#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 28 of 1
Ye I just never knew when you did it, that's honestly pretty perfect timing
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?
Not hiccup
It’s done async
I prevent lever pull until everyone is ready
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
And i am guessing on a seperate thread or no?
I think but unity is kinda useless when it comes to multithreading
I'll test it later and if anything breaks I'll just give you a log
At the very least the game doesn’t stall while it waits
About to go to bed but anyone free to leave me logs and I’ll try and put out any fires tomorrow
Yeah dw I'll be home in like 8 hours + testing will take more time so you'll be well awake by that point
holy based
can't wait to see how well this runs once the moonmakers get their assetbundles compatible
i sent a little thing for your hard work, not much but i wanted to support
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
Cause atm I kinda just, cycle a few moons based on feedback
How does this work (or not work) with Diffoz faster load assetbundles patcher? Is there any advantage/disadvantage to keeping that?
@zenith flax wait did you never fix dungeon loading with
PatchedContent.RegisterExtendedMod(extendedMod);
@zenith flax BATBY
Sleepy.
I'm worried now if I should revert it today or not and wait til tomorrow lol I see a couple mods are exploding
what other mods blew up haha
ik scarlet and a bunch of old unupdated interiors
Well Raphtalia is screaming cus Batby did an oopsie and Rebalanced Moons also seems to be nuked from what dopadream just showed
Hmmmm
if youre in a hurry i think u should just revert
I'm already seeing insane gains. My modpack used to make the game eat up 13gb RAM and now it only takes 3/4gb
Its not nuked
It does that sometimes
but you can reload the lobby and it fixes it
Ah
its just like kinda annoying
idk it seems to happen on first host(?)
its super weird
I might have to add some code on my end to forcefully load the asset bundle before landing... which is annoying
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
Just to be on the safe side
yeye
I'm recommending that as well
but the performance gains are insane i cant lie
any idea whats causing this? I havent touched anything in a good while so I imagine it's an LLL update thing
I genuinely have no idea but I'm pretty certain it's related to the scene hot loading stuff
Ye I bet
i can't wait to see this get ironed out
are you referencing this perhaps? #1193461151636398080 message
^
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.
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
Which it could be fucked if it was expecting deep copying instead of shallow copying.
Well, do you have any null entry in the extended list?
Like a null ExtendedItem, for example.
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)
Well, try removing it and see if it still causes issues.
alright will give it a shot
fixed part of it but still getting the dictionary error
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"
Yeah, that code was commented out.
What got changed about asset bundles?
That’s peak
ah, so how would I fix this then? apologies for the all questions
getting this error now
Whatever you have in ReindogDLL.OnExtendedModRegistered where you try to access a field/method from is null.
so I cant access the assetbundle that LLL has already loaded now?
I believe it only loads it on demand now.
Thought it was just scene bundles that are unloaded though
Though I had the idea it was only on moons.
I still load stuff from an ExtendedMod AssetBundle at runtime
hmmm
How do you have it set up?
do moon makers have to make changes for hot-reloading to take effect or something?
cause i dont see anything different (yes i updated)
huh, is that after some moons updated to support it? I was under the impression that we had to give LLL a way to know that it could defer moon loading before RAM usage would be reduced
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
If they followed the updated AudioKnight tutorial, (to my knowledge) it should work with the hot loading feature
from what batby said there are other fixes that increase performance, tho the moon updates will do a lot more
at least im pretty sure
still havent seen a difference ngl, could be that the moons i have didnt update for it
most moons havent
id say in 1-2 weeks itll smooth out
I'm not sure if that answers my question, are you saying that it is moon updates that enable this?
100%
then how did reale have a difference yet i didnt 😭
It all depends on how they did their assetbundles when they made their moon
them updating enables the majority of optimizations
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
Hm, idk
im being frank Ive only felt minor improvements
I'll have to look again later to see which ones were being unloaded
there are more optimizations than just not having scenes in memory?
only minor ones, im not sure how reale is getting so much better haha
teach us your secrets reale
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
(Except for one that I updated an hour ago)
https://discordapp.com/channels/1168655651455639582/1193461151636398080/1329603437263982664
Just going off the info from the link in this message
not really sure myself but id assume its just some bug fixes/code optimizations
so how would I go about accessing my assetbundle now? using the assetbundleloader.assetbundles[]throws me this error now and manually loading my assetbundle throws an error that the assetbundle is already loaded
huh that wasn't the impression I got in DMs before the release, but maybe Batby cracked the code of detecting the dependencies
presumably the future optimization with the streaming bundles list will be to use that as a blacklist of bundles that don't need loading at startup or something
@whole mortar seems to not have that issue so maybe do what they do?
or maybe what he was referring to in DMs was just about detecting it without loading it first, I guess I could have misinterpreted
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
saved black mesa like 100mb when I did it for the latest major update
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
I try to unload every scene bundle given to lll
I have an event you can listen to, will show you when I get up
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?
so every scene is "hot-loading" but some will have assets that are actually in the mod bundle instead of the streamed scene bundle?
awesome thanks, please ping me when you do! Other than my mod shattering into a million pieces this seems like a great update
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
Dependency isn’t a problem because of assets being in the wrong bundle it’s a problem because i flat out cannot remove the bundle from memory
I patched my mod with new LLL version
But my dungeon is not being recognized
Oh that, Will look into today so sorry
Just woke up had pretty much no sleep yesterday
Understandable, I will let this slide
ive had like 8 hours over the past two nights 😅
btw if ur someone who found an LLL issue but didnt put it anywhere lll related u suckkkkkk
afaik there were reports of broken interiors here https://discord.com/channels/1168655651455639582/1189848033110798346 and https://discord.com/channels/1168655651455639582/1206390977674354738 here
And people getting "blue screened" in the select mode screen (Online or LAN).
Already tried asking for logs but they just kindly ignored me. 
yeah that one is interesting
the unloading of bundles does take time that doesnt exist otherwise but it shouldn't be stalling anything
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?
no i fucked up
no mods aside from borozos n sdm should have to update
and maybe reindog cuz he's doing weird shit
oh ok
would it be out of the question to add a message to the menu screen indicating when bundle load is in progress & when it's complete? Kinda like cod's preloading shaders message 
yeah i have that code in another project i can grab
but worth noting that it shouldn't be increased from previous
Already updated Bozo yesterday 
yeah I figure it's just slow hardware folks only now noticing their issues
i mean
i did notice on the startup screen it dropped to 2 fps for like 6 sec while it was unloading bundles
but i don't think thats a big deal
I think https://discord.com/channels/1168655651455639582/1196943144009351258 broke too :(
the interior. idk about shrimp
itll all be the same problem
sorry for that everyone
releasing LLL updates that don't break any mods released since 1.0.0 is very hard
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
@hexed mesa can you show me how your registering your stuff rn
think i know the problem maybe
or atleast i know a problem and im hoping it's only one
wuh oh
so black mesa was probably broken too then
if manually registered extended mods were missing their flows anyway
ty. pushing an update now that i dont think will fix yours just yet but looking into rn
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
i didnt actually test this one but the spirits told me its ok
we are also using PatchedContent.RegisterExtendedMod() so presumably same issue?
come to think of it, @unique geode had issues with Black Mesa not loading.. would that be with the new update?
yeah no worries, just good to know the cause
I have like 5 more hours of dev and then unfortunately im away for 48 hours roughly
oh gog damn
well lemme know if I can help with anything then if it'll make it easier to get things stable before then
I figured better release yesterday than wait another 3 days to get it out so here we are
Well hope to see the new update at least iron some stuff out, if there's still a few bugs it's okay I'm just glad to see you updating LLL at all and releasing peak stuff 🙂
Your return to updating the mod has been amazing, and your hard work and dedication is always appreciated
I know we don't always get along but I love the hard work you do

I'll be sure to just not do late joins tomorrow since you said late joins are a problem 🙂
found the problem
it's a really funny reminder that identifying a problem does not mean your assumption on the cause is correct
black mesa and SDM are loading in fine
the vanilla content tag importing is not running
so matching via content tags is failing
pain
i deserve that
Oof oh well at least you found it rather quickly 
for inconvience ill add a feature for people
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
@slim wind @digital breach incase relevant
LLL now uses this in ExtendedLevel
public string TerminalNoun => string.IsNullOrEmpty(OverrideRouteNoun) ? NumberlessPlanetName.StripSpecialCharacters().Sanitized() : OverrideRouteNoun.StripSpecialCharacters().Sanitized();
from top of my head i can't imagine this breaking stuff on your guys end but apologies if something does come up
no worries, i'm of the mind that anything that breaks is my problem not yours 🫡
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
For the late join stuff, since Matty maintains Lobby Control I wonder if you and Matty can figure that out together 
If anyone find the problem before me I'm more than happy to receive that help
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
this code is fucked
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 
black mesa worked 🥺
ill look again in a sec
just re-writing the entire networkbundle thing
so you can verify that im not crazy
what was issue?
arent i like the only dude not using lethal bundles
theres a couple others
black mesa also doesn't use a lethal bundle for interior, is it diff somehow?
no but i had other mods with lethalbundles loaded
oh huh
oh the same same problem before
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.
https://github.com/search?q=repo%3AIAmBatby/LethalLevelLoader onBundlesFinishedLoading&type=code everywhere this gets invoked is commented out
Ohhhh
Yup big oversight sorry
the individual ones are fixed but the overall one is moved somewhere else, ill fix that up for oyu
thanks
poolrooms also dont
and it exploded in 1.4.0
it should tho
Does Poolrooms do the same thing SDM does?
umm
idk what sdm does but poolrooms doesnt use lethalbundles
it just manually loads the assets from the blank bundles thru code
So Poolrooms is probably breaking for the same reason SDM is
prolly yeah
Cus it's doing the same thing SDM does
It will be fixed next hotfix probably, Batby is cooking up a large hotfix atm
@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
idk if its like
only a me issue
or if its happening everywhere
this mess
see if it still happens next update
alr
its like
not a huge deal
u can just restart the lobby to fix it
but it is a bit annoying ig
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
ah shit i just broke multiplayer one sec
You got this Batby 🙏
LethalLevelLoader 1.4.4
- Fixed additional networking issues related to AssetBundle Hotloading

@maiden valley should hopefully work now?
uwu
LethalLevelLoader 1.4.5
- Fixed issue where SpawnSyncedObjects in Tile Injection TileSets were not being network registered
@whole mortar 😡
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.
Aight. We might play again in a day or two so I’ll let you know if it isn’t :)
I havent noticed any major issues, just the lever thingy
why do i feel like the 20 failed generation thingy appears more often after 1.4.0
nope
the new lethallevelloader update breaks your mod
yuh it seems like some interior being sensitive with bigger map
Don’t talk here thanks
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
I don't understand that because vanilla doesn't let clients start the game when you first launch the lobby.

it's probably a package no? is it not a dependency of netcode for game objects?
Is it safe to implement the latest lll version into my project
You can make a branch where you can implement and only merge with main when you consider it safe enough.
i havent even uploaded my project to github how do I do that
you can do it locally, but if you're not familiar with git it will take some learning
No idea honestly
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
nevermind, fixed it by moving that code snipped to OnAssedBundleLoaded rather than OnExtendedModRegistered
also not sure if it's intended or not but OnExtendedModRegistered seems to get called twice now, at least for me
it's why I was getting the error telling me the key was already in the dictionary
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
They probably have a mod like GI that lets clients pull the lever and that no longer works, but I doubt that is on LLL to fix tbh
LLL implements a whole new system and it likely just overrides whatever GI was doing lol
But yeah clients not being able to pull the lever before first landing the ship is definitely vanilla
this still happens on the latest version when loading onto a save already routed onto a moon xp
im assuming its because like
it doesnt account for the sceneselections thing that LLL has?
just a guess
but incase its relevant this is how the levels are loaded on my mod
ignore the vanillasceneevent stuff
thats for config
again; not a huge deal
reloading the save fixes it
this only happens on first lobby for some reason
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.
This happens whenever a client joins when you're routed to a custom moon, even if you freshly reload the save.
hi i'm a client, sending this in case it helps 👍
@feral pecan Have you been looking into this btw? This might relate to the stuff Batby had mentioned regarding late joins
Workaround for now is to just route to a different moon
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
And yes routing into a vanilla moon or a moon from a different bundle beforehand can be used to avoid the softlock
Happens on Generic's Moons too
double checking here just in-case, is there any easy way to get an extendedlevel's config properties? Trying to honor this [config item from LLL](#1180739684654121091 message) but not sure how to check it at run-time. It looks like all the config item actually does is remove the compatiblenoun from the route keyword https://github.com/IAmBatby/LethalLevelLoader/blob/78dbaceecc915fe84552a57b1efb9eb47c7870e5/LethalLevelLoader/Tools/ConfigLoader.cs#L194
I'm not seeing something like TryGetExtendedLevelConfig unfortunately :/
I guess i'll try to write my own by trying to find all ExtendedLevelConfig instances at run-time
where would the config for LLL be? because it's not in my config/bepinx files
it'll generate once you start up a save
i have and still can't find it
otherwise it should just be in the config folder
Are you sure that it's being loaded?
Logs would state if it's loading or not.
ok let me check'
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.
so i dont think it is
no it not loading so how would i fix that
fix for mods using 1 bundle for multiple scenes tonight
Where did you download it btw? Through the mod manager?
its was in my modpack should i reinstall it?
Well somehow it got fucked to not be considered a valid .dll.
yeah
realizing I can't do this 😭
BepInEx] Loading [LethalLevelLoader 1.4.5] i reninstalled it so i think its fixed
I’ll move it to a function in terminalmanager
(?)
Yeah, now you should be able to see a config when you boot up a save.
that would be gucci, or even if you just stored a static list of ExtendedLevelConfig I can get what I need. Just realized that they aren't attached to game objects so FindObjectOfType doesn't work for me
but i need to join a lobby rq
i have this now and i know this is when a mod isnt working
I was thinking of just postfixing your BindConfigs method to create my own list. But would def prefer not patching into LLL 
for help with troubleshooting your mod list I'd recommend going here and posting your logs https://discord.com/channels/1168655651455639582/1169069074572116041
actually, I think this will work for the time being
basically doing the inverse of what you do when reading the config
still might be useful to expose the ExtendedLevelConfig class for each moon but that's up to you
regarding this, im going to try adding a postfix to manually fix this on my end
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
I wanna fix on mu end
would you prefer me just not do anything
i can wait
i just wouldnt mind trying to accommodate
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.
oh hmm
ok i will take a look at that
@maiden valley it should be my fault
but if ur doing weird shit to make it your fault id prefer to give you the right way now that im updating stuff
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
No promises but in general I do wanna network a lot more of LLL now that i am a lot more experienced in it
I have no idea if its the fault of the sceneselection stuff itself but like
im jsut assuming it is
because with my mod if you load onto a save already routed to the vanilla moon it doesn't load the assetbundle
im assuming that's because im running sceneselection stuff after LLL does its thing?
this is all i can really show you
i dont think im doing anything "wrong"
Heard chef
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 😛
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
are ya looking at old ones too? #153 is a pretty small suggestion
heard
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
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
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
alright i will look into it
tanks
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
sure
will look into properlly later but i might have figured it out maybe
fingers crossed

enemies are chilling LLL wise right?
yeah didnt notice any problems when i was messing with that a while back
scratch this @zenith flax we also had this happen when someone joined while hovering the Company so it's any moon, but like I said routing to a different moon luckily fixes it for now ^^
Definitely problematic if you're hovering a paid moon and someone joins though
lol
But it at least doesn't soft lock the lobby
As mentioned previously I am not looking into your reports
Oh yeah this is something me and S1ckboy ran into like an hour ago while testing some stuff
Don't have any logs to back this up myself rn though
If you have Async Loggers in your test pack the SQLite might still contain the stuff needed, although idk if Batby would read it
are you sure homie
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
Ws, thanks 🫡
@gaunt hinge maybe this helps with that one thing
love the hustle batby
You should check if ur stuff is not broke
6 hours no reports is ideal so far
Bugs slumber when the dev is awake 
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
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
ig she will just have to check that when shes got time
Any errors in your log about a missing dependency?
wait...
omg
never mind
im just dumb
I just didnt tell the LLL to put any of the settings into consideration
sorry my bad
OOF
yeah
Why was LLL doin' fine till like 3 updates ago and started actin funky, is this a new implementation?
Custom content has always hogged RAM but recently there was an LLL update to unload moons from RAM until you orbit them. Basically, attempt at a big performance and optimization boost but with any big update there's almost always some issue.
If you guys actually manage to pull that off I will love you
like I actually hate the amount of resources used
it's already done. that's what the update is
1.4.6 isn't working for me, but i'll try to see if it's an issue with another mod
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
im not sure if that really works from the get go, from a quick boot of my modpack, it still uses around 16 gigs of ram on both versions before 1.4 and above
Hmm… It does require moons to be set up a certain way but a lot of newer ones already are. I think I did have a difference but maybe not too much, though I wasn’t testing with a lot of moons.
Moon mods need to be set up properly to use it
So a bunch need to update
To actually have a differance
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
Ye, unupdated mods will work just wont have benifits
Tho keep in mind 16 gb isnt ideal(you had mentioned it above)
32 is best for having a shit ton of moon mods
Tho 16 is fine if you decide carefully what you got
nah I know, I have 32, and the game does use either 16 gigs or above as it is already lmao
Ahhh
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
Me looking back at my 100+ moons 😩
I like mooning 
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
I cant get my modpack for mc to not generate 1 cgunk per min
Idk why my pc hates modded mc
Like as soon as I add a few content mods
Chunk gen fucks
it also doesn't affect every mod iirc
atm it only works on moons so pretty much everything else that uses assetbundles will still hog ram (if i understand correctly)
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
scraps/enemies/hazards would probably be even harder right
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
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
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
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?
@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
Yes but i’d preload on route change, before lever pull
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
thought so
It breaks the rules of being an api (similar to simulate command) but I’ve been kinda pondering about adding terminal logs for interiors
hey batby, I think I broke something in LLL's lever pull patch. Got this report today
Do you mess with the lever at all
nah, I'll show you the relevant code that affects starting moon/constellation https://github.com/darmuh/LethalConstellations/blob/dcded4afd3bde176e1dc4c8fab6e2f71064affef/LethalConstellations/PluginCore/SaveManager.cs#L90
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
🫡
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
🥰
what is the feature
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
This might be ScarletDevilMansion? @hexed mesa does this massive error in here usually happen?
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
I would’ve joked about moon text on the front terminal scrolling but since another mod’s got that I’ll quit pestering Batby about it 🙃
please try removing my mod (ScarletDevilMansion) and continue playing with your group, if it's fixed you can yell at me
it could be unrelated to the lever pulling it just seemed big enough to maybe be a problem
lel
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.
In case it was me, pushing a fix
patch mod out for that but this'd be goated asf
this is more to tease batby instead of a real suggestion lol
random question sorry but is there a tag for modded moons?
like do i do Mod:300 or Modded:300 ?
Custom
thanks boss!
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.
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
Got it, I think I follow, thanks Endox
I believe Sick and I have worked on this for Gorgonzola but not USC Vortex
gonna check later today
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.
It does work though there’s been some issues I’ve seen like only host being able to land and returning to a save you can’t land without first routing to a new moon then back. So perhaps there’s also another mod you’ve got that’s conflicting? Maybe post the mod profile code and/or logs.
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
intro tweaks
thats the issue
I'll test it out and see if that works
It breaks LLL(the intro it skips is where LLL sets up its mods)
I uninstalled it but unfortunately I'm still having the same issue with the door not opening
I found the issue finally, it was the Lethal Posters mod
#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 
logs would be nice if you have them and/or if you see it again
Did you relaunch the lobby to let him in or was it through a mod that allowed late joining? In my case we’d quit and relaunched the save iirc and there was still this issue. I hadn’t really thought of if you’d been on a paid moon though for some reason but yeah that could be a bit bad.
Also, no Imperium.
It wasnt late joining, started a fresh lobby, changed the weather and moon, he joined -> stuck in orbit until we switched to another moon and back
We were testing things but I was changing moon before he joined basically, it shouldnt be a problem tho
Got it
I heard you dropped new LLL update
LLL is catching up to LE in download count
this api is one of the most talented things to grace lethal company
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
you gotta set interior spawn chances
btw do not reccomend dantors atm
whats up w/ that
fair i was having issues
for interios spawn chases you can set them in LLL's cfg
that being said though atleast it was actually showing up hence using it as an example here
or Lethal quantities or Central config
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
what do these do
they also let you ste spawn chances
oh word
all 3 work these 2 just have more options
they work with LLL interiors?
there arent any other interiors so yes haha
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
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.
LLL cfg is inbetween
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
ye, you select the registered interior, enable content configuration for said interior, then set spawn chances
quantites doesnt use the cfg manager, it uses its own website
yeah im seeing that
For moon interiors you change this config in there "Dungeon Injection Settings - Manual Level Names List"
Which is just the moon name
thats with LLL"s own config? or for lethal quantities? im just gonna use LLL's own probably
Ex: Experimentation:100,Assurance:100,Vow:100,Offense:100,March:100
oh wow i have to do it all manually like that
i have mods that add like 20 moons im so cooked
I got 81 😢
you could also do Vanilla:100, Custom:100
Vanilla:(Number) sets the value for all vanilla moons and Custom:(Number) sets the value for all modded moons.
oh nah i meant like, am i gonna have to specify for each interior?
ye
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
The config for each interior gets generated like this
yeyeyeye im there rn
120 moons + 55 interiors 😅
how do u guys even run that LOL
ez
so just this but spam it for each interior right
the new LLL update massivly improved performance haha
Mostly optimizing
also a gaming pc
Yeah that will set everything to have a equal spawn chance
ima try this and report back if it works or not
I got a 3050 and somehow I get 90+ fps on my 222 mod modpack.
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
Yeah its mostly moons that aren't optimized.
yeah 😭
total pack rn is 250 mods
Damn
damn wtf
im not sure if im doing it wrong but i did this for a few of the interior mods and this is what the simulation thing shows in game
will it not show up here? or did i do smthing wrong
send your modpack code
if you did this with quantities simulate isnt accurate
i did it w/ LLL's own config
You forgot to enable content configuration.
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 😭
This is level names (so specific moons). There should be one for tags that you can do this in though
gale mod manager
also has faster downloads
and less bugs
switching rn
im confused, was i doing it correctly ?
Gale is 100000000x better
“Vanilla:100,Custom:100” goes in the dynamic level tags list not the manual level names
ohhhhhh
Because those aren’t moon names, but they are tags
should i remove it from the manual level names then, will that mess up stuff
yeah i understand now
Yeah, should be fine to just remove it from there
baller
testing now
shits working now, thank you guys so much genuinely i was losing my mind at this for like 2 hours
will also say that castle and sewer are jank ask atm
they are getting a remake tho
oh bet
there are a lot of other great interiors tho(many much better than MC woodland mansion haha)
any u reccomend specifically?
i just cut that one actually 😭
ignore poolrooms and scoopy's(broken), also ignore tartarosu(working but next update will make it actually worth using)
damnnn what i just saw tartarus i thought that was so cool
If you saw teaser for it then that stuffs not in the mod yet
it will be by next update
its mostly just a test rn
nah i just thought the concept was cool
as of public release
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.
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
@zenith flax what is new in LLL besides this hot load stuff?
something new in moon making?
new features?
#1329604473667981443
i mean, except hot load
other than that nope at least not yet
There's some override noun thing that I think is new, but I've not looked into it #1193461151636398080 message
i was looking into custom footsteps or something
i wonder how many moons already adhered to the hot reloading shtuff
funny enough I havent 
#1193461151636398080 message
I have taken a look at the inner workings of footsteps in vanilla
💀
(It's not actually THAT bad, just really annoying to pull off custom footsteps from an API standpoint lol)
b-b-b-b-b-b-b-bbb-b-b-bbut you are supposed to be the moon optimizer guy!
Yeah I was wondering if anyone's been keeping a list somewhere lol
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

wow thank you so much! Finding info on this sorta stuff has been kinda hard lol. is there a way to see how much power each monster has?
I think the Fandom wiki has that
Just like look up Lethal Company entities through a search engine
ahh I see. im stupid lol. thanks
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 😭
i'll be looking into the current lll issues soon just need the tiniest break from staring at it, apologies for the inconvience
All good. I’m pretty sure staring at code has diminishing returns when it comes to identifying bugs
@zenith flax disabled LLL on second clip where I couldnt immediately pull the lever, I could try this with a custom moon or provide logs if you need, it could also be one of like 10 other mods that got disabled in my debugging modpack cuz i disabled LLL lol
heard
almost forgot, if you need i could put it down as a github issue
[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
thank you
hi higuruma
Do the asset bundle changes affect interiors, enemies and scrap or just moons?
I’d assume just moons but thought I’d ask anyway
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.
can i get that error
Aren’t you not supposed to be able to pull lever until you’re orbiting or am I misunderstanding?
you're not supposed to be able to interact with the lever while it's changing levels
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
Yeah, I think that was it
MinecraftLevelLoader when?
(That's a nice picture)
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?
it might be this mod
we thought it might be imperium or something, we're going through rn to try and isolate it
thanks gamer
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.)
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
See, I think there’s something more to it because I played only a few days ago and could get by
Should be fixed today
Really?
I'll try it, but I swear it doesn't work unless I downgrade it
as in future
Wait is it not fixed yet?
it is not
Aw shucks
Whooooahhhhhhh
It’d be an understatement to say that that’s neat
Is the level loader fixed yet?
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
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
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
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
can you send your logs j ust to be safe
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
yes
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
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
@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.
yeah, had that happen to me
still an issue 
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?
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
feel free to delete this
?
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
forcecredits fix the issue from the screenshot above?
Routing to a different moon and back fixes it, force credits is just to refund routing costs
oh
🫢 oh boy really??
if only i knew that sooner
Yeah but this is difficult for new players that don’t know this.
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
- Client A opens lobby with an existing save on first day on experimentation
- Client B joins lobby
- Client B disconnects
- Client A routes to
13 Sierra - Client B joins lobby again
- Client A observes that the lever continues to be usable during and after Client B is joining
- Client A pulls lever
- Client B gets an exception about
SierraScenenot being added to build settings - Client A gets stuck on LoadedStatus (1 / 2)
Can't seem to attach logs yet, Discord is dying 
there we go, finally
Was this the thing from the screenshot I sent
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
The thing on the lever
[ At least one player is loading a custom moon! ]
that still doesn't tell me what you did
notice how I posted a step by step list of the actions I took?
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.
I’m just saying is that the error you got
did you read what I wrote? it is literally the opposite of that
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
Okay, I thought you got the same error I got because you mentioned how somebody joins the lobby then the lever become unusable.
Oh wait just realising this now did you want it deleted because of the model?
Sometimes people remind me that life is a test of sheer patience and will
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.
I said it was usable though
No because for the like fifth fucking time i do not wish you talk to you
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
No. It can take a while if you've got lots of moons and stuff I guess but it's not stuck there
Check if you have any duplicate moons (e.g. Asteroid-14 and Wesley's Moons, which already includes it)
I think it can get stuck on that screen because of that
Will dooooo
Sincere apologies for the delayed update, It is not without reason ❤️
i trsut you with my life here
i dont think i will be exaggerating like this again i think it was kinda weird
Dw man ik modding is hard
I tried it once
I don't have either one of those mods and it's still taking a while to load
what do your logs say
specifically you're looking for stuff like this [Info :LethalLevelLoader] sector0assets.lethalbundle Loaded (6.29s)!
I did see smth like that
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
Will do!
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
Hopefully not
Never really had this problem since the latest update
Of Lethal Level Loader

Still doesn't work 
GGS
0194a5a2-fbf2-821d-43f0-309f9a34fe66 (Here's my modpack if you wanna take a look 👉 👈 )
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
Sorry man you kinda lost me here?
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
I mean all my moons/interiors are updated fully
Hmmm
Can you list some
the moons/interiors had to have been updated by the mod author recently to get the latest performance updates (they had to do some things to their bundles or something)
I just sorted by last updated ascending* in Gale
suits should be fine but anything with code you prob dont want to be super old
Oh ic
Do you suggest I get rid of these mods?
Also honestly if you could tell me what this gale thing is maybe I can figure smth out here
I suggest you try disabling some to see how your performance differs. But I'm not gonna tell you what to do lol
Fair enough
like I saw you had "Skinwalkers" in the logs and pretty much most people use Mirage as the more recent, better replacement
better mod manager app than r2 or the default thunderstore app https://discord.com/channels/1168655651455639582/1246088342458863618
Oh right yeah
Thanks!
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?
its a bug
on lobby load, what do it mean?
oh wow jumpscare
@slim wind you ? disregard sorry
mb i thought this was LLL at first glance
we need whole log
gotcha
assuming this is the first error, which i doubt, then problem would be with LLL or something going wrong with the game
weird, are u able to replicate?
oh, what're the steps?
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
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
i think neutering makes it a lot less useful
i literally just cut out irrelevant information
ignoring any kind of assumption like "it's possible you missed an error", there could be important logs in place
i did not miss an error
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
urgh why are you giving me a hard time about this :'(
here ill tell you what, if theres anything useful in this log compared to the last one ill give you 15 bucks dude
wdym giving you a hard time people log shit so they can tell when something has gone wrong 😭
im just gonna agree to disagree
i won't do it again
just tried the mod code, found no issues on my end
i would reset your cache or smthn
wtf
my new pc builds my scene bundle in less than 2 minutes 😭
it was like 5-17 minutes before
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
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
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
i assume u dont have a local version of lethallevelloader anywhere?
lovely
yea idk how but march had a null one
idk where that spawned from
thank you for pointing me in the right direction
its alright
its hard to keep up with 9 levels now
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
Can someone help me with this? https://discord.com/channels/1168655651455639582/1333690499558674432
how do you setup the bundles for an interior?
does this feature even work?
Pretty sure Kite uses this feature for Vacuity
Any documentation on how to use it?
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
Sounds reasonable but I have no clue how to make a preview of the ship itself xD
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
Who is he?
Thank you
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?
it's a bug as far as I've seen from Batby
Well I saw the code that causes it in the "NetworkBundleManager.cs"
line 67:
if (IsHost)
allowedToLoadLevel.Value = true;