#Lethal Level Loader [Custom Content Loading API]

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steady ingot
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For vanilla yes

unique geode
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@zenith flax What was changed? ;o

steady ingot
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Oh LLL update? 👀

zenith flax
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gave mineshaft its name

unique geode
quiet stream
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Do y'all have any idea if LLL's interior "Restrict Dungeon Size Scaler" setting even works? I have GA clamped down to a max interior size of 1 with the 0 setting that prevents it from going over that but when I played Titan GA the interior was reaaaaaaaally big

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This was before v60, I haven't played in about a week

young acorn
quiet stream
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:(

normal peak
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If i turn the configs on for the moons so i can edit which creatures can spawn on which moons, will it also override any scrap spawns from other scrap mods because of the scrap spawn list?

crisp galleon
normal peak
spiral siren
quiet stream
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wait so the config values are not what it says in the config?

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or do I just have a bad case of the skill issues?

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iirc it says that 0 will make it so the interior size won't exceed the max no matter what

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is that not the case?

spiral siren
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it's incorrect, 1 will make it so that the size won't exceed the clamping values

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that is my interpretation anyway, feel free to check the links above

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the examples listed in the config option's description seem to me to be using inverted values

sullen coral
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@zenith flax Assuming it's not something easily doable with vanilla scripts (which I don't think it is but I could be wrong), would you potentially be able to add an option for ExtendedDungeonFlow to have an increased spawn chance of a specific enemy, similar to ||the new vanilla interior increasing the spawnrates of Maneaters||? I think it'd be a great feature for Toy Store, one interior I'm developing at the moment, and a few others

rich aurora
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It'd thematically make sense for ToyStore to have natively increased chances for Nutcrackers and Masked given the aesthetics of the map

tall kindle
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The way things work rn I believe devs choose things things, like if I made nutcracker's I could choose to make them more prevalent in certain interiors and moons rather than those interiors and moons controlling where my enemy goes, which makes more sense

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Two problems, masked is vanilla, and the dungeon level matching stuff just doesn't work

steady trellis
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@zenith flax Taking a stab at getting custom scraps / enemies to work with the configuration file and I stumbled on a bug that I think is responsible for why it isn't working with LLL currently.

Internally, you have a function that converts strings to an associated XWithRarity class, but reference PatchedContent.Items (For items). I couldn't figure out for a while why the list wasn't updating in my code block, come to find out that PatchedContent.Items (https://github.com/IAmBatby/LethalLevelLoader/blob/main/LethalLevelLoader/Tools/ConfigHelper.cs#L122) is an empty list instance. Is this supposed to be pointing to a different class instance, or do you have a list of all of the items stored in a different list?

GitHub

A Lethal Company API to allow for custom Level & Dungeon integration. - IAmBatby/LethalLevelLoader

zenith flax
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but-

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because of how LC is setup and how i don't want to completely rewrite how certain aspects of the game function it makes it really difficult for me to find the right way to support that

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its far from a no but a reason why it hasn't been done yet

steady trellis
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@zenith flax Got it 🙂

Here's two of Wesley's scraps on Experimentation using the configuration file alone.

zenith flax
sullen coral
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Yeah that's understandable. Because the ||Maneater|| has a basic function for this now, I imagine it might be a bit easier, and it wouldn't override the moon's stuff, just increase the moon's weights. You effectively just apply that script (presumably via transpiler) to the enemy when the interior loads which shouldn't affect the enemy or the interior itself at all

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But I don't blame you for not wanting to mess with that right now. It'd be cool to see but if not I understand

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Could always ask Jacob for it as a JLL feature personally as well

zenith flax
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wtf is JLL

zenith flax
sullen coral
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Jacob's Lethal Libraries

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Adds some extra functions that I use for my moons, mainly weather replacement stuff

zenith flax
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got scared someone was doing a weird fork lmaoo

sullen coral
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Nah lmao

zenith flax
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big fan of zeekerss but man

gaunt hinge
sullen coral
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Yeah that makes sense LMAO

zenith flax
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i have a big post here talking about some of it #dev-interiors message

sullen coral
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Just would be a nice feature to have if it's something you can do wolfVibe If not I'll see if it's something JLL would be willing to touch

zenith flax
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if your code pilled it's pretty easy

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in theory

sullen coral
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Personally I don't want to make interiors decide enemy spawns entirely as I like that it's handled by the moon, even for interior enemies since some enemies make sense to be there from a lore perspective

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But having the interior affect it in interesting ways is always neat

zenith flax
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If i worked on the actual game I would pitch moving the enemy and scrap selection to the interior but keep balancing stats like power level, max value, scrap count etc. to the moon

steady trellis
sullen coral
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Yeah that's not how I'd prefer it personally but I do get it

zenith flax
gaunt hinge
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Take Etern for example
Moon based on nutcrackers
I want nutcrackers there to be the main threat, not some random enemies decided by whatever random interior decides to be there
The spawns add to the personality of the moon
Does that make sense?

zenith flax
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that's fair, it's kind of a tough problem

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i'd kinda argue the solution to that problem is controlling what themed interior could spawn but i get in reality its not that viable

sullen coral
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Look Toy Store on Etern 100% of the time gets boring KEK

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Then again Etern's balancing needs to be fixed anyways :)

gaunt hinge
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Well yes, but that means if I'd want a spider based moon, I'd have to make an entire spider themed interior so spiders are the main threat there
Plus whatever interior supports the enemies I'd want for that moon might not at all fit the exterior

sullen coral
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Plus then you end up with problems of, for example, let's say you put Toy Store on Experimentation, now you have a ton of Nutcrackers on a moon that has a basically zero Nutcracker chance

jolly cargo
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with my cc code i could have the option to *= the rate (the code already resets everything back to the moons standard tables as is)

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not sure when it should happen tho since I have lots of math

sullen coral
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Hi Lass MewHeart That's good to hear, although I'm a little concerned about adding more dependencies which is why I'm suggesting it for LLL. But knowing the feature is somewhere would still be nice

jolly cargo
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more dependencies?

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I only use LLL, LL, and csync

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I don't need anything else

zenith flax
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nikki wants this as a developer, not a user.

jolly cargo
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oh I see, they want to put that on their enemies then?

sullen coral
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No, I'm more talking about on vanilla enemies. For example, more Nutcrackers in Toy Store

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Similar to the ||Maneater on Mineshaft||

jolly cargo
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yes thats what I was adding it because of

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Its just a difficulty of too many config settings to me

steady ingot
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Oh btw Batby idk if yknow but turns out if you just have LLL with its dependancies it will break the game - so the hard dependancy on LL is still a thing 🤔 sry for the sidetracking just thought id mention it

tall kindle
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She wants this:
Wesley, as the developer of toystore, boosts specific enemy spawns on his own interior

jolly cargo
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the peeps who use my pack usually have spreadsheets for it all tho

sullen coral
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Or me, developing my upcoming ||Barber Shop interior, increase the spawnrate of Barbers||

jolly cargo
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yeah

tall kindle
sullen coral
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And Wesley also said it would be neat so he'd be interested in the feature were it added was the point of discussion ^^;

jolly cargo
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you could do it too but the more mods that do it the more finicky the series of it all gets

tall kindle
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Who is you in this scenario

jolly cargo
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nikki

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wesltlecould do it too

sullen coral
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Wesley's name casually breaking down

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Westofloathing my guy

steady ingot
# zenith flax huh

Yeah just a player asked why their game has the black screen so i mentioned maybe add back LL - that fixed it for them

zenith flax
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odd

gaunt hinge
sullen coral
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lmao

jolly cargo
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:3

sullen coral
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See Lass had it right the whole time KEK

jolly cargo
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the big bad thing I would be concerned with if a dev makes an enemy have a later applied mutliplier that isn't controllable since it will offset spawn tables

sullen coral
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I mean technically ||vanilla Mineshaft|| already has that? I don't think we can configure that multiplier

jolly cargo
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Like I'm not a nerd myself but like some people can probably be bugged by it

zenith flax
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its hardcoded

jolly cargo
jolly cargo
zenith flax
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thats not what i said so no

jolly cargo
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wydm zeekers can't change it

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how did he make it a thing to begin with?

zenith flax
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as in it's hardcoded

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thats the term i said

tall kindle
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Hardcoded just means it wasn't written in a dynamic flexible way, just brute forced and disregards a lot of other internal methods of the game

jolly cargo
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I have never heard of hardcoded being something the person coding it can't control

zenith flax
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@sullen coral heres how that new feature works btw

jolly cargo
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hehehe I knew currentdungeontype would be for that

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didn't have to look

tall kindle
zenith flax
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int

jolly cargo
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its an int in RoundManager that is used for that code

tall kindle
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Ah, he just stores em like 0 1 2?

zenith flax
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yeah

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its really rough

jolly cargo
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yeah 0, 1, 2, 3, 4 now iirc

zenith flax
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no idea why he's still so int pilled

jolly cargo
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I mean yeah I use string for that usually but I did make the interior/outside/daytime enemies be an int in my code for a few methods tho so I can't talk

sullen coral
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So theoretically couldn't the custom LLL script simply add increasedChanceInterior to the ID of the enemy and currentDungeonType to the modded dungeon?

zenith flax
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string is bad too 👍

zenith flax
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it's unusable

sullen coral
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Ah rip

zenith flax
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you also have no way of configuring the actual multiplier used rn

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just enabling

sullen coral
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Can't extract the dungeon ID based on Flowtype?

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Fair

jolly cargo
tall kindle
zenith flax
zenith flax
tall kindle
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There is no reliable way to have a constant ID for your dungeon in a modded environment

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Similar to why we don't have something for ItemID's

sullen coral
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That's fair and makes sense, at some point it's better to just use a custom script

tall kindle
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Which sucks!! I want item ids!!!

zenith flax
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ids poopie

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i just wish zeekerss just like

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referenced real things

sullen coral
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Don't poop on my ID

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I need that for legal shit

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...wait that came out wrong

rich aurora
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lmao

tall kindle
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Just gimme reference to what hit the enemy atleast zeekerss PLEASE

zenith flax
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i feel like you could time travel back to 2021 something and tell him about .IndexOf and it would improve a majority of the codebase

sullen coral
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Yes I know what that is as I am definitely codepilled

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My understanding of code is definitely not very, very basic

zenith flax
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if you have a list and something in that list you use that to get the index of it

tall kindle
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It's just a way to get where something is inside a list

sullen coral
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Ah

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List

tall kindle
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I use it all the time for rpc's to find where the player is

zenith flax
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so instead of referencing dungeon ids in the moon you could just reference the dungeon asset itself then use IndexOf to get the id via code

tall kindle
zenith flax
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really easily

sullen coral
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Time to rewrite all of Lethal Company with IndexOf

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I definitely know how to do that

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.IndexOf```
There I replaced all of the code with .IndexOf
tall kindle
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Lol

zenith flax
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lowkey tho

gaunt hinge
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Lmaooo

sullen coral
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Also Batby can you look into re-enabling the Goopy Goblin

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I liked him a lot

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Maybe fix the goblin clipping bug though

unique geode
tall kindle
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isnt the goopy goblin a troll

sullen coral
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God the joke went way over your head

tall kindle
sullen coral
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Pls put me out of my misery Prayge

unique geode
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Didn't come off as a joke in text lol

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So my bad

gaunt hinge
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I'm more of a bog crawler fan tbh

sullen coral
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Bog Crawler was lame especially when multiple spawned, it just turned the ship into quicksand

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Not a fan

tiny wagon
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Require Matches On All Possible DungeonFlows
what does turning this to false actually do?

prime zealot
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Require Matches On All Possible DungeonFlows. Does anyone know what this does?

tall kindle
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@zenith flax when does LLL register most of its content for the user? I.e. what do you patch to put inject enemies etc into spawn pools

zenith flax
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injection happens every route change

tall kindle
zenith flax
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can you elaborate

tall kindle
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Well, I know lethal expansion I think patched terminal start to add the custom moons people made, I only remember that one cuz it seemed like such a weird ass thing to patch

zenith flax
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oh

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startofround.awake

tall kindle
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I know lethallib has a thing for LE and LLL moons when registering enemies and I assume that's cuz LL would be injecting spawn weights too early, though ig if modifying the spawn weights during something as late as route change there isn't a worry about being late at all?

tall kindle
prime zealot
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@zenith flax What does Require Matches On All Possible DungeonFlows mean? Whether it's set to true or false, doesn't seem to change anything. Trying to understand interiors but I don't understand that setting.

zenith flax
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dunno

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forgot

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ill have to check tomorrow

prime zealot
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That's fine. I just really trying to understand it. I'll be here tho

spring creek
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Hey sorry to prod, but is there any explanation to this? I tried searching around and couldn't find anything specific

tired solar
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well, as far as I know at least

trim parcel
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how do i use the dungeon matching properties to make My Items spawn on vanilla moons in lethallevelloader

tall kindle
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I dont think dungeon matching properties are ever used in LLL, they're still an option to fill in but unused, but you should be using the LevelMatchingProperties, there should be a place to fill in a planet name, and then you'd have a slider with a number

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so doing something like Experimentation with a slider value of 100 would give it a weight of 100 on experimentation

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you'll also see Level Tags so you'd be able to put in Vanilla and a slider value of 50 to have a weight of 50 on all vanilla moons

spring creek
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I will say btw, it's weird, because they become scannable after I pick them up and drop'em

tired solar
tall kindle
tired solar
tall kindle
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ha

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type faster

tired solar
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bruv

spring creek
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Nope! Those are natural spawns on my custom moon

spring creek
tired solar
spring creek
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Sounds good yo 👌

vital cliff
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I'm still trying to learn LLL
installed all required git files
Added mods to tools/plugins/bepinex/plugins folder
Built the file bunni_orb.lethalbundle

When loading into unity it just sits on the seed generation screen where everything is slightly grey when my custom scrap is loaded
But if my scrap is not loaded in the scene the game starts just fine
Videos included

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if I try to play it in Unity itself it just crashes

idle ravine
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Make sure all the necessary parameters are assigned, you have all the components and that they're all correctly tagged, etc

vital cliff
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yeah I have it tagged as a physicprop on prop layer the ScanNode on Untagged wtih ScanNode layer

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I see it might be the size of the object, I forgot to size it down

idle ravine
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The log should tell you exactly what is going wrong and what needs fixing

vital cliff
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ah should have read that before leaving the game

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oh it says minValue can't be larger than maxValue

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I read those inputs out of order

vital cliff
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how do I get my item to animate without it wanting to just float away

steady ingot
vital cliff
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the object is just rocking back and forth

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added directly to prefab model

steady ingot
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Does it do that when you have it in your hand and click it or what?

vital cliff
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no once I spawn it in it floats away

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it didn't do that before, only after I added animation

steady ingot
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Mkay so do you want it how i mentioned before or do you want it to do the animation when its on the ground?

vital cliff
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only when on ground

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its a noisemaker when in hand

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back when I used lethal expansion I made an empty object and parented the animated fbx to that

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so the empty object was what was picked up and the animated fbx just followed that

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but it didn't work here

steady ingot
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Did you check how teeth work? Cuz like that does have animation when its on the ground. I havent messed with that part yet only when an animation occurs while its held

vital cliff
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I forgot I could just do that

vital cliff
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hmm there is an animated item script but I'm already using noisemaker so looks like its one or the other

spiral siren
zenith flax
prime zealot
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@zenith flax Sorry for the ping but do you know what that DungeonFlows setting was from yesterday?

spiral siren
trim parcel
trim parcel
tall kindle
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and you're sure you've setup the prefab etc correctly?

tall kindle
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then LLL would be broken, lol, have u managed to spawn ur enemy using devtools or something ingame?

trim parcel
trim parcel
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@tall kindle

nimble umbra
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Does custom footstep thing works? If so, how do i implement it?

tall kindle
trim parcel
lavish shuttle
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Is it possible to make lethallevel loader apply its weights to all moons of a type
All vanilla moons, all custom moons.
Or do I have to figure out their specific names somehow

crisp galleon
lavish shuttle
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Ill try vanilla and custom first

vital cliff
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blank

is there a way for scrap not to have the lethal company shader?

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as it appears here in unity?

idle ravine
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as long as you bundle the shader with it it should be fine

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how it interacts with stuff like fog etc will need to be accounted for though

vital cliff
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I do bundle it with the liltoon shader, but it still does the harsh shadows and outlines

soft eagle
vital cliff
tall kindle
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afaik this is what MRAPI does

vital cliff
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wonder if possible to pop that into the code somewhere with LLL

tall kindle
steady ingot
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@soft eagle did but its not really working, like the default wood sound plays on the terrain and then you can hear the new footstep sfxs sometimes

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on Arcadia

nimble umbra
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Alr

soft eagle
steady ingot
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Yup xd

normal peak
crisp galleon
idle ravine
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yeah looks like a patch they made since there's some broken moons and the pull request hasn't been implemented yet

normal peak
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So basically if you dont want the argument out of range errors use that version until @zenith flax updates?

acoustic sonnet
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see if it actually fixes it

normal peak
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hey, if im trying to modify Modded creature spawns using LLL, is the name of the creature the same as its namespace in its code? or is it whatever it is called in its own config/mod or is it what its called in game? assuming they are different that is

vital cliff
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I made a new bundle with other textures and fbx models but its pull dependencies from another bundle, I even made sure the folder and item's asset bundle tab in inspector had their correct tag
How do I remove the dependency?

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I went through and applied the new bundle tag to all the items, I thought maybe putting each item in a folder and applying it too folder would auto add it to the items in said folder

mellow flame
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LLL is not working in my project

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I dragged it and all of its depencies into my project, but it didnt seem to havea ny effect

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cant create any extended things

tall kindle
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show console

mellow flame
# tall kindle show console

nothing in it, i remmeber there was a second folder you had to put it in, outside of the assets folder, the folder isnt there

tall kindle
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there should be a plugins folder

mellow flame
tall kindle
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but honestly it should work from anywhere, try that tho

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hmm

mellow flame
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this is the one in the assets folder

tall kindle
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and theres nothing in there huh

mellow flame
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ye

tall kindle
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try reloading unity

mellow flame
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alr

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but im pretty sure I had to put it into another folder outside of the assets folder

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like u had to open the explorer for it

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restarting it didnt fix it

tall kindle
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hm...

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i put my dlls in dependencies here

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and that works for me

mellow flame
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yea I put it there too, and still nothing

mellow flame
mellow flame
tall kindle
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oh lol

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ye you're missing some files

mellow flame
tall kindle
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make sure u have the ones it specifies, they shoulda been added automatically by patcher but ig were missed

mellow flame
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Alr

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thankx

balmy dagger
mellow flame
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is that from the game or a mod

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im so confuised bruh, never had this issue, untill I used the new patcher

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I got it working

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im stupid, I forgot to download bepinex from the patcher

flat yew
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this is ok?

crisp galleon
# flat yew this is ok?

I mean, I’d guess no, but you’d have to tell us. Did everything still seem to work or did it crash/freeze? Maybe I’m just not good at reading the errors but you might need to say what you were trying to do and what happened. NullReferenceException suggests something didn’t exist that should.

digital breach
# flat yew this is ok?

I could be wrong, but looks to me like LethalQuantities caused this error considering the info log directly before it

maiden valley
vital cliff
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heck yeah 6 million! Lets gooo

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glad to have it so I can put my funny little creature scrap back into the game

north vigil
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as requested your highness

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(also congrats on 6 million, thats actually crazy)

zenith flax
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@north vigil are these two bundles?

north vigil
zenith flax
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are they tagged explicitly for either bundle?

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just wanna confirm theres no chance they not both in both bundles if you know what i mean

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can i get a full log too pls

north vigil
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they have some shared assets but both extendedmods are seperate and only in their respective bundles

zenith flax
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hm ok

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do you mind sending me the actual bnundles

north vigil
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can do, but I just changed the author name of one of them so I can actually test my code and they both loaded

zenith flax
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Yee but in theory their loaded as different mods LLL wise

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if thats fine with you thats gucci

north vigil
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I'll change the name back and rebuild em and send em your way in a sec

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(apologies in advance that reindogandfriends is massive lol)

tall kindle
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damn your assetbundle IS huge lol

north vigil
tall kindle
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just reduce texture sizes to 512 turn on crunch compression lol

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it takes 1 minute

north vigil
tall kindle
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maybe ur meshes are just horrid

north vigil
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there may be a few meshes with very high poly counts because they were just the best I could find for what I wanted lol

tall kindle
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go into blender and kill em

north vigil
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I DID lmao

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I decimated as much as I could without damaging the models, but I'm not a modeller so i'm not gonna actually go through and optimise the mesh

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also I have a bunch of audio which probs isn't helping, but hesistant to hurt the quality of them too much as bad audio is super noticable

zenith flax
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whats the filesize on your audio stuff

north vigil
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most are under 2mb, the long ones range from like 20-60mb iirc

zenith flax
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wha

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how long

north vigil
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uhhh like 3-5 mins

zenith flax
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hey man if you wanna drop 20mb on sonnic osts you do you

north vigil
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I mean you expect me to compress them? physically impossible

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can't be done

north vigil
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@zenith flax did you get a chance to figure out why my bundles were conflicting btw? Would like to keep the same author name if possible

tall kindle
steady ingot
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your sounds can be compressed if you turn them into .oggs lol it'll be 2mbs instead of 20

north vigil
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how noticable is the quality drop if at all?

steady ingot
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Not noticable

spiral siren
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Opus (audio codec for Ogg) is more efficient than MP3 and 20MB for 3 minutes doesn't sound normal for that format either

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you can adjust the quality to whatever is acceptable to you when you encode it, but it sounds like any reasonable bitrate would be an improvement

north vigil
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they're in .wav format and I kept their bitrate high for quality sake but I guess I can optimise them a bit

crisp galleon
#

Is Lethal Level Loader able to substitute in any of the vanilla waters or just the one on Vow? It's not a big deal but I was looking through things for other reasons and noticed there is VowWater but also CaveWater likely for the water in the cave interior and Water_mat_04 which I think is the ocean at the Company building.

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I know it does it off of shader name, not material name, but those names seem to be lost in the rip so I can't see what their shader should be called.

zenith flax
north vigil
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yeah probs a good idea, I can't remember the exact reason but I remember being told to use .wav with unity so I just always have pretty much

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think it was something to do with how unity loads/reads the file and it handles .wav for that better but this was a while ago so I could be misremembering the reason

steady ingot
mellow flame
steady ingot
mellow flame
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does anyone know how the water works

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my water has no textures

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I made a empty water shader in my project and called it WaterShader

crisp galleon
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Also, no. Haven’t figured out the thing from a bit earlier. @zenith flax might be the best source of info

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#1193461151636398080 message for reference

mellow flame
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idk if vow water is supposed to look liek that ( in game)

crisp galleon
mellow flame
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thx trying it again

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alr forgot to mention. this is fro a interior, not a moon

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ok so I did WaterShaderHDRP and the water is just blue

crisp galleon
#

Yeah, this is why I think either we need to know a different shader name to use or Batby needs to make the current replacement system use material names, not shaders (assuming they even want to be able to support the different water types, which would be nice. Please…)

spiral siren
oblique shore
#

After the v60 update, the level matching properties config in my interior does not want to change. When trying to do this, the game still loads the default config settings. Why is that? Before v60, everything worked stably, I did not change anything.

mellow flame
#

ok so im doing the water thing in the interior, and I made a water shader graph called
"WaterShaderHDRP", and in game its just blue

#

def not vow water

sullen coral
mellow flame
sullen coral
#

I imagine the water in the existing scenes already have the material on the error shader

#

So probably copy that

mellow flame
#

my brain isnt braining

sullen coral
#

I haven't actually tried it myself so

mellow flame
#

would I copy the shader into this?

sullen coral
#

So what does the vanilla March water look like, for example

#

You should hypothetically be able to copy whatever material is on March water, and it'll look funky in editor but work in-game via LLL. Unless I'm crazy lol

crisp galleon
#

I don’t think the material matters. Because as I understand it the material uses the shader and that’s what gets subbed. Like I’m pretty sure I created a new material and gave it the shader. It looked fine when loaded in. Might have to check again though, but I’ve already shut everything down for the night.

mellow flame
#

yea I dont think I need to copy any materials, I just make a shader called watershaderhdrp with the caps, and then LLL should automatically convert it then

sullen coral
#

Idk then

#

Like the Hygrodere shader still has material properties so you can replace the texture or color

heavy flint
#

Couple suggestions

  • Moons' ratings being customizeable via the config (for modpacks)
  • Moons' possible weather types to be customizeable (unless there's a reason against this)
zenith flax
#

Likely not going to happen, apologies

crisp galleon
#

Technically I don’t know for certain though. Could be making it up

heavy flint
crisp galleon
#

The quicksand I’m pretty sure just spawns on the navmesh, probably near the AINodes that are used for spawning and AI navigation as well as the placement of map objects like trees/rocks. I’m not sure how rain places the puddles, but I know hand placed ones won’t sink players if the ground they’re on is “solid” (tagged “concrete”, “stone”, etc). I think at worst you’d have quicksand puddles that don’t do anything.

balmy dagger
heavy flint
#

Anyone know a way to find the internal names of modded enemies so I can slap em' into LLL moon configs?

crisp galleon
#

Hey @zenith flax, I've got a question. When a moon's info is too long to display on the main monitor at the front of the ship, I remember it used to scroll. It no longer does and I thought this was a vanilla bug, but someone just told me LLL added the scroll and vanilla never had it. Is this true? (If so, can we get the scroll back?)

balmy dagger
balmy dagger
# balmy dagger

@zenith flax in case you missed this, this is an error that occurs on client side only

#

It softlocks the session and forces us to have to restart

crisp galleon
#

What are you doing when this occurs? Is it loading moons and if so, is it specific ones?

balmy dagger
#

It's when loading into moons yes @karmic harbor know best

karmic harbor
#

It appears to be any moon.

#

its happened so much that I can't really say which moon specifically.

#

At first I thought modded moons, but it would happen on Vanilla moons too.

#

Some cases we would land at the company and the players appear to still be stuck in orbit and they can't leave the ship only I the host can. Then the next land attempt becomes a soft lock. Not sure if its connected or two different issues.

crisp galleon
#

Maybe post a mod list. Perhaps someone can ID a potential conflict? idk

karmic harbor
#

01919f75-affe-4303-5a36-5b3cf0e8d96b

crisp galleon
#

I think I might've had this once or twice on a custom moon of mine, but it's "chunky" we'll say. Thought it was probably an issue on my end.

karmic harbor
#

I've seen other people report it too and no ones ever figured out the cause.

balmy dagger
#

If it's the same softlock I encountered earlier it might be something that does not load properly until you actually host a game, so my workaround used to be to have everybody host before joining and no softlock occured. it's weird

#

Or maybe the snail

karmic harbor
#

Why always the snail lol

balmy dagger
#

I'm just memeing at this point, but can't say I've had softlocks with the snail out of the pack

karmic harbor
#

You leave my snail alone lol

balmy dagger
#

but we talked about it might be the snail as it spawns at the start of the round

north vigil
zenith flax
crisp galleon
#

No worries 🙂

fallen cove
#

"Minimum Total Scrap Value" is this the same scrap value as in game currency is? Artifice by default has minimum of 300 and maximum of 700 which feels very low as I think we've gotten many runs with over 1000 value in scrap in one day

#

I mean without lethallevelloader installed, we've had those +1000 value runs so I'm a bit skeptical

nimble umbra
#

this value honestly is a big unknown

#

Zeekers moment

crisp galleon
fallen cove
soft eagle
#

Hey, @zenith flax , not sure what is up, but the extended walkable surface stuff randomly stops working while you're walking on the surface and mutes footstep sounds, sometimes replacing them with a default wooden one. Also it prevents quicksand from working as well cause it has hardcoded surface tags in its code D:

crisp galleon
#

So, I can definitely just mess around and see, but I was curious if anyone knew. The override foggy volume in extended levels, how does that work? I have a level and the fog doesn't quite cover one particular edge, so in theory I just want to stretch it some. I'm guessing 0 means no override on that axis, but does 1 mean it extends 1 more unit out, or does it make the volume 1 unit wide? (I'm hoping the first because that'd prob be easier for what I need)

chrome notch
rotund field
#

I have a basic moon and interior made, moon is playable perfectly fine, but MajorBlue7's guide didn't say how to set up the interior to load, how to set up LLL with it, or how to adjust spawn chance. So how do I do those? Also they're in the same project, but separate scenes, dunno if that's a problem.

idle ravine
rotund field
#

Should the Extended Level and Extended Dungeon Flow share the same AssetBundle name, or is that improper?
Also, I'm gonna be completely honest, I don't know what a good chunk of this stuff is or means, what the parameters should be assigned to, the LLL GitHub Wiki has multiple methods of injecting the dungeonflow but I don't understand how to do them.

idle ravine
#

you don't really have to worry about many of the parameters besides DungeonFlow, name, and level matching properties

rotund field
#

What is Level Matching Properties? It's set to none, and when I click on the plus icon to set it, nothing shows up.

idle ravine
#

it's a scriptable object you need to make

rotund field
#

Alright, I added that object. Where does it need to go, what do I need to do with its parameters in the inspector panel, and do I need to name its' assetbundle?

idle ravine
#

you put it in the same asset bundle as everything else, assign that to the extendeddungeonflow, and then the parameters are used to determine where that dungeon can spawn

#

if you want your dungeon to be exclusive to your moon, just add to the moon name matching parameter

#

otherwise you can use tags and stuff to make it appear elsewhere

rotund field
#

Do I only need to set Planet Names under Level Matching Properties, Do I need to set the Level Tags under ExtendedLevel, and do I need to mess with rarities at all?

#

I think I have everything good to go, when I try to land it gives me the seed number and I can scan the main entrance, but the door never opens, and the console gives me numerous errors of this variety.

crisp galleon
#

You have its dependencies too right?

zenith flax
#

Cringe ass fucking description

inner hawk
#

For some reason it seems like the default values for my interor are overwriting what I changed in the LLL config file, I have enable content config set to true for the custom dungeon though

heavy cipher
#

how do you add water on moons?

nova obsidian
#

This is very specific but is it possible to replace the scenes of vanilla levels with custom scenes loaded in by LLL in some way?

tall kindle
#

Probably as a hacky way in coding, but afaik alternate scenes don't even work so probably not

heavy cipher
#

Im still trying to figure out how to add water and get some more of the games assets to use in outside scenery

tall kindle
#

Ingame water u won't see in editor, u just need to use a shader with the same name as basegame and lethallevelloader replaces your shader

nova obsidian
#

You might wanna check Vow's scene or check the CaveWaterTile prefab

tall kindle
#

Oh water is just a plane with a box collider under it

#

Lol

#

It's one big straight 2d plane

#

That's why water in this game is never like bigger in some places

heavy cipher
tall kindle
nova obsidian
#

I think there's a water trigger script.

tall kindle
#

Entering the box collider causes the effect

#

Vow just has this perfectly done

#

Should just look there

heavy cipher
# tall kindle Should just look there

ima check vow rn but also do yk where to find most if not all game assets? like I have trees, rocks, pumkins, spikes, but like what about pipes, scaffolding, fences, etc

nova obsidian
#

You'd have to look at other moon scenes to find them.

#

Though a lot of objects in the scene files are combined meshes and so you'll need to find the actual mesh they use yourself still.

heavy cipher
nova obsidian
#

You'll have to split the combined mesh or find the actual mesh itself

#

most combined meshes are usually just meshes you can find in the files already but there are some that you'll have to split such as leaves.

nova obsidian
tall kindle
#

Interesting

nova obsidian
#

I'm mainly interested in trying to fully restore v49 Dine, I know someone has ported it as a custom moon but I'm trying to go a step farther in restoring it.

chrome notch
soft eagle
#

it is not multiplicative

#

not sure if it works tho, never used myself

chrome notch
#

in that case it definitely should've worked

#

idk, i'll have to do some more in-depth testing

#

would be nice if you could just name a volume something and LLL will replace it at runtime like it does with other stuff

soft eagle
# chrome notch in that case it definitely should've worked

yup, just reassigns the values

internal static void RefreshFogSize(ExtendedLevel extendedLevel)
        {
            if (dustCloudFog != null)
                dustCloudFog.parameters.size = extendedLevel.OverrideDustStormVolumeSize;
            if (foggyFog != null)
                foggyFog.parameters.size = extendedLevel.OverrideFoggyVolumeSize;
        }

chrome notch
#

yeah then idk why it wasn't working, unless it's broken

#

where does the volume start from? 0,0,0?

soft eagle
#

yeah it should be centered around the ship

chrome notch
#

very weird then

soft eagle
#

you can find it in the SampleSceneRelay, it's literally called "Foggy" lol

#

if you wanna have a closer look

chrome notch
#

oh yknow what i didnt even think to check in the editor 🤦‍♂️

#

i'll give that a look now

soft eagle
chrome notch
#

okay yeah looks like it does work

#

the values i had set were right for the most part but i just didnt set the y value high enough so it was disappearing way too early at higher altitudes

#

@crisp galleon since you wanted to know about this

#

tl;dr just look at Foggy in the editor and adjust until it looks right and then use those values under Override Foggy Volume Size

crisp galleon
north vigil
#

making an enemy atm, just curious how these affect the enemy? If I leave them empty will it spawn on all moons or not spawn at all?

#

if my enemy is an inside enemy, do I only need to assign to that property?

north vigil
#

also how do the level tags rarity affect the enemy? I know what a good value is for scrap but no idea for enemies

zenith flax
#

i did some lll works today 🙂

zenith flax
#

LLL doesnt seem to explode on the beta

#

didnt expect it to but

digital breach
#

is there a new public beta?

zenith flax
#

ye

digital breach
#

oh damn when did it come out?

tall kindle
#

A bit ago

unique geode
#

Update breaks a lot of mods unfortunately, and I'm not too interested in testing a new store item

#

So I'll hold off

#

It's a beta that I don't feel like adds enough for me to wanna adjust my pack for

digital breach
#

i'll have to go find the diffs then

unique geode
#

Only Cruiser Improved is broken

#

it explodes

#

Other mods tend to explode when you try to use the new item too

#

Yeah I'mma just wait for it to reach stable

zenith flax
#

@gaunt hinge some stuff in next lll for you hopefully

unique geode
#

Cruiser Improved dies immediately

unique geode
zenith flax
#

@olive bear @gaunt hinge 💋 💋

#

@slim wind do you touch dayhistorys at all

zenith flax
#

sick

#

i think it's literally just me 😭

digital breach
zenith flax
#

i am

digital breach
#

mine is #131 🙂

olive bear
zenith flax
#

will just work

olive bear
#

epic. thanks

zenith flax
#

@olive bear I also refactored the entirity of how i replace copies of vanilla stuff with the real thing but idk if thats being used in next version

#

but in theory could help you replace scene refs of copies with the real thing

#

eg Item mySceneFakeItem = LethalLevelLoader.NewContentRestorer.TryRestoreContent(mySceneFakeItem)

#

checks LLL's database to find a matching item, if it does it will return the original and destroy the one you passed in

#

if it doesn't it just passes you back what you put in

olive bear
#

oo interesting, I'll look into it more later

zenith flax
#

@tall kindle do you still use lll onbundle loaded and/or on extendedmod loaded callbacks?

tall kindle
#

for immersive scrap ye

zenith flax
#

are you busy by any chance?

tall kindle
#

nope

zenith flax
#

would just need you to load it up w/ a dev lll version and see if those call backs haven't exploded

tall kindle
#

ye just send it over ill build and test it

#

will be a couple mins but will let you know

zenith flax
#

ya no stress

#

it should be fine but just need a sanity check

tall kindle
#

logs seemed to run just fine, at the time they usually run, and the relevant things changed

#

i couldnt build immersive scrap because dotnet restore doesnt seem to be working right now

zenith flax
#

yippe

tall kindle
#

but the old version with new LLL works

zenith flax
#

i basicially swapped it out internally from a dict to a tuple

#

to prevent errors when duplicate bundle names

tall kindle
#

ah ic, that makes sense

steady ingot
#

Oh btw i never reported it again so here we go: I tried setting up a buyable item again thru LLL and it shows up sometimes and we also suspect it had an issue with mixing up other buyable items when it tries to register it but fails

zenith flax
#

are you using any lethal lib item mods

steady ingot
#

So I set up my item asset the same way as the pro flashlight is and toggled buyable item on on extendeditems and added an lmp to it

zenith flax
#

that doesn’t answer my question aha

steady ingot
#

I’ll get on my pc in a min

tall kindle
#

@zenith flax

zenith flax
#

ngl i dunno how that one is possible

#

is there an earlier error?

tall kindle
#

no idea DogeKEK i was spamming UE fastforward trying to get the new event

#

was exiting hte lobby and couldnt

#

noticed this in error

steady ingot
#

This is how it looks like when I set it up and I'm trying to make it work in my dev profile which only has essential stuff like Imperium, Unity Explorer, my moon with all of its dependencies.

zenith flax
#

Do you know if it was happening without imperium

steady ingot
oblique shore
#

why do i get this error in editor when i select my extended mod? Also i can't create BuyableVehicle object with the second error. Perhaps this is the reason why my mod's config doesn't changing now.

merry marsh
#

A way for moon makers to disable the new Meteor Shower would be nice, if something doesn't already exist in the editor

steady ingot
#

|| Oh yeah I can see meteor shower event be an issue on a couple of moons - USC Vortex or Half Life moon for example ||

crisp galleon
crisp galleon
# merry marsh It's a event not a weather

Do you know if it can happen at the Company building? Because if not then that would suggest to me that it can be disabled. But I wouldn’t be too surprised if Zeekerss hard-coded it tbh.

tall kindle
#

It probably can't, there's an override value that probably sets to 0 if company moon is selected

#

Also company moon doesn't have time so probably wouldn't work anyway

unique geode
rotund field
zenith flax
#

you may have more luck in #dev-moons. it will be scene setup related

waxen fog
#

@zenith flax does your dynamic interior mod work rn?

north matrix
#

That's spooky ngl

serene viper
#

been gone for a min everything working fine?

crisp galleon
#

At least for players.

zenith flax
zenith flax
#

so annoying to have everything in a good place yesterday to then have to spend 2 hours unfucking my entire codebase when im not even meant to be working on this

wanton oasis
#

If I enable Content Configuration on a moon to adjust pricing, thus enabling enemy spawn adjustments, does that overwrite the ability for modded enemies to spawn?

wanton oasis
#

Also, GeneralImprovements seems to adjust the moons screen in the terminal. Anyway to override it?

wanton oasis
#

And why does offense refuse to group up. Everything is in groups of three except for offense by itself, and Sector-0 plus Auralis in a group of 2

zenith flax
#

what are you sorting by

wanton oasis
#

price

zenith flax
#

that is weird

wanton oasis
#

its a tad annoying but not the end of the world lol

#

also sector-0 and black mesa has their price tags way off to the side for some reason

#

i think its some sort of weird conflict with generalimprovements and LLL?

#

LLL tries to put the prices in a column but GI overwrites all of them except those two

#

unless its something else im not sure

spiral siren
#

or had you not committed anything?

zenith flax
#

basicially i was doing stuff in the wrong branch and i needed to move my changes to that branch but also that branch wasn't up to date with main

#

because i messed up in how i commited the files it all got mega fucked and i had to by hand readover all my changes and hopefully correctly reapply them

#

took me like 3 hours just to get back to the point i was already at

spiral siren
#

huh, if it was a messed up rebase or merge commit you should just be able to use reflog to go back to that branch's old head and try again

#

or was the mixup not from updating from main but something else?

zenith flax
#

probably but i wont pretend im the best at git

spiral siren
#

usually anything that's committed gets messed up, though, reflog is your best friend

zenith flax
#

i dont like that basically i had uncommited changes on main, i went to my other branch bringing my changes over, i realised the issue but when i tried to go back to main with my changes it flat out said no because of merge issues

spiral siren
#

it lists all revisions you have had in the past, including ones that are completely replaced or unreferenced

zenith flax
#

which i get is like a thing but i don't like how the act i took felt one way in terms of github desktop

spiral siren
#

ohh

#

hmm

zenith flax
#

the answer is "skill issue" but also im like yeah but my issue is that that is the answer if that makes sense

spiral siren
#

when it comes to switching branches with uncommitted changes I forget what happens exactly

#

kinda fair, it's definitely something that takes experience to know how to recover from

zenith flax
#

espicially for what is like, two clicks

spiral siren
#

UI applications also like to send magic flags to the command line so it might not even be the default behavior

#

I usually use the command line for most things that are more involved than committing and it usually doesn't let you do things that lose local changes without confirmation

#

can't say I'm sure it'd do that in your case there though

quiet stream
#

batby was this on purpose 😭

#

amy thest ...

#

my favorite roick

gaunt hinge
#

ITS A MENERAL

tall kindle
#

i cant see someone typing and type about someone else, they kinda just merge

quiet stream
#

also what's the difference between a content tag and a level tag, they the same?

tall kindle
#

uhhh content tags is the stuff you apply onto your content, leveltags are what you look for i think?

zenith flax
quiet stream
gaunt hinge
#

He's an english teacher, he can do that

quiet stream
#

to the guillotine with you

zenith flax
#

just wait till people start asking about all the new tags

quiet stream
zenith flax
steady ingot
quiet stream
tall kindle
#

it's coordinates

#

x,y,z

#

hence 3

zenith flax
#

buttery's stuff was first

quiet stream
#

WAAAAH WAAAAAAAH !!!!!!!!!

#

not gonna use it anymore!!!! bleeh

quiet stream
#

if I were to bring back old dine (optimized) and dine 2 (pre v60 dine), should I mess with interior defaults? as in, do I add Mineshaft, do some slight value tweaking and change their LLL tags?

#

hypothetically speaking, of course}

smoky ocean
tall kindle
#

Pretty sure someone already brought back old dine

quiet stream
#

there's like a billion ways of optimizing it

#

I'm also bringing back dine 2 in the same mod just cuz I hate dine 3

tall kindle
#

Isn't dine 2 just the fire exit swapped?

quiet stream
#

1st is v60, 2nd is v50

#

the new main spot kind of wastes the potential for exploration the map has, so I don't really like it

tall kindle
#

So... the chance is what I described?

quiet stream
#

No xd

#

the two entrances in the v60 version are closer than they were in v50

#

they ain't just swapped

quiet stream
#

also even if it was just a swap I think the new fire exit is ugly

crisp galleon
#

Why would the main entrance not be on the main building part Zeekerss? Why would that be the fire exit and main has a small, detached piece?

quiet stream
#

there wasn't anything wrong with dine 2's layout anyway, it was literally fine

#

the problem most people had with dine 2 were the spawn weights for enemies inside, that's about it

teal tendon
#

I updated the Ganimedes project from v56 to v62 and now the lightning doesn't change in eclipsed

teal tendon
quiet stream
#

the outside is a lil boring except for the fence and the skill-based fire exit

#

I would looove to work on a fusion between Dine 1 and Dine 2, making a 2nd fire exit that's hidden somewhere in the hills that's accessible in a similar fashion to old dine's

teal tendon
quiet stream
quiet stream
#

right now I'll just work on having Wesley babysit me through porting old dine and dine 2, but I really wanna get into moon making in the future

teal tendon
#

gl

#

and it would be interesting if you could make the final Dine 🧐

quiet stream
#

there's some small gripes I have with vanilla maps so making a "vanilla moons tweaks" moon pack would be right up my alley

quiet stream
#

(Director's cut)

teal tendon
quiet stream
#

My goal is to get it under 50mb, but Wes said I could probably shave off 90% of the current 114mb I'm working with

teal tendon
#

it looks good :O

teal tendon
quiet stream
#

they're good fellas!! love em both to death

small frost
#

Getting this error when trying to ""build"" the moon (Traduction: The system couldn't find the specific file)

zenith flax
quiet stream
#

I'm porting a vanilla moon, specifically v49 dine

#

there's a mod already but it's like 149mb

#

so I'm doing some slight balance changes and uploading it along with v56 dine untouched (cuz fuck v64 dine)

#

I only got rid of the enemy prefab stuff and some sfxs

#

I'm in the process of doing that w the hazards and other stuff, same w the outside props

#

all with the help of s1ckboy and wes or course, I really don't know my way around unity much

quiet stream
zenith flax
#

Love to see it. Tweaking existing content rather than starting from scratch can be great way to learn

#

Bug me later, with some code you can actually add it as not a different moon but as a random chance to alternate between old and new dine if you’d like that aswell

quiet stream
#

but since old dine was way more dangerous than v56 dine I doubt I'd want to switch em around like that

quiet stream
#

kind of like problematic pilotry but less wacky (?)

zenith flax
#

(If you start having fun with it you could also play with making alternate versions of other moons like that :P)

quiet stream
#

I do plan on that

#

That was my first project idea!! but I'm starting small with something like this cuz I'm midway through this year of college and I don't think I'd be able to balance directing Biodiversity and maintaining moons consistently rn

zenith flax
#

Don’t let the fear of maintaining stuff scare you out of projects. Can drop stuff as soon as you feel like it

quiet stream
errant lotus
zenith flax
#

Just a little update on my end.

Finishing a pitch for a 30k grant in my region for standalone gamedev stuff which is due on the 12th. Focusing hard on that but then i do wanna get back into some LC stuff

#

LLL update is pretty much done-ish i just dont wanna drop something i can't immediately hotfix

#

extremely no comittment on it but i do wanna play with stargazer abit more

#

and help @olive bear out with more stuffs

#

Next LLL will be 1.4 and contain a handful of changes, mostly internal refactors that don't affect gameplay but

-Content Restoration system completely rewritten to be more modular and usable by other devs
-Bundle Processing & Initialisation system completely rewritten to be far more modular, consistent and more maintainable, This streamlines a lot of the acts which were previous done a lot more separately which caused a bunch of niche mistakes, one of these includes the reason why buyable vehicles were not working correctly which is now fixed
-Moon & Interior devs will now be able to request higher far clip plane distances for larger environments (thanks to Zaggy for help with this)
-ContentTags have been completely rewritten to be just one aspect of a bigger DataTag system which will allow content creators to optionally provide data about their content for other mods to seek out, without the direct involvement of me supporting those features
-LLL now correctly saves level hidden and lock statuses
-Fixed custom items and enemies not being applied in the config (in certain contexts) (thanks to that one guy who made the PR who will be getting full credit on release)
-Terminal font size is public now, would like to do more with that but no promises for now
-LethalLib is now a soft dependency rather than hard

*Diffoz's PR to optimize the usage of strings in LLL has yet to be implemented but is high on my todo (just a bigger task that i'd rather reimplement myself to make it abit more inline with how i compose code)
*I will be looking to fully fix dungeon matching properties being unused as soon as possible

#

I've heard vague issues about extended items and enemies but nothing concrete so if you would like those resolved please make a issue on github about it

digital breach
zenith flax
#

Ya forsure, Hope you don't mind if I play around with it myself before then. Would def. keep you in the loop about it

digital breach
#

I understand if you dont wanna tho, my code isn't always the cleanest lol

quiet stream
#

hope all goes well w that thing you're focusin on

mellow flame
#

compilign shaders part in builing the bundles take sso long lol

sly citrus
nova obsidian
#

If so, will it be implemented in a way that replaces the current Dine scene?

tall kindle
#

seemed to happen again

#

all i did was enter my game, not like the weahter i got, and press exit immediately to reload lobby

quiet stream
#

along with implementing dine v56 as a straight up map replacement of v64 dine as opposed to its own moon

quiet stream
#

though like mentioned above I could make a config that reverts back the balancing of it to what it used to be

#

though I could also look into having it so dine v49 replaces current dine via config or whatever

#

but you can achieve that by just disabling vanilla dine thru the LLL config in the terminal and hiding it, then sorting by prize

grand valve
#

is this from LLL and if yes is it something I can ignore despite it filling my logs

nova obsidian
#

I'd say for balancing, you should try to keep the old balancing but update it with some of the new stuff.

#

I did make a LQ preset for Dine to try and simulate the old Dine's settings but still keep it similar to how it is now.

quiet stream
#

added cave dweller inside and old bird outside, removed dogs, added stop signs to the spawn pool and made mineshaft 105 while mansion is 195

#

just small tweaks

#

also lowered the prize to 450 to be a "more dangerous but cheaper rend"

#

was thinking more expensive, like 480 or 500 but you're never gonna JUST have 500 p much so you wouldn't wanna go there, and 480 is a weird number

nova obsidian
#

More dangerous but cheaper Rend is an interesting way of looking at it.

#

I'd say keep it more in line with v49.

#

The issue with Dine now is that both it's exterior and interior suck.

quiet stream
nova obsidian
#

v49 Dine had a passively dangerous interior but was still very lucrative, and the exterior was generally safer than Rend's

quiet stream
#

v49 dine is just uh...very very dangerous

#

hazards everywhere, 66 jester, 25 bracken, 56 coil head

#

18 ghost girl

nova obsidian
#

Compared to Rend yeah but I have personal soft spot for Dine simply because I found to be Rend but more fun.

#

v49 Dine is still much safer than v64 Dine imho.

quiet stream
#

those values are still unchanged, cuz truth is "awful" is just what dine is, and that's really fun(ny)

quiet stream
nova obsidian
#

These are the settings I run usually.

quiet stream
#

and spiketraps too

#

i've opted out of spiketraps and just made blobs a little bit more common alongside reducing spore lizard spawns

quiet stream
#

I could still up the prize to 500 though

bitter pond
#

Is the dropship playing its audio before landing issue planned to get fixed at some point? That issue's been there since v50 iirc

chrome notch
#

that's an assetripper issue. it needs to be fixed by the moon's creator

nova obsidian
#

I have an odd feature request, would it be possible to implement an option for ExtendedLevels to have to be not registered in the terminal by default? As in you cannot access them via the terminal what so ever.

#

The specific use case for this would be replacing vanilla extended levels with custom extended levels by transferring the settings of the SelectableLevels from one to the other via a plugin and disabling the custom level in the terminal.

zenith flax
#

Valid request can you make an issue on github about it

nova obsidian
#

Alrighty.

chilly radish
#

any video tutorials on how to use this to make a custom scrap item mod, ive tried lethallib and lethal expansion way with unity and while with LE method and then renaming it .lethalbundle did let it load, it didnt actually work and ive been at this for 3 days now, ive tried understanding the wiki but it confused me, and video tutorial you can link or heck even make would be very appreciated

jade sandal
chilly radish
jade sandal
#

Try watching the first 5:00 min of this video it tells you how to set it up
https://www.youtube.com/watch?v=mZSg_R3UTak&t=467s

Now for v60 (and hopefully future versions), a tutorial on how to set up Unity for Lethal Company content creation, focusing on custom moons, using Nomnom's Unity Project Patcher and IAmBatby's Lethal Level Loader.

Somehow this tutorial is 10 minutes shorter than the first one, but I think it's more informative and concise. It also has chapters...

▶ Play video
pallid cedar
#

@zenith flax I'd like to add support for custom moons in the minigame mod I am currently working on, I'd probably aim to add a config entry like "experimentation: 10, assurance: 20, vow: 5, etc" to determine each moon's weight
what would be the best way to reference custom moons? do they have unique names or a unique consistent index? also, I assume there is some way to retrieve a list of all modded (+maybe vanilla?) moons with a LLL API function?

#

same thing with Interiors

#

also for context, I am loading / generating all the exterior scenes and dungeons manually as the ship does not exist in the universe of the minigame

tall kindle
#

and theres also the vanilla moons in patchedcontent too

#

same thing with dungeon flows

#

also, what you're looking for in terms of standard names is the

#

numberless planet name

#

literally on the levels in LLL's patched content stuff

#

@pallid cedar ^

chilly radish
#

how do you rotate scrap when held? i already figured out how to rotate ground position

pallid cedar
zenith flax
#

all modded basegame

tall kindle
#

ye

tall kindle
pallid cedar
#

alright thx

tall kindle
#

right next to the ground stuff

zenith flax
#

@pallid cedar you haven’t mentioned anything like it yet but just incase a thought comes up just letting you know def no proper way to handle multiple scenes at the same time tho

pallid cedar
#

the logic works fine so far with vanilla outdoors and interiors

zenith flax
#

multiple vanilla outdoors?

pallid cedar
#

yeah, kinda

tall kindle
#

you've got multiple moons loaded at once?

pallid cedar
#

basically, what I am doing is loading a different outdoors everytime the employees enter the facility and generating a different indoor everytime they exit the facility

zenith flax
#

that is

#

not what i would call great

pallid cedar
#

because of how dungeon works, I during the time they are indoors, I need to have 2 outdoors loaded, the old one with the current dungeon + the new one for when they exit

zenith flax
#

no way to do it better but

pallid cedar
#

well it works like a charm, even in multiplayer

zenith flax
#

have you tested on lower end hardware

pallid cedar
#

and with loadstone and some well placed transitions its basically impossible to tell anything even happens

young acorn
#

are you making a quantum planet

#

how do fire exits work?

pallid cedar
#

well I don't want to spoil too much but it will be an infinite wave clearing mini game with a lot of story and lore around it, so loading different scenes over and over is canon

young acorn
#

mmm

pallid cedar
young acorn
#

actually how do alot of thing work. enemies, hazards, other players, etc

zenith flax
#

But yeah if your doing it that way it should work but in the event you wanted multiple actually at the same time there’s some hard limitations in how aspects of objects, meshes and occlusion are baked into the scene that make it impossible to theoretically like move them to different areas

pallid cedar
#

the main reason why I need multiple scenes at the same time while they are indoors is because all the dungeon stuff / synced network objects are in the moon scene so if I unloaded that, the interior would be unloaded too and there is no wasy to way to move everything to a master scene or the new one

zenith flax
pallid cedar
#

I'll keep it in mind, but I somewhat planned ahead with syncing generation / loading states over the network and only allowing ever advancement when everyone is done loading

zenith flax
pallid cedar
#

how would you idenfity SyncedNetworkObjects in the root of the moon scene?

#

maybe its possible to patch the spawn function but that seemed kinda sketchy

chilly radish
pallid cedar
#

well in any case, I am turning off the vast majority of the old outdoor scene + using cull factory which should negate a lot of the performance loss caused by all the loaded objects from multiple scenes

zenith flax
#

scene has .sceneObjects which is all the root objects in a scene, chucka getcomponentsinchildren on em

Also all gameobjects have .scene built in which you can use too

pallid cedar
#

well what I mean is the objects spawned by SyncedNetworkObject, I don't think they have any common identifying traits, do they?

#

like doors, hazards, (entities), apparatus, stuff liek that

zenith flax
#

U can fuck with em after spawning

tall kindle
pallid cedar
zenith flax
#

Timing

#

None of them will be dungeon ones if you haven’t made the dungeon

pallid cedar
#

I guess I could make a list of all objects and then another list after they are synced and then get the difference between the lists to find all newly spawned indoor objects

#

this is what I am doing rn, doesn't that negate most of the performance loss anyways, since this disables like 90% of one scene, so were back at basically one scene?

#

I think I could even destroy this

zenith flax
#

Don’t destroy stuff

chilly radish
# tall kindle ye

ive tried that one but all i can get to do is rotate on floor w/ it

pallid cedar
#

turning it off probably results in the same thing / shrug

#

wtf is this shrug command

tall kindle
tall kindle
pallid cedar
#

¯_(ツ)_/¯

tall kindle
#

normal discord command

#

been there for a while

pallid cedar
#

but I tried to edit it and it broke

#

huh

pallid cedar
# tall kindle

is there a timing to this? I doubt I can just use it at the beginning?

#

since LLL is always loaded before custom moons and loading my mod before those would be bad I assume?

chilly radish
zenith flax
#

Check in my patches class

#

After the big ass start of round awake patch

#

i have an event but i might move it so

chilly radish
pallid cedar
#

lol ur doing the same as me

#

kinda

zenith flax
#

I have to

#

can’t use the singleton if it not assigned yet

tall kindle
pallid cedar
#

wait so what am I looking for? I can't find an event in the patches class

tall kindle
zenith flax
#

Anytime after that

pallid cedar
#

ah i thought there is an event or something thats called

#

well I guess I could patch StartOfRound.Start() then, and its always guaranteed to be loaded?

zenith flax
#

Ye should be

pallid cedar
#

alright I'll try that

tall kindle
#

worst case u just wait a frame before doing ur thing cool_psh

#

probably

pallid cedar
#
private IEnumerator waitForLLL() {
    // Just wait a bit ( ͡° ͜ʖ ͡°)
    yield return null;
    yield return null;
    yield return null;
    yield return null;
    Load();
}
tall kindle
zenith flax
#

U might wanna keep that tab open and look around how i touch scene loading too btw

tall kindle
#

pretty sure its supposed to be yield return null;

#

bad programmer right there

pallid cedar
#

might be lol

zenith flax
#

Not many mods use it but lll supports levels having weighted scene rarity

#

Incase that matters

tall kindle
#

that works?

#

i've heard a lot of people saying it doesnt

pallid cedar
#

hmmm, I rather have my own rarity config so people can set it independently of regular gameplay

zenith flax
tall kindle
#

true

zenith flax
pallid cedar
zenith flax
#

I don’t remember where i patch it

tall kindle
pallid cedar
#

im not sure what you mean, like I just need a list of levels which I will pick from myself when I load the levels

#

but LLL might interfere somehow with my modified startup sequence

zenith flax
#

Lll might highjack your scene loading

#

Possibly

tall kindle
#

mark LLL as bepinex incompatible Smart (for legal reasons this is a joke)

pallid cedar
#

interesting hmmGe

zenith flax
#

Mostly

pallid cedar
#

so is there some LLL specific code I could use to set the desired level before loading anything, besides just setting StartOfRound.currentLevel?

#

to minimize LLL interference

pallid cedar
#

otherwise I just go on TS and use the first one that comes up

zenith flax
#

Use wesley’s stuffs + maybe company cruiser fix if it yells

tall kindle
#

arent those since like v55, would that affect anything?

zenith flax
tall kindle
#

honestly could just like use an OG like aquatis for a quick load rather htan downloading wesleys amalgamation

tall kindle
chilly radish
tall kindle
#

i have some use cases for increasing it sometimes, like a big decal projector bugs out at around like 75% of the farclip plane, i also have a shader that uses the player's farclipplane for clouds as their range, etc

#

was just wondering if there was anything special to it other than bigger number

zenith flax
#

Ah

#

I don’t know if there’s a better answer than that tbh

pallid cedar
#

which one of these lists returns all levels, vanilla and modded?

tall kindle
#

extendedlevels

#

u got custom, vanilla, and extended

#

extended is all

pallid cedar
#

also, is there a guarantee that scene names are unique? I haven't really looked into that, how do you add a scene at runtime anyways? I though thats like a build thing

#

because I could just use the scene name to identify it then, as thats all that I really need anyways

#

because I don't really care about any other level specific things like weather, spawn values, etc.

zenith flax
#

and no

#

can’t use scene names for identifiers

pallid cedar
#

what if I just dedup the list and don't care about the duplicates
( ͡° ͜ʖ ͡°)

#

wait how do you even load the scene if there are multiple scenes with the same name? isnt this a fundamental unity problem?

#

or do you not actually load a different scene every time?

zenith flax
#

just use the level classes, trust

pallid cedar
#

alrighters

#

but I am still interested in how you load the scenes though, can you just add scenes at runtime?

zenith flax
#

Yes

#

We shouldn’t be able to

#

It’s a miracle it works

pallid cedar
#

teach me your ways magic man

#

or well, point me to the code if its complicated and I'll have alook

zenith flax
#

why do u need to know

pallid cedar
#

im just interested lol

#

not any particular reason

zenith flax
#

It’s some of the only code didn’t make

#

By onionymous

#

In networkscenepatcher or msth

jolly cargo
#

damn, seems its something in the LevelMatchingProperties that causes mismatch

I rewrote this method to be very direct and filled it will logs that confirm that when reading string Celest != Celestria && Celestria != Celest but when the return list is set it seems to digest and apply it without taking into account the equivalency

zenith flax
#

LLL update should be next week yall

#

It will contain a fix for the Celest vs Celestria type issue tooo

crisp galleon
zenith flax
#

i thought that wasnt me

crisp galleon
#

Wait, I thought you said it was?

#

Am I misremembering?

#

Probably

#

I think I was remembering this: #1193461151636398080 message

#

I did make a feedback post for the vanilla game to do it: #1279050483587223633 message

I see you said something on it but to be honest I can’t tell if you’re saying that the scroll is or isn’t an LLL issue

#

Whoever’s end the issue is on though, it’s not that big of a deal. Just a QOL thing.

#

Also just for transparency, here’s my bug report on the matter for the vanilla game where I was told it was an LLL thing: #1278763516546908232 message

#

There’s everything I could find on the matter @zenith flax ^

zenith flax
#

thank you

crisp galleon
#

You’re welcome. Always fun to run around Discord hunting down old messages 🙃

main ravine
#

By the way @zenith flax, I know that you are busy for a while so this is a fuuuuuture thing I'm wondering about, but was it ever sorted out how to alter the time passing on moons without breaking quota day? It was amazing having double the time to spend and "lore-wise" it makes sense that some planets/moons would have different day/night cycle periods

If it's completely impossible to do then that's totally fine, but I wanted to ask since I really loved messing with it even though it broke the quota the first time lol

zenith flax
#

I wouldn’t expect it

main ravine
#

No worries 🙂