#Lethal Level Loader [Custom Content Loading API]

1 messages · Page 28 of 1

zenith flax
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Ye

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Dats the whole cool thing

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cuz i close em too

tall kindle
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Ye I just never knew when you did it, that's honestly pretty perfect timing

ember shore
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So my ancient pc might just encounter a "hiccup" when changing routes?

I'll see how bad it is when I get home.

Has anyone tested the new update with faster asset load?

zenith flax
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Not hiccup

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It’s done async

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I prevent lever pull until everyone is ready

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I’ve tried to test faster asset load but too many variables and natural inconsistencies for just one person to test so i kinda gotta let it play out abit

ember shore
zenith flax
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I think but unity is kinda useless when it comes to multithreading

ember shore
zenith flax
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At the very least the game doesn’t stall while it waits

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About to go to bed but anyone free to leave me logs and I’ll try and put out any fires tomorrow

ember shore
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Yeah dw I'll be home in like 8 hours + testing will take more time so you'll be well awake by that point

wet vortex
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holy based

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can't wait to see how well this runs once the moonmakers get their assetbundles compatible

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i sent a little thing for your hard work, not much but i wanted to support

rich aurora
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Feature will defo get me to consider maybe adding in a few more mainstay modded moons into my pack with the less resources to handle them

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Cause atm I kinda just, cycle a few moons based on feedback

final hedge
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How does this work (or not work) with Diffoz faster load assetbundles patcher? Is there any advantage/disadvantage to keeping that?

hexed mesa
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@zenith flax wait did you never fix dungeon loading with
PatchedContent.RegisterExtendedMod(extendedMod);

hexed mesa
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@zenith flax BATBY

plush wing
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Sleepy.

maiden valley
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another one

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this happens randomly since the LLL update

unique geode
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I'm worried now if I should revert it today or not and wait til tomorrow lol I see a couple mods are exploding

acoustic sonnet
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ik scarlet and a bunch of old unupdated interiors

unique geode
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Well Raphtalia is screaming cus Batby did an oopsie and Rebalanced Moons also seems to be nuked from what dopadream just showed

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Hmmmm

humble comet
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if youre in a hurry i think u should just revert

true void
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I'm already seeing insane gains. My modpack used to make the game eat up 13gb RAM and now it only takes 3/4gb

north vigil
maiden valley
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It does that sometimes

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but you can reload the lobby and it fixes it

unique geode
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Ah

maiden valley
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its just like kinda annoying

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idk it seems to happen on first host(?)

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its super weird

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I might have to add some code on my end to forcefully load the asset bundle before landing... which is annoying

unique geode
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I think for my play session today I'll keep it downgraded til Batby can hotfix the issues and I'll check out the update tomorrow

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Just to be on the safe side

maiden valley
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yeye

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I'm recommending that as well

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but the performance gains are insane i cant lie

north vigil
# north vigil

any idea whats causing this? I havent touched anything in a good while so I imagine it's an LLL update thing

maiden valley
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I genuinely have no idea but I'm pretty certain it's related to the scene hot loading stuff

unique geode
maiden valley
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i can't wait to see this get ironed out

digital breach
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^

plush wing
# north vigil
List<ExtendedContent> serializedExtendedContents = new List<ExtendedContent>(extendedMod.ExtendedContents);
extendedMod.UnregisterAllExtendedContent();
foreach (ExtendedContent extendedContent in serializedExtendedContents)
{
    try
    {
        extendedMod.RegisterExtendedContent(extendedContent);
    }
    catch (Exception ex)
    {
        DebugHelper.LogError(ex, DebugType.User);
    }
}

In this step, extendedContent is null.

north vigil
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do you know what I'd need to do to rectify the error? I havent touched my mod in over 2 months so a little rusty on it lol

plush wing
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Which it could be fucked if it was expecting deep copying instead of shallow copying.

plush wing
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Like a null ExtendedItem, for example.

north vigil
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I think there is one, but it never caused an issue before (and I don't know why it was null to begin with tbh, it doesn't exist anymore)

plush wing
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Well, try removing it and see if it still causes issues.

north vigil
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alright will give it a shot

north vigil
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my assumption is the new hot-loading means the dictionary held in LLL doesn't have my bundle stored on startup anymore as it's "not needed yet"

plush wing
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Yeah, that code was commented out.

serene light
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What got changed about asset bundles?

serene light
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That’s peak

north vigil
plush wing
north vigil
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so I cant access the assetbundle that LLL has already loaded now?

plush wing
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I believe it only loads it on demand now.

whole mortar
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Thought it was just scene bundles that are unloaded though

plush wing
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Though I had the idea it was only on moons.

whole mortar
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I still load stuff from an ExtendedMod AssetBundle at runtime

north vigil
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hmmm

abstract bobcat
whole mortar
plush wing
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If it loads, it's not through here, lol.

rough escarp
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do moon makers have to make changes for hot-reloading to take effect or something?

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cause i dont see anything different (yes i updated)

rough escarp
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yeah i was looking for that message

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thanks

spiral siren
true void
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I only had a couple updates, and most weren't moons. It seems as long as they only bundled the Extended mod and the scene for the moon, it's compatible, which a lot of moons already do

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If they followed the updated AudioKnight tutorial, (to my knowledge) it should work with the hot loading feature

acoustic sonnet
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at least im pretty sure

rough escarp
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still havent seen a difference ngl, could be that the moons i have didnt update for it

acoustic sonnet
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id say in 1-2 weeks itll smooth out

spiral siren
rough escarp
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then how did reale have a difference yet i didnt 😭

true void
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It all depends on how they did their assetbundles when they made their moon

acoustic sonnet
spiral siren
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my understanding was that Batby had no way to detect compatibility with hot loading, so unless he included a whitelist idk how it would work so well so soon

true void
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Hm, idk

acoustic sonnet
true void
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I'll have to look again later to see which ones were being unloaded

spiral siren
acoustic sonnet
spiral siren
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huh

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I hadn't heard about any other than that, I would be curious to know more

rough escarp
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teach us your secrets reale

true void
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Yeah so I think it just makes sure the assetbundles aren't dependent on each other. If that's the case, then it unloads them. All my moons automatically unload and I didn't change a thing

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(Except for one that I updated an hour ago)

acoustic sonnet
# spiral siren huh

not really sure myself but id assume its just some bug fixes/code optimizations

north vigil
spiral siren
plush wing
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@whole mortar seems to not have that issue so maybe do what they do?

spiral siren
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or maybe what he was referring to in DMs was just about detecting it without loading it first, I guess I could have misinterpreted

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if it can detect that though, it would make sense if you had immediate gains, since that setup for the bundles is what everyone should do anyways

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saved black mesa like 100mb when I did it for the latest major update

zenith flax
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Logs are not indicative of it working correctly. I cannot tell if it’s working correctly because when it doesn’t Unity just lies and says the bundle is unloaded but will never free it from memory

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I try to unload every scene bundle given to lll

zenith flax
spiral siren
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ohh so you load the assets you need, check which ones contain scenes you care about, create a map of those to reference in-game and then unload everything?

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so every scene is "hot-loading" but some will have assets that are actually in the mod bundle instead of the streamed scene bundle?

north vigil
zenith flax
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I know which to care about because they are streaming bundles with the .lethalbundle file extension. Yeah i have a whole “safe” wrapper class that holds certain pieces of info for bundles that i can touch when they are not loaded

hexed mesa
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Batby!

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Did you ever fix the RegisterContentMod function thing

zenith flax
spiral siren
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huh, like unity will just tell you no?

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I didn't know it could do that

zenith flax
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No it tells me yes

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It just doesn’t do it

spiral siren
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oh

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silly unity

zenith flax
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🙂

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Which semi makes sense but is very difficult to gleem in runtime

hexed mesa
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But my dungeon is not being recognized

zenith flax
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Oh that, Will look into today so sorry

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Just woke up had pretty much no sleep yesterday

hexed mesa
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Understandable, I will let this slide

spiral siren
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uh oh

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did you get a good night today at least?

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or do you mean that sleep 😅

zenith flax
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ive had like 8 hours over the past two nights 😅

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btw if ur someone who found an LLL issue but didnt put it anywhere lll related u suckkkkkk

plush wing
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And people getting "blue screened" in the select mode screen (Online or LAN).
Already tried asking for logs but they just kindly ignored me. happy

zenith flax
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yeah that one is interesting

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the unloading of bundles does take time that doesnt exist otherwise but it shouldn't be stalling anything

wet vortex
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got this where the level loader config thinks SDM and LC Office aren't installed, i'm assuming this is just cus they weren't updated with new LLL dll yet?

zenith flax
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no i fucked up

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no mods aside from borozos n sdm should have to update

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and maybe reindog cuz he's doing weird shit

wet vortex
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oh ok

digital breach
zenith flax
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yeah i have that code in another project i can grab

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but worth noting that it shouldn't be increased from previous

whole mortar
digital breach
wet vortex
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i mean

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i did notice on the startup screen it dropped to 2 fps for like 6 sec while it was unloading bundles

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but i don't think thats a big deal

zenith flax
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itll all be the same problem

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sorry for that everyone

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releasing LLL updates that don't break any mods released since 1.0.0 is very hard

crisp galleon
# zenith flax sorry for that everyone

All good. Assumed it was the same underlying thing, just figured I'd throw it out there if anyone was looking to keep track of which ones aren't working atm

zenith flax
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@hexed mesa can you show me how your registering your stuff rn

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think i know the problem maybe

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or atleast i know a problem and im hoping it's only one

spiral siren
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wuh oh

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so black mesa was probably broken too then

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if manually registered extended mods were missing their flows anyway

zenith flax
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depends how gave it to me

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there's like 4 fucking ways rn cuz legacy

zenith flax
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LethalLevelLoader 1.4.1

  • Fixed issue with older mods not being registered correctly
  • Improved stalling during AssetBundle unloading on initial load

Give it some time to hit Thunderstore and such.

Issues w/ joining late and related are still being looked into
some interiors may still be having problems

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i didnt actually test this one but the spirits told me its ok

remote quail
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i have faith in the spirits

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they wouldn't lie

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that'd be silly

spiral siren
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come to think of it, @unique geode had issues with Black Mesa not loading.. would that be with the new update?

zenith flax
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Probably, sorry

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That’s next on the list

spiral siren
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yeah no worries, just good to know the cause

zenith flax
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I have like 5 more hours of dev and then unfortunately im away for 48 hours roughly

spiral siren
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oh gog damn

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well lemme know if I can help with anything then if it'll make it easier to get things stable before then

zenith flax
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I figured better release yesterday than wait another 3 days to get it out so here we are

unique geode
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Your return to updating the mod has been amazing, and your hard work and dedication is always appreciated

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I know we don't always get along but I love the hard work you do

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I'll be sure to just not do late joins tomorrow since you said late joins are a problem 🙂

zenith flax
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found the problem

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it's a really funny reminder that identifying a problem does not mean your assumption on the cause is correct

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black mesa and SDM are loading in fine

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the vanilla content tag importing is not running

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so matching via content tags is failing

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i deserve that

steady ingot
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Oof oh well at least you found it rather quickly NODDERS

zenith flax
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for inconvience ill add a feature for people

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LethalLevelLoader 1.4.2

  • Fixed issue with ContentTags failing to be applied to Vanilla content
  • Added OverrideNoun value to ExtendedLevel, allowing authors to optionally modify the word used when accessing the level from the Terminal
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@slim wind @digital breach incase relevant

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LLL now uses this in ExtendedLevel

        public string TerminalNoun => string.IsNullOrEmpty(OverrideRouteNoun) ? NumberlessPlanetName.StripSpecialCharacters().Sanitized() : OverrideRouteNoun.StripSpecialCharacters().Sanitized();
digital breach
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👀

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I may find uses for this

zenith flax
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from top of my head i can't imagine this breaking stuff on your guys end but apologies if something does come up

digital breach
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no worries, i'm of the mind that anything that breaks is my problem not yours 🫡

zenith flax
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Only stuff that should be a problem based on the reports i've been given right now are

-Sometimes lever is allowed to be pulled when it shouldn't (but doesn't actually do anything)
-A mix of re-joining pre-existing saves and/or mid-game joining of games causes hotloading system to softlock

unique geode
zenith flax
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If anyone find the problem before me I'm more than happy to receive that help

unique geode
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Yeah for sure I agree ^^ @feral pecan whenever you have a free moment if you can help Batby out with the late join issues it would be great

zenith flax
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this code is fucked

unique geode
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Honestly with an update this large I would have been surprised if there weren't any issues that cropped up. It's one of the largest steps forward we've had for modding in a while NODDERS

hexed mesa
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get your ass back here @zenith flax

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i tested v1.4.2, my dungeon still not showing up

zenith flax
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black mesa worked 🥺

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ill look again in a sec

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just re-writing the entire networkbundle thing

hexed mesa
zenith flax
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oh fuck me

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ok

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thank you

hexed mesa
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what was issue?

zenith flax
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you have no lethalbundles in your setup

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we've had this issue before

hexed mesa
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arent i like the only dude not using lethal bundles

zenith flax
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theres a couple others

hexed mesa
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and creating expendedmod within my code

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cool so its not just me then lol

spiral siren
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black mesa also doesn't use a lethal bundle for interior, is it diff somehow?

zenith flax
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no but i had other mods with lethalbundles loaded

spiral siren
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oh huh

hexed mesa
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oh the same same problem before

zenith flax
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its an order of execution thing

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i dont fire an event i need to fire

olive bear
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Hey batby I checked your github and your events for bundles finished loading don't seem to get triggered anymore. I was using AssetBundleLoader.onBundlesFinishedLoading as an entrypoint to load stuff out of bundles your mod loaded.

zenith flax
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hmm, they should be

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can you send me relevant code

olive bear
zenith flax
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Ohhhh

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Yup big oversight sorry

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the individual ones are fixed but the overall one is moved somewhere else, ill fix that up for oyu

olive bear
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thanks

maiden valley
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and it exploded in 1.4.0

zenith flax
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it should tho

maiden valley
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i mean

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id love to do that

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idk if its in his scope tho

unique geode
maiden valley
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umm

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idk what sdm does but poolrooms doesnt use lethalbundles

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it just manually loads the assets from the blank bundles thru code

unique geode
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So Poolrooms is probably breaking for the same reason SDM is

maiden valley
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prolly yeah

unique geode
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Cus it's doing the same thing SDM does

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It will be fixed next hotfix probably, Batby is cooking up a large hotfix atm

maiden valley
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@zenith flax did you ever figure out why my mod has been occasionally throwing bundle errors when pulling lever
butterystancakes also had the issue when testing it
it seems inconsistent but usually happens when loading onto a save file already routed onto the moon for the first time after launching

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idk if its like

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only a me issue

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or if its happening everywhere

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this mess

zenith flax
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see if it still happens next update

maiden valley
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alr

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its like

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not a huge deal

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u can just restart the lobby to fix it

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but it is a bit annoying ig

zenith flax
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LethalLevelLoader 1.4.3

  • Fixed issue with onBundlesFinishedLoading callback not being invoked
  • Re-wrote AssetBundle Hotloading networking to hopefully improve issues in multiplayer and pre-existing saves
  • Fixed issue with custom content that is manually registered not being processed correctly
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ah shit i just broke multiplayer one sec

unique geode
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You got this Batby 🙏

zenith flax
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LethalLevelLoader 1.4.4

  • Fixed additional networking issues related to AssetBundle Hotloading
unique geode
zenith flax
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@maiden valley should hopefully work now?

maiden valley
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uwu

zenith flax
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LethalLevelLoader 1.4.5

  • Fixed issue where SpawnSyncedObjects in Tile Injection TileSets were not being network registered
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@whole mortar 😡

crisp galleon
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Not sure if you’d know anything about this but since LLL’s been updating maybe this was it. Just did a session on 1.4.1 and only I (host) could land the ship according to my friends. I can get logs if you’d like. Just not sure if Vanilla maybe changed something or if one of the recent hotfixes already might’ve covered that.

zenith flax
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will probably be fixed now

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i've tried to atleast

crisp galleon
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Aight. We might play again in a day or two so I’ll let you know if it isn’t :)

slow kraken
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I havent noticed any major issues, just the lever thingy

humble comet
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why do i feel like the 20 failed generation thingy appears more often after 1.4.0

zenith flax
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nope

hollow rivet
humble comet
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yuh it seems like some interior being sensitive with bigger map

zenith flax
weary star
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We played today and the lever isn't fixed, it wasn't letting anyone but the host land it. We also did some testing with removing a few mods to see and it's not base game, it appears to be LLL

plush wing
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I don't understand that because vanilla doesn't let clients start the game when you first launch the lobby.

tall kindle
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add it to your project

spiral siren
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it's probably a package no? is it not a dependency of netcode for game objects?

plush wing
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You can kinda say that

mellow flame
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Is it safe to implement the latest lll version into my project

plush wing
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You can make a branch where you can implement and only merge with main when you consider it safe enough.

mellow flame
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i havent even uploaded my project to github how do I do that

spiral siren
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you can do it locally, but if you're not familiar with git it will take some learning

north vigil
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heyo asked yesterday but how would I go about accessing my assetbundle now? seems the old assetbundles dictionary doesn't work now and I have an item I load in using LethalLib as loading it in with LLL broke the store. I know I could seperate the one item into its own bundle and load it that way, but that makes more of a clutter imo, and I can't load the same assetbundle twice or I get an error

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nevermind, fixed it by moving that code snipped to OnAssedBundleLoaded rather than OnExtendedModRegistered

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also not sure if it's intended or not but OnExtendedModRegistered seems to get called twice now, at least for me

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it's why I was getting the error telling me the key was already in the dictionary

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easily fixable by just adding in a check to make sure its only loaded once but yeah, thought I'd let you know in case it's not meant to happen like that

unique geode
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LLL implements a whole new system and it likely just overrides whatever GI was doing lol

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But yeah clients not being able to pull the lever before first landing the ship is definitely vanilla

maiden valley
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this still happens on the latest version when loading onto a save already routed onto a moon xp

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im assuming its because like

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it doesnt account for the sceneselections thing that LLL has?

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just a guess

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but incase its relevant this is how the levels are loaded on my mod

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ignore the vanillasceneevent stuff

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thats for config

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again; not a huge deal

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reloading the save fixes it

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this only happens on first lobby for some reason

crisp galleon
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So it seems like there's been some work on old interior support and it does seem LC_Office is back to working, but I think https://discord.com/channels/1168655651455639582/1206390977674354738 might still be broken so something might not be fully fixed (Sorry if this has already been discussed). I can get a whole log but the segment where it happens is here:

[20:35:44.1787153] [Debug  :CustomStoryLogs] Added new log [RosiesMoons/routing] with ID [-1945026563]
[20:35:44.1787153] [Info   :RosiesMoons] RosiesMoons v0.0.1 has loaded!
[20:35:44.1787153] [Info   :   BepInEx] Loading [PoolRooms 0.1.22]
[20:35:44.1977704] [Error  : Unity Log] TypeLoadException: Could not resolve type with token 0100002f from typeref (expected class 'ParameterEvent' in assembly '')
Stack trace:
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()

All goes fine right up to that interior.

unique geode
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This happens whenever a client joins when you're routed to a custom moon, even if you freshly reload the save.

oblique spoke
unique geode
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@feral pecan Have you been looking into this btw? This might relate to the stuff Batby had mentioned regarding late joins

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Workaround for now is to just route to a different moon

ember shore
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Alright
Not sure if this is only specific to distinctmoons but it looks like if you route to a moon that comes from the same assetbundle as the one you're routing from, LLL will just unload the bundle and if you try to land you get hit with a softlock

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And yes routing into a vanilla moon or a moon from a different bundle beforehand can be used to avoid the softlock

digital breach
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I'm not seeing something like TryGetExtendedLevelConfig unfortunately :/

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I guess i'll try to write my own by trying to find all ExtendedLevelConfig instances at run-time

north geyser
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where would the config for LLL be? because it's not in my config/bepinx files

quiet stream
north geyser
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i have and still can't find it

quiet stream
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otherwise it should just be in the config folder

north geyser
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it's not for me whats the name of the file it self

plush wing
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Are you sure that it's being loaded?

north geyser
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i don't know tbh im new to modding this game

plush wing
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Logs would state if it's loading or not.

north geyser
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ok let me check'

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Skipping loading C:\Users\dwadw\AppData\Roaming\Thunderstore Mod Manager\DataFolder\LethalCompany\profiles\solo 2.0\BepInEx\plugins\IAmBatby-LethalLevelLoader\LethalLevelLoader.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.

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so i dont think it is

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no it not loading so how would i fix that

zenith flax
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fix for mods using 1 bundle for multiple scenes tonight

north geyser
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?

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ok got it thank you

plush wing
north geyser
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its was in my modpack should i reinstall it?

plush wing
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Well somehow it got fucked to not be considered a valid .dll.

north geyser
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yeah

digital breach
north geyser
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BepInEx] Loading [LethalLevelLoader 1.4.5] i reninstalled it so i think its fixed

zenith flax
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(?)

north geyser
plush wing
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Yeah, now you should be able to see a config when you boot up a save.

north geyser
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i have it now

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this is all in here

digital breach
north geyser
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but i need to join a lobby rq

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i have this now and i know this is when a mod isnt working

digital breach
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I was thinking of just postfixing your BindConfigs method to create my own list. But would def prefer not patching into LLL lol

digital breach
digital breach
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actually, I think this will work for the time being

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basically doing the inverse of what you do when reading the config

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still might be useful to expose the ExtendedLevelConfig class for each moon but that's up to you

maiden valley
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im thinking of doing a quickmenumanager.start postfix to iterate through the bundles and do TryLoadBundle() if the ship is routed to a vanilla moon already

zenith flax
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I wanna fix on mu end

maiden valley
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would you prefer me just not do anything

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i can wait

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i just wouldnt mind trying to accommodate

olive bear
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heya batby. I spent a while trying to figure out what was wrong with one of my projects it seems like the lists of content in PatchedContent aren't populated anymore at the time that the bundles loaded event fires. (thank you for fixing that yesterday) PatchedContent.ExtendedLevels returns and empty list at the time of the event being fired. It seems like the new update populates these lists on first lobby load, which prevents some stuff from working correctly as it did before.

zenith flax
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oh hmm

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ok i will take a look at that

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@maiden valley it should be my fault

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but if ur doing weird shit to make it your fault id prefer to give you the right way now that im updating stuff

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ideally if you could refresh me on what lll is missing sceneselection wise and/or how you'd prefer i handle stuff i would appreciate that

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No promises but in general I do wanna network a lot more of LLL now that i am a lot more experienced in it

maiden valley
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im jsut assuming it is

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because with my mod if you load onto a save already routed to the vanilla moon it doesn't load the assetbundle

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im assuming that's because im running sceneselection stuff after LLL does its thing?

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this is all i can really show you

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i dont think im doing anything "wrong"

zenith flax
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Heard chef

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Also just in general if anyone has any smaller feature requests get them on github issues asap while i’m still in a LLL updatie mood 😛

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also another no promises thing but just vibes is one of the potential fundable projects i might offer is a full remake of LLL's config stuff w/ lethal config support or something

#

i feel like people might be into that

digital breach
zenith flax
#

heard

tall kindle
#

didnt see it mentioned, was teh store item list getting fucky or whatever happened with LLL store items on lobby reloads ever get fixed?

#

i know some people switch from LLL to LL when registering store items cuz of it

#

by some i do mean just reindog as a freshexample lol

zenith flax
#

Maybe I'm going crazy but I don't remember getting a consistent isolated report of it

#

I could be super wrong

#

Reindog was doing some weird shit I gotta help him out when i get the chance

tall kindle
#

it's been a while back and the logs are probably buriedby now but i think reindog was sending logs of it, but yeah

#

afaik the repro he got was just leaving and re-entering the save and then it'd be gone from the shop

zenith flax
#

alright i will look into it

tall kindle
#

tanks

zenith flax
#

oh and @maiden valley so sorry but poolrooms needs to be recompiled

#

i thought it was only borozos and scarlet

#

no code changes needed just recompile w/ 1.4.0+

#

oh and another thing im probably gonna add soon is a function & class that lets people easily setup network singletons

#

so you'll just make a class inherting from like

NetworkedManagerBase : NetworkBehaviour

and then tell me about it on main menu or smth

#

and it'll spawn and despawn every lobby

maiden valley
#

sure

zenith flax
#

fingers crossed

tall kindle
zenith flax
#

enemies are chilling LLL wise right?

tall kindle
#

yeah didnt notice any problems when i was messing with that a while back

unique geode
#

Definitely problematic if you're hovering a paid moon and someone joins though

#

lol

#

But it at least doesn't soft lock the lobby

zenith flax
#

As mentioned previously I am not looking into your reports

gaunt hinge
unique geode
zenith flax
#

i don't think that list was populated at that time previously

#

LethalLevelLoader 1.4.6

  • Added ExtendedLevel.IsRouteRemoved to indicate if Level has been disabled in the config
  • Fixed issue with AssetBundle hotloading when routing from a moon to a moon contained in the same AssetBundle
  • Added additional safety check when performing Audio related Asset restoration
  • Changed ExtendedItem terminal registration to ensure accurate item Ids
  • Fixed an issue with Locked ExtendedLevel's by setting it's accossiated TerminalNode.acceptEverything to false
#

@digital breach 2 4 U

digital breach
#

Ws, thanks 🫡

zenith flax
#

@gaunt hinge maybe this helps with that one thing

maiden valley
#

love the hustle batby

zenith flax
#

You should check if ur stuff is not broke

zenith flax
#

6 hours no reports is ideal so far

whole mortar
#

Bugs slumber when the dev is awake beevil

silent plume
#

Bug report, custom settings in Dungeon Injection Settings - Manual Level Names List section for both Melanie Interior interiors are ignored entirely.

#

checked on both my own modpack and a fresh empty profile with only those 2+dependencies, tried to roll back LLL and Mel's interiors, nothing works so far

#

no issues with other interior mods either its just this one

unique geode
#

If even LLL 1.3.13 didn't work then it would be Melanie not listing a dependency, cus I know for a fact it worked for me with 1.3.13 at least

#

I just have no idea what she might not have included lol

silent plume
#

ig she will just have to check that when shes got time

unique geode
#

Any errors in your log about a missing dependency?

silent plume
#

wait...

#

omg

#

never mind

#

im just dumb

#

I just didnt tell the LLL to put any of the settings into consideration

#

sorry my bad

unique geode
#

OOF

silent plume
#

yeah

jagged juniper
#

Why was LLL doin' fine till like 3 updates ago and started actin funky, is this a new implementation?

crisp galleon
jagged juniper
#

If you guys actually manage to pull that off I will love you

#

like I actually hate the amount of resources used

chrome notch
#

it's already done. that's what the update is

fallow pagoda
#

i've got a modpack w/ only wesley’s moons/interiors

#

found the problem! apparently some other mod was effecting it, not sure which one though

strange trail
crisp galleon
acoustic sonnet
#

So a bunch need to update

#

To actually have a differance

strange trail
#

ah right, hopefully they wont take long

#

but from what im understanding, if a lot of moon mods do update, the small amount that didnt wont be that much of an issue then?

#

cuz thats still cool

acoustic sonnet
strange trail
#

nice nice nice, gonna wait for a week or two before I test again

#

thanks a bunch

acoustic sonnet
#

32 is best for having a shit ton of moon mods

#

Tho 16 is fine if you decide carefully what you got

strange trail
#

nah I know, I have 32, and the game does use either 16 gigs or above as it is already lmao

strange trail
#

I use like, 3-4 large moon packs so ig its understandable

#

wesley, generic, altmoons and otherworldly moons

#

I shouldnt be surprised its so resource heavy I suppose

acoustic sonnet
strange trail
#

christ

#

LOL

acoustic sonnet
strange trail
#

I would do that but like, I dont like seeing 27 gigs out of 32 used up even now, its kinda monka

#

I dont dare adding more than what I have

#

this one modded game is more ram heavy than hosting a 10 player AllTheMods 9 minecraft server

acoustic sonnet
#

Idk why my pc hates modded mc

#

Like as soon as I add a few content mods

#

Chunk gen fucks

wet vortex
#

atm it only works on moons so pretty much everything else that uses assetbundles will still hog ram (if i understand correctly)

zenith flax
#

Correct

#

Moons are scene based which by design are super compartmentalised which makes them easy to open and close

#

Stuff like interiors would need a lot more time and effort

wet vortex
#

scraps/enemies/hazards would probably be even harder right

zenith flax
#

Honestly easier but they are generally less size intensive

#

interiors would interest me because their the second of the two big fish

#

But also need to consider you only ever load up 1 moon but i’d need to juggle multiple interiors

#

its about two steam decks worth of labour lol

wet vortex
#

cus interiors are determined at the seed screen right

#

so if u were to do hot reloading it would have to be when the game is already loading the scene

zenith flax
#

The correct interior is decided on lever pull but i do know all the possible ones on route change. I’d either have to ensure every option is preloaded or find a safe way to secretly pre-predict the interior before you pull

wet vortex
#

so would that be along the lines of
level selected -> load all possible interiors into ram -> lever pulled (interior selected) -> unload interiors that weren't selected

unless you can predict which one it'll be?

zenith flax
#

@soft eagle taking the tiniest break but i have a bunch of unfinished work on a now “”scrapped””” 1.4.0 LLL including data tags that i’ll look at and see what I wanna re-implement. If I decide I don’t wanna do data tags rn i’ll def add that attribute for you

#

I think it was mostly working just a little tricky to convince unity to port over the pre-existing colour tags

#

God I wish i could do mod breaking changes

zenith flax
wet vortex
#

gotcha

#

i imagine there is some way to get the information from the game which interior was chosen, and then prevent the generation until the bundle is loaded

zenith flax
#

Too many issues with that

#

I promise 😝

wet vortex
#

thought so

zenith flax
#

It breaks the rules of being an api (similar to simulate command) but I’ve been kinda pondering about adding terminal logs for interiors

digital breach
#

hey batby, I think I broke something in LLL's lever pull patch. Got this report today

zenith flax
#

Do you mess with the lever at all

digital breach
zenith flax
#

I’ll look later then

#

The lever code is kinda fucked i might remake it tonight

digital breach
#

yeah no worries, just figured i'd let you know. I took a peek at your patches and have a feeling it's NetworkBundleManager.AllowedToLoadLevel not getting updated properly but that's just a guess of mine

#

my code uses StartOfRound.Instance.ChangeLevelServerRpc to change the level

zenith flax
#

Ohhh you

#

Ok

#

Heard

digital breach
#

🫡

zenith flax
#

I also wanna add a feature that no one has explicitly suggested but something that should have been in LLL way sooner and will improve stuff a ton

#

🥰

main ravine
#

The ability to change the day length of moons properly no wayyyy

#

-# 😛

warped rose
#

My group's still having issues with being unable to pull the lever in 1.4.6, even after a few restarts and waiting a long time

zenith flax
#

This might be ScarletDevilMansion? @hexed mesa does this massive error in here usually happen?

hexed mesa
#

did i

#

im serializing some things I shouldn't be

#

bad

#

but, weirdly enough, I was testing with my friends earlier and we didn't have any issues

crisp galleon
hexed mesa
zenith flax
#

it could be unrelated to the lever pulling it just seemed big enough to maybe be a problem

hexed mesa
#

lel

warped rose
#

It could have been a fluke because we stopped last night when the lever was broken, hoping that 1.4.6 would fix it today. We hadn't moved planets.

Routing somewhere else worked fine. If it happens again, I'll take off SDM and see if that fixes anything. Thanks.

hexed mesa
quiet stream
main ravine
cold rapids
#

random question sorry but is there a tag for modded moons?

#

like do i do Mod:300 or Modded:300 ?

abstract bobcat
#

Custom

cold rapids
#

thanks boss!

crisp galleon
# warped rose It *could* have been a fluke because we stopped last night when the lever was br...

I don’t think it’s SDM. Had it happen with my group. We’d disconnected to fix my mic issue and also to let someone else in then when we tried to land on a moon of mine we were routed to the game hung. Relaunching again it had the message of waiting for someone to load the moon. Routing off and back fixed it. Not sure if it’s related or not but they can’t land the ship anywhere, only I as the host can. I know I should’ve grabbed the logs but it just slipped my mind.

sullen coral
#

So what does a moon creator have to do, if anything, to be compatible and optimized when it comes to the new Asset Bundle system?

#

Also, unrelated note: are these supposed to say could not have been made? lmao

abstract bobcat
#

#1329604473667981443 message

#

#1329604473667981443 message

sullen coral
#

Got it, I think I follow, thanks Endox

#

I believe Sick and I have worked on this for Gorgonzola but not USC Vortex

steady ingot
rich hatch
#

Hello, is LethalLevelLoader working atm? Whenever I try landing on moons it doesn't open the door and it doesn't let me take off again.

crisp galleon
rich hatch
#

Had trouble trying to figure out how to get the logs, but the code is 01948493-8bf3-3287-f4e8-22fe9d65f3d2. I trimmed down on about 30 mods since the issue started but I just couldn't find it, which is why I thought maybe it was the level loader

acoustic sonnet
#

thats the issue

rich hatch
#

I'll test it out and see if that works

acoustic sonnet
slim wind
#

don't use that

#

no

rich hatch
#

I uninstalled it but unfortunately I'm still having the same issue with the door not opening

rich hatch
#

I found the issue finally, it was the Lethal Posters mod

steady ingot
#

#general-chat message

actually encountered the issue tonight too, changed the moon to one of Wesley’s before he joined and with Imperium and couldnt pull the lever, had the reroute to another moon and back so we could go there. Also idk if this is a imperium + lll incompat but for him it was eclipsed while for me it was none weather. The second isnt a huge problem if it is, but the first is definitely a problem child since people are experiencing that in regular game session. You can imagine if a late joiner joins and they are trying to go to a high cost moon and the game just doesnt let them -> waste of money. Didnt see anything in the logs, tho I was the host. Sorry for the vague report, but Im also writing this half-asleep BLUBBERSBEDGE

zenith flax
#

logs would be nice if you have them and/or if you see it again

crisp galleon
#

Also, no Imperium.

steady ingot
#

We were testing things but I was changing moon before he joined basically, it shouldnt be a problem tho

maiden valley
#

batby im sorry but

#

my issue has still not been fixed lol

zenith flax
#

Hesrd

#

Heard

maiden valley
#

do we vibe with this batby

smoky ocean
#

I heard you dropped new LLL update

autumn pollen
#

LLL is catching up to LE in download count

#

this api is one of the most talented things to grace lethal company

quiet marlin
#

i was told to mention this here instead of the help and troubleshooting chat
ive been making a modpack for my friends to use and such and have been progressively adding more and more like, content like moons, interiors, and items
everything has been working fine aside from a majority of the interior mods that ive been installing, i probably have like 9 or 10 seperate interior mods and only about 3 are actually showing up regularly
i can link the pack im using if needed

the interiors that ARE working are Dantors Mental Hospital, Office Dungeon, and Slaughterhouse
Literally every other interior mod that I have doesn't work and the only consistent thing between them is that I think they all use lethal level loader while the ones that DO work don't (like the ones above), while the CastleGrounds mod by Realestudios or the mc stronghold map

Im not sure if im setting something up wrong but honestly I really wanna get these to work because the interiors look so sick, if I need to provide any more info just @ me

acoustic sonnet
#

btw do not reccomend dantors atm

quiet marlin
#

whats up w/ that

acoustic sonnet
#

fairly unstable and laggy atm

#

and scrap spawns are buggy

quiet marlin
#

fair i was having issues

acoustic sonnet
quiet marlin
#

that being said though atleast it was actually showing up hence using it as an example here

acoustic sonnet
#

or Lethal quantities or Central config

quiet marlin
#

i saw that when i tried looking up a fix but i couldnt get it to work right/ dont really understand what i have to do exactly

quiet marlin
acoustic sonnet
quiet marlin
#

oh word

acoustic sonnet
#

all 3 work these 2 just have more options

quiet marlin
#

they work with LLL interiors?

acoustic sonnet
quiet marlin
#

oh yeha

#

whats easier 2 use

#

/ more user friendly

acoustic sonnet
# quiet marlin oh yeha

here is the deal, Quantities is a lil obtuse and weird but easier overall to use, while central config is more polished but not beginner friendly

hollow rivet
#

I use lethallevelloader for interior spawn chances on moons and I use central config for scrap spawn chances. I also use central config for monster spawns.

acoustic sonnet
#

LLL cfg is inbetween

quiet marlin
#

trying lethal quantities rn but whats the way to change spawn chances in LLL?

#

in the config

#

i looked in the config earlier but couldnt find it but also im blind

acoustic sonnet
#

quantites doesnt use the cfg manager, it uses its own website

quiet marlin
#

yeah im seeing that

hollow rivet
#

For moon interiors you change this config in there "Dungeon Injection Settings - Manual Level Names List"

#

Which is just the moon name

quiet marlin
#

thats with LLL"s own config? or for lethal quantities? im just gonna use LLL's own probably

hollow rivet
#

Ex: Experimentation:100,Assurance:100,Vow:100,Offense:100,March:100

quiet marlin
#

oh wow i have to do it all manually like that

hollow rivet
#

Yeah

#

Its nice to use a spread sheet though

quiet marlin
#

i have mods that add like 20 moons im so cooked

hollow rivet
acoustic sonnet
quiet marlin
#

i have to add that for each interior though right?

#

soryr im a bit stupid

hollow rivet
quiet marlin
#

oh nah i meant like, am i gonna have to specify for each interior?

quiet marlin
#

or is it just putting that in somewhere and it works universally

#

oh

#

😭

#

but just to clarify i can do this within just the LLL config file

hollow rivet
quiet marlin
#

yeyeyeye im there rn

acoustic sonnet
quiet marlin
#

how do u guys even run that LOL

hollow rivet
#

ez

quiet marlin
#

so just this but spam it for each interior right

acoustic sonnet
hollow rivet
acoustic sonnet
#

also a gaming pc

hollow rivet
quiet marlin
#

ye word i have a 4060ti but with my pack sometimes i dip into the 40s

#

rarely tho

quiet marlin
hollow rivet
quiet marlin
#

yeah i mean most of the time im pulling like 100-110 but on some peter griffin moon it dips into the 50s and 40s like how

hollow rivet
quiet marlin
#

yeah 😭

acoustic sonnet
hollow rivet
quiet marlin
#

damn wtf

quiet marlin
#

will it not show up here? or did i do smthing wrong

quiet marlin
#

alrighty

#

01948a59-3d6d-f489-dcd7-08701bc5a07e

acoustic sonnet
quiet marlin
#

i did it w/ LLL's own config

hollow rivet
quiet marlin
#

facepalm

#

what application is that btw

#

im using r2 modman i thought that was the norm

#

whatever ur using looks a lot more user friendly than this 😭

crisp galleon
acoustic sonnet
#

also has faster downloads

#

and less bugs

quiet marlin
#

switching rn

quiet marlin
hollow rivet
crisp galleon
quiet marlin
#

ohhhhhh

crisp galleon
quiet marlin
#

should i remove it from the manual level names then, will that mess up stuff

#

yeah i understand now

crisp galleon
quiet marlin
#

baller

#

testing now

#

shits working now, thank you guys so much genuinely i was losing my mind at this for like 2 hours

acoustic sonnet
#

they are getting a remake tho

quiet marlin
#

oh bet

acoustic sonnet
# quiet marlin oh bet

there are a lot of other great interiors tho(many much better than MC woodland mansion haha)

quiet marlin
#

any u reccomend specifically?

quiet marlin
acoustic sonnet
quiet marlin
#

damnnn what i just saw tartarus i thought that was so cool

acoustic sonnet
#

it will be by next update

#

its mostly just a test rn

quiet marlin
#

nah i just thought the concept was cool

acoustic sonnet
#

as of public release

quiet marlin
#

i didnt see any teaser

#

still though

shrewd gorge
#

hey guys, potentially silly question, but in the config files what does "Enemy Settings - Maximum Inside Enemy Power Count" mean? is this like the max number of enemies that can spawn inside? Or how much damage they do? I'm not entirely sure.

oblique spoke
#

An extremely oversimplified answer would be the former but there's a bit more to it than that

#

Every monster has a power level that determines how much of that enemy power count it takes up

#

6 power would mean the power count would be maxed out at 2 thumpers (3 power each) or like

#

6 snare fleas

#

Once there's enough enemies to take up the entirety of a moon's indoor power no more enemies will spawn inside until one or more of them somehow gets killed

#

This is probably a shit explanation but y'know

#

some enemies count as more to that count than others

nimble umbra
#

@zenith flax what is new in LLL besides this hot load stuff?

#

something new in moon making?

#

new features?

steady ingot
nimble umbra
#

i mean, except hot load

steady ingot
#

other than that nope at least not yet

crisp galleon
nimble umbra
#

i was looking into custom footsteps or something

rough escarp
#

i wonder how many moons already adhered to the hot reloading shtuff

steady ingot
#

funny enough I havent peepoGiggles

whole mortar
#

I have taken a look at the inner workings of footsteps in vanilla

nimble umbra
#

💀

whole mortar
#

(It's not actually THAT bad, just really annoying to pull off custom footsteps from an API standpoint lol)

rough escarp
whole mortar
#

Also kinda wish there was a way to tell if hot-reloading's implemented properly on a moon, other than looking at RAM differences I guess

shrewd gorge
crisp galleon
#

Just like look up Lethal Company entities through a search engine

shrewd gorge
#

ahh I see. im stupid lol. thanks

snow lotus
#

does anyone know how to blacklist interior from spawning on a specific moon if the interior has Dynamic level tags list set to Vanilla:50,Custom:50? Like for an example I don't want any interiors other than *ZeranosFacility * on Zeranos? I tried setting the manual injection tag list to Zeranos:0 but that didn't work as higher values override the lower ones.

#

i really don't want to configure all interior weights manually for each moon 😭

zenith flax
#

i'll be looking into the current lll issues soon just need the tiniest break from staring at it, apologies for the inconvience

crisp galleon
tall kindle
zenith flax
#

heard

tall kindle
#

almost forgot, if you need i could put it down as a github issue

tall kindle
#
[04:23:56.3599268] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkList`1[T].MarkNetworkObjectDirty () (at <895801699cfc4b4ab52267f31e2a4998>:IL_0034)
Unity.Netcode.NetworkList`1[T].HandleAddListEvent (Unity.Netcode.NetworkListEvent`1[T] listEvent) (at <895801699cfc4b4ab52267f31e2a4998>:IL_000D)
Unity.Netcode.NetworkList`1[T].Clear () (at <895801699cfc4b4ab52267f31e2a4998>:IL_0040)
LethalLevelLoader.NetworkBundleManager.ResetPlayerLoadStatusListServerRpc () (at ./Patches/NetworkBundleManager.cs:115)
LethalLevelLoader.NetworkBundleManager.__rpc_handler_4263354179 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <c93ee79cf5424e16b73157998e177a54>:IL_007B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
LethalLevelLoader.NetworkBundleManager:ResetPlayerLoadStatusListServerRpc() (at ./Patches/NetworkBundleManager.cs:114)
LethalLevelLoader.NetworkBundleManager:OnClientsChangedRefresh() (at ./Patches/NetworkBundleManager.cs:99)
LethalLevelLoader.Patches:StartOfRoundOnClientDisconnect_Postfix() (at ./General/Patches.cs:664)
StartOfRound:OnClientDisconnect(UInt64)
GameNetworkManager:Singleton_OnClientDisconnectCallback(UInt64)
Unity.Netcode.NetworkConnectionManager:OnClientDisconnectFromServer(UInt64)
Unity.Netcode.NetworkConnectionManager:DisconnectRemoteClient(UInt64)
Unity.Netcode.NetworkConnectionManager:Shutdown()
Unity.Netcode.NetworkManager:ShutdownInternal()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()

[04:23:56.3609455] [Info   :LethalLevelLoader] Reseting PlayerLoadStatus List!
[04:23:56.3614534] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkList`1[T].MarkNetworkObjectDirty () (at <895801699cfc4b4ab52267f31e2a4998>:IL_0034)
Unity.Netcode.NetworkList`1[T].HandleAddListEvent (Unity.Netcode.NetworkListEvent`1[T] listEvent) (at <895801699cfc4b4ab52267f31e2a4998>:IL_000D)
Unity.Netcode.NetworkList`1[T].Clear () (at <895801699cfc4b4ab52267f31e2a4998>:IL_0040)
LethalLevelLoader.NetworkBundleManager.ResetPlayerLoadStatusListServerRpc () (at ./Patches/NetworkBundleManager.cs:115)
LethalLevelLoader.NetworkBundleManager.OnClientsChangedRefresh () (at ./Patches/NetworkBundleManager.cs:99)
LethalLevelLoader.Patches.StartOfRoundOnClientDisconnect_Postfix () (at ./General/Patches.cs:664)
StartOfRound.OnClientDisconnect (System.UInt64 clientId) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_030F)
GameNetworkManager.Singleton_OnClientDisconnectCallback (System.UInt64 clientId) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0143)
Unity.Netcode.NetworkConnectionManager.OnClientDisconnectFromServer (System.UInt64 clientId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0235)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkConnectionManager:OnClientDisconnectFromServer(UInt64)
Unity.Netcode.NetworkConnectionManager:DisconnectRemoteClient(UInt64)
Unity.Netcode.NetworkConnectionManager:Shutdown()
Unity.Netcode.NetworkManager:ShutdownInternal()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
#

saw these errors with someone in #modding-general , they have the full log in there

#

#modding-general message

zenith flax
#

thank you

rough escarp
#

hi higuruma

serene light
#

Do the asset bundle changes affect interiors, enemies and scrap or just moons?

#

I’d assume just moons but thought I’d ask anyway

vernal girder
#

1.4.6 breaks if players leave/join midgame. Rehosting fixes the issue.
The break is that the ship lever stops working.

Reverting to 1.4.5. fixes the issue so it's specific to 1.4.6.
It doesn't seem to be a conflict with other mods as tested with a minimal mod list and just LLL results in the same issue.

Root cause of the issue appears to be in an error thrown in ResetPlayerLoadStatusListServerRpc when a player leaves the game.

zenith flax
#

can i get that error

crisp galleon
tall kindle
#

LLL (assumingly) makes it so you can interact and do the animation, but nothing else really

#

i accidently have the clips the other way around if thats whats confusing you

#

first clip is LLL disabled, second is enabled

crisp galleon
zenith flax
acoustic sonnet
#

Omg, hes optimized LC by making it made of cubes

crisp galleon
zenith flax
#

curseforge would give me money so 🤔

#

think i'm a little late to that party though

gaunt cedar
#

hello gamers, me and my friends are using a modpack and whenever anyone (not the host) tries to land the ship, it says "must be server host."

#

can anyone confirm that it isn't this mod causing this to happen?

zenith flax
#

it might be this mod

gaunt cedar
#

we thought it might be imperium or something, we're going through rn to try and isolate it

#

thanks gamer

crisp galleon
#

If you must, you can downgrade LLL to pre 1.4.x stuff as that's when some big changes occurred. Though that one's not too bad.

#

(It's fine that I mention downgrading if they get a report in this thread, right Batby? I know you mentioned to me to not just tell people to downgrade without first getting a report made in here.)

foggy siren
#

Latest version of this mod sadly makes the game unplayable

#

You prob know this, but it makes it so you can't get past the online and lan screen lol

crisp galleon
zenith flax
#

Should be fixed today

foggy siren
zenith flax
#

as in future

foggy siren
zenith flax
#

it is not

foggy siren
#

Aw shucks

remote quail
#

It’d be an understatement to say that that’s neat

foggy siren
#

Is the level loader fixed yet?

strange trail
#

okay thats kinda wild, I tried my modpack again now that Lunar Lights and DemonMae's moons are updated to newest LLL and ram usage is already below 16 gigs

#

I wonder if it'll go below 10 if wesley, rosie and generic's stuff are also updated

#

thank you batby

haughty moss
#

I was getting stuck at the online/lan screen and I had a feeling it was gonna be this

#

I got stuck until I downgraded to the latest 1.3 version

unique geode
#

I haven't had any issues with that did you check for any errors in your log?

#

Cus it's most likely the resort of a mod causing a conflict somewhere

haughty moss
#

I didnt see anything stand out to me in the logs

#

when I click the button it just says waiting for lethallevelloader in the logs and nothing happens

tall kindle
#

can you send your logs j ust to be safe

haughty moss
#

wait I found which one it was

#

it was Nali Haven interior by DemonMae

#

wait the pack also has their unreal interior mod in it which includes Nali Haven

#

I guess the issue is having 2 of the same interior in the pack

tall kindle
#

yes

haughty moss
#

1.3 seemed to load fine with both though

#

and I feel like there should be a log message about this, or something

#

took so long to track down since one of the duplicates was added to the pack via a mod update

unique geode
#

I think the reason it soft locks that screen now is cus of the hot-loading stuff where it unloads bundles

#

If you were to have this on 1.3 it would throw errors and just break the interior

rough escarp
#

only rebalanced moons

hollow rivet
#

@zenith flax I know you don't want me talking here but just need to quickly ask, is anyone is having the issue where when somebody joins your lobby it says waiting for players to load moon, and to fix you have to route to another moon.

quiet stream
#

not sure if batby has the time to fix it, + he did a tooon of hot fixes when the update first came out so maybe someone else could make an itty bitty patch like the moon time multiplier one?

honest blade
#

Is it possible that we can get a scrap # multiplier in the interior configs, there are some modded interiors that I found it very hard to find the scrap in because the interior is so large, and I would like to be able to multiply the amount of scrap in it

hollow rivet
zenith flax
#

feel free to delete this

rough escarp
#

just route to another moon then back

#

ez

#

forcecredits if needed

hollow rivet
unique geode
# rough escarp forcecredits if needed

The issue here is that this is a workaround, and a proper fix should really hopefully come soon. I get Batby is a busy person and all but it's a bit odd to rely on having to use a mod like LGU to fix this, I almost wanna ask Whitespike to maybe make the Force Credits feature it's own seperate mod

hollow rivet
whole mortar
manic belfry
#

if only i knew that sooner

hollow rivet
spiral siren
#

Was just doing a quick smoke test on LLL 1.4.6 in LAN to see if it would be reliable in my games with friends in 20 minutes with code 0194a3b4-1b44-c214-c237-78129d4729d3

  1. Client A opens lobby with an existing save on first day on experimentation
  2. Client B joins lobby
  3. Client B disconnects
  4. Client A routes to 13 Sierra
  5. Client B joins lobby again
  6. Client A observes that the lever continues to be usable during and after Client B is joining
  7. Client A pulls lever
  8. Client B gets an exception about SierraScene not being added to build settings
  9. Client A gets stuck on LoadedStatus (1 / 2)

Can't seem to attach logs yet, Discord is dying ReallyMad

#

there we go, finally

hollow rivet
spiral siren
#

you didn't need to send that screenshot again

#

and also that screenshot tells me nothing about what you did

#

so I have no clue

hollow rivet
#

The thing on the lever

hollow rivet
spiral siren
#

that still doesn't tell me what you did

#

notice how I posted a step by step list of the actions I took?

hollow rivet
#

It was a little hard to replicate, but it’s when somebody joins you when your in orbit, then it says that making you unable to land, and to fix you have to route to a moon.

hollow rivet
spiral siren
#

did you read what I wrote? it is literally the opposite of that

hollow rivet
#

Oh

#

Ok nvm

spiral siren
#

I can't imagine what I wrote is unclear, except for the fact that I didn't specify the time that I waited before pulling the lever (after observing the interact prompt was usable), which was probably less than 2 seconds

#

but not relevant to differentiate my results from yours

hollow rivet
hollow rivet
tall kindle
#

Sometimes people remind me that life is a test of sheer patience and will

nova obsidian
#

I have an idea for level matching properties for extended scrap.

Would it be possible to implement a feature where it checks to see if a certain scrap exists as part of the level's default scrap pool? And if so, would it be possible to where if it does find the specific scrap it's looking for, it's rarity is set to the same rarity as the scrap it's looking for with a multiplier relative to the scrap's rarity?

#

To put it more simple terms,

let's say I have CustomScrap. I can set it to where it spawns in any level that has the BigBolt scrap.

And when the CustomScrap gets assigned to that level, it uses the same rarity as the BigBolt in that level, with a multiplier to change it's rarity relative to the BigBolt.

zenith flax
foggy siren
#

Anyone still getting the Lethal Level loader online and lan glitch?

#

Basically where you're just stuck on the online and lan screen since your game takes forever to load

crisp galleon
whole mortar
#

I think it can get stuck on that screen because of that

foggy siren
#

Will dooooo

zenith flax
#

Sincere apologies for the delayed update, It is not without reason ❤️

abstract bobcat
#

i trsut you with my life here

#

i dont think i will be exaggerating like this again i think it was kinda weird

foggy siren
#

I tried it once

foggy siren
digital breach
foggy siren
#

Hold up

digital breach
#

specifically you're looking for stuff like this [Info :LethalLevelLoader] sector0assets.lethalbundle Loaded (6.29s)!

foggy siren
digital breach
#

hmm, just speculation from your logs but I wonder if BepInExFasterLoadAssetBundlesPatcher is hijacking the bundle loading process from LLL

#

specifically referencing this:

[02:26:09.6615533] [Info   :LethalLevelLoader] LethalBundleManger: Now Loading Bundles!
[02:26:09.7428236] [Debug  :BepInExFasterLoadAssetBundlesPatcher] Loading uncompressed bundle "starlancerwarehouse_-1532240264.assetbundle"
[02:26:09.7672514] [Debug  :BepInExFasterLoadAssetBundlesPatcher] Loading uncompressed bundle "standaloneblindpup_208291954.assetbundle"
[02:26:09.7822673] [Debug  :BepInExFasterLoadAssetBundlesPatcher] Loading uncompressed bundle "dungeon_cidom_-908636192.assetbundle"
[02:26:09.8379358] [Debug  :BepInExFasterLoadAssetBundlesPatcher] Loading uncompressed bundle "dungeon_guardia_-177730142.assetbundle"
[02:26:09.8542272] [Debug  :BepInExFasterLoadAssetBundlesPatcher] Loading uncompressed bundle "dungeon_bluemines_1824180888.assetbundle"
[02:26:09.8980040] [Debug  :BepInExFasterLoadAssetBundlesPatcher] Loading uncompressed bundle "dungeon_greenruins_-467961968.assetbundle"```
#

I'd try loading your profile without BepInExFasterLoadAssetBundlesPatcher and see if it's any better

foggy siren
#

Will do!

digital breach
#

and yeah, your lethalbundles look to be taking much longer to load [02:26:46.1546098] [Info :LethalLevelLoader] starlancerwarehouse.lethalbundle Loaded (36.44s)! [02:26:46.2647346] [Info :LethalLevelLoader] standaloneblindpup.lethalbundle Loaded (36.52s)! [02:26:46.4345888] [Info :LethalLevelLoader] dungeon_cidom.lethalbundle Loaded (36.66s)! [02:26:46.6831276] [Info :LethalLevelLoader] dungeon_guardia.lethalbundle Loaded (36.90s)! [02:26:46.9615320] [Info :LethalLevelLoader] dungeon_bluemines.lethalbundle Loaded (37.12s)! [02:26:47.0407482] [Info :LethalLevelLoader] dungeon_greenruins.lethalbundle Loaded (37.18s)! [02:26:47.3158434] [Info :LethalLevelLoader] dungeon_redapartments.lethalbundle Loaded (37.41s)!

#

but i'd guess that could also be a hardware diff

foggy siren
#

Hopefully not

#

Never really had this problem since the latest update

#

Of Lethal Level Loader

digital breach
foggy siren
#

GGS

#

0194a5a2-fbf2-821d-43f0-309f9a34fe66 (Here's my modpack if you wanna take a look 👉 👈 )

digital breach
#

are the moons/interiors you have updated for the LLL performance benefits?

#

if they havent been updated the load performance shouldn't have changed much iirc

foggy siren
digital breach
#

you have a lot of really old mods in your profile (14-12 months old) I'd start filtering some of those out if I were you

foggy siren
digital breach
digital breach
#

suits should be fine but anything with code you prob dont want to be super old

foggy siren
#

Also honestly if you could tell me what this gale thing is maybe I can figure smth out here

digital breach
digital breach
#

like I saw you had "Skinwalkers" in the logs and pretty much most people use Mirage as the more recent, better replacement

timber ridge
#

im assuming ever since the update the clients cant go to a moon without the permission from the host, is there a way to unrestrict that?

zenith flax
#

its a bug

maiden valley
#

on lobby load, what do it mean?

maiden valley
maiden valley
#

mb i thought this was LLL at first glance

tall kindle
maiden valley
#

gotcha

tall kindle
#

assuming this is the first error, which i doubt, then problem would be with LLL or something going wrong with the game

maiden valley
#

it is

#

i scrolled to the top, to get this

tall kindle
#

weird, are u able to replicate?

maiden valley
#

the rest is followed by spam

#

yeah

#

consistently

tall kindle
#

oh, what're the steps?

maiden valley
#

load a lobby

#

new save or not

tall kindle
#

huh, well seeing how this isnt happening to probably anyone else, i'd call it some weird mod incompat, batby might ask you to turn on the highest logging option and send logs

maiden valley
#

this is weird because i am just using my debug profile

#

that worked before i built my new pc

#

no clue whats going on

#

heres my log, i neutered it so it starts at the first error (which seems to be consistently immediately after LLL prints out the levels/interiors)

#

0194ab2b-4f38-4aa1-bb5e-70370f88cdcc

#

code

tall kindle
#

i think neutering makes it a lot less useful

maiden valley
#

i literally just cut out irrelevant information

tall kindle
#

ignoring any kind of assumption like "it's possible you missed an error", there could be important logs in place

maiden valley
#

i did not miss an error

tall kindle
#

yeah, and i said ignoring

#

it's a bit weird to neuter a log, where its whole point is to log, like neutering to the first error makes things a lot harder to figure out what the cause was

maiden valley
tall kindle
#

wdym giving you a hard time people log shit so they can tell when something has gone wrong 😭

maiden valley
#

yes and i included everything relevant to what went wrong

#

i know what i am doing

tall kindle
#

im just gonna agree to disagree

maiden valley
#

i won't do it again

tall kindle
#

just tried the mod code, found no issues on my end

#

i would reset your cache or smthn

maiden valley
#

wth

#

um

#

i hope its not my system :(

#

ill try

maiden valley
#

wtf

#

my new pc builds my scene bundle in less than 2 minutes 😭

#

it was like 5-17 minutes before

maiden valley
# maiden valley on lobby load, what do it mean?

okay so i figured it out, the reason @tall kindle couldn't reproduce this is bc its caused by me updating the asset bundles locally, so theres something wrong with my extended levels or something i guess but i dont even know what to look for because this error is very vague

tall kindle
#

you're giving a null content tag somewhere

#

it might tell you which one is null if you enable batby's logging, but i dont know that for sure

maiden valley
#

weird

#

cuz like

#

i just went through all of them and i have 0 content tags

#

but its always been this way

#

so idk why its just now not working

tall kindle
#

i assume u dont have a local version of lethallevelloader anywhere?

maiden valley
#

oh oops disregard hehe

#

i double checked

tall kindle
#

lovely

maiden valley
#

yea idk how but march had a null one

#

idk where that spawned from

#

thank you for pointing me in the right direction

tall kindle
#

its alright

maiden valley
#

its hard to keep up with 9 levels now

tall kindle
#

thats how things be when u get into having a lot of content

#

coderebirth has me maintaining this rn lol

#

you get the hang of it eventually

#

and with decent organisation you dont think about it too much

maiden valley
#

woww

#

props lol

serene pumice
sharp hill
#

how do you setup the bundles for an interior?

nimble umbra
#

does this feature even work?

remote quail
nimble umbra
#

Any documentation on how to use it?

remote quail
#

No idea

#

But i’d assume you can just copy paste the vanilla ship landing animation, change the copy to your liking, then drag and drop it into those Ship Fly To/From Moon clip spaces

nimble umbra
#

Sounds reasonable but I have no clue how to make a preview of the ship itself xD

remote quail
#

You could ask Kite abt it

#

They could prob help with some stuff

crisp galleon
# sharp hill how do you setup the bundles for an interior?

Put an asset label on an ExtendedMod with the lethalbundle extension.

Everything else is included because the ExtendedMod references your ExtendedDungeon (I think that’s what it’s called) which references a LevelMatchingProperties (to determine where your interior spawns) and your dungeonflow

nimble umbra
errant lotus
#

Synthesis, Vacuity & Zeranos Moons

nimble umbra
#

Thank you

fervent aurora
#

I am just wondering why the "must be server host" was added in 1.4.x? It seems like a change that most people would not want and also something that should be able to be disabled/enabled if the user wishes?

north vigil
#

it's a bug as far as I've seen from Batby

fervent aurora
#

Well I saw the code that causes it in the "NetworkBundleManager.cs"
line 67:
if (IsHost)
allowedToLoadLevel.Value = true;