#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 27 of 1
i did this but lmk if its unhealthy
is that for like, editing your own selectablelevel?
uhmm
yes but it still generates the dungeons from the vanilla selectable level
because im rerouting
so it thinks the scenename is Level4March when it actually isnt
ah right
i ended up doing this bc stuff was overlapping
oh dear
please don't skin me
It's okay, only peeling
does anyone know how the dynamic route price for custom interiors works? Is it like price:weight
im in the wrong channel mb
If I write Modded:40
So the probability value of interiors will be 40 on custom moons?
I just noticed an interesting setting in LC_Office...
And what command can I use to see the probability of interiors appearing in the LLL terminal?
simulate planetname
thanks this is what i was looking for
LC Office
Is this an LLL issue?? I have no idea what else could be causing this
It only started manifesting after the installation of Polarus
It might be a bug with LethalToolBox
ARGH
@sullen coral Do you know if LTB might cause this?
If you have no clue, Don't suggest it
I'm only guessing cus I've never had an issue like this from LLL itself
and I've went to plenty of moons with custom fog values and such
I mean I was more so just trying to help out tbh, ideally they should send a profile code and logs to know what it might be
I'm suggesting it anyway because I have nowhere else to look + #help-and-troubleshooting is more dead than roadkill
Just to clarify you don't have anything like Better Fog right? Cus I could see Better Fog maybe persisting values like that
Nah
Managed the replicate the issue
There seems to be no Toolbox thread, so here it goes
No clue
There's nothing in the logs that could point to this from what I'm seeing
Yeah I wasn't trying to offend Batby at all by saying it might be LethalToolBox but it's the only thing I could imagine it'd be since Wesley's Moons haven't switched to JLL yet and I think LTB is used for Polarus' fog stuff
Idk why it'd offend him anyway, all I was doing was asking for help /shrug
Was just clarifying incase I did
I'm not offended, I'm criticizing your involvement.
Why so?
I mean generally I would only imagine it could be that or a niche issue with WeatherRegistry with that moon somehow
Maybe WeatherTweaks if that's used but I don't consider it much anymore since it's not as widely used as it once was
I don't use that, no
It's not about you guessing wrong, It's about you guessing
That is entirely fair
They didn't ask you, If you have no idea what the answer is you don't need to be the person to respond every time
I appreciate a guess over just Idk, any point in the right direction is nice
...Without it, it ends up like the ExperimentalEntityInteractions situation /w Nova and I
If it's WeatherRegistry there is a quick way you can test
Try setting the blacklist for SunAnimator to All;
and see if it repros
On it
Ye cus the issue would then need to be reported to Mrov and you can send that log to him you posted in here
Not an issue /w WR it seems
Still the same
Thanks for the suggestion though
An observation, but I've noticed that interior entities struggle to spawn outside on vanilla moons
E.g. I gave the barbers a weight of 100 on Rend to spawn outside, but all I got were giants and dogs
You need starlancers ai fix mod for that
Yuh, I have that
Oh just soawning
no clue
That won’t be specific to them being inside or outside enemies, regardless of what’s doing it
I'll debug /w Imperium lator to see what's up, hopefully the game isn't killing them off as soon as they spawn
Yeah that should work properly, are you sure it wasn't just bad RNG? @umbral oracle
It's something I felt like I've noticed before, but I'll double check
I do think each enemy has its own cap, and Barber is 1. You could get one out of daytime spawns and one out of nighttime, but that’s the max you could have outside without other mods. They’re also like always invisible unless close so could be easy to miss them.
I have BarberFixes/ClaySurgeonOverhaul, so that shouldn't be happening
lmao please stop
I mean I had them test to see if it was your mod and it wasn't
:3
Ahhhh I figured it could be a thing where it carried over tbh
since there were weird bugs like that in the past with the Sun Animator stuff
The sun from one moon carrying over to every other moon after
Causing the holy light to shine upon thee
XD
If it didn't work right on some moons
I thought of that
dont do this lethallevelloader bros it causes desyncs if modded interiors are installed

@zenith flax do you know why "sort difficulty" does not take overridden hazard ratings into account
how is it calculated
(this happens without terminal formatter as well, to be clear)
because sorting by difficulty uses difficulty rating, not displayed strings
is it like a separate thing im unaware of?
and because normally displayed value is correlated to the underlying difficulty, it's not visible
ah
hey not sure if i should ask here so i asked in the support chat but dropping it here just in case it also helps #help-and-troubleshooting message
Just realised there’s potential sauce in using physics materials to figure out footstep sounds 🤔
I’d really love that feature 
Hey, just asking this.
Does the vanilla moons have more tags?
Like dine is tundra and vanilla tagged?
just making sure since I'm messing with enemy variety skins
check pins
nice
@zenith flax I have been using your GlobalDungeonEvents.onBeforeDungeonGenerate event to setup my DunGenPlus dungeon generation override logic. Do you think LLL will explode if I change the injection point to instead a GeneratePrefixPatch with priority 199?
I assume the dungeon flow is already decided way before Generate is called ya?
thxthx
Isn’t that will be “heavy” to get collider component and referencing to the phys mat?
that's about as light as you can possibly get for anything that isn't super hardcoded
Is there a way to unhide a moon using LLL?
in the config, if the bool for hiding the moon in terminal is set true, change it to false
didnt seem to work but I was able to do it with terminal formatter
nevermind neither worked, rn was just testing doing it wit ART
Hello it's been a while! So I've still been getting reports that the item I added to the store using LethalLevelLoader has an issue that when remaking lobbies without closing the game, it causes the item to not show up in the store and messes with the order so when you buy items you get the wrong one. Is this a known issue or am I perhaps doing something wrong when adding it?
Hey so I updated LLL
Haven't worked on it but had a mostly finished little update sitting there and got around to marking LE and LEC as incompatabilities hopefully so just figured i'd send it
let me know if I broke anything
in theory extendedlevels and extendeddungeons can request camera clip views to be extended
and buyable vehicles should now register correctly
and route lock and route hidden should persist in saves now
also my github actions broke for some reason but i think it is up on ts and nuget correctly
did you also get around to making the custom footsteps work? 😮
no
Hey, so... I'm trying to add custom scrap to Lethal Company and was directed to this API. However, despite my best attempts, I have 0 clue where to start. From what I have seen, the wiki mentions nothing about Item Modding. 
Any help would be appreciated.
There’s a video pinned in the dev-moons channel that goes over how to rip the game into Unity and add LLL to the project. I’d recommend watching the starting chunk of that video and then from there you just follow how vanilla items are structured for your item.
Once you have an item there’s a few small things you have to add on to actually get LLL to register your item, but you can worry about that stuff later and ask any questions in the dev-item channel.
okay thank you so much.
Yeah in the end what you will need is an ExtendedMod place your ExtendedItems into it and fill everything out you need to then add LMPs (LevelMatchingProperties) to the ExtendedItems- these LMPs will determine the spawnweights which you will set it to
another update? 👀
Im guessing its a hotfix for something
is there no way for users to disable this? I know a lot of people who can't play with view distance increase mods just because they have older computers. I don't want some moons / interiors to become unplayable for them.
There was an error thrown when quitting a save that actually stopped the game from quitting to the main menu. Hopefully a fix for that.
lol
no
please
wait is there an issue with the new LLL update (I read it adds an interior history)
just wanna know if it breaks stuff like generic moons and dynamic interior variety
the changelog wasn't updated
Yeah neither 1.3.11 nor 1.3.12 show up in the changelog curiously enough 🤔
question, whats the terminal thing for finding out the interior chances for a moon
ive forgotten
SIMULATE right nvm
Currently no, Not strictly against the idea but I would like to see if there are practical problems with it before considering that
This allows the devs to request it and isn't something LLL just does so IMO it's more-so on the content creators end to deal with. There's some moons like Affliction that has a skybox that isn't fully showcased due to the default restraints and I think it's fine to give the option for creators to resolve something like that in this manor where if someone has troublesome hardware perhaps they should be advised to not use that moon
In theory performance mods can easily override my changes but due to the nature of me having to set the values per moon landing I understand if that is abit of a weird request
yeah my github actions were fucked and i couldn't be fucked apologies 😭
to be honest i literally just wanted to drop an update that marks LEC as incompatible for TS usage but i had all that work laying there in a commit so like
oh @slim wind dunno if its useful at all but extendedlevel's have a ref to their simulate node now
that slipped into the build cuz of stargazer testing
there's actually a lot i forgot i put in this
every piece of extendedcontent has a built in UUID eg. zeekerss.lethalcompany.flashlight and i also have a handy dict built into LLL so you can use
public static bool TryGetExtendedContent<T>(string uuid, out T extendedContent) which is neat
yeah for example I can expand CullFactory options to allow a maximum value for interior and exterior
not sure how the existing (opt-in config) values will fit into this, I'll have to think about it a bit
I feel like they should probably act as maximums for the sake of matching the original behavior
@spiral siren this is the same shit i was talking to you about from ages back just never was released
oh yeah I know, but we never talked about the performance aspect
yee
woah I had no idea LLL was updated
there a changelog somewhere? I'm curious if the hotloading stuff you were working on got added or not
yeah I was reading and also looking at the diffs on github
unfortunate it did not, was a very interesting idea
I do see one of the things I requested got added though so thanks!
It has to be a pretty big refactor and at the moment I lowkey just don’t have enough incentive to tackle it vs other things im doing
Sorry that took so long lol
lmao all good, I get being busy
and also just not having the drive/incentive to do big things
Is this an issue with LLL? Interiors not loading for non-host players
actually I think it might be due to a specific pack since it's only happening on one moon (so far)
Hello, I found an old moon I used to play last year but it was made with SDK which is deprecated. Is there any chance to make it work with LLL? Is it doable with only the mod files?
If your not the author the short answer is no
Oh okay. Just curious, what would the long answer be?
For personal use it’s possible through assetripper and creativecontentconverter but ideally you’d need to reach out to the author to get it updated and/or reuploaded
Okay! Thank you
whenever you restart the lobby, LLL registered enemies in the devmode spawn menu seem to duplicate
this is true
i commented it and everything 😭
that will probably get fixed at some point
I have complaint Batboy
I can't set this value to null
Assets.dungeonExtended.OverrideKeyPrefab
after it initalizes
My current hack
Assets.dungeonExtended.OverrideKeyPrefab = Assets.key.GetConfigItemEntry().enabled ? Assets.key.item.spawnPrefab : typeof(DungeonLoader).GetField("defaultKeyPrefab", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static).GetValue(null) as GameObject;
Also question Batby, do you think there is a safe way to modify the SelectableLevel's spawanableScrap list before it's used in SpawnScrapInLevel but after the Terminal Awake/Start type functions. I ask you since you touched those fields the most probably.
Like my current sketchyass override-only-on-my-dungeon solution works, but since someone is asking for my items to spawn on all dungeons, it makes me more afraid of breaking something by applying my sketchyass solution to all moons.
I can't use LethalLib or whatnot since I had to modify the list after the clients receive a network message from the host, so it's way after the Awake/Start type functions
Don't you already have the guarantee that you will be after the Terminal Awake/Start functions once you load into the lobby scene (so basically once you load into the lobby)?
Sure, but when the network message is received is inheritly random. So if someone else also touches the list too, the order of operations can be all different for each client.
It's a small chance, but it will lead to the rare bug that I want to avoid
Like maybe I'm overthinking like crazy but I want to make sure
I might be misunderstanding but I cannot think of a case where you have the terminal only starting to load* after it generates the level.
Because the only concern is clients having different lists, from what I am getting right now.
The concern is correct yes
Which would probably lead to clients seeing either different objects or different stats on, for example, weight.
It can lead to crashes easily
Well Unity doesn't crash per say, but it can to an unplayable, unrecoverable state. Not a crash but may as well be
Hmm, I see I see.
So right now the items are only registered to spawn on this one dungeon (through LLL things, I assume) and you want to introduce a way to which it adds to all other dungeons?
There is no clear/perfect way currently to add items to a level after the initialization phase. I think I'm the only modder who's doing that currently and I only apply it when my dungeon loads so it's self contained.
Applying the same solution to all moons is asking for disaster
Well, to load items according to what's currently set to, it will have to be either on each time you load the level and see the current dungeon before scrap spawns (GeneratedFloorPostProcessing is called after dungeonCompletedGenerating and playersFinishedGeneratingFloor.Count >= GameNetworkManager.Instance.connectedPlayers so maybe you can use this for after loading the dungeon and before the scrap is spawned for everyone) or whenever you change said related configuration (this assumes you initialized all levels according to the configuration on game boot).
that's still a network message, waiting for players to tell you if they finished their generation. Nah that's fine you right. That being said, you lead me to GenerateNewFloor() which is a intialization function that all clients call before the dungeon generates.
I think I have the solution thanks for being my rubber ducky

what moon was it
do my dungeonevents not have shit for you
should be fine now
moved the null check from initialize to the usage
should be fixed
are there any problems with LLL's config right now? i'm having a weird situation where an interior is still spawning on a moon after I removed any chance of it spawning there in the config
also i just saw the new version uploaded, what was changed?
Just two little things mentioned above
got it
btw people like @digital breach and @plush wing; As you noticed I did intergrate some of the fixes/changes mentioned in PR's you guys made, thanks for that. Right now the changelog isn't updated because I'm lazy as hell but when it is updated ya'll should be credited
actually can someone remind me is item injection based on dungeon still broken
oh yeah that reminds me did you end up implementing that one fix for route locked nodes? I'll see if I can find the old message I didn't submit it as a PR
holy shit found it, had to search the discord for messages I sent with acceptAnything in it
#1193461151636398080 message
I've had a fix for it in my library mod since 9/24 
if you want, at some point I can try to put together a PR for you. I searched the repository for acceptAnything and didn't see anything
I'm trying a solution using your events and some extra initialization before your event calls. Gonna throw that solution live and see if it breaks
fix common issue where trying to route to a locked moon would lock the terminal until you left the terminal and entered it again (throwing "Index was outside the bounds of array" ...
@zenith flax Hey, can you help me? When I start my moon, it selects facility or any other interiors with 1% chance but it doesn't select my interior with 9999%
i'd have to see the matching properties but that does look weird
And it happens only If I use newer LLL and launch the game like that, to test LAN multplayer. I also set the config parameters because it was 'Default values were empty' when the game generated cfg file
When I launch the game with Gale, everything works fine
I thought that when I launch the game like that, It doesn't read cfg files on host and it launches default interiors 🤔
But here I can literally see that facility chance is 1% lol
i dont know (or tbh care) about config stuff at this point
the only reason it still exists is people would yell at me if it didn't
does it happen without the context of config
Let me open Unity

I reset the game and tried to play with Gale and this mf workss
But why not when I play with exe label
w local bepinex
Your local config must be fucked or something idk
I just reinstalled Bepinex and LC itself
Deleted everything from that folder
Launched the game
It's not fucking working
lmaoo
It selects default facility (1%) instead of zeranosFacility (9999%)
So basically, when it generates config. It doesn't set matching properties parameters
Got it working by setting config, since it doesn't set
them automatically
Show me that config
^
I do not think the screenshot of content configuration set to false and nothing set to 9999 is what you were refering to but aight
I set that bool to true and it works
My question is why it doesn't set the variables for levels at start
@zenith flax I think I found a bug, Rosie has updated her Area71 interior to update the values for size multipliers and such and unlike usual the new values weren't auto adjusted in LLL, they had to be reset 🤔
I'm wondering why it's not auto applying the new values anymore like it used to
usually it would only not do that if you change say
Interior weights
But only for that modified entry
Not interested in helping you with this whatsoever
I mean it's a LLL bug 😔
I have no reason to assume anything you say is true and I don't have the energy to interact with you in order to confirm or deny these claims
I mean I never had this issue before the recent updates so I wanted to report it. This is also the first time an Interior has updated to change values and such since as well. Believe me or don't believe me I'm not really here to stir up issues or cause an argument with you just report the issue. Have a pleasant day
setting a new default value of config entry doesn't change the set value
because that would be dumb
and would change on every game start
It used to but I think that was cus entries became orpheaned before, unsure if that was fixed since
It used to always auto adjust values for me that I didn't manually change
anything manually changed wouldn't update
bepinex did not do that at any point in the last year
I mean you're saying it shouldn't have auto updated values but it did idk what to tell you, unless maybe it's always just only auto updated moon settings but I swear I remember seeing Interior size adjustments update
Anyways I don't consider it a major issue or anything
Just noticed it didn't update it for once and figured it was a bug
lol
you remember that LLL had config categories changing every game launch because the moon list changed, right?
Yeah
those config entries were generated every time and set to the default values
now it shouldn't happen because it's all generated only one time
Okay yeah I was wondering if maybe the config issue was fixed where it would always generate the entries when you loaded a lobby after a game boot
cus that would make sense
it does do that, but it shouldn't override values that are set already at any point
Got you got you
because that would be terrible user experience
I know in the past it used to auto adjust values for me so long as I didn't adjust them manually though for interiors I have no idea as to why
🤷
Like if I were to adjust weights that wouldn't change
other settings auto updated to new values
XD
I always figured that was just intended but I guess that was a bug
Good to know
ancient
@zenith flax Forgot to update you on this, but loading assets via the AssetBundle callback is working correctly after switching it from the scene bundle! 
There is no longer a random bozorosstuff file there
yipeee
I got everything to work, but might I quickly ask how lethal handles scrap spawning and how this rarity slider affects that?
each scrap has a specific weight for each moon, a number of scrap is picked based on a min and max number provided by the moon and the scrap that DO spawn are decided by a weight raffle provided by said rarity slider
The LLL config will show it but if you’re wanting to look in Unity then the scrap pools are within the moon data so you’d have to inspect their ScriptableObjects.
Hello, has the "Dynamic Dungeon Size restriction" config not working been reported here yet? I havent seen anything on it in here or on the github, but people have mentioned it to me
Today i tried CentralConfig, where it just imported the configs from LLL
And the difference is clear
Here is my Storehouse settings in LLL (Yes its disabled at the top, i did that after this in case it would conflict, previously it was on ofc)
Thats the interior generated with it on Triskelion
Here is it again, with the same values, in CentralConfig
The difference is very clear lol
you need to put the scaler value to 1
0.25 is closer to 0 than 1 so it should make it smaller regardless tho
i looked at the code, this description is wrong
Ah
So in that case, what possible values can it have?
1 is normal
and ig anything down to 0.1
What happens at 0?
At scaler = 1, size will be exactly between chosen min and max.
At 0 it will stay the same as in vanilla.
At value in between 0 and 1 it's a bit complicated:
- For min it checks if the original size is smaller than the min in the config, and if so increases the size to a value that is {scaler}% closer to the min from config
- For max it checks if the original size is bigger than the max in the config, and if so decreases the size to a value that is {scaler}% closer to the max from config
In general it uses this formula:
result = start + (end - start) * t
t - scaler
start, end - (original, min) or (max, original)
Hmmmm
I see
So i suppose at that point, whatever CC is doing is having a much more dramatic effect than LLL, hence the big difference
CC is doing something closer to what the original description says
I think what everybody wants is to just clamp the value between min and max, in that case setting scaler to 1 will do exactly that
If there aren't any bugs elsewhere 
this should be pinned
does CC dev know?
@jolly cargo I will ping either way in case it is brought up in the future lol
Sup
Yes
1 is a partial clamp (remains outside min/max
<1 is over clamp (moves past min/max
=1 brought exactly to the min/max
=0 no clamp
If it’s in the min/max it won’t move
The float multiplier is just an argument for dungen, each dungeon has a randomized int size and dungen generates dungeons using an int so a dungen can be 18-22 and picked at 20 times 1.05 so it will be size 21
There is only relatively safe size values as failure is always possible but larger and smaller sizes are less likely to succeed due to some tiles being mandatory(?) and it fails if a doorway isn’t connected to anything
I’m not sure why there is no smoothen step for it to patch doors to nowhere and whatever other errors; the facility and mineshaft are set up in a way that they can’t really hit a breakage due to some overlapping tiles I think? Just based on what it looks like to me
would it be okay with you if i looked into making a PR to fix custom interior stingers
to my knowledge they are broken since v60
to reiterate "FirstTimeDungeonAudio" does nothing on ExtendedDungeonFlow
i cant fully explain why but buttery knows more
ya whats the tldr on the problem tho

idk how their ids would overlap tho
im not entirely sure but i will say i never noticed poolrooms had a stinger until i started working on it
ive never heard it play since v60
stingers are dumb anyway they should play once per level not per save imo
revisit stingers fixes that
at least
revisit stingers has a system where the stingers play either
rarely or when its a "rare interior swap"
like when you get manor on exp
etc
ah, alr
its possible it's only two lines
would it be possible to have a minimum distance that fire exits can generate from each other?
not from me
@hexed mesa is this a possible thing in your dungen mod?
Okie
Its 2 am and I work in the morning so I'm not able to thoroughly test this but me friend's and I found a bug with the ## Override The Day Speed Multiplier For This Level. config option
We've been playing with the moon Flicker from
https://discord.com/channels/1168655651455639582/1275707054564180009
and we wanted to be able to watch cartoons and stuff on the big monitor without having to leave mid way through the episode so I set the Day Speed Multiplier to 0.25
And as expected time moves hella slow lol which is great
but whats odd is once we go into space, seemingly regardless of what time we do, the deadline immediately sets itself to NOW and we wipe
Download whitespike's dayspeed patcher
👀
that is a known bug with base game
if the day speed isn't exactly 1 in base game it doesn't register days being passed correctly
it's most likely caused by leftover code from when the game used a real time system in old versions like v9
I was wondering if it would be possible to allow LLL matching properties to be priority based rather than whatever gives the highest rarity?
For example, I can't set a custom rarity for specifically Rend that isn't below 35 because the route price rarity will override it.
I was wondering if planet name rarities could take priority over the ones?
This is unfortunately a super valid request/issue but it's difficulty to implement because I'm somewhat beholdant to the fact that these kinds of things are expected to be user configurable
Hmm, I see.
Looking at the code for how rarities are updated, couldn't you introduce a new bool parameter for the UpdateRarity function to determine whether the "greater than" check should be used?
{
if (newValue > currentValue && greaterThan)
{``` something like this
I could, and then I need to handle the ideal reaction to if said rarity is now equal or less than 0
I do understand the importance of things being configurable on the user's end. However, and I don't mean any offense to anyone saying this, there's just some people who will install mods without looking at configurations so it would be nice to fine-tune defaults.
I know it's on them ultimately, but still.
oh no im on your side on this personally
i think the community has wayyy to many expectations on things being configurable
butttt LLL is in a position where i try to be as non controversal as possible in practice
I do think a better solution for this exists but it's something I'm personally not approching sooner than later
You do have the option of disabling content configuration and handling stuff yourself
Is there any way I can bypass this on my moon?
LLL doesn't add entrances to the list or something idk
Do you not have an entrance teleport on your moon?
I’m not sure what’s going on there to be honest
I don't use any entrances on my moon. I use my elevator to go down/up and set if the player is in facility or nah w my script and sometimes when going down I generate dungeon again
So basically, inifinity facility
im sorry to say but like
you probably cannot do that
unfortunately this is not your problem, this is your first problem
your gonna hit a couple of these from LLL then triple or quaduple that from vanilla
Everything works fine dw, I didn't even remove entrances
I think I have to show ya how it works
Feel free.
Check DM
your dm doesn't explain much tbh
i'd need to see code
I wish you the best of luck in your endeavors here
you'll have to to stick your hands into lll
I see that LLL's list with entrances is null or doesn't have any elements but I don't understand why
i didn't design LLL for mutli dungeon loading
I know but is there any way I could add entrances to the list by myself?
i sound like an asshole but
code
like just straight up
your probably gonna need to publicise lll and patch it directly
shit
i don't have the time budget to offer any offical support in terms of a lll update or anything rn unfortunately
They are deactivated when it loads my moon scene
Isn't GetComponentInChildren also includes inactive components?
no
not unless you say so
in this case theres reasons i'd want it to be like that too
I activated them in my code and uh
everything works now fine
😐
yup I can fly there now
shoulda released the mod 3 days later than u did
january 10th is a good day for this world
Jan 7th will be even better
😄
hi @zenith flax,. sorry to bother but do you know why this method only runs properly on the host 👉👈 https://github.com/dopadream/RebalancedMoonsPlugin/blob/main/Plugin.cs#L426 this worked about about a month ago and im not really sure what changed but it seems to be only applying for the host now (bottom right) but the client (top left) always generates the vanilla march interior leading to interior desyncs
should i Not be forcefully changing the interior selections this way
i even tried doing this all through a clientrpc event and its still only generating level1flow3exits for non-host :V
am gonna deprecate the mod for now until i can figure this out
that's interesting
LLL does sync that info on its own, right?
so i assume you'd have to patch LLL's method for selecting/syncing the dungeon and replace it with your info there
but i could've sworn setextendeddungeonflowmatches was run on both client and server? 🥹
maybe not??
*i'm not sure as well 😭 *
Not on pc for a week but you may be wanting to use the rpcs i use in my networkmanager
OH yeah a quick glance and you might be right
2025 but 8,000,000 downloads
Thank you all 🙏
Wow! That's over 7,999,999!
is there a way to increase the amount/value of scrap on a interior rather than a whole moon
Maybe through something like CentralConfig but I don’t think with just LLL
I think custom scrap could use a LevelMatchingProperties to only be in a certain interior but that’s kind of a different thing and also not vanilla scrap
alr thx
Got back from a holiday and my GPU is acting up 😭
Tech troubles!
Also no promises and apologies for the tags but @maiden valley @slim wind @hexed mesa any little stupid things LLL is doing that i maybe offhand mentioned i'd fix. If you guys have the time would super appreciate having those be issues on the github
they don't have to be elaborate issues or anything i just have very perscribed add and forget shit very fast
Oh and specifically @maiden valley, If you have feedback / suggestions about how LLL does things and like if you would ideally like a window of opportunity in any part of it or any event or non patchy way to mess with something I’d love to hear that in an issue too
I am not 🥺
Day history, was that the thing that gave you interior info from previous days?
Yeee
i checked my codes, i have no real complaints about LLL currently
Not sure if this is a LLL specific issue, but thats my current theory considering I have custom weights set for interiors. I seem to be unable to generate the mineshaft interior, even though it has a higher weight than the facility on a good portion of my moons. As far as I am aware its not just bad luck because out of 10 landings on vow (60% mineshaft chance) I have gotten the facility all 10 times. Has anyone else experienced this?
I can still get it so it's not a LLL issue. Don't know what it might be though
I eventually was able to get it after landing ~20 times. Mustve been a strange anomaly with the chances
Youd think 50/50 odds would be enough to see it more than once out of the 20 times lol
¯_(ツ)_/¯
Thanks anyways though
is manual planet sorting impossible
sorting by price/dif isnt really cutting it for me
I believe so unfortunately
It’s possible just not something I’ve implemented
the tldr behind the moons list is that it’s a list of lists of levels
so it’s very easy to manipulate
Some stuff coming as soon as I fix my github actions and like two other things
No promises for it being in upcoming but just gauging vibes
Would ya'll want level tags on simulate?
Seems possibly helpful and thematically friendly
Godsend for interior by tags for moons with custom ones
@zenith flax the LLL you provided me, is there any particular reason to why it doesn't recognize my interior?
but i can't test my map changes
and i can't be bothered to fix my LLL version to the working version
help my laziness
😭
is there an update coming? 😮
ye batby is testing some fancy stuff
might be pretty huge (at least for me) if all goes well
its hush hush though I think
😉
@zenith flax you think you'll be able to provide a fixed LLL tonight or should I switch to the live version for now?
Removing uses of LLL events is an option 
Take your time though lol, I personally don't mind waiting a bit longer for a more polished/stable update 
Hey so sorry for mentioning this again (this is the last time I will bring this up) but if we had a way to control how close fire exits can generate next to each other inside the interior that would actually be huge, i think that's my most wanted feature
think lady raph is already cooking that up
She did mention to me she would put that on the back burner but i kinda took that as a "i probably won't do this for a while" but if that's true then awesome
I forget what motivated me to do it, but I did it
You would have to use my DunGenExtender system, but it should be mega simple to setup.
did?
raph have you done vertical doorways yet
already??
That's way too spooky for me to even try
at this time
ok i get to swing at it first
yippeeeee
(only as like a post-processing step tho not in a way that lets dungen know about it during generation)
I was about to ramble but really there's like a lot of ways of getting it working. I'll let you figure it out your way
It works (seemingly anyway) but I'm finishing my interior stuff before I push both out.
I was like waiting for Batby to push his update that he spooked me so much about but like, I'm still waiting, so I got caught up in updating my own mod.
oh damn

is that gonna work for all interiors or only ones using your API?
well i think dopadream is gonna be implementing it on the vanilla ones
only my API, but like it's dead simple to setup
that's amazing
someone can prob just make a little mod to apply it to all
ye and i was already planning on using her api anyways
please do
i have been planning a vanilla dungen remix mod for a bit and this was the only thing keeping me from doing it Lol
so i am definitely going to now
Does anyone know why by default hidden vanilla moons are popped into LLL as Hidden = False? Or is this something funky on my end
im holding back every fiber of my being to name it dopagen
sounds dope
oh also
yes LLL does this
i cant explain why tho
but ya u cant edit whether or not the hidden vanilla moons are hidden
Yeah gotcha, so for that I definitely need an external mod e.g. the vanilla hidden moons mod(?)
unfortunately yeah
Silly Batby
they both kinda suck too from what i remember they both show gordion
kidding, godbless
i should make one proper
Oh like as an additional moon?
yeah i tried some and they kept either showing gordion or liquidation as a separate moon
which peeved me a bit
Description literally says "Shows all moons except Gordion and Liquidation"
i mean try it but i recall having issues with it
thank you again for this 🥹 i appreciate it greatly
in interiors chat 😄
How do you change the route word in the terminal for a moon?
I've been getting this error on a couple of my moons and I'm not sure what's causing it
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: LethalLevelLoader.DungeonLoader.PrepareDungeon () (at ./Loaders/DungeonLoader.cs:41) LethalLevelLoader.Patches.DungeonGeneratorGenerate_Prefix (DunGen.DungeonGenerator __instance) (at ./General/Patches.cs:590) (wrapper dynamic-method) DunGen.DungeonGenerator.DMD<DunGen.DungeonGenerator::Generate>(DunGen.DungeonGenerator) DunGen.RuntimeDungeon.Generate () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_002C) DunGen.RuntimeDungeon.Start () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0008)
It doesn't seem to cause any problems that I can see. The moon and the interior seem to load fine
While I understand what Dynamic Route Price List does, I don't understand what Dynamic Level Tag List does? And also what kind of values do I have to enter to those configs?
I could technically do it all manually, but this seems actually more practible, if you have installed a lot of moons and interiors
They’re tags moons can have. Like Tundra:100 gives any moon with the Tundra tag a 100 weight for that interior. Some common tags: https://docs.google.com/spreadsheets/d/1WO77KGJplIEC64qmBClOgfEEoFxrhMurCEqe9FKod8I/htmlview#
There’s a tab for selectable level and it lists vanilla moons but modded ones likely use some of those too
Understandable. And what about the Dynamic Route Price List? It definitely doesn't use the tags
I think it’s based on moon price. Don’t think I’ve really used it before.
Yeah, but what do I type in exactly? Is it the same for example: Vanilla:100? Or do I have to change something in it?
Price:Weight and/or Price-Price:Weight i.e. 0:100 and/or 500-1500:200
Thank you👍
@zenith flax when you updating LLL
sorta waiting for that to update before I push mine
whenever I try to leave a moon I get stuck in the ship, or when I die im stuck in spectator
That's probably an issue with something else, not LLL.
no logs = didnt happen
Tomorrow.
how do i fix this for one of my custom enemies?
Sounds like it’s missing something from enemyai. Not sure if there’s a full script missing or what though
uses a custom ai script
Its missing the script entirely
Does your script inherit EnemyAI
Cuz it's saying that it doesnt
You can't make an enemy that doesn't inherit EnemyAI
i don't know, i didn't write it 🥹
Can you show the components on the root of the prefab
Well it's not the problem but the tag needs to be the enemy tag too
Do you have the blindpupai script anywhere I can see?
in what way?
In a text document or anything lol
OH WAIT I THINK I FIGURED IT OUT I MIGHT'VE FORGOTTEN TO INCLUDE THE ENEMY AI IN THE MOD
me wanting to update with only 1 hour of sleep
All my coderebirth updates happen like 8am, and then I sleep for a very long time, I don't think it's ever went well but I cope 
lmao most my updates are pushed around 4AM my time and then I wake up to a couple notifications ~8 hours later
its very possible i fucked up somewhere in this
and i break things
so i wanna fix them asapp
thats fair, you also have a fuckton of other mods depending on your updates
an update to LLL is damn near the same as an update to base-game
What would cause a moon to have Unviable ExtendedDungeonFlows?
This is what I got in my logs when going to the moon Clock Town
[Info :LethalLevelLoader] Getting Random DungeonFlows!
[Info :LethalLevelLoader] ExtendedLevel <-> ExtendedDungeonFlow Dynamic Matching Report.
Info For ExtendedLevel: Clock TownExtendedLevel | Planet Name: Clock Town | Content Tags: Custom | Route Price: 0 | Current Weather: Foggy
Unviable ExtendedDungeonFlows: Facility, Haunted Mansion, Facility, Facility, Mineshaft, Area71, Mental Hospital, Grand Armory, Mantif Dungeon, Scarlet Devil Mansion, School Flow, SCP Foundation, Warehouse, The Rubber Rooms, HyperionStation, Tomb, Toy Store
Viable ExtendedDungeonFlows:
[Error :LethalLevelLoader] No ExtendedDungeonFlow's could be found! This should only happen if the Host's requireMatchesOnAllDungeonFlows is set to true!
[Error :LethalLevelLoader] Loading Facility DungeonFlow to prevent infinite loading!
[Info :LethalLevelLoader] Setting Random DungeonFlows!
[Warning:LethalLevelLoader] Disabling LethalLib Dungeon.RoundManager_GenerateNewFloor() Function To Prevent Conflicts
[Info :dev.ladyalice.dungenplus] Did not load a DunGenExtenderer
[Info :LethalLevelLoader] Fire Exit Patch Report, Details Below;
EntranceTeleport's Found, Clock Town Contains 9 Entrances! ( 8 Fire Escapes)
Main Entrance: EntranceTeleportA (Entrance ID: 0)
Alternate Entrance: EntranceTeleportB (Entrance ID: 1)
Alternate Entrance: EntranceTeleportB (Entrance ID: 2)
Alternate Entrance: EntranceTeleportB (Entrance ID: 3)
Alternate Entrance: EntranceTeleportB (Entrance ID: 4)
Alternate Entrance: EntranceTeleportB (Entrance ID: 5)
Alternate Entrance: EntranceTeleportB (Entrance ID: 6)
Alternate Entrance: EntranceTeleportB (Entrance ID: 7)
Alternate Entrance: EntranceTeleportB (Entrance ID: 8)
Found Fire Escape GlobalProp: (ID: 1231), Modifying Spawn rate Count From (1,1) To (8,8)
[Info :LethalLevelLoader] Created New Day History Log! PlanetName: Clock Town ,Facility ,Quota: 0 , Day: 1 , Weather: Foggy
oh thats not great hey
god have mercy on a interiors trying to spawn 8 entrances my god
Is that why?
nah
im a little rusty on my own stuff to an extent so forgive me but if you go into lll config you should be able to set logging to all or developer or something like that
then logs should tell you exactly why rarity is being done i think?
it should be another mod causing this that is intentionally messing with lll for whatever reason
all should be fine yeah
You have a logging level for yourself 
Hehehehe x3
Here is my log file if you would be able to see why that is happening
I just tested the moon in a new modpack with only the required mods and this is what I got in my logs.
[Info :LethalLevelLoader] Getting Random DungeonFlows!
[Info :LethalLevelLoader] ExtendedLevel <-> ExtendedDungeonFlow Dynamic Matching Report.
Info For ExtendedLevel: Clock TownExtendedLevel | Planet Name: Clock Town | Content Tags: Custom | Route Price: 0 | Current Weather: None
Unviable ExtendedDungeonFlows: Facility, Facility, Mineshaft
Viable ExtendedDungeonFlows: Facility (300), Haunted Mansion (1)
[Info :LethalLevelLoader] Setting Random DungeonFlows!
[Warning:LethalLevelLoader] Disabling LethalLib Dungeon.RoundManager_GenerateNewFloor() Function To Prevent Conflicts
[Info :LethalLevelLoader] Fire Exit Patch Report, Details Below;
EntranceTeleport's Found, Clock Town Contains 9 Entrances! ( 8 Fire Escapes)
Main Entrance: EntranceTeleportA (Entrance ID: 0)
Alternate Entrance: EntranceTeleportB (Entrance ID: 1)
Alternate Entrance: EntranceTeleportB (Entrance ID: 2)
Alternate Entrance: EntranceTeleportB (Entrance ID: 3)
Alternate Entrance: EntranceTeleportB (Entrance ID: 4)
Alternate Entrance: EntranceTeleportB (Entrance ID: 5)
Alternate Entrance: EntranceTeleportB (Entrance ID: 6)
Alternate Entrance: EntranceTeleportB (Entrance ID: 7)
Alternate Entrance: EntranceTeleportB (Entrance ID: 8)
Found Fire Escape GlobalProp: (ID: 1231), Modifying Spawn rate Count From (1,1) To (8,8)
[Info :LethalLevelLoader] Created New Day History Log! PlanetName: Clock Town ,Facility ,Quota: 0 , Day: 1 , Weather: None
well thats good
The interior has weird lighting though
thats on the moons end
TwT
wish me luck
Good luck!
Wow, LLL Update?
https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
LethalLevelLoader v1.4.0
- Overhauled AssetBundleLoading System.
- Introduced Streaming AssetBundle Hot-Reloading Feature.
Is this the bundle loading I hope it is?
LethalLevelLoader 1.4.0 - The Hot-Reloading Edition
What is Hot-Reloading?
Custom Content is primarily stored in compressed files called AssetBundles. These files are loaded by mods at runtime so it can be loaded by game. Currently a majority of these AssetBundles are loaded into memory at all times, even when the content in said AssetBundles is not in use. In larger modpacks this causes significant memory usage, primarily from custom Moon's due to their natural usage of large and unique assets.
Hot-Reloading is a concept and feature being introduced to the latest LethalLevelLoader that allows the API to dynamically load and unload custom moon AssetBundle's when they are and are not required. When you route to a custom moon LethalLevelLoader will load up that moon's AssetBundle and when you depart from that moon LethalLevelLoader will unload that moon.
What Does This Mean For Authors?
The 1.4.0 update and it's hot-reloading feature is not a mod-breaking change and does not require any changes from mod authors. However, In order to receive the benefits from this system authors may need to slightly adjust how their content is packaged (more information on this can be found in https://discord.com/channels/1168655651455639582/1329604473667981443)
What Does This Mean For Users?
Once a majority of custom moon mods are able to utilize the Hot-Reloading feature, Users can expect to utilize significantly less ram usage while in-game. Here's an example comparison using a custom version of Generic's GenericMoons mod.
In Ship Lobby (No Custom Moons) - 1,130mb RAM Usage
In Ship Lobby (Public Generic Mod Release) - 1,400mb RAM Usage
In Ship Lobby (Custom Generic's Mod Release) - 1,160 RAM Usage
Conclusion
Once authors adapt to this change the Lethal Company community should hopefully receive a massive decrease of overall RAM usage, as well as preventing custom moons from scaling up RAM usage in general. In the future I'd love to look into offering hot-reloading support for custom Interiors as well but the increased difficulty of dynamic network prefab registration makes it out of scope for this current update.
I have tried hard to make this update as stable as possible but introducing a feature like this without breaking pre-existing mods is a very complicated process and their may initially be problems found on release. While I considered releasing this update as some sort of Experimental branch, This kind of feature is something I would prefer authors adapted to as soon as possible so it can settle in as soon as possible. Apologies for any inconvenience during this process, Please bare with me while issues are found and solved.
This improvement to the API and the modding community is something I'm really happy to finally release and is something I've been wanting to work on for quite awhile. Unfortunately the current job market where I reside has prevented me from investing time into developing mods due to financial concerns. This update would not be possible if not for @acoustic sonnet & @grizzled bronze being kind and generous enough to help financially support it's development. I cannot express how grateful I am for the trust and support that comes from this opportunity, Thank you.
While I will never paywall my mods or anything in that vein, If the community is interested in financially supporting my ability to create systems, tools and mods for Lethal Company I would absolutely be interested in providing more cool and beneficial mods for Lethal Company. Please reach out if your someone who may consider supporting the development of anything I've previously showcased or any idea in general! (More info on specifics coming soon)
I think you should post this on #mod-showcase so that moon developers get the message as soon as possible without the need to ping them one by one
Most moon authors have been given a heads up for a lil' bit now
oh, gotcha then :]
don't expect any crazy ram differences from the get-go as authors will need to ensure their content is bundled in a way that can be correctly hot-reloaded
oh yeah @whole mortar this should break borozos afaik but recompiling while referencing this new one should fix without any code changes
it's just c# being dumb
i moved this delegate from outside of ExtendedEvent class and even though it's functionally identical c# treats it as a different thing compile wise
oh also i did the thing i should of done earlier and the log about removing items because they have 0 rarity is now a Log and not a LogError
oh and @maiden valley extendedlevels should be networkserializable now
i think i tested it..
you can use NetworkExtendedLevelReference like you would NetworkObjectReference
i have been waiting so long for this you have no idea 😭
not THAT long but like
the anticipation was killing me
also batby you DIDNT TELL ME AAAAAAAA
I'll/You'll have to confirm if rebalanced is working nicely with it
I tried testing this as much as possible but it's shockingly hard to consistently test this at such a small scale
ITS OUT FINALLY !?
It is indeed
i shouldn't have to do anything on my end from what you told me in the past
As far as I know I don't actually have any of telling if bundles are setup in a way that allows them to be hot-loaded correctly so i just have to cross my fingers and look at ram usage from task manager which can be inconsistent at times
it should just worktm right
this is actually huge cuz one of my friends who i play with plays on a potato and the ram usage is a big problemo
so tysm for this batbby
I'm just glad I got to do it 😄
10-ish days were taken off as a break but starting working on this 22nd of dec
forgive my ignorance but will PatchedContent.ExtendedLevels still have a complete listing of levels following your onSetupComplete event?
yeah so this only dynamically reloads the scene
which we can do because it ends up just being a string reference
Gotcha 🫡
I'm looking thru the diff on github but figured i'd ask while you're here
the code is somewhat messy
Oh wait v1.4.0 hasn't been uploaded to NuGet yet, right?
I'll just reference the dll directly for now
As any good code is
am i still cool to keep using the onSetupComplete event for getting a list of moons?
the only mod-breaking change should be if a mod is referencing ParameterEvent<T>
thats it
okay cool, I think LethalConstellations should be gucci then
if i wanted to add custom footstep sounds could i do it through LLL
i don't know if that works rn
suprisingly custom footsteps is by far the hardest custom content i've tried to add
oh i see haha
ive never looked into how that stuff works so idk how invasive it would be for me to do it manually thru a postfix
You'll need a transpiler I think
nvm
At least I had to use one for snow
It's not thaaat bad lol
transpilers scare me im so bad at understanding the ilcode stuff in dnspy 😭
its like genuinely so overwhelming
okay this scared the fuck out of me but
making a new lobby fixed it
its based on tags
not sure if this is relevant batby
but when i loaded an old save i had already routed onto my embrion and tried landing this happened
making a new one and routing there it worked fine
heard
DUDE if i could pay you a thousand dollars i could holy fuck......
this is just absolute peak
Thank you ❤️
who needs savings lol
DO IT
BE IN DEBT
thats the problem
im BROKE AS FUCK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
sell a kidney, your sounding like a noob rn
its literally free money
i gotta step up my game.....
thank you for opening my eyes, i will now sell 10 kidneys to fund iambatgoat's mods
I gotta work on it a bit more but in regards to that I do have a list of projects/ideas I have interest in and I think the community would like. If the community is interested in crowdfunding these projects like mini kickstarters I would be very keen for it
ofc batby fully supports organ trafficking right
stargazer 
one day (3 years)
🙂
oh my god i forgot batby made tremor
god it would be wild to try modding terraria again
took over ownership, not original author
t2 was me tho ye
yeah makes sense
which one of the games do you think its easier to mod?
terraria lmaoo
by far
but when i was doing terraria modding i didn't know how to program
Then after you left orion teased us for years about developing it before canceling lol (not mad it was just funny to be in the server for that long)
😭
no wonder lucille can pull out some batshit crazy stuff
I have a google doc written up somewhere for a NPC system overhaul mod i'd love to mess with some day
LOOK AT THIS!!!!!
ive loved the advent of shaders that came off of the empress of life
tho im still gonna miss pinky mod 😢
never heard of that one
did Rartrin ever release that wrapping world mod he prototyped
I just meant the trend of using shaders in mods
after empress of light used them
ohhhhhhhhhhhhhhhhhhhhh
I dont think soo
oh
instead of world cutting off at oceans it naturally wrapped around to the oppisite end's ocean
Nameless deity is crazy
was really cool
prob would have heard about it if it did
Nameless Deity of Light Nohit
140 attempts
~1 hour of attempts for fun
~4 hours of serious attempts
Furthest death: 7% (deathray)
Calamity: Wrath of the Gods (mod) by Dominic
Music by ENNWAY! and Heart Plus Up!
Blackhole attack can go blackhole itself but other than that the fight is kinda okay. There's a lot of times rng can screw you up and ...
addon for calamity
no, Xeroc
oh ok
his hands are the jesus statue in rio im pretty sure tho
im just being cheeky
100%
I prefer his exo mech rework tho https://www.youtube.com/watch?v=m2krQhHTVKw
The track is Retribution from Undertale Yellow.
It isn't used in-game, I just thought it fit quite well for this and had it on in the background.
Also this has little balance testing put into it at the moment, and I still have to implement a couple of things, as is evident by the footage. That'll be addressed in time.
I figured that Hades' mov...
Just found all the old terraria stuff i had thats crazy
Worked on a project w/ Duranni at one point that had this concepted event which was super rad
think some of this got repurposed somewhere?
im 99% sure no, in fact havent seen any old assets from yalls projects come up
besides the antiaris elemental hearts
of all things
id love something like this tho
not enough mods do events
nowadays
guys did you know batby added scene hot loading
why is that relevant? this is obviously the terraria group chat
lol
I havent done a proper run in ages
i only play thorium tbh
and extendedlevel networkserilisation which is lowkey better
so i have nothing to add
i tbh dont think i have a use for it rn
but ye its pretty cool
i need to replay my calamity infernum playthrough
i got through all of pre-hardmode
and then i stopped at hardmode
i lowkey kinda dont like calamity
never enjoyed infernum after moon lord
i don't like calamity because it feels like a indie game using terraria rather than a terraria mod
it was literally the most exiting part for me 😭
I just dont enjoy the fights
the creator overseeing everything is also kind of a dick but ion wanna get into that
I prefer the more lowkey stuff like the mechs
from what ive seen its 95% bs
oh they were an absolute freak when i used to be involved
the overhauled mechs are so fun
and 5% skill
I prefer eternity mode
I have way more fun there
and them being depicted as drunk 100% of the time
ehh.......................... idk man
i have GOT to do eternity someday too
bruh he used patreon money for nsfw art of his OC version of himself and not to pay his comodders 😭
i like thorium because the new classes are rlly silly, they're kinda unpractical sometimes but playing as a healer was kinda fun for me lol
He what now.
Bard was peak
bard is so peak
besides thrower they are good coop classes
i want you to know your money to me did not go towards that lmaooo
and thrower is being overhauled
ot much yet unless you use the thorium bosses overhaul mod
which is peak
yo? send
that mod didnt exist back when i played it
ig ill get it...
owo
the primordial but actually good lol
still kinda bs hard tho haha
but its fun
as I was gonna say eternity is so much better than it used to be(making everything higher quality and not just reworking vanilla bosses but adding new ones through all of progression)
grab
Terraria | Fargo's Souls Mod Eternity | Masochist | Cursed Coffin
i thought that was secrets of the shadows lmfao
idk if its that mod that adds a pyramid desert boss
it is
tho its a custom pyramid
OHHHH
btw they added mod compat for the mutant(rn just calamity) https://www.youtube.com/watch?v=VqZMxnjG454
New attacks inspired by Calamity Mod bosses. The changes are modular: the boss will receive attacks from other supported mods aswell (for example Thorium in the future), stacking with multiple mods.
P1 has a couple new unshown attacks aswell, but not as interesting as P2.
also has eternity calamity bosses(not all done yet)
peak..
@zenith flax i have a question about the hot reloading stuff
does it load all of my extended mod's assets, or just the ones required for the current scene
?
ah
so everything in it then
is it possible to have multiple scene lethalbundles perchance lol
idr if ive asked before
yeah it should just work
Just noticed with the latest LLL update, you can pull the ship’s lever in the middle of travelling to a moon, which you couldn’t before. Nothing happens though.
:< no good
this bumps the filesize all the way up to 150mb
not worth
i gotta add a way to set it up but ideally you would have a non streaming bundle that contains your shared assets and then they would rely on that
is there any way i can do this myself?
or nah
since updating my game seems to now softlock at company building, only this and two other mods which i dont believe should have caused this were the only ones i updated but it worked last time i played
unsure if anyone else is experiencing problems, but just curious
Do you have anything in logs?
ok, im getting the impression it doesnt have to do with this mod actually, but unsure
could be a weird conflict with the new update
and another mod you got
lethallib it seems like?
either that, or its lethallib attempting to fix whatever is causing it
lmao is that whats going on
you have any mods for setting where dungeons spawn?
like Lethal quanities or Central config
nope
the only things that mess with anything major is fumo company which adds scrap, and LCR which messes with loot/enemy tables
also immortal snail i guess since that adds an enemy but thats as far as i went with actually manipulating the game itself
the rest are just like cosmetic shit
I'd need a full log
where do i go to find it again?
mod loader configs > copy log to clipboard
Modmanager -> settings -> profile folder - and drop the log here OR same place should also have an extract logs or something like that
Yeah this
yalll are both wrong hes asking for LOGS, you know where logs come from, TREES

yall are conspiring against the great log empire
and where do TREES come from?? seeds.
Hold on, youre on to something
that is from april????
you got the wrong thing lol
wtf
you on thunderstore?
yeah
Get it from the profile you just used 
send a screenshot
this still doesnt seem right to me
Time travelling mod manager
pretty sure another mod is causing this
the only names i see are lethallib and LLL
the errors dont seem to mention anything else but i have no idea
[04:05:29.5591516] [Warning: LogNeuter] Saving LogNeuter config blocked for data loss prevention
[04:05:29.6099285] [Info :LethalPeformance.Patcher] Saved 159 config(s)
[04:05:30.0604830] [Info :LethalPeformance.Patcher] Saved 1 config(s)
[04:05:30.7283934] [Warning: Unity Log] Failed to change display to ExclusiveFullscreen...reverting to FullscreenWindow
[04:05:30.7369083] [Warning:LethalLevelLoader] SceneManager has attempted to load InitScene Scene before AssetBundles have finished loading. Pausing request until LethalLevelLoader is ready to proceed.
Is there any way around this?
no
do you have mods that skip the "online/LAN" thing on startup?
that often happened to me
I will check
this is quite perplexing
i found the culprit first try lol
it was LCR, which is interesting because they had an update but it was just that they updated their readme 
well sorry for the bother then, thanks for looking at that for me
Maybe NavMeshInCompany?
If they have it
I'll see if I can repro this 
Ahhhh I see glad you found it
i sent it to the maker for that and hes looking at it, appreciate all the help
tried searching for mods that skip online on startup, ones that speed up asset loading on startup, as well as deleting my cached assets. None of these seemed to fix the issue
I also noticed I got the game to boot up once fine and every subsequent boot it froze on the selection screen
Downgrading LLL fixes it, It might be a compat issue with Faster Load.
Nope it still makes the selection screen super laggy on load
Something is weird
Okay well waiting a bit gets it to load
weird it seems to working fine on my end
But the selection screen lags badly
This is from uhhh HarvestMoons right?
Could be why
Yeah it is okay
I saw Small Dog and missed it mentioning Harvest Moons
Yeah that is doing it
no its not
I can send you the full log
no thanks
how does an entity influence lll???
Harvest moons was doing some weird stuff with the small dogs though iirc
autumnis did mention something about the blind pups
Not sure if everything got sorted out with them
I mean, nothing else showed any errors relating to LLL stuff so I figured the log might help
Okay it still lags with Harvest Moons disabled but it is a bit more responsive
and doesn't take as long to load after hitting Online
So Harvest Moons isn't the culprit Batby is right, but it was influencing it
Oh isn't it just loading all the moons? You might just be used to loading times with Faster Load
Didn't think it'd be compatible with the hot-reloading stuff without changes
Possible
I also know GI hooks into that screen so I'll have to see if it could be some interaction there too 
is there any reason a moon is not being showed and locked if u force going into it
sounds like a hidden moon, and sometimes they dont use their name as the routing word
usually if its in a moon pack the route word is hidden on other moons
the thing is its only happening to this one guy hosting but others are fine
they can only go to like 1 vanilla moon and 1 modded moon out of 10 lol
they cant even go to experimentation so only others in the lobby can route there but this one guy
yall's mods are the same?
the guy having the problem is the one who export
thsi is all the list but for some reason they only got like rockwell and one other moon i dont rememeber the name
Can u ask them to wait like 30sec on the online / lan mode screen
ill keep that in mind next time they play again
Ah yeah I see the console shows it's unloading the bundles on that screen
So how does the dynamic loading of bundles change the LLL performance?
i am guessing it launches faster and takes less ram to launch?
But the bundles have to be loaded eventually when you try to land on a moon so how is that handled without making someone wait much longer to land?
Takes less ram overall
That time depends on the pc and mod but a lot of them are done by the time the route changed is finished in my experience
Regardless imo it’s a worthy tradeoff
Oh you open the bundle when they switch moons they're routing to?

