#Lethal Level Loader [Custom Content Loading API]

1 messages · Page 27 of 1

maiden valley
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is there any way around this
i cant get march to apply other interiors by default

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they're being generated though

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i think its because of this function in LLL

maiden valley
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i did this but lmk if its unhealthy

tall kindle
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is that for like, editing your own selectablelevel?

maiden valley
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uhmm

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yes but it still generates the dungeons from the vanilla selectable level

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because im rerouting

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so it thinks the scenename is Level4March when it actually isnt

tall kindle
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ah right

maiden valley
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i ended up doing this bc stuff was overlapping

slim wind
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oh dear

maiden valley
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please don't skin me

tall kindle
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It's okay, only peeling

smoky ocean
dusk crater
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does anyone know how the dynamic route price for custom interiors works? Is it like price:weight

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im in the wrong channel mb

south hawk
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If I write Modded:40

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So the probability value of interiors will be 40 on custom moons?

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I just noticed an interesting setting in LC_Office...

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And what command can I use to see the probability of interiors appearing in the LLL terminal?

grim nexus
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simulate planetname

dusk crater
south hawk
umbral oracle
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Is this an LLL issue?? I have no idea what else could be causing this

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It only started manifesting after the installation of Polarus

unique geode
umbral oracle
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ARGH

unique geode
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@sullen coral Do you know if LTB might cause this?

zenith flax
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If you have no clue, Don't suggest it

unique geode
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and I've went to plenty of moons with custom fog values and such

zenith flax
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You don't need to guess

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your not obligated to respond to everyone

unique geode
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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

umbral oracle
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I'm suggesting it anyway because I have nowhere else to look + #help-and-troubleshooting is more dead than roadkill

unique geode
umbral oracle
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Nah

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There seems to be no Toolbox thread, so here it goes

sullen coral
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No clue

umbral oracle
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There's nothing in the logs that could point to this from what I'm seeing

unique geode
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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

umbral oracle
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Idk why it'd offend him anyway, all I was doing was asking for help /shrug

unique geode
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Was just clarifying incase I did

zenith flax
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I'm not offended, I'm criticizing your involvement.

umbral oracle
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Why so?

unique geode
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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

umbral oracle
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I don't use that, no

zenith flax
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It's not about you guessing wrong, It's about you guessing

unique geode
zenith flax
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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

umbral oracle
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I appreciate a guess over just Idk, any point in the right direction is nice

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...Without it, it ends up like the ExperimentalEntityInteractions situation /w Nova and I

unique geode
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Try setting the blacklist for SunAnimator to All;

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and see if it repros

umbral oracle
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On it

unique geode
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Ye cus the issue would then need to be reported to Mrov and you can send that log to him you posted in here

umbral oracle
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Not an issue /w WR it seems

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Still the same

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Thanks for the suggestion though

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An observation, but I've noticed that interior entities struggle to spawn outside on vanilla moons

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E.g. I gave the barbers a weight of 100 on Rend to spawn outside, but all I got were giants and dogs

zenith flax
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You need starlancers ai fix mod for that

umbral oracle
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Yuh, I have that

zenith flax
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Oh just soawning

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no clue

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That won’t be specific to them being inside or outside enemies, regardless of what’s doing it

umbral oracle
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I'll debug /w Imperium lator to see what's up, hopefully the game isn't killing them off as soon as they spawn

sullen coral
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Yeah that should work properly, are you sure it wasn't just bad RNG? @umbral oracle

umbral oracle
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It's something I felt like I've noticed before, but I'll double check

crisp galleon
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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.

umbral oracle
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I have BarberFixes/ClaySurgeonOverhaul, so that shouldn't be happening

unique geode
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:3

slim wind
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sun animator has nothing to do with fog changing

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but alright

unique geode
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Ahhhh I figured it could be a thing where it carried over tbh

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since there were weird bugs like that in the past with the Sun Animator stuff

slim wind
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you have no idea what you're talking about

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also no there weren't

unique geode
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Causing the holy light to shine upon thee

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XD

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If it didn't work right on some moons

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I thought of that

maiden valley
steady ingot
maiden valley
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@zenith flax do you know why "sort difficulty" does not take overridden hazard ratings into account

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how is it calculated

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(this happens without terminal formatter as well, to be clear)

slim wind
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because sorting by difficulty uses difficulty rating, not displayed strings

maiden valley
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is it like a separate thing im unaware of?

slim wind
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and because normally displayed value is correlated to the underlying difficulty, it's not visible

maiden valley
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ah

tall moon
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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

zenith flax
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Just realised there’s potential sauce in using physics materials to figure out footstep sounds 🤔

steady ingot
azure ether
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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

zenith flax
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check pins

azure ether
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nice

hexed mesa
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@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?

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I assume the dungeon flow is already decided way before Generate is called ya?

zenith flax
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it should be fine

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give it a light explosion test

hexed mesa
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thxthx

smoky ocean
zenith flax
acoustic sonnet
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Is there a way to unhide a moon using LLL?

wet vortex
acoustic sonnet
wet vortex
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weird

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what moon was it

acoustic sonnet
north vigil
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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?

zenith flax
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Hey so I updated LLL

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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

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let me know if I broke anything

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in theory extendedlevels and extendeddungeons can request camera clip views to be extended

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and buyable vehicles should now register correctly

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and route lock and route hidden should persist in saves now

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also my github actions broke for some reason but i think it is up on ts and nuget correctly

steady ingot
zenith flax
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no

kindred pilot
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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. Pain

Any help would be appreciated.

crisp galleon
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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.

kindred pilot
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okay thank you so much.

steady ingot
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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

slim wind
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another update? 👀

steady ingot
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Im guessing its a hotfix for something

olive bear
crisp galleon
azure ether
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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

rich aurora
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Yeah neither 1.3.11 nor 1.3.12 show up in the changelog curiously enough 🤔

spice ingot
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question, whats the terminal thing for finding out the interior chances for a moon

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ive forgotten

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SIMULATE right nvm

zenith flax
# olive bear is there no way for users to disable this? I know a lot of people who can't play...

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

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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

zenith flax
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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

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oh @slim wind dunno if its useful at all but extendedlevel's have a ref to their simulate node now

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that slipped into the build cuz of stargazer testing

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there's actually a lot i forgot i put in this

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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

spiral siren
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not sure how the existing (opt-in config) values will fit into this, I'll have to think about it a bit

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I feel like they should probably act as maximums for the sake of matching the original behavior

zenith flax
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@spiral siren this is the same shit i was talking to you about from ages back just never was released

spiral siren
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oh yeah I know, but we never talked about the performance aspect

zenith flax
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yee

digital breach
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woah I had no idea LLL was updated

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there a changelog somewhere? I'm curious if the hotloading stuff you were working on got added or not

zenith flax
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It did not

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If you scroll up I talk about the changes, nothing too big

digital breach
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yeah I was reading and also looking at the diffs on github

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unfortunate it did not, was a very interesting idea

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I do see one of the things I requested got added though so thanks!

zenith flax
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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

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Sorry that took so long lol

digital breach
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lmao all good, I get being busy

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and also just not having the drive/incentive to do big things

proud ridge
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Is this an issue with LLL? Interiors not loading for non-host players

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actually I think it might be due to a specific pack since it's only happening on one moon (so far)

unborn sinew
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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?

zenith flax
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If your not the author the short answer is no

unborn sinew
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Oh okay. Just curious, what would the long answer be?

zenith flax
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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

unborn sinew
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Okay! Thank you

young acorn
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whenever you restart the lobby, LLL registered enemies in the devmode spawn menu seem to duplicate

zenith flax
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this is true

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i commented it and everything 😭

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that will probably get fixed at some point

hexed mesa
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I have complaint Batboy

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I can't set this value to null
Assets.dungeonExtended.OverrideKeyPrefab
after it initalizes

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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;
hexed mesa
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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.

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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.

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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

plush wing
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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)?

hexed mesa
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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.

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It's a small chance, but it will lead to the rare bug that I want to avoid

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Like maybe I'm overthinking like crazy but I want to make sure

plush wing
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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.

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Because the only concern is clients having different lists, from what I am getting right now.

hexed mesa
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The concern is correct yes

plush wing
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Which would probably lead to clients seeing either different objects or different stats on, for example, weight.

hexed mesa
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It can lead to crashes easily

plush wing
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Oh, crashes?

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Due to being different?

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That's interesting to know, haha.

hexed mesa
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Well Unity doesn't crash per say, but it can to an unplayable, unrecoverable state. Not a crash but may as well be

plush wing
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Hmm, I see I see.

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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?

hexed mesa
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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.

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Applying the same solution to all moons is asking for disaster

plush wing
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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).

hexed mesa
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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.

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I think I have the solution thanks for being my rubber ducky

plush wing
zenith flax
zenith flax
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moved the null check from initialize to the usage

wet vortex
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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

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also i just saw the new version uploaded, what was changed?

zenith flax
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Just two little things mentioned above

wet vortex
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got it

zenith flax
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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

zenith flax
digital breach
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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

digital breach
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holy shit found it, had to search the discord for messages I sent with acceptAnything in it KEKW #1193461151636398080 message

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I've had a fix for it in my library mod since 9/24 lol

digital breach
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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

hexed mesa
digital breach
smoky ocean
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@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%

zenith flax
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i'd have to see the matching properties but that does look weird

smoky ocean
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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

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When I launch the game with Gale, everything works fine

smoky ocean
smoky ocean
zenith flax
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i dont know (or tbh care) about config stuff at this point

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the only reason it still exists is people would yell at me if it didn't

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does it happen without the context of config

smoky ocean
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I reset the game and tried to play with Gale and this mf workss

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But why not when I play with exe label

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w local bepinex

zenith flax
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Your local config must be fucked or something idk

smoky ocean
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I just reinstalled Bepinex and LC itself

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Deleted everything from that folder

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Launched the game

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It's not fucking working

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lmaoo

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It selects default facility (1%) instead of zeranosFacility (9999%)

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So basically, when it generates config. It doesn't set matching properties parameters

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Got it working by setting config, since it doesn't set

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them automatically

zenith flax
zenith flax
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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

smoky ocean
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I set that bool to true and it works

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My question is why it doesn't set the variables for levels at start

unique geode
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@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 🤔

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I'm wondering why it's not auto applying the new values anymore like it used to

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usually it would only not do that if you change say

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Interior weights

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But only for that modified entry

zenith flax
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Not interested in helping you with this whatsoever

unique geode
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I mean it's a LLL bug 😔

zenith flax
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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

unique geode
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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

slim wind
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setting a new default value of config entry doesn't change the set value

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because that would be dumb

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and would change on every game start

unique geode
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It used to always auto adjust values for me that I didn't manually change

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anything manually changed wouldn't update

slim wind
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bepinex did not do that at any point in the last year

unique geode
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Maybe it was just some Windows 11 thing then cus I did downgrade to 10

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🤷‍♀️

slim wind
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what in the fuck are you talking about

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no?

unique geode
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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

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Anyways I don't consider it a major issue or anything

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Just noticed it didn't update it for once and figured it was a bug

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lol

slim wind
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you remember that LLL had config categories changing every game launch because the moon list changed, right?

unique geode
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Yeah

slim wind
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those config entries were generated every time and set to the default values

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now it shouldn't happen because it's all generated only one time

unique geode
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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

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cus that would make sense

slim wind
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it does do that, but it shouldn't override values that are set already at any point

unique geode
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Got you got you

slim wind
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because that would be terrible user experience

unique geode
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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

slim wind
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🤷

unique geode
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Like if I were to adjust weights that wouldn't change

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other settings auto updated to new values

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XD

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I always figured that was just intended but I guess that was a bug

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Good to know

undone quail
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ancient

unique geode
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XD

whole mortar
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@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! plink

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There is no longer a random bozorosstuff file there

zenith flax
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yipeee

kindred pilot
tall kindle
kindred pilot
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Gotcha

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Thanks

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Is there any way i can see the weight values of base game scrap?

crisp galleon
void cove
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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)

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Thats the interior generated with it on Triskelion

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Here is it again, with the same values, in CentralConfig

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The difference is very clear lol

soft eagle
void cove
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0.25 is closer to 0 than 1 so it should make it smaller regardless tho

soft eagle
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i looked at the code, this description is wrong

void cove
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Ah

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So in that case, what possible values can it have?
1 is normal
and ig anything down to 0.1
What happens at 0?

soft eagle
# void cove So in that case, what possible values can it have? 1 is normal and ig anything d...

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)

void cove
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Hmmmm

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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

soft eagle
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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

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If there aren't any bugs elsewhere plink

main ravine
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this should be pinned

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does CC dev know?

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@jolly cargo I will ping either way in case it is brought up in the future lol

jolly cargo
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Sup

jolly cargo
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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

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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

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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

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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

maiden valley
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@iambata

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ah

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oops

zenith flax
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hi

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🙂

maiden valley
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would it be okay with you if i looked into making a PR to fix custom interior stingers

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to my knowledge they are broken since v60

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to reiterate "FirstTimeDungeonAudio" does nothing on ExtendedDungeonFlow

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i cant fully explain why but buttery knows more

zenith flax
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ya whats the tldr on the problem tho

maiden valley
tall kindle
maiden valley
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buttery is stacked atm

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since v69 just came out

zenith flax
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idk how their ids would overlap tho

maiden valley
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im not entirely sure but i will say i never noticed poolrooms had a stinger until i started working on it

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ive never heard it play since v60

zenith flax
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stingers are dumb anyway they should play once per level not per save imo

maiden valley
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revisit stingers fixes that

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at least

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revisit stingers has a system where the stingers play either

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rarely or when its a "rare interior swap"

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like when you get manor on exp

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etc

zenith flax
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hold up

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i can fix this

maiden valley
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ah, alr

zenith flax
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its possible it's only two lines

maiden valley
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would it be possible to have a minimum distance that fire exits can generate from each other?

zenith flax
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not from me

tall kindle
hexed mesa
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Short answer, no

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@tall kindle

tall kindle
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Okie

safe tusk
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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

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And as expected time moves hella slow lol which is great

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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

wet vortex
#

Download whitespike's dayspeed patcher

safe tusk
#

👀

wet vortex
#

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

safe tusk
#

Oh facisnating

#

Ty for the help I'll be sure to add it tomorrow when I wake up

nova obsidian
#

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?

zenith flax
#

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

nova obsidian
#

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
zenith flax
#

I could, and then I need to handle the ideal reaction to if said rarity is now equal or less than 0

nova obsidian
#

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.

zenith flax
#

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

smoky ocean
#

Is there any way I can bypass this on my moon?

#

LLL doesn't add entrances to the list or something idk

zenith flax
#

Do you not have an entrance teleport on your moon?

smoky ocean
#

I have

#

At start I can start my level and fly from there

#

But I cannot start again

zenith flax
#

I’m not sure what’s going on there to be honest

smoky ocean
#

I guess it is because that I generate dungeon again on the level

#

Like in runtime

zenith flax
#

what do you mean?

#

like twice in the same day / scene load?

smoky ocean
#

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

zenith flax
#

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

smoky ocean
#

Everything works fine dw, I didn't even remove entrances

#

I think I have to show ya how it works

zenith flax
#

Feel free.

smoky ocean
zenith flax
#

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

smoky ocean
zenith flax
#

i didn't design LLL for mutli dungeon loading

smoky ocean
#

I know but is there any way I could add entrances to the list by myself?

zenith flax
#

i sound like an asshole but

#

code

#

like just straight up

#

your probably gonna need to publicise lll and patch it directly

smoky ocean
#

shit

zenith flax
#

i don't have the time budget to offer any offical support in terms of a lll update or anything rn unfortunately

smoky ocean
#

They are deactivated when it loads my moon scene

#

Isn't GetComponentInChildren also includes inactive components?

zenith flax
#

no

#

not unless you say so

#

in this case theres reasons i'd want it to be like that too

smoky ocean
#

everything works now fine

#

😐

#

yup I can fly there now

zenith flax
#

Can't believe it's almost been a year!

#

Only 8 days 🌝

tall kindle
#

shoulda released the mod 3 days later than u did

#

january 10th is a good day for this world

zenith flax
#

Jan 7th will be even better

hexed mesa
#

You beat me by 6 days

#

We like brothers or something

zenith flax
#

😄

tall kindle
#

both are 3 days away from a good day

maiden valley
#

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

GitHub

Mod for Lethal Company that rebalances some of the levels - dopadream/RebalancedMoonsPlugin

#

should i Not be forcefully changing the interior selections this way

maiden valley
#

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

slim wind
#

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

maiden valley
#

maybe not??

slim wind
#

*i'm not sure as well 😭 *

zenith flax
maiden valley
#

OH yeah a quick glance and you might be right

zenith flax
#

2025 but 8,000,000 downloads

Thank you all 🙏

crisp galleon
mellow flame
#

is there a way to increase the amount/value of scrap on a interior rather than a whole moon

crisp galleon
#

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

mellow flame
#

alr thx

zenith flax
#

Got back from a holiday and my GPU is acting up 😭

crisp galleon
#

Tech troubles!

zenith flax
#

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

zenith flax
#

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

zenith flax
#

does anyone use my dayhistory stuff

#

@slim wind

slim wind
#

I am not 🥺

tall kindle
#

Day history, was that the thing that gave you interior info from previous days?

zenith flax
#

Yeee

hexed mesa
shadow idol
#

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?

crisp galleon
shadow idol
#

Youd think 50/50 odds would be enough to see it more than once out of the 20 times lol

crisp galleon
#

¯_(ツ)_/¯

shadow idol
#

Thanks anyways though

maiden valley
#

is manual planet sorting impossible

#

sorting by price/dif isnt really cutting it for me

crisp galleon
zenith flax
#

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

zenith flax
#

Some stuff coming as soon as I fix my github actions and like two other things

zenith flax
#

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

abstract bobcat
#

Godsend for interior by tags for moons with custom ones

hexed mesa
#

@zenith flax the LLL you provided me, is there any particular reason to why it doesn't recognize my interior?

zenith flax
#

yeah

#

dw about that

hexed mesa
#

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

zenith flax
#

😭

slim wind
#

is there an update coming? 😮

maiden valley
#

might be pretty huge (at least for me) if all goes well

#

its hush hush though I think

acoustic sonnet
hexed mesa
#

@zenith flax you think you'll be able to provide a fixed LLL tonight or should I switch to the live version for now?

zenith flax
#

I don't wanna make any promises

#

apologies for the weird in-between vibe

whole mortar
#

Take your time though lol, I personally don't mind waiting a bit longer for a more polished/stable update plink

maiden valley
zenith flax
#

think lady raph is already cooking that up

maiden valley
#

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

hexed mesa
#

You would have to use my DunGenExtender system, but it should be mega simple to setup.

maiden valley
#

did?

zenith flax
#

raph have you done vertical doorways yet

maiden valley
#

already??

hexed mesa
#

at this time

zenith flax
#

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)

hexed mesa
#

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

hexed mesa
#

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.

slim wind
#

oh damn

maiden valley
slim wind
maiden valley
#

OMGG

#

im assuming the latter

zenith flax
hexed mesa
slim wind
#

that's amazing

zenith flax
#

someone can prob just make a little mod to apply it to all

maiden valley
#

ye and i was already planning on using her api anyways

maiden valley
#

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

severe hornet
#

Does anyone know why by default hidden vanilla moons are popped into LLL as Hidden = False? Or is this something funky on my end

maiden valley
zenith flax
#

sounds dope

maiden valley
#

yes LLL does this

#

i cant explain why tho

#

but ya u cant edit whether or not the hidden vanilla moons are hidden

severe hornet
#

Yeah gotcha, so for that I definitely need an external mod e.g. the vanilla hidden moons mod(?)

maiden valley
#

unfortunately yeah

severe hornet
#

Silly Batby

maiden valley
#

they both kinda suck too from what i remember they both show gordion

severe hornet
#

kidding, godbless

maiden valley
#

i should make one proper

severe hornet
maiden valley
#

yeah i tried some and they kept either showing gordion or liquidation as a separate moon

#

which peeved me a bit

severe hornet
#

Description literally says "Shows all moons except Gordion and Liquidation"

maiden valley
#

i mean try it but i recall having issues with it

maiden valley
true void
#

How do you change the route word in the terminal for a moon?

true void
#

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

surreal cypress
#

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

crisp galleon
#

There’s a tab for selectable level and it lists vanilla moons but modded ones likely use some of those too

surreal cypress
#

Understandable. And what about the Dynamic Route Price List? It definitely doesn't use the tags

crisp galleon
#

I think it’s based on moon price. Don’t think I’ve really used it before.

surreal cypress
#

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?

abstract bobcat
surreal cypress
#

Thank you👍

hexed mesa
#

@zenith flax when you updating LLL

#

sorta waiting for that to update before I push mine

frozen vine
#

whenever I try to leave a moon I get stuck in the ship, or when I die im stuck in spectator

crisp galleon
#

That's probably an issue with something else, not LLL.

zenith flax
young acorn
#

how do i fix this for one of my custom enemies?

crisp galleon
young acorn
#

uses a custom ai script

tall kindle
#

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

young acorn
tall kindle
#

Can you show the components on the root of the prefab

young acorn
tall kindle
#

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?

young acorn
tall kindle
#

In a text document or anything lol

young acorn
#

OH WAIT I THINK I FIGURED IT OUT I MIGHT'VE FORGOTTEN TO INCLUDE THE ENEMY AI IN THE MOD

zenith flax
#

me wanting to update with only 1 hour of sleep

tall kindle
#

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 Kek

zenith flax
#

if i update im being awake for quite abit afterwards

#

i don't like to drop n dip

digital breach
#

lmao most my updates are pushed around 4AM my time and then I wake up to a couple notifications ~8 hours later

zenith flax
#

its very possible i fucked up somewhere in this

#

and i break things

#

so i wanna fix them asapp

digital breach
#

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

slim wind
#

update, a quick nap

#

and then the flood happens

#

trust me

leaden citrus
#

What would cause a moon to have Unviable ExtendedDungeonFlows?

zenith flax
#

unviable just means no rarity on that moon

#

my logs wise

leaden citrus
#

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
zenith flax
#

oh thats not great hey

#

god have mercy on a interiors trying to spawn 8 entrances my god

leaden citrus
#

Is that why?

zenith flax
#

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?

leaden citrus
zenith flax
#

it should be another mod causing this that is intentionally messing with lll for whatever reason

#

all should be fine yeah

leaden citrus
#

You have a logging level for yourself nkoHehe

zenith flax
#

developer is for people making stuff w/ the api not myself 😄

#

iambatby log level is

leaden citrus
#

Hehehehe x3

#

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
zenith flax
#

well thats good

leaden citrus
#

The interior has weird lighting though

zenith flax
#

thats on the moons end

leaden citrus
#

TwT

zenith flax
#

wish me luck

crisp galleon
errant lotus
#

Wow, LLL Update?

zenith flax
whole mortar
crisp galleon
zenith flax
#

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)

errant lotus
zenith flax
#

Most moon authors have been given a heads up for a lil' bit now

errant lotus
#

oh, gotcha then :]

zenith flax
#

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

whole mortar
#

Yee I'm on it

#

Thanks for reminder though yoiled

zenith flax
#

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

maiden valley
#

not THAT long but like

#

the anticipation was killing me

#

also batby you DIDNT TELL ME AAAAAAAA

zenith flax
#

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

maiden valley
#

ITS OUT FINALLY !?

zenith flax
#

It is indeed

maiden valley
#

i shouldn't have to do anything on my end from what you told me in the past

zenith flax
#

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

maiden valley
#

it should just worktm right

zenith flax
#

It should

#

I'll be keeping my eye on it

maiden valley
#

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

zenith flax
#

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

digital breach
#

forgive my ignorance but will PatchedContent.ExtendedLevels still have a complete listing of levels following your onSetupComplete event?

zenith flax
#

yeah so this only dynamically reloads the scene

#

which we can do because it ends up just being a string reference

digital breach
#

Gotcha 🫡

#

I'm looking thru the diff on github but figured i'd ask while you're here

zenith flax
#

the code is somewhat messy

whole mortar
#

Oh wait v1.4.0 hasn't been uploaded to NuGet yet, right?

#

I'll just reference the dll directly for now

crisp galleon
zenith flax
#

yeah sorry my github actions are cooked

#

mrov's been too busy to check it out

digital breach
#

am i still cool to keep using the onSetupComplete event for getting a list of moons?

zenith flax
#

thats it

digital breach
#

okay cool, I think LethalConstellations should be gucci then

zenith flax
#

ill see if i can push to nuget manually

#

nuget should be good?

maiden valley
#

if i wanted to add custom footstep sounds could i do it through LLL

zenith flax
#

i don't know if that works rn

#

suprisingly custom footsteps is by far the hardest custom content i've tried to add

maiden valley
#

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

soft eagle
maiden valley
#

nvm

soft eagle
#

At least I had to use one for snow

soft eagle
#

It's not thaaat bad lol

maiden valley
#

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

maiden valley
#

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

zenith flax
#

heard

rough escarp
#

this is just absolute peak

zenith flax
#

Thank you ❤️

acoustic sonnet
#

DO IT

#

BE IN DEBT

rough escarp
#

im BROKE AS FUCK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

acoustic sonnet
#

its literally free money

rough escarp
#

thank you for opening my eyes, i will now sell 10 kidneys to fund iambatgoat's mods

zenith flax
#

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

acoustic sonnet
acoustic sonnet
zenith flax
#

🙂

rough escarp
#

2031 guys!!!!!!

#

yeah!!

acoustic sonnet
#

What im waiting on is Tremor 2

#

lol

rough escarp
#

oh my god i forgot batby made tremor

zenith flax
#

god it would be wild to try modding terraria again

zenith flax
#

t2 was me tho ye

rough escarp
#

which one of the games do you think its easier to mod?

zenith flax
#

terraria lmaoo

#

by far

#

but when i was doing terraria modding i didn't know how to program

acoustic sonnet
zenith flax
#

😭

rough escarp
#

no wonder lucille can pull out some batshit crazy stuff

zenith flax
#

I have a google doc written up somewhere for a NPC system overhaul mod i'd love to mess with some day

acoustic sonnet
#

Tremor 3 and 4 bouta be even more crazy

#

2077

#

earliest

zenith flax
acoustic sonnet
#

tho im still gonna miss pinky mod 😢

rough escarp
zenith flax
#

did Rartrin ever release that wrapping world mod he prototyped

acoustic sonnet
#

after empress of light used them

rough escarp
#

ohhhhhhhhhhhhhhhhhhhhh

acoustic sonnet
abstract bobcat
zenith flax
#

instead of world cutting off at oceans it naturally wrapped around to the oppisite end's ocean

acoustic sonnet
zenith flax
#

was really cool

acoustic sonnet
acoustic sonnet
abstract bobcat
#

jesus

#

is this Calamity

acoustic sonnet
maiden valley
abstract bobcat
#

oh ok

acoustic sonnet
maiden valley
#

im just being cheeky

acoustic sonnet
# rough escarp 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...

▶ Play video
zenith flax
#

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?

acoustic sonnet
#

besides the antiaris elemental hearts

#

of all things

#

id love something like this tho

#

not enough mods do events

#

nowadays

maiden valley
#

guys did you know batby added scene hot loading

acoustic sonnet
#

lol

#

I havent done a proper run in ages

maiden valley
#

i only play thorium tbh

zenith flax
maiden valley
#

so i have nothing to add

maiden valley
acoustic sonnet
#

NOW

maiden valley
#

but ye its pretty cool

rough escarp
#

i need to replay my calamity infernum playthrough

#

i got through all of pre-hardmode

#

and then i stopped at hardmode

maiden valley
#

i lowkey kinda dont like calamity

acoustic sonnet
maiden valley
#

yeee thats fair

#

i def see the appeal

#

its cool

#

just not my thing

zenith flax
#

i don't like calamity because it feels like a indie game using terraria rather than a terraria mod

rough escarp
acoustic sonnet
maiden valley
rough escarp
#

ig im a difficulty enjoyer

#

except DoG though

acoustic sonnet
#

I prefer the more lowkey stuff like the mechs

rough escarp
#

from what ive seen its 95% bs

zenith flax
acoustic sonnet
#

the overhauled mechs are so fun

rough escarp
#

and 5% skill

acoustic sonnet
#

I have way more fun there

rough escarp
#

ehh.......................... idk man

rough escarp
acoustic sonnet
#

bruh he used patreon money for nsfw art of his OC version of himself and not to pay his comodders 😭

maiden valley
#

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

abstract bobcat
#

Bard was peak

maiden valley
#

bard is so peak

acoustic sonnet
zenith flax
rough escarp
#

bard IS peak

#

park

acoustic sonnet
#

and thrower is being overhauled

rough escarp
#

bard was my first ever pick for thorium years ago lol

#

i wonder how much it changed

acoustic sonnet
#

which is peak

maiden valley
#

yo? send

rough escarp
#

that mod didnt exist back when i played it

rough escarp
#

ig ill get it...

maiden valley
#

owo

maiden valley
#

UGH i just want 1.4.5 bro

#

give me my jungle juice red

acoustic sonnet
#

still kinda bs hard tho haha

#

but its fun

rough escarp
#

i kinda like bs sometimes lol

#

it makes me lock in

acoustic sonnet
# rough escarp i kinda like bs sometimes lol

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)

rough escarp
#

idk if its that mod that adds a pyramid desert boss

acoustic sonnet
#

tho its a custom pyramid

rough escarp
#

OHHHH

acoustic sonnet
#

also has eternity calamity bosses(not all done yet)

rough escarp
#

peak..

maiden valley
#

@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

#

?

zenith flax
#

your scene bundle gets hot reloaded

#

your non-scene bundle does not

maiden valley
#

ah

#

so everything in it then

#

is it possible to have multiple scene lethalbundles perchance lol

#

idr if ive asked before

zenith flax
#

yeah it should just work

maiden valley
#

eyes

#

gonna do some tests

slow kraken
#

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.

maiden valley
#

this bumps the filesize all the way up to 150mb

#

not worth

zenith flax
#

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

maiden valley
#

or nah

oblique owl
#

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

steady ingot
oblique owl
#

ok, im getting the impression it doesnt have to do with this mod actually, but unsure

acoustic sonnet
#

and another mod you got

oblique owl
#

lethallib it seems like?

#

either that, or its lethallib attempting to fix whatever is causing it

whole mortar
#

Oh is it trying to generate a dungeon at the company?

oblique owl
#

lmao is that whats going on

acoustic sonnet
#

like Lethal quanities or Central config

oblique owl
#

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

zenith flax
#

I'd need a full log

oblique owl
#

where do i go to find it again?

rough escarp
steady ingot
steady ingot
acoustic sonnet
acoustic sonnet
rough escarp
#

and where do TREES come from?? seeds.

oblique owl
#

no it is not

steady ingot
oblique owl
#

that is from april????

rough escarp
#

you got the wrong thing lol

oblique owl
#

wtf

rough escarp
#

you on thunderstore?

oblique owl
#

yeah

steady ingot
#

Get it from the profile you just used pikaSip

rough escarp
#

send a screenshot

oblique owl
#

i did lol

rough escarp
#

what did you press most importantly??

#

search for logs

oblique owl
#

i clicked "Copy log file contents to clipboard"

#

and then pasted the result

rough escarp
#

oh

#

uh

#

weird

steady ingot
#

Nvm looked at it

#

This is the correct log

oblique owl
#

oh

#

i just assumed wrong cause of date at the top

rough escarp
#

there we go

#

we did it!

oblique owl
#

this still doesnt seem right to me

whole mortar
zenith flax
#

pretty sure another mod is causing this

oblique owl
#

the only names i see are lethallib and LLL

#

the errors dont seem to mention anything else but i have no idea

zenith flax
#

theres a dungeongenerator in the company scene

#

thats not me

oblique owl
#

lmao i see

#

ill try testing

noble lynx
#

[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?

zenith flax
#

no

rough escarp
#

that often happened to me

noble lynx
#

I will check

oblique owl
#

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 OMEGALUL

#

well sorry for the bother then, thanks for looking at that for me

unique geode
#

If they have it

#

I'll see if I can repro this NODDERS

unique geode
oblique owl
#

i sent it to the maker for that and hes looking at it, appreciate all the help

noble lynx
# noble lynx I will check

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

unique geode
#

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

acoustic sonnet
unique geode
#

But the selection screen lags badly

acoustic sonnet
#

tho im not on my main chunkier profile rn

#

so maybe thats why

unique geode
#

Could be why

#

Yeah it is okay

#

I saw Small Dog and missed it mentioning Harvest Moons

#

Yeah that is doing it

zenith flax
#

no its not

unique geode
#

I can send you the full log

zenith flax
#

no thanks

rough escarp
#

how does an entity influence lll???

whole mortar
#

Harvest moons was doing some weird stuff with the small dogs though iirc

rough escarp
#

autumnis did mention something about the blind pups

whole mortar
#

Not sure if everything got sorted out with them

unique geode
#

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

whole mortar
#

Didn't think it'd be compatible with the hot-reloading stuff without changes

unique geode
#

Possible

unique geode
#

I also know GI hooks into that screen so I'll have to see if it could be some interaction there too NODDERS

humble comet
#

is there any reason a moon is not being showed and locked if u force going into it

acoustic sonnet
#

usually if its in a moon pack the route word is hidden on other moons

humble comet
#

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

humble comet
#

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

zenith flax
#

Can u ask them to wait like 30sec on the online / lan mode screen

humble comet
unique geode
ember shore
#

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?

zenith flax
#

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

tall kindle
#

Oh you open the bundle when they switch moons they're routing to?