#Lethal Level Loader [Custom Content Loading API]
1 messages ¡ Page 25 of 1
@zenith flax What was changed? ;o
Oh LLL update? đ
gave mineshaft its name
Ooh :3
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
This was before v60, I haven't played in about a week
i don't think i've ever seen it work
:(
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?
I think it should be fine, but I guess I donât know for certain. I know Wesleyâs moons have custom scrap on them and messing with their config breaks those items because they werenât set up properly. But I think other scrap mods should be fine.
i suppose the only way for me to find out is to do it and check đ¤ˇââď¸
the description of the config option has inverted values, so maybe that's causing you confusion?
wait so the config values are not what it says in the config?
or do I just have a bad case of the skill issues?
iirc it says that 0 will make it so the interior size won't exceed the max no matter what
is that not the case?
it's incorrect, 1 will make it so that the size won't exceed the clamping values
that is my interpretation anyway, feel free to check the links above
the examples listed in the config option's description seem to me to be using inverted values
will test, thanks!
@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
It'd thematically make sense for ToyStore to have natively increased chances for Nutcrackers and Masked given the aesthetics of the map
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
Two problems, masked is vanilla, and the dungeon level matching stuff just doesn't work
@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?
This would be neat
I fully acknowledge how valid this request is
but-
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
its far from a no but a reason why it hasn't been done yet
@zenith flax Got it đ
Here's two of Wesley's scraps on Experimentation using the configuration file alone.
Apologies that I missed that, will get that fixed in the next version.
Was putting off troubleshooting it too much because wesley is technically doing it the wrong way + i had concerns about it being problematic with lethallib scrap too but this is 100% my issue so will fix that up
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
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
Could always ask Jacob for it as a JLL feature personally as well
'-'
wtf is JLL
most people do it the wrong way don't take it personally!
Jacob's Lethal Libraries
Adds some extra functions that I use for my moons, mainly weather replacement stuff
got scared someone was doing a weird fork lmaoo
Nah lmao
every new feature in v60 in regards to allowing content to do new things is done in a really unideal way unfortunately
big fan of zeekerss but man
Lmao
I know it's set up wrong
Gonna be changing that
Yeah that makes sense LMAO
i have a big post here talking about some of it #dev-interiors message
Just would be a nice feature to have if it's something you can do
If not I'll see if it's something JLL would be willing to touch
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
But having the interior affect it in interesting ways is always neat
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
Threw up a PR with my code adjustments in case you would like to use it.
Yeah that's not how I'd prefer it personally but I do get it
I'd hate that lmao
Why?
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?
that's fair, it's kind of a tough problem
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
Look Toy Store on Etern 100% of the time gets boring 
Then again Etern's balancing needs to be fixed anyways :)
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
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
I can do that
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)
not sure when it should happen tho since I have lots of math
Hi Lass
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
nikki wants this as a developer, not a user.
oh I see, they want to put that on their enemies then?
No, I'm more talking about on vanilla enemies. For example, more Nutcrackers in Toy Store
Similar to the ||Maneater on Mineshaft||
yes thats what I was adding it because of
Its just a difficulty of too many config settings to me
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 đ¤ sry for the sidetracking just thought id mention it
She wants this:
Wesley, as the developer of toystore, boosts specific enemy spawns on his own interior
the peeps who use my pack usually have spreadsheets for it all tho
Yes? nikki isn't westle tho
Or me, developing my upcoming ||Barber Shop interior, increase the spawnrate of Barbers||
yeah
Yes it was an example.....
And Wesley also said it would be neat so he'd be interested in the feature were it added was the point of discussion ^^;
you could do it too but the more mods that do it the more finicky the series of it all gets
huh
Who is you in this scenario
Yeah just a player asked why their game has the black screen so i mentioned maybe add back LL - that fixed it for them
odd
It's fine
lmao
:3
See Lass had it right the whole time 
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
I mean technically ||vanilla Mineshaft|| already has that? I don't think we can configure that multiplier
Like I'm not a nerd myself but like some people can probably be bugged by it
not even zeekerss can
its hardcoded
yeah but i can /= it by 1.7 then have it *= i 1.7 as default config and an example of usage
as in you can't find its code?
thats not what i said so no
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
I have never heard of hardcoded being something the person coding it can't control
@sullen coral heres how that new feature works btw
What's the type of currentDungeonType?
int
its an int in RoundManager that is used for that code
Ah, he just stores em like 0 1 2?
yeah 0, 1, 2, 3, 4 now iirc
no idea why he's still so int pilled
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
So theoretically couldn't the custom LLL script simply add increasedChanceInterior to the ID of the enemy and currentDungeonType to the modded dungeon?
string is bad too đ
your dungeon ID is not a constant
it's unusable
Ah rip
what do you use then? a new type for that specific thing?
I think the problem is that if you load 2 custom interiors, ur ID won't be the same as when loading 1 custom interior
look ima be real i do not want to talk to you you are only not blocked because you keep talking in conversations im in
you can but at that point ideally we would just have a custom system that does a better job
There is no reliable way to have a constant ID for your dungeon in a modded environment
Similar to why we don't have something for ItemID's
Which sucks!! I want item ids!!!
lmao
Just gimme reference to what hit the enemy atleast zeekerss PLEASE
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
Yes I know what that is as I am definitely codepilled

My understanding of code is definitely not very, very basic
if you have a list and something in that list you use that to get the index of it
It's just a way to get where something is inside a list
I use it all the time for rpc's to find where the player is
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
Not necessarily the actual code type list, it's used for arrays too
really easily
Time to rewrite all of Lethal Company with IndexOf
I definitely know how to do that
.IndexOf```
There I replaced all of the code with .IndexOf
Lol
lowkey tho
Lmaooo
Also Batby can you look into re-enabling the Goopy Goblin
I liked him a lot
Maybe fix the goblin clipping bug though
How can you like him? We never got any previews or anything of him
isnt the goopy goblin a troll
God the joke went way over your head
dont worry, the bat wont go way over yours
Pls put me out of my misery 
I'm more of a bog crawler fan tbh
Bog Crawler was lame especially when multiple spawned, it just turned the ship into quicksand
Not a fan
Require Matches On All Possible DungeonFlows
what does turning this to false actually do?
Require Matches On All Possible DungeonFlows. Does anyone know what this does?
@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
injection happens every route change
Hmm okie, what about injecting custom moons?
can you elaborate
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
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?
Ah gotcha okay
@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.
That's fine. I just really trying to understand it. I'll be here tho
Hey sorry to prod, but is there any explanation to this? I tried searching around and couldn't find anything specific
the item's scan node is clipping to the ground which makes it unscannable. It needs to be positioned higher
well, as far as I know at least
how do i use the dungeon matching properties to make My Items spawn on vanilla moons in lethallevelloader
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
so doing something like Experimentation with a slider value of 100 would give it a weight of 100 on experimentation
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
Thanks for the help
Thank you! I'll try moving them up! Any idea on what could be causing the scrap values not showing up sometimes?
I will say btw, it's weird, because they become scannable after I pick them up and drop'em
This is the same exact behavior that we noticed when I was helping someone else with the same issue
when u spawn it, it wont have a scrap value, if thats what you mean
If you spawn your scrap manually with like the Zeekerss Test/Debug menu, it'll not have value
bruv
Nope! Those are natural spawns on my custom moon
By the way, this was the ScanNode for the item. Does the origin need to be above the ground?
yeah, afaik the origin is what matters maybe?
Sounds good yo đ
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
setup
the issue
if I try to play it in Unity itself it just crashes
Check the logs, getting stuck on the seed screen is an indicator of something throwing an exception during loading (so your custom scrap probably has a bug if it's only happening with it enabled)
Make sure all the necessary parameters are assigned, you have all the components and that they're all correctly tagged, etc
yeah I have it tagged as a physicprop on prop layer the ScanNode on Untagged wtih ScanNode layer
I see it might be the size of the object, I forgot to size it down
The log should tell you exactly what is going wrong and what needs fixing
ah should have read that before leaving the game
oh it says minValue can't be larger than maxValue

I read those inputs out of order
how do I get my item to animate without it wanting to just float away
How does the animation look rn and how is your animator set up?
Does it do that when you have it in your hand and click it or what?
no once I spawn it in it floats away
it didn't do that before, only after I added animation
Mkay so do you want it how i mentioned before or do you want it to do the animation when its on the ground?
only when on ground
its a noisemaker when in hand
back when I used lethal expansion I made an empty object and parented the animated fbx to that
so the empty object was what was picked up and the animated fbx just followed that
but it didn't work here
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
hmm there is an animated item script but I'm already using noisemaker so looks like its one or the other
https://github.com/cspotcode/AssetBundleRewriter/tree/main
I was wondering if this was a thing... turns out someone had the idea but never finished it 
This would be more for nomnom than me ye?
@zenith flax Sorry for the ping but do you know what that DungeonFlows setting was from yesterday?
it's a post processing step after building an asset bundle, so either really, but I'm guessing nomnom would have the most relevant knowledge
its still not working, i do not have level tags. do i need the level tags?
?
im using level tags now but it still doesnt spawn
and you're sure you've setup the prefab etc correctly?
yes
then LLL would be broken, lol, have u managed to spawn ur enemy using devtools or something ingame?
i have Managed to Spawn the items With devtools
@tall kindle
Does custom footstep thing works? If so, how do i implement it?
im not sure then, would be an error in LLL or you missed seeing it spawn
i Always looked With Imperium into the Scrap that spawned and didnt See it
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
you can probably use tags assuming custom moons use the proper tags: https://docs.google.com/spreadsheets/d/1WO77KGJplIEC64qmBClOgfEEoFxrhMurCEqe9FKod8I/edit?gid=49662210#gid=49662210
I don't think an "all" tag exists, but "Vanilla" and "Custom" are ones I think so using those you should be able to cover all.
Ill try vanilla and custom first
yay finally got everything working! Now can update my mods from Lethal Expansion to LLL

is there a way for scrap not to have the lethal company shader?
as it appears here in unity?
as long as you bundle the shader with it it should be fine
how it interacts with stuff like fog etc will need to be accounted for though
I do bundle it with the liltoon shader, but it still does the harsh shadows and outlines
this is a postprocessing effect and it cannot be disabled. If your shader supports changing the rendering pass (like Unlit for example), you can force it to render the model after the effect, but it will look as if it is ovelayed over everything else.
it works with modelreplacement just can't get it working with LLL
afaik this is what MRAPI does
Anyone?
maybe @smoky ocean or @gaunt hinge had messed with that
@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
on Arcadia
Alr
Ah shit really? I thought it's just very quiet đ
Yup xd
so... found this? is it like an updated version or something?
https://thunderstore.io/c/lethal-company/p/Skeletonek/LethalLevelLoaderAOORE_Fix/
Itâs definitely not âofficialâ. Looks like someone made a fork of LethalLevelLoader to fix one issue and thatâs what that is, so not really an updated version either.
Looks like theyâre willing to deprecate the project once the issue is fixed.
yeah looks like a patch they made since there's some broken moons and the pull request hasn't been implemented yet
So basically if you dont want the argument out of range errors use that version until @zenith flax updates?
ill prob try it out later tn
see if it actually fixes it
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
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?
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
LLL is not working in my project
I dragged it and all of its depencies into my project, but it didnt seem to havea ny effect
cant create any extended things
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
there should be a plugins folder
this is the one in the assets folder
and theres nothing in there huh
ye
try reloading unity
alr
but im pretty sure I had to put it into another folder outside of the assets folder
like u had to open the explorer for it
restarting it didnt fix it
yea I put it there too, and still nothing
im retarted there errors the filter was on to not show them tho
pretty sure I dragged in all of them
make sure u have the ones it specifies, they shoulda been added automatically by patcher but ig were missed
do you where I would get mono mod utils?
is that from the game or a mod
im so confuised bruh, never had this issue, untill I used the new patcher
I got it working
im stupid, I forgot to download bepinex from the patcher
this is ok?
I mean, Iâd guess no, but youâd have to tell us. Did everything still seem to work or did it crash/freeze? Maybe Iâm 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 didnât exist that should.
I could be wrong, but looks to me like LethalQuantities caused this error considering the info log directly before it
just now seeing this a bit late but congrats :-) tysm for maintaining this
heck yeah 6 million! Lets gooo
glad to have it so I can put my funny little creature scrap back into the game
@north vigil are these two bundles?
yeah two seperate bundles
are they tagged explicitly for either bundle?
just wanna confirm theres no chance they not both in both bundles if you know what i mean
can i get a full log too pls
they have some shared assets but both extendedmods are seperate and only in their respective bundles
you mean this?
can do, but I just changed the author name of one of them so I can actually test my code and they both loaded
Yee but in theory their loaded as different mods LLL wise
if thats fine with you thats gucci
I'll change the name back and rebuild em and send em your way in a sec
(apologies in advance that reindogandfriends is massive lol)
oh wait you'll probs need these too
damn your assetbundle IS huge lol
yeah... there's deffo a lot of optimisations I could probs do but I've been too focused on making new stuff lol
I made a lot of the smaller textures 512 already, maybe I'll just do the rest that are at 1024
maybe ur meshes are just horrid
we don't talk about that...
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
go into blender and kill em
I DID lmao
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
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
whats the filesize on your audio stuff
most are under 2mb, the long ones range from like 20-60mb iirc
uhhh like 3-5 mins
hey man if you wanna drop 20mb on sonnic osts you do you
@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
Turn them into .ogg's lol
your sounds can be compressed if you turn them into .oggs lol it'll be 2mbs instead of 20
how noticable is the quality drop if at all?
Not noticable
Opus (audio codec for Ogg) is more efficient than MP3 and 20MB for 3 minutes doesn't sound normal for that format either
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
they're in .wav format and I kept their bitrate high for quality sake but I guess I can optimise them a bit
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.
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.
when in doubt look at basegame assets for quality ref
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
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
.wav is about 10x bigger in filesize and even tho that gives the best quality overall, its really not recognizable difference - a 10mb wav file turned in to mp3 would be about 1.5mb and the ogg version of it would be about 1.1mb or something like that. Im throwing numbers out randomly but i think you get it. Quality will not be noticable.
did you figure it out
I feel like the only people who would be able to tell the difference are audio nerds (not trying to say this in a rude way)
Well you also need to make the sounds sound a bit louder cuz either the game or unityâs audiosource or something does some funky stuff. I did start off as an audio modder and i still do them ^^
does anyone know how the water works
my water has no textures
I made a empty water shader in my project and called it WaterShader
In game or just in Unity? Because itâll be empty in Unity but LLL should put in the vanilla water in-game. I donât remember the name though.
Also, no. Havenât figured out the thing from a bit earlier. @zenith flax might be the best source of info
#1193461151636398080 message for reference
I can actually see the vow water shader in unity editor, trying in game, for cave water, its purple in game and editor
I tried making a empty water shader and called it WaterShader and referenced that as my material for the water thing I had, but it was just invisible
idk if vow water is supposed to look liek that ( in game)
Looks like the Vow waterâs shaded is #dev-moons message WaterShaderHDRP. Iâm not sure what the shader for cave water would need to be called or if LLL can even sub it currently
oh I forgot the HDRP part
thx trying it again
alr forgot to mention. this is fro a interior, not a moon
ok so I did WaterShaderHDRP and the water is just blue
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. PleaseâŚ)
i think i only do this one rn
heard
wav doesn't have compression, so it shouldn't have a bitrate, do you mean the sample rate?
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.
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
I think you still need to copy the water material or prefab and stuff from vanilla, this just fixes the shader so the materials or whatever actually apply? Ik that's kinda how it works for the Hygrodere shader
how would I copy the water material
I imagine the water in the existing scenes already have the material on the error shader
So probably copy that
my brain isnt braining
I haven't actually tried it myself so
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
I donât think the material matters. Because as I understand it the material uses the shader and thatâs what gets subbed. Like Iâm 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 Iâve already shut everything down for the night.
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
Idk then
Like the Hygrodere shader still has material properties so you can replace the texture or color
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)
Likely not going to happen, apologies
There might be other config mods that will allow this. Iâm not sure what people use for it, but Iâm pretty sure Iâve seen people talk about config-ing things through other mods that LLL doesnât really support.
Technically I donât know for certain though. Could be making it up
Haven't found any on the ratings, should probably look into possible weathers but I wonder with how weathers work if that'll brick some moons. If rain places mud puddles, what if a map doesn't have spots for em'?
The quicksand Iâm 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. Iâm not sure how rain places the puddles, but I know hand placed ones wonât sink players if the ground theyâre on is âsolidâ (tagged âconcreteâ, âstoneâ, etc). I think at worst youâd have quicksand puddles that donât do anything.
Ahh, interesting.
WeatherRegistry should allow for customising the weather
Anyone know a way to find the internal names of modded enemies so I can slap em' into LLL moon configs?
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?)
@karmic harbor
@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
What are you doing when this occurs? Is it loading moons and if so, is it specific ones?
It's when loading into moons yes @karmic harbor know best
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.
Maybe post a mod list. Perhaps someone can ID a potential conflict? idk
01919f75-affe-4303-5a36-5b3cf0e8d96b
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.
I've seen other people report it too and no ones ever figured out the cause.
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
Why always the snail lol
I'm just memeing at this point, but can't say I've had softlocks with the snail out of the pack
You leave my snail alone lol
but we talked about it might be the snail as it spawns at the start of the round
still having this issue, my mods that share the same author name are unable to both load
right i keep forgetting about this sorry
No worries đ
"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
Pretty sure min and max value are just straight up unused in the code, instead relying on scrap amount and the scrap in the actual loot table itself.
rel
Okay this would explain a lot :D Thanks.
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:
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)
would really like to know about this as well
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.
You use an extended dungeon flow object to put your dungeon flow in & assign the parameters, then make it part of your extended mod like your moon
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.
if you're bundling them as part of the same mod, yes
you don't really have to worry about many of the parameters besides DungeonFlow, name, and level matching properties
What is Level Matching Properties? It's set to none, and when I click on the plus icon to set it, nothing shows up.
it's a scriptable object you need to make
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?
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
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.
You have its dependencies too right?
Cringe ass fucking description
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
how do you add water on moons?
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?
I assume you could
Probably as a hacky way in coding, but afaik alternate scenes don't even work so probably not
Im still trying to figure out how to add water and get some more of the games assets to use in outside scenery
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
I believe water is just objects added into the maps
You might wanna check Vow's scene or check the CaveWaterTile prefab
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
so I assume that the actual water mechanic comes form the tag? or something
Nah, u have a box collider with the quicksand script onto it
I think there's a water trigger script.
Entering the box collider causes the effect
Vow just has this perfectly done
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
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.
yeah I was trying to copy them but it was combined so it didn't work
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.
Just as an experiment, I wrote a test plugin a little bit ago to see if I could get Rend's scene to replaced with Dine, just to see if it was even possible in the first place. It actually did work but only when LLL wasn't enabled.
Interesting
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.
does anyone have an answer to this? still wanting to know. i tried messing with the fog volume values and couldn't notice any difference
if i remember correctly from what i saw in the source code, it just assigns this value (if non zero) as the size of the foggy volume
it is not multiplicative
not sure if it works tho, never used myself
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
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;
}
yeah then idk why it wasn't working, unless it's broken
where does the volume start from? 0,0,0?
yeah it should be centered around the ship
very weird then
you can find it in the SampleSceneRelay, it's literally called "Foggy" lol
if you wanna have a closer look
oh yknow what i didnt even think to check in the editor đ¤Śââď¸
i'll give that a look now
i mean it's so hidden away that this is pretty understandable đ
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
Alright, thanks. Iâll have to look into that.
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?
also how do the level tags rarity affect the enemy? I know what a good value is for scrap but no idea for enemies
i did some lll works today đ
is there a new public beta?
ye
oh damn when did it come out?
A bit ago
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
i'll have to go find the diffs then
Actually it seems like
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
@gaunt hinge some stuff in next lll for you hopefully
Cruiser Improved dies immediately
Looking forward to this, I know how much Wesley has been wanting new stuff he can cook with :3
i do not
btw you lookin at PRs? mine is a pretty simple one đ
i am
mine is #131 đ
yo nice. Is there anything I have to change in my level locker script or will it just work?
will just work
epic. thanks
@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
oo interesting, I'll look into it more later
@tall kindle do you still use lll onbundle loaded and/or on extendedmod loaded callbacks?
for immersive scrap ye
are you busy by any chance?
nope
would just need you to load it up w/ a dev lll version and see if those call backs haven't exploded
ye just send it over ill build and test it
will be a couple mins but will let you know
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
yippe
but the old version with new LLL works
i basicially swapped it out internally from a dict to a tuple
to prevent errors when duplicate bundle names
ah ic, that makes sense
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
are you using any lethal lib item mods
Just wanted to register it to my moon the same way I do for my scraps
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
that doesnât answer my question aha
Iâll get on my pc in a min
@zenith flax
no idea
i was spamming UE fastforward trying to get the new event
was exiting hte lobby and couldnt
noticed this in error
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.
Do you know if it was happening without imperium
yes it was happening without it too :/ tho at the time i did have lethallib item mods in there
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.
A way for moon makers to disable the new Meteor Shower would be nice, if something doesn't already exist in the editor
|| Oh yeah I can see meteor shower event be an issue on a couple of moons - USC Vortex or Half Life moon for example ||
Is it not a weather condition? Havenât looked at it yet, but surely thereâs at least some toggle like there was for the fox because surely the company building doesnât have it.
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 wouldnât be too surprised if Zeekerss hard-coded it tbh.
No, but now I'm very curious
Working on it
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
||USC Vortex is in literal space Meteor Shower would make perfect sense on it wdym? lol||
|| Cuz of the roof i think ||
Sorry for bumping! My problem has yet to be solved, and I don't have to expertise necessary to debug it myself. If I should move this to a different channel, then please let me know.
you may have more luck in #dev-moons. it will be scene setup related
@zenith flax does your dynamic interior mod work rn?
That's spooky ngl
been gone for a min everything working fine?
On LLLâs end, yeah.
At least for players.
this is probably gonna get super delayed cuz github just fucked all my work up (technically me but really un happy with how it handled stuff)
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
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?
Also, GeneralImprovements seems to adjust the moons screen in the terminal. Anyway to override it?
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
what are you sorting by
price
that is weird
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
what exactly happened? does reflog not let you restore anything?
or had you not committed anything?
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
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?
probably but i wont pretend im the best at git
usually anything that's committed gets messed up, though, reflog is your best friend
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
it lists all revisions you have had in the past, including ones that are completely replaced or unreferenced
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
the answer is "skill issue" but also im like yeah but my issue is that that is the answer if that makes sense
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
espicially for what is like, two clicks
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
ITS A MENERAL
i cant see someone typing and type about someone else, they kinda just merge
also what's the difference between a content tag and a level tag, they the same?
LMAO
'-'
Lmao
uhhh content tags is the stuff you apply onto your content, leveltags are what you look for i think?
cant believe youve done this
calling you out in the town square for your crimes
He's an english teacher, he can do that
to the guillotine with you
just wait till people start asking about all the new tags
amythest and company?
Thank you!
psych bitch u were the second usecase
buttery's stuff was first
WAAAAH WAAAAAAAH !!!!!!!!!
not gonna use it anymore!!!! bleeh
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}
i fucking hate this kid on instagram
literally unplayable
Pretty sure someone already brought back old dine
yeah but it's like 150mb
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
Isn't dine 2 just the fire exit swapped?
no, the place where main is in v60 is even closer to the other entrance
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
So... the chance is what I described?
No xd
the two entrances in the v60 version are closer than they were in v50
they ain't just swapped
this is what it was like in v50
also even if it was just a swap I think the new fire exit is ugly
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?
because he hates players đ truly
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
I updated the Ganimedes project from v56 to v62 and now the lightning doesn't change in eclipsed
I loved Dine 1 with its fire exit next to the ship, I don't know why he had to change it </3
I think it's a really funny moon because of the stupid amount of turrets and land mines
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
It's true that the main entrance was very similar to Rend but I wouldn't have moved the fire exit.
I honestly prefer Dine 2's fire exit spot, but I would really love to have the best of both worlds
it would be very cool
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
If you manage to make the optimized port of Dine 1 I will have it 100% in all my games
gl
and it would be interesting if you could make the final Dine đ§
there's some small gripes I have with vanilla maps so making a "vanilla moons tweaks" moon pack would be right up my alley
from old dine, to new dine, to neo dine, to Dine 3XR Rebirth
(Director's cut)
hahahah mastering Dine design
oh it shouldn't be too bad, s1ckboy said he could lend me a hand, which is great cuz frankly I feel like a lost 7 year old in a mall with anything new to me
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
it looks good :O
It's complicated, thank goodness there are very good people in this community
they're good fellas!! love em both to death
Getting this error when trying to ""build"" the moon (Traduction: The system couldn't find the specific file)
cut down 30 mb, down to 81!
Whatâs big
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

the balance changes are slightly tweaking enemy spawns, making it cheaper and changing some scraps around
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 youâd like that aswell
I think that would be cool for v56 and v64 dine
but since old dine was way more dangerous than v56 dine I doubt I'd want to switch em around like that
would probably make dine a whole lot more interesting if you had to look for the entrances each time, with a shifting layout n shit
kind of like problematic pilotry but less wacky (?)
(If you start having fun with it you could also play with making alternate versions of other moons like that :P)
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
Donât let the fear of maintaining stuff scare you out of projects. Can drop stuff as soon as you feel like it
I mentioned this here but yeah I have some small problems with vanilla maps, so I'd love to do stuff like "Marsh-B" or "Offense-Y", something along those lines
Hello!
Is there a way to do some custom order on the moon list?
I have plans to do a more advanced Constellation system using https://discord.com/channels/1168655651455639582/1269406512313405571 but I've not found a way to do a more reliable custom order on grouping planets and its moons.
Like this
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
Thank you for the update! Glad to see my font size PR has been looked at
Btw I'm still planning on trying to implement stargazer into LethalConstellations at some point. Just been busy with my own irl stuff and maintaining a few other projects
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
I dont mind at all
Also LethalConstellations is open-source if you wanna contribute in any way 
I understand if you dont wanna tho, my code isn't always the cleanest 
oh hell yeah, cool stuff man!
hope all goes well w that thing you're focusin on
compilign shaders part in builing the bundles take sso long lol
Make a config to use the true unchanged v49 dine then, because I quite like having a moon that is actually the old update experience (except for enemy and map size changes of course)
I just can't stand the butler spam
Sorry for the ping but are you actually looking to port old dine to the latest? đ
If so, will it be implemented in a way that replaces the current Dine scene?
@zenith flax
seemed to happen again
all i did was enter my game, not like the weahter i got, and press exit immediately to reload lobby
mhm, talked to Jacob and we said we should do that
along with implementing dine v56 as a straight up map replacement of v64 dine as opposed to its own moon
yah
Nah, my plan rn is to have v56 dine replace v64 dine, and then have a hidden moon that's the old dine but rebalanced
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
is this from LLL and if yes is it something I can ignore despite it filling my logs
I'll definitely be keeping an eye out then because I have interest in trying to restore v49 Dine specifically.
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.
it's mostly that
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
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.
I mean, Dine has always "sucked" to be fair
v49 Dine had a passively dangerous interior but was still very lucrative, and the exterior was generally safer than Rend's
v49 dine is just uh...very very dangerous
hazards everywhere, 66 jester, 25 bracken, 56 coil head
18 ghost girl
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.
those values are still unchanged, cuz truth is "awful" is just what dine is, and that's really fun(ny)
sort of, not in multiplayer w the amount of butlers there are in there
These are the settings I run usually.
yeah this is p much v49 dine with butlers, barbers, old birds and maneaters added
and spiketraps too
i've opted out of spiketraps and just made blobs a little bit more common alongside reducing spore lizard spawns
oh yeah don't get me wrong, it's just slightly tweaked spawns like I said
I could still up the prize to 500 though
Is the dropship playing its audio before landing issue planned to get fixed at some point? That issue's been there since v50 iirc
that's an assetripper issue. it needs to be fixed by the moon's creator
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.
Valid request can you make an issue on github about it
Alrighty.
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
Are you doing Lethal Level Loader or Lethal Expansion?
LLL or atleast trying to
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...
absolute saint ty
@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
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 ^
how do you rotate scrap when held? i already figured out how to rotate ground position
alright thx, whats the difference between ExtendedDungeonFlows and CustomExtendedDungeonFlows and VanillaExtendedDungeonFlows
all modded basegame
ye
its in Item, it's the rotation and position offsets
alright thx
right next to the ground stuff
@pallid cedar you havenât 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
wdym? is there a difference between multiple vanilla scenes and multiple modded scenes?
the logic works fine so far with vanilla outdoors and interiors
multiple vanilla outdoors?
yeah, kinda
you've got multiple moons loaded at once?
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
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
no way to do it better but
well it works like a charm, even in multiplayer
have you tested on lower end hardware
and with loadstone and some well placed transitions its basically impossible to tell anything even happens
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
mmm
for loading multiple scenes? loading scenes asyncronously takes like no time on my hardware, and I'd assume loading a dungeon takes way more time on any hardware and that works too
actually how do alot of thing work. enemies, hazards, other players, etc
But yeah if your doing it that way it should work but in the event you wanted multiple actually at the same time thereâs 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
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
Iâve seen lower end hardware struggle with scene loading and/or dungeon gen. Really depends on whatâs bottlenecking. If it works for you itâs probably fine enough but worth having in the back of your mind forclater
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
Nah that isnât actually too bad afaik outside from it potentially breaking any code that actually cares about what scene those things are in
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
this right?
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
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
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
U can fuck with em after spawning
ye
yeah but how do I differentiate between these spawned indoor objects and actual outdoor map objects? because the outdoor objects need to stay while indoor objects need to be moved
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
Donât destroy stuff
ive tried that one but all i can get to do is rotate on floor w/ it
turning it off probably results in the same thing / shrug
wtf is this shrug command
the rotation offset and position offset are for while you're holding, if you're trying to change it in unity explorer to see changes, then u need to drop item and pick it back up
ÂŻ_(ă)_/ÂŻ
ÂŻ_(ă)_/ÂŻ
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?
didnt think to try unity explorer also any idea how to fix this? i can live w it tbh
Check in my patches class
After the big ass start of round awake patch
i have an event but i might move it so
unity only in game has correct lighting and textures
try making a new scene with lights etc
wait so what am I looking for? I can't find an event in the patches class
Nah look for the big patch that i think is startofround awake but canât be sure on mobile
Anytime after that
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?
Ye should be
alright I'll try that

private IEnumerator waitForLLL() {
// Just wait a bit ( ͥ° ÍĘ ÍĄÂ°)
yield return null;
yield return null;
yield return null;
yield return null;
Load();
}

U might wanna keep that tab open and look around how i touch scene loading too btw
might be lol
Not many mods use it but lll supports levels having weighted scene rarity
Incase that matters
hmmm, I rather have my own rarity config so people can set it independently of regular gameplay
U heard one person say it and a dozen people repeat it
true
Yes but check if my code gives a fuck what you think or not
wdym it works?
I donât remember where i patch it
was just replying to batby's multi scene thing he had setup way back in v55(?) in LLL
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
mark LLL as bepinex incompatible
(for legal reasons this is a joke)
so youre saying all your patches are in this 1 file then?
interesting 
Mostly
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
also, you probably have made modded exterior or interior before, right? any suggestion to which one I should be using for testing?
otherwise I just go on TS and use the first one that comes up
Use wesleyâs stuffs + maybe company cruiser fix if it yells
arent those since like v55, would that affect anything?
Weâll see lol, thatâs probably doing most of it
never released but decently into an exterior, but uh i'd probably just like, use any random one tbh
honestly could just like use an OG like aquatis for a quick load rather htan downloading wesleys amalgamation
moon & interior devs will now be able to request higher far clip plane distances ofr larger environments is this done just by purely increasing the far clip plane or do you do anything else?
i feel dumb just realized im putting into resting pos oops
Former
Why
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
which one of these lists returns all levels, vanilla and modded?
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.
magic
and no
canât use scene names for identifiers
what if I just dedup the list and don't care about the duplicates
( ͥ° ÍĘ ÍĄÂ°)
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?
just use the level classes, trust
alrighters
but I am still interested in how you load the scenes though, can you just add scenes at runtime?
teach me your ways magic man
or well, point me to the code if its complicated and I'll have alook
why do u need to know
Itâs some of the only code didnât make
By onionymous
In networkscenepatcher or msth
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
LLL update should be next week yall
It will contain a fix for the Celest vs Celestria type issue tooo
Will the text on the main monitor scroll when the moon infoâs too long again? đ
i thought that wasnt me
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 canât tell if youâre saying that the scroll is or isnât an LLL issue
Whoeverâs end the issue is on though, itâs not that big of a deal. Just a QOL thing.
Also just for transparency, hereâs my bug report on the matter for the vanilla game where I was told it was an LLL thing: #1278763516546908232 message
Thereâs everything I could find on the matter @zenith flax ^
thank you
Youâre welcome. Always fun to run around Discord hunting down old messages đ
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 
I wouldnât expect it
No worries đ

