it in LLL?
I just count the time passed and round it back to a full day at the end
Thatās what I did for my time stuff in CC and it fixed it, hasnāt noticed it break in a few months now
BUTTERY STANCAAAAAAAAAAAAAAAAAAAAAAAAAAAAKES
@strange rock
Donāt reply on my behalf š
huh
Oh I wasn't trying to lol, I've just known it's been an issue for so long I thought it was Vanilla
It is
My bad if it came off that way
Vanilla bugs can be fixed
sorry im out of the loop what am i supposed to be responding to
dont worry about it
lol, okay
Asking you to fix the mf uhh
So there's a bug where if the round time is increased, going into orbit will immediately send you to day 1 rather than day 2
And I was asking you to tackle it..,
oh
that makes sense
it's not exactly a bug
the time system is rather complex under the hood because earlier versions of the game would allow you to leave planets early to save time in the day
and every planet had their own day/night cycles
it was simplified a lot to the current "landing always takes 1 full day, and every planet is always available at 8 am"
system
but there's probably hangovers from that if you try to mess with the round timer
all of the vanilla moons use a consistent timescale and there's not a good way to "fix" this that wouldnt cause some sort of mod conflict with something expecting time to work like it does in vanilla
it is probably more in the scope of lethallevelloader to "fix" if it's creating issues with custom content, or a separate patch to be released and used at the user's discretion based on their needs
probably not gonna be a one-size-fits-all solution
i think it would be better suited to just being fixed in LLL, since the main reason it appears is either people changing the time multiplier in the LLL config, or custom planets changing the time multiplier themselves
yea
it is going to require taking some creative liberties to solve
and it's probably better that the content API itself account for it in a way that's "standardized"
than some backwater mod to be fixing it and creating inconsistent behavior for mods that aren't designed with it in mind
There are no more errors and logs get registered properly, but now they always have an empty name (although if you know the keyword noun they are readable from the terminal)
elaborate on empty name
Soooo TLDR is LLL going to have another update soon or are we gonna wait for the interiors to update to the new LLL?
Cuz if what lunxara was saying is correct the latter would leave a good few in the dust
Okay nvm I just scrolled higher
In the terminal they don't show up, but you can still read them if you know the keyword noun. Also when they're picked up instead of their full name the game shows "New log collected: "
am i dumb or has no one asked me about vanilla's water shader before
can i see one of your extendedstorylogs in editor?
https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
LethalLevelLoader v1.3.6
- Added content restoration support for basegame water shader
not sure if this is a LLL issue but uhh this happened and all enterances were locked
would need a log
is this a consistent problem
nope
You specifically? No, it was something with nomnom's patcher that we hoped he could get, but instead had to replace with another water shader
well its solved now
are the min/max dungeon size multipliers still broken on the latest LLL?
haven't seem to have gotten them working
is Min/Max scrap value still an unused value?
That's an unused thing from vanilla. It won't do anything till Zeekers makes it do something
is there a list of all the tags moons use somewhere?
no bc its arbitrary
a moon mod author can just add a tag to the moon for other stuff to hook onto
i believe (?) one of the newest features of CentralConfig is to show the most common tags? i dont know, i dont mess with tags because they leave too much in the unknown for me as far as what i would be touching
damn only place i didnt look, thanks
@tall kindle this related to your stuff in anyway
not blaming
trying to understand the interaction
what specific patch are ya doing
How early do your meteors spawn
they spawn like 5 seconds after level load
Will be fixed but tomorrow
Wait what is the issue in that gif
Slap a little LogNeuter onnit, itāll be aight šŖ
nothing, it's just what i was doing when the error happened, the error didnt do anything damaging from what i can see
but i assume the error just shouldnt happen to begin with lol
my code isnāt safe for materials that might be destroyed after i build my info
booo
aye i dun destroy anything 
these are the only player patches i do relating to footsteps and shit
the second one wasnt running cuz i wasnt on a hoverboard though
Which mod adds a hoverboard?
mine
always is
/j
i totally overlooked that somehow damn
lol
is it dangerous
i try and cache Collider, Renderer esque info on levelload-ish to help for performance
oh lol, i do something similar with player colliders
this was my solution to disabling any collisions with enemies when player is inside the ship and door is closed, which is also why i needed an event for opening and closing door
Wait why do you do that
have u seen my giant?
i havent figured out how to make it not path near ship using vanilla search routines
i tried figuring out how to bake something like a radius around the ship mask
but i never got that patch working
Oh just your enemies then?
yeah just the giant ofc
ah
i dont like touching other mods
Had me worried about teleporting in mimics

oh i figured out how to reproduce it
stepping on this moving collider causes the logs to get spammed and the player to be unable to move
u have to step on it from the top
Of course! lmk if there's anything more you need for troubleshooting this
Oh.
Ok thatās my bad
do you need to add a triggerinteraction ignore? 
Iām not considering materials in samplescenerelay
oh, i would've never guessed lol, since that is a collider i added to an enemy
oh i just got it
since enemies spawn in samplescene
is there any way to check what ai nodes are what number, for mold starting position?
also is there any way to force mold to spawn for testing?
Is there a way to stop LLL from loading a lethalbundle?
I just have my stuff setup so that it's split into a bunch of bundles that aren't loaded depending on configs so they don't take up space and ram
Just rename bundle and load it yourself
Figured it would be smthn like that, just gotta figure out what I have to run the bundle through lol
Have them in different bundles?
If you're asking what I mean, I have like an assetbundle for each feature I add into my mod, I.e. each weapon, enemy, etc, incase people wanna turn it off since it's bloated.
I wasn't sure if u had a way to manually load my stuff using your functions
Is this error know already?
[Error : Unity Log] ArgumentNullException: Value cannot be null.
Parameter name: key
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_0008)
System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
LethalLevelLoader.LevelLoader.TryGetFootstepSurface (UnityEngine.Collider collider, FootstepSurface& footstepSurface) (at ./Loaders/LevelLoader.cs:193)
LethalLevelLoader.Patches.PlayerControllerBGetCurrentMaterialStandingOn_Postfix (GameNetcodeStuff.PlayerControllerB __instance) (at ./General/Patches.cs:736)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::GetCurrentMaterialStandingOn>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::PlayFootstepSound>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::PlayFootstepLocal>(GameNetcodeStuff.PlayerControllerB)
PlayerAnimationEvents.PlayFootstepLocal () (at <0b5b829887344817a21214132ea92eef>:IL_0000)
yes
Does anyone know why when we go to some moons we just get stuck infinite loading
I think itās lethal level loader because this has only happened recently
And it just updated
It was working before
This has been reported by a few people but I donāt think itās an issue with LLL but rather a mod that now has a compatibility issue with the new update
It doesnāt happen for me
We were able to go to like 3 moons and then randomly it would get stuck when we were landing
It was working fine before
Some moons? So itās not consistent every time? If not, is it the same moons that always have the issue?
I think itās all moons
hmm
I landed at Penumbra from RosiesMoons like 30 times last night when I was testing another mod
never got stuck
It was working in previous versions of the modpack but we updated all and one of the updates was lethal level loader
Do you use any custom interiors
MoreInteriors mod?
If its happening on any/all moons, one of those interiors could be the culprit
No
With the bunker
It was fine 4 updates ago and I never added any new interiors
I just updated all
I mean
I added lethal elements
Which adds a new weather
But I donāt know if thatās it
Yes but old interiors that have not updated could be falling behind. That doesnāt mean LLL is primarily at fault for this.
if we go 4 updates ago then check what needs to be updated we might be able to figure it out
Lethal elements worked fine for me last night
Itās like 40 updates
Wew
I can try to get the error code
Did lethal level loader have an update that other interiors need to update for?
Recently
not exactly but the game updates occasionally, mods gotta keep up with that
Yeah all the mods were working a couple days ago
But we updated all and added 2 mods, and now itās breaking
?
its a modpack on ts
Export profile as file
It needs advance company to work
O
The installation is on the page
so unnecessary
No it actually helps fix a ton of things replace a ton of other mods and helps configure everything
If we did not have it, 50 more mods would have to be added on
Anyway Iām not here to talk about AC
I realized I had to most fun when I had the least issues, and the fix to for that was just to use less mods
Yeah the thing is it was working perfectly fine 4 days ago
And we were having fun still
?
What about the fiend
I can remove it
He uses the deprecated Killplayer function
Is that the thing breaking it though?
Iām just sayin the modpack has outdated mods it could be a lot of things
No it does not
it prob does
I updated all 2 times yesterday
Personally if I wanted to keep using that modpack Iād just roll back to when it was working and hang onto it until v56 gets taken off steam lol
the fiend prob hasnt had an update
it hasnāt
I can try to get the logs
No because as the owner of the modpack I have to publish updates for it
v60 comes out in like a week its fine
O
I donāt even know man thereās too many variables. But batby aināt gonna help if youāre using AC
i think
He wont
Now I wanna know if everyone else having this issue is using that modpack or AC
Itās not ac
how do you know?
did u turn it off and play test?
Reason I ditched it
Because there has not been any new updates since v56
Politely, with that many mods, maybe the best move is to not hit update all so you donāt have to trouble shoot 40+ updates that you have to remember by memory. Just go a few at a time.
having 200 mods plus AC isnt the best idea
he made a mod where the modpack wont work if there is no ac
Very much can be an lll ac conflict
I used to have the infinite load issue, forget what the issue was but I know for me the mod justlandalready fixed it.
When was this?
Yeah but I donāt think itās ac though
Did you test without ac
Roll back n update 3-5 mods at a time š«”
This was a long time ago, it was related to having more than 4 players and not LLL I believe.
Oh okay
I know thatās what I said before
It could be hd lethal
hd leath
hd lethal bleh
the modpack has HDLethalCompany?
I dont know
and write down what you update
I do have HDlethal as well, but I was trying to help but suggesting Justlandalready might fix his issue if its a similar situation. That infinite load gets annoying, but have not had it happen since installing that.
yea but the problem is, is that there is usally a reason for infinite loading, and if you just forcefully land that will cause issues
True that might relate to the desync we can get at times lol
No
Logo or splash screen
The Thunderstore icon
ai
@zenith flax i'm pretty sure the water thing update for LLL completely messed up the custom water on my moon
broke custom water on solace from starlancer's moons too
ok nice. that works. I like the possibilities.
it replaces the entire preview string tho (excluding the planetname) so I rebuild that on my side.
are you aware the grouping count in your config is not applying in sort = none? edit: well it kind applies ig but some moons are still grouped with it set to 1 and no sort
@spiral siren @zenith flax on a scale of 1 to 10, is it a bad idea to set the dungeon root (where I assume the dungeon spawns) someplace really high up instead of below the moon?
I know at one point some custom interiors had the issue of teleporting you back into the ship if you went too high, but I believe that was because of the placement of the Moon's OutOfBoundsTrigger. Theoretically if you had fog or another obstacle blocking the way, and made sure it didn't intersect any gameplay triggers, it wouldn't have any major issues, but I'm curious on developer feedback for this
that might be so cursed it's worth trying lmao
Yeah lol
Oh yeah... Weather is a thing that might be affected lmao
I moreso mean when you're outside
Will rain collide with the dungeon?
Will it see that there's a roof above the player and prevent the rain? Or lightning?
No?
Lightning and rain doesn't come from the ceiling of the workd
World
It comes from like 100m up in the air or smthn
if that means the interior is visible from outside, then that won't work with CullFactory as it stands currently, and it will likely break some conditions that vanilla uses to determine whether a location is inside or outside
Batby had intended to make LLL enforce that assumption before, but currently you can do that and potentially break things
for CullFactory's case, you'll only see network-synced objects floating where they would be within the interior if it is spawned somewhere visible, as you would see if you used a free cam to view the interior from outside of it with portal occlusion culling enabled
The idea was def to put it out of sight
then CullFactory probably would be fine? not sure though
it checks whether something is in the interior using a bounds check, rather than a y position check
however, the vanilla map's night vision light that appears when viewing someone in the interior won't be visible if your interior is above -80
Ah, that sucks
if you search the decompilation for a constant -80f, you'll probably find a fair number of cases
although I think that there may be other places that use a different constant, so that's fun
I think Batby may have been the one to mention those
looks like ILSpy's constant search isn't very reliable for this though
Rip
We'll see what happens lol
20k meters up, left, right, down, as long as its out of sight 
is there a good reason why you're trying to do it that way?
to have the sky visible?
Well, there isn't much ground or surroundings on one of the moon's me and a friend are planning
ah, so the concern is that the interior may be visible from the surface off a cliff or something like that?
Couldn't you just hide the interior behind something? Like a black 2d plane or something?
Yep
Ehh might not be enough
How so? If you made the interior low enough you should be able to hide it just fine. Just color match whatever the bottom of your cliff or whatever looks like (I said black because I thought of darkness at the bottom)
The game has a limit to how far down I can put the interior no?
You should have more than enough space to play with, unless the moon itself is extremely vertical (but in that case I'd just go higher rather than lower with the outside)
I know there's some give to where it can be placed
@weary apex How much can you raise or lower the interior on a moon?
That'd be nice to know yea
I mean just look at Maritopia, that moon is basically all "cliffs" and you land pretty high up it seems. The interior is completely hidden there
One thing I do know, is that there's a kill box somewhere under the moon (thanks Zeekers) but you might be able to move it
I don't think so
Just don't place it so low that it intersects with the Backrooms mod lol
Oh, I thought there was a limit where the player would tp back up
hmm, I suppose that's true
Zeeker's changed it to a killbox to prevent cheese
That's what I'm thinking
if you have the rip you should be able to see it if you load into a level
If so, then its part of samplescene
hmm
I mean, the test room I think has its own scene, but I'm not sure
I don't know jack and shit about the testroomš¤·āāļø
I'm about to check lol
UnityExplorer would give you the answer to that pretty quick
Mhm
it should show in the list of scenes
Test room is part of samplescene
uh oh
okay that's good
Now hear me out.... glass interior? @spiral siren
like Hadal?
The goal is to see the actual sky box on the moon (assuming it's one of my moons that I'd give a skybox)
but you'll have issues if the interior resides in the same space as the exterior
the most visible issues will be with CullFactory, but the same vanilla stuff applies regardless of whether the interior is glass
Heh would work fine then, just gotta keep dragging it sown
Down
Btw is there anything I should keep in mind while making an interior with cullfactory in kind?
Mind*
CullFactory will also cause the lights of the exterior to be invisible when inside
That's probably fine
if you free cam with any old interior you can see what it does to one space when you're in the other
I recognise sticking tiles could have a problem if u try to look up and see another tile... my friend suggested culling everything on top of a glass pane except the skybox, is that a doable thing lmao?
Icic
anything that's visible in the exterior is not guaranteed to be visible while inside the interior though, since everything in CullFactory currently assumes that each area is distinct
do you mean stacking? and I'm not sure what you mean by culling everything on top of a glass pane
Yeah I meant stacking whoops, like them being on top of eachother due to going up and down, I'm not too sure either I'm currently exploring options with the other person, stuff like a render texture applied on the glass that has a camera pointed towards the sky far off or smthn 
oh wait, you mean to simulate visibility of the exterior?
render texture would work, but I wouldn't really recommend it for performance reasons
To simulate looking out into the skybox from the interior through the glass roof of the interior.
Also is the problem with render textures is having multiple of render textures or multiple cameras?
I imagine I could do 1 camera but the same render texture ish
rendering the scene multiple times comes at a very big cost
Gotcha
also when you're making a render texture, you'll have to deal with perspective matrices to make it give the proper viewing angle
my thought is that the best option would be to put your interior somewhere far to the side of the exterior
I don't think there's anything that depends on the x/z position of the interior, but I may be wrong
Its still a teleport if your client fails to die, btw
Got another one:
What level etc?
Whatās this from
Async logger mangles the log files, I'm sure modders appreciate that somebody is actually trying to help debug but it would be way more helpful if you didn't use that plugin while submitting logs
I have it disabled as host and enabled on clients
LevelLoader.BakeSceneColliderMaterialData(RoundManager.dungeonGenerator.gameObject.scene) it says that this line caused the null ref
It does remove a ton of junk too

I'm the client though š
And you donāt have asyncloggers enabled?
Btw... This error was thrown at the company building
AsyncLoggers.Wrappers.Job:Execute() means async loggers is asyncing and therefor all logs are out of order and have their exceptions handled by it instead :<
Oh wait isnāt this a known issue with the mod that adds shit under the floor of the company ?
Under the floor?
What mod?
Yeah that trap door hidden ish area
There's a mod adding stuff down there? O_O
Iām spitballing from vague memory rn
Just like a couple objects and a log
That would be vanilla then š
So if I have it disabled as host and enabled on clients it will still affect my logs?
I donāt understand how possible
Oh, for you, I dunno
Another log *
I got asyncloggers off and debug level log enabled letting my pc suffer
@zenith flax Was getting these errors at The Company building
We sold scrap, bought items, the dropship landed and never took off
Yeee... I think Batby broke the company building again 
brehhhhh
Should we use an older version then?
@rapid nymph Just to confirm this wouldn't be caused by Loadstone right?
I will test ina bit if you canāt
I need a break for the rest of the day
Fair, I need to have my ducks in a row for tonight
Will likely revert to my backup from 7/24
We also got this a lot
Heās cooking up a fix for that one
first time, eh?
PLEASE NOOO šššš
Better not break the weather on your way out š
I don't believe so
the code that's erroring was added 2 days ago with 1.3.3
Was just confirming cus TestAccount said it doesn't happen in solo
It's only erroring in Multi
Hopefully Batby can fix it
Company breaking isn't fun
UwU
an object being checked has no collider
Apparently whatever it is that you're standing on
I'm still not too sure why the FootstepEvent stuff got added
ok yeah no that code isn't gonna be Loadstone related
LLL is checking for a dungeon generator
but the company doesn't have one
sooo that happens
which also means that the level never finishes loading properly
It's to help map creators set up and add new footstep surfaces I think
the implementation that the game currently uses is really hard to modify at runtime, so having an API for it makes sense, and what better place to have it than the API that all moon and dungeon creators already use anyways?
and by really hard to modify
I mean like
parts of the code are embedded in the Unity engine itself
you'd have to overwrite game files to make it work, and that'd be after we spent who knows how long decompiling it, identifying the piece of code to modify, and making a working version of it
it's just a lot quicker to make an API ourselves in C#
did you end up rolling back your LLL version?
1.3.2 should work from what I've seen but I dunno
There is no 1.3.2 lol
It went from 1.3.1 to 1.3.3
Oh weird
The git mentions a 1.3.2
so did 1.3.6 not fix the issue?
1.3.3 broke a lot it seems
1.3.6 fixed the issues with 1.3.4 but now The Company breaks
Which tbf
The Company breaking could have been a 1.3.4 issue that my group missed
Due to the other issues
I think it was
I do too
So any work around then to it?
I think we just missed it cus we couldn't land
No
Downgrade LLL to 1.3.1
That is your only fix.
Til Batby wakes up later to fix it
or maybe 1.2.4 ?
Nah, I wouldn't recommend 1.2.4 anymore
what the hell?! He's sleeping on the company's time? The Company needs its scrap! lol jk
It's not properly updated for V56+ support
1.3.0 and 1.3.1 are, 1.3.3 added that new check that's been wreaking havoc
Which tbf isn't Batby's fault, it was probably added for a reason
do you know if 1.3.1 has issues with Tomb?
It's just breaking stuff rn
Idk I don't use Tomb.
I stopped using it after it descyned the whole game
Why not?
but it's still working fine
So? It's still not recommended to stay on it anymore
Moons and stuff have been updating for the newer builds
I didn't saw any moons directly using 1.3.0+ ?
There's a couple that have updated since, so you may run into some problems that aren't noticeable on the surface
Interior mods have too
If you use Unreal Interiors and UT99 for example
they specifically ask you use 1.3.1 or newer
Ah yes for oneShot interiors
OneShot's too yeah
But honestly there is a majority that is still on 1.2.4
Not really
It's just a lot of people are taking a break rn waiting on V60
Cus V60 is right around the corner
Is there any game breaking bug on 1.2.4 when playing v56?
Yeah i can understand that
Nah, I was using 1.2.4 until LLL updated, but I'd recommend 1.3.1 at the minimum now
Yeah
Apparently v60 is already ready, but he's delaying it to add more features now
I never saw him say that
On twitter
He just said he was gonna let things chug along for another week
That doesn't really say he's adding more features
lol
I took that as he's waiting for another week to drop it
XD
he might still add new things
Ah, that was probably posted later
Well ig we'll see
I rather not assume anything
mok thanks
He didn't say anything else other than the tweet you've already seen
Hello
Yeah so it doesn't confirm he's adding anything else new then
I took it as he was just waiting
Same
Fair
He didn't specify
Yeah from what I was told is that on his Patreon he revealed he was doing mechanic changes for 3 of the existing enemies outside of the stuff he confirmed in the V55 changelog on Steam
So that, Vanilla Interior Tile Variety, and new scraps
I wonder what he changed
m
I haven't kept up to date on any of the update stuff lol
Well I'd imagine the Barber for one
He needed a ton of fixes
Hope they're smaller changes rather than big ones, most of the existing roster already feels pretty good imo
Dunno about the others
Yeah I would guess it's more so the buggy enemies
Fox and Barber would be the ones I'd change
Mhm
what broke with the company building, and what version must be rolled back to to fix it?
Well in TestAccount's case
he kept dcing when we went there
We finally landed there once without him as a test
Managed to sell scrap
But when we ordered stuff
the dropship landed, we opened it the open prompt never went away
and the dropship wouldn't leave
i see
This is the error we had
It was trying to generate a dungeon
what version must be rolled back to?
1.3.1
have you tested it on 1.3.2-1.3.4?
There's no 1.3.2
but 1.3.3+ would all have the issue
@young acorn whats the name of the shader you use
https://assetstore.unity.com/packages/2d/textures-materials/water/simple-water-shader-hdrp-207454
i believe it might be the same one zeekerss uses? i found matching or atleast very similar textures in the files
My question was more literal
ah, what name am i looking for?
The shader used, will be at the top of the material
Shader Graphs/WaterShaderHDRP
That is indeed identical to the name and/or shader Zeekerss uses
I can revert if necessary but is it possible I could kindly request a rename on yaālls end?
unsure what i should do to correctly rename it
Literally anything
I replace by comparing the name of the shader to the one used ingame
Hey Batby is awake! When is the company gonna be fixed lol
LMFAO
A name replacement this late into the process might be more reasonable on ur end tbh lol
Might be one of those things that u make sure are 100% opt in with a bit of a specific name too
Like VanillaWaterShaderHDRP or whatever it is
i might let the problem simmer for a day or two and see how many people it affects
if its easier for devs to swap then its that
if not its me
im fine with either
The man himself š
Different
No clue taylor
damn
Lol
still gotta have my morning coffee
Make it a triple shot
And then checking ur pings, I asked a lot of weird dungeon root questions
yeee dw
the short answer is don't but ill wait before i can give you a proper solution

But for anyone wondering I have a pretty fat modpack and I updated every single mod in my pack and kept LLL at 1.3.1 and itās working(tm) perfectly fine
In case anyone was hesitant to update mods that depend on LLL
How fat? bet mines fatter
the secret 1.3.2 solves all the problemsss
I donāt know how it all works behind the scenes, but is it possible to see if it has a certain material and go from there? Like, Vowās water seems to be a material called VowWater. Is it possible to do whatever youāre trying to do only on objects with that material? Because I imagine if someone wants the vanilla water theyād just copy from a scene with it so that material should be present while custom ones will be something else.
its def a possible solution but it feels a lot more cleaner comparing shader name to material
i hear you tho
eh like 165 but I was mostly worried about moons and interiors that updated but everything seems to be in working order.
I just get a weird LLL error about Polarus ExtendedMod not being able to be registered twice when I launch but I landed there fine
Might be a BepInEx_Faster_Load_AssetBundles_Patcher quirk if the bundle is old? Idrk how that works once the moons update
damn lol got me hella beat.
I also have the beta BepInEx_Faster_Load_AssetBundles_Patcher
I get some errors too, but nothing bad either on mine. The most annoying bug i run into is the ship leaving message not going away or the occasion players not seeing each other.
Hmm I actually havenāt seen anybody report either of those in the last few days š¤£
Do you have to relaunch the game completely or can everyone just quit back to main menu and rejoin?
they can quit and rejoin and it fixes.
Thatās not too bad
yeah. gets annoying some times when multiple people are having it. I usually just have the invisible player leave and rejoin.
the ship one is weird though I have to actually remake the lobby to get rid of it.
next time you play you should disable AsyncLoggers and upload the log to #help-and-troubleshooting right after they both happen cause Iām pretty sure I had the invisible player thing but I canāt remember what fixed it
It's a mod
Oh I don't have that one.
@calm eagle thoughts on this?>
but it does tho š¦
my only thought is
maybe async dungeon is messing with it?
ill change it anyway
i like to get scene via reference like that on the off chance any future standard modding setups load additional scenes for some reason
[18:59:51.9093751] [Error : Unity Log] ArgumentNullException: Value cannot be null.
Parameter name: key
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_00008)
System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <787acc3c9a4c471ba7d971300105af24>:IL_00000)
LethalLevelLoader.LevelLoader.TryGetFootstepSurface (UnityEngine.Collider collider, FootstepSurface& footstepSurface) (at ./Loaders/LevelLoader.cs:193)
dont get this
Hm?
I got the error code
I don't understand what it's complaining about
@hollow rivet no thanks !
?
I don't want to talk to you
ok?
I got it before when I walked above the isTrigger box collider of my enemy (spawned like usual in the samplescene)
i am being chill
I can trt turning off the IsTrigger and seeing if that changes anything?
less about gameplay and more about c#
Ah gotcha
I think I am getting the same error
Yeah I'm barely into dicts myself, but it sounds like the entry for that box collider isn't getting made 
Hey so
to be clear im asking you to stop talking in here
please
oh
what for
I was boutta say I got the same thing
which is great, we already have more than enough interiors, but no mods imrpove on the vanilla facility
do you not want anyone to talk in here? or just jori
Yeah it's kinda hard to modify vanilla tiles iirc
want me to send the logs orrr no?
sure
it's not toooo bad
ye
I remember seeing a mod that did it, but idk if it was real or not
it never gained any traction, so assumed it was fake
it's hard enough
While I won't explicitly deny this being my fault, How many mods are you using?
Dunno, I saw a couple but never tested em
The vibe of this report seems like maybe another issue
201 you might be right but im not seein any other pointers
200 mods plus ac is asking for issues
Oh do you have advanced company?
hes playing with the jori guy
I see it at the crew thingy
so please dont take any personal offense to what im saying but
that mod is garbage and the developer is one of the biggest bigots i've personally communicated with
I cannot reasonably troubleshoot errors used when using said mod
oh yea u right but I like the items and networking ):
forsure, I don't dislike you for using it or anything but it's just not viable for me
gotcha
there's a reason he is extremely banned from the thunderstore
AC didn't throw an error tho ): also yea I heard why
š„
AC didn't throw an error but it can do things to cause an error, plus due to how it aggressively fucks with other mods codes it's just too difficult to look at
lowkey, that emoji looks like a butt
Did yāall already revert to LLL 1.3.1?
kinda like the creator
don't mind me askin but can ya give me an example?
see if I can try and fix it?
it won't be something you can fix
also I tried it earlier without AC and got the same problem
It would be 1 thing if it was like 40 mods + AC but 200 mods + AC leaves soooo many possibilities
.
def, at this point, its better to reset the pack without AC, I remember that one guy said you need like 40 mods to replace all of AC's features which isnt true, and I also highly doubt that you guys are using all of its features
if you need to edit moons, just use central configs or Lethal Quantities
I mean ur right
regardless, probably better channels for that
I will say there are cool features in AC with no viable replacement rn , I never used it but I checked it out
DID YALL REVERT TO 1.3.1??
bruh
wait why
?
Thank you š
If you don't wanna talk to him then its for the best
There's very little people that applies to
Batby and I butt heads sometimes but he likes me. I think. 
poor jori
Nah.
exile the sympathizers
Question: What did jori do to you batby? It's either really funny or really stupid
he likes potatoepet
Defended explicit bigotry and targetted harassment
I don't really have time for people to see the bright side in people who hate trans people and deny that Palestine is a valid country
among many, many other things
its literally like everything you can imagine bigotry defines theres examples of it
damnnn
it's shockingly blatent
there a way to ban jori from the thread
anyway LLL 1.3.7 is out
legit just said that hes back
ooo whats the changelog :3
less errors ideally
based
company isn't complaining on my side so
I love changeschlongs!111!!!
ĀÆ_(ć)_/ĀÆ
Will wait for 1.3.9
Do your worst everyone šš
Yes
Well I mean
Itās whatās working for me
But he literally just dropped 1.3.7
Should try that
how long does thunderstore take to push the update to the app?
i refreshed my modlist but its not there
he's been removed from the thread already, just drop it lol
ye but thats not permanent lol
he immediently re-joined
ill just tell him to shooo if it happens again
ok I lost a whole lot of respect for him
It definitely takes time. Iāve never calculated averages but definitely can be a good couple minutes at least
also should I be updated Lethal Level loader in unity everytime there is an update?
I think im on 1.3.3
as of now
lately it's been taking over an hour sometimes
yeah I hadnt HATED him before but that was what broke it
it'd probably be a good idea to
Being a mod developer and going defcon 5 against trans people is like lighting a match in a bathtub of gasoline š
Question about this mod, i remember in the past that lethallevelloader(or a depdency it used) was causing a ton of various problems with mods, in particular i was suffering with it causing mobs to never spawn on any maps
i see that this mod has updated a bunch and a ton of mods have migrated to it, is it fixed now?
that hasn't been a problem in months
yeah it had been months since ive played, so thats like definitely fixed now?
on a related topic, any like known conflicts anymore? im not running skinwalkers(using mirage instead) or lethalexpansion or anything
try sending your code
modpack code
i dont have any issues at the moment so i dont need debugging, i just am very hesitant at the moment because i used to have tons of issues months ago
I suppose
Havenāt seen much feedback on BuyableShotguns and shells but it was causing issues. havenāt seen a lot of feedback on menstalker either. LC_API and TerminalApi seem to be giving ppl issues. But yeah if you have issues then #help-and-troubleshooting with your log and mod list
regardless here is my code
0190f1cb-2252-8b4b-656f-1446ea7edb27
alright well i dont have a lot of mods installed so ill bite the bullet and download map mods again
just make sure to get company cruiser fix
while im here, what custom moon mods do you guys really like?
https://discord.com/channels/1168655651455639582/1265387648210571397
Additional networking makes u incompatible with vanilla lobbies and players fyi
there are a lot of moons
now
compared to before
thats fine with me because ive got mirage anyway
ill give your modpack a try
(plus mine)
I remember Autumnis mentioning that it was the same shader yea lol
Should be able to just rename them, but (and I'm not up-to-date on the specific use case here) would it be possible to just check if it already exists, and if so ignore it for that moon?
not sure what you mean by already exists
the issue is that i want it to already exist
since now devs can have a shader of that name and it become the basegame one
Ahh okay, which would overwrite our custom ones then?
I'd be fine with just renaming mine
i can change it to checking material name but i do think ideally shader name is a nicer check
@zenith flax does 1.3.7 also fix The Company issue? š„ŗ


